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/vr/ - Retro Games


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File: 754 KB, 1818x1567, it draws doom.jpg [View same] [iqdb] [saucenao] [google]
5552650 No.5552650 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5544663

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.5552651

=== NEWS ===

[5-5] GZDoom 4.1.1 released
https://forum.zdoom.org/viewtopic.php?f=1&t=64582

[5-3] Introducing SM195, seven Quake speedmaps made in 24 hours
http://www.celephais.net/board/view_thread.php?id=61715

[5-1] Release of GZDoom 3.8.0 Vintage
https://forum.zdoom.org/viewtopic.php?f=1&t=64521

[5-1] Memoirs of Magic now fully released
https://forum.zdoom.org/viewtopic.php?f=19&t=50250&start=465#p1101659

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

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

== PROTIP ==

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

>> No.5552658

First for cacos

>> No.5552663

second for killing cacos

>> No.5552664

Does anyone here speedrun? I have a few questions:

>What port should I use? prboom+ ?
>How important is SR50
>How the fuck do I use SR50 reliably, and when should I use it

>> No.5552679

http://cutstuff.net/forum/index.php?topic=11329.msg338938#msg338938
Minecraft Classic recreated in the Zandronum Engine
For MM8BDM

>> No.5552681
File: 66 KB, 184x184, 1411805939595.png [View same] [iqdb] [saucenao] [google]
5552681

>>5552679
This fucking community continues to surprise, impress, and disturb me

>> No.5552685

>>5552664
prboom+ is basically the go-to for it
SR50 can have its uses, but its awkward as hell to do without cheats/TAS
I'm not the best at describing it, but this should help
http://www.celephais.net/board/view_thread.php?id=61715

>> No.5552690

>>5552679
you could not possibly form a more unappealing combination of words

>> No.5552731

>>5552690
Iunno, that hideous /d/ mod is unappealing as fuck.

>> No.5552753

cacos should have less health, sorry but it's true. Same with mancubus.

>> No.5552760

>>5552753
mancubi need more health to properly represent their thickness

>> No.5552773

>>5552753
They don't
what they should have is more speed

>> No.5552774
File: 712 KB, 552x439, 1556203328435.png [View same] [iqdb] [saucenao] [google]
5552774

Alright, last time
https://drive.google.com/open?id=1sx8jedk37R-1oPaFmemdZJuf8wRJ4pXN

>> No.5552776

https://www.doomworld.com/forum/topic/101137-rude-another-chocolate-doom-fork/
The true classic experience with the advantage of a modern port

>> No.5552786

>>5552753
lost souls should have their health amounts halved by 50.

>> No.5552790

Where can I download Extermination Day? Sgt Mark IV said something about test version being released, is it only for patreonfags?

>> No.5552792

>>5552651
>[5-5] GZDoom 4.1.1 released

When did they add new font for the main menu? Finally it looks readable.

>> No.5552795
File: 59 KB, 249x226, spurdohmmm.png [View same] [iqdb] [saucenao] [google]
5552795

Recommend me some of the most obscure fps games you know, good or bad

>> No.5552798

>>5552792
>When did they add new font for the main menu?
Since 4.0.0
>>5552795
>>>/v/
(play Oni)

>> No.5552805

>>5552790
I think he linked it on his Patreon, played it a while ago with BD RC9
Unironically one of the best FPS game experiences you can get

>> No.5552816
File: 111 KB, 1807x604, Capture.jpg [View same] [iqdb] [saucenao] [google]
5552816

>>5552774
Wow! if i wasn't a lazy fucker i could probably make a lot of really cool stuff with this.
Oh well.

>> No.5552818

>>5552795
in pursuit of greed is pretty cool
a gzdoom tc in the vein of return of the triad would be awesome

>> No.5552824
File: 32 KB, 542x278, Scratch Pistol.png [View same] [iqdb] [saucenao] [google]
5552824

Drew an M9 style pistol.

>> No.5552829

>get to map14 on Eviternity
>get destroyed by the arenas

Do I just have to git gud?

>> No.5552841
File: 23 KB, 128x128, catholic mario.png [View same] [iqdb] [saucenao] [google]
5552841

>>5552798
>get bored of playing shit/mediocre wads and other such maps for all the games with content creators
>want to try something different
>ask my FPS thread bros for some recommendations since there's bound to be some shit from the ole days I haven't tried
>tells me to fuck off to /v/

Based retard

>>5552818
I tried playing it from the source put on the website but I couldn't figure out what to do so perhaps I am the based retard actually...

>> No.5552847

>>5552841
Yes, you are. Stay in /v/ and never come back.

>> No.5552851
File: 38 KB, 124x130, snoop thief.png [View same] [iqdb] [saucenao] [google]
5552851

>>5552847
it's ok to be a retard my man, no need to show off though

>> No.5552870

Can anyone here answer if Outlaws is supposed to have the same music track repeat itself over and over again during a level or go on to the next music track in the same level?

For example, if I'm in the first level and it takes me a while to complete it, should I hear track 1 and then track 2, etc. or should I hear track 1 on repeat ?

>> No.5552890

>>5552753
Cacodemon is basically perfect. Fatso is fine too.

>> No.5552895

>>5552731
l-link?

>> No.5552897

When is Sigil coming out?

>> No.5552902

>>5552897
Soon™

>> No.5552906

>>5552897
>>5552902
I fear that we get no word of Sigil this week. But at next monday Romero updates his twitter, that Sigil will be delayed till mid of June. And when it is mid of June, Romero posts that Sigil will be delayed to mid of July. Of course it will then be delayed again. This truly is some kind of torture.

>> No.5552918

How is SysShock HUD development going?

>> No.5552973

https://www.youtube.com/watch?v=vmaDbOsOY0Q

>> No.5552975

>>5552906
you only have yourself to blame

>> No.5552983

>>5552973
how fucking bored are these people

>> No.5552985

>>5552973
> will take out these cu- uh... bad guys
lul

>> No.5552986

>>5552973
In the time it took him to make this he could've made a fantastic Quake mod.

>> No.5552993

>>5552973
>actually liked this
>final episode
evritiem

>> No.5552994

>>5552906
With how much he's showing off about working on some game with Paradox now, this wouldn't surprise me if it's being shoved to the side with any excuse as long as he can pin the blame elsewhere.

Sure seemed suspicious to me that it was only after it got delayed the first time (which was 100% the physical distributor's fault according to him, the megawad was already finished) that he was outsourcing shit like music from Jimmy.

>> No.5552996

does gzdoom support hdr yet?
https://www.amazon.com/HP-Emperium-HDR-1000-Soundbar-Streaming/dp/B07M888GH8

>> No.5553009

>>5552973
What level of autism is necessary to achieve this?

>> No.5553016

>>5553009
A pretty strong power level, but he's wielding it for the sake of stuff that he likes in a way that's entertaining for others.

>> No.5553017

>>5552897
>>5552902
>>5552994
BLACKROOM? What's that?

>>5552996
Yes, head to Experimental video options and you'll have it there.
IDK if HDR works or not because my monitor was made in times when it was not a thing.

>> No.5553020

>>5552983
>>5552986
>>5553009
the fuck is with this whining
enjoy something in your life for once

>> No.5553021

>>5552996
I could barely adapt to a 32" screen
what are they thinking?

>> No.5553028

>>5553020
I'm not whining, I just want to know how to reach that power level.

>> No.5553031

>>5553028
nofap/noporn for 6 months

>> No.5553073

>>5552847
Fuck off, /a/spie.

>> No.5553087

First part of Dissolution Of Eternity was pretty fun, though it has me awash in ammo, I don't ever find myself running out of really anything.
Constantly topped off on shells, plenty nails (and certainly enough lava nails that you can feel confident in putting them to use), all the explosives I could ever want.

Perhaps due to this, these new green slimes have failed to be threatening, because I regularly have +100rds of lava nails, and I'll just dust them in an instant.
The multigrenades feel like they fucking suck, even though a cluster grenade seems like it should be awesome, the multirockets kick ass, however.

Difficulty is decent, but I feel for all the ammo it grants me, it oughta give me more resistance. I suppose easy really is pretty easy, and I should maybe replay it at medium.
The levels look great though, and the music is pretty rad.

>> No.5553119

>>5553021
huge PC monitor ftw. 40" 4K TVs are dirt cheap nowadays and the tech is so good that even an entry level samsung does 4:4:4 and has acceptable latency in game mode.

>> No.5553140
File: 515 KB, 800x600, spasm0002.png [View same] [iqdb] [saucenao] [google]
5553140

>>5553087
This part with all the zombies ambling around in this dark cave, backlit, reminds me of Day Of The Dead.

>> No.5553145
File: 531 KB, 800x600, spasm0007.png [View same] [iqdb] [saucenao] [google]
5553145

>>5553140
It's funny that Rogues' method of doing sprites and textures is so recognizeable, this banner looks basically the same as the ones in Strife.

>> No.5553153
File: 48 KB, 74x116, 249Onfy.gif [View same] [iqdb] [saucenao] [google]
5553153

>>5552973
that's perfect, it's a shame that his chanel is not more popular

>> No.5553154

>>5553145
These guys look like they wantto give you a hug.
Are they a
DeadHugGroup

>> No.5553161
File: 590 KB, 800x600, spasm0008.png [View same] [iqdb] [saucenao] [google]
5553161

>>5553154
I made sure they couldn't, because I noticed they tend to blow up. They're kind of like a Vore, if they were fast and exploded on death.

>> No.5553192

>>5552753
you should git fucking gud

>> No.5553198
File: 41 KB, 466x249, caco disgust.png [View same] [iqdb] [saucenao] [google]
5553198

>>5552753

>> No.5553206

>>5552753
Cacaodemons are perfect monsters. Shotgun guys can fuck right off though.

>> No.5553207
File: 31 KB, 411x310, 1541893500019.jpg [View same] [iqdb] [saucenao] [google]
5553207

do we already have path tracing in quake?

>> No.5553210

>>5552773
>>5552786
agree with these

>> No.5553237

>>5553206
don't diss shotgunners
they feed your ssg almost more than anything else
4 shells for only 30 dmg

>> No.5553335

>>5552824
Looks good man

>> No.5553345 [DELETED] 

Why is the doom community so pozzed? I can get past the fact that it’s been invaded by animefags over the last decade, but the barrage of trannies is just too much. Half of the zoom.org moderators are “women” now. Nanami was doomworld’s only girl for years, then when it came out he was LARPing that whole time, the tranny cascade began. Must they ruin everything? Begone from my nerd enclave, you degenerates.

>> No.5553353

I need to get a chainsaw to take care of some bushes and light trimming on our property. What kind should I get /doom/?

>> No.5553372 [DELETED] 

>>5553345
ZDoom was origininally made by trans. Look zdoom archives on web.archive.org. The creator had "randy" nickname in 2004 (man variety of this name), then he changed his nickname to randi (woman variety of this name). On "about" page he used to be credited as Randy Heit, but on the new website he was credited as Randi Marisa Heit.

>> No.5553375
File: 1.38 MB, 1920x1080, gzdoom 2019-05-06 15-34-08-43.png [View same] [iqdb] [saucenao] [google]
5553375

This is getting silly.

>> No.5553385 [DELETED] 

>>5553372
Correction, zdoom was originally made by a dude who after years of being a social outcast, fell for the tranny meme like many others

>> No.5553391
File: 203 KB, 317x357, bemused doge.png [View same] [iqdb] [saucenao] [google]
5553391

I want /v/eddit to leave.

>> No.5553392

>>5553353
Stihl or husqvarna. Don’t get a shitty electric one.

>> No.5553404

>>5553392
>Don’t get a shitty electric one.
Yah, I definitely want a combustion powered one. I was using a neighbors 12v electric chainsaw yesterday, and it worked but it struggled.

>> No.5553405 [DELETED] 
File: 47 KB, 512x512, e7723644273671e6537f92734662a43fbd906e77v2_00.jpg [View same] [iqdb] [saucenao] [google]
5553405

>>5553345
Go back to /pol/ you alt-cuck faggot. Transes made for us two good Doom ports - ZDoom and 3DGE. We are all transes here.

>> No.5553410

>>5553353
What the other guy said. Can't go wrong with Stihl or Husqvarna. Get a Stihl HSE 81 electric hedge trimmer too while you're at it, those things are a pure joy to use.

>> No.5553414 [DELETED] 

>>5553405
>le pol boogieman
Fuck you buddy, I’m not conservative in the slightest. I’m just a normal human and I’m not into this weirdo shit you nu-doomers are trying to normalize in our community. We’re not interested in your faggy forced inclusivity shit.

>> No.5553416

>>5553410
>Stihl HSE 81
Pretty sure I cut the tippy top of my thumb off with one of those once. Wasn't pure joy, but it worked very well.
Can it cut through demons though?

>> No.5553419
File: 204 KB, 900x900, 1451116815900.jpg [View same] [iqdb] [saucenao] [google]
5553419

>>5553414
>nu-

Fuck off and actually, genuinenly, die, you fucking mentally ill sack of /pol/shit.

>> No.5553421
File: 2.83 MB, 345x260, 1545348983795.gif [View same] [iqdb] [saucenao] [google]
5553421

we doing this shit again?
what good ever comes out of this?

>> No.5553425

Sigil will be the second coming of the anti Christ (first was KDITD).

>> No.5553427 [DELETED] 

>>5553419
>t. assmad tranny
Don’t get so worked up, let’s have a conversation about it instead of you just accusing me of using some other 4chan board full of a different kind of weirdos

>> No.5553429 [DELETED] 

>>5553421
Nothing. /pol/dditors and /r/CringeAnarchy shitters ****HAVE**** to drag ******EVERYONE****** down to their sub-human level. It's the only way they can push their retardation. The best you can do is just report, filter and hide and hope the mods aren't asleep.

>> No.5553431

>>5553419
Chill, take a walk and have some decaf

>> No.5553432

>>5553429
Do you all really, truly think it’s just pol posters who feel this way? You’ve got to be kidding.

>> No.5553434

>>5553429
>sub-human
Not a very tolerant and inclusive thing to say.
Consider yourself warned.

>> No.5553436
File: 87 KB, 953x960, 1508222974185.jpg [View same] [iqdb] [saucenao] [google]
5553436

>>5553429

>> No.5553438
File: 1.58 MB, 400x300, 70985098708.gif [View same] [iqdb] [saucenao] [google]
5553438

report for offtopic pls
we don't need this same fucking meta drama stoking every fucking week

>> No.5553440

>>5553429
I actually don’t use reddit and have never gone to /pol/ other than looking at the catalog a few times to see what they do over there. Sorry but your picture of me is flawed

>> No.5553448 [DELETED] 

>>5553432
I agree, but this isn't exactly the board nor thread.
>but zdoom!
Sure, anything is "on topic" if you look far enough into the subjects relations. But transes (or whatever the term is) don't drag their mental illness into the conversation - you do. You're shitting up the thread talking about things that are only tangentially related, and everyone else who is screaming "/pol/!!!" are feeding into it.
Just talk about the doom mods you like that aren't filled with anime tiddies or made by trains.

>> No.5553450

>>5553372
I know for a fact they're not old enough to be Randi Heit.

>> No.5553454
File: 223 KB, 1080x1080, valentine chainsaw.jpg [View same] [iqdb] [saucenao] [google]
5553454

>>5553353
Eager Beaver would be authentic Doom, but IRL they're piece of shit and only good for being digitized for videogame graphics.

Stihl and Husqvarna are good, thirding the other guys. Remember your hearing protection, these things are LOUD.

>> No.5553456

>>5553448
>based reasonable poster is reasonable
Nah you’re right, I’ll move along. Have a great rest of your day

>> No.5553458

>>5553450
I’m 32 bro, I’ve been around longer than you guaranteed.

>> No.5553465

>>5553458
There are at least 7 people I know of that frequent these threads that are 31 or 32, including me.

>> No.5553483

Something i find neat about Doom mapping is teleporters that only enemies can use
It's as if Hell already had their own teleporting "tech"/magic or only some demons are aware of these abilities

>> No.5553492

>>5553483
but when they aren't single use, and are inside the play area boundaries, it means any and all enemies can teleport at that one spot
demonic inter dimensional anomaly

>> No.5553501

maps based around set pieces fucking suck

>> No.5553512

>>5553353
any brand
so long as you make sure it's yellow

>> No.5553520

>you feel power coming out of you.
>game crashes
boy it sure feels good to have a problem no one else is having

>> No.5553525

>>5553512
what about the doom 64 chainsaw?

>> No.5553526
File: 31 KB, 720x410, 1548621373836.jpg [View same] [iqdb] [saucenao] [google]
5553526

>>5553525
no.

s t i h l

>> No.5553529

>>5553520
Is your GZDoom up to date?
is your Hideous Destructor up to date?

>> No.5553559

Any wads giving more cautious experience like Hideous Destructor, Shut Up and Bleed or BD on realism?

>> No.5553560

>>5553559
Mutiny kind of does that.

>> No.5553568

>>5553454
>but IRL they're piece of shit
I've not heard that. Only that they're light duty, which is all I need it for anyway.
I was looking into them for a laugh, but it'd probably make more sense to get a newer one.

>> No.5553572
File: 2.86 MB, 620x349, SMOD_Repack.webm [View same] [iqdb] [saucenao] [google]
5553572

Not quite "retro", though it's over a decade old, but I just made a repack of SMOD that works on modern systems.
Tried sharing it on /v/, but anything video game related instantly drops to the bottom of the front page there, so I figured it would be worth a shot to post it here instead.

SMOD REPACK v.01

Do you want to play some SMOD CSS Sci-Fi?
I recently made a video and included the installation instructions in the video description, but now I've zipped up all the necessary files and configs into one simple folder!
Place the folder anywhere - no installation required, no HL2 or CSS required.

I love this game, and I hope you anons do too

The video:
https://www.youtube.com/watch?v=aEy_Yc9ttAY

The repack:
https://ufile.io/u3qru178
(Only hosted for 30 days - if someone else want to share it on a more permanent server, feel free)

See the included Readme file on how to change configs.

>> No.5553578

>>5553572
Thank you for this.

>> No.5553581

>batshit SJWs enjoy Doom because it's a good game and they appreciate that Doomguy will fight back against war criminals and corporate malfeasance
>batshit alt-righters enjoy Doom because it's a good game and they appreciate that Doomguy is a good Christian boy fighting against demons and Satan
Is Doom the first radical centrist game, /vr/?

>> No.5553583
File: 1.88 MB, 620x349, SirKickalot_GunsEdition.webm [View same] [iqdb] [saucenao] [google]
5553583

>>5553578
No problem! Glad it was useful to one person, at least, because I spent an autistic amount of time on setting it up

By the way, I made the mistake of leaving a model swap for Alyx in there. If you don't want it (it looks pretty out of place) just go to the CSS folder and delete everything named "alyx" from the models and materials folders.

>> No.5553603
File: 252 KB, 616x840, 1554402677925.png [View same] [iqdb] [saucenao] [google]
5553603

>>5553572
>saw this on /v/ yesterday
>instantly hyped to play SMOD again
>haven't used steam since 2009, install it so i can get the files i need to get this working
>steam account needs some steam guard code shit
>sent to a fucking hotmail address that no longer exists
>despair
>see this
thank you so fucking much, you have no idea how happy this makes me

>> No.5553605

>>5553603
Was in the same situation myself
This should work straight out of the folder, no matter where you place it. No Steam required.
Happy to help!

>> No.5553663

>>5552774
I'm not at home in front of my pc for 2 days , will you be removing it altogether before then?

>> No.5553669

>>5552753
>>5552773
>>5552786
Why don't you guys get together and make a rebalancing mod?

>> No.5553673

>>5553663
It will stay up indefinitely, but I can't spam the link in every new Doom thread.

>> No.5553678

>>5553087
>plays on easy mode
>surprised its easy
The fuck m8? Did Quake kick your ass on medium or something and make you want to play the expansions on easy?

>> No.5553684
File: 95 KB, 1024x768, 25581-oni-windows-screenshot-battling-boss-muro-s-femme-fatale-furies.jpg [View same] [iqdb] [saucenao] [google]
5553684

>>5552795
I second Oni. Bungie made it before they made halo. It's an Anime style third person beat& shoot em up 'story' and it's as crazy as it sounds.

>> No.5553696

>>5553684
>it's that garbage westernized Anime-style topped off with shitty 3rd person camera and uneven difficulty
Weebs still ate it up

>> No.5553770

So far I've played
>scythe 2
>scythe
>going down
>valiant
>Ancient aliens
>UAC ultra
>alien vendetta
>plutonia 2
>wintersfury
>order of the ordanata

what should I play next? (anon suggested scythe 2 last thread, anon if you're there turns out I already beat it a long time ago)

>> No.5553781

>>5553770
Play Struggle: Antaresian Legacy.

>> No.5553789

>>5553770
Wads:

Eviternity
Bloodstain
Chainworm Commando
Bloody Steel
Back to Saturn X 1/2
Sunlust

TCs:

REKKR
Pirate Doom
Golden Souls 1/2
Temple of the Lizard Men 3/4
Rise of the Woolball (or Shadow of, if you don't mind Wolf-like level design)
Adventures of Square

>> No.5553828
File: 70 KB, 600x499, disgusted mike.jpg [View same] [iqdb] [saucenao] [google]
5553828

>>5552795
>>5553684
>guy asks for an obscure fps
>give him a shitty non-retro third-person action game

>> No.5553857

>>5553770
Bloodstain
Double Impact
Nihility
Mutiny
TNT Revilution

>> No.5553862

Who here actually likes the massive hour+ long giant single maps over megawads with numerous maps?

I for one hate them.

>> No.5553868

>>5553862
There's some I like, but I prefer gameplay being divided up into multiple maps instead.

>> No.5553870

Hi! its there a way to play prboom-plus but with chocolate-doom looks? i tried with the -geom 320x200f setting but it looks different, i want chocolate-doom graphics for boom maps essentially, and also muh unlocked framerate

>> No.5553875

>>5553828
Fair, though it's pretty much retro.

>> No.5553885

>>5552774
this should be in the OP

>> No.5553886

>>5553870
I found it:
prboom-plus.exe -complevel 17 -geom 320x240f -aspect 4:3 -iwad D:\Games\doom\wads\original\doom.wad

>> No.5553892
File: 215 KB, 800x600, doom24.png [View same] [iqdb] [saucenao] [google]
5553892

>>5552829
I made it through so you can too. You just have to prioritize your targets. That one with the red key killed me alot though (iam UV always). You must kill the four green chaingunners otherwise they will rake you too much. Dont rely on the SSG there either, as hard as it is to use the RL is what is required for survival. Also get rid of those caco liches quick, and dont get pinned by the demons or the arch will kill you.

In map 15 you will die though.
I dont know what the main arena there is based on (obviously something from playstation, its a big white tomb place) but somehow I aced it the first time I played through. And then failed every single time afterwards. I only know that the key to surviving it is living long enough for the cyberdemon to come out, then you can get out through the crevasse it came in through. 9/10 times its the cacos that kill me even if im using BFG on them.

You should probably enjoy the rest of the level though, it plus the music reminds me of Castlevania. The BFG secret at the beginning isnt necessary but I think the SSG secret kinda is. I find myself getting to the arena with the BFG barely if used at all and there's another one there.

>> No.5553893
File: 931 KB, 688x1546, carmack juri.png [View same] [iqdb] [saucenao] [google]
5553893

It may sound weird but Quake soundtrack is really relaxing for me.
Yeah it supposed to be creepy,unsettling and so on but it's really comfy when you hear it while you're drawing or reading a book.

Do you feel the same with certain soundtracks from other FPSs or individual tracks in particular?

>> No.5553901

So speedrunning any% is all about using skips, tricks, archvile jumps, rockets jumps, perfect movement, monster manipulation. But what are 100% runs all about? Just...playing the game but faster? It seems like their aren't as many little nuances involved. Seems less exciting and optimized. Is there something i'm missing about 100% runs? What makes someone better at them, does it have its own little tricks i don't know about?

>> No.5553912

>>5553893
I'm usually not much into ambient, but when it fits, why not.

>> No.5553919

I've wanted to have something like video dumping on GZDoom for awhile.

I've been told it's not a realistic proposition.

But I am a compsci kiddo, if I were to give it a go, what would my first step be?
Add a command parameter to take a screenshot every tic?

>> No.5553927
File: 220 KB, 800x600, doom16.png [View same] [iqdb] [saucenao] [google]
5553927

>>5553161
what wad/mod?
>>5552773
>>5552753
Actually revenants should have less, about 210 health just so the SSG will one shot them point blank only about half the time. Same with rockets.
They're just too thin and bony to look any tougher, getting blown in half is really easy to picture with them.
The armored badass looking revenant sprite ive seen around over the last couple years looks like it could take 300 damage though.
Ill agree about cacos, they should have 300 health. They're hollow and gassy!
>make cacos faster
no they're big and gassy, its a meaty balloon> same with the mancubus
I think 600 health is okay
>>5553210
>>5552786
Agreed
But the reason they had 100 is because they were developed before the PE came out. So they had to actually be placed in the maps, and if they were weak enough to one-shot with a shotgun then they'd be lackluster additions to the level. Unless they spit fireballs too in addition to charges, but the diversion away from the beta skull meant either/or on picking
> Basically, the Pain Elemental should spit out a different kind of lost soul that looks the same but only has 50 health.
>>5553206
>>5553237
They need a more accurate shotgun attack and it needs to do as much damage as the players'. So that way when infighting happens they can fuck shit up for you.
> a_setangle(random+- 16.875)
> a_setpitch
> a_custombulletattack - 5.625 degrees and 7 pellets
> CBAF_aimfacing

Just make them do a damage type that does 38% damage to the player. So if you take a face full of it the amount is still around 30 for you. You're more likely to take 20 on a graze though because of patterning, but he will miss completely more often.

>> No.5553928
File: 1.37 MB, 440x404, 8d4.gif [View same] [iqdb] [saucenao] [google]
5553928

https://www.youtube.com/watch?v=2WTyyCfT2VI

>> No.5553935

>>5553927
Quake : Dissolution Of Eternity

>> No.5553943

>>5553919
You'll want to use the demo feature (the one that records gameplay in-engine). Then you'll want a menu interface for selecting demos and allowing either normal engine-playback, or rendering them out.

It's a bad idea for performance to record video while playing.

>> No.5553946

>>5553892
I went through that arena first try, all you have to do is run in circles while killing the super pinkies and whatever else can block you, infighting will do most of the work for you. I didn't even get to see the the cyberdemon as he died on his own in the crossfire.
It was easier than the arena in map14 that killed me like 5 times.

>> No.5553953

>>5553943
Can GZDoom even record Demos?

>> No.5553962

>>5553953
It keeps the functionality around for the sake of bugtesting, but demos are only ever compatible with the version they were recorded on.

>> No.5553964

>>5553953
I'm pretty sure it can. The issue is cross-version playback. Also changing cvars may break the demo hard. These factors mean no one really bothers to do them, but for recording video they would be highly useful.

>> No.5553974

hey that memoirs of magic mod sucks.
it looks cute but the enemies do too much damage, their hitboxes are too small, your weapons suck, and the maps are big and bland as shit.

just thought i'd let you guys know.

>> No.5553976
File: 45 KB, 960x600, some green meanies.png [View same] [iqdb] [saucenao] [google]
5553976

>>5553946
I know Map14 starts out with you dropping into some caves. I dont remember exactly where all the arenas are, there are 2 that I know of. There's the red key one which will go down in infamy. And there's the one near the end of the map (blue key I believe) which pins you in a courtyard. That one is rather easy because the archvile is sorta declared and you know where to fire the rockets. There are a bunch of skeletons that get set loose but if you dont get pinned there's that trick of keeping em close enough that they punch instead of shooting.

The sequence I found that works for the red key room is stand on the teleporter next to the switch to delay the arrival of the pinky that comes through it. Fire at the spiders. Go to the other side then fire at the souls/cacos, and take out the cacoliches immediately. Circle around the arena with plasma and kill the chaingunners one by one on the pedestals. When the stairs come back down rocket the imps. Use plasma on the green demons because the SSG is too slow. The archvile may have arrived by now - pump 2 rockets at it at a time so nothing else messes with you. Everything after that is cleanup duty I think.
Save the megasphere until the Archvile shows up. If you dont have 100 health and the Blue Armor by the time you get to the room you need to Git Gud because there's plenty of open territory to retreat through in the map.

Map12 was the real ballbreaker. Thats the one with the dark temple area you enter from the snow, which has its own arena at the end. There isnt much room to move around and there's slight lack of ammo too. Archviles and Cacoliches are used very well there. And the slick ice can just go fuck itself thats not how ice will slide people in real life.

>> No.5553980
File: 581 KB, 1050x656, Screenshot_Doom_20190506_225603.png [View same] [iqdb] [saucenao] [google]
5553980

Cyan Doom is neat.

>> No.5553982

>>5553976
Yeah, the red key arena is the bitch one. I didn't have many problems on the later one in that level.

>> No.5553990

>>5553982
One tactic could be to just open fire on everything with the plasma gun right from the start of it just out of anger. But id be worried about running out of ammo. Efficiency still has to be observed even in a slaughtermap. One of the early threats are the lost souls just because their job has always been to soak up rockets and blow up in your face, they will get in the way of you rocketing the cacoliches and cacos.

>> No.5553992
File: 760 KB, 1050x656, Screenshot_Doom_20190506_230535.png [View same] [iqdb] [saucenao] [google]
5553992

>> No.5553997
File: 1.05 MB, 1920x1080, SDgottagofast.png [View same] [iqdb] [saucenao] [google]
5553997

>>5552664

SR50 isn't that hard. I have my strafe button bound to mouse2 so I strafe run, hold mouse2 and push mouse and I SR50. Use it when you need to get somewhere far away + directly ahead quickly. It's most useful for jumps. Wallrunning is also very, very useful.

>> No.5554008

>>5553997
I know about wallrunning but I cant duplicate it reliably. I thought SR50 was just when you strafe run at a certain angle you end up going a little faster overall, like maybe 30-50% more?

>> No.5554024

>>5553974
You have no idea how bullshit it is

>> No.5554036
File: 79 KB, 640x480, E1M4_yellow_key.png [View same] [iqdb] [saucenao] [google]
5554036

>>5554008

For wallrunning make sure you're strafing into the wall you're parallel to and keep your crosshair almost dead ahead.

SR40 is strafe running, SR50 is strafe running + strafing at the same time. It's a thing because strafe left/right are separate keys to "strafe". The place I really learnt to SR50 reliably was in E1M4 to jump over the nukage pit.

>> No.5554037

Secretdoom: Disrepair had some survival mode that worked with gameplay mods outside some popping text but the lack of ammo/weapon respawn didn't really worked.
I remember some anon saying they were doing something with it.
What happened to that?

>> No.5554039

>>5553974
You should direct your criticism at the makers of that mod, maybe you change something then.

>> No.5554072
File: 62 KB, 640x360, toilet.png [View same] [iqdb] [saucenao] [google]
5554072

>>5552664
>>5554008

I forgot to mention that SR50 is very useful for bumping. If you SR50 into walls/sectors you can sometimes grab items that are behind/on top of them. My understanding is that you move fast enough that you clip into that sector before the engine realizes you shouldn't be there and pushes you out (in the next game tic). It's pretty common, especially on older wads, to be able to grab keys before you're supposed to.

>> No.5554094

>>5554036
>>5554072
hmm so all it takes is being able to hit strafe with the RMB while you're already strafing... I might try that

>> No.5554096

>>5552650
honest question,
could you program a device to operate those dials for the etch and sketch rapidly enough to display around 30 fps per second so you can play doom rendered on the etch and sketch?

>> No.5554103
File: 12 KB, 898x575, sr50.png [View same] [iqdb] [saucenao] [google]
5554103

>>5554094

Yeah, and moving the mouse. I push it in the direction that I'm strafing which is pretty much always right.

>> No.5554107

>>5553997
I know how to sr50 I just can't aim it very well.

>>5554008
>30-50% more
no. sr40 is 128% of normal running and sr50 is 141% of normal running.

>> No.5554113

>>5554103
>>5554107
Doomguy already runs about 60mph considering he can almost outrun a rocket. And Rockets are going 87mph according to wiki.
Adding even more is just... I dunno...

>>5553901
100% kills, items, and secrets
they could be doing it as quick as they can but getting everything inherently means you're not speedrunning the map
Whats exciting about it is that it shows you where all the secrets are. I found out where most of the secrets in AD_swampy was because of watching a video on it. Im still only up to like 22/25 secrets though even though I watched the video.

>>5554096
nope because of physics issues with the dials and the stylus, TLDR would destroy the thing before it completed the first frame.

>> No.5554117
File: 1.40 MB, 1920x1080, tntfinaldoomer2.png [View same] [iqdb] [saucenao] [google]
5554117

>>5554107

The nuke pit in E1M4 really helps. It's all about where you start the strafe since you can't turn while doing it.

>> No.5554120

>>5554117
>>5554113
>>5553901
This makes me wanna do a 100% demo of Plutonia2 map 17. Because Nuclear Horror is no joke and its huge.

>> No.5554152

>>5553943
Exactly. That's exactly what it's gonna be for: to dump video while playing back a demo.

>>5553953
>>5553962
>>5553964
Yeah, demos breaking every time GZDoom changes versions is a pain.

My basic vision is to have a gzdoom that records a demo every time you play anything.

Then you can go back to that demo and render it to video, at any framerate and resolution that you choose.

One issue I think is going to be the rendering interpolation. The game itself runs at 35 hz (tics per second), rendering interpolation allows the game to seem as though it's running at a higher framerate.
The issue here will be that the framerate you are getting while recording the demo won't be the same one you'll get while trying to render the demo. Now, the demo itself will still play through correctly, every event that occurs will still occur, but the interpolation might make it look just a little bit off since it's going to interpolate the same 35 hz gameplay differently every time you run the demo, doubly so if you're doing intensive stuff in the background. So in order to make things look consistent, you'd have to either play the game and render demos with no rendering interpolation, or somehow lock the framerate so that the demo will interpolate the same way the game was interpolating.

As for how to start the actually video dumping itself, I figure I'll look at the source code for Dolphin or something else and see how they dump their video. Audio will be another issue, but before that we should see if video is even possible.

>> No.5554159

>>5554113
>>5554107
>>5554103
This brings up another issue about the actual equivalency of distance based on map units (texture pixels).

I believe the widely held understanding is that its 8 map units per Foot (about 26 per meter) but playing some of those 1024 congestion and claustrophobia maps which restrict your movement to 1024 units I could swear to fucking god that the maps were actually quite abit bigger than just 128 feet. And im talking about playable area too.
Because IRL there's a crosswalk for a 4 lane highway near me that crosses at an angle and ive paced it out before and that thing alone is like 100 feet.

I wanna submit that the equivalency is actually more like 5 map units per Foot. I want to say its even less but even so I think its more accurate than 8.
> also is the pixel ratio between floor flats and textures the same?

>> No.5554175

>>5554036
I was just testing it out, I can jump on the wall in e1m4 without sr50, I can do it with just sr40

>> No.5554195
File: 66 KB, 512x512, speedmapping.png [View same] [iqdb] [saucenao] [google]
5554195

Why are all these Speedmapping contests like 24 hours?
3 Days is a better timeframe and it would allow people to make even better maps, and space out their mapping between real life tasks. It wouldnt cut down on how often they could do these sets either because im noticing they're usually like 1 or 2 weeks apart.

>> No.5554197

>>5554152
I don't think Interpolation will be an issue. PRBoom does it too,and it replays demos just fine.
Regarding the rendering video - IIRC some emulators that support demo recording/playback (like VGBA) do it by taking iframe interval, rendering frames consecutively, stopping the game after each frame so that there'd be no framedrops until buffered frames=iframe interval, then encode that piece, repeat until dump is ready. They can do it faster than actually playing the demo since they don't apply frame limit of 60, therefore demo plays out much faster than it would do normally.

IDK if it is possible to spead up a Doom demo (while rendering all the frames+interpolation), or is it possible to halt the game until frame is fully rendered (if you decide to record the demo in 4k+16x FSAA for example), but IMO it's worth researching.

>> No.5554213 [DELETED] 

>>5553345
Mentally ill millennials coming of age in an era where their illness is celebrated and encouraged.

>> No.5554217
File: 656 KB, 1920x1080, whitelillith1.png [View same] [iqdb] [saucenao] [google]
5554217

>>5554175

It's possible but harder and less reliable.

>> No.5554223

>>5553345
>>5554213
The only speedrunner who plays all the fun new wads is himself a fucking gay wad tranny now. cyberdemon something something. Not to mention he/she whatever it is is bitchy as fuck. We need a new doom personality.

>> No.5554232
File: 16 KB, 1184x717, sr50.png [View same] [iqdb] [saucenao] [google]
5554232

>>5554103
dude pretty sure that doesn't work. The way i was explained is you have to have your turn right and turn left keys set to E and Q. and your middle mouse button set to "strafe on"

So you have to do this

>> No.5554241

are we really doing this again

>> No.5554242

>>5554241
doing what, quote someone for christ sake so we know what you're talking about

>> No.5554246

>>5554242
/pol/ddit caterwauling under the guise of Doom-related talk. Sadly it seems to have fooled the mods.

>> No.5554259
File: 2.21 MB, 1920x1080, dump3kinsie.png [View same] [iqdb] [saucenao] [google]
5554259

>>5554232
>>5554107
>>5554213

I just made this to practice / test sr50: https://mega.nz/#!TGZwjSjb!05yliF54DJrkE3fYR8PFiyXe3v1lx-X5X8GK3hMV-lc

Left is sr40 right is sr50. Am I not doing sr50 properly? I'm pretty sure it's working. Is there wad where u can see your speed? I'm going to find an SR50 jump from the iwads and test.

>> No.5554262

>>5554246
Calling an opinion /pol/ as a means to try and discredit it is very lazy. The fact of the matter is, the doom community is fucking garbage, because of the latest fashionable political trends. Doom is about overly macho masculinity, and people are just pointing out how ironic it is that the community is somehow plagued by this whole meme of playing dress up and pretending you're a girl when you're actually a guy.

>> No.5554263
File: 225 KB, 500x738, 1477230406608.png [View same] [iqdb] [saucenao] [google]
5554263

>playing Eviternity
>get to map30
>not once but TWICE get thrown into a tiny-ass cubicle where 6 revenants and demons spawn in to fist my ass
Really, skillsaw?

>> No.5554264

>>5554259
if you can jump over the stairs at the end of e1m4 in doom 1 you're doing sr50 correctly. (i too was also looking for a way to show your speed, couldn't find one)

>> No.5554269 [DELETED] 
File: 38 KB, 378x378, 1532822342283.png [View same] [iqdb] [saucenao] [google]
5554269

>>5554262
>phbhptahtpubharpohui phg squirrrrrrrt hgslaphhhhhhhhhhhhhhhhhhhhhhhhhhhhhh *shitfarts*

Sorry what was that? I don't speak retard. Go follow your fellow lemmings off the cliff slavshit.

>> No.5554271

>>5554263
map31*

>> No.5554273

>>5554232
why would the keys you bind strafing to matter

>>5554259
if you're mouse-strafing in the same direction you're strafing with the keyboard, you're doing it
since you're using zdoom, do yourself a favor and set m_side to some really high value (I use 256), so that any amount of mouse-strafing pushes you all the way to the strafing speed cap regardless of the keys you're pressing

>> No.5554274
File: 1.88 MB, 500x281, GleefulRipeIndianspinyloach-size_restricted.gif [View same] [iqdb] [saucenao] [google]
5554274

>>5554262
>>5554223
>>5554213
>>5553345
This thread is fucking garbage.

>> No.5554276

>>5554263
>>5554271
yeah but its a secret map, you're not supposed to survive

>> No.5554279

>>5554276
Sometimes I wonder if people really play skillsaw maps without saving

>> No.5554282
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google]
5554282

Archviles are fucking assholes, yet I appreciate them. I don't think I've ever seen an enemy that has abilities as obnoxious as an Archvile but also be grateful for their existence just because of how much they can add to a fight if they're used correctly

>> No.5554286

>discuss the meta-community members in a neutral/positive fashion or without mentioning anything political
>perfectly fine, nobody cares

>discuss the community's politics
>WTF OFF-TOPIC, /POL/ FUCK OFF

>> No.5554289 [DELETED] 

>>5554269
>>5554274
Deliciously ironic. Leave it to some mentally handicapped millennial to give me a damn good chuckle.

>> No.5554293 [DELETED] 

>>5554274
>>5554269
spotted the trannies. Keep being buttmad, it's hilarious

>> No.5554294

>>5554282
Too bad a lot of mappers are assholes too and put them in the most random spots.
But yeah a good placed Archie can make a fun fight.

It's the same issue I have with Barons. Many mappers put them when all you have is a shotgun and chaingun or very early in a map.Which becomes very tedious.

>> No.5554295

wtf how come we only get to upload 3 MB files?

>> No.5554297 [DELETED] 

>>5554286
Drama is cancer no matter what. Fuck off.

>>5554289
>>5554293
>OOOK EEEEK OOOK EEEEEEEEEKK


It's ironic seeing crossboarders call others mentally ill. Fucking kill yourselves, you literal and metaphorical parasites. You are actual scum.

>> No.5554298 [DELETED] 
File: 14 KB, 312x318, 1431932760666.png [View same] [iqdb] [saucenao] [google]
5554298

>>5554289
>>5554293
>Spotted the trannies
>Handicapped millennial
Better being those two things than being pathetic like you.
Keep going out of topic.

>> No.5554307 [DELETED] 

>>5554298
>>5554297
You're actually going bananas and i'm loving every second of it.

>> No.5554308
File: 22 KB, 102x106, mokouwut.png [View same] [iqdb] [saucenao] [google]
5554308

Seriously, what the fuck is going ON?!?!

>> No.5554315

>>5554308
>leave doom generals for like a year or two
>come back
>this bullshit
I blame women and minorities

>> No.5554318

>>5554308
We have a few misbehaving anons that stick around and every so often they have a meltdown, best thing you can do is not engage, report the really bad posts, and provide some better posts for other anons to reply to.

>> No.5554324 [DELETED] 

>>5554318
I already fucked up by giving these assholes what they wanted anyway, but given the janitor didn't delete the initial post I question their effectiveness, it wouldn't be the first time "just so happened" to be too lenient in regards to certain strains of shitters.

>> No.5554329

>>5554318
>>5554308
Instead of transsexual drama, people should be talking about how to render doom demos to video.

That's something else I want to talk about: Is there a lossless video codec akin to PNG?
Or is true lossless something akin to a pipe dream when it comes to video, and we should just deal with micro artifacts as opposed to wanting complete losslessness.

>> No.5554345 [DELETED] 

>>5554318
I agree, I definitely shouldn't have responded to the SJWs. They are fucking reddit posting degenerates, Just ignore them from now on.

>> No.5554349 [DELETED] 

>>5554324
>i didn't get my way so now i'm gonna cry
>jannies suck because they didn't do what i wanted
dumb tranny

>> No.5554351

>>5554318
>>5554308
>>5554315
this is just a random rare flareup that happened because this is the first time you've been back in awhile. Ignore it.
>>5554324
somehow this was spawned out of a question about speedrunning

>> No.5554353 [DELETED] 

>>5554324
legit dude, you're just here to derail actual discussion with reasonable people. Just go back to lebbit/tomblr already.

>> No.5554360 [DELETED] 

>>5554324
they deleted your dumbass SJW posts retard. HAHAHAHA

>> No.5554364

is this /vr/ or /br/

>> No.5554365
File: 76 KB, 366x401, 1531191293608.jpg [View same] [iqdb] [saucenao] [google]
5554365

>kill 2 barons in hideous destructor
>suddenly the room full of corpses & gibbed corpses start getting back up including the barons themselves even though theres no healer imps left alive on the map
>even guys in other rooms i've cleared start getting back up randomly
why is this happening?

>> No.5554370

>>5554364
/v/'s latest colonization project.

>> No.5554380
File: 525 KB, 1024x768, sunlust.jpg [View same] [iqdb] [saucenao] [google]
5554380

God damn Sunlust is hard on UV. Grinding it to get better and wanted to do each map with no saves but it'll take so long without saving after fights.

>> No.5554387

>>5554380
No saves is the only way to go

>> No.5554389

>>5554365
that's frag. there's all sorts of sources but barons and archviles are the two most prominent. you can gib corpses to impede its ability to revive enemies, or get in a comfortable position near some dead zombies to farm ammo drops.

>> No.5554394
File: 42 KB, 376x382, amazing.jpg [View same] [iqdb] [saucenao] [google]
5554394

>>5554387

I'm gonna play through with saves then do a no saves run. Fuck Doom is fun.

>> No.5554397

>>5554389
>>5554365
I love hideous destructor, but there needs to be a "no frag" option so I can play it with my casual friends.

>> No.5554401

>>5554389
is there anyway to reduce the amount of it so i dont have to re-kill the same 40 guys 5 times over?

>> No.5554403

>>5554397
Ugly as Sin has an option to either lower or turn off frag entirely

>> No.5554410

>>5552774
This needs to be animated

>> No.5554412

>>5554403
>a mod of a mod
what have we come to.

>> No.5554416

>>5554403
i feel retarded now since i've been running ugly as sin the entire time
thank you though

>> No.5554438

>>5554412
That's been a thing for while man

>> No.5554461

>>5554195
Fuck that. 300 minutes, max.

>> No.5554471

>>5552795
Z.A.R.

>> No.5554481

How do you guys handle secrets? Do you 100% search everything in every sector as you progress through the map? Or do you wait untill you've killed all monsters then run around looking? Also do you feel horrible when you have to look up secrets? I can't stand it when I have to consult the wiki because I can't find a secret

>> No.5554484

>>5554481
I usually don't bother with secrets unless they're particularly obvious

>> No.5554485

>>5554461
This general needs to do a quake speedmapping pack one day. I'd love to see it.

>> No.5554487

>>5554072
I love Doritos too man high five

>> No.5554498

>>5554484
Really? I feel this weird need to 100% complete everything, if not might as well be speedrunning.

>> No.5554503
File: 30 KB, 84x87, light.gif [View same] [iqdb] [saucenao] [google]
5554503

>>5554481

I passively hunt for secrets, if I see something suspicious while exploring I'll investigate but unless I'm super low on health or ammo I won't run around desperately trying to find them.

>> No.5554509

>>5554481
There's never been a point where I haven't been horrible at finding secrets, so I usually don't even bother unless they're really obvious.

>> No.5554519
File: 39 KB, 282x475, 2293580.jpg [View same] [iqdb] [saucenao] [google]
5554519

>>5553893
I listen to the quake soundtrack while reading too. Really sets the mood.

Read CW2 by Layne Heath while listening to it. Perfect for the ending.

>> No.5554521

I'm leaving for 5 hours and wtf did you do with the thread??

>> No.5554526

is there a doom sprite fix equivalent to quake and other retro fps?

>> No.5554528

>>5554521
I infected it with the fear of uncertainty.

>> No.5554549

>>5554526
marphy said once the doom project is done, he might start doing fixes for the other doom engine games
the only one I know of for quake is the small fix that changes how the nailgun shoots nails

>> No.5554551

>>5554549
>marphy said once the doom project is done
it aint done yet?

>> No.5554563

>>5554551
the thread states that the project "is still very much and will always be a work-in-progress," so I assumed that it's still going on, though no new updates have come out in a while.

>> No.5554581

>>5554521
its over and done with why are you fucking bringing it up again?

>> No.5554587

>>5554563
alright, I found this for quake in terms of model fixing
http://quakeone.com/forum/quake-mod-releases/finished-works/10710-orion-s-id1-model-fixes-for-mp1-2

>> No.5554594
File: 105 KB, 294x306, 1340831591068.png [View same] [iqdb] [saucenao] [google]
5554594

>>5553974
>>5554039
i have since posting this discovered and played a "balance patch"

my assessment remains correct.

i don't think any criticism on my part is going to make the game any better, it is fundamentally bad.

>> No.5554606
File: 70 KB, 1280x720, serveimage.jpg [View same] [iqdb] [saucenao] [google]
5554606

With dehacked i can remove like most of the monsters in a map? for example if a map is loaded that has 100 monsters, to write some deh mod that removes most of them and leave say only 10 total? or maybe some percent of every enemy type?

>> No.5554619

Will Sigil ever release?

>> No.5554647

>>5554485
I imagine there are a lot less quake mappers here. Heretic or hexen might be neat. Project organizer creates a hub maybe, and plans map flow (key here, these two puzzles unlock X, etc) and everyone fills a slot or two... Might be a convoluted. Heretic is easier.
Chex Quest maybe.

>> No.5554656

>>5554606
Not with dehacked, no. You can remove all of a specific type of monster, or make them weaker or what not. But you can't do anything percentage wise, or generate random numbers or whatever.

>> No.5554671

how am I supposed to get the soundtrack for abyss of pandemonium working? I tried following the readme and it isnt working

>> No.5554694

>>5553583
I fucking knew that model swap would be the chick in the gantz suit, I used the same one with smod back in the day. Thanks again for this, never thought i'd get to play smod again, i might make a re-repack with the hl2 maps in there so regular smod would work.
Anyway old hl2 mods aren't retro so i'll cease posting about this.

>> No.5554718

>>5554656
and how could i completely remove for example, all sargeant or trooper enemies with dehacked?

>> No.5554734

>>5554159
>I wanna submit that the equivalency is actually more like 5 map units per Foot

this would make a 64x64 teleport pad be like 13 feet on a side. are you retarded?

>> No.5554783

>>5553928
Doesn't sound as good as the original

>> No.5554792

>>5554734
maybe you're right

>> No.5554814

>>5554159
according to quake 3, doomguy's 6 feet (72 inches) tall
according to the PLAYA1 sprite, he stands 51 map units tall, and according to his hitbox, he stands 56 map units tall, so let's say his game height is somewhere in that range
therefore, each map unit stands somewhere between 1.28 and 1.41 inches tall

thanks to the 5:6 pixel ratio, a map unit is 20% taller than it is wide or deep, so the height needs to be scaled down by 20% to get width and depth
adjusting for that, a map unit's dimensions are somewhere between 1.07x1.07x1.28 inches and 1.18x1.18x1.41 inches

so one foot is somewhere between 10.2 and 11.2 map units horizontally, and 8.5 and 9.33 map units vertically
a teleporter pad is somewhere between 68.5 and 75.3 inches wide, or close to 6 feet wide

>> No.5554827

>>5554294
It's always a good time when two or three Archies insta-spawn right in front of you in a tiny room.

>> No.5554849

>>5554647
>I imagine there are a lot less quake mappers here.
Yeah and that's a shame. Especially since there are some pretty good tutorials and resources now for people to use.

>> No.5554858

>>5554274
>a sick man.

>> No.5554874

>>5553886

Anon, I just downloaded PRBoom and I want to try this config. How should I use it?

>> No.5554885

>>5554718
One way is to use whacked4 and replace their spawn state with the lost souls final death frame, and change the "affects kill count" flag so they don't.
So long as they don't have a "fall" state they shouldn't drop weapons, but if you want them to drop weps, thereby populating the map with guns, change them to the lost souls fall state.

>> No.5554946

>play thy flesh consumed with hideous destructor
>first two maps are awful
>"phew, those were the worst ones"
>sever the wicked
>get fucked by 30 different hitscanners all around the map in 1 second

>> No.5554984

>1995
>Neat help file comes with your game, with pictures and instructions
>2019
>"lol click this shitty link to this shitty website"
where did the good times go, exactly?

>> No.5554986
File: 42 KB, 655x695, Doom help file.png [View same] [iqdb] [saucenao] [google]
5554986

>>5554984
and I forgot my picture again.
maybe I'm not cut out to be a doom guy...

>> No.5554995

>>5554946
best bet is to dive for the secret berserk near the start, then rush down the invuln and just jump to the exit

>> No.5555041
File: 789 KB, 1200x976, band.png [View same] [iqdb] [saucenao] [google]
5555041

Anyone else love 90s wads that use real song midis? I'm playing Infinity and E1M3 is using Beat It - I love it. I heard Eye of the Tiger in another wad earlier today. Enjay Doom uses some song as well on one of the maps I think?

>> No.5555046
File: 108 KB, 1697x889, doomlaunchersorting.png [View same] [iqdb] [saucenao] [google]
5555046

Protip: Use Doomlauncher and it's tags feature. You can use multiple tags for one wad too so I have stuff like "Doom 2, Wad to complete" and have those highlighted red. "Completed Wads" is highlighted green so when I'm viewing all of my wads I can see what I have yet to finish.

The idgames integration is great too, makes downloading and playing stuff even easier.

>> No.5555138

>>5555041
I love that shit. I should hip on some old wads for kicks sometime. Fukken 666 new maps for Doom and Doom 2.iso shit... Yeh...

>> No.5555175
File: 82 KB, 476x585, 1521362763265.jpg [View same] [iqdb] [saucenao] [google]
5555175

>>5553678
Yeah, you're right, I'm being a fag about it.
I vaguely remember hearing the expansions were supposed to be a lot harder, so I figured I'd start on Easy to see what it's like. I'll have to give it another go on Medium when I'm done.

Maybe that's just Scourge Of Armagon which is way tougher, I guess I'll just start that one on Medium.

>> No.5555190

>>5554282
Yeah. They legit scare the shit out of me, but I love the challenge they present.

>> No.5555204

>>5554365
That's the fragshards. See those green sparks flying around in the air?

They are why corpse managment can be a useful tactic, use a chainsaw or a crusher to mangle a corpse, which makes it more difficult for them to resurrect proper, or if you find a good spot to shove them into where they can't stand up, or get out, that works too.

>> No.5555212

>>5554946
E4M3 is one of those maps which is generally considered to not be particularly playable with Hideous Destructor.
It's possible to make a crazy dash for the exit if you grab the zerk, but fact is you start in such an absolutely shitty spot you're likely gonna get Murphy'd in a few seconds.

>> No.5555283
File: 477 KB, 691x779, 1518356875519.jpg [View same] [iqdb] [saucenao] [google]
5555283

>>5555046
holy shit, I need this

>> No.5555284
File: 315 KB, 880x907, slowpoke.png [View same] [iqdb] [saucenao] [google]
5555284

>>5555046

>> No.5555287

This may seem like a dumb question but none of you will be able to laugh at for it in the future So here goes. Was there a sprint button? I just played through Doom for the first time and I noticed that GZDoom had always run bound to Caps Lock and run bound to shift. I didn't want to use them if they weren't in the base game as that'd feel cheap but it seems like some areas are made for it. Like that jump in the second level of Doom 2. pls no bulli

>> No.5555293

>>5555287
There's a run toggle in the original .exe, but I don't remember if there was one to hold down.
GZDoom lets you do both.

>> No.5555297

>>5554581
Blow me then

>> No.5555301

>>5555293
Thank you friend. I can now make my life easier without feeling guilty.

>> No.5555306

https://www.doomworld.com/forum/topic/106058-paradise-v2-gzdoom-episode-beta-3/

>> No.5555312
File: 107 KB, 888x719, sig.png [View same] [iqdb] [saucenao] [google]
5555312

I'm sure it's been asked about a million times recently but what's the update on sigil? what's stopping people from just uploading the WAD before the public release?

>> No.5555319

does anyone here actually use mouse aim, or do you play with the original keyboard like carmack intended?
>keyboard master race here

>> No.5555321

>>5555293
Shift was hold to run in original Doom exe.

>> No.5555332
File: 9 KB, 913x913, 1518677291145.png [View same] [iqdb] [saucenao] [google]
5555332

>>5555319

>implying doom2.exe didn't have mouse support

>> No.5555340

>>5555319
I'm almost positive both John Romero and John Carmack both played with mouse and keyboard.

>> No.5555342

>>5555312
more importantly, what about the Blackroom?

>> No.5555347

d e m o n s

>> No.5555348 [SPOILER] 
File: 76 KB, 800x800, 1557217677924.jpg [View same] [iqdb] [saucenao] [google]
5555348

>>5555283

https://www.realm667.com/index.php/en/doom-launcher

>> No.5555356

>>5555348
honest I am considering donating to them

What do you guys feel like about supporting your fellow doom creators?

>> No.5555359

>>5555340
Do you have any proof of that?

>> No.5555362

>>5555356
Nobody gets my money unless there are free blowjobs

>> No.5555365

>>5555359
https://www.youtube.com/watch?v=Q65xJfVkiaI
I don't know about Carmack, but Romero definitely did, there's footage of him doing so here, and you can tell by his demo recordings that he's using a mouse to turn.

He would also recommend people play Wolfenstein 3D using a mouse.

>> No.5555368
File: 10 KB, 390x140, youtube.png [View same] [iqdb] [saucenao] [google]
5555368

>>5555356

Donating is legit, especially for doom stuff. I donate to a server hosting patreon. I tried to donate to r667 but had to make a paypal acc which required ID and fuck that.

>> No.5555384

Holy jesus the Master levels are terrible. Mapping has come a long way.

>> No.5555387

>>5555384
Yeah. They include some of Sverre Kvernmo's earliest stuff, and he really went on to make FAR better stuff.

>> No.5555396

>>5555387
what else did he make?

>> No.5555397
File: 115 KB, 640x360, SECRET.png [View same] [iqdb] [saucenao] [google]
5555397

>>5555384

Yeah, they're not great. I like playing them in Chocolate Doom though. I've been playing through Maximum Doom and recording it and holy fuck that's tough. The worst is not even broken maps but ones that are balanced in such a way that it's impossible without god mode.

>> No.5555402

>>5555396
https://doomwiki.org/wiki/Sverre_Andr%C3%A9_Kvernmo_(Cranium)

>> No.5555406

>>5555342
>what about the Blackroom?
It's gone or something similar

>> No.5555478

Duke Nukem is my father please help me find him

>> No.5555479

>>5555312
Romero teaches his bitches to not give him any lip

>> No.5555493

>>5554286
Identity politics arent actual politics

>> No.5555536

>>5555478
damn, those alien bastards are gonna pay my child support

>> No.5555571
File: 523 KB, 1920x1080, sm196_poster.jpg [View same] [iqdb] [saucenao] [google]
5555571

>>5552651
SM196 released. 8 maps based on Honey/MapJam1 theme
http://www.celephais.net/board/view_thread.php?id=61717

>> No.5555583

>>5555571
Is there a Wad Smush analogue for Quake? A tool to put all selected map packs into a single continuous campaign

>> No.5555597
File: 98 KB, 212x218, 1281a9177d08f106e3989ab06f22578b0ef238b6827b70e90b9e4dc679605feb.png [View same] [iqdb] [saucenao] [google]
5555597

>There are people using Doom Builder 2 over GZDoom Builder
Why would anyone do this? Not only is Doom Builder 2 is a metric pain in the ass to install with the .NET framework 3.5 shit but it's also inferior in terms of features. GZDoombuilder does everything Doom Builder can and more, it's also piss-easy to move from DB2 to GZDoombuilder because the UI is practically the same
I just don't get it, why would anyone do this to themselves?

>> No.5555602
File: 23 KB, 228x221, 1552933284255.jpg [View same] [iqdb] [saucenao] [google]
5555602

>Unloved 2 will never be finished

Such amazing atmosphere.

>> No.5555605

>>5555597
Why does my university still use Windows 3.1 on its analysis machines in the organic lab? Nobody knows, nobody cares.
Same with Doom Builder.

>> No.5555650

>>5555312
Was supposed to be shipped out in the first week of May, but that has come and gone without a word again.

>> No.5555672

What you guys think about Doom Retro?

>> No.5555676

>>5555672
Stupid when Crispy Doom exists.

>> No.5555692
File: 669 KB, 1185x793, VidCard1.png [View same] [iqdb] [saucenao] [google]
5555692

>>5554694
>>5553583
>>5553578
>>5553572
>>5553603
Alright I fixed the pack after a lot of people requested that I make the HL2 campaign playable without having HL2 installed.
Now it's completely standalone, with SMOD 40aq, SMOD Tactical 5.56 (with texture patch), SMOD Redux Final 1.4 and CSS Sci-fi 3.02 Hardwired.
I also patched the .exe files to allow them (in theory) to use 4GB RAM instead of the normal 32bit limit of 2GB, but I suspect the game code itself limits memory usage. Perhaps you can make it use more memory through the console, but I haven't tried yet.
The '-heapsize' command could be added to a shortcut, but since the launcher itself is where you choose the game mode I'm not sure how to set up a shortcut properly.
Also, all the mods have been given configs that allow you to open the console with F12 and the FOV has been bumped from 90 to 120.

Hope someone finds this useful!

https://ufile.io/aevwxxdl

>>5554694
Haha, yeah, it was the first one that popped up when I googled HL2:DM character swaps. I was trying to make it the player character, and it worked, but it just walked around in a t-pose. Not sure why the animations wouldn't work, because the standard CSS Sci-fi 3rd person model (though just a bunch of planes) obviously has a skeleton and animations).
Anyway, Gantz chick has been removed from this release.

>> No.5555706

>>5555692
I thought the RAM limit on x86 software was 4GB

>> No.5555707

>>5555676
Crispy has the bad compatibility with many level packs, and has no -pistolstart function.

>> No.5555714

>>5555706
That's the current limit, which is why it can be patched. As far as I know.
I patched a sculpting program called Sculptris the same way, and it went from being able to handle 1.3 mill triangles to 2.6, so it definitely works.

>> No.5555732
File: 956 KB, 1280x913, am i really free.png [View same] [iqdb] [saucenao] [google]
5555732

>>5553572
I remember playing this particular mod in particular years ago. You essentially went around CSS maps re-purposed into single-player HL2 gameplay with SMOD stuff and handplaced actors + objects, and there was an installer-like tool to customize some options and apply them. So basically the whole thing was derivative but made clever use of recycling the actual maps.

It was fun for a bit last time, not sure how it holds up now though.

>> No.5555739

> 6 million clients
>wads need this and that to work
>where the fuck do I begin

This is why I don't play anything but the Doom that I got on Steam. I hate having to do anything beyond playing the game.

>> No.5555741

>>5555732
I still love it, but I'm a simple man.
The launcher now also includes three other versions of SMOD though, which should give you quite a bit of HL2 replay value.

>> No.5555779
File: 587 KB, 933x720, 1545675172825.png [View same] [iqdb] [saucenao] [google]
5555779

https://www.pcgamer.com/doom-remake-4-is-a-bumper-mod-pack-that-dramatically-upgrades-the-1993-classic/
I don't feel so good

>> No.5555805

>>5555739

It kind becomes a entertainment in itself to fuck around with configs and sourceports.

>> No.5555829
File: 62 KB, 508x320, disgust.jpg [View same] [iqdb] [saucenao] [google]
5555829

>>5555779
>A new Experimental Edition of the mod was issued earlier today, adding a new texture lights script resulting in more impressive physically-based rendering

>> No.5555852

>>5555362
Wouldn't you be paying for the blowjob then?

>> No.5555853
File: 80 KB, 300x300, no.png [View same] [iqdb] [saucenao] [google]
5555853

>>5555779
>dramatically upgrades
The eternal Slav strikes again

>> No.5555883
File: 457 KB, 640x480, spasm0018.png [View same] [iqdb] [saucenao] [google]
5555883

Dissolution Of Eternity was a lot of fun.
The first half of this level was shit though, the earthquake effect is SO annoying, I see what they're trying to do, but you just slide around randomly, and that's frustrating for platforming, or avoiding having your head crushed by a falling rock.

>> No.5555889
File: 1.05 MB, 1788x1780, 55555.jpg [View same] [iqdb] [saucenao] [google]
5555889

>>5555779

>> No.5555894
File: 1.00 MB, 982x1080, file.png [View same] [iqdb] [saucenao] [google]
5555894

i am russian and i am ashamed

>> No.5555895
File: 409 KB, 800x600, spasm0000.png [View same] [iqdb] [saucenao] [google]
5555895

>>5555883
Playing Scourge Of Armagon, it's alright.

I *fucking* hate these scorpion things so much, Jesus Christ, I can't put that into words enough. They're not fun to fight.

>> No.5555896

>>5555894
Romero recognizes greatness when he sees it...oh wait...

>> No.5555897

>>5555895
are you going to play dopa and aop? they are pretty good

>> No.5555903

>>5555895
just jump around

>> No.5555904

>>5555894
He would praise it. He praised a similar Quake vaseline mod.

>> No.5555907

>>5555894
>"our elections"
>lives in europe
dual citizenship is not recognized john.

>> No.5555913

>>5555692
I don't know what the fuck is going on but it looks good, I'm downloading it

>> No.5555917

why you fags don't learn c++ and jump to ue4?
can you imagine the possibilities?

>> No.5555919

>>5555897
Which ones are that? I think I'll look to give Arcane Dimensions a go at some point.

>>5555903
How do you mean? Like jump to avoid his nails? What I hate more than anything is that he seems to have ludicrously perfect aim and reaction time.

>> No.5555923

>>5555907
Didn't he left USA because Trump won elections?

>> No.5555938

>>5555907
Nor should it be. No rep, or citizen should carry dual citizenship.
In or out.

>> No.5555940

You couldnt jump in original Doom right? How the hell did you get up on ledges for secrets and shit?

Did the source ports that allowed free aim, crouch, jump etc alter the game to compensate or do they essentially break the game?

>> No.5555950

>>5555940
If there was a ledge you were meant to reach, there's probably path towards there, or a teleporter, otherwise you might have to drop down from below.

>> No.5555952

>>5555923
I'm pretty sure that he moved before the elections.

>> No.5555964

>>5555919
dimensions of the past is a new episode by machinegames for quake's 20th anniversary
abyss of pandemonium is the third mission pack that was releases some time after dissolution of eternity, it's now freeware and it comes with its own ost
they both are on quaddicted

>> No.5555969
File: 599 KB, 1920x1080, Screenshot_20190507-174546.jpg [View same] [iqdb] [saucenao] [google]
5555969

>>5555950
There's a hidden room behind this blinky light ledge. Without jumping how do you why up there?

>> No.5555976

>>5555964
Oooh, sounds gnarly!

>> No.5555983

>>5555969
head out of the room and down the staircase, wait six seconds to reset the trigger and run into the room quickly moving towards the rear corners of the room. This triggers a couple of the wall panels to lower, allowing you access to a soulsphere on one side and on the other, a rocket launcher and a hidden path to a backpack and a switch that lets you get to the hidden level exit.

>> No.5555984

>>5555938
I have british and finnish passports and a green card lol. I could have an egyptian passport if i wanted as well.
Must suck to be a countrylet.

>> No.5555987

>>5555940
Freelook, jump and crouch break vanilla maps, yes. Most modern maps are made with freelook, crouch and jump in mind though. Maps that don't want you to do that can disable jumping and crouching, don't think they can disable freelook though.
>>5555969
>>5555983
This is an example of how they break it, zoomerdoomers who've only played on zdoom assume you just jump to get those secrets, rather than learning what triggers the walls dropping.

>> No.5555990

>>5555984
I could get dual citizenship too. If I did and held this opinion I'd be a hypocrite.
Green cards etc I'm okay with. Temporary, even extended stays. But you shouldn't be able to vote in two separate nations imo.

>> No.5555993

>>5555984
>>5555990
Lemme correct that. You shouldn't be able to vote in the US and another nation. I don't care what Finland or Egypt does.

>> No.5555997

>>5555993
Why do US votes matter so much? You know the US's electoral system is beyond fucked and voting is literally meaningless within it, right?

>> No.5556003

>>5555913
Hope you like it!
It can be greatly customized, so it's worth having a look at the configs (see included readme)

>> No.5556005
File: 931 KB, 2048x1536, master chief wants to pop and burst your guts.jpg [View same] [iqdb] [saucenao] [google]
5556005

>> No.5556012

>>5555940
You couldn't "jump", but you could run off ledges onto a nearby ledge even if they are at a higher level (like stairs) if the gap is not too wide. Many Boom-compatible mapsets (that don't supposed to have jumping in them either) require you to SR40 at times (that's simple strafe running, holding forward+strafe right/left buttons at same time and moving in a diagonal, gives you 28% speed boost)

Source ports that add Jump/Crouch do it for the sake of maps created specifically for these ports, most of the time the feature can be turned off. Or you can just unbind the buttons.

>>5555969
There are sound cues in the game for opening/closing doors and activated lifts.
When you enter that room, you hear such cue - at this point you're supposed to look around for what opened/changed. After you recognise what's going on and at which point it is triggered you can deliberately trigger the secret and rush to it.

>> No.5556027

>>5556005
>They are rubbery, shiny, without density
>But you, you will be worse
>Inflate and pop, until it's done

>> No.5556048

So I got a Windows XP laptop that has at most DirectX 8.1 and Pixel Shader 1.4 support. Latest versions of GZDoom, even vintage and QZdoom, all crash on this laptop as soon as I launch them. Does anyone know offhand what the last version of GZDoom to support DX8.1 and Pixel Shader 1.4 graphics cards is?

>> No.5556054

>>5555894
>>5555907
>>5555923
>>5555952
>>5555938
>>5555984
>>5555993
>>5555990
Hey retards: the tweet is fake. If you don't see a URL linking it, or an archive link, the tweet is to be assumed as fake.

>> No.5556061
File: 726 KB, 1920x1080, slide.png [View same] [iqdb] [saucenao] [google]
5556061

There are some mods that give player an ability to slide.
The problem is, that slide is basically a weapon sprite.
Is it possible to make something similar, but which allows player to rotate his head and shoot, while slide (and leg) direction follows the initial direction?

>> No.5556070

>>5556048
https://github.com/coelckers/gzdoom/releases
only 10 pages of trial and error

>> No.5556075
File: 35 KB, 128x128, 494547528121843787.png [View same] [iqdb] [saucenao] [google]
5556075

>>5556070
t-thanks

>> No.5556084

>>5556075
also, gzdoom is opengl

>> No.5556087

>>5556048

Maybe LZDoom?

>> No.5556091

>>5556084
I know that, but what I mean is that my card supports at most DX8.1. It *says* it supports PS2.0, which is DX9, but in my experience that's either a lie or the implementation is just dogshit.

>> No.5556094

>>5556087
https://forum.zdoom.org/viewtopic.php?f=231&t=62157
>GZDoom 3.3.2
oh, this is exactly what I'm looking for. Thanks man!

>> No.5556096

>>5556091
what card?

>> No.5556103

>>5556096
AMD Radeon Xpress 1100. It's not the best but hot damn having a dedicated Windows Xp laptop makes my dick hard

>> No.5556121

>>5556005
>after installing PBR texture pack

>> No.5556124

>>5556054
NO!!!!!!!!!! YOU'VE BROKEN OUR NARRATIVE!!!!!!!!!!! WHY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>> No.5556181

>>5556103
it¡s opengl 2.0, try gzdoom versions OLDER than 2.0
also, it is a directx 9b card

>> No.5556182

>>5556061
I haven't used it, but I figure ZScript can probably do effects like that.

>> No.5556187

>>5556103
https://doomwiki.org/wiki/GZDoom

>> No.5556189

>>5556181
It says it supports DX9b, but in my experience that's an outright lie. I've never gotten a game that uses that to run on it, specifically spewing out errors about DX9 support, or the lack thereof specifically.

>> No.5556195

>>5556061
How would that even work with sprites? You would need a 3D modeled leg or something.

>> No.5556198
File: 2.76 MB, 3440x1440, 555.jpg [View same] [iqdb] [saucenao] [google]
5556198

>>5555829
Your script is actually good. The only thing I would change to it - the lights would dissapear if a certain texture is repeating too many times, because too many lights cause performance issues (especially on tnt.wad where are big halls with lamp ceiling), but unfortunately I'm not a programmer. I don't get why you abandoned it.

>> No.5556208

>>5556054
Cheers to the only anon being truthful

>> No.5556210

>>5556198
fuck
off
vasayan

>> No.5556225
File: 2.90 MB, 800x450, feet.webm [View same] [iqdb] [saucenao] [google]
5556225

>>5556195
It could be reasonably imitated (and again you probably could do some working trickery with ZScript), but yeah, without the appropriate assets to put to use, it might turn out, uh, like this.

Like, this doesn't look *atrocious*, but it's personally the kind of effect I would opt to not put in if this is how it came out.

>> No.5556229
File: 201 KB, 1600x900, 1531024835941.png [View same] [iqdb] [saucenao] [google]
5556229

>>5556225

>> No.5556242

>>5556208
Yes, thanks to that brave soul for not understanding an obvious joke photoshop

>> No.5556252
File: 14 KB, 312x318, 1431932760666.png [View same] [iqdb] [saucenao] [google]
5556252

>>5555779
>Watch the video
>Under 30fps
>Dear lord.jpg
>Reads the comments
>They say it looks like garbage
>This is so shitty it makes YT comments right for once

No,but seriously. With all the mods that change the gameplay or the game as a whole,why they had to pick this crap?
You have D4T,for example,which manages to combine old and new Doom gameplay.
Sure, the sprites don't match the aesthetic but that's the point.

The whole point of this one is being an "upgrade" but it butchers the spritework and look of Doom.

>> No.5556264

>>5556252
Vasyan paid them so they promote his crap.

>> No.5556276

>>5556264
Why he couldn't pay pajeets to write a better script for texture lighting and begged Marisa to write it then?

>> No.5556283

>>5556276
Pajeets know nothing about zscript, so It would require tons of bucks.

>> No.5556305

I s Sigil out yet?

>> No.5556315

>>5556305
No

>> No.5556335
File: 681 KB, 400x225, Weber_Cooks_chili_and_cheese_nacho_dip_.gif [View same] [iqdb] [saucenao] [google]
5556335

>>5556315
I just want to play Doom tho
This complete silence regarding a release date is making me nervous

>> No.5556338
File: 66 KB, 628x689, flex quake.jpg [View same] [iqdb] [saucenao] [google]
5556338

You fuckers just made me want to replay Quake again.

>> No.5556342

>>5555597
>>5555605
why not just use the map editor in Slade?

>> No.5556343
File: 381 KB, 1749x1000, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
5556343

>>5555779
Slav "modding" at its worst.

>> No.5556348

>>5556225
Maybe give legs rotations or something and spawn them in-world as sprites?

>> No.5556358

>>5556338
huh.

>> No.5556360
File: 506 KB, 1024x768, 2019-05-06 18-59-36_NS.webm [View same] [iqdb] [saucenao] [google]
5556360

>>5552918
Bretty gud. Been too busy to do much the last few days. Added zoom scope though. This one will have zoom in/out buttons and a redesigned on/off switch, as well as cool-but-useless tactical readouts when ready. And perhaps a nightvision mode.

>> No.5556370
File: 139 KB, 383x364, GOOGLY.png [View same] [iqdb] [saucenao] [google]
5556370

>>5556338
Do it fgt, it's good goddamn fun.

>> No.5556372

>>5552650
>>5552651
>Vasayan gets a fucking article
This is shit. What's next, Sarshitter gets one?

>> No.5556384

>>5555312
Romero did it to take people's money and run into the night.

>> No.5556385

Is there a way to color a player's name in GZDoom, like you could in Quake 3?

>> No.5556394

>>5556372
>Vasayan gets a fucking article

Nice. I can create now a Wikipedia article and refer to PC Gamer as legitimate source.

Brutal Doom has one https://en.wikipedia.org/wiki/Brutal_Doom

>> No.5556396

>>5556372
>Sarshitter
Who?

>> No.5556397

>>5556385
Just tested it and the answer is yes. Type
name "\crMyNameHere" and you'll get a red name for example.

>> No.5556403

>>5555739
>playing Doom in DOSBox
ouch
at least get chocolate doom

>> No.5556407

>>5556396
SArais?

>> No.5556417
File: 26 KB, 461x76, ayyname.png [View same] [iqdb] [saucenao] [google]
5556417

Here I named myself "\cdayy \cglmao"

>> No.5556424
File: 8 KB, 225x225, images~01.jpg [View same] [iqdb] [saucenao] [google]
5556424

>Play Quake 3
>Pick Sorlag because why the fuck not
>Have fun
>Decide to check Quake Champions
>It tries to go back to Quake 1 aesthetic
>Sorlag looks more like a reptile than in Quake 3
>There's a Nine Inch Nails song called "Reptile" Which is also really vulgar

Was that intentional?

>> No.5556427

>>5555917
because programming is on its way out

>> No.5556441

>>5556427
wat

>> No.5556448

starting on making music music for a wad hows this so far?

https://clyp.it/4bhgbvk1

>> No.5556454

>>5555676

It looks so fucking cool, tho. I'm trying to replicate the colors and shading. The closest I got was on Zandronum.

>> No.5556457

>>5556427
what a provocative omen.

>> No.5556459

>>5555917
The license of Doom doesn't allow to distribute ported assets to any other engines. Only original engine or fork can be used. UE cannot load assets from doom.wad doom2.wad, also it's proprietary, not opensource like GPL.

>> No.5556471

>>5556459
It has source code, so Doom can be ported to UE4 without porting assets.

>> No.5556472

>>5556335
Read the news

>> No.5556473
File: 729 KB, 1920x1080, Screenshot_Doom_20190507_213536.png [View same] [iqdb] [saucenao] [google]
5556473

Chainworm 2 demo was pretty cool, especially the preview map. Not sure if i'm entirely sold on the sin city art style though, can get kind of hard to tell enemies from the background.

>> No.5556557

>>5556473
It's a shame he canned it but I can see why the art style even started to drag on for him, it's the sort of thing you have for a map or two, maybe a bonus map.

>> No.5556559

>>5556407
Do not speak the unmentionable!

>> No.5556689
File: 337 KB, 1024x768, Screenshot_Doom_20190507_171029.png [View same] [iqdb] [saucenao] [google]
5556689

what a fool!!!

>> No.5556696
File: 1.20 MB, 400x300, quake goons fighting.gif [View same] [iqdb] [saucenao] [google]
5556696

This horn thing you pick up seems kind of like a pointless gimmick.
First one I picked up gave me a friendly rottweiler, who valiantly ran up to a Shambler and got himself merked in a second. RIP doggo.

Second I got was a deathknight, who at first tried to slice at some Scrags flying out of his reach, and then got into fight with a pair of ogres, slaying one, but losing to the other.
I feel Dissolution Of Eternity offered some more practical powerups and weapons, though this is almost monster infighting, so that's fun in its own way.

>> No.5556713

>>5555356
i'm in favor of supporting content creators

donate to people that actually make content, not someone like tormentor667 that just hosts content and pools together other people

>> No.5556732
File: 45 KB, 96x74, shambling.gif [View same] [iqdb] [saucenao] [google]
5556732

>>5556689
>>5556713
What exactly is the market for mods these days in doom? Because I mean someone can make a mod, or an upgrade for a mod, but even if its okay that doesnt mean people are gonna want it.
Im talking more low end stuff instead of basically TCs.

>> No.5556747

>>5556335
there's still a million wads out there, anon

>> No.5556750

>>5556459
there is nothing stopping you from loading a .wad into ue4 anon, ue4 is open source

>> No.5556759

>>5556459
what the fuck is this then?
https://www.doomworld.com/forum/topic/98682-doomloader-for-unity/

>> No.5556765

>>5556713
I mean, didn't Tormentor worked on actual mods like WolfenDoom or that base defense thing, even if they're flawed?
The fact that he hosts a site that hosts resources for mods can be a good thing.
It just means he has done more for Doom modding than Sgt Mark, even if the bar is that low.

>> No.5556771
File: 3.37 MB, 630x385, tom cruise LMAO.gif [View same] [iqdb] [saucenao] [google]
5556771

>>5555917
>>5556459
>>5556750
What exactly is the point of UE4 though?
Its kinda like a solution looking for a problem.
Also the UE4 has minimum system requirements even though its supposedly a highly optimized engine. You cant just turn off features to lower the requirements. Thats a big thing here in /vr/

Make Metroid in UE4 as a 2d sidescroller game with static backgrounds.

>>5556759
unity is a piece of shit (I wont even capitalize it), even though I dont want to have doom in a modern renderer I will still favor UE4 over unity or blender.
If you have to learn scripting or coding to do any damn thing in it at all you might as well go with the best. And even UE4 might not be the best anymore...

>> No.5556805
File: 63 KB, 1717x676, One down.png [View same] [iqdb] [saucenao] [google]
5556805

Pretty happy about this, though I still more drawing ahead

>> No.5556814

>>5556771
>unity is a piece of shit
I was trying to understand what stops me from loading a .wad in my software in the case I (or the users) legally own that .wad

>> No.5556819

>>5556814
anyway, I wasn't talking of porting doom specifically, I was talking of fucking with ue4, an engine orders of magnitude more flexible than gzdoom, you can literally do whatever in it

>> No.5556831

>>5556765
>I mean, didn't Tormentor worked on actual mods like WolfenDoom
wolfendoom is by laz rojas
blade of agony is "by" tormentor, yes, in the same way splinter cell is by tom clancy

>> No.5556834

>>5556819
I doubt UE port would be 10 MB like GZDoom.

>> No.5556846
File: 3.84 MB, 204x204, off by one.gif [View same] [iqdb] [saucenao] [google]
5556846

>>5556814
>>5556819
yeah but there's a very heavy price involved to do it
Because you dont have the simplicity of saying stuff like:
health 70
cpos ef 4 a_cposattack
...if you get my meaning
more examples...
the rules.ini for command & conquer games
the yaml format rules files for openxcom

who the fuck cares if you can "do whatever you want" if you're the only guy who can, thats just you
if you can build programs in assembly thats just you
...you can make whatever you want with the skills you've got, but thats just you who has those skills pretty much
to finish that point, you do not see entry-level mods for quake 1 for a reason. You never will.
> why dont you guys
Because reality doesnt match up to hype. Asking people to code shit is like asking women to go back in the kitchen and wear maids outfits, its just not going to happen. without extreme force, and anguish, of which there is none in the computer world

>>5556834
comes with a huge heap of unnecessary shit just to cover the wide range of "what someone might want to use"
cant exclude packages

>> No.5556854
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google]
5556854

Oh it's this fucking guy again.

>> No.5556857

>>5556846
hang yourself

>> No.5556860

>>5556765
While Realm667 is a valuable resource, in some ways it's convenience has contributed towards creative stagnation within the community.

>> No.5556862

Does /vr/ have any online Doom/quake/Blood/Douk multiplayer deathmatch servers? I'm interested in playing them

>> No.5556867

>>5556831
Shit, i should have specified BoA.

>> No.5556876

>>5552795
Try Pariah: https://en.wikipedia.org/wiki/Pariah_(video_game)

>> No.5556879
File: 297 KB, 1400x2100, mapjamx.jpg [View same] [iqdb] [saucenao] [google]
5556879

Func_MapjamX (Insomnia theme) finally released, boys and girls.

http://celephais.net/board/news.php

>> No.5556881

>>5556876
SLEEK CODING

>> No.5556886

Okay, something that I really really hate is people who don't know how to research effectively by means of using YouTube or Google. If you need to ask fucking /vr/ how to do something it better be pretty niche or specific. Otherwise just open another tab and do what the rest of the world does.

>> No.5556889

>>5556834
not 10 mb but it runs on phones, you can make it weight 100 mb for what I know and display last generation graphics

>> No.5556891

>>5556876
Oh I played this, didn't finish it unfortunately. I got kinda stuck on a vehicle section with low HP.

It's like Halo kinda?

>> No.5556895

>>5556889
That UE "Remake" with two textures, two models and one unfinished level is 700 MB

https://www.indiedb.com/games/doom2remake/downloads/alpha-v02

>> No.5556897
File: 1.88 MB, 500x370, 1544627623570.gif [View same] [iqdb] [saucenao] [google]
5556897

>>5556846
>there is only one guy that knows c++
you are talking like it is arcane magic or some shit, it's not the first but the second language you learn in university

>> No.5556902

>>5556897
Just report this subhuman and hope it takes itself out when the mods finally wise up and ban.

>> No.5556912

>>5556895
Downloading this so I can learn why it's 700 entire MiB.

>> No.5556919

>>5556876
that's not obscure, there was going to be a Pariah 2 but it was repurposed into Warpath, it's the fucking same game but multiplayer (it has bots)

>> No.5556927
File: 79 KB, 597x800, 1544749443045.jpg [View same] [iqdb] [saucenao] [google]
5556927

>>5556895
looks very professional made, anon, it sure is an example of something somewhere

>> No.5556930

>>5556902
what if we report (You) instead?

>> No.5556935

>>5556895
>>5556912
Oh, correction: It's 700 MiB when 7zipped.

It's 2.18 GiB.

>> No.5556945

>>5556902
That guy is annoying but at least he's trying to discuss things, not just whining to the mods like a faggot.

>> No.5556954

>>5556889
https://www.unrealengine.com/en-US/blog/the-2018-epic-megajam-results-are-in
that "rift ar" is 85 mb

>> No.5556970

>>5556945
>annoying
I know I should not have mentioned the "unreal" word around here since it's blasphemy or some shit
I will not bother you anymore

>> No.5556975

>>5556954
bad quote -> >>5556834

>> No.5556976
File: 42 KB, 563x676, 1531674893075.jpg [View same] [iqdb] [saucenao] [google]
5556976

>>5552795

>> No.5556979

>>5556895
Fuck, speak about shoddily optimized assets

>> No.5556984

>>5556970
What's annoying is your pigheadedness about random shit. Learning a programming language is not a herculean feat that's reserved only for a select few with the mental fortitude for it.

>> No.5556989

>>5556970
Go fuck yourself with a barbed wire dildo, you rambling dipshit.

>> No.5556992
File: 3 KB, 126x114, 1551736113201.jpg [View same] [iqdb] [saucenao] [google]
5556992

>>5556984
>Learning a programming language is not a herculean feat that's reserved only for a select few with the mental fortitude for it
am I being memed here?
I am the one saying that, I'm the unreal poster that asks why don't you learn c++

>> No.5556994

>>5556989
this is worst than I thought

>> No.5556997

>>5556989
sometimes I wonder if I would be in this general if we saw each other face to face

>> No.5557000

>>5556989
>Go fuck yourself with a barbed wire dildo
can I ask why?

>> No.5557002

>>5556997
Imagine the smell

>> No.5557009

>>5556895
since you mention it, that russian monstrosity download size is 1.38 gb

>> No.5557012

>>5556895
>>5556912
>>5556935
>>5556954
My guess is its high polygon count to blame for this. Why do newcomers think that a remake has to be highpoly when less is more?
>>5556979
it probably doesnt even have compression

>> No.5557020

>>5556846
>Asking people to code shit is like asking women to go back in the kitchen and wear maids outfits, its just not going to happen. without extreme force, and anguish, of which there is none in the computer world
What the FUCK am I reading?

>> No.5557028

>>5557020
Schizophrenic ramblings.

>> No.5557036

>>5556992
>>5556984
Well its like this, why bother going to all the damn work to learn that shit when this is all you're going to use it for. If you want to do some modding for old games like this then thats what you want to do, so making somebody go way the fuck out of their way just to do some small shit is very unfriendly.
> thus, Decorate
> so people dont have to get right into the zdoom source code and hack it for instance, just so they can spool off a direct x .dll file that hooks in all their changes
Im only using zdoom as an example there, the real topic was using UE4 to port doom into somehow.
You can also do pretty much whatever you want in the Quake 2 engine too and it looks alot closer to what the original game did, and is much more lightweight, would still require just as much coding.
And anyway you're going to have to display the weapons as 2d sprite planes right in front of the camera. So it doesnt matter what engine you use. But Q2 is a little more flexible than Q1 in some ways I think.

>> No.5557042

>>5556895
Executable: 54.5 MiB
Debugging info in a PDB: 348 MiB
Doom 2 Remake PAK: 1.74 GiB

Within this:
EntryWay map: 48 MiB, fine
Reflection Cubemap: 49 MiB, larger than the actual map
These are the biggest things in there that umodel will show me.

>>5557012
It ain't polycount, the models aren't that big. They're not even worth listing. I suspect it's full of WAVs or something but umodel isn't showing me everything.

>> No.5557043

>>5557036
Are you a refugee from /agdg/? Your posts remind me of some of the silly sons of bitches from there.

>> No.5557049

>>5557036
thank you for a coherent answer anon, have a nice day

>> No.5557054
File: 45 KB, 1021x580, 1554390568030.jpg [View same] [iqdb] [saucenao] [google]
5557054

>>5557002

>> No.5557061

>>5556891
Don't know, never played Halo actually. I liked this game for atmosphere and graphics, I remember it was pretty impressive when it came out, though I always was a sucker for Unreal engine.

>> No.5557064

>>5557049
>>5557043
>>5555917
>>5557036
You've also got to port the RNG random number generator table that doom uses (which is 256 entries long, each one of which is an 8 bit whole number) and index that by one step every time the game makes a random() call for something.
I mean I guess you could set that up as a special global function in UE4...
More or less you're going to have to get into the doom sourcecode to properly reference and emulate the behavior of the game. Because of the AI. Because any maps that got imported (or loaded, and converted while loading) are often dependent on that AI.
You dont want Imps jumping off of platforms or monsters failing to be corralled into monster teleporters......
Also has to be compatible with virtually any .wads made over the years. Because otherwise people who play it will go "yeah thats great, but I want to play final doom on it" and so on

>> No.5557070

>>5555917
but I wouldn't be able to use ue4 weapons in doom maps.
Nor I would be able to play doom mods in ue4 maps.

>> No.5557074
File: 7 KB, 208x249, 1531627174072.jpg [View same] [iqdb] [saucenao] [google]
5557074

>>5555917
I want to clarify a thing here that was misunderstood, I wasn't talking about doom specifically, I was talking about all the experimentation you do in doom, I never expected doom to be ported in the first place

>> No.5557079
File: 549 KB, 360x359, 1552016499113.gif [View same] [iqdb] [saucenao] [google]
5557079

I'm unironically installing the doom remake and I plan to play at least 3 maps

>> No.5557080

>>5557064
>You've also got to port the RNG random number generator table that doom uses (which is 256 entries long, each one of which is an 8 bit whole number) and index that by one step every time the game makes a random() call for something.
no, you don't really need it
you aren't going to have demo compatibility anyway, and the only people who say they can notice a difference between the RNG table and a true RNG are duel tryhards who *really* care that the SSG does like 10-20 more damage on average

just use whatever RNG function is already there

>> No.5557083

>>5557079
also, there is a thunderstorm outside right now
fuck you god, I'm going to suffer this you like it or not

>> No.5557085

>>5555917
>using Doom as a base because I like its aesthetics and style a lot, also its base gameplay and all the usermade maps available
>I also have specific goals surrounding those things
>I can sprite decently and understand Decorate to a point, I don't know diddly dick about modeling and whatever the fuck language Unreal Engine uses
>never gave an ounce of fuck about Unreal, so why should I pay attention to the engine

>> No.5557102

>>5556054
I said nothing about the tweet itself you faghole.

>> No.5557116

>>5552795
Vivisector: Beast Within

>> No.5557117

Hey everyone

If I want to make a help document / “readme” for a mod, but I want that document to have
>pictures
>links to other parts of the help doc (table of contents)
>maybe picture click or hover text

What file should I use?
Microsoft Word?
CHM? (microsoft compiled html help file)

Or should I use RTF and just deal with the lack of certain features?

>> No.5557126

>>5557117
windows still comes with wordpad

>> No.5557136
File: 690 KB, 1211x1467, 1487906698819.png [View same] [iqdb] [saucenao] [google]
5557136

>>5555571
>>5556879
Oh baby, looks like Quake is on the menu tonight.

>> No.5557139
File: 17 KB, 493x481, Anakin laughs.jpg [View same] [iqdb] [saucenao] [google]
5557139

>>5552650
>Those anons that say that Blood 2 to is like getting shot in the taint, if not the ass

>> No.5557151

>>5557139
https://en.wikipedia.org/wiki/Hyperbole

It's a remarkable bad game, at any rate.

>> No.5557159

>>5557117
I'd use HTML for this, since anyone who downloaded your mod is necessarily capable of viewing that

>> No.5557178

>>5557002
haha yeah right

haha

>> No.5557190

>>5557178
based haha poster

>> No.5557198

>>5556854
Is there a history on this guy? Is he the one who kept rambling in fucking MASSIVE text walls that made zero sense to even the most insane people?

>> No.5557202

>>5557151
Its no Bubsy 3D, Anthem or Duke Nukem Forever.

>> No.5557205

>>5557178
I bet they're really musky haha
bet it's from all the daily jacking off haha

>> No.5557208
File: 15 KB, 256x329, Area_51.jpg [View same] [iqdb] [saucenao] [google]
5557208

>>5552795

>> No.5557224

>>5555212
Maybe Hideous should include map modifications for certain maps to make them "possible"

Like a spawn location change, for instance.

>> No.5557232

>>5557202
Yeah, but it's still real bad. Arguably worse than DNF, because you can't really look back at development history and see what they were thinking and ideas they had.

>> No.5557237

>>5557224
Interesting idea, but how would you make it work?

>> No.5557242

>>5557159
That's what I'm thinking.
Can you have an html file that when double clicked will just open up correctly, and will link to itself correctly? Can you have separate html pages within one document? Guess I'll find out.

But does wordpad have all the features I want?

>> No.5557245

Is it me or is Unreal Gold really confusing to navigate through? I really like the game so far but I keep getting stuck; theres no keycards or a clear path. Shit even Half Life lets you know what is point B. I'm on this shitty tower level and I cant even figure out where to go with noclip. What do?

>> No.5557247

>>5557242
>>5557126

>> No.5557261

>>5557242
links can be relative to the folder the HTML file is in, so it'll be fine
> <a href="relative/path/to/file.html">
> <img src="path/to/image.png">

>> No.5557264

>>5557237
Idk.
Is it possible to have a wad that modifies a map or do you have to replace the entire map?

I mean BD and HD modify all the actors but those are just actors not the actual maps. I know BD has a different e2m8 but that's probably replacing the whole map.

>> No.5557270

>>5557261
So I have to have a bunch of shit in the folder I can't just have one single HTML file?

I guess I could make a CHM... but then I'd have to download software to make it and that would upset me for a few seconds.

>> No.5557276

>>5557270
well, with images you can embed them in the file through base64 encoding
https://css-tricks.com/data-uris/

>> No.5557292

>>5557270
God forbid you have to include pictures for your manual with pictures.

Why make a CHM? Why complicate things? Just have an HTML and your PNGs and JPEGs and whatever. It's not hard, it's not difficult, it's not even challenging.

Here, look. https://www33.zippyshare.com/v/N3K6dJU3/file.html

>> No.5557296

>>5557292
Basically I don't want to complicate things for people. One file is what I want.
I'm not even making a help file for my own mod it's for someone else's that I'm autistic about and want a better manual for

>> No.5557301

>>5557296
If an HTML file with a few images distributed with it in the same archive is too complicated for someone then they're not even going to run a mod.

Expect more from people. If they can't figure out how to open a HTML then fuck them for being stupid.

>> No.5557306
File: 196 KB, 544x408, 1524655897896.png [View same] [iqdb] [saucenao] [google]
5557306

>>5556997
>>5557205
Some people would look professional with a tie and some would be casuals, and there might be a neckbeard or two.
But the real embarassment would be over how some folks just have this as a side hobby, one or two might actually be crazy, a few might be gaming addicts. And then there's me who doesnt have anything better to do so there's a bigger emphasis placed on older games I remember when I was a kid because its convenient.
The people with professional jobs, programmers, etc would be the most embarassed because most of the other people dont have much else going on in their life. It would make them kinda worried to be in association, like it might somehow infect them and threaten their job, and they didnt know people could be this serious about it.

>> No.5557307

>>5557301
It's not about them not being able to do it.

It's about me wanting a dead simple distro.

and CHM might be complicated for me, but it's super useful on the user side. They just double click and boom.
Of course then you have the issue that I'm pretty sure CHM is windows only. So no mac users (lmao) or Linux users.
So HTML may just be the way to go. Or RTF.

>> No.5557316

>>5557307
With RTF I gotta open a word processor to open it. With HTML it's a browser that's already open. It's not complicated, you already double click and boom it's an HTML in your default browser.

>> No.5557325

>>5557307
>>5557316
>>5557301
All this, just make an HTML so somebody can drag/drop it into their browser.
MS Word has no problem writing HTML or XML documents. You dont even need to deal with the coding in notepad anymore.

>> No.5557346

>>5557325
Ok so basically I should try making an HTML using Microsoft Word.

I'll give that a go.

Thanks guys. I'll post results in a few days maybe.

>> No.5557352

>>5554783
Doesn't sound as good as a professional, multi platinum, oscar winning musician, you say?

>> No.5557353

>>5557346
well senpai I was just giving a suggestion

>> No.5557359

>>5557353
It seems like the best one.

Unless I have to distribute more than one file in which case fug that but we'll see.

>> No.5557375
File: 33 KB, 666x245, Capture.png [View same] [iqdb] [saucenao] [google]
5557375

>>5557359
I'm so overwhelmed by this zip file. If only the program had everything packaged inside the exe, then I might be bothered to use it. Right now I just... it's a lot, alright? Sure I know how to open it, of course I know how to open it, but... It's not JUST the file I click on to open it, there's all this other stuff too that I have to worry about. Do I have to keep them together? Do they go in the same place? Do I copy the exe to one folder and then move the contents of the data folder to where the exe is? Data for programs go with the programs right? Is the data extra? If it needed the data to run it'd be in the program, so this is probably extra. But I don't want to risk breaking anything by not having all the files saved the right way... Uughhh!!

>> No.5557389

>>5557375
Wanting to make something that is one file is not unreasonable

>> No.5557390

>>5557375
you mock him, but even when something's install instructions are "copy the things to this place", even when there's a README spelling it out, even when the download page which you had to go to tells you exactly what to do as well, a surprising amount of people will still fuck it up

never underestimate the average person's ability to fuck it up

>> No.5557391

why didnt heretic 2 and raven soft's other games post hexen 2 get their source code released? was it because of activision?

>> No.5557427

>>5557391
Damit heretic 2 has so much fucking potential and somehow it got so fucked up with that short storyline. These days that'd be handled by "the actual enemy isnt in this castle" except in that game, it actually was.

>> No.5557429

>>5557389
The journey anon went on to maybe settle on HTML is absolutely unreasonable.

>>5557390
Those people don't have to be our concern.

>> No.5557482

So are there any 3d models that actually look good for Doom? I feel like there absolutely has to be someone who's fed up with this uncanny valley bullshit that retards use and made something great with it.

>> No.5557486

>>5557482
None that'd be fitting for GZDoom at least. They'd have to be stylized just right too

>> No.5557487

>>5557482
With how stiff the animations are, no 3D model will ever look good in Doom.

>> No.5557496

>>5557482

The Hunters Moon enemies models look decent, are they ripped from somewhere? Some of enemies from QCDE too IMO, but they are ports from other games.

>> No.5557497

>>5557487
How about Blood, Shadow Warrior, TekWar, or, RN Rampage 1 and 2?

>> No.5557498

>>5557496
I think the stuff in Hunter's Moon comes entirely from Quake 3.

>> No.5557513
File: 2.29 MB, 1920x1080, 1534049269867.png [View same] [iqdb] [saucenao] [google]
5557513

>>5557083
I can't tolerate this anymore

>> No.5557521
File: 25 KB, 500x424, 1543706400755.jpg [View same] [iqdb] [saucenao] [google]
5557521

>>5557513
forgive father for I have sinned

>> No.5557528

>>5557513
for the love of god put them out of their misery

>> No.5557532

>>5555571
what they mean by "Honey"? the maps are all underground with a honey like color scheme?

>> No.5557536 [SPOILER] 
File: 532 KB, 1794x3000, 1557283496964.jpg [View same] [iqdb] [saucenao] [google]
5557536

Wow that would make an awesome hell knight if it was turned into a sprite

>> No.5557565

>>5557532
https://www.quaddicted.com/reviews/honey.html

>> No.5557571

>>5557536
that's the most retarded placement for some horns 2bh

>> No.5557575
File: 53 KB, 1000x1000, 1439471534586.png [View same] [iqdb] [saucenao] [google]
5557575

>>5557536


Looks like a fucking sphynx cat.

>> No.5557583

>>5557571
On the head?

>> No.5557608

is it just me or is E4M6 uh

kinda shit

>> No.5557616
File: 8 KB, 69x128, sprite.png [View same] [iqdb] [saucenao] [google]
5557616

>>5557536
here

>> No.5557628

First time Doom player so forgive me if this has been talked to death but what happened to the map design in Doom 2? I just got through The Pit and maps 7-9 have to be the worst I've played so far. Like worse then Fortress of Mystery bad. I haven't played any Romero episodes outside of Knee-Deep in the Dead but I noticed the rest of Doom wasn't as good for episodes 2&3. Could no one outside of Romero make really fun levels?

>> No.5557629

>>5557616
No I meant like if a sprite had been made using this model/features as a basis. Sorta like how those doom3 monster sprites are handdrawn instead of being based on model rips.
Also I think you added something (ahem) which wasnt actually on the source image.

>> No.5557641

>>5557496
Their animation suck. GZDoom can’t into 3D model animation, it looks choppy with all models. Doomsday/Risen3d is better 3d model port.

>> No.5557642

>>5557628
> sandy petersen utters another cry of pain
Map 8 was okay you just have to know what you're dealing with, its one of the few times in doom that you're given non-linear progression options. You have to be careful at the end to avoid the exit zone death pit.
Map 7 is classic dont knock it, countless wads have been made that featured starter-gauntlet ambush scenarios.
Map 9 is kinda bogus but the lack of falling damage and the really deep pit are the only real reason it is. If the pit was only 30ish feet deep it still could've worked and it wouldn't be so bad.
Map11 is classic, dont knock it.
Map12 and 13 will seem really weird and bland compared to our understanding of factories and city maps but even as early as Final Doom came out these concepts got added to pretty nicely. Its just nobody had ever made anything like that up to date so the levels kinda worked because of suspension/disbelief.
Map14 is great.
Map15 is classic but its kinda also defeated in its purpose.
Map17, 19, and 20 are great and classic.

>> No.5557657

gibbitude

>> No.5557658

>>5557642
You're probably right about about me being too harsh tomap 7; but after map six I was kind of done with the whole room full of 100 monsters thing. Especially after walking to the exit of map 6 only to find I couldn't back track and get ammo for the next level. Map 7 is kind annoying with just a chainsaw and some rockets.

>> No.5557670

>>5557658
>Especially after walking to the exit of map 6 only to find I couldn't back track and get ammo for the next level.
wait, how
there's a corridor in the exit room that goes back to the start of the map, even

>> No.5557687

>>5557658
It's probably just me, but pistol starting Dead Simple is satisfying af.

>> No.5557689

>>5557670
Sorry I misspoke. I thought map 9 was 7 and Tricks and Traps was 6 in my head. I was talking shit about The Pit. Dead Simple is well done.

>> No.5557694
File: 711 KB, 1920x1080, Screenshot_Doom_20190507_210344.png [View same] [iqdb] [saucenao] [google]
5557694

la tailor girl vacationing

>> No.5557701
File: 119 KB, 762x908, 4007343-baron_of_hell-doom-concept_art[1].jpg [View same] [iqdb] [saucenao] [google]
5557701

>>5557536
That's not even what they fucking look like

How hard is it to stick to the fucking source

>> No.5557703
File: 357 KB, 724x960, 2c4520be8f83b4e29a79f485a55310c4[1].png [View same] [iqdb] [saucenao] [google]
5557703

Why was DOOM so fucking metal?

And how come new doom isn't as fucking metal?

>> No.5557706

>>5557616
why'd you give him a penis

>> No.5557707

>>5557703
>Why was DOOM so fucking metal?
The people who made it were metalheads.

>> No.5557709

>>5556372
What one?

>> No.5557721

>>5557657
I want you to know that this didn't go unnoticed

>> No.5557767

>>5557657
the 90s were weird times to be around man

>> No.5557787
File: 904 KB, 1920x1080, Screenshot_Doom_20190507_220427.png [View same] [iqdb] [saucenao] [google]
5557787

me and the kid

>> No.5557814
File: 12 KB, 99x126, end1.gif [View same] [iqdb] [saucenao] [google]
5557814

gotta learn carefully

>> No.5557818

NEED GOOD WADS FOR COMPLEX DOOM AND PROJECT MSX

>> No.5557843

I love doritos

>> No.5557846

>>5557703
new doom has plenty of the stuff. the new one in particular.

>> No.5557857
File: 286 KB, 1024x768, Screenshot_Doom_20130609_183104.png [View same] [iqdb] [saucenao] [google]
5557857

>>5557482
i guess this is passable if you like anime

>> No.5557867

>>5557482
I can only imagine 3D Doom models looking good if it was done in a faithful quake 1 polygonal look.

>> No.5557868

>>5557857
who's that

>> No.5557942

>>5557616
overfiend doom when?

>> No.5557976

>>5557616
One step closer to reverse HDoom

>> No.5557993

>>5557036
IIRC that unity thing was there to support all that fancy shit (a-la DarkPlaces) and lag less than GZDoom while using it. (it is telling when an engine known for shit optimisation runs better than a source port of an ancient game)
Unlike Unity that is actually harder to optimise, UE4 is easier to optimise and to make it run better than both Unity and GZDoom while keeping all the fancy shit.

>> No.5558004

>>5557296
>>5557307
>I don't want to complicate things for people. One file is what I want.
Make a fucking PDF then

>> No.5558007

>>5557694
>>5557708
>>5557787
la tailor girl for Quake, when

>> No.5558086

>>5557976
gay/cuck

>> No.5558089
File: 38 KB, 350x500, bet[1].jpg [View same] [iqdb] [saucenao] [google]
5558089

>>5552795

>> No.5558098
File: 258 KB, 861x929, 1556574999796.jpg [View same] [iqdb] [saucenao] [google]
5558098

>>5557818
>playing complex doom
>shotgun feels good and has fast reloading
>get a stupid magazine reload upgrade for it
>now to reload I need to sit through 5 seconds animation instead of reloading each shell individually, which was much faster and better suited for fast paced gameplay

I dropped this mod after that.

>> No.5558103

>>5558089
idea is fine, but the game is utter garbage

>> No.5558104
File: 828 KB, 1920x1200, doom03.jpg.7f05f7bf5f04933394156e99d8ab2a2c[1].jpg [View same] [iqdb] [saucenao] [google]
5558104

How do you guys tackle maps like MAP26 of Eviternity? Do you just slowly savescum your way through it? Play without saves and just beat your head at it til it works? Watch a demo of a UV-Max? Are they just easy enough for you that you can beat them in a couple of tries or less?

>> No.5558110

>>5556338
THAT'S A LOT OF QUAD DAMAGE

>> No.5558112

>>5558104
I always savescum for the first time around, Just so all the 'haha fuck you' traps can be mapped out.

>> No.5558124
File: 2.76 MB, 852x480, densitytoo.webm [View same] [iqdb] [saucenao] [google]
5558124

So, in Destiny 2's location Dreaming City, there's this nice effect.
Many walls of this place's structures are made from giant slabs of deep blue quartz.
Some sort of shader or other effect (parallax?) gives the quartz structures depth, as if you are actually looking into it, and the cracks/imperfections on the surface extend inside.

Is it possible to recreate such effect within GZDoom, and how?

>> No.5558129

>>5558124
I know only part of how to do it and I hope you like making sloping 3d floors on top of sloping 3d floors.

>> No.5558131
File: 771 KB, 1152x864, Clive_Barker&#039;s_Undying.jpg [View same] [iqdb] [saucenao] [google]
5558131

>>5552795
Clive Barker's Undying I have seen on a few "great games nobody played" lists.

And I can confirm, it is a fucking *great* game. Play it at night by yourself with the rain outside, only S.T.A.L.K.E.R could hope to beat it in atmosphere.

>> No.5558143

>>5558129
No, i meant like maybe via some PBR trickery (making surface a wall, then making second wall a sub-surface with special texture+PBR with special height and normalmapping or something)
Or a shader.

>>5558131
I played it.
I played pretty much all games on Unreal Engine. In most cases it adds some distinctive fleur to the graphics that I like.
I'm actually a sucker for nice graphics, but mostly for enviromental details, good visual style and special effects rather than polygon density and technical advancement.
Original Unreal is one of my most favourite games of all times.

In Undying my favourite effects were just before your first trip to Oneiros - when you find a maid's corpse, but her blood drips upwards, defying gravity into a pool that is on the ceiling. It's an eerily spooky effect in its subtlety that many may not notice simply running past her into the glowing door... That is then ripped off by a gust of otherwordly wind, and begins to drift away slowly into a weird paranormal space.
Another is in Oneiros itself - tiles that assemble themselves when player gets close. I know it can be replicated in gzDoom, but the solutions i can come up with are rather complicated.

>> No.5558152

>>5558104
well that map in particular wasn't really that bad once I realized that no, I wasn't gonna find an SSG
since that map never actually locks you in, I just fucked off from most fights and threw rockets at them when they were packed up at the bottom/top of a staircase

in general I start them up, die, die again, get mildly frustrated, quit the game, restart 15 seconds later, and beat the map

>> No.5558190

>>5557846
Nah, new doom is onions. They said in an interview that they didn't want to make realistic gore to not gross people out. Mick Gordon was ordered to not use electric guitar in the soundtrack. He did end up using guitar riffs in a few tracks though, but most of the soundtrack is still electric buzzing. Its literally r*ddit the game.

>> No.5558220

>>5558190
epic

>> No.5558235

>>5558190
>Its literally r*ddit the game.

>> No.5558289

>>5557496
Pretty sure most QCDE enemies are still sprites and gameplay wise arent faithfull to their source material.
Im still waitng for that Samsara mod

>> No.5558296

>>5557701
how many of these are out there?

>> No.5558298

>>5557976
Starring crash

>> No.5558309

>>5558124
just use various textures with transparency one over the other

>> No.5558316

>>5558309
That wouldn't look right =\

>> No.5558324

>>5558316
have you even tried?

>> No.5558345

if whisperers of satan used an unused lost soul death frame for an extra monster why do other mapsets bother with keen and the ss guards?
do gameplay mods also mess with that?

>> No.5558369
File: 819 KB, 1500x1097, COOLSTUFF.png [View same] [iqdb] [saucenao] [google]
5558369

I never thought it would be missing cool stuff by playing in OpenGL instead of software mode. This is JCPC, for newbies who may be lurking.

You think, "hey, there's a hole there. May be some teaser to secret room! ... Oh, wow"

>> No.5558378
File: 672 KB, 1000x749, COOLSTUFF2.png [View same] [iqdb] [saucenao] [google]
5558378

>>5558369

There's also a dark room in map 03 that I couldn't see in OpenGL mode, but when you hug the wall, there's a "flashlight effect" that's really cool.

>> No.5558389

>>5558369
>>5558378
You do know that GZDoom has a "software" and "doom" sector light modes that do exactly same stuff (via emulating vanilla light mode limits), right?

>> No.5558423

>>5558369
>I never thought it would be missing cool stuff by playing in OpenGL instead of software mode.

the software doom renderer has some quirks that are very difficult to recreate in a "real" 3D engine and it gives the game a certain grimy look. walls and floors inexplicably look darker when they are further away (which makes no physical sense) and furthermore the colors desaturate as they darken. also lighting never goes all the way to full black but merely to a very very dark gray which means even in a 0-light-level room, if you are in a dark room with a good monitor, you can still sort of see things a little bit.

>> No.5558434

>>5557270
>So I have to have a bunch of shit in the folder I can't just have one single HTML file?

sigh. google "image data base64"

>> No.5558449

What options allow me to increase the original face grey HUD in gzdoom?

I can only find scaling options for the alternative hud

>> No.5558469
File: 624 KB, 1608x927, file.png [View same] [iqdb] [saucenao] [google]
5558469

>>5558449

>> No.5558471

>>5556198
Silence, nonprogrammer.

If I say it's trash it's because it's trash.

>> No.5558476

>>5558389

I do now, but when I played the first time, I didn`t fiddled with config beyond resolution and keybindings. Also the "flashlight effect" in that dark room in MAP03 is a Doom Retro quirk, PRBoom and GZDoom software didn't appeared, but the software mode behaved like >>5558423 said and I could see the outlines of the objects.

That desaturation have the effect I showed in the second set of pics which in that specific map is a cool aesthetic decision. I imagine its something present in the Hell maps in vanilla Doom 1 and 2, but I'm only seeing it now because I played in OpenGL the first time.

>> No.5558478

>>5558309
Ideally you'd want a volume map for this, so the "layers" are blended better together. Being able to use cube maps and volume maps in shaders is something I've been interested in for a while but I always forget to open a feature suggestion for it. I'm pretty sure Graf wouldn't say no if I could provide him with a big pile of reasons why it's a good idea.

>> No.5558486
File: 9 KB, 110x148, 1343663796631.jpg [View same] [iqdb] [saucenao] [google]
5558486

>>5558469
>HUD preserves aspect ratio: Off

>> No.5558491

>>5558478
but the feature is not there

>> No.5558513
File: 665 KB, 800x600, spasm0032.png [View same] [iqdb] [saucenao] [google]
5558513

This must be where they make the tombstones.
I gotta say, the first bunch of techbase levels of Scourge Of Armagon, I don't like them much, they feel kind of annoying and almost... gimmicky? But the later eldritch realm stuff is more proper and more fun.

>> No.5558514

>>5558124
Can be done with normalmap + specular + shinemap. Look how shine is done here: https://www.moddb.com/mods/brutal-doom/addons/shinemaps-specular-maps-for-original-doom-textures

Can also be done with PBR, but it requires dyamic lights to reflect surface.

>> No.5558515

>>5558469
That did the job. Thanks anon

>> No.5558517

>>5558514
That would be the case... if it was merely just a flat texture, but that thing has depth to it, it seems to be a 3d noise/plasma texture.

>> No.5558518
File: 577 KB, 800x600, spasm0036.png [View same] [iqdb] [saucenao] [google]
5558518

The summoning horn gave me two Rottweilers this time. I like dogs, but they're not particularly useful in Quake.

>> No.5558525
File: 1.92 MB, 400x300, pet shambler.gif [View same] [iqdb] [saucenao] [google]
5558525

>>5558518
Sometimes the horn gives you a Shambler, and this rules, because it's like a huge friendly and huggable teddybear, who'll tear your enemies to ribbons and zap the ones he can't reach directly.

It's almost like a big and grotesque Pikachu.

>> No.5558528
File: 2.19 MB, 3440x1440, 7777.jpg [View same] [iqdb] [saucenao] [google]
5558528

>>5558517
GZDoom supports parallax. But it looks ok only on floor/ceiling. It's only illusion effect, not real displacement.

>> No.5558542

>>5558190
You proud of making a post this stupid?

>> No.5558549

>>5558518
doggos akimbo

>> No.5558563

New thread.

>>5558560
>>5558560
>>5558560

>> No.5558694

>>5558542
You proud of being an enabler?

>> No.5558771

>>5558007
HQuake when, gimme that Vore puss

>> No.5558924

>>5558694
I'm proud to be an american.

>> No.5558925

>>5557701
What im talking about has nothing to do with sticking to the originals.

>> No.5558943

>>5558486
Stretched pixels are uglyAF

>> No.5559409
File: 3.04 MB, 432x610, Up My Sleeves.gif [View same] [iqdb] [saucenao] [google]
5559409

>>5557857
Jesus H. Christ, what the fuuuck

>> No.5559738
File: 5 KB, 358x278, 1437407393721.png [View same] [iqdb] [saucenao] [google]
5559738

>>5558143
>No, i meant like maybe via some PBR trickery (making surface a wall, then making second wall a sub-surface with special texture+PBR with special height and normalmapping or something)

That....might be possible.
People here have solved many of my quandarys in the past so I'll give this a bump.