[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 2.98 MB, 1280x720, 1476555131928.webm [View same] [iqdb] [saucenao] [google]
9063731 No.9063731 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9055406

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://rentry.org/8ca3061522e0

>> No.9063734
File: 2.28 MB, 1328x1644, 1656692206163.png [View same] [iqdb] [saucenao] [google]
9063734

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/forum/topic/129989

400 MINUTES OF /vr/
Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)

=== NEWS ===
[07-01] vkquake 1.20.1 released
https://github.com/Novum/vkQuake/releases/tag/1.20.1

[07-01] Sonic Mayhem is releasing a vinyl

[07-01] DBP49 is out
https://www.doomworld.com/forum/topic/130049

[07-01] Quake 4 hinted to have a remaster
https://news.xbox.com/en-us/2022/06/30/join-the-quake-4-xbox-insider-preview/

[07-01] Sonic Mayhem Is teasing a Quake 2 Announcement
https://twitter.com/quakecomposer/status/1542567262338527232

[06-30] vkquake 1.20.0 released
https://github.com/Novum/vkQuake/releases/tag/1.20.0

[06-27] GZDoom 4.8.1 is out, reintroducing the console scaling feature and fixing some bugs
https://github.com/coelckers/gzdoom/releases/latest

[06-27] Nugget-Doom released, adding a bunch of QoL/casual features on top of Woof! 10.0.3
https://github.com/MrAlaux/Nugget-Doom/releases/latest

[06-26] Demon Throne 3.0 is out
https://www.moddb.com/games/wgrealms-2
https://www.youtube.com/watch?v=VevjVqsgBII

[06-24] Semi-public release for Unreal 227j patch
https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10395

[06-24] TrenchBroom 2022.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1

[06-21] Anon shares a Plutonia WAD
https://www.doomworld.com/forum/topic/129897

[06-20] Hands of Necromancy released on Steam
https://store.steampowered.com/app/1898610

[06-18] Woof! 10.0 released
https://www.doomworld.com/post/2509207

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9063737

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

>> No.9063748
File: 475 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9063748

>> No.9063751

Any recommendation on how Plutonia should be played? I pistolstarted the entirety of Thy Flesh Consumed without saving, and most of Doom 2 too. Is it more balanced for continous play?

>> No.9063752

I miss when stims would only last one minute instead of 5+, din't enhance your strenght like a zerk and you couldn't get addicted and suffer withdrawal from them

>> No.9063756

>>9063751
Plutonia works with both playstyles. The Casalis did account for continuous runs, but they're also perfectly feasible to play while pistol starting. Pick your poison.

>> No.9063758

>>9063756
I finished both games on Crispy, should I consider switching to PrBoom for Plutonia and other megawads?

>> No.9063760

>>9063752
>get addicted and suffer withdrawal
I don't think that's a thing. I like that I can check if I'm still stimmed by checking how fast I punch.

>> No.9063763

>>9063758
Plutonia will run just fine in Crispy so you can just keep using that, but if you plan on playing more advanced WADs like ours then it would be wise to start using PrBoom+ or a fork of it to get used to its environment.

>> No.9063767

>>9063676
>Not sure what the thot was about unless it was to appease a friend or to just troll people bitching about things.
I heard it's an OC of a friend of his.

>> No.9063775

Sandy btfo
https://doomwiki.org/wiki/The_Unholy_Trinity

>> No.9063784

>>9063752
Your character isn't getting addicted to stims.
You are.

>> No.9063807

>>9063731
Maps for this feel?

>> No.9063818

>>9063784
I swear I'm not going insane. Getting killed from ODing after years of not doing so isn't normal...

>> No.9063826

>>9063818
Punch without stims, then pop a stim and see how fast you punch. Learn to identify the difference between these and check before you stim and you will never OD.

>> No.9063836
File: 67 KB, 1287x404, 1643328859840.png [View same] [iqdb] [saucenao] [google]
9063836

>>9063734
>[07-01] Sonic Mayhem is releasing a vinyl
here it is the source:
https://www.youtube.com/watch?v=jY6yBTYxLko&lc=Ugz4AW0xDCCp-MQ3oyZ4AaABAg

>> No.9063839

>>9063748
>death forgot eduke

>> No.9063847

>>9063818
>Mainlines stims like a starcraft marine
>ODs from stimming to hard
>I swear that never happened before!
Exactly what an addict would say. Remember Anons, take borderline legal highly potent combat drugs responsibly!

>> No.9063848

Does Combined Arms have its own gore system or something? I tried combining the mod with Nashgore but it seems like some Nashgore effects don't animate correctly and get overwritten. I have nashgore at the bottom of the load order.

>> No.9063850

>>9063751
As said, Plutonia was intentionally balanced for both, in Dario Casali's own words. Do it the way you think is most fun.

>>9063758
Nah, you can stick to good ol' Crispy, the only functional changes Doom 95 did for the engine was increase the visplane limits so that the game wouldn't crash in a few spots. It also introduced a curious and mostly inconsequential bug where teleport destinations don't properly account for Z-height (resulting in you spawning mid-air and then falling downwards immediately after teleporting in, assuming the entrance point was higher up).
Crispy Doom has raised static limits, and it'll let you choose if you want to replace the bugged teleport behavior, as some demo recordings depend on them for syncing, and some people think it's just kinda cool.

>> No.9063851

>>9063826
I can kind of get a 'feel' of how the stim works without punching. Usually just movement and weight are a good tell tale about it. Din't know much about the fist and i'm bad with subtle animation timings. I just have to get used to how long they last now I guess.

>> No.9063852

>>9063748
>play game hd fun
>russian music pistol
>favorite unironically peppergrinder
>explosives consistently delete

>> No.9063857

>>9063748
>expansion amazing
>release nice

>> No.9063863

>>9063847
>Like a starcraft marine
Heey, that's insulting. They're for therapeutic healing! Not for murdering everything in sight. I swear the last time it happened it was wt the tail end of the previous stim's life and I was just unlucky...

>> No.9063870

>>9063848
The enemies have their own blood, yeah.

>> No.9063883
File: 1 KB, 640x400, endoom.png [View same] [iqdb] [saucenao] [google]
9063883

stolen from doomworld

>> No.9063885

>>9063883
>stolen from doomworld
give it back, we don't want it

>> No.9063887
File: 13 KB, 640x400, Aniki.png [View same] [iqdb] [saucenao] [google]
9063887

>>9063883
That's a good thread they have going there. Let's post ENDOOMs too.

>> No.9063891

>>9063870
Ah that's good to know, I guess I'll have to disable malefactors if I want to use nashgore. The blood effects on malefactors kinda looks like my universal gibs config so it still looks good at least.

>> No.9063898
File: 18 KB, 640x400, Ad Mortem.gif [View same] [iqdb] [saucenao] [google]
9063898

>>9063887
>joking aside this project's not dead, I took a hiatus for a while but i'll be back soon.
>4 months ago

>> No.9063903

>>9063850
>It also introduced a curious and mostly inconsequential bug where teleport destinations don't properly account for Z-height (resulting in you spawning mid-air and then falling downwards immediately after teleporting in, assuming the entrance point was higher up).
nope that was the dos exe

>> No.9063916

>>9063891
You can disable the blood pretty easily. At least I'm pretty sure. It has it's own gore text file you can just comment out if you can get to it.

>> No.9063917
File: 547 KB, 220x124, aniki-memento.gif [View same] [iqdb] [saucenao] [google]
9063917

>>9063887
I will never, ever forgive myself for not joining this mapping scene before HFFM.
I've dedicated 3 maps to Aniki in a selfish attempt at penance, but it isn't the same.
How fucking far out would I have to schedule HFFM2: Electric Boogaloo, at this point? I still don't know what Temporal Tantrum is supposed to be, or when things like 25 Frags or the sleepytime project might be projected.

>> No.9063926
File: 76 KB, 768x480, doom02.png [View same] [iqdb] [saucenao] [google]
9063926

>Plutonia is balanced

>> No.9063941

>>9063926
solo-net is never balanced for singleplayer.

>> No.9063950

>>9063917
Temporal Tantrum is not an "official" project, if that makes sense. It's developed entirely by anons, but it's not happening in the thread.
https://www.doomworld.com/forum/topic/117972
25 Frags of /vr/ is something I've been itching to do for about a year now, but I think I'll delay it for next year since I already lead 2 projects this year and it feels kind of dirty to lead another. Sleepytime is another thing me and some other anons want to do, but it will probably be a similar case with Temporal Tantrum where development happens off-site to not take up space in the current projects tab.

>> No.9063995

>>9063748
>dude wads
>stupid romero
>duke bad id idea
mood

>> No.9064020

Play punisher.wad

>> No.9064023
File: 40 KB, 200x200, 1639755508382.gif [View same] [iqdb] [saucenao] [google]
9064023

hey look a new doom launcher
https://www.youtube.com/watch?v=2O7QdnzDJdY

>> No.9064054
File: 136 KB, 1031x625, Aniki.png [View same] [iqdb] [saucenao] [google]
9064054

>>9063917

>> No.9064075
File: 126 KB, 1031x625, hffm.png [View same] [iqdb] [saucenao] [google]
9064075

>>9064054

>> No.9064084

>>9064075
lol

>> No.9064086

>>9064023
it's a neat idea but the only one pwad thing kind of screws stuff like btsx unless you smoosh the wads together yourself.

I think I'll stick with ZDL 3.2.2.3

>> No.9064186
File: 26 KB, 739x652, doom-launcher.png [View same] [iqdb] [saucenao] [google]
9064186

>>9064023
Man, that reminds me when I made my own doom launcher entirely in batch script. I made it with chocolate and crispy doom in mind because I didn't know of ZDL and both chocolate and crispy don't have a proper launcher so I made my own. It turned out fine for my use case, and I still use it from time to time.

>> No.9064203

how do I gl_overbright_models 1 on vkquake?

>> No.9064280
File: 1.06 MB, 5000x5000, AAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google]
9064280

>>9063734
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr
512 LINEDEFS OF /vr/ IS ON IDGAMES

>> No.9064310

>>9063734
FUCK
SHIT
FUCK
This post was supposed to be made in THIS thread!
>>9064306

>> No.9064334
File: 2.89 MB, 852x480, aaaaaaaaaaaaaaaaaaaaaaaaaaahhhh.webm [View same] [iqdb] [saucenao] [google]
9064334

>>9063731

>> No.9064337

Doom in Spain Only is fucking crap. Why are people sucking its dick? Such a boring wad.
>huehue it has spanish music midis huehue
so?

>> No.9064340

>>9064334
IT'S KLOBBERIN TIME!!

>> No.9064342

What is the best midi configuration for PrBoom+?

>> No.9064368

>>9064337
I haven't touched it at all. Are the levels that bad?

>> No.9064375

Why are all user made WADs such complete goddamn crap? They're either ridiculous over the top trash or LOL MONSTERS EVERYWHERE NO AMMO bullshit for idiots that ignore gameplay balance that Doom needs.

>> No.9064380

>>9064375
Even Id staggered with this in Doom 2, and sometimes in 1. So I'm not sure what you're wanting, but really you could pick up the tools and do it yourself at this point.
I'm not inciting a fight here either, there are plenty of anons in this thread that are making levels, so this is a good time to make what you want to see out of a Doom level.

>> No.9064392

>>9064380
1 was fucking perfect and even the worst of 2 was at least fucking balanced and good. Hell, even the fucking more difficult Final Doom episodes and the 4th episode of Ultimate Doom were still fucking fair and actually felt like Doom.
I don't have the patience to do it myself but I just can't understand why people can't even figure out how Doom is supposed to work. There's even a fucking PWAD called something like Doom The Way ID Did It and during the entire thing I was laughing my ass off saying "fucking no it isn't."

>> No.9064409

>>9064392
>Perfect
Having to pistol down 3 imps and 2 cacos in e3m1 sucks and you know it. And Doom 2's attempts at city levels aren't great. The Chasm is too easy of a target so I'm not even going to go there. Plutonia kicks ass though, love it.
The point I'm trying to bring home is even Id fucked up at times, also Plutonia and TNT are user made WADs made official so I'm poking a hole in your argument there. I can't comment on "Doom the way Id did it." because I can't even recall if I've played it or not, but there ARE worthwhile WADs out there. That and now is the time to pick up the tools and put those allegedly shitty user made WADs to shame with your own take on map design and pacing.

>> No.9064457

>>9064392
>I don't have the patience to do it myself but I just can't understand why people can't even figure out how Doom is supposed to work
Why don't you tell us then? You seem extremely smart.

>> No.9064592
File: 82 KB, 960x1280, hffm.mp3.jpg [View same] [iqdb] [saucenao] [google]
9064592

>>9063256
Yeah, i even launched HFFM on sansa clip zip, but controls are pretty bad and my model's buttons were pretty knocked up already
Performance wise it played good, so I guess you could watch demos on it or something, if that's up your alley

>> No.9064601
File: 112 KB, 1024x768, 1652380625093.jpg [View same] [iqdb] [saucenao] [google]
9064601

>>9064280
basado

>> No.9064620
File: 1.84 MB, 3264x1836, 20220705_081843.jpg [View same] [iqdb] [saucenao] [google]
9064620

>>9064592
This inspired me to finally learn the old way to load pwads.

>> No.9064643
File: 10 KB, 640x400, 2048.png [View same] [iqdb] [saucenao] [google]
9064643

>>9063887

>> No.9064645
File: 363 KB, 5725x2012, YWoAyEM.jpg [View same] [iqdb] [saucenao] [google]
9064645

3D model packs universally suck, but god damn this is the funniest shit I've seen in a while.

>> No.9064656
File: 8 KB, 640x400, 400min.png [View same] [iqdb] [saucenao] [google]
9064656

>>9063887

>> No.9064661
File: 409 KB, 600x736, 1629978165983.png [View same] [iqdb] [saucenao] [google]
9064661

>>9064620
Yeah, on Rockbox I think its pretty easy, but when I was trying to run Auger Zenith on Playstation classic I had to type out the autoload and so on on the usb stick everytime before starting up the console
>>9064645
Fucking kek, reminds me of that old ass quake1 cyberdemon mod that was laying around and being put into some 97 era otherwise vanilla maps as a boss, it was a great model compared ot these ones but still had that funny convert sprite to model feel

>> No.9064664

>>9064661
All I had to do on 3DS was type in the name of a wad in the settings menu and then restart.

>> No.9064679
File: 902 KB, 1366x768, doomy.png [View same] [iqdb] [saucenao] [google]
9064679

how am I supposed to open that door?

>> No.9064687

>>9064679
the sides of the dirt floor down in the lava triggers the door to open

>> No.9064691

>>9064086
He said he'll probably add the option to ctrl+click multiple pwads.

>> No.9064705

>>9064687
thx

>> No.9064720

>>9064679
I just open map in Doom Builder to check linedefs when I'm stuck with some secret but want it too much.

>> No.9064737

>>9064203
they're overbright by default and can't be toggled off without building it yourself

>> No.9064749

>>9064280
Cool beans
It’s been fun, kudos to project lead and asset design.

>> No.9064762

>>9064645
That fatso is gonna take off.

>> No.9064769

>>9064762
>+FLOAT +NOGRAVITY

>> No.9064773

>>9064762
>>9064769
A Mancubus sitting on whatever makes the Assault Commanders hover around would be a fun monster.

>> No.9064886

kraflab on suicide watch

>> No.9064889

>>9063887
Oh yeah, that reminds me, Billy's birthday is on the 14th

>> No.9064936
File: 155 KB, 1280x720, 1400007686724.jpg [View same] [iqdb] [saucenao] [google]
9064936

>>9064886
DSDA-Doom was always speedrunners port foremost. It just so happened it had almost everything people wanted from modern port, PrBoom+ but even better sounds awesome.
But now it's not PrBoom++, it's PrBoom±

>> No.9064941

>>9064936
DSDA fork when?

>> No.9064950

>>9064941
FDWL?

>> No.9064953

>>9064950
Is that still in development?

>> No.9064971
File: 256 KB, 1003x649, 1657036477400.png [View same] [iqdb] [saucenao] [google]
9064971

>>9064936
Go back home to your parents Wafu-chan, Japan is no good for you.

>> No.9065004

>>9064936
so what was that about anons saying it breaks demo support every version? >>9023150
how come in 30 years doom demos haven't caught up to quake in functionality?
why does it store vertical mouselook but drops mouse precision to shit when recording?
with the rewind feature, why would anyone trust a speedrun that hasn't been livestreamed as well?

>> No.9065017

>>9064953
It's on hiatus right now. Have to set up my dev environment again after shifting computers. Some folks on the forums are asking about endoom support. Truthfully I haven't been playing Doom much lately, once a month or so to try out a new wad or two. I'm receptive to feature requests that keep the spirit of vanilla doom like adding endoom or whatever else.

>> No.9065018

>>9065017
Well wouldn't endoom support just be as easy as undoing the commit that removed it?

>> No.9065037

https://www.youtube.com/watch?v=R67tqG-ix7g

>> No.9065045
File: 18 KB, 646x437, file.png [View same] [iqdb] [saucenao] [google]
9065045

>>9065017
>>9065018
Just checked. FDWL is built on older DSDA with end doom support still in.

>> No.9065059

>>9063748
>shitty hope

>> No.9065068

>>9065045
Even DSDA still supports it in last released version.

>> No.9065072

>>9063748
>iwad without working
refers to TNT?

>> No.9065079

For me, it's Derelict.

>> No.9065089

How many doom websites are still active?
it can't be just doomworld and zdoom forum shit, right?

>> No.9065091

>>9064886
>>9064936
TL;DR?

>> No.9065101

>>9065091
they removed ENDOOM

>> No.9065103

>>9065089
+doomshack, wadazine, dsdarchive, doomer boards, zandronum, a couple of foreign sites like franckfrag's forum or iddqd. definitely forgetting a few

>> No.9065141

>>9064936
When it comes to speedrunners it's always only a matter of time

>> No.9065145

take the DOS pill

>> No.9065152

>>9064950
FDWL being DSDA without removing features from PrBoom+ sounds pretty good, actually.

>> No.9065168

>>9065152
It needs at least fixed OpenGL scaling from DSDA 0.25 which is not finished yet.

>> No.9065169 [DELETED] 

>>9063731
Where the fuck is Prodeus?
>aim to release 8-12 months after early access
>EA was ~18 months ago
Is it vaporware like wrath or will they release it one day?

>> No.9065173

>>9063731
I just found this: "Doom Tournament"

https://ytb.trom.tf/watch?v=R7oqFyfh9uw

>> No.9065193

Does anyone remember a few years back someone was recreating GBA Doom's deathmatch maps? It was just called gbadmplus or something. Is there a working link to that anywhere?

>> No.9065205

>>9065173
Well done, you found a mod so old, the developer has long since discontinued working on it.

>> No.9065212

>>9064337
Spen is kewl and deserves to be immortalized in Doom

>> No.9065219

>>9065152
At least the FDWL dev isn't a colossal faggot, that's for sure.

>> No.9065221
File: 140 KB, 540x405, d35567b0.jpg [View same] [iqdb] [saucenao] [google]
9065221

>>9064337
Funny credits jokes.

>> No.9065234

>>9065221
>south american mcgee
my sides have been doomed

>> No.9065236
File: 90 KB, 336x442, 1468652968414.jpg [View same] [iqdb] [saucenao] [google]
9065236

>>9065221
>Ricky Martin

>> No.9065238

>>9064337
Filtered by comfy spanish kino fun.

>> No.9065258

>>9065221
funny credit names but why the title chinese?

>> No.9065261

>>9065258
It's a chinese bootleg targeting spanish speakers.

>> No.9065265

>>9064368
It's DTWID. You either love it or you hate it. Also this >>9065261

>> No.9065279 [DELETED] 

>>9065169
>Where the fuck is Prodeus?
Probably being not retro somewhere else. I at least know it’s not caught in the 3D Realms death umbrella that Wrath’s going through.

>> No.9065330

>>9064337
Level design basically imitates Doom 2 level design, but harder and spanish. It's basically d2twid sequel, even same mappers and all. If you don't like 90s worship stuff like Doom Zero, Syringe and dtwid-series, you don't like d2iso either. But if you enjoyed them, you would love it.

>> No.9065338

>>9065330
Also the level names are slightly off translated versions of the Doom 2 level names.

>> No.9065348

>>9065338
Yea. The name satirizes Doom 2 In Name Only. In d2ino maps were inspired by their original name, while in d2iso the maps are inspired by the mistranslated spanish name of the map.

>> No.9065356

why are pirates like this?
https://hiddenpalace.org/Half-Life_(Nov_1,_1998_prototype)

>> No.9065375

>>9065356
Inflated sense of important from being the first / only people to obtain/dump something.

>> No.9065382 [DELETED] 
File: 2.63 MB, 1280x720, metal_gear_2_snake_vs_gray_fox.webm [View same] [iqdb] [saucenao] [google]
9065382

>> No.9065383

>>9065382
crop out the STBAR

>> No.9065385
File: 405 KB, 1920x1200, 20211108003215_1.jpg [View same] [iqdb] [saucenao] [google]
9065385

I'm a newbie to Doom engine games and I need some help. I'm running Heretic on the DSDA-Doom sourceport and the HUD is really huge. How do I make it smaller?

>> No.9065389

Does a pirate themed shooter have any potential? That’s what I’ve always wanted to make.

>> No.9065393

>>9065389
Pirate Doom worked so I don't see why one shouldn't work.

>> No.9065403 [DELETED] 

>>9065383
Say please. I don't know how to do it without leaving ugly-ass black bars on the top and bottom of the frame, but I'm looking into it now.

>> No.9065410
File: 829 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
9065410

>>9065385
in config file change render_patches_scalex & render_patches_scaley to some value
or hide the status bar with with +, and cycle between fullscreen huds with F6

>> No.9065418
File: 2.62 MB, 1280x720, metal_gear_2_solid_snake_vs_gray_fox.webm [View same] [iqdb] [saucenao] [google]
9065418

>>9065383
<3

>> No.9065427

>>9065382
Damn it's all green tinted. There is so much moss, makes me want eat vegetables.

>> No.9065430

>>9065385
Isn't Hexen/Heretic support is still considered "experimental" in DSDA? Just use GZDoom for it.

>> No.9065434

>>9065430
It's also said to be "demo-compatible".

>> No.9065445

>>9065418
Marvelous

>> No.9065448
File: 393 KB, 1920x1080, Screenshot_Doom_20220705_204508.png [View same] [iqdb] [saucenao] [google]
9065448

After a few quick & dirty sprite edits and banging my head against that code I can present to you a preliminary release of the chopped Hunter.
It has a capacity of 4, with slightly more spread than a no-choke Hunter and more recoil and no saddles, but it fits in the backpack (or under your trenchcoat).
Summon with "KylesGun" or HD code "kyl".

Sprites are not the prettiest, but serviceable, although I am rather satisfied with the pickup sprite. For whatever in Romero's name reason the very first shot doesn't produce a flash though. If anybody knows why, please tell me.
Also, I didn't understand how to shorten the longstroke, in order to facilitate slamfire.

Also I threw in a regular decorate version just for shits and giggles.

https://www.dropbox.com/s/seaw2ipe9wdgta9/pumpshorty.zip?dl=0

>> No.9065449

>>9065410
I went into dsda-doom.cfg and changed those values anywhere from 1 to 15 and nothing has changed.
>>9065430
I wanted to try DSDA-Doom because I wanted a gameplay experience for Heretic similar to PrBoom+ for Doom where the gameplay is as close to vanilla as possible warts and all but with some modern options to choose from and DSDA-Doom was forked from PrBoom+ so it was appealing. Should I just play GzDoom? I want the gameplay to be identical to vanilla

>> No.9065453

Look this is gonna sound insane probably because efects of tylenenl, but after having a firework explode in my hand and the subsequent pain for hors, I can unferstand why in hideous destrector its so hard to aim when an imp shoots you with a fierball

>> No.9065456

>>9065453
what kind of tylenol are you taking that has side effects lol

>> No.9065457
File: 613 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
9065457

>>9065449
>nothing has changed
change this to "not adjusted" as well then. works for me in both software and opengl. also I meant F5, not F6.

>> No.9065462

>>9065456
Isnt tylenol just burger ibuprofen?

>> No.9065465

>>9065462
yeah, it's just pain reliever

>> No.9065479

>>9065456
Acetometaphine can have adverse reactions for any number of people for any number of reasons.
>>9065462
>>9065465
Ibuprofen and acetometaphine are two different medicines.

>> No.9065483

I just finished Dimension of the Past for Quake. How is it regarded? It felt a bit bland to me.

>> No.9065491

>>9063898
So where the fug is vaeros? Are we still going to get Ad Mortem phase 2 this year? If he doesn't show, then will someone else do it? I would

>> No.9065495

>>9065483
keep in mind that it's all vanilla textures and limits.
but yes, I also consider it pretty bland, certainly compared to NRFTL or Sigil in the same weight category.

>> No.9065509

>>9065491
>If he doesn't show, then will someone else do it?
At least one person has offered to do it in his place, so I think we're in good hands. Regardless of who exactly leads AM Phase 2, there's clearly a lot of interest from potential participants.

>> No.9065514

Anomaly Report is available as an Add-on for classic DOOM re-releases.
https://twitter.com/bethesda/status/1544374372626010112

>> No.9065557

Why is freedoom not finished yet? Hasn't it been in development for 20 years now?

>> No.9065579

>>9065557
Making full open-source assets is hard

>> No.9065590

>>9065579
Making the assets isn't that hard, getting decent ones through a joyless committee of asshats is the difficult part.

They've consistently ejected good assets for worse ones while keeping terrible ones in.

>> No.9065593

>>9063734
New Serious Sam patch
https://dreamycecil.itch.io/sam-exe-patch

>> No.9065601

>>9065590
Well that's open-source game development for ya. If there aren't a select few people who can direct the vision of a project, it just becomes a mess of people making bad commits and pull requests.

>> No.9065605

Is there a mod that splits ammo pickups into smaller ones? The only thing I can think of is johnny doom splitting medkits into stims when you pick one up while over 75 hp
picking up a bullet box while at 199 drains my soul

>> No.9065606

>>9065601
I bet that this general could make a better free doom iwad in a month or two

>> No.9065608

>>9065590
Pretty sure just slapping in MSPaint shit and using sound assets made by an acapella band would work better at this point.

>> No.9065623

>>9065606
>/vr/ iwad
Now I would pay to see that. I highly doubt it would happen though. Making an .iwad is a lot more difficult that making pwads since you have to take into account the ability to use your iwad as a base for other content. It would be a massive undertaking regardless

>> No.9065630

>>9065623
Well /vr/ has got several megawads finished already, so we could just use those for the maps. That just leaves sounds, midis and graphics.

>> No.9065631
File: 59 KB, 369x536, Theo Snelders misprint.jpg [View same] [iqdb] [saucenao] [google]
9065631

>> No.9065647

>>9065606
>month or two
So long as Cockblock isn't the lead for it.

>> No.9065654

>>9065623
>>9065630
If it's going full Freedoom then you're having to replace all the textures, sounds, sprites, music and so on.

It's a bit of a task to do that and have it be all cohesive, not that Freedoom manages that.

>> No.9065671
File: 827 KB, 1920x1080, Screenshot_Doom_20220705_163555.png [View same] [iqdb] [saucenao] [google]
9065671

>>9065448
Sprites are off-center.
It still has the same bulk as the full Hunter, I'd imagine this would weigh less than a Slayer. You can adjust that by editing the number in the weaponbulk() function.
You've defined KYLE_MINSHOTPOWER, but because you also stripped out the semi/auto firemodes, this isn't actually used for anything. HUNTER_MINSHOTPOWER is used in the stock Hunter to define the minimum result of getshotpower() that won't fail to cycle.
You forgot to override getpickupsprite, so its sprite doesn't show up on the HUD.
>For whatever in Romero's name reason the very first shot doesn't produce a flash though.
Not seeing this, it looks fine to me.
>Also, I didn't understand how to shorten the longstroke, in order to facilitate slamfire.
You'll want to decrease the tic durations in the chamber and longstroke states. I think the most you can cut off without fucking the animation is reducing the E frame on line 241 to 0 tics and the F frame on line 247 to 1 tic.

>> No.9065672
File: 137 KB, 1024x540, 27.png [View same] [iqdb] [saucenao] [google]
9065672

What sort of mental disease do I suffer from, if these are my top three retro FPS?
>Hexen
>Descent
>Marathon Infinity

>>9065449
Just use Crispy Heretic, anon.

>> No.9065692

>>9065671
Fun fact: The x-offsets are exactly the same as the original Doom shotgun's. I originally indeed wanted to completely center them, but then decided against it for reasons.
I actually adjusted the bulk function, but only by taking out the side saddles, not the chopped barrel piece lol.
Ah yes, the MINSHOTPOWER, I actually found it later in the fullauto, but forgot to take it out because I had already forgotten where it appears. Thanks for the tip with the pickupsprite function. I took it out because I didn't find any apparent effect (yet later indeed wondered where the inventory sprite went).

>Not seeing this, it looks fine to me.
Fuck's sake, I swear, during testing it didn't appear at the very first shot. Now I tried on my other machine and suddenly it works. Fucking hell, but alrighty then, one problem less.

>You'll want to decrease the tic durations in the chamber and longstroke states. I think the most you can cut off without
Shit, I hoped I had missed something, because that is exactly what I did not want to do because it's already a bunch of 0/1 tic frames.

Thanks for your feedback. Since you seem to know some stuff, can you point me to any resource or tutorial to better get an understanding of the HDest framework? Just trying to untangle the code gives me a headache.

>> No.9065708

>>9065672
I think I'd like Marathon more if the view bob wasn't so massive. Feels like I'm moon walking everywhere.

>> No.9065713

>>9065692
>>9065671
As a followup: What is exactly the difference between gun mass and bulk? I must admit I have no idea how the backpack system works with those numbers.
Because yeah, the chopped shotty is certainly smaller in its dimension than the Slayer, but not necessarily lighter, as a break-action is essentially just a bunch of tubes on a lock, whereas the repeating action of the pump adds some weight (and overall length) of its own.
I assume here that the stock isn't some kind of dense tropical wood, so it won't add THAT much to the overall weight.

>> No.9065720

What would be the bind in HD for using a Berserk pack? My K key is empty.

Also, since the Vera exists in Peppergrinder, I'm wondering if there are any plans for something like a Mare's Leg.

>>9065605
https://forum.zdoom.org/viewtopic.php?f=43&t=71897

>> No.9065724

>>9065720
you'd open the console and do something like this:
Bind K "Use portableberserkpack"

You'll still need to hit the fire key to inject, but it's still quick

>> No.9065729

>>9065724
Wow, I'm a dumb, I swear I tried that. Thanks.

>> No.9065732

>>9065720
The bossman of the Peppergrinder has mentioned wanting to make a Mare's Leg.

>> No.9065742
File: 255 KB, 300x300, G7Su2Vx.gif [View same] [iqdb] [saucenao] [google]
9065742

>>9065631

>> No.9065746

>>9065732
Sick. Lever-actions are fun.

>> No.9065757

>>9065672
You like not being glued to the floor?

>> No.9065763

>>9065654
Well if people in this thread actually took up such a project, there's a lot of free doom assets around that would make the process easier. For example the "ejected good assets" from freedoom mentioned by >>906559

>> No.9065768

>>9065623
Some of us have plans for a TC similar to REKKR. There's also Slooter, but that's more like 60% /vr/

>> No.9065769

>>9065763
Shit I meant
>>9065590

>> No.9065774
File: 615 KB, 1920x1080, Screenshot_Doom_20220705_175534.png [View same] [iqdb] [saucenao] [google]
9065774

>>9065692
>The x-offsets are exactly the same as the original Doom shotgun's.
HD includes the spritefix version that's correctly centered.
>can you point me to any resource or tutorial to better get an understanding of the HDest framework?
Not particularly. Here's a general ZScript tutorial that should get you off the ground: https://jekyllgrim.github.io/ZScript_Basics/
But I just know a bit more about copying and pasting stuff and pushing numbers around. I can kind of read and understand Matt's code, but the most I've done myself are tweaks and upkeep to existing weapons.
There's also the HD Discord, where most of the active modders congregate, or you could ask questions in the ZDoom forum thread. Matt's usually willing to explain how things work for modders if you have a specific question.

>>9065713
Gun mass is used in determining the gun's maneuverability, how well it keeps up with sudden turns and such. Bulk is the actual number used for encumbrance, and it's an abstract measure of both weight and shape. Prime example of how this works is the SMG - a loaded SMG has substantially higher bulk than an empty SMG and spare mag, because of how much bigger the profile of the loaded gun is. So even if you had a gun made of heavier materials, a smaller, easier to handle frame could still justify equal or lower bulk.

>> No.9065802

>>9065763
>>9065769
That's true, especially with stuff like the old gib sound.

>> No.9065910

>>9065654
Freedoom is open source so you can just take away from Freedoom what already works and add what you want and release it in the same open source license. So you could use the music and textures and sounds for example, while adding new maps and sprites.

>> No.9065916

>>9065768
A /vr/ TC would be awesome. What theme are you floating?

>> No.9065959

>>9063917
Fuckhead said he wanted to do an 'expansion pack' to HFFM I think, also that it would have to be after 94 Protons is finished, ergo in the year 2094

>> No.9065963

>>9065916
I don't want to give too much information since we don't have anything substantial laid down yet. It's lower on the priorities list while we take care of other projects. Might be a while before you start seeing anything posted here.
>>9065959
Assuming 94 Protons actually gets done in time, we should have enough time for the HFFM expansion and Ad Mortem in the same year. But it doesn't look like that's shaping up to be the case.

>> No.9065974

>>9065963
>Assuming 94 Protons actually gets done in time
What is it, 6 out of 15 maps and the deadline is on Friday? Definitely extending.

>> No.9065986

>>9065974
Ouch, that's pretty rough.
I still want Ad Mortem phase 2, and if Vaeros doesn't make it happen, then I will.

>> No.9065991

>>9065986
He'll probably show. October is far away still.

>> No.9066000

>>9065974
>>9065963
Feels like it would be much further along if cockblock hadn't spent so much time fucking around beforehand.

>> No.9066023

Map30 of 400 minutes of /vr/
https://youtube.com/watch?v=gmHXQdK0hy8
Great work, everyone! It was very nice seeing inexperienced mappers improve their skills.

>> No.9066046

>>9066023
Just in time for 512 Linedefs of /vr/ getting on idgames

>> No.9066057

trying to get 500 Milliliters to work but it just instant crashes current NBlood, nothing shows in a log i can find, anyone know if this works with RAZE?

>> No.9066069

>>9066046
I'm currently on vacation, so you'll have to endure some 10x10 videos that I prerecorded for a few more days.

>> No.9066080

if you played the leaked Day One demo before the final game was released then you are a faggot

>> No.9066092

>>9066057
Yup, worked fine under v1.4.1 release from Jan 30

>> No.9066124

>>9064645
character designs by kouta hirano

>> No.9066127

>>9066124
I'd play the everloving shit out of a game with Kouta Hirano designs

>> No.9066153
File: 10 KB, 477x269, soaked.png [View same] [iqdb] [saucenao] [google]
9066153

>>9066069
>some 10x10 videos
Oh nice, I'm actually personally looking forward to that. I've watched some demos, but it'll be neat to hear your commentary.
Enjoy your vacation!

>> No.9066159

Thoughts on mid-level saving?

>> No.9066165

>>9066159
i dont care

>> No.9066170

>>9066159
It's fine, Doom's modular as fuck, people can play how they want.

>> No.9066180

>>9066159
I made quicksave and quickload F2 and F3 so they'd be easier to get to.

>> No.9066182

>>9066159
Good for practice, not for perfect. If you like getting through a game more than feeling like you beat it then it's a good option.

>> No.9066190
File: 107 KB, 1920x1080, doom15.png [View same] [iqdb] [saucenao] [google]
9066190

This big retard just stays still there doing nothing on Map 10 Hospice Relief of 512linesvr_rc4, playing on dsda-doom. He only attacks when I press myself against that wall immediately beneath him. It happened every time I played this map. Glitched?

>> No.9066197

>>9066069
I'm not very good so watching these commented videos I always wondered
How many times do you play through each map before feeling confident enough to record a video? Do you "train" using saves or you pistol start until you beat it?

>> No.9066213

>>9066197
It really depends on the level in question. Usually, if there are no tricky or difficult fights, I just play the map with saves, then record a video, unless I am recording a blind playthrough. If the map is difficult, I practice the hard parts until I can beat them more-or-less consistently, then record a video. If the entire map is difficult and/or long, I play through the entire map with saves once or twice after practicing to make sure I memorize the progression and secrets (for example, the final map of Rush).

>> No.9066228
File: 210 KB, 1033x639, Screenshot 2022-07-05 225633.png [View same] [iqdb] [saucenao] [google]
9066228

>>9066190

>> No.9066243

Boy howdy do I fucking hate shamblers

>> No.9066245
File: 387 KB, 1600x900, vkquake0002.png [View same] [iqdb] [saucenao] [google]
9066245

Which retro fps has the best minigun?
And why is it MALICE?

>> No.9066248

>>9066159
If you wouldn't do it in a speedrun, don't do it in personal play.

>> No.9066262

>>9066228
Oh.
I don't think this warrants updating the Idgames release, it's a pretty small bug.

>> No.9066271
File: 63 KB, 517x388, doom helmet.jpg [View same] [iqdb] [saucenao] [google]
9066271

Was just playing Pathfinder: Wrath of the Righteous and found this
The game has a lot of story but the main idea is that the Abyss (demons) opened a rift and there's been a bunch of crusades to stop it.
In a side quest, you get into this area with computers and technology and stuff (but also demons and torture/experiments to make people thralls etc), and this was tucked away in some closet, just thought it was kind of funny.

>> No.9066290

>>9066159
Acceptable as long as you're not saving mid-fight.

>> No.9066294

>>9066248
why would I ever speedrun a wad? you can't appreciate the effort a mapper put into the wad

>> No.9066302

>>9066294
Some stuff has quite a speedrunning thing but it's usually stuff like Alien Vendetta.

Not that I agree with the idea that you should treat everything like a speedrun.

>> No.9066313

>>9066080
what?

>> No.9066396

As it turns out, the best way to start off map 10 of EDay with HD is to murder the friendly marines because they're fucking worthless and will get in the way when you're trying to fire rockets at Barons.

>> No.9066398
File: 1.37 MB, 1920x1080, Screenshot_Chex_20220706_063552.png [View same] [iqdb] [saucenao] [google]
9066398

Hey guys, Magikus guy here ! How are we doing ? So, I come to you once again for some help. Magikus 2 is pretty much fully playable now, still a bit rough, still quite a few bugs here and there but playable.
I have started adding some fluff/lore text between levels, but kids are lazy and don't want to read so I added some recorded lines, problem is, using clusters, I kind of have to play them through the music channel, which I have to set pretty low or it gets obnoxious. during gameplay, but during the text intermission it also means the recorded line is barely audible. Any of you guys got a tip ?

>> No.9066403

Is true Hacx is like Build engine games?

>> No.9066428

>>9065017
Is it possible to slice out the gamepad and analog stick support out of GzDoom's code and grafting it onto FDWL

>> No.9066429

>>9066403
No.

>> No.9066432

>>9065453
How's your hand bro

>> No.9066438

>>9065557
FOSS projects are very rarely efficient.

>> No.9066442

>>9066396
did you skip the start of map 7 or did you have some trick for it? It's hard enough in brootal doom variants

>> No.9066447

>>9066398
maybe use two different files with different volumes?

>> No.9066448

>>9065708
>I think I'd like Marathon more if the view bob wasn't so massive.
Doesn't Aleph One let you fiddle with that?
>Feels like I'm moon walking everywhere.
You are, most of the games take place on spaceships and stations with low gravity, and I think Lh'owon is explicitly mentioned to be low-grav too. That's how come you can run off edges and back on.

If anything, D1E1 should be low-grav as well, since Phobos has fuck-all mass.

>> No.9066458

>>9066398
I don't, but it's cool to see an update.

>> No.9066502

>>9066448
I like to think Phobos base is under its own atmospherics dome with a gravity stabilizer of some sort, considering the skybox isn't black space.

>> No.9066529

>>9065774
Thanks for the reply. I actually did start out with the tutorial you linked and ZS itself is not (quite) the problem, just how much HD deviates from standard code and adds its 10000 own things. Oh well.
But thanks for explaining bulk, I'll keep that in mind and adjust accordingly.

>> No.9066607

>>9066262
Well, it's an entire broken mancubus.

>> No.9066663

>>9065708
I actually really like that.
Once you get used to the movement you're esentially gliding, sliding and skating circles around the Pfhor/ whoever while you suppress them with assault rifle fire and decimate them with the grenade launcher.
Whole game's got style, especially 2 and Infinity with their revised sprites and arsenal and Craig Mullens art.

>> No.9066719
File: 266 KB, 1920x1080, painkiller_redemption-38.jpg [View same] [iqdb] [saucenao] [google]
9066719

>>9066245
My personal favorite is Painkiller one, with Doom being close second because for all the buff look it feels a bit underpowered. Malice is pretty strong contender here, but minigun just felt a bit off for me.

>> No.9066784

>>9066438
Often they're the exact opposite, just look at something like Gimp.

>> No.9066823

>>9065672
Diagnosis:
the based syndrome

>> No.9066886
File: 15 KB, 381x365, 1279386789851.jpg [View same] [iqdb] [saucenao] [google]
9066886

>make a narrow hallway
>place a soulsphere in it
>put a berserk pack after the soulsphere

>> No.9066893

>>9066886
Now put a Chainsaw right after the Berserk pack

>> No.9066898
File: 90 KB, 822x960, 5265.jpg [View same] [iqdb] [saucenao] [google]
9066898

>>9066886
>put a string of armor bonuses leading to a green armor

>> No.9066901

>>9066898
Thanks for bringing my blue back up above 100, brah.

>> No.9066902
File: 1.00 MB, 1191x1320, 1559737757506.jpg [View same] [iqdb] [saucenao] [google]
9066902

>>9066886
>stack multiple ammo boxes in one place randomly (or dehack them so instead of fixed amount they give you x2 or x3 occasionally) so the player can't manage his resources properly

>> No.9066903

>>9064971
>engages in: virgin sex
How many cherries has she popped?

>> No.9066924
File: 13 KB, 500x500, canyounot.png [View same] [iqdb] [saucenao] [google]
9066924

>>9066886
>Place 3 large cell packs THEN the bfg

>> No.9066926

>>9066924
That one's okay, I already found the secret backpack.

>> No.9066928 [DELETED] 
File: 371 KB, 1920x1080, Screenshot_Doom_20220706_074644.png [View same] [iqdb] [saucenao] [google]
9066928

I was able to more-or-less adapt Ace's version of spirit armor to the latest master of HD, minus the flight when a layer breaks, since I wasn't a fan of that.
https://litter.catbox.moe/rptbsu.zip
(3-day Litter because catbox is fugged for me at the moment.)
It replaces shield cores, but uses a different sprite name.
Keep in mind, this form of spirit armor doesn't give you buddha mode. It does give you enough damage reduction to survive a shotgun blast unarmored, but you can still die without it breaking.

>> No.9066937

What is the color pallete the build engine uses, I'm gonna make some sprites

>> No.9066942
File: 2.05 MB, 3840x2110, arena.png [View same] [iqdb] [saucenao] [google]
9066942

I'm attempting to create a simple arena, and I'm wondering now just how annoying it would be to do anything before linked groups were introduced.

>> No.9066943 [DELETED] 
File: 25 KB, 172x230, no spirit armor?.png [View same] [iqdb] [saucenao] [google]
9066943

I was able to more-or-less adapt Ace's version of spirit armor to the latest master of HD, minus the flight when a layer breaks, since I wasn't a fan of that.
https://litter.catbox.moe/z3gp1k.zip
(3-day Litter because catbox is fugged for me at the moment.)
It replaces shield cores, but uses a different sprite name.
Keep in mind, this form of spirit armor doesn't give you buddha mode. It does give you enough damage reduction to survive a shotgun blast unarmored, but you can still die without it breaking.
Hypocrite that I am, I initially forgot Megaspheres.

>> No.9066949

>>9066159
a bit of cheating

>> No.9066965

>>9066926
>no backpack in whole (combat-heavy) campaign
The only thing I hate more is excessive reliance on vertical aiming.

>> No.9066970
File: 25 KB, 172x230, no spirit armor?.png [View same] [iqdb] [saucenao] [google]
9066970

I was able to more-or-less adapt Ace's version of spirit armor to the latest master of HD, minus the flight when a layer breaks, since I wasn't a fan of that.
https://litter.catbox.moe/lv2vld.zip
(3-day Litter because catbox is fugged for me at the moment.)
It replaces shield cores, but uses a different sprite name.
Keep in mind, this form of spirit armor doesn't give you buddha mode. It does give you enough damage reduction to survive a shotgun blast unarmored, but you can still die without it breaking.
Holy fuck, I have no idea what I'm doing, forgot to check if the megasphere still gave blues.

>> No.9066979

>>9066970
I should note that this probably doesn't work with any existing mods that restore the old blursphere (they would need to be updated to include their own purger anyway) but it doesn't delete the new one.

>> No.9066998
File: 530 KB, 520x590, class.png [View same] [iqdb] [saucenao] [google]
9066998

is there a way, in a certain actor, to reach a variable from a different actor? i know how to do it through inheritance, but how about without it? like changing a variable in a weapon using a projectile?

>> No.9067030

>>9066442
The Dead Simple one? The first time I played I had the Bastard from Peppergrinder and plenty of rocket grenades, so I kept my weapon holstered until the roll, pulled it out, turned left and rocketed the second nearest Mancubus so the splash would hit the other, reloaded and killed him while he was stunned, then mostly just kept dodging and using the garbage mounds as cover. I think I left one kind of alive? Went to the blue door, kicked it down and grenaded the two Hell Knights inside and killed the imps. Then I used that room as cover for when the last Mancubus died and the gates lowered to let the Hell Knights in.

This last time I had the Boss Rifle and it wasn't working out, so I had to open the console and use "fly" to get out of the water. I fired at them from the pipe while they were barely visible and couldn't shoot me. I stayed there until the Hell Knights were dead.

>> No.9067071
File: 2.23 MB, 1720x720, quake071-2.png [View same] [iqdb] [saucenao] [google]
9067071

So apparently I am doing this map (called "Technical Base") as part of a unit now with some cooperation. If someone else wants to join in to create a unit for Quake 2's 25th anniversary this year please let me know!

>> No.9067072
File: 17 KB, 393x296, arches.jpg [View same] [iqdb] [saucenao] [google]
9067072

>>9066942
>I'm wondering now just how annoying it would be to do anything before linked groups were introduced
Not too annoying. You just had to mostly have a style nailed down before going overboard with details. Now you can go in a bit more blind.
Also, you're gonna want to make all those arch brushes intersect in corners, otherwise you'll have a bunch of extra triangulation and potential lighting issues.

>> No.9067132

>>9067072
I'll have to learn how to do that. I just made a circle and subtracted that from a square, then cut it in half to make the arch.

>> No.9067168

>>9066902
Is that possible in dehacked? Making new pickups isnt so I guess editing them is limited

>> No.9067176

>>9066403
Kinda, it has breakable glass, breakable office chairs and computer monitors things for decorations, it also often emulates real life environments - but its pretty limited compared to what games like dukenukem or shadow warrior or even non build pwads like Auger Zenith do

>> No.9067181

>>9066886
>4 medikits before long hurting floor
>green armor at the other end

>> No.9067192
File: 221 KB, 480x408, merge vertices.webm [View same] [iqdb] [saucenao] [google]
9067192

>>9067132
The easiest way to clean up what you have is to go into vertex editing and merge vertices with SHIFT ALT CLICK until you just have triangles pointing up into the corners.

>> No.9067195

>>9067168
Probably not randomized but just changed. You still can "randomize" it by stacking multiple ammo boxes.

>> No.9067246

>>9067071
>more Q2 kino
very nice, i also like how your maps are all vanilla-based and are still interesting and challenging

>> No.9067262
File: 52 KB, 1277x629, file.png [View same] [iqdb] [saucenao] [google]
9067262

>>9067192
Is that possible with all the triangles the wrong way around to start with? Whenever I try to move things into the corner, the vertices don't seem to want to go to the right place.

>> No.9067271
File: 14 KB, 262x262, doomii.jpg [View same] [iqdb] [saucenao] [google]
9067271

zdoom forums search engine is so asscheeks holy shit

>> No.9067280

>>9067262
Yes. Note that the first vertices I merge in that webm are to make an inner face that didn't exist to begin with. Also if it's not letting you merge, try selecting only two brushes at a time.

>> No.9067286
File: 33 KB, 640x480, uwu.gif [View same] [iqdb] [saucenao] [google]
9067286

>>9067246
Some people do find my maps trolly and a little "too" challenging (artificial difficulty), but I always have a disclaimer in the readme.txts that these maps are intended for someone who's played the game for a while.
I am not the kind who wants to make maps just to introduce new audiences. I know how few people play my maps so I make them mostly for myself.

>> No.9067302
File: 2.75 MB, 1920x1080, arch.png [View same] [iqdb] [saucenao] [google]
9067302

>>9067072
>a bunch of extra triangulation
ehh, not really. you're only saving triangles vs CSG if you're doing the rightmost variant here, and it's a pain in the ass to make and then edit (extrude).
the top one (yours) actually has the most tris, but the upside is that you can turn the corners into detail or illusionary. the one below is the fastest to make and easiest to tweak.
csg subtract is bad form, but since it uses the same logic as bsp, it is actually fairly optimized for this case. and you're very unlikely to have lighting problems on a plane.

>> No.9067342

I'm stuck on map 13 of 512 lines rc4 again, killed all the cyberdemons but nothing happened
Last time I was using an old beta but this time i got it straight from the doomworld thread (it was the last link before the idgames link, wad is titled 512linesvr_rc4.wad)
Playing on HMP, dsda-doom, complevel 9

>> No.9067346

>>9066998
Im zscript you can define global variables and cast them to another actor.
What do you want to do?

>> No.9067360
File: 198 KB, 448x371, (reading).png [View same] [iqdb] [saucenao] [google]
9067360

>>9067346
yeah, i`ve found a way on zdoom wiki using event handlers with a wallpaper roll worth of code that i`d have to shove into each new actor, and was hoping there`d be a simpler way, but i suppose not.
i want to change a weapon`s boolean variable whenever the projectile connects, that`s why i couldn`t use inheritance.

>> No.9067390

>>9066937
depends on the game

>> No.9067505

>>9063731
>Doom 3 Resurrection of Evil:
>https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
Is this a super compressed folder including base game and RoE?

>> No.9067512

Map01 of 10x10
https://www.youtube.com/watch?v=cYNC6WO5BCU

>> No.9067513

I might not be able to finish my 94 protons before July 7th, suddenly have too much work. But I should actually have some time tomorrow for this.

>> No.9067812
File: 195 KB, 720x720, that&#039;ll do lil boy.jpg [View same] [iqdb] [saucenao] [google]
9067812

>>9063734
>>9064280
Shooting off an update to 512 Lines idgames to fix a crucial error that slipped by, and then that should be the end of it.
I had plans for 25 Frags of /vr/ sometime this year, but I'm dropping that idea entirely now. If anyone else wants to host that, go right ahead.

>> No.9067818
File: 349 KB, 1920x1080, Screenshot_Doom_20220706_210410.png [View same] [iqdb] [saucenao] [google]
9067818

>>9067360
>i want to change a weapon`s boolean variable whenever the projectile connects
And what do you want to do? I.e. what is supposed to happen?
I feel you could so something with DamageMobj, provided it's only supposed to happen on things that can be damaged.

I made a weapon pack that carries a variable over from a weapon to its projectile, maybe you can work something out to go the other way round.

https://www.dropbox.com/s/rp5dymllia9id52/FREEBEER.pk3?dl=0

It's the throwable jar.


On another note, I fixed the shotgun sprites, prettied up some frames a bit and adjusted bulk and gun mass. Also for diarrhea and lulz I also threw in a dehacked version.

https://www.dropbox.com/s/seaw2ipe9wdgta9/pumpshorty.zip?dl=0

>> No.9067825

>>9067812
Good job anon.

But I think with 94 Protons "Forever" still going on and considering how many projects we had back to back, it's ok for everyone to take a break. Halloween isn't actually that far anymore.
Maybe some of the 3D people can fill in until then.

>> No.9067846

>>9067812
I couldn't finish map 13 on HMP ->
>>9067342
Is it a bug?

>> No.9067847
File: 222 KB, 1597x857, wang1.jpg [View same] [iqdb] [saucenao] [google]
9067847

>> No.9067852

>>9067825
Yeah, I get that. I was just saying that I'm not doing the deathmatch project I've been teasing for about a year now. It's up to someone else now, whoever that may be.
>>9067846
Yes, and I advise everyone to wait for Idgames to get the updated version of the WAD.

>> No.9067862
File: 996 KB, 1920x1080, Screenshot_Doom_20220206_184126.png [View same] [iqdb] [saucenao] [google]
9067862

>>9066159
Depends entirely on how cheap the levels feel.
Shadow Warrior / Blood / Redneck Rampage I save all the time and juggle 2 hard saves at least because especially in SW you often die so fast you don't even see what killed you.

In the DOOM episodes I get a kick out of saving at the start of the level to preserve my progress but not do mid-level saves if at all possible to preserve tension. And well done custom maps like 2048 units' levels so far have been really sweet to play saveless UV.

>> No.9067885

>>9067847
That’s not the fun and soulful janitor area with that lady poster

>> No.9067889
File: 214 KB, 1920x1080, sw3.jpg [View same] [iqdb] [saucenao] [google]
9067889

>>9067885
>fun and soulful janitor area
Where was this again?
The image I posted was Lo Wang's house.

>> No.9068024

>>9067862
I think saving your guns from previous levels is expected, at least in wads with a campaign and not levels by various authors made to be played in a vacuum, what with plutonia's map31 text saying "hope you make a save a level or two previous".
pistol starting and maps being designed to be beatable with it is to prevent softlocking from entering a level with 1 health

>> No.9068037
File: 62 KB, 250x188, file.png [View same] [iqdb] [saucenao] [google]
9068037

>>9063731
What's the best Alpha-themed Doom mod?

>> No.9068040

>>9068037
Doom Delta is the closest

>> No.9068043

>>9068037
Nihility

>> No.9068046
File: 2.11 MB, 627x704, 1646550889382.gif [View same] [iqdb] [saucenao] [google]
9068046

>new serious sam mapping jam
>the theme this time is only having 128x128x128 playable space to map for
This is going to be fun.

>> No.9068092

>>9068046
Just stack Kleers on Kamikazes to save space.

>> No.9068110

I've been playing Strife Veteran Edition and it feels like there's a strange stutter whenever I run. Does this happen to you guys?

>> No.9068116

What do you guys think of jumpwad? It cracks me up how the second map looks and plays like a Tony Hawk course, but 2bh I'm not sure if I'm even having fun or not. It's a nice experiment but Doom platforming will always be Doom platforming.

>> No.9068124
File: 547 KB, 500x327, 1369855236980.gif [View same] [iqdb] [saucenao] [google]
9068124

I'm playing Heretic for the first time and it's kinda mediocre. Checked wiki and it says it was mediocre even back then. Is it really just a glorified medieval Doom TC?
Not gonna lie, water splashes and ambient sounds are soulful as fuck. Also that intermission screen.

>> No.9068128

>>9066159
depends on how long the map is, ive had doom maps that felt they go on forever and then you die, and have to do ALL that shit again

>> No.9068135

>>9068046
id love to see people make serious sam levels in the style of Doom/Quake mapping, careful enemy placements and weapon distribution etc, not just the usual "survive waves of monsters" stuff

>> No.9068139

>>9068135
Like the early couple levels of TFE?

>> No.9068148

>>9068124
I only like Hexen 2, Heretic 2 is neat but honestly would rather play severance or jedi knight.
Corvus is a cool dude however., A shame we will never see him again.

Hexen 2 is the perfect comfy combo for me, it has some nice quake mapping and that edgy 90s fantasy that jut disappeared completely these days.

>> No.9068152

>>9068124
Wayfarer’s Tome does some minor things that does a lot to help the flow of combat. It’s otherwise fine, just impossible to top the Doom preference/bias.

>> No.9068158

>>9068110
I wouldn’t know, I dropped the port when I found out it wouldn’t let me bind weapons to mousewheel up or down and played it through GZD.

>> No.9068205

>>9068148
What source ports can run Hexen 2? I don't think any of the Quake ports can, despite being basically the same engine.

>> No.9068206

>>9068205
>source ports

I dont known anon, but there is a way to play it straight out and with a patch and in widescreen just search around. I did a a couple of years ago. its just the quake engine anon. It works.

Maybe its even in the op.

>> No.9068209

>>9068124
Also vertical aiming really feels like it shouldn't be here.

>> No.9068324

https://www.youtube.com/watch?v=7jTVHySa1yc&t

Does anyone have any builds of this, even old ones? I can't find a link to any of them that isn't dead.

>> No.9068330

>>9065418
what wad is it?

>> No.9068368

>>9068124
>>9068152
Heretical Doom is also good but way, way more involved in what it does to stuff than Wayfarer's Tome.

Kind of hope Wayfarer's Tome unfucked it's gauntlets since the last I tried it, it turned them into a staggered attack weapon instead of a chainsaw-alike.

>> No.9068374

>>9068205
Not that anon, but I've used Hammer of Thyrion. There's another one but I don't remeber the name of it.

>> No.9068376

Any way to make Hacx 1.0 work properly on sourceports?

>> No.9068394

>>9068135
It's definitely possible. Like the other anon said the first few levels of TFE are like this.

>> No.9068398

>>9068376
Should be fine on anything ZDoom-based.

>> No.9068403

>>9068330
It's the example map included in the DBP50 resources WAD.

>> No.9068409

>>9068324
https://www.dropbox.com/s/l7bnqgggzvrwpk9/doomshock_rel1_dl.pk3

This should be the file

>> No.9068423

>>9068324
>>9068409
This manual should also be of help to set the mod up
https://pastebin.com/6HVieKZa
Be wary of what version of gzdoom you use because modern versions might break the mod.

>> No.9068426
File: 2.79 MB, 1024x576, 1656916346903.webm [View same] [iqdb] [saucenao] [google]
9068426

Anyone know what shader is being used in this video?

>> No.9068429
File: 29 KB, 640x400, KEKKR2.png [View same] [iqdb] [saucenao] [google]
9068429

>>9063887

>> No.9068432

mods that recreate ultima underworld?

>> No.9068443

Where can I get the wanton destruction expansion for shadow warrior

>> No.9068463

>>9068409
>https://www.dropbox.com/s/l7bnqgggzvrwpk9/doomshock_rel1_dl.pk3

thanks champ

>> No.9068484
File: 503 KB, 1920x1200, nigger.png [View same] [iqdb] [saucenao] [google]
9068484

>>9068426
We have already told you a billion times you fucking retard. Stop spamming your shit question everywhere.

>> No.9068521

So what is this HandleDamage property in HD? I wanted to try this out just to see if it's as OP as it sounds but I got an error last time I tried.
https://codeberg.org/TwelveEyes/hd_uacarmour/

>> No.9068534

>>9068521
Looks like it works fine with the latest commit of HD.

>> No.9068539

>>9068521
HandleDamage is, well, a damage handler. It's been recently changed by the new wound system, so that one of its variables is a double instead of an int, so that's probably why that particular addon isn't working for you: either the addon is updated to latest and you aren't, or vice-versa.

>> No.9068578

>>9068374
Hammer of Thyroid is the continuation of the other port.

It's a fine port. Little bare bones.

>> No.9068580

>>9068037
>>9068043
Seconding Nihility. It's cool episode with all alpha weapons and textures. There's lot of new monsters, that spice up Doom 1 gameplay quite a bit.

There's also Alpha Accident. Another Doom 1 episode. It has also plenty of cool stuff like new monsters and objects like random item crate and such.

>> No.9068587

>>9068534
>>9068539
Huh. How recent was this wound change? I could've sworn I had the latest commit at the time I started a few weeks ago.

>> No.9068601

I'm RealRTCW right now and it has this annoying thing where the activate button also doubles as a lean button despite there already being dedicated lean buttons so strafing left or right while holding down the activate button causes me to lean when I don't want to. How do I get rid of the lean functionality for the activate button?

>> No.9068608

>>9068205
FTE Quake can. But you would preferably use a dedicated sourceport like uhexen2/Hammer Of Thyrion.

>> No.9068626

>>9064620
>gamma 11
who tf plays like that ? are you one of these pussies who are scared of dark map? the colors look all washed out. or maybe it's just your camera idk

>> No.9068650

>>9068374
UQE Hexen 2.

>> No.9068662

>>9068626
I don't actually play Doom on my 3DS very often, that's the default setting.

>> No.9068671

>>9068626
not him but the 3DS is tiring to play with brightness on low

>> No.9068687

>>9068650
Yup. That's the one.

>> No.9068748

>>9068116
Square used GZDoom jumping and crouching just fine in its maps, but I don't think most mappers want to put in the effort to balance a map around jump

>> No.9068763

>>9068116
Doom platforming just doesn't sit well with me. It's way too slidey and inconsistent to control. A lot of those multiplayer platforming wads rely on having you be able to string multiple tight jumps or balance yourself on very narrow platforms that you will immediately slide off if you overshoot it slightly or attempt to fix yourself.

>> No.9068804

>>9068587
Okay, I updated all the stuff that needed updating, I think/hope, and it seems like it's all working fine now. Thank you gentleman. I'm hoping this armor works with Hideous Helmet's armor changes. I didn't see anything in there that specifically affected any armor type.

>> No.9068813

>>9068748
It's not just balancing, you've basically got to find a way to tutorialize the use of it at the start of a map because no fucker reads the readme.

>> No.9068841

Who thought that adding invisible bridges to Plutonia was a good idea? I had to fucking spoil the entire map for myself in order to figure it out. Unbelievable

>> No.9068878
File: 3.47 MB, 384x480, 1652840215461.gif [View same] [iqdb] [saucenao] [google]
9068878

>>9068124
>those trees
wtf
i should play keen

>> No.9068885

>>9068878
The first three episodes are on a more primitive engine but I enjoy the first two, episode 3 is short and has an incredibly fucking rude level. After that they switched to the newer engine and style you see there. Episode 4 is pretty solid, 5 is great, and 6 is fucking aggravating.

>> No.9068895

>>9068484
What is the name of the sourceport so i can play it

>> No.9068901
File: 1.11 MB, 1920x1080, Screenshot_Doom_20220706_234744.png [View same] [iqdb] [saucenao] [google]
9068901

>>9066970
very nice, once more may I absorb everything while reading out bible quotes

>> No.9068908

>>9068895
Are you mentally unable to google "Doom with ray tracing"?

>> No.9068913

>>9068901
I'll probably pack the old blursphere along with it for my own id doom load order, but I'd want to make sure it interacts the way it used to with blues.

>> No.9068925
File: 66 KB, 637x479, sgsg.jpg [View same] [iqdb] [saucenao] [google]
9068925

Why is he raping a robot?

>> No.9068926

>>9068925
Shouldn't have worn that dress.

>> No.9068947
File: 12 KB, 272x300, file.png [View same] [iqdb] [saucenao] [google]
9068947

>>9068925
I did this instead of doing important things

>> No.9068949

>>9068925
Do you see his nipple indents and giant codpiece? He's trying his hardest to restrain himself.

>> No.9068954

Is it worth playing Doom as vanilla or basic as possible like its 1993 again? Is that chocolate Doom sourceport still around?

>> No.9068960

>>9068954
Chocolate Doom has been superseded by Crispy Doom the last time I heard of it.

>> No.9068963

>>9068954
Sure, it's worth it.

>>9068960
Not really, if you want it really authentic, Chocolate emulates the original .exe much closer. That said, Crispy is so damn convenient that it's nicest way to play classic Doom

>> No.9068967

>>9068925
He's killing a robot that was raping him
Or maybe he seduced the robot in order to destroy it while being cyber-plowed
Badass

>> No.9069002

>>9068963
Doom Retro is another one of those source ports that just feels nice to play. It almost feels it could be an official rerelease in a good way.

>> No.9069010

>>9068925
Dude's gone full cowgirl on that robot. He's even wearing chastity belt on his dick while getting some robot cock up into his ass. This is the heroic sacrifice he does for the mankind.

>> No.9069032

I hate DERPs. I really really do.
They're the absolute worst thing that was ever created by rotten ingenuity of the human mind.

I need DERP abuse clips. Or at the very least, protips with handling them.
No I'm not playing mute. Knowing where they are doesn't help in the slightest, that just makes them even more dangereous.

>> No.9069039

>>9069032
Buckshot is good against robots, failing that, you can always hack them as soon as you have your own DERP, especially if you know where they are.

>> No.9069051

>>9069039
I swear I've tried buckshot before but either the choke was too wide or my aim wasn't pinpoint on target cause it usually takes like 5 shells to kill a DERP. At least it does stop it from firing once you have it stunlocked, but jesus fuck that shit. HERPs are incidentally a lot easier to handle with rifles, taking only 2 ZM hyperbursts as opposed to 3 square hits with the hunter.

>> No.9069056

>>9069039
>you can always hack them as soon as you have your own DERP
I've been doing this. Most of my loadouts start with one, and I collect a HERP when I can, but only keep the battery in it. I basically dedicated the whole numpad to robot keybinds.

Also you can just pick them up if you can run up on a DERP that hasn't spotted you yet.

>> No.9069062

>>9069032
blow them up with the thunderbuster. Or rush them and pick them up quickly. If one's shooting you, you know where it is, and you can't shoot it back or grab it in time, turn your back to it. DERPs aim for your face so you'll take less damage getting shot in the back that way.

>> No.9069072

>>9069051
Funny thing about the HERPs and DERPs: When they get hit, it's a diceroll to determine whether or not they break.

>> No.9069078

What are all the commands in vrsounds.wad?

>> No.9069079

Speaking of robots, can anyone say why a directly-controlled HERP will sometimes keep firing after you let go of the button? End up wasting a lot of shots.

>> No.9069080

>>9068954
for retro wads sure but most maps are boom compat anyways

>> No.9069085

>>9069078
Crack it open and see for yourself, there's like 70.

>> No.9069089

>>9069085
I guess it's finally time to install SLADE.

>> No.9069090

>>9069072
That explains why I find the Slayer so effective against them, manual (not firemode triggered) doubleshots probably brute force that dice roll better than most other things.
>>9069079
HERPs canonically run on spaghetti code I like to think they have artificial chaingunner brains it's just a malfunction that happens sometimes.

>> No.9069094
File: 4 KB, 538x59, 1647012888706.png [View same] [iqdb] [saucenao] [google]
9069094

>>9069089
Yeah, you should. I was going to post a pastebin but it got picked up by the site's idiotic filters.

>> No.9069097

>>9069072
That's even more disgusting than when they actually had the same health as a resurrected marine.

>>9069062
Thunderbusters are a bit of a rarity in naturist runs. Good to know about the backside thing. I was starting to wonder why I got instakilled by one despite wearing a fresh green armor. Must have blown my brains out.

>> No.9069110

>>9069097
Yeah, the big thing I've learned from dealing with the robots is:
DERPs are spiteful little shits that are often better shots than players with 9mil, and that HERPs are fucking stupid but are often put in the worst places imaginable to kill you with ease.
I actually consider HERPs to be the greater threat nowadays, but that's because I play as a tall character so often I round a corner and get shot in the face by a HERP. I can't see their aiming laser because it's red, so they usually get the drop on me.

>> No.9069113

Is the best way to RPGify Doom still to use DoomRPG with DoomRL on Oblige levels, or is there something more elegant around now?

>> No.9069126

>>9069090
Ahh. If it's by design, then I guess it's okay. And since chaingunners are hopped up on zerk all the time, that fits.

>> No.9069140

>>9069113
>Oblige
Look into Obsidian, it basically takes over where Oblige left off. I like using it for Hideous Destructor sometimes when I can't decide what maps to play.

>> No.9069157

>>9069140
what settings do you use for obsidian? my brain is too tiny to figure that stuff out

>> No.9069175
File: 52 KB, 464x577, this is curious.jpg [View same] [iqdb] [saucenao] [google]
9069175

>>9067818
looking at it, you just set up two variables with the same name, one in the weapon and one in the projectile, and they end up connected?
honestly that`s something i didn`t expect, it`d feel too simple to be true before lol.
also based mod.

>> No.9069179

>>9069140
I'll look into it, thanks.

>> No.9069206
File: 258 KB, 1660x2165, astolfo arc.jpg [View same] [iqdb] [saucenao] [google]
9069206

>>9067818
>>9069175
oh shit wait no you used LET thingy.i`ve seen it, but i didn`t see how it`d be of use here. thank you!

>> No.9069220
File: 25 KB, 320x200, 1648309576026.png [View same] [iqdb] [saucenao] [google]
9069220

Now that the cum has dried, how is it? Was it a worthy successor to the original trilogy? How does it stack up to the rest of the /vr/ catalog?

>> No.9069295

>>9069085
>>9069094
New sound suggestion:
https://youtu.be/IsS_VMzY10I

>> No.9069335

>>9069295
Vrsounds is on hold for now, but I'll let it be known when suggestions are open again.

>> No.9069340

>>9068925
me on the left

>> No.9069414

Is there some way I'm missing in Alien Armageddon to turn off these obnoxious enemy health bars?

>> No.9069562

>>9068429
Can I use this for a rekkr map?

>> No.9069570

>>9069220
Its a lot different from the rest of the minutes entries, so successor is debatable - but its definitely worthy as a /vr/ wad - good levels and loads of fun.

>> No.9069582

>>9063883
>"wouldent"
yeah it's from the typical underage Doomworld retards, alright.

>> No.9069642
File: 2.30 MB, 1609x1295, 1654540710341.png [View same] [iqdb] [saucenao] [google]
9069642

>>9068925
because it was there

>> No.9069652

>>9068124
I like it more than Doom desu.
E3 is gorgeous and maps are great.
E2 is also really nice.
Music is better than Doom's.
Artifacts are great fun.

>> No.9069745

>>9069220
It's good but I think 300 mins was a bit better, this one came out much more varied but also not as solid.

>> No.9069751

>>9069652
This.
You forgot that it also got more fun enemies.

>> No.9069753

I used to play Doom when I was a kid. I went back a few years ago and tried to beat it. Running around and killing everything felt fun and gratifying, but once I got into Episode 2 it seemed like I just kept running out of ammo and it stopped being fun. Thanks for reading my story.

>> No.9069757
File: 114 KB, 1917x1080, woof0001.png [View same] [iqdb] [saucenao] [google]
9069757

>> No.9069798

Can someone with a Quake Remaster check if there is CTF in it?
It's a part of Dissolution of Eternity. There should be a ctf1 map at least.

>> No.9069819

>>9069582
I think that's part of the joke anon

>> No.9069864
File: 1.56 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
9069864

>>9069798
Nope, no CTF.

>> No.9069889

>>9069206
You're welcome. Also check out the tutorial linked in >>9065774, it really helped me a lot when I started out with ZS (there was even one example I could lift directly from there lol).

>> No.9069890

>>9069819
I just can't tell anymore. DW is hostile territory to me.

>> No.9069906

>>9069798
The map is there, but you can only play it in deathmatch.

>> No.9069912

>>9068037
Beta labs and Beta labs 2 also beri decent.

>> No.9069978

>>9069890
i dunno, i feel like anyone with that rancor/cringe based reaction would still acknowledge a bit of irony
specially after that 2011-13 transition time from people getting really angry at memes as a concept to ironic memes based off shrek
depends on what you get from internet history and cultural shifts online
>>9069864
is this something anyone has reported ever before?

>> No.9070037

>tfw no time for playing 512 because working like a dog and barely having time for anything else
On the flipside, I can wait for the bugfix release.

>> No.9070040
File: 47 KB, 1173x575, 1657205448079.png [View same] [iqdb] [saucenao] [google]
9070040

https://doomer.boards.net/post/44258/thread
Guy genially asks forgiveness for using DSDA Doom and MBF21. Why is the community so disconnected, how did it come to this untangleable mess of specifications? Why didn't you save it back in 1999 anon? Is ZScript the only true way for us to go now, or is it EDF?

>> No.9070062

>>9070040
MBF21 is just Boom with more new random stuff, making the latter basically obsolete.
That said, I think we should forego all that Boom based shit altogether; those who need new features can use UDMF, because there is nothing Boom/MBF21 can do that UDMF can't, plus a bunch of neat things that gives one more time to actually make a level instead of working around all the tiny bullshits and random still existing limitations.
Vanilla chads can still do limit removing because nobody uses Choc anymore, anyway.

>> No.9070065

>>9069864
Wait, it doesn't even have TDM?
The fuck?
>>9069906
And, I assume, typing "teamplay 4" in console does nothing.

>> No.9070073
File: 122 KB, 1000x567, image.png [View same] [iqdb] [saucenao] [google]
9070073

>>9070062
It's picrelated all over again.

>> No.9070076

>>9070040
Sorry, I'm using exclusively VavoomC, as Carmack intended

>> No.9070089

>>9070073
funny enough, marphyblack made an edit of this comic for this exact doom comp level topic

>> No.9070103

>>9069220
Yeh. Is good.

>> No.9070109

>>9070062
>those who need new features can use UDMF
Maybe when prboom-derrived ports support UDMF maps.

>> No.9070113

>Eternity Engine is basically a PRBoom, but better and was like that for nearly a decade
>barely anyone used it before Heartland, and even then some continue to use PRBoom or it's forks instead of EE
I never understood this.
Like, sure, DSDA is probably much better, if you're into TAS, but it's much more cluttered and got a worse renderer to use otherwise.

>> No.9070116

>>9070113
Don't care, still using GZDoom.

>> No.9070126

>>9070116
Call me when Graf will implement C/S into it.

>> No.9070129
File: 252 KB, 1366x768, etrn124.png [View same] [iqdb] [saucenao] [google]
9070129

>>9070113
https://www.doomworld.com/forum/topic/122682-eternally-doomed-eternity-udmf-community-project/
Here is the project in standstill, I strongly suggest you to map for it.

>> No.9070130

>>9070109
>Maybe when prboom-derrived ports
>2022
>using prboom-derived ports
*woofs in your general direction*
FUCK PrBoom+ and FUCK DSDA and FUCK Eternity and FUCK DoomRetro

>> No.9070132

>>9070130
I'll use Woof when it displays at my monitor's full resolution.

>> No.9070135
File: 40 KB, 299x259, 44549718.jpg [View same] [iqdb] [saucenao] [google]
9070135

any doom mods where i can shoot niggers?

>> No.9070147

>>9070132
>I tried to play Doom but ahhhhh the resolution ahhhhh the 4:3 aspect ratio ahhhh the fov that doesn't let me snipe enemies that are actually too high above ahhh I'm a faggot btw

>> No.9070150

>>9070147
Shut yo goofy ahh up

>> No.9070151
File: 52 KB, 600x676, BitterThink.jpg [View same] [iqdb] [saucenao] [google]
9070151

>>9069798
It's in the re-release, kind of. As >>9069906 says.
I think there were talks about it in Nightdive's Discord server, but I don't remember specifics & don't wanna go back to it. Something is probably broken in there or something along those lines with multiplayer side of things is just being mostly ignored in favor of Add-ons. That makes me kind of curious about how it's gonna go for Quake 2 re-release, if it ever happens.

>> No.9070152

>>9070129
>naming your project "eternally doomed"
oh no

>> No.9070153

>retards arguing once again about how one should play his singleplayer game

>>9070135
Moonman Doom

>> No.9070178

>>9070153
>b-but muh e-peen muh authenticity muh original bugs
>I still want higher resolution though, and finite height monsters

>> No.9070189

>>9070126
Graf doesn't do netcode sabotague, blame edward for that.

>> No.9070201

>>9070178
he didn't say that

>> No.9070205

>>9070113
>I never understood this.
I’m spoiled by weapon bob options in other ports
Yes I’m picky and petty, I’m sorry

>> No.9070209

>>9068124
It's better than Doom

>> No.9070214

WindowsXP tard here. I can get anything from the doom quick start V2 folder I downloaded quite a few months maybe even a year ago to work but any other custom wad or pk3 I download from gzdoom site doesn't work.
Do I need to check for version compatibility? I want to play legend of doom and the simon's quest total conversion or whatever it is. I remember playing it before no problem.

>> No.9070215

>>9063734
Is 94 protons deadline still there? I have my map half-done but now I'm overworked and sick.

>> No.9070225
File: 14 KB, 256x128, ZZZB26.png [View same] [iqdb] [saucenao] [google]
9070225

>>9070178
>higher resolution
Yes
>finite height monsters
No

>> No.9070259

>>9070214
For simon's destiny I get "sprite names must be exactly four characters" for the other, legend of doom, I get "game is already set to easy"
I hope googling those will get me what I need to play the pk3s because thats what I'm searching for now.

>> No.9070263

>>9070259
>legend of doom 1.1.0
>requires gzdoom 4.7.1 or newer
>simon doom
>requires 3.4.1 or newer
mystery fucking solved sorry for being anonymously retarded on your public nipponese underwater basket weaving forum

>> No.9070275

https://mega.nz/folder/ntkkkbhK#C5ytgCvf62lC2QBZgyROxg

>> No.9070315

https://dannarchy.com/games_doom.html
stumbled upon someone's site because of neocities, since sgt shivers made his own site there
this page displays the user's wads they've made

>> No.9070320

>>9064375
user wads flood you with ammo on continuous starts.
>>9065483
definitely a bit bland, but fine overall.
>>9066159
it's fine, as long as you don't claim you beat it otherwise.
>>9066271
neat reference

>> No.9070321

>>9070275
ion clickin dat shit negro

>> No.9070328
File: 84 KB, 1442x381, 1657213930732.png [View same] [iqdb] [saucenao] [google]
9070328

I made a setup with RZDoom, which sets are these Chop?

>> No.9070353

Thinking of picking up SS TSE, I heard the HD remake changes weapon balance, is it true?

>> No.9070359

>>9070315
It's jarring to see a website so obviously styled after the ones of yesteryear with modern things like Discord chats and coronavirus sprinkled in. I do like the GIF and render collections though.

>> No.9070375

>>9070189
I remember Edward defending the c/c networking vs zandronums c/s and it was just silly.
I know networking isn't as easy as just "lol slap some c/s code in there" but really it should be on someone's list. Zandronum is far behind GZDoom in features now.

>> No.9070395

>>9070328
Play Daedalus: Alien Defense the sequel to Icarus: Alien Vanguard.

>> No.9070450

>>9065590
>>9065606
If you want to see why freedoom is a failure look no further than this.

https://www.doomworld.com/forum/topic/118643-freedoom-cc0-sounds-mod/

Someone made a full high quality set of sounds for freedoom and they didn't even try to put it in the github. If they don't want perfectly good assets like this then why not use them ourselves?

>> No.9070496
File: 95 KB, 318x300, meme.png [View same] [iqdb] [saucenao] [google]
9070496

Update to Ace-style Spiritual Armor for HDest master
https://files.catbox.moe/wmf3rp.zip
Matt changed the internal names of all blues-related items, so I needed to update the megasphere in this.
I figured I might as well post it while I try to wrap my head around getting old blur's auto-bandaging to work with the new wound system.

>> No.9070497

>>9070450
how about we start the doom IRC to organize such an effort! Oh wait a minute..

>> No.9070498

>>9069745
>this one came out much more varied but also not as solid
Sounds about right. 400 has higher highs but it also has lower lows, while 300 is more consistent. Don't really care for the others
>>9070497
RIP Zandronum and #vr

>> No.9070559

>>9065606
You might need some more coordination and a leader - not like a head honcho, but someone who takes on a brunt of work to set an example.
Like if someone came at the project with the means and know how to make a full set of sprites. Then others could contribute textures, and etc. Get the ball rolling.
There's enough talent here for it, definitely, but also a greater ability to abandon a project without so much as a reason, what with the anonymity.
Anyway, it's a lot of work. Especially if you do everything from the ground up and avoid publicly available resources (textures, music etc)

>> No.9070680

Is this example correct
Path=$PROGDIR
Path=$C:\Documents\User\zdoom\IWAD

>> No.9070708

>>9070498
>tfw no /vr/-chan
I miss her so much... She was a fun bot to have.

>> No.9070718

I am having a weird issue with ZScript:

I am using the DamageMobj function and for testing purposes printed the damage with "A_LogInt". However, it doesn't give me the actual damage value (as evidenced by the health going down in the respective increments), but some really long values, sometimes even negative ones.
Does anybody know what's going on here? It is some fixed point shit again? ZS can into doubles, I thought.

>> No.9070753

>>9070680
What's in your user\zdoom folder, port executable itself? If so, then simply rewrite it as
Path=$PROGDIR\IWAD
Also, $ prefix is only needed for shortname links, which is $PROGDIR. You don't need it for full paths.
Path=C:\Documents\User\zdoom\IWAD
Either will work.

>> No.9070763
File: 1.28 MB, 256x192, bullshit.gif [View same] [iqdb] [saucenao] [google]
9070763

why do people in the fine year of our dearest lord 2022 still use screen tints for powerups and shit
it burns my damn eyes out of my sockets

>> No.9070786
File: 461 KB, 512x512, FWqLZxdXwAAtpe9.png [View same] [iqdb] [saucenao] [google]
9070786

https://twitter.com/ai_metal_bot/status/1543199099591221248
skull key sprite idea
>for what?
i don't know lol, just thought this look neat
kinda reminds me of those cyclop skull zombies in new doom
the stuff at the top could be interpretated as candles, even if it would make a sprite pick up too big

>> No.9070804

>>9070753
its got all the dlls, the exe, then a folder called IWAD I'll try playing around with it not like it will make mustard gas. I'm on XP and sometimes things do just break though so lately I just leave the machine on standby...

>> No.9070805

>>9070763
I played a wad once that turned the invincibility powerup tint into a FIREBLU filter. I thought that was pretty cool.

>> No.9070820

>>9070215
>>9063734
Nah, son, the maps submitted are really good, but there's still less than half of the base goal, I'll make an announcement soon (probably tomorrow) with some texture and code updates.
Submissions will probably be extended to August.
We've got some great base maps and ruins/temple maps, could use some hell maps too.

>> No.9070828

>>9070820
>Submissions will probably be extended to August.
I think that's for the best. We just had 2 mapping projects essentially back-to-back. I can't be the only anon suffering from a bit of burnout.

>> No.9070841

>>9070820
>>9070828
I've been lacking confidence, and have been doing anything but mapping these past few weeks.
Thanks for the extension, I do still want to contribute at least one map, but I want to make sure I feel good about it.

>> No.9070870

>>9070129
That's really pretty.

>> No.9070873
File: 2.56 MB, 960x540, tree.webm [View same] [iqdb] [saucenao] [google]
9070873

As announced earlier, I tried my hand at making a destructible tree for HDest.
This one replaces the regular HDTorchTree, so all of them should be destructible now.
Depending on whether you are using a gun or the chainsaw to do most of the damage you either get some splintered wood or a clean cut stump. I haven't implemented a clean cut top yet, though.

Sometimes it doesn't call the proper death state, for reasons unknown to me.

https://www.dropbox.com/s/vtmsh2lxio1r05v/hdtree.pk3?dl=0

>> No.9070876

>>9070873
We need more lumber!

>> No.9070895

>>9063734
Black Mesa Demake demo for HL1
https://www.moddb.com/mods/bm-classic/news/black-mesa-classic-we-got-hostiles-demo-is-out

>> No.9070909

>>9070873
>>9070876
Does this mean I can finally turn HD into a forest survival simulator with demons and shotguns?
Grab your trusty saw, chop up wood, bring it back to the cottage and use it to build it up. Either to make defenses or to make pretty furniture.
Go out in the wild. Track down and hunt Babuins, Ninjas, Imps and the odd flying tomato. Pick up their corpses or chop them up on the spot into pieces to bring them back home. Skin, tan and sell their hides for ammunition.
Every night you survive, you get a small yet increasingly more dire wave of night creatures you have to blast. Hope you also bought some light sources or enough lumber to make camp fires.

>> No.9070929

>>9070909
I actually thought about producing lumber, but more for making something like logs to bridge gaps, though with how fast my dude can jump I didn't really find it making much sense.

>> No.9070930

any good puzzle/exploration levels for Quake? I like the Serious Sam style of "really crazy secrets and level exploration"

And I don't mean those weird "series of really unintuitive logic puzzles" thing a lot of mods do, you know the kind

>> No.9070969

>>9070929
Bridges are usually not needed with how matt changed gravity and weight, you can basically glide around now, specially if you've got lots of strenght from being healthy and under blues, stim or zerk. Coupled with mantling, it is quite possible to reach a lot of gaps that'd need SR50+jumping to bypass in some custom mapsets.
You could have the super rare chance of having something be hidden inside the tree stump, but considering they're all burnt useless trees ravaged by the invasion, I wouldn't worry about something like that.

>> No.9070978
File: 240 KB, 405x384, 02.png [View same] [iqdb] [saucenao] [google]
9070978

>>9069562
Sure. Download the program ENDEDIT to make your own since you can't use jpegs and pngs.
Resize the image appropriately or it will be stretched. IIRC you need to shrink it vertically 20%; I forget since it's been a while. Don't use the names KEKKR II and Assault on Romero's Castle since they have been taken.

>> No.9070982

>>9070978
I forgot to mention, you need to CROP the image correctly, as well as shrink it vertically. You'll figure it out.

>> No.9070989

>>9070909
Aside from the nightly defense bits, I like the sound of that.

>> No.9070997
File: 20 KB, 330x480, 1657229718864.jpg [View same] [iqdb] [saucenao] [google]
9070997

>REKKR? More like SHREKKR, does it even have layers like an onions bro? I don't think so, fuck off outta my swamp!

>> No.9070998
File: 10 KB, 640x400, TCCC.png [View same] [iqdb] [saucenao] [google]
9070998

>>9063887

>> No.9071003
File: 55 KB, 640x400, SHREKKR II.png [View same] [iqdb] [saucenao] [google]
9071003

>>9070997

>> No.9071008

>>9071003
Has this been reserved too? Damn bro, you don't leave any options.

>> No.9071040 [SPOILER] 
File: 959 KB, 1000x750, shittr.png [View same] [iqdb] [saucenao] [google]
9071040

>>9071008
KEKKR 2 / SHREKKR 2 (to be determined) is /vr/'s sequel to REKKR that is currently on the backburner. I suppose you could use the name if you make a compelling wad

>> No.9071051
File: 224 KB, 1920x1080, vkquake0005.png [View same] [iqdb] [saucenao] [google]
9071051

Any Malice custom maps in existence other than Murder at the Disco? I need more.

>> No.9071058

>>9071051
Malice has bizarre balance, so mapping for it is a thankless task

>> No.9071105

So uhh. How come the sound gets all fucky when firing Vera or the Vulcanette in fuller auto?

>> No.9071108

>>9070989
You could theoretically just wait until sunlight hits as long as your cottage is fully locked up and all your windows are closed. Doesn't even have to be boarded up with wood, just curtains closed.
The way I see it, to not trivialize on the hunting aspect, is that during the night, /something/ is out there looking for any living being that din't find shelter. Thanks to the demon invasion, ambient frag now causes regular guns to be able to damage these ethereal beings of unknown purpose, but their bodies just simply dissapear without a trace even if you "defeat" them. Sadly, ambient frag also makes them a lot more aggresive and bold, so they basically take any opportunity to jump at unsuspecting victims.
They're not afraid of light, they just dissapear under sunlight. This also means it's entirely possible to encounter them in dark areas of the woods during the day.

>> No.9071112

>>9070909
>some UAC asshat thinks it's a good idea to chop up a demon and try eating it
I think that's how you start a new iwad

>> No.9071117

>>9071105
Instead of masking the noise with a soundclip, it tries to reproduce all individual round detonations in a timeframe that is too short for the engine to handle if you don't have enough sound channels open to do so along with all other sound effects and music. I partly attribute it to being so high pitched that it actually partially deafens you.

>> No.9071119

Kinda unrelated, but, does any one know who covered "Suspense" (E1M5) at the start of this video? https://www.youtube.com/watch?v=xMX0uQpDsYU
Never heard it with the guitar in 0:48, so I'd like to find the full version. Sounds really good.

>> No.9071135
File: 332 KB, 1012x230, tasty.png [View same] [iqdb] [saucenao] [google]
9071135

>>9071112
Sounds delicious

>> No.9071140

>>9071105
Insurgency Soundpack?
Open it up and replace sounds/weapons/vulkanette/cgunfire with this:
https://voca.ro/16k6bd5IIa0A
This sound file runs too long in the pack, so it hogs sound channels in fuller-auto.

>> No.9071153
File: 438 KB, 3841x2160, suck it.jpg [View same] [iqdb] [saucenao] [google]
9071153

>>9071058
What a shame.
It turns 25 in November - maybe I'll try to shit out a map for the occasion.

>> No.9071160

>>9071140
Yes. I was even gonna ask for this, thanks.

>> No.9071164

>>9070328
Uuuh, ZDoom mapsets? I liked...
>Pirate Doom
>Golden Souls series
>Alfonzone
>Action Doom 1 & 2
>RTC-3057
>Zen Dynamics
>Ashes
>Cheogsh
>Caverns Of Darkness (it counts if you use the ZDoom compat patch)
>Reelism
Those are the ones I can think of off the top of my head.

I remember also kind of liking the Ghouls Forest series, even if it's really little more than Five Nights At Freddie's for millennials. It was a guilty pleasure. Also it feels weird to have a post on some other forum singled out like this.

>> No.9071176

>>9070395
I could not finish that one, it felt so incredibly slow. I have this soft spot for Team TNT's stuff, particularly Evilution, but a lot of their stuff was also way dry.

>> No.9071240
File: 1.28 MB, 278x280, FUCKINGHEALERIMPS.gif [View same] [iqdb] [saucenao] [google]
9071240

i hate these fuckers so much that i made this gif

>> No.9071265

>>9071112
>>9071135
Ramsay Doom - You play a sweary as fuck chef, healing items are replaced with ingredients, to heal you have to chop up demon corpses and combine them with ingredients.

>> No.9071268

why are doom floppies 500 burgers

>> No.9071274
File: 612 KB, 1920x1080, Screenshot_Doom_20220707_192226.png [View same] [iqdb] [saucenao] [google]
9071274

>>9071240
Okay, but have you ever considered how fucking CUTE regentipedes are?

>> No.9071291

>>9071240
If you wiggle your mouse left and right or up and down while punching you can get a damage bonus up to 50 with each punch. You can gib corpses with your fists that way.

>> No.9071297
File: 428 KB, 1920x1080, Screenshot_Doom_20220707_193322.png [View same] [iqdb] [saucenao] [google]
9071297

>>9071291
>up to 50
I've gotten over 200 once.

>> No.9071328
File: 253 KB, 632x1118, file.png [View same] [iqdb] [saucenao] [google]
9071328

>>9071240
Oh so these are back in style, huh?

>> No.9071341

>>9071328
wow lewd

>> No.9071347

>>9071328
What is Yholl even doing with a donkey at that time of morning?

>> No.9071395
File: 945 KB, 1600x1200, ah fuck you leatherman.png [View same] [iqdb] [saucenao] [google]
9071395

>> No.9071402
File: 1.90 MB, 216x209, fthemtoo.gif [View same] [iqdb] [saucenao] [google]
9071402

>>9071274
for you

>>9071291
i know i just wanted the camera to be still to make a good loop (i forgot about the slight forward movement when you punch things)

>>9071328
YES

>> No.9071404
File: 1.90 MB, 216x209, fthemtoo.gif [View same] [iqdb] [saucenao] [google]
9071404

>>9071402
i forgot to speed it up

>> No.9071478
File: 145 KB, 756x661, all around me.png [View same] [iqdb] [saucenao] [google]
9071478

>> No.9071494

Map02 of 10x10.
https://www.youtube.com/watch?v=kHVPIz89UYo

>> No.9071520 [SPOILER] 
File: 60 KB, 826x223, dear liberator users.png [View same] [iqdb] [saucenao] [google]
9071520

>>9071404
I'm too far gone for you to change my mind.

>> No.9071710

Did Matt reduce the range on the chainsaw? I have to crouch for it to touch human-sized enemies, or aim slightly in front of the body. I can still punch them while standing, though. Also kinda seems like I need to get closer to loot bodies.

Blood effects don't linger on the floor when you're bleeding anymore. Weird. I don't like that.

>> No.9071748

>>9071710
Who is Matt? What game? What are you talking about?

>> No.9071825

>>9071710
I have no clue if the new weapon bob/sway mechanics may be impacting the chainsaw too severely. A lot of weapons are now rather difficult to utilize on the move like you could before.
I don't like that it doesn't leave droplets either. I'm used to the old way of constantly checking for self patching, but it's still jarring to see such a nice QoL feature just dissapear out of nowhere.
>>9071748
>What game
You just lost the...
Sorry I couldn't help myself.
Look up Hideous Destructor my good guy.

>> No.9071832

>>9071825
>A lot of weapons are now rather difficult to utilize on the move like you could before.

I think I've been noticing this. Something feels slightly uncomfortable that didn't before. Corpse hitboxes are weird for looting now, too. I keep stopping mid-loot.

>> No.9071847

>>9071832
Matt implemented some sort of delayed weapon sway, as in the "back side" of the weapon, to simulate it becoming innacurate because you don't have a stable firing position. But, I think he may have gone a bit overboard. It's not entirely bad, you can still aim and predict where your shot will go thanks to the reticle and cqc combat isn't quite as affected. It also supposedly works better under low ping enviroments, such as zdoom network games.

It may just have affected a lot more things than just what was intended. Because physics or something, dunno.

>> No.9071850

>>9063734
>227j released

Fucking what? That means we get to play The One and even Firestorm?

>> No.9071874

>>9071850
What are you talking about my homie. Spoonfeed.

>> No.9071924

>>9064886
omg, i was traveling, and missed this delicious drama. once again, graf seems infinitely more reasonable than kraf. indeed, why does kraf refuse to use github's issue tracker? it's genuinely hilarious.

>>9064936
lol, the point in the thread about dsda-doom being effectively cheating is a good one. even those like the kill counters in modern ports make a huge difference.

all that said, i feel for anyone running an open source project. no matter how much time you put in and no matter how you set up the project governance, you will get mercilessly shit on by people that contribute nothing (i've contributed a patch for dsda-doom, so i've contributed epsilon lol).

>>9065152
indeed.

fdwl has that color-changing crosshair, which afaics is mega-cheating, but probably less cheating than monster kill counts?

>> No.9071945

>>9066447
Tried amplifying the volume of the file, but it just leads to it sounding all crackly and shit.

>> No.9072034

Effect, using external information, Half-Life is as is (1) schlocksploitation other word pure-shit, Black Mesa Xen thus attentionwhoring at best cultural object engifted amiss, nevermind.

>> No.9072040

I'm Jack Whackem, and I'm coming on the rest of you alien bastards

>> No.9072161

>>9071924
If you aren't running chocolate at least you're cheating imo. There's no reason to have a line other than "modern vanilla only". Anything else is bullshit for speed running. Higher res let's you see details farther away, higher fps gives you a tiny bit more reaction time.
Fuck it.

>> No.9072183

I do NOT like Archviles. Fuck these things, they suck. Their shields are too fucking strong.

>> No.9072227

>>9072161
this but unironically

>> No.9072402
File: 133 KB, 500x525, Dsda-doom.png [View same] [iqdb] [saucenao] [google]
9072402

>I'm gonna... I'm gonna speedroon... AAAAAAGH I'm speedrooning

>> No.9072421

>>9063734
https://www.slipseer.com/index.php
new quake hub for mods and stuff

>> No.9072530
File: 16 KB, 355x326, temp7.png [View same] [iqdb] [saucenao] [google]
9072530

sometimes all you can wear is plants

>> No.9072539
File: 22 KB, 652x656, 1618091557348.png [View same] [iqdb] [saucenao] [google]
9072539

>>9072530

>> No.9072615

does anyone know where UDB stores its preferences? to transfer bindings and stuff to another PC.

>> No.9072620

>>9072615
Should be in %temp% or closeby

>> No.9072625

>>9072620
doesn't seem so. windows btw.
I've searched through appdata for mentions of "udb" or "builder" and there's nothing.

>> No.9072634
File: 16 KB, 500x525, readme.png [View same] [iqdb] [saucenao] [google]
9072634

>>9072620
nevermind I'm dumb
it's in local appdata and mentioned in default config

>> No.9072723

>>9070978
>>9070982
thanks mate
>>9070997
kek

>> No.9072769

>>9072625
even on loonix, running UDB in WINE would put it in the same place it would on windows (wine has it's own windows-like file structure so windows programs don't get confused)

>> No.9072814

>>9072530
Nice.

>> No.9072821

I'm starting to feel like playing Blood on Well Done on my first playthrough was a bit of a mistake..

>> No.9072826

>>9071832
yeah what the other guy said, there's now a sizeable disconnect between your sights and where the gun is actually aimed, so your best bet is to either freeze completely before shooting or make good guesses on where your shot will end up depending on how hard you're swinging the view

>> No.9072834

>>9072821
Yeah, I would not recommend it. It’s like a blind run of Plutonia with fast monsters on. Cultist accuracy gets a huge boost from Lightly Broiled to Well Done.

>> No.9072875

>>9072421
>all the circle-jerking degenerates grifting E-clout off Quake made their own website
Yeah, I think I'm gonna stick to Quaddicted.

>> No.9072962

>>9072421
>there are 15 competing standards

>> No.9072970

>>9067512
HEY EGGPLANT, don't start recording 512 lines yet, the Idgames release hasn't been updated yet to fix a crucial error. Just wait a little longer, alright?

>> No.9072982
File: 307 KB, 903x713, 1493522662297.png [View same] [iqdb] [saucenao] [google]
9072982

>>9072530
>sudden nudity followed by massive embarrassment

>> No.9073013

>>9072421
I don't "get" this site. Like I understand what's it trying to do, bit how do you even get a fucking list of the content (like the first thing you get in quaddicted). Do you have to navigate the pages like in a forum, ordered by who-knows-what? The layout is also overall disgusting, zero taste.
This seems like a horrible solution to the "quaddicted updates slowly and I can't modify the file afterwards" non-problem.

>> No.9073052

>>9072421
>Q1 only
Yawn.

>> No.9073327

>>9072530
Sweet

>> No.9073341

>>9072970
He could always just go to MAP12 and then take a break, if need be. I think he already mentioned something like that for the more challenging 10x10 maps.

>> No.9073491
File: 457 KB, 1920x1080, Screenshot_Doom_20220708_214350.png [View same] [iqdb] [saucenao] [google]
9073491

>>9070873
Update for the destructible tree. Any desired states should now be reached more reliably. I also added a state when chopping off the top of the tree with the chainsaw.

https://www.dropbox.com/s/vtmsh2lxio1r05v/hdtree.pk3?dl=0


I also still consider adding logs as spawns - maybe just some smaller logs you can use to termporarily set up barricades on doorframes or something.

>> No.9073497

>>9073491
>maybe just some smaller logs you can use to termporarily set up barricades on doorframes or something
fuck it, let's turn HD into a survival crafting game

>> No.9073578

>>9072826
Any particular tricks for Archies? My first encounter at close range with them, I had to fight two from just outside the very small room where they had riflemen that they could just keep rezzing even if they were gibbed. I had a grenade launcher and put grenade after grenade into that room and direct hits on them, but it didn't seem to do anything. I cornered one with a chainsaw and it didn't do anything. One of them eventually died on one of my attempts, I don't know how. Experimenting with the other one, it seemed the best way was just rapid-firing Boss Rifle shots into him until the shield was down.

>> No.9073614

Best fps of each retro year (1993-2007)?

>> No.9073615

>>9073013
Given who is running it and who many of the early adopters are, there's no way this is a genuine desire for extra utility. Moddb and Nexus are more than sufficient alternatives to Quaddicted in that regard.
This is going to become the Doomworld of Quake in the worst way possible.

>> No.9073624

>>9073615
>Moddb and Nexus are more than sufficient alternatives
Both are fucking liabilities, especially Nexus.

>> No.9073627

Any good HL forums?

>> No.9073632

>>9073624
>Both are fucking liabilities
Elaborate.
>especially Nexus
Obvious Moddb is the better of the two, but both give mod/map authors infinitely more control than Quaddicted, making this new site redundant at best.

>> No.9073664

>>9073632
>Elaborate.
Mostly in terms of mods vanishing off the site, Nexus in particular purges stuff all the time and has even been known to delete mods because somebody uploaded a fucked with copy of the mod and claimed to be the original creator, so the actual original mod gets deleted.

Though come to think of it, Nexus also forces account use now, and has had security breaches galore that they tried to hide from their own users.

>> No.9073671

>>9073614
>2007
Either Halo 3 or Call of Duty 4

>> No.9073694

>>9073671
>2007
I'd say Stalker, Bioshock, or TF2/Orange Box

>> No.9073695

NEW THREAD
>>9073691
>>9073691
>>9073691

>> No.9073970

>>9072161
If you are running chocolate then it's still cheating by having a computer with far too good specs for Doom. Get the original game running on MS-DOS or GTFO.