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

/vr/ - Retro Games


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9253635 No.9253635 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9246218

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.9253638
File: 758 KB, 1200x838, 1662759901322438.png [View same] [iqdb] [saucenao] [google]
9253638

=== CURRENT PROJECTS ===
AD MORTEM PHASE 2
Submissions due Oct 12th
https://desuarchive.org/vr/post/9194259
https://mega.nz/folder/NBFWlJZQ#ayc36MvN6fAvwup-8vMLdA

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

=== CURRENT RELEASE ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===
[9-11] Hexen 2 has its 25th anniversary
https://twitter.com/kotolout/status/1568917177713197057

[9-10] Daikatana source code leaked
https://archive.org/details/daikatana-src-collection

[9-10] Wolfenstein: Enemy Territory now has official dedicated servers
https://slayersclub.bethesda.net/en/article/85eGeGTxfwazJiETVtPi9/

[9-3] Crispy Doom 5.12.0 is released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.12.0

[9-2] The AMC Squad Episode Four Trailer released
https://youtu.be/ei2_ROlJAiw

[9-1] Babel gets its biggest update
https://datanon.itch.io/babel

[9-1] DBP51: Deadly Ritual is out now!
https://doomer.boards.net/thread/2960/deadly-ritual

[8-31] August progress for DNF2001 Restoration Project
https://www.moddb.com/mods/dnf2001-restoration-project/news/august-update32

[8-31] Realms Deep 2022 announced
https://twitter.com/3DRealms/status/1565052582153920515

[8-31] Anon shares orthographic voxel caching demonstration
https://youtu.be/dw10zm8KkO0

[8-27] Nirvana interviews Ribbiks
https://youtu.be/zgW4Kqkfpbs

[8-27] Corruption Cards is updated to 4.0
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-40

[8-26] Frantik DM 2 - New 32 Map FFA Deathmatch MegaWAD
https://www.doomworld.com/forum/topic/131049

[8-25] XBAND Multiplayer from Doom SNES working!
https://youtu.be/Z89BinL0tAI

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9253642
File: 2.68 MB, 1328x1644, 1662759968705131.jpg [View same] [iqdb] [saucenao] [google]
9253642

94 PROTEINS OF /fit/
DEADLINE IS TODAY, GET YOUR MAPS IN

>> No.9253662
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9253662

Third for Ion Fury! May Aftershock be even better than the base game (which is great as is)

>> No.9253670

FPS websites/forums outside here?

>> No.9253676

>>9253518
since you brought it up
>doom engine platforming
>doom engine platforming over instant death floors
>literally more instant death floors than hurt floors
Definitely not its selling point even if it's great overall

>> No.9253680
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9253680

VIOLENT RUMBLE 2 ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.


Progs update probably later today or tomorrow.

>> No.9253705

>>9253623
That doesn't necessarily mean they're not welcome on the site. The purpose of the Doomwiki is to document anything Doom related, I'm sure the maintainers would be more than happy to have articles for Kegan and GMOTA (provided you don't make them massive fucking shitposts.)

>> No.9253717

>>9253670
Duke4.net
Quaddicted.com
Doomer.boards
iddqd.ru
UT99.com
Zandronum.com

>> No.9253734
File: 441 KB, 1920x1080, image_2022-09-12_143517809.png [View same] [iqdb] [saucenao] [google]
9253734

>Steel yourself, vagabond!

>> No.9253739
File: 524 KB, 640x360, 1660572608840202.gif [View same] [iqdb] [saucenao] [google]
9253739

How are people feelin about Gun Bonsai? A lot of the effects are pretty busted but my new favorite thing has been going through shitty weapons and seeing how little is really needed to fix em. Like half of the nuSamsara classes become less ass by just speeding up the animations, or giving them explosive rounds so they can pretend to actually have feedback.

>> No.9253747
File: 96 KB, 1024x644, varg.jpg [View same] [iqdb] [saucenao] [google]
9253747

>>9253642
>94 Pogroms of /pol/

>> No.9253751

>>9253739
I don't think it's a bad idea for pairing with Corruption Cards or something, though the last I played it the melee time stop effect utterly broke most maps since you could chain it into lasting for minutes at a time.

>> No.9253764

Doom II kind of sucks. I'm just coming off finishing 1 and playing 2, the level design being deliberately annoying and the enemy spam and traps

I'm not really having fun with this one

>> No.9253767
File: 493 KB, 1050x1050, Word cloud.png [View same] [iqdb] [saucenao] [google]
9253767

>> No.9253772 [DELETED] 

>>9253747
>paganshitter
YAWN~!

>> No.9253775

>>9253767
>imagine retro design character

>> No.9253778

>>9253764
I enjoy a lot of the level concepts, the bigger emphasis on verticality, and running into the newer monsters. I find Plutonia to have the best combat, Doom 1 to have the best level progression, and Evilution to have most of my favorite songs.

>> No.9253796
File: 797 KB, 689x943, Crusader's Family Time.png [View same] [iqdb] [saucenao] [google]
9253796

>>9251198
It's not like I really get the occasional fuss about co-op either, but don't see a reason to be so negative about it. Just looking at the nature of both Hexen's "group of heroes defeated evil" makes me thing that they would grab onto it in this way.
>>9251203
To be fair...
>Phil Spencer namedropped Hexen in one of the interview while talking about the franchise he would've wanted to bring back.
>Actually, it seems like that often Microsoft doesn't really interfere much into what their studios do nowadays.
...so yeah, You can't really say what the hell is going to happen.
>>9252140
>I don't like this, Hexen never had RPG elements, just because it's fantasy it doesn't mean that's what it should become.
I just try to look at it with grander picture in mind. From what I understand, folks like Microsoft & Embracer try to basically fill the spot within every damn genre and/or type of games there are. No idea if Xbox and/or Bethesda has their "four player co-op" thing and it doesn't really matter because off-topic, but Heretic/Hexen seems like a very convenient candidate for such transition if they decide to give it a soft-reboot and pick up where Portal of Praevus left off.

>> No.9253825

>>9253796
I would be very surprised to not see them introduce more “are pee gee” mechanics to a potential Hexen/Heretic in this current era. Much more independent games can avoid them, not so much something from Microsoft. Even the new Dooms have a form of progression in them, as shallow as it is.

>> No.9253838

>>9253635
What map is that from?

>> No.9253854

>>9253838
Check the lower right:
>stardate20x6 dot wad
They’re quite considerate as an artist

>> No.9253857

>>9253838
Looks quite ribbiksy but I could be wrong.

>> No.9253862

>>9253635
best anime mods for doom 2???

>> No.9253872

>>9253862
DemonSteele.

>> No.9253881

>>9253862
La Tailor Girl
Highway Acelleroid Booster
Demonsteele

>> No.9253903

>>9253796
PR dudes namedropping stuff means nothing, it's the equivalent of doing a Peter Molyneux.

>> No.9253907

>>9253862
https://www.youtube.com/watch?v=76OsDClwqDs
Beware, huge spoilers. Guaranteed chuckle from chaingun animation.

>> No.9253916

>>9253862
https://forum.zdoom.org/viewtopic.php?t=48767

>> No.9253958

>>9253862
HDoom

>> No.9254019
File: 733 KB, 3200x1800, Screenshot_Doom_20220912_173832.png [View same] [iqdb] [saucenao] [google]
9254019

You ever just see a room and know you're gonna die on it?
Also War Trophies is pretty neat for letting me know how much of a nolife fag I am so I'm adding proper support for it by tagging everything correctly n sheit.

>> No.9254029

>>9254019
doesn't look too hard. i believe you in you

>> No.9254037

>>9254029
Yeah I did it in tow tries I'm just terrible at dodging mancubus fire. Even though I know it's just RNG, I could swear they predict my dodge direction.

>> No.9254039

>>9254019
Is this on Babel? That would certainly spike it.

>> No.9254048

>>9254037
manc fire isn't rng. 1v1 mancs are always dodge left, right, left. do your best to line them up so the closest manc blocks the other fireballs and focus on him alone.

i'm not familiar with that map but alternatively, you could just run through the middle and have the mancs start infighting with the barons. hide behind a baron, then hide behind the pain to prevent him from shooting lost souls and he'll be a meatshield.

>> No.9254053
File: 113 KB, 1135x1603, horrifying decorate-style code.png [View same] [iqdb] [saucenao] [google]
9254053

>>9254039
It is, in fact
>>9254048
Not in this fuckin mod boi :^^)
Every time I look at this it makes me want to die.

>> No.9254060
File: 877 KB, 1920x1080, ???.png [View same] [iqdb] [saucenao] [google]
9254060

>dsda doom starts flickering and breaks down completely only on Combat Shock map 4
Anyone know a way to fix this?

>> No.9254119

https://doomwiki.org/wiki/512_Linedefs_of_/vr/
It's up

>> No.9254123

>>9253825
>I would be very surprised to not see them introduce more “are pee gee” mechanics to a potential Hexen/Heretic in this current era.
Oh yeah. It might as well end up being an Action RPG at this point, honestly.

>> No.9254137

>>9253907
Amazing

>> No.9254142
File: 524 KB, 680x717, 1585788224513.png [View same] [iqdb] [saucenao] [google]
9254142

is Q3A multiplayer alive in any capacity? just about everything on the server browser has 2 actual players max, and eastern NA servers aren't too populated
i just want to shoot

>> No.9254159
File: 78 KB, 550x305, doom03.gif [View same] [iqdb] [saucenao] [google]
9254159

>>9253767
>maybe

>> No.9254160
File: 15 KB, 300x154, 3dr_bottom_logo.png [View same] [iqdb] [saucenao] [google]
9254160

What the fuck do they even do?

>> No.9254181
File: 31 KB, 642x427, 1662108749903365.png [View same] [iqdb] [saucenao] [google]
9254181

>>9253635
>>9253638
>>9253642
94 Protons Of /vr/
If it's the 13th where you live, the deadline for new submissions is up.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6.5 (added flats, smallfont, ENDOOM, M_DOOM, etc)
>PROTDECO17 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of optional MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Special slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed
>E2 Boss Level: Discuss
One suggestion is a flying red Spidermind who sprays Mancubus fireballs at Plasmagun speed. Thoughts on this idea?

>Large city battle level akin to Odyssey Of Noises: Discuss
One suggestion for a larger city level was that we all take turns designing parts for it. How would we best go about this?

>Secret slaughter map, ala Go 2 It: Discuss
Multiple ideas has been suggested. One cool idea was to use an existing /vr/ map as a base and slaughterifying it, is anyone interested in this, and do they have further suggestions for a suitable candidate? Someone else suggested another approach, mind that we could have two secret slaughter maps if we wanted to.

Current Submissions: 19 Maps!

To Do:
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

WANTED: 3D Modeler, one who can do weapon stuff, one which can do monsters.

>> No.9254192

>>9254160
browse /vr/ all day

>> No.9254204

>>9254160
It's just a publishing brand these days.

>> No.9254215

>>9253767
>slade3 matters
It does.

>> No.9254264

Hey guys, is there any good survival horror wad?

>> No.9254328

>>9254264
Hideous Destructor.
Try out 'Unloved' for a scary unnerving mapset, or 'Shut Up and Bleed' for a RE-inspired gameplay mod

>> No.9254350

>>9254264
There's also Total Chaos.

>> No.9254356
File: 2.63 MB, 854x480, 1632934939109.webm [View same] [iqdb] [saucenao] [google]
9254356

>>9253286
>I still haven't played AD yet despite playing Alkaline already, will I be missing out without trying all the stuff it's derived from?
no anon, my map sucks next to those, I'm just a hobbyist
doesn't mean I won't switch to alkaline or progs_dump_3 in the future, I'd actually like to make my own frankenprogs but I'm not there yet (I prefer the rubicon centurions to the ad ones)
>>9253437
>Bruh just put max_edicts 15000 in your rc file... of all the (very real) limits don't go bitching about the one you have control over
what's the upper limit?, here it says 8192 (default?)
https://github.com/Novum/vkQuake/blob/master/Quake/host.c
reposting:
https://mega.nz/file/Ts5zTazL#4d9MAQkl9WtXO4INKpD1CL3E5DDoiSs7KlKzd1Cof3o
just take into account that:
>you can't finish the level as I still want to put facility and runway at the bottom
>so no mountains yet in the dam section
>no working truck
>patrolling enemies are not pathed, aren't even placed really
>you can get to the island through a secret portal which I still haven't decide how to hide, it's at the end of the dam behind the explosives, it's really easy to discover right now, the boxes are breakable
I'm open to feedback and new ideas

>> No.9254359

>>9254160
crawls twitter in search of indie fps to exploit

>> No.9254360

>>9254142
>is [retro FPS] multiplayer alive in any capacity?
Not for general PUGs. Find a Q3 community, integrate, and set up match that way, or move to Live and have maybe five players instead of two.

>> No.9254363

>>9254264
Soundless Mound is Silent Hill-inspired.

>> No.9254364

>>9254359
They're basically the Chucklefish of indie "retro" FPS games.

Grab games, take credit for it.

>> No.9254374

Best Doom 32x hacks?

>> No.9254389

>>9254356
>what's the upper limit?, here it says 8192 (default?)
Yeah, that's the default, not the limit. The current hard limit is MAX_EDICTS (32000)

>> No.9254397
File: 880 KB, 1920x1080, doom-64-hero-img.jpg [View same] [iqdb] [saucenao] [google]
9254397

is Doom 64 better than Doom 2?

>> No.9254401

>>9254397
if you owned an n64 back in the day, probably

>> No.9254402

>>9254401
no, I mean today with the PC port out

>> No.9254403
File: 117 KB, 451x639, 1654846549397.png [View same] [iqdb] [saucenao] [google]
9254403

new timothy brown

>> No.9254407

>>9254060
Ran through it just now and I didn't experience your issue. DSDA-Doom 0.24.3, Comp level 9, and Plutonia as iwad.

>> No.9254417

>>9254402
I went through it after seeing a vtuber play it, the addition of traps makes certain maps more dangerous, some of the puzzles were irritating, there are a bunch of little changes like lost souls becoming real irritating and pain elementals stronger because of that, the boss fight was more interesting than the Icon of Sin and the secret levels were usually hilariously dumb gimmick levels. Once again, if I was younger and less experienced I probably would have considered it really neat. Nowdays, it'd say it's pretty decent. After killing 349234 skeletons and 9453 archviles their absence really sticks out.

>> No.9254428
File: 82 KB, 1082x818, 1636551607680.jpg [View same] [iqdb] [saucenao] [google]
9254428

>>9254389
oh nice

>> No.9254435

>>9254119
I just realized that with this article's creation, every /vr/ project now has a doomwiki page, except for HFFM. Who's gonna be the taker? Will it be (You), anonymous? The bounty's out.

>> No.9254437

>>9254356
Is this the first map from goldeneye?

>> No.9254457
File: 2.04 MB, 1920x1080, 1645422042610.png [View same] [iqdb] [saucenao] [google]
9254457

>>9254060
>>9254407
Managed to fix it. It was caused by running dsda at 240 fps limiting it to 120 fixed it.

>> No.9254463
File: 2.92 MB, 1920x1080, 1644337437052.png [View same] [iqdb] [saucenao] [google]
9254463

>>9254437
yeah
I forgot to clarify, >>9254356 goes into a maps folder inside ad181

>> No.9254471
File: 1.95 MB, 2560x1440, vkquake0009.png [View same] [iqdb] [saucenao] [google]
9254471

>>9254356
I am too bad for this level, are there any health packs? I found 2 I think, and had to limp with 1hp until a rotating door killed me. I hate the rotating doors. Ammo is also very scarce, just enough if you pick all the backpacks the enemies drop; I had to axe a Floyd to death. I backtracked from the actual dam leaving the floating enemies behind and they got stuck in strange places behind the rocks. And I was hugging this button in the double door, when it finally activated I got stuck and had to noclip back. Other than that it's quite recognizable as the Dam (duh!), I like it.

>> No.9254498
File: 1.66 MB, 1920x1080, 1650598793241.png [View same] [iqdb] [saucenao] [google]
9254498

>>9254471
>when it finally activated I got stuck and had to noclip back
this never happened to me, fuck
yeah, I probably should add more healths, there is one in the bunker and 1 in every dam tower (4 total)
>and had to limp with 1hp until a rotating door killed me
I forgot to disable the damage, I had to disable them for facility
>Ammo is also very scarce
there are nails in every tower but the dam ones, also over the antenna roof and inside one secret
this secret also has a quad to deal with the floyds room
there is also a secret inside the antenna building with a sharp shooter item to deal with the centurions (the sharp shooter makes your shotgun pellets to not spread)
>and they got stuck in strange places behind the rocks
yeah, I'm going to add the mountains when I finish facility and runway, I have to add them at the base of the dam yet
I have facility playable but just prototyped
>
did you find the secrets?, the island portal?

>> No.9254502

>>9253635
What's the best monster mod to play with Codename: DEMOLITIONIST?

>> No.9254515

I'm still upset that no /vr/ project credits scene/list has a copy of anonymous for each anon who participated.

>> No.9254520

>>9254502
Whatever most pisses off Marisa the most.

>> No.9254558

>>9254403
QRD on this mapper?

>> No.9254560

>>9254558
Imagine if Wesley Willis made Doom maps. That's this mapper.

>> No.9254564

>>9254558
from a couple threads ago: >>9244313
sounds like he's mentally unwell.

>> No.9254565
File: 2.92 MB, 1920x1080, stuck.webm [View same] [iqdb] [saucenao] [google]
9254565

>>9254498
I just found the one you get if you drop to the water just as you start and go up the rope. I wasn't looking very hard.
This is how you get stuck, it happens 100% of the time for me (you don't have to enter so late, just be against the button)

>> No.9254570

>>9254403
Kinda reminds me of this.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/female

>> No.9254573

>>9254520
So... not a monster mod, but the Susie companion mod, right?

>> No.9254583

>>9254573
or the Animal Crossing one with the blowjob mode by the same author.

>> No.9254587
File: 695 KB, 3200x1800, Screenshot_Doom_20220912_222536.png [View same] [iqdb] [saucenao] [google]
9254587

VISIBILITY NEAR-ZERO CAPTAIN
THE CACOS ARE TOO FAT

>> No.9254620

>>9253747
94 pornthreads of /b/

>> No.9254624
File: 1.05 MB, 1920x1080, 1640190597000.png [View same] [iqdb] [saucenao] [google]
9254624

>>9254565
yeah, it happens to me too, I never waited right next to it
(those gates are in an odd angle)
I added facility to the download, I -dirtdebug it:
https://mega.nz/file/30hiATKT#JK3nvMOEV5s8orN7tVQqWbsUzW6TBCWVuLdJwoQHJuw
just:
>I can't find how to make enemies drop keys so, the silver key spawns right where the original soldier is in goldeneye (right under the bathroom exit)
>the gold key spawns on pic related
>no pathed enemies
>there isn't le epic fight in the bottling room
it has a trigger_changelevel, it also has very few items, I think there is 2 healths, 3 nails and 1 shield

>> No.9254631
File: 2.94 MB, 854x480, dilation station.webm [View same] [iqdb] [saucenao] [google]
9254631

Well, the Time Dilation powerup seems to be working. Grav belt model is a placeholder, though I'm working on a real one.

>> No.9254635

>>9254631
time dilation? more like time to dilate lmao

>> No.9254646
File: 155 KB, 786x576, Welcome to underworld.jpg [View same] [iqdb] [saucenao] [google]
9254646

>>9254583
I'd like to see a Doom, Heretic and maybe even a Quake user-made map or set of maps that take place mainly in the realm of Naraka, aka the Dharmic hell of Jainism, Hinduism, and Buddhism, where the player has to put up with fighting the daemons and lower realm demigods dwelling in there as he spends his stay there. As the mapset goes on, he becomes filled with determination & the ambition to prove himself of getting reincarnated into a new body without spending at least hundreds of millions of years Dharmic Hell.

>> No.9254647

>>9254328
>>9254350
>>9254363
Thanks, all those wads look so good

>> No.9254664

>>9254635
quakesistas............

>> No.9254670

So is there a quick way to hack a wad to make it unlimited ammo without hitting idkfa over and over?

>> No.9254675

>>9254620
keked

94 Programs of /g/ ?

>> No.9254681

>>9254675
94 programming_socks of /g/

>> No.9254687
File: 414 KB, 800x1402, Cute Basilissa.png [View same] [iqdb] [saucenao] [google]
9254687

>>9253767
>enjoy female
>woman baron

>> No.9254693

>>9254631
It would be neat to see the hitscans be projectile bullets while fired under the time slow, and then become hitscan once that ends. Dunno if that would be too complicated for Quake to handle.

>> No.9254694
File: 57 KB, 474x604, 1314236427228.jpg [View same] [iqdb] [saucenao] [google]
9254694

>>9254403
>Prepare to be 9/11'ed, slayer.

>> No.9254696

>>9254670
there was a server variable for that, sv_infiniteammo or something?

>> No.9254710

>>9254675
94 panics of /biz/

>> No.9254715

>>9254675
94 protrusions of /g/ if we're talking about the /g/ of yesteryear

>> No.9254716

>>9254693
It's probably doable, but it sounds like a nightmare. Might give it a shot when everything else is pretty much done.

>> No.9254731
File: 1.64 MB, 1280x1707, 1634866179404.png [View same] [iqdb] [saucenao] [google]
9254731

>>9254687
>woman baron

>> No.9254746 [SPOILER] 
File: 151 KB, 1307x621, Screenshot from 2022-09-12 23-42-18.png [View same] [iqdb] [saucenao] [google]
9254746

>>9254181
Apologies, the Hunted homage is going to be at least a few hours late, I grossly underestimated how long it takes to set up, test, and troubleshoot this many teleports.
UDB crashing on Linux doesn't help.
If you don't want it I understand, but I'm still going to finish this map.
Spoilers for basically the whole map layout.

>> No.9254752

>>9254710
94 prolapses of /lgbt/

>> No.9254756

>>9254752
94 preteens of /tv/

>> No.9254769
File: 926 KB, 1920x1080, 1655935525262.png [View same] [iqdb] [saucenao] [google]
9254769

>>9254624
fixed some stupid shit on facility
https://mega.nz/file/L1gizAgR#-CSX3HtAW0_VXYI5Y9ypV-ibovbO65haHcZcwm77Ipk

>> No.9254778

>>9254756
94 platformers of /v/

>> No.9254807 [DELETED] 
File: 145 KB, 251x288, concern.png [View same] [iqdb] [saucenao] [google]
9254807

i wanna replay dusk, but damn i can`t bring myself to do it before the graphical update drops.
holy fuck did they try too hard to make it appear old and ugly. quake 1 straight up looks better.

>> No.9254813

>>9253747
>not 109

>> No.9254814 [DELETED] 

>>9254807
quake had dedicated artists and cutting edge graphics, and dusk is programmer art (and not retro)
graphics whores like yourself have now delayed the SDK for what, five years and counting?

>> No.9254816 [DELETED] 

>>9254807
I dont think dusk has a cohesive theme but then again i stopped playing around the grey factory levels

>> No.9254825

Wheres the Ion Fury DLC ffs

>> No.9254827 [DELETED] 
File: 35 KB, 750x898, uwu click.jpg [View same] [iqdb] [saucenao] [google]
9254827

>>9254807
>deleted
retro fps thread, janny-sama

>> No.9254830 [DELETED] 

>>9254827
>retro fps thread
Exactly.

>> No.9254838

on your nearest torrent site of choice

>> No.9254886

>no gzdoom update in over 2 months
is it over, lads?

>> No.9254890

>No major GMOTA update since 2019
Is it over lads?

>> No.9254893
File: 84 KB, 640x360, hey_Kustam_man_do_the_thing_with_the_knife.png [View same] [iqdb] [saucenao] [google]
9254893

>>9254890
No. Not til I'm dead or it's finished. I'm just still working on that Gaiden update.
With any luck I can get the first part of the update out before the year is done, which will have a lot of adjusting, quality of life shit, and a much needed Kustam overhaul

>> No.9254916

>>9254886
Zandronum has gone dormant for much longer

>> No.9254919

>>9254886
The github's active. They're working on 4.9 instead of 4.8.2

>> No.9254924
File: 2.94 MB, 1280x720, Dramatic re-enactment of a scene from Saving Private Ryan... or something.webm [View same] [iqdb] [saucenao] [google]
9254924

Man some of the maps in Anomaly Report really don't... uh... mesh well with these changes.
This is me deliberately re-creating what happened the first time I walked into this area because I forgot to record it.
I still beat the level, it wasn't that bad once I used cover.

>> No.9254927

>>9254397
Overall the level design is better but it doesn't reach heights of Doom 2 like The Living End or Suburbs and the missing enemies really hurt the game, I would say Doom 2 is a bit better.

>> No.9254930
File: 1.33 MB, 3200x1800, Screenshot_Doom_20220913_021503.png [View same] [iqdb] [saucenao] [google]
9254930

>>9254924
Frozen hell is pretty fucking kino though

>> No.9254976

>>9254886
>using stable builds
DRDTeam SVN chads rise up.

>> No.9254986
File: 414 KB, 3200x1800, Screenshot_Doom_20220913_025334.png [View same] [iqdb] [saucenao] [google]
9254986

Yeah alright that MAP30 can suck my tiny dick. I was already sick to death of "Get 3 keys in any order in my fuckmaze" from the last few levels, doing it on an IoS map and forcing me to run across it multiple times was just a kick in the pants.
Still not a bad set even if it can also fucking telefrag you on the last map while you're rocketing for laughs.

>> No.9255021

>>9254746
holy fuck you're actually using udb on linux? you're using the mono build, or running it in wine? udb on linux has been so jank for me that i gave up.

>> No.9255059

PURPLE RAIN
SOME STAY DRY WHILE OTHERS FEEL THE PAIN

>> No.9255090
File: 160 KB, 1024x768, alk15.jpg [View same] [iqdb] [saucenao] [google]
9255090

>>9253401
>>9253376
I am convinced that thing speaks this line - listen to their ambient sound with ~15% slowdown applied
>>9254356
How difficult is transplanting elements of various progs.dat between mods?
The FreezeGun from venerable Kona maps seriously needs to make a comeback with DN3d-esque functionality enabled

>> No.9255095

>>9253775
>>9254687
too hot for the modern world

>> No.9255112

>>9255090
>How difficult is transplanting elements of various progs.dat between mods?
Very much depends on the mods. Porting anything from AD into something largely vanilla is a pain because every other line in the monster's qc file calls some autistic AD-exclusive function from another file. So you either have to go through and write equivalent shit in place of all those function calls, or just go rip the functions and shove them somewhere in your own code. Gets really fun when those functions have their own dependencies too.

>> No.9255116

>>9255112
>>9255090
er, somehow misread 'elements' as 'enemies'
too tired... still applies though

>> No.9255136

>>9253857
it's magnus from sd20x6.

this particular scene has a bit of a TimeOfDeath throwback. You get the bfg in this room. this is a wonderful illustration.

>> No.9255142
File: 81 KB, 483x479, fug nod agen.png [View same] [iqdb] [saucenao] [google]
9255142

>>9255021
Mono, I don't blame you for giving up on it, it's a minefield of crashes, some of which I've found ways to avoid, but it's never been as bad for me as it has been for this map in particular.
I have no idea why it's acting up so much, but I need to sleep, so I'll resume work on the map tomorrow, and probably switch to Eureka afterwards to save myself from similar headaches in the future.

>> No.9255147

>>9255142
Eureka is limited but actually goes through smoothly in my experience. I think next time I try mapping, I'll try udb and doombuilder x in wine. right now they crash in wine haha, but i have a janky old cruftified wine setup.

it's pretty sad. almost makes me wish someone made something cancerous like a flatpak or snap of this stuff so i could stress less about it.

another issue is dehacked, but i guess at least we can use decohack now ???

>> No.9255153

>>9255142
>>9255147
also i meant to say, is anyone actively maintaining mono any more? it's probably suffering massively from bitrot. so it goes.
meanwhile, everyone wants to play games, so i expect wine is more reliable.

>> No.9255161

Explain where the heck do Quake1 mods hide their skin .pcx files for the vanilla models replacements?
Also why are the health/ammo boxes stored in .bsp format instead of .mdl?

>> No.9255237

are the assault captains from dn3doom 1.07 bugged for anyone? they freeze and become invincible and unmoving any time they try to teleport

>> No.9255285

>>9255161
Aren't skins embedded in the .mdl? I seem to recall reading something to that effect in documentation for Blender mdl exporter.
About the bsp thing, I've always thought it was a hacky way to make them fullbright since bsps feature lightmaps, but I'm not 100% sure. I know they definitely are fullbright as a byproduct.

>> No.9255310
File: 2.71 MB, 1920x1080, monstersss_png.png [View same] [iqdb] [saucenao] [google]
9255310

Does anyone know of a mod that only adds BLOOD arsenal to doom? the only one i could find was 'Ultra Crispy' every other one also replaces the monsters or its a TC

to be quite honest its not really much about the weapons either,i just like hearing caleb voice while killing shit or walking around and he says a terrible comment that makes me giggle

>> No.9255312

>>9255285
I look them up in Noesis, but it seems to have no option to load up alternate skins beisdes the chosen directotys default ones like md2viewer can.

>> No.9255314

>>9254681
hot

>> No.9255320

>>9254560
I need ROCK N' ROLL MCDONALD'S rewritten for Doom somehow. Maybe something like "Master Levels levels are the worst, they are worse than Team TNT's."

>>9254746
Don't sweat it too much, it's not like anything else has been punctual about this project.

>> No.9255324

>>9255310
It's not hard to undo monster replacers, it's just a few lines of decorate or zscript to comment out.

>> No.9255328

>>9255324
i will try googling a tutorial for dummies,thanks

>> No.9255350

Is it possible to make the Quoth's Sentinel monters move around via use of func_train or path_corners?

>> No.9255354

what are some mapsets that get creative or gimmicky with level design features?
like new types of hazards or puzzles
>>9254631
this is like that heart from doom 3
>>9255095
aren't muscle girl a thing now?

>> No.9255356
File: 2 KB, 96x116, uooh.png [View same] [iqdb] [saucenao] [google]
9255356

>>9254756

>> No.9255357

>>9254142
You'll probably need to get in a discord or irc channel and get some pickup games. Hard to get into if you're not a big sweat (eg promode) or part of some old community that still plays (eg quake3world).
The q3retro servers might work for you if you just want to ffa.

>> No.9255362

>>9254160
Publish (and develop as Slipgate Ironworks) stuff while suffering from their DNF curse.
>>9254204
Well, 3D Realms was always a publisher since the company's early days in late 80s.
>>9254397
Maybe? I think they're really close, but that's just me. Usually I would say "both of them are good" instead of "this one is better".

>> No.9255371

>>9255362
>Well, 3D Realms was always a publisher since the company's early days in late 80s.
Yeah but that's all they do now, everything's second or third party.

Also Apogee's now a different company run by somebody who had fuck all to do with it.

>> No.9255381

>>9255350
I think they use path_corners just like regular enemies
the only issue is that flying monsters don't change their height when doing so

>> No.9255409

>>9254397
>is Doom 64 better than Doom 2?
I consider them even. It’s messy but I don’t recall a level as expansive as The Living End in 64. It has lots of fun levels but 64 felt limited by the system with what it could do, and this is ironic because Doom 2 was still making systems crawl.
I miss those two essential monsters but 64’s roster changes were close to making up for them. If there were no monster changes that would be a dealbreaker for me.

>> No.9255430

>>9254397
As a campaign, yes. It feels a lot more cohesive and the atmosphere is top notch. I can understand missing the removed enemies, but I also think most of the guns are either just as good or feel better than they do in Doom 2, so it kinda balances out.

>> No.9255439

>>9255371
>Yeah but that's all they do now, everything's second or third party.
Not really. Some games they're publishing are fully developed by them (and there's also some titles Slipgate was helping with).
>Also Apogee's now a different company run by somebody who had fuck all to do with it.
Yeah, nu-Apogee is a new ship that was built in 2008 by some ex-3DR guy(?) after he got the brand from Miller. Except now sperging Scott is steering it from the looks of it. While original company never ceased to exist and was bought by Slipgate.
So you're not technically true. Not exactly, at least. New company was created and now operates under people from the real one, but that doesn't really mean anything. There're changes in teams/companies all the time and someone being an "old guard" is just not really relevant in grand scheme of things. That's more of a case-by-case situation where person is either still good or got worse over the years. Not to mention how often inconsistent are these kind of talks about older companies, like id, Raven and such.

>> No.9255441

>>9254397
I think the atmosphere in Doom 64 is far superior but the weapons/character design is honestly pretty awful. Quake was already a far superior game when Doom 64 was released.

>> No.9255445

>>9253635
how do become gud like ducino

>> No.9255449

>>9255445
play the game
here roadmap https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

>> No.9255451

Is there a way to change the fov in GZDoom without changing the weapon viewport? When I use the fov command to increase it the back of the weapon becomes invisible...

>> No.9255470
File: 996 KB, 2560x1440, Screenshot_Doom_20220913_155420.png [View same] [iqdb] [saucenao] [google]
9255470

>>9255451
>change the fov in GZDoom without changing the weapon viewport
that's how it already works on my end
in picrel I'm using version 4.8.2 for win64 and I've set "fov 180" using the console

are you using any mods?

>> No.9255471
File: 47 KB, 500x667, 1652224752746.jpg [View same] [iqdb] [saucenao] [google]
9255471

>>9255449
>second half is nothing but slaughtershit
As much as I love Doom gameplay, it's really sad how little you can do with difficulty outside of slaughters, and how barely anyone even tries.

>> No.9255472

>>9255470
I'm using 3D models and they're affected by the fov command. I need to know if there's a command or ini setting that allows me to change the fov without messing up the 3D viewport.

>> No.9255473
File: 94 KB, 1920x1200, 1632889617163.png [View same] [iqdb] [saucenao] [google]
9255473

>>9255471

>> No.9255482

>>9255473
>It is a collection of slaughter maps
>with slaughter maps and other challenges
>It is a collection of slaughter maps
>Slaughtery in parts
>is a collection of slaughter maps
>frequent slaughter map-style combats

>> No.9255484

>>9255473
You got it the wrong way around, slaughtermaps are everything I hate about modern Doom level design

>> No.9255487

>>9255484
Once you're at a certain level, what else is gonna challenge you? The modern harder wads are mostly slaughter setpieces separated by precarious platforming. Maybe ammo starvation if they're spicy, but that shit's dumb, oooh look at me I'm pistoling the 100 barons that did infighting too well.

>> No.9255504

>>9254397
In some ways, yes, but in others not at all. Doom 64 is sweet as fuck and a must play, but the lack of Archies and Boners is a pretty significant minus. Roiding the Pain Elemental and his spawns does a lot to make up for that, and he's one of the best monsters in the series as a result, but that still doesn't fully compensate for the others absence, being incredibly flexible and fun foes which would have complimented the game's gnarly new levels and visuals extremely well.

That's the limitations of the hardware though. Can only fit so much on the cartridge in question, and even with larger cartridge capacity you only have so much memory to load stuff into (which is why the Archie is gone in the PSX port too, in spite of the CD media being able to accommodate storing him).
One wonders what Midway could have done with a second Doom 64 on a larger cartridge and using the Memory Expansion Pack, but that'd have made the game way more expensive to buy.

>> No.9255506
File: 359 KB, 800x800, 1463800676556.jpg [View same] [iqdb] [saucenao] [google]
9255506

>>9254403
>Prepare to be 9/11'd slayer
Never goddamn change, Brown, we love you like this.

>> No.9255512

>>9254397
The good
>buffed chaingun when it's total dogshit in Doom 1/2
>buffed chainsaw
>lost souls have less hp
>pain elemental improved
>final boss isn't a fucking wall
The bad
>huge holes in the enemy roster because lmao consoles
>unmaker upgrade process is meme tier

>> No.9255524

>>9255512
>buffed chaingun when it's total dogshit in Doom 1/2
It’s at least better than the original’s regular shotgun, even if the chaingun chews through ammo.

>> No.9255525
File: 13 KB, 275x142, REVENANT.jpg [View same] [iqdb] [saucenao] [google]
9255525

>>9255471
>As much as I love Doom gameplay, it's really sad how little you can do with difficulty outside of slaughters, and how barely anyone even tries.
I'm not good enough to play sunlust properly, but it tries to make things interesting with 'combat puzzles', the problem is the 10th time the wad locks you into a killbox of skellies or something which is guaranteed to kill you the first time it starts to feel like the dev is being a bit of a cunt about it.

>> No.9255531

>>9255525
In the first sixth of the maps, I ran into no bigger dick move than that archvile who can peak through the exit bars of Gear Up.

>> No.9255539

play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels. play on lower difficulty levels.

>> No.9255545

>>9255539
I am always playing the lesser, second next hardest level in Doom (Ultra-Violence), no need to tell me.

>> No.9255547
File: 1.48 MB, 480x299, 1640201885395.gif [View same] [iqdb] [saucenao] [google]
9255547

>>9255539
no

>> No.9255549

>>9255539
I play using, in order of how annoyed I get:
>UV
>IDKFA
>IDDQD
>IDCLIP
>delete button

>> No.9255557
File: 2.31 MB, 2560x1440, d.png [View same] [iqdb] [saucenao] [google]
9255557

>>9254769
The explosives in this room >>9254624 are kinda pointless for the combat, dunno if that's intentional but when I see explosives + grunts I want them to go out together. I also had some difficulty getting out of that room, the door was acting strange from inside? Timed doors such as pic related seemed a bit confusing. Same with exiting the toilets with the doors opening inwards (skill issue, I know). The scale feels mostly OK (it's large but that's Quake).

>> No.9255559

>>9255472
Yeah but it's not exactly a setting. It's a MODELDEF flag. SCALEWEAPONFOV. This will make the weapon scale along with your FOV to avoid distortion.

>> No.9255562
File: 35 KB, 483x560, d35a55fd3f779baf66f57b3be89fb12c.jpg [View same] [iqdb] [saucenao] [google]
9255562

https://www.youtube.com/watch?v=zT310aJNdSA
https://news.xbox.com/en-us/2022/09/13/james-bond-returns-goldeneye-007-on-game-pass/
It's finally happening.

>> No.9255563
File: 473 KB, 1025x768, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9255563

hey, you wanna play a doom mod where you play as tails using guns?
https://rentry.org/ys6xc

>> No.9255570

>>9255539
>NO I ONLY PLAY ON HARD AAAEEEE
https://5years.doomworld.com/interviews/dariocasali/page2.shtml
>”I had a lot of mail from people who had never even tried the easy skill setting because they "only play on hard.” - Dario Plutonio
It will never end.

>> No.9255578

>>9255562
Is this console only, and when can I get Perfect Dark on PC? Not pressing questions since I can comfortably emulate both with whatever controls I want.

>> No.9255579

>>9254397
never gets to the same heights so no, but is still solid, albeit a bit bland.

>> No.9255583

>>9255562
>free with rare replay
Fucking awesome, that's one of the only Bone games I actually bought.

>> No.9255592
File: 3.17 MB, 2560x1440, fbox.png [View same] [iqdb] [saucenao] [google]
9255592

>>9254498
I played that again and the island portal was super easy to find, I wouldn't even consider it a secret, I thought it was the normal ending since I forgot you're supposed to jump in the original. You can also swim there (if you do the encounter doesn't seem trigger properly). And it seems you do need to swim back?
But these were the only 2/6 secrets I found.
Also lol floating boxes, many such cases inside the dam.

>> No.9255594

>>9255578
Currently only coming out on Xbox One and Series X, the original game is being added to the Nintendo Switch Online Expansion Pass as well. Seems like the only way to get the remaster outside of Game Pass will be to buy the digital version of Rare Replay if you don't have it already (don't know if it'll work with the physical one, but they specified the digital version so yeah). I recall seeing rumors a while back that it could also come out on PC, so who knows.
>when can I get Perfect Dark on PC?
Maybe one day...

>> No.9255609
File: 151 KB, 1243x816, FZziMYWWYAEYKZW.jpg [View same] [iqdb] [saucenao] [google]
9255609

>>9255578
>>9255594
I forgot, that Perfect Dark decompilation is going along pretty smoothly, so we'll probably see it on PC sooner rather than later.

>> No.9255610

>>9255594
im hoping they port rare replay to pc. now would obviously be the time
It'll probably be on xCloud but fuck cloud gaming

>> No.9255620

>>9255471
Doom needs enemies with fast projectiles to make run & gun threatening without hitscan turning it into an RNG mess. I really like Skillsaw's stuff for this reason, he's correctly identified the gaps in the original roster and puts in the work to fill them in cool ways.

>>9255525
>guaranteed to kill you the first time
If you play a racing game and you turn a sharp corner on a track you haven't seen before, you're pretty much guaranteed to go off course too. Idk why people only say this about traps in Doom maps. Some level of foreknowledge is necessary to practice properly.

>> No.9255624

>>9255609
That’s some nice news. Even though I’m fairly happy emulating it, a more appropriate release like Mario 64 PC would be nice. The XBLA version making it to PC would be VERY nice, albeit far more unlikely and I enjoy the aesthetics of the original anyways.

>> No.9255630
File: 612 KB, 1280x720, 1638405733805.png [View same] [iqdb] [saucenao] [google]
9255630

>>9255557
the explosives are in the same place as in the original game (they are not explosives, are gas tanks that suffocate you with no chance to escape... I didn't want to put this because it's unfair), I don't know if I can make them blow up the entire platform or fake the entire thing, I'll check it
the doors to that room are gates, one should be always closed for the other to open, like in the original game
timed doors are like in the original game
I know about the bathroom doors, I need to tweak it a lot, but that's how they are in the original game (I actually have a problem here where the triggers for the doors get triggered by the monsters in that room when spawnflag monsters is enabled... but the monsters are not touching them)
I've made a door setup that allows them to open to both sides but I was afraid of hitting the entity limit and when something interrupts the rotation of the doors they shit the bed hard
all that behavior is from the original game, I don't expect those who played goldeneye to have those setbacks
>>9255592
yeah, that portal is not final, I want it to be a super secret or some shit like that, I thought of making a floyd walk all the way to that hidden wall and blow it with it but, I don't know, what do you think?, I'll be insulted from 30 different countries
lol, I haven't touched it for so long, I think when you swim to the island you don't trigger the wave of enemies, they get triggered when you teleport, and also you don't get the secret
I need to put a boat there for the return, there was one in the goldeneye beta
thanks for testing it, it would really help me if you can record your playthrough, I'd like to see what you do

>> No.9255632
File: 93 KB, 310x368, 1632906106646.png [View same] [iqdb] [saucenao] [google]
9255632

>>9255563
>Can actually use Tails' flying ability
>Rings work as armor, but give full protection until fully depleted
I've wanted a Sonic mod kinda like this for a long time, would be neat if more characters were implemented. Imagine playing as Omega.

>> No.9255634

>>9255594
Rare Replay was given away during an E3 or something years ago. It was when Mixer was still active.

>> No.9255645

>>9255471
Try Saturnine Chapel.

>> No.9255651

(Doom) I legit can't stand my character sliding around like I'm running in skates. How do I disable this crap?

>> No.9255652

>>9255651
uninstall it and play quake instead

>> No.9255653

>>9255525
Ribbiks is quite known for using most of the roster and not overusing revenants. Locking you up for the monsters is what makes it hard (and fun). It would be stupid, if you could just run to previous room and grind them all safely from afar.

>> No.9255654

>>9255539
I exclusively play on Hurt Me Plenty

>> No.9255657

What are some of your favorite map names?

>> No.9255665

>>9255539
No. I will only play Sunder on UV without saves, always dying on before end of the first map and then proceed to complain how all modern wads suck and how everyone has been brainwashed to enjoy them.

>> No.9255667

>>9255620
>If you play a racing game...
...then the difficulty is induced by you holding down the difficulty pedal more each lap in your own time till you have it perfected. You couldn't have picked a worse analogy. Unless it's a wacky arcade racer I guess.
I'm not saying such maps are objectively bad, I'm saying it's tiresome to me and not my personal preference.

>> No.9255668

>>9255657
Necrobeastial Analbuttsex

>> No.9255669

>>9255657
Scared Stiff In King Boner's House Of Scares

>> No.9255673

>>9255651
>>9255652
I made a patch using ZMovement_Patch_Base 3.2.1.pk3

>> No.9255679

>>9253862
Different anon here. Is there a mod that changes the sfx to generic anime sounds? Like the footstep sounds from DBZ? Or the way Lupin's pistol sounds in Lupin III? I feel like they'd fit in a video game nicely.

>> No.9255683

>>9255630
Well it's your lucky day because I did record a demo, though past the first 10? minutes it's a total snoozefest since I'm just looking around (I do end up swimming both ways to the island, I used host_timescale 10 for that, and after a load I do it the "proper" way). It also contains my first Facility attempt where I kept missing that the door is timed like a complete retard. Watch at your own peril. https://files.catbox.moe/qu4bfd.dem

>> No.9255691
File: 2.93 MB, 1920x1080, pd_emu.webm [View same] [iqdb] [saucenao] [google]
9255691

>>9255624
What does the XBLA version change, other than graphics?

>> No.9255715

Doom maps, Daikatana graphics, Quake aesthetics.

>> No.9255716

>>9255691
You can't mix & match heads and bodies in multiplayer.

>> No.9255748

>>9255487
>Once you're at a certain level, what else is gonna challenge you?
Maybe something that is also challenging your mind instead of your muscle memory lmb.
Things that make you think, but the moment anyone has to think it's
>REEEEE BULLSHIT ENCOUNTER

I agree with >>9255525 and especially the remark
>the problem is the 10th time the wad locks you into a killbox of skellies or something
with the emphasis on "the 10th time". Because after a while it just becomes boring. All encounters play out the same, there is no actual tactics or strategy, just dumb grinding until you find the way.
It's like prog metal. Yeah, you have studied music for 25 years and can shred like Steve Vai, but I'd rather listen to some shitty punkrock with two point five chords and SOUL instead of "lookit me I know ALL THE SCALES and can shred at 3 billion bpm". Or Steve Vai, because he actually can do more than just shred.
However, I also don't agree here because
>which is guaranteed to kill you the first time
is a bullshit argument, because if it vexes you that you die it means you're more of a shitter than you'd like to admit and you basically want the map to play itself.

>> No.9255751 [DELETED] 
File: 50 KB, 573x565, 2Q==(4)_1.jpg [View same] [iqdb] [saucenao] [google]
9255751

>Play Shadow Warrior 3
>It's a fucking arena punch things until neon goo comes out game

Uninstalled, glad I didn't pay for it.

>> No.9255753

flatpak gzdoom broke the sound effects
had to compile from aur
it's 12 minute compilation, but at least works

>> No.9255758

>>9255748
>which is guaranteed to kill you the first time
>is a bullshit argument
It really, really isn't on some maps. I'm not him and I haven't finished sunlust, but there are plenty of highly praised modern maps that do shit like instantly locking you in a room full of revenants with a near-invisible exit switch, no cover, and zero room to maneuver. If you didn't already have the BFG out when you entered, you're fucking dead in the time it takes you to realize what's going on and swap to it. That absolutely will kill you the first time unless you're lucky, and is also not nearly as much of a threat when you know it's coming. When it happens once or twice in a set it's whatever, but there are some sets where it happens basically every fucking map (with minor variation) past a certain point.

>> No.9255761

https://twitter.com/doom_halo/status/1569340078861983744
>Season 3 will see the release of our first "original" enemy pack. Doom demons but organized in a minor major ultra system similar to Halo.

>> No.9255762

>>9255758
I still don't see a problem here. You just reload and approach the encounter again.
Or are you one of those fags who play UV saveless pistol start BLIND?

>> No.9255767

>>9255762
>You just reload and approach the encounter again
Yeah, when it happens once who gives a fuck, but when it's EVERY MAP it's fucking annoying to just go
>Oh great we're at the quickload 10 times until I get good enough RNG to not die to this mandatory ambush part

>> No.9255770

>>9255539
i don't want to, id rather use a gameplay mod to lower difficulty like i did for fractured worlds (i used combined arms).

>> No.9255774

>>9255761
Man, those sprites do not fit in with Doom at all.

>> No.9255817

>>9255767
1. Why are you playing those maps in the first place, then?
2. Git gud

>> No.9255825

>>9255620
>>9255667
>...then the difficulty is induced by you holding down the difficulty pedal more each lap in your own time till you have it perfected.
You can have it perfected with a few laps after the initial wipeout but that doesn’t guarantee you’ll make it to first place. How much the mishap set you back can be determined by how well/poorly you responded to it.

>> No.9255842

>>9255817
>x is bad design because y
>lol git gud
Go back to /v/ you retarded faggot

>> No.9255857
File: 108 KB, 1280x720, 1656437305628.jpg [View same] [iqdb] [saucenao] [google]
9255857

>>9255691
this travesty

>> No.9255867
File: 1006 KB, 1920x1080, 1658021151400.png [View same] [iqdb] [saucenao] [google]
9255867

What the fuck did I just buy, help me

>> No.9255869

>>9255817
Not the same poster, but some maps don't warn you ahead of time they're going to be like that.
>>9255767
When a wad annoys me in any way I just erase it. Honestly there are a lot of wads out there and most are bad or not to my taste in some way. I played Siren recently and decided it was too heavy on hitscanners so I dropped it, no big deal.

>> No.9255870

>>9255842
stay mad :^)

>> No.9255904
File: 282 KB, 512x512, 1651357763393.png [View same] [iqdb] [saucenao] [google]
9255904

>>9253638
goldeneye (n64) is coming to xbox game pass
https://www.youtube.com/watch?v=zT310aJNdSA

>> No.9255908

>>9253635
Is there a mod that adds BTSX textures to vanilla DOOM?

>> No.9255928

>>9255908
You can do that yourself in 2 minutes.

>> No.9255936

>>9255908
i heard they wanted to wait until they let people use the assets but nothing is stopping you from extracting them yourself

>> No.9255957
File: 2.92 MB, 1280x720, Sakuya FPS[sound=files.catbox.moe%2Foghivu.webm].webm [View same] [iqdb] [saucenao] [google]
9255957

I regret my life choices.

>> No.9255958

>>9255667
Idk what you're trying to get at. A bad analogy would be a puzzle game with fixed solutions, where your performance is irrelevant past the first playthrough. In both Doom and racing games, you improve your strats by practicing layouts that you've learnt.

>>9255908
>>9255936
A texture pack is supposed to come out after BTSX3 with stuff from all three eps.

>> No.9255975

>>9255657
Hangar

>> No.9255983
File: 85 KB, 721x131, file.png [View same] [iqdb] [saucenao] [google]
9255983

>>9255957
I had zero expectations from this given the developer's track record.

>> No.9255985

is it possible to run hands of necromancy on gzdoom?

>> No.9256013

>>9254403
who's this "slayer"? i only know of doomguy

>> No.9256019
File: 276 KB, 1920x1080, 1634790873495.jpg [View same] [iqdb] [saucenao] [google]
9256019

>>9255683
if you wanna know why those doors exploded in your face
>

>> No.9256049

>>9255632
I see Omega fitting more as a Build-style mod solely for the potential quips he would make

>> No.9256052

>>9255867
>>9255957
Oh fuck I saw that somewhere else, it sure sounds like a sack of shit.

>> No.9256053

>>9254181
Nice endoom, makes me think of 1-3 episodes of commander Keen, love it

>> No.9256058

>>9255957
>sprite is single-sided and keeps looking at you when frozen
>abrupt intermission screen when killed
kimoi

>> No.9256062

>>9255683
well, I'm gonna change how some enemies react and add a delay for the bathroom doors
I actually speed them up because they seem slow to me, the bathroom ones open in 0.5s, the others open in 1s because I didn't change them yet

>> No.9256065

>>9256019
Is that the thing where is seems like you teleport shortly after picking up the silver key? I forgot to report it but it shows up in the demo.

>> No.9256067

>>9255632
i noticed a bug where the Specters could straight up turn into invincible ghost monsters.
i don't know how the fuck is that even possible but it might have to do with the cloaking effect.

on the brightside the mod gameplay eventually does click, but it is very relient on you using jumpingon the very least.

>> No.9256070

>>9256065
yeah

>> No.9256081 [DELETED] 

>>9256065
here it is the both ways door setup that doesn't try to kill you

>> No.9256086
File: 494 KB, 1920x1080, 1655762740150.png [View same] [iqdb] [saucenao] [google]
9256086

>>9256065
here it is the both ways door setup that doesn't try to kill you

>> No.9256101

>>9255957
So I gotta ask, was there any sincere effort put into this, or is it just another shitpost? Mind sharing the IWAD?

>> No.9256137
File: 351 KB, 588x675, 1645789620727.png [View same] [iqdb] [saucenao] [google]
9256137

>>9255983
>>9256052
>>9256058
>>9256101
I already refunded it, it took me 34 minutes to finish the game and an hour for support to process my refund. There is ZERO fucikng effort.
>doors side textures are not locked in place
>single linedefs as walls, everywhere
>all enemies 2-3 shot you, 3 weapons, no power ups except time stop
>no hidden walls with any triggers, not even for keys
>the UI is locked in one size, keys don't show on it
>music in some stages is not looped properly and there's 5 second of silence
>1 elevator, which is the whole level, where you go up and have 1 teleport, in the whole game, spawning in enemies
>no ammo, you get full at each level start and that's it
>no armor
>all levels are blocky corridors with 0 details, it's just all rectangles and triangles
>level ends are not marked
>one enemy was stuck on the floor
The only good thing I can say is the enemy variety is there, each one has uniqe attacks and behaviours. It's shovelware someone shit out with no effort. Literally I could do a better .wad in Slade.
I didn't copy the .wad, I played the game, finished it and want to forget I ever experienced this.

>> No.9256147

>>9256137
Should have looked if it had a Doom 2 wad like the last shitty mod that did this had.

>> No.9256156

>>9256137
Jesus, even that untitled touhou doom wad had more effort put into it and that was done for free.

>> No.9256158

>>9256137
>I already refunded it, it took me 34 minutes to finish the game and an hour for support to process my refund.
…To refund a dollar??
That’s miserably pedantic, almost moreso than the wad itself.

>> No.9256160
File: 319 KB, 712x703, 1639407623621.png [View same] [iqdb] [saucenao] [google]
9256160

>>9256137
Well shit, guess the guy doesn't want to move on from making shitpost shovelware for /jp/ faggots.
The past 3 attempts have been pitiful, but I still think a 2hu FPS can work. 4th time's a charm, hopefully.
>>9256158
It's 7 dollars anon.
Even if it were just one, that's like an entire twix bar man.

>> No.9256161
File: 2.84 MB, 854x480, 1634711259538.webm [View same] [iqdb] [saucenao] [google]
9256161

>>9256086

>> No.9256165

>>9256160
>It's 7 dollars anon.
Oh okay that’s fair and far less petty than I thought, apologies.

>> No.9256169

>>9256158
everyone should buy paid mods and then refund them so that the faggot who made them loses money.

>> No.9256175
File: 167 KB, 884x1280, ralph-brozio-rbart-shelly-harrison.jpg [View same] [iqdb] [saucenao] [google]
9256175

>>9255657
Hollywood Holocaust (Duke Nukem 3d)
Subhuman Resources (Ion Fury)
Disgraceland (Redneck Rampage Rides Again)
Hara-kiri Harbor (Shadow Warrior)
Retirement Grease (2048 units)
Helter Smelter (512 Linedefs)
Foxtrot Uniform (Half Life : Opposing Force)

>> No.9256184

>>9256169
I kind of want to support Ion Fury and Rekkr’s developers.

>> No.9256186

>>9256184
i do not and will do the direct opposite

>> No.9256197

>>9256184
Go and play Hedon. Bloodrite is not only one of the best games made in recent years, dev is currently making a Thief inspired game/clone. So there's games to look forward too.

>> No.9256216

>>9256184
Ion Furry I don't care about, Rekkr I bought though cause they did a seriously good job with that.
>>9256197
You can't sneak with a giant dick though.

>> No.9256220

>>9256186
That’s fine.
>>9256197
>Go and play Hedon
It’s on the list, people say it’s like Hexen so I wasn’t too interested at first. It seems more like Strife, and that’s nice. Weird how I played all the demos for Supplice, Seleco, and Age of Hell before getting into Hedon.

>> No.9256230

>>9256220
Hedon isn't bad, it just really needed a better encounter designer.

>> No.9256235

>>9255758
>If you didn't already have the BFG out when you entered, you're fucking dead
>run Highway Acceleroid Booster
>always have Nitro Wheel out to protect from surprise rocketry
Not today, skellyman.

>> No.9256243

>>9256216
>You can't sneak with a giant dick though
I do just fine, thanks.

>> No.9256254

>>9256230
Even then, I’ll be able to get milage out of it if the level progression is fun. As a whole I consider all the build games to be a huge step-down in the encounter department compared to what you can get out of Doom or Quake, but they’re still so fun to play through.

>> No.9256258 [DELETED] 

>>9256197
>dev is currently making a Thief inspired game/clone
Isn't Gloomwood David Syzmanski? Zan's been posting Hedon shit only (new enemy, new decorative animal) on tweeter.

>> No.9256267

>>9256258
He is, but he hasn't posted an update anywhere recently.

>> No.9256270

>>9256258
Or the Hedon dev is making his own Thief clone. I need to finish the original Thief games before I’m at all interested in whatever Hedon dude is making or Unity NotThief from the creator of Unity NotQuake.

>> No.9256275

>>9256258
Zan is making some new Thief clone in Unity. He tweeted about it back in 2021, you can find the tweet going wy back.
I'm not surprised he's making a Thief clone, considering Hedon is also inspired by it in the atmosphere department and one track from his level is almost the same as Down in the Bonehoard.

>> No.9256290

>>9256161
I'm not sure if I dig it taking more than one attempt to move, gives the impression it's locked.

>> No.9256306 [DELETED] 

>>9256270
Dusk dev isn't heading gloomwood.

>> No.9256358

>>9256290
it has a 3 seconds wait, yeah, you are right, I should remove it

>> No.9256380

>>9253638
Goldeneye 007 is coming to Nintendo Switch Online + Expansion Pack & Xbox Game Pass (via Rare Replay). Difference between the two seems to be in multiplayer so far: Switch gets online while Xbox stays with split-screen. No idea if Xbox version is the same as the leaked XBLA remaster. >>9255562
>>9256184
Same. I did that... by getting them as gifts during the sales. They got more money than I would've spent. If I had spare money to begin with.
>>9256258
>Isn't Gloomwood David Syzmanski?
Not exactly. He's helping with the development, but Gloomwood is Dillon Rogers' game first and foremost.

>> No.9256409

>>9255904
>PB's hand no longer the same colour as hsi face

>> No.9256418

>>9255354
Only if they look like gross balding bulldykes or deeply into Teratophile territory like >>9254731
If only she had a nose

>> No.9256428

>>9255657
Marathon has most of them:
Smells Like Napalm, Tastes Like Chicken
G4 Sunbathing
My Own Private Thermopylae
Kill Your Television
Beware Of Abandoned Rental Trucks
All Roads Lead To Sol
A Converted Church in Venice, Italy
Son of Grendal

>> No.9256446

>>9256380
>Goldeneye online is exclusive to the Switch
fucking lame. I've really been wanting to play this shit with my friends online. should've known Nintendo would swing their dick around, they've had a bug up their ass for years regarding this game.

>> No.9256451

>>9256428
Colony Ship For Sale, Cheap

>> No.9256471

>>9256428
Bungie is one of the best in the business at naming things, Halo has a bunch of good ones too
>The Gun Pointed at the Head of the Universe
>And the Horse You Rode In On
>A Whisper in the Storm
>Buyer's Remorse
>Last One Out, Get the Lights
>It Followed Me Home
>Infinite Devil Machine

>> No.9256486

>>9256471
>Halo has a bunch of good ones too
I cringed at so many of those even when I was a teen in those early 2000s.

>> No.9256503
File: 108 KB, 320x240, OK.png [View same] [iqdb] [saucenao] [google]
9256503

>> No.9256506

>>9256197
>Hedon Bloodrite
its the ugliest faux retro shooter i've ever seen. the graphics badly need to be redone/unified into a single look.

>> No.9256508

>>9254181
That titlepic is just a placeholder, right? Can't say I'm too enthusiastic about it, it's too much of a joke. Anyway, here is highres pic so you could resize and fit it better.
https://litter.catbox.moe/exhtq9.zip

>> No.9256516

>>9256418
if they're pretty, they're either minor/side characters that don't add much to a main story or are jobbers that end up dead
maybe that's why people think they're underrated
>>9256503
is this an edit or was the face always a skull?

>> No.9256529

>>9256516
It's an edit, but a very old one.

>> No.9256537

>>9255657
Penile Devastation
https://www.quaddicted.com/reviews/rpgsp1.html

>> No.9256541

>>9256471
some other prime ones
>Shut Up and Get Behind Me... Sir
>Wait, It Gets Worse!
>But I Don't Want to Ride the Elevator!
>Fourth Floor: Tools, Guns, Keys To Super Weapons
>Warning: Hitchhikers May Be Escaping Convicts
>Dead Or Alive...Actually, Just Dead
>Your Ass, My Size-24 Hoof
>Real Men Don't Read Maps

>> No.9256557

>>9256197
>Hedon. Bloodrite
Interesting, interesting... now I may be late to the party but according to the online records this game is in fact NOT retro, which means it is considered off-topic material on /vr/. I'm really not trying to say anything about your character or intimidate you, but apparently that's a reportable offence.
And now look I mean hey, it's on GZDoom, right? How is that not as retro as Brutal Doom, HND, and other mods? Don't know. Hell, in fact I truly do *believe* your recommendation should be considered valid in this thread. But it's not about what's right - it's about the rules and regulations of this website to dictate what can and cannot be discussed here.
And you might have not even known this before I decided that I should bring this to your attention (unfortunately in a tardy fashion; around half-an-hour after you have made this post), but I thought you would appreciate the notice and the heads-up of what the possible outcome of your comment might bring. After all, ignorance of the law is not an excuse. God speed, Anon.

>> No.9256565
File: 1.41 MB, 640x1449, 1531586563836.png [View same] [iqdb] [saucenao] [google]
9256565

>>9256557
>How is that not as retro as Brutal Doom, HND, and other mods?
It's not, which is why it's often tolerated for discussion along with Rekkr and Ion Fury.

>> No.9256568

>>9256557
Hedon's fine here, it's on the Doom engine.

>> No.9256570

>>9256565
>It's not
Failure.
That should say "it is".

>> No.9256579

>>9254397
I don't like any kinds of ambient tracks, so no.

>> No.9256584

Playing the latest version of Cult of Despair, how are you supposed to kill the Dark Patriachs when they have some kind of auto regen shit that never runs out and heals them faster than you can damage them.

>> No.9256585
File: 1.25 MB, 1280x720, retard.webm [View same] [iqdb] [saucenao] [google]
9256585

>>9256557

>> No.9256587
File: 360 KB, 2150x744, shadow.png [View same] [iqdb] [saucenao] [google]
9256587

Can anyone help me with this? I'm making a Doom map (Doom 2 UDMF) using Ultimate Doom Builder. I have a wall that has a lower brightness value set to -40 for the shadow from a box. In my pic on the left you can see that the shadow isn't visible, but it's visible in the editor on the right. Am I doing something wrong?

>> No.9256592

>>9256587
Forgot to mention, using Gzdoom, so could be something fucked with that

>> No.9256596 [DELETED] 
File: 396 KB, 588x424, 1642165470356.png [View same] [iqdb] [saucenao] [google]
9256596

>>9256258
for those who didnt see

>> No.9256612

>>9256275
I feel a bit conflicted that such a gross futanari faggot likes Thief. but I could tell that form the ambience of the first couple of levels of hedon right away.

They were disgruntling good.

>> No.9256625

>>9256612
If it makes you feel better I don't think he's into futanari (as far as I know)
One of the missions where you're at some greenskin structure (map07), I noticed the bathrooms had urinals. Since all greenskins are females, I asked Zan if this implies some of them have COCKS.
He said it was meant for the dwarves and shit he used to visit.

So he at least comes out of his way to debunk any "confirmations" that his characters have giant smelly dicks.

>> No.9256626

>>9256625
and shit that* used to visit

>> No.9256627

>>9256625
And he's making a Thief inspired game?

That woudl be something, been replaying some FMs missions lately and its unbelivable what some people made in dromed.

>> No.9256631

>>9256197
I wish I could but I really find the art so bad. It really has this cheap WoW look to it.

>> No.9256638

>>9256557
sorry everybody, forgot to lock the basement

>> No.9256654

>>9256625
>I don't think he's into futanari (as far as I know)
There's none in the game. Outside the game I suggest you not look too hard.
>>9256625
map07 is a mountaintop fortification so it makes sense there are dwarves visiting -- but said urinals are in the barracks area which would be orcs only. Interesting.

>> No.9256662

>>9256625
Even if he isn't the game just reeks of crap. I know how orc fags work.

>> No.9256665
File: 265 KB, 844x830, 1637608279765.png [View same] [iqdb] [saucenao] [google]
9256665

>>9256592
dont think so. lower brightness value runs fine with my gzdoom.
post your wad or someshit.

>> No.9256682

>>9256625
he had porn of his OCs on some porn site accounts, not sure if he nuked them, and yes, they had huge cocks
it wasnt very good, his grasp of anatomy isnt the best

however Hedon kicks ass so gets a pass

>> No.9256690

>>9256665
I just tried it with the latest gzdoom, and it looks correct with that. Not sure if it's due to a setting I had in the older version (4.7.1) or a bug, but just going to use the newer version from now on. thanks for testing it out

>> No.9256704

>>9255774
to be fair, they also have to fit in the style of bungie and even a bit of 343 halo aswell.
>>9255578
try 1964

>> No.9256719

Recommend me some map packs for DOOM 1,i deleted my folder some months ago and now i miss it

I admit i only had like 5 wads on it,but still,Only wads where you can use custom enemies/weapons as i intend to use the N64 weapons/monsters replacer (Who lacks archvile,revenant and heavy weapons guy)

>> No.9256793

Is Doom 64 really empty like that or it's just a thing for the first levels? I pass the 3 first levels with 100% of Kills and don't have shoot more then 50 enemies.

It

>> No.9256818

>>9255237
figured this out from reading moddb comments
apparently their teleport broke in recent gzdoom versions

>> No.9256874
File: 19 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
9256874

>>9253635
hey, what happened to Blood Fresh Supply?

last thing I remember was that it still had some rough spots but Atari decided to pull the plug so it was more or less abandoned

did any good mods/mapsets come out from it?

>> No.9256907

>>9255237
>>9256818
https://files.catbox.moe/h3acgz.pk3
I fixed it for you guys
Basically, they're checking ScaleX's value to determine when to leave the teleport exit state and it doesn't work because ScaleX is a float and therefore has some imprecision, but is being checked against a precise number that it never quite reaches. The only change is line 469 in E_AlienGreen.txt, where I changed
>A_JumpIf(ScaleX < 0.65, "Teleport3")
to
>A_JumpIf(ScaleX < 0.649, "Teleport3")
because the actual value that ScaleX hits is like 0.64999999995743895493854301 or some shit.
I had this same problem with the spectres in Babel when exiting their teleport using transparency. Basically this just isn't a very good way to do it, which is sad because if it used doubles or had a sane way to set significant comparison figures it would be very good.

>> No.9256939

Is there a mod for doom that just makes enemy movement smooth like in Build games? I mean the physical movement, not sprite animations.
I like to aim by leading the crosshair and guitar heroing the enemy but that's hard in doom where a revenant or archvile can do an instant 180

>> No.9256957

>>9256907
damn i already downgraded to an earlier gzdoom version, but perhaps you can forward this fix to the mod author?

>> No.9256960

>>9256957
I don't have a moddb account or any way to contact them, but someone else can feel free to.
Did you not keep the other GZDoom version? I have something like 20 versions available at any given time.

>> No.9256964

>>9256960
oh i still have the other, latest gzdoom version, as well as gzdoom 3.8-4.7 just lying around, i just switched to 4.5 for the mod for now

>> No.9256969

>>9256793
Doom 64's first episode is very underwhelming, with one section requiring you to LOOK at a certain spot for x seconds in order to proceed, which I found super ultra mega gay after i got stuck there and had to look it up.

But the rest of the levels are good, starting with the Dead Simple clone. If you want, just skip there. I replayed the entire game except the first episode because gay

>> No.9256971
File: 11 KB, 1397x155, Pffffthahaha.png [View same] [iqdb] [saucenao] [google]
9256971

Hey "washingmachinewashingmachine," the doomwiki guys weren't too pleased with your choice of name for 512 lines.

>> No.9256992

>>9256971
You're a little late. That was correctly earlier today.

>> No.9256997

Okay. Finally my ZeroBrightness wad is in beta testing.
You need GZDoom with Dynamic Lighting and Shadowmaps ON. Otherwise maps will be too dark or bright. Tweaking Gamma levels is allowed if image is way too crunched.
Don't launch the wad with the lights.pk3, since it using its own light settings.
Maps themselves are pretty simple, yet challenging. Play them on HMP if you don't want to have a rough ride.
Wad is using Doom2 iwad. Map design is boom compatable. No extra graphic outside one SKY texture. Custom ambient .ogg soundtrack is present though. Some extra decorations taking numbers 1488-1508 are present, so not all mods may fit in.
Coop is supported.
Using other source ports with shadowmaps like K8Vavoom is possible, but map geometry may be broken in some places.
Download link: https://disk.yandex.ru/d/9YZ-TBiR71HdeQ
t.GuyWithTeaCup
P.S. Please somebody test it. I wanna be sure it's working properly on all machines before releasing it.

>> No.9257004

dsda doom or woof?

>> No.9257074

>>9257004
Yes.

>> No.9257079

>>9256235
One day I'm going to edit the sword in that so you can slice rockets in half so they harmlessly explode if you time it right.

Just because I can and because it fits Term's weebery.

>> No.9257081

>>9257004
i'm pretty sure you get the dsda featureset in woof.

>> No.9257096

>>9257004
odamex

>> No.9257129

https://www.youtube.com/watch?v=YZGvcp6EEQc

>> No.9257159

>>9256971
>>9256992
Next project, credit me as lunches.

>> No.9257179
File: 15 KB, 328x344, file.png [View same] [iqdb] [saucenao] [google]
9257179

>>9257159
Better submit a map as such then, bucko.
By the way, I'm really happy this borderline terry map gets to be immortalized on doomwiki now https://doomwiki.org/wiki/MAP32:_this_is_nice_map_(512_Linedefs_of_/vr/)

>> No.9257181

>>9255471
you can. that's where map design and monster combinations come into play. things are just heightened to another level with higher numbers.

>> No.9257187
File: 49 KB, 496x440, 1637595348887.jpg [View same] [iqdb] [saucenao] [google]
9257187

>>9257179
>512 linedefs
>Map data: Linedefs: 112

>> No.9257195
File: 5 KB, 148x173, map is map09 btw.png [View same] [iqdb] [saucenao] [google]
9257195

>>9257187
Wait until you see THIS anon, it's like being jerked off to near completion and suddenly halting before the climax.

>> No.9257198
File: 60 KB, 1638x320, 677c7c163b3102c8c3c44ade2864043a.png [View same] [iqdb] [saucenao] [google]
9257198

>>9256874
As far as we know this is the actual reason it hasn't gotten updates. Maybe they'll find the time at some point but who knows

>> No.9257203

>>9257195
I'm calling the federal trade commission

>> No.9257248

>>9257195
Three maps before it was named based on the fact that, it too, has 511 lines.

>> No.9257304

>>9257004
Woof, now stop asking

>> No.9257372

brutal doom
brutalier doom
brutaliesest doom

>> No.9257412

>>9256719
Doom the Way Id Did
No End in Sight
2002: A Doom Odyssey
Solar Struggle (just came out this year, haven't played it yet)

>> No.9257442

https://www.youtube.com/watch?v=i-iLp8MLONY
does any other megawad secret come close to this?

>> No.9257449
File: 103 KB, 253x235, 1646482096624.png [View same] [iqdb] [saucenao] [google]
9257449

>>9257195

>> No.9257461

>>9257442
That's just last map of lunatic.wad, except red and motherfuckers are all different.

>> No.9257489
File: 1.09 MB, 900x900, a3e.png [View same] [iqdb] [saucenao] [google]
9257489

Any new content from KinoFabino?

>> No.9257493

>>9257489
Check his twitter. Most people here get triggered by his content so you'd be better off not bothering posting it here.

>> No.9257537

Not a huge fan of WoC's Necro having so many poison spells and even a poison Path when poison doesn't have anything to do with Necromancy.

>> No.9257543

>>9254181
Are we getting a release soon?

>> No.9257571

>>9256719
Base Ganymede
Double Impact
Phobos: Anomaly Reborn
PhobosDeimos Anomaly
Return to Hadron
https://doomwiki.org/wiki/Category:Doom_WADs

>> No.9257602

>>9257198
What a bullshit excuse.

>> No.9257608

Did Quake always feel floaty compared to Doom? I played a bit of Quake like 20 years ago, although mostly Quake 3. I got it on steam and have been playing a little and I'm put off by how floaty the movement is

this isn't some remaster fuckery is it? keep in mind this isn't some highly nuanced autism where I notice 2ms of input lag, it just feels like the character is running slippery ice

>> No.9257638

>>9257608
Quake always felt less floaty than Doom for me. I like jump puzzles in Quake, but can't stand them in Doom.

>> No.9257648

>>9257608
It's not floaty at all, you're just bad at the game.

>> No.9257650

Here is a torrent of basically every Quake 3 map ever. It is 50Gb: magnet:?xt=urn:btih:8f7c6b7dbeced11fd013ab1dbbd77d41d2ebee32&xt=urn:btmh:122087231caaed7212113c22205ed66c49053e94421d5f964955660f4cc435aa933f&dn=Maps&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce

>> No.9257652

>>9257608
you can cancel your forward push at almost anytime by backpedaling - its kinda fucky sometimes but can be a godsend if you jump a bit too far in a bullshit jump-puzzle with tiny ramps and scaffolding

>> No.9257656
File: 2.92 MB, 640x360, 1662913552350.webm [View same] [iqdb] [saucenao] [google]
9257656

If you look at my positioning and aim and everything you can see I know what I'm doing. Basically if I were in a situation like this irl I'd be able to handle myself and come out alive.

>> No.9257658

>>9256719
Doom 1 and all its community content is for literal retards. I recommend you stop playing that trash immediately. GL!

>> No.9257669

>>9257608
>this isn't some remaster fuckery is it?
How does it feel “floty”, as in “inputs are delayed”? Is vsync on through the remaster?

>> No.9257673

>>9257669
it might have been the vsync, I booted the game up again now and it feels less bad
game is stuttering in the first area which makes no sense because I have a 3070
absolute state of remasters

>> No.9257676

>>9257656
knock on wood

>> No.9257680

>>9257673
For me, none of the Nightdive ports have performed better than my sourceport options.

>> No.9257759

>>9257159
>Xymph slowly goes insane from trying to keep track of /vr/ mappers' aliases
And I haven't even used half of mine yet.

>> No.9257781

>>9255285
>>9255312
How this stuff works behind custom formatting is nedlessly complex compared to how Q2 handles its content to be frank

>> No.9257838

I feel incredibly stupid for thinking wrongly over numerous years that Otranto was a mod done by Neil Manke all this time, until now at least. . .

>> No.9257849 [DELETED] 

>>9253635
what's with the id software community and trannies? i'm not even memeing, when you look at the number of people involved in doom/quake communities is staggering. off the top of my head:
- paul jaqauys is a tranny
- darkplaces dev is a tranny
- one of the NRFTLD devs was a tranny
- john romero dresses like a tranny and supports trans rights
- american mcgee constantly posts weird tranny shit on his twitter despite allegedly being married
who else am i forgetting?

>> No.9257859 [DELETED] 

>>9257849
thats...not a lot of people anon, I'd say we are not as infested with they/them twitter weirdos as other communities

but then again I dont frequent the zdoom forums/doomworld

>> No.9257863 [DELETED] 

>>9257849
That's not a lot of people, yeah. They are just louder to you. Who cares tho?

>> No.9257867 [DELETED] 

>>9257859
>>9257863
>b-but that's not a lot of trannies... it's only 5 people at one company
lol

>> No.9257870 [DELETED] 

>>9257493
not him, but he seems chill, though his take on splat2 is cringe, gyro is amazing, especially for any faced paced games, its probably the only way quake is playable on the level of a mouse without tons of AA.
for console frens, its basically the best part of any switch port.

>> No.9257875 [DELETED] 

>>9257849
it happens in every community and it's just that they are louder than the rest that don't want to put up with that shit

>> No.9257881 [DELETED] 

>>9257875
name one other company with 5 notable trannies involved in the community

>> No.9257890 [DELETED] 

>>9257863
most humans

>> No.9257892 [DELETED] 

>>9257881
ea
ubisoft
epic
cd project red
jackie chan

>> No.9257902

>>9257656
You can't beat a doom level in real life unless you can beat it in hideous destructor 10 times in a row without quicksaving

>> No.9257903 [DELETED] 

>>9257849
>American McGee constantly posts weird tranny shit on his twitter despite allegedly being married
Not suprizing since his mom evicted him at ~15'YO in order to make space to house her lesbian GF in his former bedroom

>> No.9257907 [DELETED] 

>>9257867
You still haven't answered why anyone should give a shit.

>> No.9257906 [DELETED] 

>>9257903
>his mom evicted him at ~15'YO in order to make space to house her lesbian GF in his former bedroom

dude thats dark

>> No.9257908 [DELETED] 

>>9257849
>who else am i forgetting?
veekun

>> No.9257912 [DELETED] 

>>9257849
>the id software community
kys zoomer and keep your dumb drama shit away from here

>> No.9257915 [DELETED] 

>>9257907
cause he needs attention without doing anything of note.

>> No.9257940 [DELETED] 

>>9257906
It's also not quite what happened iirc. He came home and all their shit was gone and it turned out that she sold everything and ran off so she could pay for her GFs dick surgery or whatever.
I can't imagine supporting those mentally ill folx after that. But time heals all wounds I guess.

>> No.9257945 [DELETED] 

Daikatana|Evolva now forbid
Serious Sam: The First Encounter
Serious Sam: The Second Encounter
Serious Sam: The Next Encounter.
3, TFE HD, TSE HD are unaffected in this.
Nevermind.

>> No.9257953
File: 610 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9257953

Playing Fractured Worlds on HMP, just finished map03 and the timed damaged floor fight was my bane

>> No.9257958

>>9257953
even with combined arms its a pain.

>> No.9257967

>>9257958
Yeah I had to resort to camping on one of the sides with the imp spawns and pray I dodge all the rockets while I clear out the imps

>> No.9257981 [DELETED] 
File: 126 KB, 810x547, American_McGee_at_id_Software,_6_October_1995_(by_Ian_Mapleson,_administrator_of_the_Doom_Help_Service).jpg [View same] [iqdb] [saucenao] [google]
9257981

>>9256596
I appreciate the nod to Evony / other lewd mobile games with that ad lol.

>>9257849
>when you look at the number of people involved in doom/quake communities is staggering
Isn't the overall "Doom community" really big and wide? So obviously you get all sorts of people.
But what the anons say, I don't like trannies but you seem really obsessed with this.

>> No.9257982 [DELETED] 

>>9257981
he is probably a KF refugee coping because his site got taken off the clearnet by a literal child groomer

>> No.9258005

>>9257902
hideous destructor is campy boring trash

>> No.9258012

>>9258005
I like the way it sucks

>> No.9258023

>>9257945
?

>> No.9258036 [DELETED] 
File: 130 KB, 828x811, Fah0rR_XEAAR-NN.jpg [View same] [iqdb] [saucenao] [google]
9258036

Anime and woke ideology have been a crushing blow against the community of autistic neets on the internet doing fan stuff for free.

For janitorial reasons I will add that my rant has not been aimed at any specific group of people other than consumers of said entertainment and ideology, and that the scope of my rant is on-topic because fan mods and free software are an integral part of this topic.

>> No.9258072

>>9257198
how do they expect people to buy their re-releases if they dont maintain them to the bare minimum standard set by a fan sourceport

>> No.9258076 [DELETED] 

>>9258036
>posting basedjack edits
opinion invalidated, it's shit regardless of what it is and i won't read it

>> No.9258080

>>9258005
If you camp in hideous you get fucked by the frag mechanic. You have to keep moving and killing the enemy to migitate it.

>> No.9258090

>>9258005
sounds like someone wouldn't know how to handle themselves in an IRL situation

>> No.9258095

>>9254778
94 Polygons of /3/

>> No.9258098

>>9257650
Were these pulled from any site in specific, or a collection created through random site browsing?

>> No.9258120
File: 154 KB, 651x1024, 1654504503499.jpg [View same] [iqdb] [saucenao] [google]
9258120

>>9258090

>> No.9258121

>>9255059
You're doing it wrong

>> No.9258129

>>9258090
On the contrary, I've been doing IRL SR40s for years and I can break several speed limits on foot. Anything I throw or shoot also automatically aims up or down to hit my targets.

>> No.9258136

in what ways is build not superior to doom?

>> No.9258139

>>9258136
It’s much less straightforward to design maps for. People who want “3D Doom” often look into Quake mapping instead.

>> No.9258148

>>9258136
Instead of you crushing rooms, doors crush you.

>> No.9258149

>>9256508
Oh yeah, it's just a placeholder. I could maybe use that image for something though.

>>9257543
A beta release, yeah, which may be iterated upon slightly to work out level order. There's lots of stuff left for me to do, so the initial beta releases won't have all the weapons done or stuff like that, but I'm not going to Ad Mortem it and put it off a year into the future, I'll be working away on it until I'm done.

>> No.9258151

>>9258136
Accessibility mostly
Build mapping software is still on fucking DOS

>> No.9258153

>>9258136
Far more complex to map for, tools are FAR less userfriendly, and advanced ports like EDuke32 are janky hunks of shit which break almost everything every single update.
Making a level for Doom really is Dead Simple, which is one of the many aspects of its enduring success. I wish Duke mapping was as simple, because I love the game a lot.

>> No.9258170

>>9257412
>>9253638
Speaking of 2002ADO: public beta of it's sequel is finally out.
https://www.doomworld.com/forum/topic/131349-2022ado-time-to-pamper-yourself-with-the-first-public-beta/

>> No.9258180

>>9253638
A sequel to 2002 ADO, 2022 Ado by Paul Corfiatis and friends just dropped (currently in beta) : https://www.doomworld.com/forum/topic/131349

>> No.9258204

>>9258072
Read ATARI

>> No.9258205

>it's a "the mapper considers the SSG OP, and solves the problem by not giving you the SSG while putting in an enemy layout that clearly needs SSG" episode

>> No.9258219

>>9258205
adquire proficiency
t. mapper

>> No.9258234

>>9258205
Skill issue.

>> No.9258239

>>9258205
With how much Doom combat revolves around the SSG and the relatively high TTK of everything bigger than a pinky I think to myself how much different the game and maps would be if there was a quad or double damage powerup like in 3D shooters
Tediously super shotgunning barons wouldn't be such a meme and the chaingun's consistent DPS would be a valuable quad damage dispenser

>> No.9258258

>>9258205
What map or encounter?

>> No.9258268
File: 84 KB, 320x200, 1631759696894.gif [View same] [iqdb] [saucenao] [google]
9258268

>flowers and fruits instead of blood and gore ootb in serious sam
>blocky mod for copper quake
Any schizocore violence euphemisation for doom that doesn't involve removal of pants?

>> No.9258285

>>9258205
>enemy layout that clearly needs SSG
No such thing.

>> No.9258287

>>9258268
No Ultra Violence. It’s quaint.

>> No.9258374

>>9258287
>sparkles, balloons and glitter
exactly what I meant

>> No.9258408
File: 207 KB, 1920x1080, shot016.png [View same] [iqdb] [saucenao] [google]
9258408

>> No.9258410

Does anyone else still have the patience to play "Doom 1" style WADs? Even the community darlings feel like horseshit to me. I'm nearly done with Deathless and I have no idea how people put up with killing Pinkies, Cacos and Barons with the regular Shotgun. It's not fun. It never was. Bullet sponges are cancer and just deleting everything with the RL is not often an option, especially in gimmicky maps that go for a "survival horror" experience with little ammo and scavenging for resources

>> No.9258416
File: 463 KB, 1600x900, Screenshot_REKKRSL_20220914_120935.png [View same] [iqdb] [saucenao] [google]
9258416

>>9258408

>> No.9258425 [DELETED] 

>>9257870
I tried the gyro shit once at a friend's house since I don't own a Switch. Couldn't stand it. Maybe it's one of those things you just have to get used to. I also hated the motion controls in general, but I've always been that way about motion control gimmickry.

>> No.9258430 [DELETED] 

>>9258425
Gyro works pretty well once you get it, but I spent a while not using it and decided it wasn't worth re-learning. It's fine, but I kinda just prefer the touchpads of the steamdeck/steam controller.
Haven't tried gyro with an analog stick though.

>> No.9258435

>>9258408
>>9258416
axes take skill

>> No.9258443 [DELETED] 

>>9258430
>but I kinda just prefer the touchpads of the steamdeck/steam controller.
Same. I can enable the gyro with the left trigger but the trackball style of the controller’s touchpad has been ideal. If I had to use analog sticks I’d probably use the gyro more, more out of necessity.

>> No.9258456
File: 422 KB, 1394x1399, 1535402067343.jpg [View same] [iqdb] [saucenao] [google]
9258456

It pisses me off how the laser sighted mp5 in Soldier of Fortune 2's cover isn't actually in the game (except multiplayer).

Otherwise it's a pretty good game except for the jungle levels. And the boring music.

>> No.9258458
File: 366 KB, 1200x1679, duke-nukem.jpg [View same] [iqdb] [saucenao] [google]
9258458

how does it compare to the other Build Engine titles? I have played Blood and Shadow Warrior, but not this one.

>> No.9258459

>>9258410
Deathless really is just boring. For fun Doom 1 experience take Return To Hadron or No End In Sight.

>> No.9258462

>>9258098
Many sites over many years

>> No.9258465

>>9258458
Worst out of bunch. Really bland combat, map exploration is the only saving grace.
Duke is the one that started it all though, gotta respect that.

>> No.9258468
File: 89 KB, 500x563, 500px-Dukenukemshotgun1.jpg [View same] [iqdb] [saucenao] [google]
9258468

>>9258458
It's not as punishing as Blood or SW and it's lighter on the hitscanner enemies. Kicks ass, has a lot of easter eggs, a touch of sexiness and cool variety of levels. Hope you don't play the shitty Randy version.

>> No.9258469

>>9258458
It may be easier than the other two but still fun. The first map is one of the best “first maps” to a shooter. You’ll have a great time if you like that Carpenter and Verhoeven style.

>> No.9258470
File: 58 KB, 360x298, doom2.jpg [View same] [iqdb] [saucenao] [google]
9258470

I just finished the City Levels in Doom 2. What do I have to look forward to in the Hell ones?

Not loving the game, I liked Tenements though.

>> No.9258472

>try to play Blood
>just get btfo by OP hitscanners around every corner
wtf is the hype about this game? Duke is way better.

>> No.9258478

>>9258472
Try lowering difficulty. Highest difficulty gives them unreasonable reaction speed.

>> No.9258481

>>9258472
>wtf is the hype about this game?
For many it’s
>what if duke3D
>but evil dead?
It’s very appealing. Also not everyone dives into it on the harder difficulties.

>> No.9258497

>>9258458
Blood and Shadow Warrior are a lot harder, but Duke Nukem 3D is nonetheless a very fun game. It's one of my favorites, the gunfighting is fun and Duke's character is just really enjoyable.

>> No.9258501

>>9258458
Better levels than Shadow Warrior, but has one of the weakest loadouts of any old shooter in my opinion. The standard fare is all serviceable at best and the heavy hitter weapons are all too gimmicky for my taste. Blood is better than both though.

>> No.9258503

>>9254181
Update to Techno-Dark Animosity (v2):
https://files.catbox.moe/tn12ld.zip
Mostly tweaks to detailing and encounters, but there's a new secret as well.
Still need to clean up the automap and make sure there's no bugs anywhere before final version, but it's more-or-less finished.
The final fight will probably need tweaked one more time, as well, but just to finish fine-tuning the difficulty.

>> No.9258505

>>9258416
>chill out, Blaz

>> No.9258513 [DELETED] 

>>9258136
None. I suppose the fact that it takes more time to map is a downside, but only if you consider extra freedom and features a downside It filters Doombabies though, just look at the other answers, but that too is a good thing, it avoids the endless stream of shit Doom gets.

>> No.9258515

>>9258505
That’s not cool, man
that’s freezing

>> No.9258517

>>9258501
>the heavy hitter weapons are all too gimmicky
But that's literally the best way to handle it

>> No.9258520

>>9258517
>shrink ray
This thing is too much for the regular enemies
>shrinking battlelords when autoaim is off
This thing is a godsend

>> No.9258527

>>9258520
>shrinking battlelords when autoaim is off
>wait, I tried shrinking them and it took a bunch of shots and didn't seem that great?
>check wiki
>The Shrinker only affects the Battlelord Sentry near its crotch or feet. This may require disabling auto-aim.

wtf WHY

>> No.9258528

>>9258517
yeah desu I think Duke has an amazing loadout, everything is useful except for the tripwire bombs.

>> No.9258532

>>9258528
The greatest thing in Duke that very few other fps copied ( There are other examples in other genres but still) Is how easy and fun and quick to use the grenade ( pipebomb) is.

>> No.9258535

>>9258527
>wtf WHY
I don’t think it was intentional, which is unfortunate since I consider them the worst hitscanner in a build game before those wolf cultists.
The tradeoff to disabling autoaim means your hitscan weapons now have spread to them again, but Eduke and Raze have a “cake and eat it too” option where you can disable autoaim for projectile weapons but keep it for hitscan weapons.

>> No.9258538

>>9258528
Tripwire bombs are still worth it just because it's fun.

>> No.9258540

>>9258515
The Ice Man cometh!

unf~

>> No.9258548

>>9258532
Funny how Build games are responsible for some of the most fun grenades (Duke’s pipes, Wang’s sticky bombs, Caleb’s TNT), and a showcase of one of the worst (Leonard’s dynamite, holy shit).
>>9258538
Also, the more explosives I can grab for Damn I’m Good, the better.

>> No.9258550

>>9258528
I've never gotten monsters to trip them, but what I do is that I use them as demolition charges, so I can save pipebombs and rockets for killing.

>> No.9258559

>>9258528
A notable benefit to tripwire bombs is that they have the biggest radius of all explosives, so they're excellent for corpse cleanup on Damn I'm Good and useful for softening up enemies in general. Setting off a tripbomb near some pigcops or enforcers will usually hurt them enough that one shotgun blast finishes them.

>> No.9258560

>>9258205
>while putting in an enemy layout that clearly needs SSG
You have an example for your strawman? If yes, based mapper for making fags like you cry.

>> No.9258574 [DELETED] 

>>9258425
its weird for the first like hour, but once it clicks, its basically mouse-aim on controller.
>>9258430
>>9258443
for me the gyro has only been better with the steam controller, you get accurate "arm" movements with the pad and accurate "wrist" movements with gyro.
>>9258458
id say it may be the worst of the three, but still a solid FPS

>> No.9258578

>>9258472
You only have to land 1 bullet on a hitscanner and they will leave you alone for about 2 seconds
The only hurdle is the first 2 levels making you fight hitscanners with the flare gun while also not having many armor pickups or doctor bags, and you're not guaranteed a tommy gun until level 4

>> No.9258589

>>9258578
The start of the second level has the sawed-off, and it’s primary fire can be used to stagger them as you close the distance.

>> No.9258620

>>9258258
not that faggot but a couple of my maps do that to make medium difficulty enemies into mini bosses

>> No.9258624
File: 393 KB, 599x856, 1650476623221.png [View same] [iqdb] [saucenao] [google]
9258624

I really like the Babel mod's visual changes, I wish there was a way to just have those without the gameplay changes so you can use them with other mods without breaking them. Is the guy here? I'll service his shlong if he makes it happen.

>> No.9258650

>>9258624
All I'd want to know from him is where to look to change the color of the plasma.

>> No.9258680

>>9258624
The bullet tracers, the shotguns ejecting shells and being able to switch mid reload, the effects of rounds hitting the wall, the chaingun wind up, all fucking awesome stuff. I wish there was a module of JUST the little touches, it'd be a must have.

>> No.9258685

>>9258624
>>9258680
oh and the fucking explosions they look awesome when combined with the voxel mod but they don't work well together because of the modified Spectres

>> No.9258717
File: 79 KB, 634x636, 1643526664582.jpg [View same] [iqdb] [saucenao] [google]
9258717

>>9258624
Uhh, I am in fact here, and I have zero fucking idea if that's possible as a standalone without defining weapons and stuff. It would have to be some real event handler hackery.
>>9258650
Player plasma? It's actually using the arachnotron plasma as a base but re-defining PlasmaBolterShot in actors/weapons/6_PulseRifle.txt would let you change whatever you want. The trail definitions are in the ParticleArachnotronPlasma class though, so you'd have to override those on your new class.
>>9258680
I mean, I could probably just make BabelWeapons.pk3. Might suck hard getting the BFG to work the same, can't be sure.
There is an ACS implementation of the explosions here https://files.catbox.moe/9qr3vg.pk3 that you could look at, or you can just dig into actors/weapons/5_RocketLauncher.txt and fiddle with the RTiltyParticleRingConfigurable actor. That is kind of a lot of work though.

>> No.9258723

>>9258717
Neat. I'm actually digging through the files right now, and I have NO idea what I'm doing. The one bugbear I have is that every other monster when replaced with it's babelmonster equivalent, it replaces the sprites with the voxel models just fine EXCEPT for the Spectre. Is there an obvious way to fix this without changing it back to the old monster completely?

>> No.9258734

>>9258723
>The one bugbear I have is that every other monster when replaced with it's babelmonster equivalent, it replaces the sprites with the voxel models just fine EXCEPT for the Spectre
Yeah that's probably because the spectre uses SCTR sprites instead of SARG, which are some reskinned equivalents. If you find+replace SCTR to SARG it might work. You may also have to change the render style back to whatever ZDoom's default is, because I have it as a strict translucent. That might break the teleport effect a bit if you do though, not sure.
Also it most likely doesn't replace the new sprites like the two-hand attack, but that voxel mod looks good enough that it's probably not overly noticeable.

>> No.9258741

>>9258205
>feel the same way as you
>lunchlunch forces me to single shotgun arch-viles
>realize I'm actually knee-deep in kino

thank you based midday meal man

>> No.9258753

>>9258723
Actually, looking at the voxel mod, you could probably also just copypaste the pinky section in VOXELDEF.txt then change the "sarg"s to "sctr"s and that would also work, probably.

>> No.9258756

>>9258753
Scratch that, not gonna work, just tried it. You'd have to also dupe the voxels themselves.

>> No.9258769

>>9258734
>Yeah that's probably because the spectre uses SCTR sprites instead of SARG, which are some reskinned equivalents. If you find+replace SCTR to SARG it might work. You may also have to change the render style back to whatever ZDoom's default is, because I have it as a strict translucent.
Alright so doing this has almost worked, except now the Spectres are rendering as Pinkies. They're still transluscent, and functioning as BabelSpectres, but they're pink. Not sure how I did this.

>> No.9258775
File: 2.77 MB, 1280x720, Fookin magical.webm [View same] [iqdb] [saucenao] [google]
9258775

>>9258769
Sadly, that would require you to make new voxels with the new coloring. You could also try changing the renderstyle of the BabelSpectre to "Shadow" but that might break the teleport a bit.
I also got it working the same way you have by adding some stuff to the voxel mod's VoxelDef

>> No.9258779

>>9258775
I thought the voxel mod had Spectre models, were they just dark Pinkies? Am I retarded?

>> No.9258780

>>9258775
>>9258779
If the HDest voxels are anything to go by, sprite translations work on paletted voxels just fine, you could use that to make them black again.

>> No.9258781

>>9258779
All they did was change the render style of the spectre to "Shadow". Doing that in Babel will produce basically the same effect, but I'm not sure if the teleport will be visually smooth or not. It might, instead, look like stuff just snapping into existence.
Try it though, might work.
>>9258780
It's not a sprite translation sadly, though it probably could be if I tried hard enough.

>> No.9258783

>>9258779
Oh right, also change it for the clones. They're registered as two different actors.

>> No.9258787

>>9258783
Or not, jesus christ, I shouldn't be making posts when sitting in work meetings. It seems like I was smart enough to use inheritance properly.

>> No.9258790

>>9258781
>It's not a sprite translation
I know, that's why I was proposing a translation be applied as a bandaid fix in this case.

>> No.9258792

Okay, it's almost working, now just the clones are pink.

>> No.9258796

>>9258790
Oh, yeah, re-reading that I guess I'm just fucking blind. My bad.
>>9258792
Add
>Renderstyle "Shadow";
to the clones, they shouldn't need it but fuck it, if they're pink they need it.

>> No.9258801

>>9258796
>Add
>>Renderstyle "Shadow";
>to the clones, they shouldn't need it but fuck it, if they're pink they need it.
Still pink, oddly.

>> No.9258807

>>9258801
Well fug.
Instead of changing the render style, try
>Translation "0:255=%[0,0,0]:[0,0,0]"
to turn them totally black but keep the translucent rendering? Might work.

>> No.9258813

>>9258807
Okay now the initial one, upon spawning, is black and translucent, as are the clones, but after being shot and teleporting the 'real' one is once again pink.

>> No.9258819

>>9258813
>>9258807
Wait nevermind I'm dumb. Changing the render style as well as using the color translation seems to have fixed it.

>> No.9258821

>>9258819
Well, if it works it works I guess. I'm surprised that the translation broke, but hey, so long as it's satisfactory I'm not gonna question it.

>> No.9258826

>>9258821
I can accept a bandaid if it works. Here's the version I edited for posterity's sake.

https://mega.nz/file/o1tV2SSa#3x7ibUs07S-AbNtjjGVTwwCAx1W6K2FLFXhDWl1DPbc

>> No.9258829

>>9258826
Yeah I mean if I wasn't technically supposed to be giving part of a presentation at my job right now I'd see if I could make an actual patch PK3 or something. I did one for Legendoom years ago, and this would probably not be overly hard either now that we know what works.
Gotta love WFH

>> No.9258830

>supposed to be wageslaving
>neglecting mr.shekelsteins powerpoint to workshop doom mods
i jelly

>> No.9258834

>Hey I got it to work
>Wait fuck nevermind
>That should do the trick
>Nope, no it didn't
>Now I got it!
>Fuck no, hold on
Yep, sounds like ZDoom alright.

>> No.9258847

>>9258650
Oh yeah, I forgot to mention this, if you're looking to make the plasma blue again the particle colors you probably want are 0x99ccff, 0x6699ff, and 0x3399ff. Those are the ones the PSMG uses on its puffs.

>> No.9258872

>>9253680
Violent Rumble progs update is up:
>Time Dilation Device powerup (placeholder model, sounds, and effects)
>Bandolier powerup (placeholder model and sound)
>trigger_skybox from AD (self-explanatory)
>lava nail overheat and penetration (sounds and effects not yet included)
>fixed a horribly embarrassing bug I hope nobody noticed

Only code has been updated, so you just need the progs.dat and FGD.
Oh, and to the guy who requested Gremlins that spawn with guns, it's still going to happen. I basically just need to rewrite the entire weapon logic code (which I need to do anyway to better facilitate adding weapons in the future, like the Q3 gauntlet) because Gremlin qc is a 2500+ line autistic hellscape. Shouldn't be too much longer of a wait though.

>> No.9258882 [DELETED] 

pistolstart works again now, there are engineist levels appended, nevermind.
project frozen, later to continue as pistolstart+apparition, all the editor binaries should be intact, engine showcase appends employ binaries of main sequence levels in correspond.
Nevermind.
Gibberish text hallucinator can just as well go fuck his ass velour, artist-as-computer is dead simple as of from recent, nevermind as well.

>> No.9258884

Has anyone made a wad that combines Doom and Doom 2? It feels like it should be as easy as tacking an extra episode entry to the episode selection list. It really bugs me that something called "Ultimate Doom" doesn't have stuff iconic to Doom like the ssg or the revenant and such.

>> No.9258895

>>9258884
open gzdoom, choose the smooshwads thing. done.

>> No.9258897

>>9258895
do what now

>> No.9258901

>>9258895
I think he means seamlessly integrating Doom 2 things into Doom 1. PSX Doom does this, but it doesn't cover the entire game.

>> No.9258908

>>9258872
>fixed a horribly embarrassing bug I hope nobody noticed
I did

>> No.9258909

>>9253854
>>9253857
Very late, but thank you. I just finished it and it was great

>> No.9258914

>>9258884
D2forD1.wad and SSG.wad and smooth_D2forD1.wad
seems the ssg is not working in current gzdoom

>> No.9258916

>>9258895
>>9258914
Okay so I found this https://jp.itch.io/wadsmoosh and it seems to have worked, thanks.

>> No.9258918

how come fluidsynth sounds different in prboom+ and gzdoom?

am I crazy?

>> No.9258921

>>9258918
Different soundfonts.

>> No.9258924 [DELETED] 

>>9253772
>seething sneeder
YAWN~!

>> No.9258935
File: 2.90 MB, 420x440, AAPlasma.webm [View same] [iqdb] [saucenao] [google]
9258935

>>9258847
It's actually sort of sillier than that. It's kind of okay so far, is there a way to change the color of the green/yellow lights?

>> No.9258938

>>9258935
Oh, uh, in GLDEFS.txt change
>PULSRFL
>PULSRFL_X1
>PULSRFL_X2
>PULSRFL_X3
>PULSRFL_X4
and in this case you probably want to just alter the colors under each.

>> No.9258951

>>9258935
Oh and the arachnotron plasma uses the base GZDoom GLDefs ARACHPLAS stuff, so you'll have to overwrite those if you want to change the actual arachnotron plasma glow.

>> No.9258973

>>9258921
I did try to point the prboom-plus.cfg to virtualmidisynth and my soundfont of choice and it still sounds a bit like ass

like the intro to ancient aliens sounds completely different

>> No.9258993

>>9258416
Matches the glacial pace of GMOTA getting anywhere.

>> No.9259001

>>9258993
blaz has short stubby legs dont make fun of him please

>> No.9259014

>>9259001
Man I wonder how hard it'd be to edit him onto a mobility scooter.

>> No.9259019
File: 2.73 MB, 606x564, AAPlas2.webm [View same] [iqdb] [saucenao] [google]
9259019

>>9258951
>>9258938
Very cool, even if it's still getting weird with the colors when there's so much plasma. Thanks a ton, I've not tinkered with a mod like this before.

>> No.9259036

I downloaded the Steam version of Doom 2 just to download the No Rest For The Living "addon" but now I can't find the actual wad anywhere in the game files. Does anyone know where I should be looking?

>> No.9259048
File: 149 KB, 879x620, Blaz protects HDest marines from certain peril.png [View same] [iqdb] [saucenao] [google]
9259048

>>9258993
It's not glacial at the moment, get your facts straight: It has completely stopped for the time being.
This has been a shit year for progress. With any luck I can at least stick to my goals of finishing Gaiden, and getting the first half of the last GMOTA update out.

>> No.9259049

>>9259019
Hey no problemo, tinkering eventually leads to making mods, so I'm happy to help. I never would have modded anything if it wasn't for tinkering with BURL TUMD back in the day.
I'm also going to see if I can make a bunch of action functions that would let someone use DECORATE to actually properly define/replace some Babel actors like the plasma balls and stuff. ZS is weirdly finicky about mod plugins.

>> No.9259052

how do I get OBS to not die the bitrate death in red maps

>> No.9259075
File: 57 KB, 618x182, file.png [View same] [iqdb] [saucenao] [google]
9259075

>>9253638
I'm alive again, I added those grass textures as anon requested to the resource pack, check the mega for the updated WAD. Vaeros is still MIA, pic related. I'm still making a map. That's pretty much it.

>> No.9259102

>>9259048
i didn't mean to spur this shit talking i assure

what a nice man

>> No.9259110
File: 47 KB, 540x540, endit.jpg [View same] [iqdb] [saucenao] [google]
9259110

>>9258908
);

>> No.9259123
File: 2.90 MB, 852x480, Well then, addons are now possible.webm [View same] [iqdb] [saucenao] [google]
9259123

This was not as hard as I thought it would be, but the decorate code in the addon is pretty fucking meme-tier.
https://hastebin.com/idinoholoy.yaml
Yuck, awful.
So basically, next version will probably have minor addon support for all you memesters. This means you won't technically have to root around in the pk3 if you just wanna replace a few things, unless you want to make them work exactly the same, in which case you'll probably need it as a reference.

>> No.9259131

>>9259123
>tfw I just now realized I forgot to add A_Gunflash back when I removed the original fire plasma action
lole

>> No.9259179

Gettin' cold innit?

>> No.9259221

>>9258973
I don't understand what you're getting at.

FluidSynth is a midi player, just like VirtualMidiSynth is a midi player.
FluidSynth with the old prboom 2.5 soundfont (tmgwhatever) sounds the same, regardless of your source port.
VMS with x soundfont sounds the same, regardless of source port.

For me, it's VMS with RLNDGM.sf2
Valiant is great with the arachno soundfont. Someone recommended it and it fits.
And Musyng Kite is a good 1+ gig soundfont to experiment with. Orpheus is also 1+ gig but I didn't like it, maybe you will.

People who compose midis typically use the windows default midi since that is what most people use. If you change the soundfont, it's like playing a map with a gun or monster mod: it might not fit. This is why RLNDGM is so good; it's just a good-sounding default-style midi. Jimmy used it in his bandcamp release of Sigil.

>> No.9259225
File: 482 KB, 794x1037, agni looking at the second half of fire punch&#039;s plot.png [View same] [iqdb] [saucenao] [google]
9259225

>>9258624
>>9258680
Upon further examination, I'm negligibly confident that I could hack together an awful, probably not performant at all "particle spawner" that didn't do anything to vanilla classes but gave them the cool trails, but it would take an age and a half. I am even less confident that I could make something that would produce the same tracer effects without having to reach into weapon code. The bullet chips would be easy though, on the bright side. Shells wouldn't happen, at least not for the shotguns, unless I wanted to get very VERY retarded.
Basically, I could just dump out the weapons into BabelWeapons.pk3, but making something like BabelVisualEffectsAndNoGameplayChanges.pk3 would be quite the undertaking, basically making another mod entirely with a lot of hacks like
>Use event handler to scan for bullet puffs belonging to the player then manually make their pawn fire out tracers then also set timers for shell ejections for another handler to pick up or something
>Have a giant list of every projectile as they spawn and loop through it every tic to do the particle spawning if needed, that also cleans itself out as those projectiles die
etc. I'll give answers to anyone brave enough to try it though, since I'm sure even glancing at my tracer code is enough to slay mortal men.

>> No.9259228

>>9259179
I need someone British to open up Adventures of Square in Slade and tell me what the hell the Knife Jerk says in "FXKJSIT3." It sounds like "Ah, Square's, innit?" but that doesn't make sense.

Also, I thought FXKJSIT1 was "Oi, cheeky m8" but now I'm starting to think it's "I'll chip ya, m8!" but I need a Brit to confirm since I dunno if that means I'll cut you or what

>> No.9259237

>>9259036
See
https://doomwiki.org/wiki/Official_add-ons#Technical_details

>> No.9259287

>>9259237
Thanks but for some reason the directory wasn't there for me. In any case, I downloaded Doom 3 BFG and it came with the correct wad properly labeled and easy to find.

>> No.9259293
File: 17 KB, 540x496, 1638838539161.jpg [View same] [iqdb] [saucenao] [google]
9259293

>>9258775
I do not know what has changed since a few hours ago but now babelspectres just do not appear. Regular spectres appear, and every other type of babelmonster appears as they're supposed to, but now just the babelspectre spawns as normal spectres.

>> No.9259306
File: 96 KB, 918x592, 1629817011271.jpg [View same] [iqdb] [saucenao] [google]
9259306

>>9259293
Are you loading the files in the same order? Voxel mod then your modified pk3 works for me.

>> No.9259310
File: 191 KB, 640x480, 1650723373958.gif [View same] [iqdb] [saucenao] [google]
9259310

>>9259306
god damn it

>> No.9259315

is the voxel doom mod incorporating doom 2 monsters yet???

>> No.9259327

>>9259315
still a work in progress

>> No.9259434

>>9259228
>FXKJSIT3
It's one of them squares, innit?
>FXKJSIT1
I'll chib (stab) ya, m8

>> No.9259509

>>9259327
Ahh its gonna be so great when its totally done and most if not all mods can be played

>> No.9259510

What souceport is best for Q2?
And should i play it again after not liking it 5-6 years ago when i was much newer to retroFPS?

>> No.9259528
File: 262 KB, 1280x720, fte-20220915173332-0.jpg [View same] [iqdb] [saucenao] [google]
9259528

>Quake 1 can now run Quake 3
What the FUCK is going on

>> No.9259543

>>9259528
>Quake 1 can now run Quake 3
Yeah, but not without issues. Most of FTE's Q2 and Q3 feature support is more for people to make cool shit with than playing those games in a faithful way. That said, Quake 3 certainly seems to work a lot better on FTE than Quake 2 does.

>> No.9259663
File: 18 KB, 650x550, Q2_StasisGen.jpg [View same] [iqdb] [saucenao] [google]
9259663

>>9258872
>Oh, and to the guy who requested Gremlins that spawn with guns, it's still going to happen
Well that was merely a foolish ideafag suggestion as always, but I wonder if you should set up a Ko-Fi to be properly rewarded for all this work VRanon

>adding weapons in the future, like the Q3 gauntlet
>porting the Q3 Gauntlet (instead of nicking the antique Zestroer chainsaw yet again)
Cool beans :)

>Time Dilation Device powerup (placeholder model, sounds, and effects)
KMQ2 has a secret StassisGenerator power-up that freezes all entities in place except Player - and the heartbeat sounds it makes upon activation is something I'd love to hear in a game someone more than around 10~15 people would still remember for next few years
Also the new Captcha protection sucks major bollocks

>> No.9259671
File: 415 KB, 612x322, MDU1ODQ3MTQ5MA.png [View same] [iqdb] [saucenao] [google]
9259671

Been stuck on map 15 of TNT2 for like two weeks now. Not even dropping down to HMP is helping.

>> No.9259683

>>9258410
>>9258459
Yeah, I got really bored by Deathless as well.
It's just a boring wad, it's not Doom 1's fault.
The only Doom 1 wads I really enjoy are Nicolas Monti's stuff.

>> No.9259798
File: 6 KB, 615x250, file.png [View same] [iqdb] [saucenao] [google]
9259798

>>9258410
>saves the doom mapping community

>> No.9259826
File: 48 KB, 640x480, SIGIL_title.png [View same] [iqdb] [saucenao] [google]
9259826

is Sigil better than Doom 2?

>> No.9259828

https://www.youtube.com/watch?v=xVLtnKyRSb4
mmm, ok I guess?

>> No.9259834

>>9259528
quick rundown?

>> No.9259876

>>9259798
>better than the pistol, shotgun, and chaingun
>not better than the rocket launcher, plasma gun, or big fucking gun
>melee weapons still retain their utility
It’s a good addition along with 2’s monsters.

>> No.9259935

>>9259876
The regular shotgun and chaingun still have their applications, the SSG doesn't totally usurp them.

>> No.9259939

>>9259876
>better melee weapon than the chainsaw
>better than the rocket launcher because you won't blow yourself up
>better than the plasma because you want to save your cells for the bfg
>better than the bfg because you never have enough cells

>> No.9259971

>>9259935
It’s arguable if we’re talking continuous, I’m certainly not likely to snipe enemies with a shotgun if I have the chaingun. You’d then have to worry about how to best use your cells if you have the plasma gun and BFG with 40 cells per BFG shot being more favorable.
If we’re talking about a pistol starting a mapset I’d argue that changes and rebalances everything.
>>9259939
>better than the rocket launcher because you won't blow yourself up
There’s the full retard response I was expecting, like those other idiots who don’t take fire rate account.

>> No.9259986

>>9259826
Nah.

>> No.9259998

>>9258717
Harry Potter not looking so hot, did he get his soul sucked by a dementor?

>> No.9260005
File: 484 KB, 620x620, DOOM Pantera.png [View same] [iqdb] [saucenao] [google]
9260005

>>9255654
Based, same.

>> No.9260007

>>9254403
timothy brown in the pants.

>> No.9260025
File: 462 KB, 680x508, 1619320908785.png [View same] [iqdb] [saucenao] [google]
9260025

>>9257493
I am somehow more tolerant of ironic faggotry than real gayshit in person - I blame HFFM for it

>> No.9260036

>>9253662
I like IF a lot, but why do you keep shilling it like this?

>> No.9260051

>>9260036
They're not. It's bait for one or two particular autists.

>> No.9260064

>>9259998
He was never the same again after Dumbledore suspected him of putting his name in the goblet of fire.

>> No.9260065

>>9253518
No it's not. I just beat that a few months ago.

>> No.9260070

>>9260064
>He cast a spell on harry that replaced his entire bloodstream with pure a1 cocaine.

>> No.9260080
File: 27 KB, 427x426, Doomdissapoint.jpg [View same] [iqdb] [saucenao] [google]
9260080

>>9260025
I was very pissed when damn near every single one of his memes had bare man ass in it but the rest of his work is pretty silly.

>> No.9260120

>>9260025
>>9260080
i mean, a generic dude's ass is not the same as a nikocado coinslot, goatse or scat
but gachimuchi stuff has its appeals from absurdity mixed with guys that happen to be charismatic and even good looking
most people cried when aniki died but nobody will do the same to nikocado

>> No.9260129
File: 7 KB, 263x141, 1636356579499.png [View same] [iqdb] [saucenao] [google]
9260129

map runs on comp 2 and crispy doom, but not on chocolate doom. error doesnt sound like its to do with chocolate not removing limits.
what gives?

>> No.9260132

>>9257656
Where did this copypasta originate? I saw it in a "high skill level vidya webms" thread on /v/ maybe a week ago and in that instance it just seemed like some anon yanking some other anons chains by pretending to think they were an elite tactical shooter because they shot some guys in a video game. It was some Far Cry 3 webm and people responded to it as if the anon wasn't being stupid on purpose.

Although I guess there are crazy folks out there that probably do think they're spec ops because they play COD or are a world class fighter because they mastered some beat'em up game. It's got to be old copypasta now though right? Surely a week ago wasn't the first time someone posted it?

>> No.9260134

>>9260129
Some junk in your flats? Also are markers around your flats F_START or FF_START?

>> No.9260142

>>9260134
I havent touched the flats. All vanilla textures, using UDB on Doom's Doom 2 Format, which I thought would prevent me from doing shit thats vanilla incompatible.

>> No.9260149

>>9260134
you know I just realised, it says what the problem is right there
>- not found
- is the default "no texture" on UDB lol... I thought I was being smart by leaving unseen flats untextured for optimisation or whatever. I guess I'll texture all of them.

>> No.9260153

>>9260142
>which I thought would prevent me from doing shit thats vanilla incompatible
Nahh, I started that way too, until I got hit with visplane limit errors and shit.

>> No.9260154

>>9260132
I had tons of friends in high school asking me if I joined the army because we played tons of counter-strike

>> No.9260158

>>9259509
>my mod adds tweaked and even extra frames
lol
lmao

>> No.9260161

>>9260149
>- is the default "no texture" on UDB lol... I thought I was being smart by leaving unseen flats untextured for optimisation or whatever.
That doesn't seem like it would help any optimization effort.

>> No.9260162

>>9260161
I'm pretty doom illiterate so I didn't know if it actually would. It's just a habit from Source's Hammer where you nodraw things the player can't see.

>> No.9260193

>>9259834
Extremely cursed. To get it working:
1. Download the FTE client and unzip to a folder
2. Drag pak0-pak8.pk3 into the /id1/ subdirectory
3. Grab a copy of the darkplaces mod (note *mod*, not engine. Same site, different download). Unpack it and then drag all it's content into the id1 folder
4. Run ftequake exe
5. Experience slightly scuffed but functional q3 somehow

>> No.9260194

>>9260162
Doom renderer will cut off what you don't see anyway. And I doubt you'll win anything on size limit either. And also to make a map that would lag on modern PC is pretty hard, unless gzDoom is used.

>> No.9260212
File: 86 KB, 749x770, anon_delivers.jpg [View same] [iqdb] [saucenao] [google]
9260212

>>9259434
THANK YOU ANON
Have my (You)

>> No.9260253
File: 151 KB, 1920x1080, screenshot_squaresoftware_square1.png [View same] [iqdb] [saucenao] [google]
9260253

>It's one of them squares, innit?

>> No.9260257

>>9260005
vulgar display of texture filtering

>> No.9260273

>>9260158
I'm gonna kill you then not use your mod

>> No.9260278

>>9260158
Yeah, I think it stands to reason that two mods that change monster animations are going to necessarily conflict.

>> No.9260296

>>9259663
>Ko-Fi to be properly rewarded for all this work VRanon
I'm not going to paypig farm an anonymous imageboard.
>porting the Q3 Gauntlet (instead of nicking the antique Zestroer chainsaw yet again)
Yeah seeing it over and over again was getting kinda old. Even worse is that it's been around for 25 years and nobody has been able to make it feel useful against anything other than zombies.

>> No.9260313

>>9260120
I agree, though I think that N*kic*do's asshole is a million times more disgusting than goatse, the former is such an incredibly fucking disgusting and disturbing person, and his asshole is just ugly.
Kirk Johnson is just a dude (who isn't fat or insane), who liked stretching his ass, it's not really that disgusting to me.

>> No.9260315

>>9260313
>isn't fat or insane
>isn't insane
>stretches his ass
>posts it on the internet for other gays to see
>is gay
>"isn't insane"

>> No.9260335

> Lunar Struggle
> Stickney Installation
> 2022 ADO

what's with all these ultimate doom megawads lately?

>> No.9260353
File: 88 KB, 1161x1234, Aggro-all cheat · Issue #135 · kraflab_dsda-doom.png [View same] [iqdb] [saucenao] [google]
9260353

https://github.com/kraflab/dsda-doom/issues/135
Coming soon to woof and dsda

>> No.9260385

>>9260353
That would be a cool feature.

>> No.9260435 [SPOILER] 
File: 367 KB, 1920x1080, Screenshot_Doom_20220915_201248.png [View same] [iqdb] [saucenao] [google]
9260435

Is this how the end of Shadow Puppets in 512 Linedefs is supposed to look? Cool map though, I liked the level's gimmick, it felt like some sort of a nightmarish rave party in a way.

>> No.9260440
File: 7 KB, 250x232, e0f.jpg [View same] [iqdb] [saucenao] [google]
9260440

>"oh let me just add a few action functions for decorate addons that nobody but me is doing to make probably"
>"oh man it's super easy for weapons because they're already mostly done"
>"okay now let me look at the babelmonster and babelfastprojectile cla-"
Kill me pls I don't want to have to write more docs and test all this
https://hastebin.com/nixelevico.sql

>> No.9260442

>>9260440
>notepad++ has been adding tabs instead of 4 spaces
AAAAAAAAAAAAAA

>> No.9260447
File: 16 KB, 533x350, fucking arrays how do they work.jpg [View same] [iqdb] [saucenao] [google]
9260447

Any QuakeC nibbas know why I'm getting error in pic related? The FTEQCC manual says I can use .length to get the size of an array, though it doesn't give any examples. I tried putting square brackets after 'float array' at the top but that gave another error.

>> No.9260451

>>9260447
Post the whole file, but unless QuakeC's syntax dramatically diverges from regular c-type languages, "array" doesn't have a "length" property, probably because it appears to be a simple float type judging by the function signature.

>> No.9260458

Hello doomfiends. I don't know where else to ask this, so I'll ask here.

I just got to level 28 of Doom 64, the final boss. It's only now that I discover that I was supposed to collect 3 secret keys in the previous levels before getting here, to make this level and the final boss easier. Is it possible to go back and get those keys without playing the entire game over again from level 4?

>> No.9260463

>>9260458
No

>> No.9260469

>>9260458
no, DOOM is mean't to be a continuous run
though if that's what you want, id say to try POWERSLAVE (exhumed, not the DOS version, which is basically a different game).

>> No.9260471
File: 9 KB, 442x93, C O P E.jpg [View same] [iqdb] [saucenao] [google]
9260471

>>9260451
>Post the whole file
Not much point, that pic is literally all I wrote before getting an error. Yes, I schizo-compile.
>unless QuakeC's syntax dramatically diverges from regular c-type languages, "array" doesn't have a "length" property, probably because it appears to be a simple float type judging by the function signature.
Well I'm just following along with section 8.1 of https://icculus.org/~marco/quakec/fteqcc_manual.txt
I can define arrays just fine elsewhere.

>> No.9260476

>>9260471
it should be float (float array[], float value) array_index=

>> No.9260489

>>9260463
>>9260469
Thanks for the quick replies. I guess I'll just start over from stage 4 then.

>> No.9260490
File: 10 KB, 539x113, unsized benis.jpg [View same] [iqdb] [saucenao] [google]
9260490

>>9260476
Nope, already tried that.
I guess I'll probably need to dig through some archived Quake modding sites.

>> No.9260496

>>9260489
Dying gets rid of the demon keys too.

>> No.9260497

>>9260490
float[] array then, try that. I'd tell you to use a proper pointer but I don't know if it has support.

>> No.9260502

>>9260496
>you can pistol restart in EX without fear of losing the keys
Does the new Kexport have the same option or no?

>> No.9260505

>>9260502
No, it functions like the N64 game.

>> No.9260507

>>9260505
>no option in the new port to pistol start without fear of losing the keys
Bummer.

>> No.9260510
File: 8 KB, 495x100, bracket discrimination.jpg [View same] [iqdb] [saucenao] [google]
9260510

>>9260497
>float[] array then, try that.
Nope.
I'll just work around this for now, thanks though.

>> No.9260516

>>9260435
More or less. The black lines at the bottom only show up in GZDoom. In both OpenGL and Software DSDA it's open sky except for the pillars and spiders, which was what I intended, but whatever, freelook already mitigates the disorientation I was going for.

>> No.9260530

>>9260510
You can probably pass a float *ptr and the length argument, apparently pointers do work.

>> No.9260554

>>9260315
Yeah.

>> No.9260561
File: 118 KB, 500x646, 1634324298316.jpg [View same] [iqdb] [saucenao] [google]
9260561

>>9260313
how do you even know his name?

>> No.9260564
File: 55 KB, 680x383, ccc.jpg [View same] [iqdb] [saucenao] [google]
9260564

>>9260458
No, once you exit a level you don't go back. You don't strictly need the powered up Unmaker though, it's a beast of a weapon, but so is the regular old BFG9000. I'll remind you the BFG9000 can reliably oneshot the final boss of the original computer game, it really gives you absolutely INCREDIBLE damage potential for the ammunition spent.

If you rush the Motherdemon with full health and release the melon on her at point blank, that'll hit her like a steam locomotive, and you can fall back to avoid her return fire, then repeat until you toast her, it only takes a few charges like this, and a Soulsphere is revealed when she comes out, make use of that.

>>9260561
Because it's documented meme history. He's a lawyer from New Zealand.

>> No.9260584

>>9260489
just fight the boss, its not that hard.
DOOM64 is much easier than say, finalDOOM (PC)

>> No.9260587

>>9260496
Good to know, thanks. Not a big deal though; I just save at the start of each level and continue from there when I die anyways. I know that's not the hardcore way to play, but I'm not trying to be hardcore anyways.

>>9260564
I'll admit, I'm far from a pro at Doom or FPS' in general. I can barely survive the waves of enemies before the boss, nevermind the boss itself. I'm more concerned about using those 3 keys to close those 3 doors that the enemies spawn from, than using them to upgrade the unmaker. I just want to get to the boss with some ammo and more than 20 hp remaining.

>> No.9260604

Finished Doom 2 for the first time. Liked 1 way more, but the combat in 2 is obviously superior given the more interesting enemy roster, also there's way more of them to kill.
Level design was frustrating and bad for the most part, a few good maps though.

Doom > Doom Eternal > Doom 2016 > Doom II

>> No.9260621

Please get the 94 Protons of /vr/ beta out so I can kick 512 Linedefs out of the news post already

NEW THREAD
>>9260618
>>9260618
>>9260618

>> No.9260651

>>9260621
never ever

>> No.9260859
File: 1 KB, 112x26, obv.png [View same] [iqdb] [saucenao] [google]
9260859

>>9260458
>I was supposed to collect 3 secret keys
>supposed to collect secrets
No, anon, you misunderstand the definition of a secret. The final level gives you all you need to complete it from a pistol start.

>> No.9260993

>>9260315
You probably think he's incontinent from his anal stretching, but it's actually the opposite, he's trained his asshole muscles so much that he's actually very good at holding in even big shits, so more than anything it's just masturbation with some elaborate added steps. There's been a few death hoaxes about him, that he tried to fit a volleyball/bowling ball in there and it went wrong, but they're fake.

The asspower can be corroborated by another classic shock site persona, Alexei, or The Jar Man, of 1 Guy 1 Jar fame. Setting aside that contrary to urban legend, he very much survived that accident (and tells other ass adventurers to not repeat his mistake of using an empty jar), he claims just the same that he isn't suffering incontinence problems, but rather that his intense anal training gives him much stronger command over when he needs to shit.

Anyway, to bring this back to Doom, I think that HFFM lacked goatse iconography, and that this is something we should try to rectify in the talked about sequel.

>> No.9261060
File: 159 KB, 1920x1080, screenshot_squaresoftware_square1.png [View same] [iqdb] [saucenao] [google]
9261060

>AAAAAAAAAAA

>> No.9261450

>>9260296
>Even worse is that it's been around for 25 years and nobody has been able to make it feel useful against anything other than zombies.
IIRC the Tronyn mods also give it a small chance to instakill enemies via decapitation (and the Axe too, but CS has a way better DPS)

>> No.9261458

>>9260993
>Alexei AKA JarMan
I saw the screwdriver vid and noticed he lost a piece of his meatus when removing it from inside of his dick - what compells people to such inanity?

>> No.9261662

>>9261458
>"I'm not gay, just it funny."
I'd say he's some sort of masochist and enjoys the pain of some of the weird shit, but he was rather adamant that his infamous accident was NOT a good time for him at all, so IDK.