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

/vr/ - Retro Games


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7796673 No.7796673 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread: >>7788523

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/TWNE3nZZ

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.7796674
File: 16 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]
7796674

=== CURRENT RELEASE ===
500ml of /vr/ v 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

=== CURRENT PROJECT ===
HARD FAST FAGGOT MAPS
current beta: https://x0.at/zQX.zip

=== NEWS ===
[5-25] Combined Arms updated to 2.3
https://combine-kegan.itch.io/combined-arms

[5-22] GZDoom 4.6.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=72359

[5-21] DavidN announces RAMP community project
https://youtu.be/Yd5mtZFGCF0

[5-21] Tarnsman's Projectile Hell released
https://www.doomworld.com/forum/topic/122115-megawad-tarnsmans-projectile-hell-release/

[5-19] Abandonware anon launches website for his releases
https://youtu.be/EtNjkF20yHI

[5-18] Combined_Arms, Malefactors & Space Hunter updated
https://combine-kegan.itch.io/combined-arms

[5-15] Anon updates his multi-pwad map randomiser, adds mods support
https://github.com/lea2501/doom-random-map-sh

[5-15] Woof! updated to 5.1.0
https://www.doomworld.com/forum/topic/112333-this-is-woof-510-may-14-2021-updated-winmbf/?page=16

[5-14] La Tailor Girl updated to 1.775
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1189377#p1189377

[5-14] Explodable props released, makes Doom props explode like GoldenEye
https://www.moddb.com/games/doom-ii/addons/explodable-props-aka-destructible-decorations

[5-12] New build for Quakespasm-Spiked
https://fte.triptohell.info/moodles/qss/

[5-12] Anon makes new map
https://www.doomworld.com/forum/topic/121882-baloneywad-make-them-supper-a-run-down-tech-base-waiting-for-the-exterminator/

[5-11] Q2EGL, a new Quake 2 port released
https://www.moddb.com/games/quake-2/addons/quake2eglv031

[5-8] DoomDynMus mod released, adds dynamic music to GZDoom
https://forum.zdoom.org/viewtopic.php?f=43&t=72207

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7796679
File: 2.43 MB, 2160x2160, vr info.jpg [View same] [iqdb] [saucenao] [google]
7796679

VIOLENT RUMBLE (VR) ANCHOR
LAST BETA >>7777734
FIXES >>7796659

>> No.7796682
File: 7 KB, 253x39, HARD FAST FAGGOT MAPS.png [View same] [iqdb] [saucenao] [google]
7796682

HARD FAST FAGGOT MAPS (HFFM) ANCHOR

>> No.7796720

>>7796673
We all had thought the series chose to left for dead... right?

>> No.7796745

Redpill me on Xash3D

>> No.7796825
File: 119 KB, 737x960, 2750570-11110135_10153309503037090_7488964444823163651_n.jpg [View same] [iqdb] [saucenao] [google]
7796825

I invented multiplayer maps. And not only that, /doom/, I was also the first to ponder the idea of adding a rail-gun to Quake when we were designing its sequel.
On top of all of these innovative achievements that I have put forth as, quite honestly speaking, a pioneer in the development of the "FPS" as a genre, I charged forward and created a beautiful modernfication of the Quake franchise in 2017: Quake Champions.

Well, /doom/? Anything to say, except perhaps, "you're welcome"?

>> No.7796830
File: 287 KB, 648x484, this is my life now.png [View same] [iqdb] [saucenao] [google]
7796830

>> No.7796834

>>7796679
Hell yeah.

>> No.7796840
File: 1.79 MB, 1280x720, map10.webm [View same] [iqdb] [saucenao] [google]
7796840

Hideous Destructor
2048 Units of /vr/, Map 10: Sewers

>> No.7796845

>>7796682
You guys really should update everyone on what's going on. As far as I know, this was finished in March? Are entries still being taken? Where's the beta? Is it bugtesting? Was it abandoned? What is going on with this?

>> No.7796849
File: 14 KB, 1427x119, Capture.png [View same] [iqdb] [saucenao] [google]
7796849

>>7796845
project lead is MIA because reality caught up with him. pic related suggests it needs a new lead to wrap things up. i'd be willing to do it myself if nobody else steps up

>> No.7796854

>>7796849
I see. I don't know nothing about Doom mapping else I'd do it. Good luck whoever takes up that mantle.

>> No.7796871
File: 603 KB, 890x703, 1232234345456567.png [View same] [iqdb] [saucenao] [google]
7796871

What this number means?

>> No.7796878

>>7796871
Maximum range in meters. It decreases with battery consumption.

>> No.7796882
File: 387 KB, 1904x1057, timmy.png [View same] [iqdb] [saucenao] [google]
7796882

>>7796825

>> No.7796905

>>7796878
Tnx

>> No.7796914

I wish Hideous Destructor didn't have all the troll shit, like the DRM mags or the le dirty BOSS rifle mechanics. Most of it is just really annoying and doesn't really add any challenge.

>> No.7796949
File: 1.43 MB, 1920x2160, dam.jpg [View same] [iqdb] [saucenao] [google]
7796949

>>7796745
On the visual department, it can be made to look pretty much like it was intended. The original game has some conflicting gamma settings that prevent it from looking just right.

Overbrights never worked well in OpenGL, and it could not even be turned on when using multitexturing. I restored it here.

>> No.7796957

>>7796914
>the DRM mags
fresh mags should never be in short supply, and it's for your own good anyway. unsealed mags jam like hell, and that's not "troll shit", that's just modeling one of the major flaws of caseless ammo.
>dirty BOSS rifle mechanics
you can get a custom chamber variant that largely removes the need for maintenance and racks faster to boot. stock boss is a joke weapon based on the ross rifle, a great sporting rifle that was absolutely not suited to war
but the real answer to both problems is to not use the zm66 or the boss if their quirks put you off
plenty of other guns in the mod that are bullshit-free like the SMG, slayer, rocket launcher, and liberator

>> No.7796967

What strat do you use to get the super secret in E1M1 of Blood? I use the jumping on the head of cultists one but I find it unreliable

>> No.7796968
File: 168 KB, 642x512, 20210526_024236.png [View same] [iqdb] [saucenao] [google]
7796968

Re-imagined the infamous E1M10: Sewers and MAP33: Betray from Xbox Doom 3's port of Doom as a single deathmatch map, with the intent of having a more consistent theme and layout, called Sewers of Betrayal

1/4

>> No.7796971

>>7796967
I live, again.

>> No.7796973
File: 136 KB, 642x512, 20210526_024239.png [View same] [iqdb] [saucenao] [google]
7796973

>>7796968
2/4

>> No.7796976
File: 163 KB, 642x512, 20210526_024238.png [View same] [iqdb] [saucenao] [google]
7796976

>>7796973
3/4

>> No.7796979
File: 119 KB, 642x512, 20210526_024242.png [View same] [iqdb] [saucenao] [google]
7796979

>>7796976
4/4

>> No.7796982
File: 163 KB, 1017x1165, unknown.png [View same] [iqdb] [saucenao] [google]
7796982

>>7796979
and the layout

This is MAP10 of my WIP DM megawad, Limewar.
Here's a link to it (sorry for trannycord): https://cdn.discordapp.com/attachments/435471974098010113/846975346438832158/LIMEWAR.wad

>> No.7797012

>>7796968
That looks nice.

>> No.7797021

>>7796914
it adds personality

>> No.7797080

Ultimate Doom II is a pretty sick wad. Also really like Naku Naru rn

>> No.7797224

>>7796949
Hey, it's you again! As I tried asking some threads back (>>7750228), could you post the source code of those changes? Like, take a diff between the original and modified sources and post it on pastebin or something, or just write a rundown on what needs to be changed manually. Thanks.

>> No.7797257

To the anon in the previous thread that recommended that I switch from blood fresh supply to GDX or NBlood, are the collision issues that you mentioned related to the environment having a like, greedy hitbox? I've really lost count at the number of times when my flares got eaten up by a wall that's too big. Playing on well done and just got to episode 2 and it's such a relief actually fighting projectile enemies for once

>> No.7797282

>>7796745
Xash3D was like Quakespasm for Half-Life with limits removed for mapping/modding, as well as a way to play off Steam and more like retail. It never really caught on except for hardcore hobbyists because Steam Half-Life still plays just fine.

>> No.7797285

>>7796840
Nigga turn jumping off or I'll smack ya. Sewers is a good map, not nice doing him like that

>> No.7797291
File: 1001 KB, 1920x1080, Screenshot_Doom_20210525_123603.png [View same] [iqdb] [saucenao] [google]
7797291

Any recs for slauthermaps remarkable for unique crowd control? I'm playing SF2012 and I really enjoy it. So far I would only consider few maps unique in terms of gameplay though, most are following the standard formula of strafe running around monsters in a large arena-like environment.

>> No.7797310

>>7797224
I could send the directory, but I may have experimented a bit and changed some things.
Either way, if all you need are the changes, you can just find the few relevant lines and add it into that Xash3D fork. I just grabbed the source released along with the binaries on ModDB, so you can compare those.

anonfiles_com/L648Z0xcud/Xash_zip

>> No.7797328
File: 347 KB, 1800x1024, poke.jpg [View same] [iqdb] [saucenao] [google]
7797328

>>7797224
>>7797310
If you just want a quick rundown, I used a mixture of glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2) and glBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ).

The deprecated fork actually appears to implement this as well, but it was removed in the one being developed on, and it had some odd inconsistencies between the world and models.

>> No.7797347
File: 21 KB, 789x178, just read faggot.jpg [View same] [iqdb] [saucenao] [google]
7797347

>>7796679
God I wish I could fucking read...
gravity belt is finally fixed for next release

>> No.7797357

>>7797328
what's that screenshot?

>> No.7797363

>>7797357
Poke646: Vendetta

>> No.7797371

>>7797347
heyo
you caught my mega last thread right?
anyways, I posted this earlier: UI icons for episode runes get activated by gravbelt and other items2 things. idk how the whole thing really works, but moving their bitflags up prevents this. actual sigils still don't trigger the icons, but I doubt we're going to use them in the maps anyway.

>> No.7797429

>>7797371
>you caught my mega last thread right?
The Quoth stuff? Yeah I got it downloaded, just haven't gotten to it yet.
>UI icons for episode runes get activated by gravbelt and other items2 things. idk how the whole thing really works, but moving their bitflags up prevents this.
Yeah, the bitflags are pretty autistic. I'm trying to replace the icons in gfx.wad with transparent ones, but TexMex is being a bitch. I'll just change the bitflags if I have to.
>but I doubt we're going to use them in the maps anyway.
Actually, I was planning to implement DOE's multiplayer rune buffs once I got everything mostly stable. Since they don't go away until you die, icons wouldn't be that important. Unlocking the secret level would require rune collection though, but I'm pretty sure I can code up a seperate set of runes.

>> No.7797456

>>7796840
I know one of the things you'll just do with HD is to take cheap shortcuts, because the game may just throw obscene bullshit at you that you may not reasonably be able to handle, but also this .webm is almost IDCLEV11.

I laughed though.

>> No.7797457

>>7796849
How much is assembled right now?
>friendly version
>uncut version and its reskins
Do we have these?

>> No.7797465

coming from using hammer for source stuff, trenchbroom's lovely to use for making quake levels
like you can manipulate vertexes and it doesn't fuck up

>> No.7797467
File: 346 KB, 630x587, Thrustmaster-Fragmaster.jpg [View same] [iqdb] [saucenao] [google]
7797467

>>7797457
last update is in the newspost: https://x0.at/zQX.zip
comes in two versions, does not include "Piss Easy" >>7767460

>> No.7797468

How do I not immediately get shot to death in the beginning of Ancient Aliens map06
There's no safespots to get into and the 20 odd shotgunners always kill me before I can clear out enough of them with just the shotgun

>> No.7797478

>>7796914
I think that if the ZM66 and Boss both disappoint you, the rifle that you want is the Liberator, which can reasonably fill the role of both, with the drawbacks of neither
>scoped
>high powered
>long ranged
>actually works and is reliable, because it's not a caseless meme weapon
>has decent capacity and can fire semi auto or full auto
>can have a grenade launcher
>bullpup version has a compartment where a magical reloading gremlin lives, treat him well and he'll use any recovered 7.76mm casings and live 4.26mm cartridges to load into fresh 7.76mm ammunition, by the way of fae magic passed down through his family for generations

Optionally look at the Vulcanette, it'll eat from the scummiest 4.26mm magazines and it's not a problem for it ever. It's heavy and will require a battery and some occasional preventative maintenance on your end (more if you use it a lot on the high speed setting), but treat it nicely, and that little monster will slice even the biggest and nastiest beasts into ribbons.
You'll want an actual fresh and good shape Vulcanette though, one grabbed from a random bearded goon may have some good magazines and a battery to scavenge, but often the gun itself is in really poor condition, and once a Vulcanette is conked out hard, they're nigh impossible to fix in the field.

>> No.7797483
File: 51 KB, 837x314, 7664228#p7669852.png [View same] [iqdb] [saucenao] [google]
7797483

>>7796682
been a month, figured I'd respost my HFFM runs / notes. in case someone's picking up the torch or if mapper anons just missed them.

https://mega.nz/file/9OA2mBRZ#3ajIeGEPGswI_Eim_-AQ1lWn7x4zuRHofVfKd1HNX_8
https://mega.nz/file/sKZC2BhL#Ogx6S68rkSC_J_4aypX9gY6TQmA2oFfmWc0gY-jq8TQ
https://mega.nz/file/AbQyzTzJ#Cv-MajReEo-F86etBX9-p_P-9QUI6OSJkw7skHCkLcA
https://mega.nz/file/MOpACZYC#W2FwplyBINQS522V0knWNXQSnFnEm3ZlMjwcYxeaRzk

>> No.7797579

Dear /vr/doom thread,
I am sorry to bother you. Could someone seed the vrdoom_mega torrent?

>> No.7797594

Why did John Romeo not build with Doom 2 for his Sigil?

>> No.7797610

>>7797594
then he is forced to actually make a megawad

>> No.7797614

>>7797594
Because he made it specifically for Doom 1's anniversary, not 2.

>> No.7797669

Okay, here is your wednesday boom-compatible 40 min speedmap:

https://x0.at/OGD.wad

It's really small, but I'm rather new to this.

>> No.7797719

>>7797594
Because he very specifically wanted it to be a sorta "Episode 5" for Doom 1.

>> No.7797724

>>7796682
>>7797483
https://mega.nz/file/XV12jICK#KOKb6WRuUgPRtglglNAgDQHOpwePLnDcC9XpTpFxRKA
TakeTenGuysV3, fixed sky
Revenant barrier drops itself automatically after a few seconds, dunno why so many people have problem with it, its the one thing I havent changed at all since putting it in the map and everytime I test in Prboom+ it works fine
Maybe its the problem of GZDoom, unfortunately I cannot test it in that because of my toaster PC being unable to run it now, would appreciate feedback

>> No.7797758

Why is Golden Souls 2 so long? I thought I was making progress, but then I got to the dark woods. I appreciate the effort but I'm getting a little bored.

>> No.7797762

>>7797758
souls 2

>> No.7797795

Ah yes, I think I'll make a single player map, a separate coop map, and a separate deathmatch map. All in one map.

>> No.7797808

>>7797795
>the 5 map megawad

>> No.7797821

>>7797795
You know what, you can do even better, 3 of each of those based on the difficulty selected, that would mean you could have 9 maps in 1. A 2 map megawad

>> No.7797837

>>7787764
I don't get it. What's ZDL? Is that what the other guy used in failing to run Malefactors with Supercharge? I'm the one who ran those mods together successfully. Doesn't feel like suffering to me.

>> No.7797846

>>7797795
Is it poss8ble to have coop only start?

>> No.7797869

>>7797837
zdl is a mod that makes automatic pistol start in gzdoom

>> No.7797885

>>7797869
Oh. So nothing to do with anything in the context of that conversation about Malefactors. Maybe ZDL shill replied to the wrong post.

>> No.7797890

>>7797885
zdl is just a doom launcher

>> No.7797898

>>7797724
seems like the trigger line is just too close to the wall. nudged it up in udb, then it worked fine. don't know shit about Doom mapping though
without moving it, the barrier won't lower in GZ. latest version, no mods, tried default, boom, boom strict & doom strict compats. guess GZ doomguy is just fatter or something.

>> No.7797923
File: 438 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7797923

>> No.7797931
File: 1.15 MB, 793x521, file.png [View same] [iqdb] [saucenao] [google]
7797931

>>7797923
>imagine looking completely somehow meant

>> No.7797938

>>7797923
>stupid proportions apparently welcome

wordcloud straight up calling out 2048

>> No.7797939

>>7797478
All variants of the Liberator have the reloading device, it's not exclusive to the bullpup model. The Vulcanette won't complain about unsealed mags, but they are bad for it. You still have the increased malfunction rate, which translates to faster damage buildup, and that snowballs out of control quickly as the malfunction rate also raises with damage.

>> No.7797941

>>7797923
>vagina rockets possible
Oh sweet Jesus...

>> No.7797947

>>7797923
>jumping woman booba

>> No.7797957

>>7797898
Thanks! That must have been the reason for it
>>7796682
>>7797724
https://mega.nz/file/CJkwECJS#A88QGQadLG4oSM3Kqqbmk0ISsUc7WiKDXIrxCSyg1fI
TakeTenGuysV3fix
Extended the voodoo belt so doomguy now has plenty of space to trigger the last line

>> No.7797959
File: 644 KB, 900x900, 1618725768532.png [View same] [iqdb] [saucenao] [google]
7797959

>>7797923
>hl2 dead

>> No.7797965
File: 2 KB, 296x74, bitches leave.png [View same] [iqdb] [saucenao] [google]
7797965

>>7797923
saved

>> No.7797974

>>7797846
It might be possible to do some trickery that forces players onto a completely different path if the presence of Player 2 is detected early on at the start of the map.

>> No.7797996
File: 4 KB, 238x29, 1619104779335.png [View same] [iqdb] [saucenao] [google]
7797996

>>7797923
what did it mean by this?

>> No.7798012
File: 3 KB, 137x25, 1616160440580.png [View same] [iqdb] [saucenao] [google]
7798012

>>7797923
well?

>> No.7798016

>>7797467
looks like a horrified robot from the thumbnail

>> No.7798019

>>7797923
did this place get invaded by incels or something, why is this world cloud like this

>> No.7798025

>>7797758
Just take a break. I've never understood the complaint about a map, game, mod, etc. being too long. Just go do something else.

>> No.7798026 [DELETED] 

>>7798019
coomer arenafags dickscussing fanart

>> No.7798059

Bros, I can't set the refresh rate to 160 in Doom 64. I had this problem before, but fixed it somehow. Got the CRT set to 640x480 and 160hz, but in the settings it caps at 85hz. The game refuses to recognize that my monitor's running at 160hz. Any idea how to fix this?
Also, the textures or something for the remake are shit, and there's a way to make it look better with the console. What was it, again?

>> No.7798071

>>7798012
HR29

>> No.7798073

>>7798025
Sometimes a game can be too long, like Wario Land 2.

>> No.7798094
File: 7 KB, 381x95, especially angry.jpg [View same] [iqdb] [saucenao] [google]
7798094

Needs revenant

>> No.7798153

>>7796967
You can just jump into it from the hole in the wall. The hardest part at first is learning the correct angle since the secret is hidden by a fake wall. You have to not only execute the jump timing correctly but you also have to repeatedly jump over and over just looking for the spot with the fake wall. Once you learn where it is then you have to line up and time it right

>> No.7798229

How come nobody talks about how amazing the soundtrack is in Duke Nukem's PS1 port? I personally think it's superior to the original PC soundtrack but since it was my first way of playing Duke 3d that just might be my nostalgic preference.

>> No.7798257

>>7796849
Take up the mantle, anon. It's time.

>> No.7798316

>>7798019
a good chunk of the last thread was people discussing Hunter from Q3A lol

>> No.7798356

>>7797282
It's cool in its own right, as an open source engine with readily available tools. Be prepared for whatever next boomer shooter that actually has effort behind it to use xash, since wrath already uses quake (sorta)

>> No.7798398

>>7797923
>especially angry googling
"why is func door lip so stupid +quake site:celephais.net"

>> No.7798407

Hey wait a minute, Hideous Destructor is just STALKER but for Doom. I want to like this mod but the slow walking and weight system are kind of anti-doom to me

>> No.7798410

>>7798407
More like Escape from Tarkov.

>> No.7798412

>>7798407
Throw away anything you don't need, and use Berserk more often, and you'll see quite an improvement in speed.

>> No.7798416

>>7798407
But stalker is pretty casual fps with rudimental rpg elements

>> No.7798420

I can't choose between OPL emulation and Windows MIDI, because I like the former more but most custom MIDIs are only ever balanced for Windows and some sound like shit in OPL. WDID?

>> No.7798426
File: 100 KB, 250x250, Doom Sweatguy.png [View same] [iqdb] [saucenao] [google]
7798426

>>7796682
>>7798257
I'll be back in a few hours with a trip to take up the mantle

>> No.7798430

>>7798416
Sad truth is that most people play STALKER like they play Doom: heavily altered. I remember faggots using and recommending both the Complete and Misery mods everywhere which are both garbage, the first one for destroying the balance of the game, the second one for being the cancer of STALKER that somehow transformed the popular perception of an atmospheric and isolated sci-fi shooter with an inventory into a POST-APOCALYPTIC EPIC HARDCORE MILISIM SURVIVAL HORROR RPG

>> No.7798445

>>7798420
Take the SC-55 pill

>> No.7798447

Hey do you know how to made a doom mods?

>> No.7798454

>>7796673
Ever notice that the 3DO, as well as the Amiga to a point, had quite a number of FPS games that were mostly either Wolf 3D-esque or barely above that tier?

>> No.7798461

>>7797310
Alright, I compared the directories and tried to strip the difference to the bare minimum by removing all extra files, whitespace differences (including indentation of an if-branch just to make it clearer it hadn't changed) and a "typedef int HSPRITE" being commented out which I assume was unintended. This is what was left: https://pastebin.com/x6F8EjvK

Does it look right or is there still something that doesn't belong there?

>> No.7798473

>>7798454
imagine if the Doom port was good, it could have saved the 3DO.

>> No.7798485
File: 19 KB, 400x266, 1612642863848.jpg [View same] [iqdb] [saucenao] [google]
7798485

>>7798473
>TFW STILL waiting for both a 32X and 3DO redux of the respective Doom ports for said consoles.

>> No.7798514

>>7796674
>>7796682
>>7798426
alright, i'll be using this trip to finish up where NM3anon left off. i'll gather the map updates and combine them with the current beta and then i'll post what needs to be done next

>> No.7798518

>>7798420
>>7798445
get a good midi soundfont, like what this anon suggested
i personally use fatboy but you have a lot of good options

>> No.7798582

>>7798518
rnidi

>> No.7798591

>>7798514
i went a good few threads back and all i found was take ten guys v3 so it looks we're done with mapping. all that's left to do outside of that is
-add music to ruinous hole, map01. if the author doesn't add music himself, then I probably will
-determine if piss easy should be included or not. it's my own map and including it as the current lead is kinda like masturbating in public so i'm asking the rest of you what we should do with it
-add a mapinfo lump for zdoom ports
-add intermission text screens
-add a titlepic and title screen music
-add a credit lump
admittedly we can live without some of these, but they are all nice to have.

>> No.7798614

>>7798410
STALKER came before escape from tarkov

>> No.7798623

>>7798445
>>7798518
>>7798582
I might give up and run Doom/ Doom 2/ Final Doom under Windows default and Heretic/ Hexen/ Descent with OPL3 emulation.
I really dislike the guitars under both Windows and SC-55, but I can live with it in Doom if I can hear all the notes.

>> No.7798624

>>7798591
>-determine if piss easy should be included or not. it's my own map and including it as the current lead is kinda like masturbating in public so i'm asking the rest of you what we should do with it
Put it in man, it's a good map and it's not like you were the lead when you started making it. Plus even if you were, who gives a crap, it's a /vr/ project, you're a /vr/ anon, no sense in keeping you out of the fun

>> No.7798632
File: 437 KB, 1920x1080, 1614080011247.png [View same] [iqdb] [saucenao] [google]
7798632

rate my bonfire

>> No.7798643

>>7798632
I don't know why the nvidia screenshots came different

>> No.7798652

>>7798632
Makes me think of RUST.

>> No.7798653

>>7798624
that answers that question. i'll work on compiling the credits now. if somebody wants to work on a titlepic, go right ahead, because i'm no artist.

>> No.7798659

>>7798591
Thanks for taking the initiative and actually finishing the project, I wish I had the time to help more but I don't really know how to lead a project or even upload to idgames.

-you should really add piss easy, and not just as an extra map.
-I feel like there should be a softlock map at the end to prevent the player from proceeding to the original doom2 maps, like btsx did. Even if it's just a blank room with "thanks for playing".
-Maybe an endoom/endboom?

I would at least be willing to try and make a softlock map or endoom screen if someone else has any good ideas. Suggestions?

>> No.7798673

>>7798461
That looks about right.
I can see that in addition to the gamma and overbright stuff I changed for the DLL, I altered the model lighting a bit to not clamp between 1 and 255. The old behavior didn't play well with sunlight. I also extended the range of dynamic lights, but they are not properly gamma corrected like they are in Valve's build, so they look wrong either way.

>> No.7798705
File: 84 KB, 960x644, 7b2m31wofk641.jpg [View same] [iqdb] [saucenao] [google]
7798705

>>7798591
>add music to ruinous hole, map01
MAP11 also has default DOOM II music
>determine if piss easy should be included
I'm fine with it
>add a titlepic
https://file.io/x4lypsqtABs8 Here's a WAD with pic related as TITLEPIC. Perhaps reusing the MIDI from the gay club level as the title screen music would be a good idea.
We also need to replace the DOOM II logo with the HFFM logo, both cut and uncut versions.
I recall the author of MAP03 asking to have his map removed, can anyone confirm or deny this?

>> No.7798742
File: 515 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
7798742

>>7798461
By the way, HSPRITE yielded weird compilation errors, so I just took a shortcut and removed it. If you have any idea as to why, let me know.

>> No.7798774

>>7798705
>MAP11 also has default DOOM II music
that's two midis to be replaced then, unless the authors say they want them to be the vanilla tracks
>titlepic
added, it's very fitting. as for what midi to use, i'll use the one you suggested unless a better option comes up
>I recall the author of MAP03 asking to have his map removed, can anyone confirm or deny this?
https://desuarchive.org/vr/thread/7664228/#7665536
yeah, guess it's going out. smage

>> No.7798789

Dare you enter my magical Map 08: Realm?

>> No.7798804

>>7798473
I don't think it would have, the 3DO had too many fundamental problems on the market to ever be viable, primarily the really high retail price of $700, which accounting for inflation is almost twice that much today.

>> No.7798806
File: 944 KB, 1920x1080, 1596551073827.png [View same] [iqdb] [saucenao] [google]
7798806

>>7798632

>> No.7798814

>>7798632
Comfy. Makes me want to roast a nice sector sausage over that fire, then putting it in a nice and toasted sector bun, and applying some func_mustard.

>> No.7798836

Any fps or mod where some enemy attacks can temporarily transform the player into an inferior creature?
Like how you can be a mummy in Metal Slug 2

>> No.7798872

>>7798806
>>7798814
time for some roast fiend meat

>> No.7798873

>>7796679
does the item_backpack works?
>An ammo type spawnflag must be set for this to appear in a map
it doesn't spawn, also it doesn't show in the editor

>> No.7798897
File: 21 KB, 128x128, 1544165500261.png [View same] [iqdb] [saucenao] [google]
7798897

>>7798814
>sector

>> No.7798918
File: 14 KB, 340x237, 1604875838686.jpg [View same] [iqdb] [saucenao] [google]
7798918

>>7798873
wait, nevermind, I just downloaded the second link

>> No.7798927

>>7798836
In Hexen if you throw a Porkulator at a Centaur with its shield raised up and you get hit by the reflected projectile you become a pig with 30 HP and no armour.

>> No.7798954

>>7796674
https://www.youtube.com/watch?v=5VdDN8kfzRI Walpurgis Official Trailer

>> No.7798956
File: 955 KB, 1920x1080, 1619856785515.png [View same] [iqdb] [saucenao] [google]
7798956

>>7798806
well, it's rotating in the air even without the spawnflag

>> No.7798965

>>7798956
Backpacks do that, yeah. So do item/weapon pickups as well as that flame model.

>> No.7799052

>>7798956
if you want a static one, you could add a misc_model with "progs/pd_bpack.mdl"
if you want to then be able to pick it up, you could add any number of items on top and set their custom models to something tiny like "progs/spark.mdl". then put the first misc_model as their killtarget.

>> No.7799146

Why did they remove Mr Valve in the Steam version?
https://www.youtube.com/watch?v=nyZ2X73VrGs

>> No.7799198
File: 2.64 MB, 640x360, enemy.webm [View same] [iqdb] [saucenao] [google]
7799198

>> No.7799209

>>7798430
Totally agree with ya. Vanilla balance can be whack sometimes (too easy/clunky in SoC, bullshit AI in CS) but I would rather just slap a weapon overhaul mod on any of them compared reading an entire college essay on every piece of trash you find so that your equipment doesn't become unusable like in Misery/Anomaly. Fuck feature bloat.

>> No.7799210

>>7799198
>no John, you are the demons

>> No.7799226

what do you frens think of this?
https://www.youtube.com/watch?v=U_Isl0g_wW4
the artstyle seems pretty cool ngl

>> No.7799256

>>7799226
My games better

>> No.7799271

>>7798514
Holy based.

>> No.7799296

>>7799226
“Retro” FPS has quickly joined the ranks of roguelikes and metroidvanias as the genre any indie dev without creative spark latches on to

>> No.7799307

>>7799226
Looks good.
>>7799296
I ain't complaining.

>> No.7799318

>>7799307
Yeah I just treat all these games as new mods to play when i pirate them

>> No.7799336

>>7799226
Doom clones no longer, it’s become the era of Dusk clones

>> No.7799340

>>7799318
Based. Last game I bought was Sekiro. Worth it btw

>> No.7799345

>>7798430
>atmospheric and isolated sci-fi shooter
Kek, STALKER was set 5 years to the future of it's release date [game set in 2012, released in 2007] but it feels like time traveling to the 1990s or 1980s because of all the decrepit rustbucket slavshit technology.
But the failings of the MISERY mod aside I like the idea of STALKER as a survival oriented immersive simulator more than just straight up shooter game.

>> No.7799346

>>7799336
What a miserable time to live.

>> No.7799353

>>7799336
basically this
osmosis
it's like how 80's parodies based around vhs filters and "sunset" coloring are essentially their own aesthetic and feel so seperate from actual 1980's media

>> No.7799354
File: 81 KB, 510x510, 1589592546218.gif [View same] [iqdb] [saucenao] [google]
7799354

>>7799336
>clones of clones
>in the future one of these dusk clones will be cloned, and so on

>> No.7799360
File: 163 KB, 640x480, 1550554516182794714.jpg [View same] [iqdb] [saucenao] [google]
7799360

Thoughts?

>> No.7799363

>>7798897
I fucked up and brought shame on my ancestors.

>> No.7799372
File: 6 KB, 250x196, hehe.jpg [View same] [iqdb] [saucenao] [google]
7799372

>plutonia map30
>final doomer
>get tired of the cyberdemon's shit, kill him with the quantum accelerator
>the beam keeps fucking going and kills the icon behind him
well god damn

>> No.7799389

>>7799336
calling it a dusk clone would be a complement. i liked dusk mainly because it spiced up what was seemingly just a quake clone with environmental storytelling, physics, cool gravity shifting, etc. this is just looks like a straight forward shooter where nothing changes from level to level.

>> No.7799390

>>7799226
I can't open the youtube link for some gay reason.

>>7799336
>DUSK clones
Ew. I respect what DUSK is doing gameplaywise but I loathe that they're intentionally making the game ugly to be retro when you could make something retro but not hideous to look at.

Like what Graven is shaping up to be or how Ion Fury is a retro fps but doesn't aim to be ugly.

I welcome competition in the retro fps market, more stuff to play desu.

>> No.7799395

>>7799360
I wish to try this online one day.

Is there a repository of all old beta versions?

>> No.7799405

>>7799226
>Levels have nice textures and detailing, but if this stuff is procedurally generated, then the game is going to be completely trash. Can't tell much about the level design from just a few short clips.
>Guns have quite nice models, but animations are kind of shitty and jerky, don't understand the fascination with emulating superficially rough parts like that from old game animations.
>Monsters look kind of generic and dull, combat doesn't look very inspiring, but these are only brief bits, so can't actually say a lot about it.

In summary, doesn't elicit much excitement from me, not from what little I see here, anyway. Maybe it's actually better than it looks, but it gives me the same impression as pretty much all of these throwback "le boomer shooter" games, a big fat "Meh."

>> No.7799406
File: 293 KB, 639x1029, 1615364462163.png [View same] [iqdb] [saucenao] [google]
7799406

Are there any wads that let me play doom enemies and weapons (mods) on hexen/heretic maps?

>> No.7799414

>>7799296
you forgot earthbound wannabes
>>7799405
weird how ugly some indie fps can be when some mods for the games they're based off had very good art

>> No.7799416 [DELETED] 
File: 326 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7799416

i wanted to manually copy my doom settings for the other engine games like heretic but look at this fucking mess

>> No.7799417

>>7799296
Kind of. They know that there's good games which people like, and they'll try to emulate them, but many don't understand why those games are actually so beloved to begin with, and mostly emulate superficial shit, then throw some RNG onto it all and call it a day.

Procedural generated levels is the biggest warning sign, unless it's actually a Roguelike or a Diablolike, this means the dev does not know how to make levels. For an FPS, this is crucial and the game won't be good without crafted levels made by someone who understands the gameplay.

>> No.7799423

>>7799416
Try Notepad++, Zachary.

>> No.7799428
File: 1.13 MB, 1587x1600, [autistic shrieks].png [View same] [iqdb] [saucenao] [google]
7799428

>>7799423
YOU SAW NOTHING

>> No.7799437

>>7799405
>>7799417
>if this stuff is procedurally generated
>Procedural generated
Where are you getting this idea from? I'm not seeing anything about procedural generation on the store page.

>> No.7799441

>>7799416
Hi Zach, if you use notepad++ you can even autoformat it.

>> No.7799442

Counter-strike 1.6 is still the best fps ever made.

Quake 3 arena may be tied.

>> No.7799445

>>7799414
With games being 'inspired' by Earthbound, usually it's EXTREMELY superficial, like with the trashfire known as Yeek (which also very superficially aped elements from Persona, which then don't work because the author is an idiot).

But then, a bare surface level understanding is typical for indie devs, only few are actually competent creative types with good ideas.

>> No.7799452

>>7799414
>weird how ugly some indie fps can be when some mods for the games they're based off had very good art
Because these devs just equate low detail to retro, not taking into account that most of those games were trying to push hardware and engine limits of the time, and had to optimize their distribution of detail based on what players would be seeing most frequently. It's simply too easy to defecate mindless pixelshit in Unity or Unreal.

>> No.7799454

>>7799437
I'm just hypothesizing, because I can't actually tell anything about the level design from the brief snippets shown, nothing about flow, exploration, orientation, progression, etc.
Haven't looked at any store page.

If you're the dev, I would suggest putting together a better showcase of the game, like showing some larger segments from a level or two, and explaining some gameplay mechanics as they happen in the footage.

>> No.7799458

>>7799226
>early access
>FEAR slow-mo shit
>cooldown abilities
I think it's not retro

>> No.7799460

>>7799390
>I loathe that they're intentionally making the game ugly to be retro
I think the art direction in Dusk works really well, looks good, and adds to the atmosphere. You can turn all of the "retro" settings off, which I do.

>> No.7799463

G4 Sunbathing from Marathon ~ Nameless City from Quake.

>> No.7799470

>>7799454
>If you're the dev
I am not, I just wasn't sure if I was missing something.

>> No.7799473

>>7799460
I think you enjoy eating shit.

>> No.7799485

>>7799473
Agree to disagree. You probably use Darkplaces.

>> No.7799489

>>7799485
What an absolutely bizarre accusation to make.

>> No.7799526

>>7799395
https://hl2-beta.ru/index.php?action=downloads;cat=15;language=english

>> No.7799528
File: 758 KB, 1920x1080, 1608256707776.png [View same] [iqdb] [saucenao] [google]
7799528

>>7799052
doesn't disappear

>> No.7799541

>>7799428
I'm already accessing your dolphin porn

>> No.7799595

>>7799226
pretty cool, I love how it looks

>> No.7799615

>>7799528
hmm, you're right. can't seem to killtarget a misc_model. works on items, walls and doors though.
in that case, you can just use a version of that model without the rotation flag: mediafire.com/file/vuh6nlgzxeflyuf

>> No.7799621

>>7799615
thanks, I was about to do it myself
probably will make models for the other things, I didn't know you can load custom models without modifying the progs

>> No.7799652

how the fuck do people who don't do drugs make maps

>> No.7799684
File: 18 KB, 800x450, 1607201606969.jpg [View same] [iqdb] [saucenao] [google]
7799684

>>7799652

>> No.7799705

>>7799423
What happened?

>> No.7799730

>>7798632
Comfy, but could use lighting tweaks so there arent completely unlit faces. Sometimes when using the fire model, I give it a light value of 1, and then place an invisible light source offset like 24 units from the ground. Since otherwise the light is spawned at the origin (base) of the fire model.

>> No.7799756

>>7799441
Hi zach, hope you're doing well.

>> No.7799765

>>7799226
Looks cool but I don't like the cooldowns or the hud it's too basic

>> No.7799768

>>7799652
I used to like slice up my wrist near every day like 8 or 9 years ago, partially because endorphins, does that count? Otherwise I'm like, sober when I map, unless you count soft drinks, which you shouldn't.

>> No.7799783
File: 2.54 MB, 1920x1080, fullscreen-to. 27. mai 02:47:15 +0200 2021.png [View same] [iqdb] [saucenao] [google]
7799783

Oh how i regret not looking into Doom wads earlier bros. And with freedoom it's even more regrettable. There's so much to choose from, and so varied. What are some other great wads? I have barely tried any. If you know of any particularly atmospheric ones i would love to give it a shot

>> No.7799791

>>7799783
I think you'd like Pirate Doom if you enjoy the Golden Souls.

>> No.7799804
File: 2 KB, 125x111, 1530342876120s.jpg [View same] [iqdb] [saucenao] [google]
7799804

>>7799791
Looks sick man, i'll check it out. Thank you

>> No.7799824

>>7798445
be careful or you will summon the autist saying that Soundfont emulators are shit compared to the real thing.

BTW has someone tried to run doom and douk soundtrack on TTS-1?
or if there is a working TTS-1 soundfont avaliable for dl

>> No.7799848

>>7799730
they are not unlit, the nvidia screenshot came with high contrast, here is one with quakespasm >>7798956

>> No.7799851

Brainlet-tier Quake question here, but is there a point in using func_detail other than cutting down vis compile time and/or to use phong shading? Also, when should I use func_detail_wall instead?

>> No.7799853
File: 175 KB, 1920x1080, 12 of 13.png [View same] [iqdb] [saucenao] [google]
7799853

Am I blind, or is it impossible to get 100% Items on Subspace? Doomwiki says there's a Berserk, but there aren't many places it could be hiding in the player-accessible areas.

>> No.7799861
File: 69 KB, 296x810, 1477532885739.png [View same] [iqdb] [saucenao] [google]
7799861

>>7799783
turn off the filter you gay cunt

>> No.7799867
File: 447 KB, 1920x1080, Screenshot (10).png [View same] [iqdb] [saucenao] [google]
7799867

>>7415731
Looks pretty dead to me; and I imagine whoever set up the redirect is gone. Maybe someone can make a new one that points to https://archive.org/download/2020_03_22_DOOM/DOOM%20WADs/ ?

>> No.7799875

>>7799867
I do plan on updating the infographic, but it's low on my priorities list so it won't be any time soon.

>> No.7799879

>>7799296
Nothing wrong with more of a good thing.
And really, the bad ones are filtered out anyways. The most popular ones like Dusk and Amid Evil are well-designed and have a lot of heart in them.

>> No.7799882

>>7799353
Great example of simulacra, as Jean Baudrillard would describe it.

>> No.7799884

>>7799851
func_detail is just compile time and, in theory, map CPU performance. func_detail_wall is for when you don't want some brushes to be split by others, like if you get weird lighting or errors, mostly with dense or off-grid geo. regular func_wall is same, but you leave it as an entity that can be given transparency, get destroyed etc.

>> No.7799893
File: 316 KB, 1920x1080, Screenshot (11).png [View same] [iqdb] [saucenao] [google]
7799893

https://forum.zdoom.org/viewtopic.php?t=72361
Okay, you've told me the build's development status, what it's based on, and who worked on it. Also how to use "the new renderer", so I guess that means that it has a new renderer? Am I just supposed to download and run it to find out what it does? Is that the experiment?

>> No.7799894
File: 876 KB, 1202x676, unknown[1].png [View same] [iqdb] [saucenao] [google]
7799894

>>7799226
Looks pretty generic.
This Possest game actually has me hyped though. Looks much more like a successor to Hexen than Graven does.

https://www.doomworld.com/forum/topic/119504-possest-remake-commercial/

>> No.7799903

>>7799884
doesnt func_detail actually decrease performance (minorly) because the game thinks it can see past the detail brushes (so it renders unnecessary geometry)

>> No.7799905
File: 69 KB, 1039x640, C5XvvKDVYAA0RdZ.jpg [View same] [iqdb] [saucenao] [google]
7799905

>>7796825
fuck you tim willits
fuck you for quake 4, fuck you for quake champions
your only good works were attack, canyon and the edge
costanza lookin ass

>> No.7799908
File: 437 KB, 1536x2048, 20210526_212848.jpg [View same] [iqdb] [saucenao] [google]
7799908

saw this at a retro vidya store earlier, priced $35. I don't own a 32x but I want to consoom for my collection, bros...

>> No.7799918

>>7799903
it's why I said CPU. GPU has to render more, but CPU gets to think less about what to render.
with any modern-ish GPU you can just pretty much run every map in r_novis anyway, so it's just for some edge cases at this point

>> No.7799919

Is there a new-ish Build Engine source port? I heard about something like that somewhere, but I don't remember what it was called. And if so, does it run smoothly on REALLY shitty computers? I wanna play Blood with Death Wish with as little performance issues as possible and I'd like to try out as many source ports as possible.

>> No.7799920

>>7799908
for your music collection, you mean?

>> No.7799936

>>7799853
On reflection, I don't know why I posted this instead of just downloading GZDoom and trying IDDT. Guess I'll plan to do that sometime.

>> No.7799949

>>7799894
Awful name teebeyeightch. Does it follow Poss and Posser?

>> No.7799950
File: 86 KB, 916x748, 1598939430448.jpg [View same] [iqdb] [saucenao] [google]
7799950

>>7799908
>a retro vidya store
these still exist?

>> No.7799953
File: 4 KB, 219x276, 1600005042079.png [View same] [iqdb] [saucenao] [google]
7799953

give me techbase megawads

>> No.7799960
File: 5 KB, 782x543, 1611396353598.gif [View same] [iqdb] [saucenao] [google]
7799960

>>7799894
>taking its main inspiration from games like Powerslave(Exhumed) and more specifically Hexen 2
>As a bonus too, a set of blood maps will be released along side the game

>> No.7799965

>>7799953
oops! all tech bases

>> No.7799969

>>7799953
all your techbases are belong to us

>> No.7799970

>>7799960
when the main draw of your game is "it's like these old things" you have to stretch it

>> No.7799978
File: 573 KB, 800x450, Not even sure if this is worth keeping or not.webm [View same] [iqdb] [saucenao] [google]
7799978

Does anyone even use this particular attack? I've been scrutinizing almost all of Kustam's moveset as I work on fine-tuning him, and this has been something that's been nagging at me for awhile.

I've considered swapping it out with a "piercing" hitscan shot where you just fire the number of rounds you stack up all at once, so like if you stacked up to two and let it off into two weak dudes, it'd kill the first guy and the one behind him.

The staff's already getting some notable tweaks, I got rid of the multi jab if you mash the attack button, and I'm gonna make the little orbs you spawn when reflecting projectiles fire in the direction you're aiming instead of being homing projectiles.

>> No.7799984

>>7799920
imagine the smell

>> No.7799991

>>7799978
ye, use it against bigger groups of baddies. I usually wait for three beebs then release it. if you gonna delet it not sure how kustam will fare in big fights tbqh. also the piercing thing sounds bad.

>> No.7799998

How do you replace weapon sprites in vanilla/chocolate doom without dehacked? When I try to do it the weapon just shows up invisible on the frames I replace. (Trying to replace SSG with PSX SSG)

>> No.7800001

>>7799991
How's it sound bad? It'd be a stack of the normal hitscan shots, and with how hitscan works, every attack would hit until the target's dead, and if any shots are left over it'd hit anything behind the first target.

I've just always found the spread gun incredibly unsatisfying to use. If I wanted crowd control I'd use the full charge shot or the charge kick.

>> No.7800019

>>7800001
sounds like you stealing from ultrakill if you go that route plus treasure tech land is already doing that. and full charge shot doesn't handle big groups of enemies well. play a megawad with big groups of guys like lost civilization to get what I'm saying.

>> No.7800030

>>7800019
The charge shot is far better at handling tightly packed crowds of enemies than the spread gun seeing as that explosion can kill things behind it, the spread gun's pellets only work for targets in the front. Plus I'm going to make the full charge shot apply that stun effect in a radius outside of the initial explosion.

>> No.7800038

Does Treasure Tech have a WAD, or does it need a different version of GzDoom?

>> No.7800039

>>7800038
just a tutorial level.

>> No.7800042

>>7800038
the dev is working on a wad with levels and shit.

>> No.7800070

>>7800030
idk bout that I seen it kill guys behind as well plus waiting for 5 beebs takes too long especially in hectic situations.

>> No.7800074

>>7800070
You might be tripping then, cus the spread gun pellets have no splash damage. But I've had enough people tell me they use the spread gun, so I'm leaving it be.
There's plenty of other shit that's in dire need of adjusting anyway.

>> No.7800079

>>7799998
make sure they're properly paletted lumps with the right sequence names

>> No.7800087

Did you know that Plutonia actually has 33 maps?

>> No.7800093

>>7799684
how do you focus and how do you get inspired

>> No.7800105

>>7798430
I found the first Stalker game practically unplayable without some QOL mods, the bullet trajectories were outrageous and the AI absolutely braindead, but I do hear your complaint about 7000 types of ammo autism and completely altering the gameplay for no discernable improvement.

>> No.7800106

>>7800074
maybe I am but ye I think its useful but if you find it unsatisfying maybe give it a new sound?

>> No.7800216
File: 552 KB, 1920x1080, Gzdoom Screenshot 2021.05.26 - 22.27.32.79.png [View same] [iqdb] [saucenao] [google]
7800216

Just finished Europe.wad
It was huge, some places looked cool with good architecture and design but there were so many monsters and not enough health/ammo.

>> No.7800259 [DELETED] 

Hear that, Trannies? Mr. We don't want you here, so get out. And if you got a problem with this post, you're one of them!

I'll never use a pronoun for any of them..

>> No.7800313

>>7799783
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>texture filtering
heresy

>> No.7800326

>>7799783
Soundless Mound

>> No.7800338

>>7800087
>Plutonia actually has 33 maps
Explain

>> No.7800343

>>7800338
Map30 has a separate deathmatch arena.

>> No.7800347

>>7800343
Still the same level

>> No.7800348

>>7800347
Not according to John Romero.

>> No.7800373

>>7800348
He's delusional

>> No.7800390

>>7799908
https://www.youtube.com/watch?v=qG2HwH1JkAI

>> No.7800401

>>7799953
mars wars

>> No.7800409

>>7800390
https://youtu.be/t4cqzvA9BZQ

>> No.7800412

What's the deal with these three HL mods (Wanted, Firearms and Redemption) that came with the retail version of CS?

>> No.7800421

>>7800079
I did

>> No.7800448

>>7800412
>Perhaps in an effort to increase the value of the original retail edition, other Half-Life mods were included in the package. These were Half-Life Deathmatch, Half-Life: Opposing Force Capture the Flag, FireArms, Redemption, Wanted! and Team Fortress Classic. All of these mods included only the multiplayer component.
That's from the CS Wiki.

>> No.7800495

>>7798954
This mod is one of my favorites but god damn that trailer looks horrendous.

>> No.7800552

>>7796825
>>7799905
I'm out of the loop. What did Tim Willits do aside from being overly proud of RAGE?

>> No.7800570

>>7799953
BTSX E1

>> No.7800573

>>7799652
They listen to music made by people who do drugs while mapping.

>> No.7800578
File: 2.90 MB, 1280x720, 1475720425524.webm [View same] [iqdb] [saucenao] [google]
7800578

>> No.7800591

>>7800578
Can't believe you just watched as those Imps bullied that poor Caco

>> No.7800598

>>7799879
>popular ones like dusk and amid evil
more like only good ones

>> No.7800612

>>7799445
>inspired by earthbound
>the game doesn't even have anything that could have been inspiration from earthbound

>> No.7800616

>>7799354
I'd like to think it's not cloning, it's mitosis.

>> No.7800620

>>7799893
Looks like they completely forgot to mention it but the main point of the new renderer is to run faster on old or slow or mobile GPUs that have issues with the bloated shaders or OpenGL 3+ render path of regular GZDoom. As such it will probably take over most of LZDoom's niche in time.

More info: https://www.doomworld.com/forum/topic/120332-gleszdoom-gzdoom-for-potatoes/

>> No.7800632
File: 256 KB, 576x523, 1530665793832.png [View same] [iqdb] [saucenao] [google]
7800632

>>7800573
>listen to music
>another hour passes without a single brush being placed

>> No.7800639
File: 582 KB, 732x900, 1617684744308.jpg [View same] [iqdb] [saucenao] [google]
7800639

>>7797669
Okay, that one was pretty trash t b h. Something better now, a thursday morning speedmap (boom compatible). 1h in making (although I lost and had recreate ~15 minutes of progress due to editor crash, lost time included in calculation, initial target was 40m) and 30m minor fixes and adjustments (generalized action doors wouldn't work in this scenario and I had to replace them with ceiling up actions). You should definitely play this. Any feedback appreciated.

https://x0.at/4x3.wad

>> No.7800654

>>7799463
>G4 Sunbathing from Marathon ~ Nameless City from Quake.
Elaborate

>> No.7800662

>>7798356
>Be prepared for whatever next boomer shooter that actually has effort behind it to use xash
I think we've moved past that, fortunately or unfortunately. Maybe Wrath's release will spur someone on "hey, I could do this in Xash!" We'll see.

>> No.7800686

>>7799390
>>7799894
By the way, GRAVEN just recently came out in Early Access.
https://www.youtube.com/watch?v=Ju3VLm1xs20
>>7800662
I think some kind of spiritual successor to DNF 2001 could've probably worked on Xash, perhaps.
Although there's a big chance we might actually get that kind of game, but its gonna be on UE4 and look more modern if recent 3DR hiring tweets are anything to go by.

>> No.7800763

Eradicator -> Evolva
. (an ALL-encompassing DOT)

>> No.7800789
File: 423 KB, 1920x1080, backalley_shot0013.jpg [View same] [iqdb] [saucenao] [google]
7800789

Still amazing that a young teen made this.

>> No.7800802

>>7800789
If only he'd finish the fucking remake. Afraid of Monsters is a classic otherwise.

>> No.7800823
File: 549 KB, 360x359, 1620533929440.gif [View same] [iqdb] [saucenao] [google]
7800823

>>7800093
copy and steal until it's done

>> No.7800825
File: 372 KB, 1920x1080, garage_shot0000.jpg [View same] [iqdb] [saucenao] [google]
7800825

>>7800802
Remake? Isn't that what Director's Cut basically is?

>> No.7800828

>>7800093
try this
https://www.youtube.com/watch?v=G4tWWiuaF7g

>> No.7800830

>>7800825
No I mean a remake. There've been rumors about it for a few years now. Team Psykaller even shut down a fan remake of Afraid of Monsters on Source some years ago.

>> No.7800835

>>7800823
That's a retro gif right there

>> No.7800853
File: 114 KB, 288x270, 1492369896928.png [View same] [iqdb] [saucenao] [google]
7800853

>>7800823
stealing is bad

>>7800828
i've seen that video but i just can't make things loopy and interesting enough
my map is like an autist was given a straightedge and a sheet of grid paper and EVERYTHING MUST BE SQUARE AND ALIGNED. BACKTRACKING IS FOR IDIOTS. EVERYTHING MUST BE LINEAR AND NEAT.
and i already blew past the goal limitations and don't know what areas i could even cut out to fix it and the only thing leakier than my map is my soul

>> No.7800913

https://vivirenremoto.github.io/doomcaptcha/

>> No.7800928

>>7799824
There is a software called midiplayer that can route midi to VSTs, I already ran some midi files through the yamaha s-yxg50(which was bundled with games like final fantasy back in the day) with this software so TTS-1 would probably work without a hitch

>> No.7800930

>>7800853
>my soul
What's that? Only certain games are allowed to have that: did you steal one from Quake 2? Give it back!

>> No.7800935
File: 172 KB, 1440x810, 506053347.jpg [View same] [iqdb] [saucenao] [google]
7800935

Is there any /vr/ Doom discord?
Do you guys need any music for the /violent rumble/ Quake project?

>> No.7800939

>>7800935
no
i don't know

>> No.7800950

>>7800935
>Is there any /vr/ Doom discord?
No... thank God.
>Do you guys need any music for the /violent rumble/ Quake project?
Individual map authors can use whatever music they like, so long as it is provided alongside the map. The mission pack soundtracks are also included in the devkit.

>> No.7800973

>>7800935
are you a sound guy? I wouldn't mind a sanity check.
basically, I tried adding some sounds, but when I export them in 11khz they end up really noisy (even silence). is that just what happens or are there ways to avoid it? I thought it might have something to do with "dithering", but I didn't see much difference between settings. I'm using audacity.

>> No.7800986

I fixed the notepad formatting

>> No.7800989

>>7800973
Try these guys, they will have the best info.
>103809686

>> No.7800991

>>7800989
>>103809686
>>>/mu/103809686

>> No.7801010
File: 159 KB, 540x244, image_2021-05-05_164654.png [View same] [iqdb] [saucenao] [google]
7801010

>go down flight of stairs
>every sector is flagged as a secret
>ears destroyed

>> No.7801014

>>7800853
Start with box rooms. Finish one box room with item placements, enemy placements, the geometry you want, then make another. Finish that box room, then connect the two with an interesting corridor of some kind, a staircase, an elevator.

>> No.7801018

>>7800950
I don't understand the aversion to a discord for projects. It worked for 500ml of /vr/, and the only reason anyone knows what the fuck is going on with Hard Fast Faggots is because >>7796845
asked about it. None of you gave a fuck otherwise.

>> No.7801028
File: 122 KB, 1280x720, zach.jpg [View same] [iqdb] [saucenao] [google]
7801028

>>7800986

>> No.7801046
File: 226 KB, 1920x1080, Screenshot_Doom_20210527_074820.png [View same] [iqdb] [saucenao] [google]
7801046

>> No.7801052

>>7801018
Stop making waves.

>> No.7801053

>>7800686
>25 bucks for two levels one of which was already in the demo

lmao

>> No.7801056

>>7801018
>worked for 500ml
did it? I remember anons claiming it got derailed, and I also remember not being sure what was going on with the project. didn't exactly end up overstuffed either.
regardless, a social network that spies on your programs, where admins actively read your private shit isn't something I'm signing up for anytime soon.

>> No.7801059

>>7800928
i use VMS
hence why im interested on the TTS-1

i saw Privateer running into it and is great

>> No.7801067

>>7801052
Go away, Mentor.
>>7801056
>I remember anons claiming it got derailed, and I also remember not being sure what was going on with the project. didn't exactly end up overstuffed either
I don't know about derailed, but the guy behind it updated the thread very often. It didn't end up overstuffed because Build is a bitch and a half to map for.
>regardless, a social network that spies on your programs, where admins actively read your private shit isn't something I'm signing up for anytime soon.
Anon your posts on 4chan(nel) are archived across six different archival websites with a log of your IP in the event that the admins need to report your post to the proper authorities.

>> No.7801068

>>7801067
shut up faggot
Just look at how shit and pozzed the Q1 mapping discord is, and how they hate this general because people here exposes their bullshit, mainly they trying to take down quaddicted out of political spite

>> No.7801069

>>7801014
I make the box rooms but it has taken me a week EACH to make three box rooms even semi-interestinig, and then the corridors are fuck. Hallways are BULLSHIIT. A hallway is uninteresting by design because it's just a way to connect the interesting things. But people make them interesting anyway. How? What black majyyk lets them turn nothing into something? I plunked down staircases but staircases everywhere are fucky and making them flow nicely to different levels is hard and they eat up the wpoly budget like a Shambler at a salad bar. So I used ramps but the ramps always feel like shit in Netquake because you can't actually stand on them, so I made the ramps shorter. But now they're too steep, so you can just fucking ramp jump off it and break the map. FUCK.

And don't even get me fucking started on elevators.

>> No.7801089
File: 1.62 MB, 1920x1080, vkquake0015.png [View same] [iqdb] [saucenao] [google]
7801089

>>7801069
>and they eat up the wpoly budget like a Shambler at a salad bar.
That would probably matter in 1996.
>A hallway is uninteresting by design because it's just a way to connect the interesting things. But people make them interesting anyway. How? What black majyyk lets them turn nothing into something?
Play the original Quake, and pay attention to id's use of angles, texture work, and the amount of detail they bother putting in to even the most insignificant hallway, or even room, and then just copy it and make it your own. I'm not kidding. Plagiarize it - copy the geometry wholesale from the id1 source maps, and then manipulate it to your liking. Do you think people actually bother making the E1M1 techbase doors themselves? They keep a .map file and copy/paste it whenever they need.

>> No.7801094
File: 2.31 MB, 1920x1080, vkquake0016.png [View same] [iqdb] [saucenao] [google]
7801094

>>7801089
Check this T hallway in E3M2's start. Those runic block textures and the cross block textures downwind give it some pop the human eye can latch on to, and the ceiling light directly above...

>> No.7801098
File: 1.65 MB, 1920x1080, vkquake0017.png [View same] [iqdb] [saucenao] [google]
7801098

>>7801094
Is indented slightly because you need to exaggerate detail in virtual worlds the same way animation is exaggerated to make it believable to the human eye. This tutorial (from 2001! Still relevant to this day) goes over what I mean in far better form than I can here.
http://archive.is/VP86K
Read this from start to finish, apply it to hallways just as you do your rooms. I believe in you anon. Try getting a map together before the Violent Rumble deadline.

>> No.7801114

>>7801010
kek

>> No.7801123

>>7801067
private conversations should be private. modding info should be public and indexable. my PC isn't a spyware vivarium.
these are common sense concepts, idk why I have to explain them.

>> No.7801124
File: 256 KB, 214x448, hangman.gif [View same] [iqdb] [saucenao] [google]
7801124

>>7801089
>That would probably matter in 1996.
And it does in this case 'cause q25-limits.
>Play the original Quake
I have, many times. I'm just fucking retarded and can't retain anything I learn by looking at it. I take screenshots of shit that's neat (my id1 folder currently contains about a hundred and fifty screenshots, and I put all id1 custom maps in a separate directory so it's all vanilla stuff) but can't do anything with them.
> Do you think people actually bother making the E1M1 techbase doors themselves?
That's different, though. The idtech door is a uniform size and there's really only one way to cut it up without editing the texture or doubling parts of it because it was clearly meant for that, so you might as well keep a prefab handy. Not using normal tiling textures to make stuff.

>>7801098
I've actually read that article before, quite a while back, I remember those green-metal screenshots. And I disliked it even then because it jumps right in with "don't bother with vanilla textures" and "just throw down some lights here (oh, that looks good already)" and "map the rest of the owl." Oh, just use something to break up the wall here. WHAT IS SOMETHING. I AM A CHEW TOY. MAPS ARE BULLSHIT MADE UP BY CON ARTISTS

>> No.7801137
File: 100 KB, 468x468, 1621466490876.png [View same] [iqdb] [saucenao] [google]
7801137

>>7801056
If someone's using discord anyways, at least use it in browser. Even if it doesn't have spyware by design of original developers, it's a nodejs/electron software, which means it probably has a million of tiny dependencies developed by a million of different literally whos from npm, every single one of whose could hide their malicious code in their library. Browser makes it sandboxed to some extent.

>> No.7801151
File: 2.99 MB, 854x480, 1595900200460.webm [View same] [iqdb] [saucenao] [google]
7801151

>>7798956

>> No.7801156

>>7801124
Best I can do for you m89 is check out every single one of dumptruck_ds's tutorials.
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
Good luck anon.

>> No.7801161

>>7801018
>I don't understand the aversion to a discord for projects
social fear

>> No.7801163

>>7801069
you should detail at the end

>> No.7801169

>>7801161
feels weird using a supposedly private chat, having your name written in and scrolling through hundreds of messages as opposed to using a forum where things are properly organized and easier to find
something about how the website is designed makes it as if people are using it for something for other genre of sites

>> No.7801170

>>7801018
>I don't understand the aversion to a discord for projects
Group chats where names can be tied to all posts is a bad idea. Cliques are formed, and with time it becomes a circle jerk. I've seen enough groups tear themselves from the inside out to know this.

>> No.7801174

>>7801169
>>7801170
I'm not talking about direct messaging, I'm talking about using it purely as means for the mapping, all conversations public like
>Hey can someone test this
or
>Your map needs work faggot
etc.
>>7801123
Not talking about direct messages, or discord in general. I speak of using it as a means to complete a project.
>>7801068
The people who made 500ml of /vr/ didn't become trannies at the end of the project anon.

>> No.7801176

>>7801170
> I've seen enough groups tear themselves from the inside out to know this.
could have just said you visited /vg/

>> No.7801178

>>7801018
Like the other anon said, it's too walled-off and awkward to search. Especially if anything but on-topic discussion is going on.

>> No.7801180

>>7801151
nice turok vibes

>> No.7801181

>>7801151
What solution did you end up going for with making the backpack static?

>> No.7801182

>>7801174
>>Hey can someone test this
>or
>>Your map needs work faggot
We have a general to do this already. Why does it need to be contained in an external bubble?

>> No.7801183

>>7801182
Like I said, nobody knew what was going on with Hard Fast Faggots until some anon asked about it. Lo and behold, the original project lead is fucking gone.

>> No.7801193

>>7801183
Trannycord would change nothing and wouldnt prevent this you fucking faggot
2048 units did fine without any of this shit, because the lead anon delivered, website has nothing to do with it so /vr/ general is better because its not bloated to hell like discord
Jesus just quit your fucking complaining, we got a new project lead now, if you really cared about HFFM you could have stepped up like he did

>> No.7801194

>>7801193
>if you really cared about HFFM you could have stepped up like he did
based department? i have an emergency

>> No.7801195

>>7801183
he warned about downtime in advance, a couple times.
not wanting to step on his toes doesn't mean "nobody knew".
and again, vague wait post-deadline always happens, happened with 500ml and 2048u as well. QUMP took almost an entire fucking year.

>> No.7801201

>>7801183
>I don't lurk /doom/ often enough to know what's going on

stop posting immediately and lurk the fuck moar

>> No.7801203

>>7801156
I've been messing with TB since before his tutorials were a thing and didn't learn much from all the ones I watched. The problem isn't anything technical. I learned how to mold brushes, and I learned to make them move; I know which ancient programs to edit textures and HUDs and paks and the arcane magic spiral of info_notnull. The issue is making anything beyond a square room with a weird hack or single set piece that doesn't mesh with anything else thought up late one night, thrown together, and stuck in a folder forever. And no, just linking those scraps together doesn't work very well at all.

Also, he just irks me.

>>7801163
Well, yeah, but a nicely detailed hallway is still just a hallway.

>> No.7801213

>>7801203
I think you might be retarded anon. This is like knowing the ins and outs of music theory and being incapable of applying it to your guitar playing.

>> No.7801214
File: 1.04 MB, 1920x1080, 1595328823900.png [View same] [iqdb] [saucenao] [google]
7801214

>>7801181
anon >>7799615 provided a static model

>> No.7801217

>>7801203
if you can't work from layouts, and can't work from gimmicks, try working from encounters. just literally plop five enemies in, then play with LoS blockers and elevation, then build a room encasing the encounter. drop nonlinearity entirely unless it comes natural.

>> No.7801235

>>7801213
I already said I'm retarded, you dingus. That comparison isn't quite right, though; there's nothing artistic or imaginative about the actual technical map-making process itself, at least the way I see it. It's more like taking a draft and remaking it as a 3D object in the CAD program of your choice, just punching numbers, extruding shapes, linking widgets, applying materials. The big problem arises when there's no blueprint to work off and one is left pushing brushes into the void because their brain is so goddamn stupid it takes them a month to figure out how to make two rooms connect in a way that doesn't look like a Duplo set.

The discouraging part is that anyone can learn those technical skills, and more people are learning every day, but it seems to be all but impossible to just "be creative." In contrast, being creative to start and picking up those skills is ideal because you already know what you want to make and you're constantly getting closer to MAKING it.

>>7801217
I don't think I can work from anything. This was a mistake.

>> No.7801241

>>7801203
this is the most important unreal/ut99/04 level designer and one of the ue4 evangelists:
http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/

>> No.7801246

>>7801203
>>7801235
If you literally struggle with inventing shapes and decorations, just come up with a list of vague variants on paper and then roll a dice to choose from.
An example:
> variants for the next room:
> rectangle
> ellipse
> variants for do i want another wall decoration here:
> yes
> no
> variants for the next wall decoration:
> torches
> windows
> tech
> signs
etc

>> No.7801247

>>7801241
>I wrote this book to fill up the empty hole of “Why” tutorials and books. Most tutorials only explain the technical steps on how to make something but knowing the design side – how to make something look or play well – is just as important to know, if not more. Even a monkey could be taught how to operate a certain program and create 3D objects, but no one could teach it how to make it look and feel nice or play well. That’s where the difference lays.
You have just sold me on this book. Or as much as you can sell me something that's free. Thanks.

>> No.7801251
File: 867 KB, 1600x900, D2D3E1BA7E9C39C45702BC9A1D05D2A4D4A1D07C.jpg [View same] [iqdb] [saucenao] [google]
7801251

>HAIL TO THE QUEEN BABY
Do you think it's fair to say that Shelly has replaced the Duke as being the high mark for retro-style Build Engine FPS'es? I know that might sting for some, but without a new quality Duke game to measure it against, I think Ion Fury has taken the high ground now. Aside from some jankiness (which may be all the Build Engine's fault) it just seems to do everything right that we love about retro-style FPS'es.
>A pixelated art style that's not so low-res that it's distracting, but high-res enough that it can create a powerful sense of atmosphere and a realistic "lived-in" feeling to the world.
>Tons of interactivity, from all of the voxel objects including all of the food lying around to lots of breakable walls.
>10/10 level design with huge, complex, non-linear levels.
>Ball-busting difficulty that is fair and honest and not bullshit.
>Tons of secrets everywhere, some of which are very well hidden and pop-culture references everywhere.
After spending almost 200 hours in the game and just having beaten the most difficult level last night, I feel like calling it, Ion Fury has replaced the Duke for the high mark of Build Engine FPS'es.

>> No.7801252

>>7801251
Ion Fury is a great game but Shelly can never replace Duke. She is not as interesting.

>> No.7801256

>>7801251
Ion Fury is great but the level design doesn't even compare to Duke Episode 1 & 2. Plus, the environments for 60% of the game are boring sewers and underground labs.

>> No.7801264

>>7801256
>Plus, the environments for 60% of the game are boring sewers and underground labs.
That's a fair point, but I still think that the earlier Cyberpunk city levels totally outshine the rest of the game in terms of atmosphere and art design.

>> No.7801268

>>7801247
Hold the fuck up, the same guy made Rankin AND Torlan? Jesus Christ. Why is this book not recommended more often? How is this shit not considered a holy grail?

>> No.7801270

IonGDX when

>> No.7801273

>>7801251
Bland character, weapons are mostly forgettable.

>> No.7801274

>>7801268
Because I ain't reading a fucking book on something I'm only doing as a fun hobby.

>> No.7801278
File: 52 KB, 512x512, 1590390543220.jpg [View same] [iqdb] [saucenao] [google]
7801278

>>7801274
Reading is a fun hobby.

>> No.7801280

>>7801241
Can somebody upload this to the MEGA in the OP or something? I'm not making a Scribd account just to download this shit.

>> No.7801302

>>7801273
>weapons are mostly forgettable.
Wrong. The Shotgun has a memorable design and function of interchanging into a grenade launcher. Bowling Bombs were a unique concept, the Lover Boy pistol is easily the best pistol in any FPS ever. How many SMG's you know also set enemies on fire? Clusterpucks are overpowered AF. The only ones that are bland are the Chaingun, which was still very powerful and effective, and the Crossbow, which needed a scope, and as a futuristic scifi weapon, pails in comparison to something like Classic Doom's Plasma Riffle.

>> No.7801308
File: 46 KB, 320x200, spoon.png [View same] [iqdb] [saucenao] [google]
7801308

>>7801280
first day on the internet?
https://drive.google.com/file/d/1uB3pUjPkHuWWOYEc70nkVjVlR09ua70z/view

>> No.7801313

>>7801278
If reading was fun you wouldn't be forced to do it in school. Think about it.

>> No.7801348

>>7801268
it seems that unreal and quake players don't overlap much, modders even more as their editors are quite different, hell, I've seen mappers lost the drive to design on ue3 because the unreal world is subtractive in contrast to quake's additive one, epic had to put both methods and ended removing the subtractive one when it's objectively better

>> No.7801357

>>7801348
Q1 circlejerk mappers lives to shit on other games, its no surprise at all.

>> No.7801362

>>7799783
You've just discovered on the of the largest and most versatile smorgosbords in gaming, enjoy.

Check out 2048 Units Of /vr/, it's a mapset the lot of us made last year. Quality varies some, as it's made by all sorts of different people, but there's lots of quite decent and really good stuff in there.

>> No.7801363

>>7801357
why do you shout this so often

>> No.7801364

>>7801357
well, they are also a majority as the unreal community is dead on the water

>> No.7801369

>>7799783
rekkr

>> No.7801376

>>7801363
He holds a grudge against the Q1 mapping community for shitting on and effectively killing any semblance of a Quake II mapping community in the womb over a decade ago.

>> No.7801381

>>7801376
>any semblance of a Quake II mapping community in the womb
>when Q2 was already over a decade old
What.

>> No.7801385

>>7801381
I dunno man. He's strange. If he really cared, he would be spearheading QII mapping, but he just shitposts here.

>> No.7801401

>>7801385
he should make a channel with maps review, obscure shit and fucking tutorials on how to map for q2

>> No.7801414

>>7801376
>>7801385
>>7801401
>Quake 2
I don't give a shit about Q2, nor i ever played it.
i just pointing the obvious on how fairweather's gang spent years shitting on other games and communities since the days of Planet websites, since i saw his bullshit there, i saw them, neodoom and doomworld shitting Douk 3d Community FOR YEARS until eDuke32 dickslapped them sideways.

Plus, Im a Q1fag who hates how these retards including dumptruck sees themselves as the "faces" of quake now.

>> No.7801416

>>7801401
I don't think he ever will. This was the height of the delusion:
https://desuarchive.org/vr/thread/7357345/#7359741

>> No.7801421

>>7801414
>Plus, Im a Q1fag who hates how these retards including dumptruck sees themselves as the "faces" of quake now.
You don't hate it enough other than to sit and spin into the void on /vr/ lmao

>> No.7801426

>>7801414
Didn't FW and that crowd only show up in like the past two years or so? Their oldest map credit on quaddicted is from 2019 (with literal dozens of maps/speedmaps since then, although how many are maps and how many are "I helped/organized" I don't know ofhand) so I'm not sure how they spent years on the Planet* sites that were already dead and gone by the time they showed up in the Q1SP community.

>> No.7801438
File: 713 KB, 1920x1080, Douk26.jpg [View same] [iqdb] [saucenao] [google]
7801438

So, Duke it out in DC definitely starts with the big setup. They didn't even have an intro for this one even though they gave both the Caribbean and Nuclear Winter meme expacs story intros which I found somewhat odd.

Still, the game's definitely bringing out the big guns on this one in terms of levels lol.

>> No.7801449
File: 653 KB, 1920x1080, Douk27.jpg [View same] [iqdb] [saucenao] [google]
7801449

The level was pretty neat in terms of the set decoration and everything but I was kind of let down they didn't have more interesting Duke-ish puns. Don't know when this expac came out but I sort of expected some kind of "Oral Office" joke about the Oval Office because the Clinton-Lewinsky thing was going on but I guess that only broke out in 1998.
Sadly no aliens in secret service uniforms of MiBs, I think that would've been appropriate but oh well. Still, an alright level.

>> No.7801453

>>7799908
If you think it would be worth adding to your collection, I guess go for it, $35 isn't a lot of money, but maybe you could haggle for a few bucks.

>> No.7801457

>>7801414
>>7801416
>>7801421
>>7801376
I dont get this, why are people so pozzed up like this? Can't people just map for their favorite games and let others enjoy theirs? I mapped for Doom and Q1. I liked playing Duke3d and would try some mods, shadow warrior was cool, I liked hl1. I liked Q2, that guy who made citizen abel impressed me with his mods. I played Q3A deathmatch on P.E classes in high school(Poland). Why the fuck do people act like a bunch of gorilla nignogs and just slam eachother instead of playing and mapping? From where does all the tranny vitriol come?

>> No.7801458

>>7801453
I could eat an entire week with 35 dollars

>> No.7801460

>>7800421
Make sure they have offsets set.

>> No.7801462

>>7801458
how do you even eat a week?

>> No.7801473

>>7800612
Right? It's like a completely valueless buzzword at this point. I wonder if there's a list somewhere which mentions all games claimed by the authors or advertising as being inspired by Earthbound, and then with a tickbox for whether or not there actually is anything in the game which is.

>> No.7801479

>>7801462
one bite at a time

>> No.7801484

>>7801473
Besides, the only good thing about earthbound was the setting and story - you're a kid saving the world from an eldrtich alien god, you have to deal with adults and all kinds of weird shit - its a nice charming setting
Gameplay on the other hand is absolute garbage grindfest - most of these games take only the shit gameplay, so they replicate all the flaws without giving you anything good in return

>> No.7801485

>>7800935
Some music tracks could be cool. Anyone making a level which they haven't decided on a track for? Maybe this would be a good opportunity.

>> No.7801487
File: 112 KB, 1280x720, 1612809623282.jpg [View same] [iqdb] [saucenao] [google]
7801487

>>7799528
Finish your goldeneye map, you fucking faggot

>> No.7801494
File: 42 KB, 559x343, falling down stairs.jpg [View same] [iqdb] [saucenao] [google]
7801494

>>7801010

>> No.7801543

>>7801018
Barrier of entry, also can easily grow circlejerky when it really doesn't need to, also doesn't really do the whole anonymity thing anymore. Joining a group from here for a project that's supposed to be by anons on /vr/ would almost feel like just namefagging right here in the thread. It's one thing to just attach my name to my map in the credits, and whatever else I may have contributed, but it'd just feel weird to have it present at all times during discussion, it's not really anonymous anymore.

>> No.7801583
File: 686 KB, 1920x1080, Screenshot_Doom_20210526_211651.png [View same] [iqdb] [saucenao] [google]
7801583

>>7800216
Some screenshots of the places from it.

>> No.7801614
File: 654 KB, 1920x1080, Screenshot_Doom_20210526_210022.png [View same] [iqdb] [saucenao] [google]
7801614

>>7801583

>> No.7801620
File: 887 KB, 1920x1080, Screenshot_Doom_20210526_212139.png [View same] [iqdb] [saucenao] [google]
7801620

>>7801614
Yep this sure looked like Europe alright.

>> No.7801626
File: 671 KB, 1920x1080, Screenshot_Doom_20210526_213325.png [View same] [iqdb] [saucenao] [google]
7801626

>>7801620

>> No.7801640
File: 523 KB, 1920x1080, Screenshot_Doom_20210526_214517.png [View same] [iqdb] [saucenao] [google]
7801640

>>7801626

>> No.7801645

>>7801620
European here, looks mostly authentic.

>> No.7801656
File: 853 KB, 1920x1080, Screenshot_Doom_20210526_215013.png [View same] [iqdb] [saucenao] [google]
7801656

>>7801640
And finally what tour of Europe wouldn't be complete without football complete with hooligans

>> No.7801703
File: 50 KB, 600x583, 1621006505510.jpg [View same] [iqdb] [saucenao] [google]
7801703

>>7801487
I put it aside for a while because I have to start it over again because I made a series of unfixable mistakes and it has my balls inflamed into oblivion

>> No.7801727

>>7798407
if you want the post-apocalyptic atmosphere someone modded Ashes 2063 to work better with hdest

>> No.7801735

>>7799615
what are you using to get the .mdl back to the 3d editor, noesis?

>> No.7801741

>>7801056
>>7801018
500ml was a relatively small project, so it was helpful to consolidate most of the obtuse Build engine discussion there. I agree that we should have been more transparent with the development.

>>7801170
I absolutely agree with this sentiment, but that never happened to us. There was no drama or gay shit going down. The chat wasn't moderated and we all got along fine.

>> No.7801771

>>7801735
I just used QME to change the flag. but I'm a blenderfag anyway, it has direct import/export.

>> No.7801847

>>7801313
If you weren't retarded you wouln't have been forced to read, you'd have done it voluntarily.

>> No.7801852
File: 100 KB, 1920x1080, 1606609107651.png [View same] [iqdb] [saucenao] [google]
7801852

>>7801771
oh, right, I just wanted to correct the origin point

>> No.7801861

>>7801235
>>7801246
Building on this idea, either 1st edition D&D or OD&D literally had a dungeon floorplan generator built into the back of the DMs guide. Just use that to design your map. It worked well enough for Gary (PBUH).

>> No.7801878
File: 468 KB, 1920x1080, Douk19.jpg [View same] [iqdb] [saucenao] [google]
7801878

>> No.7801881

>>7800950
>Is there any /vr/ Doom discord?
There is, but it was created in 2015 so you're just gonna find a bunch of people who don't even come here anymore

>> No.7801897

>>7796682
continuing the credits txt from where NM3Anon left off

lunchlunch for Late Forever and Somewhat Possible
unf. for piss easy
DR_FUCKHEAD for the INTERPIC, and Jawbreaker
Captain Mozzarella for the new monster sprites, plus The Leather Club and Fudge Packers Inc.
FaceAnon for the Billy Herrington face sprites
Jimmy for compiling the font used in the status bar
NMN3Anon for slaving over SLADE3 and organizing it all.
For the description, I have:
An 18 map collective mapset by /vr/, themed around hard fast *fun*/*faggy* maps.
Created with assets collected from Realm667 and Doomworld's Afterglow, mapped in a 2 month period by many, many enterprising anons, organized as a community project.

anything else not listed here will be credited as anonymous unless someone says so otherwise. reply to this post with changes you want made.

>> No.7801952

>>7801881
For the better that way, if people wanna be pals they can do it in private or other channels, it's better if /doom/ doesn't have one, not a persistent channel anyway, the THREAD is what's our persistent means of communication and it all keeps us mostly anonymous most of the time, which is what makes the place cozy.

Maybe it made enough sense to have a temporary one for something more complex such as 500ml Of /vr/, apparently this worked out, maybe because it was a smaller group with a comparatively smaller project, but I'd still be cautious of the idea.

>> No.7801963
File: 111 KB, 671x685, 1551498926599.png [View same] [iqdb] [saucenao] [google]
[ERROR]

If we were to have a temporary place to organize collaboration it should be something disposable that can be disbanded and deleted after it serves its purpose. Discord encourages you to stick around and keep a server running, which can have its own benefits, but the long-term effects it would have on the general mean it's not what we're looking for.
There has to be something we can use, I wonder what it is?

>> No.7801968

>>7801963
I'm pretty sure volafile rooms have a chat function (for whatever reason) and those self delete after 48 hours.

>> No.7801987

>>7801968
Oh, no kidding? That might work.

>> No.7802017

>>7801878
That fucking oj chase took forever in the Duke Nukem universe.
The entirety of the alien invasion cops were still chasing that white bronco.

>> No.7802026

>>7801963
Why not just set up a small irc channel? There's no incentive to keep those running. You can use a web client... No download...

>> No.7802052

>>7802026
There is one already at the bottom of this pastebin link, it's been dormant for years but some people have joined it recently.
https://pastebin.com/hzDnLpct

>> No.7802054

>>7802026
Actually Clovr has an IRC channel. You can ask R. about using it for this purpose when he's around if that's something you actually wanna go for.
>>7802052
Oh... I guess that's actually even better option then.

>> No.7802080
File: 258 KB, 1920x1080, Screenshot_Chex_20210527_142415.png [View same] [iqdb] [saucenao] [google]
[ERROR]

guys i can't believe chex fucking died

>> No.7802081

>>7802017
Atomic car engines with cruise control, and futuristic MREs, lets you just drive and drive, they crossed through inland America multiple times before finally catching him, it took a couple of years.

>> No.7802085

I just finished Rekkr. Overall a great experience, though the final boss was really easy (he didn't even damage me after I cleared out his minions), the difficulty curve was all over the place and that's my main complaint, some maps in E1 took me longer and felt harder than some in E2 and E3.
The graphics and the music felt jarring at first, but they grew on me like mold on cheese and I love them now.
Weapon balance is fine after you get used to it and the enemy roster has a lot of potential, but I felt like the Holy Relic needs more visual flair, it's not underpowered but it feels like it, while the Steelshot feels great to use, powerful but clunky, while being worse than the Relic in most cases.
Platforming was fine, but holy shit are the secrets cryptic, I didn't even know puppies were a thing until I checked out the doomworld forums and saw that they're the ones that lead you to the secret levels, I also thought the small switches that need to be shot are nothing more than decoration.
In conclusion, I got over my frustrations with how the game plays and now I'm pretty much a big fan of it.

>> No.7802090
File: 25 KB, 1646x901, E2afeBVUcAMboFZ.png [View same] [iqdb] [saucenao] [google]
[ERROR]

https://twitter.com/Jho7835/status/1397980178492522498

>> No.7802104

>>7802054
Yeah, it was made specifically for keeping track of projects here

>> No.7802110

>>7802104
Very good.

>> No.7802114

https://www.realm667.com/index.php/en/sfx-shoppe-mainmenu-139-58855/other-66854/2397-parallaxing-sky-viewpoint#description
>An improved variant of ZDoom's existing static sky viewpoint actor, unlike the ZDoom sky camera, this camera will move relative to the players' camera, making it so you can move closer or further from objects like distant hills that exist within a skybox sector, instead of the camera staying in place, similar to 3D skyboxes in the Source Engine.

>> No.7802129
File: 75 KB, 277x256, 1550814080443.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802114
nice

>> No.7802151
File: 31 KB, 419x410, TF2 Scout.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802090
>that bio

>> No.7802159
File: 639 KB, 1920x1080, Douk14.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802017
Kek.
They had some really good 1990s easter eggs in there. Like the Unabomber reference in Pig Sty.

>> No.7802169
File: 21 KB, 302x315, scout Track Terrorizer.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802151
that is tame for current year, do you know what isn't though?

>> No.7802176

Is really Duke 3D the only worth playing game of the series?

>> No.7802184

>>7802169
Funny story, something like this happened at my high school. A guy on the basketball team turned out to already have graduated, and he was pretending to be a high school student to help his brother make it to states or something stupid like that. Except it took most of the school year for anyone to figure it out, rather than three days.

>> No.7802195

>>7802090
is this based on a character from a different game?

>> No.7802250

>>7796674
Apparently Zones of Fear got an update 2 days ago for the first time since 2012.
https://www.moddb.com/mods/zones-of-fear

>> No.7802287

>>7802250
>It's not someone else who took the lead but the exact same creator

It's really something going back to one of your old projects you did around a decade ago,but props for that.

>> No.7802304

>>7796673

https://www.moddb.com/games/doom-ii/downloads/massmouth-trilogy-2000-2004-fixed-version

Speaking of old wads getting updates,there's a fixed version of Mass Mouth

>> No.7802335

gmotaman will u fix kustam slippery movement? platforming or walking on small ledges is complete ass with this dude.

>> No.7802375

I know it's an ancient and overdone joke, but was there ever a WAD that contained a sound lump called DSFARGEG (or its speaker bloop companion, DPFARGEG)?

>> No.7802386

>>7802195
nvm it's zakrello from gundam

>> No.7802412
File: 265 KB, 640x480, doom02.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7802448

>>7802375
it was banned from idgames for this submission

>> No.7802454
File: 77 KB, 633x866, 30566.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7802463

what if someone drew the loremaster from strife dating the loremaster from helltaker?
now that's funny

>> No.7802493

>>7802454
looks like something out of splatterhouse

>> No.7802502
File: 115 KB, 960x541, 1608607505011.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802151

>> No.7802520

>>7802463
what if we drew fanart of video game characters who looked similar or did similar things and had them meet and say "we are alike"

>> No.7802527

I appreciate Slayer's Testaments for taking modern Doom bits and bringing them into not so restrictive world of Quake, but gosh is it janky. Original Marauder is already kinda annoying because of his AI getting lost unpredictably, but here it's another level of inconsistency.

>> No.7802532

>>7802527
It has the marauder? I thought it was 2016 only

>> No.7802538

>>7802532
It mixes 2016/Eternal/classic levels

>> No.7802539

>>7802527
>>7802532
it adopted eternal stuff eventually

>> No.7802545
File: 1.32 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802532
It has now, a new update came out few days ago.

>> No.7802564

Are Goldeneye and Perfect Dark that bad?

>> No.7802603

>>7802564
Off the top of my head, the worst aspect I can think of for both of those games is the controls. The N64 only had one analog stick, so you had to choose whether you'd use it to either move around or look around (you'd have to use the C-Buttons to move around like in Turok if you picked the latter.) Being able to aim manually by holding down R did help a bit, at least. These controls will take some getting used to nowadays, though honestly I'd recommend playing with the KB+M patch instead (which also helps with the framerate in both games). The objective-based gameplay is still a lot of fun IMO.

>> No.7802605

>>7802564
Nope, its just meme from underage autists.

>> No.7802610
File: 145 KB, 1024x768, 1614801478_20210303145624_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

I remember for a while this place was almost impossible to discuss about Half Life because of one anon,what happened?

>> No.7802612

>>7802610
He's dead, Jim. Don't know exactly what happened, but he's long gone now. Rejoice.

>> No.7802617

>>7802603
You could dual wield controllers to alleviate the single analog issue at least a little bit.

>> No.7802621

>>7802612
true but australia-kun still posting so /vr/ is not fixed yet.

>> No.7802630

>>7802617
Indeed, though I felt like having to hold two controllers at the same time was a bit awkward. Still neat that they had that as a control option though.

>> No.7802634

>>7802621
How do you know he's australian?
ASAIK these threads kills his(or their)posts rather quickly

>> No.7802641
File: 680 KB, 1920x1080, Douk24.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802610
What did that anon do?

>> No.7802650

>>7802641
Was a real nagger whenever someone mentioned HL and make it personal.

>> No.7802657
File: 12 KB, 476x411, doomguy arms crossed.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802641
basically he would spam copypastas about how half-life ruined the so called golden age of FPS games and would reply to any post that had anything to do with half-life and tell them to kill themselves. we started calling him alf. he also inspired a copycat who went to doomworld and formed a personal vendetta against a few literally who anons here but he's dead too.

>> No.7802661
File: 296 KB, 540x718, 1535360406314.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802650
>>7802657
Wew

>> No.7802663

>>7802657
with that said, let's not derail this thread to be about old drama. what are your favorite half-life mods? I like residual point & residual life a lot, they perfectly nail that valve level design and also have a sense of mystery with the surreal xen chapters

>> No.7802696

>>7801124
Something like wooden or metal support beams, or trimmings from the ceiling, or holes in the wall for torches or windows, or faces on the wall. Anything!

>> No.7802703

HL1 had some bomb fucking sound design. Music, too.
https://www.youtube.com/watch?v=leVIKBE_UPY

>> No.7802710

>>7802663
I would say Half-Payne is pretty damn good for some slow-mo action

Azure Sheep is pretty good too

>> No.7802715

>>7802703
too bad there is no way to play the tracks in WON versions older than 1.1.1.0 without the CD.

>> No.7802725

>>7802663
They Hunger was my favorite Half Life 1 mod.

>> No.7802726

>>7802710
I love half-payne. probably the best attempt at a "game meets half-life" mod. the pills work surprisingly well with half-life's level design

>> No.7802735
File: 599 KB, 1280x1024, desktop2021.png [View same] [iqdb] [saucenao] [google]
[ERROR]

thoughts on win98 desktops?

>> No.7802742
File: 196 KB, 300x459, avp2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Does anyone know how to fix the jittery mouse input in AvP2? I've barely managed to limit the game to 75FPS because stuff like LithFix just crash the game. The mouse control of AvP1 is flawless. In AvP2 there's some weird interference, especially when there's horizontal and vertical input at the same time.

>> No.7802745

>>7802735
Pretty sad modern windows can't natively run DOS games anymore.

>> No.7802750

>>7802375
>>7802448
what are you two talking about?

>> No.7802759

>>7802745
Atleast there's dosbox for that. The real problem is win 95/98 and especially 3.1 games.

>> No.7802762

>>7802335
That's more of a problem with Doom's inherent slippery movement, it's just more noticeable with Kustam because of his lower gravity.

>> No.7802763

>>7802745
look on the bright side, now you can use a music player while playing a game. unless theres some way of doing that on win98 that i dont know of, its a convenience thats taken for granted. thats one of the reasons why i like owning a win98 pc so much, i can learn just how terrible computing was back then. and play awesome vidya on the hardware they were intended for.

>> No.7802774

>>7802610
We found out where he lived, and then we put his hands into a plugged in waffle iron. He still shitposts obsessively, but much slower now.

>> No.7802787

>>7802663
The Specialists, it was a bit like Counter-Strike or Firearms, except with jive as fuck Matrix/John Woo style maneuvers, martial arts, and slow-mo dives. You could be completely unarmed and unequipped, and still effectively combat a dude with body armor and an M60E3, because you could dodge and hop like a madcunt, and jump-kick him in the mouth to snatch his machinegun from his hands.

If you learned how it played, the game would really reward being ballsy as fuck.

>> No.7802791

>>7802787
>The Specialists

That reminds of of Action Half life and action quake I think?

>> No.7802796
File: 62 KB, 230x220, 420penguin.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802759
I remember a while back I put a bunch of retro FPS games I had on steam on a cd to see if they could be played on my parents' old Windows 98 PC. Obviously it worked, but it was really cool to do so, and ever since I've always wanted to build a late 90s gaming PC when I have the time and money for it cus playing stuff on DOSBOX or emulated OS's feels way too different on a modern screen. Of course it'd only be for the novelty of it considering source ports exist, but it'd be neat to have nonetheless.

>> No.7802797

>>7802703
Personally I actually prefer HL's approach of song being one-time occurances rather than looping constantly. It's more memorable.
https://www.youtube.com/watch?v=QnmUkTLipYQ
I know this is BMS but come on, the music is spot on here, both canyon and helicopter boss parts.

>> No.7802810

>>7802797
Thief did the same thing, only stuff like Sin was still in a previous era mode regarding that.

Not that I dont mind nice tunes.

HL wanted to handle silence and ambient effects more. It helps with immersion really.

In fact I miss the huge fucking reverb everything had back then comapred to the wimpy sounds modern games have.

>> No.7802837

what was the command to disable the smeary textures on Quakespasm again?

>> No.7802852

>>7802837
gl_texturemode gl_nearest for full crunchy textures, or gl_nearest_mipmap_linear for a bit of blur on distance textures similar to the software renderer's mipmaps. It's probably better looking to use just _nearest and force enable anisotropic filtering, though.

>> No.7802854

>>7802837
gl_texturemode 3

>> No.7802856
File: 464 KB, 598x393, file.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802750
an ancient meme

>> No.7802858

>>7802762
god playing as the security officer in samsara was fucking weird because of marathon's moon gravity

>> No.7802862

>>7802837
r_particles 2 while there

>> No.7802864
File: 471 KB, 1575x771, epic.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802520

>> No.7802879

What did Hell Revealed 2 do wrong that makes even fans of hard wads dislike it?

>> No.7802881

>>7802856
sus

>> No.7802909
File: 7 KB, 640x354, 1597604228927.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802864

>> No.7802915
File: 1.49 MB, 1920x1080, spasm0040.png [View same] [iqdb] [saucenao] [google]
[ERROR]

gonna replay Arcane Dimensions again.

>> No.7802936

Why is the original CS not a free mod anymore?

>> No.7802954
File: 180 KB, 950x1024, 1537479166168m.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802864
What the fuck man

>> No.7802972
File: 1.32 MB, 1920x1080, spasm0019.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802915
sorry again, it's been a while since i've used quakespasm but what was the console command to make it look blocky in that screenshot and this one again? i tried googling what it was but couldn't find it

>> No.7802978

>>7796673
based half-life OP dabbing on doom plebs thread

>> No.7802979

>>7802972
r_scale (1-4)

>> No.7802980

>>7802972
r_scale

>> No.7802987
File: 1.00 MB, 184x141, 1621269019050.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802979
>>7802980
thanks

>> No.7802992
File: 100 KB, 805x540, 1598527689646.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7802972
fov "110"
r_particles "2"
//fog "0.02" "0.8" "0.6" "0.4"
gl_texturemode "3"
crosshair "1"
r_wateralpha "0.4"
r_slimealpha "0.8"
r_lavaalpha "1"
r_telealpha "0.6"
v_idlescale "0.5"
r_viewmodel_quake "1"
gl_flashblend "0" //to disable light globes around the light sources
gl_overbright 1
gl_overbright_models 1
v_gunkick 2
r_lerpmove 1
r_lerpmodels 2
r_scale 1
//scr_clock 1

>> No.7803007

>>7802763
Multitasking with DOS applications was possible, although not as smooth as on NT since the Win32 system was essentially built on a 32-bit DOS extender that also ran DOS machines in VM86 mode and struggled a bit preempting between the two. Also with an incompatible sound card, you only had an emulated Soundblaster Pro in DOS boxes.
There's a project which brings the 16-bit emulator from non-x86 versions of Windows NT (and its leaked source code) to 64-bit, but just like the original NTVDM it still lacks sound card emulation (which could be provided by VDMSound) and video capabilities beyond VGA. Sucks for games, great for legacy apps though.
https://github.com/leecher1337/ntvdmx64

>> No.7803016

>>7802992
>fisheye fov because there's no fov_adapt 0
Also, putting liquid transparency in your autoexec is really bad practice.

>> No.7803023

>>7803016
>quake
>no fish eye
choose one and only one

>> No.7803027

>>7803007
>it still lacks sound card emulation
Haven't looked at it in a while, the currently recommended flavor does have at least SB 2.0 emulation.

>> No.7803040

>>7803023
We're very proud of you for playing with 124 degree FoV in a slow single-player game when only a handful of multiplayer pros even play anywhere close to that, anon. You're really showing off here. Now get rid of the damn water alpha, all you're doing is making all the liquids washed out in vanilla maps because you neglected to include r_novis in your smorgasbord of copied cvars.

>> No.7803065

>>7803040
worst than the bilinear filtering doom retards

>> No.7803074

>>7802454
barnacles suit doom. has someone ever made a zdoom enemy or something of this?

>> No.7803076
File: 1.45 MB, 1920x1080, spasm0008.png [View same] [iqdb] [saucenao] [google]
[ERROR]

i know i should turn down the brightness but i just want to show the architecture

>> No.7803079

>>7802759
PCEmu is pretty good... Runs things about as well as my old windows 98 laptop does. As properly, I mean. The laptop has better hardware than PCEmu can top out at.

>> No.7803081

>>7803040
anon.. the alpha doesn't work without r_novis so we should suppose he is using it

>> No.7803084

>>7803081
is not my autoexec, it just a bunch of commands he should try, I do use r_novis, I have my vis files in the map folder

>> No.7803085

>>7802759
its funny cause its literally easier to run old windows games on mac and linux than windows because of wine

>> No.7803092

>>7803085
https://reddragdiva.dreamwidth.org/607714.html

>> No.7803103

>>7803065
What? I don't give a shit what you set your own FoV to, but I'm telling you there's an actual problem in your config and you should fix it yourself before you pass it around again.

>>7803081
>so we should suppose he is using it
There's no evidence to support that from one post alone. r_novis is a saved setting but so are several other cvars in that list.

>>7803084
If you have custom vis files, then you don't need to use novis.

>> No.7803105

>>7803103
>I'm telling you there's an actual problem in your config
I don't

>> No.7803109

>>7802864
what's even the point of this in doom's case? that you think the unicorn looks faggy? who cares kys there's all kinds of dumb cosmetics out there

>> No.7803118

>>7803105
The water alpha, you fucking donut. Without novis or custom vis files, it does nothing good. Either it'll just make surfaces look washed out because they're partly showing the (default) grey void behind, or if somehow gl_clear has been toggled off, they'll show a partial hall of mirrors effect. A lot of custom maps with opaque water were made before compiling with water visibility portals was the default behavior (not to mention it's often opaque for a reason, like the id1 healing pool), and custom maps with transparent liquids nearly always include the author's intended settings for transparency in worldspawn which are auto-set when it's loaded and may or may not be overridden by your autoexec depending on engine. And then there's the fact that running with novis enabled all the time can seriously slow down your framerates on modern maps, especially if you don't exactly have a new computer build because you're posting in /vr/.

>> No.7803119
File: 2.50 MB, 1920x1080, spasm0015.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7803121

>>7803065
>play on a crt to blur the pixels bro
>ok i'ma just blur the pixels with a linear filter instead
>REEEEEEE NOOOOO DON'T BLUR MUH GLORIOUS PIXELS

>> No.7803124

>>7803092
i feel like the os is kinda working against you in this case though. no way ms wants you doing this

>> No.7803126
File: 1.26 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7803119
You can make all this in TrenchBoom? What the fuck why ain't nobody told me Quake's modding scene looks so much more fun?

>> No.7803129

>>7803121
only retarded posers think vga crt monitors had scanlines or were blurry at all like crt tvs

>> No.7803134

>>7803126
probably cause we can't see shit on your makeshift ti-84

>> No.7803142

>>7803109
I hope you enjoy your weekly challenges for Slayer’s Club Points™ so you can unlock your awesome Master Collections to show off in Battlemode™ while your friends sub with Twitch Prime®

>> No.7803149

>>7802864
isn't the doomicorn one just a silly gag made for the contrast between "epic demon killing space marine" and cartoon horses?
doubt it has anything to do with performative political pr marketing

>> No.7803150

>>7803142
yeah that's obviously not at all the point of the comic. all that's fine until they make one thing for the fags then suddenly its an issue

>> No.7803158

>>7802936
What, 1.5? I think you can still score that free, 1.6 was Valve buying the rights to it and turning it into a commercial product, this was maybe 20 years ago, try to keep up.

>> No.7803161

>>7803118
>especially if you don't exactly have a new computer build because you're posting in /vr/
not him but what a bold statement

>> No.7803168

>>7803126
use r_viewmodel_quake 1 so your penis is longer

>> No.7803175

>>7803161
I know, I know, there's all the usual memes about "I spent $3000 on a computer and all I play is Doom wads." I'm just saying, stuff like Sepulcher will start chugging on midrange systems if you have it draw everything at once forever and budget systems or builds a few years old will be even worse off and start seeing similar effects in much smaller maps- and the guys with laptops or era-accurate hardware are SOL.

>> No.7803176

>>7803175
>"I spent $3000 on a computer and all I play is Doom wads."
literally me but that's also the gzdoom minimum requirement

>> No.7803189

>>7802992
I didn't post this list so you pasted it blindly in your autoexec (fog doesn't even autoexec), I posted it so you try them and see what they do, you can see what r_novis does by enabling r_showtris, it's in fact bad but it's a workaround to play the id maps (and old as fuck ones) without vising, but here there are external vis files for ports that supports them:
https://quakewiki.org/wiki/External_Lit_And_Vis_Files

>> No.7803196

>>7803158
Actually 1.0 was the first released as a commercial standalone product.
But you could still download it as a mod.
Why couldn't be the same with 1.6?

>> No.7803219

is there some quake pack that remaster the original levels?

>> No.7803224

>>7801251
I dont see why it needs to "replace" anything rather than complement it.

>> No.7803227

>>7802972
quake spasm
more like
duke nukem

>> No.7803236
File: 299 KB, 520x329, eyes.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7801056
I worked on 500ml and dont remember anything close to "derailment" on Discord. Closest thing was somebody on here complaining that there was a girl on the server.

>> No.7803241

>>7803236
>there was a girl on the server
it must have been terrible

>> No.7803249

>>7803224
It doesn't need to, and can't, replace it's place in history, but it does a hell of a lot more than merely "complement" it though.

>> No.7803251

do you remember the quake awards™?
that really diedt fast

>> No.7803252

>>7803124
it's really not recommended

>> No.7803268
File: 66 KB, 582x352, sge.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Is this correct, Deus Ex bros?

>> No.7803284
File: 34 KB, 580x386, carmack's SGI workstation.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7803129
Then you never had trinitons or top of the line monitors anon.

those were reserved for gaming journos or people wanting to dabble with cool shit

>> No.7803291
File: 2 KB, 210x187, 1598066357589.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7803284
he is clearly saying those monitors have microscopic scanlines compared to tvs

>> No.7803308

>>7803196
probably because valved owned the IP to that version specifically

>> No.7803314
File: 106 KB, 1160x451, coexist.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

/doom/bros

How to sever the heads of the neon coloured, slaughterfest, circle jerk dragon which are the cacowards? Has the well of ideas run dry?

>> No.7803318

>>7803314
You kill it by not giving a shit about trivial matters like that and just make content you want to see, and share the good shit you find with others.

>> No.7803319

>>7803314
>Heads
>Dragon
The hydra had multiple heads. Dragons have one.

>> No.7803323

>>7803319
Don't you dare crush my dreams of a multi headed dragon

>> No.7803343

>>7803291
Depends anon, some games still took advantage of it, WC3 literally uses interlace for cutscenes, and 3d renders looked better on SVGA than nowadays on Kilrathi saga render or DOSBox.

even Prophecy on 3dfx took advantage of some 3dfx stuff for effects.
I miss when old games used these gimmicks to push visuals.

plus if i remember well, build games colors looks better on it, blood wasnt fullbright as it is nowadays

>> No.7803356

>>7798659
>>7798591
>>7798426
Thank you for picking up the project, I've lost the way here.
https://x0.at/ZHS.zip This has the txts for credits I gathered up, and I can zip up anything else that's necessary to finish the project up that's needed