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/vr/ - Retro Games


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7976796 No.7976796 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7967130

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.7976797
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7976797

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.7: >>7949591
idgames release TBD

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7974618

VRSKINS 3.9 UPDATE (DELAYED): >>7967424
Submissions closed
Voting period TBA

=== NEWS ===
[7-22] Earthless: Prelude on Doom Classic Unity Port, widescreen graphics https://www.doomworld.com/forum/topic/120458-earthless-prelude-now-on-doom-classic-unity-port/

[7-20] Hell Forged Updated to 1.10 beta https://forum.zdoom.org/viewtopic.php?f=19&t=13397

[7-19] Realms DEEP Map Jam
https://twitter.com/3DRealms/status/1417212652858773504

[7-16] Zone 400, new megawad by Pcorf
https://www.doomworld.com/forum/topic/123296-zone-400-released-new-32-level-megawad-for-doom-2/

[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

[7-12] Marathon: Resurrection (UT TC) updated to v2.5
https://www.moddb.com/mods/marathon-resurrection

[7-12] DBK debuts with Dungeon Synths
https://www.doomworld.com/forum/topic/123189-dbk01-dungeon-synths/

[7-09] Panzerchasm for Chasm: The Rift updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music

[7-09] Cursed Land for Chasm: The Rift - released
https://www.moddb.com/mods/cursed-land

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/


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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7976802
File: 254 KB, 800x600, IT'S STILL SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7976802

I'M NOT SURE WHAT THE FUCK HAPPENED, BUT IT'S STILL SATURDAY, AND I KNOW SOME OF YOU STILL HAVE STUFF YOU CAN SHARE.
THAT ONE ANON WHO GAVE ME SHIT ABOUT POSTING THIS AT THE END OF THE PREVIOUS THREAD HAD BETTER POST SOME PROGRESS. OR I'M COMING FOR HIM.

>> No.7976805
File: 500 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7976805

>> No.7976808
File: 2.14 MB, 3440x1440, 2021-07-24_2249_1.png [View same] [iqdb] [saucenao] [google]
7976808

I finished the first episode, on well done. I'll be turning down the difficulty next time.
It left a good first impression on me though - Blood has nailed the atmosphere so far. The difficulty has been annoying in a good way. And somehow it seemed to get easier as I neared the end of the episode.
Unlike Duke and Shadow Warrior, the levels haven't been maze like. They're pretty straightfoward, but with excellent attention to detail.
So far this is my favourite build engine game, but I haven't played Ion Fury yet (or Redneck Rampage).

>> No.7976815
File: 1.37 MB, 1920x1080, 1626036087368.png [View same] [iqdb] [saucenao] [google]
7976815

>> No.7976816

>>7976805
>Different music getting added
Finally

>> No.7976817
File: 2.79 MB, 856x480, 1627161197622.webm [View same] [iqdb] [saucenao] [google]
7976817

>>7976802
View bob and weapon sway are now fully separated for those that want sway but no view bobbing.
https://github.com/CharlesLove/from-doom-with-love/releases/tag/v2021.07.24

>> No.7976819

>>7976817
Anon, I like you.

>> No.7976821
File: 160 KB, 1142x724, doode.png [View same] [iqdb] [saucenao] [google]
7976821

>>7976817
>a personal fork of DSDA doom with some extra customization, along with a pistol start option
Well this is pretty fucking cool.
Good name for the project too.

>> No.7976876

going up lads

>> No.7976882

>>7976821
I got laughed at in the DSDA discord for requesting a pistol start option

>> No.7976883

>>7976882
Fuck them. Having it as an option is nice. If you're the dev behind this port, then bless you for adding it.

>> No.7976897

>>7976882
I don't see why you wouldn't have it as a feature. I always thought it'd make a lot of sense as a toggle you set on the difficulty level menu, because sometimes I wanna pistol start, and sometimes I wanna play continuous, and maybe I wanna decide on the spur of the moment.

>> No.7976904

>>7976876
Now I'll just have to apply the last fix for Full Thrust and then we can update it, and upload the Stripped version as well.

>> No.7976953
File: 266 KB, 1920x1080, Screenshot_Doom_20210724_185448.png [View same] [iqdb] [saucenao] [google]
7976953

>>7976802
Adding a shotgun to a mm8bdm mod that barely has anything to do with Megaman.
>>/wsg/4046839

>> No.7976959

>>7976953
Ack. missed one >
>>>/wsg/4046839

>> No.7976974

>>7976953
>>7976959
You might want to consider making the clattering of the shells a little quieter, it's an audio overload when you fire that thing, and I think it's overpowering the firing of the shotgun itself. I like the reload though.

>> No.7976980

>>7976974
Will do

>> No.7976993

>>7976897
My ultimate goal is to bring in the best features the community and official releases have brought to the table under one roof. My next goal is adding left trigger turn speed option for controllers much like the 360 (and I assume ps3) ports. It was an underrated feature that allow you to get essentially two different levels of turn speed at the pull of a trigger.

>> No.7976994
File: 212 KB, 2080x650, temp.png [View same] [iqdb] [saucenao] [google]
7976994

>>7976802
still this, only there's a credits one too.
No intermission ones yet, but they'll probably be the same thing or similar. Maybe just darker.

>> No.7977029
File: 388 KB, 1680x1050, lighting autism.jpg [View same] [iqdb] [saucenao] [google]
7977029

Gotta love how Unreal's lighting can bring the performance down even on a modern PC.

>> No.7977043

>>7977029
How much lighting is the question, overall.

>> No.7977059

>>7976993
Add the option from the 360 port to double up weapon inputs, so you can have everything accessible from just the d-pad.
Shotguns on the same button
Chaingun alone
Plasma and BFG together
Rockets, pistol, and melee grouped

>> No.7977070

>>7977059
Thanks for the suggestion. Controller support is often brushed off on the pc source ports unfortunately.

>> No.7977085
File: 44 KB, 1024x680, fragchuck+mouse.jpg [View same] [iqdb] [saucenao] [google]
7977085

>>7977059
Oh, dude, yes! That was one of the really smart additions in the Gen 7 ports.

>>7977070
Yeah, it's a shame because Doom actually plays pretty well with a controller. Particularly well with controller and mouse.

>> No.7977098
File: 2.37 MB, 638x480, 2021-07-2420-34-29-1 (1).webm [View same] [iqdb] [saucenao] [google]
7977098

I'll work on sounds later, but I'm happy with how this worked out.

>> No.7977104

>>7977070
I like having the option to play on controller, but it's only really been viable on the past 2 generations of consoles. And it's not even that great on the current port.

>> No.7977112

Okay boys so. I'm gonna get back into mapping, I made a few Doom and Quake levels before so I know what I'm doing with level editors, the part I don't understand is how you add custom content/resources.

Like, say, I wanna add my own music, use a different skybox, change the title screen, use sprites from Heretic/Hexen, that kinda stuff. What other tools do I need besides Doom Builder? How do I add that stuff to a custom wad? Any good guides around?

Thanks bros.

>> No.7977151

Any SNS gonna go on tonight?

>> No.7977157

>>7977104
It'll work pretty well on a lot of older controllers, using later systems to set them up properly.
>PS1
>PS2
>Genesis (six button)
>SNES
>Saturn
You just need enough buttons for a pretty decent setup, and if you have one or more decent analog sticks, you can have a great control setup.

>> No.7977159

>>7977112
>What other tools do I need besides Doom Builder?
Slade. Then just open any wad in it and it'll become clear.

>> No.7977161

>>7976993
Good news for the turn speed feature is that it's already in (360/ps3 ports were built off of prboom after all).
Bad news is everything else dealing with controller support is practically non-existent in the code I'm working with. Movement and turning isn't analog and rebinding controls for controller doesn't seem to work at all so this will definitely be a bit more work than I anticipated, but all the pieces are there.

>> No.7977168

>>7977161
Did they have analog movement?

>> No.7977176

>>7977168
I'm fairly certain the 360/ps3 ports did, but it has been a very long time. I've got an xbone and a copy of the xbla version from back in the day which is luckily backwards compatible that I plan to spend some more time with.

>> No.7977189

>>7976168
Looks like its trying to precache when a new gremlin is spawned. When creating a new gremlin, give it a flag before it runs its spawn function. In the gremlin spawn function, only precache if that flag is unset.

>> No.7977217

>>7977159

Wonderful, thank you kind Anon.

So am I right in thinking that, for example, to make an episode with new music and new title screen, I'd have a bunch of separate Map 1, 2, 3, 4 etc saved from Doom Builder, make sure the file names correspond with the right one you're replacing, and merge it all together into a single wad in Slade at the end.

That's how it's done right?

>> No.7977221
File: 30 KB, 881x154, fuck gremlins.jpg [View same] [iqdb] [saucenao] [google]
7977221

>>7977189
Yeah, that's exactly what it was doing. It works perfectly fine with that extra precache removed, but gives a compiler warning. Given where it is I'm not sure I can really 'flag' it, so as long as it works I think I'll just leave that warning for now.

>> No.7977392
File: 284 KB, 717x552, REALLY B_I_G PIXELS.png [View same] [iqdb] [saucenao] [google]
7977392

>>7976802
I have an idea, it's stupid, but I need to try it. Though I should probably use twice the texture density, 32x32 texture is stretching it bit too much.

>> No.7977408

>>7977221
Dont remove the precache entirely. Unless its precached by some other function, QS will throw an error if the model is used. What I said is check and only run precache if the monster is spawned at the level start. By "flag", i mean just reuse some field or add a new one to indicate whether or not it was spawned mid-level.

>> No.7977412

Wish there existed a "Marathon the way Bungie did it" for Marathon. All the custom stuff for Marathon is about seeing how many polygons you can fit into a level rather than create something fun.

>> No.7977413
File: 7 KB, 500x195, 2021-07-24 20_48_09-C__Quake_soc_soc_hc portals_hydra.hc - Notepad++.png [View same] [iqdb] [saucenao] [google]
7977413

>>7977408
Like this. Just add a bit flag or boolean like that in the function that creates them mid-level.

>> No.7977434

>>7977408
>>7977413
It would be precached already by any Gremlin spawning on the map, right? Regardless, it turns out that every default monster model needs to be precached on map load for func_monster_spawner anyway, so that clears up the warning. Thanks though.

>> No.7977475

>>7976808
Ion Fury isn't anywhere near as good as Blood. Nothing really is, in terms of Build

>> No.7977482

>>7976808
The first episode is also one of the most difficult, so you should do just fine in the next two episodes

>> No.7977484

So I played Arcane Dimensions for Quake and I thought holy fuck, this shit is the best community content I have ever played for any game.

Shit honestly blew me away, it just had all the right vibes, it took me right back to my childhood and gave that strong, powerful nostalgia like playing a PCGamer demo disc back in the day, while still feeling totally fresh.

Is there an equivalent pack for Doom? I know there's a fuck load of quality stuff out there for Doom, but I mean... That's kind of the problem, with Doom you are so spoiled for choice it's hard to find the good from the bad. What's THE best community Doom wad, if you had to pick just one?

>> No.7977493

>>7977484
UAC Military Nightmare

>> No.7977516

>>7977484
Doom Rampage Edition

>> No.7977543
File: 85 KB, 1137x535, PLAYA2A8.png [View same] [iqdb] [saucenao] [google]
7977543

Idea: use the decino player sprites from borogk, the player sounds from decino.wad, and the behavior of the Scythe 2 Evil Marine to create an Easter egg custom monster

>> No.7977586

>>7977484
If by equivalent you mean “large community pack filled with huge levels and custom enemies” then not really. The closest you’ll get are the /vr/ projects and ZPack, and the quality varies greatly.

>> No.7977597

>>7977484
AD is really more of a greatest hits compilation than a community pack. I'd say Eviternity is similar in terms of general polish and variety.

>> No.7977602

Is there a vanilla-compatible ejecting bullet casings mod?

>> No.7977603

>>7975482
Heretic 2 and Shadowman look very interesting. Not really familiar with American McGee's Alice and even less so with F.A.K.K. 2.
Also, I'm pretty sure that these games are Action Adventures, not TPS... Besides Heavy Metal, maybe. I don't honestly know.

>> No.7977609

>Map 12: The Factory
>door one side can be opened with yellow key, the other side with red key
>there is no red key so you can't go back
Petersen explain

>> No.7977623
File: 1.78 MB, 640x402, only_show_crosshair_on_target.webm [View same] [iqdb] [saucenao] [google]
7977623

>> No.7977628

I kinda wish doom builder had a more sane way of setting up source port destinations. Having to individually set them up for for each different configuration is kinda annoying, especially if you don't want to stick to just one configuration for all mapping.
Would rather they let you set the source port destinations independently of configurations, and then just let you customize a blacklist for each configuration. Would be so much faster.

>> No.7977632

>>7977609
Possible that area was originally going to give you the red key during development, before the exit was put there.

>> No.7977637
File: 29 KB, 612x456, 1595509668605.jpg [View same] [iqdb] [saucenao] [google]
7977637

For anyone who hasn't tried it yet I fully recommend giving DBP37 a run with FD's Vendettaguy. Pure kino.

>> No.7977647

>>7977637
Vendettaguy?

>> No.7977656

>>7977647
one of the weapon sets for final doomer

>> No.7977660
File: 20 KB, 316x388, molyfeel.jpg [View same] [iqdb] [saucenao] [google]
7977660

>>7977623
>creates his own crosshair
>still misses

>> No.7977662
File: 208 KB, 1987x1655, 1609859044811.jpg [View same] [iqdb] [saucenao] [google]
7977662

>>7977637
Fuck you, JPCP is best fit.

>> No.7977682

>>7977637
Ultimate big dick combo - Samsara Shadow Warrior

>> No.7977710

I'm not interested in le ebic doom shooders. Is there anything for half-life style of game?

>> No.7977713

The dead can dance

>> No.7977714

>>7977710
Sven co-op.

>> No.7977716
File: 2.91 MB, 730x540, The Dead Can Dance.webm [View same] [iqdb] [saucenao] [google]
7977716

>>7977713
forgot actual webm.

>> No.7977732

>>7976797
https://www.youtube.com/watch?v=y9fQw1W22i8

>> No.7977756

>>7977098
Why does he run like a woman in high heels?

>> No.7977758

>>7977628
You can choose sourceports in the testing dropdown, though.

>> No.7977763

>>7977758
That only shows the ones you've set for that particular configuration. My point is make it so it no longer has to be a per configuration thing.

>> No.7977779

>>7977484
Back on 2008, Ultimate Torment and Torture gave me same feelings as Arcane Dimensions did few years ago. Yea, it's a gzdoom wad, but back then it wasn't a that big sin as now. Maps were big and atmospheric, they actually gave a sense of place. I hadn't played Scythe 2 yet, so the gameplay felt most modern. There were lot of new monsters, and their artstyle really fitted Doom. On top of that, it had even few new weapons.

>> No.7977784

What's /vr/'s opinion on those 90s "less-official" Quake expansions such as Abyss Of Pandemonium, Aftershock, Dark Hour and Q!Zone? Worth playing?

>> No.7977801

>>>7976810
I know both this one and the shitty old 2d Quak(e)1 fangame from early 2000s (the one with a secret map playing SMB3 castle music), sadly theres no trace of its existance left on teh internetz that I could find AFAIK

>> No.7977808

>>7977784
-AoP is okay-ish with some nice features (downloaded it recently, might had even bought it along with the other official MP in the past without a broadband internet)
-Q!zone is meh but I really dig the bouncy Thunderbolt and the ShurikenGun (but not worth the asking price in any way)
-The rest is irredeemable shit tho, the only excuse for actually paying for those is living without a broadband web connection in N.Korea or the likes of...

>> No.7977809

>>7977784
All of those are varying degrees of shit. MALICE is the only actually good comercial addon.

>> No.7977823

>>7977597
>AD is really more of a greatest hits compilation than a community pack
why there is nothing like this for doom?

>> No.7977825

>>7977484
also, play rubicon rumble pack

>> No.7977839

>>7977779
I remember liking UT&T when it was new. But when I try to play it now, it just bores me.

>> No.7977851

>>7977756
>run like a woman in high heels
Isnt that virtually impossible?

>> No.7977871

>>7977189
>>7977413
>>7977221
>>7977434
Any way to hot-fix this without re-downloading the whole .zip modpack again?
Also any hint whats possibly wrong with the issue discovered @ >>7976706 (is it because the NG lighting bolts are considered a different entity than the Shamblers?)

>> No.7977906

>>7977475
That's a shame to hear.
My current rankings are Blood > Douk > Shadow Warrior. Where would you say it fits?

>> No.7977951
File: 719 KB, 1920x1080, Screenshot_20210725-124120.jpg [View same] [iqdb] [saucenao] [google]
7977951

[goes silent for a month]

>> No.7977953
File: 225 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
7977953

At the risk of getting RRRREEE'd at, has anyone ever exported this (or at least the assets to be applied to a normal copy of Wolf 3D) so you can play it outside of Wolfenstein II?

>> No.7977981

If I disable freelook using ZMAPINFO, will it re-enable autoaim? Or will some poor freelooking schmuck who reached no-freelook map gets neither?

>> No.7977986

>>7977823
Btsx series at least brought more than half of last decade's greatest mappers together.

>> No.7978003

What's a good Doom port for emulating these classic sound effects?

https://www.youtube.com/watch?v=f79a2MOBd_k

>> No.7978013
File: 646 KB, 3440x1440, 2021-07-25_1336_1.png [View same] [iqdb] [saucenao] [google]
7978013

>>7977482
I lowered the difficulty and I regret it. Cultists only do 1 damage on their initial shot now, instead of the 20 or so they seemed to be doing on Well Done.

>> No.7978014

>>7977953
https://www.spriters-resource.com/pc_computer/wolfensteinthenewcolossus/
Sadly nothing from Young blood.

>> No.7978016

>>7977660
It actually did hit the barrel, but rng made it an incredibly weak shot.

>> No.7978068

>>7977981
he gets neither!

>> No.7978090

>>7977851
>Isnt that virtually impossible?
What, running in high heels or running like a woman in high heels for a durka?

>> No.7978109

>>7976797
https://forum.zdoom.org/viewtopic.php?f=1&t=72879
GZDOOM 4.6.1 just got released!

>> No.7978112
File: 694 KB, 6190x2470, DBP37_AUGZENITHRC2_MAP12_Red.png [View same] [iqdb] [saucenao] [google]
7978112

Tell me /vr/os, was it art?

>> No.7978120

>>7978003
I think the most popular ports all have the PC speaker emulation

>> No.7978124

>>7978120
Dang couldn't find it in gzdoom, guess I'm gonna have to go Chocolate or something?

>> No.7978135

>>7978003
https://doomwiki.org/wiki/PC_speaker_sound_effects

>> No.7978153

>>7978013
Thats what you get for playing on a skill setting designed for illiterate children and disabled persons who honestly cannot git gud :)

>> No.7978156

>>7978013
Make custom difficulty in Fresh Supply

>> No.7978174

>>7976805
>map12 folder
>ass skip
>support lmao possible

>> No.7978182

The pistol sound in HFFM is obnoxious.

>> No.7978183

>>7978112
>start wallrunning during that long asshallway
>wonder why i can't pull it off anymore
>suddenly get stuck
Yes it fucking is. Shit map, but amazing setpiece.

>> No.7978191
File: 662 KB, 428x240, mingusdew.gif [View same] [iqdb] [saucenao] [google]
7978191

>>7977484
Like you i was blown away by AD when i played it a few years back. I recently played the new levels in 1.8, and now i'm wondering if anyone has recommendations for good ad_ mod levels not included in the official release?

>> No.7978193

>>7978090
Whatever (wo)man, youre inevitably gonna loose your ankle joints doing so eitherway...

>> No.7978196

News to me, but for users of prboom+ (and probably other sourceports) software mode doesn't exhibit tearing, so for a much much smoother experience, vsync can be turned off completely. This pretty much solves frame time issue completely.

>> No.7978201

>>7978193
>youre inevitably gonna loose your ankle joints
Get a load of this anklet

>> No.7978203

>>7977412
Marathon isn't fun in the first place so it makes sense

>> No.7978204

So I'm trying to use PRBoom+ to play through wads as intended with no GZDoom bullshit but the levels are dark as fuck. What gives?
Should I just use Crispy Doom instead?

>> No.7978205

>>7978204
The opengl lighting is pretty bad in prboom+, use the 8 bit software renderer.

>> No.7978220
File: 119 KB, 3440x1440, 2021-07-25_1613_1.png [View same] [iqdb] [saucenao] [google]
7978220

So many secrets in that hotel level.

>> No.7978227
File: 660 KB, 1045x1564, Screenshot_20210725-081316~2.png [View same] [iqdb] [saucenao] [google]
7978227

Nooooooo.
Makes me wonder how much of this is just conflating things like the company, or similar events, or just him being told the wrong thing or what.
In any case I like hearing his stories about Id.

>> No.7978229

>>7978204
>>7978205
If using OpenGL, try Sector Light Mode: Shaders. It mimics software mode's diminishing light. If still too dark, toggle gamma with F11. And like that anon said, if using software, use 8-bit, since the others aren't noticeably better and use more resources

>> No.7978234

>>7978227
That archvile looks different than the final sculpt, his arms aren’t outstretched here.

>> No.7978239

>>7978156
What a great feature for a port that will never be finished, thanks Infograms wearing the corpse of Atari.

>> No.7978247

>>7978227
he's an old man and he probably prefers his track record of tabletop and lovecraft over his doom history

>> No.7978262

>>7978227
Sandy's absolute oblivious to everything going on around him is incredibly endearing.

>> No.7978267

>>7978153
ahh yes mashing quicksave and quickload is definitely a sign of gitting gud and not boring as fuck

>> No.7978280

>>7978267
>so bad that he can't even conceptualize playing the game on a higher difficulty without savescumming
where did you go so wrong

>> No.7978283

>>7978227
50% of what he says is remembered wrong

>> No.7978285 [DELETED] 

>>7978280
cope harder nigger, WD is made for coop and the ammo scarcity proves it

>> No.7978287

>>7978267
get good n00bt4rd

>> No.7978290

>>7978280
>>7978287
Post saveless UVMax runs

>> No.7978292 [DELETED] 

>>7978290
>playing ZOOM
lol

>> No.7978293 [DELETED] 

>>7978290
Post chin

>> No.7978295

Violent Rumble anon, I heard you were trying to implement a zoom feature for the Railgun, so I went ahead and did it.
Video:
https://
streamable dot com
/xx0d2x
Download:
https://
anonfiles dot com
/Zb17Jc8fu1/railgunzoom_7z

>> No.7978297

>>7978295
The default zoom keybind is MOUSE2, by the way.

>> No.7978298

>>7978295
streamable links are blocked now?

>> No.7978301

>>7978292
>>7978293
Thought so

>> No.7978302

https://streamable.com/xx0d2x

>> No.7978307

>>7978205
>>7978229
8bit mode changes little and I don't see a Sector Light mode.
Either way this looks like ass and I can't see shit.

>> No.7978312

>>7978283
According to Romero, yeah.
Like I said, it's not like there's malice in it, there's probably some truth that he's misattributing to the wrong situation.

>> No.7978314

>>7978227
hahah sandyfags btfo once again

>> No.7978316
File: 655 KB, 953x515, file.png [View same] [iqdb] [saucenao] [google]
7978316

>see that there's a Chex Quest remake
>It's completely fucking soulless
How did they fuck up so bad?

>> No.7978319

>>7978229
Honestly, the only major difference I've ever noticed with 32-bit renderer compared to 8-bit is that it makes things under the fuzz effect harder to notice, which can actually make certain encounters involving spectres harder than they should be.

>> No.7978320

>fire up current doom port and take some screenshots to talk about
>browse through folder
>something looks off about these shots
>they're definitely the same area but lighting and angle are just a little different somehow
>wtf the hud overlay is different?
>check filenames
>screenshots taken 3 years ago
holy fuck i'm going senile

>> No.7978330

>>7978316
>a sequel to a cereal tie-in game remembered solely for nostalgia is soulless

>> No.7978334

>>7978295
The ASCII crosshair is clever. Is that top HUD new?

>> No.7978336

>>7978298
no they're not
https://streamable.com/xx0d2x

>> No.7978337
File: 1.99 MB, 1647x927, file.png [View same] [iqdb] [saucenao] [google]
7978337

What's the easiest way to change this texture via Slade?

>> No.7978338

>>7978334
>The ASCII crosshair is clever.
That's legit how Quake always did its crosshair (with just one + character though)

>> No.7978342

>>7978307
Sector Light mode is under OpenGL options in page 4 or so

>> No.7978343

>>7978337
If you're working with MAPINFO, define "Borderflat" in the Gameinfo section.
In doom2.wad it's the GRNROCK flat.

>> No.7978346

>>7978334
That's always been a part of the CSQC HUD I made, but I guess the entire HUD is a "recent" addition to the mod
As for the ASCII crosshair I expect that to be more of a...placeholder than anything, looks quite crude and should be replaced with a more fitting .lmp crosshair IMO
>>7978338
Yep, just a standard +
If you ask me I think a . crosshair would've made more sense, but I digress

>> No.7978385

>>7978342
Nope, still don't see it. I get a software mode option but its just for multiple screens.

>> No.7978390

How do I give the SS more sprites when shooting in different directions?

>> No.7978391
File: 111 KB, 1134x720, E7KAArEWYAAQJgo.jpg [View same] [iqdb] [saucenao] [google]
7978391

>>7976796

>> No.7978393
File: 55 KB, 612x722, file.png [View same] [iqdb] [saucenao] [google]
7978393

>>7978390
Forgot pic

>> No.7978395

>>7978330
Despite being a cereal tie-in the devs did care enough to make Chex Quest 3 which was pretty good for fun.

>> No.7978397

Is there any real reason for me to use GZDoom over the regular old ZDoom, if I always play with software lighting and unfiltered textures etc?

I can't put my finger on it but it doesn't feel the same somehow. Feels like it doesn't run as smoothly as software ZDoom.

Or am I behind the times and ZDoom isn't the standard any more?

>> No.7978403

>>7978393
That's done in Slade. Doom Sprite Fix has the extra sprites already so look there for reference

>> No.7978404

>>7978393
The SS only having front-facing sprites for firing and pain isn't a Dehacked issue, the graphics just aren't in the files. Put rotations for SSWV frames E F G and H into a wad.

>> No.7978405

>>7978397
The last version of ZDoom is five years old and most mods that have been developed since then won't work on it.

>> No.7978409
File: 528 KB, 3464x3464, 2x39wk03u2c71.jpg [View same] [iqdb] [saucenao] [google]
7978409

>>7978391
Where do these images come from? Who finds them funny? It's a mystery.
It's like someone saw fabino's zoomer humor and decided to make something even worse.

>> No.7978412

>>7978397
Just play LZDoom then.

>> No.7978419

>>7978397
>Is there any real reason for me to use GZDoom over the regular old ZDoom
Non-graphical fixes and features, compatibility with mods?
IMO if you wanna play Doom in non-accelerated mode I'd recommend trying PRB/umapinfo or Retro, since at least then you're using a port that's under active development.

>> No.7978425
File: 285 KB, 1920x1040, borders.png [View same] [iqdb] [saucenao] [google]
7978425

>>7978343
Also you might want to repaint the borders, it's made out of this tiny pieces of graphics.

Was just customizing HUD for a wad myself.

>> No.7978428
File: 1.01 MB, 3440x1440, 2021-07-25_1805_1.png [View same] [iqdb] [saucenao] [google]
7978428

Episode 2 down. It was weaker than the first imo but still great.
This was the last boss? Was there some kind of sprite size limit in effect, because she's tiny.

>> No.7978435

>>7978391
I went to the bass pro shop in Memphis last year (7th largest pyramid in the world) and it was legit cool.

>> No.7978436

>>7978428
No the episode 3 and 4 bosses are big but the stone gargoyle and big spider do pop up a lot as mini bosses which is why I think they are smaller, also I hope you enjoy the sound of an air raid siren.

>> No.7978440

>>7978436
Is it worse than the sound of the gargoyles?

>> No.7978441
File: 415 KB, 639x361, file.png [View same] [iqdb] [saucenao] [google]
7978441

BuildGDX or Raze? Or maybe another source port?

>> No.7978449

>>7978385
Okay, I was being retarded. You get that option in glboom+.
I still can't fucking see shit in some levels though, so I think I'll just give up and play on gzdoom instead. Too many cheap deaths due to the darkness. If I wanted to play Doom 3 I'd load that up instead.

>> No.7978453

>>7977871
When I put out the update (should be later today), you can just get progs.dat and sort by date added in the progs/sound folder to get any new assets. Also that is indeed the issue with wetsuits and it has been fixed for the update.

>>7978295
Damn anon, that's pretty cool. I'm guessing that's through CSQC? I tried to do some autism with stuffcmds until I realised there was no way of combining strings with a '\n' at the end. Also, could you give me a hint as to which files you actually changed? Modified date on everything in the zip is '2019-12-31 23:00'.

>> No.7978454

>>7978453
defs.qc
world.qc
csqc_hud_vanilla.qc
weapons.qc
quake.rc

>> No.7978456

>>7978454
Thanks, based.

>> No.7978458
File: 554 KB, 1920x1080, evil-dead-2-screenshot.jpg [View same] [iqdb] [saucenao] [google]
7978458

Seeing how Duke and Caleb stole all his lines why doesn't Ash have a Build Engine game.

>> No.7978459

>>7978182
I wanted to mix in a slap sound with it, I kind of like it, but it seems that a number of people didn't quite like some of the sounds I added.

>> No.7978462

So last thread I was asking about UMAPINFO and episodes, and it almost works, but when episode ends, it just shows "The End" on metal hexagon background so I guess it doesn't pick default texts. Do I need to copy entire texts into the lump now or is there a way to make them re-appear?

>> No.7978465

>>7976796
Citizen Abel's creator take on Doom 3's textures and how good they looked like due to the tricks used to make it look more 3d
https://twitter.com/BlendoGames/status/1299411280672051201

>> No.7978467

>>7978459
I get what you were going for, but that one in particular is just annoying when heard in quick succession like with the chaingun. I don't know if it was just the shitwad stream having bad settings, but it also sounded like it was randomly hitting shootable switches.
I like the other sounds, it's just that one in particular that's bad.

>> No.7978475

>>7978409
Sorry mr.Trespassah, Im on a Quake1 binge untill the /VR/ project is done...

>> No.7978484

>>7978449
>glboom+
PrBoom+ 2.6 includes both software and OpenGL in the same executable now.
>inb4 dsda-doom
That's a fork of 2.6. Also toggle gamma with F11

> Too many cheap deaths due to the darkness
What wad are you playing?

>> No.7978486
File: 190 KB, 128x128, 1604334810261.gif [View same] [iqdb] [saucenao] [google]
7978486

>>7978458
Because Duke and Caleb stole all his lines.

>> No.7978498

>>7978465
I kinda wish he could do Episode 5 using modern mapping takes

>> No.7978501
File: 452 KB, 705x507, file.png [View same] [iqdb] [saucenao] [google]
7978501

For my middle east mod
>replace both Cyberdemon and Spider Mastermind with different helicopters
Sound fun?

>> No.7978502
File: 179 KB, 1000x800, Trespasser.jpg [View same] [iqdb] [saucenao] [google]
7978502

It comes so close to matching Doom 2's but why does it have a handle.

>> No.7978506

>>7978501
So one shoots rockets and one shoots machine gun?
Will they actually fly or will they just hover around? Because if you, you have made some really dangerous Cacodemons.
Also, will you get some kind of rocket launcher or RPG to bring them down quickly?

>> No.7978508

>>7978502
>he doesn't know

>> No.7978512
File: 29 KB, 660x371, Neostead13-1.jpg [View same] [iqdb] [saucenao] [google]
7978512

>>7978502

>> No.7978520

HeXen, Abandon/Quake, Knytt Underground and Undying, taken together, comprise a reference to an unpublished work, used as a goldmine for "pretties".
This work is called "Wolf Is Always Hungry", it is female-written Maxima (counterpart to male-written Novella), effect being Neverland.
This work begot Neverland-Child-Fantasy, which ended in pretty much Sylvie and Bruno and Night Land.
Recurring central image is a lone child, shaking, in fuck knows where, with a bird falling about drop dead.
So there is that.
Directly related to HeXen (as opposed to Heretic, Hexen 2 and Deathkings), Abandon for Quake and Clive Barker's Undying. Works with such artistic infusions are called Neverland-oids.
Nevermind.
P.S. Care to fucking delete this?

>> No.7978524

>>7978508
This always comes across as a lazy way of annoying people. If you knew you'd either say, or not bother posting.

>> No.7978525

>>7978524
>he still doesn't know

>> No.7978526
File: 1.43 MB, 322x432, stroggdance.gif [View same] [iqdb] [saucenao] [google]
7978526

>>7978512
What the fuck it's based on a real gun, well neat I guess.

>> No.7978528

>>7978525
Thought so.

>> No.7978529

>>7978295
why did you split the links up

>> No.7978532

>>7978512
This. Except for the Neostead shotgun, the tube on the bottom is the barrel, the two tubes on top is its magazines.

>> No.7978535

>>7978484
It might just be that I'm used to gzdoom being fairly bright, but at the same time I've been watching decino and he doesn't have this shit happening. Outside areas are fine, but anywhere that's meant to have low lighting is literally pitch black. Its a bit much.

>> No.7978537

>>7978532
Come on, next you will tell me that bottom tube on SPAS-12 is not a second barrel either?

>> No.7978538

>>7978484
>PrBoom+ 2.6 includes both software and OpenGL in the same executable now.
technically, glboom-plus executable always included both.
They just now made that the default and removed the old software only executable.

>> No.7978540

>>7978529
Because 4ch blocks anonfiles links. I wasn't aware it didn't block streamable links but I wanted to be safe anyway.

>> No.7978542

>>7978512
the wallace and gromit inator 5000

>> No.7978543

>>7978537
Yes Anon - Valve really was this stupid one time...

>> No.7978551

>>7978458
For the reasons you said and mostly due to copyright.

>> No.7978553

>>7978542
I saw exactly the same thing.

>> No.7978568

>>7978535
Which wad? Try all the OpenGL Sector Light Modes out. I usually use Shaders but it can sometimes be too dark so I'll increase the gamma with F11 or try another light mode

>> No.7978569
File: 140 KB, 1920x1080, From Doom with Love vsync update.png [View same] [iqdb] [saucenao] [google]
7978569

I've released an update that fiddles with vsync a little bit. I've noticed that the software renderer does not tear at all when software exclusive fullscreen is disabled. With this knowledge I've changed the v-sync option to only enable itself when in opengl mode or when software exclusive fullscreen is enabled. I've found that framepacing is greatly improved with zero tearing in this configuration.

https://github.com/CharlesLove/from-doom-with-love/releases/tag/v2021.07.25

>> No.7978573

>>7978569
based Autist-Doom fork

>> No.7978579
File: 312 KB, 1325x540, HELIA.gif [View same] [iqdb] [saucenao] [google]
7978579

>>7978506
They will fly, and I'll likely just lower the HP for both/make them take explosion damage

>> No.7978582

>>7978568
Right now, the Japanese Community Project. It shouldn't be this dark from what I remember at least.

>> No.7978589

>>7978441
VoidSW is your best bet if you want good mouselook and don't mind a few kinks

>> No.7978590

>>7978316
Does it even have control customization now?

>> No.7978591
File: 8 KB, 830x650, ESnXkAtUcAUWQtC.png [View same] [iqdb] [saucenao] [google]
7978591

QUICK, WITHOUT LOOKING IT UP - WHAT'S MY FIRING SEQUENCE?

>> No.7978592
File: 27 KB, 734x418, v1gsmrh6uas31[1].jpg [View same] [iqdb] [saucenao] [google]
7978592

>>7978501
For an authentic middle-east experience, you need a technical.

>> No.7978594

>>7978591
Middle and right
Middle and left
Left and right

>> No.7978610

What the fuck is up with soundfonts in ports, why aren't they even consistent between versions of the same port?

I finally decided to download new PrBoom+ and it sounds like goddamn Mario.

>> No.7978612
File: 114 KB, 600x604, d7c43e70e88001b21905d54821ebe778.jpg [View same] [iqdb] [saucenao] [google]
7978612

>>7976796
>>7976796
What are some good recent megawads to play nerds?

>> No.7978616
File: 490 KB, 1704x1920, Screenshot_SummerFun_20210725_203524.png [View same] [iqdb] [saucenao] [google]
7978616

>>7976802
It's not saturday anymore, but I don't care. Call the cops, I don't give a fuck.
Since I have gotten over my cold (mostly), I have started properly working on stuff again.
I think I will have finished this one by the end of the week. I am rather satisfied with how the tanks have turned out, I think it will look really nice when the rings and handle are shaded, too. I just think the front could look better - these aren't just pipes after all, but rounded tanks, but I don't quite know how to properly convey that.
What I don't quite like yet is the muzzle - I just don't quite know what to do there. The stock of the gun is ok, I treated it the same way as the squirt pistol to keep some kind of visual consistency.

>> No.7978617

>>7978589
What are fundamental differences between these?

>> No.7978626
File: 27 KB, 679x547, image_2021-07-25_133950.png [View same] [iqdb] [saucenao] [google]
7978626

>>7978610
Just use virtualmidisynth, and portmidi my dude. I use this soundfont myself.
https://github.com/trevor0402/SC55Soundfont/releases

>> No.7978629

>>7978591
COME TOMORROW

>> No.7978630

>>7978610
I noticed that PRBoom+ 2.6 didn't come with TimGM6mb.sf2 which is the soundfont from 2.5.1.4 so I copy/pasted it in
>>7978612
UAC Military Nightmare

>> No.7978631

>>7978591
>The ugliest, grossest demon
>Their Hdoom counterpart is the sexiest to me, being a thicc strongfat redhead with glowing green eyes
Huh.

>> No.7978642

>PrBoom+ 2.5 doesn't support UMAPINFO
>Somehow manages to break over it
>Removing the line that breaks it, breaks 2.6 instead
I became a Doom mapper because I thought I would be free of version fuckery.

>> No.7978649
File: 9 KB, 325x237, EEVFw.jpg [View same] [iqdb] [saucenao] [google]
7978649

You there, what is your GPU/CPU?

>> No.7978651
File: 348 KB, 1440x1080, Screenshot_Doom_20210725_194922.png [View same] [iqdb] [saucenao] [google]
7978651

>>7978405
>>7978412
>>7978419

It's all good, I figured out how to get GZDoom feeling appropriately vanilla-ish in the end. Just had to fuck around with the scaling until I figured out how to make it true 4:3 and use software rendering/lighting.

Rendering interpolation is the option I was missing, makes everything weird and laggy. Not sure why you'd even want to turn it off, but whatever.

>> No.7978675 [DELETED] 
File: 41 KB, 680x269, DfzuI8BWsAA8kpA.jpg [View same] [iqdb] [saucenao] [google]
7978675

>go look up on info about the Rhynch from VR
>stumble upon this pic
Pls explain what exactly did happen that year?

Also I am considering to inexplicably put that SkySquid in all bodies of water I will ever come up with on hard skill instead of the Rotfish - should I flog myself for this idea?

>> No.7978682

>>7978649
I5 8400 or so... 1060 6gb

>> No.7978685

>>7978649

3600X, 5700XT

>> No.7978687

>>7978642
You need to go for vanilla only for that, and even then some vanilla tricks will break in GZDoom.

>> No.7978702 [DELETED] 

>>7978675
>should I flog myself for this idea?
No, in fact, you should give it a speed modifier of 2 and set its movetype override to swim so it doesn't fly out of the water and ruin the surprise.

A lot of less than desirable individuals rose to prominence in Quake modding around that time, to explain the pic.

>> No.7978718

I just found out why I'm so bad at Doom:
I can't react anymore.
I just finished Ancient Aliens map 5 and had to reload a few times because those chaingunners would just shred me until I even found out where they were. Especially that fuck expecting you when leaving the mega armor secret, the first time I came out there there was still a cacodemon up there and while I was shooting it I got my sides full of chaingun.
I'm just too slow to properly get out of such a situation.
And I'm only 33 years old.

>> No.7978741

>>7978718
https://humanbenchmark.com/tests/reactiontime

Post your results pop, let's see what we're working with here.

>> No.7978743 [DELETED] 

>>7978675


Now, I hate tranny feminist SJW faggots as much as the next guy, but I don't think furries deserve to be grouped together with those assholes. Furries are a highly industrious community of weird freaky porn creators, and on the internet, that should command far more respect.

On topic hot-take: Super shotgun ruins the balance of Doom 2 and wads that either make you wait a long time for it or are balanced for pistol start are usually far more enjoyable because of it. No Rest For The Living was great for pistol start runs because they clearly understood this, and got a lot more mileage out of hell knights and pinkies etc.

>> No.7978748

>>7978718
I may be insane, but the choice of source port seems to be a factor, too.
I swear everything is a tiny bit more sluggish and slippery in PRBoom+ than in GZDoom.

>> No.7978757

>>7978748
>I swear everything is a tiny bit more sluggish and slippery in PRBoom+ than in GZDoom.
PrBoom+ had issues with mouse acceleation, but I think they are fixed now.

>> No.7978758

>>7978741
I seem to be around 250-ish, with one bottle of malt liquor

>>7978748
Eh, I don't think better movement would help me, it's not like it's a split second thing. And frankly, I have no problems with movement in PrBoom+.

>> No.7978769

>>7978743
>SSG makes normal Shotty so redundant its not even funny outside of sniping the LostSouls...
Why making it just twice as strong from the normal SG wasnt enough for them - and how the gosh darned heck are 2 shells fired at once from 2 barrels somehow become 20~30% more powerfull than a single shell shot from one barrel even???

>> No.7978775
File: 14 KB, 577x455, Capture.png [View same] [iqdb] [saucenao] [google]
7978775

>>7978741
I'm 35 lmao. I got four ~175s and one 165.

>> No.7978784
File: 44 KB, 856x758, Capture.png [View same] [iqdb] [saucenao] [google]
7978784

>>7978775
Look at how sexy that is man. Hell yeah. Haven't even showered and I'm all groggy and shit. Goml u slow fuckers.

https://humanbenchmark.com/users/60fdbc02fbc6f6000866814d/reactiontime

>> No.7978798
File: 9 KB, 420x423, file.png [View same] [iqdb] [saucenao] [google]
7978798

>>7978741
I'm only 28.

>> No.7978805
File: 9 KB, 538x387, 2021-07-25 12_58_01-Window.png [View same] [iqdb] [saucenao] [google]
7978805

>>7978775
>tfw 22
Jeez, ill probably have to play on HNTR by my 40s.

>> No.7978815
File: 14 KB, 489x444, Untitled.png [View same] [iqdb] [saucenao] [google]
7978815

>>7978741
30, bitches! though in reality it was one hell of a lucky misclick

>> No.7978839

Finished the first helicopter, now how do I make it not bleed?

https://streamable.com/5l8w9u

>> No.7978850

>>7978839
There's two ways that I know of to make it not bleed. The easiest way to do that is to give it +noblood, the only downside there is non-bleeding actors have slightly different properties and attacks will react differently on them, so normal vanilla hitscans will puff on them as if you're shooting a wall. Projectiles will hit them and go to their crash state.
The other method is to give them some separate invisible blood if you're wanting to make sure attacks react the same way to any enemy you can damage.

>> No.7978851

So finally finished Dissolution of Eternity.
The Plasma Gun is the highlight of this mission pack. Hella fun to use and such a great upgrade for the Thunderbolt. It is definitely superior to the Laser Cannon from Scourge of Armagon.
As for the maps, Towers of Wrath was a fun one but can't say the same about the rest. Overall, the map design is inferior to the original Quake 1 and Scourge of Armagon. The new enemies are mostly boring. Also, that last boss fight was absolute ass (probably would've benefited from a better arena).

Here's hoping Dimensions of the Past will be better.

>> No.7978852

>>7978839
Give it a custom bloodtype. You could also give it another bloodcolor, like black, to make it look like leaking oil.

>> No.7978853

>>7978839
Oh I should have added, if you give them invisible blood or some other effect to "bleed" when they get shot, you'll need to add +noblooddecals to make sure they don't spatter the walls with red blood when you shoot them.

>> No.7978864

>>7978743
The super shothun feels like it ws made specifically to deal with most of the new monsters. Yes, casual continuous players use it like its the only weapon in the game, but most people don't pistol start and shells are fucking everywhere.

>> No.7978865
File: 10 KB, 597x261, Capture.png [View same] [iqdb] [saucenao] [google]
7978865

>>7978741
Used arealme instead.

>> No.7978868

>>7978839
Also, you will hopefully do something with rotor blades so they don't look like standing still, right?

>> No.7978869

>>7978839
render with motion blur, you need the blades to blend together into a disc

>> No.7978890

>>7978718
>I can't react anymore
>implying you ever could

>> No.7978894

>>7978839
You can toggle that in dehacked

>> No.7978908

>>7978592
Where the fuck is that gun stolen from?

>> No.7978920

>>7978758
>https://streamable.com/5l8w9u
>>7978798
>>7978805
>>7978815
damn no wonder you parkinson's patients don't like doom eternal

>> No.7978921
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google]
7978921

How long do idgames submissions usually take?

>> No.7978947

>>7978920
>no wonder you parkinson's patients
At least I don't have dementia

>> No.7978953

>>7978894
Is it possible in WhackEd4?

>> No.7978957

>>7978921
A few days. Faster if you e-mail them in advance.

>> No.7978958

how come zdoom (& co.) is the only sourceport to have actual good modding capabilities

>> No.7978962

>>7978958
That's how things have evolved.
For mapping you go Boom, for modding you go Zoom.

>> No.7978969

Why is the UQE sourceport such an unwieldy piece of shit to setup mods for?

>> No.7978972

>>7977085
Doom plays amazing on mobile. Having the Y axis locked really helps.

>> No.7978973

>>7978958
Because that's the port family that's been developed to have advanced modding support. There was EDGE in the early days, but once ZDoom extended DECORATE to support custom weapons and monsters, there was no reason to stick to such a horrid port anymore.

>> No.7978975

>>7978969
Why do people still use unwieldy piece of shit sourceports in 2021 when QSS exists?

>> No.7978982

>>7978316
Incorporating Chex Mix was a neat decision IMO.

>> No.7978984

>>7978908
I think that may be a BGM-71 TOW, which fires a fat as fuck wire-guided missile.

>> No.7978985
File: 55 KB, 1010x679, puffs vs bleeds.png [View same] [iqdb] [saucenao] [google]
7978985

>>7978953
Yes that's what I meant. Pic related

>> No.7978989

>>7978985
>TR00N
I feel stupid for laughing.

>> No.7978990

>>7978502
>Doom Eternal’s SG is QC:DE’s Q2 SSG with one barrel and no handle
Can someone throw together a side by side? I’m posting from my phone rn.

>> No.7978992

The rocket launcher room in The Pit keeps killing me. Will this be end of my attempt at pistol-starting UV saveless run through doom 2?

>> No.7978993

>>7978992
No, the following rooms with Pain Elementals will be.

>> No.7978997

>>7978985
>read BGSIT1 as “BIGSHIT”

>> No.7978998

>>7978992
The rocket launcher trap in The Pit is one of the meanest traps in all of iDs Doom levels.

>> No.7979016

>>7978589
VoidSW is basically a eWang32/ShadowNukem sourceport come to full fruition, right?

>> No.7979024 [DELETED] 
File: 742 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_24_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7979024

SUNDAY NIGHT SHITSHOW IS ON GENTLEMEN, WITH BTSX E2! HOT SINGLE DOOMERS IN YOUR AREA ARE WAITING FOR YOU TO JOIN <IP> WITH ZANDRONUM AND KILL SOME FUCKING DEMONS!

>> No.7979026
File: 742 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_24_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7979026

SUNDAY NIGHT SHITSHOW IS ON GENTLEMEN, WITH BTSX E2! HOT SINGLE DOOMERS IN YOUR AREA ARE WAITING FOR YOU TO JOIN 104.128.49.2:10802 WITH ZANDRONUM AND KILL SOME FUCKING DEMONS!

>> No.7979027

>>7979016
Almost full fruition

>> No.7979030
File: 32 KB, 124x128, 1606670089646.png [View same] [iqdb] [saucenao] [google]
7979030

>>7979024
>JOIN <IP>

>> No.7979031

>>7979024
lmao

>> No.7979035

>>7978815
I did this around a year ago and was in the 90th percentile. I don't remember the exact number though. I was 33 or 34 then.
I should do it again and see how the last year has damaged me. Bit I'm on a phone now so it'll have to wait.

>> No.7979040

>>7979030
>>7979031
you didn't see nothin'.

>> No.7979045
File: 118 KB, 3440x1440, 2021-07-25_2233_1.png [View same] [iqdb] [saucenao] [google]
7979045

Episode 3 down.
I liked it at the start, but it got extremely short very quickly. I unintentionally got through a couple of levels really quickly (the sewer level and the dam) just by using the jump boots to get to secrets, the following the path from there.
So I feel like I need to replay at least a couple of levels. And of course I missed the secret level again too.
Is there a way of just loading in a specific map?

>> No.7979054

>>7976796
What is the v1.0x weapon balance option in NBlood for?

>> No.7979069
File: 19 KB, 749x323, reactiontest.png [View same] [iqdb] [saucenao] [google]
7979069

>>7978741
>>7978865
I'm 29

>> No.7979124

>>7978975
I was trying out how /VR/ handles on different Q1ports - all it came narrowed down to is only Mk.V and QSS (mosly cause QSpasm is a goddamn slideshow too often)

>> No.7979128

>>7978989
>Explode
>TR00N
...How did they know?

>> No.7979131

wtf TNT: Evilution is fun. Dunno what the fuck civvie's smoking

>> No.7979135
File: 3 KB, 152x149, file.png [View same] [iqdb] [saucenao] [google]
7979135

So I was thinking of having the troopers act as snipers in my Middle East WAD, with a 50 damage tracer round that you could dodge. But now I'm thinking it would be better for the Arch Vile due to the reach of it's attack, and have the fire spell replaced with a LOOK OUT indicator. What do you guys think?

>> No.7979154

>>7978458
I'd love a Evil Dead fan TC

>> No.7979158

>>7978865
Why do they have such disparate results? I'm at 150 on arealme, and like 200 on human benchmark.
I'm 34.

>> No.7979160

>>7979124
>(mosly cause QSpasm is a goddamn slideshow too often)

Is this just on the main test map, or does it run like ass on the other test maps / vanilla maps? If it's just the main test map, then that's understandable because it's admittedly a clusterfuck that I haven't tried to optimize at all.

>> No.7979170

>>7979135
That's actually a pretty cool idea. Make the attack instadeath then.

>> No.7979195

>>7979160
Only the main testing map stutters cause its mostly a huge open area once you peek out the starting room - QS tends to have issues with open spaces like that...

>> No.7979202
File: 192 KB, 1280x800, etrn62.png [View same] [iqdb] [saucenao] [google]
7979202

I'm looking for large single level wads in the vein of Miasma and Entropy. Sprawling, nonlinear, beautiful, great combat.

>> No.7979209

i just beat plutonia for the first time and i enjoyed it. i didn't really like that the last few levels was basically me bfg'ing my way through it.
I guess most wads are like that but i felt it was encouraging me to do this cause kept finding ammo
the icon of sin was kinda easy tho

>> No.7979220

>>7979202
Mutabor. It's Miasma's sequel.

>> No.7979226

>>7979131
Most tubers (expect Doomkid) are idiots, who don't anything about retro fps. I recently watched AD review by Gaymanlives and he complained about being forced to start new map without previously gathered weapons.

>> No.7979235

>>7979226
decino's alright too. he knows his shit, whereas a large majority of boomtubers, do not.

>> No.7979238

>>7979158
either arealme is giving a handicap to make (you) more likely to share your result and promote their site, or humanbenchmark has some garbage coding bogging down its responsiveness
i get 234 and 176, the former sounds more accurate to me as i typically find myself better than average but far from the top, and when i am closer to the top it's because i rely more on knowledge and strategy than twitch reactions

>> No.7979256 [DELETED] 

>>7979226
>>7979131
i absolutely hate that dude civvie11's videos.

>> No.7979263 [DELETED] 

Hey, if you guys hate tubers so much, THEN WHY THE FUCK ARE YOU STILL DISCUSSING THEM??!?!? Fuck you and fuck your tubers and ecelebs and forum drama and everything else you fucks

>> No.7979271 [DELETED] 

>>7979263
Cause you're a faggot, thats why we're talking about them.

>> No.7979274
File: 5 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7979274

>>7979202
mothership.wad

>> No.7979276 [DELETED] 

>>7979271
No anon, YOU are the faggot. Now suck this dick.

>> No.7979278 [DELETED] 

>>7979276
>I know you are but what am i?
What are you five?

>> No.7979280 [DELETED] 

>>7979278
>talking about e-celebs in the first place
Are you?

>> No.7979282 [DELETED] 

>>7979280
What you gonna do if we keep talking about them? cry like a bitch? Cause thats all you seem to be good at is crying.

>> No.7979283

>>7979026
good times were had

>> No.7979285

>>7979282
>Literally started this entire conversation complaining that chuckle fuck e-celeb didn't have the same taste he did
Ironic, now silence, ass-licker.

>> No.7979287 [DELETED] 

>>7979285
Crying bitch cries some more.
>what are thee odds?

>> No.7979292
File: 852 KB, 1800x2000, 1600807423197.jpg [View same] [iqdb] [saucenao] [google]
7979292

where is samson i thought this was his year!

>> No.7979296

>>7979235
decino's great.
Have you guys seen Mtpain27? I don't think he's looked at anything too obscure, but I'm a big fucking casual compared to most here and I think he's good for recommending megawads.
Some of the later maps to these things put me off though. Fuck going through the end of Scythe 2.

>> No.7979297

>>7979226
Ever noticed how stupid and retarded nu-doom tubers are compared to classic doom tubers? who actually are solid and more informative than those fucking coomsomer retards?

>> No.7979305
File: 388 KB, 620x300, 1599865008604.png [View same] [iqdb] [saucenao] [google]
7979305

>>7979202
Foursite, though it is a bit linear.

>> No.7979306

>>7979297
I find it funny that nu-ID only counts the nu-doom tubers as the community.
Hugo Martin won't even acknowledge decino's existence but acts like insufferable zoomers like Mayo and Midnight are the "voice of the community".

>> No.7979309

>>7979305
>Gaming journalists reported on this like they were surprised people were still making Doom maps
It was funny and eye-rolling.

>> No.7979317

>>7979131
You don't treat a persons opinion word as law, form your own opinions,,, that being said Evilution has always been a love it or hate kinda thing, I really like the OST.

>> No.7979321

>>7979131
>>7979256
>Expecting logical consistency from a quarter-brained cripple
At least he did rightfully shat on HL1 with some resemblance of finesse just to not get instantly cancelled for heresy (AKA speaking the truth)

>> No.7979323

>>7979309
That was actually how I found out about it. Thinking back it is odd that Foursite got reports about it. The wad is great but it's nothing game changing that would warrant journalists reporting in about the map.

>> No.7979330

>>7979321
Oh lovely, you're back.

>> No.7979332

>>7979321
He said it was a good game, alf.

>> No.7979341

>>7979321
Could you stop huffing paint and sperging over an FPS that basically nobody talks about here?
Go back to making your endless threads about it on /v/.
But this thing lives rent free in your head and I'd advise medical help at this point.

>> No.7979353

Doom 2 coop is fun.

>> No.7979356

>>7979353
When it's one-life, yeah.

>> No.7979373

>>7979209
>the icon of sin was kinda easy tho
I always found this odd about Plutonia.
It's the original hard wad, but the last map is just kill the Cyberdemon, win.

>> No.7979392

Don't shout at me, I'm kind of a noob but:

How come the palette gets all messed up if you try to make a map with both doom and hexen resources, for example?

If you're editing with GZDoomBuilder and intending for the map to be played with hardware acceleration, why does the colour palette matter, shouldn't it be true colour?

Again I'm a noob so I don't understand a lot of how this stuff works, I'm just trying to branch out into how you use external assets n shit. Thanks.

>> No.7979398

>>7979392
The graphics are paletted. Use SLADE to convert them to truecolor PNGs first.

>> No.7979407
File: 218 KB, 832x1060, grem.jpg [View same] [iqdb] [saucenao] [google]
7979407

>>7976797
VIOLENT RUMBLE UPDATE: FUCK GREMLINS EDITION

>Gremlins will no longer attempt to eat gibbed heads or various mechanical enemies + fixed precache issue
>railgun visual overhaul + added anon's zoom function with sounds and crosshair (thanks again anon)
>enemies can now drop their weapons with the scavenger modifier (10% chance)
>a few more enemies added to the enemy randomizer modifier
>wetsuits should now protect against Guant lightning
>powerups can now have their pickup sounds changed via the 'noise' field (untested)

New railgun effects + zoom:
https://www.youtube.com/watch?v=e20R3E7fkC8

Shitty showcase of all 3 randomizer modifiers + Doom shotguns (just because):
https://www.youtube.com/watch?v=_HGU6W2E2YE

I think that's about everything. Yell at me if anything is broken or if I missed a recent request (centroids and freddies dropping ammo still planned, just didn't get to it). The channel linked above will be where the inevitable trailer will be, plus maybe some 100% runs of submitted maps when this is all ogre.

>> No.7979413

>>7979398

Aight, thanks. Does that also apply to sprites and whatever else? Just covert them to PNGs and you're good?

>> No.7979417
File: 356 KB, 1000x750, rest.png [View same] [iqdb] [saucenao] [google]
7979417

>>7979292
I wanted to finish GMOTA this year but the way things are looking, that's not going to happen. Which pisses me off something fierce. I haven't started on the lad yet, there's still a lot of other shit to fix.
And rushing myself is only gonna produce shit results, like how busted Kustam currently is. I'm gonna do this last update right, god dammit.

>> No.7979435

>>7979407
Hey, Violent Rumble bro.
Gotta say, this Railgun weapon looks awesome.

>> No.7979437

>>7979238
I can get human benchmark down further too, but I didn't sleep last night. If I sleep well tonight I'll try tomorrow...
Arealme seems closer to me though because a near quarter of a second seems slow for the average.

>> No.7979452
File: 410 KB, 1920x1080, Screenshot_Doom_20210725_202709.png [View same] [iqdb] [saucenao] [google]
7979452

>>7979026
Good times were had. Thanks for joining.

>> No.7979454 [DELETED] 

Bros, I think Epic2 map29 is going to break me. I've never had a megawad I loved so much faceplant so hard in the final stretch. Why did this cozy Egyptian switch hunt wad turn into slaughtershit?

>> No.7979459

>>7979305
>though it is a bit linear.
A bit is an understatement. Foursite showcases why linear maps don't always work as large maps. With how separate and isolated a lot of the sections are, I reckon it could have easily been split into multiple maps.

>> No.7979515
File: 67 KB, 595x722, candle.png [View same] [iqdb] [saucenao] [google]
7979515

Is there a way in Boom to make the upper texture darker? The ceiling works with the transfer brightness special, but wall textures? Do they even work?

>> No.7979520

>>7979373
it was kinda weird tbqh i guess i thought it was a pretty hard wad but i've beaten everything else on UV. master levels, no rest for the living, beaten multiple fan wads tons of times but never plutonia
last level was super easy doom 2 and tnt have way harder icon of sins imo, i got nuked so many times in tnt's last level before i beat it lmao

>> No.7979558
File: 6 KB, 385x160, notepad++_JOWsLyq2YD.png [View same] [iqdb] [saucenao] [google]
7979558

>>7979407
Couple of things...
- the Railgun impulse seems to be broken, as it overlaps with another impulse already
- the game will crash (at least on QSS) when zooming in with the error "gfx/RAILCROSS.pcx has wrong encoding or bit depth". Considering there's already a copy of the same image in .LMP format already in the same folder...I recommend you just stick to LMP for guaranteed compatibility across engines for now.
I also had another question. How do you make animated textures for weapons, like you did for the Railgun? I'm going to dive into the model in Blender to examine it, but just in case I don't discover how you did it I'd like to know an explanation.

>> No.7979572

>>7979413
Yes. Mind that ports which aren't GzDoom, Zandronum, or Eternity, will not accept truecolor .pngs for graphics.

>> No.7979597

>>7979515
Uh, possibly indent the candle alcove by one map unit or something, then transfer brightness to the floor of the indent.

>> No.7979606
File: 248 KB, 2061x1628, anim setup.jpg [View same] [iqdb] [saucenao] [google]
7979606

>>7979435
Thanks m8.

>>7979558
>the Railgun impulse seems to be broken, as it overlaps with another impulse already
ah whoops, new RC and progs.dat going up...
>the game will crash (at least on QSS) when zooming in with the error "gfx/RAILCROSS.pcx has wrong encoding or bit depth"
That's really weird, because I have it looking for the .lmp not the .pcx. I guess it's automatic replacement. I'll take it off the Mega and hopefully it not being there will fix it.
>How do you make animated textures for weapons, like you did for the Railgun?
You can put multiple image textures in the same material and they'll play in sequence automatically. Pic related is my setup. The limit *seems* to be 4 frames, but idk since this doesn't seem to be well documented.

>> No.7979614

>>7979606
>That's really weird, because I have it looking for the .lmp not the .pcx. I guess it's automatic replacement. I'll take it off the Mega and hopefully it not being there will fix it.
Yep, removing it makes it work.
>You can put multiple image textures in the same material and they'll play in sequence automatically. Pic related is my setup. The limit *seems* to be 4 frames, but idk since this doesn't seem to be well documented.
That is hella nifty to know. Thanks.

>> No.7979620

why the fuck is quake 2 called quake 2 if it's nothing like quake 1

>> No.7979635

>>7979620
>The name we want to use isn't available, fuck it, we'll just go with brand recognition.

>> No.7979639

>>7979635
what name?

>> No.7979640

>>7979639
Wor

>> No.7979641

>>7979640
who had it?

>> No.7979642

>>7979597
That's actually a good idea, thanks.

>> No.7979646
File: 42 KB, 425x513, you ok pal.png [View same] [iqdb] [saucenao] [google]
7979646

you ok bro?

>> No.7979684

>>7979572

Yeah, as soon as I realised what a headache it would be to convert every single sprite and texture I want to use to the right palette I basically gave up on the idea of vanilla compatibility; and using stuff made in the Doom palette seems to drastically limits your options for extra props etc.

I mean it's not like anyone isn't using GZDoom or similar nowadays anyway right? Are there some stubborn pricks out there who insist wads made in 2021 should work on the original DOS .exe?

>> No.7979686

>>7976797
DoomWare, a WarioWare-inspired mod, released.
https://www.youtube.com/watch?v=oRiBYVOPxdI

>> No.7979735

>>7979686
>for Zandronum
oh!

>> No.7979756
File: 41 KB, 200x200, 1606059397938.gif [View same] [iqdb] [saucenao] [google]
7979756

>>7979686
I'm testing it now, hosting at: 45.79.57.115:10666

>> No.7979801

>>7979640
they should've went with Cerberon

>> No.7979819

>>7979407
The sounds and the new projectile effect are perfect. They keep the same beats as the later games' railguns but with Q1's flair.

>> No.7979820

>>7979642
I just realized that what I said was actually smarter than what I meant to suggest, so you're extra welcome.

>> No.7979849
File: 253 KB, 400x400, Brother.png [View same] [iqdb] [saucenao] [google]
7979849

>>7979407
That's just amazing, anon. Great job. Seeing these updates is kind of inspiring... I really should stop being an indecisive loser and start writing down design notes for my own mod, see if I can use Trenchbroom properly on my laptop (+ other stuff for Quake modding) and look into programs like GIMP (for Pixel Art and in general since I also occasionally use Paint 3D) and Sekaiju (for making MIDI music): any recommendations are welcomed. Also revive my blog and see what I can do there.

I was set back by some shitty IRL stuff and there're more important things to do, but I think it's best to also somehow force myself to dive deeper into /vr/ related hobbies as that's what I find interesting.

>> No.7979902

>>7979756
server closed, thanks for testing it with me

>> No.7979906
File: 874 KB, 1440x1080, Screenshot_Doom_20210726_052225.png [View same] [iqdb] [saucenao] [google]
7979906

Started making a lil castle. Ain't much but it's cozy.

Quick show of hands: Do people like or hate dynamic lighting in Doom maps? I have a feeling like it's considered heresy, but I've been doing more Quake stuff lately and it's hard to resist how easily you can make a map atmospheric as fuck that way.

>> No.7979908

>>7979906
nice castle, it is cozy for sure

>> No.7979910

>>7979906
If you're mapping for ZDoom or other advanced ports, go ahead, though I would advise against using dynamic lights as your exclusive source of light for a level, I've seen this done a few times, and it may look good, but it usually gives shit performance.
Choose a decent ambient level of light for your given area and then spruce it up with some ambient lights.

>> No.7979917 [DELETED] 

Oh fuk. Sandy is a transphobe!
What do we do!?

>> No.7979923

>>7979906
I like it. The castle. Indifferent to dynamic lighting so long as it's tasteful.

>> No.7979931

>>7976796
Hello I'm a noob zoomer and I want to play some doom/duke/thief. I have a shitty pc running windows 10. Where the fuck do I start? faq? Do I need to purchase a copy of each game first ?

>> No.7979936

>>7979931
also is each one of these links safe or am I gonna get some malware from clicking away?

>> No.7979937

>>7979936
if they weren't safe then they wouldn't have been in every OP since forever

>> No.7979946

>>7979936
Thief, install it, get the Newdark patch and play. That's pretty much it.
Doom, get a port, get the iwads, done. I'd get PRBoom or Crispy Doom or something if you want something that plays like the original with sharper visuals.
Duke, I'm not actually sure anymore. I look it up every time I want to play. I think I have some Russian cracked copy of Megaton Edition on a flash drive or something.

>> No.7979952

>>7979946
Thanks m8. Why is doom different in that you need to get both a "port" and a wad? Why isn't it like other programs where you just download an executable or a zip with all the necessary components?

>> No.7979956

>>7979646
He needs to cool down his head a little more, I think.

>> No.7979972

>>7979931
>>7979936
The OP ones are safe. For Doom, grab the iwads and something like Crispy Doom or DSDA, then jump in with the first one. The classic Doom games don't let you use the mouse to look up and down, instead it has a vertical auto-aim to adjust your point of impact up or down towards enemies, but it does let you use the mouse for turning horizontally, which you should still do. Jumping and crouching aren't part of the original game either. Stuff like freelook and jumping are features one can use with more advanced ports, and it can be a fun change, though you'll want to get a feel for the base game first.

If you have any kind of habit with FPS games at all, you can play Doom 1 on Ultra-Violence, it's mostly not that hard (except for Episode 4, which you may want to save for later). Doom 2 ups the ante, but doesn't go that hardcore, however Final Doom is meant to be extra hard, so if you feel they're too tough, don't feel bad about giving them a go on Hurt Me Plenty instead.
Many (though by no means all) level sets people make for Doom set out to be more challenging than the base Doom and Doom 2 games, so don't feel forced to play anything and everything on UV, it may end up too tough.

>> No.7979975

What's the command for increasing draw distance in QS? I'm playing Ter Shibboleth and the maps have huge skyboxes that turn gray.

>> No.7979976

>>7979952
Doom is nearly 30 years old and you can't run the original executable without using DOSBox or a source port. Source ports are what make it compatible with newer operating systems and hardware.

>> No.7979997

>>7979952
The base game files are things called IWADs. They contain all the copyrighted assets. The engine itself is what is freeware, so people make ports to play Doom on different machines. The ports are free, and the IWADs contain all the stuff you can't give away for free legally

It's gonna be the same with all the other retro shooters like douk, you need the game files and a port, some ports auto-detect the game files, sometimes you need to put the files in the same folder

>> No.7979998

>>7979952
The .wad is the archive which contains all the assets; levels, graphics, sounds, palettes, etc. Installing it back in the day, the installer created the .exe and then the .wad, there was a thought that users could make their own .wads and share them, and that you could then run them with the base .exe. The thought was towards usermade content and probably also sequels and expansions.

There was some clunky limitations with this if you were using the original .exes, due to some lack of foresight, ending up requiring solutions like patching new contents onto your original .wad to get certain results (and then patch it out to restore it).
However, later ports, which were made possible thanks to the source code being published, would look at something like doom.wad or doom2.wad and use that as your basis, and then you could load another .wad on top of that, and whatever is in the new .wad overwrites whatever would be in the base one while playing, but without altering the .wads themselves.

This got nicknamed internal .wad (iwad), and patch .wad (pwad). Basically just grab doom.wad, doom2.wad, tnt.wad, and plutonia.wad, and then whatever port you use should detect those and use them.
You could also use something like DoomLauncher, so you can just select iwads and pwads as you please, with your port of choice, so you don't have to futz with making shortcuts or .bat files or anything.

>> No.7980024

>>7979849
quake doesn't use midi

>> No.7980036
File: 79 KB, 1380x797, func_retard_spawner.jpg [View same] [iqdb] [saucenao] [google]
7980036

>go to add stuff to PD2's func_monster_spawner
>wonder why everything is restated instead of using the monster spawn functions
>monster spawn functions work fine for my randomizer modifiers
>decide to try it
>~25 lines per monster to 3
>it just works

Surely I'm retarded and missing something, right?

>> No.7980048

>>7979976
>>7979997
>>7979998
thanks for the explanations anons. I think I'll jump in and start tinkering. I've been in the mood for some old school fps since my pc has an ancient gpu that can only play stuff from late 90's and early 00's

>> No.7980067

>>7980024
I know. Just mentioned it since that's one of the things that kind of interest me. Besides, nothing stops you from (in theory) make a MIDI track and recond/convert/whatever to MP3/OGG format so source ports can play it.
Yes, I surely don't know what I'm talking about.

>> No.7980068

>>7978569
Setting the sector lighting to shaders doesn't work. It reverts to GLBoom every time I select it.

>> No.7980074
File: 2.15 MB, 800x450, shorter potion flamers vid because that filesize limit continues to put my balls in a vice.webm [View same] [iqdb] [saucenao] [google]
7980074

So now we got some alternate flamers depending what sorta potion effect you have, defense potion makes you constantly shoot fire like how the flamers currently work, and the power potion just vents everything in one big shot. I think this feels pretty good, though I need to add some screenshake for both of these, and get a new sound for that big shot.

>> No.7980083

>>7980074
i love details like that, looks like you are giving your all in this update.

>> No.7980091
File: 63 KB, 514x319, kustam_flamer.png [View same] [iqdb] [saucenao] [google]
7980091

>>7980083
Gotta make this one count.

>> No.7980125

>>7977029
The "modern dlls" everyone uses is garbage that works by underclocking your performance.
My old rig with old dlls can handle complex scenes much better than modern righ with new dlls

>> No.7980142

>>7978649
One - i7 3770, GTX 1080 Ti.

Two - G630, GTX 660 Ti.

>> No.7980150

WADs with Doomguy face edits? I wanna make one but if I could just steal and tweak preexisting assets I'd prefer that. Like, one thing is I wanna give Doomguy a beard and I'm sure somebody has already done it.

>> No.7980151

>>7978295
make crouching and you will earn my respect

>> No.7980164 [DELETED] 

2009 is retro

https://youtu.be/-jBKKV2V8eU

>> No.7980167

>>7980151
No.

>> No.7980169
File: 365 KB, 702x396, 1601046351272.png [View same] [iqdb] [saucenao] [google]
7980169

>>7978649
• Intel i7 920 @ 4 GHz + 6x2 GB 1.6 GHz Triple Channel + 1060 6 GB
• AMD A8-7600 + 2x4 GB 1.8 GHz + R9 270x 2 GB
tried to play death stranding but that i7 doesn't support avx and that specific r9 doesn't actually have real dx12 support, I could swap gpus but fuck it
I live in argentina so the only meaningful update I can make is moving off the country while I can

>> No.7980187

Which game has the best movement? Quake is great when you're going forwards, but Blood feels better because you can jump much higher.

>> No.7980192

>>7978649
GTX580, Phenom II

>> No.7980245
File: 1.14 MB, 1280x752, file.png [View same] [iqdb] [saucenao] [google]
7980245

Today Pharaohs body got hijacked by the insectoid Ayys

>> No.7980247

>>7980074
es muy bueno

>> No.7980259
File: 1.24 MB, 1920x1080, coagcont1.png [View same] [iqdb] [saucenao] [google]
7980259

>>7979849
just make a small map first, don't overthink it.
re:laptops, as a point of reference, a 15y.o. laptop gradually starts losing responsiveness in Trenchbroom around 2k brushes. vanilla maps are about 1k-1.5k each.
and if TB doesn't run, you can just fall back to Radiant or something - how do you think id devs did it?

>>7979975
gl_farclip 256000
it's in the readme m8

>> No.7980280
File: 878 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
7980280

I am currently working on a map and having a tough time with designing a certain encounter. Basically what I usually do is being stingy with weapons and health and giving people just enough plus a little bit to survive.
For this though I want to go all-out, i.e. full backpack, all weapons, 200% everything - and of course it needs a fitting encounter.

What I have now here is some kind of arena and it's filled with monsters, including two cyberdemons.
The idea was to make you move and watch out for all those projectiles and having you go to town on them with your arsenal WITHOUT becoming slaughter, i.e. it should be easy enough so you don't need a specific strategy to survive, but still not too easy.
Now what I realized was that as soon as the carnage starts, there's MASSIVE infighting and basically if I run around the area in a circle for a few minutes, the cyberdemons will have taken care of most monsters.
Could that be spun as a valid strategy? Like you first enter and go "oh shit", but when you take a step back you notice that they're already killing each other?

Feedback would be appreciated. Also note that the arena area is not quite finished yet, I have just laid out the general layout and started adding some details.

Boom format, tested with latest PrBoom+
https://www.dropbox.com/s/3cq338gfqil8iw7/arenatest.wad?dl=0

>> No.7980285

>>7978520
P.P.S. Update, this is most probably "Perfection Fades in Eyes Imperfect"-compatible prose.
Another example of such an artistic work is E2M2-E2M6 from Quake.
Not Worth It.

>> No.7980289

>>7979407
Thank you for quickly responding to my near-autistic nitpicky complaints after every playtesting session dear VR-anon...

>> No.7980290
File: 26 KB, 220x275, 220px-Redneckrampage.jpg [View same] [iqdb] [saucenao] [google]
7980290

I dont care if this games overall theme is cringe incarnate - IMO the fact that you can accidentally blow youself up with uncollected explosive ammo pickups is beyond SOVL

>> No.7980297

>>7980290
SOVL is soulless

>> No.7980298

>>7980280
can't test rn, but you can work around infighting somewhat by raising the cyberdemons (the higher the platforms the less chance of grazing the horde). you can then add buttons that lower thees platforms - this would mean it would have to be a deliberate early move from the player.

>> No.7980302

>>7978543
Does releasing HL:Alyx instead of Riccochet2 counts as the second rltime?

>> No.7980316
File: 39 KB, 750x750, ISO_5060_90mm-750x750.jpg [View same] [iqdb] [saucenao] [google]
7980316

>>7979407
Come to think of it, the gray flex-tape banding gets lost way too easily within the gun model itself sadly - any chance to recolor it either brown or orange for clarity?

>> No.7980325

>>7978013
Man, seeing ultrawide resolutions on software rendered games are such a trip.
What's your FOV at?
>>7978409
Looks like it came from this guy spamming his IG & FB group. https://www.reddit.com/user/Jchodrick
I wouldn't be surprised if he's doing this so its used as resume filler.

>> No.7980335

>>7980325
>What's your FOV at?
120

>> No.7980343
File: 6 KB, 309x94, wmbg.jpg [View same] [iqdb] [saucenao] [google]
7980343

>>7976805
Where are all the weapon crafting mods?

>> No.7980348

>>7980259
>15y.o. laptop
Mine is like 8 years old at the moment. Well, I considered to aim for small vanilla-like maps from the get-go. Although for the mod I would probably have to forget about purism at least due to more freedom in HUD customization for more recent stuff.
>how do you think id devs did it?
That's one of the things that didn't let me completely abandon this idea. Like, back in a day people made some amazing stuff using the hardware that's currently outdated by today's standard. On top of that, you can see various degress of nonsense and terrible creations being made today by modders and the like. So, if someone is able to make out-of-place shitty graphics mod or terrible maps, why do I still come up with various obstacles that suppose to stop me and ruin everything as usual? What if I stop being a miserable bitch and at least give it a try instead of giving up without fighting?
Perhaps that's the moment where I would reach genuine success with this mission pack type of thing.

>> No.7980356
File: 543 KB, 600x250, ΤʹΞʹ AUFERETUR AMBULANT.gif [View same] [iqdb] [saucenao] [google]
7980356

>> No.7980436

>>7978920
tfw 330 average aaaagh

>> No.7980437

So I picked up Doom 1 & 2 on my switch because they were like two bucks each and the ports feel pretty good although it's been a long time since I played Doom with sticks. They even included Master Levels with Doom 2 and that just makes me happy because a whole new generation is gonna experience invisible ledges.

>> No.7980446

>>7979952
64 bit windows can't run dos games anymore, and if it could it would probably run like ass on most machines anyways, so you have to get a port of the source code to something slightly newer for it to work. chocolate doom is a straight enough port without many changes but something like crispy doom or prboom+ has more qol stuff for most sane human beings. some ports like gzdoom change so much they aren't great for actually playing doom but they're instead great for modding doom by having shit like scripting and true 3d movement and rendering and 3d models and stuff, so if you want crazy mods check out gzdoom forums, but don't reccomend it for vanilla playing

>> No.7980449

I was playing Heretic with dsda-doom, and something odd happened.
>fighting an iron lich and a few ophidians
>get killed by an ophidian, they start to infight with the iron lich
>iron lich dies, an ophidian starts to infight with another one
Does anyone know the cause of this? Was this a source port issue or something else?

>> No.7980506

>>7980449
Standard Heretic feature. Monsters start race riots after you die.

>> No.7980512

>>7980151
Challenge accepted.

>> No.7980534

https://twitter.com/kinsie/status/1419626443839926272
MetaBungie?

>> No.7980537
File: 957 KB, 1900x1069, Screenshot_Doom_20210726_144356.png [View same] [iqdb] [saucenao] [google]
7980537

TNT: Evilution is done, moving on to Plutonia

>> No.7980541

>>7977951
But why though :(

>> No.7980543

https://forum.zdoom.org/viewtopic.php?f=43&t=72759 is pretty fun, more than just your average wolf TC

>> No.7980560

>>7980543
Im gonna download WWW off of the WWW

>> No.7980569

Just finished Ashes 2063. It was breddy good.

>> No.7980584 [DELETED] 

>>7978285
Arrest yourself autist.

>> No.7980602

>grown ass men actually arguing about difficulty choice

>> No.7980607

>>7980602
what's an ass man?

>> No.7980612

>>7980607
Dudes who preffer booty over boobies ;^)

>> No.7980620

>>7980612
why pick

>> No.7980624
File: 116 KB, 690x300, file.png [View same] [iqdb] [saucenao] [google]
7980624

>>7976797
Doomkid Vanilla Wad Pack Revision XII is out now.
https://www.doomworld.com/forum/post/2356798

Also, unforntunately the Earthless Unity wad doesn't actually have the usual widescreen graphics.

>> No.7980636 [DELETED] 

>>7978285
Whoah, just found out again I got a warning for that post at my other computer - nice to know that disliking HL1 for legitimate reasons is still Haraam over here Jannies...

>> No.7980640

>>7980636
what did you say that pissed them off? i love hl1 but not to the point of suppressing all hate speech

>> No.7980643
File: 61 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7980643

>>7979128
Its in their nature to destroy themselves

>> No.7980647

>>7980289
No problem, anon. I'm too autistic not to.

>>7980316
Sure, I could try it.

>> No.7980649 [DELETED] 

>>7980640
It looks like the Mods dont watch enough CV11 vids closely to know the Robots had stole most of his brain, I would hazard a guess...

>> No.7980667

Damn I suck at Doom, I'm trying to pistol start a relatively moderate difficulty wad and the dead simple clone killed me repeatedly.

>> No.7980668
File: 1.90 MB, 1704x960, Screenshot_SummerFun_20210726_173510.png [View same] [iqdb] [saucenao] [google]
7980668

This should suffice for now since I still have to do three sprites for pumping and I don't even have any idea how to construct those.

>> No.7980674

Funny meme #1:
Duke Nukem in hospital garment on hospital table.
"It's terminal Mr.Nukem. What in god's name made you think you could handle so much Plutonium?"

Funny Meme #2:
Duke Nukem uses the expander to enlarge women's breasts and/or his penis

>> No.7980685

How do you get prboom to make screenshots? I just get "error writing screenshot" when I try.

>> No.7980686

>>7980674
Funny Meme #3:
Duke Nukem starts working as a doctor, treats constipation cases by advising the patients to "just blow it out your ass"

>> No.7980687

whats the diffference with 2048 guns and 2048 guns mp

>> No.7980693

>>7980687
The MP one strips out a few lines from GLDefs because Zandronum is archaic and doesn't know some of the later functions.

>> No.7980765
File: 133 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7980765

>>7980343
Likely stuck in inventory management hell.

I don't think outside of Lithum the that there is a mod based on outright customising your guns.
I don't think there's a sane way to do it yet in GZDoom; ideally a grid-based inventory be best, but the Crysis attachment system would work too.

>> No.7980773

>>7980686
Funny Meme #4:
Doomguy but he's gay.

>> No.7980779

>>7980773
More like DOOMGAY

>> No.7980787

>>7980620
Because Identity Politics are an universal thing sadly...

>>7980302
>Riccochet2
Mein Neger :)

>> No.7980792

>>7980290
IIRC you can detonate leftover PipeBombs in Duke3D too if it also counts as SOUL

>> No.7980802

does quakespasm have an option to disable the unrestricted vertical aiming

>> No.7980805

>>7980802
-mlook
?

>> No.7980813

>>7979407
So thats why there are copies of E1 maps inside the VR mod folders .PAK

>> No.7980820

>>7980813
>So thats why there are copies of E1 maps inside the VR mod folders .PAK
There isn't a single .pak file in VR, anon...

>> No.7980836

>>7979606
Hey VR-Anon, I see that you've made an option to keep the Mjolnir unpowered on demand to save some Cells if its thunder-storm attack is not needed or safe to use - can you try make its powered state also be animated?
Simply by flipping the white streaks on the hammers surface vertically will give an illusion of fast motion, so in theory this basic 2-frame animation would appear incredibly quick to the weapon user...

>> No.7980838

>>7979906
To me, it sticks out too much. Sector lighting feels more natural to the engine. Also, with the UDMF map format, you can have complete control over individual wall/ceil/floor brightness. So you can make some real nice Build-style shadows.

>> No.7980839

>>7980820
I must had a brainfart when thinking about contents of the .ZIP

>> No.7980840

>>7977484
There's isn't really an AD equivalent for Doom. There is one for Blood, though, Death Wish.

>> No.7980845

Who love doom3?
https://www.moddb.com/mods/classic-d3-for-doom/downloads/classic-doom-3-for-doom-2-v085

>> No.7980849

>>7980840
What makes Death Wish comparable to AD?

>> No.7980856

>>7980836
Yeah I was planning to go back to it. Will probably try fixing its awful UV in the process.

>> No.7980863

>>7980845
So what does it do? Make the screen black?

>> No.7980865

>>7980845
Everytime I feel like playing Doom 3, I remember that FEAR exists and I play that instead.

>> No.7980871

>>7980036
Yeah, that should definitely be fine. IIRC PD is dumptruck_ds's first mod, so theres probably some weird/unnecessary code just due to inexperience.
Although, if youre running monster spawn functions, you will also want to make sure they dont precache if theyre being spawned mid-level. Some engines will allow mid-level precache calls, but QS will crash.

>> No.7980880

/VR/anon, I have some ideas that I'll implement in a few minutes for the Railgun.
- adjustable zoom
- v_cshift screen tint when zoomed in
- tint zoom .LMP red when aiming over an enemy
Eh? Eh? Sound sweet, right?

>> No.7980883

>>7980865
This. I give Eternal a lot of shit but at least it remembers its meant to be a frantic FPS.

>> No.7980894

>>7980151
Its not possible in Quake. Some mod wouldve done it long ago if it was. You can give entities any arbitrary size for collision between eachother. But there are a very small number of hardcoded sizes called "hulls" for collision with the world. When a map is compiled, it generates clipping for each of these hulls. Then in-game, entities collide with the geometry generated for their hull. So you would have to change the map format itself to add a crouching size.

Well, theres probably some workaround in advanced engines like Darkplaces, but not vanilla Quake or Quakespasm.

>> No.7980907

>>7980880
Actually, scrap the v_cshift idea.

>> No.7980910

>>7980871
>you will also want to make sure they dont precache if theyre being spawned mid-level. Some engines will allow mid-level precache calls, but QS will crash.
hmm... then I guess I'll need test my modifiers in QS...

>>7980880
Not big on screen tinting, but for the rest go nuts man.

>> No.7980920

Remember the 2000's when there were zdoom mapsets trying to be like doom 3 in tone?

>> No.7980928

>>7976797
Question about the filler enemies - Rottweiler and RotFeesh:
-Are the VR Rotfish same as the SoA or the standard ones?
^(SoA ones can be gibbed and dont cause the monster kill over-count bug IIRC)
-Are the VR Rotties the vanilla Q1 ones (and if so are you gonna replace them with the improved version with a smaller model bounding box and improved AI)?

>> No.7980936

>>7980920
I don't think there was anything else than Legacy Of Suffering (2009). In recent years there were Doom 3 themed DBP and WMC projects though.

>> No.7980952
File: 19 KB, 526x376, EYvyhPdWsAI3rGz.jpg [View same] [iqdb] [saucenao] [google]
7980952

>>7980920
baste

>> No.7980959

>>7980928
>-Are the VR Rotfish same as the SoA or the standard ones?
>^(SoA ones can be gibbed and dont cause the monster kill over-count bug IIRC)
I believe Progs Dump 2 made those changes, so effectively, yes.
>Are the VR Rotties the vanilla Q1 ones (and if so are you gonna replace them with the improved version with a smaller model bounding box and improved AI)?
They are vanilla, yes. What improved version are you referring to?

>> No.7980982

>>7980802
cl_minpitch -70

>> No.7981013

>>7980290
Oh yeah, its a shame its so jank and clearly a first attempt the aesthetics and jokes are on point.

Its fucking great. Wish Ion Fury had a third of its charm.

The OST is amazing.

>> No.7981029

>>7980290
It's not the theme that is problem but the fucking awful level design.

>> No.7981083

>>7980910
Done...only changed files are included, so just drag and drop in your main directory and compile away. , key increases zoom, . key decreases. It doesn't check if the current weapon is the railgun, but it only has a small wobble effect when trying to use the zoom increase impulse, you can just do the same check as you do on the Railgun if you wanna, I just forgot to do it.
Video:
https://streamable.com/29rz7g
Download:
https://
anonfiles dot com
/36K7Uc8bu8/railgunzoom2_7z

>> No.7981089

>>7981083
Based. Thanks again, anon.

>> No.7981093
File: 139 KB, 640x480, doom02.png [View same] [iqdb] [saucenao] [google]
7981093

So at least I managed that. Shame I got mancubussed.

>> No.7981145

>>7980920
Remember the 2000's when people gave shit about zdoom mapsets?

>> No.7981148

>>7980534
That reload's pretty pretty nice.

>> No.7981153
File: 67 KB, 728x483, doctor butt.png [View same] [iqdb] [saucenao] [google]
7981153

>>7980607

>> No.7981157

Remember when chicken man didn't release updates that destroyed entire mod projects?

>> No.7981191

Still pistol starting through JPCP with limited saves
I really liked map 09's map.
Its a cute little Doom comic and even tells you what you'll be facing if you read it at the start.
I also loved the toilet where you get the super shotgun. The mirror dimension gimmick was neat.
Not sure about the Revenant room at the end, like what's the point? They get freed right as you get to the exit, they're only an issue if you want to head back for any reason and you can just easily kill them as they harmlessly flail in their cages before that.
Also, a huge chunk of the map opens up if you get to the end but just turn around for some reason, the guy even has some asshole archvile reviving all the sargeants and chaingunners you just killed in the lower area.
All to guard a room filled with ammo with no challenging fight for picking it up. I guess this area is for if you're playing continuously?

Basically, some of these Japs have weird ideas on mapping.

>> No.7981216 [DELETED] 

>>7981157
What happened also enjoy your ban for talking about doom in doom general.

>> No.7981245

>>7981157
...no

>> No.7981308

>>7980959
Im pretty sure that either Reliquiart or Alkaline (maybe both even) includes the improved Rottweiler model (smaller to hit target) and AI (dodges around and jump-bites more often) of newer mods - cant remember which mod introduced it for the first time sadly

>> No.7981313

Why do only get doom 2 text screens show up despite the fact that I'm playing TNT/Plutonia. The map names are also Doom 2's for some reason.

>> No.7981343

>>7981093
Did you get the secret bfg? That level sucks without a bfg.

>>7981313
You're loading tnt/plutonia as a PWAD. You need to load them as an IWAD for the new text, usually with the -iwad parameter or a launcher.

>> No.7981345 [DELETED] 

>>7981157
>chicken man
Irrelevant catchphrase detected.

>> No.7981353

>>7981313
Tnt and plutonia are stand alone and can be loaded by themselves without doom 2.

>> No.7981358

>>7981343
>Did you get the secret bfg? That level sucks without a bfg.
Yeah, I found it. But I died anyway.
Don't think it would be useful here, though, since the smartest way seems to blow shotgunners up and bolt for cover.

>> No.7981402

>>7981343
>>7981353
Yeah just noticed this as I was fiddling around. Started using ZDL and the names have been showing up correctly.

>> No.7981445

I'm a bit confused my E4M2 of Blood.
The bit with spiders at the bottom, and the part with gargoyles at the top: are they just extra? I went straight into the water thinking that would be where some secrets are, but it took me to the end of the level instead.
In prior episodes, pretty much the whole map is used most of the time. I was expecting to at least need a key from one of those areas to progress.

>> No.7981446

Anyone got a good tutorial/reference for making a new status bar?

I told my gf (pretty good artist, you've probably fapped to her hentai before) I was thinking about it so she immediately jumped in and started making sprites before I could even do any research. I just dunno if I'll even be able to use them.

>> No.7981449

>>7981446
artist name?

>> No.7981460

>>7978649
a pile of shit and an old car battery

>> No.7981474

>>7978649
Until recently an very old and shit i7 i dont even know which one and a 750ti.
And you know whats is sad and how videogames except retro and some indie shit are dead?

I could play much everything even shit like Control in 720p pretty decently in a shit HDD.
I wonder how much I would get if I sold that 750ti to some crypto jews but I really dont want to.

>> No.7981484

>>7978649
Some garbage budget laptop with busted and possibly fucked graphics drivers.
But I mostly play retro games these days so I don't care.
Unsure how it can load up koikatsu though. It may run like shit but I consider it some weird black magic possibly brought about by some succubus that feeds off me using it. I doubt she approves of Doom.

>> No.7981493

I'm debating on whether or not I want to try implementing dynamic resolution scaling. I'm kind of a brainlet though, but seems like a fun challenge.

>> No.7981494

>>7981484
Koikatsu is not that heavy. But Its been a while since I tried it, only at the beginning fuck illusion.

>> No.7981495

>started using a launcher instead of drag and drag

alright guys be honest, how autistic am I?

>> No.7981496

>>7981446
It's literally just 2 sprites, not counting numbers and mugshot.

>> No.7981505

>>7981495
only mildly, a lot of youtube tutorials teach drag and drop to the harm of the viewer

>> No.7981509

>>7981495
I use zdl and just select my wads as I want them. Really convenient to be able to just flick between various source ports.

>> No.7981513

>>7981496

Yeah but how does it go together? Can you get away with different sprite sizes for the mugshot/text etc or is it restricted to what's already there?

I don't wanna put too much work into it if I can help it, it was a throwaway idea but now I'm committed.

>> No.7981534

>>7981513
Quick test shows that the height is limited, but horizontal offset theoretically should work.

gzDoom probably lets you do all sorts of things.

>> No.7981536
File: 51 KB, 400x300, 1io5E6D.jpg [View same] [iqdb] [saucenao] [google]
7981536

>>7981513
I'd highly suggest keeping to expected sprite resolutions. The Japanese Community project does fun alternate font stuff if you want a template to work with.

>> No.7981585

>>7980685
So I was looking into this when I found someone else who has this problem too. Supposedly you have to set a directory, but how do you do this?

>> No.7981591

>>7981585
I don't know, it just works for me. You sure it has proper permission to write into its own folder?

>> No.7981606

>>7981585
>Supposedly you have to set a directory,
I didn't. I just had to bind the key, it makes a sound and saves right into the main directory.
And that >>7981591 says, do you have permissions?

>> No.7981607

>>7976805
>retard idgames

>> No.7981609

God, what is wrong with UMAPINFO implementation process across the ports?

>> No.7981613
File: 100 KB, 250x250, Doom Sweatguy.png [View same] [iqdb] [saucenao] [google]
7981613

>Still no HFFM on idgames 6 days later

>> No.7981615

>>7981591
>>7981606
Yeah. It seems to have permission to do that. Maybe the file is in too deep in other folders? I've got the thing in my source ports folder within my doom folder.
All I know is I get a messge when trying to take a screenshot: "Error writing screenshot"

>> No.7981616

>>7977732
It's like halfway between Wolfenstein and Doom. I can dig it.

>> No.7981628

>>7981613
A wad so good, you somehow managed to get it rejected for unmodified resources twice.

>> No.7981635
File: 1.44 MB, 3440x1440, 2021-07-26_2256_1.png [View same] [iqdb] [saucenao] [google]
7981635

Blood finished.
I loved it. It isn't perfect, but I'd put it above all the other games I have played over the last few weeks (Doom to this in release order, pretty much).
Episode-wise, I would say 1>4>2>3. But none of them were bad.
I didn't get that much use out of the voodoo doll and staff thing, and some of the other types of tnt weren't that useful. But overall the weapons were better than I was hoping for. The tnt handles so nicely, the shotgun is one of the best I have ever shot (especially akimbo), and the napalm launcher is incredibly satisfying.
And of course the game nailed the atmosphere far better than any of its contemporaries.

>> No.7981640
File: 9 KB, 605x182, file.png [View same] [iqdb] [saucenao] [google]
7981640

>>7981628
Your point?

>> No.7981642
File: 176 KB, 1268x1137, mjoltex.jpg [View same] [iqdb] [saucenao] [google]
7981642

Messing around with the Mjolnir's texture and came up with this design. Not sure if it's too much though.

>> No.7981654

>>7981635
voodoo dolls ignore armor and have infinite range. useful for boss types. tnt variants depend on you knowing the map well enough or just running out of regular tnt which is fine, I guess. ep2 is my favorite, but I think that's just because I love the hotel level.

>> No.7981662

>Ancient Aliens Map06 Yellow Key Trap
Got me really good and fucked me up hard

>> No.7981669

>>7980894
>theres probably some workaround in advanced engines like Darkplaces
if it can be done in darkplaces it can be done in quakespasm, I was about to say you can crouch in wrath

>> No.7981694

At least Doomkid added my wad to his pack, so that's some recognition during those trying times.

>> No.7981697

>>7981642
Cool thumbtack.

>> No.7981704

>>7981669
>if it can be done in darkplaces it can be done in quakespasm
...what? Do you know what either of those engines are? It seems like you may have them reversed. Quakespasm is like PrBoom+, it feels like vanilla but has extended limits and some extra options for mappers. Darkplaces is like GZDoom, it has a ton of extended modding options.

>> No.7981721

>>7981694
his videos are really good, he did a video about modding the doom pistol to shoot slightly faster and kind of agreed it should be standard IMO
it wasn't crazy fast like duke 3d but slightly better than it is

>> No.7981727

>>7976796
>>7976797
New KMQuake 2 testbuild, Knightmare wants feedback on this one
https://leray.proboards.com/thread/4098/new-kmq2-test-version

Changes since last build:
>Added Awakening 2 game DLL
>Added automatic detection of server protocol
>Added option to launch dedicated server from start server menu
>Removed legacy single-texture 2-pass surface rendering- GL_ARB_multitexture support is now required
>Added borderless window support
>Added multiple font cvars for console/menu/HUD
>Added displayed values for sliders in menus
>Added new Tactician Gunner to the missonpack DLL
>Added new monster muzzleflashes for the Xatrix and LMSP soldiers in the missionpack DLL
>Fixed shootable func_door_secrets not opening

>> No.7981732

>>7981635
>Blood finished.
no lol. you didnt play E5 Postmortem which is the best episode for gameplay.

>> No.7981735

>>7981635
also
>fresh supply
gross. go back and play the game properly with nblood or gdx.

>> No.7981737

>>7981727
>Added new Tactician Gunner to the missonpack DLL
>Added new monster muzzleflashes for the Xatrix and LMSP soldiers in the missionpack DLL
NOICE!

>> No.7981738

>>7981704
what law of thermodynamics prevents me from adding code (not a copy/paste from darkplaces) in quakespasm?

>> No.7981748

>>7981735
>gross. go back and play the game properly with nblood or gdx.
What's the problem with it?

>>7981732
I plan to go through those, and Death Wish too.

>> No.7981796

>>7981635
You should check out Death Wish, its the best Blood mod out there and it's just as creative as the official episodes.

>> No.7981802

>>7981796
its better. its the true sequel for me.

>> No.7981817

>>7981738
Lel, were those goalposts heavy? Once you change the source code, its not Quakespasm anymore, its your own fork.

>> No.7981823

>>7981817
I stand correct, it can be done in quakespasm

>> No.7981825

>>7981817
nobody adds crouch to quake because they think it's useless like a pistol or the use action

>> No.7981834

Urgh, I like making nice looking scenery and shit, but I always lose interest when I start to come to the point I have to make it into a functional, enjoyable level. Like I'm just making some really nice scenery and then throwing enemies and a couple monster closets at it.

Is there some formula or some shit I can follow to cheat at making a level flow nicely without just feeling like a half-assed hike through a few different set pieces? I really can't get the hang of making a level flow like old school Doom/Quake levels did.

>> No.7981851

>>7981817
Of course any improvement will make quake stop being quake.
I'd like crouch in quake, it will add a a layer to exploring, like those turok levels with the mantis one.

>> No.7981879

>>7981823
*corrected

>> No.7981885

quick, give me a funny image

>> No.7981891
File: 168 KB, 321x294, 1428953311263.png [View same] [iqdb] [saucenao] [google]
7981891

>> No.7981893

>>7981885
>>>/sp/111527390

>> No.7981896

>>7981495
I used to just fucking make shortcuts and shit for years and years. DoomLauncher was a good upgrade for me, though I think there's some room for improvements.

>make it properly recognize .pk3 and .pk7 files
>being able to save certain setups and load orders as a specific profile
>being able to remove the idgames tab, because what the fuck is that there for, I'll go to idgames if I feel like it, not use this frontend

>> No.7981901
File: 17 KB, 283x283, 1626744955959.jpg [View same] [iqdb] [saucenao] [google]
7981901

>>7981885

>> No.7981906
File: 249 KB, 524x836, 1578620328447.png [View same] [iqdb] [saucenao] [google]
7981906

>>7981885

>> No.7981912

>>7981613
They sent me the mail that it was going up. I'm just waiting for them at this point.

>> No.7981918
File: 1.21 MB, 1218x727, cacorun.png [View same] [iqdb] [saucenao] [google]
7981918

>>7981912
Sweet, better get the champagne ready. Also, bump limit lol
>>7981885

>> No.7981919
File: 27 KB, 834x606, notepad++_5Ul5eH95go.png [View same] [iqdb] [saucenao] [google]
7981919

>>7980894
>>7981669
>>7981704
>>7981738
>>7981817
>>7981823
>>7981825
>>7981851
alright you numbnuts, I took a peek at Wrath's QC code and it does appear that the same setsize tomfoolery is at play, the same setsize values I tried using today but all it did was just make me fall through the map (was obviously expecting that)
Now, I don't know why this works, it might just be because DP handles shit differently, might just be because they modified their fork of DP to handle it, or something else.

>> No.7981942

>>7981919
OK, I just realized why this works. When you crouch in WRATH, the game will actually *push* you upwards in the air so as to avoid falling through the ground. I'll see if I can implement this later and see if crouching actually is possible in Quake.
https://streamable.com/hzjkuw

>> No.7981946

>>7981942
absolutely based

>> No.7981948

>>7981943
>>7981943
>>7981943
hey boys

>> No.7981950

>>7981906
delet this

>> No.7981978

>>7980894
>>7981669
>>7981704
>>7981738
>>7981817
>>7981823
>>7981825
>>7981851
>>7981942
>>7981946
OK, nevermind. What that guy said about it being hardcoded and having to change the map's format is full of shit. There's basically no issues with this aside from Ranger falling through the floor, and to solve that I guess you'd just make new animation frames to still show him as standing on the floor rather than phasing through it. Other than that it works perfectly fine just like WRATH.
https://streamable.com/pzs1jo

>> No.7981987
File: 4 KB, 375x148, notepad++_hsooraGnHo.png [View same] [iqdb] [saucenao] [google]
7981987

>>7981978
>https://streamable.com/pzs1jo
Here's the entire code I used by the way. WRATH does a lot of additional things like checking if there's something above the player and setting a lot of self. flags.

>> No.7981994

>>7981978
>>7981942
>>7981987
Interesting stuff. Still not interested in adding crouching to Violent Rumble, but there's some cool potential there.

>> No.7982000

>>7981948
Anon, we usually wait for page 8 at least before making a new thread. I won't give you shit this time but keep that in mind for the future.

>> No.7982010

OK, I tested the crouch code and it definitely does *not* work on QSS. DP does some funny business apparently.

>> No.7982016

>>7981919
Wrath does not use the Quake map format, it uses Quake 3 format.
My nuts arent numb, theyre full of feeling.

>> No.7982017

>>7982016
That doesn't have anything to do with anything since the crouch code works on standard Q1 .bsp maps anyway. The case is solved: DP handles entities that have fallen into the map differently from QSS, so it's a per engine modification.

>> No.7982036

>>7982000
sorry, i'm still used to the speed of something more like /vg/

>> No.7982048

OK, I devised a workaround for crouching for QS/QSS/any QS derivative engines. Like I said, DP handles out of bounds entities differently from QS but thankfully we can actually do the following:
For crouching DOWN:
If our crouch state (the float crouch) is 0, set it to 1 and set ourselves to height -4.
If our crouch state (the float crouch) is 1, set it to 0, push us upwards, and in t+0.2 seconds, revert our size back to normal and run player_run() animations.
https://streamable.com/1l305o

>> No.7982051
File: 8 KB, 402x340, notepad++_GQrYDOV8Jf.png [View same] [iqdb] [saucenao] [google]
7982051

>>7982048
Forgot to attach the code...

>> No.7982115

>>7982048
Are we not using that new thread? Alright. Anyways, see this post: >>7982026

This still is not showing the player being able to crouch underneath world geometry, which is the whole issue. Triggers are not world geometry.

>> No.7982140

>>7982115
Oh, then yeah. You're right. I tested it and you can't move through places you should be able to, even in DP, let alone QS.

>> No.7982147

>>7982140
IIRC, the reason it just works in Wrath is that, as I said, it uses the Q3 map format. Which does not rely on Quake 1 hulls for collision. So it can use any arbitrary size.

>> No.7982149
File: 29 KB, 1186x344, notepad++_ekHaNvLRNS.png [View same] [iqdb] [saucenao] [google]
7982149

Yep...

>> No.7982164

Does GZDoom support Unity Doom's widescreen PFUB lumps. The bunny scroller scene.

>> No.7982173

>>7982164
Pretty much every major source port does now.

>> No.7982180
File: 48 KB, 1280x720, wrath_zOYkuEUqnk.png [View same] [iqdb] [saucenao] [google]
7982180

>>7982147
Yeah, that's exactly right it seems...this is a standard .bsp test map and it doesn't work within WRATH. Oops. My apologies.

>> No.7982184

>>7982173
Cool. Thanks.

>> No.7982284

>>7978191
There aren't that many AD_mod levels sadly.
Just play them all.

>> No.7982370
File: 46 KB, 887x598, FileNightmare.png [View same] [iqdb] [saucenao] [google]
7982370

>>7981495
>>7981509
I am pretty sure I take the cake for worst method
>Oh a new game? Better make a fresh extracted folder of GZDoom and rename it to whatever the game is.

>> No.7982372

>>7982370
>Stores all of his retro FPS games in his doom folder
This but I don't even limit it to just FPS games. Or even retro ones.

>> No.7982380

>>7982370
Do you love it when we call you Big Papa?
Put your hands in the ayyyurrrrrr

>> No.7982432

>>7982372
I suppose it could've been named "Doom and games that wish they were Doom"
>>7982380
To the honeys gettin money, playin fellas like dummies - I love it when you call me a 4TB catch all pit.

>> No.7982437
File: 36 KB, 480x360, death4.jpg [View same] [iqdb] [saucenao] [google]
7982437

>>7982370
This also makes me realize I'm hitting a little bit of a wall on Eviternity - I want to make sure I beat it before starting anymore big WADS (Sourceports?) in earnest - I know I'll never pick a previous one back up if I set it down.

>> No.7982475
File: 19 KB, 1278x226, Untitled.png [View same] [iqdb] [saucenao] [google]
7982475

>>7981495
>>7982370
>>7981509
I'm pretty sure you all are plebs and I have the best method.

>> No.7982562

>>7982475
Fuck the file sorting system - tell me about that Castlevania ipk

>> No.7982579

>>7982562
https://batandy.itch.io/simonsdestiny

>> No.7982634
File: 116 KB, 815x723, NewFolder.png [View same] [iqdb] [saucenao] [google]
7982634

>>7982579
And just like that, another folder is born - thank you

>> No.7982641

>>7982180
what a bummer

>> No.7982647
File: 160 KB, 1920x1080, 1603271844439.png [View same] [iqdb] [saucenao] [google]
7982647

>>7982370

>> No.7982650

>>7982647
It's absolutely beautiful. What else do we get up to after I ascend to my final form?

>> No.7982651
File: 8 KB, 192x243, file.png [View same] [iqdb] [saucenao] [google]
7982651

>>7982634
>new folder in quick access
anon is that your porn
also dear god edit your registry and get rid of all that extraneous shit

>> No.7982657

>>7982651
You bet your ass 'New Folder' is the porn folder - heading to google to find what I'm deleting so I don't regedit my shit into a blackhole.

>> No.7982660

>>7982651
>system reserved

>> No.7982667

>>7982647
>no pirate doom
step up

>> No.7982668
File: 29 KB, 576x165, shrek in 1997.jpg [View same] [iqdb] [saucenao] [google]
7982668

>>7982657
you're just deleting the links to the folders, nothing major. I pinned documents to quick access and never fucking use the DL folder because if I do, it never, ever gets cleaned.

>>7982660
some recovery portion from an old W7 partition I had years ago and I'm too lazy to move the data off and reformat the whole drive. Yes I know, I live in the worlds smallest glass house and I'm throwing some big stones.

>> No.7982670
File: 156 KB, 1920x1080, Screenshot_Doom_20210727_004952.png [View same] [iqdb] [saucenao] [google]
7982670

Holy shit this place was absolutely awful - not just in the difficulty, but the design of the level - even had to get over the top artsy fartsy up its own ass at the end - exit portal kills you and you just have to wait for the level to end - thought I was missing some switch or something and ran around like an idiot for a while - fuck this level stupid level fuck

>> No.7982693
File: 27 KB, 250x190, 1604150188861.png [View same] [iqdb] [saucenao] [google]
7982693

>>7982647
>champions + colourful hell + demon counterstrike + legendoom lite + universalentropy
you should check this post >>7959667

>> No.7982703

>>7982647
>>7982693
based ball crushing enjoyers

>> No.7982730
File: 871 KB, 1920x1080, 1625119043876.png [View same] [iqdb] [saucenao] [google]
7982730

>>7982693
thanks, I hate it

>> No.7982740
File: 126 KB, 1920x1080, Screenshot_Doom_20210727_012040.png [View same] [iqdb] [saucenao] [google]
7982740

>>7982670
That was extremely quick comparatively - This level was far more enjoyable, just a tad ugly with the sewer motif - good paced gameplay though

>> No.7982834

>>7982670
I actually really like Cryonology myself.

>> No.7983002
File: 58 KB, 640x480, 1624800471287.jpg [View same] [iqdb] [saucenao] [google]
7983002

>>7982668
>Shrak (made in '97)
>looks like El Goblino Americano
How did they know?

>> No.7983429

>>7982693
I wonder if Archviles can revive other Archviles that got killed?

>> No.7983578

Ken Silverman was 17 when he started work on the Build Engine?
How did he not have the same rise to fame as Carmack? What he produced was much more impressive.

>> No.7983749

>>7983578
Ken was definitely still in his teens when he began work on the Build Engine. Now that I think of it, I wonder how often in Duke3D, Blood, and Redneck Rampage the "killed by an opening door" glitch occurs overall?

>> No.7983943

Please come new thread.

>> No.7983962

>>7983943
>>7981948
you mean this?

>> No.7984027

>>7983749
In Duke it happens quite a lot, but then again Duke also had impressive stuff even when I was already playing full 3d like the sticky gore in doors.