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File: 170 KB, 499x670, RIP-AND-TEAR[1].jpg [View same] [iqdb] [saucenao] [google]
718989 No.718989 [Reply] [Original]

DOOM THREAD

====
Please READ this FAQ before posting, some stuff here is very important!
FAQ: http://pastebin.com/AfQkPem3
Also please READ this special message from Impse for all /vr/ to see regarding our threads
http://pastebin.com/BJYFUx20
Both of these say why we're not on /vg/. Please read them.
====

Doom setup tutorial for newfriends:
https://www.youtube.com/watch?v=A0QyGyUmwh8
PRO DOOM STRATS:
https://www.youtube.com/watch?v=HJcf0aOwmiA
Steam Group:
http://steamcommunity.com/groups/vrDOOM

====
What's new?
>Fractal Doom and FKER are going places, go check 'em out
>You will never be as cool as Chuck the Badass Chicken
====

Discuss wads, stories, projects, servers, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!

We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it.

Remember, to join the /vr/ servers, you should get Zandronum
http://zandronum.com/download

We have an IRC channel too
irc.zandronum.com #vr
password: vrtroopers

For singleplayer, use GZDoom SVN builds. vid_renderer can switch between software and OpenGL so you don't have to install zdoom as well.
http://svn.drdteam.org/gzdoom/

This is a beginner's pack someone kindly put up for everyone
IWAD Pack (80 MB) (Contains all IWADs)
https://dl.dropboxusercontent.com/u/27048651/iwads.zip
Doom Pack (200 MB) (Contains everything required to play and then some)
http://www.mediafire.com/?zwhkju5l5d8mo9v
MEGA PACK (1 GB) (w/mirrors) (Contains everything required to play and a ton of extras)
http://filewinds.com/ka0r1kpttoow/DOOM_Megapack.zip.html
https://mega.co.nz/#!Q5JD1QyB!UbMB9lwxtTsHFJW5FNU0emKXvqEpptZPKs_kVB8P_jc
http://www.mediafire.com/?a01dhq1jk7i3p
Doom Images Folder (compiled by DoctorAmazing)
http://www.mediafire.com/?sp9f1ga0o1tcr49

If you happen to be looking for resources such as weapon sprites, textures or monster sprites, this is your one-stop
http://pastebin.com/EfvgZABx

Let's get Dooming

>> No.718995

Quick! You have 10 seconds to act as much of a Revenant as you can

>> No.718993

what if doom was a girl

>> No.719002
File: 125 KB, 1024x768, 08[1].jpg [View same] [iqdb] [saucenao] [google]
719002

>>718993

http://quake.wikia.com/wiki/Crash

>> No.719000
File: 84 KB, 246x443, BROOKE COME HERE FOR FATHER LOVE.jpg [View same] [iqdb] [saucenao] [google]
719000

3rd for Kluh Nagoh

>> No.719006
File: 14 KB, 100x90, DoomRevenantWalk.gif [View same] [iqdb] [saucenao] [google]
719006

>>718995

>walks the dinosaur

>> No.719017
File: 189 KB, 765x1197, The_Last_to_Stand.jpg [View same] [iqdb] [saucenao] [google]
719017

>>718993
>>719002

>> No.719034
File: 59 KB, 512x512, revenantitan.png [View same] [iqdb] [saucenao] [google]
719034

>>719006
[Agitation Increases]

>> No.719036
File: 30 KB, 496x742, 558642_311127482318289_1883264771_n.jpg [View same] [iqdb] [saucenao] [google]
719036

>>719017
>>719002
>>718993

>> No.719053
File: 68 KB, 590x960, 529029_395666193864417_1988194700_n.jpg [View same] [iqdb] [saucenao] [google]
719053

>>719036
>>719017
>>719002
>>718993

>> No.719068 [DELETED] 

>>719034
He ain't be made no more.

>> No.719120

>>718995
http://www.doomworld.com/idgames/?id=16130

>> No.719128

>>718993
Arlene Sanders

>> No.719148
File: 384 KB, 800x585, 1361080130490.jpg [View same] [iqdb] [saucenao] [google]
719148

Reposting from last thread:

Fractal Doom has been updated. Here is the very latest version:

http://www.mediafire.com/download/b0ypy9l0pn40s33/fractal_doom.wad

It is also available on the BestEver Servers as "fractal_doom_v0.09.wad"

Semi-major update, including:

--Revenant, mini-revenant and cyberdemon rockets w/revenants are now all shootable a la Burl Tumb (Thanks Eric!) and are working correctly. The cyber rockets w/revenants have the same HP as a revanant (300) and the normal revenant rockets have the same HP as a mini-revenant (40.)

--The shootable revenant rockets and cyber rockets w/ revenants when shot will cause the revenant riding them to die before your eyes, leaving a corpse behind. They will still drop live revenants as normal if they collide with something.

--The cyberdemon and mini cybers now have one less tier of fractal rockets that will result from their rocket fire. They're both still pretty ridiculous to fight, but not quite as much.

=========================

Previous updates from recent versions for those that missed them:

--The Mancubus, Arachnotron, Baron Of Hell, Hell Knight and Cyberdemon now all leave miniature fractal versions of themselves upon death.
--The Mancubus, Arachnotron, Baron of Hell and Hell Knight now all have a 50/50 chance to use their normal projectiles or their fractal patterned projectiles instead of just the fractal pattern shots.
--The Baron of Hell and his mini version shoot A LOT more often.
--The Cyberdemon and mini Cyberdemon shoot rockets with revenants riding upon them as well as fractal rockets, they have a 50/50 chance as to what they will shoot.
--The Plasma Rifle altfire no longer causes lag when fired, even in large outdoor areas.
--The smallest tier of fractal imp has been removed from the game.
--When injured players have a small (1/255) chance of spawning 4 miniature fractal marines. The marines are friendly and melee-only.

>> No.719154
File: 63 KB, 290x284, 1367211538977.png [View same] [iqdb] [saucenao] [google]
719154

>>719034
looks likes its time too rev it up

>> No.719165

>>719154
What map was that taken on? Do you know?

>> No.719176

>>719154
im not sure, could be E1M4 or 5.

>> No.719187

>>719176

>Revenant
>E1M4

Are you retarded son

>> No.719196

>>719148
That 1/255 chance should be 1/1
Or at least have an option for it.

>> No.719201

>>719176

>Revenants
>In UDoom

IIRC, that screenie is from a custom WAD

>> No.719209

>>719187
>expecting everyone to know everything even when they said they don't know.

god you people get butthurt over the dumbest shit

>> No.719214

>>719201
If it's in UDoom, it's probably the PSX port/TC

>> No.719226

>>719214

But if that pic came from the PSX TC, it'll be more dark than shit itself

>>719201
>that screenie is from a custom WAD

THIS, I remember someone posting screenshots of it, it had a revenant in the middle, and two more hiding behind some marble walls

>> No.719227
File: 166 KB, 1137x865, monxSzS.jpg [View same] [iqdb] [saucenao] [google]
719227

Favorite wad right now?
Reelsim has been my sweet lover for the past few days.

>> No.719237

>>719227

Heh, Megaman 2 was some bugged piece of crap if you think of it. You could get from Heat Man's boss room and glitch the fuck of it and appear on Stage 1 from Wily's Castle

Also, on topic, Khorus' Speedy Shit does the work for me

>> No.719251

>>719196
yes, 1/255 means on average you need to be shot ~170 times before it triggers

>> No.719256

>>719251
It should be half that. No, really. They're awesome and OP, but they don't wander very far and can't into ledges.
You should also spawn a small army of them when you die, if possible.

>> No.719285

>>719209
>god you people get butthurt over the dumbest shit
Speak for yourself.

>> No.719310

>>719227
my current project seems to be to do every level of Plutonia on UV from a pistol start. the end of map09 keeps killing me, though.

>> No.719312

>>719227
SkyMaybe 99ways.
Great detail and gameplay.
http://www.doomworld.com/idgames/?id=5508

>> No.719326
File: 54 KB, 400x500, 1341594225218.jpg [View same] [iqdb] [saucenao] [google]
719326

I'm really bored.
Give me ideas for a medium size project that I can finish within 24 hours
(Should be coding stuff, spriting and making sounds cost a lot of time)

>> No.719341

>>719326
Make the Revenantitan.

>> No.719348
File: 255 KB, 640x480, douk killaton.jpg [View same] [iqdb] [saucenao] [google]
719348

Is there any downloads for the expansion packs for Duke Nukem 3D that works with eDuke32?
You know, Duke DC, Nuclear Winter, Life's a Beach, DukeZone and all that?

>> No.719352
File: 40 KB, 512x390, donald watches a serbian movie.jpg [View same] [iqdb] [saucenao] [google]
719352

>>719341

You mean a very large revenant enemy?
A retro video game boss like revenant enemy with awesome sounds like
>Check your agitation, cis scum.
>Youre not fast enough
????
Andd a hp bar at the top and awesome skeleton 3sppoky5me music?
YOU WANT THIS?

>> No.719359

>>719352
>>Check your agitation, cis scum.
Get the fuck out of here. Drop your fucking trip, ask your ISP to cancel your internet, and don't even go to any internet cafes.

>> No.719360

>>719165

I actually think it's from tnt. Forget what map but there's a big demonic altar underneath this big futuristic base thing. There's a soul sphere at the end of it with 2 hell barons. when you pick up the soul sphere the revs wait for you at the start

>> No.719362

>>719359

>getting this mad

>> No.719364

>>719196

http://www.mediafire.com/download/s4rewj7i6008tnz/fractal_doom_marine_horde.wad

>>719256


>It should be half that. No, really. They're awesome and OP, but they don't wander very far and can't into ledges.

Do you mean half the required shots to spawn them or half the chance?


>You should also spawn a small army of them when you die, if possible.

I don't think I'll ever do this, because it'd be useless in singleplayer and gamebreaking in multiplayer survival or coop.

>> No.719365

>>719359

No john, YOU ARE THE CANCER

>> No.719375

>>719365
And then john was a troll

>> No.719378

>>719326

Make a suicide simulator.
I want to know how it feels like to kill yourself

>> No.719383
File: 94 KB, 640x480, Screennvidia.png [View same] [iqdb] [saucenao] [google]
719383

After Chaingunihilation I'm trying to make more madness, also learning Decorate and stuff.

>> No.719387
File: 91 KB, 640x480, 1369507183.png [View same] [iqdb] [saucenao] [google]
719387

>>719360
holy shit you're right. it's map03
thank you

>> No.719390

>>719378
>Make a suicide simulator.

Do-it.wad already exist

>> No.719394

>>719326

finish doomkart

>> No.719396

>>719390

>Do-it.wad

Oh man, we should've hosted that thing yesterday

http://www.youtube.com/watch?v=-IYDmZRNyzE

>> No.719406 [DELETED] 
File: 20 KB, 283x283, NIGGER_STOP.jpg [View same] [iqdb] [saucenao] [google]
719406

>>719394

Doomkartguy pls go

>> No.719410

>>719396
i'm sure that would have been a fun 45 seconds!

>> No.719416

>>719406

I'm not Doomkartguy, >>719326 is though

>> No.719425

>>719406

No

http://archive.foolz.us/vr/search/filename/NIGGER_STOP/

YOU get the fuck out

>> No.719430

Janitor, please would you kindly delete all posts made by >>719406 too? Just to check which one's who.

sage for offtopic

>> No.719431 [DELETED] 

>>719425
>http://archive.foolz.us/vr/search/filename/NIGGER_STOP/
Bloax confirmed for being faggot doomkartguy

>> No.719438

>>719431

Bloax is in the IRC but he's asleep, nice try

>> No.719450

>>719425

lol:
http://archive.foolz.us/vr/search/filename/1325028016908/

>> No.719459

Guys

What would happen if I try either FKER or FractalDoom with OBLIGE under the maximum settings?

>> No.719462

Am I the only person who gets a boner in the middle of ripping and tearing a huge crowd of enemies?

>> No.719467

>>719459
pls host pls

>> No.719468

>>719462
wait...people DON'T get boners from that?

>> No.719475

>>719467

>pls host

Yeah, nah, that might get me banned in BE; and I have a shitty PC. Sorry everyone

>>719462

Body gets relaxed when feeling comfortable or idle, when you're under that condition (i.e. when we sleep) blood flows thru all your body, including places when it's not supposed to flow when you're awake

That's why the almighty morning wood exists. Therefore, if you feel relaxed while rippin and tearing, well, it's natural

>> No.719474

>>719468
Yeah, they're usually those who aren't erotically-impaired.

>> No.719483

>>719475
That actually makes a lot of sense.

>> No.719492

>>719459
You should do it.

>> No.719498

>>719459
Don't do it on B-E, however if an individual hosts, sounds fun, I'll come along

>> No.719496

Okay /vr/

What's a good wad if I want the survival horror experience? That is to say, I want to feel like there's never enough ammo to be comfortable, just one bad shot could mean my death, and I'd better be damned careful where I step and what I pick up, or I could bring down death on my head.

>> No.719509

>>719496
Nope. No idea, but I am bumping your post so you can get more responses. I want to play one too.

>> No.719514

>>719496

Cold as Hell is kinda survival horror-ish

>> No.719515

How do I inspect files in WADs?

I want to pilfer the music from Unloved since it was p good.

>> No.719518

>>719514

Cold As Hell has infinitely respawning enemies.

That's hardly survival horror.

>> No.719526

>>719496
Hideous Destructor certainly fulfills the whole "one bad shot could kill you" part. Really makes you feel less like the almighty Doomguy and more like one of the ordinary marines that was present when Hell invaded.

>> No.719527
File: 41 KB, 828x502, Suicide.png [View same] [iqdb] [saucenao] [google]
719527

>>719515

SLADE will do the job

>>719498
See >>719475, I have a toaster


Also, here are the settings. I'm using 3.57 because fuck those big rooms in 4.28

>> No.719525

>>719515

I've used XWE to do that but SLADE is supposed to be better.

>>719518

Just like System Shock 2 isn't, I guess.

>> No.719528

I don't get it. I try to run the doom hi-res texture pack (aka DHTP) and it stutters whenever I enter a new room. I've got a GT 640 with 1GB of VRAM, but SgtmarkIV has fucking Intel HD Graphics 2000 and could run it fine. Any ideas what's wrong?

>> No.719529

>>719496
Winter's Fury, I suppose. I don't like it much, but during the first episode there's mostly scarce ammo, but relying on the ammo-dropping zombies sorta counters that. Killing them first, then taking on the hell spawn.

>> No.719543

>>719525

there's a difference between occasional monsters and running through ten gorillian monsters constantly being reinforced by the demon Enterprise up in space.

>> No.719549

Can knights and barons infight or are they a special case?

>> No.719546

>>719352
I was thinking many normal sized Revenants stacked together to make one large Revenant. Each of them have their own separate sounds.

>> No.719551
File: 97 KB, 640x480, Screenshot_Doom_20130525_143135.png [View same] [iqdb] [saucenao] [google]
719551

Okay so...

Here I go...

>> No.719554

>>719549
Special case

>> No.719553
File: 65 KB, 640x480, Screenshot_Doom_20130525_143238.png [View same] [iqdb] [saucenao] [google]
719553

Hmm...

Something inside me tells me I should save these

>> No.719558
File: 72 KB, 640x480, Screenshot_Doom_20130525_143325.png [View same] [iqdb] [saucenao] [google]
719558

SHIT

A REVENANT AND A PAIN ELEMENTAL RIGHT IN FRONT OF THAT DOOR

I ALMOST GOT ASSBLASTED

>> No.719561
File: 146 KB, 640x480, Screenshot_Doom_20130525_143427.png [View same] [iqdb] [saucenao] [google]
719561

Okay...I made my way thru

>captcha: eychiam ruffles

Shit, now I'm hungry

>> No.719564

>>719561
>eychiam ruffles

I take it they're kosher then?

>> No.719568
File: 73 KB, 640x480, Screenshot_Doom_20130525_143633.png [View same] [iqdb] [saucenao] [google]
719568

FUCK, AN ANNIHILATOR

FKER GUY YOU SICK FUCK

>> No.719574

>>719529

I tried that one and liked the first part, but you're right, it's not very good overall.

>> No.719581
File: 81 KB, 640x480, Screenshot_Doom_20130525_143851.png [View same] [iqdb] [saucenao] [google]
719581

I'm not sure if the Annihilator has enough HP to resist the SSG blasts but...

Fuck, I just took all the ammo

>> No.719578

Does Modern Doomfare have 'CoD-like' enemies?

I played it before and there was a shit tonne of different enemies. They were all.. unusual though. Felt like the maker just opened a page with people's custom doom sprites and then said "I'll take it".

I wasn't sure if it was supposed to be like this or if it was accidentally pilfering all the custom enemies from the other .wads in the folder.

>> No.719587
File: 103 KB, 640x480, Screenshot_Doom_20130525_144030.png [View same] [iqdb] [saucenao] [google]
719587

Witch's gone! Either the FKER's SSG is overpowered or the Annihilator was nerfed

>> No.719601

>>719578
Are you talking about Real Guns Hardcore? In that case, the enemies don't change. I don't think there is an actual wad named Modern Doomfare.

>> No.719596

>>719578
No CoDlike enemies, which I think is a huge missed opportunity.

>> No.719597
File: 17 KB, 418x384, 1325278980603.jpg [View same] [iqdb] [saucenao] [google]
719597

1 hour left til I die of boredom.
Help me!
Give me ideas for medium sized projects!
I beg you

>> No.719604

>>719597

>Give me ideas for medium sized projects!

Something to code, right? Try making a fire extinguisher that deals more damage to losts souls and archies?

>> No.719602

>>719597
how about leave
capatcha: thus newmeme
wat

>> No.719607

>>719597
A drivable car.
Can run over enemies on impact.

>> No.719609
File: 73 KB, 640x480, Screenshot_Doom_20130525_144341.png [View same] [iqdb] [saucenao] [google]
719609

...Fucking Dark Cardinals...


Also, I forgot to save.

>> No.719612
File: 320 KB, 499x670, RAGE.gif [View same] [iqdb] [saucenao] [google]
719612

Recommend me some wads, of any kind. RIP AND TEAR!

>> No.719614

>>719597
Create a new spell in Hexen that allows you to conjure the Archviles explosive flame.

>> No.719625

>>719597
a magic wand that changes the weather around you

so you can go from rain around you to snow to wind

>> No.719626

>>719612
7869.wad

>> No.719619

>>719612

Khorus' Speedy Shit and 10sectors. Have fun getting in Map08

>> No.719628

>>719612
Play Samsara with Scythe.

>> No.719638

>>719526

HD seriously needs a levelset designed for it.

Also, I find it baffling that it doesn't touch on inventory management. The weight system from Salvo Jettison would be a perfect fit for the mod.

>> No.719642

>>719597

Create intelligent doom / hexen / heretic enemies.
They should act like bots. When they get hit they should seek cover and shit like that.
Oh and zombie have nades and stuff like that.

tl;dr
Enemies with the highest AI ever

>> No.719658

>>719642
Make sure they clip through walls, have x-ray senses, and their weapons/skills have bullet penetration.

>> No.719667

>>719658
that'd be great

>> No.719669

>>719658
>>719642
TFW even zombiemen would be difficult to defeat

>> No.719671

>>719669
>even zombiemen would be difficult to defeat
It's called Hideous Destructor.

>> No.719672

>>719638
I find that Doom 1 fits well enough. Definitely a challenge but not impossible. Episode 4 doesn't count.

>> No.719674 [DELETED] 

>>719348
So I found the expansions, but the problem is running them in eDuke32.
Is there any instructions to run them in eDuke32 or should I use another sourceport?

>> No.719676

>>719642

Why not make a small map where there are a bunch of zombieman, you have to sneak your way through the map, and its like "noone lives forever 2" style. HIGH AI, VERY HARD AND FUNNY AS FUCK

>> No.719716

>>719674
I am pretty sure that if you move DUKE3D.grp to another folder or rename it to whatever (so it isn't ran), then rename your expansion (for example NUCLEAR WINTER named by default NWINTER.grp) to DUKE3D.grp then run eduke32.exe, it SHOULD work, since they run on the same engine.

>> No.719729

>>719527
>>719475

Fractal Doom Probably won't get you banned with oblige, since it actually runs pretty smoothly. The only thing that ever caused issues was the plasma rifle altfire, and that's since been fixed.

>> No.719731

Anyone having difficulties of doom seeker finding servers?

>> No.719756

>>719551
>>719553
>>719558
>>719561
>>719568
>>719581
>>719587
>>719609
Heh.

I would have been responding but I was cooking some food. You may want to turn cyberdemons down a bit. Turn archviles up

>> No.719760

>>719597

A doom2 gameplay mutliplayer mod that allows the players to race against each other.

Maybe style it after Mario Kart, except with doom style elements.

>> No.719774

>>719760
I'm kinda working on that

>> No.719778

>>719760
[16:30] <@Eric> >>719760 dohohoho
[16:31] *** DrVonFungi quit ("Doomseeker End Of Line")
[16:31] <+Scroton> dat was me
oh scroton, you so funny

>> No.719781

hey if youre bored and have odamex set up, come play team deathmatch with team damage on on onsl3_.wad

>> No.719782

Just barely beat Scythe map 28. How is it even supposed to be beat on UV without cheating? My best result was getting to the final corridor, then I decided to use the jump function. Even then I almost got crushed..

>> No.719791

>>719782
SR50 and lots of it, basically. watch the demos

>> No.719804

>>719791
>SR50
What's an SR50?

>> No.719807

>>719804
a little googling might do you good, anon
http://doom.wikia.com/wiki/Straferunning

>> No.719832 [DELETED] 

>>719807
I google. I google lots of stuff, but I don't google SR50 DOOM because I get a videoes of a kid riding a mo-ped and crashing it.
Seriously, why couldn't you, or whoever said that, have just said "strafe running a lot".
What he needs to do is employ more DOOM skill, not run away from the monsters.

>> No.719841

>>719807
I google. I google lots of stuff, but I don't google SR50 DOOM because I get a video of a kid riding a mo-ped and crashing it.
Seriously, why couldn't you, or whoever said that, have just said "strafe running a lot"?
What he needs to do is employ more DOOM skill, not run away from the monsters.

>> No.719845

>>719841
This is the second result from googling sr50 doom.
I don't know what the fuck you're doing.

>> No.719850

>>719845
I don't know what the fuck you're doing.

>> No.719865

>>719845
Guy who asked about the map here, sr50 really gives out some crap about mopeds. After I combined it with doom, it gave me relevant results.
By the way, google results are based on your history and interests, two different people may have completely different search results with the same query. So it isn't surprising.

>> No.719873

>>719865
I don't watch videos of people crashing bikes, though. Then again, this isn't my computer. Hm...

>> No.719880

>>719782

Fuck that shit. How am I supposed to know whether a particular campaign allows jumping or not.

>> No.719887

>>719880
Usually the year it was made in helps.

>> No.719889

>>719880
Try to jump?

>>719873
This computer might not have done a lot of Doom-related searches, so google gave the most common answer to SR50 query.

>> No.719885

>>719865
I usually use DuckDuckGo to avoid that crap, though since said search engine isn't really good at obscure topics - then feeding the same query into Google might be a fine idea once you get too tired of looking at irrelevant shit.

(Though DDG does get hit "Straferunning" on Doomwiki with "Doom SR50" as #3)

>> No.719918

Are there any equivalents to ZDL, but for GRP files? As in a .GRP manager?

>> No.719926
File: 526 KB, 1600x900, Screenshot_Doom_20130525_142209.png [View same] [iqdb] [saucenao] [google]
719926

WHAT THE UNHOLY FUCK IS THAT
FUCKING FKER

>> No.719931

>>719926
Oh, that's Bob. Doomguy owes him money.

>> No.719940

>>719926
Its a candle, I gave it mending properties. You can stand next to it and it will heal 25% or all wounds, and replenish 10% of all armors.

>> No.719967

>>719940
Since you are the real FKER, might I ask if we can add random booby trap item pickups? Like, some health packs destroy your health, and so on, but its never the same items doing the same thing

I want more risk in Doom, we need a gambledoom.wad

>> No.719978

>>719967
What if we made assholedoom.wad. All pickup items have a 50% chance of exploding on you, and all there's a 50% chance the enemies morph into stronger versions of themselves.

>> No.719982

>>719926
Flesh Wizard, teleports around and shoots at you.
>>719967
Should I make this another alt difficulty? It'd be funny at least.

>> No.719979

>>719940

it looks like a melted archvile

>> No.719987

>>719978
I'd be cool with the enemies. The pickups thing is just needlessly cruel.

Maybe 5% chance of putting a poison DoT on you, or giving you vampirism, or... some shit (like 10% of damage dealt is healed back to you but you have a long/permanent drain, or... something).

>> No.719991

>>719982
Do it. Make its name "SPOOKY"
also randomly replace enemies with revenants

>> No.719996

>>719991
How about have all enemies completely randomized? Shit would be hilarious.

>> No.720003

>>719996
YES
but make the revenant chance better for everything

>> No.720005

>>720003
Done, it's going in.

>> No.720015
File: 222 KB, 449x401, 1367020571500.png [View same] [iqdb] [saucenao] [google]
720015

http://forum.zdoom.org/viewtopic.php?f=19&t=30774

top lel

>> No.720021

>>720015

So someone necrobumped his project and then he edited OP's post being ironic?

I don't understand

>> No.720030

>>719967
There's a wad that had booby trapped items, deadlypickups.wad, which didn't go so well since they did 500 damage to you and gibbed you instantly, and had a rather high chance of appearing with armor, health, ammo... so you'd constantly wind up going through the level normally then tripping over a pack of shells and dying.

>> No.720038

>>720030
I just realized how utterly fucking retarded this is going to be, since there'll be guys stuck in walls everywhere.

Oh well, I'll at least try it.

>> No.720042
File: 395 KB, 1024x768, Screenshot_Doom_20130525_145906.png [View same] [iqdb] [saucenao] [google]
720042

ISHYGDDT

>> No.720048

>>720042
welcome to die

>> No.720053

>>720042
You can do it!

>> No.720051
File: 393 KB, 1024x768, Screenshot_Doom_20130525_150115.png [View same] [iqdb] [saucenao] [google]
720051

Motherfucker

>> No.720057
File: 410 KB, 1024x768, Screenshot_Doom_20130525_150216.png [View same] [iqdb] [saucenao] [google]
720057

GOD FUCKING DAMNIT

I might actually be able to make a difficulty where anything rightly the same dimensions as a revenant is replaced by one, that will actually work.

>> No.720058

>>720042
Awww yeah niggas this gunna be epic.

>> No.720062
File: 456 KB, 1024x768, Screenshot_Doom_20130525_150319_01.png [View same] [iqdb] [saucenao] [google]
720062

2spooky4me

>> No.720074

>>720062
3spooky5u
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.720078
File: 484 KB, 1024x768, Screenshot_Doom_20130525_150638.png [View same] [iqdb] [saucenao] [google]
720078

I died to another revenant right after this.

>> No.720081
File: 446 KB, 1024x768, Screenshot_Doom_20130525_150840.png [View same] [iqdb] [saucenao] [google]
720081

pls no

>> No.720083
File: 102 KB, 640x480, MMMTHATSONEDOOMEDSPACEMARINE.png [View same] [iqdb] [saucenao] [google]
720083

OH GOD EVERYTIME I FUCKING SEE IT

>> No.720084

>>719967
>>719982
>>720030

When I went through ALL HELL IS BREAKING LOOSE to see if there chaingunners riding revenants would be something that would fit into Fractal Doom I rediscovered the medikit into archvile morph sprites from the game.

The medikits that morph into archviles might be something suitable for a booby trap wad.

>> No.720086

>>720083
what is this from?

>> No.720089

>>720086
Doom

>> No.720090

>>720086
Duke Nukem behind a Church one level 3.

>> No.720092

>>720057
Figure out some weighting/value system for the monsters and code the randomization to favor(but not completely) closer-ranked enemies? i.e. for a Former Human, more likely to get imp or SSG than John Romero's head on a stick.

>> No.720095

>>720086
You couldn't take a wild fucking guess?

>> No.720102

>>720095
nope. never played duke

>> No.720104

>>720092
Honestly, I think I'll just comment out everything and leave this for another time. If someone wants the code it'll be there, but for now it's a bit too broken.

I may try to merge some similar enemies for a special difficulty though, could be interesting.

>> No.720105

Jesus fuck weeding took a lot longer than I thought.

Quick question though. What are we gonna do when we run out of Doom and Doom II level names to start our thread with? Move on to Final Doom? Take levels from well known wads? Move to other games?

>> No.720112
File: 296 KB, 1360x768, Screenshot_Doom_20130131_215553.jpg [View same] [iqdb] [saucenao] [google]
720112

>>720083
Seriously? No one has responded with this yet?

>> No.720115

>>720112
Which wad?

>> No.720117

>>720105

>What are we gonna do when we run out of Doom and Doom II level names to start our thread with?

IUNNO


>Move on to Final Doom? Take levels from well known wads?

Maybe

>> No.720120

>>720102
You don't belong here. Go complete it then come back. Don't post again until you have.

>> No.720134
File: 270 KB, 1440x900, Screenshot_Doom_20130525_181521.png [View same] [iqdb] [saucenao] [google]
720134

To the coding-savvy 'round here - Is there any way to get a weapon to change what projectile it fires based on the type of game mode that's selected, preferably without ACS hijinks? Specifically, I want to make a landmine thrower that spawns a different mine depending on if the game is singleplayer/co-op (where mines are never triggered by players) or deathmatch (where mines are never triggered by the player who threw them, but are by other players). I've poked around in Samsara's code, but all I can tell so far is that there's a special "item" that's somehow given to players depending on the gamemode, but I can't tell where that's happening - currently assuming it's somewhere in the ACS.

>> No.720138

>>720134
You could make nearly identical weapons and have one replace the other in a certain difficulty, however for SP/MP I believe you'll need ACS.

>> No.720186

>>720062

Suddenly, the submachinegun became the most useful weapon in the mod.

>> No.720189

>>720186
Indeed, I didn't originally intend it to be a revenant shredder, but damn does it ever work well for that.

>> No.720192

Is there a pastebin with the best wads ever made? I need some "Must play" wads.

>> No.720217

>>720192
The Cacowards are always a good place. Otherwise I think we have a couple of packs up in the OP.

>> No.720218

>>720192
Check out the Cacowards and Top 100 1994-2004 on Doomworld to get a collection of good wads to play.

>> No.720237

>>720105
We talk about other first person shooters, there are a SHITLOAD of them!

Only 5 more games for Wave 3 of the torrent, but they are also going to be the most time consuming. Rodger Ramrod, and Prime Target may not be finished, and I will be forced to add them as demos(I cannot test Prime Target demo either because its a mac game, and I don't possess a macintosh, but it should work so included!), I have to redownload Escape From Monster Manor to see if files are running optimally, I will probably end up adding 2 versions of Rebel Moon, and for Assassin 2015, I have to set up VMWare, pirate a copy of windows 98/95, and redownload the game from inside windows 98/95 I think thats how that works?

Anyways, slow progress is progress, and counting sequels and addons, probably about 70 games have been completed so far.

I WILL upload the torrent BEFORE I begin working on Pie In The Sky engine games, because I know not many will play them, and I don't want to hold up the torrent for them either.

Lazy Anon/LazyAnon, requesting a progress report on Wave 1/2 of shooters!

>> No.720240

>>720237
Misread his question, please disregard my stupidity.

>> No.720283

>>720117
how about putting "DOOM THREAD" in there so i can find the thread my browser history (thanks to the 4chan extension's "excerpts in page title" function)

>> No.720324

>>720237
Actually, I will just include the game files and a text file saying what you need to run Assassin 2015.

>> No.720339

Oh hello

http://www.youtube.com/watch?feature=player_embedded&v=7s8oGz0TUHY

>> No.720356

>>720339
Oh, I remember this mod.

Those fucking grunts and their rapid-fire shotgun sniping from across the map.

If you guys haven't played it though, seriously, look it up. It's one hell of a GZDoom experience.

>> No.720365

Does anyone else here use BASSMIDI? This shit is giving me so many problems.

Like stuttering. I turned up the buffer size for DirectSound, and that alleviated the stuttering a LITTLE BIT, but it is still present. (To be fair, it doesn't happen as much on smaller-sized soundfonts, the one I am using is over a Gb. But VirtualMIDIsynth has no issues regardless of size).

Or distortion. It sounds like the distortion you get on speakers when the volume is too high. Except this occurs regardless of volume level. I tried lowering the volume both in-game and in the bassmidi configure tool, and no dice.

I don't want to use VirtualMIDISynth because in certain wads where there are multiple songs in one level, it always pauses for like five seconds to load the next song (I already screwed around in the settings, nothing helped). And using it with chocolate doom is a nightmare, because when you try to close out of it, the screen just hangs and I have to hard shut-down.

>> No.720367

>>720339
Never thought this will get worked on again. Cool.

>> No.720361

>>720339
Holy shit, this nigga's been BUSY.

>> No.720381

Why is KdiZD so... meh? Is it the scripting, the pointer arrows, the unnecessary length of levels? I just played it and I didn't even have any fun, it was a chore by E1M6 so I stopped.

>> No.720383

>>720339
Remind me why Halo couldn't be like this?

>> No.720387

>>720365
When that happens in Timidity4zDoom, it's because the "pipe" (or buffer time) is too low (cvar: timidity_pipe, default "90"). Never used BassMIDI but I'm guessing it could be similar problem.

I'd just ditch BassMIDI and use Timidity if I could. Check out the Silverspring15 and WeedsGM soundfonts, those work great with Doom music.

>> No.720395
File: 54 KB, 640x480, Screenshot_Doom_20130525_173943.png [View same] [iqdb] [saucenao] [google]
720395

How's the first mappers' maps coming along?

Finally tweeks and this baby's ready to wait until the other levels before, and after, are finished.

>> No.720397

>>720339

Brutal Doom killer, calling it

>> No.720398 [DELETED] 

http://pastebin.com/PeyrtwZp

>> No.720407

>>720397
Not likely. He can't get it working in multi, and that's where BD really shines.

>> No.720405

>>720381
torm667 just doesn't... *get* doom... in some fundamental way. keeps trying to recreate more modern games w/ uber eye candy and... "slow" - one or two monsters at a time - gameplay in it.

>> No.720417

>>720381
>>720405
Pretty much this. Though I found that when I played it (long time ago) he just seemed to spam the shit out of certain types of monsters at the player at parts rather than try to set up difficult encounters. That and half the shit to do with his "level scripting" is damned near invisible unless you turn the Cawadooty pointers on.

>> No.720430

http://pastebin.com/J5gf5G2H

>> No.720432

>>720395

Scroton here

That map was really fun, I definitely recommend everyone check it out when its finished.

The only strange part was that area in Dewce's screenshot where he made it so the door didn't open up til you punched the cyberdemons's ass. That and the replacement cyberdemon pain sounds. Both were odd design choices.

Still a good level.

>> No.720440

>>720339

Wow, nice stuff. I recognized Back to Saturn and Sunder in there, but what's the name of that map with those Wolf3D/black hellish textures? It looks sweet

>>720397

>Brutal Doom killer

I wish

>> No.720446

>>720398
>>720430

[Puking intensifies]

>> No.720453

>>720417

He also was fond of putting a million of those shadow guys that dodge shots in shadowy areas.

It got tedious.

>> No.720460

>>720398
>>720430

And this is why we put passwords on our servers; good grief, someone save us from the zanbabwies

>> No.720463

>>720440
>Wolf3D/black hellish textures? It looks sweet

Don't quote me on this, but I THINK it's Deus Vult. I know it's a map with a bunch of images of various iconic boss characters in a big grand hall with tons of monsters to fight

>> No.720468

>>720432
there is a long history of pervert punch cyberdemon ass wads thanks to a series of horrible joke wads named "Doomguy's pimp ventures".

if you';re not familiar, the first one is a model of a house with pink wallpaper and naked anime chicks on the walls. the berserk box is replaced with a MSpaint "jar of vaseline". there is a heart-shaped bed with a cyberdemon stuck on it and you must punch it in the backside until it dies. the sound effects, which were all provided by a fat greek pervert known only as "Maes" go "Mmmm, I like it", "Check that ass" and various simulated female orgasm sounds.

>> No.720471

>>720460

so you mean when I had my fractal server up...

.........ew

>> No.720479

>>720468

I've seen that one before

>> No.720483

>>720463

Yep, I just checked in the comment section of the video, it's Deus Vult II. Gonna try that shit now

>> No.720494

>>720479
well there are four of them at least. they expand on the original concept. the "iconic" scene is also reproduced as easter eggs in several widely acclaimed wads, such as 1994TU, and at least three times in Whispers of Satan.

>> No.720508
File: 200 KB, 1024x768, doomkart.png [View same] [iqdb] [saucenao] [google]
720508

Can someone explain the Doomkart controversy in one post? This pictures explains a lot, but not enough.

>> No.720514

>>720508
No.

>> No.720517

>>720508
Basically guy says he makes a mod.
Doesn't make a mod.

>> No.720521

>>720494

Oh. Didn't know that.

I was actually joking about Dewce having it required to open a door and changing the sounds. It was apparently a bug.

>> No.720524

>>720508

>Dude takes a well placed idea and tries to code it
>For whatever damn reason starts to fuck with us, shitposting and trying to stir up drama around the mod. By consequence we start to give zero fucks about the mod
>He's so dumb we find out he keeps posting the same pics, same filename and everything.
>Gets shat on and he's now ban evading as hell
>And the fucking mod is so bad coded we collectively say "Fuck Doomkart"

And that's about it. Sage for fuck Doomkart

>> No.720529

>>720508
A guy had a great idea for a mod, and found an artist to make some really pretty sprites. He then tried to viral it by pretending to be other people, everyone here saw through it in ten seconds, and whipped his ass into b&land

>> No.720536

>>720524
So he's a liar, liar, pants on fire? Why not just come out and say, "This is actually 2hard, lol?"

>> No.720537

>>720536
Because he is a legit troll.

>> No.720540

>>720537
So he wasted a sprite artists time and Doom /vr/'s time with a project he knew he was never going to fulfill?

>> No.720557

>>720540
yyyyyyyyep

>> No.720559

>>720540
Yeah, and he's still fucking at it. It's been months.

>> No.720569

>>720559
Why? Doesn't everyone know that his act is up?

>> No.720571

>>720540
Yeah.
I've been kinda working on it, but I know fuck-all about ACS and DECORATE, so it's... Not happening anytime soon.

>> No.720572

>>720569
I guess he's seriously autistic or something.

>> No.720584

>>720572
My sister is autistic and so I know that feel. She'll wake me up in the middle of the night to ask me the most basic question.

>>720571
Learn2Script. ACS isn't complex.

>> No.720590 [DELETED] 
File: 19 KB, 1259x137, waste.jpg [View same] [iqdb] [saucenao] [google]
720590

>>720540
>So he wasted a sprite artists time and Doom /vr/'s time with a project he knew he was never going to fulfill?

yes

pic related

>> No.720592

>>720590
ACS isn't hard. It's just your typical C-inspirted syntax scripting language. Learning the API might take time, but it's not like learning a clusterfuck like Unrealscript.

>> No.720595

>>720584
>ACS isn't complex
It is when you don't know the first thing about programming.
I'm slogging through tutorials, but I have no idea how to actually go about some of the more complex stuff, and the problem is, that's the shit that needs to be done first.

>> No.720601

>>720590

wait, the person making doomkart and the /pol/ wad were the same person?

>> No.720603

>>720595
You got your include statements, variables (int, long, double, boolean, et cetra), you got your data structs, you got your functions, your arguments, et cetera. You'll probably end up taking an OOP approach (are there classes in ACS... not sure) to make a lot of your entities. Their behaviors will be described in the data structs themselves and that's the first step to programming anything in a vidja gaem.

>> No.720608

>>720601

No fucking way, Scroton (/pol/.wad maker) knows his shit. Bitchaven knows jackshit

>> No.720616

>>720608
Well to be technically correct, Scroton knows his shit marginally more than Bitchaven. However, neither of them really knows their shit.

>> No.720625

>>720616
Scroton at least admits that he doesn't know his shit.

>> No.720639

>>720625
That is true, my friend.

>> No.720645 [DELETED] 
File: 52 KB, 1187x435, only newfags won&#039;t know about this.jpg [View same] [iqdb] [saucenao] [google]
720645

>>720608

>implying

>> No.720650

>>720645
>implying we didn't know about this
>implying we don't already know DKG was the person shitposting about it
I even suspect you of being him.

>> No.720651

>>720645
b-but scroton is doing fractal doom

>> No.720652

>>720645
An unfinished joke?

>> No.720662

>>720645

>some asshole keeps shitposting about the mod

Bullshit, even back when we discovered the mediafire link he was present.

http://archive.foolz.us/vr/search/image/JLZqfcC1A_kE0RK8EOzanQ/

As a matter of fact, there's a high chance he posted the link himself

What about it, faggot?

>> No.720672
File: 37 KB, 737x154, Firebug.png [View same] [iqdb] [saucenao] [google]
720672

>>720645
I'd like to point out that shit like this is also very possible. Screenshots don't really prove anything.

>> No.720673

>>720603
I'm only borderline sure I understand what you just said

>> No.720675
File: 81 KB, 1399x717, its funny that you took the time to edit posts when we could just look them up on foolz.png [View same] [iqdb] [saucenao] [google]
720675

>>720645
>>720590

Nothing to see here folks.

http://archive.foolz.us/vr/thread/554321/#q555241

http://archive.foolz.us/vr/thread/554321/#557112

>> No.720678

>>720673
http://www.cplusplus.com/

This might help.

>> No.720679

>>720662

>there's a high chance he posted the link himself

And now that I think of it...

>http://archive.foolz.us/vr/thread/500412/#501787
>"this is heaven"

>http://archive.foolz.us/vr/thread/693629/#696279
>you guise are just jealous that i are so popular

You might be true about that. He was shitposting about his own crap mod. NOBODY, BUT HIM.

What a goddamn lonely human being he is

>> No.720682

he's the one who asked someone to explain the drama in the first place, to get people to talk about him again

>> No.720684

Guys, do you happen to have that "boobs" gif that someone made with those shitty Witchaven sprites? I forgot to save it last night

>> No.720685

>>720675

Disregard second post in that pic, I copied the wrong post.

The link is correct though, and points to the unedited >>720590

>> No.720690

>>720684

Thanks for reminding me about those shitty sprites. My eyes were bleeding at the emptyness of that female model

She had such a "I don't fucking want to be here" face...

>> No.720716

>>720673
Okay, so you have various keywords in any programming language. Variables can hold basic data like integers, doubles (XBOX HUGE integers, to put it simply), boolean statements (true/false statements), arrays (lists of numbers), et cetera. Then you have your data structs (basic an aggregation of fixed objects like variables) and those can be used of great use in OOP.

Pretend I have a struct: Faggot. Faggot has various properties including an age, name, sex, and other characteristics.

struct Faggot
{
int age = 18
string name = "Shitposter"
boolean sex = true; //true = male, false = female
}

Now you can call the struct "Faggot" wherever you want in your program and it'll have all those properties. For example.

int main()
{
Faggot fag;

if (fag.sex = true)
attack();

else:
whiteknight();
}

This is pseudo-code, so don't think it'll work in any programming language.

>> No.720723

>>720716
So you might ask, "How the fuck does this help me?" Well in video games today, entities are usually defined via inheritance. A quad comes from the class car, the class car comes from the class automobile, the class automobile comes from a generic class "entity." You have have several classes inherit from one class and have their own list of special properties. That's the simple, conventional way of thinking about OOP programming. It's more complicated (and this simple inheritance isn't used as much anymore), but it's the first place to start.

>> No.720738

So guys, what's your opinion on Project MSX?

>> No.720747
File: 908 KB, 1280x800, zandronum 2013-05-26 00-54-49-38.png [View same] [iqdb] [saucenao] [google]
720747

>>719148
I tried an earlier version of the mod last night

Glorious

>> No.720750
File: 15 KB, 192x284, UPDATE_by_SonamyChao[1].jpg [View same] [iqdb] [saucenao] [google]
720750

UPDATE regarding DoomVercetti guy

>Zandro thread got locked. He got lucky the admin didn't saw the dA message
>dA and his Zandro account are still up. Many lels were had yesterday (Check >>716930 for details)

>>720738

See >>720397

>> No.720757
File: 495 KB, 200x184, orson lal.gif [View same] [iqdb] [saucenao] [google]
720757

>>720750
>Fake and gay!
>Those censored cusswords

>> No.720763 [DELETED] 

>>720750
Yesterday, some guy from the IRC found the DoomVercetti guy's MySpace account.
His real name is Michael Lopez.

>> No.720784

>>720738
Apart from the fact that the HUD and the charge-up fist attack look neat, and that there has been some hard work put into it, it looks incredibly generic.

>> No.720787

>>720763
seriously? can we have the link?

>> No.720801
File: 74 KB, 700x1117, Bunetista.jpg [View same] [iqdb] [saucenao] [google]
720801

>>720763
>MySpace

People still use that???

>> No.720803 [DELETED] 

>>720684
http://www.myspace.com/thebestml

Unfortunately, it's a friends-only profile.

>> No.720816 [DELETED] 

>>720803
Shit, didn't mean to quote >>720684
, I meant >>720787

>> No.720843

I don't understand this. Can someone explain it to me? So bridges can rise and fall, you can have higher raises, et cetera. But there can't be multi floor buildings. The reasoning for that is because it's a pseudo-3D game and that there isn't any actual 3D dimension. So why can there be raises and lowered bridges and all that jazz?

>> No.720847

>>720843
Think of a map as a floorplan of shapes. Each shape has a number in it, which is its height. You can change the number in any shape as much as you want, but you can't put one shape over another one.

>> No.720852
File: 54 KB, 660x555, ooooold.png [View same] [iqdb] [saucenao] [google]
720852

>>720843
>>720847
Example of a map, maybe this will help.

>> No.720857

>>720847
>Each shape has a number in it, which is its height. You can change the number in any shape as much as you want, but you can't put one shape
I see. So does that mean that the space itself is 3D?

>> No.720862

>>720847
Unless, of course, you use 3D floors in an engine that supports them. But that involves tagging sectors to have a section that basically floats in the air at a desired amount of height, and visually the map will still have that blueprint look.

>> No.720869

>>720852

>ooooold.png

I hope it is, because that pentagram looks odd.Once you get to know how to make polygons in DB everything's easier. I was laughing my ass of at how easy it was to make a pentagon

>> No.720878

>>720857
Oh yeah, it is, but it's represented by 2D shapes that have heights. >>720852 for example, of the bits of the pentagram have a height of 16, the bits outside it might have a height of 0. This will result in the pentagram lines being raised 16 units relative to the outside. I could add a linedef action that raises them to, say, 64. But I couldn't make a tunnel underneath one of them.
>>720862
Don't confuse him yet.
>>720869
I made this in 2004. It was my first attempt at a map.

>> No.720879

>>720878
*if the bits of the pentagram

>> No.720887
File: 580 KB, 2953x2953, 1360481578309.jpg [View same] [iqdb] [saucenao] [google]
720887

>>720878
>Don't confuse him yet.

Oh, but we've only just started...

Though honestly, compared to mapping in modern engines, Doom is pretty easy to get into, especially if you stick to vanilla or Boom-compatible restraints.

>> No.720893

>>720887
Oh yeah, I've tried mapping for unreal and while it's certainly more open in terms of what you can do, it's at least twice as complicated.

>> No.720902

>>720878
Ah okay. The wiki was confusing.

>Don't confuse him yet.
No, that's a fairly easy statement to understand. They have no height (but they have width and length), so you don't see a thing if they're laid on their side in the air. Fairly ingenious system to make a 3D arena.

>> No.720903

>>720893
Mapping for 3D games is more complicated. I opened the Doom map maker and all I could think was, "Damn, this is easy. Just making lines."

>> No.720906

>>720902
Well, that's... whatever, close enough. Fire up Doom Builder and it'll probably be even easier to see how it works.
>>720903
Yep, surprising what you can do with lines though.

>> No.720907

>>720684
find the previous thread in your browser history, get its number, go to foolz and look it up, scroll through thread

>> No.720945

>>720387
>Timidity
I like my music to loop.

>Weeds
literally one of the shittiest and ham-fisted soundfonts ever.

>> No.720958
File: 364 KB, 1440x840, modarn enjan.jpg [View same] [iqdb] [saucenao] [google]
720958

>>720893
>at least twice as complicated.

Ahaha...

Though granted, this image is kinda cheating since it's a multiplayer level, which removes a lot of scripting stuff you'd need to play a single player level

>>720902
>They have no height (but they have width and length), so you don't see a thing if they're laid on their side in the air. Fairly ingenious system to make a 3D arena.

Erm... Not really. It's probably best you just follow what >>720906 said. Ignoring the 3D floors aspect, think of Doom editing as taking a giant, solid block of level and carving out chunks of empty space, which eventually becomes the actual level that the player interacts with. You create length/width with whatever shape you draw, and height with the floor/ceiling height parameters of the individual sector.

>> No.720956

>>720906
It's the same reason why if you walk around an enemy, the sprite faces you, because the sprite itself has no depth to it. Only height and width.

>> No.720975

>>720958
If I rotated a wall 90 degrees, what would I see then?

>> No.720973

>>720956
Except that sectors do have depth in that sense, they do form a full 3D shape, but the way the engine gets information from linedefs doesn't allow room-over-room unless you use special commands to create a second "floating" floor at a certain height.
>>720958
I did say "at least", it really depends on WHICH game you're mapping for.

>> No.720978 [DELETED] 

>>720975
this *grabs dick*

>> No.720982

>>720975
If you rotated the texture 90 degrees, you'd see nothing, since the texture is 2D. If you simply create a square column and walk to another side, you'd see whatever upper/lower texture you assigned to that side.

>> No.720987

I cannot get into the irc channel.
Whyfor?

>> No.720989

>>720973
>I did say "at least", it really depends on WHICH game you're mapping for.

I was just pokin' some fun there in any case.

>>720975
Uh, whatever's behind the wall? Or a HOM effect if there's nothing behind said wall, which you can see by noclipping outside of a level. Hell, you normally don't even actually rotate walls on the x/y axis in vanilla/boom constraints; that's getting into PolyObjects. Normally, sectors can only move on the Z axis (think doors/elevators).

>> No.720990

>>720982
That's the point I'm making. The sectors make a 3D shape, but with entirely 2D objects. As the other poster said, the floors and ceilings define the height.

>> No.720991

>>720987
/join #vr vrtroopers

>> No.720996 [DELETED] 

>>720978
You haven't seen nothing yet. *whips out dick*

Like that? :)

>> No.720997

>>720990
Uhh, no. Not moreso than any object is textured by "2D objects" in a modern game. The sides of a raised or lowered sector are part of a fully 3D shape, and can each have their own texture.

Seriously, download and open doom builder, you'll see what we're talking about.

>> No.721012
File: 236 KB, 1854x984, doommap.png [View same] [iqdb] [saucenao] [google]
721012

>>720997
B-b-but I do.

>> No.721014

>>721012
Then you can see how that raised console in the middle of the room is essentially a 5 sided rectangular prism. It's not 2D like the monsters or objects.

>> No.721026

>>721014
Okay, I get what you're trying to point out. So why couldn't Doom put a room on top of a room again?

Specifically, this statement:
>but the way the engine gets information from linedefs doesn't allow room-over-room unless you use special commands to create a second "floating" floor at a certain height.

>> No.721028
File: 10 KB, 319x356, Fuckers.jpg [View same] [iqdb] [saucenao] [google]
721028

Alright, so, the SSG Guy is so unbelievably broken compared to the regular Shotgun guy that one has to change. Should I buff the regular guy or nerf the SSG Guy?

>> No.721036

>>721026
I think the best answer to that is: Try to make a room over a room and see what happens. The results should be fairly self-explanatory.
Basically the engine looks "straight down" at the map of a level to construct it, so no sectors can be "under" any others.

>> No.721031

>>721028
The regular doom monsters are very balanced, so I think nerfing the ssg guy is better

>> No.721032

>>721028
Nerf the SSG Guy. Simply double his attack from the normal shotgunguy's.

>> No.721046

>>721036
>Basically the engine looks "straight down" at the map of a level to construct it, so no sectors can be "under" any others.
Oh, I see. Your perspective is much different from the way that the engine gets the data. Now that makes sense. So basically, your perspective is the engines attempt of getting data from a 2D map and showing it in a "3D" way. Now that makes total sense.

>> No.721045

>>721031
>>721032
This is what I was thinking, but I'm not going to nerf him as badly as >>721032, he'd never hit anything. I think a 30 by 10 box with 10 bullets doing 3 damage each should probably be enough of a nerf, but I'll test it anyway.

>> No.721053

>>721028

Nonono. Make his aiming shittier than normal

>> No.721061

>>721046
Yes, that's pretty much exactly it. What you're looking at in Doom builder is basically what the engine sees in 2D mode at least.
>>721053
Yep, doing it now.

>> No.721062

>>720843
there is only one floor height and ceiling height at any point, you can't go under the floor or above the ceiling. the floor and ceiling heights can change though e.g a door whose ceiling starts at floor level, goes up, comes back down again

>> No.721076
File: 382 KB, 1366x768, Screenshot_Doom_20130525_223007.png [View same] [iqdb] [saucenao] [google]
721076

>>720738
I dig it, but the lack of widescreen support really triggers my autism. I have to choose between a fucked aspect ratio or pic related, and they both look awful.

>> No.721113
File: 10 KB, 356x500, mona_medikit.jpg [View same] [iqdb] [saucenao] [google]
721113

>>720956
presenting the mona medikit, its cross follows you around the room

>> No.721123

>>721045
if for the player, 7 pellets become 20, then for monsters, 3 pellets become 3*20/7=8 or 9. and twice the spread of a regular shotgun guy.

>> No.721130

>>721061
Well then a simpler explanation would be something along these lines:

>Doom is a pseudo-3D game in the aspect that the engine itself only sees a 2D map while you, the player, see a 3D representation of that 2D map.

>> No.721135

>>721113
Picked up a painting that you REALLY need!

>> No.721138

>>721123
The problem is, that makes them less threatening than the normal shotgun guy. I'm currently looking at 8 pellets in a 30x20, and it seems ok. Can do about 70 damage if you're not paying attention, but at distances it becomes much less threatening.

>> No.721150

>>721113
And if you pick it up, an alarm sounds and it summons 5 revenants and 5 archviles to "arrest you" aka fuck you over for stealing a painting.

>> No.721164

>>721138
just like the real ssg, which is basically a rocket launcher up close but almost worthless or at least very wasteful at even medium range

>> No.721161

>You got the shotgun!
>You got the shotgun!
...
>You got the shotgun!
>This repeated thirty times
>All within ten seconds of each other
Another successful day.

>> No.721169

>>721164
Exactly, Now I just gotta figure out how to get a cooldown on the attack so they don't spam the shit out of it.

>> No.721175

>>721169
Just add a delay on the fire via ticks?

FIRE!!!1!!1!ONE!
15 ticks
Loop

>> No.721176

>>721150
highly vulnerable to an confused old woman with a paintbrush

>> No.721178

How does gzdoom's true room-over-room stuff work then? I know it's possible because it uses an actual 3D environment, but how does it turn those hidden sectors into floating things?

>> No.721182

>>721175
I've already done that, but the SSG usually has a 45 tick cooldown before attacking again, and I'd prefer if they can walk around while doing it.

>> No.721187

>>721178
completely rewritten renderer/game physics (originally stolen from quake/build engine/wherever rheit could steal code from and get away with it)

>> No.721189

>>721182
Oh. Then just put ticks of one in between their walking animation? Is that possible?

>> No.721193

>>721187
>completely rewritten renderer/game
Did the ZDoom people do this or Raven?

>> No.721194

>>721189
I'm thinking of implementing an A_Wander inside a separate state for while they're reloading.

>> No.721196

>>721193
i don't know, does hexen have 3d floors? i thought gzdoom got them first, well actually legacy got them first, then gzdoom imported them somehow, then they ended up in regular zdoom, if i recall correctly.

>> No.721208

>>721194
Yep, that worked. They now wait until they're reloaded before firing again. Good because apparently they can actually do about 90 damage up close if you have no armor.

>> No.721226

>>721196
Either ZDoomGL or GZDoom introduced Sector_Set3DFloor. Not sure which.

>> No.721257

>>721208
Well that's good then.

>> No.721274

>>721226
ZdoomGL had 'em back in the day, I think. Did ZanZan make use of 'em?

>> No.721280
File: 664 KB, 400x280, 1363645161115.gif [View same] [iqdb] [saucenao] [google]
721280

Fractal Doom has been updated again.

DL: http://www.mediafire.com/download/b0ypy9l0pn40s33/fractal_doom.wad

(same link as before, also available as fractal_doom_v0.1.0.wad on BestEver servers)

Changes are minor:

--cell bulk pack pickup increased from 200 to 300
--demons' explosions no longer damage the player or other monsters
--demons' bite attack has had it's damage increased significantly; it was weaker than a normal demon bite before to compensate for their explosive damage and is now slightly more damaging than a normal demon attack.

Might throw up a server in a bit with the new version and either Scythe 2 (was fun last night) or Deus Vult 2. Or another similarly-difficult vanilla megawad if someone has any suggestions. Going to play samsara right now though.

>> No.721284
File: 391 KB, 1360x768, Screenshot_Doom_20130525_232217.png [View same] [iqdb] [saucenao] [google]
721284

Err... I think playing scythe on UV -Fast for the first time was a bad idea. Just got to map 22 and I can barely get out the door.

>> No.721295
File: 17 KB, 339x264, pissed off Krang.jpg [View same] [iqdb] [saucenao] [google]
721295

Guys, how do I filter servers?
I clicked the "filter server buttom" I type in the wad, but the it shows only the servers that have that wad, and that's the complete oposite of what I want

>> No.721302

>>721295
The filter is a search bar, basically.

>> No.721381

If it was possible, I would like to get my hands on these: http://dukenukem.wikia.com/wiki/Unofficial_expansion_packs

Too bad they're all rare as hell and some of the expansions are just gone.

>> No.721415

>>721381
Duke it out in DC, Caribbean, and Nuclear Winter are part of the Douk 3D Megaton Edition on Steam.

>> No.721419
File: 16 KB, 345x346, 1365284458178.jpg [View same] [iqdb] [saucenao] [google]
721419

/vr/ SATURDAY NIGHT SURVIVAL

Scythe 2 UV with Fractal Doom, 6 lives

Password is "coltrane"

>> No.721427
File: 275 KB, 1360x768, Screenshot_Doom_20130526_010403.png [View same] [iqdb] [saucenao] [google]
721427

Playing Circus 2 for the first time.
I'm not easily scared, but I am this close to having a seizure.
Fuck yeah, Pennywise

>> No.721428
File: 11 KB, 480x360, AAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google]
721428

Zandronum Version:
http://www.mediafire.com/?sstdx2nhsqprw5i

GZDoom Version:
http://www.mediafire.com/?4kcjk1cc1qw0539

1.13

- Made fists silent
- Fixed up Dark Cardinal floatbob
- Fixed scale for Warlord of Hell and Bruiser Demon.
- Nerfed SSG Guy accuracy (since they were actually MORE accurate than a regular shotgunguy) and damage a bit
- - Also nerfed the firerate
- Nerfed autoshotgunguy a bit too, does less ridiculous damage
- Grenade Launcher buffed
- Plasma Beam and Beam Trooper projectile collision radius changed from 13 to 8
- BMDPOSE5 error fixed

>> No.721429

What's the best program for making 3D models for sprites?

>> No.721439

>>721429

I've seen tons of sanic models made back in the day in /v/ using Sculptris, so I guess it should be a good start if you want to make something out of a model or something

Also, I've heard Blender is user-friendly too,

>> No.721447

>>721439
>>721429

I think sculptris isn't good for making monsters or weapons, because you can't animate, and add bones and all that shit. But it should be good for decoration or items

>> No.721474

Recommend me some good Terry/troll wads.

>> No.721518

So how exactly does one get a server on best.ever? I might want to try FKER on it sometime.

>> No.721521

>>720540
To be fair, everyone who knows about the history of doom modding/complaints about physics in sourceports knew Doomkart was never going to be a thing without completely re-coding a lot of ZDoom. Physics in Doom and ZDoom are hackish as fuck and mods where you drive vehicles have been tried plenty of times.

>> No.721541

>>721447
You can export the models from Sculptris into a different program to rig and animate them, so it's fine for making the models. Though you'd normally want to make the base mesh for sculpting in another program, Sculptris has shit tools for making base meshes.
>>721429
There isn't any "Best" program, although complete suites where you'd be able to accomplish everything needed include: Blender, Maya, 3DS Max. I use 3DS.
>>>/3/

>> No.721548

>>721428

If I may recommend something. Consider fast weapon switching, this way you don't have to trudge through weapons on the same key too much. Anyways, this mod is fleshing really well. Keep up the good effort.

>> No.721545

I cant connect to the fucking server

>> No.721553
File: 64 KB, 431x479, 1353317046189.jpg [View same] [iqdb] [saucenao] [google]
721553

>>721427
Man, fuck that mod. Goddamn Fluffy nearly made me shit myself.

>> No.721554

>>721548
Yeah, I've been grappling with how exactly to do this. It annoys me too, but I don't want to go full BURL TUMD and use every single number key.

>> No.721562

>>721521
I think the idea was that it didn't really need to be a terrifically well-done kart-game, it just needed to be some basic thing put together for some quick fun once in a while online, nothing so serious as to require a total revamp of the physics engine. The fun of it being an attempt at putting kart racing in the Doom engine, not turning the Doom engine into a kart racer engine.

>> No.721568

>>721427

I can't even beat circus 1. Maybe I should do hurt me plenty. The corn maze just freaks me out, fuck those clown ghosts.

>> No.721569

Are there any Doom mods that focus on horror atmosphere?
I mean, REAL horror atmosphere, not dark lights and fog but then you circle-strafe enemies with your SSG.

I'm tired of mods like Unhinged and Circus being good at first but then it's just a stupid killfest later.

>> No.721570

>>721554
You can speed up the switching animation by including an extra TNT1 A 0 A_Raise in the Select state. The more you add, the faster it'll switch. Put the same thing in Deselect, except with A_Lower, obviously.

>> No.721575

>>721570
Ooh, sounds fun. I'll try it out later. Playing Community Chest 2 right now, chaingun demons are being a real bitch in small tunnels.

>> No.721607

>>721562
The best kart racing game you could make in the current engine is literally a bunch of modified playersprites running around on ice floors. A "Basic, quick fun" kart racing game in the Doom engine isn't gonna happen because the engine's just not compatible with that kind of gameplay, even setting up a camera to be anywhere but locked directly behind the player would take a lot of work.

>> No.721616

So whats the password for the current server?

>> No.721619

>>721518
http://pastebin.com/TXPfLnPk

>> No.721625

Scroton
What the fuck are you smoking

>> No.721629

>>721607
>even setting up a camera to be anywhere but locked directly behind the player would take a lot of work.

That's what I mean though, you don't need that kind of feature for a Doom kart kinda thing. Just toss in the generic chasecam and you're good to go. You want it to move around as you make turns and shit? Either get an ACS ace, or play a real kart game. Simple as that.

>> No.721627

>>721619
>http://pastebin.com/TXPfLnPk
Thank you.

>> No.721651

>>721629
That's just a tiny part of the Kart racer formula that wouldn't work at all in ZDoom, the rest of it being anything that'd make it play anything even remotely like a Kart racer.
It's been tried before, it's failed every time, DoomKart failing didn't come as a surprise to anyone who's been in the Doom community for a reasonable amount of time at all.

>> No.721678

>>721619
You don't need to pay? sorry but i have to put this:
._.

>> No.721681

>>721678
Underageb&, get out

>> No.721705

What do you guys think about Doom vs Doom 2 in terms of level design and music?

>> No.721715

>>721705
I enjoyed nearly all of DOOM's levels, while 2 had many that pissed me off. Also, 1's levels were more memorable.

>> No.721723

>>721705
Level design is master race.
And the music is someway depresing, but really good whit the gameplay.

>> No.721731

>>721715
>1's levels
Meant to say music.

>> No.721729

>>721705
Doom had much better level design.
Doom had much better music.

>> No.721785

>>721705
Doom 1 has better levels and weapon balance.
Doom 2 has better bestiary and even though the SSG is an OP piece of shit, it's easily the sexiest weapon I've used.

>> No.721789
File: 1.12 MB, 800x1373, 1369431145394.gif [View same] [iqdb] [saucenao] [google]
721789

Zandronum Version:
http://www.mediafire.com/?sstdx2nhsqprw5i

GZDoom Version:
http://www.mediafire.com/?4kcjk1cc1qw0539

1.14

- Weapon switch speed increased by a factor of 3
- Added better chainsaw sprites

That should make things go a bit faster when you inevitably run out of ammo.

>> No.721824

>>721705
Doom 1 > Doom 2.
Doom 1 feels different. Maybe its the color palette, but Doom 1 feels more alive, more colored, and in terms of levels, they feel better designed, they flow better, they "feel" better. Most of the levels from Doom 2 felt like a chore until I learned how to speedrun them. Every map in Doom was remarkable for something, and the only maps I manage to remember from Doom 2, are the non-brown, non-tedious ones.
I can't even remember the music from the summary screen when you complete a level from Doom 2, but I can instantly remember the music of E1M1, E1M4, and the summary screen.
I love Doom, but the first Doom it's just better.

>> No.721825

Apparently ACS is an abortion. What do you guys think about Zscript?

>> No.721827

>>721825
What do you mean? Also, ACS isn't that bad once you get to know how to use it. It's really just C but with ZDoom stuff.

>> No.721840

>>721827
>no data types except for integers
>no pointers
>nested include breaks

It's C, but super shitty.

>> No.721842

>>721840
Well yeah, but it's still C.

>> No.721843

>>721842
If you gutted 90% of its features... then yeah.

>> No.721852

>Load up Doom Seeker for the first time in a month.
>Only one /vr/ server
>No password
>I don't recognize anyone

What happened, guys?
There use to be at least 3 or 4 servers at a time all with different game modes.

>> No.721850

>>721843
It looks like C, it acts like C, it's basically C. What's Zscript anyway?

>> No.721858

>>721852
>>I don't recognize anyone

Don't know about everyone else, but I always use random names

>> No.721863

>>721852
>Load up Doom Seeker for the first time in a month.
thats what happened, everyone stopped all going onto everything and we could only play games in bursts

>> No.721864
File: 87 KB, 1366x744, servers.png [View same] [iqdb] [saucenao] [google]
721864

>>721852
>only one /vr/ server
u wot m8?

>> No.721865

>>721850
It looks like C, it has a fraction of the actual usability of C, it's basically a minimum language made for manipulating maps. Zscript is a language meant for implementing action functions. It's supposed to work aside ACS and Decorates. I'd just prefer one language for the entire thing with a strong API built on top of it. Kind of like Unrealscript, but that dream stopped a decade ago.

>> No.721867

>>721850
If he's talking about what I think he is, Randy's been working on some sorta custom scripting thing for Zdoom called DoomScript, though the name might've changed to ZScript at some point... Thing's been in development for like 15 years now. It's become a bit of a joke when certain requested features get shot down because "Wait For Doom Script".

>> No.721883

>>721865
Look, I'm a CS major, you don't have to preach to me. To me, it looks like C, it acts like C, it's basically C. Sure you can't code your own engine in it but that's not what it's for. This Zscript sounds interesting, but what >>721867 said appears to be true from what I can find with a quick search.

>> No.721891

>>721883
>Look, I'm a CS major
Most CS majors can't even do a simple fizz buzz program, no joke.

http://www.codinghorror.com/blog/2007/02/why-cant-programmers-program.html

>Sure you can't code your own engine but that's not what it's for.
You're right, you can't code your own engine. It was for editing maps. However, ACS can't do much else very well. I mean, in Decorates you have to define an inventory item to do an if statement. What?

>> No.721905

>>721891
Are you seriously trying to tell a person you don't even know that they're shit at their job? For the record, that program that he's using as an example is so pathetically easy to code I almost have trouble believing him. I highly doubt that most CS majors don't even know how to use modulo.

>> No.721915

>>721858
Fair enough.

>>721863
Damn.
I was busy with life when I stopped going, but things still seemed pretty active then. Every must have stopped going all at once.

>>721864
I meant active with people playing. I have full and empty servers hidden.

>> No.721914

>>721891
Wait a second, that article is from fucking '07. I... I seriously hope you're just trying to ruse me or something.

>> No.721921

>>721914
>>721905

You realized your leg is gettin' rused, mate?

>> No.721924

>>721921
Yeah, it was a bit obvious from the article date. I still can't believe the statistic that guy threw around in it, it just seems unreal.

>> No.721928

>>721915
>I meant active with people playing. I have full and empty servers hidden.
Well it is 2:33 AM EST. I'd reckon most people are sleeping right now and the few that are still awake aren't up for playing.

>> No.721943

>>721928
and the rest would be Australians

>> No.721979

>>721943
It would be comical to be an australian right now, or simulate being one to start shitposting.
But meh, the joke is old.

>> No.721980

>>721943
Which would be great, if we wanted them anywhere near our server(s)

>> No.722005 [SPOILER] 
File: 253 KB, 1920x1080, Screenshot_Doom_20130526_015356.png [View same] [iqdb] [saucenao] [google]
722005

Jesus Christ, this FKER wad.

>> No.722008

>>722005
Heh, good thing it doesn't have much HP

>> No.722021

>>720120
Ignore this dipshit. Do whatever you want.

>> No.722057

>>722021
>replying to a five hour old post

>> No.722071

>>722057
Does text expire?

>> No.722075

>>722005
Between ProjectILE, FKER, the board maps, Project MSX and Brutal Doom I'll have wayyyyy too much stuff to do forever.

>> No.722090

So, have you all beaten the official Xbox 360 exclusive Doom 2 expansion episode?
no rest for the living?

http://www.mediafire.com/download/wbb7fw381ukl1in/NRFTL%2B.wad

>> No.722110 [DELETED] 
File: 8 KB, 248x204, 3916367+_5f687e3a02ea12d557ba345c06054953.jpg [View same] [iqdb] [saucenao] [google]
722110

>>720675

This is ridicolous. Why did he lie to us and wasted some other /vr/oomers time for spriting?
Not sure if master troll or worst human being

>> No.722120

>>722110
This is drama bait, don't respond. It's DKG with a different trip.

>> No.722121

>>722110
Maybe, spriter secretly is DKG

>> No.722128

>>722120

THIS. A MILLION TIMES THIS.
DoomkartGuy has been shitposting for approx 2 months now. HE ALWAYS changed his tripcode to make sure noone knows him.

FUCK OF BARON

>> No.722136

>>722090

It's no longer exclusive when Doom 3 BFG edition was released on the PC. The official wad for the PC is called NERVE.WAD and you can download it easily if you search it in google, it's one of the first results. I'd post the link to the download but 4chan is retarded and thinks my post is spam when I try to.

>> No.722149

>>722128
What makes you think its him shitposting? Because you don't think that people can save pictures posted on 4chan?

>>722136
RGHost? Is it an IWAD or a PWAD?

>> No.722150 [DELETED] 

>>722110
hi there doomcartguy

>> No.722152

>>722149
how do we know your not DoomKartGuyhow do we know that anyone isn't DoomKartGuy

>> No.722154

>>722149
Firstly because it's always him quoting shit from half a day ago trying to shift the discussion topic back to stupid shit like himself. Secondly because I'm replying to him right now.

>> No.722156

>>722152

this

>> No.722162 [DELETED] 
File: 407 KB, 1000x700, 15-d4yr7rr.png [View same] [iqdb] [saucenao] [google]
722162

>>722152

terminus is secretly doomkartguy
drumming up interest for cyberrunner
the mother of all viral marketting

>> No.722160

>>722152
We're all DoomKartGuy in our hearts.

>> No.722165

>>722152
>>722154
Why are you all so paranoid? Is it really so mind shattering that a troll browses 4chan? Just ignore them, not accuse everyone.

>> No.722169

>>722165
How about talking about Doom instead of stupid drama then? Oh wait, that wouldn't stroke your ego. You seek validation online because you have no real friends.

>> No.722171

>>722149

Yes, from rghost. You can compare its hash with the one posted in the doomwiki article to confirm it's authentic. It's a PWAD and requires Doom 2. ZDoom detects it and automatically runs it with the Doom 3 BFG Edition's Doom 2 IWAD, if you have that. If you only have the standard Doom 2 IWAD, then you have to load it like any other PWAD.

>> No.722172 [DELETED] 

>>722165
quiet DKG

>> No.722174

>>722171

I remember someone posting a "fixed" version of it with the skyboxes showing and the music being played the way it should be. It was a Dropbox link

>> No.722181

>>722174
>>722171

https://www.dropbox.com/s/tdm23vyrvz5w048/d2_nrftl_v2.wad

This should be the one. Someone confirm

>> No.722178
File: 180 KB, 368x432, 1257930081172.jpg [View same] [iqdb] [saucenao] [google]
722178

DOOM! DOOM! DOOM!
HOW ABOUT WE DISCUSS DOOM, SOUNDS GOOD?

>>722171
last time I downloaded anything from rghost I got the worst virus ever

>> No.722183
File: 47 KB, 499x801, 13442489101.png [View same] [iqdb] [saucenao] [google]
722183

>>722162
>terminus is secretly doomkartguy
Of all people? Of all fucking people?

>> No.722190

>>722183
stop shitposting

>> No.722194

>>722183

Ignore him, DKG got mad we talked&hyped more about Cyberruner more than his shitty mod, so...take your guesses...

>> No.722195

>>722169
Because you are blaming ALL shitposting on a single person which is obviously untrue, and are now accusing me of being a someone I am not.

>>722171
So, does >>722174 mean that the rghost wad isn't working properly?

>> No.722196

>>722195
then

STOP.

OFFTOPIC.

POSTING.

>> No.722202

>>722195

Not sure, someone should check dem hashes; the fixed version lets you play No Rest as if was another episode, just like Knee Deep, Inferno, etc.

>> No.722206

>>722174

It only required a fixed version when it was ported from the Doom 2 XBLA version. The NERVE.WAD that comes with the Doom 3 BFG Edition PC release is designed to be run as is with source ports.

>>722178

You must have clicked on the ads with fake download links. lrn2adblock

>> No.722215
File: 40 KB, 630x524, 1329573751170.jpg [View same] [iqdb] [saucenao] [google]
722215

Everybody chill the fuck out.
Lets discuss about the greatest game ever:

Doom!

I'm almost finished with my new mod turning Doom enemies into super intelligent AI enemies.

So far:

- All former humans are now running around and shooting like mad at you (just like bots)
- Doomimps shoot normal and move extremely fast and agil (like Revenants). If they feel pain, they start shooting even faster
- Demons and Spectres can now charge forward at you if they feel pain (say BYE to the Chaingun. If you dont, you'll get raped)
- Revenants can now dash forward and super punch you to death if you are really close to them. They also run mad as fuck.
- Archviles act quite the same, but when they get hurt, they randomly teleport somewhere else to surprise buttsex you
- Cacodemons randomly fly up or down and keep shootling like Andreas Breivik to make sure you cant culturaly enrich hell.
- If you kill a monster, your score counter raises and a small log message appears with, e.g.: "Player pierced xXxDoomImp98xXx with his berserk fists.". Killing edgy kids is fun as fuck.
>mfw playing this mod

More coming soon

>> No.722219

>>722215
Download link or DKG

>> No.722231
File: 70 KB, 800x538, 1329747799234.png [View same] [iqdb] [saucenao] [google]
722231

>>722219

>or DKG
Stop shitposting.
Its not fully finished yet. There are a few monsters left.
And If you people like the mod, I'll modify the mod to make it work on Heretic, Hexen and Strife too.

>> No.722236

>>722215
Sounds good, can we see a public release soon? Is it going to be an Unreal-esk botmatch kind of gametype?

>> No.722241

>>722215

That's not 'intelligent AI', that just sounds like artificial difficulty.

>> No.722251

>>722231
Fine then, DECORATE screenshot or DKG. Seriously, this is exactly what he does. "Hey guise luk at muh new project" then creates drama over it. If it's real and you're making it, show it.
>>722236
Considering this is a brand new trip, I call samefag.

>> No.722260

Okay guys, I'll throw some crappy ideas I have for weapons and you'll tell me if they sound good

>Silver Shotgun
>ChainShotgun
>Bullblaster
>Sniper Plasmagun

>> No.722268
File: 110 KB, 643x570, LOS_LOGO_02[1].jpg [View same] [iqdb] [saucenao] [google]
722268

Hey /doom/, what's your thoughts on LoS?

>> No.722264

>>722251
>>722219
I don't like this anon's attitude, but I agree with his sentiment.
The best ways to show off a progress isn't with text, but screenshots displaying how badass it is. Or if you have any artsy skill, post promotional art related to it

>> No.722265

>>722260
>Silver Shotgun
>ChainShotgun
Done on some weird weapon wads by "Daniel", you could rip the sprites from those if you want to remake them in DECORATE.
>Bullblaster
No idea what that is.
>Sniper Plasmagun
Meh, maybe.

>> No.722271

>>722264
You can understand my sentiment when EVERY. FUCKING. TIME. he posts here it derails the thread and creates drama.

>> No.722274
File: 8 KB, 977x129, 78958646759860.png [View same] [iqdb] [saucenao] [google]
722274

>>722251
I have actually had this trip for awhile, I have just never used it before. Anyways, it was a legitimate question, and even if it were from a samefag, your response was not warranted.

>> No.722279

>>722265

>No idea what that is.

Think about how the SSG behaves in your mod. Got it? That blast comes from a quad (MAYBE quint) shotgun. With some nasty kickback included

Also, where's that wad made by this Daniel guy?

>>722268

Decent, but

>Regenerating health

>> No.722280

>>722274
>implying HTML editing isn't so easy a child could do it
>"your response was not warranted"
Fuck yourself. This is the internet. Until that faggot up there proves he's making something, he's DKG and so are you.

>> No.722285

Doomkartguy has created such a legacy that more drama comes from people accusing each other of being Doomkartguy in disguise than he does actually making posts.

>> No.722286

>>722279
I believe that the Daniel guy also made a shotgun like that. I think the link is this http://www.doomworld.com/idgames/?id=14147.. It should have weap1 through 18 or so if it's the right one.

>> No.722293

>>722285

He is indeed a master ruseman.
Probably an oldfag too, but a fat virgin playing doom in mommys basement, not like us real doom man. We have bitches and while we fuck them we yell RIP AND TEAR

>> No.722295

>>722285

There's no "legacy" whatsoever. Whenever someone brings his full name into any Doom thread ever has been confirmed to be himself. ALWAYS.

Just look at the foolz version of this thread and check for the deleted posts http://archive.foolz.us/vr/thread/718989/

>> No.722298
File: 151 KB, 470x705, 68547245347857968.jpg [View same] [iqdb] [saucenao] [google]
722298

>>722280
Fine, I admit it. I am DKG. Are you done shitposting yet?

>> No.722304
File: 42 KB, 936x535, artificialdifficulty.png [View same] [iqdb] [saucenao] [google]
722304

>>722241
And there's that same word flying around again. Giving an old dog new tricks to work with to you kill isn't exactly 'artificial'.

You want artificial, just look at any of Bethesda's games with their difficulty slider.

>> No.722308

>>722298
You know that by responding to him you're just making him respond right? Just ignore him.

For the record, I also want to see this "intelligent enemies" wad, it could be interesting. the ZpecOps on r667 are apparently pretty smart, if everything was like that it might be interesting.

>> No.722321

>>722304
I'm sorry that it doesn't fit into your personal definition of artificial difficulty.

But it's still artificial difficulty.

>> No.722335

>>722321
Whatever way you spin it, I'd rather have enemies get new tricks like in Bionic Commando Rearmed than just incremental damage/HP increases like most games.

>> No.722380

Doom II run from the past AGDQ is up

http://www.youtube.com/watch?v=G44J8MRn35Y

Be sure to check dat vid for some nice trick n' strats.

>> No.722403

>>722380
I don't enjoy speedrunning when I'm playing.

I try to reach the par, but not speedrunning. I don't like that.

>> No.722441

>>722295

This.

It's always

"So hey, can somebody explain this whole doomkart thing for me?"

And if that doesn't work he'll make a fuss until he gets the attention he craves.

>> No.722678

>>722215
Can you finally finish Grondoval4Samsara, please?

>> No.722687

>>722264
where is doomworld's [newproject] tag when you need it

>> No.722702

>mfw Frenzy servers with limited ammo

This is the only thing that barrages the Farage.

>> No.722716
File: 454 KB, 250x188, DOOMKARTGUY_BETRAYING_VR.gif [View same] [iqdb] [saucenao] [google]
722716

>>722678

I tried, but my laziness is killing me and I dont want to make new sprites for the weapon pickups for samsara.
Shame on me....

Here are the resources if you or someone else wish to finish this shit:
http://www.mediafire.com/?zdcb9adwhqopu52

Most weapons are already finished and have fire / altfire. The player class works, but needs the specific samsara death states and so on.
Acs sources have been slightly edited (like the constant strings and so on, but must be finished!)

>> No.722720

>>722264
>The best ways to show off a progress isn't with text, but screenshots displaying how badass it is.
actually sometimes i think this is counterproductive, since it compels the developer to spend a disproportionate amount of time on making the thing look good for screenshots, which is hardly the most important thing

>> No.722760

>>722702
>Commander won't place an ammo dispenser within a mile of you
I'm truly sorry for your lots.

>> No.722769

>>722760
>Commander is shit, has a stupid way of doing things, always lose (doesn't build genetics or weapons phases)
>I take command, he flames me and calls me an idiot and a stupid noob for building genetics and weapons phase
>I call him a crap commander
>he gets mad and tells me to stop being vulgar or he'll kick me from the server
xXxPainkillerxXx or some gay shit, what a faggot admin
>Proceed to dominate the game and we win on the map they kept restarting
I never want to go there again.

>> No.722780

>>722769
>stupid noob for building genetics and weapons phase
Aren't Genetics and the Armory literally the first thing you're supposed to build because of the upgrades and weapons?

Good grief, I'd like to see his explanation for what is probably building the Marine Command first and spamming turrets.

>> No.722783

>>722780
Or should I say, TRYING to spam turrets, but the team has no money because they're trying to kill revenants and cyberdemons with the default pistol and shotgun.

>> No.722786
File: 59 KB, 500x370, crash.jpg [View same] [iqdb] [saucenao] [google]
722786

Hey /doom/, are there any campaigns with no key-fetching? Just straight up shooting. It just gets tiring after a while.

>> No.722790

>>722780
Yes, they are the basic things you make.
He wanted a refinery, but get this, we were making enough money to make the armory phase, genetics lab, then wait until they were made to make the refinery. It really was annoying. I'd be ready for advanced weapons and we still didn't have a gen lab or weapons phase. It really was diabolical, it's an unlimited ammo SF server. Maybe he learned his lesson, or he's a stubborn man-child (in attitude) I just don't want people having the same shit experience I did. I am that kind.

>> No.722789

>>722786
Try Action Doom 1 + 2.

>> No.722791

>>722789
Yeah, I was thinking more with the vanilla doom weapons and mobs

>> No.722796

>>722791
Shoulda been that specific in your first post then.

>> No.722801

>>722796
Sorry Anon

>> No.722817

>>722790
Anyone who doesn't immediately make an armory when playing those Shotgun Frenzy maps is literally sabotaging the entire team and needs to not simply voted out of commander duty, but the server, and possibly the gene pool

>> No.722820

>>722817
Yeah well he was the admin, so you could tell what his buddies were like when I responded to him calling me a stupid noob

>> No.722838

>>722817
>>722820
are you all talking about a doom mod? it sounds like you're talking about starcraft lol

>> No.722842 [DELETED] 

>>722838
>are you all talking about a doom mod?
Yes
>>722838
>it sounds like you're talking about starcraft
Do you play Starcraft? Because I don't. I don't see the relation, but that's because I don't play it. This is a DOOM/retro FPS thread
>lol
Did you really laugh out loud, or are you one of those fools who just says it to seem less awkward?

>> No.722854

>>722838
Yeah, Shotgun Frenzy has a few maps where you gain access to upgrades by killing monsters, some of the xp gained goes into a pool that is used to create buildings and research upgrades. So while most people just play Doom, one person (commander) gets to decide how to tech tree up and upgrade things.

It's pretty broken because once you know what the holy trinity of items are and can afford them you can singlehandedly obliterate whole armies of cyberdemons by yourself.

>> No.722864

>>722854
>It's pretty broken because once you know what the holy trinity of items are and can afford them you can singlehandedly obliterate whole armies of cyberdemons by yourself.
>Dual-shot Razor
>God sphere and Beserk 2.0 against 100 Annihilators
Or a mech. Anything I am missing?

>> No.722883

>>722854
thank you for the explanation!

>> No.722952

>>722864
Plasma Taser is probably the most hideously destructive weapon in the game, but you have basically no range. If you can reach the demon core it melts within five seconds.

If you're playing a short map, the shotgun mount chainsaw is surprisingly powerful too.

>> No.723038
File: 188 KB, 689x689, 1328644833057.jpg [View same] [iqdb] [saucenao] [google]
723038

Ok the first version of the insane mod is finished...
Before I host, I just want to know how to setup a server password for Doomseeker with using the remote console?

>> No.723039

>>723038
Not sure, but don't forget to tell us when it's all ready

>> No.723052

>>723038
How do I set the rcon password?
Set the cvar "sv_rconpassword" to whatever you'd like the password to be.

>> No.723065

>>723052

no the server password to join arrrrghhhh

>> No.723070

>>723065

and how do I properly set the dmflags and gametype? Right at the beginning of map01 is a bfg9000. the fuck?

>> No.723076

>>723065
sv_forcepassword true
sv_password "password"

As far as those extra weapons, I think there's a dm flag for "Don't Spawn Multiplayer Weapons in Coop Games", tick that box.

>> No.723084

>>723065
>>723070

These links should be bookmarked by anyone who's new to using RCON.

>http://wiki.zandronum.com/Server_Variables
>http://wiki.zandronum.com/Console_Commands
>http://wiki.zandronum.com/Console_Variables
>http://wiki.zandronum.com/DMFlags

There ya go. All the commands you want.

>> No.723093

>Waiting for Server
I have come to hate these three words.

>> No.723104
File: 1.09 MB, 897x861, 1332517590118.jpg [View same] [iqdb] [saucenao] [google]
723104

Its FINISHED!
Everybody join
/vr/ Insane Doom

>> No.723145

>>723104
Funny, all of DKG's mods have been hosted on a server before hosted on mediafire or something similar.
They've also been malicious.
Mind telling me the filename of your supposed wad?

>> No.723154

>>723145
Here's the one they're running now.

https://dl.dropboxusercontent.com/u/1440698/insanemod_v02.pk3

>> No.723157

>>723145
Also, in what ways can a WAD be malicious? Worse than changing binds and other confusion?

>> No.723164 [DELETED] 
File: 563 KB, 1342x439, 1f.png [View same] [iqdb] [saucenao] [google]
723164

why are so so many goddamn europeans and south americans and beaners on zandronum

>> No.723176

>>723164
Because it's a free game with low requirements.

>> No.723179
File: 220 KB, 908x730, index.php.jpg [View same] [iqdb] [saucenao] [google]
723179

>>723164

>> No.723181

>>723154
Decompiled the ACS, everything's fine. I guess I'm just paranoid.
>>723157
His Gameboy mod fucked up your settings.

>> No.723185 [DELETED] 

>>723176
no fucking wonder, fucking thidr worlders

it's fuckign boring as well fuck doom multiplayer

doom single is boring anways
fuicking repprtion smae thing evrey fuckign time

i'd rather play a ream gmae like quake or dwarf fortess

>> No.723190

>>723164
>>723185
/b/aaaawmbston please go

>> No.723193 [DELETED] 

>>723190
go back to knowyourmeme.com or zandronum forums kid

>> No.723202

>>721629
>>721651
Everything you need to do is entirely possible via ACS. Are you guys that scared of ACS?

Example: Cyberrunner has momentum buildup and slowdown. That's all the "ice floor" crap is. Chasecam just needs to lag a bit - http://zdoom.org/wiki/Cleaned-up_third_person_camera

I don't understand why you're saying Doomkart can't be done. ACS isn't as feature-complete as an actual scripting language but you can do many things with it, and of all game genres a kart racer doesn't require many allowances of it.

>> No.723243

>>723181
Yeah, you are. But not as much as you are a faggot. Change those q's to g's

>> No.723375
File: 22 KB, 491x341, 000213112112121.jpg [View same] [iqdb] [saucenao] [google]
723375

>>723181

>Decompiled ACS
lolwut, how?

>> No.723393

>>723375
http://www.jspenguin.org/software/listacs/

>> No.723449

>>723164
>>723185
>>723193

>Deleted

HA!

>> No.723458

>>723243
But why?
also, it's a pun, because I made the FAQ

>> No.723460

>>723449
AH HAHAHA FAGGOT


captcha: yourbrs several
lyl

>> No.723481
File: 6 KB, 285x180, INFRA1 resized.png [View same] [iqdb] [saucenao] [google]
723481

>Find awesome monster sprite
>Doesn't have brightmaps made for it
>Want to throw it in MonsterMash
>(Almost) all MonsterMash monsters have brightmaps
>Inconsistencies like this trigger autismal rage

It's killin' me. I suppose I could just have it generate a small dynamic light on all frames and chalk it up to "it's got a fiery glow lol," but still. Goddamn.

>> No.723486

>>723202
>Cyberrunner has momentum buildup and slowdown. That's all the "ice floor" crap is.
What in the fuck are you talking about?

>> No.723503

>>723481
Why can't you just make the bright maps for it? It doesn't take that long once you get the idea of what to do.

>> No.723512

>>723481

DUDE

Also, try messing up with your favorite image manipulator and make a B/W image that only has the eye and the inside of the mouth in white

I'm not sure if I'm making myself clear with this

>> No.723520

>>723512
>white
Just grayscale the glowing bits it and then turn the brightness up or whatever. It has a cooler effect.

>> No.723537

>>723503
That's kinda the hurdle - I don't have any idea what I'm doing, heh. Though I might try what >>723520 mentioned, since that seems straightforward enough.

>> No.723543

>>723537
both posts are mine

>> No.723549

>>723543
firggin' samefag

Anyway, I'll give it a shot, and if I like what I come up with, I'll post the sets here so people can plunder the resources.

>> No.723564

If I want to make a monster's sprite and attacks change once it's taken a certain amount of damage, would I use DECORATE for that?

>> No.723570

>>723564
Yes

>> No.723732

Is damage taken into account when calculating pain chance?

>> No.723738

>>723732
No. It isn't. However, there is a Pain Threshold feature

>> No.723740

>>723732
No, unless the damage is 0, in which case the monster won't feel pain.

>> No.723742

>>723732
Kinda.
Monsters can have a pain threshold, and if the amount of damage goes over it, they can be pained, but any damage over the threshold has an equal chance of paining a monster.

>> No.723759

What's the indexed color palette limit for doom sprites?

>> No.723826
File: 6 KB, 285x180, whatisthis.png [View same] [iqdb] [saucenao] [google]
723826

>>723481
The inside of that monster should totally be glowing hot like lava.

>> No.723845

>>723826

>GZDoom.jpg

>> No.723865

>>723742
So in other words

If a monster has a threshold of 20 damage, and you do 21 damage to it one attack, and 50 damage the next attack, they both have the same chance of paining it?

>> No.723874

>>723865
Yes. Monsters threshold is defaulted at 0, which is why you can just as likely pain a monster with your fists as you can with a rocket launcher.

>> No.723879

>>723865
Yup, exactly. You could probably do some ACS trickery to give the effect of higher damage = higher painchance, but that's obviously far more complicated.

>>723826
I've actually already gotten all the brightmaps done for him - was a lot easier than I thought thanks to some Slade palette swap fuckery and Photoshop batch shenanigans. Might do some more tweaking but for now I'm pretty happy with how it's come out.

>> No.723880

>>723874
Is every monster's threshold defaulted at 0? Does that mean that I can inflict a pain state on a Cyberdemon with a single punch?

>> No.723887

> people are still playing Doom with GZDoom

Seriously, it ruins the original lighting system which looked damn fabulous with the limited palette. It's part why I so love the original game's. The darkness also sort of ramped up the contrast which made some areas look really grimdark.

>> No.723890

>>723887
Well, there is the Software lighting emulation for OpenGL.

>> No.723896

>>723887

Last week I found out a fix for the darkness thing.

Try going to Display Options > OpenGL options > Preferences, and set Sector Lightning Mode to Standard

>> No.723903

>>723896

Sweet jesus if this works. I gotta try this later.

>> No.723909

>>721789

This gif + http://www.youtube.com/watch?v=qtH-L5CZFA0

Shit's going down, and it's red.

>> No.723919

So has anyone actually play baron's supposed mod or what?

>> No.723923

>>723909

>Top comment.

.....

>> No.723938

>>723923

Flag it as spam and that should do it

>>723919

See >>723154 >>723181, apparently it's not malicious or anything

>> No.723953
File: 372 KB, 854x859, 1368375245748.jpg [View same] [iqdb] [saucenao] [google]
723953

>>723923

> LOL

>> No.723965

>>723938
Yes, but has anyone PLAYED it?

>> No.723978

>>723965

imma go try it now

>> No.723997

>>722716

So since you're out in the open as doomkartguy, can we have the uncompiled version of the doomkart alpha?

>> No.724029

>>723997
You apparently haven't read the FAQ.

>> No.724032

>>723997

You realize Terminus cracked it, right? It's in the FAQ.

>> No.724038

>>723887

Software sector lighting mode is close enough

>> No.724095

>>723887
>I can't into settings

>> No.724107

Guys

Is it cool to follow the line of No Rest For The Living avout making a certain key not necessary to end a map, like the first level?

>> No.724116

>>724029
>>724032

Yes, but not all the acs within is viewable.

For most of it, all you'll get from it is #include "zcommon.acs"

>> No.724118

>>724107
Don't see why it wouldn't. There's plenty of maps out there that put a key in a secret spot that opens up a door not necessary to finish the level, but reveals some hidden stuff, sometimes even an exit to a secret level.

>> No.724126

>>723938
>>723919
>>723965


Yeah, I played it.

To be honest it has what is probably the best monster AI I've ever seen in a doom mod.

>> No.724167

>>724126
That's odd, considering that it doesn't seem to really do much to anything. I'm still going through it to make sure nothing's in it.

>> No.724181

>>724126
Now you're just flat out lying. All it does it make the monsters ski around like fucking spastics and shoot each other.

>> No.724192
File: 97 KB, 375x500, a.aaa-Well-Fuck[1].jpg [View same] [iqdb] [saucenao] [google]
724192

>>723965

>start map01
>start shooting at the 2 zombies
>kill one
>the other turns and runs (they appear to be at least 2x as fast)
>it turns the corner, hear the sight sounds for the other zombie and imps in the corridor
>don't hear anything
>follow the zombie's path
>don't see anything
>as I exit the hallway and go into the room with the window the 4 zombies and 2 imps that were hiding on the wall closest to the hallway shoot at me simultaneously and kill me

>hit space, level resets
>start firing at the zombies
>both of them turn and run down the hallway
>hear their sight sounds and then nothing else

>> No.724204

>>723202
I was personally working on a project that got mordeth'd that was going to have a bike segment that got tossed out because it couldn't get made into a semi-working state no matter how much time was spent tweaking it.
It's not that I'm afraid of ACS, it's that I know for a damn fact that ACS doesn't cut it and that making anything even remotely like a vehicular racing game in the Doom engine is a bad idea, it's very clear the physics in Doom and ZDoom were never intended for vehicles. Trying to get a Doom actor to behave like a vehicle produces too many problems to list.

>> No.724205

>>724126
>best monster AI

fucking what. It's awful, they slide around like fucking retards and don't even face you when you shoot. It looks fucking stupid.

>> No.724213

>>724181
>>724205
Just ignore it man. Everyone who's been around knows what's going on, and it's best you just ignore it, and report it if he tries to stir up drama again.

>> No.724214

>>724205

Are you playing the one that anon posted on the mediafire or the one the author hosted on the server?

They one he hosted on the server is much better, and that's what I and >>724192 were describing.

>> No.724225

>>724214

>They one he hosted on the server is much better,

It's in BE?

>> No.724226 [DELETED] 

>>724214
>implying they're different
stop shitposting

>> No.724228

Yep, bamp limit. Page 6 again, guys.

>> No.724231

>>724225

I dunno, I think so.

>>724226

Did you even play the game the author hosted?

>> No.724240

>>724231
I played the pk3 that was downloaded by me from the server. It was shit.

>> No.724269

There's two versions actually

http://static.best-ever.org/wads/insanemod_v01.pk3
http://static.best-ever.org/wads/insanemod_v02.pk3

Testing both of them as we speak

>> No.724323

>>724240

>saging in an autosaging thread

Who's the shitposter again

>> No.724330 [DELETED] 

>>724269
They're both identically shit.
>>724323
>implying sage is a downvote
>implying sage = shitpost
>>>/v/ DKG

>> No.724342

http://www.youtube.com/watch?v=Shwd0jkvfc0
God why

>> No.724359

>>724342

The funniest thing? That was his last video with the Machi guys. He quit, they were treating him like utter shit

He projected HARD in that vid

>> No.724365

>>724330
If sage isn't a downvote or a shitpost, then why are you doing it? The thread is autosaging, so you have absolutely no reason.

>> No.724369
File: 435 KB, 1366x768, Screenshot_Doom_20130526_164101.png [View same] [iqdb] [saucenao] [google]
724369

I don't get opportunities like this nearly often enough.

>> No.724370

>>724369

OOOOHHH SHIIII---

>captcha: excsited that

>> No.724373

>>724365
It's in the e-mail field and I don't want to clear it. Why are you continuing to make an issue out of it?

>> No.724374

>>724369
THIS HAND OF MINE GLOWS WITH AN AWESOME POWER
IT TELLS ME TO RIP AND TEAR

>> No.724386
File: 376 KB, 1366x768, Screenshot_Doom_20130526_164509.png [View same] [iqdb] [saucenao] [google]
724386

>>724369
>>724370
>>724374
Rip and tear, indeed.

>> No.724389

So I just found out that Aeons of Death exists. Haven't tried it yet, how bad is it?

>> No.724401

>>724389
It's good.

>> No.724404

>>724389
Used to be an awful clusterfuck of a .wad, it's gotten a lot better though. It's fun. Try it, the custom bindings take a while to get used to but it's neat.

>> No.724409

>>724401
>>724404
I've heard very mixed things clearly. Is there a simple pk3 of it or do I need their zip.exe bullshit to install it.

>> No.724414

>>724389

Think about ObHack works in level design and textures. Translate it into monsters from many FPS games.

There you go. Not sure how it plays, tho

>> No.724419

>>724414

Think about *how ObHack works

>> No.724427

>>724409
It's like Samsara if the focus was less on quality and balance, and more on JAM IT ALL IN LOLOL PARTY TIME.

>> No.724428

>>724269

Well...

In v01 imps move erratically like everyone's favorite custom monster, the Shadows. Also, I agree with >>724205, they don't face you while they shoot at you. That should be fixed.

In v02 zombiemans are less aggresive but they tend to infight. Imps are a little bit less agressive too


Overall, it's eh. Needs to be polished just a little bit; it could serve as a decent bot for DM

>> No.724436

>>724414
>>724419
Sounds like FKER if I decided to just say "fuck it" and add in shit from all kinds of games. That actually does sound like it could be fun.

>> No.724610

http://forum.zdoom.org/viewtopic.php?p=687899#p687899

>Achievements in Reelism

>> No.724720

negerkukar

>> No.724724

http://www.youtube.com/watch?v=4iumQs1PjT8

>> No.724760

>>724724
This is so great, do you think we can get Mortal Combat for calculator?

>> No.724774
File: 14 KB, 320x240, MK5SubZeroTitle.png [View same] [iqdb] [saucenao] [google]
724774

>>724760
>Combat

>> No.724810

>>724427
Imagine if Samsara could randomly replace some enemies with ones from other games, Cyberdemon's might become Battlelords etc.

>> No.724821

>>724118
>There's plenty of maps out there that put a key in a secret spot that opens up a door not necessary to finish the level, but reveals some hidden stuff,
Deimos Subway, the yellow key
>sometimes even an exit to a secret level.
BTSX map15, the blue key
two examples old and new :-)

>> No.724845

>>724365
personally i use it as an unspoken acknowledgement / apology that the post is offtopic or otherwise not entirely relevant

>> No.724873

>>724810
There is an addon for randomizing them. But it only works on the first heroes introduced and has some odd replacements (Hexen swamp beasts replacing shotgunners if i remember, and the slime wall from Chex Quest replacing the Mancubus.

>> No.724902

>>724821
I think it would be cool to have a different key for each difficulty in a map, so that depending on which one you're on, you see a different part of it.

>> No.724905

>>724902
I thought of doing that once, I might try it again sometime.

>> No.724918

I am trying to complete all of the official Doom 1/2 episodes in order, and am on TNT, but every time I save my game and close the game for the night, my saves are gone. I understand that I could use the level selector in ZDL, but starting out with a pistol with low ammo on in level 23 in TNT is frustrating, and this certainly isn't the first time my saves get auto-deleted.

So my question is, how does one fix this?

>> No.724954

>>724918
Is your sourceport in your Program Files folder? Try putting the folder on your C Drive. Should work then.

>> No.724973

>>724918
Updated FAQ
Q: When I try to launch zandronum, it says "[file, most likely zandronum.ini] can't be accessed" or something similar, what's going on?
Q.2: When I launch my game again, all of my saves are gone! What happened?
A: Make sure you have permission to the folder you installed zandronum [or your sourceport] in, Program Files seems to have a lot of problems with this. Reinstall or move the folder somewhere else (like Desktop)

>> No.725023

>>724954
>>724973
My GZDoom sourceport is on my C: drive, I use portable installs, and I recently just reinstalled/updated mainly to attempt to fix the save issue. I may try installing again, but do you think it has something to do with autosave limits/autodelete after so many?

>> No.725036

>>724902
Yeah, unlocking optional challenge levels/modes via key might be really neat. Like blue key has 2 blue doors, one clearly marked "EXIT" and the other goes on further into nastier design, etc etc.

Shooter challenge levels and puzzle puzzles would be cool. I love the ripping and tearing, key hunting gets... boring.

>> No.725046

>>725023
Oh, did you switch IWADs? If so, that's why. It shows saves based on which IWAD you're on.

>> No.725067

POLL TIME:
>your favorite Doom wad
>would you vote for Ron Paul to be president of the world?

>> No.725073

>>725046
If saving the game in IWAD1, switching to play IWAD2, saving on IWAD2(which I assume overwrites IWAD1 save), and then returning to IWAD1 to press "Load game" only to see nothing, then that may be the issue. Do all Doom 2 mods work on Final Doom? I normally find myself switching to Doom 2 whenever I wish to try a PWAD.

>> No.725076
File: 50 KB, 379x379, 1368156628762.jpg [View same] [iqdb] [saucenao] [google]
725076

>>725067
>Armageddon invasion
>yes

>> No.725105

>>725067
Alright Scroton, my favorite .wad has to be Pokemon Doom. It is just so pleasing, I cannot explain it.
Here is the latest version.
https://www.dropbox.com/s/i00tadx53qodhea/pkmnv12a.wad

Might I also recommend playing this with Ketchup?

>> No.725110

came into the irc today
saw there was drama on v
apparently faqqet and terminus saved the thread?

details, please.

>> No.725125

>>725110
I only suggested it, but Terminus showed /v/ their past (the creation of Samsara, which was originally SWAG DIS)
Let me find the archive link for it.

>> No.725126

>>725110
>apparently faqqet and terminus saved the thread?
What gave you this idea?

>> No.725137

>>725067
>skymaybe
>i don't care

>> No.725147

>>725137
That was my favorite wad until I discovered there were ones that were actually fun.

>> No.725149

>>725105

but that wasn't me

>> No.725156

>>725149
Ron Paul 2016? Y/N

>> No.725157

>>725147
I actually love jokewads.
>tfw you can never enjoy mock 2 as you played it on your first time

>> No.725161

>>725067
Favorite wad would be Cold as Hell for singleplayer, MM8BDM for multiplayer.
And god no.
God fuck no.
I don't want the world to be completely FUBAR in seconds.

>> No.725168

Ha'im yesh ZDoom Ivrit? :3

>> No.725173
File: 848 KB, 200x150, Uncle Kage dies of bonitis.gif [View same] [iqdb] [saucenao] [google]
725173

>>725161
But muh happening

>> No.725175

>>725161
Man, you got both questions wrong. Shit nigga', these weren't hard.

>> No.725178

>>725157
I do too, its just that I figured out that I am more confused by The Sky May Be then I actually enjoy it. I have actually never played Mock 2, but I have it right here. oman

>> No.725189
File: 63 KB, 1578x297, ThePastAlwaysFindsYou.png [View same] [iqdb] [saucenao] [google]
725189

>>725110
>>725125

>> No.725197

>>725156

But he's not running in 2016

>> No.725203
File: 106 KB, 609x585, happening.png [View same] [iqdb] [saucenao] [google]
725203

>>725173
>>725175

>> No.725205

>>725178
Have you played UAC millitary nightmare?
Many people hate it but still i think it's one of the most elaborately created wad in the history of Doom.

>> No.725207

>>725205
most elaborately made if somehow the total lack of effort put into it was elaborate

>> No.725220

>>725207
>total lack of effort
It's not a total lack of effort. Everything was carefully planned with detail by the mapmaker for us to suffer in the extreme degree.

>> No.725223

>>725189
How did Faqqet help "prevent drama on /v/" then, assuming Samsara helped prevented shit either? Impse is the one who created these threads, the FAQ is just a compilation of shit said by other anons, and Samsara may be better than anything I could ever do, but that doesn't mean everyone thinks it "now stands as one of the greats of zdoom modding".

>> No.725229

>>725197
But would you?

>> No.725232

inb4 new thread

>> No.725239

>>725223
I helped because I suggested Terminus to do this in the thread.

>> No.725240

>>725232

Yep, I'm working on it, w8 a few minutes

>> No.725274

NEW THREAD with the worst Subject name ever

>>725271

>> No.725317

>>725223
The thread was going to shit.
The post diverted it and brought it back on topic.

>> No.725891

Hey guys, what if we made a combo system for doom?