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/vr/ - Retro Games


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6749636 No.6749636 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6740076

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, Deus Ex)
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 [Embed]
https://www.youtube.com/watch?v=CGj4gXyCzg0 [Embed]

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

== 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.6749637

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, currently in second beta phase.
Link to BETA: https://www.dropbox.com/s/q7sv89hpzasmrnj/2048unitsvrBETA2.zip?dl=1

=== NEWS ===

[8-18] A small hotfix for GMOTA that fixes that issue of Zandronum crashing online when players take crushing damage
https://combine-kegan.itch.io/gmota

[8-17] NRFTL designer TheCastle will release the non-Brutal Doom version of Redemeption of the Slain on 21st August
https://discussions.app/tag/blog/yvnjcoyoas63/days-until-redemption-of-the-slain-doom-episode-release/yvnjcoyoas63

[8-17] Woof! 2.1.0 released
https://www.doomworld.com/forum/topic/112333-this-is-woof-210-aug-17-2020-updated-winmbf/?page=7&tab=comments#comment-2173929

[8-16] Astrostein Death Before Dishonor & Macenwolf update
https://www.moddb.com/mods/macenwolf/news/macenwolf-103-astrostein-death-before-dishonor

[8-16] Arcade version of Quake is playable on PC
http://quakearcadetournament.blogspot.com/

[8-15] DOOM II: Resurrected - A DOOM II Remake
https://www.doomworld.com/forum/topic/116075-doom-ii-resurrected-a-doom-ii-remake/

[8-15] ROTTEXPR, a source port for Rise of the Triad was released
https://github.com/LTCHIPS/rottexpr

[8-13] BTSX E2 no longer in beta; available for bethesda/console ports
https://www.doomworld.com/forum/post/2172295
https://twitter.com/bethesda/status/1293934149628289027?s=20

[8-11] Boomer Con
https://www.youtube.com/watch?v=7S71Gib5Hdo [Embed]

[8-11] KMQuake gets updates
http://www.markshan.com/knightmare/

[8-11] Reelism 2 v0.5 Early Excess
https://www.youtube.com/watch?v=sKynvrDxqmk [Embed]

[7-31] E1M1 Multiverse released
https://www.doomworld.com/forum/topic/115093-e1m1-multiverse-release-24/

[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening source codes
>>>6706192

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6749645
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6749645

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? LET'S SEE IT.

>> No.6749652
File: 1.38 MB, 550x550, 1588104672199.gif [View same] [iqdb] [saucenao] [google]
6749652

>'last thread' takes you to a random N64 thread
but I wanted to catch up op, hope your day is good though

>> No.6749667

>>6749652
Oh ffs, sorry. It's >>6740776

>> No.6749670
File: 2.86 MB, 1280x720, 2020-08-22 21-01-09.webm [View same] [iqdb] [saucenao] [google]
6749670

>>6749645
Third spell implemented - it's a vine that stuns and drags enemies to you, but if that enemy cannot be stunned, then the vine will drag you to him instead. Next I will add some powerups, a shotgun and will start working on textures and a first level.

>> No.6749672
File: 106 KB, 403x367, 1596216884300.jpg [View same] [iqdb] [saucenao] [google]
6749672

>>6749667
yeeeeeea

>> No.6749705

I was reading some comments from >>6748098 and some people doesn't like my edit, that's absolutely fine! don't use it.

>> No.6749715
File: 1.39 MB, 1366x768, Screenshot_Doom_20200822_083816.png [View same] [iqdb] [saucenao] [google]
6749715

>>6749645
I was feeling mapper's block so I downloaded Oblige and randomly generated two WADs worth of levels just to wander through and get some ideas. I ripped the geometry for this room right out of the WAD but I really like the way these chess pieces play with it.

>> No.6749718
File: 425 KB, 486x495, 1461701856879.png [View same] [iqdb] [saucenao] [google]
6749718

>>6749715
>chromatic aberration

>> No.6749770
File: 1002 KB, 250x251, insufficient data for a meaningful answer.gif [View same] [iqdb] [saucenao] [google]
6749770

>want to play Quake 1.5
>for the introduction and first level of every episode the screen is just pitch black, HUD still visible
>oh I see darkplaces version is too new
>use the one bundled with the mod
>64bit only
>download the same version 32bit
>now everything works but the performance is absolutely atrocious, 15 fps whenever I shoot a gun, a solid second of input delay
>also for some reason start every level with a flag, supernailgun and yellow armour and a ton of ammo infront of me, regardless of which version of darkplaces

Not sure what to do here

>> No.6749815

>>6749770
I wish someone finally makes a weapon mod for Quake that changes vanilla guns, and can be put on top of most other map sets.

I'd do it myself but quake modding is too big brain, and my brain is smol.

>> No.6749881
File: 2.39 MB, 704x540, toocold.webm [View same] [iqdb] [saucenao] [google]
6749881

>>6749645
Improved the Freezimp a bit. Now it's more robust (and without spawing all those copies that can go awol) and imo the shivering effect looks way better.

>> No.6749914
File: 1.99 MB, 350x315, hevy.gif [View same] [iqdb] [saucenao] [google]
6749914

>>6749881

>> No.6749936

>>6749881
cool like the movement effect, you just need to recolor its sprites or something to make it look more unique

>> No.6749989

>>6749881
The scale jitter is ... interesting. What about changing his palette and making him emit ice particles or frosty clouds?

>> No.6750030

>>6749815
Changing guns is Haram for Q1 They hate 1.5 for being good and still tolerates Quoth and Ad weapons
you will have a better luck with Q2, also C is easier than QuakeC.

>> No.6750058

>>6750030
>>6749770
Got weird bug with 1.5 - even if I disable bloodstains, apparently there's still some inviusibler blood flying out of enemies, and the stains they make are on lightmap - it gets darkened in splotches.
There's an option to disable lightmaps and rely on RT lighting, but that makes everything too dark.

>> No.6750089
File: 2.12 MB, 1920x1080, arcanum.png [View same] [iqdb] [saucenao] [google]
6750089

>>6749815
any mod can be used with any vanilla map. e.g. nothing is stopping you from playing Contract Revoked with Drake balance (double damage on shotguns at half fire rate, turbo-SNG, etc), or with Zerstorer arsenal, or with strafing enemies from Nehahra, or with AD of course.
the opposite is also true, two mods can't be combined, and a map that relies on specific progs.dat can never be reliably played with another weapon mod.

also, ignore the retarded Q2 shill, at this point he shits up threads more frequently than HL-fag. he's right on one point though: making Q2 guns any worse would be very hard indeed.

>> No.6750092

>>6749636
is there a mod out there that uses the high quality original sound effects in place of the compressed versions?
https://www.youtube.com/watch?v=9bgFpss0YFE

>> No.6750114

>>6750030
The problem I have with Q1 arsenal is "planned obsolesence" for half of the arsenal.
IMO regular shotgun can be made into hand cannon pistol that can fire accurate or fast but inacurate shots if you tap the trigger faster.
SSG can be changed to quad that can fire 2 shots faster before a "reload" delay (up the total DPS by ~35%, overall same DPS as Triple shotgun from, AD) .
Regular Nailgun can to have its nails bounce as opposed to SNG and maybe a bit higher fire rate.
SNG - stay as is, but make it fire 2 nails with small spread, already been done in Copper mod (but spread there is too big imo).
Grenade Launcher would benefit from larger splash radius than RL and ability to detonate on demand - I've seen it done in a WIP mod showcase, but the mod was never released sadly.
Rocket Launcher - ability to direct rocket with laser (again seen in same unreleased mod).
Lightning gun - altfire functioning the samne as plasmagun from AD. A only use LG against Shamblers and I wouldve use it much more if it had such firing mode, since otherwise it always feels like tremendouis waste of amo and it all ends up way too quickly.

>> No.6750116

>>6750092
Dude.
It's in the description of the video you just linked here.
like wtf lol

>> No.6750123

>>6750058
options > customize effects > stainmaps > off
it's a "feature"

>> No.6750128
File: 284 KB, 800x600, DOOM0035.png [View same] [iqdb] [saucenao] [google]
6750128

>>6749645
My idea of of city map still continues to be just a courtyard flanked by different buildings. But at least now it's actually flanked by different buildings and not by a single one.

>> No.6750129

>>6750123
I already disabled those.
The stain graphics disappear, but the darkening of the lightmap does not. Darkening remains until I save+load the game - then it disappears, but rocket explosions and invisible "blood" still darkens the lightmap.

>> No.6750136

>>6750089
Links to those mods?
Can't find that "Drake Balance" thing, and Zestroer is a map set, says nothing about ability to play it with other maps.

Where do I get those and how do I play them with vanilla maps / map sets/ map jams?

>> No.6750150

>>6750116
i never read video descriptions

>> No.6750158

>>6750089
Stop lying beep
No one besides you larping niggerdrones at discord who has friends at PC Gamer cares about Q1. Also Most newfags here doesn't even know how many Q2, RTCW and Q3 Mods existed in Planet Quake and the Old Archive, which outnumbered Everything that Q1 had alone.

you niggers love to rewrite history as Quake 1 being the good game, when none of you ever saw the community close since its release and saw everyone bickering even over Quake World or Quake TF
or how people hated the mission packs for being hard, or how all of you got Filtered In Q2 because of railguns and rocket jumping.
or how Nehahra was influenced by Q2 and Build Mapping designs, which turned the mod great til this day.

Q1 became FAMOUS because it was the 1st 3d fps game and for using a famous musician as its soundtrack.
besides that everything else is forgettable, even Multiplayer was Inferior to its mission packs, mainly DoE for its CTF, its famous mod known as Team Fortress and later on Q2 and UT99.
also Mapping was ASS, Doom back then was still superior to Q1, with yearly Cacoawards proofs.

The Quake 1 community is literally that Autistic Jealous Kid who wrecks an entire birthday party and his colleagues because no one is noticing him.

>> No.6750168
File: 1.71 MB, 1920x1080, q15.png [View same] [iqdb] [saucenao] [google]
6750168

>>6750129
well I dunno, works on my machine. you tried restarting after changing the stainmap setting, right? I'm out of ideas, keep trying different DP versions I guess
>>6750136
"Drake" is a mod, used in a bunch of Tronyn's maps and more recently in TerShib2. it's a bit messy with the versions, just search for "Drake beta".
drop any custom maps you want to play with a mod into that mod's folder, run the mod (e.g. "game drake" in QS console), then warp to a map as usual.
it's a bit harder than I described, since some maps come in .pak files, but should be manageable. I believe in ya.

>> No.6750236 [SPOILER] 
File: 621 KB, 679x550, 1598118669315.png [View same] [iqdb] [saucenao] [google]
6750236

HERETIC: SHADOW OF THE SERPENT RIDERS
What did they mean by this?

>> No.6750268

>>6750158
Idk about the community or mods for other Quake games, I played Quake 1 and enjoyed it so it's a good game.

>> No.6750275

>>6750158
>Q1 became FAMOUS because it was the 1st 3d fps game
zoom zoom

>> No.6750294

>>6750158
Is this the PC equivalent of fat losers still arguing over SNES vs Genesis 30 years later while everyone else just games & has fun?

>> No.6750302

>>6750294
kinda, except imagine a guy nagging others to make games for N-Gage and throwing tantrums when they don't

>> No.6750303

>>6750158
It's posts like these that make me think that euthanasia might not be that bad of an idea

>> No.6750308

>>6749936
>>6749989
Yeah, I was debating whether I should also give it some kind of blueish-white tint or something like that, but I figured the shivering would be enough for making it "cold", otherwise I felt it would be too mario-ey and you could just omit the shivering and have an ice imp. As for emitting the particles, I had envisioned it as "it's cold as balls so the imp is freezin and even his fireball got cold".
And the scale jittering is also just a workaround. My original plan was to offset the sprite continuously, but I haven't found a function for doing that.

>> No.6750312
File: 39 KB, 586x296, 4chan.jpg [View same] [iqdb] [saucenao] [google]
6750312

>>6750158
Nice blog faggot
Try to be more concise with your autistic screeching, you may pass as normal sometimes.

>> No.6750327

What is the best gameplay mod for Hexen?

>> No.6750356

>>6750327
Hexenhanced (adds altfires, needs some tweaking to make it work under new GZDoom)
Hexercise (rebalance, altfires)
Tempered Arms (rebalance, altfires, builds up on Hexercise in some ways, differes in others)
HexArcana - total rework of all classes with multi fire modes, new mechanics and fancy effects. Also works in Doom now.

>> No.6750361

https://twitter.com/kinsie/status/1297076714514702336

>> No.6750380
File: 149 KB, 500x281, 1543591843923.gif [View same] [iqdb] [saucenao] [google]
6750380

Man why did i not play blood before. This shit is fun as fuck to play.

>> No.6750406
File: 607 KB, 1307x863, file.png [View same] [iqdb] [saucenao] [google]
6750406

>>6749645
Nothing much yet, but I was feeling the need to start mapping and actually try to make something good.

>> No.6750407

>>6750158
>No one besides you larping niggerdrones at discord who has friends at PC Gamer
Who the fuck are you even talking about?
Quake was better than Quake 2. I don't know or care which one had more mods.
The only area I can remember Quake 2 being more popular in was multiplayer. Which Quake 3 did better anyway.
I do remember Quake having a wider variety of mods. Like the racing mod or skateboarding mods etc...

>> No.6750409

>>6750406
Builder screenshots make it hard to understand what is going on below.

Hope you'll add some variety to textures too.

>> No.6750414

>>6750406
Try to avoid total symmetry.

>> No.6750417

>>6750308
>Yeah, I was debating whether I should also give it some kind of blueish-white tint or something like that, but I figured the shivering would be enough for making it "cold", otherwise I felt it would be too mario-ey and you could just omit the shivering and have an ice imp.

I think it'd work better visually if he was just some kind of ice/snow blue/white color, doesn't have be an advanced edit.

>> No.6750419

>>6750407
Shut up

>> No.6750436

>>6750089
>making Q2 guns any worse would be very hard indeed
I don't think Quake 2's guns are that bad. They're not perfect, but performance wise they're solid, just give them real muzzle flashes and tweak some of the behaviors.

>>6750158
You should probably kill yourself.

>> No.6750443

>>6750406
What the other guy said, don't focus too hard on symmetry (except for where it makes sense as detailing). I like the geometry of that room.

>> No.6750445
File: 147 KB, 1280x973, file.png [View same] [iqdb] [saucenao] [google]
6750445

>>6750409
Whoops. Here's some ingame screenshots
>textures
I'm just blocking out the level, first.

>>6750414
Thanks for the tip.

>> No.6750450

>>6750327
I think Tempered Arms is the best one. It keeps the feel of the weapons but tweaks balance and adds altfires. Hexercise has the same goal but it makes the weapons less satisfying even than vanilla.

>> No.6750454
File: 201 KB, 1280x973, DOOM0006.png [View same] [iqdb] [saucenao] [google]
6750454

>>6750443
Thanks.

>>6750445

>> No.6750464

>>6750445
From experience, I think fully texturing room by room is better than leaving placeholders all around. But that's just me.
Room looks nice.

Don't forget to align your textures and unpeg them where appropriate.

>> No.6750473

Can anybody properly explain Skyboxwa in GZDoom to me? I just can't wrap my head around it. I read all the tutorials and the wiki article, but I am none the wiser. For testing I made a custom sky texture and still don't understand it. Is it even possible to make a skybox that doesn't tile at height 0?
I just want to make a sky that won't look weird when standing on a mountain and looking down.

>> No.6750501
File: 64 KB, 440x332, Tgen_skybox.jpg [View same] [iqdb] [saucenao] [google]
6750501

>>6750473
1) Skybox like Quake 2
Define 6 textures (6 sides of skybox cube) in GLDEFS
https://zdoom.org/wiki/GLDEFS#Skybox_definitions
Plain skybox, that covers all 6 sides.

2) Skybox like in Unreal and GoldSrc
Make a room, texture it and decorate however you want your sky to look like.
put a SkyViewpoint camera in the center of it
That's it.
Must be done in UDMF format obviously.
This will allow you to make animated complex skyboxes.
Must also put the SkyPicker thing into the sectors that need to have sky.

its all in the wiki

>> No.6750514

>>6750501
Yeah, that's exaclty what the wiki says, I read that. But that still doesn't help me in understand how exactly the sky is normally processed.
But it seems like I won't get around making a cube skybox.

>> No.6750515

>>6750419
Make me, dork.

>> No.6750517
File: 7 KB, 253x199, download.jpg [View same] [iqdb] [saucenao] [google]
6750517

Play Plutonia

>> No.6750518

>>6750514
it puts your map in virtual cube (i.e. ass if you made your map a giant square room with map geometry in middle) then put the texture on the sides of that giant room
if you ever noclipped in Half Life you'd understand it really quick.

>> No.6750519
File: 582 KB, 1280x892, doomguyreactstoyourshittymap.png [View same] [iqdb] [saucenao] [google]
6750519

2048 fags, where are the updates?
status report NOW

>> No.6750525
File: 785 KB, 1600x1200, Screenshot_Doom_20200822_220443.png [View same] [iqdb] [saucenao] [google]
6750525

>>6750417
This is a quick variant I made. Simply tinted it a bit, now it's rather grey with some blueish spots. Not sure if I like it.

>> No.6750527

>>6750519
I posted a bugfix last thread.

>> No.6750532

>>6750517
I'm absolutely positive I beat plutonia somewhere in the past, but for levels that aren't 1, 2 or 29 I'm having no recollection.

>> No.6750536

>>6750525
Time Imp from Realm667 looks like it could be an ice Imp variant, you could try using those sprites.

>> No.6750564

>>6750519
Graphics for super shotgun is all done, now I'll be cutting it up into frames.

>> No.6750568

>>6750564
you mean that nice ssg sheet from last thread?
thing was nice, I wanna do my own diy one with glowing red eyes on the skull once its all fixed up.

>> No.6750574

>>6750525
What about just making the spikes icicle looking

>> No.6750575

Doom is not real 3D

>> No.6750580

>>6750574
You mean white, like they already are?

>> No.6750583

>>6750575
It's 3D with infinitely tall actors to save memory

>> No.6750585

>>6750580
But with the brown intact

>> No.6750586

>>6750568
Looking forward to seeing that done. I'm open to anyone using whatever sprites and textures I make.

>> No.6750587

>>6750583
Being able to walk over and under enemies doesn't make it 3D

>> No.6750594

>>6750575
Keep your trolling to the other thread, asshole.

>> No.6750596

>>6750587
The enemies are 2D sprites in 3D space. maybe that's what's confusing you.

>> No.6750602

>>6750501
The second method is clearly superior

>> No.6750606

If Doom isn't 3D then 3D was a mistake

>> No.6750612

>>6750602
Yes, but it requires a lot of fiddling, work, putting fuckton of extra things in a map (skypickers in all the relevant sectors) , if it is not literally a room (like in Refracted Reality), which would degrade performance quite a lot.
First method is faster and cheaper on the performance by a great margin.

>> No.6750613

>>6750596
This has nothing to do with the game using sprites or not. Height is not real

>> No.6750618
File: 41 KB, 728x567, 1597203353109.jpg [View same] [iqdb] [saucenao] [google]
6750618

>Height is not real

>> No.6750621

>>6750618
>no arguments

>> No.6750629

>>6750575
>>6750613
>>6750621
>parroting that shitty eceleb video again
>every argument of which has been thoroughly disproven as factually false
3D means 3 dimensions
You can move in all 3 dimensions
Enemies, projectiles and all actors can move in all 3 dimensions
Space is presented with all 3 dimensions

By definition of 3D, Doom is a 3D game.
Stop inventing your own inane "ackchually it is not really" definitions.

Ancient map formats that prevent sector-over-sector or infinite tall actors are completely irrelevant for this matter. Game space and gameplay still represent 3D environment with all 3 axis being traversible by all objects

>> No.6750637

>>6750464
If you texture & detail as you go, then there's resistance to removing/reworking areas because you dont want to waste the work you did.
>>6750612
IIRC theres a way to make one skypicker apply to all sky sectors in a map.

>> No.6750643

>>6750629
Doom is a top down shooter. The engine uses 2D calculations to determine its colisions and hits

>> No.6750645

>>6750501
>Must also put the SkyPicker thing into the sectors that need to have sky.
Not if your SkyViewpoint camera has TID 0.

>> No.6750647

>>6750629
Huzzah! You have fallen for another of my expert traps hook, line, and sinker! My fiendish schemes know no bounds!

>> No.6750653

>>6750613
But it is. Visually.

>> No.6750654 [DELETED] 

>>6750585
Here's a quick mockup. I still don't like either variant and I don't think I could make the spikes any bluer.

>>6750536
Checked it out, but again, I think it's just too blue already.

>> No.6750658

>>6750643
>parroting gametheory
congrats anon
you reached rock bottom
you can't fall any lower

>>6750647
>"i-i-i was only pretending to be retarded!"
good job, retard

>> No.6750660

>>6749881
Looks like shit.

>> No.6750661

>>6750654
how about the original shiver effect with the blur, but the blur is translated and not the original imp.

>> No.6750669
File: 5 KB, 387x171, freez.png [View same] [iqdb] [saucenao] [google]
6750669

>>6750661
Sorry, forgot the image. But that would certainly not work. The sprite changing color all the time is jarring, kinda like if you had a TNT1 inbetween.

>>6750585
Here's a quick mockup. I still don't like either variant and I don't think I could make the spikes any bluer.

>>6750536
Checked it out, but again, I think it's just too blue already.

>> No.6750672

>>6750658
>gametheory
Who? Is that an Youtuber, I'm not a zoomer so I don't know what you're talking about

>> No.6750676

>>6750660
Show your mods, fgt

>> No.6750680 [DELETED] 

Saying Doom is real 3D is like saying trannies are real women

>> No.6750691

>>6750643
No, it doesn't, things fall down from heights, things can be launched into the air by explosions, elevator surfaces can raise and lower things, barriers can be too low or too high to allow you to fit through. Height is a very real factor when anything moves in the environment.

Saying that it's a topdown shooter when it has every axis necessary to be three dimensional is a cope by people who lack a frontal lobe, like you.

>> No.6750709

>>6750669
You can use A_SetTranslation on the spawn phase to tint the imp bluish without the need to redo all the sprites yourself, or create your own custom translation.
https://zdoom.org/wiki/A_SetTranslation
https://zdoom.org/wiki/Translation#Tinted_translations

>> No.6750713

>>6750691
>make two sectors with different values for "height"
>when the player goes from sector A to sector B, the game automatically starts decreasing the player's "vertical position", until it coincides with the inferior's sector's "height"
See? The engine just simulated a fall

>> No.6750723

>>6750713
>vertical position
you playerd yourself

>> No.6750727 [DELETED] 

>>6750691
See >>6750680
You can stick your dick into post-op tranny's "vagina", but it's actually a gaping wound with some penis leftovers draped around to make it look like real thing.

>> No.6750732

>>6750727
thats disgusting
tell me more
about your sexual experience with trannies

>> No.6750735
File: 206 KB, 525x525, 1454836998746.gif [View same] [iqdb] [saucenao] [google]
6750735

>doom builder is the FPS version of RPGs
>it's even easily moddable so you can just click the exe and play without messing with ZDL
>still barely any disturbing and/or porn games from it

>> No.6750740

>>6750732
Well, it's the same as my other sexual expediences. I just read about them on 4chan.

>> No.6750748

>>6750735
Well, there's HDoom, and they recently cancelled someone on Doomworld for having violence against womyn in his wads (scenes of Pussy Riot execution, foreverially delitized Lara Croft).

>> No.6750762

>>6750727
I don't want to hear stories about your dad and '
new mom'.

>> No.6750765

>>6750762
Ooh, someone is obviously projecting here.

>> No.6750776

>>6750748
Oh those wads sound disgusting, do you have any links to them?

>> No.6750778 [DELETED] 

>>6750765
You're the one who wants to talk about sex with trannies, and who thinks Doom isn't three dimensional.

>> No.6750801

>>6750778
You ever heard the term "2.5D"?

>> No.6750834

>>6750801
2.5D is a misnomer. A thing that does not exist, but used as aconvenience to indicate that either Gameplay or Visuals ignore the presense of one dimension:
1) when third dimension is present in graphics, but not represented in the gameplay plane like in some fighting games (Guilty Gear XRd), or platformers
2) when third dimension is implied by game interactions (units heright in RTS like Total Annihilations), but not represented visually.

In Doom both viduals and gameplay present 3 dimensions
All arguments against that have long since been disproven and to deny that is stupidity
Also Carmack himself said Doom is 3D, just not your regular general purpose 3D.

>> No.6750835

>>6750748
Links?

>> No.6750879
File: 220 KB, 1600x1700, depositphotos_275651078-stock-illustration-two-point-perspective-line-drawings.jpg [View same] [iqdb] [saucenao] [google]
6750879

>>6750801
You ever heard the term two point perspective?

>> No.6750892

>>6750776
>>6750835
https://doomwiki.org/wiki/Shadowman
Just follow the links under Ascension and Inquisitor 1-3

>> No.6750898

>>6750879
you ever heard of a second year of college?

>> No.6750914

You guys think these are the same two bickering mental defectives we've had for the past few threads?

>> No.6750920

>>6750302
Nigga you're the one throwing a tantrum, we are out here chilling making maps for both doom and quake not giving fuck about whatever >>6750158 is writing about

>> No.6750938

I like how the pogostick in Reelism 2 explodes before you jump

>> No.6750960
File: 840 KB, 1077x1440, Screenshot_20200822-172556_Gallery.jpg [View same] [iqdb] [saucenao] [google]
6750960

Sigil is fucking hard.

>> No.6750967

>>6750519
This is my last fix, it was on the last thread but whatever:
https://files.catbox.moe/afuzkt.zip

>> No.6750972

>>6750914
I wouldn't bet on it, but the fact it happens pretty much every thread makes you think.

>>6750960
>Sigil on GBA
Fucking madman, I didn't know it was even possible

>> No.6750973
File: 735 KB, 1080x1391, Screenshot_20200822-172615_Gallery.jpg [View same] [iqdb] [saucenao] [google]
6750973

>>6750972
Anything is possible.

>> No.6750975

>>6750967
Fix to what?

>> No.6750982
File: 224 KB, 1280x973, DOOM0010.png [View same] [iqdb] [saucenao] [google]
6750982

>>6750454
Update.

>>6750464
Yeah I just find that in a lot of my old maps that I didn't finish I would spend some time on texturing when the level didn't feel good enough to play. (>>6750637) explains it well enough.

>>6750892
Thanks.

>> No.6750991

>>6750914
Probably just 1 schizoposter

>> No.6750996

>>6750975
Straight Walled Rooms, someone pointed a softlock.

>> No.6750998
File: 190 KB, 1280x973, DOOM0011.png [View same] [iqdb] [saucenao] [google]
6750998

>>6750982

>> No.6751004

>>6750996
Ah, thanks for the clarification.

>> No.6751040

doom wad that's just a recreation of an Ikea store when

>> No.6751087
File: 34 KB, 487x500, 1412883731175.jpg [View same] [iqdb] [saucenao] [google]
6751087

>>6749770
If anyone still cares about this; I went through the list of old darkplaces versions, trial and error style.

My findings:

>2017 builds(recommended by the dev)
>quake as a powerpoint presentation
>2018 old builds
>either just crashed at startup or doesn't render anything
>2018 current official stable build
>introduction and every M1 is just black, also the level name is constantly displayed half transparently onscreen
>everything 2016
>runs buttery smooth zero issues
???
One would think that maybe the current build is too much for my shitbox, but it gets the best performance of them all. For now I'll just use 2016 build

Conclusion:
Fucking sourceports, how do they work??

>> No.6751105

>>6751087
Also I'd appreciate it if someone could tell me how to disable ctf shit in singleplayer, the flag is annoying as fuck and the weapons break progression

>> No.6751108 [DELETED] 

>first we got alf
>now we got "doom isn't 3d" schizo
great

>> No.6751126

>>6750898
you hear about videogames

>> No.6751128

>>6750960
I know someone was working on converting E1M8B for the GBA port, but fucking hell, if he got to town on converting Sigil, that's impressive as shit.

>> No.6751131

>>6750998
>>6750982
smothered texturing christ
that staircase looks like hall of mirrors
use placeholder texture set dude

>> No.6751153
File: 2.46 MB, 512x512, agitated_skeleton.gif [View same] [iqdb] [saucenao] [google]
6751153

>Browse ZDoom wiki for HUD tutorials
>ACS (No longer needed because of SBARINFO)
>Click SBARINFO
>"Warning: The feature described on this page has been deprecated, and will no longer be supported or updated by the GZDoom developers."
>Fuck all on making a ZScript HUD
So how the fuck do I do this?

>> No.6751162
File: 297 KB, 3210x1448, culling_optimizations.png [View same] [iqdb] [saucenao] [google]
6751162

ok, got all the culling optimizations working

pretty neat

the map size probably won't affect performance much anymore, but i'll probably have to reduce the amount of geometry for it to be playable on the genesis

>> No.6751163

>>6751153
Deprecated means no new features will be added, no matter how hard you ask.
But erverything that's already there still works fine.
Nothing stops you from using all the old features.

Also you can pick apart mods that use HUD feature you want and see how that mod did it.

>> No.6751165

>>6751153
Have a look in the gzdoom.pk3 and just steal everything from there. If I can do it, so can you. I believe in you, anon.
Also, Jekyllgrim has a decent zscript beginner tutorial (at least for me as a non-programmer).

>> No.6751171

>>6751162
Are you working on optimising Doom 32X, or is it your own project?

>> No.6751175
File: 2.47 MB, 2812x1061, GunSmoke.jpg [View same] [iqdb] [saucenao] [google]
6751175

Holy shit I want this character in a Doom mod

>> No.6751178

>>6751128
It runs like ass though. They might need to simplify some geometry in places. Also, music isn't custom yet, they're doing all of that by hand so it doesn't sound awful.

>> No.6751187

>>6751131
>use placeholder texture set dude
Just align your textures; don't worry about extra textures this early on.

>> No.6751189
File: 28 KB, 1301x516, topdownshooter.png [View same] [iqdb] [saucenao] [google]
6751189

Here is the ultimate proof that Doom is a top down shooter.
Go on and try refute to this. Protip: you can't

>> No.6751193

>>6751189
I got a protip for ya: Stop caring so much if it is or isn't.

>> No.6751195
File: 49 KB, 2064x1056, 0.png [View same] [iqdb] [saucenao] [google]
6751195

>>6751193
But what if I want to remake Doom in a 2d engine using these ideas?

>> No.6751201

>>6751189
>>6751195
by this merit Quake is a top down shooters too though

>> No.6751204

>>6751163
So just do it anyway and hope the [No] chicken doesn't break it for a new, undocumented, shiny toy.
>>6751165
I'll probably want to learn ZScript later so I may as well learn that shit anyway. Thanks for the lead.

>>6751162
Been watching you slave over this for a while, its some pretty cool shit you doing anon.

>> No.6751206
File: 415 KB, 488x519, 1595509668600.gif [View same] [iqdb] [saucenao] [google]
6751206

>>6751195
Then do it? You don't need to win an asinine argument about an ancient game engine to do so.

>> No.6751213

>>6751087
I wish quake would get a great sourceport like skulltag or zandro and just overhaul most of the shit. Survival coop, a menu for gameplay settings, and a good browser like doom explorer would be great.

>> No.6751215

>>6751206
I don't know how to code

>> No.6751218

>>6751204
"deprecated" means there won't be any changes to it.
These subsistems don't interact with each other on code-level so it is unlikely to be broken by any other feature either.

>> No.6751226

>>6751201
Every shooter can be

>> No.6751229

>>6751215
Then learn, or don't. Maybe then you'll be more than just an idea guy that thinks they know what they're talking about.

>> No.6751231

>>6751215
it shows

>> No.6751251

>>6751218
Sweet, guess I'll start with SBAR just to get a hang on things before I spend hours trying to find an unclosed curly boi.

>> No.6751253

https://www.youtube.com/watch?v=2Ro_SqyEqK4

>> No.6751262

>>6751171
not using doom 32x, it's my own engine

>> No.6751268

>>6751262
Oh! I thought it was someone else because of E1M1 geometry

>> No.6751274

>>6751213
Seems like IOQ3 could be used, maybe import Q1 assets/levels add some menu options. Then build on it from there. Add Q2+ expansions have all three built in one.

Maybe Bethsoft in it's infinite wisdom and talent could pull something like that off. A D3 BFG edition of sorts but Quack

>> No.6751291

>>6751187
I think he just meant "use the other stock textures instead of leaving everything a jarring tan mix of default basewalls, wood ceilings, and linoleum"

>> No.6751315

>>6751291
>>6751187
there's a special placeholder set somewhere with orange innards, white borders, and dimensions like 32x128, 64x128, 8x64 and so on in the upper left corner. Works great for highlighting geometry and marking stuff for different texture types for later proper texturing

>> No.6751331

>>6751268
its for an engine that runs on genesis if that's what you were thinking

>> No.6751345
File: 215 KB, 530x423, 1565970869111.png [View same] [iqdb] [saucenao] [google]
6751345

This is now a Turok thread.

We're going to download the Nightdive Turok level editor and put some maps together. No, we won't take 4 weeks to release it. Well just throw it together for fun and not be hyper autistic about it

>> No.6751347

>>6751345
It will probably take me 4 weeks to learn the editor.

>> No.6751359

>>6751347
From what I've seen I think its literally just drag and drop of assets. Its pretty basic and I think most levels woukd end up pretty samey. It's not a super deep level creator.

>> No.6751365

>>6751345
Pass.

>> No.6751373

>>6751345
Have fun being the only person who does anything for it.

>> No.6751412
File: 54 KB, 1092x327, sforsuper.png [View same] [iqdb] [saucenao] [google]
6751412

>>6749645

>> No.6751453

>>6751347
For better or worse Turok game levels are literally just imported models stacked on top of each other.

>> No.6751463

Half-Life sucks and it ruined FPS

>> No.6751472

Your mom sucks and it's pretty much all dicks.

>> No.6751548

>>6751345
Turok is garbage.

>> No.6751621
File: 302 KB, 728x588, b76b9bd51ff93f2e4e2b28046db32398.png [View same] [iqdb] [saucenao] [google]
6751621

2048 Reminder
The following levels still need difficulties implemented: Gatehouse, Arrogance & Contempt, Trifecta
Will the authors kindly do this before somebody else does?

>> No.6751642

>>6749770
Quake 1.5 is just Quake 2 for Quake and who the fuck wants that shit

>> No.6751657

>>6751548
In your opinion

>> No.6751661

>>6751453
So it's easy

>> No.6751713

>>6751661
Yes, but it means that there's virtually no culling of polygons. If it's within a certain distance there's a rendering cost, even if the object isn't visible. It's the reason why draw distance makes such a big difference in performance. It's a way to cheat to gain performance by not rendering at a distinct distance from the camera.

>> No.6751728

>>6751713
TLDR version.
Polygon count has a cost proximity wise, not visibility wise. Be careful how many pieces you have in a given area.

>> No.6751730

>>6751621
I did it for Arrogance and Contempt, posted at the end of the previous thread. Reposting the link.
http://www.mediafire.com/file/usi0yk8q9vblheo/EnragedEggplant_-_Arrogance_and_Contempt_EDIT.wad/file

>> No.6751756

How do I increase the size of text in gzdoom/zandronum? It's so tiny at high resolutions I can't read it.

>> No.6751759

>>6751756
Just search font scale in the settings.

>> No.6751775

>>6751195
The fuck are you even trying to imply with this graphic? That when a projectile flies, the engine checks its position relative to doomguy and collides if so? In reality, the projectile flies based on velocity in 3d space and runs its death/explosion state when it collides with anything.

>> No.6751782

>>6751775
retard thinks that he discovered something

>> No.6751797

Is it pronounced Archvile or Arkvile?

>> No.6751806

>>6751797
"oh fuck" is the way you usually say it.

>> No.6751883

>>6751797
>>6751806
'asshole' also works

>> No.6751897

>>6750996
>>6751004
thanks, i'm the anon that posted the softlock.

lead anon, if you search in the past thread for "2048 feedback", you can see some comments on maps 1-20, and some responses with fixes, including the preceding one.

>> No.6751913

>>6751897
Also fixes on 15, 31 and 32 to stop them being unplayable on Eternity and other ports that require a reject lump.

>> No.6751952 [DELETED] 
File: 2.17 MB, 1600x1200, what you looking at.png [View same] [iqdb] [saucenao] [google]
6751952

>>6751345
Fuck that noise, Turok is shit and can lick the area from under my ballsack clean. Get out of here.

What we should do is make a set of THIEF maps. Hell, I'm willing to help anons with learning DromED shit bootcamp style and enable them to shit out decent and perhaps even FUN maps. I know there are some people here with that taffing itch.

>> No.6751953
File: 2.17 MB, 1600x1200, what you looking at.png [View same] [iqdb] [saucenao] [google]
6751953

>>6751345
Fuck that noise, Turok is shit and can lick the area from under my ballsack clean. Get out of here.

What we should do is make a set of THIEF maps. Hell, I'm willing to help anons with learning DromED shit bootcamp style and enable them to shit out decent and perhaps even FUN maps. I know there are some people here with that taffing itch.

>> No.6751983

>>6751953
>spending 2 hours creeping at 1.5 mph through ugly mazes is more fun than mowing down dinosaurs and screaming I AM TUROK
Yeah nah

>> No.6751987

>>6751953
Let's make Blood maps

>> No.6752017 [DELETED] 
File: 197 KB, 661x605, box garrett.png [View same] [iqdb] [saucenao] [google]
6752017

>>6751983
Yes.

>>6751987
We could, I only offered Thief because it's what I know and I want more people to try it out. Build Engine map editors are a bit clunky and not very user friendly, especially so for blood which still has its map editor run on fucking DOSBOX, but I'd be willing to try it out with a knowledgeable person leading it. I still vote for Thief, though.

>> No.6752021
File: 197 KB, 661x605, box garrett.png [View same] [iqdb] [saucenao] [google]
6752021

>>6751983
Yes.

>>6751987
We could, I only offered Thief because it's what I know and I want more people to try it out. Build Engine map editors are a bit clunky and not very user friendly, especially so for blood which still has its map editor run on fucking DOSBOX, but I'd be willing to try it out with a knowledgeable person leading it. I still vote for Thief, though.

>> No.6752037

>>6752021
Oh I didn't realize the editor ran on dosbox. Is anyone working on a build engine editor? Its a shame there's so few map packs for duke and blood

>> No.6752041

>>6752037
there's mapster32.

>> No.6752048

>>6752041
Looks like you're fucked, anon.

>> No.6752049

>>6752041
>>6752021
Nowing nothing about Build mapping but wanting to start, specifically with blood. I have seen that most build games use mapster32, why is this not posible with Blood?

>> No.6752054

>>6751953
Gimme the rundown on DromEd. It looks like Hammer but even worse, which makes me not even want to look at it

>> No.6752067
File: 145 KB, 640x480, crags.gif [View same] [iqdb] [saucenao] [google]
6752067

>>6752037
The guy who made nBlood was working on updating the map editor but it seems all he's really doing is just adding small QoL improvements. And it still fucking runs in dosbox. Again it's fine and I'd be willing to try but its just a bit off-putting.

>>6752041
>>6752048
I haven't really tried the latest versions of Mapster32 so I can not comment, plus iirc it only works for DN3D and Ion Fury

>>6752054
It's basic CSG, once you get into it it's rather fucking easy. Pro tip is to just place down a big fucking Fill Air brush and then build inside it, sort of like trenchbroom style.

>> No.6752069

>>6751953
Is thief the most boring of all /vr/ games?

>> No.6752092

>>6752069
No.

>> No.6752109

>>6752069
Unironically yes.

>> No.6752113

>>6752067
>The guy who made nBlood was working on updating the map editor but it seems all he's really doing is just adding small QoL improvements. And it still fucking runs in dosbox. Again it's fine and I'd be willing to try but its just a bit off-putting.
That'd be fine with me. The only part that worries me is I've heard that apparently you can't delete sectors once you've placed them because you could screw up your whole map? I'd love to try mapping for Duke or Blood or even Ion Fury but while mapping for DOOM, I create and delete sectors like crazy. Sometimes things just don't work like I want and sometimes I come up with better ways of doing something. I don't want to be punished for that by having my whole map fucked

>> No.6752115

>>6752113
>The only part that worries me is I've heard that apparently you can't delete sectors once you've placed them because you could screw up your whole map?
Depends on what you mean. You can delete them, but not if theyre around another sector. You have to join them instead. There are a lot of simple things that are done automatically in modern Doom editors but cant be taken for granted in Build.

>> No.6752123

>>6752113
>>6752115
I still think DromEd would be the easier of the 2 to get into, the build map editor interfaces are just bad. On Newdark DromEd is fucking clean and efficient.

>> No.6752128

>>6752069
No.
>>6752109
Fuck off contrarian.

>> No.6752142

>>6752115
>Depends on what you mean. You can delete them, but not if theyre around another sector
Meaning fully wrapped around?
So you join them and then just move the sector points back to where you want them? That's not so bad.

>> No.6752149

>>6750982
Looks great dude, I like the verticality here

>> No.6752163 [DELETED] 

>>6751953
Not retro

>> No.6752182
File: 1.76 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
6752182

SHAMBLER'S LIST

>> No.6752198
File: 55 KB, 540x699, d.jpg [View same] [iqdb] [saucenao] [google]
6752198

>>6752182

>> No.6752217
File: 1.28 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
6752217

>>6752198
oh yeah I forgot to turn off the texture filtering

>> No.6752218

>>6752217
Good lad

>> No.6752274

>>6752182
how offensive to people would it be to make a quake map named like that? I know 4chan niggas would not care, Im asking about the general public here

>> No.6752317

>>6751897

2048 FEEDBACK, maps 19-24

(all maps pistol start, no saves, ~uv-max (i don't get all secrets, except when needed for all kills). my guess is that's intended.)

19. trifecta
very fun map. i enjoyed the pyramid revenant fight (i did that one first, didn't have plasma); was very fun and surprisingly disorienting. i like the stalactites in the yellow key area (i think someone complained about them in one thread?).


20. baal's coliseum
very fun and creative map. some of the traps a little too plutonia-like for my taste (surprise chaingunners). the archvile fights are cool but after dying on them once, i made sure to basically save all big gun ammo for arch viles and it was fine lol. was fun but that and the traps made this map a little blind-unfriendly? or maybe i'm just bad at doom.

21. tiny fragment
possible bug: it seems the yellow keycard appears twice? There's a yellow keycard and a blue one with the spider mastermind. actually i never found the red key, i ended the level since i had 100% kills and actually i was just running, i was just checking around that corner and thought i'd need a red key to end the map...
Anyway, fun and interesting map; certainly unusual to start with a rocket launcher, and have nothing else for a while!

22. the wretched scythe hole
fun map =) i like the varying heights.

23. for they defiled our waters
kinda softlock: you can't get back to the starting area, in particular to find the opening area secret and get 100% kills.
other than that, extremely enjoyable map =) the two archviles in the pre-cyberdemon fight can get pretty exciting.

24. badass billy's party palace
minor bug: music stopped for a while?
anyway, extremely fun and interesting map =)

>> No.6752332

>>6752217
God, I love Quake's textures.

>> No.6752351
File: 197 KB, 1280x973, DOOM0014.png [View same] [iqdb] [saucenao] [google]
6752351

>>6752274
Another update to that room.

>> No.6752354

>>6752351
It's a hall of mirror recreation.

>> No.6752364

>>6751345
The what now? Give link plz

>> No.6752369
File: 33 KB, 648x595, 1553066961952.png [View same] [iqdb] [saucenao] [google]
6752369

>2048 still isn't released yet

>> No.6752372

>>6752364
https://youtu.be/nyp6_0ISW_U

>> No.6752384

>>6752369
>anime complains about 2048's release again because he wants to play a WAD with softlocks and bugs

>> No.6752386

>>6752369
who cares you can play it now

beta2 pretty good

>> No.6752398

>>6752384
Yes. I don't really care if it's buggy. Im not going to autistically nitpick about shit in a map.

>> No.6752410

>>6752384
the wad is already fun as hell (i'm the anon who posted the maps 1-24 comments in the last two threads)

>> No.6752419

>>6752398
Then download the beta 2, it's fully playayble.

>> No.6752430

>>6752351
I know those startan textures are a placeholder, bu this actually looks good, very surreal

>> No.6752432
File: 404 KB, 1920x1080, 8Kx7h5N.png [View same] [iqdb] [saucenao] [google]
6752432

lilith.pk3 is an artistic achievement...
it's a shame the level design sucks ass

>> No.6752435 [DELETED] 

>>6752351
ok, now it's starting to look a bit messy.. I think it will look better when you fully texturize it though

>> No.6752439

>>6752419
Does it have those custom weapons?

>> No.6752441
File: 1.27 MB, 1000x754, herrington.png [View same] [iqdb] [saucenao] [google]
6752441

>>6749637
First release of 2048GUNS.wad
https://cdn.discordapp.com/attachments/535235566476853259/747022560574832690/2048GUNS.wad

It should all be done now. Maybe one day I'll do a second release of it with a skin for the BFG9000, perhaps also some added visual effects like ejecting casings, gunsmoke, etc.
For now, it'll be done though, so give it a go.

>> No.6752446

>>6752441
Oh yeah, there's tweaks for blood color for Baron, Knight, and Caco, as well as few details for Icon Of Sin, so if any of that conflicts with any gore mod or monster mod you want to use or something, go comment that stuff out in the Decorate file.

>> No.6752457

>>6752441
https://files.catbox.moe/nlnoe0.wad
FTFY

>> No.6752462

>>6752457
fixed what

>> No.6752464

Thread for multiplayer >>>/vm/17805

>> No.6752470

>>6752441
>decorate
It would not be better a dehacked one for all ports?

>> No.6752475

>>6752470
No, because I don't know DeHacked, also some of this isn't doable for DeHacked. This was always an optional thing for GzDoom users.

>> No.6752494

>>6752475
Fair enough, I love the sprites btw

>> No.6752527

>>6752475
>>6752494
I'd be willing to make a dehacked version that approximates the graphics, sounds and behavior with the authors permission.

>> No.6752538 [DELETED] 
File: 291 KB, 324x522, 1585244888925.png [View same] [iqdb] [saucenao] [google]
6752538

>>6752430
Thank you. The peg things

>>6752435
I hope so too.

>>6752354
lol.

>> No.6752542
File: 291 KB, 324x522, 1585244888925.png [View same] [iqdb] [saucenao] [google]
6752542

>>6752430
Thank you. The peg things remind me of spider legs kinda.

>>6752435
I hope so too.

>>6752354
lol.

>> No.6752561

>>6752527
Would that take longer than two days? If so, then fuck that

>> No.6752564

>>6752441
Looking good.
Not sure what you did with chainsaw though, couldnt see difference from original.
Also Rocketlauncher screenshake is WAY too much.

>> No.6752570

>>6752441
It's good, but I'm not sure I like how regular shotfun sounds. Bit too wimpy for my taste, as if it fires birdshot with a suppressor (never do this IRL)

>>6752527
do it anon
getting somewhat improved version of the vanilla guns in dehacked is always appreciated.
IDK how woul,d you do the machinegun (looses accuracy after 4th shot instead of 2nd) and Plasma (gets cooldown after firing only if you shot more than 4 shots, allowing for quick bursts with no reprecussions)

>> No.6752584
File: 344 KB, 665x598, Hom good.png [View same] [iqdb] [saucenao] [google]
6752584

>>6752441
The reload animation of the SSG lacks oomph, it loses all momentum as the weapon opens, it should be a swifter and sharper motion there. Firing animation of the rocket launcher lacks punch too, but the sprite is fucking fantastic and the little reloading bits are slick as hell. The rockets themselves look great, though I feel the shaking from the explosions is a bit too violent.

I like everything else a lot though, the plasma gun not pulling back if you shoot just a little is a nice touch. Pistol being fast as fuck is kinda comfy.

>> No.6752590

>>6752570
The reason I ask for permission is because inevitably a dehacked version would stray from the original considerably. I'd try my best to emulate what I can but It'd mostly be cosmetic stuff. Since the maps are in boom format I could steal frames from the dog right?
>>6752561
Realistically It would take almost exactly two days.

>> No.6752593

>>6752590
The dog is MBF format stuff, so you could do it but people will have to play on complevel 11, still, not a big difference.

>> No.6752631

What do you think about having a starting area as a hub very crowded with various monsters, but side areas somewhat sparsely populated?

>> No.6752643
File: 9 KB, 220x220, Archvile_sculpt.jpg [View same] [iqdb] [saucenao] [google]
6752643

>>6752317
>20. baal's coliseum
>very fun and creative map. some of the traps a little too plutonia-like for my taste (surprise chaingunners). the archvile fights are cool but after dying on them once, i made sure to basically save all big gun ammo for arch viles and it was fine lol. was fun but that and the traps made this map a little blind-unfriendly? or maybe i'm just bad at doom.
Thanks anon! One of my main goals was to be as creative as possible with the encounters and traps, I had to use a lot of voodoo scripting to make em, I admit some of the traps border on being cheap and ramp up the difficulty, though difficulty is subjective and some anons enjoyed the challenge. As always, nice to hear some feedback

>> No.6752656

>>6752274
Not all normalfags are that sensitive.

>> No.6752658
File: 1.69 MB, 1774x1021, file.png [View same] [iqdb] [saucenao] [google]
6752658

>>6750136
Thanks for Zestorer recomendation. Really liked it aside from the ending, few "where the fuck am I supposed to go now" moments, and some really weird Quad placement (like placing unavoidable Quad, Pentagram, then telling you "go for it" in a big room... That is empty and has like 3 or 4 basic mooks in it, and only gets repopulated much later. I would have used that quad and penta then... But I can't reach that point without getting them like WTF is even the point.

>> No.6752674

>>6752527
Can you recommend or point me to some good dehacked tutorials, preferably not in video form? I know decorate and acs pretty well and am starting to get better with zscript but apart from knowing the term, I know nothing about dehacked.

>> No.6752702

Are there any mods with rhythm game mechanics?

>> No.6752729

>>6752658
ICH MUSS ZERSTÖÖÖÖÖREEEEEN

>> No.6752740

>>6752069
Only the most boring of all "respected" /vr/ fps

>> No.6752751

>>6752274
People "offended" about something are always a very very small minority that's willing to be very vocal because it nets them points
99% don't care but half of them will immediately bow down to criticism

>> No.6752753

>>6752369
As long as it's being worked on and not ignored I don't care

>> No.6752785

Cliffside really improved.

>> No.6752797

>>6751953
Turok is nice.

>> No.6752804

>>6752069
Pretty much. Thief 1 has also some of the absolutely ugliest textures and models from that era.

>> No.6752814

>>6752021
BUILD is super easy to build maps for, no matter the incarnation, game or port.

>> No.6752817

>>6752441
>Boom project
>GZDoom addon
Why do people do this?

>> No.6752826

>>6752817
Because not everyone knows how to DEHACKED

>> No.6752828

The fuck does brightmaps do? Is that the thing that makes pickups glow? It never works for me. Do I need to change something in GZdoom settings to make it work?

>> No.6752859

>>6752817
Some people play shit in GZDoom.
Plus this can be enjoyed as a standalone thing by anyone, so that's cool.

>> No.6752861
File: 6 KB, 128x64, Diffuse+Illumination.png [View same] [iqdb] [saucenao] [google]
6752861

>>6752828
They define which pixels of a texture or sprite have what light level, so that sector shading does not effect the diffuse map, i.e. the lights on a control panel can glow bright even in a pitch black room...or a pick up can be partially illuminated...or you can show bright flashes on an enemy when it fires a weapon instead of turning the entire sprite to full bright during that time.

>> No.6752880

>>6752861
Well that shit doesn't work for me.

>> No.6752930

>>6752880
Can't help you with specific things, but I bet that feature is well documented by now.

>> No.6752939

>>6752643
i certainly enjoyed the challenge =) for 2048, i just run maps blind, saveless, until i beat them, which is maybe a little dumb; a single run with saves to start would have saved all the worst frustrations, i guess

anyway i really enjoyed the map. i wish i could have had the skill/multitasking to fight the arch vile properly (timing the columns with its line-of-sight), but like i said, i just spammed rockets liek an idiot.

>> No.6753007

>>6752658
may sound kinda lame today, but I'm pretty sure the point of a pent+quad is to just rocket jump really fucking high for a basic rollercoaster-type thrill

>> No.6753018
File: 19 KB, 352x444, brightmaps.png [View same] [iqdb] [saucenao] [google]
6753018

>>6752828
>Do I need to change something in GZdoom settings to make it work
anon...

>> No.6753021

>>6752527
If you can convert the sound and convert the graphics, be my guest.

>> No.6753023

>>6753007
But there's nowhere to rocketjump to. The room you neet to go next is down and to the left, to disable the force field that holds the gold key, everywhere else you already been to by that point. It is after you go disable force field in a small room, you can go grab the key and the area gets repopulated.

>> No.6753028

>>6752817
>NOOOOOOOOO YOU CAN'T JUST MAKE AN OPTIONAL BONUS THING JUST FOR FUN!!!

>> No.6753032

>>6753018
Im not using GZdoom on pc though

>> No.6753038

>>6753023
I haven't replayed it in a bit, but I think the whole secret(?) was near a window leading outside. it's definitely the level I remember (bunker with the generator), but I could just be wrong.

>> No.6753045

>>6753038
Yes, it leads outside, where everything is dead, then you go back into big room, go down the stairs to the left and into generator room to disable it, then up the few lifts to get to the gold key, and on the way there like basic grunts and lazer dudes that pose no threat whatsoever. It's only after you get to the gold key does the Shambler spawn, by which point quad and penta wear off.

>> No.6753049
File: 229 KB, 800x600, coolshotgunsprite.png [View same] [iqdb] [saucenao] [google]
6753049

>>6752441
pretty sure i found some sort of bug. the same thing also happens on 2048 too.

>> No.6753052

>>6753032
Well then you need to load them like any other file/mod (-file brightmaps.pk3, -file lights.pke for dynamic lights).
They are in separate files.
If you can't load files on whatever device you play it (or it does not support OpenGL) then wtf do you expect.

>> No.6753063

>>6753045
well yeah, like I said, might seem pointless today, but the context is that it's 1997, RJ is still the hip new thing for the cool kids, and pent+quad in a SP level is a novelty in and of itself, even without a complementary slaughter arena or w/e

>> No.6753065

>>6753052
I can load wads and .pk3 just fine. But brightmaps doesn't work.

Im playing 2048v2 with the weapons pack

>> No.6753070

>>6753065
what do you play it on
config
device
OS

>> No.6753076

>>6753070
You'll laugh and make fun of me.

>> No.6753089

>>6753076
was it iWatch?

>> No.6753091

>>6753089
The.... The Nintendo switch is how I play Doom.

>> No.6753141

>>6753091
Well then you have played yourself

>> No.6753159

>>6752441
Nice work. It'll be fun replaying the wad with these. I wonder how the maps will play with fast monsters too.

>> No.6753162

Why are quake 2 mods and maps hard as fuck?
Are Gunners + Gladiator snipers the ultimate asshole combo?

>> No.6753163

>>6753091
Is there unironically a way to play 2048 on switch?

>> No.6753164

>>6753163
Gzdoom

>> No.6753197

>>6753163
Didn't the 3ds have prboom support? You could theoretically get it on there too.

>> No.6753203

>>6753197
How do you load user wads on that port? I've never been able to figure it out.

>> No.6753223
File: 372 KB, 546x294, 1571593470666.png [View same] [iqdb] [saucenao] [google]
6753223

>>6752564
Chainsaw just has smoother animations.
Noted on shake for rocket launcher, I think it's fine, but I've seen other complaints.

>>6752570
>(looses accuracy after 4th shot instead of 2nd)
First two shots have perfect accuracy, then if you keep firing the spread increases with each shot until it reaches the full vertical spread of the chaingun, which is like 5 shots. Allows you to squeeze a little bit more performance out of it at some ranges, I suppose, so maybe I'll let it spread out a little bit faster.

>>6752584
>The reload animation of the SSG lacks oomph, it loses all momentum as the weapon opens, it should be a swifter and sharper motion there.
Probably. I was actually running out of frames, the original SSG normally animates for 57 frames (excluding the 6 last frames which you can skip by holding down fire), and I had to cut frame lengths here and there so that it wasn't way slower.

I'll see if I can tweak them some.

>Firing animation of the rocket launcher lacks punch too
Which part? The recoil? The Muzzleflash?

>>6752817
Because I can. Don't play it if you don't want to.

>>6753049
It'd help if you stated what problem you were having.
I see the original shotgun sprite there, and that shouldn't be there with the mod. When I play, I see the pickup sprites for both shotguns. Are you sure you don't have something in autoload or something?


Taking all these notes into account.

>> No.6753252

>>6749637
holy fuck, 2048 map 29 ("black crest") is a masterpiece

props to whichever anon made that

>> No.6753271

Why doesn't the chaingun slot in after the pistol and before the shotgun? Stupid.

>> No.6753276
File: 2.32 MB, 1800x968, TheShakening.webm [View same] [iqdb] [saucenao] [google]
6753276

>>6753223

>> No.6753278

>>6753271
What, in vanilla Doom? Probably because you got the shotgun before the chaingun, playing progressively

>> No.6753302
File: 2.42 MB, 1280x720, shakeit.webm [View same] [iqdb] [saucenao] [google]
6753302

>>6753276
>>6753223
very annoying when you fire the gun continuously

>> No.6753305

>>6753252
It's hard, I'll give it that. Real easy to corner yourself and get punched to death by skeletons.

>> No.6753307

>>6752590
>>6752593
I don't think anyone has used Commander Keen or the SS Nazi in any of the 2048 maps, so gut those guys for frames

>> No.6753310

>>6753302
Fair point.

>> No.6753317

>>6753307
Lunchlunch's maps use the SS nazis in their secrets.

>> No.6753330

>>6753305
i've only beaten it with saves so far =(

>> No.6753336

>>6753305
the part that kills me is the blue key area.

>> No.6753353

>>6753310
Reducing shake radius to match the explosion + maybe 10-15% of that, as well as reducing intensity to ~20% of the current one should do the trick.

>> No.6753364
File: 503 KB, 825x577, wtf.png [View same] [iqdb] [saucenao] [google]
6753364

>>6753302
why does the missile launch from the sides?

>> No.6753367
File: 86 KB, 853x480, 1592788345085.jpg [View same] [iqdb] [saucenao] [google]
6753367

>doomtuber
>doesn't turn off texture filtering
>uses hardware acceleration instead of software rendering
Civvie, gman, and icarus are all fucking hacks. Honestly, how can they expect people to consume their opinions if they can't even turn off the shitty defaults of their source ports?

>> No.6753369

Does anyone have statistic of dimesions of Vanilla maps? Like how wide and tall they are in pixels?

I can just open them in editor, naturally, but there's too many.

>> No.6753373

>>6753364
because the screenshake rumbling effect moves your camera around in worldspace, shifting it sideways from where the shot originates from

>> No.6753393

>>6753373
looks kinda stupid imo

>> No.6753410

>>6753393
it looks ok when done right, but not in this case lol

>> No.6753416

>>6753369
>Like how wide and tall they are in pixels?
depends on your resolution
i guess you meant in units

>> No.6753471

>>6753367
they're reviewing the game/mod itself, they don't have to cater to autistics 'round here who dislike pixel smoothing.

>> No.6753481

>>6753223
sorry for the late response, but i think the shotgun bug might've been caused by 2 things.
1. i loaded in valve after 2048guns.
2. the idle shotgun sprite uses SHOTA0, which is the pickup sprite for the vanilla shotgun.

>> No.6753539

>>6753471
But if they actually like/play they games, wouldn't they take the 10 seconds to not make it look like shit? Pixel soothing is almost universally despised.

>> No.6753553

>>6753367
Texture filtering I can understand, but what is wrong with hardware acceleration?

>> No.6753571

>>6753539
"You can't like the game if you're aesthetic preferences differ to mine"

Autist.

>> No.6753576

>>6752441
Looks nice but I don't like the RL's shaking effect and Q1 ranger's grunts

>> No.6753609

>>6753571
Except texture filtering is objectively a downgrade and everyone shits on gzdoom for enabling it by default

>> No.6753626

There's a version of PrBoom+ on Sourceforge and one on Github, the one on Sourceforge is linked from the Doom Wiki but hasn't been updated since 2017, the one on Github has been updated in 2019 by Graf Zahl but before that the last update was on 2016

What is the recommended version and has it been abandoned?

>> No.6753654
File: 7 KB, 106x118, 1547765619300.gif [View same] [iqdb] [saucenao] [google]
6753654

>>6753367
https://www.youtube.com/watch?v=3rCTpwLdYQA&t=3m07s
remember folks, it only takes a few seconds to disprove shitpostings like this, do your part. make this board a better place. (because the mods sure as shit aren't going to)

>> No.6753670
File: 411 KB, 1919x1079, ballistyx.png [View same] [iqdb] [saucenao] [google]
6753670

How do you guys calibrate the brightness of your games? My brightness is a notch above the default in GZDoom, but I've noticed in the last few maps I've played in TNT that there are quite a few places that are so dark I have to use the minimap to move and shoot (the screen is totally black).

I could see that being used rather sparingly, but this has been happened on 5 or 6 maps of the 20 or so I've done, so I am wondering if it is too dark or if I am playing as intended. Here is a screenshot with my back against the last elevator from those corridors at the start of Ballistyx (TNT MAP26). On my screen, the floor texture is scantly visible.

>> No.6753681

>>6753626
prBoom+ was feature complete and needed no updates.
The mouse issue some people are having happen because some Windows 10 update fucked something up in default mouse driver to make smoothing go haywire when old input methods were used as in prBoom. New update fixes that too.

If you look at release comments, the Zahl update adds UMAPINFO and DEHEXTRA support.

UMAPINFO releases restrictions on what map should follow after what, where secret exits can be and so on, as well as allow custom map screen.

DEHEXTRA adds a lot of new dummy things, sprites and codepointers so one does not have to vandalise existing actors to make new ones.

It does not compromise anything else prBoom had, including demo compatibility.

>> No.6753682

The 2048 Brightmaps don't seem to load at all in GZDoom, I've tried disabling any other brightmaps but they don't appear. Can anyone else get them to show up?

>> No.6753734

>>6753571
t. Butthurt zoomer who got used to the crappy defaults

>> No.6753736
File: 5 KB, 990x768, blacktest.png [View same] [iqdb] [saucenao] [google]
6753736

>>6753670
on your shot, I can easily see the floor and the walls with slightly washed-out blacks.
if the levels are crushed at the monitor/driver level, there's no guarantee the game gamma will be able to fix things. so make sure you do this first: http://www.lagom.nl/lcd-test/black.php
past that, some maps are just intended to be dark.

>> No.6753770

>>6753736
Thank you so much for that link. Your picture was entirely black until square 20 on my screen, and I found a setting on my monitor called "HDMI Black Level" which was set to "Low". Setting it to "Normal" lets me see every square. No other brightness/gamma settings on my monitor made a difference but that one.

Went back to GZDoom, dropped the brightness back down to 1.0, and now I have perfect color distribution.

These Doom threads have saved my ass more than everything else on this site combined, so thanks again for the tip.

>> No.6753782
File: 3.01 MB, 2560x2160, Fog_Con_Bright_Gam_Sat .png [View same] [iqdb] [saucenao] [google]
6753782

>>6753670
gl_lightmode=2 //Doom lightmode. Not as dark as Software/vanilla, but still has good ccontrast and lightspot around player like original
You are either not using it, or have gl_fogmode" 0" because othrwise walls around you would've been slightly lit.

vid_gamma 1.18
vid_contrast 1.16
vid_brightness 0.176
vid_saturation 1.15 //to combat the desaturation caused by brightness and gamma

^this results in roughly same light/dark contrast, but everything is brighter and more colorful

gl_fogmode CVAR affects not only fog effects but also natural darkening of distant areas that is present in Doom, as well as lightspot around player in Doom lightmode. I usually have a toggle bound to turn it on/off. It increases contrast between light and dark, but can make some dark areas beyond lightspot harder to see.

>> No.6753803

>>6753782
I have currently:
gl_lightmode=3
gl_fogmode=1
vid_gamma=1
vid_contrast=1
vid_saturation=1
vid_brightness=0

I'll tweak those now that my monitor seems to be working as I was expecting to have been. Thanks for the tips and the sample shots. Using a toggle key is a clever idea.

>> No.6753818

>>6753803
>gl_lightmode=3
It's called "Dark" for a reason. And you were complaining that you game is dark lol.
IIRC Its mostly the same as gl_lightmode=2 (Doom), but without the lightspot, and fog setting makes distant things darker faster (similar to Vanilla)

>> No.6753834

>>6753670
Just change the hardware mode to software. True-colored lighting is awful. It removes all depth and contrast and looks more sterile in comparison.

>> No.6753878

>>6753834
>washed-out textures and light banding is better than truecolor lighting
Nostalgia is a helluva drug

>> No.6753880

>>6752021
I know a fair bit about MAPEDIT, here's a post I made some threads ago about starting out with blood mapping. I wont repost it because its a huge wall of text (it's the second entry)

>>/vr/?task=search&ghost=&search_text=mapedit

If you guys are interested, I could setup a per-configured dosbox for Blood mappin'.

>>6752049
Blood's trigger system is unique. Instead of using spites for effects like in Duke, you use TX and RX id's for them, sort of like tags in doom.

>>6751987
Agreed

>> No.6753907

>>6753880
It's just details. If you know BUILD, MAPEDIT isn't an obstacle at all.

>> No.6753934

>>6753907
For sure, It just seems like people hate having to use dosbox for map creation.

>> No.6753938
File: 337 KB, 690x779, 0706076056050.png [View same] [iqdb] [saucenao] [google]
6753938

>>6753878
???
Truecolor lighting is a lot washed than software, wtf are you talking about?

>> No.6753943

>>6753934
I used vanilla BUILD for so many years, I honestly don't care anymore.

>> No.6753946
File: 133 KB, 785x272, 0560560546050.png [View same] [iqdb] [saucenao] [google]
6753946

>>6753878
You are objectively wrong. The software render have better contrast

>> No.6753951

>>6753938
>>6753946
Interesting. Is the colorspace incorrectly managed under OGL or what?

>> No.6753969
File: 138 KB, 1366x765, EHxKhH2.png [View same] [iqdb] [saucenao] [google]
6753969

>>6753878
Light banding is great to create atmosphere imo. Lighting is also more realistic as the human eye doesn't retain colors in the darkness.

>> No.6753992
File: 416 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
6753992

>>6753938
Your software loks helluva wrong as well

>> No.6753995

>>6753878
Light diminishing is s a defining part of Doom's unique aesthetics and levels are designed to look good with it. And you often get a more vivid look in software as a result of its limitation.

>> No.6753998
File: 782 KB, 1280x719, file.png [View same] [iqdb] [saucenao] [google]
6753998

>> No.6754012
File: 347 KB, 1920x1080, 067067067060.png [View same] [iqdb] [saucenao] [google]
6754012

>>6753992
Try to play it on a real software render, smartass

>> No.6754028

>>6753992
>>6753998
You reduced the contrast for software and increased it for hardware (and still looks like crap). We are not idiots mate.

>> No.6754030
File: 432 KB, 816x639, file.png [View same] [iqdb] [saucenao] [google]
6754030

>>6754012
It's a Crispy you inbred imbecille

>> No.6754045

>>6754030
So remove the gamma you idiot

>> No.6754047

>>6754028
thats letirally the same preset as >>6753782
I just have it on all the time and it looks fairly good for me. not THAT much different from vanilla as to bother me.

these
>>6754030
>>6753992
Are Crispy Heretic screenshots.
You can get same screenshots by launching Crispy and typing in "engage 38"

Guess you ARE idiots here mate.

>> No.6754049

>>6754030
I think there's something wrong with your Cripsy. It's not how it looks on my monitor.

>> No.6754057

>>6754047
Nope, contrast was artificially increased, you can see it by the Elven Wand sprite

>> No.6754065

>>6754057
Not only that but still looks like crap lol

>> No.6754070

>>6754057
thats on the GZDoom screenshot. Which is tweaked.
Which is the point of a tweak. To make it look better.

Crispy screenshots are unaltered in any way

>> No.6754085

>>6754070
Still looks ugly as hell dude. Artificial contrasting doesn't make it look better imo.

>> No.6754115

>>6754085
This. Gzdoom contrast settings are more or less like a photoshop filter that you applies to the entire game. Sometimes it may look good but it will also distort other colors because there's no light diminishing control whatsover. Software lighting is still more organic imo.

>> No.6754124
File: 1.32 MB, 1296x1518, file.png [View same] [iqdb] [saucenao] [google]
6754124

>>6754085
>>6754115
Here without contrast still does not look as bad as
>>6754012
>>6753938
tries to claim
because that absolute moron applied Doom palette to Heretic

>> No.6754129

Are we really getting autistic about blues and shadows now?

>> No.6754135
File: 762 KB, 1296x759, file.png [View same] [iqdb] [saucenao] [google]
6754135

>>6754124
forgot to flip the lightmode

>> No.6754148

>>6754124
>because that absolute moron applied Doom palette to Heretic
Nope, that is an altered Heretic palette you idiot: https://www.doomworld.com/forum/topic/110437-heresypal-a-new-palette-for-heretic-on-idgames/

>> No.6754156

>>6754135
Looks awful

>> No.6754167

>>6754148
talking about >>6754012
screenshot
"palete" tonemap applies default Doom palette in any instance which you can see on the left of that scren

>>6754156
the shit on the right (software you so proud of) looks oversaturated as hell too
but feel free to enjoy your own brand of retardation I guess.

>> No.6754175

>>6754167
the blue wall specifically

>> No.6754176

>>6754135
Colors are all wrong. Looks like shit.

>> No.6754189

>>6754167
Your attempt of recreate it on hardware looks like crap compared to the original dude.

>> No.6754191
File: 1.90 MB, 3840x2160, Screenshot_Heretic_20200823_174055.png [View same] [iqdb] [saucenao] [google]
6754191

>>6754135
this is the same stage in gzdoom using doom software renderer

>> No.6754197

>>6754191
and the blues all crunched together

>> No.6754208
File: 612 KB, 1366x741, software.png [View same] [iqdb] [saucenao] [google]
6754208

>>6754191
Nice try retard. Take it with the full light and stop being an idiot

>> No.6754216

>>6754208
Looks a lot better

>> No.6754225

>>6754208
SOUL

>>6754135
SOULLESS

>> No.6754232

>>6753317
Well, fuck.

>> No.6754236

>>6753367
>>uses hardware acceleration instead of software rendering
I like hardware rendering better, but linear filtering can go die.

>> No.6754245

>>6754225

>>6754208
SALT

>>6754135
SALTLESS

>> No.6754254

>I am too autistic to understand that people have different preferences to me: the thread

>> No.6754278

>>6754124
>>6754135
Vastly prefer this to the color banding and color bleeding in software mode. You guys do what you feel like though.

>> No.6754281
File: 2.95 MB, 1920x1080, quakespasm 2019-10-15 22-35-03.png [View same] [iqdb] [saucenao] [google]
6754281

>>6754208
Does anyone here besides you care, autistic dipshit?

>> No.6754282

>>6753938
According to something Graf posted, the Heretic devs must've fine-tuned their colormap (that defines the shades of brightness for each color in the palette), unlike Doom's automatically-generated colormap.

>> No.6754285
File: 935 KB, 1200x667, f7c55d6f9638.gif [View same] [iqdb] [saucenao] [google]
6754285

>>6754208
>>6754135
I made a choppy gif. Software definitely looks better: The walls are more vibrant and colors looks more natural.

>> No.6754287

>>6754129
Mods have abandoned /vr/, so you don't get rid of annoying people when they engage in various shitposting. For now this guy is going to complain about how people aren't playing Doom just like he remembered, later on he'll go on some tirade about trannies, or Half-Life.

>> No.6754293

>>6754285
Perfect.

>> No.6754297

>>6754287
Let people discuss things, goddamit

>> No.6754304

>>6753878
It's not nostalgia. Software render is the original render aka the way the artist\level designer envisioned. Contrast tends to look better on software and it's more atmospheric as well. Just my opinion though

>> No.6754307

>>6754285
There's various lightmodes to play around with too.

>>6754297
Some of this discussion is genuine, other is very much not in good faith.

>> No.6754308

>>6754285
Look at how ugly the ceiling is in software though

>> No.6754319

>>6754307
But this is the one the anon tried in order to "emulate" the software look (the others are even worse in terms of depth and contrast).

>> No.6754328

>>6754285
That's it. Software looks a lot better.

>> No.6754336

>>6754282
then we need a screenshot of DOS heretic

>> No.6754341

>>6754336
Any software renderer uses the games colormap, not just dos.

>> No.6754367 [DELETED] 

>>6754282
Doesn't matter imo. Doom on hardware mode is also very washed-out.

>> No.6754373

>>6754254
I thought nu-doom community is cringy and bad, but reading this thread is even worse.

>> No.6754383

>>6754373
It's alright, people are just discussing art design. Go back to /v/ if you don't like tho

>> No.6754405

>>6754383
that's not art design.

>> No.6754418 [DELETED] 

>>6754405
https://dictionary.cambridge.org/pt/dicionario/ingles/design

>> No.6754430

>>6754373
at least some people here can be aware of it and try to fight it
we don't have an upvote system to determine the "right" posts

>> No.6754439 [DELETED] 

>>6754405
It is, to certain extent. Doesn't matter tho, I prefer when people discuss things rather than being silenced.

>> No.6754465
File: 92 KB, 1053x785, temp.png [View same] [iqdb] [saucenao] [google]
6754465

why the fuck does does this exit/crash on startup?

specifically the setup program, chocolate itself works fine

run as admin does nothing

>> No.6754496
File: 15 KB, 559x423, 8966899.jpg [View same] [iqdb] [saucenao] [google]
6754496

>Oh my god.... he uses hardware accelerated render, look at those dark blue palettes, holy shit... literally UNPLAYABLE i need to wash my hands 100 times and counting out loud after watching this picture

>> No.6754507
File: 56 KB, 151x200, 1590180075972.gif [View same] [iqdb] [saucenao] [google]
6754507

>>6750960
Still waiting for TNT and Plutonia to be playable on GBA

>> No.6754508
File: 47 KB, 500x258, 1566317064_mad_ion.png [View same] [iqdb] [saucenao] [google]
6754508

Give me the best vanilla friendly weapon packs that make the gunplay more satisfying while retaining vanilla weapon balance/stats. Not talking about smooth doom and stuff like that, just straight up reskins and sound replacements

>> No.6754517

>>6754508
>I'm angry
>ANGRY ABOUT GAY SOAP

>> No.6754518

>>6754285
I prefer the software look as well

>> No.6754558

>>6753681
>prBoom+ was feature complete and needed no updates.
Wrong, generalized walkover crusher functions are broken, and that's something that PrBoom+ should have fixed from the beginning. I understand that this can lead to conflicts with older maps and older demos, but I think that can be solved by defining new complevels.

If the mouse issue can be resolved by just updating the software, I think there's no reason not to. Sourceports which people actively use should be maintained so that they continue to function as times change.

>UMAPINFO releases restrictions on what map should follow after what, where secret exits can be and so on, as well as allow custom map screen.
I think this is a good feature for flexibility. If I can make Doom 1 style episodes but with Doom 2 monsters and features, along with even letting me make my own map screen, that's cool as hell, and I would really love to do some work with that.

>DEHEXTRA adds a lot of new dummy things, sprites and codepointers so one does not have to vandalise existing actors to make new ones.
Granted, I've never worked with it, but I thought that was what .BEX did?

>> No.6754571
File: 432 KB, 1280x720, Screenshot_Doom_20200808_150347.png [View same] [iqdb] [saucenao] [google]
6754571

Play Endless Madness
https://streamable.com/t8mx7y

>> No.6754573

>>6754558
BEX only allowed to attach more actions to different frames with less limits, but you still had to change something existing (nazis and keen are usually first to go) if you want a new monster.

>> No.6754578

>>6754508
eriguns

>> No.6754582

>>6754578
Eriguns is not vanilla I think

>> No.6754584

>>6754573
I see. I guess extending DeHacked more could be useful in that case. That's definitely looking at creating new complevels for that stuff though.

>> No.6754587

>>6754582
Original eriguns is just a reskin

>> No.6754598

>>6754558
3-key doors are also broken in PrBoom.

>> No.6754602

>>6754587
Oh cool, where I can find it? I only found decorate versions

>> No.6754610

>>6754571
Is that audio actually part of the mod?

>> No.6754613

>>6754598
Direct ones, right? I think remote switch ones still work.

>> No.6754615

>>6754610
Yes.

>> No.6754629

https://www.youtube.com/watch?v=xoCZ07hwoZ4

>> No.6754635
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google]
6754635

>>6754615
That's fucking hilarious.

>> No.6754653

>>6754629
kek setting alarm to 11

>> No.6754686
File: 2.77 MB, 1000x563, 1595619109852.webm [View same] [iqdb] [saucenao] [google]
6754686

Anyone know what the heck this is?

>> No.6754696

>>6754686
Looks like PB

>> No.6754703

>>6754686
a fucking eyesore.

>> No.6754705

>>6754686
how the fuck do I get my Brutal Doom to look like that? Looks badass

>> No.6754708

>>6754686
this hud is fucking garbage

>> No.6754713

>>6753576
That'll be toned down. I guess I'll also just upload HUH as a separate .wad

>> No.6754714

>>6754686
Doom Challenges Ranked by Difficulty:
>Ultra Violence
>Nightmare
>Pacifist Run
>Pacifist 100% Run
>Playing All of the Games With That HUD, Those Settings, Etc.

>> No.6754717

>>6754714
It looks gaudy as fuck but I still want to try it, whatever it is.

>> No.6754719

>>6754686
I'll never understand these "realistic" helmet HUDs, they're so obtrusive to play with.

>> No.6754738
File: 21 KB, 320x200, DoomPCtechdemo-normal.png [View same] [iqdb] [saucenao] [google]
6754738

>>6754686
which is worse
that one or this?

>> No.6754752

>>6754738
Soul
>>6754686
Soulless

>> No.6754765

>>6754752
Other way around bud

>> No.6754786

>>6754765
that beta hud at least tried to fit the art style, even if it's just because it came from the devs themselves
a lot of "visual enhancement" mods usually suck because they don't consider doom having an art style
they treat everything in the game as if it was a liability or something inconvenient

>> No.6754813

>>6754765
This. The blue one is way too tryhard

>> No.6754856

>>6754571
Wow this mod is fucking annoying.

>> No.6754872

>>6753880
i am the anon that asked about mapster for blood, thanks, i saved your last post on blood mapping to try later, thanks.

>> No.6754904

>>6754571
i second this notion

>>6754856
this anon hates fun

>>6754635
amazing when it happened the first time

>> No.6754921
File: 335 KB, 3200x1446, Screen Shot 2020-08-23 at 5.33.20 PM.png [View same] [iqdb] [saucenao] [google]
6754921

got 3d wirefame and solid wall drawing mostly working (portals aren't 100% yet), but this is just for fun, as it's just supposed be a wad optimizer, not a full renderer

>> No.6754932

>>6754904
Trying to deal with a pack of explosive hitscanners that lead their shots and punt you into the air ain't fun.
The underground bunker with the ghosts sucks too seeing as they become unshootable when they do their little lunge thing.
Also I have yet to get that freeze frame thing so I'm immensely disappointed there too.

>> No.6754964
File: 27 KB, 247x236, 1568610367403.jpg [View same] [iqdb] [saucenao] [google]
6754964

>>6754932
>hitscanners leading their shots

>> No.6755009

>>6754964
kek

>> No.6755075

crispy doom with boom support would be the best engine if it existed

>> No.6755076

>>6754964
You try dodging those tanks then, smartass.

>> No.6755089
File: 980 KB, 500x239, Doom Becomes Her.gif [View same] [iqdb] [saucenao] [google]
6755089

>>6749637
>>6752441
>>6753223
2048GUNS.wad v2: https://files.catbox.moe/lobpqv.wad
HUH!.wad: https://files.catbox.moe/ea5egz.wad

>>6752564
>>6752584
>>6753276
>>6753302
>>6753364
>>6753373
>>6753393
>>6753410
Toned down the Absolute Quakening from explosions. Also altered the timing slightly on the shotgun, and on the Super Shotgun. Spread on subgun increases faster (two first shots in a burst are still always precise), and I gave the plasma its own decals and impact sound.

>>6753049
Renamed from SHOT_0 to SHUT_0, so that conflict shouldn't be a problem anymore.

>>6753576
>>6754713
HUH.wad as a separate download. Do whatever you want with that.

If you guys have further input, I'd be interested to hear it.

>> No.6755096

>>6754738
At least you could argue this was for a performance increase

>> No.6755106

If doomguy has infinite height, that would makes bitches incredibly wet instantly since they care so goddamn much about it.

>> No.6755110

>>6755106
See, you would think that, but he's always fuelled by anger because his dick is small, so it's a total monkey's paw

>> No.6755119
File: 1.58 MB, 1920x1080, quake2xp 2019-12-31 16-32-37.jpg [View same] [iqdb] [saucenao] [google]
6755119

>>6753162
Its called, using the Enemies in the right way.
and proper level design
which begs me to wonder, who was the anon making a large Q2 map/unit in space?

>> No.6755127

>>6755106
>>6755110
>Lay on back
>Dick is now infinitely tall

>> No.6755138

>>6752317
For map21 I made a secret that lets you skip getting those keys, with the caveat that doing so means you don't have a plasma rifle and are forced to deal with the spiderdemon to get them. It's something I did on a whim after watching people speedrun.

>> No.6755142

>>6755089
Much better now, I love it anon

>> No.6755162

if you guys don't play diabotical i'll literally kill myself. don't fuck up.

>> No.6755163

https://twitter.com/DanielWienerson/status/1297615468967075840

How long until voxel duke and voxel doom?

>> No.6755175

>>6755163
Gee, if it's gonna look like that, hopefully never.

>> No.6755181

>>6749715
If you're gonna publish this, trust me, people will notice it features an Oblige area and call you out for it and you'll eternally be deemed a retard.

>> No.6755190
File: 516 KB, 1884x1680, what-the-fuck.png [View same] [iqdb] [saucenao] [google]
6755190

What's wrong with this linedef?

>> No.6755196

>>6755190
delete it and remake it or press f4 to check for corruption. actually i dont know if the error checker is in old doom builder. use ultimate doom builder, its better in every way

>> No.6755197 [DELETED] 

>>6749715
Why GZDoom shots looks so ugly /vr/os?

>> No.6755201

Is he right /vr/ bros?
>>6755161

>> No.6755204

>>6755196
Cheers anon, F4 fixed it

>> No.6755209

>>6755190
>>6755196
I prefer Doom Builder X to be honest. But for the love of god change the thing icons to square. It's a lot better to see stuck enemies (Doom hit detections are square)

>> No.6755218

>>6755197
too high-res

>> No.6755265
File: 956 KB, 1280x913, gordon couch.png [View same] [iqdb] [saucenao] [google]
6755265

>Boom format
>perfect demo playback
>fixed mouse
>fixed linedefs
>MAPINFO support
Shit man, I'm really looking forward to it, this would be perfect for me to make maps for. I don't need any ACS or ZScript, I love VooDoo scripting anyway, it's simply fun to do.

>> No.6755267

>>6755265
>hl1 pic
go back

>> No.6755272

So what would you guys say is the funniest doom wad?

>> No.6755305
File: 26 KB, 825x863, image.png [View same] [iqdb] [saucenao] [google]
6755305

Sup I'm packing lol.

>> No.6755320

>>6755076
ADAD
also if they were hitscan, and leading, they'd just miss full stop

>> No.6755341

>>6755305
I like her more than le tailor girl
The Stacy Zan vs. the Becky Daina

>> No.6755343

>>6755265
I just wish for a Crispy Doom for the Boom format. No weird framerate bullocks, no "advanced" rendering bullshit, no fucked up MIDI playback, just Boom, brightmaps and chunky rendering.
At least there is a PrBoom+ build with the mouse fixed. https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=13&tab=comments#comment-2151685

>> No.6755350

>>6755110
women really don't care about dick size, at least not at first.
If I got a penny for every time I heard a girl who went after a guy she thought was super hot and he ended up having a small dick I would be fucking rich.

>> No.6755381

>>6755272
Community is Falling 1-3

>> No.6755384

>>6755265
kys

>> No.6755404

>>6755343
Brightmaps would be nice too, then I could design around it.

>> No.6755418

>>6749636
Played chex quest hd alongside og

pros:
>art style is okay, nothing great but not as awful as I had first thought
>multiple characters is a cool idea
>intro and outro animations are nice even if they are actually barely animated
>voice acting was pretty good especially for fred, talking in gameplay was alright surprisingly
>secret messages are fun
>wheatney is thicc as hell though you can't really tell in singleplayer

cons
>feels slow and clunky, very noticeable alongside the original game
>weapons switch slower than the og
>only the rapid zorcher and phasing zorcher fire continuously you have left click each time to fire with everything else unlike og
>sometimes weapons just would not fire for me, no idea why
>projectiles look bad, especially the propulsor rockets
>you can't rebind controls, and you can't even see the controls in game
>enemy ai and movement seems fucked, they can get stuck, sometimes move very oddly or not at all
>armor caps at 133%, damage drains armor only and not health if you have it for some reason
>no automap
>level redesigns were meh, not awful but worse than og
>you can get hurt in the cutscenes, though this shouldn't happen often and there's like 4 or so cutscenes

pretty disappointed, I really wanted it to be good, giving such a fun old game attention again was fun but the game feels really fucking cheap and amateur

>> No.6755432

HL sucks.

>> No.6755487

>>6755418
Going off memory, in the credits of the HD version it did mention some education places so I wouldn't be surprised if it turned out it was a student project.

>> No.6755504

>>6754921
What is this?
I don't think I've seen your previous posts. If you had any.

>> No.6755534

>>6750236
>serpent riders
>d'sparil rides a serpent
>korax is just a serpent
>and he isn't riding anything

>> No.6755558

>>6755534
They most likely planned for the Heresiarch to ride Korax, but changed it. Then they just abandoned the idea entirely in Hexen II.

>> No.6755620

>>6755487
yeah they gave thanks to I think snhu so maybe

>> No.6755638

>>6755504
I'm working on a bsp engine for the sega genesis
currently working on optimizing doom wads so I can use map editors

>> No.6755650

>>6755638
Oh shit. Okay, I didn't realize this was the same project. Also didn't realize you were targeting wad format in any way.

>> No.6755724

>>6755341
I like Daina, but her resolution is way too small. Both her and 99% of the companion mods would've greately benefitted from x2 or even x3 sprite resolution.
Cartoony style sprites look really generic in low res.

>> No.6755726

>>6755534
You kill all their stable of mounts before you fight Corax in Hexen. That's why they're so pissed lol.

>> No.6755776
File: 509 KB, 1280x720, Screenshot_Doom_20200824_074151.png [View same] [iqdb] [saucenao] [google]
6755776

Taking 2048 for a whirl.

Gatehouse is out the gate. This map trips me the fuck up, because I've had an outdoors area pretty much exactly like this feature in dreams I've had, at least a few times. Very odd case of deja vu.
There's an imp outside of the map boundaries, which should be addressed. Outdoors area is maybe slightly bright, but maybe that's just me.
I like the secret for the rocket launcher.

>> No.6755794
File: 354 KB, 1280x720, Screenshot_Doom_20200824_070349.png [View same] [iqdb] [saucenao] [google]
6755794

>You're A Drunk Loser, And Not The Cool Kind
This map is pretty great. I like the music (shame it's unidentified), and the combat is simple, but fun.
The secrets are kind of inventive, I like how the way out from one of them is hidden by not just an anonymous wall surface, but instead an entire detailed wall feature, that's something I've never thought to do, for some reason.

This baron gets stuck and walks in place after he teleports, I'm not sure if that is because of GzDoom, or if this happens on PrBoom+ as well. He pissed off an Imp, so I took the opportunity to sit back and watch him slowly get fireballed to death.

>> No.6755797
File: 200 KB, 1280x720, Screenshot_Doom_20200824_070658.png [View same] [iqdb] [saucenao] [google]
6755797

Also this detail is simple, but I think it's nifty as hell. I learned a few things from this map.

>> No.6755821
File: 708 KB, 1280x720, Screenshot_Doom_20200824_072504.png [View same] [iqdb] [saucenao] [google]
6755821

>Roundabout Cliffside

This map was VERY fun, I don't know if the original author did this polish job, or if this is the other guy, but it's a lot better, the music is high energy, the detailing is nice, and the combat and traps are all much stronger.

>> No.6755845

>>6755797
Wait a second is this a 3d floor?

>> No.6755847
File: 555 KB, 1280x720, Screenshot_Doom_20200824_072838.png [View same] [iqdb] [saucenao] [google]
6755847

The new Arch-Vile reveal is nifty, by the way.

>> No.6755848

>>6755845
A fake 3D floor, Boom has one or two functions for that.

>> No.6755996

>>6755138
cool, thanks. i just spammed the hell out of the spider with plasma after ignoring it thanks to infighting. did not use the invulnerability (which i found later during secret hunting).

fun map =)

>> No.6756003

>>6755776
yeah multiple of us have pointed out the imp, hopefully gets fixed.

>> No.6756014

>>6754686
>reshade ssao and dof drawing over sprites and even the hud
how do these people live with themselves?

>> No.6756043
File: 382 KB, 1280x720, Screenshot_Doom_20200824_073053.png [View same] [iqdb] [saucenao] [google]
6756043

This texture in Roundabout Cliffside isn't animated by the way, not sure if that's a mistake or an intentional design decision, pointing it out either way.

>> No.6756049

Is a map poorly designed if a player is unlikely (but not impossible) to beat it without saves on a blind run? And if so, why?

>> No.6756054
File: 418 KB, 1280x720, Screenshot_Doom_20200824_090025.png [View same] [iqdb] [saucenao] [google]
6756054

Lobachevsky Overdrive

This map is simple, but I enjoyed it a lot. Not a lot to say about it, but I really love the impossible circle gimmick, ala Duke's Lunatic Fringe (I didn't even realized that was what was happening at first, the realization was great). Kinda wish it was a little bit longer, that there were a couple of more 'steps' in the circle, but alas that wouldn't fit in the allotted 2048.

>> No.6756061

>>6756049
I would say that if you cannot really beat the map without saving and reloading to keep redoing encounters, and especially the author himself doing that, the map isn't particularly good in design and the way enemy encounters are made needs to be revised.

Bad maps can be salvaged, really good maps have been made out of really bad first drafts.

>> No.6756153
File: 101 KB, 312x302, small_why.png [View same] [iqdb] [saucenao] [google]
6756153

>>6755418
>you can't rebind controls
the one thing keeping me from trying it. I really hope there's a way to do that sometime.

>> No.6756154

>>6756061
>especially the author himself doing that
I'm asking if the player not likely to beat a map without saves in a BLIND run makes a map poorly designed. The author by definition can't do it blind, because they designed the map. They would need to ask other people to playtest in order to truly verify that saveless is perfectly reliable for blind players.
Obviously, if a map isn't beatable without saves, even if the player knows the map, then I'd agree that it's poor design. But how many non-94 quality released maps are out there that qualify as impossible saveless?

>> No.6756156

>>6756003
The compiler could just cut out the imp without waiting for the author. Same goes for any obvious and easy to fix mistakes.

>> No.6756163

>>6749670
looks sick homie, anywhere I can follow your progress?

>> No.6756194

>>6756153
Just use AutoHotKey

>> No.6756206

>>6755724
They also look REALLY shitty in higher res, as demonstrated by The Citadel.

>> No.6756247

>>6756206
Even x3 of original would put sprites at ~120x180 area, which is not really high res, but would still allow for much more details.

Also The Citadel sprites look like shit because artist is a fetishist with no taste or talent. And they have 4 rotations at best (some enemies don't even have that), compunded by the fact that they are aligned to the camera and thus look like shitty cardboard cutouts up close since you can see as they get flatter. And some times they don't even align to anything at all and go full cardboard.
And "gore" always looks like it was printed on cardboard.

IDK what weed GMan has been smoking for the last 12 month but his takes on new games (where he can't compare his notes with other reviews) become shittier and shittier with each vid. Glad I didn't jump the gun on it and waited until it finally got pirated.

>> No.6756249

>>6754465
check read/write permissions on the folder

>> No.6756252
File: 408 KB, 1280x720, Screenshot_Doom_20200824_090616.png [View same] [iqdb] [saucenao] [google]
6756252

Arrogance And Contempt

This level is spacious, and mostly brightly lit, but the tense low tone track (from Metroid Fusion), really sets a very oppressive atmosphere that I got really into. The switch part was neat, and I like how the level changed a bunch by that.
I like the way light shines in through windows, casting some shadows here and there. Somehow this level makes me think of the old Castlevania games on the NES.

>> No.6756253
File: 968 KB, 3000x1614, sd1.png [View same] [iqdb] [saucenao] [google]
6756253

>>6749636
>>6749637
Solace Dreams is being remade. https://youtu.be/2GAN18GNyNk

The author was apparently shunned by the ZDoom forum trannies. Thought it'd be nice to give it some attention.

>> No.6756263 [SPOILER] 
File: 300 KB, 1280x720, 1598260228483.png [View same] [iqdb] [saucenao] [google]
6756263

An Appointment With Mr. Pain

This level was lots of fun, and it looked pretty good too. The room with blinking lights yet lit walls reminds me slightly of a part in TNT, and in a good way, it looks cool (with a mix of techbase and hellish magical stuff, it's almost a little bit Shores Of Hell). I like the trap before the blue key a lot, I sensed something was coming, but I totally wasn't anticipating the imps coming behind, it's great!

>> No.6756265

>>6756154
Any map can theoretically be beaten on first try unless it randomly telefrags you or something.

But generally Modern acclaomed wads wear incoming ambushes on their sleeves.

>> No.6756271

>>6756253
That's the Rootpain guy, right? I could see him rubbing people the wrong way in how he has behaved in the past.
I think it's great that he's putting some effort into something with actual gameplay and design though.

>> No.6756286

>>6756253
Is this just like nonstop boss arenas?

>> No.6756296

god i wish it was 1994 and i was playing doom on a big beige pc with a turbo button and pc speaker sound

>> No.6756343
File: 182 KB, 1280x973, DOOM0016.png [View same] [iqdb] [saucenao] [google]
6756343

Update

>> No.6756347

>>6756253
>Dude behind rootpain and some shit WAD using voxels in gzdoom(absolutely disgusting and terrible for performance)
Yeah, sure, this time it will be a masterpiece. I dont give a shit what some dilating fags from some forum thought of him, his previous projects were shit incarnate

>> No.6756348
File: 203 KB, 1280x973, DOOM0017.png [View same] [iqdb] [saucenao] [google]
6756348

>>6756343
This one is from the little nook that hallway makes

>> No.6756382

>>6756347
Hadn't you ever heard of Solace Dreams before? It's been out for some years and it's always been considered good. He's just remaking it and it looks even better.

>> No.6756384
File: 2.91 MB, 960x540, gun.webm [View same] [iqdb] [saucenao] [google]
6756384

>>6755821
I'm still the original author of the map, but anons helped me out with feedback while I overhauled it.
>>6755847
Funny thing about that encounter - I was trying to create a forced movement effect that pushes the player through hell similar to the opening map of Ancient Aliens, but I couldn't get the acceleration strong enough to stop them from moving backward, so casually left the Archvile at the end there and hoped the player wouldn't shoot it in time. There's still a small chance the Archvile will attack instead of move, but the player's still probably holding down forward so they'll run into the teleporter anyway.
I think that section has room for detail too, but I just want to call the map done at this point.
>>6756043
Fuck, that's me getting blueballed by the lack of a usable Fireblu texture. That's supposed to be animated, yeah. Guess I'll add it to the list of things I need to change and test when I get the time.

>> No.6756397

>>6756263
It is a copy of TNT. I played it at the time and thought "that would be neat if it wasn't empty"

>> No.6756405

>>6756384
>I'm still the original author of the map, but anons helped me out with feedback while I overhauled it.
The improvement is remarkable. You turned a 'middling, not offensive, but not too exciting either' of a level, into one I think is very good.

>> No.6756423

>>6755726
My dad works at Raven and he said that Corax was originally supposed to mount Heresiarch.

>> No.6756426

>>6756397
I think even in TNT's weaker maps, there's some nice ideas here and there, either visually or in gameplay. That part of the map also reminded me a bit of Refueling Base, if all the zombies were let out in the dark after a while, instead of being out in the open.

>> No.6756429

>>6756405
The original was kind of rushed, and a bit of an experiment for me with the use of hitscanners. I'm usually too afraid to use groups of them over imps so thought a chaingun massacre against some former humans and whatnot could be fun.
It also marked the first time I blocked an exit with firepower instead of a key (since the Barons are so slow to kill they're essentially keygated by the rocket launcher), so that's cool too.

>> No.6756430

>>6756423
kinky

>> No.6756440

>>6756429
Yeah, I like the baron usage, their HP bulk and hard hitting makes them excellent area denial when applied right.

>> No.6756461

>>6755650
if i target wads i can use doom map editors

>> No.6756468

Jeez, Plutonia's Map 11 - Hunted is going to be good practice. Lesson learned so far is the plasma gun seems to counter archvilles, in close quarters, pretty well. Better than an ssg.

>> No.6756469 [SPOILER] 
File: 841 KB, 1280x720, 1598264431515.png [View same] [iqdb] [saucenao] [google]
6756469

Reviewing myself would feel very masturbatory. Progressive play really swamps you with ammo in time for this level, as expected, and that's a problem that this level probably exacerbates for the following level. That just is what it is though.
Orange sky suits this level a lot better than the white sky I proposed.

Also I noticed some textures I need to align.

>> No.6756479
File: 385 KB, 1280x720, Screenshot_Doom_20200824_113203.png [View same] [iqdb] [saucenao] [google]
6756479

>>6756469
Also, I realize that using 666 and 667 tags for VooDoo actions means that Arachnos and Fatsos being raised and killed again would be a non factor for the function of the level. Ain't that funny?

>> No.6756491
File: 369 KB, 1280x720, Screenshot_Doom_20200824_113457.png [View same] [iqdb] [saucenao] [google]
6756491

I don't know where to start with Belial's Bachelor Pad.

>> No.6756508 [SPOILER] 
File: 310 KB, 1280x720, 1598265738262.png [View same] [iqdb] [saucenao] [google]
6756508

I think so far that this level is my favorite. Going in slot 08, it feels very Tricks & Traps, without being designed around a central hub. Every ambush was splendid, and a couple made me jump. The part where you're locked in this hall and have to shoot these switches is fantastic, particularly with how each lets loose a Revenant.

I think the strongest compliment I can give this level is that it in no way feels like it's been crammed into a 2048 space, that it's a design that's been truncated, even in concept, to fit. That can be said for some of the other maps, but this one really feels like it uses space the best.
As much as I like the arena fight I designed for Forsaken Stockades, the rest of that level really is just filling space without much thought to encounter design, it's just linear sightseeing to show you a prison and some tunnels, then it's done. I wish that map was as well planned as this one.

>> No.6756519

>>6756163
For now, I'm only posting here and sometimes on ZDoom discord. I am planning on posting it everywhere when I get something presentable.

>> No.6756538

>>6752590
UPDATE: The Dehacked version is coming along with various limitations. I should have something to show tomorrow.

>> No.6756548

>>6756538
I'm excited to see it done.

>> No.6756579

Playthrough video of map27 of 300 minutes of /vr/ is up. A very difficult map, a good homage to Perfect Hatred. 9.5/10.
https://www.youtube.com/watch?v=KpgI6W_eDfc

>> No.6756586
File: 1.59 MB, 267x200, 1592468286123.gif [View same] [iqdb] [saucenao] [google]
6756586

>>6749770
>>6751087
So I tried one more thing
Used the Quake files in the OP instead of mine and suddenly everything works perfectly
Even better performance, scripted events I didn't even know were there, countless little bugs fixed like holes in the floor in E1M1 when you have to press the 3 buttons.
It even works flawlessly with sourceport versions the mod author claims break his mod and the ctf shit is gone too
No idea what the actual issue was, I'm just glad I can finally fucking play this thing
So yeah in the off chance someone has the same problem just use the files in the OP

>> No.6756595
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
6756595

>>6754964
>>6755320
Alright I finished it up. It picked up once you got the Ghoul's Forest area. That was genuinely fun. That last clusterfuck level was pretty good, using the SSG to boost out of the radius of the big lads super explosions. Dodging the big spider's lasers was kinda shit because you either manage to get out of the way or you're loading a save.

I have no idea what the fuck is up with those tanks but not once did I ever dodge one. Used it to my advantage to damage boost straight up into the air then used the rave gun to fly to the other side of the map. But they're still horseshit.

It's annoying at times, but I'd still recommend it.

>> No.6756603

>>6756469
i loved this map. good job

>> No.6756641
File: 88 KB, 757x607, 4a9f3086-049a-423e-a163-78c04aee3ceb-ezgif-6-731c1ad550c1.jpg [View same] [iqdb] [saucenao] [google]
6756641

>>6754921
Whatever this is, its really cool.
I've been looking for a way to super optimize doom to use on an ancient 8088/V20 machine, which theoretically should still be able to handle raycasting, since games like total eclipse exist. If I knew more about coding I'd try to develop a version that utilized the 8087 co-processor, which, being a dedicated floating point processor, would be able to render polygons much faster than the 8088.
Ti-84s use a zilog z80 as their cpu, and those are still capable of running a really shitty wolf3d style version of "doom", so why not the faster 8088?

>> No.6756676

>>6756343
Good geometry.

>> No.6756760

>>6756586
You might have at some point attempted to edit existing maps, fudged them up and forgot about it

>> No.6756812

>>6756760
Nah I never tried something like that
However I don't even know where I got my files from, downloaded it ages ago, long before /vr/ was even a thing, probably just a shitty version

>> No.6756813

>>6755418
Y'know, at least it's free. Thinking about it now, yeah it felt more like a somewhat glorified passion project that got picked up as an actual game rather than a simple fangame made in UE4, besides I dunno if you'd expect much from an HD remake of Chex Quest to begin with. At any rate though, it really is a game that deserved to be free in the first place.

>> No.6756883

https://www.youtube.com/watch?v=QtkQFf_s8og

>> No.6757000

>>6755776
>>6756003
Where is the out-of-bounds imp?

>> No.6757010
File: 7 KB, 225x225, 435211133.jpg [View same] [iqdb] [saucenao] [google]
6757010

Hahahaha he can't use the 2048 weapons mod on Prdogshit+ Hahahaha
>but m-muh demos

>> No.6757021

>>6757010
What? It was always meant as a GZDoom mod since it uses decorate. Someone is working on a DeHacked version that will be compatible with PrBoom+.

>> No.6757185

>>6756641
Well, doom doesn't use raycasting, which is good for you, but bad for you because the use of a more advanced algorithm means the maps got a lot more complicated as a result.

Anything like a z80 is gonna be way too slow to run actual doom maps.

>> No.6757224

>>6756382
I remember it being laughing stock of this general some years ago

>> No.6757230

>>6756595
you done did good kid

and i do agree there are some scuffs
but its just an experience that needs to be witnessed

>> No.6757253

Texture filtering? Y/N

>> No.6757260 [DELETED] 

Reminder hlniggers that the majority of this board hates your game.
Daddy janitor can't save you forever.
>>/vr/thread/S6755208#p6756226

>> No.6757261

>>6757253
Depends, if the texture was made with it in mind.

>> No.6757287

https://twitter.com/kinsie/status/1297873209656664064

>> No.6757298

>>6757287
Wake me when you can launch yourself like in the real game.

>> No.6757345

>>6757253
no

>> No.6757371
File: 29 KB, 320x200, 1581332678235.png [View same] [iqdb] [saucenao] [google]
6757371

wots this

>> No.6757375

Okay, so ZScript is completely fucking me up. Can someone who knows something explain to me what exactly happens here:

if (player != null)
{
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;

player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
}

It's from the pistol's fire function. I know that there are checks being done, I understand if(player), I also understand that it casts some kind of pointer (of the weapon in the readystate?), then it does some checks, if the weapon in the readystate is there? If invoker is that weapon? It there is a stateinfo? If yes, which? After that I am completely lost, especially with the stuff in brackets, since I don't know shit about ZScript syntax and that next check really confuses me. Skimming through gzdoom.pk3 also didn't help and the ZScript resources are almost all completely useless for someone who isn't an actual programmer. So before I ask my dumb question in the forum to get scoffed at by the chicken, I figured I'd ask here.

>> No.6757378

>>6757371
Looks like Eviternity.

>> No.6757392

why does gzdoom load some zipfiles with no problem while others don't work?

>> No.6757395

>>6757375
Looks like it's checking if a specific weapon, fired, tries to deplete the ammo, and if deplete ammo returns a false value, exit early and don't set the flash state (as it was out of ammo)

>> No.6757458

>>6757298
that reminds me, wasn't there someone's version of project msx that had proper grapple hook physics?

>> No.6757537

>>6757000
Sometimes it wanders and is like 10 million miles away. I haven't checked in map editor.

>> No.6757579

>>6757395
Ok, so just that I understand correctly:

>weap != null
Checks if Player.ReadyWeapon (the weapon the player is currently holding?) is existent
>invoker == weap
Checks if invoker is also the one (for kill confirmation?)
>stateinfo != null
If any state is active, i.e. the gun has been fired?
>stateinfo.mStateType == STATE_PSprite
No idea, really

>if(!weap.DepleteAmmo
Ok, if ammo IS depleted, else return, but
>(weap.bAltFire, true, 1))
But what the fuck is that? Alternative ammo flag true? And how is it connected to the first check?

>> No.6757636

Finally shat out this MetaDoom thing
https://pastebin.com/LKRNB8fH
Should have done it earlier

>> No.6757654

>>6757579
ok i'm on my computer now

// if player exists execute the code inside the '{}' braces
if (player != null)
{
Weapon weap = player.ReadyWeapon; // access the player's weapon


// if the player has a weapon out, and the invoker of this script is the ready weapon?, and the current state (of the invoker?) is not null, and the current state is STATE_pSprite, then continue
// i think that some of these checks might be somewhat redundant sanity checks

// if all these checks are true, execute the code inside the '{}' braces
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{

// try to deplete ammo, if this returns false (weapon is empty?) then execute the code inside the '{}' braces
// the braces arent required if there's only one statement, in this case, it's just a return
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;


// otherwise the weapon had at least one round, so set the pistol's sprite to it's flash animation
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
}

>> No.6757659

>>6757579
>>6757654
also, i'm not sure why it says altFire here, but it doesn't really matter, maybe the pistol's regular fire is altFire internally

>But what the fuck is that? Alternative ammo flag true? And how is it connected to the first check?

what do you mean by first check?

>> No.6757667

>>6757654
Well thanks, that definitely makes things clearer, especially the sprite stuff.

>>6757659
I meant, I understand the !weap.DepleteAmmo check, but what does the Altfire thing in the brackets behind it mean? Are they connected to this check or are they something else? I am not familiar with the syntax and don't understand what is going on there, like should there be a && or || or is the (weap.bAltFire) an argument of the deplete ammo check or what?

>> No.6757680

>>6757654
>// if player exists execute the code inside the '{}' braces
>if (player != null)
jesus christ

>> No.6757682

>>6757667
>I am not familiar with the syntax
Not familiar with the syntax? You are not familiar with programming at all. Just stop.

>> No.6757710

>>6757680
i just commented every single line since he seemed really confused, even by the syntax

>>6757667
!weap.DepleteAmmo is not a check,
it's calling the weap.DeleteAmmo function with altFire ammo and saying to deplete the ammo by one round, and taking the return value of that function, and if it was false, return early because it couldn't delete the ammo

if you don't even understand function calls you're gonna have a lot of trouble

>> No.6757713

>>6757710
>>6757667
I don't mean to sound rude or dismissive by that, just keep at it, and maybe do some reading on basic programming concepts in python or c or something

>> No.6757723

>>6757710
>it's calling the weap.DeleteAmmo function with altFire ammo and saying to deplete the ammo by one round, and taking the return value of that function, and if it was false, return early because it couldn't delete the ammo
Well fuck, could have never told that, thanks.

>if you don't even understand function calls you're gonna have a lot of trouble
Yeah probably, but I really want to learn ZScript. I managed to steal some code and update an old DECORATE actor of mine, went from 160 lines to barely 50, so I wanted to get more into that to make stuff I wasn't able to do in DECORATE so far.

>> No.6757738

>>6757458
Yes. I tried to convince him to post it, because cool things show up, taunting us, and then disappear into nonexistence.
He told something like "Nah, it's too raw, I'll make it better and def. release it, it won't disappear, don't fret".
Guess what happened next.

>> No.6757754

>>6755089
You reduced shake strength on the RL, but didn't reduce the radius.
Funny how small rocked can trip you up from across half the map lol.

Also if you can, make the pistol spend ammo from the main pool, and clip be just a counter - will make it so you have exact number of rounds you're shown, not number+whatever you have in the clip. Also avoids situaton when you max out ammo while using another weapon, switch, then find out you didn't max out because your clip is at 1 and so you reload - youre not at max now. Its not a big deal but it irks my OCD somewhat fierce (also some times wastes ammo when after all that you walk over a pickup while reloading from max.

>> No.6757757

https://youtu.be/9bgFpss0YFE?t=1210
Where can I find the raw audio file for this, my google skills are failing me.

>> No.6757772

>>6757757
you'd have to buy those stock libraries

>> No.6757778

>>6757772
I'm pretty sure the original recording of "To win the game you have to kill me, John Romero" is not from a stock library.

>> No.6757792

>>6757778
You'd have to kill him, John Romero

>> No.6757821

>>6752317

2048 FEEDBACK, maps 25-28

(all maps pistol start, no saves, ~uv-max (i don't get all secrets, except when needed for all kills). my guess is that's intended.)

25. maniacal menstruation
bug(?): revenant is stuck inside red key door? it seems to be the angling of that gate, traps it?
annoyance: no nice way to kill the pinkies in the pit, though i guess that's on purpose, since they can block you when exiting the blue key area?
I thought this was a brilliant map in every way, and enjoyed all the fights. Somehow it was particularly satisfying to make this level into a big infight party.

26. the dark sanctuary
phenomenal and challenging map, hardest so far? has a good mix of many playstyles; traps, secret hunting, fighting many enemies, platforming, everything. i got annihilated by the encounter with the arch vile in the first cramped library area, next time i came with secret plasma and the invulnerability lol. secrets were logical and fun. hard to imagine this is just 2048 units.

27. welcome to the peanut gallery
bug: missing texture just next to the slime pit, on that inner ring?
Other than that: AMAZING map. Very creative and nerve-wracking. I had to make many attempts to beat this level, and the successful run basically required careful health and ammo management throughout, and also basically knowing exactly where all the arch viles are. very challenging, took me more tries than the previous map.

28. bleak cinders
Fun map =) final room was a little bit anti-climactic, I was expecting all remaining enemies to be arch viles lol.

>> No.6757835

oɹǝɯoᴚ uɥoſ 'ǝɯ llıʞ oʇ ǝʌɐɥ noʎ ǝɯɐɓ ǝɥʇ uıʍ o⊥

>> No.6757846

does romero's head on a stick have anything to do with how much carmack hated him, and other tensions?

>> No.6757854

>>6757846
he was the best looking

>> No.6757865

>>6757846
I think in Masters of Doom it's implied someone that wasn't Carmack got mad at Romero and did it, but I forget who.

>> No.6757883
File: 151 KB, 512x836, Снимок.png [View same] [iqdb] [saucenao] [google]
6757883

>>6757846
>>6757865

>> No.6757885

>>6757021
>no zandro compatibility
>can't have the full experience in survival coop with the boys

>> No.6757890

>>6757885
2048Guns is all Decorate, it should run in Zandybam.

>> No.6757893
File: 60 KB, 1242x1193, 1htemhh633r21.jpg [View same] [iqdb] [saucenao] [google]
6757893

>>6757883
>>6757865
>Masters of Doom
Verified to be sensationalist fanfic.

>> No.6757896

>>6757253
For a game very much built around it, like Goldeneye 64, sure. For most everything else, I prefer none.

>> No.6757898

>>6757893
Shouldn't you be publishing mediocre indie games instead of shitposting on 4chan, Mr. Wilson?

>> No.6757901

>>6757893
>verified
Where, by who?

>> No.6757903

>>6757865
he sure got back at him by immortalizing him through the final boss

>> No.6757912

Thinking about it, Doom's combat is kinda like how encounters were done in most side scrollers/2D games for the NES/SNES where enemies are "tied" to the level design
But better because a lot of old games had trouble registering when an enemy died, so you could lead to them respawning, which made sense for those were backtracking isn't ideal
Doom however knows when an imp is dead and when another is still lurking around

>> No.6757935

>>6757754
>You reduced shake strength on the RL, but didn't reduce the radius.
>Funny how small rocked can trip you up from across half the map lol.
Well, I want the effect to be noticed. Anyone else think the radius/reach of the Quake effect is way too far?

>Also if you can, make the pistol spend ammo from the main pool, and clip be just a counter - will make it so you have exact number of rounds you're shown, not number+whatever you have in the clip.
I'm not sure what difference that would make.

>Also avoids situaton when you max out ammo while using another weapon, switch, then find out you didn't max out because your clip is at 1 and so you reload - youre not at max now.
>Its not a big deal but it irks my OCD somewhat fierce (also some times wastes ammo when after all that you walk over a pickup while reloading from max.
I personally just make sure that I empty the magazine so that my ammo count is even. I might actually be able to work something out for that part though, though it'll be awkward and unrealistic.

>> No.6757971

>>6757935
Just make it work exactly like the Duke3D pistol (as in, the ammo in the mag isn't displayed on the HUD, just the total ammo pool). Having two ammo pools is kinda awkward and makes me feel like I'm wasting ammo by reloading the pistol when I know I'll get the chaingun later.
For the quake effect, make it more intense if you're close and drop off at a distance like this:
NULL A 0 A_Quake(3,5,0,642)
NULL A 0 A_Quake(1,5,0,1284)

>> No.6757992
File: 63 KB, 754x721, a523c90df954c60bb327dfac20b65022.jpg [View same] [iqdb] [saucenao] [google]
6757992

>play doom 2 mod with custom weapons
>the character is abnormally slow
>cant make the jump to the rocket launcher secret on the first level or run fast before the platform raises in level 5
Is there any command to increase my speed or its just an issue on my end? the mod is ''heretics of doom" by the way

>> No.6758080
File: 17 KB, 399x358, qveM3kC.png [View same] [iqdb] [saucenao] [google]
6758080

>>6757890
there are zdoom only decorate commands.

>> No.6758112

>>6758080
What the fuck, how far behind IS Zandybam? Its not even Decorate complete?

>> No.6758123

>>6758112
over 5 years, the community and devs are fucked and its just a circlejerk now, thats why everyone uses the /vr/ thread.

>> No.6758153

NEW THREAD
>>6758149
>>6758149
>>6758149

>> No.6758184

>>6757537
Weird, I don't see anything off.

>> No.6758486

>>6755534
Korax is a double snake centaur
Half a body of snake riding half a body of snake