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/vr/ - Retro Games


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8886809 No.8886809 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8880704

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.8886810

=== CURRENT PROJECT ===
400 MINUTES OF /vr/
Submissions closed, awaiting beta

=== 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

=== NEWS ===
[05-04] The Force Engine 0.9 release imminent
https://github.com/luciusDXL/TheForceEngine

[05-04] Fartyguns 1.0 released
https://www.moddb.com/mods/poop-fartyguns

[05-01] DBP47: Dreamcatcher Apparatus is out now!
https://doomer.boards.net/thread/2603/

[04-27] Ad Mortem updated to 4.2
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg

[04-26] Wolfenstein: Enemy Territory free on steam
https://twitter.com/Wario64/status/1519002548891312129

[04-26] Anon releases his Doom engine game!
https://redead-ita.itch.io/sorrow

[04-26] Anon shares a guide on voxels for Doom
https://youtu.be/Bcd3JXKG9Ro

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8886821

>>8886810
Holy shit I wanted to shittalk you for posting the old news post, but then I saw that *literally* every single post replying to the news was a 400min post.

>> No.8886824

Any tips for Thy Flesh Consumed? I'm having trouble with the second level (playing on UV).

>> No.8886838
File: 40 KB, 320x200, necrodome1.png [View same] [iqdb] [saucenao] [google]
8886838

>> No.8886840
File: 49 KB, 320x200, necrodome2.png [View same] [iqdb] [saucenao] [google]
8886840

>> No.8886842
File: 41 KB, 320x200, necrodome3.png [View same] [iqdb] [saucenao] [google]
8886842

>> No.8886847
File: 161 KB, 640x480, necrodomehires.png [View same] [iqdb] [saucenao] [google]
8886847

doom on wheels

>> No.8886856

>>8886824
Plan ahead with steady play, don't rush things. I finished it first with a sole keyboard setup back in the day. Some parts with barons may prove hectic, so find a way to cheese them, it's okay.

>> No.8886861

>>8886809
thats a cute op pic

>> No.8886867
File: 535 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8886867

>> No.8886869

>>8886847
The low-res mode HUD graphics look so much better it's not even funny:
>>8886840

>> No.8886873
File: 493 KB, 1600x900, itsover.png [View same] [iqdb] [saucenao] [google]
8886873

Just beat BTSX 2. What wad should i play next from this list of wads ?

Ancient Aliens
Alien Vendetta
Valiant
HFFM
THT Theronody
???

>> No.8886878

>>8886867
water tnt free

>> No.8886883

>>8886873
Go to random.org
Set min to 1 and max to 5
Whichever number you get determines your next WAD

>> No.8886887

>>8886792
Thank u for ur service anon. Lookin forward to the beta, I ordered a 2TB hard drive so I can record an HD playthrough of it with commentary.

>> No.8886890

>>8886883
guess i'm playing ancient aliens next

>> No.8886908

>>8886867
>real retro hours
You know it.

>> No.8886912

>>8886867
>deadline romero

>> No.8886921
File: 11 KB, 759x252, fBhsxFS.png [View same] [iqdb] [saucenao] [google]
8886921

>>8886867
>cool wad
What's her name, /vr/?

>> No.8886936

>>8886921
for when you're playing as the medic character

>> No.8886945
File: 355 KB, 960x540, spiritual armor.jpg [View same] [iqdb] [saucenao] [google]
8886945

>>8886936
Unfortunately, I still need to be packing heat.
Demons don't give a fuck about the Geneva Conventions.

>> No.8886947

>>8886945
>spritual armor
That's for weiners, the real shit is the shield cores you can get in Freedoom.

>> No.8886950

>>8886947
I made that image before those were added.

>> No.8886957
File: 354 KB, 433x292, Copy of 1617376209516.png [View same] [iqdb] [saucenao] [google]
8886957

>be me, zoomer
>get to the end of Q1
>spooked af on E4m6 and m7, good shit
>no Naggurath because I did E1, 2, 3 on different saves
oh noo now I have to replay the whole game 8)

>> No.8886958

>>8886950
Understandable, have a nice day.
Make sure to spay and neuter your Babuins.

>> No.8886960
File: 58 KB, 768x384, m1.png [View same] [iqdb] [saucenao] [google]
8886960

blender guy here, continuing with hud, here are some quick mockups.
knobs seem too distracting, but a simple button looks fine. also toned down the text brightness a bit.
gotta head out now.

>> No.8886961

>>8886949

>> No.8886962
File: 3.11 MB, 1000x2000, NigShubburath.png [View same] [iqdb] [saucenao] [google]
8886962

>>8886957
~
map end

>> No.8886964
File: 24 KB, 490x750, doom_health_bawlnus.png [View same] [iqdb] [saucenao] [google]
8886964

>>8886945
No thanks senpai I'm good.

>> No.8886965

>>8886961
zandronum

>> No.8886967

>>8886960
I think the bottom one looks perfectly fine.

>> No.8886970
File: 363 KB, 800x600, screenshot.arcanum-of-steamworks-and-magick-obscura.800x600.2001-08-30_41.png [View same] [iqdb] [saucenao] [google]
8886970

>>8886960
oh yeah also, for futher ideas to steal, check out Arcanum UI

>> No.8886972

>>8886873
I suggest Valiant before Ancient Aliens, since Skillsaw made them in that order. Alien Vendetta influenced everything that came after it. Parts may be harder than BTSX 2 but I recommend playing that next. Then consider Valiant again.

>> No.8887003

>>8886960
lookin good

>> No.8887006

>>8886962
This image is kind of sweet when you realize he's just hugging his mom.

>> No.8887025

>>8886962
...I might do that because I've already played E1-3 a bunch

>> No.8887028

Freedoom doesn't use / isn't designed around jumping , alt fires or zoom or jumping right?

>> No.8887036

Can 400 Minutes Of /vr/'s ENDOOM be goatse

>> No.8887040

>>8887028
Freedoom 1 and 2 are meant to be replacements for their respective Doom iwad, they might not be fully vanilla compatible yet, but they never targeted a port with jumping, crouching, or freelook.

>> No.8887041

>>8887036
I don't care what it is as long as it's good/not retarded.

>> No.8887043

>>8886960
If 2-4 are the buttons, I think it's a little to vague to tell what it is. Either of the bottom two make it look more "device" like, but 5 fits the palette better.

>> No.8887048

>>8887040
kool that's what I figured
there was a shelf a mob died on that I wasn't sure if it was intended to be reachable without jumping so I was unsure

>> No.8887057 [SPOILER] 
File: 8 KB, 182x113, 1651975285775.png [View same] [iqdb] [saucenao] [google]
8887057

>>8887036

>> No.8887059

>>8884658
Seems kind of stupid to have a bug this big that only affects zdoom players, which there are quite a lot of by the way. Why not make a separate version of the map for Z ports?

>> No.8887068

>>8887059
>Why not make a separate version of the map for Z ports?
Why not download a port that the map is meant for?
SOMEone has never worked in software development before.

>> No.8887078

>>8886972
alright i'll check out alien vendetta. i messed around on the first couple levels before. it is a classic. it even came with a exe file lol.

>> No.8887091
File: 42 KB, 500x500, Aniki-Sphere.gif [View same] [iqdb] [saucenao] [google]
8887091

>>8887068
Don't make excuses.
Little known fact: The Leather Club in HFFM has its lights on the dance floor blink in sync with the background music. This function is powered by voodoo doll conveyor belts outside of the map. Of course, this function broke in ZDoom based ports and it would go out of sync. Instead of giving up, the author instead decided to find a way to make the map detect if it was being run in a Boom port or a ZDoom one and change the function accordingly, making it work across both port families. If he can put this much love and care into fucking blinking lights, a detail that most people wouldn't even notice, then I have no doubt anon can make his map work in ZDoom.
WME, I'll give you as much time as needed to make your map work properly in ZDoom. It will be counted as a bug fix.

>> No.8887098

>>8887091
>Don't make excuses.
I'm not making excuses asshole, I'm playing Double's Advocate. And you raised all the obvious but doubly-valid points, so if the map maker sees this, he can know that whatever option he chooses is based and heckin valid (but the extra effort is obviously the more noble choice, but that nobility comes from there being perfectly acceptable but inferior alternatives.) Also thanks for the gif nigga.

>> No.8887101
File: 24 KB, 267x319, BILLY.png [View same] [iqdb] [saucenao] [google]
8887101

>>8887098
Thanks, here's some super secret development content.

>> No.8887121
File: 2.61 MB, 640x480, 1640790342143.gif [View same] [iqdb] [saucenao] [google]
8887121

>>8887091
Oh yeah and I haven't gotten thru HFFM yet (I suck cocks), but that factoid is all kinds of unsurprisingly wholesome. That megaWAD is such an obvious labor of love, and it really inspired me—enough to start mapping in Doom 2 myself.
I wanna rip the Aniki face out of the HFFM HUD and replace the Doomguy portraits in the JPCP HUD, but I haven't into that type of editing yet.
>>8887101
I miss this lil nigga like u wouldn't believe.
I wish I could afford a Pumkin Birry figma.

>> No.8887130
File: 23 KB, 800x323, Sperm.png [View same] [iqdb] [saucenao] [google]
8887130

>>8887121
>but that factoid is all kinds of unsurprisingly wholesome
Seriously. I wouldn't have even noticed the lights were in sync if he didn't tell me. His work really made the set shine brighter.

>> No.8887141
File: 251 KB, 665x574, 1631918332056.png [View same] [iqdb] [saucenao] [google]
8887141

source code wizards:
The behavior of the enemies, their size, weight, speed, flight, etc. is part of the Doom source code release so FreeDoom can just add new sprites and any Doom mod will work the same just look different.
Is the same true for Quake? As in, can someone just add new textures to the existing source code, or would they have to make new 3D models too to replace the copyrighted ones, or would it not work because the new enemies would behave differently?

>> No.8887150

>>8887141
Look up LibreQuake, it's more WIP than Freedoom, but it's the same principle.
Not even a source code wizard, I just like collecting freely usable assets.

>> No.8887161

>>8887091
>as much time as needed

Cool, because I have no further time for a day at least.

There was an anon in the last thread doing video playthroughs with mouse look on, so I assume he was using gzdoom, and the map didn't break for him. It may be fixable with compatibility flags. Anon, if you're reading, what settings were you using?

>> No.8887164

>>8887141
Quake has world textures baked into the maps, but I'm pretty sure model and sound replacements would show through in community content run through a similar project.

>> No.8887168

>>8887161
>It may be fixable with compatibility flags
Hey, if that's the case then I guess I can just put that in the readme/OP. If it's not 100% broken in GZDoom then that's a fair compromise.

>> No.8887175
File: 127 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
8887175

>>8887161
You can have mouselook on with DSDA doom.

>> No.8887213

>>8887168
If it's not, and is (for example) instead something to do with the way decorations behave on conveyors, then it's not going to be fixable without either creating a new dehacked enemy that acts like a decoration, or gimping the map on zdoom so the decorations don't appear. So I hope it's just a compat setting.

>> No.8887232

Is Wolfenstein 3D real 3D?

>> No.8887249
File: 426 KB, 1280x720, Screenshot 2022-05-07 at 22-05-44 maxresdefault.jpg (JPEG Image 1280 × 720 pixels).png [View same] [iqdb] [saucenao] [google]
8887249

Any time a Lost Soul kills me, I use the resurrect command, regardless of the map or if it was even my own fault (it isn't)

>> No.8887257

>>8887249
why did you screenshot this image?

>> No.8887260

Is there no music in the GoG version of Quake?

>> No.8887274

>>8887257
It's faster than downloading it normally

>> No.8887275

>>8887257
>1280x720
Still image from a youtube video, calling it.

>> No.8887279
File: 81 KB, 640x656, just lost soul things.png [View same] [iqdb] [saucenao] [google]
8887279

>> No.8887282
File: 23 KB, 244x224, Screenshot 2022-05-07 at 22-27-30 gigachad - Google Search.png [View same] [iqdb] [saucenao] [google]
8887282

>>8887275
Oh my

>> No.8887283

what makes marathon patrician and halo plebian

>> No.8887294

>>8886960
I like the bottom two.

>> No.8887296
File: 966 KB, 1600x900, Screenshot_Doom_20220507_213726.png [View same] [iqdb] [saucenao] [google]
8887296

ah, this is all i got from playing with the status bar. there are too many nooks and crannies to clean up, but maybe it'll give someone else some ideas.

>> No.8887306

>>8887296
I love the key and ammo displays, and the separation of the label and number areas, I'd love to see those integrated into one of these
>>8886960

>> No.8887310

>>8886960
I think there's not enough contrast between the numbers and the background they're on top of. Hard to see that they're those flip dial thingies.

>> No.8887313

>>8886957
I always just noclip to the portal to Niggurath cause Quake keeps deleting my runes.

>> No.8887321

>>8887283
old = patrician
but as a nonmeme answer i'd say it's because marathon's writing is deeper and more nuanced than halo's, especially in marathon infinity

>> No.8887326

>>8887321
>marathon's writing is deeper and more nuanced than halo's
Marathon's writing is deeper and more nuanced than most fiction in any medium.

>> No.8887334

>>8887321
Anon, that's like comparing Star Wars to an art film

>> No.8887339
File: 87 KB, 1110x570, clockandballtorture.jpg [View same] [iqdb] [saucenao] [google]
8887339

>>8887306
Thanks. My reasoning is that the keys would be sorta chevrons like pic related.
Maybe one on the right and one on the left to signify skull and normal keys.
But yeah. I just don't have the wherewithal to complete it. Thought it would take less.

>> No.8887348

>>8887296
I think we could merge the ammo counters on this one with the left side of these >>8886960 so we can get the best of both worlds

>> No.8887361

>>8887348
mixing both of them is the best option

>> No.8887443
File: 7 KB, 768x64, file.png [View same] [iqdb] [saucenao] [google]
8887443

>>8887348
Combining the two is cutting it real close.

>> No.8887454

>>8887443
It looks great though. Add the speakers and maybe a button/ knob and it'll be perfect

>> No.8887459

>>8887443
>>8887454
Not quite perfect. There's some clear inconsistency between art styles. If we can get one part or the other redrawn to match, then we'll be golden.
Unrelated, but it's cool to see you guys coming together and rallying behind something again.

>> No.8887469

>>8887296
I think this one is perfect

>> No.8887470

>>8887459
A strong, tight knit community is something to cherish. Believe me, everybody needs one

>> No.8887480
File: 8 KB, 640x64, combobar.png [View same] [iqdb] [saucenao] [google]
8887480

>>8887443
I was thinking more like this, but obviously better integrated than my mockup hackjob.

>> No.8887483

>>8887480
Getting warmer
>>8887470
Yep. I feel like /doom/ lost its way some years ago and has finally been getting back into its former groove starting from 2048. I love it.

>> No.8887487

>>8887443
The two styles would have to be matched, I like them both but I prefer the one on the right. The outline really nails the old radio clock vibe. Either way, the two elements on the right are too close, the outlines blend together. Perhaps make them one panel like the left?

Or maybe remove most of the vertical divider and just keep the little dip at the top and bottom. And try that with the left side too. Would probably look dumb but worth a shot if anybody cares to.

>> No.8887489

>>8887459
>There's some clear inconsistency between art styles
Well no shit. I literally took the ammo display from one and put it on the other.

>> No.8887509

>>8887480
This one looks good too. More consistent at least. I like the little slits under the ammo, health and armor numbers.

>> No.8887529

>>8887480
Ya, I'm really digging this one.
Y'know I don't know if it's just now or if I've noticed before, but why is the armor on the right side and the equipped weapon ammo on the left? Health is on the left and the ammo stash for all weapons is on the right, what's with that?

>> No.8887547
File: 43 KB, 640x480, Doom_press_release_beta.png [View same] [iqdb] [saucenao] [google]
8887547

>>8887529
I think it has to do with how the message feed in the beta covered everything to the right of the health display. Ammo and health are the most important numbers to be visible at all times.

>> No.8887563

>>8887547
>Ammo and health are the most important numbers to be visible at all times.
Y'know, after my post I realized that I never look at the right side of the HUD during critical moments. That's a good point.

>> No.8887596
File: 5 KB, 640x64, stbar_mockup.png [View same] [iqdb] [saucenao] [google]
8887596

>wake up too early
>check out /vr/
>anons have been presenting tons of really cool ideas for the status bar

Fucking nice.

>>8886960
I think I do like the bigger knobs better.

>>8887296
I like the additional details and agree that >>8887480 probably looks best so far.

>>8887310
That's due to the pictures though (and are you lurking on phone?) - ingame you can see that the flaps are a bit brighter than the background. If you look at these kind of clocks, e.g. >>8887339 you can see that color-wise they don't really differ from the background


An idea I had for the key column was to have little lamps that light up when keys are picked up. Of course this doesn't make any difference between skull/keycard, but does anyone ever care?

Also, if Blender anon and >>8887296 could provide the 320px versions I could try to merge them (or I provide my layers and you can do with it whatever you want).

>> No.8887602

>>8887596
>An idea I had for the key column was to have little lamps that light up when keys are picked up
I like this
>Of course this doesn't make any difference between skull/keycard, but does anyone ever care?
Unless someone made use of Boom's 6 keys, no. Sound off if you did, mappers.

>> No.8887603

>>8887596
>Of course this doesn't make any difference between skull/keycard, but does anyone ever care?
I haven't played every map, but since it's a Boom format project, there is the possibility of an actual distinction.
>>8887339
Maybe a chevron on either side of the dial for card/skull, and the graphic changes to a stripe bar if you have both?

>> No.8887606

>>8887602
>Boom's 6 keys
Gee Bill, how come your source port lets you have six keys?
I'm fucking pissed I didn't learn Boom before making my maps, I fucking love making keys optional.

>> No.8887639

>>8887283
i tried getting into marathon,but the mazes (and general clunkyness) filtered me by the second game.

>> No.8887659

>>8887596
>I think I do like the bigger knobs better.
You can always contact John Romero for that.

>> No.8887708

>>8887596
I used to be autistically obsessed with video game HUDs as a kid, especially the big chunky ones in the games I grew up playing, so all this status bar talk has tickled me. Thanks, guys.

>> No.8887727
File: 45 KB, 1642x533, doom01.png [View same] [iqdb] [saucenao] [google]
8887727

Alright, in the meantime I played a bit more with the indicator light idea.
The way I envision it would be that you always have those lamps on off and when you pick up a key they light up.

What do you guys think, worth pursuing?

>> No.8887728

>>8886143
>>8886810
>Are you thief fm designer or smth?
Close assumption.. From what I could see, you were already bummed out by the middle. Now, I don't really like how it plays out either, like at all. I'm late, but so was and feedback, are updates still allowed?

Erosion of Sanity v4 https://files.catbox.moe/98ghdn.wad
Project compiler, excuse me for being an ass, I didn't want to bring this one back, so feel free to ignore this. I'll leave decision up to you.

- Items adjustment
- Minor cosmetic changes (HOM, Slime trails, lighting, alignment)
- Damn these difficulty tags

>> No.8887729

>>8887728
There are no game-breaking bugs in previous version, just to be clear.

>> No.8887731

>>8887727
The background for numbers really needs more contrast/gradient, they really look bisected.

>> No.8887735

>>8887731
You mean for the small ones?

>> No.8887736

>>8887735
I mean the big ones. Right now they don't really look like they are on flip clock, they just look bisected.

>> No.8887738

>>8887727
I still would prefer a dial like in >>8887480
with little key-colored triangles/strips showing up as you collect them. Also you need another filler zero in the ammo counter, but I'm sure you noticed that.

>> No.8887741

>>8887736
Maybe if the top half was slightly darker all around, and the bottom half had a gradient implying it was slightly sloped, that would help.
Also making them thinner and offsetting them somewhat haphazardly, but I understand if you want to stick to something resembling the OG STBAR numbers.

>> No.8887742

>>8887736
As I said earlier, in-game you can see it better and I wanted the effect to be rather subtle, but if the assembly wants it brighter, I can make them brighter.

>>8887738
Sure, just brainstorming my ideas as long as everyone else is asleep :^)
And of course I noticed the spoiler, cough cough

>> No.8887749

>>8887741
I think offsetting wouldn't work on this scale. One pixel difference is already a lot here, which is why I really just modified the original numbers.

>> No.8887753

>>8887749
That was why I prefaced that suggestion with making them thinner, but again, I totally understand wanting to keep them as big and bold as the originals.

>> No.8887756
File: 15 KB, 1605x199, doom00.png [View same] [iqdb] [saucenao] [google]
8887756

Next attempt: Made the bottom flap of the 0 a bit brighter. You can see there difference between the old 0 and the new 0 (and other characters) very well.
For my taste it's a bit too pronounced, but I'm already working with the slightest gradients the Doom palette provides.

>> No.8887760
File: 257 B, 112x64, flaps_test.png [View same] [iqdb] [saucenao] [google]
8887760

>>8887756
And for direct comparison: Old flap left, new flap right

>> No.8887762
File: 2.46 MB, 512x512, agitation.gif [View same] [iqdb] [saucenao] [google]
8887762

>>8887728
Holy fucking shit, it doesn't let me off. Textures on guardrails disappeared, so I brought them back.

Erosion of Sanity v5 https://files.catbox.moe/ma1ppq.wad

>> No.8887765

>>8887762
Do you feel your sanity getting eroded?

>> No.8887786

>>8887765
Yeah, I knew exactly what I was doing when I came up with that name. Thanks for pointing this one out.

>> No.8887793
File: 743 KB, 847x450, wb integrity.png [View same] [iqdb] [saucenao] [google]
8887793

Putting a message like this at the start of Classic Shadow Warrior so people stop hyperventilating

>> No.8887794
File: 475 B, 168x64, flaps.png [View same] [iqdb] [saucenao] [google]
8887794

>>8887756
>>8887760
Too bright now, I'd say.
Maybe dithering could help to give it a matte plastic look, something like this.

>> No.8887827
File: 17 KB, 1672x213, doom00.png [View same] [iqdb] [saucenao] [google]
8887827

>>8887794
Tried the dithering. Note the ammo counter with the plain shading on the left, no shading in the middle and dithering on the right.
It's still extremely bright (and if I went darker, I'd be back at black), but I think it does indeed look better than the plain shading.

>> No.8887832

>>8887827
I wasn't the one who originally complained about them being too dark, but I personally think the flaps look about perfect now. Glad I could help, I'm excited to see how this turns out, after I sleep.

>> No.8887842

It's really cool to come back to Reelistic after years and finding out the sequel takes every single mistake of the first and makes it worse in every way

>> No.8887854

>>8887842
Do elaborate.

>> No.8887860

>>8887854
I've only played about an hour while shitfaced but Astrolab is about as bad as it was in the first edition. I sure love getting bottlenecked constantly while health, weapon, and ammo pickups are few and fare between.

The new maps are nice but Astrobase is still as terrible as the day it was conceived.

>> No.8887862

>>8887860
Honestly, I found Astrolab to be one of the easier maps, so it sounds to me that you just need to git gud.
...or try again when you're sober.

>> No.8887863

>>8887862
No

>> No.8887867

>>8887863
ok

>> No.8887913

>>8887765
Don't misjudge me if I sounded caustic >>8887786, because I really did find your post funny.

>>8887827
I was thinking about giving Doomguy subtly pronounced tired eyes, but it sounds like unnecessary fluff idea in hindsight.

>> No.8887917

>>8887913
>I was thinking about giving Doomguy subtly pronounced tired eyes, but it sounds like unnecessary fluff idea in hindsight.
lmao why not?
Since every single wad is canon, even Doomguy must be tired eventually.

>How can the same shit happen to the same man n times?
>I REALLY HAVE HAD IT WITH THESE MOTHERFUCKIN DEMONS IN THESE MOTHERFUCKING WADS
>It's all so tiresome

>> No.8887931

>>8887913
>>8887917
Also give him a 5 o'clock shadow and bad hair

>> No.8887938

>>8886873

This randos opinions:
Alien Vendetta is a bit meh.
Valiant is better than Ancient Aliens but both are great.
The stuff made by ribbicks (eg. Sunlust) is good, but also overly hard and long.
Going Down is kino.

>> No.8887945
File: 6 KB, 178x219, 1622660423813.png [View same] [iqdb] [saucenao] [google]
8887945

>>8887917
>every wad is canon
even the terrywads?
even the half-finished ones posted to doomworld by juan.gonzalez2010?
even the ones that aren't finished
poor bastard

>> No.8887946

>>8887917
What if, on the contrary, it will invoke tiredness onto the player himself? That's what I was overthinking. Doom palette should have suitable colors, so it's worth a try. Drawing pair of dots is the least I can do, but until it's hours later anyway, go ahead of me if you're good at it and free.

>> No.8887950

>>8887946
I don't think I have ever gotten tired by a Doom statusbar. I am not good with faces and such, so I'll leave it to you.

>> No.8887952

>>8887945
>doomguy getting sodomized by terry is canon

>> No.8887960

>>8887952
doom guys... not like this...

>> No.8887962
File: 234 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8887962

Right, so I think I will indeed have to abandon the indicator light idea for the keys. I just can't get the blue one to actually glow, the difference between "off" and "on" is just too small.
Waiting for dial/chevron anon to report back.

>> No.8887976
File: 84 KB, 1280x960, 7th.jpg [View same] [iqdb] [saucenao] [google]
8887976

>>8887728
>From what I could see, you were already bummed out by the middle
nah, I was fine with it. the fm comment was just related to the pointlessly obtuse switch.
it did feel like the balance was off, with plasma being sub-optimal for the following encounter, and the unnecessary bfg. but overall I didn't mind the map.

>> No.8888008

>>8887962
I'd say grey out the lights when they're "off"

>> No.8888030

>>8887962
The lights overlap on the border too. I don't know if you can change that at all but it being like that looks sloppy

>> No.8888063

Played I Am The Fat Rabbit and Erosion of Sanity, I don't really have much to comment on them since they were both simply good maps, the only thing I'd point out is that it might be good to add a teleport near the exit in I Am The Fat Rabbit which allows the player to backtrack in case they want to get full kills/secrets, since you cannot get back from the final area.

>> No.8888084

how do i git gud at reelism?

>> No.8888127

>>8887793
Wow that's gross.

>> No.8888135
File: 515 KB, 2560x1440, dsda-doom 0.24.3 08-May-22 15_42_06.png [View same] [iqdb] [saucenao] [google]
8888135

What am I doing wrong?

>> No.8888151

>>8888135
depends on what you're trying to do
currently you're asking questions wrong

>> No.8888161

>>8888151
I want to set DSDA to OpenGL with 1920x1440 resolution (biggest 4:3 resolution for 1440p screen) but for some reason it's not aligned to the center.
It's properly aligned when using Software render with that resolution, it's properly aligned when using other resolutions with OpenGL render, but this specific combination gives me misaligned image.

>> No.8888196

>>8888161
Try turning off opengl exclusive fullscreen.

>> No.8888205

>>8888161
for me it works with opengl exclusive on, and does the same as yours with exclusive off.
may also depend on what you have your screen scaling set to in the graphics driver.

>> No.8888210
File: 526 KB, 1920x1440, PrBoom-Plus 2.6.2 08-May-22 16_16_56.png [View same] [iqdb] [saucenao] [google]
8888210

>>8888196
Nope, no difference sadly.
Also it works fine in PrBoom+, but Windows only captures actual picture, not the whole screen for some reason, I thought both should(?) be rendered similarly in OpenGL mode.

>> No.8888227

>>8888084
You don't, the mod is too RNG dependent to have skill involved

>> No.8888238

>>8887232
Depends what you mean by "real" 3D?

>> No.8888239

>>8888205
With exclusive opengl disabled it does the same >>8888135 with other resolutions, aligning everything to bottom left corner. Turning it on fixes all the other resolutions except the one I want. Also tried scaling options in nvidia panel, no success.
Also FDWL has the same behavior.
Guess I'll stick with PrBoom+ for now, thanks for trying to help.

>> No.8888253

>>8888239
sounds like a bug then, report it or something.
I didn't actually test 1920x1440. I tried 1440x1080 and 1280x1024, both worked in exclusive.

>> No.8888257

>>8888253
Yeah, but I have to create an account on doomworld forums since they don't have issues section on github. I'll do it later, it's obviously some bug.

>> No.8888276

Playing through the IWADs again and I realized that playing them UV saveless is moderately tough, more tough than I expected.
It's clear that all maps were tested with this in mind, and to my shame? it hasn't been a deathless run.
Up to MAP12 right now, the Pit and the Refueling Base can get a little hairy, even with lost soul limit on.

>> No.8888306

>>8888276
Personally I find Doom 1 to be easy even playing like this, other than some episode 4 maps, but Doom 2 can still surprise me sometimes.

>> No.8888307

>>8887793
we're talking about a game that comes from the 90's, where people still knew racism is bad but didn't took jokes literally
it's not even about "time" anymore, but rather the demographics and how people even think of politics and shit like that

>> No.8888319

>>8886824
The second level is the hardest one IMHO (though I think many would agree) it was a while ago but I think I kept restarting until I got a good enough start with the initial Cacos (ie conserved enough ammo) - the part with the barons is the biggest bottleneck, and while it is still hard after that, taking out the barons with as little damage and with as much ammo cinservation is key. I feel like, and this is a vague memory, that I had the best luck using my plasma rifle on the barons and cheesing them so that they came out one at a time?

After level 2 the rest is a relative cakewalk. Are you pistol starting? They flesh consumed was where I started to get tired of doom 1 because of the damage sponge nature of a lot of the combat.

>> No.8888338

>>8888276
I took the UV-saveless pill after countless years of savestate and quicksave scumming, it’s immensely satisfying. I usually have to bite the bullet with one or two midlevel saves for a majority of the user levels since they’re often far longer and lengthier than the iwad standard.

>> No.8888347

>>8887321
Also, better level design and no weapon limit courtesy of controller limitations.

>> No.8888351

>>8888347
Halo could have had more weapons, but they chose not to after designing Oni.

>> No.8888353
File: 214 KB, 1920x1080, sw3.jpg [View same] [iqdb] [saucenao] [google]
8888353

I'd like to ask what's the best port to play Shadow Warrior so that you can also tab out of it. I used JFSW to get through the game but I'd like to be able to easily alt tab out of the case if I'd like to stream it and Wanton Destruction and just general quality of life. Anyone know an alt+tab friendly port ?

>> No.8888358

>>8888353
BuildGDX?

>> No.8888361

>>8888351
It’s a lot easier on the players and designers that way, players don’t have to be as mindful of their ammo throughout a level and the devs don’t have to worry about balancing the distribution throughout a level.

>> No.8888367

>>8888361
They still do, but it's not always a good idea to pick up a power weapon because you're giving up half of your inventory for a weapon that is only going to be around for a small amount of time.

>> No.8888372

>>8888367
That's why enemies drop weapons. You can always easily replace your empty power weapon with a simple and reliable mid-tier plasma based weapon, up until you can get a good bullet weapon again

>> No.8888375

>>8888353
I use VoidSW and it works perfectly fine, I can confirm there should be no problem with alt+tab too.

>> No.8888376

>>8888367
>They still do,
No one here said they didn’t.

>> No.8888378
File: 226 KB, 300x385, Redneck_Rampage_Suckin_Grits_on_Route_66.jpg [View same] [iqdb] [saucenao] [google]
8888378

>>8888358
I'll try that.
As an aside, just finished Redneck Rampage Rides Again (liked it a lot more than base game RR especially because of the better level design and new enemy types spicing up the game) , so now the only RR thing to play aside from user levels is Suckin' Grits on Route 66. How would one go best about obtaining SGR66? Aside from hunting down a boxed copy, ain't gonna go THAT far.

>> No.8888430

>>8888378
Check gog or something if it's not there then check archive's cdr collection

>> No.8888441

>>8888306
Yeah, most of Doom is still easy, except E3M8 and E4.
Doom 2 is chaotic but I'm still blasting through levels.
>>8888338
Same here, it's grindy as hell sometimes, but the payoff is that my skills improved signifcantly.

>> No.8888483
File: 136 KB, 466x486, cacough.png [View same] [iqdb] [saucenao] [google]
8888483

>>8888257
>host on github
>force bug reports to come via some random forum
maybe they should switch to svn
>Captcha: (JX)ASD

>> No.8888528

>>8887480
Yeh. This is my favorite so far. Not sold in the sorta glass haze, but that's aight.

>> No.8888562

Is Witchaven worth playing?

>> No.8888584

>>8886809
how do i play custom wolfenstein 3d maps on ecwolf?

>> No.8888585

>>8888562
I’m not sure. It depends on what you’re looking for, you might get more out of trying Daggerfall.

>> No.8888648
File: 200 KB, 627x588, Liquid has a conversation with Snake on Doom.png [View same] [iqdb] [saucenao] [google]
8888648

>Are you aware of Rip and Tear, Snake?
>Rip and tear?
>Yes, Rip and Tear
>...that's just some marketing tag line
>No, not just some marketing tag line. It is the definition of an intellectual property, an entire subculture following it. But do you know of its origin?
>What origin?
>In 1996, during the height of Doom's popularity, a comic entitled "Knee Deep in the Dead" was released at a gaming convention only available to a minority of individuals. The comic was 16 pages long, and on page 3, in a drug-fueled haze, Doomguy utters "rip and tear" as he futilely attempts to punch down a Cyberdemon.
>A Cyberdemon?
>Yes, a towering monstrosity equipped with a rocket launcher. This comic was not renowned for any positive reasons, but rather it was mocked and ridiculed for its poor dialogue, including Rip and Tear. It became an inside joke within the lingering Doom community throughout the 2000's. Then, in 2016, Doom as a series as revitalized, using Rip and Tear as its marketing tagline, but not in jest like the community members of old, but rather being used seriously. It was further pushed in Doom Eternal in 2020. The newfangled fans and followers who outnumbered the old, recessive fans had taken this tag line seriously as well, associating the Doom series itself with Rip and Tear.
>What does this have to do with your plan?
>You don't get it. One page of an obscure, 16 page comic has become the identity of a series and entire subculture, Snake. Not even the original games themselves that bolstered Doom into popularity, but one page of a comic. One simple catchphrase that was never used in the original games or even taken seriously became the face of Doom. Not the games, not the countless amount of mods and WADs that its community have poured countless blood, sweat, and tears into - Nothing but Rip and Tear.
>What are you saying?
>Memes shape cultures, Snake. Not hard work, only memes. I will harness their power to become immortal, remembered for millennia to come.

>> No.8888656
File: 117 KB, 1920x961, doom00.png [View same] [iqdb] [saucenao] [google]
8888656

Alright, latest update. This is the current state of the status bar.

>removed the lights, waiting for dial
>waiting for knob
>added dithering to all flaps

Also adjusted colors and shadows a bit - the bottom version has no shadows on the counter labels, like >>8887480.

I don't know which one I like better, but I think without shadows brightness of the labels should be bumped up just a little bit.

>> No.8888690

>>8888656
Don't forget to replace the slashes on the ammo count

>> No.8888701

>>8888690
Yes, that comes with the dial then.
Also noticed I lightened the wood lol.
I have already lightened my wood today, too.

>> No.8888723

>>8888701
I like the lighter one, but not with the stray red pixels.

>> No.8888728

>>8888701
Cool, anon.
This is turning out to be one of my favorite UI's for any WAD I've seen

>> No.8888734
File: 6 KB, 384x32, STBAR.png [View same] [iqdb] [saucenao] [google]
8888734

>>8888656
can you post the current wad?
I'm doing a thing

>> No.8888747

>>8888734
Sure. https://files.catbox.moe/edq127.wad
Note that STBAR is the brighter version with the stray red pixels and STBAR2 is the one with the label shadows and darker wood.
Also, good thinking making the ammo counter on the right also three digit.
I can also post my .xcf files if anyone wants.

>> No.8888758

>>8888747
sure, post the xcfs too.
I'll try to do a full version of how I see it, then post back wad and xcf.

>> No.8888763

>>8888758
There you go
https://files.catbox.moe/dtqf83.zip

>> No.8888764

Is there a better source port for RoTT than Winrottgl?
I just want modern controls.

>> No.8888804

>>8888764
rottexpr

>> No.8888862

>>8886809
Duke 3D gameplay mods sure took a nosedive shortly after the Greasy Bastard build Duke Nukem Forever.

>> No.8888871

>>8888804
Thanks.

>> No.8888883
File: 2.14 MB, 1080x1080, 1622395998054.png [View same] [iqdb] [saucenao] [google]
8888883

The serious sam classic mapping jam that I took part in just finished. Has six maps in total, you can download the pack here: https://mega.nz/file/k9UWAKga#KtOQDU3a5g6F4KBO2I7f-eQ5ZceBnIMDdvDRJ5mpONQ

>> No.8888935

>>8888883
based serious sam anon, thanks for sharing

>> No.8889087

>>8888883
>>8888935
played the temple map so far since thats the one i remember you making here, on normal cause im too much of a scrub to play on serious, really cool fights overall, only one that got broken a bit is the one with gnaars, kamikazes and scorpions, because some gnaars and kamikazes kept getting stuck behind the houses

>> No.8889102

>>8889087
yeah that was bound to happen with an area like that, I should have spent a bit more time messing with their path markers but there's only so much you can do

>> No.8889232
File: 634 KB, 450x750, 50f.png [View same] [iqdb] [saucenao] [google]
8889232

>>8888763
>>8888758

>> No.8889334
File: 195 KB, 768x64, flipnumbers.png [View same] [iqdb] [saucenao] [google]
8889334

>>8886960
I really like this knob. Anyway, I made a quick mockup of trying to give the flip numbers some texture and contrast to the pitch blackness around them.

>> No.8889339

>>8889334
I think now it finally all makes sense.

>> No.8889345

>>8887480
Ooh, this is looking sexy, add the knob on the side too

>> No.8889351

Care to explain why don't you like the Mac version of Wolf 3D?

>> No.8889359
File: 31 KB, 352x450, into the trash.jpg [View same] [iqdb] [saucenao] [google]
8889359

>>8887917
>Since every single wad is canon

>> No.8889367

>>8889339
Still needs the vertical wheel and that little dark red line at the ammo counter.

>> No.8889371

>>8889359
is this "fact" even sourced anymore?
like, the "doomguy doesn't even know what sex is" meme turned out to be a fake screenshot by someone on twitter

>> No.8889378

>>8889359
even this jpg is canon it really happened

>> No.8889447

>>8889351
>Mac

>> No.8889461

>>8889447
>not liking extra 30 levels and better graphics

>> No.8889473
File: 102 KB, 1080x1080, 15763492241180.jpg [View same] [iqdb] [saucenao] [google]
8889473

What other things outside of mikoveyors (and MBF21 stuff, but it's temporary) are not supported by GZDoom?

>> No.8889474

>>8889473
Ghost monsters.

>> No.8889479

GZDoom or Build Engine?

>> No.8889480

>>8889473
A bunch of Eternity Engine features.

>> No.8889491

>>8889474
>>8889480
Thanks. Ghosts are neat.
Anything else? It's strange how wiki has huge lists of features for source ports, but none have missing features list.

>> No.8889516

>>8889491
>wiki has huge lists of features for source ports, but none have missing features list
This actually kind of surprises me in the case of Doomwiki, but it's a good excuse for you to take your findings and make the edits to the wiki yourself.

>> No.8889526
File: 995 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_63_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8889526

SUNDAY NIGHT SHITSHOW TIME!! Tonight we're concluding the Moonblood trilogy with Ozonia. Stick around after that, because we'll continue with DBP21: Occult Secrets of the Third Reich on Mars in honour of Wolf3d's 30th! Connect with Zandronum as usual.
104.128.49.2:10692
104.128.49.2:10692
104.128.49.2:10692

>> No.8889529
File: 39 KB, 1025x296, image.png [View same] [iqdb] [saucenao] [google]
8889529

I hate forums on so fucking many levels.

>> No.8889532

>>8889491
>>8889516
When you think about it, most of the community only really uses GZDoom and maybe Zandronum, to the point where when Heartland came out, people were pissed that they couldn't run it on GZDoom.

>> No.8889534
File: 1.97 MB, 1920x3240, sbar.png [View same] [iqdb] [saucenao] [google]
8889534

>>8889232
OK, here's what I've got: https://files.catbox.moe/yudwet.zip
did a thorough cleanup
removed percent sign altogether
thoughts?

>> No.8889536

>>8889529
I had to sign-up using a fucking hotmail, then link to my Discord to override it to my gmail. Fucking Doomworld registration e-mail WOULD NOT send to my fucking gmail.
You have my sincerest fucking condolences, anon.

>> No.8889538

>>8889526
WTF, stop changing ports.

>> No.8889549

>>8889534
I like it. Easy enough to read, not an eye sore, and still unique.

>> No.8889551

>>8889473
>mikoveyors
What a ridiculously crude hack.

>> No.8889561
File: 3 KB, 65x154, file.png [View same] [iqdb] [saucenao] [google]
8889561

>>8889534
Looks like pure sex, except for one thing

>> No.8889573

here's a quick fix: https://files.catbox.moe/3voguj.zip
forgot to change digits to match the sbar. also added a couple of knobs to xcf.

>>8889561
idk what they're called in doom2.wad. and none of 400min maps have both keys anyway. but yeah, that's the reason I made that shot.

>> No.8889580
File: 67 KB, 600x599, me.jpg [View same] [iqdb] [saucenao] [google]
8889580

>>8889573
>none of 400min maps have both keys anyway
Mine does ;_;

>> No.8889592

>>8889580
ah hell. but yeah, I couldn't find the image to replace. also I don't know how to distinguish between one and two keys with a single light. any ideas?

>> No.8889629

>>8889561
They look like ducks.

>> No.8889637

>>8889573
>idk what they're called in doom2.wad
They are not in doom2.wad because doom doesn't discriminate between keys. They are called the consequent numbers. 6 through 8, probably.

>> No.8889642

>>8889592
White light?

>> No.8889654
File: 4 KB, 100x100, graf.png [View same] [iqdb] [saucenao] [google]
8889654

>>8887091
>>8887161
>>8887168
Washing Machine Enthusiasts here. The ZDoom bug in House of Fun is fundemental: Romero's head doesn't scroll on scrollers, regardless of the compatibility options. I've tried changing the mass in decorate but this doesn't fix it, so I don't know what's causing it. Who knows why Graf does these things.

On your suggestion, I looked into Leather Club from HFFM and it's not documented how this fix works, and there's no zscript or decorate I can see, and nothing in mapinfo. It's a different problem anyway.

At this point, the only way to make it work in ZDoom would be to detect that you're in ZDoom and then give you an entirely different map to play, which wouldn't really be any different from just telling you that you can't play the map in ZDoom. Either way you're not getting the experience.

Since there is no way I can see to fix this, I give you as project lead two options:
>include the map with a note it won't play in GZDoom/Zandronum
>cut the map from the project

My final thoughts: you said at the outset this would be a Boom project. The map works in Boom ports. Testers have liked the map. ZDoom babbies will probably never play this anyway, since it's a 4chan project. Who do you really want to cater to?

>> No.8889663
File: 4 KB, 205x310, shit_lights2.png [View same] [iqdb] [saucenao] [google]
8889663

>>8889592
I'm fucking around trying mockups, but I'm getting nowhere with it.
My first idea was to put a little lighting effect on the edges around each colored light once its on.
Then I thought about trying that same effect for the "both keys" state, and making the colored light "white" with colored accents (like >>8889642 said), to indicate it got brighter. But I'm extremely bad with lighting and texturing so this was the best I could come up with.

>> No.8889671

>>8889663
I meant an entirely white light. Anyone playing the wad should know what single keys look like before getting to whatever map has both sets. But that also works.

>> No.8889680
File: 9 KB, 290x64, STBAR_chevrons.png [View same] [iqdb] [saucenao] [google]
8889680

>>8889637
>>8889663
ok, we could just do chevrons then
what to put in the empty space then?

>> No.8889687

>>8889671
No yeah I agree with you on the "entirely white" part (altho I'd still keep a hint of color for A E S T H I Cs), I just can't into paint.net for spriting worth a shit.
God damn I miss Character Maker 1999 like u wouldn't believe. I'll need to redownload it before doing any series spritework.
>>8889680
I like the dial a lot. It fits with the chevrons even more than the lights IMO, altho I still like the look of the lights a lot too.

>> No.8889689

>>8889654
You couldn't make an actor replacement that both scrolls and ends the level on death?

>> No.8889701

>>8889654
I've seen WADs, especially community projects, that have certain levels only playable in certain ports. Don't see why we can't have this one map only playable in Boom. It's not gonna kill anybody to skip one map or, god forbid, use the appropriate source port.

>> No.8889710

Since it's gzDoom, maybe someone could add a script that shows a message to gzDoom users that the level might break because of weird shit gzDoom did?

>> No.8889712

>>8889689
Like I said, I tried modifying the properties. I can't fix it because I don't know what's causing the problem to begin with - it can't be the mass if changing that didn't change anything.

>> No.8889715

What's the sourcemod that plays closest to the original vanilla experience but optimizes it for modern computers?

>> No.8889720

>>8889680
With offsets, could you use chevrons for keycards, and lights for skull keys? I seem to recall a WAD that doubled the width of the key bar at some point.

>> No.8889723

>>8889712
Did you try changing the height? I had that same problem with the Keens.

>> No.8889732

>>8889723
No. It's not the height. I tested it on an open scroller (very high ceiling) and it didn't scroll.

>> No.8889738

>>8889732
I think it might just be the scroller mechanism. I tried replacing the Romero head with an Archvile, and it just died instantly as well.
I'm in camp "Fuck ZDoom", and say to put a text scroller before the map that says you didn't really win the game.

>> No.8889740

>>8889738
That's pretty gay. Don't do that.

>> No.8889741
File: 2.17 MB, 3840x2160, chevrons.png [View same] [iqdb] [saucenao] [google]
8889741

>>8889663
how's this? added some kinda radio inbetween: https://files.catbox.moe/mginb6.zip
>>8889720
>With offsets, could you use chevrons for keycards, and lights for skull keys?
maybe. I'll give it a try too.

>> No.8889748

>>8889740
Use the correct source port.

>> No.8889753

>>8889738
Scrollers should be synced between ports if they fully aligned cardinal directions and lines are divisible by 32. So I wonder what is up with that.

>> No.8889759

>>8889738
Interesting. No idea why either, since the scrollers are power of 2 length. Graf being Graf I guess.

>> No.8889764

>>8889680
Make the dial wider maybe

>> No.8889769

>>8889759
Power of 2 isn't necessarily dividable by 32

>> No.8889772

>>8889769
It is (if it's greater than 32)

>> No.8889787

>>8889654
https://pastebin.com/b2TXMYTu
Try this.

>> No.8889792
File: 3.07 MB, 865x484, graf moment.gif [View same] [iqdb] [saucenao] [google]
8889792

>> No.8889795
File: 444 KB, 1280x1901, bfg10k.jpg [View same] [iqdb] [saucenao] [google]
8889795

>>8889654
So I put the map into MAP01 and then the level doesn't end at the start. The difference between MAP30 and MAP01 is that monsters can telefrag on MAP30, so I'll have to assume that Romero is telefragging himself or getting telefragged by the props somehow.

Remove the Telefrag Special from MAP30 with UMAPINFO and then maybe this setup will work.

>> No.8889809

>>8889795
That would leave the possible issue of getting stuck in spawned monsters, and spawned monsters getting stuck in each other.

Could the Icon Of Sin be modified to only spawn a certain kind of monster, maybe it spawns only a ghost monster? Like basically a Specter but it has zero height like a ghost monster Spectre, therefore you can only kill it with blast damage, but it also cant get stuck on you.

>> No.8889813
File: 2.18 MB, 3840x2160, offsets.png [View same] [iqdb] [saucenao] [google]
8889813

>>8889720
okay, how's this?
https://files.catbox.moe/y99srh.zip

>> No.8889815

>>8889795
There's way more than 32 maps, so the boss isn't going to be in the map30 slot.

>> No.8889818

>>8889813
Sexy as FUCK. Good job going above and beyond and getting creative with offsets.

>> No.8889823

>>8889813
That's awesome.

>> No.8889827

>>8889813
Oh fuck yes.

>> No.8889828

>>8889813
I'm not sure this really gets the point across, but people would get used to it, probably.

>> No.8889829

>>8889536
After 4th attempt I finally got my damn email, in the spam folder of course, still better than what you described. Also I like how it completely locks you from accessing any doomworld page after you started registration, always redirecting to "please confirm you email even though there's no mail". Thank you moot.

>> No.8889830

>>8889654
Here's what's happening. The Romero heads are being telefragged by the decorations on the conveyor belt in part because it's map 30 like was said here.
>>8889795
That only occurs however because the heads are not moving. That is because for some reason the radius of Romero head has been increased from 16 to 20 in zdoom causing them to get stuck in the wall...
This is such a significant change I wouldn't be surprised if it was an accident. The easiest way to remedy this is just to fix the hitbox size with decorate. Just copy and paste this into a decorate file in the main wad:

ACTOR BossBrainSizeFix : BossBrain replaces BossBrain
{
Radius 16
}

>> No.8889832

>>8889815
Then that part solves itself. That still leaves the issue of possible stuck monsters, but I think that a solution could be found for that, such as >>8889809

>> No.8889838

why did wolfenstein 3d change of publisher so quickly and so many times?

>> No.8889840
File: 742 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8889840

offsets kinda fuck up the minimalist HUD though
but eh, whatever. anyway, I think I'm happy enough, not planning any further updates.

>> No.8889843

>>8889813
Practically nailed it. A bit more polish (the ARMS window stands-out being the only solid-black element, and the key chevrons are a bit wimpy in size compared to the key lights) and I think we've got our HUD.
>>8889828
The WAD is already so eclectic, I think it'll actually fit the anachronistic feeling of some of the maps.
But I definitely agree that it doesn't fit next to, say, the classically-DOOM title pic.
>>8889829
>locks you from accessing any doomworld page after you started registration
Oh god I forgot about that. What fucking dingus... Well, at least you got your email eventually. I'm not even sure I'll get Doomworld emails in my spam folder now with my nigger-rigged email change (not that I'm complaining of course.)

>> No.8889845
File: 943 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_63.5_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8889845

>>8889526
THE FUN'S NOT OVER YET! Join us for DBP21!
104.128.49.2:10699
104.128.49.2:10699
104.128.49.2:10699

>> No.8889846
File: 391 KB, 542x540, 1444507826747.png [View same] [iqdb] [saucenao] [google]
8889846

>>8889840
You've done good, anon.
How should I credit you?

>> No.8889850
File: 25 KB, 144x144, sweetass3.gif [View same] [iqdb] [saucenao] [google]
8889850

>>8889830
>the radius of Romero head has been increased from 16 to 20 in zdoom
I legit can't stop laughing IRL jesus fucking christ.

>> No.8889851

>>8889840
The easy solution to that is to offer a version with either no HUD, or without the keys changed. For people who don't use the regular statusbar.

>> No.8889854
File: 123 KB, 720x540, 1642012731868.gif [View same] [iqdb] [saucenao] [google]
8889854

>>8889845

>> No.8889864

>>8889846
I'm just cleaning up the work of other two anons
and I'm credited among mappers anyway

>> No.8889868

>>8889864
I'm really autistic about credits, but if you insist, I'll say the status bar was a joint effort by 3 anons.

>> No.8889869

>>8889830
I'll just have to assume that we're the only people who have done this exact thing, because it seems like something which would have come up at some point otherwise.

>> No.8889870

>>8889830
>That is because for some reason the radius of Romero head has been increased from 16 to 20 in zdoom
You can't make this shit up

>> No.8889872

>>8889830
>That only occurs however because the heads are not moving. That is because for some reason the radius of Romero head has been increased from 16 to 20 in zdoom causing them to get stuck in the wall...
GRAAAAF!

>> No.8889874
File: 24 KB, 568x353, image0.jpg [View same] [iqdb] [saucenao] [google]
8889874

>>8889869
Good on us for innovation, I guess. I'll have to document this exchange in the credits or in an easter egg in the WAD somehow, because this is too good to not include.

>> No.8889876
File: 1.56 MB, 245x160, UTw1k2m.gif [View same] [iqdb] [saucenao] [google]
8889876

>>8889830

>> No.8889879

>>8889813
I have just the tiniest of suggestions. It's a little hard to tell what weapons you do and don't have at a glance. Can you make the unlit numbers darker?

>> No.8889889
File: 343 KB, 566x357, jizz-formula-cum.png [View same] [iqdb] [saucenao] [google]
8889889

>>8889813

>> No.8889893

>>8889654
>>8889830
Dog bless anon. Project lead, please include this fix. DO NOT move the map to a different slot, because that will cause other problems as >>8889809 described. If you don't want it to be the 30th map, use UMAPINFO defined exits to change the order, but this has to be in the MAP30 slot to allow telefragging.

>> No.8889895

>>8889893
Doesn't have to be in the MAP30 slot, Anon, UMAPINFO can toggle the MAP30 special on any level, so you can make it happen on MAP01 and make it not happen on MAP30.

>> No.8889903

>>8889850
Yeah. Since splash damage is determined by distance from the edge of a hitbox to the explosion's center this small change could be making like 90% of icon fights slightly easier in zdoom ports. Not to mention outright breaking other maps.

>> No.8889910

Just started playing Serious Sam TFE, is there supposed to be no positional audio? I get really confused every time a kamikaze starts screaming because I can't tell where he's coming from.

>> No.8889925

>>8889895
What's the flag? Couldn't find it in the documentation.

>> No.8889927
File: 174 KB, 700x525, proxy-image(1).jpg [View same] [iqdb] [saucenao] [google]
8889927

>>8889654
Leave it broken in ZDoom, mention it on forums
It's great publicity
Maybe add a message in-game too

>>8889680
How about switches like these in the middle that reveal the color of the key when flipped?

>> No.8889929

Where were you when Graf saved the Build Engine?

>> No.8889930

>>8889895
MAPINFO has that function but I don't think UMAPINFO does

>> No.8889932

>>8889748
Excluding a source port because you couldn't keep your gross hacks in your pants is lame. Inexcusable unless you're targetting a specific port.

>> No.8889934

>>8889929
I was in my room playing doom
phone ring
build is save
yes

>> No.8889935

>>8889930
This is odd. I guess you can work backwards from it then.

>> No.8889937

>>8889932
Calm down, we're making a fix since apparently it's our job to do GZDoom's job.

>> No.8889938

>>8889937
Post it on the forums so that Graf can say it's not an issue and ignore it.

>> No.8889941

>>8889813
fuckin epic

>> No.8889943

>>8889925
In ZDoom's regular MAPINFO, it's AllowMonsterTelefrags
But it's not listed in the UMAPINFO page, so maybe this feature isn't yet implemented?

>> No.8889947

You can stop pretending Doom 2 is bad
https://www.doomworld.com/forum/topic/94546-doom-1-or-2/

>> No.8889948

>>8889932
Disregard this, I have caught up and read the rest of the thread.
That change to the icon of sin's radius is fucking retarded.

But it makes me curious as to why? My only guess is that zdooms non infinite height rocket explosions makes it necessary for when you aren't operating at doom (strict) compatibility.
Does it work if you change that? What the fuck edge case was this trying to solve.

Anyway, yeah, you were right. Fuck zdoom in this case. It's not just some compatibility thing, they actively fucked up a core entity of the game.

>> No.8889951

>>8889947
I never did. I've always preferred Doom 2 in just about every way except for maybe the music.

>> No.8889953

>>8889951
Based

>> No.8889957

>>8889813
Looks fuckin great.

>> No.8889959
File: 1.12 MB, 960x1080, sns63.png [View same] [iqdb] [saucenao] [google]
8889959

>>8889526
Thanks for another memorable session.

>> No.8889960

>>8889948
Cockblock asked one of the ZDoom guys about this, and apparently the bossbrain doesn't have a defined value so it defaults to 20. This bug probably existed for as long as decorate has been a thing and we're the only ones who noticed since WME did this conveyor thing first.

>> No.8889961

>>8889948
>Disregard this, I have caught up and read the rest of the thread.
Yeah maybe take the dicks out of your eyes before you accuse other people of "gross hacks" you fucking idiot.

>> No.8889962

>>8889932
It's almost certainly an oversight, Romero's head has Radius 20 because 20 is the default Radius an actor will have if none is defined, and Graf or someone else (maybe Randi Heit) forgot to enter the proper Radius value.

This hasn't caused anyone a problem in all these years because nobody else has done this exact thing. One wonders if it's too late to fix though, because Radius is factored into splash damage, so if you fixed the Radius now, how would this change how existing Icon Of Sin levels would function? Maybe not significantly at all in most cases, but there could be other outliers.

>> No.8889965

>>8889948
Not even that, the bossbrain is hardcoded to always have infinite height for explosion damage checks. There's no reason at all.

>> No.8889974

>>8889962
When has Graf ever cared about compatibility?

>> No.8889975

>>8889961
Shut the fuck up you silly faggot. Stay mad that someone correctly assessed your conveyor bullshiy.

>> No.8889979

>>8889975
>correctly assessed your conveyor bullshiy
WME literally just used basic Boom tools to make an interesting Icon of Sin. It's not hacky, and you deserve to be chastised for jumping to toxic rhetoric instead of bothering to make sure your assessment had any merits in the first place.
Stay arrogant, you little pissant. I'm sure it's served you well so far.

>> No.8889980

>>8889959
Tonight's session had some real good maps. A real good time all around

>> No.8889983

>>8889975
The fuck's your problem, bro?

>> No.8889986
File: 1.17 MB, 1920x1080, q2_0018.jpg [View same] [iqdb] [saucenao] [google]
8889986

How to hate Ground Zero on nightmare, the Screenshot

>> No.8889992

>>8889959
Sorry about the lock

>> No.8890002

>>8888648
underrated.

>> No.8890013

reeee rune glitch

>> No.8890031
File: 492 KB, 1275x722, normal.png [View same] [iqdb] [saucenao] [google]
8890031

Anyone else have this happen?
My first (successful, not raped by revs) time through he got stuck on the top layer behind the wall.

>> No.8890037

>>8890031
What's the port and what's the problem? The head stopped moving?

>> No.8890038

I can't adjust weapon bob in prboom/dsda? It's either on or off, no in-between?

>> No.8890050 [DELETED] 
File: 111 KB, 704x960, scrap768_a.jpg [View same] [iqdb] [saucenao] [google]
8890050

>> No.8890054
File: 137 KB, 1083x609, Image122.jpg [View same] [iqdb] [saucenao] [google]
8890054

>> No.8890060

>>8890054
UOHHHHHHHH!!!

>> No.8890062

>>8890054
>Graf Moment crusher
kek

>> No.8890063

>>8890054
Hrm, damn revenant, punching a doom marine like that... needs BFG correction...

>> No.8890068

>>8888319
Nah, I'm not good enough for pistol starting yet. I haven't done another go yet but I've been thinking about resource management. When do I use my rockets? Do I need to get that soul sphere at the start or keep it for later? etc, etc. It's been on my mind all day, I might just take another few goes at it right now.

>> No.8890079

>>8890068
E4M2 is unironically a lot easier from pistol start.

>> No.8890085

>>8890079
Only if you blew all your resources doing 100% on E4M1. Skip the optional four barons and the only problem is how little health the map has.

>> No.8890087

>>8890085
Starting with such low health is the issue.

>> No.8890094

>>8890037
Prboom+, and yeah. Seems to get jammed up by a prop not teleporting or getting stuck otherwise.

>> No.8890102
File: 24 KB, 642x427, 400endoom1.png [View same] [iqdb] [saucenao] [google]
8890102

Here's a lazy endoom loosely inspired by the lazy endooms from 200 and 300 minutes of vr. Give suggestions.

>> No.8890106

>>8890102
Better than nothing. I like it.

>> No.8890109

>>8890102
fug u

>> No.8890113

>>8890109
Shut up Jedd

>> No.8890115

>>8890094
If the problem is the head getting pushed off the belt, maybe one line isn't monster blocking when it should be. If something else isn't moving when it's still on the belt, I have no idea.

>> No.8890126
File: 1.30 MB, 1920x1080, q2_0019.jpg [View same] [iqdb] [saucenao] [google]
8890126

Poor guy

>> No.8890137

>>8890115
He's getting jammed on the props. So they aren't moving.

>> No.8890141

Leaked DNF2001 Gameplay: https://streamable.com/5qttin

>> No.8890146

>>8890137
No idea then. The props shouldn't stop moving or change their speed.

>> No.8890153

>>8888562
Only for novelty. It's a mediocre game in most/all respects.

>> No.8890154

>>8890146
The Romero heads will change its speed when they takes damage. This is probably unavoidable unless you give them all their own separate lanes and remove the decorations.

>> No.8890160

>>8889351
The base music isn't great. I do love it though.

>> No.8890162

>>8890141
Jesus fuck it's real
Where did you get this?

>> No.8890164

>>8890141
I always wanted to hear that club music in the trailer in full. This is bretty cool.

>> No.8890165

>>8890141
This game looks pretty mediocre, honestly.

>> No.8890167 [DELETED] 

>>8890162
>>>598358716

>> No.8890168

>>8890154
Damn. Ok. I won't be able to get to the editor again for about 20 hours, but I'll see if I can rebuild it to 6 lanes so I can segregate the heads and props while keeping the effect.

>> No.8890170

>>8890162
Someone posted it in a Steam group chat I'm in. No idea where they got it from.

>> No.8890172

>>8890141
>>>/v/598358716

>> No.8890176

>>8890172
>duke is coming
Oh fuck. Are we gonna get a playable version of this shit?

>> No.8890178

>>8890170
ask them and show us pls

>> No.8890179

>>8890162
Well there you go: >>8890172

>> No.8890243

why won't a key bind to the laser cannon in Scourge of Armagon? QSS btw ::(

>> No.8890251

>>8890243
nvm I'm dumb found it
>bind 9 "impulse 225"
>bind 0 "impulse 226"

>> No.8890281

https://www.gildor.org/en/projects/quake2

Any experience using this? Play quake maps in q2? Looks long dead though

>> No.8890282

>>8889830
Interesting. I went ahead and just added
Radius 16;
to the BossBrain in my GZDoom.pk3s.

>> No.8890291

>>8890172
>Duke killing humans
wtf

>> No.8890295
File: 627 KB, 500x363, 14256433423546.gif [View same] [iqdb] [saucenao] [google]
8890295

What's your fav doom mod to dump a ton of time into that's addicting and rewarding?

>> No.8890297

>>8890295
Hideous Destructor. One of the best multiplayer games I've ever played.

>> No.8890301

>>8890295
>>8890297
This, but even single player it's immensely satisfying to learn and improve at.

>> No.8890305

Even if it came out you would still say it's inferior to Duke 3d

>> No.8890308

>>8890305
It has reloading, of course it's inferior to Duke 3D.

>> No.8890309

>>8890297
>>8890301
Somehow never tried this. Good looks

>> No.8890318

>>8890308
Duke always reloaded his pistol, checkmate

>> No.8890321

>>8890309
Godspeed. Read the manual, play the community bootcamp map, and use Eric's tips if you want actually helpful information in-game.

>> No.8890323

>>8890318
Duke's pistol didn't have a manual reload, it just played an animation every time the bullets his a multiple of 12.

>> No.8890325

>>8890281
Nope, be the first to test in many years since planetquake.

>> No.8890331

>>8889983
Nothing, until that retard decided to escalate shit for no reason.

>> No.8890367

>>8889986
neither the turrets or the spawner fuckers are featured in that pic

>> No.8890412

>>8889910
Yep. I heard they fix this in the Fusion version of the game.

>> No.8890418
File: 1.34 MB, 1920x1080, q2_0049.jpg [View same] [iqdb] [saucenao] [google]
8890418

>>8890367
don't worry here is both ded

>> No.8890426
File: 1.39 MB, 1920x1080, q2_0051.jpg [View same] [iqdb] [saucenao] [google]
8890426

>>8890418
by the way, i will keep saying that this game had higher res textures in mind.

>> No.8890461

>>8886809
I just beat congestion 1024 with pistol starts. I think I liked it. There are some maps that really suck, but overall not bad for a gimmick level set. I'm going to play 10 Sectors next. Thank you for reading my Doom blog.

>> No.8890465

I'm proud of us for coming together on a big project like this again. It's been too long

>> No.8890473

June will be flooded with Duke posts.
Mark my words.

>> No.8890474

>>8889792
>OpenGL engine
>Over a decade of development
>Still cannot put decals on floor, even with hardware rendering

>> No.8890495

>>8890079
I'm interested in learning how

>> No.8890501

>>8890473
i don't believe in that

>> No.8890513

>>8890465
>want to contribute to a /vr/ project

I really need to learn how to...do anything, really, but I'd like to make a map at some point. Also wanna learn how to convert a song into midi format.

>> No.8890515

>>8889371
All canon is just someone's head canon.

>> No.8890546

>>8890513
Doomkid's got a lot of tutorials on Youtube on mapping. He sticks mostly, or maybe entirely, to vanilla, which means the methods can seem a little hacky but they're time-tested. He also has Doom Builder tutorials in an outdated version, but the basics are essentially the same. I used some of them to get started myself, tho I haven't checked if he has videos on advanced tricks or how to make "good" maps or anything.

>> No.8890557

>>8890465
All shitposting and whatever aside, me too. Shit looks to be good.

>> No.8890592

>>8886809
Dear /vr/ before i go to bed, have this as a gift
https://www.youtube.com/watch?v=w6oXt9OKKNo
https://swordandtorchinn.blogspot.com/p/download-links.html

now there is a full pack of useable and old 40k spritesets for Doom, and is from the based 2nd ed along with the space hulk games.

>> No.8890596

>>8890592
https://www.unseen64.net/2010/04/25/warhammer-dark-crusaders-pc-cancelled/

>> No.8890652

>>8890412
Fusion is the HD version, were you thinking of Revolution?

>> No.8890758

>>8890168
As far as I can tell what's happening is that a prop or Romero head seems to think it's teleport is blocked, so it skips last the teleport line. Then everything else piles up behind it.
I love the idea of a carnival game IOS fight though. Hope you get it working cleanly.

>> No.8890849

>>8889840
>>8889813
Love it

>>8889846
>>8889864
I am the one who made the base bar, I am also among the mappers.

>> No.8890857

>>8890849
>>8889813
I also wasn't aware you could set offsets for HUD elements; I always thought they were drawn exactly in place.

>> No.8890873

>>8890141
Looks like shit. Dark much? Doom 3 called they want their DARKNESS back

>> No.8890885

>>8890873
Found the Zdaemon player.

>> No.8890906

>>8889592
No worries, its in Eversion - I placed both skull and card red keys only for aesthetic reasons and not because I ran out of keys - players will probably keep track of which they picked up, and even if they dont I can change one to yellow and its all good then
>>8889654
>>8889830
>>8889903
Jesus, zdoom/gzdoom feels like such a fucking hackjob sometimes, which is a shame because all the extended features are good for TCs and fancy modding. Dont get me wrong, its unlikely Ill ever pick up UDMF - MBF21 and the new dehacked standards are versatile enough - but fun stuff like reelism and samsara and keegan's stuff are a lot of fun otherwise impossible to make

>> No.8890908

>>8890906
You know I wonder how much of my shit could be replicated in dehacked.

>> No.8891067

>>8890908
Monsters are probably much easier to translate than weapons. The guy/guys who made that mbf21 demo 2 level heretic doom crossover said not everything from heretic could be ported over so I guess "one third of heretic" is a reasonable limit

>> No.8891156
File: 24 KB, 319x204, kt10.jpg [View same] [iqdb] [saucenao] [google]
8891156

What's your thoughts on Killing Time /vr/ ?

>> No.8891191

>>8890172
https://streamable.com/q4w9iu

Holy shit

>> No.8891241

>>8890165
yeah no shit. it's an unfinished game. kys retard

>> No.8891249

>single-segmenting an hour-long map
>die 40 minutes in in one of the easiest fights
just fuck my shit up

>> No.8891283
File: 18 KB, 430x214, dedreimu.jpg [View same] [iqdb] [saucenao] [google]
8891283

Is there a way to automate the process of making CWILV graphics? There is no way I'm hacking together 37 of these

>> No.8891294

>>8891283
you mean the level names?, here's a site to generate them
https://c(dot)eev(dot)ee/doom-text-generator/

i've written (dot) where the dots are because 4chan antispam won't let me post the link

>> No.8891303

>>8891283
>>8891294
Doomwriter is better. https://zandronum.com/forum/viewtopic.php?t=4670

>> No.8891315

What's wrong with latest cacowards? What's so prejudiced about them?

>> No.8891316

>>8891283
Remember to add in author names, we had that in 2048 and hffm but not in ad mortem for some reason

>> No.8891324

>>8891316
That's the plan. Once I get these done the beta will be ready for testing.

>> No.8891330 [DELETED] 
File: 13 KB, 275x183, slade3.jpg [View same] [iqdb] [saucenao] [google]
8891330

>>8891294
>using anything made by a confirmed PaedoTroon and dogfucker LexyEevee - including pic rel
nice try Discord

>> No.8891332

>>8891330
Speak English or don't speak at all

>> No.8891337
File: 1.68 MB, 1308x1308, Download (1).jpg [View same] [iqdb] [saucenao] [google]
8891337

>>8891332
>SPEAK ENGLISH OR DIE
ftfy

>> No.8891343 [DELETED] 

>>8891332
Do you really want me to link you to his KF thread right now?

>> No.8891346
File: 84 KB, 659x589, 1640185088072.jpg [View same] [iqdb] [saucenao] [google]
8891346

>>8891303
>this exists
Not project lead, but man, I've been doing them all manually by pulling graphics from the iwads.

>> No.8891348

>>8891337
https://youtube.com/watch?v=qZSTfGIoPLc
Bobby Prince had some real good taste

>> No.8891358

>>8891156
Had fun with the PC version, may try emulating the 3D0 one for October. PC version has a new patch as well, makes mouse aiming work and provides better cutscene quality.

>> No.8891371
File: 384 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8891371

>>8891324
last minute hud fix: https://files.catbox.moe/k9di2d.zip
added dots to hopefully get the point across better, as per >>8889828
added some non-pitch-black background to arms as per >>8889843
darkened missing weapons as per >>8889879
gave doomguy subtly baggy eyes as per >>8887913

>> No.8891382

>>8891330
i have no idea who you are talking about cause ive just googled doom text generator, but good to know

>> No.8891386

>>8891371
One thing maybe: is it possible to offset the flaps one pixel to the right (incl. adjustments to background) so that for ammo and armor they don't hit the left border (or pull the left health border 1px to the right).

>> No.8891390

Is it frowned upon to play using free aim with mouse?

>> No.8891393
File: 229 KB, 256x135, 1652068694444.gif [View same] [iqdb] [saucenao] [google]
8891393

>>8891382
Quake modscene may have leftarded fags and trannies on their ranks, but the Doom modding community is forever cursed because of that one autistic furshitter

>> No.8891397

>>8891390
Play as you like, only autists care about that kind of shit.

>> No.8891407

Does anybody else open up WADs they've played before and replace the music with songs they feel better fit the atmosphere?
I do this with most of the WADs I play and honestly it's improved my experience with them immensely. I don't know how autistic it is though

>> No.8891413

>>8891407
Not really, I remember only doing so in the Darkening episode 2 because one of the midi's was so annoying.

>> No.8891420

>>8891413
I did that with Ancient Aliens and replaced most of the music with Sonic CD tracks.
They fit pretty well actually

>> No.8891423

>>8891390
Many encounters will be designed without it in mind but it’s more important that you play and enjoy it however you want.

>> No.8891425
File: 384 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8891425

>>8891386
sure, here's a version with that: https://files.catbox.moe/ctj5xz.zip
leaving it up to the lead which version to use, since offsets on numbers could potentially fuck up some other fullscreen hud variations.

>> No.8891429

>>8891425
You forgot the dots

>> No.8891430
File: 384 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8891430

>>8891425
ah crap, forgot to move the dots
https://files.catbox.moe/nepr0q.zip
last version for real this time

>> No.8891436 [DELETED] 

>>8891425
>leaving it up to the lead which version to use, since offsets on numbers could potentially fuck up some other fullscreen hud variations.
That's true. In order to calm my autism I made a version with no flaps offset and just the ammo panel's left border pulled a bit to the right so it's in accordance with the others https://files.catbox.moe/bkpq2m.zip

>> No.8891438

>>8891407
>Does anybody else open up WADs they've played before and replace the music with songs they feel better fit the atmosphere?
I’ll do that, I’ll edit sprites, even sometimes mess with text or tips, it’s real easy tinkering with all these. The only thing I don’t mess with are the levels themselves, I’ll occasionally work with textures.

>> No.8891439
File: 105 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8891439

>>8891425
>leaving it up to the lead which version to use, since offsets on numbers could potentially fuck up some other fullscreen hud variations.
That's true. In order to calm my autism I made a version with no flaps offset and just the ammo panel's left border pulled a bit to the right so it's in accordance with the others https://files.catbox.moe/bkpq2m.zip

>> No.8891487

>>8889947
i gained alot of respect for DOOM 2 when i pistol started it.

>> No.8891503
File: 6 KB, 279x132, image.png [View same] [iqdb] [saucenao] [google]
8891503

Newbie here, I wanted to replace "secret found" sound in gzdoom, is that all I have to do, pk3 with a single file? It's working, but maybe I'm missing something.

>> No.8891513

>>8891503
well yeah. I mean, it's working, what else do you need.
if you put the pk3 into "skins" folder it will load without having to add it to load order.

>> No.8891543 [DELETED] 

>>8891343
What the fuck is kf

>> No.8891551 [SPOILER]  [DELETED] 
File: 66 KB, 1024x683, 1652104998702.jpg [View same] [iqdb] [saucenao] [google]
8891551

>>8891543
killing floor

>> No.8891552

>>8890513
Learning how to map is fairly simple. Tools were kind of shitty in the 90s but ever since Doom Builder came out in the early 2000s it's been easy mode, the software is incredibly intuitive and quick to learn.

I would say to get Ultimate Doom Builder, Slade, and then to look at some tutorials on YouTube. Doomkid has a few, then there's some analysis stuff such as Evolution Of The Wad, which is pretty lengthy, but if you've never sat down to ponder level design theory there's a bit to pick up on there.
Some of the guys in Evolution Of The Wad said to not make Dead Simple clones, but you don't have to follow that, mind this predates UMAPINFO so nothing stops you from shoving a Dead Simple clone into any map slot you want, you could have an entire .wad of Dead Simple clones. I would say a better point would be to not make a Dead Simple clone if you don't feel like making one.

>> No.8891569

>>8887976
Oh, I love these. Finding a switch after searching through unconscious nooks brings me immeasurable joy, and just looking at the screencap makes me happy. But I knew what you meant, so I've already tried to address issues you brought up in the way I could. If you plow through the last section with BFG blasts, then that should mean that you took harder approach with previous fight by conserving cells, i.e. normally you're supposed to be left out of them. It's fine as reward I think, and if anything: these fights were hastily placed in odd order. My sense for encounter design is off, so I can't confidently predict the ways how these things may play out. I might be incompetent, but I still wanted to make player's experience most possibly enjoyable.

>>8891439
I only remember "minimalistic" look at earlier conception stages of this HUD, but this one looks most unusual. I don't think I've seen so much effort put into status bar before, fantastic job anon!

>> No.8891576

>>8891330
He didn't make Slade wholesale, only contributed some code.
But out of curiosity, is there another modern program that does what it does half as well?

>> No.8891584

>>8891576
>that does what it does half as well?
Like what? You can do everything Slade does with an editor. Really the only thing you would need it for is setting offsets for graphics.
That said, everyone caring about that drama bullshit can fuck off, I like Slade and will continue using it.

>> No.8891595
File: 7 KB, 320x180, zoot.jpg [View same] [iqdb] [saucenao] [google]
8891595

>>8891430
>>8891425
>>8891371
Fucking amazing, good work anon, glad to know people playing my map will have a sweet hud to boot. So happy for another /vr/ project to come out - congrats also to project lead and other mappers

>> No.8891596
File: 85 KB, 250x250, Golden_Skull.png [View same] [iqdb] [saucenao] [google]
8891596

>>8891513
Thanks. Also wanted to use it with prboom/dsda, so I downloaded some wad editor (Slade 3) and created wad with this ogg file as well, turned out I don't even have to use directories, filename alone is enough. First try failed, the sound went full bonkers because I didn't convert it to doom format, but after converting my first wad works like a charm across prboom/dsda/gzdoom.
No wonder there so many mods when the start is so simple.
Thanks for reading my blog.

>> No.8891601

>>8889959
>Norm's hitler quotes
sounds like a fun session, too bad I couldnt play

>> No.8891626

>>8886810
>>8887091
>>8889654
>>8889830
>>8890154
>>8890168

House of Fun version 2: https://drive.google.com/file/d/1Cb0dhwf9JV1EBKmMZYihMm8l-u3ad2ZP/view?usp=sharing

>includes decorate lump so it works in GZDoom
>duplicated and segregated lanes so the boss brain's pain state won't cause it to desync with the decorations and cause gridlock
>some lighting improvements since I had 2 hours spare anyway

I am now very confident that this will not break in any circumstances in any Boom or ZDoom ports. Thanks very much to the anon who discovered the broken radius.

>> No.8891642

>>8891283
https://freesound.org/people/InspectorJ/sounds/401221/
maybe we could add a short fragment of this(1 chime for example) as the secret discovered sound?

>> No.8891668

>>8891642
Sounds cool, I'm behind it

>> No.8891694
File: 30 KB, 1920x373, doom00.png [View same] [iqdb] [saucenao] [google]
8891694

The blue arrow was much too dark in my opinion, I could barely see it, so I brightened it up a little.
See picture for comparison.

https://files.catbox.moe/3kvvst.wad

I think that, at least for me, that this is the definitive version. And I don't think having the numbers be slightly misaligned on some other HUDs is a problem if the key images are already way more misaligned.
Your own fault if you don't use this most excellent HUD.

>> No.8891732

>>8891694
I'll admit I didn't like the flip clock hud idea at first, but seeing it finished it looks amazing.

>> No.8891739
File: 1.27 MB, 1920x1080, Screenshot_Doom_20220509_153125.png [View same] [iqdb] [saucenao] [google]
8891739

Been watching the 400 minutes coming together in the background. Looking forward to it lads. Also Strange Aeons is mid.

>> No.8891757

how i love ground zero
there is tons of sparse BFG and Plasma Beam Ammo to use, but the fuckers suicide rush at you so you cant use it without dying at the blast.
also no power armor screen unlike Reckoning.
at least there is tons of railgun sluggs but there enemies takes tons of hits to kill them on nightmare.

>> No.8891765
File: 1002 KB, 1920x1080, q2_0054.jpg [View same] [iqdb] [saucenao] [google]
8891765

>>8891757
oh and tesla mines would work better if they were like proximity mines and stick everywhere

>> No.8891779
File: 756 KB, 864x825, 1564395238719.png [View same] [iqdb] [saucenao] [google]
8891779

So we're making a DN:Forever map pack in June then?

>> No.8891781

>>8891779
At this rate, 94 Protons will NEVER happen.

>> No.8891793

>>8891694
Oh god dam yes, I never realized how much I needed those colons after the first digit.
I think you're right, I think this is the one. God bless, OK??

>> No.8891801

>>8891781
Yeah we should rename it to 94 Protons: Forever

>> No.8891807
File: 39 KB, 500x500, 1640688167306.jpg [View same] [iqdb] [saucenao] [google]
8891807

>>8891407
>mfw imagining someone replacing my maps' songs
It's not wrong, it just hurts a lil.

>> No.8891808

>>8891801
90-Forever Protons

>> No.8891814

>>8891596
Liked and subscribed.

>> No.8891830
File: 1.40 MB, 1920x1080, q2_0015.jpg [View same] [iqdb] [saucenao] [google]
8891830

And people say that Quake 2 High Res textures are bad
this really bring the full autrism of carmack's lightmaps and dynamic lights into use

>> No.8891838
File: 1.57 MB, 1920x1080, q2_0057.jpg [View same] [iqdb] [saucenao] [google]
8891838

>>8891830
id lost a good opportunity to re-release Q2 during Q4 release with something like this.
mainly with the X360 "remaster" where the texture compression was fixed.

>> No.8891840

>>8891739
I like it a lot until you get to the Egyptian episode with enemies that never want to actually die.

>> No.8891845

>>8891732
To be frank, when I posted the first mockups I also didn't think it would catch on, but thanks to other anons, especially >>8891430, who elevated this from an commendable attempt to something awesome, I am pretty proud of it now.

>> No.8891868

>>8891830
>And people say that Quake 2 High Res textures are bad
It looks great. I’ll always prefer the “crunchy pixel” and unfiltered look, that style has become synonymous with both Quake 1 and 2 for me.

>> No.8891883
File: 17 KB, 480x360, 1611945693799.jpg [View same] [iqdb] [saucenao] [google]
8891883

>>8891249
I know that feel bro

>> No.8891891
File: 1.12 MB, 1920x1080, q2_0060.jpg [View same] [iqdb] [saucenao] [google]
8891891

>>8891868
The game had high res in mind no matter what people said, mainly per beta promo screenshots.
Though, being released in 97, besides being rushed to meet a christmas release and 3dfx gpu release was a good choice in the end since HL was coming hot.

But still id lost a good chance during Q4 marketing of releasing a Update with these uncompressed graphics.
it is like the S3TC DXT pack SiS S3 did to compete against Nvidia and ATI Using Unreal and Q3A, the API was so damn good that became industry standards til this day.

Also Q3A with that looks great, not only all textures are finally uncompressed with its true size but also it feels right. Plus, If there is a remaster coming out soon, i hope they ditch .wal into legacy support and enable TGA,PNG and even DDS as texture formats for Q2, so it is possible to add and use all tilesets that previously weren't possible due to .wal limitations and colormap issues.

Even Q1 these days got rid of it and opened the gates of mapping autism.

>> No.8891910

>>8891891
>The game had high res in mind no matter what people said, mainly per beta promo screenshots.
No argument there, I’m still always going to prefer the unfiltered look.
Also, unless I’ve missed some, I think I’ve yet to see any of these higher resolution textures shown off through Quakewulf’s maps.

>> No.8891918

>>8891840
The skeletons are annoying, yeah. But at least with HND you can whip them down into a few pits. Also on my last runs with Hearts of Demons I figured out their corpses can be crushed by doors.

>> No.8891919

>>8891294
>Eevee
NOT IN A MILLLION YEARS ;^p

>> No.8891929

>>8891910
He prefers the godot guy neural upscale textures.
but that covers only vanilla, vaa4444's covers xatrix and Rogue, and a guy used it to finish zaero and oblivion.
the oblivion pack is gorgeous.

>> No.8891948

>>8891929
I’m asking why I’ve not seen any of them posted here yet, since I was under the impression that most if not all of his maps use vanilla assets.

>> No.8891953

>>8890176
According to the /v/ thread with the guy promising to leak it, yes, a playable half-complete game in June. Remains to be seen if they're lying.

>> No.8891956

>>8890308
Who cares? It doesn't have to be superior to duke3d to be worth releasing or playing.

>> No.8891965

>>8891626
>includes decorate lump so it works in GZDoom
Couldn't you just widen the lanes, since you broke them into prop lanes and head lanes anyway?

>> No.8891972

>>8891779
Would be better to just finish the game. All the leaker said is that they were patching it up a bit. My guess is that there will still be a lot of sparse levels and unfinished set decorating/level scripting.

>> No.8891973
File: 179 KB, 1280x720, duke_sga03.jpg [View same] [iqdb] [saucenao] [google]
8891973

>>8891393
I have always wondered: Why is Doomworld filled with trannies, furfags etc? just why? so many anime avatars. I still love downloading maps from time to time but man there's all these fucking weirdos in there all the time.
The Duke scene is better. It is so niche and there's always the same people sharing maps.
Btw, check out Shaky Grouds if you haven't.

>> No.8891979

Anyone collects big boxes? what should I buy? also what are some prices that aren't scammy? the sealed ones are insane.

>> No.8891989

>>8891979
I have some big boxes in a shed somewhere, rotting probably. I think CoD1 is in there. Want to buy them?

>> No.8891991

>>8891973
I didn't realize there was an active duke3d mapping scene.
Can you recommend any good maps that capture and expand on the grimy & dank L.A. vibe?

>> No.8892002
File: 110 KB, 1443x1080, file.png [View same] [iqdb] [saucenao] [google]
8892002

Well, I finally did it. Saved three times but made it out alive.

>> No.8892006

>>8891807
I replace all music with ambient nine inch nails albums. Nothing personnel.

>> No.8892008

>>8891407
I switch to Doom 64 soundfont when I'm bored.
https://www.youtube.com/watch?v=4zpzUe2Exm0

>> No.8892010

>>8891973
>>8891991
Speaking of Duke3D mods, which ones have the (mini)BattleLord's chaingun/mortar thing as an usable player weapon ?

>> No.8892019

>>8891584
>I like Slade and will continue using it.
This. I use Notepad++ knowing full well the developer hates me. Fuck 'im, I still benefit from his labor, ostensibly for free.

>> No.8892021
File: 5 KB, 703x357, file.png [View same] [iqdb] [saucenao] [google]
8892021

>>8892019
Some of the people here pick the stupidest hills to die on

>> No.8892024

>>8892002
good job fren

>> No.8892028

>>8892006
No that's fine Trevelyan, you're reaching levels of comfy that mankind wasn't meant to experience anyway. I can't judge. I can barely comprehend.

>> No.8892034

>>8891991
I wouldn't call it active. We get maybe 6-10 maps a year

>> No.8892070

>>8892021
I'd say that zandronum doomwriter is better, but if this tool is good for you and will make 400mins beta roll out then go for it dude

>> No.8892083

>>8892002
you forgot one secret

>> No.8892086

>>8892083
Let me have this man, I wanted to just move on

>> No.8892103
File: 2 KB, 62x34, ARM1_pj.gif [View same] [iqdb] [saucenao] [google]
8892103

With 400min having this general "time" topic, I had a silly idea for the armor.

>> No.8892116

>>8892103
I don't get it.

>> No.8892117

>>8892103
and armor bonuses would be those silly pyjama hats?

>> No.8892123

>>8892116
It's supposed to be a pajama ;_;

>> No.8892129

>>8892123
it would be more recognizable if it had white stripes i think

>> No.8892132

>>8891584
>Like what?
Palette generation, color remap, mass offsets. That sort of thing.

>> No.8892136

>>8892123
Oh. Give it a collar and some plaid striping.
Though I don't think it fits with the theme *quite* well enough.

>> No.8892141

>>8892129
>>8892136
Stripes would be the next step.
But yeah, it was just a silly idea.

>> No.8892149

Do you prefer Doom or Doom 2?
Additional episodes included.

>> No.8892153

>>8892136
>Though I don't think it fits with the theme *quite* well enough.
The analog clock didn't either until it "clicked". Although I agree more in this case, it's more of an uphill battle to associate pyjamas with a time crunch IMO.
But I'm not opposed to it either; there's room for cups of coffee as Health Bonuses for example, so other "sleepytime" motifs might bring a tighter thematic cohesion.
Or maybe I'm just being pretentious. Hard to say sometimes.

>> No.8892158
File: 1.99 MB, 498x331, clock-king.gif [View same] [iqdb] [saucenao] [google]
8892158

>94 Protons takes too long
>400 Minutes of /vr/ starts on a whim, a time restricted based project
>It takes a time theme and runs with it
>It looks like it's going to be delivered on time too
The joke practically writes itself

>> No.8892161

>>8892149
>Additional episodes included
Doom 1 if we're talking just IWADs
But Doom 2 got the PWADs fa days.

>> No.8892197

>>8892161
I probably should have said Ultimate Doom or Final Doom.
I was thinking D1 and E4 vs D2, Evilution and Plutonia.
The SSG and new enemies in Doom 2 are great, but I prefer Doom 1's levels.

>> No.8892198

>>8892149
Doom 1 on first playthrough, but Doom 2 is more interesting to replay cause 1 gets easy quick. Plus there's NRFTL for Doom 2 if we're counting bonus episodes.

>> No.8892228

>>8892149
Doom 1’s levels are much tighter overall and interesting to go through, they’re also a lot more colorful than 2. There’s still some in 2 that I like, but it also has lots of fun level concepts and the new monsters and new shotgun are fun. It’s hard to say, I’m on the fence even while I’m leaning towards Doom 1.
>>8892197
>I was thinking D1 and E4 vs D2, Evilution and Plutonia.
For D1 and E4 vs D2, I’d still be undecided. I’m not a big fan of that fourth episode so it doesn’t sway my opinion too much.
Plutonia beats out against all the initial releases as far as I’m concerned, even though most of my Doom nostalgia was born out of TNT. Similar to 2, TNT still has some ideas I liked and a few maps I love.

>> No.8892234
File: 71 KB, 435x494, Untitled.png [View same] [iqdb] [saucenao] [google]
8892234

-= 400 Minutes of /vr/ BETA RELEASE =-
Download: https://files.catbox.moe/9z0wyp.zip
This is a beta compilation of 400 Minutes of /vr/, and while I did try to make sure the set was in a mostly clean state, there is the possibility that I missed some things. Mappers, please check if I have the correct versions of your maps.

Do not share this WAD until we have a formal release or a revenant will fist you in your sleep that means you, Sena

>> No.8892235

>>8892234
first for fucking nice

>> No.8892241
File: 2 KB, 62x34, ARM1_pj.gif [View same] [iqdb] [saucenao] [google]
8892241

>>8892103
Did a version with plaid. I don't think this works.
Doing only stripes makes it look like a death camp prisoner suit.

>> No.8892243
File: 14 KB, 320x200, woo I did it.png [View same] [iqdb] [saucenao] [google]
8892243

Dark Forces was surprisingly fun.
The landmines seemed a bit excessive and Jabba's ship really chapped my ass, but it was fun.
I kind of want to play it again.

>> No.8892246

How in the fuck do you make gzdoom not run like utter fucking dogshit on AMD cards? I just want to get through Hedon on my 6850 but I may as well be playing a powerpoint presentation.

>> No.8892250

>>8892241
>the marine in the striped pajamas

>> No.8892252

>>8892234
Why'd you pack it into archive? Now I'd have to do an extra thing before I can look inside.

>> No.8892254

kil deman
repet

>> No.8892256

>>8892254
Son, after 80 years of ripping and tearing demons and running at extremely high speeds, I've learned one thing; time is better at ripping and tearing. My body is decaying. It's sad to fall apart in pieces like this but it's happening to everyone and even I can't outrun it. Putting an end to the Icon of Sin's hellspawn, I never was able to explore anything else in life. People only remember me as the 'guy who is literally too angry to die' when in reality I was much more than that. I had more emotions than just anger. I'm human, and I loved animals like my pet bunny, and I had relationships and friends, just like you. I was part of the military because I wanted to serve my country. I had other hobbies too, but I lost sight of what was more important to me. Please listen to me son, life is short. Don't let your true self be a lost memory to other people. Sure I may have saved humanity, but I'm human just like you. Don't think that you can't even compare yourself to me and don't you even think about idolizing me or say that I'm like God either. My future was taken from me. You've felt happy more in your life than I have. I may have been basted in the feeling of vengeance while killing demons, but I did it because I was inside the pits of misery. I never was truly happy. Please explore more things with your life and learn something new every day because I wasn't able to. And one more thing, please smile more for me, because I wasn't able to genuinely be happy either. Goodbye

>> No.8892259

>>8892243
It’s great all around and Katarn is a badass. It might get some spotlight once a port of it gets popularized.

>> No.8892262

>>8892252
Probably so the wad can keep its filename when uploaded to catbox, I did the same thing when submitting my map. Slade can open .zips anyway if you just wanted to check you map version against the one in the beta.

>> No.8892264
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google]
8892264

Any other smooth doom + brightmaps chads here?

>> No.8892269

>>8892256
In the end he wasn't too angry to die... he was too angry to truly live.

>> No.8892270

>>8892264
I like brightmaps, but I've never felt Doom's weapons needed more frames of animation.
Except maybe the BFG's recoil frame, but I have a dehacked patch to use that, since it's already in the files.

>> No.8892273

>>8892234
Mister Pain Returns is correct, can confirm.

>> No.8892276

>>8892264
Just brightmaps for the most part. Sometimes I use vanilla smooth weapons, but I honestly get more out of choosing which sprites I want to see with the levelset I’m playing rather than a bunch of smoothed out vanilla ones. On rare occasion I’ll edit “smooth” animations for mods I like, I did a few for Babel.

>> No.8892278

>>8892153
So long as they're blue cups.

>> No.8892279

>>8892278
Naturalily.

>> No.8892285

>>8891393
Such a stupid point of contention, too; most of the products/technology that we use on a daily basis has likely been developed by people much more vile and rotten than just being a smell online loser (pedophiles, traffickers, etc). People just want something that works regardless of the creator.

>> No.8892290

>>8892234
Soul Survivor, should be the latest version. I also think you switched the name cards for 18 and 19.

>> No.8892304

>>8892290
>I also think you switched the name cards for 18 and 19.
Did I? Looks fine to me.

>> No.8892305

>>8892103
Are the bonuses going to be sleeping caps?

>> No.8892308

>>8892304
>CWILV starts at 00
Disregard what I said, I suck cocks.

>> No.8892316

>>8892264
I just use the enemies with Smooth Doom's gore disabled.

>> No.8892318

>>8892103
This would probably work better with the rad suit. But then you couldn't make sleeping caps for armor bonus.

>> No.8892328
File: 1.44 MB, 1920x1080, coffee.webm [View same] [iqdb] [saucenao] [google]
8892328

>>8892153
>*siiiip*
>Mwahhhh, UACoffee, ground from the finest Cacobeans, for a flesh start in the morning

>> No.8892334

>>8892328
>haha, I'm a real monster before I get my morning coffee!
>*blows apart a horde of former humans, some he recognizes, with a rocket launcher before punching an imp into giblets*

>> No.8892336
File: 36 KB, 320x200, a.png [View same] [iqdb] [saucenao] [google]
8892336

>>8892234
titlepic got it rough during pallettization huh?
here's my attempt. feel free to disregard if you're just waiting on Mozzarella

>> No.8892337

How do I make crosshairs not look like shit for freelook mods?

>> No.8892338

>>8892334
>Don't talk to me until I've had my morning coffee.
>*punches nearby barrel*

>> No.8892345

>>8892328
But seriously though, looks great. I really like the bits of coffee steam coming out the cup. Perfection

>> No.8892347
File: 349 KB, 600x720, FKBjfAtVUAAtV1K.png [View same] [iqdb] [saucenao] [google]
8892347

>>8892336
I'll see what he thinks, but I doubt he'll have any issues using this version
>>8892328
>>8892241
This is stupid and I love it. I won't have any problems adding stuff like this to the WAD.

>> No.8892352

>>8892347
>>8892328
Well, here's the files for lead to add them or someone else to improve them, if desired.
https://files.catbox.moe/azwk5v.zip

>> No.8892354
File: 350 KB, 640x640, file.png [View same] [iqdb] [saucenao] [google]
8892354

>>8892241
Do vertical stripes.

>> No.8892364
File: 974 B, 62x34, ARM1_pj_stripe.gif [View same] [iqdb] [saucenao] [google]
8892364

>>8892352
whoops just noticed the sprites aren't named correctly, they lack the A0-D0

>>8892354
As I said, looks like Auschwitz.

>> No.8892367

>>8892364
I thought they were decked out in horizontal stripes.

>> No.8892371
File: 1.01 MB, 1023x737, 400 minutes of vr submissions.png [View same] [iqdb] [saucenao] [google]
8892371

>>8892352
Consider it added. If anyone else wants to try their hand at fun stuff like this, be my guest.

>> No.8892389

>>8892354
just reminded me of this video lol
https://www.youtube.com/watch?v=zZe0h06S6Bw
at least that stripped pijama could suit a wolfendoom project where bj escapes from auschwitz and rescues people
i still like the look of this project
bag eyed doomguy, clock hud, coffee health bonuses
is the armor bonus going to be those santa hats cartoon characters wear?

>> No.8892392

>>8892264
To this day I have no idea what exactly brightmaps do. Not theoretically, but in practice. When I turn on "Lights" in GZDoom launcher I see disgusting rtx-lite effect on every lamp and torch. When I turn on Bloom in settings I see subtle glow effect on static "light sources" like torches or the sky. But I when I turn on "Brightmaps" in GZDoom launcher I can't see any difference.
I understand what brightmaps supposed to do, but I just don't see any effect in-game. And I can't find a single screenshots comparison in google.

>> No.8892396

>>8892389
>to be those santa hats cartoon characters wear?
huh?

>> No.8892398

>>8892392
I don't think GZDoom actually includes many brightmaps for default sprites or textures, seek out "Brightmaps Plus" and you'll notice a lot of stuff glowing in the dark; like monster eyes, and lights on textures.

>> No.8892410

Is the "palette" option in Raze closer to the original games or what?

>> No.8892412

>>8892234
Fucking sweet, can't wait to give this a go!

>>8892328
>>8892364
Man, I'm absolutely loving this. Between that stuff and the status bar, it's great to see all the cool new detail ideas people are coming up with for the project

>>8892336
>>8892347
Yeah here I am, it looks really good dude, way better than Slade's automatic version. I obviously vote for this one to be used!

>> No.8892418
File: 432 KB, 1920x1080, bm.png [View same] [iqdb] [saucenao] [google]
8892418

>>8892392
if you open up brightmaps.pk3 you'll see that it only includes monster brightmaps, mostly various attacks. that's basically all that launcher option affects. I don't think there's a way to actually turn off brightmaps if they come with a mod.
(pic is brutal doom)

>> No.8892429

>>8891965
I could barely fit the new lanes in as it is, plus 16-wide lanes look better.

>> No.8892436
File: 425 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8892436

>>8892234
Played up to MAP04. Noted some things that can be fixed in Cracked, mainly some sky transfer jank and a potential softlock where you can get stuck behind one of the switches in the crate maze.

>> No.8892438
File: 43 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8892438

>>8892436

>> No.8892447
File: 76 KB, 636x449, Brotherhood of Steel.jpg [View same] [iqdb] [saucenao] [google]
8892447

Does there happen to be a buried Fallout-themed shooter or WAD somewhere?
I feel like the aesthetic of the early games would work well with sprite shooters.
Really I just want to run around and blast some mutants with pulp sci-fi laser guns.

>> No.8892450

>>8892328
What...what would Berserk be?

>> No.8892452
File: 306 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8892452

>>8892234
This Arachnotron on map09 is stuck.

>> No.8892453

>>8892447
Ashes?

>> No.8892454
File: 643 KB, 930x528, image.png [View same] [iqdb] [saucenao] [google]
8892454

>>8892450

>> No.8892460
File: 128 KB, 1258x942, fallout-gurps.jpg [View same] [iqdb] [saucenao] [google]
8892460

>>8892447
just play Ashes, man. probably the best we're gonna get.
if you've seen those awesome FPP Fallout gifs, I think the guy who made those ended up working on some indie game as a weapon spriter, but then it fell through or something. honestly don't remember, but he posted his WIP sprites as a result, I think. look it up.

>> No.8892463
File: 10 KB, 342x113, MOWRC0.png [View same] [iqdb] [saucenao] [google]
8892463

>>8892450
*crack*
*siiiip*

>> No.8892464

>>8892453
>>8892460
Thanks, I'll check it out.

>> No.8892469
File: 80 KB, 869x406, throw_me_some_numbers.png [View same] [iqdb] [saucenao] [google]
8892469

>>8892234
>>8892436
>>8892438
Dang, thanks. Good thing I just happened to be lurking around. It was an easy fix - those sectors just happened to be tagged "2" while the sky transfer linedef was tagged 0. Just threw in a second sky transfer linedef, same sky, fixed right. Moved the switch back to prevent dummies from falling into the softlock.
I know this is way over the deadline limit, so I won't mind if this hotfix doesn't sneak it's way into 400 minutes.
https://files.catbox.moe/26376m.wad

>> No.8892473
File: 82 KB, 1000x1023, isolated-cartoon-sleeping-cap-cute-sleeping-icon-vector-28292893.jpg [View same] [iqdb] [saucenao] [google]
8892473

>>8892396
like this

>> No.8892474
File: 26 KB, 320x200, 400666p.png [View same] [iqdb] [saucenao] [google]
8892474

>>8892336
Looks great. Tried to bring out the highlights a bit more.

>> No.8892476

>>8892328
Call it shikadi coffee, after that Barista standalone zdoom mod
>>8892450
Energy drink?

>> No.8892478
File: 407 KB, 2333x1353, Max_und_Moritz_(Busch)_057.png [View same] [iqdb] [saucenao] [google]
8892478

>>8892473
>santa hat
Oh you :3

That's a sleeping cap, from a time when heating wasn't in every house let alone every room. People actually wore these in bed because it was fucking cold outside.
It's literally how people even in the 19th century slept.

>> No.8892480

>>8892476
>Energy drink?
6.66 hour energy

>> No.8892481

>>8892476
>Energy drink?
Perfect. You can keep the colors the same easily with that too.

>> No.8892482

>>8892452
map creator here, I sent a fix to the project lead earlier

>> No.8892483

>>8892450
A full grand slam breakfast. Eggs, Bacon, Sausage, and a tower of pancakes. Yes, I know this will absolutely destroy visability.

>> No.8892484

>>8892474
yeah, mine was just a quick color rotate + patch up obvious stray pixels. figured it would be pointless putting too much effort before I know the status. I'm not some expert at this - so if anyone is, feel free to take a stab.

>> No.8892485

>>8892392
I use smooth doom brightmapped edition for vanilla stuff.

>> No.8892486

>>8892149
with NRFTL included,DOOM 2, if not,its close cause DOOM 1 is more consistent overall,but gets way too easy,and DOOM 2 has much higher highs,so id say DOOM 2.

>> No.8892489

>>8892436
>potential softlock where you can get stuck behind one of the switches
lel that just happened to me

>> No.8892495

If there's Master Levels for Doom 2, how comes there's no Slave Levels?

>> No.8892497

>>8892264
I unironically enjoy bloom effect.
Not a fan of smooth animations, waaay to exaggerated.

>> No.8892507

>>8892497
It looks great in ashes makes the sky more atmospheric.


Cant believe I used to look at lensflares in Unreal 1 and go WOW, even today I look at stuff in unreal 1 and that mental conditioning still kicks in.

>> No.8892515

I also played MAP01-04 and recorded a video of it.
I did not anticipate this ending on MAP04
https://youtu.be/3zFy6mzBJh4

>> No.8892518
File: 144 KB, 100x100, 1588089542210.gif [View same] [iqdb] [saucenao] [google]
8892518

What are your top 3 FPSs ever? Not influence but as a game itself

>> No.8892525

>>8892518
Duke, Thief, Quake.
My dream fps game is still however a strife, elder scrolls type crafted semi sand box but with good combat.

>> No.8892540

>>8892518
Doom, Half Life, FEAR

>> No.8892546

>>8892518
UT'99/2004, L4D1/2, SoC

>> No.8892562

>>8892518
Unreal, Doom 1/2, I dunno, maybe STALKER or some such.
>>8892525
Thief would be number 1 but it's not really an fps imo.

>> No.8892564

>>8892518
half life, TF2, Halo R
I'm counting mods under "influence" and as much as I like the DOOM games vanilla the mods are what really push them above and beyond

>> No.8892568

>>8892518
1- Doom, 2- between Fallout: New Vegas and Left 4 Dead 2, 3- Killing Floor.

>> No.8892569

>>8892518
Not retro but I'm pretty sure TF2 is gonna live rent free in my head until I die.
Other two is probably Doom and Half-Life simply for their modding scenes.

>> No.8892578
File: 45 KB, 412x197, image1.jpg [View same] [iqdb] [saucenao] [google]
8892578

>>8892518
Real tough to pick would have to give it to:
Doom 1/2/final/etc - and especially all mods
UT2K4
and BF1942

>> No.8892584

https://www.youtube.com/watch?v=JLHJEu--a7k

>> No.8892590
File: 75 KB, 640x480, 1.jpg [View same] [iqdb] [saucenao] [google]
8892590

>>8892518
SoC easily the top, System Shock 2, and I'm torn between FEAR (for gameplay) and Half Life (for levels).
>>8892540
>>8892546
based

>> No.8892607

>>8892590
Isn't that Oblivion Lost?

>> No.8892616

>>8892607
/vr/ approved stalker

>> No.8892618

Did ID know people were going to pistol start every level as a challenge? It feels like this was possible by accidental luck because of Shotgunners (and eventually chaingunners) dropping whole weapons instead of ammo pickups like Zombiemen.

>> No.8892621

>>8892618
They playtested every map from pistol start, and it was the punishment for dying without a save, so whether or not they knew people would do it intentionally, they still designed the levels around it.

>> No.8892623
File: 311 B, 11x28, Untitled.png [View same] [iqdb] [saucenao] [google]
8892623

>>8892476
My attempt at 6.66 hour energy

>> No.8892625
File: 1 KB, 110x280, Untitled.png [View same] [iqdb] [saucenao] [google]
8892625

>>8892623
Wow that is tiny, here it is scaled up for scrutiny

>> No.8892626

>>8892450
I like the energy drink idea. Here's a real energy drink called Nine I think, from the Netherlands. You could flip the 9, make it a 6.

>>8892234
Just got up to Map06, it's quite fun so far. The start of Map 05 on the moon with the high contrast shadows was fucking amazing looking.

>> No.8892629
File: 22 KB, 255x654, energydrink.jpg [View same] [iqdb] [saucenao] [google]
8892629

>>8892626
forgot pic lol

>> No.8892638

>>8892623
you're gonna have to make it a full case to preserve readability

>> No.8892650
File: 139 KB, 1440x1080, doom14.png [View same] [iqdb] [saucenao] [google]
8892650

>>8892638
It's a pretty tall can

>> No.8892662

>>8892650
Different anon, but I think a case, or at least a 6.66 pack would be best, because it's also really narrow and doesn't read as a berserk pack. A single can would be best for the stimpacks.

>> No.8892664

>>8892650
yeah but how do I know that it isn't a megasphere or something

>> No.8892665

Question for you lads, how many hours of Doom do you think you play a week?

>> No.8892667

>>8892664
The color scheme.

>> No.8892671

>>8892667
what if I've never seen an uncensored iwad in my life?

>> No.8892672

>>8892664
I feel if he did make it into a 6 pack, the general shape and similar color scheme would be enough to convey the idea

>> No.8892676

>>8892671
I would need to ask why are you playing community projects if you've never played the original games.

>> No.8892680

>>8892662
How about
>1 tall (but not that tall) white can for stimpack
>6-pack of short white cans for medikit
>6-pack of tall (but not that tall) black cans for zerk

>> No.8892683

>>8892234
There's a softlock in the secret room on Moon Crater (the knockoff of The Chasm's blue room) where you can get stuck behind the silver platforms with the switches on them.

>> No.8892686

>>8892234
My map looks correct, and level sequencing feels solid so far. Gonna jump into this later

>> No.8892687

>>8892518
Hexen, Thief 1 and STALKER ShoC.
If Thief doesn't count, Descent 1.
I'm a sucker for rich atmosphere.

>> No.8892693
File: 666 B, 37x35, 1652135857647-Copy.png [View same] [iqdb] [saucenao] [google]
8892693

How's this for the 6-pack?

>> No.8892698

>>8892625
What's the scale look like compared to the berserk?

>> No.8892719
File: 703 B, 38x30, caffienergysauce.png [View same] [iqdb] [saucenao] [google]
8892719

>>8892693
I made a few edits, the perspective is a little more level, and the back row has been offset and darkened.

>> No.8892720 [DELETED] 
File: 403 B, 37x33, zerk.png [View same] [iqdb] [saucenao] [google]
8892720

>>8892693
Original artist here. Made some slight edits (you'd have to swap back and forth between images to notice them). The scale actually looks good ingame.>>8892650

>>8892698
see

>> No.8892721

>>8892719
Looks good, but there's one problem. My file is 666 bytes.

>> No.8892724

Those of you spriting should remember that doom stretches things vertically so >>8892693 is going to look comically tall in game

>> No.8892729
File: 39 KB, 680x680, imageService.jpg [View same] [iqdb] [saucenao] [google]
8892729

>>8892719
Looks pretty good. The second horizontal stripe up the bottom of the can looks a bit weird, as though it has 2 bottoms. The proportion of the labels could also more closely match a can of monster, I feel.

>> No.8892736
File: 422 B, 38x30, 1652137985148.png [View same] [iqdb] [saucenao] [google]
8892736

>>8892729
So basically I would do this

>> No.8892741

>>8892625
>>8892693
>>8892719
>>8892720
As much as I like the way the 666 logo looks in theory, in practice it doesn't look very readable.
Maybe >>8892626 >>8892629's idea to just make it one big red 6 could work? Plus the berserk pack version would srtill end up looking like it says "666"

>> No.8892747
File: 603 B, 38x22, squatcan.png [View same] [iqdb] [saucenao] [google]
8892747

>>8892741
I incorporated this into an edit I was doing anyway to try to get it closer to the size of the zerk pack sprite. What do you guys think?

>> No.8892751

>>8892747
I like that a lot

>> No.8892759

>>8892747
I'd say a white version with crosses would be good for the regular medikit. Or even red cans with white crosses.

>> No.8892790
File: 70 KB, 290x705, 654648787.jpg [View same] [iqdb] [saucenao] [google]
8892790

where the FUCK can I find Sandy Petersen?

>> No.8892794
File: 1.85 MB, 1380x776, Screenshot_Doom_20220508_215052.png [View same] [iqdb] [saucenao] [google]
8892794

>map05 scrncap from megawad 4exSnekis >Dwnld https://files.catbox.moe/y3j0fb.wad

>> No.8892797

https://youtu.be/bntfUA6TmLs

>> No.8892824
File: 132 KB, 128x128, sandy.gif [View same] [iqdb] [saucenao] [google]
8892824

>>8892790

>> No.8892830

>>8892824
You'll hafta get through me, kid.
>*unsheathes Plasma Gun*

>> No.8892839
File: 1.87 MB, 379x423, 1510407776745.gif [View same] [iqdb] [saucenao] [google]
8892839

>>8891781
>>8891801
>>8891808
It's fucking coming.

>>8892158
And it's funny as fuck. I can only commend you people for squeezing in a megawad while I'm not getting shit done fast enough.

>> No.8892850

>>8892618
A part of it working out so well as a gameplay choice is how overtuned with ammo and weapons the levels were, in addition to >>8892621
The way I understand it, there also wasn't a very clear consensus on level order.

>> No.8892873
File: 31 KB, 264x392, 1641548776871.gif [View same] [iqdb] [saucenao] [google]
8892873

>>8892337
anyone help prease

>> No.8892880

>>8892873
crosshair 7
crosshairscale 1

>> No.8892924

>>8892680
Perfect. Do that.

>> No.8892925

>>8892337
>>8892873
Crosshairscale is a float value in GZdoom, so tweak it until the crosshair looks "right" to you.
In Zandro it's a boolean so you're fugged if neither on or off look right.

>> No.8892928

So which sprites are being replaced? We'll need to replace the equivalent text strings in dehacked.

>> No.8892930
File: 981 KB, 1080x720, legdayTITLEPIC.png [View same] [iqdb] [saucenao] [google]
8892930

>legDay og by Clippy edit by D00MER SNEK
>dwnld https://files.catbox.moe/t08ciz.wad

>> No.8892932

>>8892930
>link to OG wad https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/legday

>> No.8892937
File: 1 KB, 38x22, 666.png [View same] [iqdb] [saucenao] [google]
8892937

>>8892747
Tried to make the cans stand out a bit from eachother. The little plastic band that holds them together is gone, but it seemed to me to be muddying the readability a bit.
feel free to use or not.

>> No.8892942

>>8886810
>[05-04] The Force Engine 0.9 release imminent
that was supposed to come out like in march

>> No.8892963

>>8892518
probably among commercial classic FPS
>finalDOOM
>blood
>HL

>> No.8892969
File: 10 KB, 516x516, drinkcans.png [View same] [iqdb] [saucenao] [google]
8892969

>>8892937
I was currently working on the other health pickups, I personally like the plastic bands, but I'm open to suggestions.

>> No.8892971

>>8892969
>was currently
maybe I should take a sip...

>> No.8892972

>>8892969
Those read as plastic bands, and look good.

>> No.8892973
File: 27 KB, 625x415, 98798787.jpg [View same] [iqdb] [saucenao] [google]
8892973

I'm playing Doom 2 and Plutonia is supposed to be even harder than this?
I just got to The Pits and was ground down to just my chainsaw. There's so many enemies and so little ammo.
Then there was that rocket trap.

>> No.8892978

>>8892973
Are you pistol starting each map?
Or did you just waste ammo on the baron/cyberdemon room in Tricks and Traps?

>> No.8892981

>>8892978
I felt I was fine on ammo when I went in but then there just kept being more and more of them.

>> No.8892985
File: 63 KB, 540x720, 1346548195012.jpg [View same] [iqdb] [saucenao] [google]
8892985

>>8890102
Are you still around? I would love to have this in the project.

Here's a quick rundown on everything that needs to be done before a formal 1.0 release
>ENDOOM
>M_DOOM (Nobody is working on this AFAIK)
>Fixing known softlocks, adding co-op and deathmatch starts to maps that have none
>finish the troll music playlist
>Adding a ZMAPINFO to make the WAD playable in Zandronum and other non-UMAPINFO Z ports
>Sprite replacements are optional, but nice to have
Most of these I can do myself, but graphic design is not my strong suit

>> No.8892992
File: 11 KB, 363x358, Guinness.png [View same] [iqdb] [saucenao] [google]
8892992

>>8892937
>i'll add my doom Guinness health beer cans
>dwnld https://files.catbox.moe/cbubxr.pk3

>> No.8892993

DNF 2001 will be released before 94 protons

>> No.8892998

>>8892985
>M_DOOM (Nobody is working on this AFAIK)
I thought someone mentioned pulling the "400 Minutes of /vr/: 6.66 Hours of Hell" from the TITLEPIC and giving it a drop shadow, but they may have been waiting on the final palettized version of the TITLEPIC.

>> No.8893001

>>8892998
In that case, >>8892474 this is the version we're using.

>> No.8893025

>>8892973
>even harder
DOOM2 is the beginning....

>> No.8893027

>>8892590
buildypilled

>> No.8893034
File: 10 KB, 516x516, siiiip.png [View same] [iqdb] [saucenao] [google]
8893034

Alright, here are the .pngs of the health cans in their current state.
I incorporated some of the label visibility between cans from >>8892937 and stretched it a little with the medikit by turning the cans in the back so some of the cross peeks through (but how often are plastic ring 6-packs all rotated the same way, anyway?)

>> No.8893038

>>8892973
The Pit always ends me with barely ammo, I think that's intended.
Then Refueling Base is super tense because I throws waves of baddies at you right off the bat.

>> No.8893039

>>8893034
Forgot the damn link:
https://files.catbox.moe/8xsk84.zip
I'm gonna go get some coffee.

>> No.8893042
File: 856 KB, 1920x1080, lol ok.jpg [View same] [iqdb] [saucenao] [google]
8893042

>> No.8893046
File: 38 KB, 711x537, 1638590931848.jpg [View same] [iqdb] [saucenao] [google]
8893046

>>8893039
Very nice.
As always, how do you want to be credited? Just anonymous?

>> No.8893047

>>8893042
wrong thread sry lads

>> No.8893048

>>8893025
I beat Eternal on UV and went in cocky thinking this boomer game wouldn’t be anything to sneeze at.
Then I got stuck in Tricks and Traps for an hour or two.

>> No.8893050

>>8893046
Anonymous is fine. I wasn't the one who made the sprites originally, and I'm already credited as a mapper.

>> No.8893059
File: 604 B, 38x21, medisip.png [View same] [iqdb] [saucenao] [google]
8893059

>>8893034
>>8893046
Lmao, one sip of coffee and I noticed something was off. If you use these, use this updated version of the medikit.

>> No.8893065

I am Really starting to think that Rogue made Ground Zero retardly hard+ because people bashed DoE's difficulty.

>> No.8893067

>>8893048
classic DOOM is not push-over,especially cause it lacks the recovery mechanics of eternal that let you bounce back alot.

and once you beat plutonia,go to stuff like valiant and ancient aliens (or even BTSX,BTSX is even on console),that stuff is so good.

you will adjust,like i play megawads (way harder than plutonia) and DE on UV just fine,its just something to adjust to.

>> No.8893074

>>8892993
Oh my god, it fucking will, won't it? That's the funniest fucking one yet. Christ.
I'm wrapping up these textures real soon, I promise that.

>> No.8893078

>>8893048
Old Doom and nu Doom are different beasts entirely. You have limited health and ammo at your disposal in the old games so there's an aspect of resourcefulness that's not there in the new games.
Side note: Doom Eternal kicks ass

>> No.8893085
File: 156 KB, 800x600, a2a1f009ca933283d01bcb7fb2cc30fe.jpg [View same] [iqdb] [saucenao] [google]
8893085

>>8893048
Weird. I beat Doom 2 (and several wads and maps) on UV with minimal difficulty, but Doom Eternal on UV is ripping my asshole open.

>> No.8893090
File: 268 KB, 800x532, d_runnin out of time.png [View same] [iqdb] [saucenao] [google]
8893090

>>8893050
>>8893059
Got it. By the way, how about those armor sprites? I think the striped pajamas will work on green, but the blue armor will definitely be mistaken for something else. I also really like the idea of making armor bonuses sleeping caps.

>> No.8893096
File: 381 KB, 800x800, file.png [View same] [iqdb] [saucenao] [google]
8893096

>>8893090
How about this pattern?

>> No.8893097
File: 116 KB, 1000x1500, 10dd8760-69ea-44d5-8949-de959e142c23_1.12fad9d704dcf56bd507e485f5f7ab1c.jpg [View same] [iqdb] [saucenao] [google]
8893097

>>8893090
Striped PJs for green armor, bed robe for blue armor?

>> No.8893101

>>8893090
You could also do stripes for green armor, and something else for blue.

>> No.8893103

>>8893097
I second a bed robe as blue armor

>> No.8893110

>>8893078
This, I beat all DE and the DLCs all on Nightmare first time but got my dick blown off doing the later maps of Scythe and Vailant on UV pistol start with no saves, which are some of the easier maps out there for the average player apparently. IMO Nuum is easy to 'game' (read: use glory kills/chainsaw repeatedly to stay alive and react to things, similar to gaining your head back during a super flash in fighting games) while I find old Doom relies on composure and positioning during a nasty fight, in addition to awareness of surprises if it's your first run through a map.

>> No.8893112
File: 576 KB, 385x1032, pjs.png [View same] [iqdb] [saucenao] [google]
8893112

>>8893096
>>8893097
Am I really the only one thinking "moons and stars"?

>> No.8893116

>>8893103
A bath robe would do better as a radsuit, I think.
Or footy pajamas.
>>8893112
Would be hard to render with such a small sprite.

>> No.8893119

>>8893116
rad suit should obviously be some slippers
so that you don't get your feet wet

>> No.8893121 [SPOILER] 
File: 168 KB, 1168x1168, 1652148764124.jpg [View same] [iqdb] [saucenao] [google]
8893121

>>8893119
Now give him these in XXL.

>> No.8893123

>>8893119
Slippers alone wouldn't be as visible. Slippers and a robe would be good.

>> No.8893131

>>8893123
I propose a white robe to retain a visual similar to the original sprite, but also add pink slippers for the lulz.

>> No.8893132

>>8893110
pistol starting and using no saves makes it alot harder.

>> No.8893134

>>8893047
Come back after you've dealt with those Duty assholes.

>> No.8893139

>>8893131
I'd prefer the bunny slippers.

>> No.8893141

>>8893139
If anon can make it work, then sure

>> No.8893145
File: 706 B, 124x68, doom_megaarmor_moons-n-stars_wip_4x.png [View same] [iqdb] [saucenao] [google]
8893145

>>8893116
>Would be hard to render with such a small sprite
I can see that. Here's my initial attempt on base mega-armor, trying to keep to PLAYPAL as much as I can.

>> No.8893181

>>8892234
Is the HUD guy around? Can we make the red key arrow brighter? It kinda blends into the dark gray of its surroundings and sometimes I need to take a second glance to make sure I actually picked up the red key.

>> No.8893182

>>8893145
Might look good if we merged it with the long sleeves in this >>8892103

>> No.8893186
File: 53 KB, 540x262, damn I'm tired.png [View same] [iqdb] [saucenao] [google]
8893186

>>8893145

>> No.8893198

>>8892985
Here's a link to the endoom above. I didn't post it the first time because I assumed people would want something added or changed. I can still tweak it if need be later.
https://files.catbox.moe/5fnk1b.bin

>> No.8893231
File: 34 KB, 400x301, 1615582283053.jpg [View same] [iqdb] [saucenao] [google]
8893231

All the PJs and caffeine drinks makes me think: What are some cozy light-hearted wads / paks / mods?
Goldensouls would qualify I guess

>> No.8893234

Am I a pleb for preferring Duke Nukem Episode 1 to Doom and Quake?

>> No.8893236

>>8893234
ye
though imo early Duke3d levels are the best of the game because there isn't 4,000 hitscanners and nuisance enemies

>> No.8893238
File: 1.17 MB, 1430x989, post-image-24463439.png [View same] [iqdb] [saucenao] [google]
8893238

>>8893186
comforble

>> No.8893239

>>8892234
Moon Crater v6
Fixed the softlock that was found by an anon.
https://files.catbox.moe/sbs89s.wad

>> No.8893242
File: 243 KB, 1917x1080, doom16.png [View same] [iqdb] [saucenao] [google]
8893242

Missing texture in 400 Line Actions

>> No.8893245

So, if a 2001/2002 game build gets released in 2022, and it's patched/modified to be playable in 2022, can it still be retro for /vr/?
I mean, it's actually released in 2022

>> No.8893246

>>8893245
Old tech. If Ion Fury and modern Doom wad discussion is allowed here, so is DNF.

>> No.8893251

>>8893231
lost civilization

>> No.8893254

Aren't the PJs and caffeine drinks sending a mixed message? Are we trying to stay awake or fall asleep?

>> No.8893256

>>8893245
People are going to discuss THE KING here whether you or the jannies like it or not. I sincerely hope this team of people actually get it to the public and didn't just screw themselves by announcing it first.I also hope it makes Randy mad

>> No.8893263

Is there a way I can set a screenshots folder path in crispy doom? I don't like to take screenshots using the in-built feature because it saves them on the source port folder and it'd eventually start to clog.

>> No.8893270
File: 39 KB, 600x485, f93.jpg [View same] [iqdb] [saucenao] [google]
8893270

>>8893246
>>8893256

>> No.8893286

>>8893245
a sourceport for such an old game should be fine.
people here where just talking about what they play at in nu-DOOM and talk of games like DUSK is even not uncommon.
so really,don't stress it.

>> No.8893297

Anyone have a few youtube channels they like for a Doom fix? All I really follow is a few speedrunners right now like zero master, but looking to follow any other interesting channels.

>> No.8893302

>>8893297
I like decino, but I haven't been watching his playthroughs in a long time. I just like his mechanics videos.

>> No.8893304

>>8893297
MtPain27 is pretty good

>> No.8893306

>>8891973
Duke / Shadow Warrior / Blood are naturally immunized agaiinst that stuff because the games are somewhat offensive and irreverent. One of the mods on Doomworld literally said SW shouldn't have been made and he wouldn't have allowed it on Doomworld.

>> No.8893313

>>8893306
They can't handle Lo Wang?

>> No.8893319

>>8893302
>I just like his mechanics videos.
Same. I've been trying to etch into memory his video on Doom 2 monster stats.
Archviles have 700 health and deal, like, 70-90% damage. That's about all I've inscribed so far, aaaand holy shit that's actually correct.
I hate Archviles so god damn much.

>> No.8893321
File: 39 KB, 1527x178, notjabba.png [View same] [iqdb] [saucenao] [google]
8893321

>>8893306
Wow, Doomworld staff being pussies with no tastes, who could have imagined? Makes me enjoy Duke just a little bit more.

>> No.8893324
File: 7 KB, 128x128, unknown.png [View same] [iqdb] [saucenao] [google]
8893324

>>8892985
Alright, most of that has been crossed off. ZMAPINFO is in, the missing music tracks have been filled, keen replacements are in, credits are done, starts are placed. I tried to make an EMAPINFO but then realized it wasn't worth it and I'm just going to wait for Eternity to add UMAPINFO support.
I'll let you guys get those armor sprites made before releasing 1.0. Plus, it can't hurt to have a little extra testing time.

>> No.8893329
File: 1.04 MB, 1500x1333, post-image-5661176.jpg [View same] [iqdb] [saucenao] [google]
8893329

>>8893313
>mfw they don't want some Wang

>> No.8893330

>>8893297
CIA and LunchLunch, of course.

>> No.8893332

>>8893297
EngorgedEggplant

>> No.8893335
File: 14 KB, 597x260, file.png [View same] [iqdb] [saucenao] [google]
8893335

>>8893321

>> No.8893337

>>8893324
New dehacked text strings for health & armor pickups to match the sprites?

>> No.8893339
File: 109 KB, 320x240, 1404107443126.png [View same] [iqdb] [saucenao] [google]
8893339

>>8893337
When the armor sprites are all finished up, then I'll do it.

>> No.8893341

>>8893335
This should say "registered current year" to make it an evergreen joke.
I wish I could remember the password to my 2012 DW account.

>> No.8893342

>>8893321
>The people who gave a shit just weren't gamers in 1996
it was a better time

>> No.8893347

>>8892354
based bananabro

>> No.8893395

>>>v/598471840
Dukefags, get the fuck in here

>> No.8893405

>>8893313
>>8893329
Ironic, they're trying to become women and yet they cannot handle some Wang

>> No.8893406

Is 400 minutes turning out to be the /vr/ minutes project that has the most effort put into it? I don't think any of the other ones have had a custom UI and sprites

>> No.8893408

>>8893406
HFFM had even more effort put into the sprites

>> No.8893410

>>8893406
Ad Mortem is the highest effort project by far. Some of those maps combined with the assets are cacoward tier

>> No.8893412

>>8886810
>>8886809
>>>/v/598471840

GENTLEMAN
WE EATING GOOD THIS WEEK!

ITS REAL!

>> No.8893413

>>8893410
>>8893408
I was meaning out of all the [blank] Minutes of /vr/ projects. 100-300.
Of course Ad Mortem and HFFM had more effort put into them

>> No.8893416

>>8893413
Ah, then in that case you're right. But saying this as the lead is kind of self-stroking desu

>> No.8893417

>>8893342
too true

>> No.8893420

>>8893395
Nice.
I'm not opening it outside of a VM until it can be confirmed it's not some bullshit, but nice.

>> No.8893427
File: 616 KB, 1920x1080, Screenshot_Doom_20220509_135347_01.png [View same] [iqdb] [saucenao] [google]
8893427

>>8893319
My runthrough of 400 min got stopped by an archvile and I took a break. Archviles are such good monsters because they do a lot of things which really make you need to focus on them; they force you to think and constantly make decisions fast and can't often be defeated with a simple "dodge sideways to evade everything" that works on most of the cast..

>> No.8893430

>>8893297
mostly mtpain

>> No.8893445

>>8893321
>are outside of Doomworld's jurisdiction
tfw no mommy jabba to bring me hot cacao and tuck me in bed, she would've kept me safe from all the bad guys outside

>> No.8893449

>>8893321
I still want to see a Blaxploitation build shooter.

>> No.8893458
File: 105 KB, 1140x1139, 20220415_001056.jpg [View same] [iqdb] [saucenao] [google]
8893458

Guy who runs the mega here.
Currently downloading the leaked version of DNF2001. Will upload after I verify it's not malware. Will make a torrent as well just in case the mega gets nuked by bitchford.
Always Bet On Duke

>> No.8893459

Duke chads won

>> No.8893460

>>8893458
It's time to chew ass.

>> No.8893462

>>8893458
No need to risk it, we'd probably be fine with just a torrent

>> No.8893465

>>>/v/598471840
DUKE
>>>/v/598471840
LIVES
>>>/v/598471840
FOREVER
>>>/v/598471840

>> No.8893469
File: 24 KB, 405x533, 20220317_144136.jpg [View same] [iqdb] [saucenao] [google]
8893469

>>8893462
Currently uploading a re-zipped copy of the "press kit" because rar is gross. Should be done in a few seconds under the Unreal/DNF2001 directory.
I'll upload a torrent file with a re-zipped version of the game to the same spot at the least. Don't let me down and be sure to seed when the time comes my dudes!

>> No.8893472
File: 114 KB, 209x197, 1449395808014.png [View same] [iqdb] [saucenao] [google]
8893472

Post yfw Duke Nukem Forever came out before 94 Protons of /vr/

>> No.8893483

>>8893427
did you draw your own death sprite?

>> No.8893495
File: 2.31 MB, 338x338, 1.gif [View same] [iqdb] [saucenao] [google]
8893495

>>8893472

>> No.8893502
File: 385 KB, 792x627, 1641107621579.png [View same] [iqdb] [saucenao] [google]
8893502

>>8893472

>> No.8893504

>>8893472
First Romero's head being bigger in ZDoom, not this. It's like poetry.

>> No.8893506
File: 74 KB, 225x225, 1645817365957.png [View same] [iqdb] [saucenao] [google]
8893506

>>8893472
this is getting out of hand

>> No.8893507
File: 140 KB, 640x480, 1500251004284.jpg [View same] [iqdb] [saucenao] [google]
8893507

>>8893472

>> No.8893512

>>8893483
yeah, I just changed the last frame into a Gauntlet or Dragons Crown style pile of bones.

>> No.8893558

NEW THREAD
>>8893550
>>8893550
>>8893550

>> No.8893603

>>8892450
6.66 Hour Energy.

>> No.8894067

>>8892518
perfect dark, cs 1.5 and ut2004 are the fps to which I have put the most hours in the order of the thousands

>> No.8894075

>>8892463
Nice, next year doomguy will indeed be a 30 year old boomer.

>> No.8894086

>>8893412
Nice. In retrospect his bullshit about a June release is pretty funny.