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/vr/ - Retro Games


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8841330 No.8841330 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8830449

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

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

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

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

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
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
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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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.8841332

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfho

=== NEWS ===
[04-22] Violent Rumble got updated

[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
https://github.com/id-Software/quake-rerelease-qc

[04-17] Doom 2 UV-Speed TAS completed in 9:42
https://youtu.be/MzuJCMV4sK8

[04-15] Reelism 2 v1.0 is released.
https://forum.zdoom.org/viewtopic.php?p=1217383#p1217383

[04-13] Anon shares a WIP Quake texture pack
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing

[04-12] Arrival was added to the Unity port.
https://twitter.com/bethesda/status/1513913950957711365

[04-12] Modest Mapping 2 WAD finally officially released
https://www.doomworld.com/forum/topic/120097

[04-11] CountryCide, a prequel episode to TrenchFoot released
https://www.moddb.com/mods/trench-foot-wip/downloads/countrycide

[04-11] KMquake2 got a new update
https://leray.proboards.com/thread/4160/new-kmq2-test-build-2022?page=1&scrollTo=31231

[04-09] Wheel of Time got a GOG re-release
https://www.gog.com/game/the_wheel_of_time

[04-07] DBP46: Monuments of Mars 2 is out
https://doomer.boards.net/thread/2527/

[04-05] New nodebuilder called VigilantBSP gets its first release
https://doomer.boards.net/thread/2537/

[04-03] Anon's H TC Slooter has a demo out!
https://buxomdev.itch.io/slooter

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8841387
File: 128 KB, 1000x420, nwa.png [View same] [iqdb] [saucenao] [google]
8841387

With a crazy motherfucker named Hitler
With the gang called Nazis with attitude
https://beta.wolf3d.net/games/840

>> No.8841453
File: 99 KB, 1280x960, doom03.png [View same] [iqdb] [saucenao] [google]
8841453

Shit forgot old thread was old, reposting in new one:

>>8840747
Map08: Pretty cool overall, I really liked the interconnected layout and the blood-powered machinery.
Seeing the Imps' heads in the blood pool in the red hallway was hilarious.
What I didn't like was how doors were marked as key doors, yet were only able to be opened from one side, like pic related, but also the yellow door in the small courtyard before the demon sacrificer. If I can open them only from one side, why mark them on the other side in the first place? Also, lots of unpegged doortracks.

>> No.8841480

>>8840914
>>8840959
Reloading a 4.26 UAC Standard magazine into another firearm without authorization is a breach of the Volt End User License Agreement.

>> No.8841502
File: 261 KB, 1600x900, l-intro-1616071681[1].jpg [View same] [iqdb] [saucenao] [google]
8841502

>>8841330
Hey Doomfriends, what's that gamemode called where a bunch of people try to complete a level and if you die you have to wait until someone else completes the level? I want to host a server for a few friends and play that mode.

>> No.8841510

>>8841502
Survival, just set the number of lives to 1.

>> No.8841534

>>8841510
Thanks, anon. I haven't played Doom in years and I'm looking to get back into it. Maybe I'll even make some content someday.

>> No.8841547
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8841547

ALRIGHT MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD FUCKING TIME TO SHOW US WHAT YOU'VE BEEN UP TO

>> No.8841734

>>8841136
Shoot for the stars, anon.
Or maybe at least the moon.

>> No.8841756
File: 778 KB, 1422x752, harry tipper.png [View same] [iqdb] [saucenao] [google]
8841756

>>>>8840557
>even most 70's sci fi stuff
where's my groovy 1970s Doom WADs?

>> No.8841770
File: 58 KB, 656x519, the dark side.png [View same] [iqdb] [saucenao] [google]
8841770

>>8841547
Been finishing another participant's map for a community project, added a room.

>> No.8841778
File: 2.05 MB, 1600x900, spasm0189.png [View same] [iqdb] [saucenao] [google]
8841778

So this is what happens if one looses in the Colosseum. . .

>> No.8841785

>>8841756
good question, I can only think of Italo Doom.

>> No.8841789
File: 736 KB, 1600x900, spasm0191.png [View same] [iqdb] [saucenao] [google]
8841789

Still no idea what's this about - not that I am doing anything besides delaying the inevitable. . .

>> No.8841809

>>8841330
Do iDtech 1, iDtech, and Build alllow for the making of multiplayer modes beyond Deathmach, CTF, Elimination, and skulltag? It would be interesting to see Doom1, Doom 2, Heretic, Hexen, Quake 1, Hexen 2, Duke 3D, Blood 1997, Shadow Warrior, NAM, Powerslave, and Redneck Rampage to get their versions of Odd man out, and Territories.

>> No.8841813

>>8841809
Can you repeat this but this time in English?

>> No.8841823

>>8841813
He prolly wants Amogus: old FPS edittion

>> No.8841830

>>8841823
There's already something like that with WhoDunnit for Doom 1 and 2

>> No.8841836
File: 1.74 MB, 1600x900, spasm0192.png [View same] [iqdb] [saucenao] [google]
8841836

>>8841778
>>8841789
>Rune status: NIGGUR
Its about time. . .
Have I missed the 'other secret level' yet or not?

>> No.8841842
File: 179 KB, 413x395, 1564175372359.png [View same] [iqdb] [saucenao] [google]
8841842

>>8841823
>Odd man out mode from the Marathon games getting modded into Doom1, Doom2, Heretic, Hexen, Quake 1, Hexen 2, and the Build Engine games
>Among Us
WAT

>> No.8841845
File: 1.34 MB, 1600x900, spasm0194.png [View same] [iqdb] [saucenao] [google]
8841845

>>8841836
Let's go beat the Niggur :)

>> No.8841848

>>8841842
CORRECTION:
>Trouble In Terrorist Town - old FPS edittion

>> No.8841854
File: 581 KB, 1600x900, spasm0197.png [View same] [iqdb] [saucenao] [google]
8841854

>>8841845
. . . ?¿?

>> No.8841860
File: 643 KB, 1600x900, spasm0198.png [View same] [iqdb] [saucenao] [google]
8841860

>>8841854
Okay...

>> No.8841867
File: 566 KB, 1600x900, spasm0200.png [View same] [iqdb] [saucenao] [google]
8841867

>>8841860
This is the QUMP 'secret level' all over again. . .

>> No.8841876
File: 1.08 MB, 1600x900, spasm0201.png [View same] [iqdb] [saucenao] [google]
8841876

Hold on a sec, is this all a dream - just like with that Cerberon Plaguemaker map done by QuakeUlf?

>> No.8841892

>>8841867
I'm just going to have to give this thing infinite health and 10000% damage, aren't I?

>> No.8841894
File: 1004 KB, 1600x900, spasm0202.png [View same] [iqdb] [saucenao] [google]
8841894

>>8841876
. . .this can only get even crazier ;^\

>> No.8841905
File: 1.08 MB, 1600x900, spasm0204.png [View same] [iqdb] [saucenao] [google]
8841905

>>8841894
That thing beside the PC, is that a C64 with the tape-drive attachement or something else?

>> No.8841913
File: 637 KB, 1600x900, spasm0206.png [View same] [iqdb] [saucenao] [google]
8841913

>>8841905
No comment about the FIREBLU bedpillow, same deal with killing the door with a fire-axe. . .

>> No.8841930
File: 120 KB, 1280x720, do you even fax.jpg [View same] [iqdb] [saucenao] [google]
8841930

>>8841905

>> No.8841931
File: 1.61 MB, 1600x900, spasm0207.png [View same] [iqdb] [saucenao] [google]
8841931

>>8841913
I'm gonna spend some time here - there's too much shit to deal with

>> No.8841935

>>8841905
>rekkr poster
That makes me happy.

>> No.8841952

>>8841905
Man, I absolutely love everything about that picture

>> No.8841957

>>8841905
Fine, I'll distract myself from doom

>> No.8841963
File: 485 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8841963

>> No.8841989

>>8841332
>[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
>https://github.com/id-Software/quake-rerelease-qc
Anyone know why it was released under the GPL v2 instead of v3? Or BSD for that matter? I remember Carmack saying he wished he released Quake under a more permissive license - I'm surprised this release didn't honor his wishes

>> No.8842007

>>8841989
GPL 2.0 is so that it can be used for consoles,
Console brands are very skeptical when you add something with GPL 3.0 becuase it can basically give them an access to the console to hack it.

>> No.8842008
File: 1.64 MB, 1600x900, spasm0209.png [View same] [iqdb] [saucenao] [google]
8842008

>>8841930
Keximus Maximus, I was wondering if that was a FamiCom next to an FDS drive at first, but the shape wasn't quite right for it. . .

>> No.8842015
File: 1.17 MB, 1600x900, spasm0210.png [View same] [iqdb] [saucenao] [google]
8842015

>Exit already opened
https://www.youtube.com/watch?v=aM8YOBvq-jc

>> No.8842017

>>8842008
What map is that?

>> No.8842024
File: 1.56 MB, 1600x900, spasm0211.png [View same] [iqdb] [saucenao] [google]
8842024

>>8842015
>>8842008
Wierd bug/feature report here again - staying in this exact spot provides the player with infinite health for some reason. , ,

>> No.8842031

>>8842024
Yeah, there's at least one health vial that had severe autism. It's been given some adderall for the next version of the map.

>> No.8842034
File: 1.34 MB, 1600x900, spasm0213.png [View same] [iqdb] [saucenao] [google]
8842034

>>8842017
the final map of course

>> No.8842056

>>8842007
Thanks

>> No.8842096
File: 419 KB, 1092x1042, 1635504225141.png [View same] [iqdb] [saucenao] [google]
8842096

>>8840747
Glad you enjoyed it, I was aiming for that Raven games look and also for Shadow of the Comet/Prisoner of Ice time/dimension travel themes. Door fighting is something I will definately avoid in future maps
Be sure to play the secret map after, its a lot of fun

>> No.8842129
File: 1.49 MB, 1600x900, spasm0214.png [View same] [iqdb] [saucenao] [google]
8842129

>>8842034
>>8842031
Something strange happened - and all my saves got wiped after activating 3/4 of switches the Hapheastuses were guarding and making new one's was disabled - I'll try this level again after finally updating my QSS ;-\

>> No.8842138
File: 1.65 MB, 1435x744, 1647287587722.png [View same] [iqdb] [saucenao] [google]
8842138

>>8841547
AAAHHH I'M GONNA REPOOOOOST

>> No.8842140
File: 1.38 MB, 800x450, Vic Viper Brightmaps.webm [View same] [iqdb] [saucenao] [google]
8842140

>>8841547
I'm gonna repost my shit here too. I took a break from animating guns to go back and add brightmaps to the Vic Viper, most of the other weapons are gonna get the same treatment

>> No.8842147
File: 530 KB, 1625x811, dcdraft3.png [View same] [iqdb] [saucenao] [google]
8842147

>>8841547
going really slow lately, but atleast I have some ideas on what to do

>> No.8842156

https://youtu.be/UE4nOYc0RkA

>> No.8842182

>>8842140
>no LordBritish for RippleLaser
inspired by Salamander?

>> No.8842185
File: 174 KB, 453x270, Ripple laser fire.gif [View same] [iqdb] [saucenao] [google]
8842185

>>8842182
It takes on the Lord British colors and shape (kinda) for the ripple laser!
and yeah I took notes from Salamander and the first two Gradius games for the Vic Viper rifle

>> No.8842191

>>8841330
https://www.youtube.com/watch?v=XLY4TsZBExY&ab_channel=ThereIRuinedIt

>> No.8842195

>>8842156
How bizzare it feels that those guns can be so highly detailed and animated - but the rest of graphics must be such a blurry mess running at a choppy framerate, just to run on real Amiga hardware at all

>> No.8842197

>>8842129
You didn't happen to see anything print to console, did you? I still haven't figured out why some people had a crash there and it might be related.

>> No.8842217

>>8842185
SOVL/10
Do you remember that one comment from last year about a weapon from Contra4 which shot homing VicVipers by chance?
I was the anon who posted it, and now I have to ask - is it possible to create a weapon that fires projectiles that ALSO fire other projectiles?
Yes I saw that "Revenant launching Chaingunners" .webm just recently

>> No.8842219

>>8841756
Such a shame what they did to Malone in TSFP.

>> No.8842228
File: 2.32 MB, 800x450, Laser good.webm [View same] [iqdb] [saucenao] [google]
8842228

>>8842217
It should be more than possible. Hell I did something similar with the Sapphire Beam Bombs in GMOTA, along with the Heavy Macer, thinking about it.
I also pull some similar shit in Combined_Arms with the Blastmaster's Rockets, they leave those flames that home in on dudes, and the HALKEN Laser in Gaiden does the same thing

>> No.8842230
File: 2.37 MB, 1600x900, spasm0215.png [View same] [iqdb] [saucenao] [google]
8842230

>>8842197
something about PlayerValues being invalid, I should've screencap it - now after getting the latest QSS version the savefiles appear on the list, but are unreadable
>I dislike the HL1 'round pixels'

>> No.8842238

>>8841770
>finishing another participant's map for a community project
Was it at least pretty well along, or are you pretty much filling-in a bare-bones layout?
>>8842147
>Green Armor on a 20% damage plate
>you can get the armor without taking damage if you time your steps correctly
Delightfully devilish, Seymour.
Also, cute detailing.

>> No.8842252

>>8839145
It's one of those things they added late in development that they didn't really need to in order to be more "modern" at the time, as well as realistic. Should've just doubled down on being old school like in their beta builds of the game and buffed BJ's default movement speed a little. That way, you're always fast, but can still slow down with the walk button (caps lock) to stay scoped in with your rifles like usual.

Doesn't really matter too much anyway since you can strafejump through the levels like a speeding bullet.
https://www.youtube.com/watch?v=QGb21qNwYTg

>> No.8842254
File: 438 KB, 1544x905, dcdraft4.png [View same] [iqdb] [saucenao] [google]
8842254

>>8842238
>Also, cute detailing.
Thanks, trying my best.
Anyone has any idea why that zombieman despite being turned 360 away from the player gets awakened when you come up to the window? I noticed it happening only when you shoot during previous encounters and awaken other monsters in vicinity - he doesnt get awakened until you come up to the window, and if you dont shoot at all he stands still - both the zombieman and the imp are set to "ambush players"

>> No.8842256
File: 2.99 MB, 480x360, 300_Minutes_of_vr_map14.webm [View same] [iqdb] [saucenao] [google]
8842256

New record by 2 seconds. This one was a lot harder since the old ones were relatively optimized.

>> No.8842264
File: 2 KB, 169x46, fucked out.png [View same] [iqdb] [saucenao] [google]
8842264

>>8841963

>> No.8842272
File: 579 KB, 1920x1080, Screenshot_Doom_20220423_190936.png [View same] [iqdb] [saucenao] [google]
8842272

>>8841547
Sever your leg, please.

>> No.8842273

>>8842254
"Ambush players" just makes them delay their patrol until they have line-of-sight on the player. Normally, when you shoot/punch/chainsaw (attack), enemies who can hear it will immediately start wandering around looking for the player. With "Ambush players", after hearing the player attack, monsters still wait until they have line-of-sight (even if you're not IN direct sight) to become active.

>> No.8842278

>>8842272
What the fuck.
What's the color of the crappy toy that comes with the kid's meal?

>> No.8842284

>>8842254
>>8842273
This, if you want them to be truly deaf you need to surround them with two layers of "block sound" lines.
>>8842278
We got brown ones this week, next week we'll have the blue ones again. we might have a paper crown or two in some corner of the kitchen somewhere, but we've been told not to give those out any more.

>> No.8842285

>>8842273
Is this what 'ambush' means? I just started making levels for GZdoom and in vanilla you'd make mobs 'deaf' so they ignore gunshots and only activate if you're seen.

So with ambush, they activate as soon as you're within line of sight, but without having to actually see you?

>> No.8842286
File: 358 KB, 660x470, Someone looks like they could use a grilled cheese sandwich.png [View same] [iqdb] [saucenao] [google]
8842286

>>8842284
Truly blessed. Now I want to see other Homestar Runner food items.

>> No.8842292

>>8842286
That's the plan.
I have so many sprites to make.

>> No.8842295
File: 416 KB, 1920x1080, Screenshot 2022-04-23 191427.png [View same] [iqdb] [saucenao] [google]
8842295

>>8841547
Putting final touches on my first map, which /vr/ has been giving me feedback on for about a week now.
I went through and tried to smooth-out textures as much as possible, and per another anon's advice I actually did a 100% (well 99.9% but I think I just missed a Health/Armor Bonus somewhere) completion run of my map and recorded it to upload to Youtube.
I'm eager to move on to my next map; I'm thinking of making an MBF21 map so I can use friendlies.

>> No.8842301

>>8842285
Ambush is deaf, as far as I'm aware. Enemies will ignore gunshots with "dead"/"ambush", but only until they have line-of-sight on you (i.e. if they wanted to, they could shoot you from where they were standing, albeit they may have to turn around to see you.)
I actually didn't think of >>8842284's idea of surrounding a unit with "block sound" lines to make it truly deaf; I usually do that at the entrances/exits to the room with the deaf person in it (or the room with windows or w/e I'm going for there.)

>> No.8843081
File: 37 KB, 640x480, imagesthatprecededisaster.png [View same] [iqdb] [saucenao] [google]
8843081

>>8841547
i've been working on this map for too long

>> No.8843091

>>8843081
Reminds me of that image with the thrown hammer captured in air

>> No.8843109

not sure if news but we would probably see unreal 227j in our lifetimes
https://www.oldunreal.com/phpBB3/viewtopic.php?p=100230&sid=7e93dbb46e6bd7fba91d780d5e0fba5a#p100230

>> No.8843113

>>8841332
>[04-22] Violent Rumble got updated
new maps?

>> No.8843121

>>8842230
>>I dislike the HL1 'round pixels'
r_particles 2

>> No.8843123
File: 349 KB, 1704x943, 1578755880235.png [View same] [iqdb] [saucenao] [google]
8843123

>>8843091

>> No.8843132

>>8841963
>mega pair

>> No.8843141 [DELETED] 

You guys do boomer shooters like Ion Fury and Dusk too? Or not because they're not real /vr/ material?

>> No.8843173

>>8843113
No, just various fixes and adjustments up for testing, but I am working on fixing and expanding the secret level at the moment. I wouldn't have put that in the news post, honestly.

Speaking of maps though, would anyone be interested in doing another round of them in the coming months? I think there were several people interested in doing techbases that transition into more eldritch environments before we voted on not having a theme at all. Could be interesting.

>> No.8843190
File: 1.97 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
8843190

>>8843173
I could try my hand at Quake mapping again, I doodled a bit in trenchbroom when the project first started making the rounds, but never finished a map.

>> No.8843204 [DELETED] 

>>8843141
Ion Fury is good and thread relevant by being a build game. Dusk is okay and not retro.

>> No.8843212
File: 649 KB, 1000x984, take_my_brown_ball.png [View same] [iqdb] [saucenao] [google]
8843212

>>8843132

>> No.8843218

>>8843173
yeah, I'd like to contribute one since I couldn't before because my job was killing me but thank god I was fired

>> No.8843219

>>8842238
>Was it at least pretty well along, or are you pretty much filling-in a bare-bones layout?
Yeah, it was mostly done, but original author didn't have time to finish it.

>> No.8843367

what map making program do i use on linux?
I've tried slade but i struggled with a few things in it. I might be retarded but I couldnt find any good documentation on it and it lacked few basic features like floor height gradient and inserting a vertex in the middle of a line, can any anons help out?

>> No.8843378

>>8843367
Ultimate Doom Builder compiled on linux just fine for me following the instructions on this page:
https://github.com/jewalky/UltimateDoomBuilder

>> No.8843386

>>8843378
I didnt know you could compile it on linux, here i was trying to run doom builder 2 on wine like a dumbass. ill give it a shot once im back on my desktop, thanks.

>> No.8843454

>>8843173
>Speaking of maps though, would anyone be interested in doing another round of them in the coming months
I wanted to contribute last year but didn't have the time. I'd be happy to try, but it would be my first quake map and my schedule is unpredictable so i wouldn't want to be a dependency in part of a coherent progression.

>> No.8843653
File: 21 KB, 90x90, 1364783303234.gif [View same] [iqdb] [saucenao] [google]
8843653

Can I get a QRD on Joe-Ilya?

>> No.8843676

>>8843653
very involved with doomer boards' projects, so his maps come up a lot
also a very mediocre mapper, so you get mediocre maps a lot
also a brony or furry or something
I think he's getting better but I don't keep close tabs on the forum, completely inoffensive compared to that quake shitposter at least

>> No.8843694

>>8842273
>>8842284
Thanks, that zombieman doesnt serve any gameplay or balance purpose and stands there for ambient, so I guess I'll just sound block the whole computer room and reroute the air duct to the main encounter area

>> No.8843718
File: 198 KB, 1138x1017, Screenshot 2022-04-24 055206.png [View same] [iqdb] [saucenao] [google]
8843718

>>8843694
If you want him to not attack the player, you could try to (non-obviously) stick your Zombieman in a sidedef. I just tested against pic related with PrBoom+ and the Zombieman will make an alert noise (so I think he does become alert) but he won't turn around or shoot if I stand in front of him—even if I shoot him first. This does let you kill him of course; if you're using GZDoom and want an unkillable enemy "decoration", I think the "Dormant" flag does just that.

>> No.8843725
File: 536 KB, 1920x1080, Screenshot 2022-04-24 055953.png [View same] [iqdb] [saucenao] [google]
8843725

>>8843718
Here I set the height of the ground to 25 units and threw-on a computer texture to give you an idea of the "non-obvious" trapping I mentioned.

>> No.8843854

>>8843725
Nah, I stick to boom/mbf21 most of the time
That trick could be useful, not in this scenario but somewhere else maybe - a kind of turret enemy now that I think of it

>> No.8843856
File: 3.91 MB, 3456x2916, file.png [View same] [iqdb] [saucenao] [google]
8843856

Dooming with the boys

>> No.8843910

>>8843378
how do i compile this on arch?

>> No.8843940
File: 1.48 MB, 1555x1166, andy_with_gun_03_1920_hm_poom_promo_27.png [View same] [iqdb] [saucenao] [google]
8843940

>>8841330
Straight outta Plutonia? More like fresh out of Andy Sixx's pink puckered asshole:

Poop Physics:
https://youtu.be/I2X6vcwzJyY

Weapon Animation Progress:
https://youtu.be/jJkCzTDSw5c

Outdated Trailer:
https://youtu.be/wtXNRIcZR-8

>> No.8843975

>>8843940
holy fuck. im making the golden kek face irl at this.

>> No.8843981

>>8843940
>almost entire channel filled with videos about some guy's feces
based 4chan autism

>> No.8844037

>>8843910
>needing more than the Debian instructions to base shit on
Are you sure you're advanced enough to be using Arch?

>> No.8844040 [DELETED] 
File: 113 KB, 1681x502, file.png [View same] [iqdb] [saucenao] [google]
8844040

Hey matador, I don't know if you're still around but I think you can get away with making an HFFM article. Pic related.

>> No.8844119
File: 1.78 MB, 1125x1200, 1536408254485.png [View same] [iqdb] [saucenao] [google]
8844119

>gzdoom doesnt detect the Steam Deck's controls
I'm sure theres a way to do some hacker linux shit to get it to work but I'm retarded

>> No.8844146
File: 693 KB, 970x906, image.png [View same] [iqdb] [saucenao] [google]
8844146

>>8843856
Heh. Anyway, what's the wad name please? If it's Auger;Zenith then what's the gameplay mod name?

>> No.8844152

>>8842140
That looks spectacular. Good work

>> No.8844156

>>8844146
The WAD is Auger Zenith, the gameplay mod is Combined Arms

>> No.8844214

>>8844156
This wad's name still makes me laugh. WTF do augers have to do with a cyberpunk neon future? "Dig a post hole to the overhead sun!"

>> No.8844228

>>8844214
does it have any gurren lagann references?

>> No.8844232

>>8844156
Thanks.

>> No.8844234
File: 584 KB, 1920x1080, tiny.png [View same] [iqdb] [saucenao] [google]
8844234

yknow i thought i had a pretty bad memory but doom 2 the way we remember it showed me that it could always be worse

this is supposed to be industrial zone

>> No.8844247

>>8844234
The city levels are bad but they're still better than a lot of the trash from shores of hell

>> No.8844263

>>8844234
>doom 2 the way we remember it
Watching decino play through the first one was a good laugh
>cyberdemon in ep1
>elevatorpocalypse

>> No.8844279

>>8844247
Everything after the first episode is bad. It's insane how good the core gameplay alone was, even with almost no good levels to showcase it, it still was enough for decades of amazing mods.

>> No.8844290

>>8844247
Fuck off, the best level of Doom 2 is about as good as an average Doom 1 level.

>> No.8844297

>>8844263
I hope he plays the second one. I still haven't managed to make him play my map.

>> No.8844307

>>8841547
It's not saturday here but I've been working on rendering weapon sprites for the Bloodborne mod.

https://youtu.be/UF8AqtQT-Jw

>> No.8844314

>>8844037
I am not, thats why im asking for help

>> No.8844319

>>8844234
Interesting how more “grounded” and less colorful the levels became after Doom 1.

>> No.8844352
File: 243 KB, 1024x853, 1579629982638m.jpg [View same] [iqdb] [saucenao] [google]
8844352

Recently beat Hexen 2. It wasn't as good as I had hoped.

Just beat Shadow Warrior and it's add on paks. It's amazing.

Wondering what else to play. Is Redneck Rampage any good? Or NAM? how come Tekwar isn't supported in eduke32/raze?

>> No.8844393

>>8844247
E2 rulz
i hope you get raped

>> No.8844480

>>8843940
Watching the Andy Sixx creamy and dreamy steamy memey flourish over the last decade has been strangely encouraging. Like seeing your coprophilic nephew get a beautiful house, with a beautiful wife. And you ask yourself, well, "How did he get here?"

>> No.8844487

>>8844156
LMAO I think it's supposed to be "Augur", which I didn't catch until your post.

>> No.8844527

>>8844234
soul. looks surreal without trying to be, which is the best kind of surreal.

>> No.8844536

>>8844352
>Redneck Rampage
>NAM
>Tekwar
RR’s better than the other two by a landslide, and even then it has some polarizing level design choices.
How much you hate/enjoy the first level will be indicative of how you’ll enjoy the rest.

>> No.8844562

>>8844393
That's a bit harsh, isn't it?

>> No.8844567

>>8844307
Oh shit, I'm looking through your channel it's pretty fucking neat what you've been working on. I'm loving the Bloodborne mechanics implementations. Keep up the good work!

>> No.8844620

Map09: Beautiful map, great layout. I don't enjoy slaughter gameplay, so the cathedral did nothing for me but to annoy, despite looking terrific.

>> No.8844856

Game with psionic macaques doesn't have any right to be so engaging. Doom makes use of synthesized music, has there been any wads imploring atmospheric electronic pieces with amen breaks?
https://www.youtube.com/watch?v=TcXnY2WP8IU

>> No.8844910

I need a list of WADs besides Zrift made in mind with the players jumping ability enabled

>> No.8844939

>trying to get better at Doom
>load up LunchLunch's 10x10
>can't even get past Map05

this doesn't bode well

>> No.8844962

>>8844856
My favourite track from the game.

>> No.8844997
File: 19 KB, 200x200, eliminator.jpg [View same] [iqdb] [saucenao] [google]
8844997

>no idea why I didn't ask this when VR was still in testing phase:
Are the Death Brigade knights, bazooka Grunts, Pyromaniacs and plasmagun Enforcers from Qoth included into this mods entity list?

>> No.8845048

>>8844939r
I'll be releasing demos alongside Release Candidate 4 that players can use for walkthroughs. The last two fights in MAP05 are some of the trickiest in the WAD. Here's the demo for MAP05, hopefully it will aid you-
https://drive.google.com/file/d/1FHwNZB7u0AOqZ74ioUBv1i8dM_YzkRPr/view?usp=sharing

>> No.8845052

>>8845048
Hey anon, who were your biggest inspirations for your mapping? Just curious

>> No.8845067

>>8845048
Actually I just made it through Map05 finally, had to take a break I guess. Glad to know that I made it through one of the trickier ones though, goddamn that was intense.

I will probably need those demos though. These maps look really good for being confined to the texture limit.

>> No.8845076

>>8845048
Why are you calling me out for not using translucency? ಥ_ಥ
I hate how "cold" everything looks with it turned on.

>> No.8845081

>>8845052
Killer5 (10x10 MAP07 is a tribute to him)
Insane Gazebo (10x10 MAP09 is a tribute to old Sunder)
40oz (basically my mentor with all the feedback and advice he's given me)
Casalis
Ribbiks
And to a lesser extent Scotty, bemused, and Joshy

>> No.8845129

>>8845076
A lot of MAP07's aesthetics rely on translucent midtextures to nail the look of Killer5's Event Horizon. You'll be missing out on that and even a secret switch if you have translucency off
>>8845067
The only map I have left to make a demo of is MAP07 then I can put them out. It's been giving me a bit of trouble but I've only recorded a dozen attempts so far. It's daunting to do saveless, if you do all the secret fights it's the hardest map in the WAD, besides maybe MAP10.
You should probably use saves for MAP07-MAP10 unless you're a DOOM god.

>> No.8845159

Here is a tileset i would love to see in Q2 along with the alien trilogy ones https://www.moddb.com/mods/dragon-sector-the-remake/news/dragon-sector-the-remake-v040-released

but in case, i think i am going to release a scaled pack of my texture pack

>> No.8845162
File: 27 KB, 244x194, skin.jpg [View same] [iqdb] [saucenao] [google]
8845162

>>8845159
forgot pic

>> No.8845194

>>8845129
>You should probably use saves for MAP07-MAP10 unless you're a DOOM god

kek. I'm using saves for every map. Could do the first two or three saveless if I tried but nothing beyond that, not even gonna bother.

>> No.8845202

>>8845081
With taste like that, no wonder your maps are so based

>> No.8845212

man, RTCW flip flops between being great and being trash so often
>great fast paced CQC level
>awful janky fail-if-you're-seen stealth level
>cool quasi tactical shooter base assault
>escort mission
>clearing houses in a ruined city
>time limited NPC wrangling

>> No.8845239

>>8845212
>>time limited NPC wrangling
That one I don't actually remember.

>> No.8845254
File: 53 KB, 220x556, Q2berserkerslam.png [View same] [iqdb] [saucenao] [google]
8845254

>>8845162
>those fuckers have unused animations for a running hammer slam, jumping attacks and ducking+spike-uppercut combo
FUCK YOU id FOR RUSHING THE DEV CYCE FOR A HOLLIDAY RELEASE

>> No.8845280

>>8841989
the GPLv3 is far more extreme in its protections,which can fit for some projects,but is not great for this as >>8842007 said.
>>8844119
enable controller support in GZdoom and add it to steam.

>> No.8845284

>>8845239
the one I was referring to is saving a scientist whose being shot at in the ruined city level
It's really not that bad but it's annoying because in the same level you're protecting a tank and when you think you're off doing your own thing it slaps you with an insta-fail

>> No.8845350

>>8845212
I never played RTCW, but I spent a good portion of the 2000's playing ET and damn I miss it so much.

>> No.8845367
File: 23 KB, 476x396, Finished.png [View same] [iqdb] [saucenao] [google]
8845367

>Finally managed to organize my mod folder (Again)
>Still procrastinating on tackling the map folder to check which one has custom weapons/enemies and delete them
>not sure if weapon/enemy replacers will work on those kind of maps like eviternity,hence the reason for deleting those
ehh,someday

>> No.8845385

>>8845254
damn, that would have been cool as fuck.

>> No.8845386
File: 14 KB, 64x64, 1649204924816.gif [View same] [iqdb] [saucenao] [google]
8845386

>>8845212
>Downloaded it a few days ago
>start in Death incarnate,why not?
>Snipers 1-2 tap me
>Why the fuck are the levels so dark? are my eyes that fucked up?
>latex bitches killed me at least 20+ times
>try going upstairs,later bitch camp kills me,i cant shoot back
>enemies are absurdly tanky in the last levels for no good reason
>finally cleared it thanks to the save scumming
>The final boss was too fucking easy compared to the rest of the game
My favorite map was the chateau,just a big house full of enemies and CQC

>> No.8845396
File: 929 KB, 1265x827, meh.png [View same] [iqdb] [saucenao] [google]
8845396

>>8841547
I'm making this, whatever.

>> No.8845443
File: 1.40 MB, 1436x745, 1626254079005.png [View same] [iqdb] [saucenao] [google]
8845443

>>8842138
I am finally done with the map and encounters. All that's left is to set up checkpoints and the end level trigger.
Also, I need to come up with a name for my level. It's half dungeon half underground cave using the aztec textures from TSE. I'm terrible with names so any suggestions are appreciated.

>> No.8845448

>>8845443
>The Fiends in the Walls

>> No.8845449

>>8845443
Cholula
Teopanzolco
Xochicalco

>> No.8845471

>>8845443
>>8845449
>Xochicalco
Xochi Mama

>> No.8845475

>>8845386
I don't mind the snipers though it's funny how regular guys have to hit you with a full magazine or two but snipers get you in 2 shots
I didn't really get what they were going for w/ the Latex Ninjas. Like cool they're acrobatic but attack with guns, but ???? there's no fun way of fighting them aside from popping in and out of cover and hoping for the best. You don't get high tier guns until later either so the best you have it sniper or nades.
>tanky
I'm just at that part now. The regular guys were fun because you could tap them on the head and get them, but now it's just unloading your guns at them and spamming explosives that feel like dogshit to use.

The weapons are kind of trash too. I get that they have effective ranges, but it's not like you can accurately get headshots at medium range with FG42 or accurately hit more than a few shots with SMGs. Then using the sniper scope is nails on a chalkboard.

Still breddy good as far as modern-style FPS campaigns go, but meh

>> No.8845483

>>8845443
Aztec Azimuth
Tezca's Torment
Lost Temples of [aztec sounding name]

>>8845396
looks neat, especially that courtyard area

>> No.8845493

>>8845475
the special black ops guys are another pain on the last level,they DONT (Or rarely) flinch even after i unload my entire magazine on them,forced to take damage between encounters

>> No.8845523
File: 942 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_61_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8845523

SUNDAY NIGHT SHITSHOW TIME!! Tonight we're playing through Going Down with Malefactors. Connect with Zandronum and let's get to the bottom of this (huehuehue)!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.8845531

>>8845449
>>8845483
I think I'll go with Lost Temple of Teopanzolco. Thanks for the suggestions everyone.

>> No.8845595

>>8843676
Post your maps

>> No.8845695

Shadow Warrior's shotgun is a cool idea but it just feels so wimpy

>> No.8845715

>>8844214
could be a typo of augur, or could be a reference to digging down to hell, albeit metaphorically, and a direct contrast to zenith

>> No.8845735
File: 193 KB, 250x250, 1630225165844.gif [View same] [iqdb] [saucenao] [google]
8845735

>> No.8845736

>>8845715
That was clearly the intent, and not an altogether bad metaphor for a dystopia.
Even without being mis-spelled that works.

>> No.8845754

>>8845736
well it's not misspelled if it's referring to digging, auger is a digging tool, augur is a sign of something to come or a roman era diviner

>> No.8845775

And there is a reason of why i stopped shilling Q2XP a while ago
https://www.moddb.com/mods/quake-2-xp/news/q2xp-1270-features-preview
the guy is a huge faggot, and Q1 and Q2 weren't made with normalmaps.

worse is that his code is literally stolen off BerserkerQ2 by the looks of it.

>> No.8845781
File: 20 KB, 808x654, Im getting too old for this.png [View same] [iqdb] [saucenao] [google]
8845781

>>8845523
Server's up again.
I guess I have a sixth sense for when shit goes wrong.

>> No.8845786

>>8845695
you're right clicking and then shooting right? the 4 shots is breddygud

>> No.8845828

>>8845775
>His code is primarily stolen off of Berserker Q2
How do you know that's the main dev stole it from?

>> No.8845842

>SNS top of Doomseeker server list
you did it bros

>> No.8845860

>>8845842
Been happening fairly consistently now.
We never anticipated getting this big, we thought we'd remain small sessions with a few regular /vr/os. Here we are now. It's almost frightening.

>> No.8845875

>>8845475
The sniper rifles like the FG-42 and Mauser become immensely more fun to use when you learn you can hold down CAPS LOCK to stay scoped in while moving. I'm sure every new player gets frustrated by how you unscope if you move more than the length of a gnats dick at default speed.

>> No.8845896

>>8845284
lol I remember that. You're feeling all victorious for saving the scientist, then all of the sudden the music changes and you're like, "Oh shit, forgot about tank dude". By then, it's too late.
>I'M UNDER ATTACK! THEY HAVE ANTI-TANK WEAPONS, HURRY!
>I CAN'T TAKE MUCH MORE OF THIS, MOOOVE!
>*nightmarish death scream*
The dudes protecting the scientist should've explicitly told you to go back to the tank.

>> No.8845937

>>8845493
That's where you gotta use your new weapons like the Venom or Flamethrower. The thought of trying to kill those penultimate level paratroopers and elites with an mp40 or FG-42 makes me want to vomit.

>> No.8845950

>>8845875
you mean crouching+scoping?

>> No.8845954

>>8845937
>venom
didn't found enough ammo
>flamethrower
they pump an entire fg42 clip in me before they start burning,glad I am done with that shit

>> No.8845963

>>8845950
That works too, but your aim bounces around while crouching. Holding down caps lock while moving lets you walk rather than move at default speed. Helps with platforming and lets you stay scoped.
>>8845954
Flamethrower doesn't do direct damage. You're meant to tick them with a puff or two of flames, and then break line of sight while they burn to deaths. Works great on those torso electrical monsters too.

>> No.8845982

>>8845963
maybe I shouldn't quicksave below 20 health,but I dislike redoing the level

>> No.8846028

>>8845982
I can relate to that.
Another tip if you ever replay it and find yourself in a tough situation is to abuse the lean function. You can't shoot while leaning (a deliberate design choice to force the player to run and gun), but you also can't be seen by the enemy AI. You can get a lay of the land before re-emerging from cover, so it really helps with those bullshit frustrating encounters. Shooting an enemy first and getting the drop on them increases your odds of hitstunning them and sending them into a staggering animation, which is really helpful in that level considering how artificially bullet spongey they are.

>> No.8846056
File: 165 KB, 353x565, 1650533068040.png [View same] [iqdb] [saucenao] [google]
8846056

>had to go through my map and manually change all the models, sounds, etc. because I messed up the order of folders in my project directory
Pro tip: if you're going to make maps for serious sam make sure to extract the SE1_00.gro file directly into the game's install directory. Don't put it in another folder like I did.

>> No.8846080

i need suggestions for a enemy replacer WAD (Doom) the more bullshit the enemies the better so I can pair it up with a overpowered weaponset

No colourful hell please

>> No.8846087

>>8846080
also add run for it for extra challenge.

>> No.8846104

>>8846087
>keys jumping into bottomless pits
NOPE,I am curious if corruption cards can affect these things however

>> No.8846112
File: 188 KB, 1024x768, 1623876574555.png [View same] [iqdb] [saucenao] [google]
8846112

nice and short

>> No.8846120

>>8846080
Legion of Bones on highest difficulty
Not overly hard but every enemy respawns once

>> No.8846137
File: 336 KB, 1920x1080, Screenshot_Doom_20220424_190629.png [View same] [iqdb] [saucenao] [google]
8846137

>>8846112

>> No.8846147

>>8845695
switch to the quadshot and its so much better.

>> No.8846149
File: 16 KB, 250x250, nope.jpg [View same] [iqdb] [saucenao] [google]
8846149

>>8846137
>Pic

>> No.8846213

INFIDEL!

>> No.8846216

>>8846120
Legion of Boners haha

>> No.8846226

>>8845875
Yeh I knew about those (Though didn't think of a difference b/w crouch and walk). The recoil, especially for the Mauser is hard on the eyes though
Maybe bigger blood hit effects would give it better feedback on if you're making good hits, idk.
Double shotting far-off enemies with the Chaingun in Doom is unironically more fun than RTCW's gunplay.
>>8845937
Yeah the new weapons helped. Even finishing them with the FG-42 to save special ammo was nice. DESU the endgame enemies just make me feel like I should play a shooter that does them better like Quake/Doom/Unreal
>>8845954 >>8845963
Flamethrowing lads around corners feels pretty gud as long as the hit detection works

>> No.8846231

>Bratwurst is good
>kriegsland enemies are meh
>Wolfenstein X will fuck your shit up if you try using it on a doom mapset

>> No.8846283

>>8846231
I like Kriegsland Enemies. They have fire deaths.

>> No.8846298

>>8845828
because bersQ2 is still in development til this day, and q2xp discord is a shitshow where kirk acts like a dick towards everyone who doesn't agree with him.
he is graf with the altismo on high.

>> No.8846345

>>8846137
>>8846112
>>8845523
Aw I missed Going Down today... rip me

>> No.8846360
File: 2.83 MB, 750x420, ___ _______ ______.webm [View same] [iqdb] [saucenao] [google]
8846360

>> No.8846380

>>8846360
outplayed

>> No.8846382
File: 2.90 MB, 700x392, Return to Castle Wolfenstein 2022.04.24 - 19.12.44.04.webm [View same] [iqdb] [saucenao] [google]
8846382

>> No.8846385

>>8846360
>>8846382
It's weird seeing vanilla RTCW gameplay vids after all these years and not it being glitched out of it's mind.

>> No.8846387

>>8844997
No, but I can take a look at those, if there's QC for them out there. Quoth is quite notorious for being closed-source.

>> No.8846389
File: 3.61 MB, 1920x1080, fc pic2.png [View same] [iqdb] [saucenao] [google]
8846389

>> No.8846391

>>8846382
>nope.webm
I love this game.

>> No.8846396
File: 3.03 MB, 1920x1080, fc pic3.png [View same] [iqdb] [saucenao] [google]
8846396

>> No.8846403

>>8846389
>>8846396
sry that these are pretty late oldskool

>> No.8846412

>>8846382
I love how he pretends not to notice you at 0:20 and then *WA-BAM* ropes a rocket into the door.

>> No.8846472

>>8846137
me on the left

>> No.8846498
File: 1.04 MB, 1920x1080, Screenshot 2022-04-25 001746.png [View same] [iqdb] [saucenao] [google]
8846498

>> No.8846551

>>8846472
touch grass babby

>> No.8846638

>>8846551
thats not me

>> No.8846674

>>8846638
babby here, it actually was me

>> No.8846679

>>8846674
no it wasn't

>> No.8846754

>>8846298
Huh, what? But I thought BersQ2 wasn't in development for ages now? Or Berseker restarted development recently?

>> No.8846806
File: 204 KB, 1134x1200, Dlc5lf8WwAEry0C.jpg [View same] [iqdb] [saucenao] [google]
8846806

Why did dumptruck get cancelled? His Trenchbroom tutorials are absurdly good.

>> No.8846808
File: 119 KB, 680x1181, DnO8mZhU8AAUuLj.jpg large.jpg [View same] [iqdb] [saucenao] [google]
8846808

>>8845386
>start game on hard
>it's hard
Wooooww
Stick to medium or easy.

>>8845212
>>8845284
>>8845896
The only one out of those that is even remotely bs is the forest with the "fail if seen" thing. Even that is manageable as long as you juggle one or two hard saves along with your quicksave so you don't have your only save in a spot where the enemy has already seen you and is about to trigger the alarm or fire.

Otherwise the level is completely fine and a nice non-standard level to break up the pace. Even if a level in RTCW puts you out of your comfort zone a bit, the levels are usually over fairly fast so it doesn't get too exhausting.
The ruined church can be pretty exhausting because it runs for pretty long and those leather-clad elite guards will drop you very fast. But why are you playing on hard mode as the first playthrough difficulty anyway...

>oh nooo I would have to actually pay attention to events in the gameee
It's people like you why modern games are so hand holdy and retard-proofed.
Even back when I was a lot younger I didn't have a problem with the tank escort. The fact that you have to label a sequence that lasts ~10 seconds as "time limited npc wrangling" just boggles my mind.

>>8846360
So you have him in a spot where you can shoot at him while he's unable to shoot back but rush in to get shot? LOL

>> No.8846810

>>8846360
wtf? is this dude just made out of fucking steel?

>> No.8846819
File: 662 KB, 1280x640, mVdKau.png [View same] [iqdb] [saucenao] [google]
8846819

https://kebby-quake.itch.io/block-quake

>> No.8846824

>>8846806
He had the audacity to suggest maybe a videogame forum about making maps for a 25 year old videogame shouldn't discuss politics like a conflict in Ukraine.

Some Ukrainian is on there venting and ranting and pushing propaganda 24/7 and I think Dumptruck muted him and all the sois went "oh my heckin science you chud you can't banerino him bigot!!!"

>> No.8846827 [DELETED] 
File: 295 KB, 1920x1080, 20210525213045_1.jpg [View same] [iqdb] [saucenao] [google]
8846827

>>8843141
I post about Ion Fury a bunch, even if it's "throwback shooter", it feels incredibly faithful to the tone and quality of the classic Build Engine fps trio even though it seems to benefit from some modern things. It could've gone a bit bolder in terms of it's tone or had some more pulp-y vibes in it but even as is, it's a very solid shooter.

Stuff like Nightmare Reaper gives me very uneasy feeling that someone's just cashing in on the throwback fps trend.

Haven't played Dusk but I believe I'll end up playing that one too before long.

>> No.8846828

>>8846808
>But why are you playing on hard mode as the first playthrough difficulty anyway...
This, I'll never understand why people do this and then complain about the game being frustrating or artificially difficult. Hard mode is literally meant to be artificially difficult for veterans of the game who want a challenge.

>> No.8846842

>>8846828
most of the time normal is designed so that even dumbfuck playtesters who save with 1hp and no ammo can beat the game. it's for people who bought the game based on cover art and a TV ad. there's maybe half a dozen games that are actually hard on hard, but usually "hard" means "pick this if you've played an FPS before".

>> No.8846846
File: 228 KB, 1435x1077, 20210614162037_1.jpg [View same] [iqdb] [saucenao] [google]
8846846

>>8846828
Especially when it comes to older games. With modern games (or ps3 / xbox 360 era games) it can be sometimes hard to discern whether hard is just renamed normal mode but when you go play older games, hard is usually hard.

RTCW can be pretty brutal but the maps are as said, pretty short a lot of the time so they don't end up being really grueling.

Oh, and one more thing needs to be said of RTCW : I love how the enemies move a lot of the time like bots in a multiplayer game, but a bit more atmosphere-friendly. Aka, you see them strafing, even jumping around sometimes, it's kind of amusing.

>> No.8846856
File: 888 KB, 530x392, 1448137763566.webm [View same] [iqdb] [saucenao] [google]
8846856

>>8846842
I avoid all of that by playing a game multiple times, each time on a higher difficulty until I beat it on the hardest. I've never been someone who only plays a game once and never returns to it, so I guess I don't fret about it being too easy on a first playthrough.
>>8846846
I love Return to Castle Wolfenstein. I've beaten it at least a dozen times. Each time I replay it, I like to mess with the AI and see what kind of weird things I can get them to do. Sometimes I turn on /notarget and /god and try to get them to chase me all over the map or see which places they'll flat out stop chasing me.

>> No.8846858
File: 157 KB, 1920x1080, shot014.png [View same] [iqdb] [saucenao] [google]
8846858

>>8846842
You're clearly new to old fps games in general, it seems. Normal in those games (like Half Life, Blood 2) is normal, and "Hard" mean enemies will have inflated hp and damage.

>it's for people who bought the game based on cover art and a TV ad
You're acting like it's some kind of a bad thing. That's how games get sold, turn profit and potentially get sequels etc.

It's also funny how you're talking about "dumbfuck playtesters" while bitching about RTCW being too difficult on hard lol.

>> No.8846859

>>8846846
Most old fps games are also easy on hard difficulty though, with few exceptions like Blood and Shadow Warrior

>> No.8846860

Hell 3 Pay when?

>> No.8846868
File: 799 KB, 1920x1080, Douk32.jpg [View same] [iqdb] [saucenao] [google]
8846868

>>8846856
>Each time I replay it, I like to mess with the AI and see what kind of weird things I can get them to do

My nigga. I used to do that with Half Life 1, I would try to set the NPCs to fight each other and I loved situations where marines would fight monsters / security guards and try to observe the action by dying to a good spot and then watching the marines and barneys / monsters duke it out. Even better in Opposing Force where you have your squad of marines and you can set up against the Black Ops troops.

>try to get them to chase me all over the map or see which places they'll flat out stop chasing me
IIRC Kingpin : Life of Crime had really really good NPC A.I in regards to this. Like they would be able to go on narrow high ledges etc that would stop most games' NPCs dead in their tracks.

>> No.8846869

>>8846858
I don't think the guy you're replying to was bitching about Return. Hell, you even replied to me in your big post as being one of the people responsible for modern gaming when I just trying to sympathize with his first playthrough frustrations. I love RTCW man, it's one of my favorite FPS games actually lol.

>> No.8846870

>>8846824
Wait, what the fuck, I thought he'd at least have said something remotely dog whistley, called someone a tranny, or really anything like... genuinely offensive. It's refreshing to hear that he's not a racist transphobic chud but also disappointing to see that the Quake community is this thin-skinned.

>> No.8846876

>>8846858
>old fps <...> Half Life, Blood 2
???
anyway, HL is fine on hard and Blood 2 is broken all-round, as is Shogo.
Blood, Descent, Kingpin are proper-hard. most everything else is fine on hard on first run.
RTCW is fine on hard, but ubersoldiers (also shield zombies) require some anti-fun tactics.
of the later games, Hard Reset is just about the only one that I started on hard and had to restart on easier mode.

>> No.8846880
File: 2.33 MB, 800x450, ok then.webm [View same] [iqdb] [saucenao] [google]
8846880

>>8846868
I can get them to chase me in the CO-OP mod because the AI is all set to be like that (more arcadey and aggressive), so it's funny to see what lengths they'll go to in order to try and get me.
>I used to do that with Half Life 1, I would try to set the NPCs to fight each other
I can get the two UberSoldats in the Unhallowed Grounds level to fight each other on command and then watch them duke it out.

>> No.8846883
File: 24 KB, 320x290, 1526247150245.jpg [View same] [iqdb] [saucenao] [google]
8846883

>>8846869
Alright, my bad dude.
But I personally dislike when people try to call everything "bull shit" as a gut reaction instead of growing as a gamer.

>>8846870
>called someone a tranny, or really anything like... genuinely offensive
>disappointing to see that the Quake community is this thin-skinned.
The irony in this post holy shit

>> No.8846885 [DELETED] 

>>8846827
>Stuff like Nightmare Reaper gives me very uneasy feeling that someone's just cashing in on the throwback fps trend.
NR at least has the other throwback minigames, so there's more than just "pixelly FPS". I wish they'd do some optimisation though, other Unreal Engine shit doesn't chug nearly as bad. Also it actually left Early Access, unlike half the cashin games.

>> No.8846892
File: 334 KB, 404x498, 1620415048043.png [View same] [iqdb] [saucenao] [google]
8846892

>>8846876
>Shield zombies
Go up to their face to aggro them to attack, unload MP-40 in their face while backing out.

>ubersoldiers
For the most part they're fine, they're meant to be the scary big enemy so them being hard makes every sense. What is a *bit* bs is that their venom gun (even if it's a different model they drop venom gun ammo) has no wind-up like yours does so when you peek from behind a corner they can almost instantly zap you.

>> No.8846902

>>8846876
>shield zombies
Those bothered me until I learned it's not about where you shoot them, but rather what stance the zombie is in when you shoot them. You know how when you fire at their feet sometimes and you're left scratching your head as to why the bullets still reflect back? It's because you're supposed to look at the pose they're in. Any pose where they have their shield raised, they're going to reflect bullets back, no matter where you aim. You're have to either way until they drop their shield and walk toward you, or you have to bait their melee swings to get them to drop their shields away from their body, kinda like how you can bait the melee attacks of Pinkies in Doom, the Ogres/Shamblers in Quake, or the Leathernecks in Dusk. Once you do that, they're super easy to take down, especially if you use the Sten for the early game ones.
>>8846883
No problem man, casuals get on my nerves sometimes too.

>> No.8846904
File: 195 KB, 800x600, ZaeroQ2.jpg [View same] [iqdb] [saucenao] [google]
8846904

>>8846806
He's one of those responsible for Zaero, make what you think of about it. . .

>> No.8846912

>>8846892
I think I've said this around here before, but there's a switch from importance of movement to importance of positioning, as far as oldschool vs newschool FPS go. RTCW is already not that movement-heavy, but ubersoldiers specifically are 100% positioning, 0% movement. electric dudes and leather elites too, to a lesser extent. stuff that discourages thinking on your feet, and instead rewards corner camping and abusing quickload foreknowledge.

>> No.8846916
File: 321 KB, 854x808, 1620416640061.png [View same] [iqdb] [saucenao] [google]
8846916

>>8846902
>casuals get on my nerves too
I don't mind casuals. Or at least casuals who don't have a pretense about them. I have a bunch of friends who are only into games casually and there's no problem with that.

I DO mind when someone pretends to be a hardcore gaymurrr but in actuality is one of those people that get instantly hurt in their ego when the game beats them and claim it's the game's fault. But it do be how it be.

>> No.8846920
File: 161 KB, 666x813, 1517296283_18 gommunist.jpg [View same] [iqdb] [saucenao] [google]
8846920

>>8846912
Yep, I've gotten that lesson pretty hard many times when I was playing the game not too long ago (on death incarnate too because I wanted the game last longer) . A lot of abusing cover I could see behind from but enemy had harder time hitting me and hunting the head pixels from around corners etc.

>> No.8846957
File: 1.15 MB, 3000x2253, 1646342407351.jpg [View same] [iqdb] [saucenao] [google]
8846957

What is his best level?

>> No.8846991

>>8846904
I kind of like how this fella is the only existing Q2 entity with a rendered muzzleflash

>> No.8847020
File: 56 KB, 1280x1024, 1623156505716.jpg [View same] [iqdb] [saucenao] [google]
8847020

Looking forward to the remaster?

>> No.8847027

>>8846806
wtf i love dumptruck now.

unironically he has done a lot to promote and help the q1 "community" and it sounds like he made a great call, I hope the political retards fuck off and he gets on with the content creation.

>> No.8847035

>>8846876
Super Soldiers can be a cunt and a half, but the shield soldiers aren't that bothersome, move in close to bait their melee back and forth, and then you continuously circle them and kick them in the shins over and over until they keel over, squeezing in some shots whenever they flinch from pain.

Actually, rushing up and getting some boots in as you spray them with bullets is fairly viable for all the undeads.

>> No.8847038

>>8846876
>Descent
As a kid descent on trainee difficulty was a challenge for me. Even now hot shot is about as hard as i'd play it.

>> No.8847056

>>8846916
Holy fuck you spend so long posturing about "casuals" while being so fucking retarded you don't know how difficulty works. No one cares.

>> No.8847064

>>8841330
is someone going to leak the selaco demo or what?

>> No.8847069

>>8846387
I was wondering once again, how hard would it be for a code-agnostic imbecille to make a ripoff of those Elimimitators by reskining an Enforcer and giving them the following properties:
>double HP (180)
>50% dmg reduction from explosives, stolen wholesale from the Shambler's entity definition (maybe 25% for Plasma-Thunderbolt)
>attack is a 3-shot burst of Floyd-laser, takes the same ammount of timing as normal Enforcers double-tap due to snipped animation frames
>custom audio "'borrowed'" from AoP's Lightning-Enforcer (maybe even re-use the tweaked stand-alone unique model from the fan-mod Redux version of that addon)

>> No.8847085
File: 2.42 MB, 491x726, 1621679256985.gif [View same] [iqdb] [saucenao] [google]
8847085

>>8847056
>No one cares
Well you cared enough to respond.
Sorry you're so bad at the game bitch boy.

>> No.8847086

>>8847069
just put two enforcers where you would have put one. similarly, a deathguard is just a boring drole.
the code for rocketeers' homing rockets has already been ported and is used for the rocket-bob variant. VRanon could just expose it as an option for grunt/enforcer attack replacements (though it would lack the "wind-up" delay).

>> No.8847103

>>8847069
HP change, reskin, burst fire, projectile model, and firing sound are already changeable by mappers. You can't add explosive resistance to enemies, but you can add armor. That would be easy enough for to implement though... I think.

>>8847086
>the code for rocketeers' homing rockets has already been ported and is used for the rocket-bob variant. VRanon could just expose it as an option for grunt/enforcer attack replacements
That's a good idea. I should probably give them lightning and plasma while I'm at it - only noticed a couple days ago that they don't have those options.
>(though it would lack the "wind-up" delay)
Hmmm... an attack delay option with a playable sound would be a good idea. Would probably make railgun enemies more fair anyway.

>> No.8847104
File: 1.18 MB, 640x320, gmota early.webm [View same] [iqdb] [saucenao] [google]
8847104

look what I found in my folders
it's from 2013 I think

>> No.8847110
File: 63 KB, 426x381, Hoopstam.png [View same] [iqdb] [saucenao] [google]
8847110

>>8847104
Christ that's old and crusty.

>> No.8847225

What are some of your favorite gore mods? I'm looking for tons of realistic guts and blood and stuff, I've tried bolognese, nashgore and universal gibs already and I think I like bolognese the most so far.

>> No.8847237
File: 10 KB, 354x143, temp7.png [View same] [iqdb] [saucenao] [google]
8847237

Keep your bush in check

>> No.8847240 [DELETED] 
File: 5 KB, 62x55, zd.png [View same] [iqdb] [saucenao] [google]
8847240

>> No.8847247

this might be a bad place to ask this
but is there a doom 3 mod that allows you to spawn sentry bots that will follow you?
i can spawn a friendly sentry bot just fine with the console (or even a hostile one) but just filling the levels with them feels wrong.

>> No.8847252
File: 2.72 MB, 768x432, atatatatatatatatatata.webm [View same] [iqdb] [saucenao] [google]
8847252

>>8847104
hah, nice. reminds me of this webm i made years ago

>> No.8847259 [DELETED] 

>>8847225
Bolognese. Nashgore's sliders are too obtuse a way to set blood and gore levels and you get weird shit like gibs flying out from normal enemy deaths. While Bolognese lets you set the gib health and spawns an amount appropriate for the monster's size. I only like Nashgore when playing blatantly overpowered stuff like Hearts of Demons.

>> No.8847272 [DELETED] 

>>8847240
>oh no is that a pride flag?? ooooh I'm going insane!!

>> No.8847282

>>8847086
droles are boring bullet sponges in 2.2 after they have been nerfed. the guard actually has fast projectiles
there is a secret pepe the frog statue in one of the mapjam9 maps but i don't remember who that was made by

>> No.8847285

>>8847020
No. I’m more interested in something for Q2. I’d be alright with a new Q2 release landsliding into something for SIN.

>> No.8847303

>>8847020
I don't understand how they tried to sell Alexis for sex appeal with that fucking face
Like the rest of her is great but holy shit

>> No.8847305

>>8847282
unless the projectile speed got nerfed, 800 vs 900 isn't much of a difference, and at least droles do real damage. dknights are the boringest enemy Quake has to offer and dguards are an extension of that. the only reason they exist is an unused animation.
>secret pepe
otp's map

>> No.8847315

Blood is so shit. Die, memorise that enemy, die, memorise that enemy, repeat.
No other build game is like this. In fact no other fps is like this. Just Blood and it's unfair broken cultist hitscan

>> No.8847317

>>8847282
ok I checked and it used to be 1350. that's pretty metal.
the point still mostly stands though.

>> No.8847324

>>8847315
>A BLOO BLOO I CAN'T ZIP THROUGH THE LEVEL ON THE FIRST TRY A BLOO BLOO

>> No.8847338

>>8846957
Anything from Sigil, I think that entire episode is really good

>> No.8847348

>>8847315
Play on a lower difficulty you shitter.

>> No.8847365

>>8847324
>>8847348
based

>> No.8847424

>>8847315
just because you can't play it doesn't mean no one else can.

>> No.8847426

>>8847237
Nice. Can't wait

>> No.8847446

>>8847064
It releases on june.

>> No.8847449

>>8847252
How did you do that!?

>> No.8847460
File: 2.58 MB, 768x432, Fisticuffs.webm [View same] [iqdb] [saucenao] [google]
8847460

>>8847449
I can't really remember as it was like 8 years ago when I made this .webm.

I think it heavily scripted, setting the monster to have no gravity, thrusting the player in the air and freezing their inputs, then a really long attack state which actually dealt no damage, followed up by the final punch which dealt a shitton of damage and thrust. Pretty fun stuff to make, desu. Wish I'd kept it

>> No.8847465

>>8847446
it's already available for patreons

>> No.8847469

>>8847315
>In fact no other fps is like this
is this a bad thing?

>> No.8847482

>>8847315
Enemy reaction time is much faster on Well Done (even faster on Extra Crispy). It's like playing Doom on Ultra-Violence with fast monsters enabled: only do it if you love the level a lot already, otherwise you're going to need to use a lot of saves. You can safely play Lightly Broiled blindly without using saves and it's pretty comfy. There are some levels where it's rough, especially in Episode 1, but for the most part the game will give you a flare gun or shotgun or tommygun at the start of a level; you might need to use the pitchfork a lot, and also remember enemy health is changed across difficulties as well so you can kill zombies with one flare or one alt-fire of the shotgun. Obviously the superior way of doing things is the Doom way, leaving monster health/reaction times/damage unchanged and only changing the monster/weapon/ammo placement when changing difficulties, then having extra challenges like -fast or Nightmare!

>> No.8847495

>>8847317
whatever, i'm not in charge of quoth and not good at arguing.
i really like death guard sounds, if nothing else. also droles do real damage if they can hit you, and they can't.

>> No.8847502

>>8846754
some random nightly builds and other stuff, is kinda like KMQ2 atm.


>>8846904
And now Q1 is at the hands of fagweather, with spirit losing what is left of his patience with that crossdressing faggot with brainrot.

And fairweather also had his share on fucking over baker with fitzquake shenanigans, though most was baker's own stupidity, since QuakeOne was literally the only good place to talk about all quake games and even hexen 2 modding, and now is dead.
i am not surprised if he had his hand on what happened to LordHavoc too, since they were close.

>> No.8847530

>>8847064
It would release soon + not actually retro or interesting anyway.
>>8847502
>spirit losing what is left of his patience
>fucking over baker
>what happened to LordHavoc
TL;DR on those, please? I lurk in that shitty server, but not enough to really remember anything worthwhile. I did saw the shitshow with Dumptruck and it was awkward/discomfortable (I guess) since I'm Russian retard who just doesn't want to deal with this bullshit[/spoilers].

>> No.8847569
File: 44 KB, 990x768, Screenshot 2022-04-25 090400.png [View same] [iqdb] [saucenao] [google]
8847569

I'm having a bit of a problem.
I'm working on a WAD, and wanted to use a couple extra textures. I also deleted a bunch of textures that was wasn't planning to use.
However, when I rebuilt the Texture 1 and Pname lumps, all of my flats aren't being read. They're ALL showing up as completely empty, despite doing everything right. They're between the FF_START and FF_END markers, they're all 64x64, etc. I'm sure the solution is pretty simple but no amount of scouring around the UI is helping either.
What gets me is that none of the textures I was even messing with were flats. I only removed standard wall textures. I looked around online and it seems like nobody's had this issue the same way, so I'm asking here.

>> No.8847584

>>8847569
Flats aren't supposed to be in PNAMES or TEXTURE1. Flats are just 2048 bytes of raw data. Only wall textures are composed out of patches and defined.

>> No.8847586

>>8847530
>+ not actually retro
We can talk about current Doom mods, GZD or otherwise, can’t we? Would Selco not be allowed because it has a pricetag or something?

>> No.8847597

>>8847584
Oh, hm. I seem to recall needing to add flats to the TEXTURE1 and PNAME lumps but I am getting pretty old...
Thanks, I'll add it to my list of stuff to do when my projects break

>> No.8847608

>>8847597
Quite the opposite, adding them to PNAMES will likely cause doom to crash since their format is wrong. Flats work just by being lumps.

>> No.8847617

>>8847608
How come? That seems like an odd distinction to make

>> No.8847625
File: 1.46 MB, 1920x1080, Comfy.png [View same] [iqdb] [saucenao] [google]
8847625

>> No.8847627

>>8847617
Walls are always pointing up the same way, so they can be optimized along those lines. Flats can be seen from any direction, so they can't be optimized the same way and have to be just raw set of pixels.

>> No.8847641
File: 1.85 MB, 1920x1080, queegree.png [View same] [iqdb] [saucenao] [google]
8847641

I'm back to working on my brutalist-inspired Quake 2 singleplayer map. It's been too much shit in my life recently taking all my time... I hope to get it done soon.

Also to those who want me to use Lazarus:
Please help me set it up. I have extremely limited time for mapping. I cannot really afford the time to learn something new that only one or two people are going to play anyhow.

>> No.8847669

>>8847641
Can’t help because am idiot but glad you’re back at it and hanging in there.

>> No.8847702

>>8846957
Against Thee Wickedly

>> No.8847719

>>8847315
you use explosives lol
SW is like this but more forgiving and way more chip damage

>> No.8847724

>>8846876
kick the zombies then shoot them lol noob

>> No.8847729

>>8846808
>rush in and shoot
less about rushing in being a bad approach and more about jank

>> No.8847952

>>8841330
Anybody know of good weapon+monster randomizers for Heretic (that fit the theme)?

I'm looking for something like DRLA for doom or War of Attrition for Quake.

>> No.8847958

>>8847952
have you tried hexeretic fantasy?

>> No.8847995

>>8847958
>hexeretic fantasy?

>(that fit the theme)
>duke enemies
>enemies from random sources that don't fit.

I didn't hear about it, and I still didn't now.

>> No.8848005

>>8847995
I do have a few but they tend to be either enemies OR weapons,not a single thing together,do you want a list?

>> No.8848009

>>8847641
Its an utter shame how all I can tell you now is to use WaybackMachine and browse the newlazarus.planetquake.com archived webpage fren, that thing was basicly progs_dump for Q2 before it was even thought of being invented - one cool feature that never came before the plug got pulled was making custom monsters on the go (outside of using misc_actor to create a player-weapons wielding entity) with minimum coding knowledge required…

>> No.8848012

>>8848005
Nah. I guess I'll just stick to the base game.

>> No.8848048

>>8848012
It’s nothing crazy like what you initially asked for, but Wayfarer’s Tome has some subtle and nice gameplay/balance changes.

>> No.8848054

>>8847103
/VR/Anon, should the Axeman get ax'd completely, or is nerfing him fine enough, currently he's just way too fast, even without the FasterMonsters mutator enabled

>> No.8848057
File: 10 KB, 261x348, 1.png [View same] [iqdb] [saucenao] [google]
8848057

>>8848012
too bad,i already put the effort of turning on my machine
-ENEMIES-
>FantasyMonsters 4 heretic
>Legions
>SlayerAndShadowMonsters
-WEAPONS-
>Nightmare of the sin heretic patch
-BOTH WEAPONS AND ENEMIES
>Bitter Heretic
>Brutal Heretic
>heretic RPG
>Hexeretic fantasy
>Masters of chaos
>Wrath of Chronos
and finally a screenie of doom compatible ones,i havent extensively tested them so use at your own risk,i just download shit,test for 3 minutes on the first stage and keep it,to 'play' on the future

>> No.8848085

>>8846808
>why are you playing on hard mode as the first playthrough difficulty anyway...
None of my complaints are based on difficulty unless setting it to easy fixes the gunplay and hit detection and removes the terrible escort and stealth missions.
fwiw I'm not the guy who had trouble with super soldats

>> No.8848126

>>8844352
what part of Tekwar do you actually find appealing? serious question

>> No.8848135

>>8844214
>>8845754
>>8845736
>>8845715
>>8844487
Cuppy keks, really just wanted to make a wad name with an A and Z, so auger zenith sounded anime enough for him to name the wad as such.

>> No.8848141

>>8848054
the maps that use axemen have already been balanced around them. you may disagree with said balancing, but changing them 8 months after the fact is simply disrespectful.
not to mention that they were taken wholesale from Drake (aside from an aiming fix). I guess an optional toggle to make them melee-only (as they first appeared in Soul of Evil) is fine, as long as the existing maps remain unchanged.

>> No.8848143

>>8846498
niggas be like 'yeah texture filtering on by default'

>> No.8848151 [DELETED] 

>>8843141
I really like Dusk.

>> No.8848154

>>8848141
The axemen are painful, but yeah it's too late to change it unless all the mappers were onboard for a v2. Probably best for it to be a learning experience and refine gameplay in the next collab, hopefully with mappers returning with more experience too.

>> No.8848158

>>8848126
They named NAM too, they might not know much about them besides being build games.

>> No.8848171

>>8848057
Based

>> No.8848183 [DELETED] 

>>8843141
They are all starting to look the same to me, like that Turbo overkill, fucking gross Eternal gameplay. Its funny everybody mimetically loves them but they sell either like shit or never leave early access.

They are okay I guess. The ones that actually come out. But I hate how self aware most of them are.

I am still curious about gloomwood simply because its not a shooter.

>> No.8848192 [DELETED] 

>>8848183
Have you seen Reaver? They're not even hiding it anymore.

>> No.8848207 [DELETED] 

>>8848183
>fucking gross Eternal gameplay
Doom Eternal and Ultrakill already exist, I don't know why so many devs now think they have anything to add to that formula.

>> No.8848215 [DELETED] 

>>8848192
Its just another ultrakill.

Dont get me wrong there are tons of free amazing shit to play, with even greater quality on doom, thief, quake, hl etc.

What fucks me is that I honestly thought that more creative liberty would lead to other interpretations of fps, but no everything is just bland and safe.

>>8848207
I like the panzer dragoon painting mechanics in any game, there is that at least. But its really funny how fucking console and arcade these games want to be. Came a bit late.

>> No.8848230 [DELETED] 

>>8848192
>Ultrakill clone
Not surprising at all these days. I’m just waiting on the pricetagged GZDoom games, Peripeteia, and a couple expansions that may never be completed. The longer this takes the more I become exposed to quality mods that look and play better than most of these indie shooters, it’s a win-win for me.

>> No.8848236 [DELETED] 

Of course the most unique shooter released in a decade gets a clone almost immediately, lmao. These "Boomer Shooter" zoomers are fucking retarded, I hate them so much

>> No.8848237

>>8848154
>>8848141
That's what I get for coming up with ideas so blatantly untested only to abandon them like a scumbag, I initially just hoped for including some less-used filler humanoid enemy that's not an Ogre or a HellKnight clone of sorts - all they'd honestly need is somekind of telegraphing cue when their hatchet comes flying, most desirably thru a split-second to actually throw it with a seperate animation chcle

>> No.8848243

>>8848237
>most desirably thru a split-second stop to actually throw it with a seperate animation cycle
Autocorrect get bent -_-

>> No.8848252

When I really get down to it I dont mind them. There is tons of free ultra quality shit to play in old games I just hate how creatively void most of these games are.
Maybe its the self awareness.

Are looking at an eulogy for these type of games, once the old men die out they are over?

I mean other genres that also had problems from the dark ages still try to make new shit even when janky, rtses still going strong, city builders, crpgs etc.

Its just fps that have this retarded fixation with being OVERKILLULTRA instead of just having a cool idea and running with it.

>> No.8848253

>>8848215
>I honestly thought that more creative liberty would lead to other interpretations of fps

I'm also disappointed this hasn't happened yet. I'm worried by the time people really start innovating people would've moved on.

>> No.8848257

>>8847641
Looks good anon, good luck, Q2 modding/mapping needs more activity

>> No.8848258
File: 49 KB, 700x744, PALLEX.png [View same] [iqdb] [saucenao] [google]
8848258

>>8847315

>> No.8848289 [DELETED] 

>>8848207
>Doom Eternal and Ultrakill already exist
And Bulletstorm's 11 years old. Maybe the increased popularity will convince Gearbox to have BS2 made.

>> No.8848319

>>8847625
What wad is that?

>> No.8848345
File: 130 KB, 1022x790, quit the game.jpg [View same] [iqdb] [saucenao] [google]
8848345

I'm having a fun time.

>> No.8848347 [DELETED] 

>>8848236
What shooter are you complaining about now?

>> No.8848350

>>8848237
>all they'd honestly need is somekind of telegraphing cue when their hatchet comes flying
Yeah, their intensity and speed of the projectile is pretty cool, and i agree they just need a telegraph. Although, in the not-so-secret secret level the surprising works really well with the theme.

>> No.8848352

>>8848319
looks like this one

https://youtu.be/dIoM7oAIRys

>> No.8848365
File: 113 KB, 2200x2200, bloodspurdo.gif [View same] [iqdb] [saucenao] [google]
8848365

>>8847315
>>8848258

>> No.8848397

>>8846876
If I was interested in Hard Reset should I play the original or Redux

>> No.8848401

>>8847482
Enemy reaction time is much faster on Well Done (even faster on Extra Crispy)
I still think this is BS after playing through the game a thousand times at this point. Just as BS as crouch being used to "dodge" bullets.
>you might need to use pitchfork a lot
You have endless amounts of ammo for all guns. if you're using the pitchfork at any point beyond the first level, you're doing something wrong, either using flares or aerosol cans to kill Cultists - don't do this, they track you through walls while burning and once they die they don't drop ammo. I see many retards complaining about EC not having enough ammo for the Chernobog, but the real issue is that they're not closing distance and using the alt-fire of the Tommygun to deal bonus damage to wipe him out in under a minute.

>>8847315
This can be literally said about any fucking video game you retard.
>broken cultist hitscan
You can dodge their bullets by strafing around them or hiding behind sprites, shoot at them to stop them from shooting, and

>> No.8848404 [DELETED] 

>>8848347
Reaver, Turbo Overkill, any other new shitty indie Boomer Shooter release that's riding on the coattails of Ultrakill and Doom Eternal

>> No.8848408
File: 41 KB, 1000x600, 1608584091272.gif [View same] [iqdb] [saucenao] [google]
8848408

>>8848401
>shoot at them to stop them from shooting, and
and what? THEY GOT HIM BOYS.

>> No.8848420

>>8848397
never played redux, what I said applied to the original. haven't heard anything bad about redux though.

>> No.8848424 [DELETED] 

>>8848404
It's kind of funny how the phenomena of 'AAA game did something different and people liked it, now a shitload of indies are catering to the market because AAA would fuck it all up' seems like some sort of brand new, awful thing to people when it finally reaches their genre of choice. What are you so upset about? These games look cool and fun and aren't just trying to copy Quake and Doom for the millionth time.

>> No.8848428 [DELETED] 

Okay janny I mentioned two games in my post and they were Doom and Quake what excuse do you have to delete it now, huh? Gargle my cum.

>> No.8848435

>>8848401
>Enemy reaction time is much faster on Well Done (even faster on Extra Crispy)
>I still think this is BS after playing through the game a thousand times at this point.
That I’m fine with. It’s the boost to enemy health on WD that bothers me somewhat, and really bothers me on EC. I wish they chose either “more health” or “more enemies” and stuck with one.
I’m still holding out on Nblood or Raze absorbing GDX’s custom difficulty idea. GDX is still fine for me but some maps work better on Nblood and/or are exclusive to it.

>> No.8848449

The problem is that there is a vst and vrpg. So people can speak of old and new games there and avoid /v/.

But not here.

>> No.8848460 [DELETED] 

JANNY THEY'RE TALKING ABOUT VIDEO GAMES AGAIN. GET BACK TO WORK.

>> No.8848478
File: 81 KB, 1280x968, F471E395-2146-4FA2-8A64-AFD5DA3DBBCA.jpg [View same] [iqdb] [saucenao] [google]
8848478

>>8848449
Is what it is. There’s also not enough interest to warrant a thread on /vg/ I bet.
Oh well. Time to revisit Eradicator, or discuss new shooters on retro/thread-relevant engines.

>> No.8848493
File: 2.93 MB, 480x310, Brimstown.webm [View same] [iqdb] [saucenao] [google]
8848493

Tonight finding out if I can make a map with no doors. Detailing is work in progress.

>> No.8848506

>>8848493
Looks really nice, if not very very red. Do you plan on seperating encounters, or is it just gonna be one big brawl?

>> No.8848516

>>8848506
It's too complex for a big brawl, everyone would get stuck. I'll probably have ambushes as you progress along different paths.

>> No.8848517

>>8848493
>no doors
>3 doors in the webm
I get what you mean, I'm just busting your balls.

>> No.8848518

>>8847586
We do. I just referred to it being called a "retro FPS" basically because it was made on GZDoom. Otherwise you can't really tell that. At least I don't, hence why I don't get the appeal of it since Selaco is more likely to be a final blow to genre's renaissance...
Is that really a bad thing though? At this point of time, I'm honestly not sure it is. There's too much shovelware already.

>> No.8848526

>>8848518
>There's too much shovelware already.

This. I dont have anything against them as I said above, but while other genres seemed to have reinvigorated themselves and moved on. Fps seems stuck in time, even in mainstream triple a multiplayer shit.

Well, maybe we will get a 3dr person renaissance and some fakk2 sequel, but then again 3d person never really did go away.

>> No.8848532

>>8848518
>Is that really a bad thing though?
Not at all. It also already happened over the last year or so.
If it’s like GZdoom version of “The Citadel” with less blocky level design I’ll enjoy it. I even thoroughly enjoyed The Citadel.

>> No.8848537
File: 44 KB, 1079x902, probably not sigil.png [View same] [iqdb] [saucenao] [google]
8848537

Dumb question: Anyone know a way to extract the "add-on" wads from the Windows Store versions of the games? Apparently the Steam version stores them in the saved games folder; but not this one.

>> No.8848585

Another Unity version question: Is there a source port that plays the .ogg music they include?

>> No.8848596
File: 103 KB, 729x603, from page linked from readme linked from Crispy Doom Setup.png [View same] [iqdb] [saucenao] [google]
8848596

Now reading that Crispy Doom supports "music packs"; but apparently a CFG file is needed?

>> No.8848658

>>8848537
>NOOOOO YOU CAN'T JUST HAVE THE WAD FILES FOR THE MAPS YOU'RE PLAYING
Holy fuck I hate Bethesda.
But if you're looking for Sigil in particular (based on filename), can't you just download it from Romero's site (https://romero.com/sigil)? The WAD is free although there's a non-free soundtrack to go with it.

>> No.8848668

>>8848658
Unintentionaly, maybe they're doing people a favor by encouraging illegal downloads if we consider our extensive modding scene.

>>8848537
Try to rename it by adding .WAD extension, I don't know.

>> No.8848670

>>8848658
I could, but it's the principle. Same for Master Levels, Evilution, Plutonia and No Rest.

>> No.8848678
File: 190 KB, 640x640, 1647562703790.png [View same] [iqdb] [saucenao] [google]
8848678

>>8847237

>> No.8848686

>>8848658
>>8848670
Some of the wads with alternate content (BTSX Map names, Double Impact intermission screen, Doom Zero map tweaks, etc.) are worth putting in a personal archive at least.

>> No.8848691

>>8848658
>>8848668
Actually, burn these parasitic suckers to the ground I say, I'm going to plant a bomb near their HQ tomorrow. Which copro-atrocity absolved it now? Microsoft? Or was it Disney?

>> No.8848702

>>8848350
IIRC the secret-level Dopplerangers are actually Fiends with a model-swap applied to them

>> No.8848706

>>8848668
Pretty sure it's just save files, considering the size.

>> No.8848742

>>8848126
I've played everything else

>> No.8848746 [DELETED] 

>>8848183
>>8848236
desu similar to any successful game / trendy style of game. Fits the old "99% of everything is crap" idea.
In 20 years the stuff that stands out will be what people want to play while derivative release 400 will only be enthusiasts track down.

>> No.8848756
File: 1.98 MB, 1600x900, spasm0218.png [View same] [iqdb] [saucenao] [google]
8848756

Something quite peculliar happened since last time I reloaded the final map after updating my QSS - the arena constantly hurts me to the point of dying from worldspawn, also the 'LARP-ers' die and gib themselves within seconds (and they sometimes don't even eachother but try to get me instead)
>found the healing spot again (yes its a feftover trigger, and not an invisible infinite Vial item as first suspected)

>> No.8848772

I'm getting back into Quake. What do you think about Ironwail? It's one of the Quakespasm deriatives. I'll stick to it for a time being, but I'm not sure if other open engines might be better.

>> No.8848779

>>8848135
Also good.

>> No.8848782
File: 112 KB, 1060x1200, 1624980690778.jpg [View same] [iqdb] [saucenao] [google]
8848782

>Doom wad has custom weapons with recoil,fucking up your camera angle if you are playing with mouselook off
its a tiny bit annoying,also,is there an option to reset to the 'default' camera height in gzdoom? i cant tell if i am a pixel too high or too low

>> No.8848783

>>8848782
>is there an option to reset to the 'default' camera height in gzdoom?
END key.

>> No.8848795

Do any of the more vanilla doom sourceports have an improved hitscan calculation like gzdoom/zdoom do?

>> No.8848796

>>8848783
Thanks!

>> No.8848816

>Wad messes with player movespeed,Now its slower
>Makes some maps with obligatory jumps unbeatable
FUCK

>> No.8848960

Elder World episode in Q1 is kino

>> No.8848967

>>8848054
I personally don't see much need to nerf him, but I can certainly give him a melee-only spawnflag. Mappers could use that and/or reduced speed and health to make a weaker variant for future maps.
>>8848237
>all they'd honestly need is somekind of telegraphing cue
I could add some kind of sound at the start of their attack animation easily enough.
>>8848756
More to put on the list...

>> No.8848979

>>8848772
great so far, hope the guy stays the course.
has all the QoL (uncapped fps, multi-game support, underwater warp, lightmapped water) and none of the downsides (lighting bugs in vkquake, entity bugs in qss, bloat in fte).

>> No.8849002

>>8848967
I'm impressed you're still pushing out tweaks and fixes. Are you looking to get in some more maps for another release, or are you turning VR into a base mod for any future projects?

>> No.8849020
File: 1.68 MB, 1920x1080, Screenshot 2022-04-25 001118.png [View same] [iqdb] [saucenao] [google]
8849020

>>8848143
lmaooo fr fr no cap
I never use GZDoom except for this batch of screenshots, I should've bothered to change the graphics before taking fucking screenshots. This is why public shaming works.

>> No.8849025

>>8849020
>>8846498
shamful display

>> No.8849039
File: 744 KB, 1920x1080, Screenshot 2022-04-25 192727.png [View same] [iqdb] [saucenao] [google]
8849039

>>8849025
Gomen, gomen.

>> No.8849048

>>8846828
Completely depends on the game
In say Doom or Duke 3D Ultra Violence is fine to start on and their extra hard is just meme mode.
RTCW isn't hard on Death Incarnate except when it decides to pull stuff like >>8846360 or have a shit stealth/escort segment.

>> No.8849094
File: 1.18 MB, 1405x710, 1635156688537.png [View same] [iqdb] [saucenao] [google]
8849094

I am pretty much done with this map. Just have to test it some more to make sure nothing's out of balance or broken and then it should be good to go.

>> No.8849115
File: 2.49 MB, 912x1200, unknown.png [View same] [iqdb] [saucenao] [google]
8849115

>>8849039
>Pic
What vidya does she play?

>> No.8849163

>>8849115
Strictly Doom, and she is mapping for it mostly
-Not that anon.

>> No.8849176
File: 374 KB, 1920x1080, Screenshot 2022-04-25 193447.png [View same] [iqdb] [saucenao] [google]
8849176

>>8849115
Doom for PS1 (and Duke 3D because I actually played that as a kid.)
>pic
Blessed Cacodemon more like Cute-odemon amirite

>> No.8849184

>>8848493
I swear the beginning looked like an OBLIGE map

>> No.8849187

>>8849002
Both, I guess. Though I doubt VR will see much use outside of here.
Another round of 'official' maps from us might change that though. I mostly just think it's fun.

>> No.8849224
File: 2.96 MB, 960x540, fun.webm [View same] [iqdb] [saucenao] [google]
8849224

>be a Brutal Doom fag from young age
>played some WADs just with Brutal Doom
>grow up
>get bored with modern games
>try modding Doom with multiple other mods
>it's 10 times more fun than Brutal Doom could ever wish to be
>have a blast
Thank you, Carmack

>> No.8849253
File: 780 KB, 2560x1440, DOOM 2_ TNT - Evilution - Crispy Doom 5.11.1 26-Apr-22 03_13_12.png [View same] [iqdb] [saucenao] [google]
8849253

I know you hate stuff like that, but is there any mod to make vanilla guns a tiny bit more crispier? Maybe not the whole guns, just the outlines, maybe some kind of selective pseudo-AA, I don't know, something to blend them with the level. Even in Crispy it can be distracting when nothing happens, and in GZDoom with high resolutions it clearly looks like from another game. For some reason monsters/items sprites never bothered me.

Google gave me nothing, it's either abominations like this
https://www.moddb.com/mods/doom-hd-weapons-and-objects
or stuff like this
https://www.moddb.com/mods/beautiful-doom-6100
which looks like disco vomit but the guns outline is STILL way too pronounced.

>> No.8849274

>>8848967
you should make a tutorial on how to frankensprogs

>> No.8849318

>>8849224
>from young age
Has it really been a decade+ now?

>> No.8849323

>>8849318
Brutal got Cacoward in 2011.

>> No.8849378
File: 65 KB, 500x380, effect.png [View same] [iqdb] [saucenao] [google]
8849378

>>8849224
I had to pause at 0:04 to see if that Cacodemon had the anime bubbles over its head for when someone's flustered

>> No.8849396

>>8849039
much better

>> No.8849426

>>8848772
It's the fastest one for sure, and it's rather conservative in terms of mod features so it should have few bugs / problems. But you'll be missing custom HUDs (AD & VR use this), meme particles (AD), scope zoom (VR).
>>8848979
>lighting bugs in vkquake
huh?

>> No.8849431
File: 151 KB, 616x588, bitmap008.png [View same] [iqdb] [saucenao] [google]
8849431

>>8849253
Have you looked into Gigapixel? W'rkncacnter seems to have done a decent job with it for Marathon's weapons.

Or maybe those fall under "abominations", and I don't grasp what you're looking for. Have you considered making a transparent overlay based on the abominations, to refine the outlines of the vanilla sprites?

>> No.8849445

>>8849253
You could try this one and just take the weapon sprites. Such a mod would only work in ZDoom since the other ports can't scale graphics (maybe Eternity or Doomsday or some other shit can as well).
https://www.doomworld.com/forum/topic/99021-doom-neural-upscale-2x-v-10/

>> No.8849449
File: 241 KB, 800x600, Untitled.png [View same] [iqdb] [saucenao] [google]
8849449

What kind of sorcery TeamTNT used here? It's a "glass" in map09 Stronghold. There's two switches that can be used to lower/raise it, and it looks like that in process.

>> No.8849472

>>8849449
Untextured floor raised up, with a ceiling that is lowered by just a little bit. I used that trick in map01 of Ad Mortem.

>> No.8849475
File: 737 KB, 1440x1080, DOOM 2_ TNT - Evilution - Crispy Doom 5.11.1 2022-04-26 04-30-47.webm [View same] [iqdb] [saucenao] [google]
8849475

>>8849449
video

>> No.8849520

What commands do you run to see changes to your map in Quake?

>> No.8849531

>>8849274
I've been thinking about making tutorials on VR's features and some mapping techniques in JACK on the same YouTube channel that I streamed map testing on, but I simply haven't had enough free time. Working on the mod itself is a bit more important at the moment.

>>8849426
>scope zoom (VR).
The zoom (minus the reticle graphic) actually works via stuffcmds in the latest progs. It's not ideal, but it should work on any engine.

>>8849520
>What commands do you run to see changes to your map in Quake?
What do you mean? You have to recompile your map each time you change things.

>> No.8849536

>>8849531
Yeah I mean after recompiling. A vid_restart shows changes to the brushes, but for entity changes I need to do a full map reload.
Just wondered if I was missing anything.

>> No.8849547

>>8849536
I don't think there's any way around that. Map geometry will update across saved games while entities won't (if the map loads at all), so I think that's just how Quake does things.

>> No.8849596

>>8849472
So when the glass is raised, the floor is raised as well, and vice versa?
And this "floor" has the same thickness as the window frame?
So you can't walk through the "glass" because the actual floor is too high and you can't walk under the floor since the game is 2D?
And the ceiling is always at the same height, at top of the window frame?
Why can't regular door be used? You can't make them untextured (transparent)?
And most importantly, what's with that glitchy animation >>8849475? It looks like that segment is much thicker than the window frame, looks like it takes the whole corridor behind it, but that's not the case since you can always walk in that corridor.

Just really curious about how this engine works, even though I never made any mods, but I tried to google this particular trick and couldn't find anything.

>> No.8849610

>>8849475
I have no idea what I'm looking at

>> No.8849635

I just tested it and I have no idea what they were thinking with that glass. It looks awful

>> No.8849701

Really that Redditors hates Quake 2 and Quake 1 missions packs because they get filtered by Turrets and Wraiths?
i suggest making a /vr/ project with turrets to see them rage even more

>> No.8849710

>>8849701
Don't you need to get your homework ready? Up haste! Otherwise your teacher will get angry and call your parents.

>> No.8849713

>>8849710
sure spongeboblovesducks

>> No.8849724

>>8849596
>you can't walk under the floor since the game is 2D?
The map is 2D, but the game engine is capable of calculating collisions and other interactions in three dimensions.
>what's with that glitchy animation?
Floor and ceilings are drawn as a flood-fill, they'll continue filling the screen until they find an edge telling them to stop, since there's no textures on either side of the raised floor, no such edge exists until it's flush with the ledge around it.

>> No.8849731
File: 62 KB, 641x745, Untitled.png [View same] [iqdb] [saucenao] [google]
8849731

>>8848596
That information is outdated. Here is a two step process. Step 1 is organize your music like pic related. The folders must be named "doom1-music" "doom2-music" "hexen-music" etc.

>> No.8849738

>>8849701
>I suggest making a /vr/ project
You do it. There is no restriction on who can and cannot start community projects. None. You are free to start and manage any kind of project for any game you desire. But you and I both know you won't.

>> No.8849739

>>8849731
speaking of addons, has anyone managed to add the Hexen PS1 cutscenes into PC Hexen?

>> No.8849742
File: 26 KB, 783x644, Untitled.png [View same] [iqdb] [saucenao] [google]
8849742

>>8849731
Step 2 is to edit the music pack path to that directory with doom1-music doom2-music etc.

>> No.8849758
File: 36 KB, 705x566, Untitled.png [View same] [iqdb] [saucenao] [google]
8849758

>>8849731
>>8849742
Woops, maybe you do need the config file. I haven't set it up in years. The config files go in that folder that the Crispy cfg file is looking in.

Music Packs Master is the name of the zip file that contains the cfg files

>> No.8849762

So I downloaded a bunch of stuff from the OP and stuffed it into a big folder, and I'm wondering how I can point Doomseeker to it? Just so I don't have to download stuff I already have.

>> No.8849770
File: 73 KB, 148x265, image_2022-04-25_224723616.png [View same] [iqdb] [saucenao] [google]
8849770

>>8849115

>> No.8849773
File: 51 KB, 898x307, file.png [View same] [iqdb] [saucenao] [google]
8849773

>>8849762
Click the configurations tab on the options drop down

>> No.8849791

>>8849701
You don't need to try that hard to fit in.

>> No.8849808

>>8848401
>I still think this is BS after playing through the game a thousand times at this point. Just as BS as crouch being used to "dodge" bullets.
This poster seems disingenuous. I just did some testing, and perhaps enemy reaction time is the same, my testing is inconclusive, but enemy accuracy is certainly increased on WD. Replay E2M1 over and over on LB and WD and you will get shot a lot more on WD.
And then compare that to playing while crouching the whole time. I absolutely crushed the first time I started crouching on WD during this experiment.
>You have endless amounts of ammo for all guns. if you're using the pitchfork at any point beyond the first level, you're doing something wrong
You missed the part where I said I was talking about playing blindly without saves, hence the pitchfork starts on LB.

>> No.8849814

>>8849773
No I have it pointing to Zandorum already. I can launch games just fine. The problem is every single server I join has me download a bunch of shit, and I already have like 6 gigs of stuff from the OP. So I'm wondering how I point Doomseeker to all that stuff I downloaded already, so it doesn't download more than it needs to.

>> No.8849820
File: 21 KB, 630x314, file.png [View same] [iqdb] [saucenao] [google]
8849820

>>8849814
Try this tab

>> No.8849830
File: 118 KB, 800x1100, 1629014890514.jpg [View same] [iqdb] [saucenao] [google]
8849830

>>8849115

>> No.8849839

>>8849770
>No matching images found

>> No.8849842

>>8849701
Turrets are shit enemy design that can never be forgiven.
Wraiths were alright I guess.

>> No.8849854

>>8849830
>Hudson Soft
Mark of quality.
I'm using a RoboPon 2 song in my next Doom 2 map now.

>> No.8849868

>>8847225
Brutal doom is what your after friend

>> No.8849869
File: 2.64 MB, 780x438, AAA.webm [View same] [iqdb] [saucenao] [google]
8849869

>Enemies can get sawed in half and still try to attack you
I can't even make them do it intentionally. Neat

>> No.8849880
File: 2.86 MB, 700x392, tricked.webm [View same] [iqdb] [saucenao] [google]
8849880

>>8849869
...And actually use the Play Dead function

>> No.8849883

>>8849880
People used to put fun shit in games.

>> No.8849890

>>8849883
I love fun
The behavopir diversity reminds me of STALKER

>> No.8849898

>>8841332
Making Voxel Models for Classic Doom
https://www.youtube.com/watch?v=Bcd3JXKG9Ro

>> No.8849902

>>8848478
>Time to revisit Eradicator
Make a map for it.

>> No.8849905

>>8848526
>This. I dont have anything against them
Me not exactly either. Being against them implies that I have some kind of opinion about them, which I don't. In fact, it's just mostly my reaction to Realms Deep 2021 where I've seen a lot of FPS... and pretty much none at the same time.
I mean, I'll wait for WRATH, Hrot and Wizordum. Those seems pretty dope. Maybe Exophobia, it actually seems neat as well. Otherwise it just the same conveyor and/with/or going full circle back to modern shit.
>Well, maybe we will get a 3dr person renaissance
Maybe after immersive sim renaissance or its boom of popularity in indie/retro scene, who knows.
>>8848532
>Not at all. It also already happened over the last year or so.
Oh yeah, of course. That was more of a rhetorical question. I just think it would reach that definitive point really soon. Doesn't mean that retro FPS would go away completely, they wouldn't. They got their niche similarly to rogue-like/lite titles. Now, as I've mentioned before, it's time of immersive sims of various types. Hopefully we will be getting more games like Hrot and Skald in terms of approach and focus.

>> No.8849917

>>8848532
>If it’s like GZdoom version of “The Citadel”
It's supposed to be GZD FEAR, isn't it?

>> No.8849924

>>8849426
>huh?
throughout almost the entire 2020 dynamic lighting was completely broken (every door and button always lit and rockets having no light around them)
then it got fixed, but currently it's broken again in some way I haven't figured out yet. in NBABS the cell doors are supposed to start red and turn green, but in current vkQuake they're yellow and don't react to flickering lights or muzzle flashes. with r_gpulightmapupdate 0 it works correctly.

>> No.8849926

>>8848526
>stuck in time,
I guess at least it’s not like other genres have transformed a crazy amount
>RTS is kill
>Sport games got hockey stick control and learning AI
>MOBA unfortunately exists
>Adventure games got moviegames
>Shooters got VR

>> No.8849929

>>8849926
>Adventure games got moviegames
Not like that's hugely new, ain't it just the successor to Dragon's Lair?

>> No.8849931

>>8849869
Only recently did I find out (by accident) that skaarj have unique death anims for when you headshot them with a razorjack
If they didn't dodge like they were on crack then I probably would've found out a lot sooner

>> No.8849937

Who comes up with the titles of these threads? They're always super cringy

>> No.8849939

>>8849937
You're mom. We discuss new titles over coffee and cookies.
We're not going to share with you, you little shit.

>> No.8849943

>>8849937
are you going to propose something better or just whine about it?

>> No.8850134

>>8848435
There's a nblood fork that adds GDX difficulty options https://github.com/tmyqlfpir/NotBlood

>> No.8850175

Are there any source ports for Unreal or do I just play it on Steam/GOG

>> No.8850187

>>8850175
>do I just play it on Steam/GOG
Install the 227 patch and DX11 patch (if relevant) and you're good to go.

>> No.8850243

Any anons know of a good way to reset a floor texture position after it has scrolled in doom (udmf)

>> No.8850318

>>8849701
>filtered by Wraths
I thinks its mostly a matter of first impression - once you realize they hit you only for 6~9 dmg with their orbs and explode upon dying less harmfully than a Tarbaby, they quickly get relegetad as a nuissance enemy with their needlessly huge HP pool at best (also they're a decent monster-infigting lure)

>> No.8850324

>>8848967
I'll check tomorrow if this os also the case with Mark5, maybe even also IronWail - once I finaly understand how to download shit from Github more than a single file at a time

>> No.8850327
File: 1.50 MB, 1920x1080, queege.png [View same] [iqdb] [saucenao] [google]
8850327

>>8847669
It's going along ok, I hope.

>>8848009
Sounds neat, how well is it documented?

>>8848257
Thank you.

Here is another shot.

>> No.8850342
File: 1.00 MB, 1920x1080, queegre.png [View same] [iqdb] [saucenao] [google]
8850342

>>8849701
>Quake 2 turrets
So basically the Strogg infantry turret but with more bullshit?

>> No.8850352

>>8849937
i like them, and that's all what should matter in the world.

>> No.8850363
File: 148 KB, 640x480, doom01.png [View same] [iqdb] [saucenao] [google]
8850363

Look ma, I learned how stair builder work.

>> No.8850545

>>8849905
>I just think it would reach that definitive point really soon.
We passed that port awhile ago.
>>8850134
Amazing.

>> No.8850668

>>8847641
>sniping gunners
tell me I at least have a rocket launcher at this point

>> No.8850683

>>8850175
talking about unreal, I get black wall textures here and there with the 227i and I have no idea what to do. I switched renderers around and nothing changed. The game doesn't even work without that patch. I have the gog version. The game is dark enough on its own (why epic why) black textures just make certain areas impossible.
any sort of help would be appreciated

>> No.8850704

>>8850668
If not that seems like an ideal scenario to lob some grenades.

>> No.8850706

>>8850342
https://quake.fandom.com/wiki/Turret_(GZ)
>250hp (it takes 3 rockets or 2 rails to take out a killer wall-boob)
FUCKING BULLSHIT

>> No.8850724

>>8850134
Wait:
>Bullet projectiles for hitscan enemies
I hope this doesn’t nerf them, or that they at least do something to compensate.

>> No.8850798

>>8849701
>Violent Rumble 2: Turrets Syndrome

>> No.8850802

>>8850798
>best possible outcome - it's the Zaero turrets which can be hacked

>> No.8850827

>>8849701
loved the quake 1 mission packs.

>> No.8850849

>>8850327
>>8850342
Looks great, the brutalist angle works really well with the space skybox and with most Q2 textures in general. Can't wait to play it.
Also I hope that turret doesn't hurt much.

>> No.8850852

>>8850827
I want to retry them after replacing their soundtracks with the 64 one. I’m not a fan of the music they use.

>> No.8850873
File: 3.79 MB, 2880x9000, vkquake0000.jpg [View same] [iqdb] [saucenao] [google]
8850873

>>8849924
Are you talking about this? Because it seems to be working on my machine, on all of my machines in fact. Did you change r_flatlightstyles?

>> No.8850878

Anyone using Prboom plus on Linux? Portmidi option for music doesn't work for me.

>> No.8850887

>>8848518
>Selaco is more likely to be a final blow to genre's renaissance
wdym?
selaco to me shows the genre wants to experiment and evolve.
>>8850878
make sure its installed

>> No.8850889

>>8850878
"its" as in portmidi cause for some reason i did not make that clear.

>> No.8850901

>>8850134
I wish Shadow Warrior and Duke had this mod

>> No.8850920
File: 972 KB, 1000x1768, 1600038836110.jpg [View same] [iqdb] [saucenao] [google]
8850920

Give me some absolutely heaviest maps, I want to check if my PC can run them in GZDoom or do I have to use something like PrBoom+.
So far I only tried Okuplok and Planisphere 2.

>> No.8850939

>>8850827
Loved them too.

>>8850852
I love their soundtracks too.

>> No.8850940

>>8850889
>>8850887
>libportmidi-dev/stable,now 1:217-6 amd64 [installed]
>libportmidi-dev/stable 1:217-6 i386
>libportmidi0/stable,now 1:217-6 amd64 [installed]
>libportmidi0/stable 1:217-6 i386

I have these packages installed.
Here's what the console is giving me.

portmidiplayer device list:
ALSA:Midi Through Port-0
portmidiplayer: Opening device ALSA:Midi Through Port-0 for output
I_InitSound: sound module ready
S_Init: Setting up sound.
S_Init: default sfx volume 2
HU_Init: Setting up heads up display.
I_InitGraphics: 1280x960
I_UpdateVideoMode: 0x20, SDL buffer, direct access
SetRatio: width/height parameters 1280x960
SetRatio: storage aspect ratio 4:3
SetRatio: assuming square pixels
SetRatio: display aspect ratio 4:3
SetRatio: gl_ratio 1.600000
SetRatio: multiplier 1/1
ST_Init: Init status bar.
vorb_registersong: failed
mad_registersong failed: input buffer too small (or EOF)
db_registersong: couldn't load as tracker
Exp_RegisterSongEx: Using player portmidi midi player
G_DoPlayDemo: playing demo with Doom/Doom2 v1.9 compatibility
vorb_registersong: failed
mad_registersong failed: input buffer too small (or EOF)
db_registersong: couldn't load as tracker
Exp_RegisterSongEx: Using player portmidi midi player
P_GetNodesVersion: using normal BSP nodes
vorb_registersong: failed
mad_registersong failed: input buffer too small (or EOF)
db_registersong: couldn't load as tracker
Exp_RegisterSongEx: Using player portmidi midi player
P_GetNodesVersion: using normal BSP nodes

>> No.8850951
File: 568 KB, 1280x960, quake00.jpg [View same] [iqdb] [saucenao] [google]
8850951

>>8850827
i love both Q1 and Q2 mission packs, they offer challenge and creativity.

>>8850327
>>8850342
Since tastyspleen is pretty much rejecting any new registers thanks to Quadz wife.
Ask at Quake 2 Café aka MarkShan Knightmare forums, he knows how to use Lazarus.

>> No.8850962

>>8850901
I’m getting wary of it, hoping these changes have a toggle option:
>Quad damage replacement for guns akimbo powerup
Oof. I’ll try it out later tonight.

>> No.8851009

>>8846957
I think e1m8b is really good.

>> No.8851015 [DELETED] 
File: 5 KB, 62x55, zd.png [View same] [iqdb] [saucenao] [google]
8851015

>> No.8851017

>>8849868
brutal doom changes a lot of stuff and i am not a fan of that.

>> No.8851029

>>8851017
Brute Doom also has gore mods decoupled from the gameplay mod these days, if I recall.

>> No.8851037

>>8847225
Bolognese for sure

>> No.8851041

>>8850920
>Give me some absolutely heaviest maps
Look for Cacoward-winning™ GZDoom maps from the past 2 years.
> I want to check if my PC can run them in GZDoom or do I have to use something like PrBoom+
Oh, I dunno of any Boom-compatible maps that are as un-optimized as the GZDoom-compatible Cacoward-winners™

>> No.8851064

>>8851041
Not him but
>ironic ™s
Is Cacowards pleb/normie shit?
Frankly I don't think I've played enough WADs or gotten good enough at Doom to have good opinions or good taste when it comes to community content.

>> No.8851072

>Nearing the end of April
>Still no 94 Protons
I'm coming pretty close to starting another X minutes of /vr/

>> No.8851074

>>8851064
No he's a schizo just ignore him

>> No.8851081

>>8851064
Anon, you are on 4chan(nel), you're not allowed to like popular things. Gzdoom, Brutal Doom, Cacowards are a big no-no here.
Just ignore him. 100% sure it's the same schizo who posted rainbow colored logo

>> No.8851097

>>8851072
4 minutes of /vr/

>> No.8851110

>>8851064
>Is Cacowards pleb/normie shit?
There's been a lot of credibility-losing incidents in recent years. General judge favouritism, Mr "I can't complete my own maps" nominating his own projects, prominent Dumbworld cliquers not even bothering to hide their hatred against some mappers/modders which obviously affects Cacowads, etc.

>> No.8851115

>>8851097
Not even joking here. I think a 400 minutes of /vr/ with a 1 week deadline would work quite nicely. Even if 94 Protons resources are about to finish up in a few days fat chance, chop wouldn't have to wait too long to start it

>> No.8851146

>>8851072
>>8851115
Yeah, I wouldn't go with less time than the others. 300 was a decent amount of time, but 400 might allow for a bit more polish. 200 was decent for turnout since it's less time commitment.
Pick a texture pack, pick a time.

>> No.8851149
File: 417 KB, 920x981, notbloodoptions.png [View same] [iqdb] [saucenao] [google]
8851149

>>8850962
>>8850901
>custom difficulty working with vanilla mode
Looks like I'm taking back my concerns, if it has the same compatibility for maps as Nblood this will be my new favorite Blood port.

>> No.8851158

>>8846957
what is romero doing these days? why doesn't he make some streams on twitch? I would bet he would make some good money, even if he did it weekly or bi weekly

>> No.8851159
File: 41 KB, 200x200, Doomguy Dance.gif [View same] [iqdb] [saucenao] [google]
8851159

>>8851146
Strongly considering 400 minutes. I'll leave the texture pack up to you guys. Tell me what texture pack you want to use on this page and I'll put up a strawpoll before the end of day of all suggestions. We should be good to go from there.
https://doomworld.com/afterglow/textures/

>> No.8851169

>>8851159
I nominate Mortiser Resources.

>> No.8851184
File: 62 KB, 1366x768, Screenshot_Sorrow_20220426_171545.png [View same] [iqdb] [saucenao] [google]
8851184

https://redead-ita.itch.io/sorrow
I am not sure if it is retro but i finally made a game!
Go play it!

>> No.8851192

>>8851159
Rfhelltx looks like a real fun set. I vote for that!

>> No.8851196

>>8851184
>If you do not use Windows you can head to https://zdoom.org/downloads and download a version of GZdoom for your OS of choice, Then drag the IPK3 in your gzdoom folder and run GZdoom.EXE
If they're not on Windows then their version of GZDoom isn't a ".EXE" file. (For example the Linux executable's file name is just "gzdoom" because file extensions on Linux are a meme and don't really do anything. I don't know about MacOS because literally nobody on Earth plays games on a Mac in 2022.)

>> No.8851206

>>8851196
Fixing that, thanks anon!

>> No.8851214

>>8851184
Paging news post >>8841332

>> No.8851231
File: 561 KB, 1920x1080, I died.png [View same] [iqdb] [saucenao] [google]
8851231

>>8851184
>>8851206
Weird game, anon.
GZDoom spat out some warnings about non-config/blacklisted cvars, but I'm too stupid to know what that means.

>> No.8851236

>>8851231
did you try and drag sorrow.ipk3 in the gzdoom? by any chance?
regardless the errors are innocuous.

>> No.8851241

>>8851159
A vote for Jimmytex from me.

>> No.8851257
File: 1.33 MB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]
8851257

>>8850873
with r_flatlightstyles 1, the styled lights also stop affecting worldspawn. but no, I haven't touched it before. and yes, that's the spot, and I'm using 1.13 with latest drivers.
I know that reverting this commit "fixes" it:
github.com/Novum/vkQuake/commit/79f52b6bf72e06c59b673710f1764e099a220974
I've been unsuccessful trying to make a minimal repro, pretty much every version of the map prior to the final release looks fine after compiling, but the final one breaks

>> No.8851276
File: 380 KB, 1920x1080, Screenshot from 2022-04-26 12-42-18.png [View same] [iqdb] [saucenao] [google]
8851276

>>8851236
I don't know if my file manager supports dragging the .ipk3 directly onto the executable, if that's what you mean, but if I just drop it in the folder where my GZDoom is configured to look for IWADs, it does detect the game and shows it in the IWAD selection menu alongside The Ultimate DOOM etc., so that's all working just fine. Anyway I guess I should have moved the window to show exactly what the errors are, in case you're interested. Here's another screenshot. And yeah I did assume these are innocuous because the game still works, but I wasn't sure if you were aware of them.

>> No.8851296
File: 97 KB, 600x448, 1650643128931.jpg [View same] [iqdb] [saucenao] [google]
8851296

>Prodeus
worth the 20$?

>> No.8851305

Whats the best WAD that never won a Cacoward?

>> No.8851306

>>8851276
I guess for the most part must been because these are for the window side of the cvars i suspect, so nothing bad will happen.

>> No.8851312

>>8851296
Get it on sale

>> No.8851314

How do you hide both HUD and doomguy's hands and weapons from screen for good clean screenshots in ports like prboo, woof and DSDAdoom?

>> No.8851317
File: 464 KB, 2387x1951, 1643473431581.jpg [View same] [iqdb] [saucenao] [google]
8851317

>>8851312
o..ok

>> No.8851323

>>8851159
IK pack

>> No.8851339

>>8851029
link please?

>> No.8851354

>>8851339
It’s the “Bolognese gore mod” from moddb I’m pretty sure, I haven’t used it in forever.

>> No.8851365

>>8851317
It's not finished yet and even though a lot of the user levels are A+ tier, I don't think it's worth the 20 dollar price tag. 100% get it though it's still super good

>> No.8851367

>>8851314
My “ducktape dummy” approach was making a mod where the idle sprite frame for the fists was placed far below the hud, then hitting + to maximize the view.
For GZdoom there’s a “drawplayersprites” console command I’d just set to 0 for screens.

>> No.8851374

>>8847225
bolognese is nice but nashgore is by far the most compatible, it will work with anything

>> No.8851394

>>8850243
ctrl-shift-r in 3d mode

>> No.8851396

>>8851257
Are those the final release MD5s?
60f1d4e0068a22ce17c416b3a505cadb *nbabs.bsp
1e5fc2fb0d29ad9f3f259ae366ff0f56 *nbabs.ent
a4582ad463d788109a67f6d4fc652ed4 *nbabs.lit
(this is just what's in the PAK0 from quaddicted's release)
FWIW for me 1.12.2, as well 1.13.0 with r_gpulightmapupdate set to 1 or 0, run OK on Nvidia, Intel and AMD.

>> No.8851428

>>8851241
>>8851159
Seconding Jimmytex

>> No.8851438

>>8849931
There are some headshot animations you can trigger relatively easily with the rifle at least, idk if they're different.
But I've totally come around a corner to an enemy waving to find their head

>> No.8851450

>>8851396
happens both with these and with the update from here >>8823392
I think I'm narrowing down on reproducing it. it somehow has to do with total texel area including the triggers(??) and the order of entities. some real wacko shit.
(nvidia/win10, fwiw)

>> No.8851454

>>8849929
I guess so, but Dragon's Lair seems more honest by being a cartoon like a precursor to bad DVD minigames
I guess I was being tongue and cheek in a way, but credit where it's due: The moveigame budgets have gotten more and more sophisticated and are cool technologically, even if IMO they are absolute bottom tier vidya.

>> No.8851462

>>8851159
>>8851323
seconding IK Pack

>> No.8851464
File: 2.90 MB, 700x392, unreal sacrificed.webm [View same] [iqdb] [saucenao] [google]
8851464

>>7 foot tall manlet human tries to become the saviour of your people
The prophet disapproves...

>> No.8851475
File: 2.12 MB, 2048x1280, test2.webm [View same] [iqdb] [saucenao] [google]
8851475

>>8851257
I'm looking at the code and I really don't see how reverting that would make any difference. R_RenderDynamicLightmaps updates the lightmap on the CPU alone, uploading it to the GPU is guarded by r_gpulightmapupdate in R_DrawTextureChains too. I reverted it and made it write random garbage and it made zero difference unless I set r_gpulightmapupdate to 0.

>> No.8851489
File: 2.73 MB, 750x420, unreal fall.webm [View same] [iqdb] [saucenao] [google]
8851489

>> No.8851537

>>8851305
Seinfeld.wad

>> No.8851547
File: 2.96 MB, 960x540, gpu_lmap.webm [View same] [iqdb] [saucenao] [google]
8851547

>>8851475
idk what to tell you man, reverting it fixes it for me.
anyway, here's the repro: https://files.catbox.moe/xg7mw2.7z
there's a trigger_hurt with the texture tiled about 57x57 times on each side of the 100x100x100 cube. it is placed first on the entity list. if I place it last, the map will work. if I decrease its UV scale, the map will work. if I select the worldspawn room and decrease its UV scale by half, it will also work.

>> No.8851564

>>8850920
Anyone? I keep hearing how "this map is heavy, that map might be difficult to run, you might need other source port" but I can't imagine what kind of PC can't run GZDoom.

>> No.8851587

>>8851564
well I've posted sunder map19 >>8802210
let's compare stats I guess

>> No.8851595
File: 1.97 MB, 2048x1280, test4.webm [View same] [iqdb] [saucenao] [google]
8851595

>>8851547
This is also Win10/NV. I also tested Win10/AMD, both work. I will test it on some other machines later on, but if I were you I'd start looking inside the house.

>> No.8851621

>>8851354
>>8851374
aye that's what i use
anything that adds the limb gore like brutal doom?

>> No.8851629

>>8850363
holy shit RIBBIKS!

>> No.8851632

>>8851595
eh, what. it says 1.12.2 right there in your video. 1.12 works, 1.13 is broken.
I've now tested on RTX2080 and RX570, same behavior (broken on both maps).

>> No.8851635
File: 1.13 MB, 2560x1440, GZDoom g4.7.1 64-bit (2021-10-20 08_18_37 +0200) 26-Apr-22 21_36_00.png [View same] [iqdb] [saucenao] [google]
8851635

>>8851587
Guess I'm safe. It's Vulkan. It drops down to 70-80 when shit gets real.

>> No.8851643
File: 1.50 MB, 2560x1440, City at the Mouth of Ire - DOOM 2_ Hell on Earth 26-Apr-22 21_34_25.png [View same] [iqdb] [saucenao] [google]
8851643

>>8851635

>> No.8851648

>>8851595
anyways, I'll fuck around a bit more and just submit a ticket, now that I've reproduced it.

>> No.8851661

>>8851632
Oh shit, interesting. This is a build just after that commit in >>8851257
The actual 1.13.0 release fails, but the current trunk works... in release mode. It fails in debug, but without memory safety errors or Vulkan validation errors.
Looks like it's an Heisenbug. I will have to report to to the higher authorities.
Thanks for your service!

>> No.8851682

>>8851374
How about Droplets, though?

>> No.8851703

>>8851682
It’s my personal favorite, once I saw blood drip from a splatter on a ceiling I was hooked.
I also discovered it and Hideous Destructor around the same time, I have a hard time playing one without the other.

>> No.8851704

>>8851661
yeah mine were based on the stable version.
validation whatever means nothing to me, I'm totally pedestrian in these matters below surface-level trial&error monkey-at-the-typewriter stuff.

said it wrong btw >>8851547 it's 90x90, not 57x57

>> No.8851712
File: 2.79 MB, 853x480, 1631955502963.webm [View same] [iqdb] [saucenao] [google]
8851712

What silly port was this again?

>> No.8851716

>>8851661
>Heisenbug
WHAT

>> No.8851732

>>8851635
do the same spot though (south east corner)

>> No.8851750

>>8851732
Sorry, I never played it, maybe one day when I get there.

>> No.8851847

>>8851159
Darkening with Aquatex. Second one is very little, probably will fit well as accompaniment to Darkening.

>> No.8851912
File: 731 KB, 2560x1440, PrBoom-Plus 2.6.2 26-Apr-22 23_09_39.png [View same] [iqdb] [saucenao] [google]
8851912

>>8851635
>>8851643
Also PrBoom+, no idea why it's so much lower. Maybe it's due to OpenGL and Vulkan difference.

>> No.8851927

>>8851276 >>8851306
The non-config cvar 'Sv_cheats' is probably just a capitalization thing (should be sv_cheats).
As for blacklisted cvars, yeah it looks like they're platform-dependent and correctly get ignored on Linux.
https://forum.zdoom.org/viewtopic.php?t=73240

>> No.8851937

>>8851064
The point is the maps don't even run unless you have brand-new hardware. I was getting like 20 fps from the ones I tried
>>8851074
>>8851081
>100% sure
Niggerlovers

>> No.8851949

>>8850545
>We passed that port awhile ago.
Maybe. At the very least, we're pretty damn close.
>>8850887
>the genre wants to experiment and evolve.
It doesn't seem like that kind of evolution paid off the first time (which later resulted in the renaissance), so I'm not sure how things would change this time.

>> No.8851964

>>8851712
>NOT IN MY HOUSE

>> No.8852016
File: 42 KB, 791x445, dragon rocket.jpg [View same] [iqdb] [saucenao] [google]
8852016

>the Dissolution of Eternity dragon has 50% damage reduction from multi-rockets
That explains a lot.
Working on an explosive damage resistance stat for mappers to use - clearing out a billion manual reductions for shamblers.

>>8850324
>once I finaly understand how to download shit from Github more than a single file at a time
You... what?
There's a 'releases' tab on the right where you can just download a zip file.
>>8850798
I've had been thinking of trying to make turrets that can open and retract based on whether a nearby camera or spotlight can see the player. They'd still be killable, but they'd use the armor system I put in to make certain weapons more viable (nails and plasma would kill faster, shells and cells would struggle).
The recent 'mod jam' kinda soured me on the idea though. It feels like people would expect nothing but Portal-tier gimmicks with them.

>> No.8852035
File: 20 KB, 512x512, PLACEHOLDER GRAPHIC LOL.png [View same] [iqdb] [saucenao] [google]
8852035

Let's settle this
https://www.strawpoll.me/46036272

>> No.8852101

>>8851949
>so I'm not sure how things would change this time.
by not copying the parts that don't fit the game.
for example,many are taking "push forward" elements like nuDoom has,but knows that DOOM is the only one that can get away with it being a qte,so they do it in different ways.
or how lat-fires are not dominant in the genre (when before it was in some,but not all games of that style)

>> No.8852141

>>8852016
I thought the mod jam was just people coming up with random ideas in hopes of others expanding on them. If you added Q2 styled orb turrets to VR I'm sure anyone mapping for it would just use them straightforwardly.

>> No.8852184

>>8851949
>Maybe. At the very least, we're pretty damn close.
Major interest flowing over from Eternal has sunsetted, all that's left is the itty bitty niche minority that still likes "ye olde styled shooters". I would expect another big kick of interest once the new Doom/Idsoft shooter thing comes out.

>> No.8852194

>>8841332
https://twitter.com/Wario64/status/1519002548891312129
It is finally here, Arena, Daggerfall and MAINLY WOLFENSTEIN: Enemy Territrory are now Free on Steam
Microsoft is looking at the Daggerfall and Arena versions being wrong
Start shitting some /vr/ ET servers

>> No.8852223

>>8852194
Nice, I love Daggerfall and Arena even if I never finished them. Bikini armor and cute goddesses are canon.

Guys I... thought I would never say this but I miss tes games.

>> No.8852226

>>8852223
By the way, which wad is that at the You want to play some doom image that has Daggerfall sword sprite?

>> No.8852229

>>8852226
Possibly Demonsteele from the early days

>> No.8852234

>>8852223
If you get into Daggerfall through the Unity thing, there's a way to make the random quest dungeons reasonably sized and without the chance at being endless mazes. You're also missing out entirely if you don't invest into magic, lots of utility but most importantly: Lots of fun shit to shoot at and with.

>> No.8852238

>>8852234
Gavin said that the stream version is outdated compared to the bethesda and gog releases, and people are sending feedbacks about it.
Arena isn't the CD version by the looks of it like GoG and bethstore too.

>> No.8852246
File: 859 KB, 1920x1080, U734qKM.png [View same] [iqdb] [saucenao] [google]
8852246

>>8852226
What? I dont know but many hexen mods have daggerfal sprites and strife of course. Most recently cult of despair is really cool if a bit unfinished.

>>8852234
Never tried unity daggerfall but fuck my mind is been wandering towards arx fatalis, tes games dark messiah and all that potential that people just gave up and never realized.

Maybe because after 300 hours of elden ring I loved the action gameplay and art but felt something missing.

I dont even think tes 6 will come out at this point or be anything decent.

>> No.8852252

>>8852238
>Gavin said that the stream version is outdated compared to the bethesda and gog releases
Lmao how silly

>> No.8852267

>>8852238
Gog doesn't have the CD version of Arena?

>> No.8852270

>>8852252
its like when steam released the idgames and some had the wrong versions.

>>8852267
GoG is the CD version as the bethesda website and store.
it is the Definitive edition.

>> No.8852282 [SPOILER] 
File: 427 KB, 1237x726, 1651012146291.png [View same] [iqdb] [saucenao] [google]
8852282

>> No.8852287
File: 24 KB, 288x252, 1498016629903.jpg [View same] [iqdb] [saucenao] [google]
8852287

>>8852282
It will take time. But it will happen.
Death itself tried to take me in 2019 before I could finish GMOTA, and it fucking failed. So smartass remarks like this only fuel me.

>> No.8852323

>>8852287
Holy based vanquisher of death

>> No.8852349

>>8852035
Strawpoll refuses to work for me so just so people know, whatever the end result is you gotta add 1 vote for Rfhelltx

>> No.8852437

>>8852035
Imagine not voting for the hell textures for the 6.66 hour speed mapping project

>> No.8852571

>>8851712
out skilled

>> No.8852583

whats the best way to play the duke 3d expansions, since megaton and other ports of it were nuked from steam and gog?

>> No.8852624

NEW THREAD
>>8852613
>>8852613
>>8852613

>> No.8852705

>>8850724
just playing it now
nothing to compensate, but the projectiles are fast enough that they only really help with briefly peaking at unaware enemies and not taking chip damage at long distances
IMO because of how Blood plays it doesn't need it as much as SW and Duke do, but it doesn't feel TOO nerfed.

I'm not a big Bood player tho

>> No.8852713

>>8852705
>Bood
Calling it this now.

>> No.8852817
File: 4 KB, 148x31, unfinished megawad.png [View same] [iqdb] [saucenao] [google]
8852817

>>8841963

>> No.8853014
File: 658 KB, 1024x720, sskovTheHill.png [View same] [iqdb] [saucenao] [google]
8853014

>>8852817
>that pic
Don't tempt me, I really don't want to spend all night balance testing this community project map.
But I gotta.