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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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6431606 No.6431606 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6423953

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 FUCKING DOOM
(or Quake, Duke, Marathon, 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 (>6 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 Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

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
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6431607

=== NEWS ===

[5-15] Bolognese V3 release
https://youtu.be/ckMgPrkZyE4

[5-15] Deathless now a curated mapset on the Bethesda.net port
https://twitter.com/JamesPaddock/status/1260949067775053827

[5-14] Barely Breathing flamethrower footage
https://www.youtube.com/watch?v=dLZ05Ni6uxs

[5-12] Anon shows off their remake of an old wad called School Doom
https://www.youtube.com/watch?v=1xHOc550YWs

[5-12] Outpost N, a Quake 2 singleplayer map has been released
https://twitter.com/Colonthreee/status/1260231966957481984
https://variableone.com/maps/wrongbase.zip

[5-10] Endless Madness, an alleged 'jokewad/slaughterwad/power fantasy' for Doom 2
https://forum.zdoom.org/viewtopic.php?f=19&t=67785

[5-8] PR/GLBoom+ now defaults to showing armor color based on what you're wearing
https://github.com/coelckers/prboom-plus

[5-7] Turok 3 mouse injector + more for Mupen64Plus
https://www.turokforums.com/index.php?topic=743.0

[5-7] You can now create bots in Zandronum
https://zandronum.com/forum/viewtopic.php?f=11&t=9941

[5-7] More new content for Barely Breathing shown off
https://www.youtube.com/watch?v=Ehxd0pnUV0Q

[5-6] Live Though Doom updated, added crafting and weapon replacements
https://www.moddb.com/mods/litdoom-survival-gameplay

[5-6] Anon shares a new map, Bridge World
https://www.mediafire.com/file/9ez7nhad20x794e/bridge_world_20200605.wad/file

[5-6] New version of Nobody Told me About ID, a Doom mod inspired by Build Engine games
https://www.youtube.com/watch?v=_LzLpxuNwfU&feature=emb_title

[5-5] New update for Barely Breathing, a horror-themed mod
https://www.youtube.com/watch?v=h9wZq4Eglas

[5-4] Doom mod that lets you deform any Doom map
https://www.youtube.com/watch?v=1icgXmbBR_k

[5-2] Anon shares his newfag-friendly pack of Doom mods
>>6391483

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6431612
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6431612

That sucked. Felt wrong without a doom thread here

>> No.6431641
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6431641

>>6431606
Play Quake 3 and git gud. These servers are still active and have many people still playing. The player count fluctuates throughout the day and usually peaks around 16 (more than enough). Not everyone here is a 20 year vet either.

CROM FFA: 216.86.155.163:27960
ADULTS*ONLY: 66.160.179.212:27960
Retro CTF: 198.74.54.53:27964

>> No.6431646

PLEASE PLEASE NEVER TAKE THIS LONG TO MAKE ANOTHER THREAD AGAIN MY HEART CAN'T TAKE IT

>> No.6431656

I have a feeling the most feasible doom 2 wad getting added to the official ports is Reverie.

>> No.6431658

>>6431656
Who cares about the official ports. Bethesda does not deserve your money.

>> No.6431663

>>6431497
>>6431451
The distinction between the prboom-plus and glboom-plus binaries definitely exists, even on Linux (I'm on Linux). The difference is that you probably installed it from your package maintainer, and they either only included glboom-plus and renamed it to prboom-plus (because it has both contained inside of it), or they alias'd it. If you clone the source and compile it yourself you can see that it for sure builds two target binaries, and that glboom-plus is the preferred one even if you're doing software renderer.

>> No.6431668

>>6431663
Well my build has gl support, so regardless I'm pretty sure im using glboom.

>> No.6431669

>>6431668
yeah, you are

>> No.6431673

>old guard of doomworld has the play and design experience to know the entirety of plutonia like the back of their hands and understand all the nuances of what makes those maps so good, while also designing some of the best maps of all time themselves

>old guard of doomworld insists to everyone that sigil is great in its own right as if they don't know way better than this

>> No.6431678

>>6431673
Sigil is great, though

>> No.6431681

Any good build engine map making tutorials?

>> No.6431687

>>6431678
t. old guard of doomworld

>> No.6431695

>>6431673
Well, it's situation like when you get an ugly sweater as Christmas gift from your grandma and you pretend that you like it because she's nice and you don't want to hurt her feelings.

>> No.6431706

>>6431673
But SIgil is pretty good?

>> No.6431723

>>6431673
Sigil was quite good. It didn't break new ground sure, but it's very fun to play and felt like a proper 5th episode of doom.

>> No.6431725
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6431725

so, bologna v3
in some previous update marky mark announced that he found some brilliant new way to fix decal flickering. naively I assumed somebody finally had the bright idea to move the "pseudo-decal" verts up and down, but that doesn't appear to be the case?

am I being dense, or do these modders (mark and nash both) doing gore for 10+ years still not get what causes z-fighting?

>> No.6431737

>>6431695
Pretty much this.
I think that this is why it didn't get a Cacoward that year, but it did get a runner-up. Sort of like Doomworld saying "thanks Romero we're glad you did this, we're not gonna go overboard and suck your dick saying this automatically wins a Cacoward, but we're glad you did the thing"

>> No.6431739 [DELETED] 

>>6431673
t. Doomworld trannie

Get the fuck out, and play your shitty eviturdnities instead of polluting this place with your coronavirus-tier nonsense.

>> No.6431741

>>6431739
What's wrong with Eviternity

>> No.6431769

It's been almost a year and people are still butthurt about Sigil. Romero really outdid himself with it.

>> No.6431782

>>6431673
Pretty sure most people agree that Sigil was generally decent, but nothing special beyond it having Romero's name on it. It was after all merely a runner up and not a cacoward winner.

>> No.6431787

>>6431769
I wasn't aware that thinking it was okay but nothing special was being butthurt

>> No.6431793

>>6431673
Didn't Xaser and Dew playtest Sigil?

>> No.6431805

Is there a way to show FPS in GLBoom+ ?

I feel like when using the openGL renderer, it plays very smoothly at 60, but when I choose the software renderer it feels choppier, more like 40 FPS maybe. But maybe I'm making it up, so I'd like to make sure.

>> No.6431809

>>6431805
Run it with Steam or Fraps or something.

>> No.6431816
File: 3.65 MB, 368x368, 1589414399383.gif [View same] [iqdb] [saucenao] [google]
6431816

>>6431606
Show me your DSSECRET sound of choice, /doom/. I'm boring and I just stole the one from ZDoom. Thinking I might replace it with the "HEH HEH" taunt laugh from Skulltag.

>> No.6431832

Anyone got the extra mission packs for Wolf3D?

>> No.6431836

Is Doom II Hellspawn worth a play? Playing as the monsters sounds fun

>> No.6431849

>>6431607
>[5-15] Bolognese V3 release
>https://youtu.be/ckMgPrkZyE4 [Remove]
Oh boy I sure love having my line of sight completely blocked by a giant wall of blood everytime I gib an enemy!

>> No.6431860

>>6431061
Oh nice, I didn't know that. I like to use the Ocarina of Time secret sound in a mod called Nostalgia Secret Sounds but that only works for ZDoom. Ty anon

>> No.6431879

>>6431641
Nice. Finding servers with actual players was always hit or miss for me. I would always look for players with non-0 ping, but then after looking at old screenshots I realize I've been playing with bots that had non-0 ping thinking they were players. Played with Artifex before and they are just straight up rude if you haven't played nothing but q3a for the last 20 years.

>> No.6431882

>>6431816
Do a search for Zelda sounds, download the Ocarina of Time secret sound, use a wave editor to double its volume, put that file into PerK's sound effects mod (or into its own WAD), convert the wav into Doom sound format, and voila

>> No.6431912

>>6431673
>>6431695
>>6431737
Imagine being this butthurt about Romero.

Sigil was awesome, easily the best wad of the last few years. It had the classic vibe doesn't exist in modern wads. Chances are high that M5, M6 and M7 are better maps than everything (You) created.

>> No.6431916

>>6431673
>GManShills
Sigil is objectively a solid 7/10 .wad

>>6431687
I've never had an account on Doomworld and I think it's great.

>>6431816
I just use the one from Quake.

>> No.6431920

>>6431912
>It had the classic vibe doesn't exist in modern wads.
This 1000 times.

>> No.6431925

>>6431832
>anon wants more generic mazes with shitty textures.

>> No.6431952

>>6431673
>>6431687
why is it so hard for you to just say
> i personally don't like sigil/ X mapset
drop the pretence and say something of substance if you want to discuss, otherwise you're just whining

>> No.6431957

>>6431925
They're shit, but one or two of the textures are decent and maybe usable, and perhaps he's looking to make a complete collection?

>> No.6431958

How much of Doom's source code is forever lost since they only released a derivative Linux build? I feel like it would have been a gold mine of obscure info.

>> No.6431959

>>6431952
But anon, whining is all he knows!

>> No.6431961

>>6431958
How different do you think the linux build is anon? Pretty much the only substantive difference is the sound library.

>> No.6431969

>>6431958
Only the sound code, which was written by Paul Radek. You could probably try to reverse engineer the original .exe if you really want it, but fact is that Carmack himself will tell you to not bother, it was really troublesome and broke a bunch in development, in fact it's broken now, because original behavior has randomized pitch shifts on sound effects, and that function stopped working after the first patch.

It was stripped out for legal reasons, but we were done a favor since it was necessary to replace, and this gave the immediate incentive to sourceport devs to do it as one of the first things.

>> No.6431975

>>6431925
>>6431957
>and perhaps he's looking to make a complete collection?
Yeah, he explicitly said so in the previous thread.

>> No.6431979

>>6431912
>It had the classic vibe doesn't exist in modern wads
Well said.

>> No.6431986

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

>> No.6431991

>>6431986
>modern_fps_hit_detection.mp4

>> No.6432008

>>6431991
> tf2 melee

>> No.6432015

The Spider Mastermind should've used plasma instead of a weird chain shotgun.

>> No.6432038
File: 2.13 MB, 4032x1960, 20200515_114112.jpg [View same] [iqdb] [saucenao] [google]
6432038

Soon

>> No.6432056

I dunno why, but Sigil M5 sorta gave me similar vibes to the kinds of maps Ribbiks makes, despite nowhere near being as hard.

>> No.6432060

>>6431986
Probably a victim of that hit detection bug explained in the Doom engine black book.

>> No.6432062

>>6432015
I sorta agree, but don't have it exactly like the Arachnotrons, as that would be boring. Give her like three streams of plasma, with the middle going directly towards you, and the other two going slightly to the left/right.

>> No.6432070

>>6432062
I was thinking something along the lines of the exact kind of blue plasma that you have, down to the fire rate and damage, similar to the cyberdemon and its rockets being as powerful as yours, but with a higher tier weapon to justify the Mastermind's place as a final boss.

>> No.6432079

>>6432015
The Mastermind should have had a smaller bounding box so it isn't such a klutz.

>> No.6432082

>>6431969
Surely there's more to it than the sound that was altered for Linux.
On the other hand, there is Heretic with all of its DOS glory, but I read that they made a bunch of changes to the video system as well.

>> No.6432110
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6432110

>>6432015
And make even less threatening than it already is? Nah.

>> No.6432121

>>6431925
I have every other release Wolf3D related, I want to have everything.

>> No.6432124

>>6432110
One of the reasons why the Mastermind is such a non-threat is that its inaccurate chaingun quickly turns every demon from here to Mexico against it.

>> No.6432130

>>6432124
*Chain Shotgun

>> No.6432137

>>6432015
>>6432062
Maybe both a plasma gun attack and a BFG attack? It would force the player to hide from the BFG blast so you couldn't just circle strafe the spider.

>> No.6432138

>>6432130
Chaingunners should have never gotten the same firing sound.

>> No.6432146

>>6431969
>because original behavior has randomized pitch shifts on sound effects
I've never heard this - so the sound effect would be randomly in different pitches each time? Is there anything that restores that function?

>> No.6432151

>>6432138
I agree on that

>> No.6432160

>>6432146
Chocolate Doom supports it. The Bethesda re-releases used to support it but I think they removed it when people complained about it.

>> No.6432162

What does this general think of freedoom?

>> No.6432163

>>6432160
It's an option in the Bethesda port.

>> No.6432165

>>6432146
Most source ports have it as an option.

>> No.6432168

>>6432162
It's shit, use Satanic Infestation instead.

>> No.6432170

>>6432162
Meh. Levels are decent, but the graphics and sound replacements are kinda off-putting.

>> No.6432171

>>6432165
Is it preferable to the way we all remember it from back in the day? Does it result in chipmonk demons sometimes?

>> No.6432173

>>6432162
Gay as fuck and stupid looking

>> No.6432174

Okay, since we're on this topic - I keep seeing modders unable to produce good boss fights. Like, they don't bother to check if they can be easily cheesed by circle strafing in one direction. No, the boss does not becomes more dangerous if he fires more projectiles or fires them faster, if you can still evade them by circle strafing. Especially if you put the boss in the middle of the huge arena. Like, arachnotron and cyberdemon actually become more dangerous if you immobilize them at the end of the long hallway.

>>6432162
It has nice textures, two cool monsters, okay music, sound effects and weapon sprites (I actually prefer pistol sound and SSG animation to the ones in doom). Most of the monster sprites are unbearable trash, though.

>> No.6432180

>>6432162
It's playable after I decided to open it up in SLADE and yank out the maps, so now it's just like any other PWAD with custom textures. I can't tolerate the sound replacements or monster/weapon sprite replacements. I'd rather just have the maps.

>> No.6432183

>>6432174
Circle strafing is the kryptonite to the boss demons in Doom, but I agree it gets really boring killing them essentially the same way every time.

>> No.6432187

>>6432162
Too many silly putty monsters.

>> No.6432189

>>6432124
Would mastermind be more threatening if you are trapped in a small room with her? I'm not that well versed in theory.

>> No.6432192

>>6432180
Care to post the maps you pulled out?

>> No.6432194

>>6432168
Based

>> No.6432202
File: 160 KB, 1200x1200, cyberdemon.png [View same] [iqdb] [saucenao] [google]
6432202

>>6432168
>>6432194

>> No.6432203

>>6432189
The problem with the Mastermind is that it's poorly balanced: the fight is either laughably easy or extremely unfair if you've got absolutely no cover available or monsters to infight it (unless you can BFG rush it).

>> No.6432206
File: 157 KB, 660x660, 1588896858017.gif [View same] [iqdb] [saucenao] [google]
6432206

>>6432192
Sure, I uploaded them for an anon last thread
Here's the link to both freedoom and freedoom2's maps
https://mega.nz/folder/zkln1KbT#OpIaHpxoFH_VdPh4yC2l3g

As far as I can tell I didn't break anything, and the maps I tested worked fine but if you find any problems feel free to let me know. I left in the custom level name text but that's about it. Oh and the dehacked bit that changes the text for pickups.

>> No.6432209

>>6432183
I mean, when I was making boss fight for my mapset, I put cyberdemon and two respawning arachnotrons at the end of the long hallway. Not a perfect solution by far, but at least player is unable to run literal circles around them. But when the modding is considered, you have every option in the world, but no, let's make monster fire projectiles in cool patters directly at the player with no attempt to lead the target or something.

>> No.6432210

>>6432206
Awesome, thank you. So it'll be the maps and level textures but everything else like sprites and sound effects are standard Doom?

>> No.6432212

Are there any other channels like decino's? Which is to say commentated doom gameplay by someone who isn't trash at the game that doesn't have an annoying voice?

>> No.6432216

>>6432210
Yup. It's just like a regular PWAD with maps.

>> No.6432226

>>6432212
Dwars is pretty amazing, he does all kinds of custom mapsets and standard ones on UV or Nightmare pistol start usually and 100%s them while he explains his tactics while playing. He could enunciate a bit better but his voice isn't unbearable.

https://www.youtube.com/channel/UCpYnXdkqC3aMyeg8ZDdBKag

>> No.6432229

>>6432203
I'm thinking a bit ahead here, there's many maps for me to make before this will be appropriate, but I'm thinking about medium-sized room with a few columns that you need to cross to put mastermind in and maybe two arch-viles. Viles would probably be more dangerous though.

>> No.6432230

>>6432216
Thank you based anon, can't stand those retarded fucking sprites

>> No.6432231

>>6432226
Dwars is literally the reason I even put the annoying voice part in my question.

>> No.6432232

>>6432202
>nice abs
Never gets old

>> No.6432234

>>6432231
I sort of suspected that as I typed it but thought what the hell

Yeah I know man he sounds autistic as fuck and that mumbly lazy enunciation some people do drives me bonkers but his content is good enough for me to overlook it in his case.

>> No.6432235

>>6432226
I like his Heretic weapon analysis videos.

>> No.6432239

>>6432235
Yeah I wish he would do more in that style than just the straight gameplay commentaries

>> No.6432246

>>6432015
He should have had that magic attack that held you in place, which they were thinking of implementing.

>>6432146
A lot of sourceports support it as an option, but it's usually off by default, the reason being that it broke early on, and most people never knew it was supposed to be there and aren't used to it. Personally I don't like it all that much, it makes the chaingun sound weird.

>>6432171
The range isn't that wide, so you'll never get Darth Vader to Alvin The Chipmunk tones.

>> No.6432265

>>6432246
Huh, well I will try to find a youtube video of it or something because I never knew about that and I'm not home to try any sourceports I have atm

>> No.6432305

>>6431606
Reminder that Doom 3 sold more than Doom 1 and 2 and only /vr/ hates that game.

>> No.6432309

>>6432305
>Michael Bay's Transformers movies are the best movies ever

>> No.6432312

>>6431678
It's good. I dunno about great. It's fun though and has some good ideas, and good encounters.

>> No.6432319

>>6432305
I really like Doom 3 but I see it as sort of outside the series, a stand alone one off of a more horror focuses Doom experience

>> No.6432320

>>6432305
Not retro

>> No.6432321

>>6432319
*one-off, focused

>> No.6432323

>>6432305
Reminder that Doom: Half Life edition is not retro.

>> No.6432326
File: 77 KB, 300x300, limmy.png [View same] [iqdb] [saucenao] [google]
6432326

>>6432226
>Cartoon animal avatar

>> No.6432330

So a few days ago, I finally decided to play Strife. I made it to what I believe the level before the final encounter, but it's practically impossible to get through, and I'm playing on normal difficulty, as some enemies are just plain Terry wad tier. Some never miss a shot, and have apparently infinite sighting/aiming range. Some are capable of instantly delivering a deadly hit straight upon sighting the player. Some are capable of killing the player on contact. And so on. It's a shame how they rushed its development back then, as this could otherwise be one of the most epic games of its time. But in its current stage, it feels like playing a beta/pre-release.

Let's see if I'll be able to even reach the final boss.

>> No.6432334

What are some things Doom's engine does better than Build?

>> No.6432335

>>6432203
>>6432229
Probably the only time I've seen Spider Mastermind used somewhat satisfyingly is as a big immobile turret or an obstacle blocking a pathway or a key. Map 05 of Preacher comes to mind as an example of usage of a Mastermind in the both ways.

>> No.6432336

>>6432305
Doom 3 was ok.

>> No.6432337

>>6432326
Yeah that is totally bizarre to me - doesn't fit the channel theme at all and decades on the internet has made me so jaded to any kind of anthropomorphic animal avatar that I immediately assume they're a furry (I mean they legit are more often than not (

>> No.6432338

>>6432334
Everything.

>> No.6432339
File: 82 KB, 306x495, 3627958_ken-silverman_1-1.jpg [View same] [iqdb] [saucenao] [google]
6432339

>>6432334
Nothing.

>> No.6432342

Doom Eternal now automatically installs you Denuvo AntiCheat that runs in kernel and can be a doorway for a multitude of very destructive exploits. If you have game on autoupdate, it's already in your system.
Issues have been noticed with a similar anticheat system used in Valorant that for instance been known to block sound to VR HMDs and affect performance in unrelated games until forcibly removed.

>> No.6432345

>>6432338
Yeah, in vanilla Doom, it's so easy to do rotating doors/sectors, sector trains, aligned sprites, destructable walls, and so on.

>> No.6432347

>>6432342
Glad I play it on console

>> No.6432349

>>6432342
Not /vr/. It doesn't install unless you actually run the game, regardless of autoupdate. It's pretty fucked though. idthesda isn't worth supporting with your money.

>> No.6432350

>>6432342
Not retro

>> No.6432353

Rot netro.

>> No.6432354

>>6432339
Every single Build game feels like shit to play out of the box, even Megaton. Only EDuke32 has good mouse controls.

>> No.6432356

>>6432330
played it two days ago, use the mauler on inquisitors
if you cleared out the commons you'll be low on health and ammo supplies from fighting everyone there
i forget what happens if you take the other path

>> No.6432363

>>6432356
Once I shut the factory down, I got tired of this AI bullshit and just speedran my way back. I didn't bother clearing out the Commons either, I (wisely) decided to save my ammo.

>> No.6432364

>>6432342
so like with safedisc/starforce, I guess the game will just stop working whenever ms decide to bump up the windows version, eh?

>> No.6432367
File: 2.54 MB, 390x373, 1585270792164.gif [View same] [iqdb] [saucenao] [google]
6432367

>>6432354
>Every single Build game feels like shit to play out of the box, even Megaton. Only EDuke32 has good mouse controls

>> No.6432370

>>6432354
Some people will never understand what a rendering engine means.

>> No.6432379

>>6431606
What if they weren't Barons of Hell.
What if they were Barons of Yell?
And you had to put them down?

>> No.6432384

>>6432364
IIRC Starforce relied on the custom driver that was using some dubious and not commonly used features in WinNT/XP, that got patched out in Windows 7 so it no longer had the backend necessary to work.
Denuvo meanwhile uses a relatively common means of VM that are unlikely to be removed from the OS.
However it does require online authentication so if Denuvo services for some reason go under, all games using it will stop working unless cracked, or developers care enough to release DRM-free version. Usually devs don't care.

>> No.6432389
File: 100 KB, 364x826, fans.jpg [View same] [iqdb] [saucenao] [google]
6432389

what if blood got a reboot like doom 4?

>> No.6432393

>>6432389
It would be called BL44D

>> No.6432394

>>6432384
Anon its Denuvo Anti-Cheat not Denuvo Anti-Tamper. It's literally a driver.

>> No.6432409

>>6432384
what the other anon said. this is a new thing, and it is a driver
other than that, it is as you describe, games from that era required some specific setting on win7 and don't work on win10 period. unless you pirate them or re-buy them with some new drm I guess

>> No.6432423

>>6432370
Input isn't a part of an engine?

>> No.6432441

>>6432354
>>6432423
use setup.exe and you can change the controls to anything. no vertical mouselook but its good enough

>> No.6432442

>>6432326
If it'll make you feel any better (and by better I mean worse), it's cropped from some weird furry transformation porn.

>> No.6432451

>>6432442
i could have lived without this knowledge you know
i didn't care about him in the first place, so it does nothing on that front either

>> No.6432454

>>6432393
>not BL33D

>> No.6432460
File: 19 KB, 490x543, EThocAmU4AEzq2_.jpg [View same] [iqdb] [saucenao] [google]
6432460

>>6432454
I was just about to say how it would just be called BLEED as a slight jab to the D44M meme or real game names that use that naming convention like Driv3r

>> No.6432471
File: 33 KB, 648x595, e1096dc4da6d9afc32762438175a14cb9ecc1e07.png [View same] [iqdb] [saucenao] [google]
6432471

I built a Win98 PC using period correct parts for 2001.

>PIII 833mhz
>Geforce3 ti200
>512mb ram

WinDoom and DOSDoom kinda sucks in terms of features and ZDoom runs slow for some reason.

Are there any other sourceport options for Win9x?

>> No.6432476

>>6432471
>period correct windows 98 pc
>why can't i have a bunch of shitty advanced features nobody asked for
What were you expecting?

>> No.6432483

>>6432471
why would you build this if you didn't want to play doom as it was in 2001?

>> No.6432485

>>6432476
did randy heit kill your dog or something

>> No.6432487

>>6432476
>>6432483

I actually built it to play HL1 mods but I want to play Doom wads too.

>> No.6432493

>>6432487
>he plays hl1 mods
Yikes

>> No.6432531

>>6432423
You are confused by the term "engine". But without getting too technical, in Build's case, it only handles rendering and collision detection, but provides no input handling whatsoever. That has to be fed to it by whatever solution the develoopers went for.

>> No.6432541
File: 88 KB, 243x298, 1545502911522.png [View same] [iqdb] [saucenao] [google]
6432541

>ACME station
>Post Naval Trauma
>Bungie decided it would be neato to put them back to back

>> No.6432543

bungay has not made a single good game

>> No.6432549

>>6432543
>Pathways into Darkness
>Marathon
>Marathon 2: Durandal
>Marathon: Infinity

>> No.6432551

>>6432442
Prove it.

And goddamnit that means he's a furry

>> No.6432556

>>6432549
He's the guy who gets really pissy about Marathon, you're wasting your time.

>> No.6432557
File: 86 KB, 800x600, 22765.jpg [View same] [iqdb] [saucenao] [google]
6432557

>>6432493
do you hate fun or something?

>> No.6432563

>>6432549
All of those are shit except Durandal

>> No.6432564

>>6432471
Modern versions of GZDoom are meant for more modern hardware, for modern graphical features. With a 20 year old PC, you would want an old version of ZDoom, or another port entirely.

>> No.6432567

>>6432557
He doesn't play videogames.

>> No.6432571

>>6432471
There's a ZDoom fork made specially for old machines by the same developer who made LZDoom. Check his github repo (there's also a thread on vogons).

>> No.6432572

>>6432563
I can understand both PiD and M1 but why infinity? In both Writing and Level design its great. It just has a few weird difficulty spikes

>> No.6432575

>>6432563
>b-but muh deep story!

>> No.6432582

>>6432575
Good boy, have a cookie.

>> No.6432602
File: 39 KB, 495x604, EFe0tkgXYAAuc_B.jpg [View same] [iqdb] [saucenao] [google]
6432602

>>6431606
I have a question about the Doom 2 Minor Sprite Fixing project by Revenant100.

I just noticed that both D1's and D2's sprite fix wads come paired with a DEH file each that is not included inside. The TXT file only says they are "optional minor DeHackEd patch fixes" but doesn't actually say what they do.

So what is this for?

---

Patch File for DeHackEd v3.0

Doom version = 19
Patch format = 6

Frame 47
Duration = 4
Frame 48
Duration = 3
Frame 185
Sprite subnumber = 32773
Frame 419
Sprite subnumber = 32773
Frame 615
Sprite subnumber = 0
Frame 647
Sprite subnumber = 0
Frame 685
Sprite subnumber = 32773
Frame 687
Sprite subnumber = 32773
Frame 689
Sprite subnumber = 32773

>> No.6432609

Is FTEQW the definite way to go for as the base for standalone Q1 engine games these days?

>> No.6432627

>>6432571
ZDoom LE

>> No.6432637

Is there ever a situation where you should use GLBoom+'s default complevel? (-1)

I've just been using
>2 for Doom2/limit-removing
>3 for Ultimate Doom
>4 for Final Doom
>9 for Boom
>11 for MBF

>> No.6432645 [DELETED] 

>>6432557
>hl1
>fun

>> No.6432668

>>6432441
>But it's good enough
That's exactly what it isn't. It feels horrible no matter what you do, even ignoring vertical aiming.

>> No.6432679

>>6432557
I miss The Specialists, I love the realistic guns with fairly realistic detail, but juxtaposed with wild John Woo bullshit like bullet time, dual wielding, swords, and crazy kungfu moves.

Jump kicking a dude's M60E3 out of his hands and then mowing him down with his own machinegun, then gunning down a bunch of his teammates, leaving a grenade as you escape, it's just tits.

>> No.6432697
File: 1.74 MB, 1920x1080, jamx.png [View same] [iqdb] [saucenao] [google]
6432697

>>6432609
where did you get that idea?
it's kinda similar to darkplaces: unless you really care about fancy effects or making advanced mods, there's no reason to use it. pain in the ass to set up and has its own weird issues.
I'd say vkquake is the definitive engine these days. it's a somewhat less flexible quakespasm with uncapped framerate

>> No.6432702
File: 417 KB, 1920x1080, 2020-05-15-144604_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6432702

lol what the actual fuck.

>> No.6432705

>>6432702
Dead Simple more like Dead Soup because that's what you're going to be in a few seconds.

>> No.6432716

>>6432705
I know it's an April Fool's WAD where every map is a Dead Simple clone (Dark Scythe), but surely there's a way to beat even this, right? Surely there's some gimmick to it that I haven't figured out. Right?

>> No.6432717

Is there any reason why I shouldn't put monster-cube targets in a separate room and teleport their output by mean of normal teleports?

>> No.6432719
File: 129 KB, 512x512, 1523995705563.jpg [View same] [iqdb] [saucenao] [google]
6432719

>>6432716
enable jumping

>> No.6432720

>>6432719
never

>> No.6432728
File: 20 KB, 491x338, 1553021763929.png [View same] [iqdb] [saucenao] [google]
6432728

>>6432354
30Hz tickrate.
>>6432367
Kill yourself.

>> No.6432730
File: 11 KB, 201x313, 1810f4d7be384902bda919eaa8c90ae2.jpg [View same] [iqdb] [saucenao] [google]
6432730

>>6432442
Nah, it's from Soviet Winnie the Pooh cartoon.

>> No.6432731

>>6432717
They'll telefrag each other if you don't make sure each of them get their own teleport chamber and destination, so it can't just be a conga line hidden outside the map.

>> No.6432737

>>6431641
>Adults only
18 naked marines in the air at The Very End of You
Big hard throbbing rails wanting to be sucked
18 naked marines waiting to be fragged
Chats in the showers after Bouncy Map
On their W keys wanting to gauntlet marine guts
Quake 3 really rocks

>> No.6432739

>>6432731
Yeah, I want to put each destination into an insight-out teleporter leading to a portal in the main arena. When you close the portal, you also make platform unexitable and blow up a Keen. So when you close all the portals, monsters stop teleporting in and the final door opens.

Monsters will always be awake if sound reached their spawning platform once, correct?

>> No.6432747
File: 283 KB, 836x900, 1576880213879.jpg [View same] [iqdb] [saucenao] [google]
6432747

>ADULTS*ONLY

>> No.6432748

>>6432747
what is this image supposed to convey?

>> No.6432749

>>6432730
Oh. Well it's still weird and makes me think he's a furry

>> No.6432752

>>6432739
>insight-out

>> No.6432753
File: 5 KB, 216x233, download.jpg [View same] [iqdb] [saucenao] [google]
6432753

>>6432748

>> No.6432757

>>6432752
Well, I typed the wrong word. Fight me.

>> No.6432760

>>6432753
who is this person and why is their face relevant to the discussion

>> No.6432761

>>6432334
In Build games the monster's angle doesn't actually matter, they'll see you coming even if you're behind them and haven't made a sound.
*I know AI isn't part of the Build engine itself, but this is a commonality between the games made with it

>> No.6432765

>>6432760
Why is your autism so debilitating?

>> No.6432768

>>6432765
I'm trying to understand

>> No.6432772
File: 373 KB, 1280x1055, 1515760040868.jpg [View same] [iqdb] [saucenao] [google]
6432772

>>6432760
He's calling whoever said it a discord tranny

The person is a tranny speedrunner from Awesome Games Done Quick 2018

>> No.6432775

>>6432705
Dead Simple always makes me happy. Great intermission value.

>> No.6432776

>>6432749
Who cares

>> No.6432778

>>6432768
There can be no understanding to be had if you had to ask.

>> No.6432779

>>6432772
A what now?

>> No.6432781

>>6432776
Because he's already on thin ice because he talks like a mongoloid. If he's a furry too then he's dropped.

>> No.6432783

>>6431681
That depends, are you mapping for duke, blood or shadow warrior? Blood has its own trigger system instead of using sprites to link stuff together. These videos should get you going, I might even scan some pages from my copy of the duke 3d level design handbook if there's substantial interest.
https://www.youtube.com/watch?v=rpWFzdNSe94
https://www.youtube.com/watch?v=0rL_0AU3wqE&feature=emb_logo
https://www.youtube.com/watch?v=k__5vNnhJK0&t=794s
https://www.youtube.com/watch?v=l75pn7IHJw4&list=PLy5NsGLtxdrcIXIZw9TaWU4Q9fIf0dsXq

Some websites for working with Blood's MAPEDIT
http://web.bloodline.eu/ultimate_blood_mapedit_suite/
http://www.baitd.bloodgame.ru/bme.htm#tutorials
https://blood-wiki.org/index.php?title=MapEdit

>> No.6432784

Hollowlands anon, where are you? What happened?

Figurines anon. Same questions.

>> No.6432785

>>6432776
Don't say that, you're only going to goad him further.

>> No.6432786

>>6432779
I can't keep explaining this shit to you, we're shitting up the thread. google it

>> No.6432791

>>6432781
I can understand the voice thing (although i dont mind it hes trying to give off a presenter style voice) but who cares about his furry profile pic. Are you getting unironically triggered by a profile pic?

>> No.6432797

>>6432791
I am unironicaly triggered by degenerate furries, yes.

It's not the presenter voice thing, that's fine. It's the horrible enunciation, slurring and mumbling words and "da" instead of "the"

>> No.6432801

>>6432786
>we're shitting up the thread
You started.

>> No.6432803

>>6432801
I didn't post the original tranny wojak and you asked, I simply answered.

>> No.6432804

>>6432791
Anon, seriously, don't. This ruined the last thread.

>> No.6432808

>>6432804
I won't keep going back and forth about it with the furry apologist, don't worry.

>> No.6432809

>>6432730
looks nothing like it
>>6432749
>>6432551
how did you not figure it out immediately
you'll be hard pressed to find anyone with an animal character avatar of any kind that isn't a furry

>> No.6432812

>>6432803
And I wasn't the one who asked, so I guess there is really no trouble between us.

>> No.6432813

>>6432791
this apathy is why they get everywhere, and where ever they get quickyl turns to utter garbage

>> No.6432817

>>6432804
Ok, ok im done.

>> No.6432820
File: 477 KB, 1200x675, Cells Within HUH.png [View same] [iqdb] [saucenao] [google]
6432820

I just finished jumpjam for Quake and was surprised by how much more fun the game is with the ability to double jump.
Does anyone know of other mapsets that make use of the jump mod?

>> No.6432824

>>6432820
Well, unlike Doom, Quake was built from the ground up with verticality in mind. I just wish I could actually pull off bunnyhopping.

>> No.6432828

>>6432212
Have you ever watched ICARUSLIV3S? He has been doing a series for years called Doom Mod Madness where he does 10-30 min reviews of different Doom TCs and other mods

He just uploaded a new episode today for Jazz Jack Rabbit Doom:
https://www.youtube.com/watch?v=fwOEnSdARvQ

Not exactly someone who does straight commentary on gameplay but it's good stuff

There is also a guy called VGamingJunkie who does all kinds of gameplay videos but he has a lot of classic shooter related ones and the guy actually knows his shit, here is the episode where he plays the Tei Tanga Incident mod and he knew all the history with Tom Hall and all that which shows he gives more of a shit than alot of content creators:
Here is his Tei Tanga video:
https://www.youtube.com/watch?v=H0n5xVjqH7M

>> No.6432834 [DELETED] 

>>6432812

>> No.6432835

>>6432824
You need to HUH IRL for it to work.

>> No.6432836

>>6432824
tap and then hold jump before you hit the ground
release and hold after each jump
then just airstrafe

>> No.6432837

>>6432834

>> No.6432838
File: 310 KB, 600x531, 1307747542001.png [View same] [iqdb] [saucenao] [google]
6432838

>>6432812
C̴̜̖̗̙̦͙͇̮͔͎̟͑͗̓͊̏͒͗̾̈̔̑̑̍̄ͅͅȮ͎̱̟͇̮̰̰̘͉͈͔͕̗͉̫̤͔͕͕̝͙͎͛̎̒̋̿̿͑̇͛̾̀̚ͅN̷̫̙̮͖̖̖̥͓̜̣̜̮͚̯̖̗̟̰͈̦̥͈̭̦̑̓͂̾͗̔̌̽͋̑͑͑͗̐̉͒̏S̪̳͚̥̟̬͉̙̙̣̮̯͐̇̒̊̎̊̓̽̆̃̑̂͆͛̌̑́̊ͅͅŰ͇̯̘̣̩̠̫̝̱͍̣͇̰̦͂̉͆͂̿͂̌̎́̒͐̀̒̚ͅM̴͉̠͓͇̪̩̪̜̘͍͚͎̜̰͚͉̫̦͕̦̰͍̖̉͒̿̇̋̒͒̾̂͊̇̂̓̌́͒̎̄̀̂È̴̬̩̰͙͉͕̠̳̱̯̫͎͇̪͊͂̒͛́͒̎́̽̾̑̄͐̓̈́ͅ F̸͈̣͖̠̩̪͇͓̩̞̟͇̠͓̱̫͗̑̃͛̍̄̽̍̊͐̋̊̚E̘͇̜̯̝̝̠͍̰̖͍̤̠̜̦̙̦̥͍̮͙͒̑̇̊̑̄͛͋̂͋̔̓̏̃̓̓̚ͅͅC̸̯̠̣͓̞̜̠̖͕̜̭̳͇̟̮̩͑͆̋̀̏̈́̀̄́͌́͌̃́͋̆͂Ê̴̗̖̦͉̪͖̭̳̖̯͓͕͈̖͙͆̂̐̃͒͊̌͆̃͋̓̈͑̌̾͌̈́̈́͗͒S̴̝͍̳̫̯̞̟͓̖̰̱̯͈͍̦̽̿͐̓̈̽̂̒̿̄̂̀́͊̊ͅͅ A̸̱̰̥̥̙̰͉͍̣̣̟͚͈̟̣̩̋̎̆͊̿́̀̿̾̌͒̈̍̌͒̄̾̃̚N̶̮̞̭̬̤̞̭̟͈̜̮͈̤̠̠̝͇͈̞̟̽̏̌̀͊̆̀̆̿̏͂͒͂̈́̋͊̏ͅD̸̟̙̣͍̤͖͇͈͙͚͓͒́̓͆̾͐͋̊̿̒̆̋̒͛ͅ Ḛ̴̠̪̣̖͉̖͓̫̰͎̜̜͕͍̩̫͙̭̠̖̖̆́̄̔̿̑͂͂͐̄́́͋̎̾̚X̘̭̣̠̞̥̪͖͔̫̘͐̎͛̓̍͂̔͂̄́̌̎̒̾̎͑̇̄̆̾P̸͙̫͚̩͉̗͉̤̞̖͕̦̫͕͓͂̐̑̐̀̓͋̓̓̇̎͑̀͗̾̑̈̃͊̋̈́̆̏̽I̶̯̫̙͎̖̬͔̣̬̯̠̟͑̔͑̽͒̒̋͋͆͂͒̐̊̌́͗̇́͆̚R̴̜̩͚̬͍̦̘̤̜̩͎̙̥̦̰̓̐͗͋̏͂̄̿̇̊̃̔͌̓̉E̬̠̜͉͇̥̭̣̞̣̰͑̾̓̎̑̇̈̒̐̿̊͋̆̉̈̂͐̇̈̚

>> No.6432857
File: 156 KB, 680x678, pngguru.com.png [View same] [iqdb] [saucenao] [google]
6432857

>>6432835
>HUH, HUH, HUH, HUH. HUH, HUH, HUH, HUH, HUH, HUH, HUH, HUH

>> No.6432865
File: 398 KB, 1365x768, Screenshot_Doom_20200516_033528.png [View same] [iqdb] [saucenao] [google]
6432865

Ya think this sewer looks good?

>> No.6432872

>>6432865
Not a fan of this door texture, but yes it looks fine by me.

>> No.6432882
File: 269 KB, 620x440, 1589575150405.png [View same] [iqdb] [saucenao] [google]
6432882

Can someone help me with Quake music on Quakespasm? I downloaded the music files from here: https://www.quaddicted.com/files/music/quake_campaign_soundtrack.zip
I prefer ogg over mp3 so I moved all the ogg files into id1/music along copying the tracklist.cfg, it worked and I'm getting Quake music now, but I don't know why it's so choppy and stuttering. I'm on Arch Linux and this didn't happened on Windows. I don't know if I'm missing a dependency or something I'll try using the mp3 files to see if it keeps happening

>> No.6432895

>>6432865
Place some enemies so I can see what it looks like with blood on the walls. Also bullet holes. That lived in feel, you know.

>> No.6432898

>>6432835
It could probably be possible to bhop irl if you had a special exoskeleton that had propellers for air control and propelling you forward slightly when you jump.

>> No.6432907

>>6432882
You should try out the alternate soundtrack for Quake 1 made by the guy who did the Quake 2 soundtrack, Sonic Mayhem. He sent it in to iD in 1996 and John Romero loved it so much he asked him to do the music for Quake 2.

http://p-l-m.blogspot.com/2012/04/sonic-mayhem-methods-of-destruction.html

Here is the first track:
https://www.youtube.com/watch?v=Qxrf0mF7J78

>> No.6432914
File: 417 KB, 1365x768, Screenshot_Doom_20200516_034640.png [View same] [iqdb] [saucenao] [google]
6432914

>>6432872
Not much changed, honestly. Problem with diagonal parts is that they are ceilings and therefore can't have decals on them.

>> No.6432918

>>6432907
That doesn't really help him, though.

>> No.6432919

>>6432918
I know but someone else will momentarily I am sure.

That doesn't help either I know but eh

>> No.6432946

>>6432914
Hmm. Something does look... off. Maybe make some of the ceiling lights flicker. Or just turn them on.

>> No.6432951

>>6432914
lights should be brighter for contrast

>> No.6432954

>>6432865
depends on what you're going for. could do with less symmetry, could do with more contrast.

>> No.6432981

>>6432951
>>6432946
Lights do flicker, I think I snapped a shot when they were dim. But yeah, they weren't bright enough.

>>6432954
I'll put some maintenance facilities and doors here and there

>> No.6432984

>>6432907
Thanks dude, I'll check it out, however I tried with the mp3 files and it kept happening, then I decided to turn external music off on Quakespasm's settings and I realized it's the sound basically, even with no music the audio is stuttering, I already checked the README.deps and I've installed everyone of them, but hell I don't know what is happening, I set host_maxfps to 72 to see if that could make it but no, any ideas on why is this happening? Again it's the entire audio, including sounds.

>> No.6433000

>>6432984
Damn, I have no idea man but I hope someone here can help - alot of the anons that lurk in these generals are knowledgeable as fuck about this kind of stuff. I have never experienced an issue like that myself but then I have only ever used Quakespasm on Windows

>> No.6433002

>>6432907
Fuck off

>> No.6433009

>>6432914
Give it a dirtier look, those clean textures (doors, lamps) don't belong into a sewer. Maybe add some light to highlight the wall with doors.

>> No.6433045

>>6432984
can't advise on linux specifics, but QS comes in two versions, try switching between sdl and the other one if you haven't already

>> No.6433053
File: 97 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6433053

Sometimes I revisit this trailer and cry. https://www.youtube.com/watch?v=TDlB2P1leRM

>> No.6433064

>>6432882
>>6432984
Hey anon have you tried with Quakespasm spiked http://triptohell.info/moodles/qss/

>> No.6433085

>>6433045
Holy shit man, thanks, this did it but now I can't toggle fullscreen on my max resolution which is 1366x768, the window simply shows my terminal executing Quakespasm, plus the color depth is now locked to 24, with normal quakespasm with sdl1 it was set to 32, I don't know if this is relevant or something, I'm playing with the id1/config.cfg to see if I can use fullscreen with my max resolution.
Maybe it is because I'm using a Window Manager, I don't know dude, this is weird but thanks. Right now I can only play on fullscreen if I use 1280x720

>> No.6433109

>>6433085
try "-current" as a launch parameter. but yeah, glad it helped, but no idea how to help further.

>> No.6433132

>>6431673
I thought SIGIL was one of the best wads I've ever played and I've only been playing Doom since 2013, and have never had a doomworld account. SIGIL understands how to use combat puzzles and level design in a way that most other wads simply can't compare to. It also immensely benefits from only being a couple levels instead of 30 map slog

>> No.6433152

>>6433132
Sigil is great, but there's better stuff out there.

>> No.6433158
File: 1.20 MB, 1366x768, 1589580175651.png [View same] [iqdb] [saucenao] [google]
6433158

>>6433109
Yeah... It's not working either, I guess I'll stick with 1280x720, anyways pal, what do you think could be useful to add on my autoexec.cfg? Pic related is what I have now

>> No.6433207
File: 471 KB, 1365x768, Screenshot_Doom_20200516_052238.png [View same] [iqdb] [saucenao] [google]
6433207

Fuck it, I'm already spending too much time on this. And now it looks like a dwarven mine. Oh well.

>> No.6433210
File: 1.14 MB, 1920x1080, malice.png [View same] [iqdb] [saucenao] [google]
6433210

>>6433158
stuff like this: https://pastebin.com/uu5jDrWT

>> No.6433225

>>6432828
>VGamingJunkie

He's terrible at the games he plays and constantly save scums with commentary so devoid of any personality I'm not even surprised he barely hits double digit views whilst having over 6k subscribers.

>> No.6433231

>>6433207
Imagine the smell.

>> No.6433278

>>6432171
>Is it preferable to the way we all remember it
Speak for yourself. The pitch-shifted sounds ARE how I remember them, which is why I play with that option enabled

>>6432162
Best monster sound effects ever
> https://youtu.be/N6S4Wmxu_v8

>> No.6433286
File: 3 KB, 144x252, SSWVA1.png [View same] [iqdb] [saucenao] [google]
6433286

>>6432173
*blocks your path*

>> No.6433293

>>6433278
That makes me wonder, was the purpose of the random sound pitch feature supposed to be for "realism" somehow or something else?

>> No.6433296

Did you know? the 1999 PSX JRPG Shadow Madness has a FPS minigame that uses assets from Powerslave? https://youtu.be/3kwJCGzVuE4 Its like bizzarro powerslave

>> No.6433303

>>6433053
>This version will never get released because Randy is one of those collectorfags

Whatashame

>> No.6433306

>>6432174
D4V's solution is to have the bosses fire homing projectiles as well as a shotgun-like fire burst if you try to run up to it to BFG it. Eviternity's boss also uses the arch-vile attack, also Decino shows this is actually its weakness if you are a good player

>>6433293
I supposed for variety. I think the monsters sound way better with a variety of sounds

>> No.6433328

> if (!false)

>> No.6433334

>>6432231
Dwars, don't listen to them. Your voice is better than Decino's.

I just generally don't care for Decino or Dwars videos because I don't like videos where the player is talking while playing. I much prefer a prepared presentation, for example over a demo, instead of improvising while playing.

>> No.6433338
File: 849 KB, 698x768, 1576456974330.png [View same] [iqdb] [saucenao] [google]
6433338

>>6433328
Where did you see that?

>> No.6433357

>>6433334
I'll take Decinos slavshit accent a thousand times over before I like to Mr. "First ya gotta get da chaingun, it's over dere"

>> No.6433362

>>6433357
*like should be listen

>> No.6433372

>>6432246
>it makes the chaingun sound weird
Not if you use PerK's Hi-Res SFX

>>6432602
Read the OP from the Doomworld thread that you download those mods from. IIRC they simply make the Spiderdemon and chaingunner bright when shooting, even in a pitch black room, and they make other monsters dark when they are not shooting

>>6432716
someone posted a demo in that thread where they beat the map. i think they punched barrels once or twice so they could move around

>> No.6433379

>>6433357
I know it doesn't matter much, but he's actually Dutch.

>> No.6433381
File: 2.72 MB, 1920x1080, 1581116555200.png [View same] [iqdb] [saucenao] [google]
6433381

Turok developer come baaaaack
I want to fight the Trex
Dat ass was pretty cool too

>> No.6433405

>>6433379
Yeah I just took a guesd with slavshit, thought I should maybe check first but said fuck it

I almost wish he was a slavshit instead of a windmill winding kees eating dyke jumper

>> No.6433408

>>6432602
also here is an interesting bug I found with that dehacked patch. if you use the d2 sprite fix wad and dehacked patch along with vanilla smooth weapons, the mods work perfectly fine in crispy doom, but you get buggy chaingun behavior in prboom, specifically it takes twice as long to switch weapons when switching from your chaingun. i dunno about other ports, as in gzdoom i just use vanilla smooth weapons enhanced instead, and i dont use doom retro

>> No.6433410
File: 34 KB, 378x349, 1587309478473.png [View same] [iqdb] [saucenao] [google]
6433410

>>6433381
>Turok
Shits for the birds

>> No.6433412

>>6433303
The meme virus was a global ploy to get Randy to release DNF 2001 "before the world ends." Didn't work so now everything is going back to normal.
We'll get you yet, Randy.

>> No.6433417

>>6431606
Doom 1, Doom2 or Heretic but in cyberspace.

>> No.6433424

>>6433412
Maybe if were lucky, Randy will either get COVID and die painfully, or get in a car crash.

>> No.6433430

>>6433412
He talked about supposedly wanting to release it as a bonus with shitty nuDNF as he said that there would be rights issues, but who knows, that's probably bullshit. I remember him posting a couple of different times about how it was in the works and would be included with nuDNF and then just went silent on it. Obviously it didn't happen.

>> No.6433431

I prefer watching demos or no commentary gameplay over people talking while playing because most of the time it just amounts to the person saying what they are doing: "Now I am fighting an arch-vile." "Oh no! I'm getting shot!" Or even worse, they will attempt to be extra-energetic on camera to try to be entertaining by yelling and laughing loudly. One exception is KingDime's GDQ speedruns. I learned a lot from those.

Demo analysis is good, but I don't know if anyone does that for Doom. Day 9 is the king of game analysis but he only did that for StarCraft

>> No.6433432

>>6433424
One can dream - dude is a massive piece of shit, so I don't feel bad about wishing ill on him.

>> No.6433438

>>6433430
Randy LIED?! I'm shocked. That never happens.

>> No.6433452

Going through Quaddicted and found this real neat map. Little too easy but is fun and looks great.
https://www.quaddicted.com/reviews/heresp5_rev.html

>> No.6433458

>>6433430
I'm still betting Randy is a collectorfag who gets off knowing people are upset he has something they want. When some old game beta disks were discovered a while back he said they shouldn't be released to the public and instead should be sold to him so he could keep them safe, away from prying eyes. He's a collectorfag. I wouldn't be surprised if he posts on other invite only collectorfag forums under a different name so he can brag openly about what he has

>> No.6433467

>>6433293
>>6433306
It definitely makes things sound better. In my mod I have only one sound for spent shotgun shell hitting the floor, but thanks to random pitch it sounds different every time. Same goes for the enemy voices not that it improves them much, because I voiced them with Russian text-to-speech program, even though they speak in English.

>> No.6433498

>>6432226
Dwars's edited informative videos are good but his playthroughs are boring because he just describes whats happening on-screen without any personality or information.

>> No.6433546

>>6432984
It's possible there's a dependency screwup like you said. You're on Arch, right? Did you install QS manually or through the AUR? IIRC both Quakespasm and vkQuake are on the AUR and kept up to date, and both ran fine for me without stuttering on an old Thonkpad when installed through yay.

>> No.6433549

>>6433210
>putting sensitivity in autoexecs to give to other people
No!

>> No.6433550

>>6433546
Oh, looks like you already got it fixed, nevermind. Ha ha.

>> No.6433564

>>6433549
it's a template/example obviously, "name" should've clued you in

>> No.6433586
File: 155 KB, 1548x1548, quake_iii_arena___hunter_by_rod_wolf_ddx90v3.jpg [View same] [iqdb] [saucenao] [google]
6433586

>tfw still no hunter gf

>> No.6433627

when it comes to cut content in doom, were there sounds removed from the games?
like, unused enemy sounds or something else?

>> No.6433635

Playthrough video of map06 of 200 minutes of /vr/ is up.
https://www.youtube.com/watch?v=dREgKtpP19c

>> No.6433649

>>6432226
He's neat, but I can't help but think he's autistic by the way he talks/sounds. Not that it matters, I just don't think it'd be surprising if he was based on his voice and, to a somewhat lesser extent, his knowledge on Doom stuff in general.

>> No.6433653
File: 281 KB, 371x532, 200% nice.png [View same] [iqdb] [saucenao] [google]
6433653

>>6433586
>her bottom garments arent even pants of any kind because all it covers is her pussy

>> No.6433664

>>6432015
it should've had a second, much more difficult form where it jetpacks out of its now destroyed minigun spider body and can speedily float around with something like a bfg-type weapon

jetpack mastermind assets have existed in custom zdoom shit for a gorillion years so i'm surprised a mod hasn't already done something like this

>> No.6433672

>>6432162
the replacement maps for doom 1 are really good and actually are better than the default in some places to me. too bad most of the enemy replacements are jank. the only one i like is the pinky

>> No.6433673

>>6433627
No clue, haven't seen any posted, but I suspect there isn't a lot, since that was done pretty late in development (for Doom 1 anyway).
Possibly Bobby saved some WIPs or various suggested noises, but we wouldn't know for certain, maybe you could send him an email.

I don't know if it was all of it, but I know he used the General Sound Effects Library 6000 for many of Doom's sound effects (some as is, some edited), likewise for Duke 3D. This sound library was also used in many other games (and movies and shows) of the era, you just paid an upfront sum for the license to the library, and then you were free to use its content however you felt like.

>> No.6433676

>>6433653
>and her top garments are just a single piece of cloth wrapped around giant bronze tits

>> No.6433719

>>6433627
theres videos of id showing off an almost finished doom that used placeholder snes wolf3d sound effects so i think everything we got was probably everything they added in that small amount of time

>> No.6433739
File: 299 KB, 1024x1568, Full Cirkle #1 00.jpg [View same] [iqdb] [saucenao] [google]
6433739

>>6433586
I wonder how many people have actually read the comic her design was stolen from

>> No.6433742
File: 394 KB, 1024x1579, Full Cirkle #1 17.jpg [View same] [iqdb] [saucenao] [google]
6433742

>>6433739
Here she is with no mask on.

>> No.6433743
File: 32 KB, 460x116, file.png [View same] [iqdb] [saucenao] [google]
6433743

>>6433739

>> No.6433747

>>6433743
Her design is older though, she was originally from an artbook by the same artist. I guess it would be more accurate to say "read the works by the artist who made her original design that iD would steal for Quake 3"

>> No.6433748

>>6433742
Butterface.

>> No.6433754
File: 209 KB, 948x1210, afa20a361e4e9380868d1ab1193aa486.jpg [View same] [iqdb] [saucenao] [google]
6433754

>>6433747
Oh, I know, I'm just fuckin' with you. Bisley drew her up years prior and I'm assuming she was either on a calendar or a Heavy Metal magazine cover and id liked it enough to recreate it, like they did with Mynx. No one's ever given any confirmation, of course (and Paul Steed in particular isn't exactly able to), but I'd be very surprised if the likes of those old mags weren't plastered across id's coffee tables.

>> No.6433790

>>6431607
Dunno if it's been brought up before but that SNES Doom modder is back at it
https://www.youtube.com/watch?v=-YSHvMt8z9U

>> No.6433801

>>6433754
>like they did with Mynx
does anyone have the pic he's talking about?

>> No.6433818
File: 811 KB, 1434x1948, 1575256570491.jpg [View same] [iqdb] [saucenao] [google]
6433818

>>6433801

>> No.6433819
File: 27 KB, 666x360, preview.jpg [View same] [iqdb] [saucenao] [google]
6433819

Coomers, leave

>> No.6433825
File: 61 KB, 460x360, cover2.5.jpg [View same] [iqdb] [saucenao] [google]
6433825

>>6433819
No.

>> No.6433827

>>6433818
She has herpes?

>> No.6433835
File: 37 KB, 828x557, EYCuElFXkAAzRrk.jpg [View same] [iqdb] [saucenao] [google]
6433835

how do I stop being a bitch and actually beat plutonia for once

>> No.6433845

>>6433835
Play it pistol starting each map, no saves, with fast monsters enabled

>> No.6433846

>>6433827
Space herpes.

>> No.6433847
File: 20 KB, 271x500, 41u3nDmbK8L._AC_.jpg [View same] [iqdb] [saucenao] [google]
6433847

>>6433835

>> No.6433850
File: 77 KB, 356x200, 41arrk.gif [View same] [iqdb] [saucenao] [google]
6433850

Some more LiTDoom updates, new HMG sprites.

>> No.6433856

>>6433850
One of the new craftables too, plus the HEV suit animation + effects.

https://www.youtube.com/watch?v=k8DenQRPTug&feature=emb_title

>> No.6433863

>>6433850
>>6433856
I feel so conflicted looking at this mod. Some of the sprites, like a few frames of the assault rifle's reload and that PDA are pretty bad. But then you got shit like the HEV suit equip animation that are sick as hell.

>> No.6433871

>>6433835
Bath salts

>> No.6433880

>>6433742
>Doorknockers

>> No.6433884
File: 601 KB, 2008x1654, zan_and_the_slayer_by_jessyruiz_dd9yo20.jpg [View same] [iqdb] [saucenao] [google]
6433884

>>6431606

>> No.6433885

>>6433850
Gonna need to fasten that muzzle device. Seems to be spinning.

>> No.6433890

>>6433884
>can't even see her futa dick or pit hair

>> No.6433903
File: 115 KB, 680x579, 1588413527324.jpg [View same] [iqdb] [saucenao] [google]
6433903

which of the casalis is the better mapper?

>> No.6433914
File: 135 KB, 640x480, 2174781-marathon_infinity_ending(2).png [View same] [iqdb] [saucenao] [google]
6433914

Well, finised marathon infinity again. Most kino FPS game ending of all time. Aye Mak Sicur being a great ending level doesnt hurt either

>> No.6433917
File: 162 KB, 132x120, 017.gif [View same] [iqdb] [saucenao] [google]
6433917

>Doom Incarnate actually allows you to hose down demons with Zyklon-B bullets

>> No.6433946
File: 675 KB, 600x839, eb04fbb7e4be01e42a8fe5ec0c34567dbd60d6a8a16cc0bd0b04d09df0e8b0a3.png [View same] [iqdb] [saucenao] [google]
6433946

>>6431606

>> No.6433951

>>6433946
Debunked.

>> No.6433969 [SPOILER] 
File: 17 KB, 210x240, 1589598647732.jpg [View same] [iqdb] [saucenao] [google]
6433969

>>6433914
>you are destiny
I bet that makes you a saint, meaning youll eventually get a halo

>> No.6433993

>>6431832
>>6432121
Are you meaning the packs for Spear of Destiny? If so the Spear of Destiny Super CD release is on the Archive.
https://archive.org/details/SpearOfDestinySuperCDPackUSA

>> No.6434004

>>6433819
Coomer Pride World Wide

>> No.6434034

>>6431673
Honestly, I don't understand people who treat Sigil like its some smelly turd.
I thought it was generally solid, and the last version 1.21 actually fixed some of my initial criticisms towards it (the later half of the episode initially lacked chainguns, making pistol starts tedious). It may not be comparable to the most ambitious Doom 2 pwads we get nowadays, but it did exactly what it set out to do, which is more Doom 1.

>> No.6434059

>tfw the original doom's cheat for noclip was idspispopd
>most source ports allow you to use the simpler doom 2 version idclip in doom 1

>> No.6434074
File: 24 KB, 700x394, 1589304686903.jpg [View same] [iqdb] [saucenao] [google]
6434074

>>6434059
>idspispopd

>> No.6434092
File: 59 KB, 680x672, 10f.jpg [View same] [iqdb] [saucenao] [google]
6434092

Isn't there a site or thing Google has that's an archive of old chatrooms from the early 90s and stuff? I wanna read what the internet was like when Doom was just about to come out.

inb4 >google

>> No.6434103

Why aren't you posting in the Half Life thread?.

>> No.6434116

>>6434034
Yeah. It's nothing particularly innovative, but it's very solid and does everything more or less right. If Ultimate Doom had shipped with an episode like this in 1995, it would be as widely regarded as Thy Flesh Consumed.
I never expected it to break new ground, but I had a great time with it.

>> No.6434121

>>6434074
Smashing
Pumpkins
Into
Small
Piles
Of
Putrid
Debris

It was actually a Usenet meme that sprung up as people were awaiting the release of Doom.

>> No.6434123

>>6432716
>>6433372
woops I don't think the demo was posted in that thread - it was posted in one of april's megawad club threads. there's usually only one, but for april there's two because one of them was an april fool's joke: project dark

>> No.6434132

>>6434074
>>6434092
>>6434121
http://www.trilobite.org/spispopd/
This tells the entire story.

>> No.6434172

>>6432784
>figurines anon
If you’re referring to that guy who was painting the doom minis, then I completely lost all motivation and there were some life things I had to deal with. I was hoping that being stuck inside for quarantine would convince me to sit down and paint again, but instead I’ve been sitting down and doing almost nothing every day for almost two months.
I recall someone (maybe you) telling me they’d kick my ass if I didn’t finish doomguy by the end of 2019, guess my ass is getting kicked then

>> No.6434221

>>6433835
one map at a time

>> No.6434223

>>6433819
doom makes me coom

>> No.6434231

>>6433863
We're still pretty early in beta, so a lot of sprites and other things are going to get overhauled. The first priorities were getting major gameplay systems in place like crafting, and replacing the BD assets ASAP.

>> No.6434235

>>6434231
I was wondering if the actual devs were posting here. Your shit's pretty ambitious, though please for the love of christ do something different with your assault rifle reload, those sprites are so nice and I saw a few frames where someone just awkwardly stretches and shears the sprite in between the idle frame as it goes into the reload sprites. It's awful man.

>> No.6434248

You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.6434249

>>6434235
Some gameplay:
https://www.youtube.com/watch?v=N7Ry-EDe6Dg&feature=youtu.be


I'm part of the dev team, yeah. The more feedback the better, we want to get a lot of people playing and bug testing so we can really polish things.

>> No.6434256

>>6434248
are those threads still on doomworld? please link

>> No.6434302

>>6434256
https://www.doomworld.com/forum/topic/105355-the-dwironman-league-dies-to-base-ganymede/?page=5&tab=comments#comment-1984170

>> No.6434330

>>6433835
Try not to rush yourself. Take your time and be observant towards your failures, so that you can better understand how to succeed.

>> No.6434453
File: 1.72 MB, 1244x858, statlerandwaldorf.png [View same] [iqdb] [saucenao] [google]
6434453

MORE LIKE NO GOOD LEVEL DESIGN IN SIGHT

>> No.6434472

>>6433819
keep seething and dilating

>> No.6434509

>>6434453
>no skill in sight

>> No.6434578

>>6432330 here
Managed to beat Strife, and got the good ending with Blackbird/Shana. Just as I expected, the final levels were completely rushed and soulless. Overall, the game stopped to be enjoyable around the time when the Front moved into the Castle. I guess that was the point during development when they realized the deadline was approaching, and had to slap everything together.

>> No.6434585

>>6434578
It's even noticeable in spritework. Goes from nice hand-drawn stuff on human characters to ugly prerendered robots.

>> No.6434606

>>6431816
>Thinking I might replace it with the "HEH HEH" taunt laugh from Skulltag.
Nah this would sound out of place

>> No.6434610

>>6432471
I just use a very old version on zdoom on my win2k machine. Idk about win98. Just keep in mind there's a high chance you won't be able to play zdoom wads at all and just vanilla doom 2 compatible wads.

>> No.6434619

>>6433835
You get the mental strength to realize that its ok to not beat plutonia since its an unfun, painful, rage inducing, dumpster fire of a wad. Its ok to not play a wad if you get 0 enjoyment out of it.

>> No.6434626

Fuck, I am getting filtered hard by Shrapnel City nosave. Beginning of a first level is a mess. Shouldn't have skipped Lunar Apocalypse.

>> No.6434627

>>6434074
>>6434059
until I was around 12 I only played Ultimate Doom on Doom95 and I knew all these cheat codes by heart.

>> No.6434630

>>6434619
t. Civvie

>> No.6434632

>>6434630
But civvie likes plutonia.

>> No.6434647

>>6434630
Plutonia is Civvie's favourite iwad.
it's Gman who hates it for
>spawning in the most irritating enemies like the chaingunners or revenants to artificially increase the difficulty

>> No.6434651

>>6434626
>Shouldn't have skipped Lunar Apocalypse.
Definitely shouldn't have. People like to call it bad, but IMO, the second half has some of the best levels in the game.

>> No.6434701

>>6433835
either savescum like a madman or restart the map every time you inevitably die to one of its many, many "you either walk into this room knowing exactly what's gonna happen and accordingly prepared or enjoy the gangrape" scenarios

or watch someone else play it beforehand

>> No.6434723

>>6433835
Play on HMP. I think I beat it on HMP no problems at some point.

>> No.6434739

Is there a doom 2 mod that removes all the sandy petersen levels?

>> No.6434741

>>6434739
You could do that easily by editing MAPINFO or just deleting Sandy's maps and renaming the other ones.

>> No.6434762

>>6434647
>using any actually threatening monsters is artificial difficulty

>> No.6434787

>>6434651
Some of the best levels? Apart from Dark Side (probably the eeriest level in the entire game) and Lunatic Fringe (which shows off some impossible geometry Build is capable of pulling off), all of them are built on the same formula: open a door, then get a sentry drone right in your face. It gets old quickly.

>> No.6434820

Which version of Double Impact should I go with? The original or the updated bethesda version?

>> No.6434903

>>6434820
I know that they got DI as an addon for the switch port, but I didn’t know they updated it
A safe bet would be to avoid anything with bethesda’s label on it

>> No.6434908

>>6434903
They changed a few things I believe, and I wonder if they're worthwhile or anything major.

>> No.6434915

>>6434908
I checked doomwiki and there are only two changes listed, but I still say stick with the original
The first change is that the intermission screen no longer uses the cover of an unofficial Hungarian Doom novel and replaces it with Eisen from Quake Champions. That cover was cool, and Eisen is a shit character
The second listed change is that the song for e1m8 no longer has references to PSX Doom, whatever that means
I’m sure it’s a change for the worse

>> No.6434935

Beat all of Doom 2 pistol starting/no saves. I died after I killed the Icon of Sin, but it still counts in my books and fuck that shitty boss fight anyway. Am I cool yet?

>> No.6434939

>>6434935
Go beat plutonia now.

>> No.6434953

>>6434935
>but it still counts
If you killed him and you died right after, the screen still wipes and counts as completing the game

>> No.6434957

>>6434172
That's right. That ass is coming right off. No more sitting for you. Now, you get back to painting that guy and I might just store those cheeks in the freezer. Needle and thread or glue should do the trick after that. You have...
2 days. Good? Great!
Don't let the rona get you down. It'll be alright.

>> No.6434972
File: 63 KB, 640x480, aftermath.screen.jpg [View same] [iqdb] [saucenao] [google]
6434972

Always weird to me how bungie got Craig Mullins to do offical art for Marathon. The 90's were strange

>> No.6434984

>>6434939
I have beaten plutonia. Not pistol start, but I've beaten it.

>>6434953
I know, thats why I said it still counts.

>> No.6434986

Should I play Final Doomer with pistol start or is it more fun continuous? Haven't played many gameplay mods.

>> No.6434987

Why did Plutonia have an invisible bridge? It's kinda pointless.

There's some cool effects with invisible stuff later but this bridge just feels pointless.

>> No.6434990

>>6434972
More games in the 90s than I thought had pretty notable artists associated with them. It’s something modern games don’t really seem to do, I miss it.

>> No.6434996
File: 119 KB, 640x972, temple.lg.jpg [View same] [iqdb] [saucenao] [google]
6434996

>>6434990
Yeah, shit like this gets my mind going more than what i see in games today

>> No.6434998

>>6434987
Old vanilla wads often just put fancy effects just for the sake of having them, even if it doesn't really add much else to the map.

>> No.6435003

>>6434990
Modern gaming industry developed its own professionals so you probably won't see many celebrities who also contributed to a game once, but if you pay attention you'd probably start spotting more specifically gaming writers, artists, composers etc.

>> No.6435007

>>6434998
It doesn't really feel fancy to me, that's the problem.

>> No.6435009

>>6435007
Because it's been almost 30 years. It's definitely not the greatest thing ever today and can even detract from the experience.

>> No.6435010

>>6435007
I mean, it was fancy at the time, when people just discovered how to things like invisible bridges. Nowadays it's nothing special and that's why it feels sometimes weird and pointless.

>> No.6435012

What is the science behind why mormons can't design good levels?

>> No.6435015

>>6435012
Have you seen mormon culture??

>> No.6435019

Is making light blink and changing floor texture the only two ways to make floor not damaging?

>> No.6435021

>>6434996
Concept art is almost always more interesting than what is put into the retail game. It’s neat to get a game with some visual supplements to get you in the mood.

>> No.6435029

>>6435021
Thats especialy true for Marathon 2 and infinity since they use that art for chapter splash screens

>> No.6435031

>>6434986
Same rules from vanilla apply: It depends on how much of a challenge you want.
Keep in mind though, FD has some default mechanic tweaks that make the game easier overall, though these can be reverted to vanilla values

>> No.6435045

>>6434987
Same reason why Carnival Night had a barrel blocking your path.

>> No.6435046

For the people that were discussing the Ion Fury switch port last thread: https://www.youtube.com/watch?v=JXoB1Q4WyAw

>> No.6435056

>>6435046
So basically, eduke32 is an unoptimized mess and the port team had to do a bunch of shit to not make it run like garbage on consoles.

>> No.6435064
File: 827 KB, 1280x720, 2020-05-16 16-15-18.webm [View same] [iqdb] [saucenao] [google]
6435064

Rewrote the electric arc library. This gun is turning out to be the most over-engineered of the bunch so far.

>> No.6435067

>>6433969
Is durandal and security officer in destiny? I've been fighting under a rock.

>> No.6435074
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6435074

I NEARLY FORGOT IT'S SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? THAT SYSTEMSHOCK DOOM ANON ALREADY HAS A HEADSTART ON MY FORGETFUL ASS.

>> No.6435080

>>6434987
Why do people get so filtered by that bridge?

>> No.6435081

What are some good wads with small and short levels?

>> No.6435091
File: 164 KB, 816x639, flesh mines.png [View same] [iqdb] [saucenao] [google]
6435091

>>6435074
I am continuing trying to remake my very first attempt at mapping. Now that I know more about scale and don't make a room 2048 units tall, wide and empty it resembles more of the Pit level from Doom 2 (Or more specifically my vague memories of it)

You must enter the fleshy cavern to the right and flip a switch that would open a passage in the green structure (Not yet drawn). The green structure will take you 64 units up and into another structure behind you and as you exit, the floor will rise 64 units up, connecting to another opening in the wall, another green structure on the opposite side of the room and another black cube, releasing more monsters.

The challenge is, of course the lack of margin to put decorations on the walls or change the floor textures. I can't mess up what "next higher floor" is at any step, neither can I restrict monster movement across the room.

>> No.6435094

>>6435080
I wasn't filtered by this bridge, I just think it's dumb and a weird design choice.

>> No.6435096
File: 25 KB, 488x416, workin on a gnu.png [View same] [iqdb] [saucenao] [google]
6435096

>>6435074
I'm working on an SMG

>> No.6435106
File: 458 KB, 1365x768, Screenshot_Doom_20200516_215019.png [View same] [iqdb] [saucenao] [google]
6435106

>>6435074
Level is taking shape, but I am not satisfied with the amount of time it takes. I got to learn to draw layouts first, beautify them later.

>> No.6435109

quake is annoying to setup

>> No.6435115
File: 163 KB, 816x639, a thing.png [View same] [iqdb] [saucenao] [google]
6435115

>>6435074
Also, I was experimenting with textures and made a sky. Still don't understand how colours in doom work.

>> No.6435132

>>6435109
>get vkquake
>get id1
>put music into id1 if it isn’t already there
>throw id1 folder into the same directory as vkquake
>begin

>> No.6435141

Double Impact has some very mean traps.

>> No.6435142

>>6435115
>Still don't understand how colours in doom work.
They get palettized.

>> No.6435147

>>6435094
They did it because they thought it was cool.

>> No.6435148

>>6435132
>vkquake
>not quakespasm spiked
The latter is better maintained

>> No.6435154
File: 97 KB, 1135x851, rat.jpg [View same] [iqdb] [saucenao] [google]
6435154

>> No.6435158

>>6435148
The only reason I’ve been using vkquake is because it has software styled water effects. Has QSS added that in?

>> No.6435165

>>6435148
Is QSS vulkan or opengl?

>> No.6435176

>>6435154
oh hey civvie

>> No.6435182

>>6434630
Civvie hates TNT Evilution and even scraped the planned video for it because he said he just couldn't bring himself to suffer through it againc

>> No.6435184 [DELETED] 
File: 520 KB, 559x414, 1588548388795.png [View same] [iqdb] [saucenao] [google]
6435184

>>6434739
>Is there a doom 2 mod that removes all the sandy petersen levels?
God filtered by the Sandman's levels, didn't you pleb?

>> No.6435190

>>6435056
Basically. It doesn't excuse the lack of options, though.

>> No.6435192
File: 520 KB, 559x414, 1588548388795.png [View same] [iqdb] [saucenao] [google]
6435192

>Is there a doom 2 mod that removes all the sandy petersen levels?
Got filtered hard by the Sandman's levels, didn't you pleb?

>> No.6435201

>>6434787
Tiberius Station and Lunar Reactor are great levels, IMO.

>> No.6435206

>>6435154
This is a weird meme. But it's kinda funny

>> No.6435216

>>6435206
Tbf I don't really get it. I just like it for the chunky mouse.

>> No.6435220

>>6435216
I don't either, can someone explain?

>> No.6435223

>>6435216
I don't think there's anything to get, people are just shooping this rat into FPS games because it looks funny

>> No.6435264

>>6435158
Do you mean the wobbly screen effect when you're under water? If so it has that.
>>6435165
It's opengl. Though I didn't really notice much of an fps boost when using the vulkan sourceport, at least on my system.

>> No.6435268

>>6435012
Pseudo.

>>6435141
It does, and it's great.

>>6435115
Aside from the yellow splotches, that looks kind of neat. But as said, graphics get paletted to the, well, palette, so you would need to alter the image to suite the palette, or if you're making the .wad for a port that supports it you can make the graphic a truecolor .png and ignore palette restrictions altogether.

>> No.6435276

>>6434116
>it would be as widely regarded as Thy Flesh Consumed.

No, it would be regarded much more. TFC had those two famous Romero levels, which are pretty similat to Sigil maps (particularly E4M6), but the other stuff are just mediocre hodjpodj without any kind of direction.

Sigil is easily the best UDoom episode barring KDITD. In fact, I think Sigil feels like a straight sequel to Romero's E1M8b map made in 1996.

>> No.6435281
File: 337 KB, 684x716, 1588329838824.png [View same] [iqdb] [saucenao] [google]
6435281

>>6433835
Play it on HMP first, then do a second lap on UV. Also if you haven't already, study this curriculum:
https://youtu.be/HJcf0aOwmiA
https://youtu.be/_0KBAZkPFmI

>> No.6435284

>>6435276
TFC isn't perfect admittedly, but I think E4M1 is great, and that one wasn't Romero.

>> No.6435285

>>6434762
He's honestly not as into classic doom as he tries to let on.

>> No.6435286

Following https://pastebin.com/W0fLEbz3 and honestly, Double Impact so far has been way harder than SIGIL. I believe it should be higher up.

>> No.6435290

>>6434762
GmanLives is generally regarded as a moist bitch, yes.

>> No.6435297

Do you guys go for 100% kills/secrets when you play wads?

>> No.6435302

>>6435096
Remove the blue stuff and you got something that might look like a gun.

>> No.6435304

>>6435297
Not really. I try to, but if it starts to take too long I just give up. It can slow down the gameplay a lot and at that point it just gets boring.

>> No.6435306

>>6435192
Based Sandyposter

>> No.6435307

>>6435115
I often just look up the doom palette, pick one or two rows of its colors and use those on my skybox. If you take the skybox texture from a photo it's going to include so many colors and so many shades that it'll become mush when the engine tries to fit it into the 256 color palette.

>> No.6435310

>>6435297
0% secrets is a more interesting challenge.

>> No.6435317

>>6435297
yes, becuase of ocd

>>6435297
true unless you're playing on nightmare

>> No.6435324

>>6435297
Not on first playthrough. it just often leads to reaching the exit, and then turning around just to find the remaining monsters/secrets you probably have no clue on the whereabouts of, which is boring and overall kills the pacing.
I think its much more fun going for 100% when you actually know the map well.

>> No.6435328
File: 615 KB, 700x1690, by the emperor.jpg [View same] [iqdb] [saucenao] [google]
6435328

Are there any actual 40k wads or gameplay mods for Doom out there, or would such a thing effectively get squatted with GW lolsuits?

>> No.6435365

Is Knee Deep in ZDoom worth playing?

>> No.6435386
File: 120 KB, 960x540, ididit.jpg [View same] [iqdb] [saucenao] [google]
6435386

>>6435074
I recorded a UV-Max demo of Scythe's second episode :D

>> No.6435414

>>6435365
The only map I'd say is maybe worthing playing is Z1M3.

>> No.6435437

>>6435414
This. It basically shows you the best and worst aspects of KDIZD in just one map.

>> No.6435439
File: 178 KB, 960x540, syringe03uvmax.jpg [View same] [iqdb] [saucenao] [google]
6435439

>>6435297
I used to not care about going for UV-Max because I didn't like going to every nook and cranny to hunt down each individual monster, but my opinion has changed because this is usually only tedious and boring on some of the IWAD levels, like E1M2 or E3M7, and because UV-Max lets you see level as a whole. These days I record UV-Max demos of every map I play if I can (and UV-Fast and NM-speed if I can), not for anyone else, but just as keepsakes for myself, and as a way of saying, "I was here." Because of this, I usually only complete one map per day, but I prefer it this way, because it makes me a better player and it gives me a deep appreciation of the maps. You can also record demos in Douk or Quake, so eventually I will have to take a long break from Doom so that I can record some demos for those games, but right now I'm still in the middle of a quest to conquer some PWADs.

>>6435304
Only try to collect 100% secrets if you actually know where they all are. You can do this by opening the automap and typing IDDT, and selecting the option to view secret areas in the source port's automap options. Or you can use Doom Builder.

Open the map in Doom Builder, press F3, select Sector Effects, type 9, and search. All the secret areas will be selected. If the secret is hidden behind some door that you don't know how to open, check Doom builder again, enter Sectors mode, hover the mouse over the nearby sectors looking for tagged sectors. Once you find the sector tag of the door that needs to be opened, press F3, select Linedef Tags, type the tag number of that sector, search, and the linedef that you need to trigger to open that door will be highlighted.

>> No.6435459

>>6435365
Nope

>> No.6435463

I'd rather to have Sandy's old wrinkly dick inside me than to replay his doom 2 maps.

>> No.6435472
File: 558 KB, 884x849, shananana.png [View same] [iqdb] [saucenao] [google]
6435472

Something tells me that the shirt is an edit.

>> No.6435475

>>6435439
Not him, but I find it a bit cheesy learning the secret locations through doom builder. It defeats the point, in my eyes.

>> No.6435485

>>6435475
Some secrets are so well hidden that you will never find them all. It's not like I don't play through the maps normally first. I just do that as a last step before I start demo recording

>> No.6435495 [DELETED] 

An anon asked this on a thread some time ago and I don't remember if anyone answered, so I'll ask again: is there any site or program or whatever I can use to track the pwards I've played?

>> No.6435497

An anon asked this on a thread some time ago and I don't remember if anyone answered, so I'll ask again: is there any site or program or whatever I can use to track the wads I've played?

>> No.6435505

>>6435485
I get that some secrets can be fairly cryptic in some rare cases, but even then, I just think the nice feeling of uncovering a secret is lost completely if you look inside the editor. It's like if I was playing a puzzle game, but instead of figuring out the solutions myself, I just looked up a guide.

>> No.6435508

>>6435497
doom launcher

>> No.6435516

>>6435021
>concept art is almost always more interesting than what is put into the final game

So true. Take a look at D2016 and Doom Eternal's concept arts, it's all a thousand times more interesting than the levels and shit we got

>> No.6435527

>>6434915
>The first change is that the intermission screen no longer uses the cover of an unofficial Hungarian Doom novel and replaces it with Eisen from Quake Champions.
Disgusting.

>> No.6435528

>>6433754
>>6433818


I fucking miss it. Its not that I want ALL games to have lewd stuff.

But certainly we forgot how to have fun.

>> No.6435531

>>6435516
I said it couple of times, game engines are stuck in a weird place where its difficult to really transfer the art into the game.

I still think eternal is a bit too much darksiders level crap but still it has some nice ideas.

>> No.6435554

>>6435505
I get where you're coming from, but, again, I play through the level normally first, pistol-start no saves, at least twice, skill 2 and skill 3, and sometimes even more, such as a skill 1 playthrough first if it's exceptionally hard, or a skill 4 playthrough without checking for secrets if it feels doable. Of course there are exceptions, like Ribbiks levels that are like cryptic switch-hunt puzzles and extremely difficult even on skill 2, but I haven't played many of those yet.
Using the editor is no different than watching a demo. Some levels don't have demos recorded for them, though.
The nice feeling uncovering a secret isn't nearly as good as the "high" you get from achieving a UV-Max run that took you 8+ hours of grinding over the course of several days to achieve.

>> No.6435594

>>6435286
Thanks for the feedback anon. Which maps in Double Impact gave you the most trouble so far?

>> No.6435639
File: 180 KB, 816x639, gut room.png [View same] [iqdb] [saucenao] [google]
6435639

Is it better to paint the wall and ceiling with the same gut texture? Should I make the waterfall red? Should I go for something else entirely?

>> No.6435657

>>6435639
How about making the waterfall brown, then making the ceiling the red snake texture?

>> No.6435661
File: 21 KB, 851x793, dobwire.png [View same] [iqdb] [saucenao] [google]
6435661

>>6431606
Hey guys I need some help determining something, I don't know if I'm just imagining things.

I could've sworn from watching some of Decino's TNT videos that at some point he mentioned that the DOBWIRE/DOBWIRE2 textures (the ones that look like MS-Paint drawn chain fences with green vines) were actually not supposed to look like vines, and the green pixels are just parts they forgot to make transparent or something. But I came back to the videos and I haven't found him saying that again.

So did I just make that up completely in some fever dream, or is it true that DOBWIRE/DOBWIRE2's green pixels were a mistake and not intentional?

>> No.6435662

>>6435657
I'm going for vanilla assets, at least for now, so my options are red and green.

>> No.6435681
File: 216 KB, 960x540, doom00.jpg [View same] [iqdb] [saucenao] [google]
6435681

>>6435639
maybe u could get some inspiration from this section of map 04 from hell ground. and yes make the waterfall red

>> No.6435714

>>6435661
They talk about that in the Evolution Of The Wad episode about TNT.
Something along the lines of how it's obviously just artifacting because you see artifacting on a few other new textures in TNT, and also how Kyka insisted they were leaves.

>> No.6435726

Marathon on Total Carnage is a lot more fun than i thought, Fuck Wasps though

>> No.6435729

>>6435714
ooooooh. Yeah I listened to Evolution of the WAD recently too. I must have gotten them confused. Thank you based anon.

>> No.6435735

>>6435681
My ability to get inspiration is limited somewhat due to this room being a multiple-times-triggered-lift. I'd fill the wall with random shit until it stops bothering me in no time if I could.

>> No.6435741

>>6435726
Do wasps respawn or do new ones appear when you clear objectives? Sometimes it seems like the former.

>> No.6435748

>>6435741
Im certain its just objective based. Stuff like this happens a lot like in Bigger Gun Nearby, two Pfhor fighters spawn when you reach the ending room and the S'pht compilers drop in to fuck you.

>> No.6435782

Why does PrBoom have weird PS1-esque texture mapping artifacts? I don't get this in vanilla or Chocolate.

>> No.6435805

>>6433884
The future modern futa man, vs the old manly man?

>> No.6435807

I got the bright idea to use the palette from Syringe and put it into PerK's sound effects mod, so that I can always play with the new palette (makes reds look blood-red), but I don't know what I'm doing. Do I copy paste both the palette file and the colormap file?

>> No.6435810

Are there any mods for Ion Fury?

Disheartening.

>> No.6435812
File: 200 KB, 816x639, gut room.png [View same] [iqdb] [saucenao] [google]
6435812

Now that I have low ceiling, it doesn't look so terrible anymore, but the overall layout, how lines connect is an absolute nightmare.

>> No.6435824

>>6435812
Just auto align and play around with pegging/vertical offsets.

>> No.6435825

Is there an archive of all official files and patches for the Quake games?
I have seen some references to specific Quake 2 versions, but I never found downloads to them.

>> No.6435881

>>6435782
What do you mean?

>> No.6435894

>>6435594
I'm on map 5 now I believe, but map 2 and 3 definitely kicked my ass a bit.

>> No.6435896
File: 291 KB, 1920x1017, EYJgG7qWAAAd1fF.jpg:orig.jpg [View same] [iqdb] [saucenao] [google]
6435896

>>6431606

>> No.6435897
File: 161 KB, 816x639, gut room.png [View same] [iqdb] [saucenao] [google]
6435897

>>6435824
I cheated my way out of it by making the left wall silver. It fits the overall theme, but the outside transition bothers me a bit. I'm considering replacing rock texture with silver, but I also suspect tall silver texture would give everyone eye cancer.

>> No.6435907

>>6435896
Im glad that hes in there

>> No.6435913

>>6435896
Are they going to thawn?

>> No.6435916
File: 416 KB, 1266x688, doom choke meme.png [View same] [iqdb] [saucenao] [google]
6435916

Is Final Doomer getting a new weaponset?

>> No.6435917

>>6435825
The id ftp (on the blue moon its up), or the mirror of the id ftp on the idgames archive should have most of the patches.

>> No.6435920

>>6435916
If Going Down isn't included this time, I'll call Yholl a poopyhead.

>> No.6435932

>>6435825
Id's FTP only has the latest patches. I want an archive of every single release, for historical purposes.

>> No.6435936
File: 30 KB, 360x450, Petersen.jpg [View same] [iqdb] [saucenao] [google]
6435936

>>6435306

>> No.6435938
File: 2.91 MB, 1920x1080, integer.webm [View same] [iqdb] [saucenao] [google]
6435938

>>6435881

>> No.6435946

>>6435306
>>6435936
I thought Sandy was a feminine name.

>> No.6435949

>>6435938
I think Carmack fucked up trigonometry. Some of it might've made it to the modern port.

>> No.6435952

>>6435946
Women stole all the good names. Like Leslie and Meredith.

>> No.6435953

>>6435938
Did you change your fov?

>> No.6435959

>>6435907
And we're out here

>> No.6435978

>>6433917
What? What is Doom Incarnate?

>> No.6435987

>>6433946
Why do I only get meme sites when I google this quote and the only tweet I ever see from Carmack containing the word virgin is about the company of the same name?

>> No.6435990

>>6435946
It's a nickname, Carl Sanders Petersen

>> No.6435993
File: 133 KB, 1280x720, Sandy-Petersen.jpg [View same] [iqdb] [saucenao] [google]
6435993

>>6435946
Sandy is a name exclusively for CHADS who design deep and challenging levels like Downtown and The Chasm.

>> No.6435994

>>6435993
Downtown isn't that challenging though.

>> No.6435998

>>6435994
No it's deep and high concept level design. The Chasm is challenging.

>> No.6436000

>>6435949
If that were the case, you would expect to see this in vanilla doom as well.
>>6435953
I don't think so.

>> No.6436005

Is combining patches into a texture inside TEXTURE2 lump enough to make a new kind of texture without need to carry over vanilla textures? I haven't figured out interface yet and not sure I'm going in the right direction.

>> No.6436009

>>6435993
He always comes across as a really chill and cool guy in interviews. And very intelligent, a shame he stopped doing video game stuff.

>> No.6436018

>>6435993
He's cute.

>> No.6436051
File: 2 KB, 120x120, HUH.png [View same] [iqdb] [saucenao] [google]
6436051

What are your favorite Arcane Dimensions maps? Conversely, which ones do you dislike the most?

>> No.6436068

If Arcane Dimensions is so good where's Arcane Dimensions 2?

>> No.6436092
File: 211 KB, 1920x1080, e1m4_sr50.png [View same] [iqdb] [saucenao] [google]
6436092

How the fuck do you nail this SR50 to the exit in E1M4? I've been trying forever and I can't seem to get it, even when starting from all the way across the not-swastika room to get extra momentum.

>> No.6436131

>>6436051
Necromanchers Keep. Obsessive brick disorder is my least favorite i guess

>> No.6436147

Its crazy how many Vacuum space levels infinity was supposed to have before bungie decided at the last minute to reverse it. So many useless oxygen stations. Thank god they changed it though

>> No.6436149
File: 58 KB, 347x415, 1520713767459.jpg [View same] [iqdb] [saucenao] [google]
6436149

Here's a question: if you either around the time before Doom 3 came out, or lived in a world where Doom 3 never existed, which wad would you consider to be Doom 3? A wad that you personally believe could serve as something of a proper sequel to Doom 2?

>> No.6436152

>>6436149
Not a wad but doom 64

>> No.6436153

>>6436149
Doom 64.

>> No.6436154

>>6436005
What do you mean "new kind of texture"? Or "carry over vanilla textures"? What are you trying to accomplish?
>>6436068
1.8 update is in the works with various new features & maps.

>> No.6436158

>>6436154
It's so bad it can't even manage a 2, only a fraction. How pathetic.

>> No.6436169

>>6436158
You want to enjoy a delicacy like that piece by piece, fraction by fraction.

>> No.6436170

>>6436154
>What do you mean "new kind of texture"? Or "carry over vanilla textures"? What are you trying to accomplish?
Simply add a new wall texture to my WAD without necessary having to copy and paste existing elements. Not entirely sure what this texture is supposed to be, but, say, vine on top of the metal hexagons.

>> No.6436173

>>6436169
Yeah, but come on man. If you're not confident enough in your work to give it a whole number it's hard for me to take your word for it.

>> No.6436176

Is it possible to eliminate the "death wipe" animation in Crispy Doom via some config option? I looked in the cfg and didn't find anything for it. GLBoom+ does allow this

>> No.6436180

>civvie voiced Admiral Tfear in a video about marathon
Ok, so i know he knows it exists so i wonder if he'll ever make a video on it.

>> No.6436361

>>6436180
Which one?

>> No.6436392

>>6436361
https://youtu.be/dB1Y-CKKxfI

Be warned every other person who does voices is cringe as hell

>> No.6436482
File: 107 KB, 1024x1024, 1589144135037m.jpg [View same] [iqdb] [saucenao] [google]
6436482

>tfw i beat the marathon trilogy using the arrow keys to aim because of how bad the mouselook was before 1.3b3

>> No.6436484

>>6435741
>>6435748
A lot of Marathon levels have infinitely respawning enemies, as the level parameters requires there to be a minimum number of certain enemies present at all times, usually wasps or fighters. This design was removed from M2 and M3

>> No.6436492

>>6436484
Really? Huh i never noticed maybe because i hauled ass when the path was clear.

>> No.6436541

>>6433664
like the arachnotrons in valiant but bigger?

>> No.6436563
File: 140 KB, 960x538, scythe23.jpg [View same] [iqdb] [saucenao] [google]
6436563

Why is Scythe so dark in software rendering mode? Did players used to turn their gamma all the way up or something?

>> No.6436593

Playthrough video of map07 of 200 minutes of /vr/ is up, featuring me being dumb with the switches for a long time.
https://www.youtube.com/watch?v=WmG2Ycybl9M

>> No.6436610

>>6436482
I’ve always wanted to try the Marathons, but I’ve heard for a couple years that Aleph One had some issues, mainly with the mouse. Is that all fixed now?

>> No.6436621

>>6436009
Totally, I actually highly recommend the Matt Chat episodes with Sandy, really good and interesting stuff and some great anecdotes:
https://youtu.be/f58rlLKGBfk

That is the segment about Doom and Quake but I recommend all three or four parts with Sandy.

On a sidenote, how the fuck does the Matt Chat guy get all these fucking legends to talk to him? Was he an industry guy or something? He definitely is a based oldfag when it comes to computer games and knows his shit

>> No.6436626
File: 53 KB, 384x288, sandy-grin.jpg [View same] [iqdb] [saucenao] [google]
6436626

>>6436018

>> No.6436628

>>6436610
Yup, id say its as good as zdoom now when it comes to mouselook. it can use raw mouse input now https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20190331

Download the ones that have just win.zip

Also if you give me a sec i can find the code to fix the fov

>> No.6436638

>>6436610
<marathon><view><fov normal="110" extra="160" tunnel="70" /></view></marathon>

Make a file in notepad and name it FOV.mml with that and save it in the Scripts folder

>> No.6436645

>>6436621
He's a bit uncharismatic when he starts begging for money but he seems very polite as well.

It's not like the people he does interviews are begin requested everyday.

>> No.6436692
File: 23 KB, 960x720, zer.png [View same] [iqdb] [saucenao] [google]
6436692

>>6436563
have you considered that maybe it is supposed to look dark?

>> No.6436749
File: 84 KB, 960x540, TheSandman.jpg [View same] [iqdb] [saucenao] [google]
6436749

>>6436621
>Texas flag bow-tie and shirt
Based

>> No.6436751

>>6431607
>https://github.com/coelckers/prboom-plus
How do you compile it under linux? i followed the INSTALL instructions but the files it points to, doesn't exist in the repository

>> No.6436765

>>6436149
Doom 64. If that doesnt count, BTSX
If it must have new monsters, Valiant.

>> No.6436790

>>6436751
That's because you don't follow the INSTALL instructions, I assume those are vintage from the days of when the repo was hosted in subversion (another type of versioning system different to git) and they just haven't been updated since the year 2000 or something.

To compile under linux, all you do is clone the repo, go into the prboom2/ directory inside, type

cmake .

and then do

make

This should do everything, and if you get any errors of missing dependencies that means you need to install some dev packages from your package manager.

>> No.6436808

>>6436563
If it looks darker in software than in OpenGL, chances are, you're choice of light mode is actually making everything brighter than intended.
Increasing the gamma in software rendering won't actually make especially dark light levels not look dark anymore.

>> No.6436826

Friendly reminder that if you're using GLBoom+ with the hardware renderer, you should select "Shaders" as your Sector Light Mode instead of GLBoom. This will emulate the effect of Doomguy emitting light like in Software rendering, and things will look about as dark as in Software.

>> No.6436850

>>6436790
Thank you so much! it worked, thanks!

>> No.6436852

>>6436692
Have you considered it might be good to be able to see what you're shooting at? There are three monsters in that picture

>> No.6436853

>>6436850
No problem anon, enjoy
Also remember that you want to be using the glboom binary, even if you're gonna use software rendering. The prboom binary is for ancient computers.

>> No.6436856

>>6436808
>brighter than intended
Did GLBoom even exist back then?
>Increasing the gamma in software rendering won't actually make especially dark light levels not look dark anymore.
Toggling gamma lets me see but it looks like shit

>> No.6436862

>>6436856
>Did GLBoom even exist back then?
I wasn't saying Erik Alm designed it around GLBoom. I'm saying you're lighting mode is likely making things brighter than intended. Scythe 1 is vanilla compatible.

>> No.6436868

>>6436862
I'm playing on Crispy Doom. Did you even look at the picture?

>> No.6436872

>>6436868
So what are you comparing to, if its too dark in software renderer?

>> No.6436894

>>6436872
It's so dark you can't see the monsters when you play with the original software rendering. I could just use GLBoom but I'd rather not. It's all good, I turned up the gamma just enough so I can see the monsters in the tunnels.

>> No.6436901

>>6436868
>>6436872
I just opened GZDoom, and noticed that the following light modes make dark rooms noticably brighter than software renderer: Standard, Bright, and Doom Legacy. If you use these in GZDoom, then it's no wonder you think things look too dark in software while using Crispy.

>> No.6436904

>>6436894
I'm looking at your screenshot, and can clearly see the monsters.

>> No.6436913

>>6436621
When asked about if he was involved in the Romero drama during development of Quake:
>"Oh, iD was pretty much a nest of drama queens at that time."

Based Sandy

>> No.6436921

>>6436645
Matt has the charisma of a stump but he has been doing these things for like ten years and has done hundreds of interviews with everyone from Romero to Phil Spector. Yes, alot of these guys probably aren't in huge demand for interviews but they aren't beholden to give them to some guy either... He either was involved in the industry some way or he just winged it and got some good interviews when he started like 9 years ago and as more and more people did interviews with him I am sure he became more known as a guy who has a passion for old computer games that does those interviews on YouTube and so they agree as well... I have seen several say they are fans of his show or cite stuff that was said in other unrelated interviews with devs Matt has done, showing alot of these guys consume his content or at least are aware of it

>> No.6436923
File: 29 KB, 271x250, tumblr_inline_o6rhfiyqGS1qmi7a3_400.gif [View same] [iqdb] [saucenao] [google]
6436923

https://www.shacknews.com/article/101156/rocket-jump-quake-and-the-golden-age-of-first-person-shooters?page=8
>"That was the genius of Adrian Carmack. He gave me those Barons, and I knew just where I wanted to use them. He said, 'Can you use this art anywhere?' I said, 'Oh, boy, can I." I know exactly where I want it.' I knew it would set the tone. People would go, 'Uh-oh, something killed Barons of Hell?'"

Since people seem more interested in Sandy.

>> No.6436981

>>6436923
More based Sandy quotes!

He really is an interesting guy to listen to and you can tell he really gives thought to stuff

>> No.6437003

>I did not have any input [on the music], no. None of us really did. We just had Bobby Prince do them, a guy from Florida. He wrote all our music for us. I thought he did a really great job, but eventually the other id guys did their bit-flip routine. That's why we got Trent Reznor for Quake. I thought his music was great, too. I wasn't particularly a fan. They said, "We got Trent Reznor!" and I said, "Who's he?!" and they said, "Nine Inch Nails?" And I said, "What's that?!" I was 10 years older than all the other [id] guys, so Trent Reznor wasn't on my radar as an artist.

>He came by, and I met him, and he seemed like a nice enough guy, actually. They all went to dinner with him. I didn't go; I had something else I was doing because I wasn't super excited about it. Someone at the dinner put PCP in American McGee's drink, and he got really sick for several days. We thought we knew who did it, but weren't sure. But we knew it wasn't Trent [Reznor].
Man, American McGee just can't catch a break.

>> No.6437010

>So, you see, we were so innocent. When I worked at Chaosium, they would openly smoke weed. When making business decisions, they'd sit in the back and say, "I'm going to go cook up some hash for us." I'd always think, Oh, hash, that sounds yummy. No. Not that kind of hash. But they were very open about it. I'd be there, and they'd pass the [pipe] around, and they'd always politely pass it to me, just to give me a chance. I would never take it. I'm sure I got plenty of second-hand [exposure], but that's all right; what are you gonna do?

>But at id, they weren't even hard drinkers. Those guys were amazingly clean cut. They had to figure out [American had been given] PCP from what the doctors said. Maybe some of them smoked dope at home, but if they did, they didn't talk about it.

>> No.6437016

>>6437010
>Oh, hash, that sounds yummy
What a guy

>> No.6437030
File: 119 KB, 550x550, sweet-potato-hash-14[1].jpg [View same] [iqdb] [saucenao] [google]
6437030

>>6437016
I'd prefer what he probably thought they meant over pot any day of the week.

>> No.6437069
File: 145 KB, 2048x2048, 1584684471476.png [View same] [iqdb] [saucenao] [google]
6437069

>BTSX E2 map17
>finally get the BFG for the first time in the wad
>already killed all the enemies
>map ends with a death exit
I'd BFG the level designers... if i could...

>> No.6437082
File: 275 KB, 973x599, boom.jpg [View same] [iqdb] [saucenao] [google]
6437082

I'm unironically enjoying this tacticool obesity & asthma simulator mod called "Hideous Destructor" with the "ugly as sin" mutators.
Somehow I was able to make it work with the Ashes 2063 sterile maps, they get along pretty well. Also some custom oblige obbadon ones.
I heard this thing is great with BTSX, that's going to be my next campaign.

>> No.6437196
File: 110 KB, 640x480, Screenshot_Doom_20200516_220610.png [View same] [iqdb] [saucenao] [google]
6437196

this fucking room has been reaming me even at 200% health how the fuck do you survive it

>> No.6437220
File: 709 KB, 1365x768, Screenshot_Doom_20200517_122147.png [View same] [iqdb] [saucenao] [google]
6437220

Another day, another giant area you can't visit.

>> No.6437240

>>6437010
Romero, while maybe not partying hard at the time, had a pretty big coke and drinking habit by the Ion Storm days. I am sure that's just not something he was sharing with Boomer Petersen the Square.

What the hell is this about American McGee being given PCP?

>> No.6437249
File: 35 KB, 465x604, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google]
6437249

>>6437240
Based Romero

>> No.6437279

>>6437069
I thought it was a death exit in the hub level before E2M17?
I remember reading it was because of the encounter design of the map relying on the fact that the player lacks a BFG, and considering the non-hub maps directly before it both contain BFGs (E2M15 has multiple BFGs, and E2M31 is a slaughter map), they made the decision for a death exit. I personally don't mind, as E2M17 gives you back most weapons, and E2M18 directly after has a BFG in it, anyhow.

>> No.6437332

I had a really good IRL success today and now I want to go and fuck shit up in Doom to celebrate
I'm thinking about running Broodal just for the juicy gore but what are some other good mods/WADs for this?

>> No.6437372

>>6437332
I personally like nashgore's gore better than brutal doom's. Though it doesn't have dismemberment and the like.

>> No.6437378

>>6437332
Play Project MSX on a large map like UAC Vinur Prime

>> No.6437417
File: 1.22 MB, 1920x1080, Screenshot_Doom_20200517_021329.png [View same] [iqdb] [saucenao] [google]
6437417

Is there a reason why everything would be so dark?

>> No.6437420

>>6437417
From the thumbnail I was sure that was a Spyro the Dragon level.

>> No.6437423
File: 279 KB, 774x583, duk.png [View same] [iqdb] [saucenao] [google]
6437423

https://www.youtube.com/watch?v=wZVqqRxws60

>> No.6437429

Can you cheese the battlemode achievements/milestones in Eternal? By playing with 2 friends. I want to finish that but I have no desire to play the online mode.

Also sorry it's not retro.

>> No.6437449
File: 656 KB, 1280x720, 2020-05-17 10-07-53.webm [View same] [iqdb] [saucenao] [google]
6437449

chain lightning!

>> No.6437457

What is up with American McGee and yellow keys? Doom II maps 4, 5 and 6 all just hand it to you near the exit door, but then you still have to activate a non-key locked bridge anyway to the exit door that requires it. Hell, map 5 activates the bridge in front of you the moment you grab the yellow key.

>> No.6437458
File: 100 KB, 288x297, 1588635265692.png [View same] [iqdb] [saucenao] [google]
6437458

>>6437449
Fucking based!

>> No.6437474

>>6437457
It's been a while since I played those maps. But at the very least yellow key marks an important slot and indicate a connection.

>> No.6437481
File: 692 KB, 1920x1080, mrdm.png [View same] [iqdb] [saucenao] [google]
6437481

I just played MRDM217.WAD which can be found in D!Zone3 under Doom2, this wad is dated October 1 1995 or older.

And wow, this was great. Good use of traps, texture work and difficulty. I'm actually amazed I found such a gem in a D!Zone archive. I can't find any videos on this map.

>> No.6437493

>>6437196
Try to kill the Chaingunners with Rocket splash damage before entering, and when the Revenants and Mancubi appear you can hide for a moment in those small rooms at the sides of this area, but you'll still be exposed so you have to run from room to room to dodge fire, all while trying to hit the monsters.

>> No.6437509
File: 171 KB, 816x639, greywall.png [View same] [iqdb] [saucenao] [google]
6437509

Does this kind of wall look OK to you? I don't really like it much, but that might just be my personal hangup.

>> No.6437527

>>6437509
There's nothing wrong with the vine wall itself, but it really doesn't work with the other textures in the room.

>> No.6437531

>>6437527
You mean like black cube hanging from the ceiling? That texture is pretty much a placeholder until I figure something better out.

The rock to the far left is a leftover because I didn't draw a room there yet, it's supposed to be a doorway.

>> No.6437534

>>6437196
You can also kill the Mancubi with splash damage, but you have to get pretty close to the revenants to hit them.

>> No.6437537

>>6437531
I mean the flesh and blood stuff don't work well with either the vines or the gray floor imo

>> No.6437542

>>6437537
It will probably work better once I play with the lights. I'm going for overall theme similar to to Shores of Hell, except instead of hell being intruding into techbase, it's techbase being built in hell. That's why there's meat in the walls.

I am open to different textures ideas, of course, but many of them don't look good when tiled vertically, and this room has to be quite tall.

>> No.6437562

>>6437542
It's not that much about theme, it's about colors that don't look good together.

>> No.6437565

>>6437562
Well, maybe I'll think of better once. But like I said, I need something that lines well. Maybe you have any ideas?

>> No.6437594
File: 169 KB, 816x639, last attempt for textures.png [View same] [iqdb] [saucenao] [google]
6437594

The last try before I call it a day - dark metal textures inside, silver and yellow gut textures on the outside. That should work, right?

I like to colour-code my rooms anyway.

>> No.6437636

>>6436852
>There are three monsters in that picture
I can see two imps and a Cacodemon, yes.

>> No.6437717

>almost finished a long map with a fuckton of enemies
>area looks clear, there are hell knights in the distance
>decide to fire rockets
>turns out there was a spectre in front of me

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

>> No.6437771

>>6437717
Haw-haw.

>> No.6437789
File: 16 KB, 478x600, stickguyindoomupdateplans.png [View same] [iqdb] [saucenao] [google]
6437789

>>6435074
Late as always but i am gonna share some workings i have done so far:
>Reworked the weapons and made it so all of them can allow quick punch (Reload) and quick taunt (zoom)
>Redid some lines for the taunts so that are more hearable
>Made a Weirdass placeholder weapon.
>Made the crates spawn be more frequent on Invisibility power ups and now can also spawn Bfg where the bfg might be.
I don't know on how i can implement the guitar still, i do have some ideas in regards the cool part, and after i've done that i plan to add the enemy as the last part of it.

>> No.6437861
File: 2.15 MB, 538x400, sacred darkness.webm [View same] [iqdb] [saucenao] [google]
6437861

Decided to experiment with a gimmick where bright light hurts you but can be turned off. Kinda dumb and unintuitive.

What I don't understand is why "floor lowers to 8 above highest floor" doesn't work with the blue platform.

>> No.6437863

NEW BREAD
>>6437851
>>6437851
>>6437851

>> No.6437867

>>6437594
definitely works. looks like a doom map

>> No.6437883

>>6437861
It could work but the difference between light and dark areas would have to be more extreme.

>> No.6437934

>>6435978
https://youtu.be/3lSZU-S6Ku8
https://youtu.be/KFbdtA8Xrso

>> No.6437937

>Eviternity map19
I don't hate long maps in megawads. Unstable Journey from Back to Saturn X E2 is one of my favourite maps I've ever played in a megawad, and that one is HUGE, for example.
The problem with this map is that it doesn't feel like the kind of long map that complements a megawad's pacing. It's balanced so that you slowly gain weapons as you move along (you pretty much only use shotgun/chaingun for the first 10 or so minutes), and is full of moments that only serve to pad the length more than anything else. It just feels like something you expect out of a single map release.

>> No.6438458
File: 823 KB, 850x850, sample_aeb286bf006ccc831b993aa08d5f01ce.png [View same] [iqdb] [saucenao] [google]
6438458

Finished Ion Fury on wanton carnage the other day, coomed in my fucking pants. Good shit.

Started a new playthrough on max fury and I'm not getting raped in the ass, am I doing something wrong