[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 364 KB, 450x405, 623.gif [View same] [iqdb] [saucenao] [google]
5538592 No.5538592 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5531179

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/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
https://pastebin.com/idahQRj2

>> No.5538593

=== NEWS ===

[4-29] Hell-Forged updated to 0.9, Episode 1 fully playable
https://forum.zdoom.org/viewtopic.php?f=19&t=13397

[4-29] GZDoom 4.1.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=64485

[4-27] Introducing Lt. Typhon, a new mod from the maker of Baradoom and Nun with a Gun
https://forum.zdoom.org/viewtopic.php?f=43&t=64378

[4-23] Jimmy releases Faithless, a Hexen-style hub mapset for Heretic
https://forum.zdoom.org/viewtopic.php?f=42&t=64411

[4-19] NBlood updated
https://github.com/nukeykt/NBlood/releases/tag/v1.01

[4-17] Grezzo Due 2 revealed
https://www.doomworld.com/forum/topic/105657-grezzodue-2-has-been-revealed-to-the-public/

[4-16] RemasterSFX repackaged in .wad format for maximum compatibility. With some bonus goodies.
https://www.doomworld.com/forum/topic/105645-remastersfx-in-wad-format/

[4-13] Pandemonia updated to 1.1.
https://forum.zdoom.org/viewtopic.php?f=43&t=60984

[4-13] NULL: Face to Face 3 map demo
https://forum.zdoom.org/viewtopic.php?f=19&t=59100&sid=a0e472434de5d8d24ed0e2aad72aa4ed&start=15#p1099526

[4-8] MetaDoom updated to v5.3
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&sid=02bf2fae2438f0dcd3b36503f87ae744&start=1545#p1098655

[4-7] GZDoom 4.0 formally released, with alpha Vulkan support
https://forum.zdoom.org/viewtopic.php?f=1&t=64188

[4-7] 'Doom with Sprinkles' 1.0
https://forum.zdoom.org/viewtopic.php?f=43&t=64173

[4-4] New vanilla mapping trick allows for voodoo doll conveyor belts
https://www.doomworld.com/forum/topic/105364-did-you-know-you-can-make-a-voodoo-conveyor-belt-in-vanilla-doom/

[4-2] Switcher-Heretic project looking for mappers, remaking levels in Doom
https://www.doomworld.com/forum/topic/105315-community-project-switcher-heretic/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

== PROTIP ==

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

>> No.5538642

Can I run Oblige in MacOsX?

Has anyone made wrappers for it?

I'm not a native mac user but am saddled with one for a couple weeks.

>> No.5538662

>>5538592
second for brutaldoom

>> No.5538668
File: 962 KB, 320x260, nice.gif [View same] [iqdb] [saucenao] [google]
5538668

>>5538592
>[4-7] 'Doom with Sprinkles' 1.0

>> No.5538669

>>5538592
Third for vasyan trolling

>> No.5538670

>>5538669
u lost fag

>> No.5538673
File: 49 KB, 600x528, fuck off.jpg [View same] [iqdb] [saucenao] [google]
5538673

>>5538642
>using Oblige

>> No.5538689

>>5538670
fourth for Hideous Destructor

>> No.5538697

How many enemy focused mods are out there?

>> No.5538703
File: 9 KB, 110x148, 1343663796631.jpg [View same] [iqdb] [saucenao] [google]
5538703

>>5538668
>check out video
>all those particle effects and lighting and AO and etc
>shitty OGL3 sector lighting

>> No.5538726

>>5538697
whose enemy

>> No.5538734

>>5538668
>>5538703
lemme check this out

I don't think I'm a fan of this.

>> No.5538737

>>5538697
Colorful hell, legendoom lite, champions, and combined_harms come to mind

>> No.5538769
File: 21 KB, 92x125, wtf.png [View same] [iqdb] [saucenao] [google]
5538769

dafuq is this

>> No.5538776

>>5538769
A long bearded old man holding a shield with both hands

>> No.5538791
File: 5 KB, 91x115, fix_your_broken_bullshit_graf.png [View same] [iqdb] [saucenao] [google]
5538791

GZDoom just keeps getting better.

>> No.5538816

>>5538668
>>[4-7] 'Doom with Sprinkles' 1.0

Just checked it. It's shit.

>> No.5538820

>>5538697
Bratwurst

>> No.5538984

>>5538703
Don't talk shit about my beloved OGL
You need to fuck off

>> No.5538987

>>5538668
>https://forum.zdoom.org/viewtopic.php?f=43&t=64173
Looks ace, love the particles and the slight camera sway

>> No.5538989

>>5538593
https://forum.zdoom.org/viewtopic.php?f=19&t=50250&start=465#p1101659

>> No.5538996

>>5538989
Interesting

>> No.5539003

>>5538668
>faster weapon switch speed
>chainsaw has to be revved up
>that fucking melee
no?

>> No.5539008

WHERE IS SIGIL?

>> No.5539021

>>5538984
I was talking about how GZDoom defaults to a shitty sector lighting mode because the shitty ones can run on really old OGL versions. I had it backwards though, I'm pretty sure you need OGL 3.3 to use the good ones.

If you can run it, which you almost certainly can, there's really no reason not to use "Software" lighting.

>> No.5539034

>>5539021
It doesn't look as good.

>> No.5539035
File: 247 KB, 464x618, 6a5.png [View same] [iqdb] [saucenao] [google]
5539035

map23 and 24 are trash.
>gimmick levels

>> No.5539040
File: 380 KB, 512x512, DoAspiesDreamofElectricSheep.png [View same] [iqdb] [saucenao] [google]
5539040

>>5538668
Will I ever see Doom with normal-mapped sprites / weapon overlays in my lifetime ?

>> No.5539045

>>5539035
I like them, I think they're among the better of the late game levels.

>> No.5539050

>>5539045
Jumping puzzles need to stay in platformers where they belong. I hate jumping puzzles so goddamn much.

>> No.5539053

>>5539050
I think they're ok. I liked them in Half-Life.

>> No.5539058

>>5539053
I don't agree but I can respect your opinion and accept that we simply have different tastes.

>> No.5539061

>>5539050
And you need to stay on /v/ where you belong.

>> No.5539124

>>5539040
I hope not.

>> No.5539180

>>5538668
looks like shittier smooth doom

>> No.5539197

>>5539040
Weapons can be converted into fake flat 3D models and then normalmapped. Not sure if same can be done with other sprites, since flat 3D models won't rotate.

>> No.5539221

>>5539035
Like 70% of Doom 2's maps are trash

>> No.5539287

>>5538642
I'm not familiar with MacOS, but a solution is to use VirtualBox. First create and install a Windows VM, install Guest Additions, and then share files by enabling both the clipboard and drag and drop bilaterally. If that doesn't work, create a machine folder (Samba) for the VM to connect to.

>> No.5539293
File: 865 KB, 2000x2000, 1545143329802.jpg [View same] [iqdb] [saucenao] [google]
5539293

>>5538673
>not using oblige

this nigga doesn't like fun

>> No.5539318

>>5539061
???

>> No.5539340
File: 161 KB, 1364x766, 77777777777.jpg [View same] [iqdb] [saucenao] [google]
5539340

I want all Doom sprites to look like left. What should I do? Which program can do automatic batch so the output images would be already pseudobumpmapped, not generated normalmaps, specular maps, ao?

>> No.5539342

https://www.youtube.com/watch?v=QRvXsdYFM1Q
Can you do it, anon? Understand the rules before you try it. Save the rest of the video for later.

>> No.5539351
File: 173 KB, 789x924, mere mortal.png [View same] [iqdb] [saucenao] [google]
5539351

Civvie confirmed mere mortal

>> No.5539360

https://www.moddb.com/mods/death-foretold/addons/death-foretold-d4t-crucible-se
>April 25
D4T:CSE was updated recently.

>> No.5539365

>>5539351
Notch writes cancer mouse's lines, sadly

>> No.5539367

>>5539340
How did you make cacodemon to look like on a left pic?

>> No.5539369

>>5539367
ShaderMap https://shadermap.com/home/

It's not free, but you can buy it for free on russian torrents sites.

>> No.5539390

>>5539351
Im pretty sure civvie called notch crazy in one of his videos lel

>> No.5539467

>>5539035
Play with pistolstart, with him all the levels of a work of art.

>> No.5539483

>>5539034
It doesnt matter though.

>> No.5539491
File: 121 KB, 2048x1561, 1553224070680.jpg [View same] [iqdb] [saucenao] [google]
5539491

>>5538791
He's just being paid to do corporate sabotage thats all. Fuck up old games so people cant go to them if they have old computer equipment. How do you fuck it up? You make it the only way people can mod cool shit in.
> we wont know for sure unless we can see his tax returns.

>> No.5539502 [DELETED] 

report and ignore

>> No.5539505
File: 24 KB, 227x70, caco-test.png [View same] [iqdb] [saucenao] [google]
5539505

>>5539340
>>5539367
>>5539369
Don't just use the unaltered base image, you get wrong normals.

The above displacement/normal was automatically generated by PixPlant and it's halfway there but not that perfect. You probably have to draw displacements by hand to get the correct depth in them, i.e. a map that in some way reflects what's nearer (the upper lip, the lower teeth) or further away (the outer edges of the caco "ball", the little appendages that dangle under it) before you can convert to a normal map.

>> No.5539523

>>5539505
I just want a program that will generate prerendered normalmapped sprites (preferrably with automatic batch for multiple pictures). Creating normal maps, specular maps is pointless because it would work only with the few GZDoom mappacks with dynamic lights everywhere. I didn't see any program that would export prerendered normalmapped pictures. ShaderMap has no prerendered export and you have to use printscreen every time to save a picture, which is tedious.

>> No.5539524

Some of these D4T mods use that one Cybermanc spriteset that MetaDoom used and it only works in that mod's context because he was supposed to explode after death.
They could have at least copied that, even without affecting nearby enemies.

>> No.5539530

>>5538593
GZDoom 3.8.0 Vintage released
https://forum.zdoom.org/viewtopic.php?f=1&t=64521

>> No.5539536

If someone's score in Dakka doesn't work and they're getting a divide by 0 in DAKKA_OPEN error, is there a way to fix that?

>> No.5539540
File: 287 KB, 3440x1440, 444.jpg [View same] [iqdb] [saucenao] [google]
5539540

Fake prerendered normalmapping.

>> No.5539541

>>5539523
Sorry, no way around it. Your "bumpiness" will always look wrong if you don't do it correctly.

>> No.5539542
File: 155 KB, 3440x1440, 15566507498141.jpg [View same] [iqdb] [saucenao] [google]
5539542

>>5539540

>> No.5539546
File: 26 KB, 128x128, BIGDOOR2.png [View same] [iqdb] [saucenao] [google]
5539546

>>5539540
What's the point?
You generate more contrast and potential noise for...what?

>> No.5539558

>>5539540
I oddly like this style. What do later levels look like with this?

>> No.5539559
File: 111 KB, 256x256, BIGDOOR2.png [View same] [iqdb] [saucenao] [google]
5539559

>>5539546
To see what it would look like.

>> No.5539569

>>5539540
>>5539546
>>5539559
so you're making PC doom look like PSX doom?

>> No.5539570

>>5539558
I only did this to the few textures. It's too tedious for each texture, because there's only export into normalmaps, specular, not already prerendered texture. I had to use printscreen every time.

>> No.5539574
File: 450 KB, 716x532, SP_FACE1-output.png [View same] [iqdb] [saucenao] [google]
5539574

>>5539559
OK, I see.
Doesn't fascinate me as much as prerendered textures or the ones with real normals for proper dynamic surface lighting

>> No.5539575

>>5539569
I'm just playing with ShaderMap program. To see what can be done to the Doom textures and sprites.

>> No.5539581
File: 959 KB, 300x201, 1347331412737.gif [View same] [iqdb] [saucenao] [google]
5539581

>>5538592
I knew this gif looked familiar

>> No.5539593

>>5539546
I like this alot better

>> No.5539603

>>5539540
There's nothing wrong with prerendered baked-on textures. Some of the lightweight retexture packs for quake are like that and they're amazing.

All that matters is how it looks. Even if it lacks some dynamic qualities, its still 75% the way there.
I hate this look though, its so muddy and makes it look like those soft plastic anti-static pouch material
Even better if its not HD. Maybe not doom or quake texture resolution but +50% or double at most. Square Pixels must be seen.

>> No.5539616
File: 3 KB, 92x100, WTF_FACE1.jpg [View same] [iqdb] [saucenao] [google]
5539616

>>5539593
wtf, it's just sharpened with the edges filter from Photoshop and I posted it as a joke.

>> No.5539617

>>5539603
>Even if it lacks some dynamic qualities

Prerendered normalmapping + shinemap will look ok. If normalmap is done properly.

>> No.5539620

>>5539221
I don't agree, I think 70% are ok, some are even pretty good, and like 30% are trash.

>> No.5539627
File: 468 KB, 3440x1410, 15566450282261.jpg [View same] [iqdb] [saucenao] [google]
5539627

Materials to the HUD. When?

>> No.5539635

>>5539627
Spawn a flat 3D model around player's face that will follow after you?

>> No.5539667
File: 369 KB, 3440x1440, 222222222.jpg [View same] [iqdb] [saucenao] [google]
5539667

>>5539635
VisorHud didn't look cool enough. So it needed a modification.

>> No.5539747
File: 73 KB, 1024x768, 1542592868053.jpg [View same] [iqdb] [saucenao] [google]
5539747

>>5538592
how do you feel about voice acting in a doom mod/wad?

>> No.5539748
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google]
5539748

>>5539124
It would look decent imo if it weren't overdone.
Problem is whoever would take the time to do it would probably also toss a nice shiny watery wet spec map over everything, crank up the bloom and toss in some high res textures for good measure.
The biggest issue would be deriving the height info for the normal map. You can't just run it through crazy bump or whatever lazy shortcut program. That doesn't work for sprites, and is only useful for textures sparingly.
You could do a basic body shape 3D model, and position it per frame with a normal map texture and maybe throw a bit of grain on it.

>> No.5539750

>>5539390
pretty much everyone slightly to the left calls notch crazy

>> No.5539752

>>5539747
Varies on the mod.
I have a lot of fun with Demonsteele's protagonist.
I don't care much for Guncaster's protagonist.

>> No.5539753
File: 56 KB, 128x128, doomguyfaceshadows.gif [View same] [iqdb] [saucenao] [google]
5539753

>>5539748

>> No.5539769

>Trying out Hell Forged's demo
>Doomguy has a female voice
>He still has his face and a male looking arm

>> No.5539823
File: 373 KB, 1024x600, spasm0023.png [View same] [iqdb] [saucenao] [google]
5539823

Well ive beaten Arcane Dimensions, now what...

>> No.5539840

>>5539823
A celebratory drink/cigar/dinner?

>> No.5539845
File: 171 KB, 512x512, unity_nrm_sprite.webm [View same] [iqdb] [saucenao] [google]
5539845

>>5539748
>>5539753
Right, you have to create proper height maps for every frame to get correct normals later on. Automated processes hardly work for that.
Or you go the laborious way of creating your normals directly from 3D models.

Besides that some extra coding would be necessary to get correct normal mapping on sprites working in the source ports.

This is, for example, so much easier in Unity or UE.

>> No.5539857

>>5539769
afraid of tufted women huh

>> No.5539859

>>5539823
idk nigga, why not try making your own maps in trenchbroom? that’s always good fun

>> No.5539861

Daily reminder Sandy Petersen cannot design a good level to save his life. Just compare E1M1 with E3M1
https://www.youtube.com/watch?v=b9OG6t28FsU

>> No.5539874

>>5539861
>fighting 2 cacos with a pistol then getting forced to walk through a damage sector just to grab the shotgun (with no extra shells)

What were they thinking?

>> No.5539876
File: 763 KB, 1312x1014, pooh.png [View same] [iqdb] [saucenao] [google]
5539876

>>5539861
>accilerating

>> No.5539882

>>5539876
okay yeah that's pretty crinj

>> No.5539887

>>5539861
E3M1 is good because the secret level of that episode sikes you out. Sandy made good and even great maps.

>> No.5539894

is 0.9 really the latest version of Demonsteele? I want to try it out

>> No.5539897

>>5539750
No its probably people who dont buy the whole Pizzagate or Quanon thing. Also why we talking about notch hes not fps relevant

>> No.5539905

>>5539861
shitty for first timers but everyone would just let the caco's and imps infight at the beginning
the issue here could be less "level design" and more "enemy/item placement"

>> No.5539916

>>5539905
enemy and item placement is a part of level design smart guy

>> No.5539917

>>5539887
>Fuckall ammo
>Levels play out slow and boring compared to the fast pace of Romero's maps
>Levels are maze-like and downright confusing compared to Romero's maps which always had a clear path
And don't even get me started on his work in Doom 2.

>> No.5539919

>>5539916
but it can still be specifically refered to
some people would assume "level design" is just the overal geometry and architecture

>> No.5539932

What are examples of Sandy Petersan's levels being good, even in concept?
And why didn't Romero helped him with level making, since he was the one who created rules for level design in FPS in the first place?

>> No.5539936

>>5539859
what the hell is that?

>> No.5539950
File: 26 KB, 256x256, matball00.jpg [View same] [iqdb] [saucenao] [google]
5539950

>>5539340

>> No.5539956
File: 86 KB, 256x256, TURNITUP.png [View same] [iqdb] [saucenao] [google]
5539956

>>5539559
More effects! Darker! Brighter! Shinier! More EXTREME!

>> No.5539965

>>5539861
Strange how he's still alive then.

>> No.5539989

>>5539936
Trenchbroom is a program that lets you make Quake maps. It's pretty easy to use.

>> No.5539990

>>5539956
Gross.

>> No.5540006
File: 24 KB, 500x372, abstract.jpg [View same] [iqdb] [saucenao] [google]
5540006

>>5539861
Oh gosh, E3M1, one of his weakest maps, possibly one of the earliest he made, gee, it sure looks weak next to E1M1.

Go practice mapping, maybe one day you can be as good as Sandy.

>> No.5540052

There's this PWAD I'm trying to remember, it had this reload animation that played whenever you pistol-started a level, the first level had you entering a vent large enough to fit a standing person to enter the main area of the map, and in the later Hell levels your character does the Heretic laugh whenever he picks up the demon weapons. Does anyone know the name of the WAD?

Other details I remember were that it was episode-based despite being loaded on the Doom 2 IWAD, and one of the demon weapons used the Hydralisk attack sound from StarCraft when fired.

>> No.5540059

>>5540052
>it had this reload animation that played whenever you pistol-started a level, the first level had you entering a vent large enough to fit a standing person to enter the main area of the map
that sounds like duke3d
>and in the later Hell levels your character does the Heretic laugh whenever he picks up the demon weapons
some form of Demon Eclipse maybe?

>> No.5540061

>>5539950
This would be the correct start

>> No.5540074

what are some good MP maps for quake 1?

>> No.5540104
File: 113 KB, 1518x817, Screenshot_Doom_20190430_162443.png [View same] [iqdb] [saucenao] [google]
5540104

swell, i beat doom II for the first time. There any good mods that let me play as a strong, independent woman?

>> No.5540107
File: 281 KB, 371x532, 1517717243509.png [View same] [iqdb] [saucenao] [google]
5540107

>>5539956
RAINBOWMETAL
>>5539989
THANKS
Ive got a major creative block against maps right now but I think thats the first quake mapper that I could probably use. Im picking that up.

>> No.5540108

>>5540074
the maps that come with ezquake are classics

>> No.5540109

>>5540104
Actually, yes. There's that Veteran one that came out just recently.

>> No.5540115

>>5540107
no problem good luck getting through that creative block im in the same boat right now

>> No.5540126

Does D4T or any of its addons have a cheat that activas completionist bonuses?

>> No.5540129

>>5540115
my computer also has a weird problem with VC related stuff, I had to actually install the professional virtual c package just to get the effective vc++ redistributable on my computer to run Slade 3. (this is on Win 8.1 system mind you)

Might not work on my computer if I have to upgrade it. Im going to let it wait until later.

>> No.5540137

>>5540109
typhons weapon selection sucks.
nun with a gun is way better.

>> No.5540142

>>5540129
yeah, that's weird. everything has always worked instantly for me. I ditched win8.1 when win10 upgrade was free though.

>> No.5540150

>>5540059
>Demon Eclipse
Yeah it turns out that's the one I was looking for, thanks!

>> No.5540163

>>5540137
>Nun With A Gun
There's another one.
Point is, there's a couple of different options on this type of mod.

Diaz comes to mind too.

>> No.5540175

>>5540104
Demonsteele

>> No.5540181

>>5540104
Moonman Doom

>> No.5540189

>>5539505
If you take a normal map sphere, and overlay it on that at 50% it'd look okay. You'd get the volume of the caco and not just the details.
It's only work for the caco though. Other monsters, to get the volume, you need more complex shapes.

>> No.5540194
File: 328 KB, 1360x768, 1521522212429.jpg [View same] [iqdb] [saucenao] [google]
5540194

>>5540142
I wiped Win10 professional off my system (it came with it) because I was going to partition the drive and the MFT was right in the middle of the drive map. And nothing would make it move.

I'd determined I was only going to leave about 32-40gb on C drive for the operating system so if I had to wipe it again in the future I wouldn't have to move any of my content on the other partitions.

It wouldnt budge, so it got wiped. I tried Win7 and it wouldnt install because of the well known usb drive problems it has.
Tried Ubuntu and actually BROKE the OS after about a week because I screwed up some installation on it and there was no way to undo it.

So I put Win8.1 on from a thumbdrive. Aside from quirks it works. I would rather have Windows 7, but there's no way to install it (no optical, cant hack the setup to include the usb drivers, and now win7 support for programs is diminishing).

The real thing that sucks about Win8.1 and probably Win10 is when I view folders with a bunch of image thumbnails windows doesnt even store a local database (the infamous thumbs.db) in the folders where they're located.
And I get glitches where half of a folder's images wont display their thumbnails for whatever godforsaken reason because its checking some master database file probably in the windows directory.
Thats a real buzzkill for more than just porn, because my spare doom assets are in a giant folder I label "Junk Drawer" with thousands of images and when it decides to misbehave its a huge pain in the ass to find what I was really wanting. Since alot of downloaded images are in random filenames like the ones imgur hands out.

>> No.5540202

>>5540194
well goddamn that is a fucky situation. F.

also, that picture is some pretty nice aesthetic

>> No.5540203

>>5540189
Or... I might have a process you could automate in Photoshop.
I don't have PS installed anymore and I'm at work. But I think you could do it it all in a batch and have it look okay.
I might try it later.

>> No.5540219
File: 104 KB, 639x361, city burning.jpg [View same] [iqdb] [saucenao] [google]
5540219

>>5540202
There seems to be a Genuine Hate these days of Drive Partitioning even though its extremely efficient and great for organization. And the more partitions you have the less the hard drive has to jump around when its doing something on one of them.
Whether its linux practically refusing to believe it exists... setup programs wanting to shove everything on C Drive... service programs automatically shoving shit into subdirectories in C Drive... or browsers and websites like mega downloading shit to temporary data folders on C Drive before they actually "save" the file to where its supposed to go.
> mfw Steam, which I refuse to have installed, dumps games into subdirectories like they're temporary data instead of installed products

My C Drive has 2 Gig left on it and thats on a good day (I underestimated how much Windows would use, I set the size to 32 instead of 40 because my prior experience was with Win7 and it only took up 15-18gb). Its not supposed to be used for anything and its not supposed to fluctuate because thats where Windows lives and nothing else should touch it.

>> No.5540256

>>5540104
nitronian chaos?

>> No.5540298

>>5539956
LENS FLARE!
PLASTIC WRAP!

>> No.5540328
File: 815 KB, 1920x1017, Screenshot_Doom_20190501_043325.png [View same] [iqdb] [saucenao] [google]
5540328

bowjob

>> No.5540332

>>5540328
i want to fuck that robot thing

>> No.5540339

>>5539932
That's easy, because Jon Romero is a hack. He hasn't been successful since.

>> No.5540343

>>5540328
Holy shit that looks much better than the first set of bow sprites you made. Well done

>> No.5540348

>>5539536
what map is this on? I'm testing this on a map with no monsters (the only way I can see a divide by zero happening with the score code, even though that's checked for), and it's not happening on either gzdoom or zandronum

>> No.5540359

just downloaded slade and doom builder once I learn how to use these things I'll make the most retarded shit I can think of

>> No.5540379

>>5540175
>>5540163
>>5540256
Thank you, thank you! I'll be sure to try them all out. Might even make my own in the future
>>5540181
nice fucking try you sly, cheeky cunt. still a good recommendation though

>> No.5540402

https://www.youtube.com/watch?v=P14iW91LNnw

>> No.5540424

Playing the Crossfire mod, from here:
https://forum.zdoom.org/viewtopic.php?f=43&t=36667

Is it just me or do the former humans only shoot forward (e.g. they don't shoot downwards at you when you're below them)?

>> No.5540427
File: 460 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
5540427

>>5539861
Play Quake

>> No.5540432
File: 400 KB, 1920x1080, Screenshot_Doom_20190430_225235.png [View same] [iqdb] [saucenao] [google]
5540432

>>5540424
Working fine here. Are you using the latest GZDoom devbuild like it says to in big letters right next to the download link?

>> No.5540450

>>5540359
Godspeed!

>> No.5540598
File: 483 KB, 1920x1080, Screenshot_Doom_20190430_212232.png [View same] [iqdb] [saucenao] [google]
5540598

>> No.5540631

>>5540598
The fuck did he mean by that?

>> No.5540652

>>5540598
light years are used for measurement.

>> No.5540664

>>5540427
How'd you get quakespasm to software render?

>> No.5540665

>>5540348
never mind, I figured it out
there's actually two bugs here: one, dakka_score_interval didn't handle values less than 1 properly, and two, the score progress bar didn't handle score intervals less than 120 properly (and was screwed up on non-multiples of 120 too, though the issue was hardly noticeable at the default of 5000)

fixed the first bug, ended up rewriting the section of the code that caused the second bug and parenthetical since it was old and had dumb logic
the fixes are on the git repo

>> No.5540729

How do I get VirtualMIDISynth to hook into PRBoom?

>> No.5540757

Can anyone explain to me how healing works in Hideous Destructor? It seems like medikits are killing me more than the monsters

>> No.5540768

>>5540757
I haven't played it myself, but watching some recordings and streams, the idea I get is:
>you need to stop the bleeding, I think you look downwards for that
>if you're gonna staple a bad wound shut, you should ideally take off your armor first
>stimpaks jack up your heartbeat, taking these when your heart is already pumping like crazy can possibly kill you
>berserk lets you tank some really obscene damage
>regular medical stuff can't really do a lot to cure the really serious injuries, you need to use some kind of magical healing for that

>> No.5540776

>>5538769
You’re the mk cringe guy from the last thread. My man

>> No.5540781

>>5538769
Go to icon of sin and beat him and watch the character roll, it will tell you his name

>> No.5540787

>>5540768
The last time I died I got hit by a stray bullet and went to heal the bleeding with a medikit, I held the fire button and my guy just started screaming and scratching, my screen pulsing black and then I died, no damn idea what happened
Doesn't help that the self-analysis function doesn't seem to do anything and there's no guide for each hud element or anything

>> No.5540793

>>5540757
I don't know if he changed it in recent versions seeing as how every fucking update seems to change core mechanics, but
Bandages are your friend, they're temporary but infinite, always have a fallback location where you can safely apply them
Medkits suck. They cover wounds slightly faster but if you use more than one in a certain time frame it kills you.
The big kits are your best friend, they can permanently heal wounds to an extent but can only be used once. Second Flesh makes you UNF a lot and heals severe injuries.
Soulspheres heal everything, but don't play nice with blurspheres (meaning don't ever touch a blursphere ever again)
soul potions make you more resilient I think along with healing

>> No.5540801

>>5539752
>Guncaster’s protagonist
Probably because he told everyone it’s his fursona

>> No.5540803

>>5539769
But does he have a feminine penis?

>> No.5540810
File: 10 KB, 128x128, think.png [View same] [iqdb] [saucenao] [google]
5540810

>>5540801
Wasn't there a mod similar to Guncaster where you have big strong guns but you get a jetpack instead of a doublejump and you aren't some faggot's dragon-sona?
I can really clearly remember a mod like this

>> No.5540813

>>5540052
You’re thinking of goldeneye which was a shooting game by nintendo 64. You used to have to blow in the cartridge to make it work haha

>> No.5540815

>>5540793
The big kits are the ones that seem to be killing me, is it because i'm holding the fire button down while holding them or something? I start hearing weird noises or something and then I get worse off than if I hadn't used them

>> No.5540816

>>5540126
iddickchoppers

>> No.5540823

>>5540219
>still doesn’t have a 500gb SSD which are 80 bucks on amazon
loling @ u

>> No.5540831

>>5540815
I tested it out in 3.7.2g, which I believe to be the latest release. I got shot, bled, used a medkit, healed, got shot again, used the same medkit, and it seemed to be fine. However, using it too much caused me to drop to the floor and bleed out, something I've never had happen.

>> No.5540832

>>5540810
ww-doomnukem? Or you’re not thinking of Russian Overkill are you? I’ve never played that so I’m not sure if it has a jetpack.

>> No.5540845

Any maps that look like the first few halo games? I feel like playing some Project MSX

>> No.5540846

>>5540831
Yeah I think I figured it out, I start to move too fast after using one instead of settling down so I get way fatigued. I'll continue playing and see how it goes
I might as well also ask, is there some sort of ammo limit for shotguns that isn't there for other weapons? There are some 4-shell pickups I can't seem to take, I press use on them and they just drop back on the ground
Thanks for the help

>> No.5540859

>>5540757
Use the medikit to patch bleeding wounds. Make sure you are specifically using the medikit and not the bandages, because the bandages suck. It's the second "weapon" on slot 9 and you also gain an inventory item you can use to instantly select it. You can pop a stimpack for a quick fix if you don't have the time or cover to take your armor off, but you'll need to patch yourself up properly eventually. Whenever you take damage, some of it lingers as a treated wound or a burn, reducing your maximum HP. You can check your condition by holding Firemode when using the medikit (stand still to ensure an accurate report), and apply Second Flesh by holding both Zoom and Firemode to heal some of those lasting wounds. Second Flesh takes a couple minutes to finish its work and leaves you near-dead for its duration, so make sure you're in a safe location before using it. If you consume a soulsphere or potion, almost all your medical needs will be taken care of automatically for as long as the magic lasts, usually long enough that you'll find more well in advance of needing it. Bleeding will stop automatically and you'll gradually recover from wounds at all times, even healing damage that Second Flesh can't cure.

>> No.5540868

>>5540846
The current stable version has some serious bugs in it. Update to the latest master.

>> No.5540873

>>5540832
I don't think it was russian overkill, but it might have been. it was a few years ago now

>> No.5540880

>>5540859
>You can check your condition by holding Firemode when using the medikit (stand still to ensure an accurate report)
I can't tell what this actually does, all I see is a long horizontal bar and a square disappear in the hud. There's a blood spot there too which doesn't seem to vanish ever, even after using second flesh
Honestly this whole system is really dragging the fun down, even minor grazes require me to sit down for minutes at a time in a corner due to healing effects

>> No.5540894

>>5540880
You have to press Fire while holding the button. Patching properly with the medikit doesn't take long at all, and you can even move while doing it. Second Flesh is a real fucking drag, though. It wasn't so bad when you could inject like eight of them all at once and you'd just have to deal with slow movement for a while afterwards, but now you have to sit at minimum health for several minutes at a time for each dose and you can't stack them. They heal more than they used to, but it takes so much longer that it's not really worth it. The time you take using Second Flesh is time you could instead spend looking for a potion or soulsphere. Like the bandages, it's something you should only bother with if you don't have a choice.

>> No.5540946

Where can one get a verson of redneck rampage that can be used with BuildGDX? The Gog version in the general's mega doesnt work with the GDX

>> No.5540949

>>5540801
he never said that

like, ever

>> No.5540980
File: 43 KB, 254x507, textureswaps.png [View same] [iqdb] [saucenao] [google]
5540980

how do you guys feel about this? i think it looks cool, the idea is that the poison room stained the walls green, but i can't decide if it looks good or not

>> No.5540983

>>5540980
obviously the blank space in the middle is a door

>> No.5540993

>>5540980
Yeah, that works. Maybe see if there's a green floor to match and all.

>> No.5540996
File: 495 KB, 1920x1080, spasm0005.png [View same] [iqdb] [saucenao] [google]
5540996

>>5540664
That's still the hardware renderer, I just used gl_texturemode 1 and r_scale 3 (increase or decrease the number for more or less pixellation)

>> No.5540998

>>5540993
I don't believe theres a green variation of that specific floor texture, hence why i went with the brown. Doesn't look great but still gets the general idea across of a tainted nasty room, i think.

>> No.5541001
File: 15 KB, 402x156, floor0.png [View same] [iqdb] [saucenao] [google]
5541001

>>5540998
yeah, no, seems like all i've got is silver/tan/brown

>> No.5541003
File: 232 KB, 920x548, maybe thios.png [View same] [iqdb] [saucenao] [google]
5541003

>>5540993
You reckon this works? It's a different texture but its got some green in it

>> No.5541016
File: 2 KB, 64x64, NFFL03GN.png [View same] [iqdb] [saucenao] [google]
5541016

>>5540980
>>5540993
>>5540998
>>5541001
>>5541003
Try pic related. It's from a recolored pack by Nick Baker:
https://cdn.discordapp.com/attachments/535235566476853259/573067329282375700/nb_recol.zip

It should all be paletted and all so it would work even in vanilla.
There's a couple of more textures like that in that pack, if you wanted to go further into that aesthetic of making a green room with green versions of existing Doom textures.

>> No.5541017

>>5541016
awww shit my man, thanks dude. that's just what i needed

>> No.5541018

>>5539287
I dont have time to go to all the trouble to set up a VM on a comp I'm returning in 1.5weeks.

if theres no easy solution it's OK, I was just hoping there was one that I was too stupid to find.

>> No.5541023
File: 463 KB, 730x550, smug tomato.jpg [View same] [iqdb] [saucenao] [google]
5541023

>>5541017
YW

>> No.5541029
File: 256 KB, 640x480, Screenshot_Doom_20190501_110013.png [View same] [iqdb] [saucenao] [google]
5541029

https://cdn.discordapp.com/attachments/553717447077920804/573070570250567690/UniversalHealthBars_1.1.pk3

Please test these universal health bars. Should work with any mod combination. Suggestions/bug reports welcome.

The two HBAR_ cvars can tweak distance and draw time.

>> No.5541035
File: 90 KB, 435x609, thxm8.png [View same] [iqdb] [saucenao] [google]
5541035

>>5541023
you're a lifesaver breh.

>> No.5541056

Playing hideous destructor

What are some good maps?

Really like the gameplay but I keep getting fucked by enemies who shoot through their monstercloset walls due to onesided texturing.

Also, I keep hearing the item pickup sound all over the level. is that from enemies picking shit up? it's driving me crazy thinking I'm picking shit up when I'm obviously not.

>> No.5541064

>>5541056
The item pickup sound beating repeatedly would probably be a machinegun turret, be careful of those.

For a good set of levels, honestly the original three Doom episodes are a pretty decent place to start. E2M2 in particular is well suited for HD.

>> No.5541082

>>5541064
We talking DOOM1?

Doom2 e1m2 I keep getting majorly fucked by monster closet walls

>> No.5541091

>>5541082
Doom 1.

>> No.5541092
File: 1.02 MB, 958x973, SSG_mouthwash.png [View same] [iqdb] [saucenao] [google]
5541092

>>5540402
"in the first game the design team was learning what they could do with levels as they went, but now they know exactly how to inflict their sick thoughts on you."

nice.

>> No.5541129

>>5538592
i really like this gif

>> No.5541145
File: 27 KB, 480x480, s2ee38fda8s21.jpg [View same] [iqdb] [saucenao] [google]
5541145

I'm playing eduke32 and if I turn on vsync the mouse movement is horrible and sluggish. But if I turn if off I get bad screen tearing.

>> No.5541148

Guys I have a confession to make. I've been playing Doom since like 96 or thereabouts and I've never done a full UV run on any of the games.
Also I've recently started using 3d mouse aiming in gzdoom, even in vanilla wads
Should I feel bad?

>> No.5541150

>>5541145
>if i turn on vsync the mouse movement is horrible
welcome to FPS games anon, enjoy your stay

>> No.5541159

>>5541148
Mouse look is gimping yourself though

>> No.5541160

>>5541148
Have you tried PrBoom+ or Crispy Doom?

>> No.5541162

>>5541160
I've tried prboom and chocolate doom

>>5541159
dude, when I was a kid I used to play with mousewalk. I think this is a step up

>> No.5541165

What is the best way to play Doom on a midrange early 2017 w10 machine?

>> No.5541168
File: 20 KB, 426x282, okhand.jpg [View same] [iqdb] [saucenao] [google]
5541168

>>5541165
the best way to play doom on any other machine. Download the iwads, download gzdoom, drag and drop doom.wad to gzdoom.exe

>> No.5541180
File: 32 KB, 400x462, plebs.jpg [View same] [iqdb] [saucenao] [google]
5541180

>>5538642
>>5538673
>>5539293
>not using OBHack

>> No.5541181

>>5541168
GZDoom or Chocolate doom. The guy might want to try it with authenticity the first time.

>> No.5541184

>>5541181
I feel PrBoom+ is the best middleman between modern sensibilities and authenticity. I recommend it.

>> No.5541194

>>5541184
I personally don't care about authenticity at all, but you've a point when it comes to playing user maps that require limit-removing features while still being fairly true to vanilla.

>> No.5541212

>>5541194
I like being able to run 90's era speedrun demos without them fucking up pathing unlike when you try to run them in ZDoom.

>> No.5541216

>>5540949
Except he 100% did. Go through the first few pages of the thread and look at what doomnukem said about it. It’s still quoted and able to be read. Retard.

>> No.5541221

>>5541148
>he’s not playing with the arrow keys and Lctrl with no strafing and Lshift held down with tape
I’m calling the police

>> No.5541234
File: 13 KB, 219x241, e7e.jpg [View same] [iqdb] [saucenao] [google]
5541234

How do i play Quake in 2019?

>> No.5541235
File: 649 KB, 1608x1854, unbar.png [View same] [iqdb] [saucenao] [google]
5541235

>>5541029
From technical perspective - works great
Now for some suggestions (mainly for customability):

1) Allow to customize bar's height to make it thinner or taller on preference (as it is now it's a bit too tall for my preference)

2) From distance, the bar becomes very short, and up close it is very long, would be great to be able to cap its width to some minimum and maximum values

3) Also it wouldve been great to be able to set its height above monster (in either a set value or precentage based on mob height, preferably both at once for extra customisability) - because for some monsters the bar sets itself over the sprite. As a side benefit this would also allow to set it to appear BELOW monster (like on some RTS) some people may prefer it that way.

4) When you get too close to a mob, the bar disappears over the top of the screen, If it is possible, maybe make an option to cap it so it would stick to the upper side instead of disappearing completely?

5) Where does it take colors from? In Heretic bars look dark brown (which considering the palette of that game is NOT good at all) and missing health is dark red, in Hexen they are shit-brown, not very nice to look at. It would be great if you could set their colors in RGB (or hex code) format. Or if that's not possible, maybe otherwise edit them.

>> No.5541236

>>5541234
read you fucking mongoloid holy shit its in the OP REEEEEEEEE

>> No.5541239
File: 335 KB, 1236x371, 926E2F79-F6E9-4BC4-8AA4-A34F7FD94CC4.jpg [View same] [iqdb] [saucenao] [google]
5541239

>>5540949
>>5541216
Actually it was chronoteeth. Observe, based retard.

>> No.5541240

>>5541235
>>5541029
Oh and another thing, maybe an option to add 1 or 2 pixel-wide border of some (preferably customizable too) border [around] the bar to make it more readable in situations where colors of environment are too similar to color of the bar?

all those tweaks would make it literally perfect.

>> No.5541241

>>5541145
Try to disable VSynch in EDuke, and enable it in GPU drivers, if that does not work try limiting FPS to your refresh rate.

>> No.5541243

>>5541239
So... Any monster-character is considered someone's fursona now?

>> No.5541246

>>5541234
Like the other anon said, the OP has plenty of shit to get you started.
But to cut to the chase just use Quakespasm.

>> No.5541247

>>5541234
Same way you played it back in '95
you don't

>> No.5541248

>>5541247
Quake came out in 1996 you mongoloid

>> No.5541254
File: 28 KB, 500x414, file.png [View same] [iqdb] [saucenao] [google]
5541254

>>5541248

>> No.5541258

>>5541148
>3d mouse aiming in gzdoom
This spoil vanilla gameplay.

>> No.5541287

>>5541254
That wasn't a joke, you're just trying to cover your fuck-up.
How dumb do you think I am?

>> No.5541298

>>5541235
>>5541240
Thanks a ton man, I added all those things to my todo list.

>It would be great if you could set their colors in RGB
I found out how to do that shortly after posting the thing. This also allows changing the hue of the health (assuming a neutral background bar) smoothly from green to red and such.

Got a lot of CVars and conditionals to do now. Might require an actual options menu too, since writing RGB or hex cvars by hand is not ideal.

>> No.5541303
File: 4 KB, 398x99, what is a spoiler - a miserable pile of secrets.png [View same] [iqdb] [saucenao] [google]
5541303

>>5541287
>How dumb do you think I am?
verily

>> No.5541359

>>5541243
Don't mind the brain damage, anon.

>> No.5541363

is daisy a fursone?
since she belongs to doomguy...
is she doomguys fursona?
is doomguy a furry?

>> No.5541367

>>5541359
i hate how all of them turn into furry bait and they flock to it out of the woodwork

>> No.5541368
File: 48 KB, 350x339, 667.png [View same] [iqdb] [saucenao] [google]
5541368

>mfw I discover I can disable frame interpolation to play heavy mods with a stable FPS at high resolutions

>> No.5541372

>>5541368
that does not improve your FPS at all
it just caps it at 35

>> No.5541413

>>5541372

Fuck. I though it would drop some load and make the dips to 20 less frequent, but it's all the same. Guess I will really forfeit GZDoom only mods until I have a better pc.

>> No.5541427
File: 1.51 MB, 1920x1080, yikes.png [View same] [iqdb] [saucenao] [google]
5541427

Why did Doom age so much better than Duke?

>> No.5541432

>>5541248
You didnt want to play that muddy drek in 96 neither

>> No.5541467
File: 730 KB, 1024x768, 2019-05-01 17-26-31.webm [View same] [iqdb] [saucenao] [google]
5541467

Clickable doors! With markers!

Have to do a bunch of more if() checks to handle buttons on the lower and middle part of a line. Probably won't bother with 3D floors.

>> No.5541483

>>5540427
Just woke up sothat's why I've not been replying:
I actually really like Quake, prefer it to Doom but the only thing that held Quake back was the fourth chapter, which also happens to be the one Petersen worked on.

>> No.5541487
File: 159 KB, 1606x925, doom64Ex useables.png [View same] [iqdb] [saucenao] [google]
5541487

>>5541467
That's pretty neat.
Doom 64 EX did a thing where it made a white translucent overlay over the activate-on-use linedefs
Maybe you can do the same somehow (maybe with a decal or, by spawning a special bulletpuff or something)

>> No.5541490

>>5539932
I've always been a fan of Monster Condo.

>> No.5541492

>>5541487
That can be done fairly easily. Rather than use a decal or puff, you'd straight up colorize the wall itself for the local player though.

>> No.5541494

>>5541492
I didn't know it was possible lol

>> No.5541495

>>5540006
>Oh gosh, E3M1, one of his weakest maps, possibly one of the earliest he made, gee, it sure looks weak next to E1M1.
All of Petersen's maps are shit, he has literally never made a single good map. Even his later work on Doom 2 is still outdone by even the shittiest Community made maps.
>>5540006
>Go practice mapping, maybe one day you can be as good as Sandy.
Once you know how level-design works, you're automatically better than Petersen.

>> No.5541503

>>5540339
>Jon Romero is a hack
Wrong, say whatever you want about him, but he knows how to make good maps. Just look at his version of E1M8 he made 21 years after the game came out.
He may not be great at making a game (daikatana showed that) but he's a great level designer.

>> No.5541508

Hey guys, is there any Doom mod that just adds right-handed viewmodels? I don't want anything changed about the game, just the viewmodels.

>> No.5541516

>>5541508
>models

>> No.5541517

>>5541467
What are you trying to do? Make an on-rail shooter or something?

>> No.5541518

>>5541516
What else am I supposed to call them? Viewpictures?

>> No.5541525

>>5541518
they're sprites anon

>> No.5541528

>>5541525
Alright, autist:
Hey guys, is there any Doom mod that just adds right-handed viewsprites? I don't want anything changed about the game, just the viewsprites.

>> No.5541534

>>5541528
Not that guy, but AFAIK there's no mod with all weapons angled but otherwise unchanged. There are however angled version sprites of many of the base guns floating around and sitting in various mods and forum threads.

>Alright, autist
He's not autistic, it's you who are dumb.

>> No.5541539 [DELETED] 

>>5541534
>He's not autistic, it's you who are dumb.
Yeah, sure. Everybody knows what I mean but noooo he just has to be a faggot and say "ackshyually they're sprites" like nobody fucking cares he's a fucking faggot I hate him I bet he likes drinking onions while jerking off to cuck porn and self inserts as the woman everytime fucking piece of shit faggot fuck

>> No.5541545

>>5541539
This is bait or

>> No.5541546

>>5541539
>Everybody knows what I mean
everybody also knows that you're wrong

>> No.5541547

cool thread we're having
why did i expect people to know how to behave on one of the most mellow boards on the site

>> No.5541556 [DELETED] 

>>5541547
fuck you fucking faggot piece of shit cunt fuck faggot anus shit bitch ass fuck ass fuck cunt shit

>> No.5541559
File: 802 KB, 1565x1565, WHITELISTED.png [View same] [iqdb] [saucenao] [google]
5541559

>>5541243
In all fairness, Cygnis on the surface is a textbook dragon fursona. Not that it has any bearing on the overall quality of the mod (in fact I would implore some to try it out), but rather first impressions.

>> No.5541605

>>5541056
Some levels in TNT work well with Hideous Destructor, the ones I've tried were namely map01, 2 and 9.
I'm sure there are others inbetween and after those that are suitable, I was just skipping around.

>> No.5541614

>>5541056
Try Monster Hunter ltd. A low difficulty setting is advisable.

>> No.5541669

>>5541168
Crispy Doom offers what most people want from GZDoom but it's still vanilla friendly more often

>> No.5541673

>>5541427
It didn't

also moving goal posts

>> No.5541674
File: 2.86 MB, 640x480, Azure (FM Towns) [01].webm [View same] [iqdb] [saucenao] [google]
5541674

>> No.5541676

>>5541669
I think mouselook and mod support are what most people want from gzdoom anon

>> No.5541680

>>5541432
>>5541254

OK, spastic

>> No.5541681
File: 2.86 MB, 640x480, Azure (FM Towns) [02].webm [View same] [iqdb] [saucenao] [google]
5541681

>>5541674

>> No.5541690

>>5541539
They're called sprites. What's your fucking problem?

>> No.5541697

>>5541676
>mouselook
Also in other ports
>Mod
Always depends on what version of GZDoom

>> No.5541705
File: 847 KB, 688x1546, carmack milos.png [View same] [iqdb] [saucenao] [google]
5541705

>> No.5541719
File: 24 KB, 480x360, turok.jpg [View same] [iqdb] [saucenao] [google]
5541719

Finished Turok 2 Remastered.
It's the best Turok game and a great FPS game.
The soundtrack and weapon sounds are cool but that level design kinda suck.
Now sure,they're just 6 levels so they had to make them long but Lair of the Blind ones and Primagen Lightship are so tedious.
And that's a shame because the enemy roster is amazing.
The remaster fixes a lot of problems of the original but this one remains.

btw,Joshua is best Turok

>> No.5541745
File: 2.86 MB, 640x480, Dungeon Hunter (MSX).webm [View same] [iqdb] [saucenao] [google]
5541745

>> No.5541767

>>5541508
https://www.moddb.com/mods/lowpoly-doom-lite-10/addons/smaller-weapons

>> No.5541779
File: 2.08 MB, 832x642, Dark Star (ZX Spectrum, 1984).webm [View same] [iqdb] [saucenao] [google]
5541779

>> No.5541791

>>5541719
Yeah Turok 2 is pretty good. I wonder if 3 ever gets remastered

>> No.5541792
File: 1011 KB, 1920x1080, Screenshot_Doom_20190430_213419.png [View same] [iqdb] [saucenao] [google]
5541792

>> No.5541809
File: 100 KB, 751x462, Two fucking jarheads.jpg [View same] [iqdb] [saucenao] [google]
5541809

>>5541674
>>5541681
nice rendering lol

>> No.5541816

>>5541809
is that from xbox's co op mode?

>> No.5541837
File: 93 KB, 464x294, CCTV.png [View same] [iqdb] [saucenao] [google]
5541837

>>5541816
Yup, never had anybody to play it with though, always figured DOOM 3 Co-op would be fun

>> No.5541839
File: 647 KB, 1920x1080, Screenshot_Doom_20190430_211238.png [View same] [iqdb] [saucenao] [google]
5541839

you're telling me this is suppose to be covered in shadows?

>> No.5541845

>>5541837
are the game's cutscenes different because of it?

>> No.5541869

>>5541483
Chapter 4 is the best chapter, most complex and challenging levels, what the fuck is wrong with you.

>> No.5541878

>>5541216
i'm looking, i don't see anything about him saying it's his fursona. retard.

link me an exact post or blow it out your ass.

>> No.5541880

https://www.doomworld.com/forum/topic/103431-25-years-of-doom-and-the-all-new-slayers-club/?page=2&tab=comments#comment-1984485

>> No.5541885

>>5541547
did you think faggy whining would improve it in any way?

>> No.5541886
File: 52 KB, 280x301, 1541932847365.png [View same] [iqdb] [saucenao] [google]
5541886

>>5541719
I wish the flesh eaters were the enemies for Primagen Lightship instead of the braindead robots.
They're the most fun to fight and you barely see them in the game.

>> No.5541925

>>5540823
80 bucks is alot of fucking money
Also I dont have a bank account
It makes it hard to get things online
All of which are irrelevant to /vr/, maybe for /biz/ though

>> No.5541940

>>5541925
So get a bank account.

>> No.5541942
File: 172 KB, 400x300, alot of money.png [View same] [iqdb] [saucenao] [google]
5541942

>>5541925

>> No.5541943
File: 179 KB, 1920x1080, quake live is dead.jpg [View same] [iqdb] [saucenao] [google]
5541943

>>5541234
>>5541247
>>5541248
>>5541236
>>5541432
This basically.
It required a computer that was too high end at the time, and it required a Specific video card to get the intended lighting effects.
It was built for mainframe people to waste time at work pretty much.

>> No.5541946

>>5540194
>I tried Win7 and it wouldnt install because of the well known usb drive problems it has.
And what problem would that be exactly? You sound like an illiterate boomer or zoomer to me.
>>5540219
Definitely illiterate.

>> No.5541949

>>5541925
>Also I dont have a bank account
You mean you don't have a job, therefore any amount of money is a lot of money for you.

>> No.5541951

>>5541940
in a country where 1.6$ per hour is a "decent wage", and 3/4 of your income goes into taxes and life necessities, you don't really get enough to buy anything that has a price in $ attached to it.

>> No.5541956

>>5541943
It woks now with pascal cards as well with the latest driver. But I get 60 fps only in 800x600 on my gtx 1070.

>> No.5541971

>>5541951
So pack your bag and move just about anywhere else in the world. You shouldn't be thinking about computers and video games if you have those kinds of problems.

>> No.5541973
File: 440 KB, 675x675, si1MH9C (1).png [View same] [iqdb] [saucenao] [google]
5541973

>>5541880
The more info and footage I see and the more I'm hyped for this game.
Everything feels like an improvement over the previous game. Hell actually looks scary unlike the previous one which was just a wasteland with floating rocks.

Please don't end up like the New Colossus

>> No.5541979

>>5541973
It would be another "Sequel to Painkiller" kind of game with arena->location->arena kind of combat, only maximum amount of enemies will be upped to 14 from 12.

>> No.5541986

>>5541971
>telling the guy who doesnt even have a bank account or $80 to "just move lmao"
brilliant anon

>> No.5541987

>>5541986
What? You'd stay?

>> No.5541989

>>5541987
It's never that easy.

>> No.5541991

>>5541942
>>5541986
>>5541940
>>5541949
>>5541951
>>5541971
None of these are relevant in a toaster thread, and a literal toaster board.

>> No.5541998

>>5541991
Neither is GZDoom but that comes up a lot.

>> No.5542004

>>5541779
Is this a Star Raiders clone?

>> No.5542015

>>5541998
no gzdoom is a sourceport for an antiquated video game, and it is expected to run on toasters too, so its entirely relevant

>> No.5542021
File: 157 KB, 400x561, tumblr_p60gcnEOnf1s3uawvo1_400.jpg [View same] [iqdb] [saucenao] [google]
5542021

>>5541886
They're more of a set up for the next game but yeah these guys were the best faction of the game. Simple but tough.
The problem is that after everything you've encountered in the game they're quite underwhelming.

Too bad because the sequel was so disappointing. You don't even see the Mother from the previous game either(then again it was rushed)

>> No.5542023

>>5542021
Shit, I mean the cyborgs were quite underwhelming.

>> No.5542027

>>5542015
Well it doesn't.

>> No.5542029

Ewwww, what's with that shit smell all of a sudden....?

>> No.5542034

>>5542027
Its supposed to though.
Thats why so many people are starting to bitch about it and people are pumping out legacy versions.

>> No.5542035

>>5542015
>and it is expected to run on toasters too
it is?

>> No.5542042

Which Joy of Mapping is the best?

>> No.5542045

>>5542021
Violencekiller is a hell of a name

>> No.5542050

>>5542015
>and it is expected to run on toasters too
someone should tell graf that

>> No.5542051
File: 14 KB, 474x474, doom 2 hell on earth.jpg [View same] [iqdb] [saucenao] [google]
5542051

>>5542035
Always has up until the graphics started getting messed with.
So people are bitching to change the channel back and get things to the way they was before.
Minimum requirements on a dinosaur game is not something you fucking dick around with. The fanbase will murder you over shit like that.

>> No.5542059

>>5542050
But the thing is it always HAS and that expectation has always been there too. Missing the obvious.

>> No.5542060
File: 477 KB, 1599x1162, 1599px-Waddany-Group-Photo.jpg [View same] [iqdb] [saucenao] [google]
5542060

>Blood remaster comes out on April.
Well, we're in May and still nothing. What the hell happened? Did they delayed it or something?

>> No.5542063

>>5542051
ZDoom wasn't exactly toaster software either. Most low-end hardware would make that thing choke.

>> No.5542064

>>5541979
All footage of Eternal doesnt seem to cater towards that prediction. Maybe still less than 20 enemy's at once but thats not really what matters

>> No.5542067

>>5542060
The April date was never formally announced, and that tweet was removed quickly.

>> No.5542070

>>5542060
Never trust the release date on these things.
Where is Sigil, Romero?

>> No.5542071

>>5542051
>>5542059
>always has
No, it hasn't.
ZDoom and GZDoom have always been the higher-end source ports.
I don't like the shit Graf is doing, but historical revisionism will get you nowhere.

>> No.5542075

>>5541951
Where the fuck do you live? Venezuela? I feel poor with 5 dollars (after taxes, being around 20%)

>> No.5542082
File: 1.38 MB, 400x182, tumblr_omxgyix6Jp1r7sijxo1_400.gif [View same] [iqdb] [saucenao] [google]
5542082

>>5542045
Made some research and apparently it's called like this because is the only game of the series to be released in Japan. Odd I know.
I guess it's also because the japanese have no idea who Turok is

>> No.5542089

>>5542082
Makes sense in Japan at least, they've given odd names to FPS games. I'm pretty sure one of the Doom games is called 3D alien buster

>> No.5542095
File: 536 KB, 663x655, press A.png [View same] [iqdb] [saucenao] [google]
5542095

>>5540598
>>5541792
>>5541839
Whoa wait a minute these look like vanilla maps... but redone.
Whats this from?
Im seeing barrels of fun and the chasm here...

>> No.5542104

What are some good high tech maps?
Stuff adding fancy gzdoom stuff are acceptable.

>> No.5542121

>>5542071
Shit! No! You've broken the narrative!

>> No.5542124
File: 289 KB, 1280x789, tumblr_nqyemfk9jS1qdvhtvo1_1280.jpg [View same] [iqdb] [saucenao] [google]
5542124

>>5542089
You're right. IIRC FPSs never did well in Japan, Doom has its cult following there but that's it.
https://m.youtube.com/watch?v=1Fm00LPzFXY

>> No.5542143

>>5542095
HonTE Remastered
A mapping project that adds all sorts of ZDoom-y details, bells and whistles (along with purely dynamic lighting) upon vanilla Doom 2 maps.
It was design to work with Doom 1.8.7 customizable lighting to be set in some specific way...
And then Graf removed dynamic light customability because "it may meddle with vision mapper had for their maps"
Now they are way too dark to play without a flashlight mod.

Uses vanilla textures only, adds some new rooms in places, but does not change the layout of the maps or any of the main features.

If only there was someone patient enough to edit those maps to add some sector lighting to make it look like lights are actualy light the room up instead of faintly glowing as they do now.

Also make something similar for Doom 1 to wash away KDIZD and Marks "enhancement" script memories...

>> No.5542150

>>5542051
gzdoom isn't the only engine, if you want something that works, use prboom

>> No.5542164

Hello friends, can you give me some ideas on how to do a cool health meter? Something techy. It can be as weird as you can imagine, including rotary gauges or whatever.

>> No.5542174

>>5542143
>HonTE Remastered
I wouldn't play it with a flashlight mod or any other mods actually (smooth doom maybe). Is it playable with a "pseudo vanilla" experience?

>>5542150
Must have fine-tune modding capabilities.
Older versions of zdoom and gz can fit the bill, but there's no way to tell which version the functions described on the wiki were added or modified
> gz2.4 will run on a toaster

>>5542164
Three Hearts like zelda
If you want to be less zelda-like put a knife through the heart when its half depleted and then remove it when its gone.
(more or less shows you health of monsters in 1/6th increments of their total)

>> No.5542183
File: 713 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
5542183

>>5542174
Yes, perfectly playable, just pretty dark.

>>5542164
Check NOX game (picrelated) it had rotating gears and a glass tube filled with sparkly bubbling animated HP "juice"

>> No.5542208

>>5542183
boy I really hate these kind of perspectives, stuff like this and ultima
orthographic projection (eg, Fallout 2, Sim City 4) is the one true emperor of tiles

>> No.5542209

>>5542174
This is for the player, so I'd need more granularity than three hearts can provide.

>>5542183
That looks really cool. I think I could cook one kinda like that up. Will wait and see if someone else has something even better before I start.

>> No.5542225

>>5542209
Castlevania or Megaman style "health beads". The lack of granularity should be an added artificial difficulty to prevent you from taking risks.

Though, you could also run a check "if player health is below 5" then you can make the final health bead start flashing white (make it flash red if they actually have 1 health as is such a common occurrence).

I suggest 16, 20, or 24 beads. The latter is divisible by a bunch of numbers (2, 3, 4, 6, 8, 12).

>> No.5542239

>>5542143
I would like to know whats wrong with KDIZD
Only probs I remember was the Grenade Launcher and Rifle were unwelcome additions.

Some monsters were kinda out of place or gimmicky but otherwise the mapset itself was superb I think. I was okay with the interpretive changes done to it.

>> No.5542250

>>5542059
maybe from people that don't know much about doom source ports

>> No.5542274

>>5542239
Too much stuff considering what made KDITD was its balance of complex and simplicity

>> No.5542290

>>5540137
I like Lt. Typhon. It's a good weapon mod and the sprites are neat.
It supposed to be a "closer to Vanilla" type of mod.

>> No.5542302
File: 6 KB, 176x159, tmp_28580-received_1972634196197140688459685.jpg [View same] [iqdb] [saucenao] [google]
5542302

>>5540104
Hedon

>> No.5542304

>>5542302
she got a dick tho

>> No.5542305

>>5542274
Most of what I didnt like was centered around monsters rather than level structure.
The biggest thing was the lack of monster infighting and the ability to damage each other. Thats central to doom in alot of ways.
The different kinds of imps was annoying, I was okay with the shadow imps but the ones shooting the blue energy balls were cringe.
Rapid fire trooper was out of place, its okay if the zombieman is aggressive but the number of shots fired in a row should be limited (3-6).

HKs were okay to add but the sprite scale should have been reduced so they seem "smaller" than the barons. That being still a separate monster from the satyrs which were okay to have there. Also they didnt need to put the HK graphics in there, they could have used a color translation string to recolor the Baron graphics to match the doom 2 look.

The SSG was good to put in but I think it should have used the Doom64 graphics or something. Also I would rather it have delivered a 14 pellets instead of 20 because the ssg didnt exist in the first game and removing the added damage economy would preserve some of the element of difficulty. Good up front damage but not being able to one-shot pinkies is important. It could have reloaded a little faster to make up for it.

>> No.5542313

>>5541243
He literally SAID IN THE OP, this is a mod featuring my fursona. I was there when he made it. Quit lying. He has since edited it out because a lot of people called him out

>> No.5542318

>>5541243
You’re clearly just another weirdo furry doing damage control. It’s not a bad mod. That’s not the issue.

>> No.5542319

>>5542313
lying about what
what are you even on about

>> No.5542324

Report and ignore.

>> No.5542327
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google]
5542327

Aaagh.

>> No.5542329
File: 124 KB, 310x255, D:.png [View same] [iqdb] [saucenao] [google]
5542329

>>5542318
>>5542313

>> No.5542331
File: 855 KB, 2789x1980, aaagh.jpg [View same] [iqdb] [saucenao] [google]
5542331

>>5542327

>> No.5542354
File: 411 KB, 3440x1440, 15566731661180.jpg [View same] [iqdb] [saucenao] [google]
5542354

Added pseudonormalmapping to the 1999 old mancubus model. It looks kind of funny.

>> No.5542357
File: 699 KB, 848x874, 15566738348600.png [View same] [iqdb] [saucenao] [google]
5542357

>>5542354

>> No.5542362

>>5542313
Pics or it didn't happen.

>> No.5542370

>>5542250
Nahh I remember playing Zdoom multiplayer on a rather low end desktop machine over a decade ago.
It was the go-to port for doom multiplayer, with a zillion skins people had made for it.
So dont talk shit to me.

>> No.5542384

>>5542370
>zdoom multiplayer
>go-to port for doom multiplayer
>zdoom
>multiplayer

>> No.5542387

>>5542250
>>5542370
+1 played ZDoom and Skulltag on my eMachine . It was outdated when it was manufactured yet it still ran ZDoom in 2005 or so.

>> No.5542389

>>5542384
yes indeed, thats my memory of it

>> No.5542392

>>5542370
>>5542389
maybe you mis-remembering ZDaemon?

>> No.5542402
File: 312 KB, 3440x1440, 3344.jpg [View same] [iqdb] [saucenao] [google]
5542402

I like that new Marisa's lighting zscript mod. It looks good with PBR materials. https://www.youtube.com/watch?v=Q7PY_D6Dt70

Unfortunately it has fps drops since GZDoom is only single core and is still far from Unreal Engine. Maybe this mod better be only used on non-seamless textures.

>> No.5542410
File: 154 KB, 1000x951, s-l1000.jpg [View same] [iqdb] [saucenao] [google]
5542410

>>5542402
> GZdoom fps drops
Are you saying it has anything but fps drops?

>> No.5542419

>>5542402
why not just fuck off & port the shit to doomsday?

>> No.5542426

>>5542410
It's the best Doom port. It's how Doom is meant to be played in 2019. Find me another port that has mods like Smooth Doom or PBR materials.

>> No.5542434

>>5542402
>>5542426

please overdose you subhuman slavic shithead

>> No.5542435

>>5542419
Does it have PBR/specular? The current graphic port is definitely GZDoom. However Doomsday (aka JDoom) used to be the most graphical advanced port.

>> No.5542438

https://www.youtube.com/watch?v=Q4nFSIZED4Y

>> No.5542439

>>5542434
Actually I have full volga german heritage.

>> No.5542441
File: 21 KB, 360x268, dead-eyes.jpg [View same] [iqdb] [saucenao] [google]
5542441

>>5542402

>> No.5542443
File: 225 KB, 2352x1590, aga.png [View same] [iqdb] [saucenao] [google]
5542443

This stuff takes forever to finish.

>> No.5542445

>>5542426
Actually im just saying that right now gzdoom is very, very sick and unless it can be fixed it may be time to put it down.

>> No.5542447

wasn't bobby prince once reported to be diagnosed with pancreas cancer?
i hope he's still alright

>> No.5542453
File: 18 KB, 563x551, robot man.png [View same] [iqdb] [saucenao] [google]
5542453

>>5542443
You're fucking telling me

>> No.5542459 [DELETED] 

>>5542434
Reported for racism you shithead. Slavs created NBlood and BloodGDX.

>> No.5542461

Could a MetaDuke work?

>> No.5542464

does the original Duke Nukem 3D have Doom-style auto-aim? cuz i found precise aiming to be hard when the character is moving at 200mph in the megaton edition.

>> No.5542471

>>5542070
Sigil is coming out in May but if you didn't purchase Romero's Little Bitch Edition you'll have to wait a week

>> No.5542475

>>5539894
Yes, it is.
Sprites for Demonsteele: never ever

>> No.5542481

>>5542441
Imagine if Carmack made a Doom port. It would work on 2003 machines 60 fps 1080p fully loaded with PBR, all effects and dynamic lights.

>> No.5542524

I would like to make some sprites for a Doom mod. Any tips before I start?

>> No.5542525

>>5542481
>60fps 1080p
Based
>PBR, all effects and dynamic lights
Cringe

>> No.5542527

>>5542524
What kind?
Weapons, enemies, items, HUD...
Not an artist, tho

>> No.5542534

>>5542524
yeah take things that people have already made and just edit them slightly in photoshop or fuse them with other un-original things

>> No.5542537

>>5542527
The size of the sprite. Trying to make it look crispy enough.
Programs to use
This kind of stuff

>> No.5542542

>>5540194
>>5540219
It sounds like you might be using UEFI instead of Legacy Boot. Try switching to that before installing Windows 7.

>> No.5542543
File: 9 KB, 57x34, benisdotmp4.png [View same] [iqdb] [saucenao] [google]
5542543

>>5542453
goloring is hard and so is benis :DDDDDD

>> No.5542554

https://www.youtube.com/watch?v=HUne9YDIkLo

>> No.5542563

>>5541239
>>5541216
>>5540949
And this is why I don't bother with you mongrels, none of you are really smart enough to appreciate any true quality wads and the moment some other garbage like Demonsteele gets an update, you all flock to it. Let people be creative instead of shitting on them.

>> No.5542570
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
5542570

>> No.5542573

>>5542563
why the fuck didn't it work? Is it $$s? ##s?

>> No.5542583

>>5542570
that's actually a pretty good meme

>> No.5542585
File: 172 KB, 807x405, imptest.png [View same] [iqdb] [saucenao] [google]
5542585

>>5539845
>>5539505
>>5540203
This is more or less my thinking.
I don't have convenient access to photoshop right now, so I fudged it in GIMP.
You could automate a script to do something like this pretty easily, and batch out every sprite angle once the initial work is done.
The first blobbly one is for the large details, like limbs and such, so the light wraps around your sprites extremities properly. The 2nd is for medium details like the head etc, and the last is for muscle definition. overlay them all and it can look pretty decent.
It get's a tiny bit wonky on teeth and such, but if you have photoshop you can do proper highpasses to mitigate a lot of that. I didn't have the means, since GIMP lacks that filter and I wasn't about to take the time to find a plugin or do a proper workaround.

>> No.5542592

>>5542585
that actually looks pretty okay. good job anon :)

>> No.5542595
File: 2.21 MB, 296x402, imptest.gif [View same] [iqdb] [saucenao] [google]
5542595

>>5542585
Point light turning on and off.
The inner shadowed layer should probably be darker on the edges, and there's probably more you could do to get it close to *juuuust* right. But this was a pretty quick test.
>>5542592
Thanks.

>> No.5542607
File: 1.93 MB, 1577x1710, db8w9al-c55ed752-2110-4254-af07-a37abd037b37.jpg [View same] [iqdb] [saucenao] [google]
5542607

Sometimes it's interesting to look at these fanmade demon redesigns and imagine what if there were sprites for them.

>> No.5542608
File: 172 KB, 807x405, imptest.png [View same] [iqdb] [saucenao] [google]
5542608

>>5542585
i just noticed my text layers were behind my images. whoops.
not a big deal, but here

>> No.5542642

>>5541494
Actually I have some code for this if you need it.

>> No.5542654

>>5542642
Tested your mod. It's cool https://www.youtube.com/watch?v=Q7PY_D6Dt70

>> No.5542662

>>5542654
I'm not surprised that you've resourced to using trash not even its own creator would ever love.

>> No.5542668
File: 110 KB, 1011x790, spider_mastermind_by_kyrin21-d7vbjiz.jpg [View same] [iqdb] [saucenao] [google]
5542668

>>5542607
the artist you posted (deimos-remus) made some of my favorite renditions.

>> No.5542673

Those FPS drops

>> No.5542674

>>5542662
Why it's trash? Does slutter because the script is poorly written, not because GZDoom itself has shitty rendering?

>> No.5542690

Why doesn't Demonsteele have sprites? All it needs are graphics.

>> No.5542697

>>5542674
Oh, it's not really a problem with GZDoom. Even an AAA game engine would choke with the stupid amount of lights that thing spawns. There's a total of 739 lights in E1M1 alone with it. And it's a pretty small map.

And yes, the script was rushed. This mod is entirely unusable for any real purpose. The lights are entirely static and don't even follow sector/line light levels, they're also often misaligned due to there not being checks for scrolling and (un)pegging. Only light emitting textures in E1M1 are covered. The fact that even in its blatantly incomplete state ol' vasyeline777 would still use it is something I expected, though.

>> No.5542698

>>5542690
i guess it's because of the new character

>> No.5542703

>>5539932
Most of them.

These I think are his better ones:
>E2M2: Containment Area
>E2M3: Refinery
>E2M4: Deimos Lab
>E2M6: Halls of the Damned
>E2M7: Spawning Vats
>E3M2: Slough of Despair
>E3M3: Pandemonium
>E3M4: House of Pain
>E3M7: Limbo
>MAP07: Dead Simple
>MAP08: Tricks and Traps
>MAP10: Refueling Base
>MAP19: The Citadel
>MAP23: Barrels o' Fun
>MAP24: The Chasm
>MAP27: Monster Condo
>MAP28: The Spirit World

Mind he joined later in Doom's development, and had like 10 weeks to make 19 maps, and for Doom 2 there was only a 5 month dev time and he ended up having to make far more maps than he really had the time to, which is why a bunch of his Doom 2 maps are kind of mediocre, some even bad.
He still made lots of strong maps at any rate, and for Quake he would really outdo himself.
Only scrubs hate on Sandy tbqh.

>> No.5542710

>>5540332
Me too.

>> No.5542716

>>5542703
>Only scrubs hate on Sandy tbqh.
This.
And to be honest, I don't really hate any maps in Doom 2. Even Chasm. Or whichever city map people think is the worst.

>> No.5542720

>>5542703
i kinda wish he'd go back into mapping like romero just so he could fulfill his potential when he learns enough about mapping as a whole
because i believe there's some good ideas he could pull off

>> No.5542721
File: 609 KB, 1360x768, Screenshot_Hexen_20190501_172433.png [View same] [iqdb] [saucenao] [google]
5542721

>> No.5542724

>>5542313
>He literally SAID IN THE OP, this is a mod featuring my fursona. I was there when he made it. Quit lying. He has since edited it out because a lot of people called him out
[citation really fucking needed]

>> No.5542732

>>5542654
On behalf of the general, please cease

>> No.5542739
File: 545 KB, 3440x1440, 666.jpg [View same] [iqdb] [saucenao] [google]
5542739

>>5542697
I tweaked it a little bit and got this

https://pastebin.com/4H5pmMQd

It kinda works but 10 fps.

>> No.5542742

>>5542739
that looks so bad holy shit, 3d models in doom will never work

>> No.5542747

>>5542313
https://web.archive.org/web/20141231105709/https://forum.zdoom.org/viewtopic.php?f=19&t=37066

You're full of it.
Made me reply, at least.

>> No.5542749

>>5542716
I don't really like any of the city maps in Doom 2.

>>5542720
I mean, he already kind of did that with Quake, but yeah, it'd be cool to see him come back and maybe do an episode or so.
Maybe if Sigil does well, Romero could hit him up and see if he's interested in being a part of another map pack.

>> No.5542750

>>5542747
tbf the archive is 4 months after the OP was first written, and has been edited 14 times.
but also tbf: in the end who even gives a shit, why did I click the link. what a waste of fucking time.

>> No.5542751

>>5542739
What game is this

>> No.5542754

>>5542751
Doom 2 + mods.

>> No.5542762

>>5542742
They are for testing purpose. Sprites cannot reflect PBR.

>> No.5542763

>>5542690
Cursed project. Plus player sprites are a bitch to do

>> No.5542765

>>5539008
I unironically forgot all about it

>> No.5542767

>>5542751
Mordeth

>> No.5542772
File: 331 KB, 753x707, 1506005537040.jpg [View same] [iqdb] [saucenao] [google]
5542772

>>5542739
Why are you still doing this? It's not even remotely funny at this point, it's just pathetic. Do you really have nothing better to do with your life?

>> No.5542774
File: 324 KB, 2560x1440, 3333333333333.jpg [View same] [iqdb] [saucenao] [google]
5542774

>>5542742
Without models.

>> No.5542776
File: 136 KB, 1440x900, Iconus.png [View same] [iqdb] [saucenao] [google]
5542776

https://www.doomworld.com/forum/topic/100292-doom-64-resurrecting-the-missing-monsters-and-bringing-some-more-pics-on-page-1/?page=8&tab=comments#comment-1967411

>> No.5542780

>>5542772
Doing what? Testing gzdoom? It's kinda fun.

>> No.5542794
File: 9 KB, 320x200, WreckingGun-Render1-Sprite.png [View same] [iqdb] [saucenao] [google]
5542794

I haven't made a sprite in like years.

>> No.5542796

>>5542794
can you give me a step-by-step on the very basics of sprite-making? there's literally fucking nothing on the internet that tells you where to start

>> No.5542802
File: 6 KB, 320x200, pdw gun.png [View same] [iqdb] [saucenao] [google]
5542802

>>5542794
Now its some pdw gun that shoots at wrecking speeds like the rcp90
implied uzi style grip under the middle of the gun

>> No.5542804

>>5542796
Well what I do is import a model or create a model, pose it from a camera at 60 FOV or so, set it to render at 320x200 pixels but 400% so it's 1280x800 and with vertical aspect ratio 1.2. Then it's trying to highlight the shapes with lights. Then render it, open it in Photoshop or whatever, scaled it down 25% bilinear, turn the transparency into a mask so it can be thresholded, clean up the edges, then in a new layer begin drawing over it.

I used to spend a lot of time on getting the lights and reflection textures right, and then pixel pushing for hours, but I kind of forgot the techniques I think.

I used to use a pencil with either black or white at a low opacity and I just go over the shapes repeatedly building up.

This one didn't work well.

>> No.5542809

>>5542804
Thanks. i screencapped this so if i ever get off my ass and actually bother making one, i'll refer to your post

>> No.5542823

>>5542668
>MMMGUN SO TASTY

>> No.5542830
File: 167 KB, 800x940, 1469725597632.jpg [View same] [iqdb] [saucenao] [google]
5542830

>>5542772
now now, he's a dude with a vision. albeit, it's 20 years late but still.

>> No.5542832

>>5542464
>autoaim
The absolute state of /vr/.

>> No.5542838

>>5542832
perfectly fine if he isn't using freelook ya gaylord

>> No.5542840

>>5542464
yep but it may be constrained to a limited up/down angle
at least I remember having it, the timeline may have changed since then

>> No.5542842

>>5542832
Auto-aim was used a substitute for freelook back in those days.
Duke Nukem 3D allows freelook though, so I would advise not using the auto-aim with it.

>> No.5542851

>>5542838
>not using freelook in current year
>>5542842
>Auto-aim was used a substitute for freelook back in those days.
I know, and it sucked, how the fuck is it a good thing to not have a vertical axis? I get it when freelook didn't exist.

>> No.5542854

>>5542851
Because the way Doom and Duke Nukem 3D rendered would mean that you would get weird distortion if you looked up or down (in fact there's slight distortion at the top and bottom of the screen).
Doom opted to not have vertical mouselook, probably because Carmack thought it would look too shit, while for Duke Nukem 3D, they figured "Eh, it looks kinda rough that way, but whatever."

With a real 3D renderer, you don't get that distortion.

>> No.5542869

>>5542842
>>5542851
Yeah, you know that rocket you're wanting to send at some guy up on a ledge.
Sorry but thats going at the guy in the trench below you, and its going to explode basically at your feet because its not gonna clear the edge.
Happens in doom all the time.

>>5542854
They just figured Duke was pretty rough.
May have had to do with Rise/Triad because you could look there, and also when guys jumped on the bounce boards and you were still shooting at them your view would rotate up to keep firing at them directly.
I forget when Duke came out but if Quake 1 had hit the ground then that would have sinched it.

>> No.5542878

>>5541979
phew, that was a close one. thanks ray of sunshine, will not buy.

>>5542776
aren't there like, three of these doom64 projects undergoing development right now?

>> No.5542896

>>5542802
Folding gun

>> No.5542905

Which ever one of you anons recommended Unforgiven in the last thread, thank you. It was a lot of fun. God damn that third map was so much fun.

>> No.5542952

>>5542776
>blender
Into the trash it goes

>> No.5542956

>>5542668
Legs look like shit

>> No.5542967

>>5542776
The models look kinda cool but I don't see why he doesn't turn the ones he has into sprites before making more of them.

>> No.5542968

>>5542763
>for you

>> No.5542971

>>5542851
Zoom Zoom

>> No.5542992
File: 960 KB, 1920x1080, Screenshot_Doom_20190428_163149.png [View same] [iqdb] [saucenao] [google]
5542992

it's A.kid

>> No.5542995

>>5542968
Are you saying they're not the Bane of your existence?

>> No.5543000
File: 1.24 MB, 1920x1080, Screenshot_Doom_20190430_213252.png [View same] [iqdb] [saucenao] [google]
5543000

my robot friend was stuck in the ceiling because it was too dark when i summoned him

>> No.5543015
File: 63 KB, 562x344, doomblush.jpg [View same] [iqdb] [saucenao] [google]
5543015

>>5539667
That looks kickass

>> No.5543030

>>5542968
I'm not sure if this was a shitpost or not but you can't sit there and tell me it's easy to make a custom player sprite with at least a 4 frame walk cycle, attack animations, pain frames, death frames and all with a minimum of 5 angles.
It's a pain in the ass. This isn't counting extra stuff too like alternate attacks and unique deaths for being gibbed or other damage types.

>> No.5543032

Thoughts on remaking the Zombies gamemode from CoD into Zandronum?

>> No.5543041
File: 684 KB, 1920x1080, Screenshot_Doom_20190430_213029.png [View same] [iqdb] [saucenao] [google]
5543041

>>5542143
you're telling me the lighting was suppose to be way different til the update removed it? Any proof on how it was meant to look like? I'm sure it wasn't suppose to have shadowmaps and be really dark

>> No.5543048

>>5538592
Is there a place I can just browse all of the Heretic wads people have slapped together? I've heard there are some hilariously bad and incredibly good ones.

>> No.5543052

>>5543015
Preset https://drive.google.com/file/d/1FPrGs1DUt115ManHeTiG5ObYvYXq0dc0/view

>> No.5543056

>>5543041
Remove that weaboo shit and you will not be ignored.

>> No.5543058
File: 22 KB, 634x825, j.png [View same] [iqdb] [saucenao] [google]
5543058

>>5543056
who said it was

>> No.5543061

>>5542992
What's this c.kid meme anyway? I have no fucking idea where it comes from or why /vr/ seems to love it

>> No.5543063

>>5542796
I kind of just bumbled around with Photoshop CS3 until I figured out the tools and tricks that gave me results.

>using that rectangular marque doodad, it has a setting for making a single square selection of any pixel size, which isn't that useful, but it also has settings for making selections like this cumulatively, as well as one for subtracting from the selection, figuring out this tool you can with absolute pixel perfection make the selections you want, right clicking on a selected field, you can invert it, deselecting that selection and selecting everything else besides that selection
>there's billion things you can use the rectangular marque for, you can single out small details or just one part of a sprite, which makes sure brushes and effects ONLY apply on what you selected, you can delete, cut out, or copy a part, you can then paste that part in as another layer if you want to
>you use that black arrow tool to grab and move selections, right clicking them you get options for flipping, free rotating (mind that free rotation and other warp effects will smudge, particularly the edges, so you will need to clean up translucent pixels around the edge, as well as make sure no pixel which is supposed to be solid exhibits any transparency)
>layers are useful for all kinds of things, constructing things from parts (make sure to merge layers when you're done), as well as applying translucent textures over an object to achieve a certain effect, to mention just a few
>I reccommend setting brushes and stuff for small sizes for the most part, and with somewhat low 'pressure' and 'hardness', this makes smaller detail easier
>the blur tool can be useful, but mind it can make pixels at the edges of a selection to start become translucent, and you need to pay attention to this and clean it
>I prefer transparent .png for images, so to clean up stray pixels I use the rectangular marque to select and delete them

>> No.5543064
File: 39 KB, 640x631, mmSMofRTctQcTO22Pu3ZpUR5iEvL9kHr2WakbHZuvdk.jpg [View same] [iqdb] [saucenao] [google]
5543064

>>5543061
It's some deranged spammer. It's fucking irritating and the fag should be permad for avatarfagging at this point.

>> No.5543069

>>5542774

Now you have the resources to do an El Dorado map pack. It would be actually kinda neat as a setting, desu, if you swap the plasma weapons with magical/demonic ones.

>> No.5543071 [DELETED] 

>>5543061
Some autist shota faggot is obsessed with him.

>> No.5543074 [DELETED] 

>>5543064
And he spams his shitty drawings here too

>> No.5543079

>>5543063
Also, you don't even have to use Photoshop (especially not CS3, you can do better), but it's the program I know and work with.

I in fact use a lot of "caveman hitting two rocks together" methods to achieve my results, and CS3 isn't 100% properly compatible with Win10, so I've just gotten used to some of the cursors in that program being all fucky and distorted.

>> No.5543082 [DELETED] 

tell c.fag to fuck off

>> No.5543084

>>5543061
Some dude who likes that character. He seems pretty chill.

>> No.5543093 [DELETED] 

>>5543084
For you.

>> No.5543096 [DELETED] 

>>5543084
Obviously he's avatarfagging so he should fuck off.

>> No.5543104 [DELETED] 

>>5543084
i see you like defending shotafags

>> No.5543106

>>5543096
>>5543104
He's never bothered me, he just strikes me as the typical kind of 'background radtiation' you find on 4chan, an inoffensive weirdo.

>> No.5543109 [DELETED] 

fucking shota fags I swear

>> No.5543110
File: 1.23 MB, 1280x720, forYOUUUUU.png [View same] [iqdb] [saucenao] [google]
5543110

>>5543093

>> No.5543114

>>5543032
god yes

>> No.5543115

>>5543064
what is with this general that attracts all these fags

>> No.5543117

>>5543115
I just like Heretic man, I feel so out of place when animefags start posting shit.

>> No.5543118

>>5543115
Which fags? The shota fag?

>> No.5543119 [DELETED] 

no anime mods allowed

>> No.5543120

>>5543118
annoying prevalent autists in general

>> No.5543121

>>5542952
so salty

>> No.5543123

>>5543120
That's 4chan.

>> No.5543125

>>5543123
For you.

>> No.5543128 [DELETED] 

I feel bad for toooooasty and 88alice knowing there's an autist plaguing their content

>> No.5543129

>>5543128
They're just nips they don't care.

>> No.5543130
File: 225 KB, 1920x1080, Screenshot_Doom_20181031_022153.png [View same] [iqdb] [saucenao] [google]
5543130

Guess I'll post dumb screenshots too and add fuel to the fire

>> No.5543135

>>5543119
What about a retro fps called - Shogo (by Monolith). Shouldn’t be allowed as well? How far it can go?

>> No.5543137
File: 349 KB, 1920x1080, Screenshot_Doom_20180904_211201.png [View same] [iqdb] [saucenao] [google]
5543137

>>5543130
YOU CAN FIGHT SUPER MARIO?

>> No.5543139

>>5543064
You know what he's never done? Derail the thread for an angry meta rant. You can learn a thing or two from a weirdo who likes little boys, that's what I'm saying.
With full honesty, I'll take five of him over a single Sarais, because he's mild mannered and never makes a scene.

>>5543128
Why would they give a fuck?

>> No.5543145

>>5543137
Is that a pokeyman mod?

>> No.5543147

>>5543135
It's a 1998 game so it's indeed retro.

It's also the FPS embodiment of being weeaboo as shit.

>>5543128
The former probably doesn't care, the latter is too fucking weird to even comprehend what she thinks.

>> No.5543149 [DELETED] 

>>5543139
Because He's tainting their OCs with autism like sonic with recolors

>> No.5543150

>>5543147
>the latter is too fucking weird to even comprehend what she thinks.
What? She's weird too?

>> No.5543151

>>5543145
Looks like that mod where you go around Kanto and Johto shooting pokemon, it seemed fairly well dedicated to remaking various places and paths thru the map.

>> No.5543154

>>5543064
Would posting screen shots of la tailor girl be considered avatarfagging ? What about adventures of square? Hell what about Chex quest?

>> No.5543156

>>5543149
Pff.

>>5543150
Girl otaku, man.

>> No.5543157
File: 1.41 MB, 478x218, 1542500846108.gif [View same] [iqdb] [saucenao] [google]
5543157

>>5540219
What'd you use to migrate/manipulate the partitions? Windows' included partition editor is shit
A live usb with Gparted has worked fine for me, so long as you can handle the fugly interface and some dd if need be

>> No.5543164

>>5543149
>Because He's tainting their OCs with autism like sonic with recolors
i did consider making my own version of c.kid called "b.kid" who wears a rabbit ear headset like he does with cat ears but learned there was already a b.kid from toasty who is sister's with c.kid

>> No.5543168

>>5543150
She's really fucking weird, it just gets handwaved cause she's Japanese.

>> No.5543169

>>5543156
You mean fujo?

>> No.5543170

>>5543164
Sounds terrible glad you didn't do it

>> No.5543172

>>5543168
Maybe she's a female(male)

>> No.5543173
File: 50 KB, 315x545, ididit.png [View same] [iqdb] [saucenao] [google]
5543173

yesterday i found out how to import new floors and today i found out how to import new wall textures are you proud of me

>> No.5543175

>>5543172
She's definitely a chick, she's just weird.

>> No.5543176

>>5543157
Since id just gotten the computer and I wanted to do this I hadnt really installed anything on it, so it was relatively pain free to wipe it and then partition the drive. It wasnt partitioned before that and that was the problem.

One thing I just realized is if I can get some external storage I can move everything off of D/E drives and then move some space over to C drive if I want (since it would just add it to the end of the C partition). And copy everything back onto D/E drives.
That actually seems doable because windows holds the installations, and its just the data thats on those drives. So except for a bunch of icons going blank for a short time before the data is copied back in theory it doesnt seem like it would be any more invasive than that.

>> No.5543178

>>5543000
wheres the mod

>> No.5543179

>>5543164
Well, maybe you could figure out a D. Kid or E. Kid?

>>5543172
I've seen her stream, no fucking man can make a voice like that.

>>5543173
Yes! Isn't it fun to play around with all kinds of textures with less limitations like that?

>> No.5543183

>>5543179
Yeah, it's actually pretty nice. Now I actually have doors that match the walls. I'm surprised they didn't have some of these recolours in the original game to be honest

>> No.5543187

>>5543183
had to save on file size back in the day

>> No.5543189

>>5543187
Oh, yeah true. I guess i underestimate the size of one texture back in 1995

>> No.5543191

>>5543093
he is indeed a large man.

>> No.5543196

>>5543179
Link to stream?

>> No.5543198

Anyone else ever notice that Corvus is a fucking manlet? D'Sparil has like 1.5 feet on him.

>> No.5543208
File: 3 KB, 320x200, win.png [View same] [iqdb] [saucenao] [google]
5543208

>>5543183
They might have had some, but I think they weren't hugely concerned with themes of colors on tekwalls and what not.
I know they cleared out all kinds of textures and flats which they didn't actually use in any of the maps, because they wanted to make sure the game wouldn't be on too many floppies when they were done.

Romero has released some of the cut alpha and beta stuff for Doom and Doom 2 over the years. A lot of it is actually pretty useful for frankenspriting and composite textures and what not.
A bunch of it is like WIP versions of final textures, and some of it was trash and they threw it out for a reason, but there's enough goodies to be worth paging through.

https://cdn.discordapp.com/attachments/535235566476853259/573365819711684608/OHMYGODROMEROFUCKINGDIDIT.zip
https://cdn.discordapp.com/attachments/535235566476853259/573365831426375698/OHMYGODROMEROFUCKINGDIDIT_walls.zip

>> No.5543213

>>5543208
>OHMYGODROMEROFUCKINGDIDIT.zip
Sick filename dude

>> No.5543218

>>5543213
Srsly tho thx i'll look through these when im less lazy >>5543208

>> No.5543240

>>5543064
>>5543064
>>5543074
>>5543118
>>5543149
>>5543071
>>5543082
>>5543104
>>5543109
>>5543128
>>5543118

And you are actually much, much, MUCH worse.

>> No.5543241

>>5543196
https://www.twitch.tv/kurashikiwhat

>> No.5543252

Why were those posts about sRGB deleted?
If their reasoning really is worse performance, then why not just use pow 2? That's just one single multiplication, and it arguably produces better results as it gets closer to sRGB's linear portion.

>> No.5543258

>>5543252
And then there is fucking this.
https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_framebuffer_sRGB.txt

FREE gamma-correction since 8800 GTX, it just WORKS.

>> No.5543263

>>5543179
i still don't know what the initials mean but E sounds good like E for Easter.

>> No.5543281

>>5543240
Which one

>> No.5543295
File: 560 KB, 1920x1080, Screenshot_Doom_20180906_000124.png [View same] [iqdb] [saucenao] [google]
5543295

who are these men

>> No.5543312
File: 34 KB, 341x340, 1386539902513.jpg [View same] [iqdb] [saucenao] [google]
5543312

I just installed gzdoom on a different computer and now I can't load the save files from the older installation. Wtf am I doing wrong?

>> No.5543317

>>5543312
wrong version.

>> No.5543323

>>5543312
You've never been able to.

>> No.5543328

>>5543295
They look like they have bad intent.

>> No.5543329

Does ioquake3 have a limit on how many skins can be loaded into the game at once? It seems like it

>> No.5543338

>>5543317
They're both from the latest version. I was playing doom yesterday on my windows machine and today I installed it on a linux machine and tried loading the zds files from the windows installation.
Is there a difference in the save files? Linux recognizes the windows zds as images while the linux zds are recognized as archives.

>> No.5543345

>>5542554
neat

>> No.5543349

>>5543328
https://vocaroo.com/i/s19hpb6RPZnK

>> No.5543357
File: 165 KB, 885x285, wolf.png [View same] [iqdb] [saucenao] [google]
5543357

Is using wolfenstein textures for a secret area too generic? Asking for a friend, of course.

>> No.5543402

>>5543357
yeah too cliche why not make a hexen or chex quest room

>> No.5543415

>>5543402
you know if i knew how to do enemy sprites i would definitely make a chex secret. Those green slimeboys are pretty rad

>> No.5543432

>>5538989
Nice to see the projects come out.
They show what GZDoom is really capable.

>> No.5543437

>>5543329
I think both VQ3 and ioquake have a limit on how many custom skins/models you can have available. There's also that low memory bug that occurs when you select too many. I don't know about CPMA though.

>> No.5543441

>>5543357
>Asking for a friend, of course.
yeah, whatever
if you feel it, do it

>> No.5543442
File: 34 KB, 600x598, sprite markers.png [View same] [iqdb] [saucenao] [google]
5543442

>>5543415
You can import sprites just like you can textures, just make sure you're using proper start and end markers to differentiate them from other.

Also, the sprite names would have to be named to correspond either to existing actors to replace their graphics, or you would have to define a new actor for them, and make sure the sprite frames have proper offsets too.

>> No.5543445

>>5543312
1. version mismatch
2. mod mismatch
and post a screenshot fag

>> No.5543446

>>5538989
This shit's pretty obnoxious, a lot of enemies don't have tells, some of the monster's projectiles travel insanely fast, and some of the levels are super dickholey.
I'm currently dealing with an ice level filled with enemies that fire projectiles that cause a frozen slowed state, golem dudes that shoot a three way shot of rocket fists that deal splash damage and also can freeze you, and I had to do a long platforming sequence on ice physics while being shot at constantly.
Great presentation but this is some kaizo shit, feels like the dev didn't do a whole lot of playtesting or much in the way of balance

>> No.5543447

>>5540194
>>>/g/

>> No.5543450

>>5543442
is that what im missing in my monster wad? it's nothing fancy i just imported them but without markers and they spawn regularly through console but no sound effects play because i have to define them as new actors?

>> No.5543451

Only one week for Sigil... I hope.

>> No.5543456
File: 53 KB, 406x450, .png [View same] [iqdb] [saucenao] [google]
5543456

>>5543451

>> No.5543458

>>5543456
Real.

>> No.5543461

>>5543450
not him but yeah, you'll need to include the sounds from whatever game you're taking enemies from.
If you're taking them from Chex, then this might help since it's basically a doom reskin.

https://github.com/rheit/zdoom/blob/master/wadsrc/static/filter/game-doomchex/sndinfo.txt

>> No.5543469

>>5543450
You mean you're placing the Chex monster actors directly in Doom? I didn't know you could even do that, can you take a picture of them in the level editor?

GZDoom would actually probably have those actors defined already, for Chex Quest, but the sprites and sounds would be stored in Chex Quest's .wad

>> No.5543491
File: 190 KB, 480x480, gibbed.gif [View same] [iqdb] [saucenao] [google]
5543491

fun quake facts
ranger has an unused gibbing animation similar to PSX doom

>> No.5543497

>>5543451
>>5543456
Inb4 yet another delay.
>>5543450
>>5543469
If you convert the sprites to a png as to not be fucky with Doom's playpal then you should be able to summon them or replace enemies with them, you'll probably get them using the wrong fireballs and shit due to them being thinly veiled Doom monsters, Chex Quest is Ultimate Doom after all.

>> No.5543501

>>5543491
Why does it look like he screams again half way through exploding?

>> No.5543505

>>5543501
1,3 2,4 are edits of each other, I might have gotten the order wrong but that's how they appeared on the sheet

>> No.5543507

why is that so hard to keep spambots off the site?

>> No.5543508

>>5543505
oh, i see

>> No.5543510
File: 127 KB, 480x480, lick2.gif [View same] [iqdb] [saucenao] [google]
5543510

>>5543491

>> No.5543514

>>5543491
>>5543510
The spritesheet these are a part of don't even appear in Quake or it's betas! Rather, they appear in Half-Life 0.52.

>> No.5543516

>>5542739
You really are incompetent

>> No.5543542

>>5543514
I just looked up that HL alpha. It's a blessing when things like these get released to the public.
It still stings, what happened to the Starcraft source code.

>> No.5543545

>>5539540
>crazybump doom
why do you want it to look like a 2007 HL2 or Doom 3 graphics mod?

>> No.5543546

>>5543545
FULLY MODELED

>> No.5543547

>>5542739
Those giant shoes kek

>> No.5543548

>>5539823
now play all of the community map jams based upon it

>> No.5543551

>>5539861
To understand Sandy's levels you need to understand that he tried to come up with unique gameplay for each one. Every level of his has some kind of gimmick.
E2M2 is designed for beserk runs, there are no hitscanner or monsters that take more than a single punch to kill.
E3M1 is based around open areas connected by tight hallways that you cannot pass through without killing the monsters
The Chasm is based around those pain in the ass walkways
>>5539932
The levels started by Tom Hall and finished by Sandy are some of the best in the series

>> No.5543558
File: 6 KB, 128x128, norm.png [View same] [iqdb] [saucenao] [google]
5543558

>>5542585
>>5539505
Don't just run them through a filter, hand paint them
just paint the red channel as if it is a wide light coming from the right and the green channel as if it is coming from above then normalize them with the Xnormal script in photoshop

https://magazine.artstation.com/2019/04/handpainting-normal-maps-in-photoshop-with-nick-lewis/
This has been on the front page of artstation for a while but I've not read or watched it yet but it might be helpful

>> No.5543561

>>5543551
Sandy also got the short end of the stick with having to do more than his share of levels for both Doom and Doom 2.

I'd have loved to see what he'd pull off given the time to get something done the proper way.

>> No.5543564 [SPOILER] 
File: 439 KB, 850x800, 1556793628077.png [View same] [iqdb] [saucenao] [google]
5543564

>>5543546
exacly I had an argument with a friend who honestly tried to defend that laughing stock of a mod
>>5542776
he cute, but I always wonder if they look any good in motion
I wonder if he'd do a low poly version for an alternative to sprites, like Duke64's Cycloid Emperor

>> No.5543574 [SPOILER] 
File: 974 KB, 1280x1024, 1556793967098.png [View same] [iqdb] [saucenao] [google]
5543574

>>5543564

>> No.5543579

>>5543564
>>5543574
FULLY MODELED

>> No.5543585
File: 3.03 MB, 540x304, contstanze monitor.gif [View same] [iqdb] [saucenao] [google]
5543585

>>5543542
>find source code for Starcraft
>instead of like, uploading it anonymously somewhere
>he fucking sends it to Blizzard
Fucking Redditors. That still pisses me off.

>> No.5543590
File: 396 KB, 1280x823, tumblr_ovd5fyCmnf1snhn1io1_r1_1280.jpg [View same] [iqdb] [saucenao] [google]
5543590

Talking about Turok before, I've noticed that Acclaim really put everything they go into it. Which is weird because it's an IP they didn't make,it's a comic from the 50s.
- Joshua supposed to be a secret character in WWF Warzone but he was scrapped and the files are still there
-They've jumped in the FPS multiplayer with Rage Wars when Quake 3 and Unreal Tournament
-The ports and the marketing campaign
-They've even wanted to pay their employers to change their names and children in "Turok" so they could promote Turok Evolution
-A game each year

Then they went bankrupt

Like, damn

>> No.5543593
File: 2.10 MB, 993x914, too stupid.png [View same] [iqdb] [saucenao] [google]
5543593

>>5543590
I've only read one Turok comic (where pic related comes from) and it was a lot more low-tech than what the games actually are. Does it escalate later?

>> No.5543595

>>5543590
Rage Wars launched before Q3A and UT.

>> No.5543598

>>5543058
I don't know what this is but I'm prepared to have sex with it.

>> No.5543603

>>5543252
Because I was just bitching and then I stopped caring and became ashamed of my bitching.

>> No.5543604

Anyone seen this yet?

https://www.youtube.com/watch?v=nsLYSuS88JY

>> No.5543614
File: 68 KB, 1366x758, nblood.png [View same] [iqdb] [saucenao] [google]
5543614

who is she?

>> No.5543631

>>5543041
The author talks about it on russian IDDQD forums. Many people liked the dark look though though so they decided to keep it. (also not to go and manually tweak all of the gazillion lights)
IIRC there also were different versions for 1.8.7 and 2.0 and on because of how differently they handled water transparency and some other effects.

>> No.5543637
File: 1.48 MB, 1022x766, 2019-05-02_08-00-56.webm [View same] [iqdb] [saucenao] [google]
5543637

just made this. looks pretty cool cool. thought i'd post.

>> No.5543641

>>5543637
Looks nicely minimalist and suits the rest of the room.

>> No.5543645

>>5543637
add a portal trick to it

>> No.5543647

>>5543641
Thanks.

>>5543645
Not exactly sure what you mean? It's a pillar used for an archvile fight, he's hiding right around the corner.

>> No.5543650

>>5543645
I know what a portal is, but what do you want him to do with it?

>>5543647
That'll work.

>> No.5543653

>>5543650
a wall portall on the back of the cyllinder that makes it a non-euclidean 720 degree (or more) around instead of 360, or unnoticably leads to a different room that is similar (but not quite) if you run around it

>> No.5543658
File: 354 KB, 781x1200, Turok_Child_of_Blood_Vol_1_1.jpg [View same] [iqdb] [saucenao] [google]
5543658

>>5543593
Definitely. Around the time the games came out, you get stuff like this.
Turok 1 was pretty low-tech and it was more close to the original comics. You get aliens and cyber dinosaurs at best.

Turok 2 aside from some weapons and some native American references it feels like a completely different game. It progressively got more crazy.

The newest comic book is more closer to the original

>> No.5543676

>>5539221
Meme opinion

>> No.5543684

>>5543653
Oh. Like Spin Cycle? That'd be an interesting idea. Not sure if that's supported in Anon's map format though.

Would be a REALLY fucky way of adding a secret area actually.

>> No.5543686

>>5543684
I'm just mapping in doom format. I don't have enough experience to bother with more advanced things to be honest.

>> No.5543687

>>5543686
Being able to keep things simple is one of Doom's strong sides.

>> No.5543689

Are there any server browsers for Quake?

>> No.5543690

ezquake has one, don't know if you mean a standalone browser like doomseeker though

>> No.5543693

>>5543689
http://quakeone.com/server-browser

>> No.5543730

>>5543590
but the games are not based in the original comics, are based in the... acclaim comics

>> No.5543737

>>5542751
lilith

>> No.5543769

>>5543590
I dig the crazy fuck-nut Franken-16 that feeds from a Nintendo 64 game cartridge.

>> No.5543898

>>5541705
I
LIKE
YOU
CAUSE
YOU
GOT
THAT
SOMETHING
THAT
I
NEED

>> No.5543901

https://twitter.com/DOOM/status/1123950714395475969
The Marauder looks like he's about to chew our planet.
I wonder what story implications do come out of this.

>> No.5543915

>>5543901
The implication is that it's a cool piece of art

>> No.5543990
File: 234 KB, 780x1054, tumblr_n1v4q8mnj31rkrwaco2_1280.jpg [View same] [iqdb] [saucenao] [google]
5543990

This image of Carmack oozes Big Dick Energy

>> No.5544025
File: 22 KB, 704x424, nature's call.png [View same] [iqdb] [saucenao] [google]
5544025

>> No.5544041

>>5543990
his forehead is absolutely massive

>> No.5544047

>>5544025
Masterpiece

>> No.5544051

>>5543558
Yeah, you might not want to *just* run them through a filter, but I wouldn't want to just hand paint them either.
I was just looking for a way to automate as much of it as possible.

>> No.5544075

>>5544041
it's full of programming

>> No.5544084
File: 760 KB, 915x699, mdk doom.png [View same] [iqdb] [saucenao] [google]
5544084

I remember in one an older thread an anon showed one of these photoshopped images of MDK in Doom.
Now that I think about it. How would you implement the coil suit in Doom?
Do you think if it was an addon like an power up/item it would work better than a full mod?

>> No.5544090
File: 12 KB, 512x576, file.png [View same] [iqdb] [saucenao] [google]
5544090

>>5543558
>>5544051
IMO best solution would be: generate Heightmaps via software (those are pretty easy to do right by programming means), then clean and touch up those. After that generate normals from those which would create much cleaner and more accurate generated normals than any other way and would require only minor touch up.

Roughness, metallicness and specular have to be handpainted tho, otherwise you get superglossy shit a-la turdo-VasyanR3m4k3


Another issue: normals don't work well on low-res textures, if they are themselves lowres, if they are not filtered.
And as of now there is no way to apply trilinear filtering to them separately without applying it to the rest of PBR and textures themselves.
Solution is either to bug Graf about separate filtering options for normals and regular textures until he gives in and does it, or make PBR in x4 size, then resize original textures x4, then enable filtering for all of them.

>> No.5544094

>>5544090
do it with an imp

>> No.5544098

>>5544094
i was talking about textures.
No matter hwat you do with monsters unless it is ACTUAL honest to goodness PBR it won't work well.

>> No.5544149
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google]
5544149

>>5544098
It might be funny to see how bad it looks.
Pic related.

>> No.5544154

>>5544149
holy shit thats bad

>> No.5544159

>>5543548
how?
which ones?

>> No.5544161
File: 97 KB, 577x242, green.png [View same] [iqdb] [saucenao] [google]
5544161

remember to switch back to default green

>> No.5544175

>>5544149
Considering how GZDoom handling Voxels (converting each into separate 6-sided cube model) it would also run very slow.
At this point you might as well try and make good 3D model

>> No.5544184

>>5544098
>unless it is ACTUAL honest to goodness PBR it won't work well
You lost me there. People have been using normal maps and spec maps before PBR was a common term. So. Whut?
And normals work fine on low res unfiltered textures.

>> No.5544212
File: 649 KB, 1920x1080, Screenshot_Doom_20180515_202824.png [View same] [iqdb] [saucenao] [google]
5544212

>> No.5544227

>>5544212
is that candle thing made of flesh?
What's with the small HUD and the enemies too?
And what map?
So many questions.

>> No.5544232

>>5544149
Funny yes. Do it

>> No.5544246

>>5544184
Physic Based Rendering (PBR) - encompassing term that includes any additional definitions of physical properties (hence "physical" in the name) added upon a surface via a special "map" texture
Height map, brightmap, normals, specular map, AO map, Roughness map, Metallicness map.
Those are all PBR map types supported by GZDoom.
Usually for a surface to look good you need at least Height/normalmap (different methods, if implemented proper lead to same result and with special software can be transformed into one another), metallicness, roughness and specular maps.

The purpose of PBR is to make surface dynamically react to external conditions as if it had properties descrigbed in its maps, like making part of it reflective while others are not, make part of the surface appear "matte", or as a cloth (via roughness), while other part of same surface as a metal (metalicness) and so on.

You said "try it with an imp"
GZDoom does not support any actual PBR for sprites (enemies, items, objects or weapons).
Only way to "try it with an imp" is to bake PBR-like effect on with pre-set settings like >>5539340
or >>5542354 (when done to model)
Those will not react to anything and thus would look like shit.

>> No.5544263

>>5544246
I know what PBR is. I drink all the time.
>GZDoom does not support any actual PBR for sprites
Alright, that makes more sense. Yeah, no one was talking about baking the lighting to the sprite. I assumed this was more for the future when normal mapping can be applied to sprites. You just lost me in your terminology somewhere along the way. When you said actual PBR I assumed you meant simulating the light with raycasting or something.
I meant, try generating a heightmap and subsequent normal map for an imp.

Anyway. Whatevs.

>> No.5544270
File: 1.46 MB, 1920x1080, Screenshot_Doom_20180513_223826.png [View same] [iqdb] [saucenao] [google]
5544270

>>5544227
long story short i like to combine a whole bunch of gameplay wads together like samsara complex doom h-doom my own monster doom wad i made a few others and usually it messes up the hud depending on which wad gzdoom loads first and i think the map set i used there was called city of doom which features 11 maps pic related is my favorite i call it
waiting in line for death

>> No.5544275

>>5544270
I see, thought it was something to do with that Samsara addon an anon was working on.

>> No.5544276

>>5544263
PBR is good for surfaces, but can't give sprites illusion of 3D. Like >>5539950 won't give Caco an illusion of being "spherical" only "slightly bulging out" which would look really weird.
It would look even more weird on Imp's throwing fireball frame when the difference between his rear leg and front hand would be even more severe. If anything, it would decrease the illusion of depth sprite itself provides.

>> No.5544280
File: 1.39 MB, 1920x1080, Screenshot_Doom_20180523_115630.png [View same] [iqdb] [saucenao] [google]
5544280

i call this one dance of fire

>> No.5544295
File: 735 KB, 1920x1080, Screenshot_Doom_20180513_202425.png [View same] [iqdb] [saucenao] [google]
5544295

DO YOU LIKE CACO? Y/N

>> No.5544307
File: 3.10 MB, 4814x1768, Untitled-5.jpg [View same] [iqdb] [saucenao] [google]
5544307

>>5543456

>> No.5544310

>>5544280
Looks almost like how chaotic and batshit Reelism can get.

>> No.5544317

>>5544295
DO YOU WANT A HAMBURGER?
Do YOU WANT A PIZZA?
ANERICAN IS PIG DISGUSTING

>> No.5544327
File: 382 KB, 1920x1080, Screenshot_Doom_20180509_231001.png [View same] [iqdb] [saucenao] [google]
5544327

>> No.5544328
File: 58 KB, 159x239, Mudkip.png [View same] [iqdb] [saucenao] [google]
5544328

>>5544295
I HEARD U LIEK MUDKIP

>> No.5544340

>>5544295
I don't really like 88alice's map. Hate how one little thing you do and your voodoo doll gets telefragged so I either skip it entirely or go play a different doom wad because it's hard to tell what you're gonna do to activate the voodoo death

>> No.5544346

>>5544327
why is doomguy so skinny

>> No.5544352

>>5544346
she transitioned

>> No.5544383
File: 354 KB, 1920x1080, Screenshot_Doom_20190430_211946.png [View same] [iqdb] [saucenao] [google]
5544383

some places in honte does look cool though

>> No.5544406
File: 478 KB, 800x1080, 50681636_p15.png [View same] [iqdb] [saucenao] [google]
5544406

>>5544340
Well at least now I know I'm not the only one who feels that way.
I still admire her a lot, and her art, Doom related or not, is awesome. But her maps... Are not the best.

>> No.5544441

>>5544406
>her

>> No.5544443

>>5544441
I mean yeah,that's a girl anon.
Everybody know that at this point.

>> No.5544446 [SPOILER] 
File: 318 KB, 401x753, 1556826473749.png [View same] [iqdb] [saucenao] [google]
5544446

This might be the most cursed Doom related thing I've ever done.

>> No.5544450
File: 1.48 MB, 294x233, sphereNormal.gif [View same] [iqdb] [saucenao] [google]
5544450

>>5544276
>Like >>5539950 won't give Caco an illusion of being "spherical" only "slightly bulging out" which would look really weird.
But it will make them look spherical. Normal maps won't make a caco actually spherical like a displacement map would, but it would make it look spherical as the sprite always faces the camera anyway.
Except at high or low angles.

>> No.5544451 [DELETED] 

>>5544443
I still don't believe it, I bet it's a trap.

>> No.5544458

>>5544451
please do not try to inject or project

>> No.5544460 [DELETED] 
File: 271 KB, 2762x893, 444.jpg [View same] [iqdb] [saucenao] [google]
5544460

>>5544451
Traps are good. ZDoom was actually made by trans.

>> No.5544462

>>5544460
Not only ZDoom. Also 3DGE.

>> No.5544467

>>5544441
She's the only actual woman ive ever heard of involved in doom

>> No.5544468
File: 163 KB, 502x473, blazko kun.png [View same] [iqdb] [saucenao] [google]
5544468

>>5544460
>>5544462
>>5544451
As long they can give a good BJ that's fine

>> No.5544469 [DELETED] 
File: 13 KB, 156x338, PREZC0.png [View same] [iqdb] [saucenao] [google]
5544469

>>5544460
what a fag lol

>> No.5544470

>>5544460
What? It's made by Graf Zahl - an old fart german.

>> No.5544474
File: 1.16 MB, 938x1040, cultist.png [View same] [iqdb] [saucenao] [google]
5544474

I love them cultists

>> No.5544475

>>5544470
It's GZDoom which is a fork of ZDoom. ZDoom was originally made by a transgender (Randy Heit, later changed name to Marisa Randi Heit after changing gender).

>> No.5544478 [DELETED] 
File: 359 KB, 600x700, 1468858436293.jpg [View same] [iqdb] [saucenao] [google]
5544478

>> No.5544483

>>5544460
>trap
>trans
different thing anon
>>5544468
i swear this was made by spacemarinescum or something
she had a lot of bara art on doomguy and co but most of it its gone because she kept deleting her tumblrs
which is a shame since that sort of thing is rare compared to doomgal porn and hdoom inspired art
>>5543032
the zombie mod from call of duty games might as well be the least worst part because it's "gamey" compared to most single player/multiplayer portions of the series
so yes, why not?

>> No.5544504
File: 274 KB, 1223x916, bara.jpg [View same] [iqdb] [saucenao] [google]
5544504

>>5544483
Apparently it was made by strawberryhitscan.
So yeah it's meant to be a joke.

Speaking of bara...

>> No.5544505

>>5541091
How do I play DOOM 1 levels in Doom2? do I just load it as a mod w/ Hideous Destructor in the load order?

>> No.5544513

>>5544504
>you spend so long fighting shamblers, you start to turn into one

>> No.5544517

>>5544513
you meant ogres

>> No.5544520

>>5544446
souce on background?

>> No.5544527

>>5541467
I love the feel of aiming something like that.

when are you releasing?

>> No.5544532
File: 122 KB, 772x773, IMG_-6q4n2d.jpg [View same] [iqdb] [saucenao] [google]
5544532

>>5544520
Maarthul

>> No.5544538

I desire a mod that adds a CookieDemon companion
and made her dress up in latailor girl outfits

>> No.5544545

>>5544527
When it's finished enough to playable. UI needs some more work, both the interactive and passive (currently non-existing health bars etc) parts. Guns need re-implementing, with multiple ammo types for some guns.

Think I'll save inventory items for later, and probably will rework/extend the interactive displays after the first release as well.

>> No.5544547
File: 29 KB, 575x547, IMG_20190107_235644.jpg [View same] [iqdb] [saucenao] [google]
5544547

>>5544538
I like her too anon buuuut no.
She better stay in the Lewd realm.

>> No.5544568
File: 745 KB, 1024x1173, cookie and meatball.png [View same] [iqdb] [saucenao] [google]
5544568

>>5544547
She won't be too lewd if she's covered up by La Tailor clothing ;)
Also alt skin/character: Meatball

>> No.5544575

>>5544517
Red forearms like that? He's becoming a shambler.

>> No.5544582
File: 35 KB, 975x528, cookiesprite.png [View same] [iqdb] [saucenao] [google]
5544582

>>5544572
I can't draw for shit
I tried to learn but after a year my scribbles still look terrible. I just lack required hand coordination or something like that.

>> No.5544583
File: 117 KB, 251x321, tumblr_oyty0sCQcE1r0x1nyo2_400.png [View same] [iqdb] [saucenao] [google]
5544583

>>5544568
Whatever floats your boat anon.
You can start making it by yourself.

>> No.5544587

>>5544582
It's never too late to learn
Keep it up and you will improve.

>> No.5544594

>>5544575
the blood stains have seeped into the dead skin layer on his arms and cant be washed off easily

>> No.5544604

>>5541467
Still looks cool.
Sensaround when?
And will there be a transparent HUD option like SS1?

>> No.5544606

>>5544594
The world doesn't need another hero, sometimes it needs a monster.

>> No.5544614

>>5544582
Cookie Demon is the only decent Doom lewd content the rest is fucking trash

>>5538820
Bratwurst is amazing, I wish there were monster packs as customizable as this one.
Better yet, imagine monster packs from other games. A Blood one would be great

>> No.5544618

>>5544568
>soulspheres but with skulls instead of human faces

>> No.5544625

>>5544582
>I tried to learn but after a year my scribbles still look terrible.
Then go for two years.
I'm five years in and only now are my sketches starting to look decent.

>> No.5544626

>>5544614
Isn't that most Samsara Monster Mixer mods?
One an anon here was working on was about every series represented in the main Samsara mod but he hasn't work on it for a while.
A crazier idea would be to add from series that aren't FPS related.

>> No.5544630
File: 133 KB, 984x888, ineedamonster.png [View same] [iqdb] [saucenao] [google]
5544630

>>5544606

>> No.5544635
File: 956 KB, 1920x1080, Screenshot_Doom_20190428_165650.png [View same] [iqdb] [saucenao] [google]
5544635

>> No.5544654

>>5544626
I was talking about monster packs that can be played with other gameplay mods or vanilla itself but yeah something like that too.
Honestly I don't know how can you put a non-FPS enemy in a FPS. That would require a huge amount of work with sprites and gameplay changes to fit the genre,interesting but still.
I think Dead Space necromorphs might work, better yet I think most enemies from third person shooters might work.

>> No.5544668

New thread.

>>5544663
>>5544663
>>5544663

>> No.5544682

>>5544276
You are wrong. Normal mapping has been used on low res sprites to great effect

>> No.5544810
File: 65 KB, 640x480, screen03.jpg [View same] [iqdb] [saucenao] [google]
5544810

>>5544149
>>5544175
>At this point you might as well try and make good 3D model
why not both?
https://www.youtube.com/watch?v=xaR4twMSxSw

>> No.5544825

>>5544682
Such as?

>> No.5544879

>>5544810
those are duke models though

>> No.5544936

>>5544075
mmmm
fascinating

>> No.5545328

>>5544327
God, that player skin is so fucking bad.

>> No.5545336

>>5544467
I know of a couple.

>> No.5545352

>>5544825
Duke Nukem 3D : 20th Anniversary, for one.

Say what you want about Randy (and I mean it, please do), that a few of the new levels are kinda bleh (though a bunch are really good), but when the game is in 3D mode, it uses dynamic lights, and normal mapping.
When a rocket goes sailing by, or when a room is lit up by an explosion or raging fire, the way the dynamic lights play with the normal mapped textures and sprites (which are still the original low resolution ones), it looks really fucking good and really adds some visual depth without replacing or needlessly distorting the original graphics.
They're still the same old sprite work, and as pixely and crunchy as ever, and it looks really impressive.

Better than any ugly smear filter or high definition pack with awkward high res textures and ugly 3D models.
Only drawback is giving Randy $20, so consider piracy.