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/vr/ - Retro Games


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6863738 No.6863738 [Reply] [Original]

DOOM THREAD / 90s FPS THREAD - Last thread >>6853996

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s 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
https://www.youtube.com/watch?v=CGj4gXyCzg0


IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR

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

== 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.6863742

>>6863738
=== UPCOMING PROJECT ===

450ml of /vr/ (for Blood)
Before the project officially begins, familiarize yourself with MAPEDIT:
https://archive.org/details/BloodMapedit
Optional discord for questions:
https://discord.gg/kNDW7m
Rules: >>6837387


=== NEWS ===
[10-9] Someone is trying to make Chunky software Quake 2 source port on the same vein as quakespasm
https://www.moddb.com/mods/quake-ii-heavy-metal-q2hm/news/quake-ii-is-revving-up-with-guns-strogg-and-heavy-metal

[10-9] 2048 Units of /vr/ is updated to 1.2, including a BFG replacement for 2048 Guns.
Download: https://www.dropbox.com/s/bj4nvtd5wjbyegq/2048unitsvr_v1.2.zip?dl=1
2048 Guns: https://www.dropbox.com/s/l51hgsqhcg2v99e/2048GUNS.zip?dl=1

[9-9] twad, a terminal based wad launcher for Doom was released.
https://www.doomworld.com/forum/topic/116457-twad-a-wad-launcher-for-the-terminal/

[9-9] Hideous destructor got updated: https://github.com/MatthewTheGlutton/HideousDestructor/releases/tag/v4.4.2b
So as Ugly as sin: https://github.com/caligari87/Ugly-as-Sin/releases/tag/v4.4.2b-1
and there is now a site to see all the addons done for Hideous destructor: https://accensi.gitlab.io/hdportal/index.html

[6-9] ROTT is getting an official source port for PC & consoles.
https://www.youtube.com/watch?v=QPFS99n4X2I [Embed]

[6-9] La Tailor Girl got updated to 1.76b:
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1164495#p1164495

[6-9] anon's latest weapon mods, with contribution from VA anon. Developed and tested on GZD 4.4.2.
https://forum.zdoom.org/viewtopic.php?f=43&t=69764

[4-9] another reelism hotfix
https://forum.zdoom.org/viewtopic.php?f=19&t=68021&sid=ec89e909010e55642fa414584713b92c&start=210#p1164118

[3-9] Update for Bethesda Doom ports. Dehacked support, free for owners of the original releases.
https://slayersclub.bethesda.net/en/article/Cfuf9wL5enNxkx90hfJ21/doom-and-doom-ii-update-september-3

=== PREVIOUS ===

https://pastebin.com/ag1Rsiii

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6863752
File: 101 KB, 1106x705, temp.png [View same] [iqdb] [saucenao] [google]
6863752

parked it here for 15 minutes and these bastards put it up on bricks
they even took the seats

>> No.6863757

>>6863752
It's those 2.5D neighborhoods. Not to be raster-ist, but you really need to be careful around those places.

>> No.6863759

>>6863752
can't have shit in MAP13 Downtown

>> No.6863762
File: 6 KB, 418x149, TNT and Plutonia Anthology.png [View same] [iqdb] [saucenao] [google]
6863762

Never knew there were official bug fix versions for TNT and Plutonia. Weird that only the GOG version ships with the Anthology versions.

https://github.com/Doom-Utils/iwad-patches

>> No.6863782

>>6863738
this single map demo of a TC just came out called Trenchfoot, here's the link:

https://forum.zdoom.org/viewtopic.php?f=19&t=68911

It's pretty dope, ngl. played a bit of it and the atmosphere is great

>> No.6863805
File: 68 KB, 244x312, chuckodemon.gif [View same] [iqdb] [saucenao] [google]
6863805

>>6863757
gave me a giggle

>> No.6863828
File: 414 KB, 800x600, DOOM0028.png [View same] [iqdb] [saucenao] [google]
6863828

Hey guys, play my new map please. Slot MAP11. No jumping or crouching. Tested in Crispy Doom, should work fine anywhere limit-removing. https://www.doomworld.com/applications/core/interface/file/attachment.php?id=99076

Load together with main WAD for replacement sky and crate textures (Not that important):
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=96816

>> No.6863849

How the fuck do you get the Blue key on the Citadel? I spent half an hour on that map before I found the Orange key and just said fuck it and left.

>> No.6863873
File: 66 KB, 345x343, m5551.jpg [View same] [iqdb] [saucenao] [google]
6863873

>>6863752
>>6863757
>>6863759

>> No.6863907
File: 42 KB, 1920x1080, fun anon.png [View same] [iqdb] [saucenao] [google]
6863907

>>6863828
I had to save scum like a mother fucker. But that was fun, anon.

>> No.6863950

So is it considered cheap if I just trace over 3D models of weapons?

>> No.6863953

>>6863950
No. That's what the guy who made REKKR did for all of his sprites.

>> No.6863956
File: 63 KB, 965x367, That's my hand on the fourth frame.png [View same] [iqdb] [saucenao] [google]
6863956

>>6863950
I don't think so. We had this discussion a few threads back and I showed what I did with tracing over 3D models

>> No.6863958

>>6863953
>>6863956
Okay but what if they're 3D models I found online instead of models I didn't model myself

>> No.6863961

>>6863958
I didn't model that sword.

>> No.6863963

>>6863958
I know you're not asking for a legal answer, but as long as you make changes that are transformative enough, it's considered fair use.

>> No.6863969

>>6863950
>>6863953
This is actually a pretty common technique. It's not a /vr/ game at all, but for example BlazBlue would pose and animate untextured 3d models of the cast and then draw over them to create all their sprites.

>> No.6863970

Aren't all the Doom weapons just traced over toy guns?

>> No.6863972

>>6863950
I wouldn't consider anything "cheap" if you're making a free mod for a game, as long as you give credit to the original creators of the assets you use.

>> No.6863983

>>6863970
ssg being the most hand-drawn iirc
or was it entirely, with spliced shotgun used for the idle frame?

>> No.6863994
File: 33 KB, 640x400, 1517942637760.png [View same] [iqdb] [saucenao] [google]
6863994

So I ended writing a whole bunch of shit last week after years of creative drought, even reaching 16 pages in three days when it used to take me a day per page.
It was like having a clogged pipe suddenly burst out of nowhere, so the final product looks very much like sewage in my eyes, but it felt damn good, I'm not going to lie.

Among the pile I ended up polishing a short story about the roles of avenging Doomguy and pet rabbit being switched, with a ""twist"".
I haven't flexed these muscles in like five years, soI'm rusty as shit, plus I don't have a proofreader so there might still be some errors left in the text, but I figured I might as well pull the trigger and let someone judge it. Let the chips falls where they may.


https://freakytrashheap.wordpress.com/2020/09/10/test/
I have a continuation in the works, plus some other unrelated stuff like a Mouse Guard inspired story, if I finish anything else It will end up in the wordpress.

Oh, also, Thief video guide. I talked about that one ages ago, but I'm not good at keeping promises I make on the internet, still, now I have no excuse after assembling the new computer, can you believe it used to take me an hour and a half to render a ten minute video? It now takes fifteen minutes, I'm going to fucking cry.
But first I need to play some more fan missions to feature in the video.

>> No.6864019

>>6863907
>94%
Whom did you skip?

>> No.6864021

>>6864019
I ran past the enemies in the exit room.

>> No.6864040

>>6863907
Why are the visuals behind the finished text here so dithered and blurry?

>> No.6864043

>>6864040
Because paint.NET filters.

>> No.6864056

>>6863950
Not unusual. Just credit anyone's assets you use.

>> No.6864206

>>6863782
Looks badass. Great aesthetic

>> No.6864219
File: 789 KB, 2016x2224, doom_guy_for_koko.png [View same] [iqdb] [saucenao] [google]
6864219

>>6863994
That was a pretty good read, anon!

>> No.6864242

>>6863953
>No. That's what the guy who made REKKR did for all of his sprites
Not all of them, but all the weapon sprites yeah.

>> No.6864258

>>6863956
You have a very smooth arm.

>> No.6864392
File: 343 KB, 906x1230, 505cce01c06b399fcda7e563cc4c3724.png [View same] [iqdb] [saucenao] [google]
6864392

>>6864219
Glad you liked it. It's meant to be a standalone story, but I do have all sorts of ideas I want to play around with for one or several sequels.

Like going over Daisy and her days as military police on Mars while the situation slowly deteriorates, with the army and the UAC butting heads as everyone else gets caught in the crossfire.

Or maybe a whole story just dedicated to Doc Bones as he does spooky cowboy shit. That would be fun and pulpy.

>> No.6864413
File: 2.96 MB, 640x480, CLUB DOOM.gif [View same] [iqdb] [saucenao] [google]
6864413

>mfw I reach map32 in 2048 /vr/

>> No.6864467
File: 498 KB, 479x299, 236474584080202.gif [View same] [iqdb] [saucenao] [google]
6864467

>>6864413

>> No.6864524
File: 615 KB, 603x867, sorded.png [View same] [iqdb] [saucenao] [google]
6864524

>>6864258
It's not THAT smooth, is it? We painted over it

>> No.6864541

>>6864524
Still looks smooth, but considerably less smooth than the sprite based off it.

>> No.6864552
File: 1.26 MB, 2560x1440, 20190923_014927.jpg [View same] [iqdb] [saucenao] [google]
6864552

>>6864541
Man I'm not sure if I should take that as a compliment or not.
Have the sword itself. I earned this thing last year.

>> No.6864573

About to play through Alien Vendetta for the very first time
>clueless

>> No.6864575

>>6864467
Wtf are those stumps

>> No.6864732

>>6864573
How's it going?
MAP06 is where it starts to truly test ya skillz. I think.

>> No.6864743

Half Life fags are as bad as SOTNiggers.
Change my mind.

>> No.6864808
File: 2 KB, 225x225, 1583050590125.png [View same] [iqdb] [saucenao] [google]
6864808

>> No.6864812

>>6864573
Me too. I'm on map 14 or so. Hated both the big island levels. Skipped after multiple deaths because it was just a chore

>> No.6864839

Just beat Black Crest. What an outstanding level. But how do I get the invulnerability secret? I somehow found it lowered during the final fight. Did I do that accidentally, or is there a way to trigger it earlier?

>> No.6864842

>Half-Life gives the player full control throughout the entire game
False. For me to actually tackle this, I have to define what "full control" actually entails.
Full control implies all common traits: movement and combat. The ability to progress through a game naturally comes with the ability of having full control over the character.
In a traditional cutscene, full control is taken away from the player as they are forces to observe someone or something, and the player cannot move during this event.
In Half-Life, full control isn't taken away from the player as they can still move around the level and shoot objects as much as they please while the "cutscene" plays out in the background.
That's all nice and good until you remember that the ability to progress through the game is an essential part of player control; control means nothing if it doesn't get you anywhere.
While SOME "scripted sequences" can be skipped by simply walking past the NPC who is talking to you, MOST cannot be skipped and more often than not you will have to watch the cutscene from start to finish to regain the ability to progress through the game.
How is this any different from a traditional cutscene, then? You can't progress the game in either but can move around in one (although you cannot progress the game until the cutscene finishes playing.)
This is my main issue with this argument. Full control may never be taken away, but you can't progress with it regardless because the scripted sequences still has to play out, making it only slightly better than a cutscene but still an incorrect argument because a lot of people love to jack off to the idea that HL's "scripted sequences" aren't cutscenes simply because they can move around a cubic space for a couple of seconds before the game decides it's been enough time and allows them to progress further.

>> No.6864937

>>6864839
When you trigger the first Cyberdemon fight and get platforms in the middle to raise go up to the part with some kind of rune pattern on the walls, there's one spot where the pattern looks different and you can press it. I made the invulnerability lower after you no longer can access that part but maybe I should have done something different since it makes the secret too easy to get later.

>> No.6864940

HL and CS apologists are disgusting. They helped harm the genre

>> No.6864949

>>6864940
CS is irrelevant to dooms genre, it would have arisen on its own eventually. it's closer to a sim game like Arma than anything. people like being able to do "realistic" things; this has always been the case, or flight sims wouldn't have been as popular as they were.
it only follows that this would eventually extend to fps. if you want to blame a game for changing mainstream shooters, blame halo. it took things a lot further than half life ever tried to.

>> No.6864951

>>6864949
All those ruined fps.

>> No.6864956

>>6864940
Counter Strike is one of those weird games that everyone knew of but only a certain few played and it was never really copied. Thing are different now with GO, but I really don't think CS changed the fps genre all that much.

>> No.6864960

>>6864949
He copypasta'd that in another thread. Report and ignore.

>> No.6864962

>>6864937
Thanks, I'll try that.

>> No.6864963

>>6864960
>can't handle the truth

>> No.6864967

>>6864963
I sincerely pray someone finds you and does this board a favor.

>> No.6864971

>>6864967
The retro fps community hate those games.
I won.

>> No.6864982

>>6864971
Why you still here then, dumbass. A conqueror doesn't linger.

>> No.6865000

>>6864842
Worst of all, the "plot critical" scripted sequences are unskippable

>> No.6865003

>>6865000
And yet people here still defend it and think it's a classic.
Sad.

>> No.6865008
File: 236 KB, 303x640, soyletton.png [View same] [iqdb] [saucenao] [google]
6865008

Oh. Today is Saturday. Some kind of Saturday, I'm sure.

>> No.6865012

>>6864982
Cry more

>> No.6865013

>>6865008
Too early for that.

>> No.6865029

give me a prompt for a map

>> No.6865037

>>6865029
jungle to old, rusted techbase

>> No.6865040

>>6864967
Butthurt hl fan.

>> No.6865041

>>6865029
Black Mesa

>> No.6865043

so is it possible to have my enemy sprites be larger than the 32x56 pixel range then shrink it down, or does it ave to be in that range for it to translate properly?

>> No.6865048

>>6865041
Off yourself

>> No.6865117

>>6865029
>>6861392

>> No.6865121
File: 141 KB, 1386x740, wideload.jpg [View same] [iqdb] [saucenao] [google]
6865121

where can I acquire the wide screen versions of the end map screen

>> No.6865124

>>6864732
Map 06 now (now a scrub just took a break). Trying to run through it blind was a madhouse, I'm having fun though.

>> No.6865264
File: 2 KB, 101x140, image.png [View same] [iqdb] [saucenao] [google]
6865264

>>6863757

>> No.6865313

Hey, I wanted to make an animdef and use it for an intermission screen, but I can't find anyway to make the animation not loop. Is there a way to make it not loop or am I stuck with this?

>> No.6865367
File: 1.27 MB, 2359x1749, 1568799169368.png [View same] [iqdb] [saucenao] [google]
6865367

Is this a decent write up on DOOM64's unique features? Had to keep it under Steam's 8000 character limit.

https://steamcommunity.com/id/76207/recommended/1148590/

>> No.6865389

>>6864940
Alf is disgusting. He helps harm this thread

>> No.6865423

>>6865389
You as well, giving him (You)'s. Mind you, if you wouldn't have answered him, he would've answered himself, but still, why are you encouraging a mentally deficient person? He's not like you and me, a ganglion inside his skull that serves as his "brain" is unable to comprehend reason, it is only equipped to type "HL bad HL bad HL bad" like a broken record, he doesn't even have mental capacity to fully type "Half-Life". You are basically trying to communicate with a jellyfish.

>> No.6865426

tardposting aside,
>>6865367
bro. what the fuck

>> No.6865448
File: 26 KB, 337x367, clarkson glasses.jpg [View same] [iqdb] [saucenao] [google]
6865448

>>6865367
even for /vr/ this is autism

>> No.6865498

Doom 1/2: Super Mario World
Doom 64: Donkey Kong Country

>> No.6865529

Been away from the Doom scene for 4 months now, did I miss anything interesting/worhtwhile?

>> No.6865531
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6865531

Alright you little shits, it's that time of the week again, SCREENSHOT SATURDAY.
WHAT THE FUCK HAVE YOU BEEN WORKING ON, MAPS, MODS, SPRITES? NOW'S A GOOD FUCKIN TIME TO POST IT.

>> No.6865541
File: 122 KB, 680x510, Ebk8V-NVcAAZgCs.png [View same] [iqdb] [saucenao] [google]
6865541

>>6865529
Bethesda teamed up with Nightdive Studios to reissue Doom 1 / 2 / Ultimate / Final for Steam. Slick new launcher, ties in with their version of 64 and the Bethesadanet multiplayer. Runs well, looks good. Actually makes the Steam copies worth getting, IMO.
Also, VOODOO is officially being worked on again.
>>6865531
I wrote >>6865367, does that count as work?

>> No.6865543
File: 2.14 MB, 1600x1800, foile a deux.png [View same] [iqdb] [saucenao] [google]
6865543

>>6865531
I finished a new map here: >>6863828

But I figure I should have put a proper collage to better sell the idea.

>> No.6865546
File: 1.17 MB, 1056x832, That's a little more simple.gif [View same] [iqdb] [saucenao] [google]
6865546

>>6865531
Working on a thing for a Hideous Destructor addon

>> No.6865551
File: 205 KB, 796x760, 89891d5b9d6d42ead75bbbc80e77f66b7f55f1b2.png [View same] [iqdb] [saucenao] [google]
6865551

>>6865541
not to put you down my man but why did you write a steam review like you are trying to woo your phylosophy teacher

>> No.6865553

>>6865498
It's chilling how accurate this is

>> No.6865576

>>6865546
How long have you been making sprites? I just can't get angled sprites to work, they always look like shit.

Also, reminds of one of the guns from the last DUMP, I think it was a slot 3 that you could recharge by cranking.

>> No.6865589
File: 1.55 MB, 720x360, ZAP MOFUCKA.webm [View same] [iqdb] [saucenao] [google]
6865589

>>6865576
I've been poking at sprites for like 5 years but it wasn't until about 2 years ago when I started really trying. I can't take much credit for the sprites for this particular weapon as it's an edit of the boxart SMG TypicalSF made, and a friend of mine did these edits, I've just been animating all this.

I made that gun you're talking about.

>> No.6865603 [DELETED] 

>>6865531
Working on a segment of a bigger level. It's supposed to be a base that gets flooded at one point. I have the general layout down, but I have no idea how to properly progress the level. The exit is visible from the start and you need two keys to unlock it, so I was thinking about doing something like
>get first key
>flood base, second key is now reachable
and maybe having alternate paths with the underwater path having less monsters, but still killing you if you take too long and the dry path having lots of monsters, but as I said, it's only part of a bigger level, so I dont want to make it too large. Currently it's like seven rooms or so.
Also, how can I make a base not be just a bunch of right angled rooms?

>> No.6865607

>>6865589
Alright, long way to go for me, then.
I liked that gun, it was a cool concept, kinda like the ones from Minority Report.

>> No.6865609
File: 644 KB, 1600x1200, Screenshot_Doom_20200912_141230.png [View same] [iqdb] [saucenao] [google]
6865609

>>6865531
Working on a segment of a bigger level. It's supposed to be a base that gets flooded at one point. I have the general layout down, but I have no idea how to properly progress the level. The exit is visible from the start and you need two keys to unlock it, so I was thinking about doing something like
>get first key
>flood base, second key is now reachable
and maybe having alternate paths with the underwater path having less monsters, but still killing you if you take too long and the dry path having lots of monsters, but as I said, it's only part of a bigger level, so I dont want to make it too large. Currently it's like seven rooms or so.
Also, how can I make a base not be just a bunch of right angled rooms?

>> No.6865613
File: 713 KB, 720x360, Second wind.webm [View same] [iqdb] [saucenao] [google]
6865613

>>6865607
For context, here's some actual sprites I've been drawing lately.

>> No.6865614

>>6865609
Also I just noticed that the computer screens are sunken into the consoles -.-

>> No.6865615

>>6865609
Do you need the first key at all under this context? Seems like a button would suffice.

>> No.6865617

>>6865613
What the hell is going on with those arrows? Also, what did you build your HUD in? I am trying to get into ZScript HUDs, but there is virtually no information on how to actually build one.

>> No.6865619
File: 1.13 MB, 1280x720, thatsnorabbit!.png [View same] [iqdb] [saucenao] [google]
6865619

>>6865551
I'm saving this and you can't stop me, so have something in return

>> No.6865620

>>6865615
I wanted to evoke a "two men with two keys" feeling, and I felt it would be nice to have something you are doing during the first key errand would cause the flooding.

>> No.6865621

>>6865617
Just hitsparks. I think I've fucked around with them more since I last posted that webm. I make my HUDs using SBARINFO. I don't use Zscript at all.

>> No.6865624

>>6865541
Ummm, what's that pic?

>> No.6865626

>>6865620
It's not a bad setup if you aim to evoke some imagery, just feels redundant.

>> No.6865634

Any there anymore Blood mods that come near the quality of Death Wish?

>> No.6865640

>>6865029
Frozen cavern

>>6865498
Sandy's open maps like Mt. Erebus or Suburbs always reminded me of Super Mario 64 somehow

>>6865529
2048 units of /vr/ :)

>> No.6865642

2048 units of /vr/ on idgames when?

>> No.6865651

>>6865642
Not allowed, too transphobic.

>> No.6865685
File: 950 KB, 816x1670, draft.png [View same] [iqdb] [saucenao] [google]
6865685

>>6865531
Well since I posted the story I might as well post a bit of the next one.

Still needs work, a whole lot of work in fact, don't know if I should make her a sargeant instead of a major.
She's supposed to be heading a task force inside the marine corps called The Two Headed Dogs, which is basically section 9 from GITS but they deal less with terrorism and more within the army itself and the UAC corporate troopers stationed on mars.

>> No.6865692
File: 993 KB, 720x360, Well all that's left is to Zscript-ify it.webm [View same] [iqdb] [saucenao] [google]
6865692

>>6865546
alright well that's the shitty DECORATE approximation of this gun. I'll have to get someone else to make this HDest friendly.

>> No.6865708

>>6865692
>HDest friendly
What does that entail?

>> No.6865710

>>6865708
Making the weapon fire proper projectiles that are in line with HDest, and changing all of the DECORATE bullshit into Zscript bullshit.

>> No.6865713

>>6865710
If you post the decorate, I can see what I can do, but I won't have time for it before tomorrow.

>> No.6865715

>>6865692
I like that winding animation.

>> No.6865716

>>6863742
https://www.youtube.com/watch?v=abwxJGUsJ0c

>> No.6865718

>>6865692
CRANK MA BITCH UP

>> No.6865720

>>6865713
Ah I'm not too worried about it, I'll be submitting this to my friend who's in charge of the weapon pack. Keeps everything consistent and in-line with how it's been set up thus far.
I appreciate the offer though.

>> No.6865728

>>6865720
Alrighty then, will you post it here when it's done?

>> No.6865737

>>6865728
Probably could, I'm pretty certain that weapon pack is public.

>> No.6865758

>>6865716
Now that Unreal Championship 2 is retro, that game kinda needs a proper source port now

>> No.6865780
File: 32 KB, 1059x190, 2020-09-12-095230_1059x190_scrot.png [View same] [iqdb] [saucenao] [google]
6865780

why the fuck even bother with this? if i have to install wine just to use the linux files why the fuck bother including them? just fucking give me the files in a zip and i can figure them out myself

fucking annoying

>> No.6865781 [DELETED] 

feeman

>> No.6865784

>>6865758
just ask for it anon
https://mega.nz/file/QMhlCRgb#6Hmz4qVBJTHkGT2S8Klws2Euu2MomomVE_2g3hZomwg

>> No.6865797

>>6865758
paste this on the system folder:
https://mega.nz/file/7kASQI7D#tNjDFdvu3pLBLCOAY3U2_lkT59c_sVe0jMCJ_3W8WO8
https://mega.nz/file/KxJQSCAJ#F819MojOPjoch00RN26xJaBEx0u4UVjDxx0OibpbIFg
it has no windows sound, some anon said it was working on it and disappeared

>> No.6865908

>>6865529
We here at /vr/ made a 2048x2048 megawad in Boom, using gothic looking textures. It was just updated to its final version 1.2, and it has an optional weapon set with some fancy new animations for weapons, but mostly standard performance (also available as a stripped down DeHacked version for Boom).

It's actually pretty good.

>> No.6865914

>>6864940
If anything, games like CS just ruined the tactical shooter genre by blending it with short round team deathmatch

>> No.6865939

>>6865914
if you wouldn't mind spoonfeeding me a little bit, what are some examples or 'tactical /vr/ shooters' and 'short round team deathmatch /vr/ shooters' that aren't both of those things?
thanks

>> No.6865950

>>6865939
Delta Force

>> No.6865963

>>6865914
They didn't ruin it its just an aesthetic for a deathmatch game.

More like corporations like ubisoft slowly raping franchises like rainbow six into oblivion.


The tactical shooter much like sims and other pc centric shit died in the 10 years of console darkness. 2005\2015.

>> No.6865997

>>6865121
You can grab patches to create unity versions of the iwads (or just download them from Steam). Not sure how many source ports support them, though.
>>6863762

>> No.6866070

>>6863742
Ruskies finally released the HD pack for Quake 2, Reckoning, and Ground Zero, it can be used on Yamagi.
https://www.moddb.com/games/quake-2/addons/quake-2-the-reconing-ground-zero-hi-res-texture-pack

and franky, in my opinion, this is something that carmack would had let adrian do for the X360 remaster since its 1:1 accurate upscales.

>> No.6866110
File: 947 KB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
6866110

>>6866070

>> No.6866139
File: 33 KB, 600x348, satans bumchums.jpg [View same] [iqdb] [saucenao] [google]
6866139

>>6863738

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

>> No.6866142

>>6866110
Looks decent. I don't think I'd bother to use it myself, but it's better than those pbr materials people make that make things look wet.

>> No.6866190

>>6866142
The Texture project PBR's doesnt look wet, but fuck kirk, also Nvidia fianlly killed the RTX Port for good, the page is dead and there were no updates on the source code forums

>> No.6866270

HL and CS ruined gaming.

>> No.6866304

Do doomtards really?.

>> No.6866324

https://www.youtube.com/watch?v=RZGJVHCVMV8&ab_channel=LY203Productions

Why are they all black?

>> No.6866365
File: 2.95 MB, 1280x720, imthedemolitionistbitch.webm [View same] [iqdb] [saucenao] [google]
6866365

>>6865531
CHOO CHOO!

>> No.6866386

>>6866365

I don't understand what is going on but it look interesting !

>> No.6866397

>>6866365
HERE COMES THE NIGHT TRAIN

>> No.6866410

>>6866365
i gave that mod a go
and it tried very hard to get me to hate it, and succeeded
> grating rusty metal sounds constantly
> shotgun needs a fucking flight manual to reload
> CANT SEE SHIT CAPTAIN
> no ammo
> no weapon drops

>> No.6866414

Half Life sucks and deserves hate.

>> No.6866419
File: 758 KB, 1920x1080, Screenshot_Doom_20200713_163359.png [View same] [iqdb] [saucenao] [google]
6866419

>>6865531
A map I gave up since I stressed myself on what makes a good level fun.

I only got far onto the building part but later on I just called it quits since my head was hurting.

>> No.6866420

report and hide

>> No.6866423

>>6866420
you can't hide the truth.

>> No.6866438

>>6866324
because ACE team is from chile and they have a legit nazi german colony that is still active to this day

>> No.6866460

So now that Doom 64 has been back for a little while, have any of the active sourceports incorporated support for it yet?

>> No.6866468

>>6866460
isnt 64 using the KEX engine? how would you frankenstein that into gzdoom and whatnot?

>> No.6866506

>>6866438
You mean that thing that gradually fell apart after Pinochet and consisted of maybe a couple of hundred people at most? And you suggest ACE was based out of Colonia Dignidad?

>> No.6866519

>>6866468
From what I understand, KEX is mostly a framework for re-implmenting old engines on modern systems. Underneath, it's still Doom 64's code, or at least a reverse engined version of it.

>> No.6866525

>>6866506
I was half joking, but I do remember bits and pieces from a Rogan interview with some dude who claimed he went there undercover, assuing he was talking about the same colony

>> No.6866532

>>6866525
Read up about Colonia Dignidad, it's a pretty fucked up story, and why I think The Enemy Of My Enemy Is Not My Friend

>> No.6866554
File: 37 KB, 800x800, puke man.png [View same] [iqdb] [saucenao] [google]
6866554

>>6863742
Hey OP, the 450ml project has been started. Could you change the news post next thread?

>> No.6866569

>>6866419
fun sky texture

>> No.6866582

Has someone ever tried to remake Quake 2 and Q1 Skyboxes using other stuff?
i knew someone who tried to make Stroggos from the cutscene and skyboxes into Space engineers but his PC died

>> No.6866583

>>6866582
>Quake 2
fuck off

>> No.6866586
File: 20 KB, 465x465, 1578903882689.jpg [View same] [iqdb] [saucenao] [google]
6866586

>see video of a playthrough of a Doom WAD called "Holy Hell"
>it's 3 hours long
>"oh, that must be a pretty big collection of maps"
>it's not
>it's just one map with thousands of enemies that took three fucking hours to complete
How the fuck do people find that shit fun? It didn't even look difficult, just a fucking slog.

>> No.6866590

>>6866586
It's a supercheap way to party, if you up to kill some braincells and some time.

>> No.6866598
File: 42 KB, 1920x1080, hr.png [View same] [iqdb] [saucenao] [google]
6866598

How do I make this to make everything run properly? Just select them all and drag into zdoom icon or there's a specific order?

>> No.6866609
File: 97 KB, 391x640, 4178230-18q5zb.jpg [View same] [iqdb] [saucenao] [google]
6866609

You ever wonder what UAC marine amor is made of?

>> No.6866618

>>6866582
i think RTX used Space Engine for RTX Stroggos Space Skybox

>>6866609
Ceramite and durasteel is common for 90's Sci-fi armors

>> No.6866625

>>6866598
don't need to select the batch file, but generally yes, that's one way to do it

>> No.6866627

>>6866609
why are the abs unprotected? ease of move?

>> No.6866630

>>6866625
I imagine you'd want to load MUS last. Maybe BAT will actually launch it?

>> No.6866632

>>6866598
Use ZDL. You can create zdl files that act as shortcuts.

>> No.6866635

>>6866627
armor was ripped off in that sextion

>> No.6866637

>>6866598
Use and configure ZDL if you haven't done so yet (specify your source port's locations, add the Doom IWADs to the launcher).
Click and drag HR (not the .bat), then HRMUS and finally load with Doom 2 as the IWAD.

>> No.6866645
File: 139 KB, 330x165, abs.png [View same] [iqdb] [saucenao] [google]
6866645

>>6866627
its a ripped shirt/armor. i always wondered this as a kid till i just looked at it now. thank you anon.

>> No.6866659

>>6863738
How to put Sigil into Ultimate Doom?

>> No.6866665
File: 161 KB, 2048x1522, Clay_Doom_player_model.jpg [View same] [iqdb] [saucenao] [google]
6866665

>>6866627
>>6866635
>>6866645

It's kinda weird because in the in game sprite marines kida look like they dont have that section covered, at least in the death animation

but in the clay model you can see a plate protecting those wonderful abs

>> No.6866675

>>6866665
shame, without that part it looked like a gladiator armor

>> No.6866679

>>6866659
gzDoom will instantly recognize it if you load it. Not sure about other ports.

>> No.6866686

>>6866659
For Crispy Doom, if Doom and sigil are in the same folder, it will add it automatically. Same for doom 2 with master levels and nrftl.

>> No.6866713

Imagine squatting in threads waiting for someone to mention a game you don't like so you can ambush them.

>> No.6866725

>>6866713
literally no one does that here

>> No.6866726

>>6866725
oh, my bad

>> No.6866731

>>6866725
not him but half life guy

>> No.6866743

>>6866731
that happens unprompted

>> No.6866745

>>6866713
I know you are out there Catacombs 3D people
I know you are out there
and I HATE you

>> No.6866748

>>6866743
oh yeah

>> No.6866749
File: 41 KB, 250x211, 1469628256991.png [View same] [iqdb] [saucenao] [google]
6866749

>>6866745
if i see one more fucking dangerous dave poster in here i will fucking skin him alive

>> No.6866782

>>6866627
To look sexy.

>>6866725
That is literally what Alf does all day long. You'd think for a guy who talks about the greatness of games like Doom and Quake, he would, you know, actually play them.

>> No.6866786
File: 88 KB, 657x488, 1599545478092.png [View same] [iqdb] [saucenao] [google]
6866786

>>6866586
>45 minutes in
>Still 400 demons left to kill

I love Eviternity but maybe I should drop the whole no saves pistol start rule. I already died three times

>> No.6866787

>>6866782
I think we're supposed to stop talking about Doom because Half-Life killed it and everything is bad and ruined forever now? I have no idea what the fuck he wants.

>> No.6866792

>>6866635
>>6866645
Would you say its been, ripped and torn?

>> No.6866794

>>6866410
that's good. at least you know it's not for you.

>> No.6866805

>>6866586
You've seen nothing yet anon
https://www.youtube.com/watch?v=Yw9pz5WH_T4
Keep in mind this is a TAS playing optimally, any real (exceptionally skilled) player doing this shit would probably take 8-10 hours due to deaths and reloading saves

>> No.6866841
File: 2.90 MB, 426x240, 8.webm [View same] [iqdb] [saucenao] [google]
6866841

>>6866686
Thanks anon!

>> No.6866843

>>6866365
Destroying doors in Doom? nice

>> No.6866849

>>6866609
It's made of Greenium.

>> No.6866870

>>6866843
See also Hideous Destructor.

>> No.6866950

So any good launchers besides ZDL and Doom launcher for windows?

>> No.6866979
File: 127 KB, 1069x462, 1598591952188.png [View same] [iqdb] [saucenao] [google]
6866979

>>6866805
>Forty one thousand+ monsters
How is that okay

>> No.6867000
File: 21 KB, 797x890, modularman.png [View same] [iqdb] [saucenao] [google]
6867000

>>6866665
Come on, UAC emplyees. Leak the specs. I need more info on this stuff.

>> No.6867008

>>6866782
>That is literally what Alf does all day long
Nah, Alf lacks mental capacity to actually react to something. He just randomly posts "HL bad", sometimes accidentally replying to some completely unrelated post. It's not like we ever discuss HL here anyway, and when we bring up Quake 2, he never reacts to it, even though he is supposed to hate it.

>> No.6867017

>>6867008
He often bitches about Quake 2 when people bring it up.

>> No.6867046

>>6867017
He bitches about it, but not when someone brings it up. You can see it in this thread - Quake 2 is being discussed, and yet he is unbothered about it, yet he replied to completely unrelated discussion of ecelebs with "q2 bad hl bad".

>> No.6867051
File: 83 KB, 1111x829, yellow-octopus-ok-boomer-memes-5.jpg [View same] [iqdb] [saucenao] [google]
6867051

>>6866749
Ken's Labyrinth ruined the FPS genre

>> No.6867063

>>6866979
it's not so much about making fun gameplay as it is just "pushing the limits". these aren't really meant to be played for any actual enjoyment, just so you can look it and write this comment that you did.

>> No.6867072

>>6867046
then look above anon, or the previous threads, he bitches regularly about Q2 here to push baits, mostly from the Shitoposting Trolls from discord
Also he was possibly banned a few days ago because the Quake 2 thread about reckoning and SP suggestions had a few posts but it was kino >>6856990

also he and his fags has a thread atm on /vr/ that the jannies didnt closed yet because it will bring more trolls

>> No.6867076

>>6865041
Already exists.

>> No.6867081

>>6867076
cringe

>> No.6867119
File: 1.28 MB, 1920x1080, q2_0020.jpg [View same] [iqdb] [saucenao] [google]
6867119

>>6867072
Which is the motto if a thread about 3d retro FPS games goes well, is because Alf and his fags were banned, or they are sleeping.

Alf and his cronies will always go by with "quake 2, HL, golden eye, PD, Q1, Turok sucks" followed by a wall of 4 lines of text to push baits, and recently he even tried to pull everyone here against Ultima and SS games, when they aren't even real FPS games.

>> No.6867185

How i can play quake 1 with quakespasm just normally, with high fps, but GZdoom playing like slog, even with all fancy shit turned off, what the hell.

>> No.6867275

>>6867185
turn off everything

>> No.6867324

>>6867275
Already did. What strange, more older versions run just fine.

>> No.6867357

>>6863757
Heartily kek.

>> No.6867367

>>6866506
There are still German towns in chile.

>> No.6867386

Hey what are the most heinous sins in terms of doom mapping? Not in terms of monster encounters like "Baron in the hallway" or "Multiple Archvile encounter with no pillars", I mean in terms of mapping architecture.

>> No.6867389

>>6867185
Use Quakespasm Spiked

>> No.6867395

>>6867386
Symmetry, when done excessively. It's boring and shows that the map maker was a bit lazy.

>> No.6867408
File: 613 KB, 1600x900, Sarais.png [View same] [iqdb] [saucenao] [google]
6867408

>>6867386
Take a look at some sarais maps and play them as a handbook for what not to do

>> No.6867417

>>6867395
Gonna have to say this. Symmetry in detailing can be fine, in fact symmetry/consistency in details tend to look good, but making the map layout itself symmetric is usually going to make the map very boring.

>> No.6867472

Decided to try recording some test footage. Is the quality decent enough. Was playing on a lower difficulty just so I could have 15 minutes of unaltered footage. I plan on a doom related project later.

https://youtu.be/tutvaTHN8pA

>> No.6867543

>>6867389
No, anon, you misunderstod me, I can play quake fine, i just want gzdoom run as smooth as Quakespasm, but somehow that not the case.

>> No.6867551

>>6867543
Delete the config and change the fucking scale.
Fuck graf and their retarded bullshit

>> No.6867553

>>6867185

Gzdoom is bloated as hell. I've had gaming rigs in the past that had weird performance issues with it. It's the ZSNES of source ports. It works, but your mileage may vary.

>> No.6867623

>>6867553
>It's the ZSNES of source ports
Them's fighting words, sonny.

>> No.6867647

>>6867623
From what direction?

>> No.6867649

>>6867553
ZSNES is the opposite of bloated
It runs on any Windows 98 potato
Very inaccurate, maybe, like GZDoom.

>> No.6867651

HLcucks are seething over us again >>6867097

>> No.6867660

>>6867651
rent free

>> No.6867665

>>6867660
yeah you need to stop seething over the superior Doom.

>> No.6867679
File: 59 KB, 950x264, cropped-doom-crying1.jpg [View same] [iqdb] [saucenao] [google]
6867679

>>6867665
His name is Doctor Doom you idiot not Superior Doom

>> No.6867684 [DELETED] 

>>6867665
Dilate.

>> No.6867747

He did it again
the absolute madman
https://www.youtube.com/watch?v=NysJBmCVNJw

>> No.6867792

>>6867747
No memes, I'm glad that tons of wads are being converted to dehacked variants. Vanilla source ports actually feel like Doom.

>> No.6867810
File: 9 KB, 63x106, 1591753396713.gif [View same] [iqdb] [saucenao] [google]
6867810

>>6867747
>berserk pack in the middle of goatse

>> No.6867817

>>6867747
what am i looking at here?

>> No.6867823

>>6867747
Marph you should be working on postal
but your determination can't be rewarded enough.

also look at that Cancelled medieval game made on Q2, that shit is nice

>> No.6867840 [DELETED] 

>>6867747
Stop posting the HLcuck videos.

>> No.6867848
File: 117 KB, 1280x720, 023583546.jpg [View same] [iqdb] [saucenao] [google]
6867848

discuss

>> No.6867852

>>6867792
oh are people actually doing that as a result of the new support for the unity port? pretty cool if that is the case

>> No.6867859

>>6867852
It's probably that and the fact that Crispy Doom also got dehacked and widescreen support.
https://www.doomworld.com/forum/topic/84859-black-ops-smooth-weapons-dehacked-mod/

>> No.6867867

>>6867848
aside from how "slow talk" and dialouge that has nothing to do with the subject matter, i like that dwards makes his video more accurate than fucking gmanlives

>> No.6867873
File: 1.61 MB, 906x1409, 1551853900607.png [View same] [iqdb] [saucenao] [google]
6867873

>>6867848
I get that doing solid color background for your thumbnails is the go to for Doom content in youtube but green is...you know

I know you are reading this, bunny. stop it.
Other than that, important video, I'm surprised by how many people still fall for the keyboard myth sometimes

>> No.6867887

>>6867553
>It's the ZSNES of source ports.
GZDoom can still run Doom and its derivatives, even if it is inaccurate. ZSNES can't play anything at all.

>> No.6867896

>>6867873
what other doom myths do people fall for?
i think the normalization of always run lead to how people percieve movement in doom
>>6867665
you remind me of that one /vp/ anon that screeches at allister and says he resets the game anytime he encounters him or how allister, gordie, avery etc should be stabbed or something

>> No.6867928

>>6867848
bible belt decino is absolutely right here, I have no idea why people even fall for this myth anymore
When I was still a kid too dumb to know source ports exist and should be used, I was smart enough to find my way through the setup and set dos doom up with modern wasd+mouse controls

>> No.6867953

https://youtu.be/fIrTwZjxcQ8?t=238

Even in Soviet Russia they were playing Doom with mouse (while wearing a necktie to a lan party)

>> No.6868021

>>6867887
ZSnes may not be accurate, but it runs games all day.

>> No.6868087

>>6867896
>what other doom myths do people fall for?
Doom not being 3D
It's well demonstrable both in gameplay and in the source code that it is in fact a 3D game, or at least definitely not a 2D one, but there are people who still spread their misinformed opinions.

>> No.6868096

>>6868087
if I remember right it's "not 3D" in some very specific and technical sense that means basically nothing unless you're a programmer or something, right?

>> No.6868113
File: 550 KB, 514x521, e1m4.png [View same] [iqdb] [saucenao] [google]
6868113

imagine if this not-swastika thing was used to replace the swastikas in doom 2's wolfenstein levels
also, i remember someone on twitter making a wolfenstein 3d comic where they used this swastika
it was a comic that also had one of the bosses doing the yamcha on the floor pose
i think it was bj checking a bunch of guards after he killed a boss

>> No.6868115

>>6868096
The map is confined to 2D. It's rendered in 3D and there's obviously height and shit, but it's literally 2D line segments with different properties assigned.

>> No.6868118

>>6868115
Right, that's what it was. Thanks.

>> No.6868124

>>6868113
https://twitter.com/legendbelmondo/status/1201446554575327233
found it

>> No.6868138

I chex quest actually worth playing?

>> No.6868146

>>6868138
Chex 3 for ZDoom had some good levels if I remember (and includes all the games). Adventures of Square has a similar vibe and much better levels though.

>> No.6868157

>>6868138
Play it on nightmare if you do play it at all.

>> No.6868169
File: 11 KB, 393x105, bill.jpg [View same] [iqdb] [saucenao] [google]
6868169

>>6868096
Doom's BSP only works with "2D" maps without room over room. Another common argument for it being 2D is that collision between things that aren't projectiles only takes two dimensions into consideration. That one seems to just be a weird decision made in the name of optimization, and lacked some foresight.
It certainly doesn't help that Doom's rendering routine is not a "conventional" 3D drawing routine. All things considered, however. it draws environments that have height variation in a correct linear perspective, and takes height differences into consideration in a lot of calculations that are significant from gameplay perspective, most of which involve line of sight calculation.
Believing Doom to be 2D or 3D is highly dependent on what you consider to be True Three Dee in your No True Scotsman scenario.

>> No.6868185

Playthrough video of map07 of Illicit Engineering is up. Still that same bad audio setup, but there's only one more level left!
https://www.youtube.com/watch?v=euLgiOu8Mc8
In addition, another shovelware level with a very cryptic progression. Despite that, much better than the previous ones.
https://www.youtube.com/watch?v=3oBioJC1gFc

>> No.6868231

Is there an easy way to automate pistol start in more vanilla friendly source ports like crispy doom?

>> No.6868239

>>6868113
>imagine if this not-swastika thing was used to replace the swastikas in doom 2's wolfenstein levels
That would actually be a pretty funny way to get around whatever censorship may be demanding the change.

>> No.6868247

>>6866787
He just wants to be talked about and validated for his existence. Literally just stop replying to him and stop talking about him, even so far as I'm doing now.

>> No.6868249

>>6868231
Good question, I would also like to know.
Actually, you know what Crispy Doom should add in its next update? A toggle switch on the difficulty select menu, letting you choose if you want your session to be continuous or pistol start. The upcoming UMAPINFO version of PrBoom+ should have that too.

>> No.6868252

>>6868231
As of this week, yes, you may use -pistolstart command line option. Feature is not yet in the release build, so check daily ones
http://latest.chocolate-doom.org/

>> No.6868257

>>6868252
I want Crispy Boom, man.

>> No.6868260
File: 1.96 MB, 500x730, db5.gif [View same] [iqdb] [saucenao] [google]
6868260

>>6868257
me too man

>> No.6868269

>>6868252
Bitchin, that was the one thing I missed about zdoom, specifically wadsmoosh. Master Levels were set to automatically toggle pistol start. It'd be cool if Crispy also did that by default.

>> No.6868294

>>6868124
SPION

>> No.6868302

>>6868260
going to need the names of those ladies, anon

>> No.6868312
File: 447 KB, 500x730, 1598613766294.gif [View same] [iqdb] [saucenao] [google]
6868312

>>6868302
I recognize SOME at least
kardia de rodes, the alchemist from darkest dungeon, the huntress from ROR 2 some LOL characer, a character from durarara, a lady from titanfall and mass effect and Metal Gear, haydee and the other ones escape me

crash should have been there you know

>> No.6868315

>>6867553
ZSNES uses to be the one of the fastest emulators back in the day...
>>6867887
>muh purity
Are you the same guy who said gdemu couldn't run Dreamcast games? You have the same hardline stance, though it's more apt with ZSNES.

>> No.6868316

>>6867051
>not spear of destiny
Zoomer detected

>> No.6868319

>>6868252
Tried pistol start on Sigil. Holy shit it transforms it into a completely different experience even on HNTR. I've been looking into playing the lower difficulties out of curiosity to check out the small tweaks, and this looks like it could make it much more fun.

>> No.6868361
File: 175 KB, 1701x957, crispy doom e1m9 puzzle.png [View same] [iqdb] [saucenao] [google]
6868361

Pistol starts finally make dumb puzzles like this worth doing.

>> No.6868368

>>6868257
I'd give up prboom+ in an instant if that ever happened.

>> No.6868372

>>6868257
We got dehacked support, so it could happen.

>> No.6868387
File: 85 KB, 1200x759, load size.jpg [View same] [iqdb] [saucenao] [google]
6868387

>>6868257
>>6868368
>imagining combining the goodness of Crispy Doom with the improvements and fixes of the future PrBoom+ port
>imagine it with MAPINFO support
>imagine also the feature to define your own map intermission screens
>imagine the extended DeHacked abilities
>imagine support for modern joysticks and gamepads
>imagine it with the support for brightmaps
>imagine all this with full demo compat

>> No.6868389

>>6868361
Crispy resolution is so good
It's better than vanilla lego screen so you can see everything at a distance but still low enough for your brain to interpret things as the designers intended.
In 1080p the walls look so fake and flat, It's clear the things the textures are supposed to represent are just 2d images plastered onto a flat wall, the illusion of depth doesn't work.

>> No.6868395

>>6867792
is there any list anywhere of non dehacked wads being converted into dehacked?

>> No.6868397

>>6868389
>the illusion of depth doesn't work
I feel that as long as the texture itself is an appropriately low resolution, it works for me.

>> No.6868412

>>6868397
Every time I get close to a wall in HD it looks like the shadows were painted onto a flat wall, it's even worse with Wolf3D and ECwolf because the long repetitive lines of bricks are painfully obviously 2D.
I never feel that way in Chocolate or Crispy.
It's like playing Resident Evil on am emulator, the higher the resolution the more obvious it gets that polygonal characters are running in front of a flat prerendered image.

>> No.6868415

>>6863742
The invite link for 450ml discord seems dead

>> No.6868424
File: 561 KB, 1280x1024, I9Jpgzg.png [View same] [iqdb] [saucenao] [google]
6868424

>>6868389
I do think the resolution adds to the grittiness of the visuals, but I think the real selling point is the limited color space and lighting. Doom to me is all about color banding and pinky demons turning from brown to pink depending on the lighting conditions.

>> No.6868431

>>6867408
Checked out one of them, seemed intentionally bad IMO. I actually like the "broken dimension" concept (in theory). if it wasn't a troll map and executed properly it would pretty cool

>> No.6868458
File: 77 KB, 856x480, DOOM0000.png [View same] [iqdb] [saucenao] [google]
6868458

>>6868424
That's some Doom right there.

>> No.6868468
File: 47 KB, 638x376, Bump-Map.jpg [View same] [iqdb] [saucenao] [google]
6868468

>>6868412
At first I thought you were being autistic, but I think you're right.

Looking at >>6868424 and >>6868458 levels almost look bump mapped with Vanilla renderers.

>> No.6868473

>>6868424
Right, the banding and light also help to break repetitive textures stretching into the distance, enhancing the illusion.

>> No.6868506

>>6868468
Is there a .pk3 that achieves this?

>> No.6868512
File: 65 KB, 1280x974, r4Kehet.png [View same] [iqdb] [saucenao] [google]
6868512

>>6868506
You can achieve a pretty similar look using True Color. There's also Vanilla Essence which does a bunch of stuff to toggle GZDoom into a more Vanilla state.

https://forum.zdoom.org/viewtopic.php?f=43&t=59412

>> No.6868537
File: 33 KB, 975x660, mini-mind.png.32b5970f7c2adbeb93e0c829967330c5.png [View same] [iqdb] [saucenao] [google]
6868537

>> No.6868567

>>6868537
Do they change mechanical parts as they grow up or are they put on the big mechanical body while still smol and grow up inside it until it's a tight fit?

>> No.6868590

>>6868567
They're like a hermit crab, always looking for new components to switch out from their current shell

>> No.6868591

>>6868537
>The Spider Mastermind looks at it like a kid playing dress up with grown up clothes
>Mastermind takes out a camera and takes a picture as it says devil tongue, "Awww how cuuute! Mommy's little Mastermind!"

>> No.6868631

Gonna play Quake for the first time. Does it have pistol start and should I play it that way or just continuous? Any other advice?

>> No.6868647

>>6868631
Sandy Peterson has gone on record about all Doom maps being designed in isolation with pistol start in mind (specifically because that's what you default to on death). I'm not seeing anything like that for Quake, though.

>> No.6868674

>>6868631
I believe maps have pickups you would have acquired in previous levels.

>> No.6868709
File: 9 KB, 250x167, 250px-Doom_Toy_guns.jpg [View same] [iqdb] [saucenao] [google]
6868709

>>6863950
No more cheap than scanning toys to make into weapons.

>> No.6868710

>>6868631
You can't normally reach the final boss without playing all four episodes in a continuous setting, as that's the only way you can have all four runes.

>> No.6868726

>>6868709
Some day I hope to come across one of those shotguns.

>> No.6868728

Just finished a pistol start run of Knee-Deep in the Dead and Shores of Hell on easy. Shit man, pistol start breathes new life on easier difficulties. I'll probably move on to Hurt Me Plenty and Ultra-Violence after this. Good shit.

>> No.6868792
File: 106 KB, 460x380, vanguard.png [View same] [iqdb] [saucenao] [google]
6868792

has anyone here played vanguard? it's by skillsaw.

it seems everyone talks about his wads valiant and ancient aliens all the time, but to be honest, vanguard is overall funner and more consistent for me?

ancient aliens and valiant have many wonderful and memorable maps for me, but especially in ancient aliens there are imo many dud maps, and there are some dud maps earlier in valiant.

meanwhile, vanguard is imo quite consistent, though the maps are less creative/unusual than valiant / ancient aliens. it's also not that hard, excepting maps 11 and 12 (and 13 if you're not into tyson maps). map 11 really got my heart racing, though it turns out to give you enough ammo that if you conserve on the early easier fights, in the later hard fights you can just hold down the plasma button and be okay.

>> No.6868869

>>6864413

map 32 is wicked

>> No.6869009

HL is the SOTN of fps.

>> No.6869013

>>6868631
Quake doesn't even have a pistol if you want to get technical.

>> No.6869014

>>6869009
wouldn't that be metroid prime lol

>> No.6869015

>>6869009
And you're the James Corden of faggots, now shut up about fucking Half Life already.

>> No.6869017
File: 40 KB, 559x220, file.png [View same] [iqdb] [saucenao] [google]
6869017

>>6868709
It's pretty easy to do so by the way
Pic related is my attempt on doing it,
had to change the hand color though.

>> No.6869019

>>6869009
How can that be when SOTN was less linear than the classicvanias?

>> No.6869027

>>6869019
It's casual and an insult to old fans.

>> No.6869028
File: 13 KB, 212x237, image0.jpg [View same] [iqdb] [saucenao] [google]
6869028

>>6869027
but Half-Life was the first Half-Life game

>> No.6869030

>>6868537
Just add water

>> No.6869072

>>6867185
GZDoom is bound to the single thread CPU performance, because of Decorate and ZScript are designed to be parsed in a linear fashion for every actor every tic.
Your cores and thread mean nothing to GZDoom. Only thing that can be threaded is rendering and that's like 10% of the load at best.
Blame Randi for not thinking of anything better back in the day, and Graf for not thinking of a way to improve it without breaking compatibility (backwards compatibility is his main argument against it, also basically everything would have to be rewritten)

>> No.6869079

>>6868792
Everyone played Vanguard.
Icarus plays quite a few mods on it IIRC

>> No.6869092

>>6869079
do you agree with my comments?

>> No.6869094

>>6869017
That looks like trash, you can barely notice any details on that gun

>> No.6869124

>>6869017
>>6869094
thats some bad lighting

>> No.6869130

>>6869124
Couldn't really do much about it, i am just glad i could pull it off to be honest
>>6869094
I'd like to see you try!

>> No.6869132

>>6869130
you could have rotate hand 90 deg counterclockwise so that light shines on its top, then shoot it that way, and rotate back on PC.

>> No.6869139

>>6869130
pull off what? taking a picture of your hand?

>> No.6869140

>>6869139
I mean, whats stopping you?

>> No.6869163

What are the ideal brightness/gamma settings for Quake 2 on Yagami?

Also, anyone feel that Quake 2 dropped the ball on its usage of coloured lighting? They could have done really cool shit with it but it seems for most of the game they didn't. Even the N64 and PS1 versions lean heavy into different colours splashing everywhere gives the game a great look.

There's this one single doorway that bathes you in this deep blue and in just thinking, why couldn't they have made an entire room like this. One fucking tiny doorway.

>> No.6869259
File: 1.35 MB, 1920x1080, kp.png [View same] [iqdb] [saucenao] [google]
6869259

>>6869163
I think there was a vogons thread with Q2 screenshots made on different hardware, if you want to find what the "intended" look was.
I recently replayed Kingpin and used gamma 1.0 & intensity 1.5 to get rid of the washed out look somewhat (defaults 0.6 & 2.0). Q2 doesn't really suffer from a washed out look, it just plain looks bad.

>> No.6869304
File: 48 KB, 960x720, Sad Rhino.jpg [View same] [iqdb] [saucenao] [google]
6869304

>>6869072
He argues for backwards compatibility while breaking mods all the time?

>> No.6869325

>>6868792
Vanguard is good, but Valiant and Ancient Aliens had much higher highs IMO.

>> No.6869389

>>6869072
>GZDoom is bound to the single thread CPU performance
Vulkan

>> No.6869393

>>6869389
Vulkan is only used for rendering you numb nut
It does not calculate Decorate and ZScript code which is where performance suffers, and that's all has to run on a single CPU thread.

>> No.6869403

>>6868185
Are you planning on doing a playthrough of 2048 units of /vr/?

>> No.6869407

Any good Shadow Warrior map packs?

>> No.6869409

>>6869403
I am, but only when it's final version is on idgames. I'm dreading playing Black Crest, but I know that I can do it. While I am waiting, I will record darkhell.wad. It's bound to be good if the author wrote 2k words of backstory, right?

>> No.6869417

>>6868631
I wouldn't say shotgun start is impossible, but I doubt it was considered as a way of playing by the devs since weapon pickups rarely reappear in maps unlike Doom.

>> No.6869421

if you think doom was meant to be keyboard only YOU are part of the problem

>> No.6869430

>>6869072
You can't magically multithread it and expect everything to still work the same but faster. In fact, this would only make things more complicated because now you'd need all sorts of syncing code for everything and on top of that determinism is thrown out the window (this would instantly kill p2p multiplayer).

There is a reason why the vast majority of game engines still do game logic in a single thread. It's simpler, easier, and more cost-effective.

>> No.6869446

>>6869430
who gives a shit about multiplayer people just use that as an excuse for being horrible to each other

>> No.6869453

>>6869446
I care about it, I play GZDoom co-op with Hideous Destructor.

>> No.6869519

>>6869453
you are a non entity

>> No.6869521
File: 339 KB, 510x388, 1402810410226.png [View same] [iqdb] [saucenao] [google]
6869521

>>6869519
I disagree.

>> No.6869526

>>6869430
idk why many engines can handle a lot of stuff happening at once but ZDoom shits the bed hard

>> No.6869546

>>6869526
Many engines have dedicated, optimized lightweight classes for non-interacting visual effects, they also don't have world geometry that can unpredictably change at any moment. And most importantly, they don't have hundreds of enemies active at all times.

In the Doom engine, every actor can have AI, behave like a projectile, particle, decorative, etc. Each actor has code for handling all of that, which adds up quickly in CPU overhead. Meanwhile in others like Unreal Engine there's dedicated classes for effects, pawns, projectiles, decorations, etc.

If a slaughtermap runs smoothly in prboom+ vs gzdoom, it's merely because the mobj tick function is 11x larger (or even more since a lot of extra work is offloaded to other massive functions).

I've sort of been working around this by rolling out my own lightweight Tick() functions with unneeded features removed, but not everyone has that level of skill in zscript (or uses zscript at all).

>> No.6869549

What is it with the recent "keyboard only" posts? Like that was never much of a discussion here and all of a sudden every other post is telling us something we have all known since the beginning.

>> No.6869551

>>6869546
Why doesen't ZDoom has separate classes for special effects then?

>> No.6869553

>>6869549
A video about it popped up in my youtube feed, I guess some actually watched it.

>> No.6869554

>>6869551
Because that's how things have always been structured. Changing it now would break everything.

>> No.6869561

>>6869554
>Because that's how things have always been structured
>Changing it now would break everything.

i.e. what >>6869072 said
Randi did it like this and now we have to have it this way because of backward compatibility with everything else prior

>> No.6869589

>>6868537
Its cute like a baby in a toy car

>> No.6869634

>>6869393
Almost as if taking the render load off the CPU frees up more power for everything else. Wow!

>> No.6869641

>>6869634
>Vulkan
>CPU
anon...

>> No.6869707

I'm craving to play Heretic or Hexen (I'll even take Hexen II) again, but don't want to play through the same episodes again. Any mods with a full new campaign? I don't mind if they don't play exactly like the original.

>> No.6869740
File: 408 KB, 1920x1080, thefuck.png [View same] [iqdb] [saucenao] [google]
6869740

i finished the gs3 demo thing and what the fuck is this?

>> No.6869773

>>6869740
DEEPEST LORE

>> No.6869861

>>6866365
Can you actually die in this mod, Marisa? What happens when you reach 0 HP? It just seems like you made your OC an unstoppable killing machine so I'm wondering if there's actually a fail condition

>> No.6869873
File: 686 KB, 720x360, fwoosh.webm [View same] [iqdb] [saucenao] [google]
6869873

I've been fucking around with the axe to make it less of a completely overpowered piece of shit. I also made the powered swings cooler looking.

>> No.6869883

>>6869873
The swish effect on the monster looks out of sync should play earlier

>> No.6869925

Just finished Doom 64 + the new levels, pretty fun. Not sure if I'm just bad and a bit rusty after not playing FPS for a bit but I was surprised at the difficulty, a lot of the levels honestly felt more difficult than the campaigns for 1+2 even on PC. Moving onto quake now poggies

>> No.6869991
File: 27 KB, 338x299, gigachad.jpg [View same] [iqdb] [saucenao] [google]
6869991

>>6869641
Why yes. I did get a 1080 Ti just so I could have a smooth experience in GZDoom.

>> No.6869998

>>6869991
and it barely helped i bet

>> No.6870003
File: 831 KB, 1920x2160, Chonky.png [View same] [iqdb] [saucenao] [google]
6870003

So one day I decided to do a High Noon Drifter Basilissa only run, and I almost forgot to share this with yall.

>> No.6870021

>>6870003
>>>r/Doom

>> No.6870035

>>6870003
Someone must have used the original HDoom Cyberdemon to make Bassilissa anatomically correct by now.

>> No.6870083

>>6868728
Don't be ashamed to play on skill 1 even. There are some very difficult wads out there that are still great on skill 1 pistol starts no saves. For example, I've beaten all of Preacher.wad (except the final 40+ minute long map) doing pistol starts no saves UV-max runs, but my very first playthrough I played it on skill 1 because it's one hell of a wad.

>> No.6870103

>>6870083
what is wrong with you?

>> No.6870108

>>6868631
Don't do shotgun starts. The maps weren't designed for it. Maybe u can do it on easy, but if you're playing on hard
, Your playthrough will end around e2m6. Something funner might be trying to do deathless runs of entire episodes once youve beaten the game

>> No.6870126
File: 128 KB, 1920x1080, dynamic.jpg [View same] [iqdb] [saucenao] [google]
6870126

For any mappers here I have a question. Do you (if at all) use Dynamic Lights in your maps? I've used them a couple of times for things like pic related but I find that I don't use them that much. I usually rely more on sector lighting than I do Dynamic Lights.

>> No.6870130

>>6868257
There is the Woof source port, anon. It's also by Fabian (crispy dev). It's MBF so you can play Eviternity/VAliant, but this also means it's not suitable for competitive demo recording, which doesn't matter unless you're a speedrunner.

>> No.6870150

>>6870126
I use them for light sources, e.g. firesticks and torch wall textures and such. Sector lights for me are only for setting the sunlight or maybe a bright/dark room depending on how many ceiling lights are working.

>> No.6870280

Is there a way in decorate/zscript to make one pickup give two ammotypes?

>> No.6870318

>>6870103
HMP shitter getting worse and worse with every passing day.

>> No.6870335

>>6863762
What bugs did Plutonia have?

>> No.6870340

>>6870335
A pretty minor one where certain maps didn't have coop spawns.

>> No.6870405

>>6869873
i am the hype

>> No.6870408
File: 100 KB, 1227x952, 1580140822112.jpg [View same] [iqdb] [saucenao] [google]
6870408

Just got done playing TNT with Doom 4 Vanilla. Maps were all over the place but the new enemies made it fun enough.
I'm doing a sort of unofficial Doom series and TNT was "Doom 4". Plutonia is my final stop for "Doom 5".
What gameplay mods/replacers would fit the flavour and theme of a 'Doom 5: Plutonia Experiment'?

>> No.6870431

>>6870408
Final Doomer+, Babel Monsters only and Tilt++.
Play with freelook enable but no crosshair.

>> No.6870472

where do i get quake 2 mods/maps?

>> No.6870473

>>6870472
>quake 2
go back

>> No.6870489
File: 68 KB, 841x640, 1599974988281.jpg [View same] [iqdb] [saucenao] [google]
6870489

>>6870003
God, she's so fun to play as. Term absolutely nails playable punchgirls in his mods. plus she's a twelve-foot-tall, stacked, skull-faced demon and that is totally my bag, baby

>> No.6870491

>>6870431
>final doomer
>babel
based
>tilt
>no crosshair
not as much base

>> No.6870494

>>6868792
Agreed, I haven't played AA yet tho but Vanguard felt way more fun and consistent than Valiant.

>> No.6870498

>>6870472
Planetquake has an archived version, there are some really good ones there, I recommend the whole Citizen Abel series

>> No.6870537

>>6870491
>He needs crosshair to aim
Common man, the guns are already centralized on the screen, you don't need a little dot to show where you are aiming.

>> No.6870543

>>6870280
Yes.


ACTOR YourAmmoPickup : CustomInventory

{
Inventory.PickupMessage "string"
Inventory.PickupSound "sound"

States
{
Spawn:
AMMO A -1
Stop

PickUp:
AMMO B 0 A_GiveInventory("Cell", 10)
AMMO B 0 A_GiveInventory("Clip", 10)
AMMO B 1
Stop
}
}


If you wanted to do a pickup which you could take partially from and save for later, you could do a sequence of these items giving an increment each of ammunition, and they replace each other when picked up by defining each other as "Inventory.PickupFlash"
Ergo, BoxOfRockets1 gives you one rocket and has BoxOfRockets2 as its defined pickup flash, which has BoxOfRockets3 as its own, and so on, until BoxOfRockets5, which is the last one, and if you wanted to, it could have BoxOfRocketsEmpty as its own pickup flash, which would display an graphic of an open and empty box, which perhaps fades away after a minute. You could have it show a different sprite for each rocket left in the box even.

You could also just plain do a box that opens without this kind of incrementing, and which leaves the empty box graphic afterwards anyway, just because you think it looks nice. You could also use state jumps to check for if the player have certain things in their possession, to then give him something else based on that, say he has a pistol in his inventory, then instead of just giving him ammo, or doing nothing, you can define a pistol pickup like this to give him a token representing him having another pistol, enabling him to toggle holding two pistols at a time with the alt-fire function.

>> No.6870601

>>6870543
Thanks, but I solved it via TryPickup(); it also works as intended.

>> No.6870602

>>6869998
Helped a whole lot ackschully.

>> No.6870609

>>6867119
All shit games lol

>> No.6870612
File: 885 KB, 1920x1080, q2_0025.jpg [View same] [iqdb] [saucenao] [google]
6870612

>>6869163
>>6869259
I kinda say use this brigtness setting >Pic
Quake 2's Default brightness config wasn't made for anything above the max res of its time, in fact lower res seems more clearer than higher res, with high res looking dark.

Carmack fixed this on the Remaster port for quake 4 X360

>> No.6870613

>Starting E4M4 of Blood
>CH-CH-CH DA-DA-DA
Had a laff.

>> No.6870615

>>6870602
Going from 660ti to 1080ti gave me like 10-15% boost in GZDoom (50-52 fps on some large Eviternity maps became 55-57)
Modsern games obviously saw about 400% boost or smth liker that (from unplayable 15-20 to ~80)

>> No.6870621
File: 1.08 MB, 1920x1080, q2_0022.jpg [View same] [iqdb] [saucenao] [google]
6870621

>>6870612

>> No.6870624

>>6870621
Shit game

>> No.6870627

How does Eviternity work on Crispy Doom? There's no chapter select. Does it just automatically move to the next chapter?

>> No.6870650

>>6870627
>How does Eviternity work on Crispy Doom?
It doesn't.

>> No.6870660
File: 1.18 MB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google]
6870660

>>6870472
Check this thread
>>6856990
Also check gamesfront(most of planetquake's archives seems to be there) and moddb
Quakewulf's recent maps are kino

if not looking for some ancient stuff, decino, marph and CMdr. theodoricos dug some old Q2 maps from the days of Planet Quake/1st Quaddicted Quake Hotel quake website.

>> No.6870667

Quake 2 sucks.

>> No.6870683

Shit sorry, I meant to say Quake 2 is pretty good.

>> No.6870689

>>6870683
kys

>> No.6870698

>>6870683
*kiss
meant to show my appreciation

>> No.6870848

>>6870660
>>6870621
models good
textures bad

>> No.6870863

Doom Eternal is the shit!

>> No.6870889

>>6870863
not the shittiest shit
but quite close

>> No.6870898

Samsara sequel but this time its just Caleb

>> No.6870914

Idea: Make a map specifically designed for a mod
Except the mod in question is Samsara with extra classes and monster mixer and it has to be designed around Caleb's Class and Blood monsters.

>> No.6870915

Someone redpill me on Strife. Any addons or essentials I should look at for a first run?

>> No.6870925

>>6870914
Why not just play/create blood maps at the point?

>> No.6870929

>>6870915
It's alright as it is.

>> No.6870931

>>6870925
Because maybe later you'll want to play the same map except as Ranger or something

>> No.6870936

>>6870925
>Why not just play/create blood maps at the point?
>create
>blood maps
Yeah, nah, I'd rather learn Blender and GTKRadiant simultaneously than delving further into mapedit

>> No.6870939

>>6870863
not retro but based

>> No.6870940

>>6870925
Because Build doesn't have Ultimate Doom Builder.

>> No.6870976

Blood is a one playthrough game

>> No.6870987

>>6870976
off yourself

>> No.6871036

Anyone else pick up the Trench Foot demo? I played through it, had a blast

>> No.6871053

>>6871036
gibe link, post screenshot, nobody know what you're talking about

>> No.6871078

>>6871053
This is the vid I caught this morning, has a link in it I think

https://www.youtube.com/watch?v=r1fyTNbf1jQ&t=369s

>> No.6871079

>>6870915
I'm a little ashamed to admit it, but I've never played a Doom engine offshoot other than Chex Quest. Every time I consider it, I find another wad I'd rather play.

>> No.6871084

>>6870915
It's pretty rough around the edges with a lot of dead ends, but I heard the veteran edition fixes a lot of them, so play that

>> No.6871085

>>6870915
Feel free to change the keybinds to your fit, the defults are weird and you need all of them

>> No.6871090

>>6870915
Better than Shit Life, Goldenshit and Gayke 2.

>> No.6871091

>>6870931
He said he wants to make maps specifically for caleb+blood monsters

>> No.6871098

>>6863738
https://youtu.be/AZVzycyGV9Y
Based Doomkid shitting on Shillman

>> No.6871101

>>6871078
This looks terrible.

>> No.6871136

>>6871091
Designed around it doesn't mean it has to be incompatible with everything else. Most maps are designed around vanilla but that doesn't mean you can't play them with mods.

>> No.6871174

>>6871098
That's 3-D!

>> No.6871176

>>6871098
Why do people post about/care about gmanlives? He's retarded. I don't mind someone having opinions but he's terrible at reviewing anything. The daft cunt sincerely reviewed Quake 3 as a singleplayer game and people still take him seriously.
Making video responses like it's 2008 is like picking on the spastic kid at school.

>> No.6871187

is WMD the only wad manager that manages separate saves per config? RL2 is really everything I want from a launcher but it's not separate saves.

>> No.6871227

What is this weird fever dream of a video.
https://youtu.be/dy2tPfZhzfQ

>> No.6871228

>>6871227
who is this poofter and why should i care?

>> No.6871230

>>6871098
What a faggot
Gman is a shill but that's a shit video leeching off of a shit video, I can't watch that bullshit

>> No.6871235

>>6871098
Is Doomkid black?

>> No.6871240

>>6871227
It just showed up in my recommendations.

>> No.6871273

>>6871187
with batch files and gzdoom it's possible to change working directory (i.e. have per-mapset saves), and then also have multiple .ini configs for each modlist with unique save_dir cvar (i.e. per-wad per-mod saves - full flexibility!)
why are you playing with saves anyway, are you by chance some kind of a scrub?

>> No.6871281
File: 46 KB, 1521x895, lemmein.jpg [View same] [iqdb] [saucenao] [google]
6871281

>>6868415
>>6863742

>> No.6871315

>>6868113
It was actaul swastika in release version.

>> No.6871332

>>6869861
You die, and then you can press fire to come back, and then you die twice.

>> No.6871338

>>6863742
>>6871281
Apparently discord invite links expire within a day, that's retarded.
https://discord.gg/ZwbHZQ

>> No.6871348

has anyone ever done a fat cultist sprite, even if it's based off the fat zombie?

>> No.6871391

>>6871348
yeah

>> No.6871392
File: 226 KB, 497x280, truckheck.png [View same] [iqdb] [saucenao] [google]
6871392

Just watched a three and a half review of Doom by Tim Rogers on Youtube, and somehow my main takeaway was HOLY FUCK HALF A SECOND OF TRUCKHECK. It's a good video though. He's always more about personal attachment and anecdotes then just the same old shit you've heard a billion times. Dude lived with Alice McGee at some point even. If anyone wants some 40 year old to talk pretty into your ear about Doom for a long time it's not a bad idea.

>> No.6871405

>>6871392
I just got to the epilogue. Not sure what I was supposed to glean from the video, but I never wanted to turn it off, so there's that.

>> No.6871414

>>6863738
I don't have anything to say. Just bumping this because nu vr is trash.

>> No.6871442

is mod db dead? any link for wads on it just load infinitely

>> No.6871461

>>6863742
Here's a link to the 450ml discord that wont expire, could ya put this in the next news post OP?
https://discord.gg/NfFP9Pu

>> No.6871485

>>6871392
>Alice McGee
?

>> No.6871494

>>6871485
>Alice McGee
fucking stoned and combined American McGee's named with his game Alice

>> No.6871498

>>6871405
He's just Chicken Soup for the True Gamer's Soul

>> No.6871501

>>6871392
Why would some 40yo live with millionaire American McGee unless the former was his sugar daddy?

>> No.6871508

>>6871461
based

>> No.6871546

>>6871098
I don't fully agree with everything, I might have to make a review of this.

>> No.6871587

>>6864940
friendly reminder that HLfag only hates half-life because it reminds him of the time he was gang raped by 3 black men in the fall of 1998.

>> No.6871590

>>6871235
Doesn't sound black to me, plus I think some of his older videos shows his face.

>> No.6871603

>>6871332
Anyway because the superhealth items were too OP I ended up rebalancing everything again.

>> No.6871619

>>6871587
*3 black men and a St. Bernard

>> No.6871621

Redpill me on 3DGE

>> No.6871627

>>6871621
Completely outdated when GzDoom exists.

>> No.6871638

>>6871392
>kotaku

hell no

>> No.6871667

>>6871603
How do they work now?

>> No.6871683

>>6871621
was hyped up when people were saying it was gonna have superior model support and cooler mods, nothing happened though.

>> No.6871693

>>6871667
overheal fades out like in quake (relatively fast, much faster if above 500), refreshers are +100 instead of +200, only autoactivate on lethal damage. the other health items can't prevent death anymore (so stacking yourself with full cubes/tetras won't work as an extra life).

>> No.6871708
File: 291 KB, 639x478, jjfhjf.png [View same] [iqdb] [saucenao] [google]
6871708

anyone interested in getting a game going? i've been itching to play this on hardcore

>> No.6871725

>>6871332
>and then you die twice
wot?
as in, you die for good the second time and have to restart the level?

>> No.6871730

>>6871725
... or reload a save

>> No.6871734

>>6871708
never seen this. neat. I would play anon but i'm UK. Keep us updated if you do play though. Interested in your thoughts.

>> No.6871737

>>6871730
yeah, i just wanted to make sure i understood.

So what does your OC say when they die?

>> No.6871740

>>6871737
nothing, just dies

>> No.6871742

>>6870489
and when you crouch she becomes a shortstack

>> No.6871747

>>6871740
oh ok

>> No.6871753
File: 10 KB, 642x532, e1m1_map.png [View same] [iqdb] [saucenao] [google]
6871753

ok ive worked enough on this fucking automap function

>> No.6871772

Hey doomers any advice on figuring out which files are needed to host servers on allfearthesentinel.net ? I specifically want to play Doom 64 Retribution found here
https://www.moddb.com/mods/doom-64-retribution/
To play this mod in singleplayer I use the following files.
D64RTR[v1.5].WAD
D64RTR_BRIGHTMAPS.PK3
Although these files are found on allfearthesentinel.net the server crashes when I attempt to host them. Any advice or info you can give me in troubleshooting? It seems like there are a shitload of files relating to this WAD that all start with "d64" so I wonder if I should be choosing something else.

>> No.6871780

>>6871708
Is it for the Night Dive version? I'd try it out, never got around to finishing Turok 2 properly on my own.

>> No.6871781

>>6871753
What's this? A map loader for mega drive?

>> No.6871786

Man, I'm playing Sigil for the first time on UV and it's kicking my plebeian ass. John Romero really didn't fuck around on this one

>> No.6871790
File: 21 KB, 409x322, 3d5KUNl.png [View same] [iqdb] [saucenao] [google]
6871790

>>6871772
check stuff in single player zandronum first, looks like it will only work in gzdoom. maybe you could try an older version and see if you could get it working in zandronum, or sift through the code yourself and rewrite it with compatible stuff.

>> No.6871801

>>6871781
yes, working on the 3d portion next

>> No.6871810

>>6871801
Really? On a stock console? Damn, good luck man, I'll be following this closely

>> No.6871814

>>6871790
>>6871772
yeah I just double checked and the 1.0 version from moddb will work for you, you could test the newer ones as well.
https://www.moddb.com/mods/doom-64-retribution/downloads/doom-64-retribution-version-10

>> No.6871842

>>6871810
Oh, it's never going to run actual doom maps at anything near playable framerates. But simplified maps might be ok with a lot of work. I just spent the last month or adding wad support and this map renderer so I can use an actual map editor.

My previous version handled small bsp maps pretty well (like a couple dozen walls at most, with only a few on-screen), I'm trying to improve that so it can handle big maps, as long as not much geometry is on-screen at any one time.

>> No.6871862

>>6871842
Oh, I thought it was just some sort of proof of concept map viewer at first, but since you're mentionning custom maps, does that mean you're trying to make an actual game out of this using the doom engine as a base?

>> No.6871874

>>6871780

yeah it is. steam or GOG version, both work afaik

>> No.6871878
File: 1.73 MB, 512x321, 1565127922347.gif [View same] [iqdb] [saucenao] [google]
6871878

>>6871814
Thank you for your advice, I really appreciate it. Seems like 1.3 will work for me. What I don't quite understand is why there are so many versions of the same WAD uploaded to the site- I mean, I know anyone can upload files, and maybe people upload files after they make their own small modifications- but it seems like some of these files don't work at all in online play. Do people just upload them for convenient download later? Or is it that they do work, but only in certain combinations?

>> No.6871880

>>6871874
Cool. Put up a server, then.

>> No.6871882

>>6871862
>actual game out of this
maybe, so far it's a tech demo if anything

>doom engine as a base
not exactly. it's a custom engine that happens to be able to load doom map data

>> No.6871896

>>6870627
Eviternity is designed for MBF. Learn the differences between vanilla-compatible, limit-removing, Boom-compatible, and MBF-compatible. PrBoom+ can run all of them. I'd recommend the Woof source port if you want to play Eviternity in Crispy Doom. Try Eviternity in GLBoom just to see what it looks like

>> No.6871902

>>6871338
You can set them to not expire.

>> No.6871904
File: 54 KB, 300x300, skel.gif [View same] [iqdb] [saucenao] [google]
6871904

>>6871878
I think people upload them first and test them later, there are a ton of smooth doom uploads that don't work at all.

>> No.6871953

>>6871638
Maybe you should not be a hivemind dumbo

>> No.6871982
File: 244 KB, 507x666, 1592129289787.png [View same] [iqdb] [saucenao] [google]
6871982

Ah man, I finally beat both Doom 1(Original 3 episodes) and Doom 2(Original Episode) after a few weeks of playing. Both a great games, but I can barely remember most of Doom 1 after E1. It's kind of crazy how much better 2 is over 1. Harder, too.

>> No.6871997
File: 7 KB, 281x206, pistol start config.png [View same] [iqdb] [saucenao] [google]
6871997

>>6871982
Now try them pistol start only.

>> No.6872016

>>6871982
episode 1 is probably the best part of doom 1/2

>> No.6872017

>>6871904
Gamers are so careless! Thanks again.

>> No.6872021

>>6871997
Honestly, I was so drained of ammo and health after most levels, pistol starting wouldn't have changed much. I'm doing TnT next.

>> No.6872028

>>6872016
Debatable, E1 is good, but I think that E2 is better.

>> No.6872034

>>6872028
I guess everybody has their own opinion :) Ep2 is pretty good, but Ep3 drags a lot

Some levels in doom 2 are also great, but I tend to get so bored by the time I get to the city bits. The second to last level (MAP29?) is fucking great though.

>> No.6872051

>>6871982
>>6872016
I think Doom 1 is more solid than 2, but 2 is much more memorable somehow. I can't remember most of episode 2 and 3 levels.

>> No.6872053

Jesus Christ guys, I forgot just how great the music in UT99 was
https://youtu.be/ikBknk5Rf_Q

>> No.6872056

>>6872034
>Ep2 is pretty good, but Ep3 drags a lot
I think it does at points, yeah, but I also think it has enough highs that it's mostly enjoyable.

>but I tend to get so bored by the time I get to the city bits
Yeah, I have great fun until I get to Map 12, Factory, then the entire thing just deflates for me, I don't enjoy that map, and it's followed by two more maps I don't really like that much either. Doom 2 has a lot of great maps, but the weaker stuff kind of congealed in the middle, and the flow just isn't great because of that. I think it does start picking up again by the end though, Map 28 and 29 I think are excellent.

>> No.6872059

had episode 2 and 3 been better in gameplay, more people would think hell in classic doom was cool enough for 64's to be seen as less original

>> No.6872060

>>6872021
TnT isn't worth it, Anon, don't subject yourself to that kind of pain

>> No.6872064

>>6872053
genny doom guy here, I turn on the ut99 soundtrack pretty often while devving (deus ex as well)

>> No.6872072
File: 67 KB, 640x302, H8db1Bul.jpg [View same] [iqdb] [saucenao] [google]
6872072

I've modified Sigil to include the sprite fix mod fixes. This is particularly useful for people that want it to show up in Ultimate Doom (Crispy Doom) without the various Sigil specific menu overrides.

http://www.mediafire.com/file/8zgr6ygvpn8ct99/SIGIL_v1_21+Sprite+Fixed.zip/file

>> No.6872073

>>6872059
64 hell is nice, but it lacks a lot of the variety of E2 and E3, for instance there's no fleshy environments.

>>6872060
TNT has some weak and even bad levels, but it also has some really good ones. Let him see for himself.

>> No.6872078
File: 342 KB, 560x560, 1582429961036.gif [View same] [iqdb] [saucenao] [google]
6872078

>>6872034
Ah man, that one was great. Monster Condo, The Spirit World, and The Living End were all great last levels to play. They really saved the best for last.

>>6872060
Gotta decide that for myself, friend!

>> No.6872080
File: 403 KB, 1920x1080, ss_95f55a77ebc610d1e6a92d5df63214a7a4cfee39.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
6872080

>>6871880
>>6871874
>>6871780
>>6871734
>>6871708

for anyone who wants to play:

https://freegogpcgames.com/1855/turok-2-seeds-of-evil/

https://www.moddb.com/mods/turok-2-co-op-mod

i've started up a server using GOG network mode for the time being. i believe you can still join if you have the steam version considering i'm running the steam version. if we can get a few people in the lobby in the next half hour or so i'd love to play campaign for a while.

>> No.6872084

>>6872078
Fair enough, Anon. I hope you enjoy TnT more than I did lol

>> No.6872087

Tried Crispy Doom because of this thread and I definitely will use this now for retro Doom needs.

>> No.6872095

>>6872073
hell in doom 1 and 2 work when you realize the visuals even fit the enemy designs like a glove and it's a great inspiration for custom content
i guess the quality of some hell levels making people forget the qualities of this vision of hell probably makes them worse
then again, i would love to see sandy and even tom hall making new doom maps like romero

>> No.6872101

>>6872087
All Crispy needs is Boom support and it'll completely eliminate the need for PrBoom+ at this point.

>> No.6872107

>>6872060
It's better he gets TNT out of the way before experiencing good megawads.

>> No.6872116

>>6872107
>>6872084
Don't worry, I still have Plutonia to do afterwards as well.

>> No.6872134

>>6872107
It has enough good levels to be worthwhile. If he skips Metal, Habitat, and Baron's Den, that's the worst offenders by far out of the way and he would then have a far higher ratio of quality.

>> No.6872139

>>6872116
Ah, now Plutonia is some sadistic bullshit

>> No.6872142

>>6872087
It's pretty good but I have to settle with GLBoom+ for that juicy FOV slider. If only there was a way to change that on software renderer.

>> No.6872207
File: 84 KB, 426x200, WIMAP0.png [View same] [iqdb] [saucenao] [google]
6872207

How do I get the new widescreen shit from the Bethesda ports to work on zdoom? I made a .wad with all the replacements but it looks all fucked up

>> No.6872248
File: 16 KB, 1154x148, crispy doom dev.png [View same] [iqdb] [saucenao] [google]
6872248

>>6872207
Looks like the devs are still trying to figure out how to handle them.

https://forum.zdoom.org/viewtopic.php?f=2&t=69774

Also, the crispy doom dev doesn't plan on supporting the new assets at all which seems baffling after recently adding widescreen support. Really hope he changes his stance.

>> No.6872273
File: 39 KB, 1920x1080, doom unity widescreen map.png [View same] [iqdb] [saucenao] [google]
6872273

>>6872207
The widescreen stuff is good shit.

>> No.6872317
File: 45 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6872317

>>6872273
They should have put level stats on the statusbar.

>> No.6872321

>>6872317
They have to support 4:3 as well, so I don't think they would.

>> No.6872327

>>6872321
The game fills the screen regardless. 4:3 only makes the viewport more narrow.

>> No.6872345

>>6872248
If you really wanted to play the unity port, why wouldn't you just play the unity port?

>> No.6872348

>>6872345
Nigga I just want the new widescreen assets.

>> No.6872367

Playthrough video of map08 of Illicit Engineering is up. The final level with the bad audio setup. The last arena is pretty cool.
https://www.youtube.com/watch?v=CI8q4mnsPzk
And rabid.wad from a shovelware CD. However, this map is actually decent. I'd even call it good.
https://www.youtube.com/watch?v=7TeOoBX4viE

>> No.6872427
File: 39 KB, 358x441, Quake Oatz Guy.jpg [View same] [iqdb] [saucenao] [google]
6872427

>> No.6872429

So is there a way to allow your character to double jump? Not as a power up, I want him to be able to double jump all the time.

>> No.6872438

>>6872429
ZMovement allows double jumping (and a shit ton of other movement options).
https://forum.zdoom.org/viewtopic.php?f=43&t=65095

>> No.6872454

How is Dusk compared to the classics like Doom? Is it the best modern retro-shooter?

>> No.6872458

>>6863738
Quake, Quake 2 or Quake 3 arena but you fight the Sims and Plumbob robots.

>> No.6872470
File: 79 KB, 426x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6872470

>>6872345
I just want the pretty shit like the title screen and after mission pics. Widescreen hud works in gzdoom so why can't theses?

>> No.6872483

>>6872454
it's pretty good

if you don't like the lighting

there is an option to turn it off

>> No.6872498

>>6872454
Dusk is more fun than Quake

>> No.6872507
File: 835 KB, 2750x4096, ranger.jpg [View same] [iqdb] [saucenao] [google]
6872507

>>6872498
Is there a mod to replace the monsters and weapons with Quake shit

>> No.6872524
File: 6 KB, 426x32, STBAR.png [View same] [iqdb] [saucenao] [google]
6872524

Looks like quite a few of the community add-ons also got some widescreen love.

>> No.6872582

>>6872438
I meant as in making one for a wad but I'll keep this one in mind

>> No.6872636
File: 111 KB, 637x358, quake3rules.jpg [View same] [iqdb] [saucenao] [google]
6872636

Real question why the he'll is Bethesda dropping the ball on the roster for Quake Champions. I remember fucking loving the Quake 3 roster... Even if I only ever used Doom and Ranger...

>> No.6872638

>>6872582
You can probably just poke through the code of Zmovement, there's a guide for porting its features to wads that use custom player classes. You can probably glean a good method in there.

>> No.6872713

>>6870103
What's wrong with you? I don't play with saves, and Preacher is a uniquely difficult pwad in that you are randomly teleported to a location in a big arena-style level in which ammo is thinly spread out so you have to keep moving to pick up ammo, but all the enemies are tagged as ambush so you keep alerting new monsters as you move; you have to keep moving or you run out of ammo, but if you get too greedy, you get overwhelmed. Playing without saves on a lower difficulty is more difficult than playing with saves, and, again, I prefer playing saveless
>>6870318
I beat every level except the last one doing UV pistol-starts no-saves 100% kills and secrets

>> No.6872719

>>6871753
The colors being reversed is off putting somehow, but that's cool.

>> No.6872723

>>6872483
>>6872498
Cool thanks.

>if you don't like the lighting
>there is an option to turn it off
What do you mean? Does the engine have dynamic lighting or something?

>> No.6872729
File: 1.38 MB, 636x479, map-2.webm [View same] [iqdb] [saucenao] [google]
6872729

>>6872719
wait, did i get them wrong?
anyway, did a bit more optimization

>> No.6872739

>>6872087
remember it's vanilla and limit removing only. also it can play the roland sc-55 music packs http://sc55.duke4.net/games.php#doom
>>6872101
try the woof source port for boom/MBF maps. same dev as crispy doom

>> No.6872751

>>6872729
Ye, it's red for solid walls, yellow for height difference.

>> No.6872752

>>6871982
I fuckin' love Doom 1. Just wait 'til you start doing no-death Nightmare runs of the original episodes

>> No.6872759

>>6872751
oh, i just did yellow for solid walls, and red for any two sided linedefs regardless of height difference. didn't really look at how it worked closely, just went by memory

>> No.6872776
File: 371 KB, 799x756, bandicam 2020-09-13 20-16-28-706.jpg [View same] [iqdb] [saucenao] [google]
6872776

>>6872723
there is options to make the game look older like

>> No.6872779
File: 144 KB, 799x595, bandicam 2020-09-13 20-16-20-972.jpg [View same] [iqdb] [saucenao] [google]
6872779

>>6872776

>> No.6872819

>>6872507
You can load quake maps in it. I'm not sure if there's a way to plop quake monsters in...
Runs half life maps too iirc. They did a lot of just for-fun stuff with that game.

>> No.6872820
File: 866 KB, 1366x768, jar.png [View same] [iqdb] [saucenao] [google]
6872820

>> No.6872827

>>6871176
>Why do people post about/care about gmanlives?
Because he's popular. It's not rocket science.

>> No.6872835
File: 47 KB, 466x486, filtered.jpg [View same] [iqdb] [saucenao] [google]
6872835

>>6872820
>that sprite filtering

>> No.6872847

>>6872454
It's actually really, really good. The level design, atmosphere, weapons, etc all keep me coming back, I recommend that you check it out. Lots of people will unnecessarily hype boomer shooters but this isn't one of them

>> No.6872865
File: 182 KB, 1920x1080, 20200913224940_1.jpg [View same] [iqdb] [saucenao] [google]
6872865

Map21 of 2048 /vr/ is great.

>> No.6872894

>>6872827
Redpill me on gmanlives and other Doom youtubers.

>> No.6872906

>>6872894
honestly I was only ever able to tolerate the vinesauce map contests, you can see joel get better at doom with each video and people made some really great maps.

>> No.6872930

Is there an easy way to generate map title graphics in the original style? I want to make some for e1m4b and e1m8b.

>> No.6872937
File: 41 KB, 1069x186, pic.png [View same] [iqdb] [saucenao] [google]
6872937

>>6872930
Forgot image.

>> No.6872940

>>6872894
Human isn't even good at the games he plays, he bitched about Ion Fury despite not finding any secrets that would have given him weapons + he didn't even know about the alternate fires for guns. What a loser.

>> No.6872949

wait do you guys actually like quake 2?

>> No.6872958

The average Half Life cuck everyone
>>6871784

>> No.6872959
File: 85 KB, 460x459, 1579418529004.jpg [View same] [iqdb] [saucenao] [google]
6872959

>>6870408
D4V.wad
immerse_v104.pk3
ZMovement 3.1.pk3
nashgore.pk3
SB_ALL.wad
SpriteShadow v1.9.pk3
DoomMetalVol5_44100.wad
steve_flashlight_2018.02.12.pk7
autoautosave-1.3.pk3

>> No.6872968

>>6872894
decino and mt pain are the only ones worth watching regularly if you care about actually playing the game, imo.

>> No.6872990

>>6872894
Civvie and decino are the only ones that I personally care for

>> No.6873041
File: 90 KB, 1280x720, 1588843258760.jpg [View same] [iqdb] [saucenao] [google]
6873041

>>6872894
Entertainer who thinks he's a "journalist". Most regular Doom posters are entertainment channels, speedrunning or factual like Decino or Ahoy. The very few who review anything classic doom related are like Icarus and Gaming pastime and maybe one or two others.
>>6872959
Sorry anon, just beat Plutonia with Final Doomer. I wasn't looking for all that shit anyway, just replacers.

>> No.6873056

>>6872776
Did they ever fix being able to rebind the mousewheel? Amazing people with such a grasp on classic fps games let that slip.

>> No.6873061

>>6872894
a total hack

>> No.6873074

>>6872894
He likes HL1.

>> No.6873081

>>6872894
Paints himself as an expert on classic shooters, but is actually a surface level fan, and pretty bad at them too.

>> No.6873089
File: 86 KB, 858x519, renamed finally.png [View same] [iqdb] [saucenao] [google]
6873089

>>6872930
Nevermind, figured it out.

>> No.6873109

>>6872820
I don't like where this is going...

>> No.6873114

>>6873089
Here's the intermission graphic wad for those doing playthroughs with the Romero map replacements.

http://www.mediafire.com/file/ppt040b12i9rje5/ROMEROLVLGRAPHICS.wad/file

>> No.6873158

>>6872894
If there's anyone you should be watching it's our boy Hutz Fandango. He doesn't have that many videos though.

>> No.6873235

>>6872101
I think the one thing that'll keep PrBoom+ relevant is that it includes a wide variety of complevels for demo recording/playback.

>> No.6873270

is there a mod that gives Doomgay black gloves while keeping the default weapons?

>> No.6873284

>>6873270
Smooth Doom has option for black gloves.

>> No.6873296

>>6868726
I was able to get the pistol, which was a "machine roargun" for $90 more or less. Couldn't fine the shotgun, which was a tootsietoy dakota, but you can find the chaingun, which was a tootsietoy devastator (also known as a tootsietoy ol' painless), but you'll have to splurge a few hundred bucks to get one. I found like 5 on ebay.

>> No.6873304
File: 84 KB, 1024x768, blkglove_01.png [View same] [iqdb] [saucenao] [google]
6873304

>>6873284
nice, but their recolor makes them look like fabric. this other mod that came up gives them more of a leather look

>> No.6873361

>>6873304
Well ain't you a needy little bitch.

>> No.6873403
File: 53 KB, 416x680, b233fc217b3f29ef7624e8a0b084bf16.jpg [View same] [iqdb] [saucenao] [google]
6873403

>>6873304
I once attempted to use the hands on this but it didn't go so well, I'm not good with blender and didn't know how to pose them to make sprites.

>> No.6873412

>>6873361
I mean it does look better, and people usually go with the better option. Why else would you stay with doom and not go to something like call of duty?

>> No.6873420

ShillmanLives deleted his Doom Unity review after Doomkid shit on it along with tons of people in the comments

>> No.6873425

>>6873420
Okay now I have to watch the video if it actually got him to delete it.

>> No.6873520

>>6872894
decino is comfy as fuck

i enjoy his videos whether or not i've played the wad or not, and often he motivates me to play levels myself

>> No.6873591

>>6872930
look up ceevee doom text generator

>> No.6873664
File: 396 KB, 1920x1080, 2020-09-14 06_59_58-SIGIL - DEAN OF DOOM - Episode 7 - YouTube.jpg [View same] [iqdb] [saucenao] [google]
6873664

>>6872968
That's harsh. Does level with cyberdemon castle really deserve it?

>> No.6873665

>>6873664
He does seem a bit harsh in general.

>> No.6873679

>>6873270
Smooth Weapons I think is the name of the mod but it's GZDoom only - it has a version called Vanilla Smooth Weapons (vsmooth.wad) for vanilla Doom but that one doesn't black gloves. The 2nd one is a replay-friendly mod so you can watch any replays with it and it won't desync; it just adds extra weapon animation frames. I use it along with PerK's Hi Res SFX mod and Doom Sprite Fix when I play Crispy Doom

>> No.6873680

>>6873520
I find it spoils the levels for me. I only watch the videos if I've played the WAD before

>> No.6873742

why do some .lmp files still show up as monochrome even if i export as png from slade?

>> No.6873759

Has 2020 spawned yet any wads, that are absolutely essential to play? Haven't kept in touch with any Doom related for months.

>> No.6873773

>>6873759
2048 Units of /vr/

>> No.6873784

>>6872865
Glad you liked it. Kinda wish I had more space to work with, but it wouldn't be fair to break limits. It was a fun little map project, hope you had fun.

>> No.6873787
File: 898 KB, 1920x1080, Screenshot_Doom_20200818_092616.png [View same] [iqdb] [saucenao] [google]
6873787

>>6873759
Shangri-La is the most unique and interesting map released in 2020 so far.

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/shangril

>> No.6873791

>>6873742
Maybe you don't have any palette chosen.

>> No.6873802

>>6873791
that fixed it, thanks

>> No.6873821

>>6870863
>Eternal Doom is the shit!
Fixed and made it retro

>> No.6873845
File: 186 KB, 512x512, 1589647243171.png [View same] [iqdb] [saucenao] [google]
6873845

>>6873821
>Eternal Doom
>made by TeamTNT
>>>gud

>> No.6873853

>>6873821
>>6873845
>Eternal Doom is shit!
there, now it's retro and factual

>> No.6873859
File: 168 KB, 1200x794, carmack_oculus.jpg [View same] [iqdb] [saucenao] [google]
6873859

>>6872894
Decino is a good boy, I ussually only watch his analysis videos but his absolute zen calm while playing hard maps is a joy to watch. The outtakes are great too.

Dwars is Decino with a bunny avatar, he also makes good analysis videos, certainly gave me a new appreciation for Heretic and how it works under the hood.

Utterspartan also has a couple of good Doom videos, doesn't upload much though.

Mount Pain 27 got shilled by Decino and he quickly became my favourite, he does WAD reviews map by map and even showcases the music, his editing is on point, I'm jelly.


Also, like that other anon said >>6873158 but I'm a lazy shit and have spent most of the year doing freelance editing than actually mantaining my own channel.
Hopefully that will change with the new rig, we'll see.

>> No.6873865
File: 94 KB, 960x720, 1482878976416.jpg [View same] [iqdb] [saucenao] [google]
6873865

>>6873859
I hope you're doing well over there, buddy. I appreciate your videos and shit.
Plus what you've done for me earlier this year.

>> No.6873884

>>6873859
>Mount Pain 27
All his doom vids are from a week ago
did I miss a channel wipe or that's all there is to him?

>> No.6873890

>>6873845
Team TNT made a dozen good maps. None of those are in Eternal Doom, mind.

>> No.6873891

>>6873884
He just started recently I think.

>> No.6873927

Pls make new thread.

>> No.6873932
File: 805 KB, 500x411, U_NO.gif [View same] [iqdb] [saucenao] [google]
6873932

>>6873927
NO U