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

/vr/ - Retro Games


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8281546 No.8281546 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8268719

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
http://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.8281547
File: 746 KB, 1200x837, 1635145793578.png [View same] [iqdb] [saucenao] [google]
8281547

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 https://rentry.org/6hwzi
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

VRSKINS 4.1
https://www.mediafire.com/file/urs0pu1uwryuigi/vrskins_v4.1.pk3/file

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8268542 >>8268567
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Beta released! >>8268667
Info here >>8268716

=== NEWS ===
[10-26] IkaDoom released, an Ikaruga styled gameplay mod
https://www.doomworld.com/forum/topic/125392-ikadoom-ikaruga-in-doom/

[10-24] Grezzo Two 2 demo is out
https://www.youtube.com/watch?v=JJ4Lu8pBBx0

[10-23] The Space Pirate has a playable demo now
https://www.bluevertigo.org/thespacepirate

[10-22] Ashes 2063 Episode 2 has been released
https://forum.zdoom.org/viewtopic.php?f=19&t=69612

[10-22] Fractured Worlds now available, Boom-compatible maps
https://www.doomworld.com/forum/topic/125253-fractured-worlds-version-13/

[10-22] GZDoom updated to 4.7.1
https://forum.zdoom.org/viewtopic.php?f=1&t=73631

[10-19] Golden Souls 1 Remastered now available
https://batandy.itch.io/goldensouls

[10-18] Doom 32X Resurrection, a romhack replacing the engine
https://www.romhacking.net/hacks/6269/

[10-17] Ashes 2063 Episode 2 to be released on 22nd of October(remove this news when its released)
https://forum.zdoom.org/viewtopic.php?f=19&t=69612&start=375#p1202447

[10-15]luciusDXL Released Some The Force Engine gameplay for Dark Forces
https://www.youtube.com/watch?v=aOnNjCdsswM

[10-13] Quakewulf is making another Quake 2 Map with Brutalist art
https://twitter.com/Colonthreee/status/1448404640220000256

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8281552
File: 166 KB, 1080x980, Screenshot_20211028-204049.jpg [View same] [iqdb] [saucenao] [google]
8281552

Nightdive interviews

Powerslave supposedly coming along very fast. Out Soon™

>> No.8281557
File: 192 KB, 1080x984, Screenshot_20211029-110545.jpg [View same] [iqdb] [saucenao] [google]
8281557

>>8281552
Also Kaiser pondering making a level Editor

He previously made one for the Turok release (make Turok maps)

>> No.8281579

>>8281534
The Temporal Tantrum megawad gets posted here with a new update every few months. All the mappers for that made maps for 2408 units and three of the four made maps for Ad Mortem. The idea that these threads don't have regular contributors is just wrong.

>> No.8281629

>>8281579
>The idea that these threads don't have regular contributors is just wrong.
But nobody claimed that.

>> No.8281630

>>8281579
There was also HFFM in between, a lot of people from 2048 and ad mortem did maps for that, just most them did so anonymously

>> No.8281634

Huh very quiet DOOM THREAD, well anons, how are you doing on this early devilish day?

>> No.8281639

>>8281634
Waiting for Ad Mortem release

>> No.8281641
File: 73 KB, 1411x723, Barrels.png [View same] [iqdb] [saucenao] [google]
8281641

>>8281634
Figuring out subweapons and some other weapon mechanics. I always design myself into a corner and I'm trying to avoid that this time.

>> No.8281646

>>8281634
Just chilling after a nice snack. I'm gonna be a lazy asshole all day, with some breaks to make progress in Sunlust.

>> No.8281653
File: 96 KB, 300x168, 754343E4-BA73-4C47-BF39-E27172970D4E.png [View same] [iqdb] [saucenao] [google]
8281653

>>8281634
Splendid, my ass is ready for Ad Mortem. I'm feeling this will be a good release. Can't wait for future /vr/ projects

>> No.8281667

Corruption Cards is really the absolute best mod for Doom ever. It's like Doom + 1, it doesn't take away the original gameplay and creates new challenges and it's even compatible with other mods. I can't play Megawads without it anymore. Why the fuck did it never get a Cacoward?

>> No.8281669

>>8281667
Earthquake is the funniest effect you can get.

>> No.8281682

>>8281667
>Why the fuck did it never get a Cacoward?
Same reason Hideous Destructor never got one:
Because.

>> No.8281689

>>8281682
Ah I see, there was not enough Doomworld circlejerking, as usual with anything on that shithole of a website.

>> No.8281694

Seeing anons talk about how Blizzard copied Joe Mad and i'm reminded of Strife's artwork
Specially the dialouge portraits, they look like they were mimicking 90's comics
Even if some look clunky

>> No.8281697

>>8281667
>>8281682
You know what, let's set up a strawpoll, run it throughout December and then hand out our own awards. It'll be fun, and no matter how bad we half-ass it they'll still carry more weight than the cacos.

>> No.8281698

>>8281697
We've had the golden boners in the past.

>> No.8281703

>>8281667
Do they even give them to gameplay mods, ever?

>> No.8281706

>>8281703
there's an entire category dedicated to them.

>> No.8281708
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google]
8281708

>>8281703
Yes. Where've you been for the past 10 years?

>> No.8281712

>>8281703
i remember when term said in intermission that they really liked high noon drifter but took a while to get to other mods

>> No.8281717

>>8281698
No wonder we couldn't get them back up. Gold is very soft.

>> No.8281719
File: 19 KB, 290x705, Allow me to introduce myself.png [View same] [iqdb] [saucenao] [google]
8281719

>>8281717
alright listen here you little shit.

>> No.8281725

>>8281703
I learned about Lt. Typhon because of cacowards

>> No.8281734
File: 24 KB, 300x259, badumtss.png [View same] [iqdb] [saucenao] [google]
8281734

>>8281717

>> No.8281735

The Cacowards is what makes me thing the Doom mod/wad scene could grew a bit more so there's other award shows and make the community feel less closed and focused on certain people
But it seems older fans don't even want to introduce newcomers to the vast world of Doom modding, so the latter is stuck with Doot and Isabelle memes, without even touching Brutal Doom

>> No.8281756

>>8281667
It really is great.

Even Knee Deep in the Dead becomes fun, challenging and fresh again with a few cards shaking things up.

>> No.8281758
File: 547 KB, 960x540, Screenshot_Doom_20211029_140210.png [View same] [iqdb] [saucenao] [google]
8281758

It's been literal years since I fiddled with... whatever this is.

>> No.8281760

>>8281758
what are those sprites, anon?

>> No.8281761
File: 298 KB, 960x540, Screenshot_Doom_20211029_140348.png [View same] [iqdb] [saucenao] [google]
8281761

>>8281760
Not sprites, for starters.

>> No.8281764

>>8281761
Oh fuck, I remember this.

>> No.8281765

>>8281761
oh no

>> No.8281768

>>8268667
Two errors in the UMAPINFO:
>MAP12 leads back to MAP11
>MAP31 leads to MAP09 when it should go to MAP08

Also, is the intertext just a placeholder? The WAD's not gonna be on Doomworld longer than a day if not.

>> No.8281780
File: 114 KB, 480x270, Screenshot_Doom_20180818_072230.png [View same] [iqdb] [saucenao] [google]
8281780

>>8281764
Yeah you do.
Oh wow, this filename. Looks like I made this model in 2018.

>>8281765
That's the kind of enthusiasm I like to see!

>> No.8281795

Where do i find frens to play quake 3 arena?

>> No.8281802

>>8281768
>Also, is the intertext just a placeholder?

Of course it is. Since I asked twice if someone could do some intertexts for me but nobody wanted, big time.

For those who playtested the wad, I'm gonna ask which map could be the best for Map01? yeah, I think map04 is really big to be the first level.

>> No.8281807

>>8281758
>>8281761
>coomer making sure his wetdreams don't become memes
I know it's old but it's still refreshing to see compared to all the coomer whinging .

>> No.8281813

>>8281795
There's an anon who drops a pasta with server info every once in a while. I didn't save it cause I'm done with Q3 but you can look it up in the archive.

>> No.8281817

>>8281802
Do you still want to make it a strict progression wad? If so only Tricks'n'Treats is easier than Imps in the Walls.
If not, I think Pumpkin Delight could make a nice first map, or even Catacombover.

>> No.8281828

>>8281817
Not anymore, it doesn't even matter since I just got 2 ''normal'' maps.

>> No.8281832
File: 438 KB, 512x440, index.png [View same] [iqdb] [saucenao] [google]
8281832

>>8281287
>https://fps.fandom.com/wiki/Quake_II_Campaign_Maps
Quake 2 campaign credits:
>Timmy responsible for a ton of levels, as expected
>American McGee responsible for the biggest dip with unit 2 (ammo depot, warehouse) but is also responsible for unit 5 (factory with the processing plant)
He's responsible for my least favorite parts of the game and some of my favorites, nice. It reminds me of Sandy and Quake's Elder World.
>palace is made by Jennell Jaquays who I've never heard of, apparently used to be a guy, and married that dude who won a Space Invaders championship - who is also an old lady now
...I wasn't expecting that.

>> No.8281835
File: 383 KB, 960x540, Screenshot_Doom_20211029_144426.png [View same] [iqdb] [saucenao] [google]
8281835

>>8281807
I aim to please and displease simultaneously

>> No.8281840

>>8281780
release it anon
do it

>> No.8281842

>>8281817
I wouldn''t make it Tricks n Treats with the reception it got. It should start strong.

>> No.8281846

>>8281835
That gun model looks familiar.

>> No.8281851

>>8281832
>two old men pretending to be women so that they can fuck eachother without being a pair of gay dudes

Cringe.

>> No.8281860

>>8268667
>>8268716
>>8280023

Fixed the missing texture and added a glow effect to the switch in the blue room. Also a couple of small lighting changes.

https://drive.google.com/file/d/1ovdskdw3KfTz-cQemFvBwbi8NUloyEdv/view?usp=sharing

Map Title: The Other Dario
Author: Washing Machine Enthusiasts
Playtime: 15-20 mins
Par Time: 7 min 45 secs (based on a HMP-speed run plus 30 seconds)
MIDI: "Profondo Rosso" by Goblin (MIDI conversion by anonymous)
WAD file name: MAP26_vrspooky_v3

>> No.8281871

>>8281802
Hard to write good text if you haven't sorted out the map order yet.

>> No.8281878

>>8281634
Just got some dillies off of my dealer, gonna nod out to some Doom 64 tonnight

>> No.8281904

>>8281802
Here's some ideas for the first screen and the end screen. Feel free to tinker. Credit to Washing Machine Enthusiasts if you want to.

>Text 1
All Hallows Eve... the night of restless spirits. The UAC should have known better than to mess with the occult on a night like this. Some bastards never learn, you mutter to yourself as you load another shell and get ready to send more of the dead back to their graves.

>Final Text
An eerie silence falls. Is that it? Is it over? Do the dead finally rest again? In the distance, you hear a voice in a strange language. Is that Sumerian? Suddenly you can hear the scrabbling of fingernails on coffin lids six feet underground. Oh shit, here we go again...

>> No.8281937 [DELETED] 
File: 386 KB, 850x704, 1628297207053.png [View same] [iqdb] [saucenao] [google]
8281937

>>4186136
/r/ing a version of this that's small enough to post on this board

>> No.8281939 [DELETED] 

>>>4186136

>> No.8281942 [DELETED] 
File: 386 KB, 850x704, 1628297207053.png [View same] [iqdb] [saucenao] [google]
8281942

>>>/wsg/4186136
/r/ing a version of this that's small enough to post on this board

>> No.8281963 [DELETED] 
File: 930 KB, 672x787, d3e.png [View same] [iqdb] [saucenao] [google]
8281963

>>8281942
>the average bl**d fan thinks this zoomer cringe shit is funny
You look like stupid.

>> No.8281984 [DELETED] 

>>8281963
>the average bl**d fan thinks this zoomer cringe shit is funny
No. Please fuck off, you and that other cringetwat you fed a (You) too.

>> No.8281986

Confession: I first played (and beat) Doom on an iPod Touch in 2010
Reading Carmack's development updates on it was quite fascinating though, it was basically his pet project and one of the last things he worked on for id before he left

>> No.8282039
File: 40 KB, 630x500, vincent price.jpg [View same] [iqdb] [saucenao] [google]
8282039

>>8281802
How long has it been again? Spattered with burning brimstone and demon guts, your only certainty was that dawn would finally come to break the curse of evil.
But this one night the darkness falls only ever deeper.
And as the demon bell tolls the secret hour, the barrier of life and death is quaked at its seams with St. Lucifer's dark intervention. Drawn towards the evil presence, your only way from here is down. Down into the crypts, down into fear...

Corny shit is a perfect fit for Halloween but ymmv

>> No.8282050

>>8282039
Damn I read that in Price's voice.

>> No.8282115

>>8281547
https://www.youtube.com/watch?v=VKx2E1tyvV4
https://www.doomworld.com/idgames/levels/doom/Ports/g-i/gehenna
https://www.doomworld.com/forum/topic/125427-gehenna-a-new-episode-for-the-ultimate-doom-limit-removing/
Gehenna, an episode for Doom 1, limit removing vanilla style

>> No.8282124

https://www.youtube.com/watch?v=E23Cucp-lXo

>> No.8282126

>>8281817
Catacombover is a little too intense for the first slot, I think.

>> No.8282158

>>8268805
>>8268808
>>8268716
no anchor post in this thread but I have one (hopefully) last update
https://mega.nz/file/iVtCBCKK#ZbqTcXWGvGRmvv8D5RMT2bfPeCHhdTGGvsZmyxlG-jE
Version 5 of Map15 (or whatever slot I will have in the full release)
Name: Shadow over Silverspring
Author: Bartekmil
Playtime: 15-20 minutes
new MIDI: "Cascade" by AD_79 from the Raven MIDI Pack - this was a bit of a painful change as I really like castlevania soundtracks, but I understand if people thought of the previous one as repetitive. Still looking for alternatives if this one doesn't stick either
Wad file name: MAP15_vrspooky_v5.wad
Changelog:
>new midi
>some more ammo and health changes
>fixed boners poking out of ground in the street encounter
>some cosmetic fixes
>tweaked some of the parallel dimension sections
Also this has probably already been fixed but skellingtons now always do the bone shatter animation when dying in v2 beta

>> No.8282182

>>8282158
I lied, this is the last update
https://mega.nz/file/iU0wAZxA#PorBMRSnHD19-UvJHbuV8jG9C0CkCCMfTVixozNG1MI

>> No.8282185

Where's the new word cloud?

>> No.8282201

>>8281802
So it's friday and I have a few more minutes to spare... How about this?

Text 1:
It's Halloween and you ate too much candy. Overdosed on sugar, chocolate and candy, you tumble towards your bed, hoping to finally fall into a dreamless sleep. You forgot, however, that too much candy before bed can lead to nightmares....

Text 2:
After the first shock and slapping yourself a few times just to convince yourself you are not in a dream, you realize - this really ISN'T a dream, after all. All the ghouls, ghosts and monsters are real. So far you have survived by sheer luck, did you? But if this is, indeed, a very realistic dream, then it must end eventually... right?

Text 3:
Is it over? Have you dreamt the dream? Or have you indeed managed to fight the Prince of Darkness, to slay his satanic battalions and prevent a (delightfully) devilish destruction of humanity? You sigh, because any way, it's over now. You open your eyes, looking at the ceiling and feel nothing but relief. Eager to welcome this new day, you open the curtains and gaze at the red sky.

>> No.8282229
File: 3 KB, 620x26, toolong.png [View same] [iqdb] [saucenao] [google]
8282229

>> No.8282241

>>8281216
Or unity or ue4 or whatever. Those things aren't that hard to implement. It's a little more time, but even a choice of male/female with maybe 3 skins each would be nice. but if your character has dialogue is compounds pretty rapidly.

And yeah, it definitely makes a lot more sense if your game has mp.

>> No.8282248
File: 2 KB, 60x60, ANONA1.png [View same] [iqdb] [saucenao] [google]
8282248

Heads up, Friday Night Firefight might not be happening tonight. The TSPG website is bugged and you can only host servers for Zandronum alpha at the moment, so you can't connect with the stable Zandronum version that we've been using.

>> No.8282270

>>8282241
>Those things aren't that hard to implement
Not at all, it's just kind of a complete waste of time if you're never going to see the character sprite or model.
>Or unity or ue4 or whatever
If editing game files in both of those engines is as piss-easy as it is for Doom and Quake you'll just be able to change whatever you want, however you want. No problem.

>> No.8282437

>>8281842
Yeah, that's a good way to get people to not play the rest of the WAD

>> No.8282463
File: 159 KB, 1151x1115, 1623009566068.png [View same] [iqdb] [saucenao] [google]
8282463

What engine should I be using

>> No.8282492

>>8282463
DSDA-Doom or Woof.

>> No.8282493

>>8282463
Woof

>> No.8282501

>>8282463
Something MBF21 compatible, like DSDA Doom, From Doom With Love, or Woof.

>> No.8282536

>>8282463
What GZD version are you using? If you *insist* on using GZD, you'll need at least version 4.7, though it will still be rather buggy.
Otherwise, what
>>8282492
>>8282493
>>8282501
say

>> No.8282605
File: 138 KB, 1200x1146, EQzaKl9WoAEyIA7.jpg [View same] [iqdb] [saucenao] [google]
8282605

I asked this last thread and got no replies but I was wondering if anybody here played RAMP and if so what were the best maps from it?

>> No.8282632

>>8281758
hey! I remember you!
keep going
this is an order

>> No.8282663
File: 35 KB, 256x128, Pumpkinhead.png [View same] [iqdb] [saucenao] [google]
8282663

>>8268716
Project lead, I whipped this up quickly
https://files.catbox.moe/ezsnp6.wad
I know you said no texture requests but this is pretty harmless, could be used for Norwich Lane and for Pumpkination

>> No.8282741
File: 338 KB, 1680x1050, doom34.png [View same] [iqdb] [saucenao] [google]
8282741

>>8282663
>could be used for Norwich Lane
Which I'm all for btw. Bartekmil has just replaced the ZZWOLF textures so it's pretty easy to include

>> No.8282752
File: 59 KB, 531x467, mmmm.png [View same] [iqdb] [saucenao] [google]
8282752

If'n anyone is curious to hear Carmack talk about the metaverse shit, and whatever else he feels like rambling about.
https://youtu.be/BnSUk0je6oo?t=73
Time stamped to start when he starts talking.

>> No.8282782

>>8282248
UPDATE: TSPG is now requiring users to use Zandronum beta builds and no longer supports Zandronum 3.0. I don't have all the details but basically for our games from now on we'll need the latest Zandronum beta to play.
For now go to https://zandronum.com/downloads/testing/3.1/ and download ZandroDev3.1-211026-1439windows.zip or the equivalent version for your OS. We may or may not be playing later tonight.

>> No.8282793

>>8282782
Will do!

>> No.8282806

>>8282663
Neat. Put a Pumpkin Fuhrer on MAP31 too. Probably don't need more than one.
https://www.mediafire.com/file/04fp49ihwta65qp/Pumpkination_v2%252Bfurher.wad/file

>> No.8282808

>>8282782
Lets hope that this means that someday, there will be a fully stable build of Zandronum that goes past 3.0 in version number. *crosses fingers* Please, may this also happen with the Eternity Engine.

>> No.8282816

>>8282808
>>8282782
Hideous Destructor working with Zandronum when?

>> No.8282819

>>8282808
i just tested it and there are literally no new features whatsoever, not even any kind of scaling options

>> No.8282842

>>8282536
It was an old version of GZDoom, I tried the latest version it was barely functional. DSDA Doom didn't work for me. Woof Doom works.

>> No.8282868
File: 88 KB, 640x480, doom56.png [View same] [iqdb] [saucenao] [google]
8282868

Speaking of complaining about decline in activity, and spooky maps. I have finally found motivation to continue mapping for Hell Frontier and finished MAP18 that was in backburner for months. There are things I'd like an opinion on, particularly the bathroom fight and the big bloody maze. I also just now realized I forgot difficulty levels, but I won't be adding them today, so only UV is available.
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=152275
Archive also contains previous released MAP12 for good measure. You are welcome to try it too.

Format Doom, tested in PrBoom+ complevel 2.

>> No.8282878

>>8282816
>zandronum devs implementing ZScript
>without fucking it up horribly like ACS and DECORATE
>making everything work as expected in an online environment without rewriting the scripts
>any time in this century, let alone before gzdoom implements yet more features
>which will be promptly adopted by cutting edge mods like HD
never
FUCKING
ever
you will use gzdoom netplay and you will like it

>> No.8282889
File: 605 KB, 1920x1080, Zandronum Screenshot 2021.10.29 - 14.44.21.12.png [View same] [iqdb] [saucenao] [google]
8282889

>>8282782
Looks like it works. I wasn't able to join this server before due to wrong version and now I can.

>> No.8282908

>>8281641
>kobold can't even throw a barrel properly
I am going to bully

>> No.8282952

>>8282878
>you will use gzdoom netplay and you will like it
Half of that statement is true.

>> No.8282963

>>8268716
FOR THE LOVE OF GOD FIX BOOKSHL3 IT'S TOO NARROW FOR SOFTWARE RENDERING

>> No.8283017

>>8282782
Also a note for convenience: Doomseeker will automatically download the latest Zandronum testing build if you go to Configure (F5) -> Games -> Zandronum and enable testing releases, just set a folder to install it in and Doomseeker will download it for you.

>> No.8283020
File: 578 KB, 3840x2160, comfy.jpg [View same] [iqdb] [saucenao] [google]
8283020

slow work day = comfy trenchbrooming

>> No.8283029

>>8283020
>trenchbrooming
Where can I get started?

>> No.8283032

>>8283020
>>8283029
I also want to know. Seems like a fun modeling tool.

>> No.8283041

>>8283032
>modeling
Those are brushes.

>> No.8283042

>>8283029
https://trenchbroom.github.io/
There's also an easy to find tutorial series on YouTube.
>>8283032
>modeling tool
It's a map editor for Quake engine games, though you can export to OBJ if you really want to.

>> No.8283046

>>8283042
>There's also an easy to find tutorial series on YouTube.
Just "Trenchbroom tutorial" I assume? Groovy.

>> No.8283050

>>8283041
>>8283042
It is brushes. But I still view blocking out levels as comfier modeling.

>> No.8283101

Blind UV demos & some feedback for ALL the halloween maps: 7a3fv7R9u8/vrspooky-demos_7z
(add anonfiles dot com to get the link, spam filter is complaining)

All were recorded with standalone versions of the maps (look at the demo filename to see which version) and v7 of the resource wad except map04 and map08, which were recorded with resource v6. Map numbers are the ones originally claimed/posted, not the ones in the beta.

To emulate saving/loading I would start a new recording from a point reached in a previous run (and saved as a keyframe) so use DSDA-Doom with the -skipsec parameter when provided to skip the duplicate footage. Binding gamespeed up/down/reset keys also recommended for the wandering around looking for secrets and such.

I played in ascending order of map slots except 31 after 15 and 06, 29, 30 and 32 after the rest because they were released later.

The included textfiles contain some immediate thoughts after each run, overall impressions and occasional suggestions or bug reports.

Here's also a pack that contains all the respective wad versions just in case they've gotten lost or something: r605vcR7u5/vrspooky-wads_7z

Short list of serious bugs still unfixed in latest versions:
- MAP10 softlock if shootable switches are shot too quickly before the previous one has finished raising the floor
- MAP29 softlock in secret soulsphere closet
- MAP30 icon of sin can be killed early with BFG tracers
- MAP32 has missing textures everywhere in dsda-doom, possibly only tested in gzdoom

>> No.8283134

>>8283101
BTW, I do realize that posting the demos/feedback as early as possible (the earliest demos are weeks old) could've been much more helpful for tuning the maps in time than playing all of them first and posting now. Sorry about that, but I couldn't help it, I wanted to be able to dump all of it at once to get it over with and not leave the rest hanging in case more delays and distractions come up. For a long time I kept thinking "I can finish by today or tomorrow", but other priorities kept getting in the way, and I didn't want to force myself to play if not feeling like it so each map could get a chance to be experienced as it normally would, so it took much longer.

>> No.8283203

>>8283020
Bro, where's your SIGIL poster?

>> No.8283213

>>8283101
>MAP29 softlock in secret soulsphere closet

Not sure what could break, and I'm not too familiar with potential issues in my limited experience. It's on a timer with some voodoo using a lowering sector.

>> No.8283241
File: 854 KB, 1920x1200, Screenshot (1).png [View same] [iqdb] [saucenao] [google]
8283241

Rushing to see if I can finish V3 of MAP14 before the day is over.

>> No.8283246
File: 510 KB, 1280x1024, beneathbloodstone_boners.png [View same] [iqdb] [saucenao] [google]
8283246

>>8268805
https://files.catbox.moe/axeute.zip
MAP06 version 1.2
Map Name: Beneath Bloodstone
Author: Wolpertinger
Playtime: 4-6 Minutes
MIDI: Nine Inch Nails - Down in it

>>8283101 's demo made me realize I had a duplicate secret, fixed now. Old image because fug it.

>> No.8283250

Imps in the walls, my god what an amazing map, I really liked how map progression with the underground altar and settlement and the automap references the Lovecraft story. Good traps and encounters all around
The only thing that was a mixed bag for me were the encounters in which an enemy teleported right behind you - most of the time it worked well to prevent cheesing rooms - but sometimes it was unfairly killing you

>> No.8283264
File: 172 KB, 1648x1451, binned.jpg [View same] [iqdb] [saucenao] [google]
8283264

>>8283203
Where it belongs.

>> No.8283275
File: 528 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8283275

>> No.8283285
File: 2.11 MB, 627x704, 1607590191153.gif [View same] [iqdb] [saucenao] [google]
8283285

>>8283275
That's a good one

>> No.8283286

Is REKKR a big meme?

I tried it and its so fucking boring.

Then again I also thought amid evil was meh, even if it has an interesting aesthetic.

>> No.8283290

>>8283286
Just sounds like you want guns in your shooters, unless you liked Heretic for some reason.

>> No.8283305

>>8283290
Actually no, but I do want more melee ones and a couple of fun ranged ones.

I am serious rekkr looks and plays very safe. It would be cool like 20 years ago.

>> No.8283317

>>8283275
>try fun maps
>game stuff done
>better map, anon
>last doom level broken
>making quake projects hard
fucking kek

>> No.8283330

>>8283101
I think you're the first one to find the backpack on map16.

>> No.8283365
File: 602 KB, 1442x1080, rek.png [View same] [iqdb] [saucenao] [google]
8283365

>>8283305
>I am serious
I don't doubt you not enjoying it, but I've played it and thoroughly like it so I know it's not bad. If you're expecting some "GZDoom magic" Rekkr is certainly not that, but it's great if you're a fan of and still enjoy classic Doom and similarly styled games.

>> No.8283384
File: 2 KB, 60x60, ANONF7.png [View same] [iqdb] [saucenao] [google]
8283384

FRIDAY NIGHT FIREFIGHT TIME, BITCHES! Tonight we're not hosting on TSPG thanks to one generous anon, so you can keep using Zandronum 3.0 for this session. We're fragging in FreeDM.
JOIN WITH ZANDRONUM:
32.212.91.10:10666
32.212.91.10:10666
(No infographic this time, didn't have time)

>> No.8283407

>>8282878
>JUST GIVE UP AND EAT MUY BROKEN SHADOWMAPS!
No, I will stay on GZDOOM v3.5.0, and keep on using Zandronum 3.0 as well as Crispy Doom, Maybe also get Eternity Engine later on. Also, Hi, Zdoom moderator.

>> No.8283414

>>8283250
Thank you very much anon, glad you liked it. You are also apparently the first one to discover the automap messages lol
What encounters are you specifically referring to?

>> No.8283426

>>8283305
You do realize it was made with DOS Doom compatibility in mind, right?
Not much you can do with those limitations.

>> No.8283429

>>8283101
Not sure what happened but your demo desynced for me like seven minutes in. Seemed to be when you were hit by a gargoyle which would imply some discrepancy with the Dehacked file but it did so every time regardless of whether I used resources V7, resources V6, or resources V6 + the standalone Dehacked file. Anyone have a clue how I can get the demo to sync properly?

>> No.8283430

>>8283426
>DOS Doom compatibility

No I did not. I guess it makes sense. Even so its a bit bland.

>> No.8283437
File: 1.68 MB, 1256x942, rek2.png [View same] [iqdb] [saucenao] [google]
8283437

>>8283430
>Even so its a bit bland.
Good level design, good enemy design, good weapon design, good visuals overall, fun music, it's all great but still not for everyone because again: Classic Doom-styled gameplay.
Also I knew this was going to be shaped the moment I first laid eyes on it, beautiful.

>> No.8283450

>>8283275
>beginning needed
>imagine claiming specific multiplayer understanding
>nightmare quite boring, damn, alright
>favorite female behind
>game stuff done, find mod
>porn worst
>quake bad
>Arthurian models anatomy
>questions understand nobody

>> No.8283467
File: 7 KB, 233x399, AM_Submissions.png [View same] [iqdb] [saucenao] [google]
8283467

I wanna make sure if I have the latest versions of the maps, if not.. please repostan your map in this post.

I'll wait your last map update until 23:59 PM. EDT (UTC/GMT-4)

The project probably will be released tomorrow in the morning.
Also, No ENDOOM screen lol

>> No.8283485

>>8283467
>>8283246
https://files.catbox.moe/axeute.zip
MAP06 version 1.2 (Fixes a duplicate untaggable secret)

>> No.8283493
File: 223 KB, 1680x1050, doom36.png [View same] [iqdb] [saucenao] [google]
8283493

>>8283414
This one for example, right before the garden arena, its a nice way of stopping the player from hanging on to the door and forcing them in, as long as its not a monster that will rip through you too quickly

>> No.8283501
File: 30 KB, 559x685, Barrels 3.png [View same] [iqdb] [saucenao] [google]
8283501

>>8282908
He's trying his best.
He's actually going to take a speed penalty when picking barrels up, and whoever I get to voice him I'm gonna make sure have extra lines of him straining to hold the thing up. Because that's funny.

>> No.8283505
File: 17 KB, 661x517, confused.png [View same] [iqdb] [saucenao] [google]
8283505

>>8283429
That was for MAP22.
Tried watching for MAP27 and I think it's also desyncing, unless your demos for it are supposed to be you running around in circles and never beating the first part of the map, which I doubt. I really want to watch these. Is there something obviously wrong with my setup?

>> No.8283506
File: 5 KB, 128x128, 1633181195863.png [View same] [iqdb] [saucenao] [google]
8283506

>>8283467
Use pic related for BOOKSHL3, it's been broken since the start of this project.

>> No.8283516

>>8283501
sounds like fun, can't wait

>> No.8283523

>>8283467
See >>8281860 for MAP26 version 3.

>> No.8283526

>>8283493
Heh, kinda expected that. What difficulty were you on? Because I think on UV it's still ok. You can still run back into the room and dance with him a bit without being bothered too much by the other fucks.

>> No.8283529

>>8283467
Hey do you mind truncating the automap name for Map23 to just "King Boner's House of Fisting"? It gets cut off in game.

>> No.8283536

>>8283467
map15 Shadow Over Silverspring
https://mega.nz/file/qNlmQa6L#0peWuisHyBM-UOyn1vhhvy1ZOrWCic68HAt_hoVIMi4
some last cosmetic changes before I go to bed, I forgot you could change sky textures on whim
>>8283101
Thanks a lot for the demo! I don't know if you found the secret exit too cumbersome but I streamlined it into a simple teleport

>> No.8283537

>>8283101
>>8283213

Oh, and I'm making some assumptions here on what you mean by "soulsphere" and "closet'. For clarification and what I think you're referring to: is it the interior little yard with the megasphere you can see?

I've just tried testing several times in a row, and the sector drops fine each time. Unless I'm also assuming what softlock means in this context. Is it something to do with demo playback?

>> No.8283539

>>8281552
>>8281557
WHERE'S FUCKING ROTT?

>> No.8283559

>>8281761
Real Gideon hours.

>> No.8283563
File: 331 KB, 960x540, Screenshot_Doom_20210728_032018.png [View same] [iqdb] [saucenao] [google]
8283563

>>8281579
I've been posting progress on that Immoral Conduct thing on and off for years, it's just that 2048, TT, and Ad Mortem takes up a lot of time for me, but it's been time well worth it. Also, being only able to use one eye at a time, I'm pretty sure means fatigue sets in faster, and then being unable to even see past one foot, that shit makes it harder to do work as well.

I still noodle away at things inbetween (and got a lot of tweaks and playtesting done thanks to HFFM's hard gameplay). Development never stopped, and I in fact have a lot of shit that I want to implement after I've done some more work for TT. One day there'll be a presentable beta.
I think for some people, it was the same, I'm certain that some people have their personal projects, but then decided it would be fun to contribute to recent /vr/ projects, so their personal one was shifted to the side for a while.

>> No.8283595

>>8283563
>Also, being only able to use one eye at a time, I'm pretty sure means fatigue sets in faster, and then being unable to even see past one foot, that shit makes it harder to do work as well.
Damn, anon, how did you end up like this?

>> No.8283627

>>8283429
>>8283505
Dunno. The one in your pic works for me with:
dsda-doom -iwad DOOM2.WAD -file vrspooky-wads/vr-spooktober.wad vrspooky-wads/MAP27_vrspookyV3.wad -playdemo vrspooky-demos/map27_vrspooky_v3_demo11_skipsec_1335.lmp -skipsec 1335
directly from the commandline. It goes directly almost to the end as it should. dsda-doom v0.21.3. Also works with/without -complevel 21 added, but I don't think it has any effect when watching demos anyway. Did you try the wads in the second link? Maybe they're different somehow.

>>8283537
Soulsphere/supercharge. The one that drops down when you press the purple torch, if you go in there and let it go back up you're stuck.

>> No.8283654

>>8283627
Oh. I'm a dumbass. Sorry. Should be fixed now.

>>8283467

Map29_v4 update to map29_v5:

https://www.mediafire.com/file/4fi5qlbgy7ry29x/MAP29_vrspooky_v5.wad/file

--Also went back to check and removed an additional potential softlock after anon mentioned the last one. Hopefully, it's fixed.

>> No.8283659
File: 714 KB, 3840x2160, bugman ranger.jpg [View same] [iqdb] [saucenao] [google]
8283659

Do you Halloween doomers have any good promo shots? I think I saw a title graphic a few threads back, but idk if that was WIP or if a name was even decided on at that point.

>> No.8283660 [SPOILER] 
File: 447 KB, 960x540, 1635549740523.png [View same] [iqdb] [saucenao] [google]
8283660

>>8283595
Retinal detachment, it's something that happens if you're either really fucking old, or if you're very nearsighted (because the edges of the lenses in your eyes get very thin).
If you ever notice odd artifacts in your vision which weren't there before, go to the fucking hospital, because it will not go away by itself, and it WILL get worse, including going completely blind.


It's kind of difficult to describe the visual, at least to me, because it's fixed on your eye and you can't shift your glance to look at it, also unlike examples I could find on Google, mine wasn't a huge black spot along with a bunch of tiny black ones, it was more like, a "void" where my vision "ended," almost more gray than anything, with the area around the spot just kind of flowing into it, creating a difficult to perceive "event horizon." Like a black hole of sight. Like seeing into the nothingness.
I tried to draw on that previous screenshot in photoshop, to replicate how it was for my left eye, but nothing really came out right, because it wasn't something I could actually SEE, it was as said, like a black hole that the surrounding field of vision just disappeared into, except static. I don't know if making it translucent conveys the idea any better.

First in May, it was just a bit below the center of the vision of my left eye, then a couple of months back, it was to the upper left corner of my right eye. Since you get even more nearsighted from the surgery done to fix this, that means my old specs are no longer in spec for these eyes. I'm finally getting new ones in a week, just a temporary so I can use my left eye to see further than one foot.


Spoilered for a bunch of not retro blogshit.

>> No.8283661
File: 752 KB, 3840x2160, this drops panties.jpg [View same] [iqdb] [saucenao] [google]
8283661

>>8283659

>> No.8283671

>>8283661
>Stargate poster
You lost me at >>8283264 but this is at least nice to see.

>> No.8283698
File: 98 KB, 679x820, Guardian.PNG.png [View same] [iqdb] [saucenao] [google]
8283698

>>8283671
Seemed fitting enough.

>> No.8283714

>>8282816
Never, because the Zandybam devs are never going to get off their asses to add ZScript support, they still haven't completed Decorate support after all this time.

>> No.8283718

>>8283661
Is this myhouse.bsp?

>> No.8283719
File: 587 KB, 1920x1080, Screenshot_Doom_20211029_193446.png [View same] [iqdb] [saucenao] [google]
8283719

>>8283384
Thanks for joining

>> No.8283726
File: 600 KB, 1920x1080, Screenshot_Doom_20211029_163358.png [View same] [iqdb] [saucenao] [google]
8283726

>>8283719
>>8283384

>> No.8283727
File: 663 KB, 1920x1200, doom08.png [View same] [iqdb] [saucenao] [google]
8283727

>>8283467
here's v3 of MAP14
https://mega.nz/file/XjpkHB4b#BgWR6k5vD7qOa6VrEkeCBhBgZw8GxXI97NvOD2IzErA
the most notable change is that the canyon area has been completely redone to be less ugly and also more challenging
plus, some changes to the enemies in the final boss fight, more items in the graveyard forest (and some elevation variety), and a few other changes that don't really matter

>> No.8283740
File: 149 KB, 960x540, Screenshot_Doom_20211022_231252.png [View same] [iqdb] [saucenao] [google]
8283740

>>8283246
>>8283493
Hoh god, is the older sprite for the super shotgun still in there? It's an outdated version without the locking bar thing, also I put a big skull on the back of it for thematics.

>>8283506
Also this, this bugged me a bunch.

>> No.8283767

>>8283718
Ranger's house, or at least his bedroom.

>> No.8283774

>>8283767
Make a shelf with a bunch of big box copies of the "X of /vr/" wads.

>> No.8283778
File: 542 KB, 917x935, manofculture.png [View same] [iqdb] [saucenao] [google]
8283778

>>8283559
Well sheeeeit,
a fellow man of culture.

>> No.8283795

>>8283740
It's there in the older beta, when the updated guns get added it'll be the sprite with the skull

>> No.8283806

>>8283795
kk, thanks for sating my autism, I'm a bit wired rn

>> No.8283859

>2 more days until Bloom comes out
oh boy I can't wait

>> No.8283904

>>8283778
>it actually was Gideon
Honesty time anon, how many have cocks, and how many are smoking?

>> No.8283983
File: 244 KB, 1275x952, spook.jpg [View same] [iqdb] [saucenao] [google]
8283983

>>8283467
v5 of Map10
https://www.mediafire.com/file/xtldl3fqisu7doh/map10_vrspooky_v5.wad/file
At last, my stupid ass managed to figure out both how to fix the softlock in the pool and the visual glitch.

>> No.8284024

>>8283859
YEEESS
>>8283778
delet pls

>> No.8284054

I loved what you anons did for HFFM, and damn did those maps live up to the name. I had a blast last week playing through them normally, and then getting the cleaned up version (aka the no custom sprites and hud) to play through it again w/ trailblazer + legion of bones. Can't wait for this Halloween Project tomorrow. What upcoming projects do you anons are planning for the future?

>> No.8284065

>>8284054
I think an expansion episode for HFFM would be fun to do in the future, to fill out the rest of the map slots with a second "episode".
But not for a while.

>> No.8284067

>>8284054
Well we want to do a Plutonia-style project called "94 Protons of /vr/" at some point, but a lot of the Doom projects have been spur of the moment, HFFM included.

>> No.8284106

>>8283627
It works! Thanks anon

>> No.8284119

i finally understand hexen's level design https://www.youtube.com/watch?v=WYBATyILJD8

>> No.8284135

>>8284054
Dr. Fuckhead (I think) wanted to do something like a small expansion episode to HFFM sometime, he said there was a little more juice to squeeze out of it. There was also the long discussed 94 Protons Of /vr/, which sounds like it could be good, though I think something we oughta do for that is to first all agree to replay Plutonia so we have it fresh in our minds, before we start that project, just so we're all on the same page.

>> No.8284143

Hey, so for Ad Mortem, has everyone picked a music track for their map? Because I'd hate if someone left the default music track for the level slot as a placeholder.
I have a bunch of .midis and I can go scrounge up some which might fit if you guys want.

>> No.8284156 [SPOILER] 
File: 1.51 MB, 529x429, 1635561633408.gif [View same] [iqdb] [saucenao] [google]
8284156

>>8284135
I just realized given the review of my Ad Mortem map, at least one anon is probably going to be expecting something from me whenever we do 94 Protons.
I'll do my best not to disappoint.

>> No.8284163

>>8284156
Feel that? it's pressure. Pressure from 10s of thousands of anon's eyes peering at you from the void.

happy spoops /vr/o

>> No.8284165

New Ducino analysis video

https://www.youtube.com/watch?v=Y1PJ6e8m7vI

>> No.8284169

>>8284156
I think that 94 Protons will be a reasonably easy project, because one of the key qualities of the original Plutonia is that the levels are actually not that big or long, they're brief but intense.

I also think that, if not as a hard rule, contributors should maybe be advised that staying within 2048x2048 units of playable area would probably make it easier to make a level that fits, but that anyone is free to make their level larger if they think they have a good idea for that.

>> No.8284172 [DELETED] 
File: 1.72 MB, 2832x3692, Hello,_Reddit!_(8200995434).jpg [View same] [iqdb] [saucenao] [google]
8284172

>>8284163

>> No.8284173
File: 91 KB, 400x300, 1194607276037.jpg [View same] [iqdb] [saucenao] [google]
8284173

>>8284169
>but that anyone is free to make their level larger
Except on MAP29, because not only will I be expecting an enormous sprawling city for MAP29, I will be requiring it.

>> No.8284183

>>8284173
What if MAP29 is that city plan map collab idea we had?

>> No.8284195

>>8284054
>>8284065
>>8284067
We could also do A /vr/y Merry Christmas, starting when Ad Mortem gets released and finishing with a Christmas Eve release.

Use MBF21 again, put ice physics in your map, and lots of winter textures.

>> No.8284203

Does anyone have that video of Romero raging at Quake? It was pretty recent - it was on YouTube but it got taken down.

>> No.8284207

>>8284143
>I have a bunch of .midis and I can go scrounge up some which might fit if you guys want.
Do you have a proper short midi for the title screen?

>> No.8284208
File: 792 KB, 1920x1080, 28.png [View same] [iqdb] [saucenao] [google]
8284208

>>8283467
Here's yet another update for maps 28 and 30
https://files.catbox.moe/lp49ag.zip

>>8283101
Special thanks to this anon who recorded demos and feedback which were very useful for some last minute changes.

For 28: removed a satyr from the start, you can pretty much rely on infighting now if you hate punching them and it goes by faster. Removed some chaingunners from the start so it's less bullshit, previously my strategy was to kill half the chaingunners as soon as their released so they don't spill everywhere and to force infighting a bit since they're all lined up, but killing so many before the satyrs arrive I think was too extreme, Originally I was gonna have like 50% more... Replaced a soulsphere with some medkits since it was apparently unneeded. Removed one king boner from the boner house and fixed a potential cheese I'm glad I noticed. Added more satyrs to the archie room and moved them forward to (try) to prevent camping. The idea was that the pinkies and satyrs would surround you if you held still, but apparently it wasn't enough. I personally couldn't beat this room by holding still and that's even more true now, but it still may be possible. I decided not to alter the plasmagun secret since I honestly don't know how to make it more obvious without butchering it. You can seriously see it from the very start of the map but it requires some unintuitive switch hitting.
For 30: Monsters from the icon no longer spawn in ambush mode and Mr Romero can no longer be killed with the bfg. Feel stupid for not noticing these ones. The cyberdemon area also has had it's platform made bigger so it's easier to jump out from the back and more trigger lines have been placed around to account for parkour. Several enemy triggers have also been moved back to prevent the player from blowing themselves up.

>> No.8284213
File: 386 KB, 960x540, Screenshot_Doom_20211030_035442.png [View same] [iqdb] [saucenao] [google]
8284213

>>8283904
>Honesty time anon, how many have cocks,

I think it's probably more fun for more people if they're left to interpret that for themselves.

>how many are smoking?

Zero, and that's probably why this thing has languished on my hard drive in an experimental state for nearly 4 years. I'd like to come up with something releasable, even if it's just one decently polished map.

>> No.8284217

>>8283286
Thanks for giving it a try anon.

>> No.8284219
File: 133 KB, 800x473, someChartFroma2huThread.jpg [View same] [iqdb] [saucenao] [google]
8284219

idk if it's a good idea but we could have some sort of chart showing the wads we've cleared and in which manner. Basically our version from the touhou 1cc charts
Unfortunately, I'm just a regular doomer and I do not know by heart which WADs are worthy for the default chart.
Some WADs that come to my head are:
>Doom
>Doom II
>Plutonia
>TNT
>BTSX
>Scythe 2
>Sunlust
There are some I've cleared that I suppose are popular enough to be inserted in the default chart:
>Eviternity
>Going Down
>BTSX2
For the chart itself, one axis could be the levels and the other the various modes that we often play like UV-max, nightmare, any% (what am I missing?)
>why
to keep progress of your achievements and bragging rights

I can do the chart if you want me to. Pic related is an example of some 1cc chart I grabbed in a thread to show as an example
Y/N ?

>> No.8284221

>>8283661
Hell yeah that one poster of 7 of 9 that I see all over the fucking place.

>> No.8284224
File: 3 KB, 312x89, doom.png [View same] [iqdb] [saucenao] [google]
8284224

>>8284219
example of how it would look

>> No.8284231
File: 5 KB, 828x493, doomchart.png [View same] [iqdb] [saucenao] [google]
8284231

>>8283101
>MAP32 has missing textures everywhere in dsda-doom, possibly only tested in gzdoom
Actually, I only tested in DSDA while cleaing up because gzdoom crashed it (lol)
>>8284219
>>8284224
Way ahead of you

>> No.8284237

>>8284231
how I never comed along with this. thanks

>> No.8284242

>>8284172
that man looks p happy desu

decent chalk art too

heckin wholesome

>> No.8284258

>>8283275
>gun futa

>> No.8284267
File: 2.16 MB, 1920x653, Say hello to my little friend.png [View same] [iqdb] [saucenao] [google]
8284267

>>8284258
>>gun futa

>> No.8284307
File: 2.86 MB, 582x448, hlps2outfuckingskilled.webm [View same] [iqdb] [saucenao] [google]
8284307

heh these boomer shoots are tough heh

>> No.8284318
File: 950 KB, 1920x1080, chadtank.png [View same] [iqdb] [saucenao] [google]
8284318

>>8284307
Above all else they're fun

>> No.8284320

>>8284207
Lemme see.

>> No.8284325
File: 2.95 MB, 582x448, hlps2blowitoutyerass.webm [View same] [iqdb] [saucenao] [google]
8284325

>>8284318
yeah its good

>> No.8284336
File: 2.94 MB, 582x448, hlps2imgodnow.webm [View same] [iqdb] [saucenao] [google]
8284336

you cant stop me game i rule

>> No.8284345

there's a bunch of missing textures in MAP32. even with the resources doesn't fix anything. tested in Woof btw

>> No.8284354

>>8284345
Weren't there some other errors specific to Woof? How does it look in DSDA?

>> No.8284358

>>8284354
As the guy who cleaned up the map, it worked fine when I tested it in DSDA, but other anons here said it had missing textures too. Did the resources get changed or something?

>> No.8284359

>>8284358
Wait a minute, I think I know what's happening. The author used texture patches instead of actual textures

>> No.8284362

>>8284358
it looks like shit in DSDA as well, did he used an older version of the resources or something?

>> No.8284365
File: 366 KB, 1302x523, map32.png [View same] [iqdb] [saucenao] [google]
8284365

>>8284362
pic related

>> No.8284369

Does someone have a HD image/art of an Arch-vile? the in-game rips are too pixelated and fan art is cringe

>> No.8284370
File: 582 KB, 1339x876, file.png [View same] [iqdb] [saucenao] [google]
8284370

>>8284362
Possibly, but I used the V7 wad to do clean up. A look in the map editor shows it uses a texture called O2V+35_0. Looking into AdMortemBeta_V2.wad, this is present as a graphic, but not in the TEXTURE1 lump.

>> No.8284379
File: 676 KB, 1560x917, file.png [View same] [iqdb] [saucenao] [google]
8284379

>>8284370
That texture is O36_1S_0, which is also present in the beta wad, but not in the TEXTURE1 lump. Looks like the O-prefixed textures were removed from the TEXTURE1 lump somehow and that's what's causing our problems.

>> No.8284386

>>8284379
Meant to reply to >>8284365
But yeah, looks like we found our solution.
>>8283467
Did you get the items wad btw?

>> No.8284401

>>8284386
>Did you get the items wad btw?
Yeah, I added some of them.

So what's gonna happen to map32.

>> No.8284407

>>8284401
Are you the project lead? I think to fix the HOMS, all you need to do is add the O-prefixed textures to TEXTURE1, which is an easy two click job in slade.

>> No.8284418

Any hideous destructor players in here? I'm looking for the custom loadout code for the .355 revolver ammo

>> No.8284423

>>8284418
it's 355
you can check all the loadout codes (including those for loaded mods) by pressing ctrl-f in the loadout editor

>> No.8284430
File: 21 KB, 500x375, 281.jpg [View same] [iqdb] [saucenao] [google]
8284430

>>8284407
>all you need to do is add the O-prefixed textures to TEXTURE1
Sorry but I don't have time for that right now.

>> No.8284436

>>8284430
...do you want me to?

>> No.8284438

>>8284430
Well don't release the WAD until someone else does it then. It's a big deal to have one map be completely broken.

>> No.8284465

>>8284436
Gimme the missing textures names and I'll add them in the texture file.

>> No.8284471

>>8284423
ah, fuck me. thanks

>> No.8284482

Remember to play Map 58: Mansion this halloween.

>> No.8284494

>>8281552
>>8281557
I know it's you, make turok 3

>> No.8284506
File: 606 KB, 1920x1080, Gzdoom-4-7-1 Screenshot 2021.10.29 - 23.53.23.77.png [View same] [iqdb] [saucenao] [google]
8284506

The doom 2 doom 3 mod with darkdoomz is quite an experience.

>> No.8284507

>>8284336
>>8284325
>>8284307
Is the PS2 version worth playing?

>> No.8284512

>>8284465
Alright now i'm convinced you're trolling me

>> No.8284517

>>8283661
what's your opinion on unreal?

>> No.8284523

>>8283275
>anons okey
I wish

>> No.8284542
File: 28 KB, 642x427, endoom.png [View same] [iqdb] [saucenao] [google]
8284542

>>8283467
Here's an endoom based on the menu font. Make suggestions within the next few hours or that's it.
https://files.catbox.moe/jhwkt1

On an unrelated note, I noticed the project lead withdrew his map. Out of curiosity, how far did you get. Any screenshots?

>> No.8284548

>>8284359
>The author used texture patches instead of actual textures
lmao what a dumbass

>> No.8284549

>>8284548
Keep reading anon, that wasn't the case.

>> No.8284570

>>8284542
>project lead didn't finish his own map
Sums up the whole project really.

>> No.8284571

>>8283101
as much as I'd like to look at it, my paranoia prevents me. Anonfiles decided to jump through a few random site redirects for whatever reason whenever I clicked the download.

>> No.8284580

>>8283774
That's a great idea, actually.
>>8284517
Technically impressive, but it just isn't as fun as Quake.

>> No.8284590

>>8284430
https://cdn.discordapp.com/attachments/759619620410753025/903890407639875614/TEXTURE1.lmp
I did it for you now fuck off

>> No.8284593

>>8284512
That wasn't even me.. anyway it's fixed now. but it was fucking retarded what he did tho.

>> No.8284607

>>8284542
Looks pretty cool! can you put the tagline and draw the cacolatern?

>> No.8284627

>>8281758
>>8281761
>>8281780
>>8281835
got dam, whats this

>> No.8284694
File: 14 KB, 640x400, endoom.gif [View same] [iqdb] [saucenao] [google]
8284694

>>8284607
At first I thought your idea was stupid because there's barely enough room as is, but I actually like how this turned out.
I have know idea what tagline you're referring to.

>> No.8284695

>>8284694
>I have know idea what tagline you're referring to.
A /vr/y spooky halloween project.

>> No.8284718

>>8284571
I did try uploading to catbox first but it failed repeatedly with the wad pack. Now it worked at least for the demos: https://files.catbox.moe/pr6hs1.7z
I didn't see those redirects, though. Maybe uBlock Origin makes the site cleaner.

>>8283414
>spoiler
I also did, though didn't really understand them, if you missed >>8283101. Your map I wrote the most words about, including a bunch of suggested fixes, if you still have any time to work on it.

>> No.8284721
File: 15 KB, 640x400, endoom2.gif [View same] [iqdb] [saucenao] [google]
8284721

>>8284695
yep
https://files.catbox.moe/9cb0v3

>> No.8284726

>>8283660
Holy shit anon Im sorry. That's to be applauded that you still make great contributions to our projects

>> No.8284741

>>8284721
Thanks, it looks really cool but for some reason when I load up in slade it just shows the D2's default one.

>> No.8284743

>>8284143
What kind of midis have you got? Im looking for replacements

>> No.8284745

>>8284741
What do you mean? Is slade showing the default one or is the game? what sourceport? did you name the lump "ENDOOM"?
Here's a new version because I forgot to capitalize Halloween
https://files.catbox.moe/plr4wo

>> No.8284762

>>8284745
Oh nevermind, it's just Slade acting weird.

>> No.8284862 [DELETED] 
File: 56 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8284862

Been a while. Looking for something to warm up with before I jump into Sunlust and Antaresian Reliquary.

Here's what I've played so far

>> No.8284863
File: 18 KB, 307x620, hhbn.png [View same] [iqdb] [saucenao] [google]
8284863

Been a while. Looking for something to warm up with before I jump into Sunlust and Antaresian Reliquary.

Here's what I've played so far

>> No.8284913

>>8284721
very nice

>> No.8284919

>>8284718
>Your map I wrote the most words about, including a bunch of suggested fixes, if you still have any time to work on it.
Ah well shit, I didn't have time yesterday to watch any demos, so I didn't download that file and thus also missed the feedback stuff. I will look into it today, but it seems I'm too late to submit fixes anymore.

>> No.8284958

>>8284919
>>8284718
Right, I now read the feedback and watched the demos. Thanks for the very detailed suggestions.

I wasn't even aware you could continue on that ledge behind the teleporter (and I though I had made it slim enough to prevent people from walking on it). I made it even slimmer and as you suggested put the teleporter closer to the edge to prevent walkarounds.

There's two bloody messes in the crusher room, I figured those were enough warning. Also, I actually did change the inner door line according some earlier feedback from a regular (slow) door to a generalized fast door so you could gtfo there if the door had closed on you. Are generalized doors not being openable while closing? I mean, that's really not on me. As for the furniture - the couch is 32u wide, so you *could* survive by jumping on it and that would be weirder, so I reckoned having textures bleed doesn't matter a lot when you're dying anyway.

> In a later slot the gameplay would probably be just fine.
Well, it was supposed to be the fourth map, which is also why I was a bit stingy with ammo since I expected people to already have a veritable loadout by the time they reach it.

1/2

>> No.8284960

>>8284958
>>8284718
Frankly, I still don't understand how automap secret lines actually work and at that point I have given up. Only the sector is marked as secret, all linedefs are marked as one-sided, what else can I do?

>death exit issues
Heh, I think you are the first person to ever do what you have done But it IS supposed to be a death exit. The idea is - and that's why the chainsaw is placed there - that you chainsaw the voodoo doll. In the moment of its death you are pulled over the exit line

The automap text obviously refers to the cat in the story this map is based on. If soft cunts complain, I can remove it. Although so far nobody but you seems to have found it anyway.

Floor break was scrapped, it would be some work to set it up, not because of the voodoo scripting, but because of layout and sector tags and all that. I won't do that.

As for the Cyberdemon - there is a 1 in 3 chance you spawn on the first try, it's a secret, it's only there on UV and some people have complained the map is too easy. Also, nobody prevents you from saving. It's the one intentionally unfair thing I put in there.

2/2

>>8283467
I am terribly sorry, ashes on my head, shamefur dispray, but if lead allows it I would like to submit one last fix. I really didn't have the time yesterday (and missed the feedback).

>> No.8285010
File: 43 KB, 1000x1000, halberd.jpg [View same] [iqdb] [saucenao] [google]
8285010

>literally the only doomlike with a polearm is Witchaven
>and it sucks
Sad!

>> No.8285014

>>8285010
Polearms are overpowered bullshit. If you were going to put one in a doom-like game, it'd be pretty much the only weapon you need.

>> No.8285016

>>8285010
Yeah it's weird how polearms are not popular in games despite being insanely popular weapons irl, off topic but like a year ago I was looking for a spear + shield mod for Skyrim and even with the massive audience that game has there was only one mod for it, which was shit
Instead you have axes everywhere for some reason

>> No.8285018

>>8285014
>Polearms are overpowered bullshit
Not him, but how so? Don't you need to carefully keep the enemy at range, and thus are constantly backpedaling?

>> No.8285021

>>8285016
The only game I know that has polearms is Morrowind, and that game crashes on me after 5 minutes, I barely had time meeting Caius Cosades before it had an unavoidable crash.

>> No.8285023

>>8285018
As someone who does nerdy SCA shit often. I can safely say if you're some peckerhead with a sword and shield, the 6 guys with 9-foot long stabbing sticks around going to make your life a living hell.

And fighting a single dude that has a 5-6 foot stabbing stick is also hellacious because they can and will stab you in the throat, stomach, or balls if they get the chance. So it's a game of keeping the business end away from you while you close the gap. God help you if they decide to swing it too because that's a lot of leverage.

and yeah the spearman is gonna be backpedaling constantly, but he's also going to be actively trying to stab you.

>> No.8285032

>>8285021
And you can't use shield with a spear in Morrowind to my knowledge. This is really weird to me because when I think of ancient weaponry like that, the first things that came to my mind are Vikings or Roman soldiers and both of those used spears very heavily. Pretty much every Roman Soldier pic you're going to see will have spear+ shield, and Elder Scrolls even has their own Romans in Imperials yet they're nowhere in games at all

>> No.8285036

>>8285032
To be fair, some polearms can be pretty heavy. A spear and shield would work if it's a small spear, but if it's anything like a glaive or a pike, you'll need both hands.

>> No.8285038

>>8285036
Is there a doom mod with that?

>> No.8285046

>>8285038
Not that I know of. Even Arthurian Legends, who has a lot of choice on melee weapons, doesn't have any polearm.

>> No.8285059

>>8283467
Backlink to the MAP31 with Hitler in it.
>>8282806
Use it if you also intend to use pumpkin fuhrer replacements from this post:
>>8282663

>> No.8285064

>>8285046
You could consider the two handed sword reach and power a halberd in Arthurian, and mod one. At the end of the day most games never used cool polearms cause they associate swords more with fantasy.

You see Aragorn had a cool reforged sword not a spear.

The roman legions after the republic outflanked and outclassed heavy moving spear formations with a short sword. The ultimate flex in my opinion and kinda works since riot cops are still suing roman tactics.

I guess spears would be a little complicated to program i guess? It depends really. Then again with the success of souls games we might see more spears.

>> No.8285069

>>8285064
>You see Aragorn had a cool reforged sword not a spear.
Yeah, but I can forgive in that case because the sword was Isildur's personal property, and it was his side weapon after Sauron broke it, so it's more symbolic than practical. It's like using a fork to stab the Horned King of Eternal Hatred and Darkness in the heart, the fork is more than a fork.
Plus the movie gave Gil-Galad a spear, so it's okay.
But yeah, fantasy is usually sword. One-handed or bastard sword.

>with the success of souls games we might see more spears
I can only hope, but in my experience playing Salt and Sanctuary, Dark Devotion, the Surge and Lord of the Fallen, devs don't understand why Dark Souls work, and they only copy the difficulty aspect without studying the level design, the exploration, or the absolutely insane amount of weapons you can wield.

>> No.8285075 [DELETED] 

>>8284958
>Only the sector is marked as secret, all linedefs are marked as one-sided, what else can I do?
If all else fails, put a smaller sector inside (but around the backpack) just for the secret lines.

>The automap text obviously refers to the cat in the story this map is based on.
Well, I haven't actually read that story, just heard something about the eccentric name, so I don't know the full context. Some people don't even know that. It's not something hidden either, it's there to see for anyone who looks at the map and zooms in a bit. I'm just worried some asshole with moderator powers on DW or something takes the worst possible interpretation and deletes the entire wad. HFFM went through enough trouble with that. But HFFM was also different: for it the name was integral to the project and the reason it was born to begin with and thus a hill much more worth dying on.

>> No.8285078

>>8284231
Why does doom 2 have 33 maps?

>> No.8285079

>>8284960
>Only the sector is marked as secret, all linedefs are marked as one-sided, what else can I do?
If all else fails, put a smaller sector inside (but around the backpack) just for the secret lines.

>The automap text obviously refers to the cat in the story this map is based on
Well, I haven't actually read that story, just heard about the eccentric name, so I don't know the full context. Some people don't even know that. It's not something hidden either, it's there to see for anyone who looks at the map and zooms in a bit. I'm just worried some asshole with moderator powers on DW or something takes the worst possible interpretation and deletes the entire wad. HFFM went through enough trouble with that. But HFFM was also different: for it the name was integral to the project and the reason it was born to begin with and thus a hill much more worth dying on.

>> No.8285081
File: 865 KB, 500x500, 1610217688210.gif [View same] [iqdb] [saucenao] [google]
8285081

>>8285069
Of course most devs dont understand Souls games, they are usually made by people that dont have the historical knowledge pedigree.

You can see From soft devs ( in can also see this occasionally on some western stuff, but rarely, mostly on autismo D&D session or Riddle of Steel ) understand melee weapons just of course gamifying them.
It does not need to be ultra realistic, after all the zweihander handles ridiculous but its the the thought that counts. You can still feel like a lowly human fighting a minotaur and using the spears reach to out range it.

The insane amount of weapons comes from igavanias as well, and the gameplay elements were there as well, spears also were for long reach. Although if you look at From soft FPS games you also had more swords than and little to no spears.

I think FPS design makes spears and halberds difficult to use. It would mostly be a stabbing motion, although a halberd works as a swing.


I am honestly surprised by Elderborne recently it does the Dark Messiah combat well and manages to implement a cool design for spears and other weapons.

>> No.8285086

>>8285079
>Well, I haven't actually read that story
Read it, it's excellent. You can also watch Sandy's video on it, where he's talking just about the cat's name for like ten minutes. Americans are really hilarious sometimes.
As I said, most people don't even seem to look at the automap and if anyone complains, it can still be removed

>> No.8285094

>>8285081
Elderborne, huh? I'll have to check it out.
But yeah, I do like that, at least in the first Souls games, spears are meant to be easy to use but with low damage, with something like "little risk, little gains", and with other polearms hitting a lot harder, but sometimes with different moveset or penalizing you for missing with long recovery animation, but that model wouldn't work in a FPS fashion.
To that regard, both King's Field and Dread Delusion rely heavily on wind-up time to make some weapons harder to use. You might object that Mordhau and Chivalry are similar, so I guess wind-up is the key to a successful melee system in a first-person game, through I'm annoyed there's no combo system or that the games are usually so limited.
In most games, spears are pretty limited, you only need to tank or dodge the point, and then you can close the distance and kill the spearman, but it's ignoring that the point of the spear is still attached to a pretty hard wood stick.

Anyway, I'm getting off-topic, so I'll stop here. Elderborne, huh...

>> No.8285098

>>8284960
> if lead allows it I would like to submit one last fix. I really didn't have the time yesterday (and missed the feedback).

Project lead here, Sure. go ahead.

>> No.8285102

>>8285098
Alright thanks, here it is
https://www.dropbox.com/s/dr4j7ny8y6uoqny/MAP04_vrspooky_v7.wad?dl=0

I only changed some encounters and things as per the other anon's suggestions.
The cave secret remains as it is, as putting another sector there fucks with the mechanism. It is what it is.

>> No.8285103

>>8285094
Its a indie dark messiah but its pretty okay. The spear acts as quick reach low damage but parry high damage potential.

>> No.8285104

>>8285103
Nice. I've been hyped for Dread Devotion since I saw it on Youtube, and Arthurian Legends, while having fun melee, is a bit frustrating because it's closer to a linear FPS. And engine-wise, it's odd.
I'll check it out.

>> No.8285106

>>8285086
>>8285079
>>8284960
You wrote 'NIGGER' on the automap? Are you fucking retarded? We barely skated by HFFM controversy.

>> No.8285109

>>8285106
What do you want me to write? "INDIVIDUALS WITH HIGH AMOUNT OF MELANIN"?

>> No.8285110

>>8285106
Should have tested the map, then.
It it "Nigger-Man", by the way.

>> No.8285115
File: 2.23 MB, 179x320, 1630805209174.gif [View same] [iqdb] [saucenao] [google]
8285115

>>8285110

>> No.8285116

>>8285110
Oh, it's just Lovecraft's cat, then.

>> No.8285120

>>8285110
I don't know about you, but I never check the automap unless I'm lost. Certainly not to look for hidden messages on the offchance they're there.

Cut it, or project lead - if you're reading this - please cut it. It's fucking retarded to put in an easter egg that adds nothing to the map behind getting everyone involved banned off DW under their new guilt by association mod policy. So well done, if that's your objective, but it's a shitty move to hide this in your map.

>> No.8285121

>>8285110
I was the first person to do so. I was on the lookout for softlocks, not instances of Nigger sectors.

>> No.8285124

>>8285120
>guilt by association
That's retarded.

>> No.8285127

>>8285121
>Nigger sectors
next /vr/ project?

>> No.8285128

>>8285124
It is retarded. But that's how they're operating. Re: Auger;Zenith """drama"""

>> No.8285129

>>8285127
The time for Quake: NIGGUR has finally come

>> No.8285135

>>8285124
Yeah, it is, but that's reality, and even if it wasn't their policy I wouldn't want to be associated with hidden nigger automap bullshit. This isn't HFFM where it's a core part of the mod and the context makes it work. This adds no value.

>> No.8285140

>>8285120
Yeah, I agree.
author or project lead should remove that shit. it's fucking stupid.

>> No.8285141 [DELETED] 

>map has been out for like five weeks now
>plenty of time to test
>the handful people who did actually test missed it
>despite it not being really hidden, at all

>>8285098
Here, a censored version https://litter.catbox.moe/3ddc3i.7z

Bunch of cowards

>> No.8285146

>>8285109
PEOPLE OF A CERTAIN DEMOGRAPHIC

>> No.8285147

>map has been out for like five weeks now
>plenty of time to test
>the handful people who did actually test missed it
>despite it not being really hidden, at all
To all the people complaining just now at the very last moment: FUCK YOU

>>8285098
Here, a censored version, for peace's sake https://litter.catbox.moe/3ddc3i.7z

>> No.8285151
File: 176 KB, 664x1203, 1458245349722.jpg [View same] [iqdb] [saucenao] [google]
8285151

>>8285141
>You didn't find the thing that's clearly hidden so its your fault
>Heh
>They can't handle me
>The world's just not ready for surface level Lovecraft memes

>> No.8285153
File: 1.01 MB, 2642x2674, Dz1iRD2.jpg [View same] [iqdb] [saucenao] [google]
8285153

please use this as the image for the next doom thread

>> No.8285154

>>8285141
>>8285147
But why was it there at all? What reaction were you hoping to get? And would it have killed you to have been upfront about it, e.g. hey anons, I'm putting in a message that will get the wad banned off DW and the idgames archive, anyone got a problem with that?

>> No.8285158

>>8285151
Nice carrack sword.

>> No.8285163
File: 31 KB, 1280x960, doom04.png [View same] [iqdb] [saucenao] [google]
8285163

>>8285151
>hidden
Anon, if you open the map at any point between the yellow corridor and the altar crypta, you will see it. That is not hidden.
But frankly, I seem to have overestimated the frequency people use the automap with.

>>8285154
>But why was it there at all?
Because I felt like it. Because I remembered that Lovecraft meme and because here it fit perfectly, even in the *context*.

Now stop whining, I removed it. Jeez.

>> No.8285169

>>8285163
Dumbest shit I’ve read on here in awhile, great job anon, goddamn.

>> No.8285174

>>8285147
>>8285163
Sorry you had to remove the kino reference mate, knowing how the whole map is based on that hpl story I didn't really consider it offensive
All you pussies complaining better look around all the other submissions for offensive material cause we don't have much time before release, so now or never.
And before anyone protests against inclusion of the Pumpkinhead portrait - its pretty tame and works kinda like the Rebel army symbol from Metal Slug - its a fun way to censor a swastika so both parties should be happy

>> No.8285178 [DELETED] 

The most insulting thing about the halloween debacle is how stupid you idiots think we are. I was reading your bullshit plans for months, of course I let the other mods know about your silly little plans. You'd be perfectly okay with a halloween homage wad if it wasn't so clearly obvious that was just a thin veil for memeing around the n-word. That's how it started, so that's how it ends, don't bother underestimating everyone else's intelligence.

Also have fun releasing your n-word teasing quake project on black history month, I bet that's going to be a) coincidence, b) perfectly respectable homage to MLKjr as well. Just get rid of the slurs, you fucking morons.
-d

>> No.8285181

>>8285178
You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.8285186

>>8285154
>What reaction were you hoping to get?
You just witnessed it.

>> No.8285192

>>8285163
>Now stop whining, I removed it. Jeez
Nah, I'll continue making fun of you for the rest of the day, thanks
>knowing how the whole map is based on that hpl story I didn't really consider it offensive
No one here does. We just don't want to be banned on other sites just because of their faggy policies.
>kino reference
It's an outdated plug-and-play meme, it's not exactly groundbreaking

>> No.8285194

>>8285192
>>8285174

>> No.8285198
File: 293 KB, 3840x2160, niggur.jpg [View same] [iqdb] [saucenao] [google]
8285198

>>8285129
I do sometimes wonder what could have been...

>> No.8285201

>>8285128
Is that still going on? I thought they backed down when their own guys called bullshit

>> No.8285203

>>8285198
Should use fist as symbol desu baka fampay.

>> No.8285214

>>8285201
No but it's one Nigger sector away from rising out of its slumber

>> No.8285223
File: 28 KB, 480x479, 1632587230135.jpg [View same] [iqdb] [saucenao] [google]
8285223

What's your favorite Ashes Afterglow level? For me its tie between Biodome and mutant Thunderdome.
>When you finish game

>> No.8285225

>>8285214
Get real, we don't even need to do anything. Peeps like Dew and Not Jabba are so assblasted they're going to keep trying until it works. Remember how they tried to reason for their DBP ban?

>> No.8285230
File: 698 KB, 1366x768, forgotdifficulties.png [View same] [iqdb] [saucenao] [google]
8285230

>>8283467
Last minute update to my map. I had spelled out NIGGER with imps, but forgot to tag them for HMP and HNTR
https://drive.google.com/file/d/18biwCOcI4s6xhfC9JKxRHgA0EZCo6bUY/view?usp=sharing

>> No.8285240

>>8283467
last minute update for MAP14
https://drive.google.com/file/d/1W7HVqz8e7CSIvOr5HkPDc2YaDlsjG7nc/view?usp=sharing
fixed a visual error with the red key door

>> No.8285252
File: 423 KB, 1920x1080, 20211030153821_1.jpg [View same] [iqdb] [saucenao] [google]
8285252

Barely ontopic, but I tried Elderborn and it's kinda neat, even if it reeks of "indie game with a very limited lifespan".

>> No.8285278

>>8284694
>>8284721
Add some shinyness to the red of the text or something.

>> No.8285282

>>8284694
AD MORTEM INIMICUS

>> No.8285287

>>8285021
Use the codepatch or OpenMW to kill all the bugs and crashes.

>> No.8285294

>>8285287
Let him live out his life untainted by playing that hackjob of a game.

>> No.8285295

>>8285124
I agree with the other guy, Hard Fast Faggot Maps as a title was core to the project, but just scribbling nigger on your level in the automap is retarded, do that on your own release, I want people to play my maps.

>> No.8285298

>>8285163
>it's just the HELP ME NIGGERMAN meme
>but it's not even a funny twist on it, just a single word replacement
Goddamnit anon, it would have been funnier and more original if you had just crudely scribbled the word NIGGER alone in big jagged letters out on the side of the automap, this is a dogshit easteregg.

>> No.8285301

>>8285295
>I want people to play my maps.
Then why are you putting them in a /vr/ mapset? Historically, only /vr/ users will ever play them. And Tarnsman will give it a pity stream.

>> No.8285315

>>8285301
>Then why are you putting them in a /vr/ mapset?
This. Don't release maps here if you want anyone else to play them.

>> No.8285323

>>8285301
>Historically, only /vr/ users will ever play them
That's sad but true, I learned from this and that's why I don't participate /vr/ projects anymore. lmao

>> No.8285329

>>8285287
>>8285294
I think I tried it, didn't work. Can't remember why.

>> No.8285332

>>8285301
>Historically, only /vr/ users will ever play them
isn't Ad Mortem the first MBF21 megawad? you'd think that would count for something

>> No.8285336

>>8285332
No, there are others.

>> No.8285341

>>8285332
https://www.doomworld.com/forum/topic/125238-judgment-32-map-mbf21-megawad-rc2/

this wad already beaten it

>> No.8285342

>>8285301
>>8285323
That's not entirely true, our maps do get around some. Writing nigger on the automap I think will not help that.

>>8285332
Ad Mortem is one of the very first MBF21 community projects, but I think some others have been released already.

>> No.8285347

>>8284165
this was actually a pretty good video

>> No.8285391

Is Duke3D balanced for pistol starts? What about Blood/SW?

>> No.8285393

>>8285342
>maps
*moms

>> No.8285398

Personally I'm gonna give it a rest but I want you to know... It's not that you wrote nigger on the automap, it's that when it was brought up (and you knew it would be eventually) you immediately adopted a "FUCK YOU, you guys are PUSSIES, this isn't even MY fault, YOU should have found it earlier" attitude that's deserving of some shortlived ire.

>> No.8285410

>>8285230
Based lmao
>>8285398
Okay okay anon, whatever, do I have to scrape of "HFFM" off my map too?

>> No.8285416

>>8285391
They can be fun. It's more how imbalanced Doom is with continuous play, the Quakes and build shooters were much better about knowing what order their maps were going to be in.

>> No.8285428

>>8285391
Duke 3D levels, yes, although I suspect there might be at least one "mandatory secret" if you are pistol-starting. Like I think that level where duke says "I ain't afraid of no Quake," has a secret cache at the start and is unbalanced without it

Blood might be balanced with pitchfork starts on normal difficulties, I'd have to try it to say definitively. I can definitively say that Blood is not balanced for pitchfork starts on its higher difficulties. Just try E1M2 pitchfork start on Well Done for example

>> No.8285432

>>8285393
Nice.

>>8285398
This.

>>8285410
Why would you have to remove a reference to Hard Fast "Fun" Maps?

>> No.8285456

>>8285398

I see no reason to even make a big deal out of it, honestly, just move the imps to spell "nibba" or whatever the fuck for the idgames release and call it a day

browsing 4chins and 4chins related projects and expecting to not find "nigger" somewhere is like dirking coffee and expecting it to be decaff by default

>> No.8285459
File: 1.13 MB, 230x230, 1485470700101.gif [View same] [iqdb] [saucenao] [google]
8285459

WHERE THE FUCK IS MY DEMO

>> No.8285464
File: 268 KB, 588x283, F55F9BB5-E4D6-443C-8266-85E920AB306D.jpg [View same] [iqdb] [saucenao] [google]
8285464

Look I just found this on app store on my iphone

>> No.8285469

>>8285456
But don't you realize we need our wads on Doomworld and Idgames? It's very important because of reasons. If our wads aren't there we won't have clout!

>> No.8285490
File: 14 KB, 364x293, 168377465.png [View same] [iqdb] [saucenao] [google]
8285490

>>8285456
>...and that's why we always have to tell them who we are, and where we stand!
well great job

>> No.8285504

>>8285252
Its awesome anon, could use triple a money for more areas and bosses. But everything fucking works.

The fantasy style is interesting and heavy metal, the story ridiculous like heavy metal, the combat is solid, the weapons challenges are hard but very doable.

It flows well. The end area is the best for me.

>> No.8285560

>>8285469
Possibly responding to bait, but why would you assume that as the motivation instead of just wanting to provide people with wads they might enjoy? Especially given many of the contributors stay anonymous, how would that even work for them? Are you sure you're not projecting something?

>> No.8285595

>>8285560
Can you just explain why bending over for Doomworld is so important to you? There are countless sites that host wads without special conditions or precedents for nuking content over retroactive rule changes.

>> No.8285607

>>8285595
Idgames isn't run by Doomworld. It's the largest wad hosting repository and personally I would like my work to end up there.

>> No.8285621

is there any enemy mod for doom that brings both quake 1 and 2 enemies, including expansions?

>> No.8285627

>>8285607
Doomworld had influence on Idgames policy since Halderman's death and content was nuked from there before.

>> No.8285649
File: 493 KB, 1920x1080, 20211030185623_1.jpg [View same] [iqdb] [saucenao] [google]
8285649

>>8285504
I do like the Conan aspect. And also, I like that the game actually doesn't stop at the Catacomb, and has more than one weapon per slot.
I want to return to the catacombs and explore everything there.

>> No.8285653

>>8285649
Its not much Conan as it is more weirdo sword and sorcery, but I get what you mean.

>> No.8285658

>>8285595
At least for me, it's still the best place to effectively find new Doom content to play because it's usually presented well to be able to quickly decide whether something is worth downloading or not. Above all the ability to hover over thread titles to see the first post and quickly scroll to screenshots. Incidentally that's pretty much the only feature of their new forum software that I like.

>> No.8285659

>>8285653
I mean the character. He starts with a crappy, dusty but reliable big sword, and whatever he gets his hands on, he can kill with it.

>> No.8285727

>>8285595
>bending over for Doomworld
It's about stuff like 2048 and HFFM being visible on YouTube, DSDA, and Twitch, on top of keeping it available on iDGames, the big and famous repository for .wad files.

We're not highly visible, and I'm not looking for the most attention with my works, but there's also no need to make our works shunned. I don't all love the wider community, especially not these days, but I think it's stupid to do something like this and put some retarded 'mark' on our work, preventing it from being judged on its actual merits. There's some who won't give 2048 or Ad Mortem the time of day simply because it's from 4chan, fine, whatever, fuck those trannies, but writing NIGGER in the automap will guarantee that quite a lot fewer people will play it.

I also think that it's a really lazy easter egg, it's just the typical meme line, but without a creative spin on it. Had it been Quake, maybe you could have written HELP ME SHUB-NIGGURATH, or maybe you could do something flavorful and esoteric like I HOPE YOU GET PUNCHED BY A PACK OF WILD BONERS

>> No.8285770

How to disable force field for camera next to the start point of 6 level in System Shock 1? I have 2% security left and I fought with Diego and I am stuck on this.

>> No.8285794
File: 133 KB, 1280x959, Screenshot from 2021-10-30 14-44-28.png [View same] [iqdb] [saucenao] [google]
8285794

>>8285770
There's a switch here in the southeast corner of the level.

>> No.8285808
File: 65 KB, 1920x1080, Screenshot (134).png [View same] [iqdb] [saucenao] [google]
8285808

Anyone know how to find the save files from the Windows Store "Doom Classic" games? I've found %LocalAppData%\Packages\BethesdaSoftworks.DoomClassic_3275kfvn8vcwc, but I don't see any files named doomsav?.dsg. Are they in one of the files in SystemAppData, or somewhere else?

>> No.8285818

>>8285808
Is Windows Store version of Doom the Bethesda Unity one? If so google is telling me %USERPROFILE%\Saved Games\id Software\DOOM\base\savegame\

>> No.8285832

>>8285010
Lands of Lore 2 has one, and it's pretty good (gives highest defense in the game)

>> No.8285837
File: 7 KB, 641x144, Saved Games.png [View same] [iqdb] [saucenao] [google]
8285837

>>8285818
No such folder. Are you sure that that's not for Doom 2016?

>> No.8285838

When do we get Ad Mortem? Its 30th already

>> No.8285852

>>8285837
You're right that was apparently for Doom 2016, I'm retarded and thought googling Doom Unity save folder would gave me that location, instead of fucking Doom 2016. I hate modern search engines
To answer your question
https://www.pcgamingwiki.com/wiki/Doom_Classic
says SystemAppData\wgs of the folder you tried in >>8285808

>> No.8285894
File: 398 KB, 572x476, 1633863658075.gif [View same] [iqdb] [saucenao] [google]
8285894

>>8285794
Thanks

>> No.8285895

>>8285832
I'll have to check that one out.

>> No.8285956
File: 412 KB, 1028x1280, 1634933861486.jpg [View same] [iqdb] [saucenao] [google]
8285956

NOOOOOOOOOOOOOOOOOOOOOOOOOO YOU CAN'T HURT THE CULTISTINO, NOT THE HECKIN HOUNDERINO, NOT THE FAT SPITTERINO, NOT THE TCHERNOBOGGINO

>> No.8285961

>>8285078
>he doesen't know

>> No.8286018

>>8285838
Delayed until next year.

>> No.8286083

>>8285023
in something like doom you can have hordes of enemies that make the range advantage not a big deal. kind of a moot point anyway since the standard here is rifles and shotguns anyway which obviously have much more stopping power than any halberd

>> No.8286151

>>8279219
This post is old, but I simply must reply.

Did you PLAY the extra levels to 2048 Units Of /vr/? Not every single level in the main set was a prize winner, admittedly, but I'm glad as FUCK that we rejected the levels that we did. Any one of them inserted at any point would really have killed the pace of the levelset, they are not fun maps.
With some revisioning I think that two of them could have been fixed, but that wasn't done and the resulting maps are what they are.

2048 was messy but the end result was mostly competent.

>> No.8286235
File: 11 KB, 264x282, 1242785623189.jpg [View same] [iqdb] [saucenao] [google]
8286235

Nice fuckin' demo

>> No.8286264

Is it normal for the Doom Speed Demos Archive to not be updated for weeks at a time?

>> No.8286319
File: 1.39 MB, 960x540, suffering.webm [View same] [iqdb] [saucenao] [google]
8286319

BEHOLD AND SUFFER

>> No.8286323

>>8286319
What is happening?

>> No.8286325
File: 130 KB, 1148x341, suffering2.png [View same] [iqdb] [saucenao] [google]
8286325

>>8286319
also the ejected shell spawns in the air + using the wrong muzzleflash on the first frame

>> No.8286360 [DELETED] 

Sorry guys but I have to cancel the halloween project...

>> No.8286363
File: 199 KB, 1600x1200, le map.jpg [View same] [iqdb] [saucenao] [google]
8286363

I did the unthinkable and sketched out the map I'm going to make on paper. I'm posting it here so I'll be ashamed if I end up not making it.

>> No.8286365 [DELETED] 

>8286360
Shut up faker

>> No.8286370 [DELETED] 

>>8286360
are you shitting me, right? what's your excuse now

>> No.8286376 [DELETED] 

>>8286360
This is fake, but if not, I will be compiling it and releasing it anyways

>> No.8286378

Somebody posted it on Doomworld anyway. Will it be the one with the racism?

>> No.8286380
File: 466 KB, 1920x1080, 20211031003749_1.jpg [View same] [iqdb] [saucenao] [google]
8286380

Okay whoever suggested Elderborn : THANK YOU.
I found two spears, an a fucking khopesh. A KHOPESH!!

>> No.8286381

>>8281547
>>8286370
Nah m8, i'm just joking.

Ad Mortem: a /vr/y Spooky Halloween Project is finally released.

https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-beta/

>> No.8286391

>>8286380
Too bad its too short. I thought I was halfway through the game when its suddenly over, you are given the ultimate weapon, kill some baddies with it to taste the power, proclaimed the ultimate gigachad and thats it. Didnt even complete all the challenges, and haven't had the drive to go back and do them.

Hope they make a second part some day.

>> No.8286393

>>8286381
Great work, thanks very much! One thing - a spoilered map list would be a good idea.

>> No.8286394

>>8286391
I seriously wonder how many weapons I missed so far. I got alts for everything, I think.
Got the khopesh, the gold spear, the katars, the headsplitter, the gold sword, and I think I forgot one.

>> No.8286395

>>8286381
can you post a download link? if you're banned from there you can't view the site

>> No.8286398

>>8286395
Can't you log out?

>> No.8286401

>>8286395
Delete all your internet temporary files and cookies.

>> No.8286403

>>8286381
Map07 crashes dsdadoom with "RSKY2 not found" message

>> No.8286407

>>8286394
I think there are 9 weapons and the ultimate one with which you get to play for like 3 minutes total.

>> No.8286410

>>8281547
>>8286395
Sure, Here's the link:
https://drive.google.com/file/d/1fje3FHVFqlzWeKSjA-jH1uxtFvYI30OC/view?usp=sharing

>>8286403
Any reasons why Dsda do that stupid shit except Woof?

>> No.8286412

>>8286407
Then I think I got them all. Now it's just a matter of picking the right one.

>> No.8286417

>>8286410
>Any reasons why Dsda do that stupid shit except Woof?
Any reason why your markers are P1_START and not P_START like usual?
I know nothing about Woof, maybe it can swallow that.

>> No.8286424
File: 177 KB, 1920x1080, *Chair clanking noise*.png [View same] [iqdb] [saucenao] [google]
8286424

>>8286378

>> No.8286430

>>8286410
>Any reasons why Dsda do that stupid shit except Woof?
Oh wait, I know what's happening

Skytexture="rsky2" in UMAPINFO. Why'd you give it patch and not texture as an argument? You've been a naughty naughty boy.
I guess Woof works around it somehow? Or defaults to something if sky is not valid?

>> No.8286438
File: 536 KB, 1920x1080, doom26.png [View same] [iqdb] [saucenao] [google]
8286438

>>8286381
Thank you so much, anon.

>> No.8286451

>>8286430
So... I have to change the marks or patch the textures? what's the solution then.

>> No.8286460

>>8286451
It was probably supposed to be "sky2" instead. Default sky textures don't have R in front.

>> No.8286463

>>8286381
>This mapset contains 18 playable maps (15 "Single player" maps, 3 Secret maps, 3 Deathmatch maps [MAP03, MAP05, MAP08])
But that's 21 maps!
Congratulations on the release.

>> No.8286480

>>8286463
fugg, I meant deathmatch arenas lmao

>> No.8286486

>>8286381
Here's a version that fixes the sky error on map 07, and it also fixes my spinning cubes on map 15 that got broken somehow plus a small update for map 15 because I'm paranoid. Nothing else touched. You should probably update it with this asap so no one downloads the broken one.
https://files.catbox.moe/mc9b6h.wad

Also could you include a psa that map 15 causes visual errors in woof specifically?

>> No.8286495

>>8286460
>>8286430
>>8286410
welp, I did a workaround anyway with transfer sky texture, because some sectors had those weird red skulls as sky: Shadow Over Silverspring v7
https://mega.nz/file/aAshUAqK#apBb-XkUUo7Xgzn28eqrJx5i9WQ6VQjvCHeoQCzOXAk

>> No.8286512

>>8286495
Also you can update the credits because I changed the midi to "Cascade" by AD_79 from Raven Midi pack

>> No.8286514
File: 5 KB, 236x199, 1474438286029.jpg [View same] [iqdb] [saucenao] [google]
8286514

>>8286381

>> No.8286526

>>8286486
Thanks, I'll use it but I still don't understand what causes the sky texture to crash tho. lol

>> No.8286542

>>8286526
What caused it to crash was non-existent texture specified as the sky.
Like I already mentioned, RSKY is the name of the patch. Texture is assembled out of patches in TEXTURE1 lump.

>> No.8286546

>>8286542
Ah, get it now. welp, I guess the P_Start marks were useless.

>> No.8286551
File: 426 KB, 1920x1080, 666.png [View same] [iqdb] [saucenao] [google]
8286551

>>8286526

The sky transfer crashes because it's trying to use a patch instead of a texture. There's a big difference.
>>8286486
I also had another incredibly stupid problem arise in map 07. For some reason the author decided to tag a bunch of sectors as 666 for seemingly no reason other than his amusement, but now that it's in slot 07, killing the mancubi in the map will cause several HOMs to appear, and the geometry in the area to change dramatically. I'm not really surprised nobody saw this coming. You'll probably have to remove the tags unless you can possibly remove the 666 special with umapinfo.

>> No.8286553

>>8286546
I'm not familiar with variations of P_START and what is acceptable. At first I thought a patch was missing, but it would probably crash the game on startup.

>> No.8286580

>>8286551
FUCK!! Should have picked any other number, here's a fix
https://mega.nz/file/XBtlAaaK#Rd6TOabaGQHyC-uqOZJDjojo-Gz_UkmPYQ1sx0_wUGQ

>> No.8286592

>>8286580
wrong link, here's the good one https://mega.nz/file/aI1znQDC#scZcOoVkRexv3sh00QHARullqAq1i3egswB7VMU64co

>> No.8286614

>>8286381
Tiny fix to Catacombover. One of the bookshelves inside had a black bar due to BOOKSHL3 being fixed.
https://drive.google.com/file/d/1bqWO69Uc8YDfM0NR-LV_vw5SoXhM65RM/

>> No.8286641

>>8286381
update to Tricks n' Treats, fixing the BOOKSHL3 visual bug and a few others

>> No.8286643

>>8286381
>>8286641
aaaand I forgot the link somehow
https://drive.google.com/file/d/1xBJ_QmOMWFi0PhSLwo_hiV1QHNEQDnF5/view?usp=sharing

>> No.8286661

>>8285198
>ywn collect the 6 NIGGUR runes with your bros in co-op
Why even live?

>> No.8286673

>>8286661
Violent Rumble: Uncut foreskin edition, available only from /vr/

>> No.8286681

>>8285198
what are the levels supposed to represent?, africa?

>> No.8286682
File: 17 KB, 404x345, konata shade.jpg [View same] [iqdb] [saucenao] [google]
8286682

>>8286551
>I also had another incredibly stupid problem arise in map 07. For some reason the author decided to tag a bunch of sectors as 666 for seemingly no reason other than his amusement, but now that it's in slot 07, killing the mancubi in the map will cause several HOMs to appear, and the geometry in the area to change dramatically.
I can't believe that this is an ACTUAL error we had fucking happen.

>> No.8286708

What's the best way to play Rise of the Triad? Dosbox, WinROTT, other source ports? I don't want to play the 2013 version.

>> No.8286720

>>8286708
DOSBOX, I have heard of another port, but all development from what I heard.

>> No.8286741

>>8286381
Update to MAP06 (MAP03 in the final wad) Fixed some doortracks that weren't lower unpegged, and some rogue guardrail textures on 1-sided linedefs. I also made it possible to access the final ambush again in case the player raises the floor without killing all the pinkies.
https://files.catbox.moe/kxpnzl.zip

>> No.8286754

>>8286381
borked in all the source ports i tried (even after updating them) other than woof,which sucked and DSDA,which just refused to build with the aur and has no build instructions on github.
does playing this have to be a massive pain?

>> No.8286759

>>8286754
Works in my version of DSDA.

>> No.8286762

>>8286754
Works in my FDWL (which is a couple months old, even)

>> No.8286775

>>8286759
the issue isn't DSDA not working,its not building.

>>8286762
did't try that one yet,will soon if its in the repos

>> No.8286781

>>8286775
Are you on Windows? The doomworld thread has a prebuilt binary. https://www.doomworld.com/forum/topic/118074/
No idea why it's not in the github releases page.

>> No.8286785

>>8286781
im on linux,they didn't have builds

>> No.8286798

>>8281547
Ray Mohawk 2 is out
https://www.doomworld.com/forum/topic/125466-ray-mohawk-2-released-build-31-10-21-come-and-get-it/

>> No.8286804
File: 489 KB, 1920x1080, 20211031022508_1.jpg [View same] [iqdb] [saucenao] [google]
8286804

Well, the other Anon wasn't kidding, the last part of the game is downright miserable.

>> No.8286838

>>8286781
decided for my sanity to just run FDWL (which didn't have an AUR build) in WINE cause idk how to compile it,and it works with no issues.

>> No.8286883
File: 138 KB, 600x599, samhain 3.jpg [View same] [iqdb] [saucenao] [google]
8286883

Looks like there's been a shit ton of sourceport forks coming out lately. Does FDWL even do anything Woof and DSDA can't handle?

>> No.8286913

>>8286381
great job. i look forward to playing through all of it and leaving some comments.

>> No.8286945

>>8282868
Everyone is too busy with the halloween project to playtest your stuff. I liked map 18. At first I thought it was really tough but once you know what to expect it's pretty reasonable. I made it to the blood maze on my first try but then struggled a lot after that. I'd say the start area and maybe in elswhere could use some more shells since it can kinda ruin the rest of the map if the archvile(s) happens to resurrect a lot of stuff. The bathroom fight is fine as is. The blood maze is interesting but the teleporters everywhere are kind of annoying since it freezes you in place and reorients you when you're trying to fight. I know the idea is to truncate maneuverable space but don't the walls do that enough? It might be workable without them all together. Also two pain elementals and an entire cyberdemon failed to spawn in for me. He's very perplexing, I don't even know where you would fit a cyberdemon in this map.
I already gave feedback on map 12 some long time ago.

>> No.8286967

>>8286381
>>8286913
just played through some random levels, really enjoyed it. more shitposts later <3

played random maps a little and played through all of map 12? map 12 was great.

>> No.8286978

>>8286838
>>8286883
fdwl has some random added features.

honestly some of them (like the crosshair stuff and view bob) seem like cheating to me

>> No.8287016

Tarnsman is playing Ad Mortem.

>> No.8287042

>>8287016
Dangerously based.

>> No.8287072

>>8287042
Tarnsman's okay. Prattles a bit.

>> No.8287087
File: 25 KB, 750x483, 1616214199055.jpg [View same] [iqdb] [saucenao] [google]
8287087

Can HealThing be used in decorate? Why don't we have A_GiveHealth yet, only A_SetHealth? Fucking gzdoom trannies, man.

>> No.8287094

>>8287072
always nice when someone plays /vr/ maps; good to be grateful

>> No.8287109

>>8287072
He consistently plays our stuff and has our back usually and for that I like him

>> No.8287146

>>8285852
Thanks. Backing and restoring the wgs folder seems to confirm that that's where the save data is. Need to remember to delete the existing folder if I want to restore an old one, though, since apparently the filenames change whenever the data does. And the individual save slots apparently separate files.

>> No.8287236

Man, you guys outdid yourselves. Some of these maps really do make Tricks n' Treats feel myhouse.wad-tier (I mean it kinda is, but still)
Guess I'd rather make the worst map in a great WAD than the best map in a shit one, though.

>> No.8287247

>>8287087
You can effectively do the same thing by inflicting negative damage.

>> No.8287249

Well?
https://www.doomworld.com/forum/topic/125434-gog-or-steam/

>> No.8287293

>>8287249
am I missing something? I'm pretty sure literally everyone here uses a source port anyway so why does it matter whether you bought your wad from site A or site B or just pirated it?

>> No.8287309

Hey tarnsman can I have MAP26 in TNT2?

>> No.8287315

>>8287249
Gibbon getting shit on the whole thread is somewhat amusing.

>> No.8287320

havent been in this thread in a while got burnt out from doom. how is your guys halloween project coming along?

>> No.8287324

>>8287320
we released the beta on Doomworld

>> No.8287327

>>8287324
the google drive link up itt? can't find the doomworld thread.

>> No.8287329

>>8285894
i miss how fucked up SHODAN looked in SS1 compared to SS2

>> No.8287334

>>8286381
>nigger-free

>> No.8287336

>>8287327
>>8286381

>> No.8287361
File: 310 KB, 1600x900, doom0.png [View same] [iqdb] [saucenao] [google]
8287361

>>8287336
i got it saw this the imps were like on top of each other and not reacting but the imps behind em were. using dsda v19

>> No.8287373

>>8287249
>GOG are gamergate-friendly, so fuck those guys.
kek

>> No.8287376

>>8287373
I still don't know what the hell gamergate was even about other than it turned everyone on the internet into a wannabe politician

>> No.8287386

>>8287109
It's not even so much 'having our back' as it's he's willing to be objective and impartial when many people will refuse to be, which is an admirable quality.

>>8287376
We would be here all day getting into that, but suffice to say, a lot of stuff happened, some of it which was very retarded, and some people got mindbroken by whatever happened, having been insane and deranged since.

Don't be the kind of guy who'll hold a grudge for life over something that's actually meaningless.

>> No.8287395 [DELETED] 

>>8287386
>Don't be the kind of guy who'll hold a grudge for life over something that's actually meaningless.
tl;dr Gamergate and it's consequences have been a disaster for the internet

>> No.8287397 [DELETED] 

>>8287395
Not that guy and I don't know what that is either but I know GG and 2016 election ruined huge parts of the internet I used to enjoy

>> No.8287413

Why the fuck does Kraflab insist on setting the shit-ass OPL-Synth style instrument set as default for FluidSynth, and why isn't there an option to select instrument sets, requiring you to edit your .cfg manually?

>> No.8287429

Hey, playing Ad Mortem right now. I keep getting this error on map 2 when I try to load a save, which then makes dsda-doom crash.
>l_SignalHandler: Exiting on signal: signal 11

>> No.8287430

ad mortem is completely broken for me, the machine gun at the beginning has no sound and apparently does no damage, so I just get killed by the skellies.

>> No.8287434

>>8287430
nevermind I'm just a retard who can't read

>> No.8287438

>>8287249
>still no IF gog patch and it's about to be November
at the moment...

>> No.8287446

>>8287413
Speaking of which, what's your favorite soundfont? I want some new ones

>> No.8287456

Just looking at the footage, I want to say that there's a few things we wanna do:
>fix those white lines in the bookshelf in Map 01 (don't know if that's a texture error or the linedefs)
>change the pickup lines for the health items, and any other visually altered powerup
>do a rocketlauncher or something
>maybe change that one Half-Life door sound which feels out of place for these maps
>maybe divide up the bang and reloading sequence sounds for the super shotgun
>check if shotgun speed is correct
>some map may be missing co-op and deathmatch spawns

>> No.8287459

>>8286945
>Also two pain elementals and an entire cyberdemon failed to spawn in for me. He's very perplexing, I don't even know where you would fit a cyberdemon in this map.
Damn, I thought I fixed it. Cyberdemon was supposed to sit in the lift and not let you out of the final room after you re-opened the door.

I'll go think about my teleporters now.

>> No.8287481

just completed doom for the first time. I thought episode 1 was fantastic but pretty easy, 2 was the hardest and also the worst. 3 I had more fun with but you could tell they were throwing stuff at the wall, for better or for worse. Moving onto episode 4 now I guess

>> No.8287489

>>8287373
Literally one tweet, and individual responsible got sacked over it

The fuck is wrong with these people

>> No.8287493

>>8287489
Modern day witch hunting. Best to not pay it too much mind and avoid the fucking crazies.

>> No.8287508
File: 217 KB, 680x425, 1616220010238.png [View same] [iqdb] [saucenao] [google]
8287508

>>8287247
Thanks. HealThing does work with decorate apparently though, don't know why it wasn't working before. Now I have friendly marines who start with 4 bandages and can heal themselves for 10hp when they get lower than 90hp until they run out of bandages.

Is anybody here playing Scavver Paradise? I'm porting BrutalFriends to it but it has been a bit of a pain in the ass as I'm not a coder. The mod seems to have been made with BrutalDoom balance in mind and the friendlies are too OP for a mod about scavenging and shit.
>couldn't be hit by enemy projectiles. Solution: removed their THRUACTORS flag when they enter shooting state and gave back when it finishes, so they can either shoot or dodge but not both at the same time
>too much health (140), maybe to simulate armor? Solution: scaled it back to 100 and gave them combat armor through a_giveinventory when they spawn
>could shoot indefinitely. Solution: gave them limited ammo, both in the magazine and amount of magazines they can carry, which is as much as the player can without a backpack. the magazine sizes and the way they shoot their guns(firerate, accuracy, damage, puffs, sound etc) mimics the way the zombies shoot, so the chaingun marine shoots just like the chaingun zombie and has as much ammo as him in the mag. When they run out of mags they go to their Inactive state

Cont.

>> No.8287509

>>8287247
What the fuck, that works?

>> No.8287512
File: 301 KB, 900x675, 1449715676346-1.jpg [View same] [iqdb] [saucenao] [google]
8287512

>>8287508
Now here comes the tricky part: The original BrutalFriends doesn't fully take advantage of the SwitchableDecoration aspect of the actors, treating them more like SwitchingDecoration (can only be activated, not deactivated) so when you activate them they despawn and instantly spawn another version that doesn't move but can still shoot and stuff (Following and Holding Position orders), which means whenever you activated them they would go back to the Spawn state and recover all their health and items (ammo, bandages, armor).
I had to change their activation from THINGSPEC_Activate to THINGSPEC_Switch|THINGSPEC_Deactivate, so that when you first click "use" on them they go to their Inactive state instead of Active and can be switched back.
Now I had to basically replicate the other "holding position" actor's behavior and A_LookEx in Loop proved to be the solution here. With it I can make them deaf (don't start moving again when you shoot like they were doing in earlier tests) but still react to a monster that gets in their field of view, and instead of jumping to their normal See or Missile state which would make them start moving again, they will jump to an alternate See state that has an A_Chase with a CHF_DONTMOVE flag and redirects to an alternate Missile state, which is indistinguishable from the normal shooting state except for the fact that it has Goto Inactive instead of Goto See at the end.

Thanks for following my blog, remember to like and subscribe :^)
And if you have a suggestion please tell me.

>> No.8287541

>>8287512
And what about the Pain and Reload states? Reload was just a matter of making an alternate one just like the alternate Missile state, but I don't know of any way that I can make an alternate Pain state that the marine can use only when it is inactive, it just goes into the normal one if it takes damage while immobile, therefore becoming mobile again.
There are two hacky ways of working around this that I know: one is using Thing_Activate("actor tag"), which makes the marine activate automatically before it jumps to See (so next time you press "use" on him you won't have to press it twice to get him to stop again). This has two problems and first one is obvious: he will ignore your command and get out of his position if he enters his Pain state. The other problem is that if you have more than one of the same kinf of marine, they all share the same actor tag, so if one gets hurt, all of them will be activated.
The other hacky workaround is simply giving a NOPAIN flag when he enters his holding/inactive state (and removing it when he is activated again) which has the downside of making him immune to pain while he is holding position. Frankly neither of these are huge problems but still...

>> No.8287562

>>8287373
Already buying doom is pretty retarded at this point, unless you really love bethesda's port or some shit - but buying a DRM riddled copy(that you wont even have rights to) from a giant corporation with questionable ethics rather than a drm free one from a smaller more ethical company just because said big corporation has better PR and identity politics is just EXTRA retarded

>> No.8287583

>>8287562
>more ethical company
>CDPR
Another week in the crunch mines for you.

>> No.8287585

>>8287562
>that you wont even have rights to
You've never had rights to that shit, read the damn EULA.

>> No.8287594

>>8286381
I'd just like to bring attention to the fact that the dehacked guns are extremely broken. The super shotgun fires 3 frames too fast and it attempts to reload two barrels with one shell when the player fires it with only one ammo. This is presumably because the firing sequences skips the majority of the ssg codepointers for some reason.

>> No.8287625

>>8287585
Not always, steam did this after some time, the EULA changed overtime
>>8287583
I guess you are right about how shit work is there, but from the consumer side you can just buy a game and tell them to fuck off, or pirate it without too much work

>> No.8287643
File: 128 KB, 834x719, 1635624812930.jpg [View same] [iqdb] [saucenao] [google]
8287643

where is my quake halloween jam reeee

>> No.8287657

>>8286804
what game

>> No.8287674

>>8287657
Elderborn.

>> No.8287682

>>8287016
>Pumpkin Hitler broke Tarnsman

>> No.8287692

>>8287682
Proud of my creation
He also idcliped to the secret exit, not that these secrets were super easy, but he did miss them even when they were onscreen a couple of times

>> No.8287703

refresh the page for a halloween theme

>> No.8287710
File: 321 KB, 481x720, Average plutonia map design.jpg [View same] [iqdb] [saucenao] [google]
8287710

>>8287703

>> No.8287724

What's a good wad to play through with some roguelike mods? Tried Ancient Aliens with Colourful Hell and got stomped, looking for something that ramps up a bit slower

>> No.8287727

>>8287724
doom 2 itself

>> No.8287735

>>8287724
I'd suggest dropping Colorful Hell and picking up Legendoom, or DRLA monsters, or Corruption Cards.
Colorful Hell has atrocious balancing.

>> No.8287736

>>8287727
Played it with DRLA recently and got sick of it right around map18, too many shit levels back to back

>> No.8287742

>>8287735
Yeah I figured, settled on Eviternity + DRLA + Corruption Cards for now. No fun getting annihilated on map1 before I can even get to the fun weapons.

>> No.8287746

>>8287735
Isn't Colorful Hell supposed to be played with a weapon mod anyway?

>> No.8287748

>>8287746
Even then it gets pretty lopsided in a real hurry.

>> No.8287770

>>8287361
My bad, I forgot to give those a "multiplayer only" flag, and didn't test lower difficulties as thoroughly after implementing co-op. I'll give the map another pass.

>> No.8287773

>>8287724
>>8287735
>>8287746

Colorfull Hell works best with something stupidly overpowered like a pillowblaster mod

trailblazer on revilution was great

>> No.8287775

>>8287773
colorful hell looks well with legendoom too from what I remember but it's been a while

>> No.8287784

>>8286381
Update for MAP05 (Imps) - changed broken bookshelf texture. No idea what to do about the white stripes closeby, linedefs are all at correct length with nothing inbetween.
https://files.catbox.moe/992ebj.zip

Also, congrats on release, all the maps I have tested were pretty good and I am looking forward to those I haven't had time to play yet.

>> No.8287839
File: 507 KB, 1408x1344, scrap579_a.png [View same] [iqdb] [saucenao] [google]
8287839

Happy Halloween spooky doomy souls

>> No.8287840

>>8286381
Another fix for Catacombover. Co-op spawns fucked with the lower difficulties, and the step back up onto the rocks from the hut side that was accidentally raised at some point.
https://drive.google.com/file/d/1tXaSU4sEYtOhTVUdd2VkWqfqxMxBn5HN/

>> No.8287878
File: 93 KB, 1024x1024, EFF14907-3821-4C20-8648-B1F4142D7456.jpg [View same] [iqdb] [saucenao] [google]
8287878

>>8287839
Thanks /vr/o, happy dooming to you

>> No.8287941

I have a question for you, DOOM general.
What is the Megawad which first comes to your mind when you think "this is DOOM 3 as I wanted it to be?"
My reason: some fans said they think of DOOM 64 as the true DOOM 3, but then it left me wondering if there is any particular Megawad which elicits the same feeling.

>> No.8287947

>>8287941
Perdition's Gate

>> No.8287950

>>8287941
I'd say plutonia is the doom 3 if you want a direct sequel to doom 2 like that

>> No.8287961

>>8287941
Doom Zero

>> No.8287986

>>8287941
>What is the Megawad which first comes to your mind when you think "this is DOOM 3 as I wanted it to be?"
Classic gameplay will always be just “Doom/2” to me no matter the megawad. 64 would be perfect if it didn’t gut the roster, waited longer to throw you in hell, and had improved shotgun animations.
In hindsight, both of the Quakes have been pretty good about filling that “proper Doom 3” hole.

>> No.8288000

>>8287986
>>8287941
i feel like a true "doom 3" could have been a better engine, close to quake or even heretic
even though, god knows what would the style even be

>> No.8288007

>>8287583
Crunch is how good games are made, such as Doom.

>> No.8288019

>>8285153
+1

>> No.8288037

>>8287941
Valiant.

>> No.8288042 [DELETED] 

>>8287395
Honestly, yes. As much has I've learned to loathe journalists (in general, not a specific kind), shit like Gabagool brought on this absolutely insufferable e-activist mindset in people on 4chan, like Project Chanology, but a hundred times more political and a hundred times more unbearable.
So many anons now are stuck in a mindset of their 'cause' that they forgot, or even outright rejected that 4chan is supposed to be a place for having fun, for being a fucking nerd, for being a fucking pervert, and that a lot of it just doesn't have to be serious, and that there's often no need to bring in IRL (or "IRL") issues.

It's like being accosted by Hare Krishna at the airport, except it's everywhere, and instead of being goofy hippie faggots, it's political trannies talking about their autistic fantasies/roleplay and which people in society we should totally murder, and if you disagree you're a communist jew (replace with fascist white cis-male if you're on Twitter, in which case these people are often literal trannies).

>> No.8288050

How does deathmatch treat locked doors? Does it ignore locks? It'd be pretty stupid for people playing my ad mortem map in deathmatch to be blocked by key doors, do I put out more keys for people with multiplayer only flag or what?

>> No.8288058

>>8288050
I think deathmatch just gives everyone all keys.

>> No.8288060

>>8287583
didn't it turn out poland still had some crunch related policies, so that was blown out of proportion?

>> No.8288079

>>8288058
ok, what about voodoo scripts then? Coop or deathmatch breaks them?

>> No.8288091

>>8287941
Valiant is what I imagine would happen if they made Doom 3 instead of Quake.

>> No.8288141

>>8287941
Alien Vendetta, especially maps like Toxic Trace or Castle Siege. AV has a good balance of realism and tight gameplay, something Doom 2 tried and (miserably) failed to pull off with its downtown maps.

>> No.8288149

>>8288079
Co-op seems fine. Deathmatch does break them.

>> No.8288151
File: 1.58 MB, 1138x1478, doom3guyseesbfgchanges.png [View same] [iqdb] [saucenao] [google]
8288151

>>8288000
>even though, god knows what would the style even be
I like the look and style of Doom 3 a lot, it's just that gameplay-wise it's a lite version of Quake 2 with a lot more "pacing" and far less exciting fights.

>> No.8288153

>>8288079
Player 1 starts still appear in co-op, so I don't know why they would be broken. Maybe if you have a gorillion people join a game?

>> No.8288167

>>8286381
update to Shadow Over Silverspring:
https://mega.nz/file/idNFUY6a#hdaST84Rr0uJvElEIlT_6QNUYMM9HDmthB970uChKhE
Added coop spawns and a rudimentary deathmatch arena - not really tested or sure if its even gonna work - never did any dm maps
Also I fixed the linedefs that tarnsman discovered(must have uploaded the last update in boom format which caused special mbf21 linedefs to dissapear)

>> No.8288171

>>8288167
Are we all going to do deathmatch arenas now?

>> No.8288218
File: 1.34 MB, 1785x2400, 1464635299199.jpg [View same] [iqdb] [saucenao] [google]
8288218

>>8281546
I made a fresh installation of GZDoom (4.7.1) and it crashes randomly. I tested it with a couple of wads and switched between Vulkan and OpenGL ES modes and honestly I don't know what is happening.
I think I'm gonna delete the configuration files but if any anon has a suggestion I'll listen, I'm on Kubuntu with the latest Nvidia propietary drivers.

>> No.8288246

UMAPINFO does not require next and nextsecret in every map, right? Only if I want it to lead some place else?

>> No.8288251

>>8287941
None. Having another slightly expanded Doom 1 as a mainline game would've been lame.
Up until 2004 Quake was basically Doom 3.

>> No.8288262

>>8287413
>Why the fuck does Kraflab insist on setting the shit-ass OPL-Synth style instrument set as default for FluidSynth
For whatever reason, DSDA-Doom / PrBoom+ 2.6 no longer come with soundfonts for use with FluidSynth, so the MIDI player will revert to OPL-emulation.
>why isn't there an option to select instrument sets, requiring you to edit your .cfg manually
Not sure what you mean. You copy-paste your soundfont into the source port folder, then edit the .cfg file to pick your soundfont. If you want to change the soundfont, you exit the program.
>>8287446
Virtual Midi Synth is a midi player that lets you change your soundfont in real-time. RLDNGM is just about the only soundfont I use anymore. TL;DR most midi's are designed for windows default midi, RLDNGM improves the sound without altering the instrument balance so it generally sounds the best. Arachno soundfont is fun when playing Valiant, and Musyng Kite / Orpheus are 1gig+ hi-def soundfonts you can try out, some songs sound great but in general the altered instrument balance wont sound as good as RLNDGM

>> No.8288352
File: 365 KB, 1009x800, 1621719522480.jpg [View same] [iqdb] [saucenao] [google]
8288352

Spooky moments in a FPS?
For me is this Skaarj encounter in Unreal 1

https://www.youtube.com/watch?v=lSQ8Et5c0LY

>> No.8288417

>>8288352
trap in e2m6

>> No.8288419
File: 2.90 MB, 1280x720, uejump.webm [View same] [iqdb] [saucenao] [google]
8288419

>>8288352

>> No.8288430

>>8287413
fuck off, OPL synth is based

>> No.8288442

>>8288262
>For whatever reason, DSDA-Doom / PrBoom+ 2.6 no longer come with soundfonts for use with FluidSynth, so the MIDI player will revert to OPL-emulation.
And this is something that's very bad, it gives some people the wrong impression of what Doom music oughta sound like. An SC-55 imitation font ought to be default, or at least a FluidSynth with its own instrument set applied. Hell, even Windows own default .midi sounds a million times better than OPL.

>If you want to change the soundfont, you exit the program.
That's one of my problems, why isn't stuff like this in the options menu along with everything else? In fact, a lot of values aren't in the options menu (and it's a really shit options menu).

>>8288430
Go to hell, OPL Synth sounds like a lethargic windchime in a tin shed.

>> No.8288453

>>8287839
is she holding candy or a condom?

>> No.8288470

>>8288442
>it gives some people the wrong impression of what Doom music oughta sound like

first, who the fuck cares? second, who on earth would use dsda or prboom without checking settings? third, there's an official unity port for any official doom representation, not some third party source ports

>> No.8288483

>>8286319
Wow, such low framerate

>> No.8288485

>>8287941
Scythe 2.
>>8287961
Also this.

>> No.8288490

>>8288442
OPL is based in Raven games and sounds better than other options.
In Doom though FluidSynth is the way to go (unless it's the Plutonia Midi pack which sounds amazing in OPL).

>> No.8288495

>>8287839
pls do more

>> No.8288510

>>8288442
I couldn't tell you why PrBoom doesn't come with its own soundfont anymore, especially since it used to come with a really good one. In fact, the FluidSynth MIDI player itself sounds different than it used to. For example, load up Going Down in old-school PrBoom 2.5.1.4 with its default settings and listen to the music of map19. The synth really sings. You can't recreate that in the new ports, not even using the same soundfont and FluidSynth.

>why isn't stuff like this in the options menu along with everything else?
GZDoom is the only port that lets you change the soundfont mid-game. You can download Virtual Midi Synth and that lets you change soundfont in realtime. It will sound different than FluidSynth even when using the same soundfont since its a different midi player, but in my testing I preferred it so it's what I use now

>>8288490
IMO the OPL-emulation in source ports sounds worse than the OPL-emulation in DOSBox. It's for this reason I still occasionally replay Duke 3D and Blood in DOSBox even though I have the music packs for each game.

>> No.8288512

>>8288442
>Go to hell, OPL Synth sounds like a lethargic windchime in a tin shed.
That's your head on drugs schizo.

>> No.8288515

>>8288470
>first, who the fuck cares?
This, I'm more concerned with autosave being on by default.

>> No.8288538

What's a suitable name for a shotgun-wielding trooper (that's not "shotgunner")? Breacher? Can't think of any other

>> No.8288547

>>8288442
>And this is something that's very bad, it gives some people the wrong impression of what Doom music oughta sound like.
You are full of bullshit. 99% of people played Doom with a Soundblaster on the nineties and OPL is a more than faithful representation of what Doom music at the time.

>> No.8288548

>>8288538
Breacher would work.
Assault. Point Man.

>> No.8288558

>>8288547
>99% of people played Doom with a Soundblaster on the nineties
Source please, I'd like to where that 1% of PC sound users came from

>> No.8288559

>>8288548
>Assault. Point Man.
Nice, bro, thanks. Me brain no work so good today

>> No.8288560

>>8288558
You mean PC Speaker? Alright... 99% of people who had a sound card.

>> No.8288584

>>8288538
Riot Trooper, HDest calls shotgunners "Jackboots."

>> No.8288606

>>8286741
Bloodstone mapper. Many of the guardrails around the red key area are not flagged as impassible. pls fix.
>>8288167
Silverspring mapper. The guardrail in front of the blue key card is not flagged as impassible. pls fix

Caco's keep mapper. You're unconventional use of pushers has caused savegames to break in your map... somehow. I think this is a bug worth reporting. As described here.
>>8287429
I made reasonably fixed version that replaces the pushers with back and forth scrollers, because it's probably easier than doing it yourself at this point. pls approve it
https://files.catbox.moe/48hp8a.zip
I suggest you research how to make teleporter closets properly in the future. Use sound propagation and/or just use monster closets. Don't do it like I did in this fix. I only did it that way to preserve you're creative intent as closely as possible, but you should probably intend something else in the future.

>>8286381
Project lead, can we get a word on when some of the update's people have posted will be incorporated?

>> No.8288609

>>8288584
>HDest calls shotgunners "Jackboots."
and its stock shotgun loadout "Day Raid", formerly "Enforcer"

>> No.8288626

>>8288538
pig cop

>> No.8288635

>>8288606
Project lead here.

Yeah, I already checked these updates. Apologizes if I didn't say anything, I won't be here today cuz irl stuff.

If you need to fix/update your map pls reply here so I'll incorporate them in the next update.

>> No.8288648

>>8288606
>>8288635
>Bloodstone mapper. Many of the guardrails around the red key area are not flagged as impassible. pls fix.
https://files.catbox.moe/1knww5.zip
Beneath Bloodstone v1.4
Sorry, when I edited it last, it opened as Boom format and scrubbed all the block players/block land monsters tags. Fixed, and I also added some half-assed coop and deathmatch support.

>> No.8288654

>>8288606
>The guardrail in front of the blue key card is not flagged as impassible. pls fix
I think I flagged it as "block player" and "block land monsters" in the very update you replied to, are you sure?

>> No.8288658

>>8288648
>>8288654
Double check and make sure what happened to me didn't happen to you.

>> No.8288660

>>8288654
>>8288658
My mistake. I forgot block player was a thing. I still wouldn't use it for rails in most cases since flying enemies will still fly straight through it. Honestly I really with they didn't add that since it breaks the established rules so much.

>> No.8288663

>>8288660
>I still wouldn't use it for rails in most cases since flying enemies will still fly straight through it.
To me, if your flying enemies start above it, that doesn't happen often enough to really be a problem.

>> No.8288675
File: 773 KB, 1088x1088, scrap580_a.png [View same] [iqdb] [saucenao] [google]
8288675

>>8288495
I'm having trouble sleeping anyway.
Visiting the Crusher

>> No.8288694

>>8287541
Alright almost finished, just need to create a NoAmmo state because jumping to Inactive isn't cutting it, and I still need to find a way to give bulk to the teleporter item.
What do you guys think of being able to resupply your marine buddies? I think it might be doable.

>> No.8288718

>>8288635
>>8288648
https://files.catbox.moe/qsx557.zip
Beneath Bloodstone v1.4b
Removed the upper textures on a self-referencing sector behind a portcullis that only sometimes rendered, hopefully whatever caused them to show up doesn't result in a HOM now, but I ran a couple tests and it looked fine.

>> No.8288750

For AdMortem, something we could do as a solution for GzDoom if fixes aren't coming soon, perhaps a plain patch written in Decorate which emulates the DEHEXTRA behavior could be provided?
It's written with DecoHack, right? Is any of that saved?

>> No.8288759

>>8288750
>Is any of that saved?
Yeah, PYITFM was talking on Doomworld about making it available publicly at some point.

>> No.8288761

>>8282782
everyone prepare for colored light and hardware acceleration because tonight we shall play DooM 64 for the Nintendo 64 on our all totally real n64s (make sure to use this new zandro version)

>> No.8288763

>>8288759
In that case, a temporary compat patch for GzDoom should be pretty easy to do, DecoHack is a Decorate facsimile, isn't it?

>> No.8288767
File: 61 KB, 1280x720, 64.jpg [View same] [iqdb] [saucenao] [google]
8288767

>>8288761
attention grabbing image didn't load fuck

>> No.8288773

I know its not retro but just because of being id games I tried doom3 and rage 1 for the first time.
I sure did not lose much. Doom 3 is okay, but they should've doubled down on survival horror. Rage 1 is also just okay.

I guess looking at it this way doom eternal is really gay but not as soulless.

>> No.8288775

>>8288510
>IMO the OPL-emulation in source ports sounds worse than the OPL-emulation in DOSBox.
GZDoom emulation is garbage. Play on Chocolate or Crispy and you will see some difference. Just don't forget to change the settings to OPL3.

>> No.8288794

>>8288750
>>8288763
Here's the code that the project is based on right now. It'll get some updates from this version but if you want to take a look at the monsters then go right ahead. I don't think this will solve all the compatibility issues we have now, in 4.7.0 my map crashed before it could even load.
Also, I'm just going to say that I'm not going to make Decorate versions of any of this myself. It's here if anyone wants to take a stab.
https://pastebin.com/a6jkhAaa

>> No.8288807

>>8286381
Good shit so far. Anyone else nto getting any sound on the first shotty?

>> No.8288809

Time for a new thread, and time to make room for Ad Mortem in the releases tab. Goodbye, HFFM.

>> No.8288812

>>8288809
HFFM will return... !

>> No.8288839

NEW THREAD
>>8288834
>>8288834
>>8288834
So what's the next doom project niggermans?

>> No.8289441

>>8287489
>individual responsible got sacked over it
wtf I hate Gog now

>> No.8289683

>>8289441
this is why I don't buy from GOG anymore

>> No.8290191

>>8288538
Trench Sweeper.