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

/vr/ - Retro Games


View post   

File: 105 KB, 1035x684, 1664106797572685.jpg [View same] [iqdb] [saucenao] [google]
9285120 No.9285120 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9277746

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.9285123
File: 758 KB, 1200x838, 1663861326558091.png [View same] [iqdb] [saucenao] [google]
9285123

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

=== CURRENT RELEASE ===
94 PROTONS OF /vr/
Beta 0.3 release
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== NEWS ===
[9-24] Woof 10.3.0 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.3.0

[9-24] 94 Protons of /vr/ beta release

[9-22] Chasm: The Rift re-release demo is out
https://twitter.com/generalarcade/status/1572950988075532289

[9-21] New Babel update
https://datanon.itch.io/babel/devlog/430682/very-minor-update

[9-17] Chasm: The Rift re-release will be available on Steam & GOG in Oct 10th

[9-17] Rise of the Triad: Ludicrous Edition revealed at Realms Deep 2022
https://youtu.be/OqDedfEgprs

[9-17] Chris Vrenna's interview about Quake's soundtrack
https://slayersclub.bethesda.net/en/article/qqY4QYqlY2FAV1mki9O2j

[9-16] Inter-doom 6.0 released on its 6th anniversary
https://www.doomworld.com/forum/post/2545130

[9-14] 2022: A Doom Odyssey public beta released
https://www.doomworld.com/forum/topic/131349

[9-13] Goldeneye 64 is coming to XBox game pass
https://youtu.be/zT310aJNdSA

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9285127

>Doom
More like dumb lmao

>> No.9285128
File: 445 KB, 1050x1050, Word cloud.png [View same] [iqdb] [saucenao] [google]
9285128

>> No.9285138

HUHMPH

>> No.9285141
File: 247 KB, 1920x1080, screenshot_squaresoftware_square1.png [View same] [iqdb] [saucenao] [google]
9285141

>HOSTILE LIFE FORM DETECTED.

>> No.9285145

>99 problems of /jz/

>> No.9285167
File: 497 KB, 925x919, varg02.png [View same] [iqdb] [saucenao] [google]
9285167

>109 Pogroms of /pol/

>> No.9285173
File: 78 KB, 550x305, doom03.gif [View same] [iqdb] [saucenao] [google]
9285173

>>9285128
>boomer problem engine change

>> No.9285175

>51 zones of /x/

>> No.9285189

>>9285123
Requesting some sort of seaside wave crashing ambience for Ad Mortem 2

>> No.9285194 [DELETED] 
File: 73 KB, 225x225, image_2022-09-25_110301113.png [View same] [iqdb] [saucenao] [google]
9285194

>94 Pronouns of /doomworld/

>> No.9285195
File: 2.98 MB, 200x150, fit.gif [View same] [iqdb] [saucenao] [google]
9285195

>94 Proteins of /fit/

>> No.9285207
File: 2 KB, 220x228, 1658353434302.png [View same] [iqdb] [saucenao] [google]
9285207

We're playing SRB2Kart for Sunday Night Shitshow today, you can grab that here.
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Optional 60fps client with some other features, just drop the .exe into your install folder.
https://kart.moe/moe-mansion/
How 2 play
https://mb.srb2.org/addons/some-srb2kart-tips.2456/
https://docs.google.com/document/d/1Q5oU5Lsy5PQHonDekMo2ThVvGgT1AkfYSFj-D1ac1iM/edit#heading=h.amwo5n1h1rlk
Grab the modlist here, the in-game downloader is slow and it's better if you get these now
https://mega.nz/folder/1QFwxT6R#Uy4rpaOZgif3wi_-nhaPMg
Create a new subfolder called DOWNLOAD and place them there.
That should be everything.

>> No.9285216

>>9285194
>69 prolapses of /lgbt/

>> No.9285220

>>9285189
Well, got any sounds we could use?

>> No.9285240

I must be retarded, which wads do I need in order to run the 94Protons beta?

>> No.9285242

>>9285240
plutonia.wad

>> No.9285248

>>9285242
Alright then, when I run the beta wad with plutonia I get:
>I_SignalHandler: Exiting on signal: signal 11

>> No.9285258 [SPOILER] 
File: 332 KB, 414x700, 1643207047276.gif [View same] [iqdb] [saucenao] [google]
9285258

whats the ssg from in this zoomer meme?

>> No.9285259

>>9285248
Are you running it with command line?

>> No.9285262
File: 14 KB, 382x437, 1663113052334.png [View same] [iqdb] [saucenao] [google]
9285262

>>9285259
No, I'm using ZDL launcher like so

>> No.9285265

>>9285262
Is your dsda new enough to support MBF21?

>> No.9285264
File: 107 KB, 940x818, 0330c04cf16766a29b3f52ba97ec391a.jpg [View same] [iqdb] [saucenao] [google]
9285264

How the fuck do I look up statistics in eternity I pressed every button

>> No.9285268

>>9285265
Let me update it then because I thought it was.

>> No.9285273

>>9285268
I think 0.24.3 is the newest version. I'm pretty sure that's what you have. Redownloading might help, but you might also try a different source port like Woof! just to see if it also throws errors.
You could also try explicitly setting -complevel 21 in the command line argument, just to be safe (in case your DSDA somehow defaults to a lower complevel or something.)

>> No.9285275

>>9285273
I did not have 0.24.3, but whenever I download the new version there doesn't seem to be an exe included.

>> No.9285278

>>9285248
I only get that error when I warp to map01.

>> No.9285280

>>9285258
from Knee deep in zdoom.

>> No.9285284

>>9285273
>>9285278
That was it, when I manually drag and dropped the files onto my old DSDA exe it ran just fine. Is there any way to get ZDL to launch the main menu and not instantly on the first level?

>> No.9285285 [DELETED] 
File: 242 KB, 596x619, DOOM remake.png [View same] [iqdb] [saucenao] [google]
9285285

https://twitter.com/rpginabox/status/1573663853984059392

DOOM bros???

>> No.9285291

>>9285284
I foresee this problem occurring to a lot more people.

Perhaps using Doom1 map names is more trouble than it's worth. We should use Doom2 map names like normal people.

>> No.9285305
File: 968 KB, 1920x1080, image_2022-09-25_121056246.png [View same] [iqdb] [saucenao] [google]
9285305

>>9285284
I use Doom Launcher

>> No.9285307

>>9285285
pretty cool for a tool made for what seems to be amateur RPGs, even if for FPS, almost anything else would be better.

>> No.9285314
File: 537 KB, 320x240, 1417278795777.gif [View same] [iqdb] [saucenao] [google]
9285314

>>9285305
>those tabs
>that titlepic layout
Lookin' pretty fukken crescent fresh, Aqualung.

>> No.9285326

>>9285220
Fucking catbox doesnt accept uploads for some reason
https://mega.nz/file/zBkwgCKR#YUKaftnUc3qkvErAUtUIlkoneFvixOOG7p3yTPxnuAs
I lifted this from Heretic 2, isn't the greatest ocean sound there is but Ad Mortem already has some H2 sounds I suggested back then so atleast it matches the rest

>> No.9285338
File: 584 KB, 512x512, 1654585114776.gif [View same] [iqdb] [saucenao] [google]
9285338

>>9285189
>ambience for Ad Mortem 2
>mfw forgot to add ambient sounds to my map
That's going in the notes for next update.

>> No.9285356

>>9285305
question about your tabs; when you download a wad by a newbie mapper which was made for gzdoom even though it should've been made for limit-removing or vanilla, which tab do you put it in?
Technically it should fall under "6. GZ", but it doesnt really belong there with proper gzdoom maps.

>> No.9285363

>>9285123
>94 PROTONS OF /vr/
I made several circles around E1L4 before I finally noticed blue door. I suggest illuminating markers or something. It blends with environment too good, and considering chaingunner pressure to stay in cover it's a problem.

>> No.9285373 [DELETED] 
File: 19 KB, 250x250, 1310187325954.jpg [View same] [iqdb] [saucenao] [google]
9285373

>>9285356
>when you download a wad by a newbie mapper which was made for gzdoom
>implying

>> No.9285379 [DELETED] 

>>9285373
Kinda based, not gonna lie. The hyper-elitist curator vibe do be bussin, fr fr no cap
Ong

>> No.9285380

>>9285356
Make a separate tab called myfirstdoommap.wad

>> No.9285381

>>9285128
>design q2 stuff, yeah

>> No.9285423
File: 975 KB, 480x270, giphy.gif [View same] [iqdb] [saucenao] [google]
9285423

>>9285141
>ep2 released 4 years ago

Episode 3 never

>> No.9285435

to NotBlood anon if you're around: not very important I guess and also not really your forks fault and probably also not your area of expertise, but it'd be cool to see fixed.
when using r_upscalefactor (which come to think of it, really should be in the video options instead of just a console command), the HUD elements don't scale properly. if it's possible the easiest solution would probably be to just not apply the render scaling to the HUD at all and only the gameport?

>> No.9285454

>>9285175
Oof. 51 levels eh?
That would be a fun wad though. every level based on a different conspiracy or cryptid.
Would be an absurd undertaking for a community project tho.

>> No.9285462
File: 149 KB, 1281x1015, SoF1.jpg [View same] [iqdb] [saucenao] [google]
9285462

Forgot this reference was even in the game lol.

>> No.9285475
File: 122 KB, 1280x720, 20220917170349_1.jpg [View same] [iqdb] [saucenao] [google]
9285475

A bit of applause for people who've worked on 2048 units maps :
I appreciate a lot even mild touches of "lived in" feeling, from toilets to cafeterias / libraries / kitchens to functional looking warehouses, factory areas etc, even if the map as a whole isn't "realistic" or Build Engine game tier detailed, it feels instantly a lot better for me than big showy arenas.

I mean I do appreciate the occasional "arena" sometimes too but for the most part I think the best levels mimic "real life locations" even on a rough scale.

>> No.9285516
File: 89 KB, 500x563, 500px-Dukenukemshotgun1.jpg [View same] [iqdb] [saucenao] [google]
9285516

>> No.9285551

>>9285326
Gnarly, I'll get this added tomorrow, hopefully.

>> No.9285609 [DELETED] 

>>9285379
>discriminating taste is bad and elitist
I used to playtest those very same wads on doomworld before a tyrannical tranny mod banned me. These days, I wouldn't have the time, even if I still went there.

>> No.9285624 [DELETED] 
File: 1.96 MB, 300x300, 1483913682618.gif [View same] [iqdb] [saucenao] [google]
9285624

>>9285609
>discriminating taste is bad
No it's not. "Bussin" is a good thing you insecure little bitch.
>before a tyrannical tranny mod banned me
This isn't [insert Doomworld outcast forum here], nobody cares. It sounds more like you got banned for being a faggot with a victim complex.
Now post your "Done" tab so I can see how much more Doom you've played than me. Quick, before the janny nuked this chain because you posted the word "tranny".

>> No.9285630

>Massive wave of chaingunners followed by two cyberdemon-like monsters and monster-spawner.

I think episode 1 finale is too extreme. Maybe armour in this area or even a megasphere would be appropriate.

>> No.9285636 [SPOILER]  [DELETED] 
File: 1.67 MB, 476x186, 1504329725659.gif [View same] [iqdb] [saucenao] [google]
9285636

>9285624
I don't speak like a nigger. No (You) from me.
>banned for being a faggot with a victim complex
You have a fundamental misunderstanding of the situation. Those are exactly the kinds of people they shelter.

>> No.9285638

Where the FUCK is back to saturn x 3

>> No.9285653 [DELETED] 

>>9285624
Chill, autist.

>>9285636
Chill, autist.

>>9285305
mmm looks interesting. How's the QoL compared to ZDL? Can I just as easily select what engine I wanna run the wad?

>> No.9285654
File: 753 KB, 1720x720, bfgladiatore.png [View same] [iqdb] [saucenao] [google]
9285654

The BFGladiator is real! Coming up for the Quake 2 25th anniversary collaborative UNIT as an enemy to watch. It can oneshot you and kill you in less than a second if you're not careful. Just the way I like it.

>> No.9285657
File: 1.14 MB, 1720x720, bfgladiator.png [View same] [iqdb] [saucenao] [google]
9285657

>>9285654
One more unspoiled screenshot.

>> No.9285664

dangit janny don't make me retype my damn post

>>9285305
How does this compare to zdl quality of life wise?

>> No.9285681 [DELETED] 

https://www.youtube.com/watch?v=ZuJ_S0lgsxs

Better than Mick Gordon's shit

>> No.9285695
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9285695

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.

Finally starting on the gauntlet. Fuck Gremlins still.

>> No.9285706

>>9285654
>>9285657
looks cool but he seems to still be using the railgun on the model

>> No.9285749

>>9285706
He's clearly green though. That's a nice touch.

>> No.9285756

>>9285123
>94 PROTONS
I'm posting here because the old thread was abandoned.
>>9283250
Here's the update for map 13. I fixed some light textures, altered the ending door sound, removed one or two pinkies and gave the teleporter pads a brightness of 94.
https://files.catbox.moe/x5nn8o.wad
>>9283410
I'm glad you liked it. You can avoid damage with the first archvile by quickly hiding by the front right pillar or by avoiding combat going to the right. After playing it again I felt like the later strategy might be too much effort so I removed a couple pinkies. As for the door, the audio was off because it's attached to a distant control sector. It didn't occur to me it might be confusing.
>>9283410
HMP also has a bit more health than UV, but yeah it's not a great difference. Imo, HMP shouldn't be too much easier than UV since HNTR always exists if you want somthing really easy. I also don't have much to go off of fine tuning difficulties since in most cases, playing a single difficulty themselves, people never weigh in on that. Do you think I should make something easier or harder?
>>9283416
Obnoxiousness was not my intention but I'm not surprised by this take either. The spider only has about a quarter health because it gets crushed offscreen at the start. I considered using an archvile in that pit but it seemed too harsh for a fake exit, and a full health spiderdemon took too long to kill and wasn't interesting.
>>9285008
Interesting demo. It's hard to tell, is this a blind run? You seem both confident and cautious at times. I'm really not used to see someone walking in doom.

>> No.9285772

Is there any info about a possible new Ashes entry? I finished both ashes enriched and afterglow, and I'd rly dig more

>> No.9285780

>>9285772
I read something about a side story centered around Porcelain, and the team currently being busy helping with Hedon DLC, but that's about it.

>> No.9285785

>>9285653
>How's the QoL compared to ZDL? Can I just as easily select what engine I wanna run the wad?
yes its just a drop-down menu. you can categorize all your wads and shit which comes in handy when youre picking mods to load in with the pwad you selected.

>> No.9285836
File: 21 KB, 513x622, 001.png [View same] [iqdb] [saucenao] [google]
9285836

>>9285785
Damn

If I can something like picrel, may be time to finally drop ZDL. It always irked me that I couldn't edit entries on the fly.

>> No.9285846

>>9285756
>Do you think I should make something easier or harder?
Perhaps leave map13 as it was for UV, and only apply that nerf you mentioned to HMP.
Also, for nerfing HMP on map13, remove one of the starting pinkies that blocks you at the entrance to the ring (they are just tedious desu) and remove one of the starting arachnos that shoots into the player start.
>is this a blind run?
No, they aren't blind, but I didn't have everything memorized, so I took it slow.

Also, since you're here, map16's boss fight is way too extreme on HMP. I used 100% of the rockets without defeating a single cyber due to the IoS, and there isn't enough health in the arena either. My suggestion of placing an invincibility power-up still stands. I'm gonna IDDQD it to progress the level since I'm stuck there. Also friendly reminder about how you can cheese this room in map16 >>9285026 . That battle is actually really, really good if you fight it out in the room with all that cover.

And, again, since you're here, consider using Doom2 naming convention, to prevent a fuckload of players encountering this problem >>9285248 >>9282335

>> No.9285876
File: 1.11 MB, 1280x720, SUNDAY NIGHT SHITSHOW 81 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9285876

SUNDAY NIGHT SHITSHOW TIME, BITCHES! Tonight we're revisiting Sonic Robo Blast 2 Kart. Make sure you have version 1.3, we're not playing with the newer versions
https://github.com/STJr/Kart-Public/releases/tag/v1.3

DOWNLOAD THE MODS FROM HERE! THE IN-GAME DOWNLOADER WILL NOT WORK!
https://mega.nz/folder/1QFwxT6R#Uy4rpaOZgif3wi_-nhaPMg
Place these in your DOWNLOAD subfolder

More info here: >>9285207

Connect by selecting Multiplayer from the main menu and entering 51.161.34.159 where it says "Specify IPv4 Address:" and let's get rolling!
51.161.34.159
51.161.34.159
51.161.34.159

>> No.9285882

>>9285876
Joining.

>> No.9285889
File: 14 KB, 1280x800, kart0000.png [View same] [iqdb] [saucenao] [google]
9285889

What the fuck did you just fucking say about me you little bitch

>> No.9285891
File: 200 KB, 697x493, 1654139364705.gif [View same] [iqdb] [saucenao] [google]
9285891

>>9285836
Here I made this gif for you. Bit slow, consists of 6 frames with 3 seconds per frame. "Nitrogen" is a random PWAD I found off of /idgames.

Once I start the game with all these settings & files (or if I click "save settings" underneath), it will be saved under "Default Profile" whenever I play this PWAD. I can make a new profile with a different name using different files & settings which it will also save for PWAD.
This imo is already a reason enough as to why Doom Launcher is the best. But it also happens to come with an integrated /idgames tab where you can download recent releases which is nice. And most importantly for me, you can take screenshots which it will display under the PWAD (with your top-most screenshot becoming the thumbnail), this way even if my dogshit memory fails me on which WAD is which, I can just look at the screenshots to give it a jog.

>> No.9285893

>>9285889
Try closing the game and trying again.

>> No.9285895
File: 203 KB, 897x744, 1655799419866.png [View same] [iqdb] [saucenao] [google]
9285895

>>9285891
>this way even if my dogshit memory fails me on which WAD is which, I can just look at the screenshots to give it a jog.
Additionally I can rate and comment on WADs so even if I don't remember them I can get the gist of it.

>> No.9285896
File: 24 KB, 947x228, Untitled.png [View same] [iqdb] [saucenao] [google]
9285896

>>9285876
I'm having the same problem I had Friday: server doesn't appear for me. I played FNF and SNS when they first started, but at some point I started encountering this problem. I have Zandronum 3.1, too. Should I an hero now? or later?

>> No.9285897

>>9285891
You've convinced me, fren. I'll check it out.

>> No.9285901

>>9285896
We're not playing Zandy this time, SRB2Kart is its own thing and you don't use Doomseeker either.

>> No.9285903

>>9285889
You might have different mods loaded, try grabbing the mods from the mega and overwriting the ones in your folder.

>> No.9285904

>>9285903
That's exactly what I did.

>> No.9285906
File: 876 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
9285906

>>9285551
you've added grass but haven't patched the sky, right?
repostan: https://files.catbox.moe/q0cakr.zip

>> No.9285912
File: 7 KB, 296x338, Katana.png [View same] [iqdb] [saucenao] [google]
9285912

>>9285128
>classic man different without ammo

>> No.9285919

Quake II RTX is actually a pretty good port actually.

That said... Is there a way to play it with the fancy lighting, but without the fugly new textures? That would be better desu.

Quake 1 RTX when

>> No.9285924

>>9285756
I'm just gonna use this an an anchor post for all my suggestions.

I'm playing map21 now, and there is not enough ammo to play the map, even on HMP, unless you find the mandatory secret berserk, or unless you play over and over and find the correct order of doors to go through that won't result in you running out of ammo. Place a chainsaw at the start to indicate this is an ammo starvation map, and so that the player has a chainsaw to conserve his ammo, and so that the berserk secret is still very useful.

>> No.9285934

>>9285876
PROTIPS:

- Open the (vanilla) game once with SRB2Kart (OpenGL).bat to switch renderers. Afterwards you can open it with the normal exe.
- In moe mansion, set "future sight" in the video options to "full" to remove 1 frame of delay when fps is higher than 35.
- If playing on the keyboard or a d-pad, consider setting analog easing to "fast" or "off" in controls options (on moe mansion).
- If playing on a controller, make sure to bind brake and accel in a way that makes it easy to press both at the same time.
- You can reposition the camera behind your character with "cam_height x" and "cam_dist x" in the console. Use them without a value and the game will tell the current and defaults.
- You can unflip the camera (in upside-down sections) with "flipcam 1" in the console. You only have to do this once.
- Good stats for beginners are near the center or left half of the chart. You should test many different combinations to find those you prefer.
- It is recommended to set the game to always save replays (in data options). You can watch better players later and learn from how they play.
- You can charge and use drift sparks IN THE AIR after jumping off a red or yellow floor bumper (or equivalent). You should almost always hold drift before/after jumping off one. This can't be done from "teeth" bumpers or from just falling.

>> No.9286042

>>9285876
The server's full so I'll have to wait but.
>Armin Chesterfield
I'm sorry, what?

>> No.9286046

>>9286042
Armin Chesterfield as in Treasure Tech guy. It's him.
There should be 4 open slots by the way, not sure why you can't join.

>> No.9286063
File: 211 KB, 640x512, kart0856.png [View same] [iqdb] [saucenao] [google]
9286063

>>9285876
Full server. Plenty of beginners. Join.

>> No.9286067

>>9285435
Upscaling only works properly when doubling 320x200. As the internals are entirely based on fixed point math, scaling something like 1600x900 by two would result in odd positioned pixels. So when a HUD element is placed in a position 155x196, the renderer will attempt to place them in the according spot for the output resolution, however because the framebuffer is halved (or smaller), it'll attempt to render something in between integer positions and look downright awful. Text is borderline unreadable and I'm surprised eduke devs don't have any problem with this command. It's practically useless since it'll only ever work properly when using very specific resolutions.
There may be an solution, which is not to use the r_upscalefactor but instead use something like the delirium framebuffer effect, and set the resolution to something like 640x480. This means anything HUD related can be rendered at native output resolution, and the actual game rendering can be crunched down into 640x480. I'll try this sometime this week, no promises that it'll actually work.

>> No.9286068
File: 164 KB, 736x1052, 1647746047123.jpg [View same] [iqdb] [saucenao] [google]
9286068

there's a lot of plain black walls in 94BETAv0.3, is that expected or do i have a texture conflict somewhere?

>> No.9286071
File: 246 KB, 570x668, 1378696252208.png [View same] [iqdb] [saucenao] [google]
9286071

>>9286068
Load Plutonia as your IWAD

>> No.9286102
File: 1.96 MB, 320x240, 1653232018627.gif [View same] [iqdb] [saucenao] [google]
9286102

>>9286071

>> No.9286118
File: 24 KB, 320x240, INTERPICBETA5.png [View same] [iqdb] [saucenao] [google]
9286118

>>9285120
>>9285123
94 Protons Of /vr/ Beta: v0.4
>Complevel 21
>DSDA or Woof!, use the PROTDECO patch to play in GzDoom
>Don't quickstart at MAP01.
>IWAD is Plutonia
Get IT here: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
There's also two patches for enabling the 3DO/Playstation style facesplat on XDeath, if you're using GzDoom, one for the default HUD, one for NC-HUD.

Notes:
>Playing v.0.4 with DSDA seems to cause a Signal 11 crash for at least SOME people, unsure of why.
>Fist, Chainsaw, Super Shotgun, Plasma, and BFG9000 are WIP.
>My own levels are WIP.
>There's currently no map with a secret exit in it, so Demon Core has to be played from the Episode select menu.
>Lucifer's Hammer does not have the 666 Specials functioning.
>Plutonica's MIDI still needs some revising.
>Peaceful Rest Valley's MIDI needs a tweak so that it loops seamlessly.
>A couple of levels have had minor tweaks in small shit like texture alignment and their start/exit teleports, etc.

>Changes
>Updated E1L3 added
>Added Chainsaw to E2L1
>Updated E1L2 credit

>> No.9286123
File: 91 KB, 640x512, kart0869.png [View same] [iqdb] [saucenao] [google]
9286123

>>9285876
>>9286063
Still going with 9 people.

>> No.9286150

>>9285896
>>9285901
So were you able to join?

>> No.9286153
File: 508 KB, 310x310, INITIATING RECOVERY MODE.gif [View same] [iqdb] [saucenao] [google]
9286153

FUCK

>> No.9286189
File: 31 KB, 360x269, krusty.jpg [View same] [iqdb] [saucenao] [google]
9286189

>>9286118
>DSDA may be getting the Signal 11 error crash depending on which music player you're using
>possibly because of the .ogg file for the error map, which shouldn't even fucking play unless you warped there
KRAAAAAAAAF

>> No.9286197
File: 152 KB, 640x512, kart0883.png [View same] [iqdb] [saucenao] [google]
9286197

>>9286123

>> No.9286256
File: 337 KB, 1203x902, 1656023128150.jpg [View same] [iqdb] [saucenao] [google]
9286256

>>9285516
Groovy!

>> No.9286315

>>9286067
Yeah I also realized afterwards that even though the actual result is being scaled and displayed at native res, taking a screenshot will produce an image at the internal rendering resolution, which naturally includes the hud and so I guess there's not going to be any simple way to change something like that.

Without thinking too hard about it, as the user since factor 2 (result 1280x720) works fine (the hud looks a little bit different but it's hard to notice unless you really compare them back and forth) I expected 4 to work perfectly as well, but I guess since the HUD is a fixed height no matter what (to keep the crosshair/FOV of the gameport the same?) it starts scaling really hideously trying to play at factor 4 of 640x360. Duke via EDuke32 has an adjustable scale lower-area hud setting which could be adjusted to 69.something% to make it look mostly okay, but it seems like NBlood doesn't. I don't know how many pixels tall the actual HUD artwork is, but if it would lock into it's "native" square pixel size below certain resolutions (regardless of how tiny and squished that made it relative to the intended stretched 4:3 height) it'd be make things a lot simpler and prettier.

I think you are right that the delirium effect would be the most straight forward option though, since it's kind of already there. Thanks for planning to give it a shot for me, I appreciate it a lot.

God it'd be so much simpler if I had an RTX card instead of a 1080ti so I could use hardware integer scaling and just play directly in a low resolution. Amazing how the most simple scaling is so fucking elusive.

>> No.9286347

>>9286315
Annoyingly it just comes down to layers upon layers of weird eduke behavior, either that is the endless number of commits that somehow introduce bugs, or build being brought kicking and screaming to the 21 century and adding in widescreen support when it definitely was not designed for it.
Anyway this is what it looks like. I still have to figure out how to adjust the scale of this virtual framebuffer tile as it needs to dynamically adjust depending on fov+screen ratio.

>> No.9286351
File: 55 KB, 1600x900, blud0000.png [View same] [iqdb] [saucenao] [google]
9286351

>>9286347
forgot image

>> No.9286365
File: 195 KB, 640x512, kart0897.png [View same] [iqdb] [saucenao] [google]
9286365

>>9285876
>>9286197
I think we're done for today. 5 hours later.

>> No.9286369

>>9285876
>>9286365
ggs fellas, see you next time

>> No.9286380

>>9286256
Is that the same shotgun that Leon uses in RE2 (minus the grip)?

>> No.9286381
File: 407 KB, 1920x1080, image_2022-09-25_221340396.png [View same] [iqdb] [saucenao] [google]
9286381

There was a moment in map22 where I rode up the lift and the revenant was in my face, and I had to bait his melee attack like I was using berserk but all I had was a shotgun. It was a really bad ass feeling, but you have to understand the revenant's mechanics to pull it off. It wasn't intentional by the map author; it was just a coincidence since the revenant wanders around up here, but it'd be really cool if there was a section in a map that forced you to do this.

>> No.9286412

>>9286380
Nah, that's a different kind. Duke's shotgun is a Winchester 1300 Defender with a factory pistolgrip, and a Tac-Star foregrip for the pump, with a ventilated heatshield over the barrel. That's actually the gun digitized for the game in that photo.

The shotgun in Resident Evil 2 is some cut down Remington 870, probably a typical hunting model as it has that sight rib still on the barrel, it has a pistol grip (also looks like an old Tac-Star grip incidentally, minus the sling loop, but that could have been cut off), and the pump-grip looks like a factory plastic one.
I can't find any image which accurately clones the gun from Resident Evil 2, but it all looks like commonly available parts, or parts which could be modified to fit.

>> No.9286445

>>9286412
I was expecting to be called a fag or get some stupid response. That was very informative. Thank you, anon

>> No.9286449

>>9286412
No, it's not. There clearly isn't a radiation hazard symbol on it. Also in that other pic he is holding it wronghanded.
>>9286445
fag

>> No.9286476

>>9285128
old since Duke love years...

>> No.9286492
File: 57 KB, 252x235, file.png [View same] [iqdb] [saucenao] [google]
9286492

>>9285876

>> No.9286517

>>9286492
kek

>> No.9286532
File: 58 KB, 248x256, vibri spb urself my man.png [View same] [iqdb] [saucenao] [google]
9286532

>>9285876
I can't get a webm of this event to look any better than shit, so have this instead.

>> No.9286562
File: 58 KB, 248x256, vibri spb urself my man.png [View same] [iqdb] [saucenao] [google]
9286562

>>9286532
Felt like making it more readable.

>> No.9286574
File: 141 KB, 1280x800, kart0000.png [View same] [iqdb] [saucenao] [google]
9286574

Fun times, random.

>> No.9286590
File: 459 KB, 960x540, 2fast[sound=files.catbox.moe%2Fkwvcx3.ogg].webm [View same] [iqdb] [saucenao] [google]
9286590

>> No.9286596

>>9286590
Hee-hOH NO

>> No.9286628

>>9286315
It's now in, the command is r_renderscale.

>> No.9286709

>>9286590
Best track for beginners to play the game for the first time at max speed with mods that increase speed.

>> No.9286818

>>9285128
>Zandronum solution amazing

>> No.9286823
File: 36 KB, 520x583, DAD NUKEM.jpg [View same] [iqdb] [saucenao] [google]
9286823

>>9285128
>dad shooter tomorrow

>> No.9286842

>>9285475
Wholly agree. I enjoy maps I can identify by the general layout and even more so by the textures. Not like exactly perfect real-life places, just places that I can see are obviously a warehouse, an office building, some sewers, a castle, a spaceship, some streets, a jungle, etc. I remember those much better.

>> No.9286867
File: 90 KB, 800x600, screen03.png [View same] [iqdb] [saucenao] [google]
9286867

>>9285128
>monster resources

>> No.9286868
File: 264 KB, 853x640, unknown-3.png [View same] [iqdb] [saucenao] [google]
9286868

New Turok 1 map

https://steamcommunity.com/sharedfiles/filedetails/?id=2867790453

>> No.9286909

>hem and haw about making a doom map
>finally download UDB and make a map
>0 desire to map since
Mapper bros... Not like this...

>> No.9286914

>>9286823
oh god pls no

>> No.9286930

>>9286914
I'd honestly be fine with an old man (WARNING, WARNING) Duke Nukem who's equal parts "I'm too old for this shit" but still more than willing to lay the smackdown on alien bastards.

>> No.9286939

Can someone tell me how Doom for Ubuntu?

>> No.9286940

>>9286930
yeah why not but not the baby part tho.
it would change the tone for the worst. i like my edgy Duke in boob land

>> No.9286960

>>9286939
there's a gzdoom snap on snapcraft.io
you can also just clone the repo and build it yourself

>> No.9286968
File: 51 KB, 640x400, aaaaa.png [View same] [iqdb] [saucenao] [google]
9286968

>>9286590
>459 KB

>> No.9286979
File: 23 KB, 199x156, notices_your_Megasphere.gif [View same] [iqdb] [saucenao] [google]
9286979

(#˘ω˘#)

>> No.9286982
File: 66 KB, 585x366, Sven tracker 2 alt.gif [View same] [iqdb] [saucenao] [google]
9286982

>>9286979
I've already posted the stinky bastard man a few times here already. But have a finished tracker. Now I just need to put all of this together and get it in game.
and rip sounds from Little Nemo and Mega Man for him. He's definitely going to use Tango's meow from V, which is a Gameboy game but shhh it's fine.

>> No.9286985
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9286985

>>9286982
G

>> No.9286992

>>9286985
That's pretty much the most recent thing I've done. I just exported the frames and was getting ready to load that shit into SLADE.
I'm a little pissed again because at this rate I don't think I'll be able to do ALL of the little changes I wanted to do for the first half of the final GMOTA update, it sure as hell isn't looking like I'll be unique subweapon animations for Blaz and Doomslayer.
Because I'm taking a month off from dev after this Gaiden update is out. I need it.

>> No.9286995
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
9286995

>>9286992
I'll be adding*
Fug.

On the plus side, this means I can take my time for the second half and it'll be fuckin great: Samson, some more tweaks, some new weapon animations for Blaz and Doomslayer, maybe some fresh hands for him? He's definitely getting some shoulder mounted launchers for bombs and daggers. I wouldn't mind updating Kustam's hands too but I don't want to promise anything there.

>> No.9287043
File: 111 KB, 2560x1440, 1641581872052.png [View same] [iqdb] [saucenao] [google]
9287043

>>9286351
>>9286351
Holy shit, I go to sleep and wake up and it's implemented? Had to try it first thing, this is great Anon, going to have fun being able to play with this. Thanks a lot for spending the time looking into and implementing it.

>> No.9287050

>>9286982
>He's definitely going to use Tango's meow from V
CutmanMike's 8-bit deathmatch already has it

>> No.9287054

>>9287050
Yeah, MM8BDM actually reminded me of that sound clip. Though I already grabbed all those sounds from Mega Man V earlier.

>> No.9287264

>>9285919
>q2pro
>good

>> No.9287274

>>9285919
You can switch it from RTX to OpenGL IIRC, that or Vulkan. It reverts to the original graphics and it plays about as well as any source port.

>> No.9287276

>>9287274
Forgot to mention, it's in the video settings under "Renderer"

>> No.9287330

>>9285919
Q2pro is garbage anon
now try to run other maps and mods like skyscraper or the mission packs.

>> No.9287372

https://twitter.com/diharaw94/status/1574170658438782979
Some progress of RT RTCW

>> No.9287378
File: 46 KB, 320x180, 1653132180571.gif [View same] [iqdb] [saucenao] [google]
9287378

Is there a Smooth Doom for vanilla ports? Or at least non-gzdoom ports.
I know there's "Vanilla smooth doom weapons patch" which does weapons, and it works even on Chocolate doom.
There's also "Smoothed" which is for smooth monsters. It doesn't work on Chocolate doom but works on most other ports, even Crispy Doom.
These 2 mods don't work however. It runs for a while but sooner or later it spits out an error and your port crashes.

What does a man have to do for the proper smooth doom experience without having to play on gzdoom?

>> No.9287380

>>9287378
>don't work however
don't work together*, however.

>> No.9287382

>>9287378
I don't know if anything like that exists, but it could be a good dehacked exercise for you to implement.

>> No.9287404

>>9286118
There's an important error in the Umapinfo concerning map 36, "Recycling Complex". The boss action for arachnotrons on line 218 uses action 30 but it should be action 158. Without this the map is unbeatable.
Also, this might be a strange request but would you consider moving this map to the end of episode 1 so it occupies E1L7? Since it's a dead simple clone I'm worried that people won't understand the theme or mechanics if it's not the 7th level in the wad.

>> No.9287409

>>9287378
I know interpolated weapons exist as a dehacked patch at least

>> No.9287423
File: 281 KB, 1920x1080, 20220720211657_1.jpg [View same] [iqdb] [saucenao] [google]
9287423

Ion Fury is almost a perfect throwback shooter but it would need a couple of things still, namely more difficult enemies and more "fuck your shit!" kind of guns similar to Shadow Warrior / Blood turboweapons.Always appreciate when a throwback shooter has a powerful weapon that tears ass but also can be dangerous to you if you can't use it right.

Also some tiddies / pin up stuff would be nice please and thank you.

>> No.9287437 [DELETED] 

https://twitter.com/Independent/status/1574337845069766656
Last time a Doom wad made it into outer-gamer news was probably that Columbine one, right?

>> No.9287442 [DELETED] 

>>9287437
1) how about you tell us what that shit is about instead of just shitting a twitter link into the thread
2) this is really old news, welcome to 2022, slowpoke

>> No.9287453

1) If I'd blandly posted the text of said news then it would not have proved it was really 'in the news' and therefore you'd have cried about that and then demanded source/s to be cited.
2) The twitter link proves direct engagement.
3) Learn how to ignore posts which set off your autism on 4chan.

>> No.9287459 [DELETED] 

>>9287437
There was one for some museum I saw in a magazine a while back, it didn't mention Doom though just said it was some mod for a game

>> No.9287469

>>9287453
>If I'd blandly posted the text of said news then it would not have proved it was really 'in the news'
How about you post the text AND the link, then, genius? But then again, you're on twitter, which makes you identifiable as an imbecile right away.
As for your third point: lol, lmao even

>> No.9287473

The Harris levels were so bad

>> No.9287476

>>9287423
Any time I go back to it the enemy Ai is a standout for how awful it is.

They constantly get stuck in walls and just stand there. Intended encounters obviously don't go right because the enemy's maybe supposed to go into a room but instead will get stuck on some steps.

I'll regularly turn a corner and 3 crossbow dudes literally bunched together will be standing there. And enemies don't even follow you if you walk away from them.

In Duke 3D if you run away enemies will follow you.

>> No.9287491
File: 291 KB, 1920x1080, 20210703170637_1.jpg [View same] [iqdb] [saucenao] [google]
9287491

>>9287476
I think in general build game A.I is fairly poor.
Maybe it's also because Ion Fury's maps are fairly well decorated and have a lot of height differences.

You're generally speaking right, most of the enemies can't really follow the player and there's definitely improvement to be had.

But for the most part it's an incredibly enjoyable shooting gallery for me, individual enemies are rarely there to stand out, they're there to die in an entertaining fashion.

>> No.9287506

>>9287054
What about ripping udio from Capcom's Disney-licensed NES/GameBoy vidya?

>> No.9287509
File: 2.94 MB, 640x360, FuryTrain.webm [View same] [iqdb] [saucenao] [google]
9287509

>>9287423
Of all the 90s-styled shooters I played in the past five years, there’s only like three that stood above the rest and this was one of them. For better and worse it’s biggest issues and my favorite features stem from the same source, and that’s being a Build game.

>> No.9287557

>>9287509
The B(uild)PD engine.

>> No.9287563

>>9287378
>What does a man have to do for the proper smooth doom experience without having to play on gzdoom?
Play on LZDoom, obviously.

>> No.9287590

>>9287378
BlackOps is a smooth weapons dehextra-powered mod by the same author of Smoothed
you can use both together without issues

>> No.9287601 [DELETED] 

>>9287437
that's hilarious, i remember that wad, it was pretty fun.

>> No.9287703

>>9285876
Kartan by myself on the same IP for a little bit.

>> No.9287747

are you supposed to play hexen with mouse look on?

>> No.9287770

>>9287747
No but it helps. Both Heretic and Hexen had hacks that let you look up and down to a certain degree, but not full freelook.
Feel free to do whatever you want if you're running some sort of sourceport like ZDoom and its derivatives, there's not really any shooting-switch puzzles or anything in that game anyway.

>> No.9287868
File: 290 KB, 1920x1080, 20210531144340_1.jpg [View same] [iqdb] [saucenao] [google]
9287868

>>9287509
What are the other two?
Is DUSK one of them?
But for sure, I love Ion Fury, there are some things it could still do, which I hope get rectified in the expansion (some t&a maybe, more dangerous enemies, some more powerful weapons), I really enjoy it as is too.

>> No.9287869

>>9287747
I don’t think those “id-likes” could support mouselook at the time, although Duke3D certainly did. This is just if you’re looking to play it “””””authentically”””””.
But please, play how you want to. Especially if it makes playing Hexen more fun for you.

>> No.9287892

>>9287378
>These 2 mods don't work however. It runs for a while but sooner or later it spits out an error and your port crashes.
Vanilla Smooth Weapons does, in fact, work in Chocolate Doom, hence the name. The error occurs either because of conflicting wads (mod conflicts with map's resources), or, you have to use the -merge parameter, I don't remember if that still applies.

The only vanilla-compatible 'smooth monsters' mod would be Doom 2 Spritefix Project.

Also don't forget about Perk's Hi Res SFX. Load this before the map just in case the map needs to override any sounds.

>> No.9287929

>>9287380
>don't work together*, however.
If you want something that works with Smoothed, use Black Ops, like another anon mentioned. Neither are vanilla-compatible, but they both work in ports with DEHEXTRA or whatever it's called, ports like Crispy, DSDA and its forks, Woof and its forks.

I don't remember if Vanilla Smooth Weapons conflicts with Doom 2 Spritefix. I don't think they do. I made my own version of Spritefix that has Vanilla Smooth Weapons baked into it, in order to prevent any conflicts, specifically conflicts with the Wolfenstein SS and Spiderdemon, which I removed completely from the Spritefix in order to be able to use the mods in maps that replace the SS or spiderdemon. It also has the Doom 2 Spritefix Dehacked fix for zombiemen and arachnotrons baked in as well.
https://files.catbox.moe/tiuscv.zip

>> No.9287938

>>9287509
Shoot those barrels!

>> No.9287943
File: 136 KB, 1280x800, kart0002.png [View same] [iqdb] [saucenao] [google]
9287943

>>9287703
Good games

>> No.9287949

>>9287929
Ah, shit, I think I used DEHEXTRA to make that wad, so it might not work in Chocolate Doom.

Crispy is a fork of Chocolate Doom, so you can accomplish the exact same look in Crispy just by turning off all the hi-res options.

>> No.9287957 [DELETED] 
File: 868 KB, 1080x971, nwt0rzvn37q91.png [View same] [iqdb] [saucenao] [google]
9287957

/ourguy/?

>> No.9287963

>>9285706
It's going to have custom sounds, but the model will stay as it is so we can keep the animations etc.

>> No.9287974 [DELETED] 

>>9287957
No, Thatcher was based. Corbyn is the eternal seething commie brincel.

>> No.9287994

>>9287868
>What are the other two?
Overload and now Rekkr since its standalone release. Dusk deserves credit for making people remember how good Doom, Quake, and these others shooters can be.

>> No.9288015

>>9287747
You can already look up and down with keys on your keyboard and Crispy Heretic and Crispy Hexen both have demo compatible mouselook so sure, go ahead and turn it on.

>> No.9288042 [DELETED] 

>>9287974
Ding Dong The Wicked Bitch Is Dead.

>> No.9288167

>>9287747
feels goood

>> No.9288213
File: 85 KB, 256x128, Untitled.png [View same] [iqdb] [saucenao] [google]
9288213

>> No.9288247

>>9287590
*as long as you don't play a megawad which has its own dehacked weapon/monster modifications

>> No.9288267
File: 54 KB, 332x421, Doom_cover.jpg [View same] [iqdb] [saucenao] [google]
9288267

It is impossible that they have not thought of including it in the game

>> No.9288286

>>9288267
that demon? it's just a generic design added to the cover, because punchatz wasn't as familiar with the ingame designs as the game artists were

>> No.9288291

>>9288267
Just use your imagination and pretend it's a Baron/Hell Knight or one of their relatives.

>> No.9288308 [DELETED] 

>>9288267
it's literally a baron retard

>> No.9288310

>>9288267
WHIRRRRR

>> No.9288341

>>9287506
That's something else I've considered but the only other Disney/Capcom NES games I can think of is Rescue Rangers, Darkwing Duck, and Talespin. None of those have sounds I need, and I'm not sure how deep I want to dig through the Gameboy games. I'm kinda cheating by using a sound from one already.

>> No.9288345
File: 655 KB, 1663x1848, painface.png [View same] [iqdb] [saucenao] [google]
9288345

Cacodemon makes a grave social faux-pas by dressing up as a pain elemental for halloween

>> No.9288348
File: 51 KB, 197x190, portadoom player.png [View same] [iqdb] [saucenao] [google]
9288348

sry if I missed it in the faq but do Quake have an equivalent to PortaDOOM? Discovered PortaDoom recently and have been having a blast having a bunch of curated WADs to play.

>> No.9288352
File: 257 KB, 1117x678, pain elemental.png [View same] [iqdb] [saucenao] [google]
9288352

>>9288345
The cacodemons have a deeply rooted rivalry with their minority group, the pain elementals, and the division persists to this day in the stygian depths of hell!

>> No.9288369
File: 663 KB, 615x984, STROOPWAFEL.png [View same] [iqdb] [saucenao] [google]
9288369

STROOPWAFEL!

>> No.9288376
File: 101 KB, 960x540, the-train-960-960-540-540-crop-000000.jpg [View same] [iqdb] [saucenao] [google]
9288376

>>9288369

>> No.9288380

>>9288352
>>9288345
So should I say Caco Lives Matter or Pain Lives Matter?

>> No.9288397 [DELETED] 
File: 69 KB, 964x521, oldgames.jpg [View same] [iqdb] [saucenao] [google]
9288397

TOP 10 PC games according to old-games.ru https://www.old-games.ru/forum/threads/top-10-pc-games-of-all-time-vashi-pretendenty-i-obschaja-statistika.105235/

>> No.9288417

>>9285363
No problem, I'll change it to be more obvious. Is there any feedback on Circle of Torment / E1L4 / whatever the fuck map number it is under this weird system? I've missed the last few threads.

>> No.9288424

>>9288417
does ANYONE like the map naming system besides dickblock?

>> No.9288448

>>9288369
>think "damn those look good, I wish they would sell these in my country"
>only realize it's shooped after noticing the windmill of friendship in the background
lmao

>> No.9288452
File: 585 KB, 672x1920, 1652840565131.png [View same] [iqdb] [saucenao] [google]
9288452

>> No.9288467 [DELETED] 

>>9288397
Дoлбoeб, нe пaли гoднoтy. He хвaтaлo eщe, чтoбы пocлeдний гoдный caйт зaкpыли или кacтpиpoвaли, кaк этo cтaлo co вceми caйтaми c poмaми.

>> No.9288534

Does the guy who made Demonsteele still post here?
If so just wanted to say your wad is great, you should think about trying to make it a full gzdoom game if you're still making wads.

>> No.9288538

>>9288448
They have them at publix where I live, so I would assume they do sell them elsewhere
they aren't that good, even with putting them over a cup of coffee like it says to do

>> No.9288550

>>9288534
>Does the guy who made Demonsteele still post here?
Maybe, maybe not. He might lurk, but he doesn't make himself known anymore.
In any case, there are people around here who are still in contact with him, so with some luck your message'll get back to him through them.
(Wouldn't hold my breath on him revisiting Demonsteele anytime soon, though)

>> No.9288551

>>9288448
In the original the packaging there says "product of Holland" or some such... So if you live near Holland I guess you could get some.
>>9288534
No one knows... He's a mystery, his name echos through the threads and by these means his legend is told... The soft whisper of "guy who made demonsteele" carries through the pages here. His everlasting impact on the history of this place is certain... But will guy who made demonsteele ever return? Will he allow his voice to be heard once again. Only guy who made demonsteele knows.

>> No.9288552

>>9288538
Disagree. They're good. They're not over sweet, which is right up my alley.

>> No.9288554

>>9288550
Did something happen to it? Like some kind of drama?
Or did it just go the way of most doom wads where the creator got bored of it?

>> No.9288558

Has anyone played Quake III as a singleplayer game?

>> No.9288560

>>9288558
i've played it extensively both sp and mp. i was semi pro at one point, played on CROM FFA for years and there were only a handful of people that could beat me, but sp still had its charms. id go and play sp levels over and over trying to get perfrcts or make a weird match script like playing vs 10 orbbs on the same team. you can absolutely have fun with sp Q3 but the real gold lies in multiplayer.

>> No.9288564

>>9288554
No drama, at least nothing between him and /vr/ that I know of. He just wanted to go out on his own and make his own games I think.

>> No.9288569

>>9288564
Okay, I wish him the best.
It'd be nice to know what he was working on.

>> No.9288590

>>9288569
https://www.twitch.tv/terminusest13

>> No.9288671

>>9288590
Oh, thanks.

>> No.9288756

>played doom 1/2 as a kid
>didnt like it or didnt get very far
>played doom3 as a teen and loved it, mostly being scared and shooting
>attained doom 3 BFG edition
>love it still but now i have a flashlight
>replay doom1/2 because it came with bfg edition
>love it now
>realize doom2016/eternal is more faithful to doom1/2 in terms of just moving and shooting

>> No.9288757

>>9288564
Allegedly Term was getting sexually harassed and withdrew from most of the community.

>> No.9288761

>>9288558
I beat the whole thing on UV or whatever 20+ years ago on my dad's computer. I had never even played video games over the internet at that point.

>> No.9288790
File: 75 KB, 640x512, kart0863.png [View same] [iqdb] [saucenao] [google]
9288790

>>9285876
>>9286532
https://files.catbox.moe/ol6q1r.7z
Almost all replays from the session (for the first five hours anyway). Vibri's SPB quest takes place in Splashdown Zone (mirror) with Wolpertinger as winner.

You did a great job with the server, even more considering you had to learn everything in one week and had never even played the game before yourself. For next month, what I recommend is just adding more maps, having a calm look at the characters, testing the options from KartMP, StatTracker and especially Hostmod, and trying to figure out why some people were crashing or having trouble connecting. Since you've tried the game now, you should be able to test most things by yourself, but you can ask later into the month if you need more people for anything. Hopefully the man who punches will be back and help.
You should also check if the Black Circuit was loaded properly, because I didn't see it even once in the voting screen. Perhaps the internal names are conflicting with other maps. I'm still getting warnings in the console on watching replays too, and I'd guess they have something to do with Hostmod. And you gotta add Cirno and Aniki for next time.

>> No.9288808

>>9288554
For DemonSteele specifically, he ran into a bug he couldn't fix and it pretty much just killed development.

>> No.9288814

>>9288808
At least it wasn't like with Cyberrunner where he was going too fast for the engine to cope.

>> No.9288825

>>9288790
We got Westopolis once, but that's all I can remember.

>> No.9288834

>>9288825
Oh yeah. But it might be worth checking if the others are loading fine.

>> No.9288893
File: 32 KB, 320x222, 119596.png [View same] [iqdb] [saucenao] [google]
9288893

>>9286118
>>9286189
Updated to v0.5
Replaced the .ogg music track for the error map, because it causes weird problems with DSDA.
Space Cadet Pinball will have to do for now, even though the track is actually too sick for the error map.

>>9287404
>There's an important error in the Umapinfo concerning map 36, "Recycling Complex". The boss action for arachnotrons on line 218 uses action 30 but it should be action 158. Without this the map is unbeatable.
My mistake. Fixed with v0.5

>Also, this might be a strange request but would you consider moving this map to the end of episode 1 so it occupies E1L7? Since it's a dead simple clone I'm worried that people won't understand the theme or mechanics if it's not the 7th level in the wad.
I'm reluctant to do this for a couple of different reasons.
For one because the level is actually very hard for being that early (in my opinion anyway), for another because that would place the map as the final map in E1, after Lucifer's Hammer, which is supposed to be the finale for that episode. I personally feel that making the level less hard to make it fit way earlier would make it less fun as well, I like how harsh it is.

For much less important reasons it would also make a Dead Simple style map a bit more obvious, which isn't bad in itself, but I think it's a neat surprise that it happens late in another episode.

>>9288424
>>9288417
I wish they would let Doom 2 do ExMx map naming, but apparently it's a huge bitch to implement or something, or that's what I was told when I asked about it before.
It seemed like a good idea at the time, but it's an unconventional workaround admittedly, how many people actually like the idea of this versus just finding it confusing shit?

>> No.9288908

>>9288534
He retreated from the community as a whole after being continuously sexually harassed by some mod or their pal on ZDF for a long period of time, with forum staff refusing to do anything about it. You'd have to be completely fucked to be looking the other way and even covering for that sort of behavior, fuck ZDF mods, they're shitty and disgusting people, they don't deserve nice people like Term. I miss him.

>>9288808
>>9288814
Pretty sure that was just Cyberrunner.

>> No.9288910
File: 652 KB, 320x240, kane's got moves.gif [View same] [iqdb] [saucenao] [google]
9288910

A friend and I went revisiting C&C Renegade recently. Is it normal for some levels to immediately show the mission clear results abruptly at the end of them? Because holy hell it looks rough.

>> No.9288947

>>9288757
Had nothing to do with /vr/ that I'm aware.

>> No.9289073

>>9288554
https://www.twitlonger.com/show/n_1srhj5h
you can probably @ him on twitter or dm him directly, hes still active.
also damn, my mans followed by dusk dev (and hedon dev but thats less exciting)

>> No.9289114
File: 778 KB, 461x259, deathmatch.gif [View same] [iqdb] [saucenao] [google]
9289114

>> No.9289169

>>9288558
Yes, as a kid. Real fun was playing deathmatch with school friends though. Good times.

>> No.9289178

>>9288910
some levels end immediately after the final objective is reached without any cutscenes

>> No.9289183

>>9289178
Alright cool, so it's not just us then.

>> No.9289268

>>9287476
>In Duke 3D if you run away enemies will follow you.

Actually, enemies in Duke Nukem 3D aren't better than in Ion Fury. What gives this impression is that the level design is a lot more simple in the original Build games, we're talking about maps that have 350-600 walls on average versus maps that have 13k-16k walls, there also tends to be more height variations and also sprite work, something enemies are terrible to deal with compared to sectorss (see how enemies in Blood just stop right in their track and turn around on themselves when they reach a flat sprite platform which is on the same elevation as the sector they're in).

If you played more Duke3D fan made maps you'd see enemies are worse than in Fury

The only Build game that has an extra edge in that regard is Blood with its Cultists and Zombies. Except they don't actually "follow the player", when they've lost the player, they just continue forward and then are very good are following walls and walking along them and keep doing that, it's a simple thing but it makes them look smart. I've seen people believe Cultists are able to take a back path to go around the player, that's not exactly true, they just blindly follow walls and it's a combination of that and the level design.

With that said, with its enemy design Fury would generally gain by having less big open spaces.

>> No.9289315

>>9287382
>it could be a good dehacked exercise for you to implement.
I'm too much of a newfriend, never dipped my toes in dehacked, let alone dehextra

>> No.9289317
File: 248 KB, 600x546, Ranger BloodyPoke.png [View same] [iqdb] [saucenao] [google]
9289317

>>9288558
Yup. I played it only in singleplayer. I think I either saw my older brothers play Quake Live when it was still a browser thing or Revolution in the past.
As for myself, I played in Hardcore and many bots were just tough in Campaign. Tried some in Nightmare, but didn't get far with that. Later on I had some skirmishes in FFA with bots for a while.

>> No.9289319

Am I too zoomer to appreciate Knee Deep In ZDoom? I know its fairly old but regardless it just feels like Knee Deep In Hell but more confusing/complicated

>> No.9289327

>>9289319
Reception has been lukewarm to it over time, there's a long standing perception that it's very style over substance.
Back when you were a little kid, there were already people who found the whole thing mediocre.

>> No.9289345

>>9289327
>that it's very style over substance.
That checks out with what I read on tormentor667's wiki page
>Gimmer's style is special effects driven, making liberal use of advanced ZDoom features such as slopes and custom monsters, and often features dramatic and cinematic environment design. His style is controversial; nevertheless, he is one of the most influential mappers of the 2000s and early 2010s, particularly in the ZDoom community.
I think KDIZD is the only wad I played that's by him, though I've been seeing his monsters everywhere before this.
I should play Blade of Agony... I still haven't gotten around to it because I'm hoping one day I'll stumble upon an up-to-date version thats also not censored.

>> No.9289372

>>9288893
>I'm reluctant to do this for a couple of different reasons.
These are understandable objections. I kind of forgot about the bosses idea and I don't really want to nerf anything either. I don't know what the plan for plot is but maybe you could at least put an intermission text before my map as a reference to DS. After watching some other people play Umapinfo stuff I think the unrestricted bossactions can still cause confusion since people have grown accustomed to the hardcoded ones.

>> No.9289376

>>9288558
yep sure did. UT99 too

>> No.9289389

>>9288558
Yes, I did that a lot at the age of 12. It's what taught me to be good at FPS, being good at aiming and movements and learning enemies. I beat the entire SP campaign on the highest difficulty at around that age, and the few levels of the expansion as well.

But it's nothing compared to playing online. It doesn't teach you to read and adapt to a real player, and it doesn't teach you to control the area and supplies as well as playing against real players (frankly that's the part I despise about Q3/UT, shit like going around the level in a certain order and counting seconds to supplies respawn, I feel like that shouldn't be part of the game to the point that it has become)

Funny how the devs were so proud of their bots they even wrote in the manual that they would be the best opponents you would face. The bots are good, but that ended up not being true really quick.

>> No.9289446

>>9289345
Torm will not release updated uncensored version. He's german, so he could get in trouble with law for releasing the deleted map, where you kill zombie jews in auswich. He didn't think it on first release, but backlash made him to back out. Keep in mind that Torm isn't political person, who would release map to fight for his rights or whatever, but guy who wants to keep good rep (even though he's done shady things in past like stealing another person's work). I can't blame him.

I could see someone in /vr/ releasing some kind of fusion version with restored content, but again it's another person's work, and you they should at least ask permission from Torm for releasing such version. But I doubt he would give one.

>> No.9289449

>>9289446
Fuck Torm and his onions ways, it should be released weather or not the crybaby wants it or not.

>> No.9289453
File: 409 KB, 1476x926, smugface.png [View same] [iqdb] [saucenao] [google]
9289453

>>9288448
>windmill of friendship
>not the windmill producing white power

>> No.9289454

>>9289372
>I don't know what the plan for plot is but maybe you could at least put an intermission text before my map as a reference to DS.
I can definitely keep that in mind.

>> No.9289457

>>9286979
I love this design. :3c

>> No.9289465

>>9289449
You free to restore the content for new version or update the older version for yourself. Learn zscript. Or then just play old version with old zdoom.

>> No.9289469
File: 790 KB, 1141x608, 1657091845484.png [View same] [iqdb] [saucenao] [google]
9289469

>>9289453
1.488 gigawatts!!

>> No.9289496

>>9289268
Checking and I got more numbers wrong, mixing sector and wall count. It's more like 2k-4k (og Build games) walls versus 13-16k walls (Fury)

>> No.9289512

>>9289446
yeah i figured its because he's german. people dont want to risk it even though depicting nazis as the bad guys isnt forbidden as far as i'm aware.
my hope is that someone patches the new version with the old stuff, as you said.
>inb4 "you do it"
i can barely do vanilla maps so its unrealistic for me to do anything in this regard, so i'll just sit my ass down and wait until someone is based enough to do it comes along and does it

>> No.9289517

>>9289446
>so he could get in trouble with law for releasing the deleted map
That's not true though. It can be considered bad taste and if it becomes public the cancel mob might be out to get him, but legally, it's not a problem. Is R667 even hosted in Germany? If not, there isn't anything they could do anyways.
So yeah, it's about reputation and nothing else.

>> No.9289541
File: 8 KB, 64x128, BANR_SW.png [View same] [iqdb] [saucenao] [google]
9289541

>>9289345
censorship aside, newer BoA has retarded shit like grenade markers and achievements, so you're better off playing the old version anyway.

>> No.9289569

>>9288908
There was the bug with special move timing that was added with Shihong. Some people couldn't do them no matter how quickly they doubletapped, and others like me only had to tap slightly faster than with Hae-Lin. Term couldn't figure it out so he moved on.

>> No.9289592

>>9288380
>Pain Lives Matter
They matter less than fecal matter.

>> No.9289616

>>9288947
Not /vr/ no, not unless that friend of Marrub's shows up here, which is unlikely. Still I can't blame the dude for not wanting to be anywhere near the community at all when he's been through that.

The sad thing is that knowing Term's personality and how he attracts a lot of attention, it's a surprise something like that or worse didn't happen sooner.

>> No.9289628

>>9289616
are so saying hes so fucking hot he wouldve been harassed sooner
zamn, mogged.

>> No.9289640

>>9289628
I dunno about that but he seems to end up in communities and servers with a lot of teenage chicks while being oblivious to how thirsty some of them are and how that could lead to some pretty bad shit.

>> No.9289653

>>9289640
>he seems to end up in communities and servers with a lot of teenage chicks
Like teenage chicks who play doom? Kinda hard to imagine

>> No.9289659
File: 24 KB, 750x722, 1662028777944.jpg [View same] [iqdb] [saucenao] [google]
9289659

Everyone complains about Revenants or Archviles but really these motherfuckers are the most annoying shit to have ever existed in Doom. Every time I finish a WAD and there were no Pain Elementals in it, I take a sigh of relief.

>> No.9289662

>>9289268
Blood is automatically worse than any other game because the fucking flying enemies just spin in circles for ages even if you're right next to them due to sector fuckery or whatever.

>> No.9289664

>>9289653
He's into a bunch of communities, especially Megaman ones and Discord roleplaying game ones.

>> No.9289668

>>9289664
I get what youre saying; considering he was involved with those places, its surprising something like this didn't happen before.
But in this instance it happened inside the Doom community- truly teenage girls have put us to shame.

>> No.9289675

>>9289662
stand below them, on their shadows, and they'll come down, or use the voodoo doll when you have one and can see them

>> No.9289679

>>9289659
I like them but I dislike them because they're the number 1 reason why Doom 2 doesn't have nearly as many packs of Lost Souls. I miss pack of Lost Souls.

>> No.9289701

>>9289668
>But in this instance it happened inside the Doom community- truly teenage girls have put us to shame.
Apparently so, especially since it seems like the cliques and people in power for shit were all looking the other way since dudes being sexually harassed is treated like a joke anyway, even more so when it's a [protected class] doing the harassing.

I'm just glad he's still making his own games and stuff in his own corner of the internet.

>> No.9289861

>>9288558
On Dreamcast. I played through all of UT99 multiple times on PC.

>> No.9289869

>>9289701
The Gameboy style rpg maker game he's doing looks quality af tbqhfam. frfr

>> No.9289907

>>9289869
It's really good, got him 13th place in in a game jam of over 140 entrants.

Dude's still working on a GZDoom-based thing called The Exorfist too.

>> No.9289953

>>9289659
PEs are great for depleting players of about anything if they're not cautious. Revs are boring and annoying and Archies get old fast, but the very nature of PEs makes them great almost everywhere, provided you don't spam them.

>> No.9289976
File: 42 KB, 1000x750, cloom_guy.png [View same] [iqdb] [saucenao] [google]
9289976

>>9289659
>Bombs
Arch-vile, Pain Elemental
>Removal
Cyberdemon, Revenant, Chaingunner,
>Aggro
Demon, Spectre, Former Sergeant, Mancubus, Arachnotron
>Evasion
Lost Soul, Cacodemon
>Dirt
Baron of Hell, Hell Knight, Imp, Former Human, Spiderdemon

Draft enemy composition per map accordingly. Add SS Officer to flavor.

>> No.9290018
File: 2 KB, 266x202, freegan.png [View same] [iqdb] [saucenao] [google]
9290018

Is it wrong to put a miss-able secret in your map? Does it lend to the map's replayability, or is it just an inconvenience?

>> No.9290031

>>9290018
Define "missable".
Most peope miss even the most obvious secrets, so...

>> No.9290040

>>9290031
Like the "door closes after 30 seconds" one—a secret that, at a certain point while playing the map, becomes unobtainable for the remainder of the map playthrough.

>> No.9290042

Is it true that Q2 has worse netcode than the others, and does this apply to Yamagi Q2 or just the vanilla version?
Something about 10hz vs 20hz

>> No.9290045

>>9290040
You'd better not do that, you'll make decino angry

>> No.9290070

>>9290040
yeah that sounds super annoying

>> No.9290087

>>9290040
This pisses off speedrunners I guess, but I wouldn't give two shits. Don't get me wrong, I have nothing against speedrunning, its just that this weird grudge with missable secrets or large maps that are tedious to 100% is retarded and only blocks artistic progress of doom mapping. Those people should finally acknowledge that not all maps are made for UVmaxing and sometimes a map is supposed to be for slow nonlinear exploration or generally to experiment with conventions.
I want to make a wacky wad in the future that will have a lot of nonlinear paths and UMAPINFO fuckery that will make playthroughs different and I will give no shit if its tedious to 100% - simply because that wont be the purpose of the maps

>> No.9290090

>>9285216
who's that?

>> No.9290105

>>9290087
I'm not a speedrunner, just a casual player, and I hate when I can't 100% a map, it feels like it's broken. I don't like when it's super tedious either, it's not just them. At least if it's supposed to be a super secret secret that's hard to find, it shouldn't be marked so that it doesn't count.

>> No.9290115

>>9286867
w0t gaem?

>> No.9290118

>>9290018
I’d say it lends to replayability, but I’m also the kind of player that doesn’t want his level stats visible until the end of the level.

>> No.9290126

>>9290105
>and I hate when I can't 100% a map
But you can, just not necessarily the first time around.

That said, I also don't like secrets like >>9290040 described, mainly because they're a pain in the ass to discover in the first place. Unless of course they're opened by a repeatable action, in which case I am ok with id.

>> No.9290149

>>9290105
>At least if it's supposed to be a super secret secret that's hard to find, it shouldn't be marked so that it doesn't count.
If that happens, I wouldn’t even know there was a super secret I missed.

>> No.9290153

>>9290040
It would be a good race challenge if what was happening was made apparent to the player, but if it's something like a one-time button that reveals a wall somewhere in the map that permanently closes up after 30 seconds with no indication, it's JRPG tier

>> No.9290161

>>9290126
>>9290153
Okay, practical counter-example to the 30-second door thing:
>need to raise a bridge to finish the map
>raising the bridge blocks-off a secret alcove, making a secret unobtainable
I did this in my Ad Mortem P2 map. While I'm not planning on removing it, I was wondering if I should telegraph the secret more (with a Health Bonus in the alcove or something) before the player blocks it off. I'm starting to think so, given the replies overall.

>> No.9290164

>>9289659
No line of sight, no souls spawned. It’s near magical how well this guy mirrors the archvile.

>> No.9290173

>>9290018
It just a fag move that achieves nothing.

>> No.9290185

>>9290161
Why not make the bridge lowerable? Like in Catacombover?

>> No.9290201

>>9290161
I’m fine with this. I’m also fine with the rare “point of no return”, but only if it’s near the end of the level and the levelset doesn’t keep doing it.

>> No.9290307

>>9290087
Retarded take. A speedrunner has a map memorized before he starts running the map. A challenge to get to a door quickly is right up a speedrunner's alley. The only players who would get irked by that special tag that makes a sector permanently shut after 30 seconds are the players who have to find all the secrets on their first playthrough. The only person I know this autistic is decino and even then he does it for (Views)

>> No.9290334

SC55 best soundfont?

>> No.9290352

>>9290185
Because the "bridge" is a pool of blood filling up, which requires a complex voodoo scripting setup to execute correctly. There are side passageways in the blood, one of which contains the secret, and the blood itself is a damaging floor. One of the passages closest to safety contains a rad suit as well. But if you hit a switch, you raise the blood, blocking-off the side passages.

>> No.9290380
File: 388 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google]
9290380

>>9288452
That female imp is kinda hot. It's that figure and the seductive lip bite...

>> No.9290383

>>9290018
I think doing it deliberately is fine, but often it's simply an oversight. the first HFFM map had an automap secret one room in, and then a point of no return right after, and there's no real way to know whether it's a bug or just a faggot move.

>> No.9290391

>>9290334
https://archive.org/details/SC55EmperorGrieferus

>> No.9290392
File: 454 KB, 900x900, gay cowboy funny booba.png [View same] [iqdb] [saucenao] [google]
9290392

>> No.9290394
File: 167 KB, 884x1280, ralph-brozio-rbart-shelly-harrison.jpg [View same] [iqdb] [saucenao] [google]
9290394

>>9289268
Speaking of retro fps games and enemy pathfinding, Kingpin : Life of Crime has some absolutely fantastic pathfinding and world navigation for both the enemies and friendly NPCs. They can pretty much go anywhere the player goes and and easily climb ledges, use jumping effectively etc.

>With that said, with its enemy design Fury would generally gain by having less big open spaces.
And introducing more enemy types and hopefully enemies that have a gimmick like how Archvile resurrects dead enemies or a different variation etc.

>> No.9290460

>>9285120
Any Powerslave enthusiasts?

>> No.9290462
File: 59 KB, 479x604, anime pussy 3.jpg [View same] [iqdb] [saucenao] [google]
9290462

is the hud the only good about hxrtc project?

>> No.9290465
File: 612 KB, 900x900, fixed.png [View same] [iqdb] [saucenao] [google]
9290465

>>9290392
Fixed version

>> No.9290476

>>9290460
I dunno about enthusiast but Powerslave Exhumed was a great time.
>>9290465
If only this also changed who made it, as is this is just getting triggered by a watermark.

>> No.9290497

>>9288808
>bug he couldn't fix
Did he protocol it somewhere?

>> No.9290537

>>9290394
Back when I first played Kingpin, the fact that companions could jump across the roofs blew my mind.

>> No.9290557

How should I play Heretic? There unfortunately isn't a Marshmallow Heretic.

>> No.9290573
File: 76 KB, 677x680, 1640128220866.jpg [View same] [iqdb] [saucenao] [google]
9290573

>>9290040

>> No.9290585

>>9290040
If it makes sense to you and in the context of the map, do it.

You shouldn't force yourself to follow usermaps "laws". Many of those laws are ruled by trends and often do not apply to the actual commercial games those maps are for.

Regarding secrets, a good example of that being the "secrets shouldn't be mandatory" rule, that rule is just not true. There are many maps in Doom, Duke, Blood, etc in which if you play on a fresh start, finding at least a few secrets is mandatory unless you want to have fight with weapon 1 only, see Unruly Evil for instance.

>> No.9290620

>>9290585
>secrets shouldn't be mandatory
I think the idea behind this guideline is less "putting needed resources in a secret is bad" and more "progression shouldn't be so cryptic that it's obfuscated by what would normally be a secret."

>> No.9290624

>>9290585
Original doom was meant to be played continuously.

>> No.9290631

>>9290620
Yeah but the problem is that the people who scream loudest for that are those who can't find their own dick if you kick them in the balls.

>> No.9290648

>>9290624
Yes, but it was designed so you restart the current map from scratch if you die, so both things are true. It's the arcade style gameplay Doom/Duke and others were going for, versus the adventure/story oriented gameplay of for instance Hexen, Dark Forces and Powerslave, in which you don't restart from scratch when you die. In those games you generally don't find weapons more than once in the entire game, versus finding the same weapons over and over in each level like in Doom/Duke specifically for pistol start support. Frankly it baffles me I have to explain that, too many people cuddled by sourceport autosaves to the point they believe it's part of the original game design.

>>9290620
Some would call not having any weapon or ammo, and the only left to find being in a couple of secrets, obfuscated progression when there are 30 enemies left to kill.

>> No.9290649

>>9290624
If it was, you would game over when dying and you'd have to reload a save. Sandy himself said all the maps were designed to be played pistol start

>> No.9290690 [SPOILER] 

>>9290649
If you weren't supposed to play continuous, you wouldn't keep your gear from previous maps when entering new ones in the first place. There's also items given at the very end of some maps like E2M4 and E3M1 that serve no purpose except in continuous play. The maps were balanced and tested for pistol starts, but that doesn't make continuous play "unintended".

>> No.9290695

>>9290690
No one said that.

>> No.9290708

>>9290695
>Original Doom was meant to be played continuously
>If it was (meant to be played continuously) (the implication is made that it wasn't meant to be played continuously)
>no one said that it wasn't meant to be played continuously
based retard

>> No.9290720

>>9290708
Holy shit you're a fucking moron. The maps were designed to be played from pistol start, and continuous. No one said continuous play was unintended. Just that pistol starting was also intended. Which is why it takes weapons on death.

>> No.9290729

>The maps were designed to be played from pistol start, and continuous.
How do you accomplish this without overgearing someone from continous play, and without starving someone who wants to pistol start? Seems like a rule of thumb where trying to appeal to both is likely to underwhelm one or the other.

>> No.9290734

>>9290649
>>9290690
>>9290695
>>9290708
>>9290720
>>9290729
Is it that time again already

>> No.9290741

>>9290729
The game was designed for continuous play with pistol starts as a punishment for dying. Because it's both good design to not softlock players who didn't save, and more time efficient for testing to not have to play the entire episode to test the last map of it, maps were all designed to be beatable from a pistol start. Some idiot cultists took id's sensible design decision and declared it to be THE TRUE AND ONLY WAY YOU'RE SUPPOSED TO PLAY DOOM EVER. It's completely retarded to argue intent when they had two years worth of patches where they could've implemented forced pistol starts if that was the intention.

>> No.9290746
File: 52 KB, 700x500, 1647788803080.jpg [View same] [iqdb] [saucenao] [google]
9290746

any other labyrinthine map(pack)s like 'sewers' in 94P?

>> No.9290751

>>9290648
>Some would call not having any weapon or ammo, and the only left to find being in a couple of secrets, obfuscated progression when there are 30 enemies left to kill.
Under most circumstances, killing enemies isn't progression. The exception would be tight combat puzzle maps where each enemy is meticulously placed to block the player. At that point however, I would agree with them. The tools to reach the end of the map should be provided, but complaining that you need to find secrets to get 100% kills is asinine.

>> No.9290758

>>9290734
I'm only the first post, I've been playing doom since

>> No.9290772
File: 742 KB, 662x633, 1556885401955.png [View same] [iqdb] [saucenao] [google]
9290772

>>9290741
Yeah, it seems ideal to balance fully for pistol starts or fully for continuous play; if you try to make pistol starts less miserable you end up making continuous play even easier, and the more you limit around the pure intention of continuous play the more suffering it'll be to pistol start.
You can at least cater spawns towards difficulty, but there's no check for whether or not they're pistol starting or playing continuously.

>> No.9290790

>>9290772
Has anyone ever used the difficulty levels for that?
Make HMP balanced around continuous and UV balanced around pistol start and give them descriptive names.
You can keep the enemies the same that way but you can tweak with supplies and get two different styles properly balanced.

>> No.9290802

>>9288893
In v0.5 Map01 still causes DSDA to segfault for me.
Also in Watered Down (E1L2) you can get softlocked if you fall behind the blood pillars leading to the (fake) exit

>> No.9290856

>>9290790
You could probably force death exits on UV.

>> No.9290864

>>9290856
You can flag teleport destinations by difficulty, so that would actually work, yeah.

>> No.9290905

>>9290729
Going Down's weapon placement is so tight that by the time you get plasma guns or BFGs, you damn well need to spend them, and with the cramped encounters you'd die long before it matters whether you were carrying 30 or 100 rockets
The only map that becomes way easier continuous is Map 23 since it's an exploration map in the middle of a whole bunch of slaughterfests but even then the rocket launcher and plasma aren't very heavily guarded

In general a wad could kneecap continuous play by just not giving backpacks. If you genuinely need to hold down the BFG for over 300 plasma in a single fight you're probably way past the point it would matter whether you carried that BFG from the previous level

>> No.9290907

>>9286940
Why not both? Edgy duke in boobland, then maybe when he is an old man he is a little less edgy. He's gotta get old sometime right?

>> No.9290910

>>9290741
>they had two years worth of patches where they could've
Yeah, and they could've fixed the crash you get if you load a MAP30 save (as if that's a strange thing to do), yet here we are.

>> No.9290942
File: 302 KB, 400x400, 1657237049084.png [View same] [iqdb] [saucenao] [google]
9290942

>SSG fits like a glove, nice and simple weapon
>Plasma is the best shit ever created. blasts demons like there's no tomorrow
Holy fucking shit I love plasma so much, shit just goes everywhere and it sounds, looks and feels so fucking good.
I FUCKING LOVE PLASMA

>> No.9291014

>>9290380
The skull being held in this edited pic makes me think of one of the Exotic magic weapons Caleb uses in the later Episodes of Blood 1997.

>> No.9291018

How do I play a modern version of dookie nookie 3d with the n64 guns?

>> No.9291030

>>9290307
First of all I was talking generally about missable secrets and not just 30 second tag. Even if they start running after memorizing they often complain while practicing, just like the mentioned yt fag. Just lurk our thread more and you'll see, although less often than outside of our community people do complain about secrets being past points of no return, even in this thread. Even Eggplant who is a cool guy and I dont hold this against him in any way rates maps as tedious and unpleasant to practice in descriptions of speedrun videos

>> No.9291039

>>9291018
Whatever you do: STAY AWAY FROM WORLD TOUR!

>> No.9291054

>>9291018
https://www.moddb.com/mods/dn64/downloads/duke-nukem-64-mod-v093

>> No.9291058

any good bullet tracer mods with universal compatibility?

>> No.9291073

>>9291058
>tracers
>universal compatibility
lmao

>> No.9291103

>>9291073
Could you use dehacked to make a hitscan trace and a nondamaging projectile fire at the same time?

>> No.9291110

>>9291014
It's ripped from the Life Leech, my friend.

>> No.9291114

>>9291039
Axe to grind much, Mr. non-sequitur? The new levels in World Tour are a fun romp for what they are.

>> No.9291115

>>9291110
So, the skull with pieces of spine attached that is imbued with some voodoo energy?

>> No.9291118

>>9290772
I don't see how you could really "balance for continuous play" since you can't know what the player is carrying with them at the start of each level. Assuming you don't want to softlock a player that exits a level with too little resources, you're basically forced to balance for pistol starts anyway.

>> No.9291119

>>9291115
Yeah. The ammo is called "trapped souls" IIRC, and if you run out you can burn your life as ammo.

>> No.9291130

>>9291030
>just lurk more lmao
Stfu noob. Nothing you said changes the fact that if you are speedrunning a level, you ought to have it memorized. Confirmed for never having performed speedruns and talking out of your ass.

>> No.9291228

Nobody Told Me About Id is a great looking mod but after running straight out of ammo in chaingun heavy maps that give more than enough green boxes in vanilla, I realized it nerfs bullets and I cannot fathom why. As far as I'm concerned Build games give you license to go hog wild with their bullet weapons

>> No.9291243
File: 80 KB, 474x537, 1658885287762125.jpg [View same] [iqdb] [saucenao] [google]
9291243

>>9291130
>he doesn't get WRs on blind playthroughs
Who's the real noob here?

>> No.9291282

>>9291030

>> No.9291298

>>9291103
If your goal is vanilla, then no. Making a projectile fire that quickly will make it fire off to the side.
You also can't make it instantaneous and drop puffs along a line. It would still need to travel and drop puffs over time.

>> No.9291304

>>9291298
Oh, heretic has tracers though. Just convert all of doom over to that and use that.

>> No.9291371

>>9291228
Chaingun has always been a bullethose that runs dry too quickly, which is why Shotgun use is so favoured. It's not that it's nerfect, it's that it simply doesn't have a high backbone capacity even with a backpack. 400 rounds of the stuff is barely under potentially 60 shells worth of damage to the enemy with an SSG.

>> No.9291381

>>9285326
>>9285906
Done. Check the mega.

>> No.9291392
File: 255 KB, 1920x1080, Screenshot_Strife_20220206_223712.png [View same] [iqdb] [saucenao] [google]
9291392

>>9288790
Next session is Oct 30th, so I'll have plenty of time to get things worked out. In the meantime, I'll keep adding things to vrsounds.

>> No.9291395

DOOM SNES is way longer than I thought holy fuck

>> No.9291397

>>9291395
I told you it was better than the other ports. You din't listen.

>> No.9291421

>>9290018
I hate one chance secrets with a burning passion, but thats mostly because i'm an OCD completionist fuckwad.

>> No.9291449

>>9291392
Bum Hole lole

>> No.9291454

>>9291449
Imagine the smell

>> No.9291460

>>9291371
the chaingun DOES have more dps than the regular shotgun, and the ammo ratios are a little less fucked when it's 10 bullets for a pinky vs 3 shells, which is why it's your hero in doom 1 episode 1
But anyway, the mod definitely makes bullets do less damage than normal since the pistol and chaingun take more than 3 shots for a zombieman and 10 for a pinky, and the pickups give the same amount.
To be specific I ran completely out of all ammo types before the blue key of 512 units map 08, and that never happened to me before

>> No.9291485

>>9291460
That certainly does sound fucked. Who the hell nerfs the chaingun?

>> No.9291486

>>9291421
At least you have the awareness to say "I hate thing" instead of "thing is bad".

>> No.9291542

>>9285654
>>9285657
>BFG Gladiator
You damn sadistic bastard

>> No.9291665

>>9286979
sex.

>> No.9291680

>>9286979
I want to _PET!_ this cat!

>> No.9291723

>>9291039
>>9291054
Thanks dudes. Grew up on 64 and love me SMGs

>> No.9291731

>>9291460
I've noticed weaker enemies consistently surviving single shotgun blasts much more in that mod, though the higher slot weapons seem to still do the same damage. If some of the damage values are changed, I can't imagine why. If it's to encourage usage of stuff like the special ammo and grenades, they aren't given out enough to make up for it.

>> No.9291760

>>9287274

I know that, but I was talking specifically about the lighting. The lighting is great, but the textures are all horrible. I would like to use the raytraced lighting with the original textures.

If I wanted to just play vanilla Quake II I would just use a regular source port, there would be zero reason to use this one.

>> No.9291775

if doom is so cool why is there no doom 2?

>> No.9291779

>>9291760
The textures need to be built for raytracing, the old textures don't have the layers of lighting data necessary to be affected.

>> No.9291783
File: 29 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
9291783

>>9291775
No one tell him

>> No.9291787

>>9291783
I don't know, he's got a point, there's a Doom II (eye-eye), but no Doom 2 (two)

>> No.9291829

>>9291787
>Doom eye eye
Is that like some kind of pirate version?

>> No.9291841
File: 228 KB, 850x724, 1600968230854.jpg [View same] [iqdb] [saucenao] [google]
9291841

>>9291829
No thats the sequel to Doom EI (ee-eye) the samurai one. Common mistake.

>> No.9291846

>>9291779

For all the reflections and shiny shit sure, but that's exactly the part I don't like and don't want. Surely it could just do the shadows etc separately? Like other raytracing games have options for which part of the raytracing you want to enable, you can have just reflections or shadows etc.

If there's just no way to do it in this particular engine fair enough, but it would be nice is all I'm saying.

>> No.9291935
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9291935

Anyone happen to know off-hand what default pixel density latter Quake 3 engine shooters (Jedi Outcast/Academy, Elite Force 2, etc.) use in map textures? I know Quake 3 proper is 2 pixels^2 per unit, but the latter games look larger.

Trying to figure out some limits I can push for something without looking *too* new.

>> No.9291973

>>9290729
You know what would be cool? If MBF21 let you tag things as to only appear in Continuous Play or in Pistol Start

>> No.9291998

>>9290729
>How do you accomplish this without overgearing someone from continous play, and without starving someone who wants to pistol start?

You don't, Doom/Duke/Blood etc usually are pretty tight on supplies if you pistol start everything on the hardest difficulties, to the point you often need to know at least some of the secret places to make it without having to rely on weapon slots 1/2 too much (which is fair to me); and at the same time you DO end up overgeared. Didn't you ever notice how in those games you usually end up with a constant full inventory by the time you're half way through an episode (which is why Doom 2 should have been cut in episodes, I mean, just like Shadow Warrior, it already is in a way but they let you keep your inventory in between episodes), or are you shooting at walls more than you are shooting at enemies?

This is the reason why I argue that the "intended way" is neither pistol starting everything, nor it is always loading your save when you die so you can keep your supplies. It's keeping your supplies in between levels but only as long as you don't die. Arcade style gameplay, keeping your supplies is a reward for getting good, just like in SHMUPs or Contra.

Some games like Dark Forces and Powerslave tried to handle this problem by ditching BOTH savescumming and pistol start, and going with a lives system instead (you're allowed to die a few times per level with a checkpoint system before you restart the entire level), but these days when games (like Wrath) try to handle this particular babies throw a tantrum because they want to be able to savescum every 30 seconds and because every game should play the exact same way.

Speaking of Shadow Warrior, it is actually a lot more generous in supplies than others for fresh map starts, which is most likely due to how much easier it is to die in that game.

>> No.9292017

>>9290907
yeah but the baby's presence it would be weird if it's full of nudity said i was okay with old Duke

>> No.9292092

>>9291130
>Confirmed for never having performed speedruns and talking out of your ass.
Are you fucking retarded? I never said I did speedruns, learn to read (and then lurk more lmao). I only said from perspective of a mapper that the feedback from speedrunners seems to be against maps that are tedious to 100%, and even extends to practice(which is before memorizing the map).

>> No.9292113

>>9292092
>Are you fucking retarded? I never said I did speedruns, learn to read (and then lurk more lmao). I only said from perspective of a mapper that the feedb-ACK

>> No.9292131

>>9286939
https://github.com/ZDoom/gzdoom/releases
gzdoom_4.8.2_amd64.deb
Because lol snap

>> No.9292176

>sunlust
>going down
>BTSX 1/2
>alien vendetta
>ancient aliens
>scythe 1/2
>speed of doom
>eviternity
>valiant
>jenesis (meh)
>sunder
I require moar, pls recommend something gud (megawads preferred)

>> No.9292196

Anyone played Urania? Saw it on DoomSpeedDemos, looks pretty neat.

>> No.9292204

>>9285654
>>9285657
>finally a foe of grater asshurt potential than Xatrix's BetaGladiator
I love you
I hate you
is there any other custom content planned?

>> No.9292228
File: 150 KB, 1024x768, 381494-q-zone-dos-screenshot-out-of-place-baddies-snapper-on-the.jpg [View same] [iqdb] [saucenao] [google]
9292228

Is there any non-Qzone! content featuring this weapon?

>> No.9292258

>>9291998
>You don't, Doom/Duke/Blood etc usually are pretty tight on supplies if you pistol start everything on the hardest difficulties
Build games and Quake have been much tighter than Dooms 1 and 2, like they had a better idea of how things would be balanced throughout a playthrough and communicated more about level order and progression.

>> No.9292262

>>9292258
Leave Quake out of it, shotgun starting each map is clearly not intended in Quake.
The game autosaves at the start of every map and gives you 50 health if you are below 50.
Episode 4 even has permanently (for the remainder of the episode) missable weapons IIRC.

>> No.9292283
File: 166 KB, 300x300, 1664177788154.gif [View same] [iqdb] [saucenao] [google]
9292283

Gimme a a map to play that fits well with Sun Shihong (of Demonsteele fame)

>> No.9292308

>>9292283
Equinox?

>> No.9292309

>>9285654
>>9285657
What can man do against such reckless niggetry? Incorporate the Sonic Cannon from Zaero so people can blow themselves up with that thing's near-complete lack of feedback both when charging and when firing. Make them fight BFGlads with it.

>> No.9292310
File: 77 KB, 569x567, ENlLBmCX0AAw2Pb.jpg [View same] [iqdb] [saucenao] [google]
9292310

>>9292308
Already played that (multiple times with multiple mods).

>> No.9292315
File: 99 KB, 1920x1080, quake2.webm [View same] [iqdb] [saucenao] [google]
9292315

>>9291846
>>9291760
>>9285919
Just get a custom texture pack. I saw one that looks promising.

>> No.9292326
File: 245 KB, 285x224, 1650237203329.gif [View same] [iqdb] [saucenao] [google]
9292326

gorillion dollar idea:
Parody of AC/DC's TNT... and its called.... BFG..

>> No.9292343
File: 308 KB, 1280x800, srb2kart-moe 2022-09-28 14-51-05-29.png [View same] [iqdb] [saucenao] [google]
9292343

Oh shit, maybe I am a pro at kart?

>> No.9292371

are there any good megawads with a generic, forgettable, or unchanged midi selection for their levels? Except megawads that have community-made midipacks. I want a good excuse to use the custom jukebox mod

>> No.9292398
File: 735 KB, 1030x1572, 1636515345529.jpg [View same] [iqdb] [saucenao] [google]
9292398

>>9292176
No Rest for the Living
TNT2: Devilution
Doom the Way id Did
Requiem
Moonblood / Exomoon / Ozonia
No End in Sight
UAC Ultra
Fractured Worlds
Haste
Stardate 20X6 / Stardate 20X7
Abandon
2002 and 2022 Doom Odyssey(s)
Perdition's Gate
Solar Struggle
Deathless
Lunatic

>> No.9292414
File: 1.86 MB, 1920x1080, q2_0103.jpg [View same] [iqdb] [saucenao] [google]
9292414

Quake 2 RTX sucks dick for its made on top of Q2Pro

Embrace KMQ2 or YamagiQ2 with vulkan.

>> No.9292415
File: 59 KB, 560x375, Screenshot 2022-09-28 135857.jpg [View same] [iqdb] [saucenao] [google]
9292415

>>9292176

Here's my folder, I try to keep it curated and free of trash. Which basically just means nothing in the style of Hell Revealed, and only exceptionally well executed slaughtershit

>> No.9292419
File: 301 KB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
9292419

>>9292414

>> No.9292427
File: 127 KB, 1024x640, Q2E.jpg [View same] [iqdb] [saucenao] [google]
9292427

>>9292414

Absolutely disgusting. If you're going to play OG Q2 you use unfiltered vanilla textures in GL mode, or else kill yourself. If you're playing Quake 2 RTX you're doing it because of the RTX, not because of the sourceport, retard.

Actually fuck you Q2 Evolved is the best Q2 port lmao

>> No.9292428

>>9292427
nice troll, faglord.

>> No.9292439
File: 278 KB, 626x468, integrity.png [View same] [iqdb] [saucenao] [google]
9292439

>>9292398
>Lunatic

>> No.9292464

>>9292427

The Doom 3 style HUD actually looks great in Q2 and I am not ashamed to say it. Can you do that in other ports?

>> No.9292523

>>9291118
It would be balanced more like Quake where you’re more strict about weapon and ammo placements. You won’t know the exact ammo counts they’ll end a level with but you’ll have a general idea.
>>9292414
I’m basically glued to KMQ2 because of Citadel, Mission 64, and third person support.

>> No.9292631
File: 90 KB, 454x640, alwaysbetonduke.jpg [View same] [iqdb] [saucenao] [google]
9292631

>>9290907
>He's gotta get old sometime right?
I disagree because it goes imo against the whole idea of Duke Nukem. He's larger than life, he's an icon, he's a legend. He's superhuman, though not in the lorefaggot sense that it needs explaining like what nuDoom did with Doomslayer, he's just an all around unrestrained badass with a mind of a 15 year old boy, he literally sits down to shit down large alien commanders' necks and inseminates whole neighbourhoods' of babes.

Making him old would be ruining him. Duke should *not* be the everyman or have a moment where he "matures".

If you want pervy old men that kick ass, classic Lo Wang would be better for that.

>> No.9292728

>>9286939
Open terminal:
sudo apt install prboom-plus

>> No.9292832

>>9292631
>Making him old would be ruining him. Duke should *not* be the everyman or have a moment where he "matures".
I haven’t watched Cobra Kai so I don’t know if I should be expecting this for that Duke movie they’re supposedly writing for.
>If you want pervy old men that kick ass, classic Lo Wang would be better for that.
For better and worse, “pervy old protag” Wang is all but retconned at this point if Duke wants to take that spot

>> No.9292873

>>9289653
It’s just as likely that he got sick of trans people hitting on him

>> No.9292876
File: 193 KB, 945x856, 1650384614829.jpg [View same] [iqdb] [saucenao] [google]
9292876

>>9292832
>for that Duke movie they're supposedly writing for
I am morbidly curious as to what they will make of Duke. I'm hoping they embrace the ridiculous macho action hero kind of shit.

>if Duke wants to take that spot
I'd really hope they didn't. Making a character older / more mature works for something like Max Payne from MP1 through to MP3 but as I said, Duke Nukem's an icon not only for the games but the game's internal universe as well. Even in Duke 3d he has his own burger chain, they're filming a movie about him etc, in Duke Nukem 2 he has that book "Why I am so great" etc, he's larger than life, he's Oprah with guns.

An old Duke Nukem would be incredibly out of place. Sometimes it can work for characters to become older / or assume command while a newer protagonist comes to work for them etc, but with Duke I just don't see it working at all.

>> No.9292912

>>9292876
You are taking Duke way too seriously. He's just 80s/90s action hero satire.

>> No.9292915

>>9292415
>nothing in the style of hell revealed
>AV, kama sutra, plutonia 2, vanguard are right there
I think we have different interpretations. Asinine weapon placement and super shotgun peekabooing groups of high tier demons that pack modest iwad size rooms like a clown car are key hell revealed features to me

>> No.9292986
File: 105 KB, 457x600, it's over.png [View same] [iqdb] [saucenao] [google]
9292986

>try to make map
>sit for 12 hours staring at a blank screen
>make a square room
>with a hallway
>connecting to another square room
>close map and cry

>> No.9293003

>>9292876
>I am morbidly curious as to what they will make of Duke. I'm hoping they embrace the ridiculous macho action hero kind of shit.
I at least know that Kai’s premise stems from “you were young, now you’re not” so it seems a safe thing to expect.

>> No.9293004
File: 216 KB, 409x619, album-cover-large-13706.jpg [View same] [iqdb] [saucenao] [google]
9293004

>>9292876
>An old Duke Nukem would be incredibly out of place. Sometimes it can work for characters to become older / or assume command while a newer protagonist comes to work for them etc, but with Duke I just don't see it working at all.

Works for Brit, I was imagining something like this myself for Duke but he would have to pass the torch over to a son he just found out he had from a prostitute.

>> No.9293024

>>9292986
mapping into the blue is unadvisable. better to already have an idea or theme or at least setpiece in mind you can build upon.
you can also steal and call it a "homage", e.g. 400min MAP19.

>> No.9293027

I haven't played doom in like a year. What is the hottest WAD of 2022?

>> No.9293049
File: 141 KB, 764x746, 1623392865583.jpg [View same] [iqdb] [saucenao] [google]
9293049

>>9292912
>You are taking Duke way too seriously
I'm not, I'm the one that thinks he's what you said, 80s/90s action hero satire.
Which is exactly why I think it'd be dumb to go for an aged Duke for "realism" .

>>9293004
I feel like if Duke would pass the torch to anyone, it'd be Shelly "Bombshell" Harrison while Duke assumes a role similar to General Graves does to Duke. But again, that's not Duke's character.

>> No.9293062

>>9293024
>400min MAP19
I love that map. Makes me want to do a Things Betwixt-inspired map. (Do you hate Dark Souls II, ASO?)

>> No.9293067

>>9293062
Thank you :3 And no, but I don't like it either and am still buttmad that I paid full price for it

>> No.9293164

>>9293049
>Which is exactly why I think it'd be dumb to go for an aged Duke for "realism" .
I agree that going for realism is retarded. But a send up of the "I'm too old for this shit" 80s/90s action hero would be fun. You don't have to take it seriously. At this point, in IRL life duke really is old hat. There's nothing precluding a duke game from being announced and we'll received, except his age and history.
There's a right way to do this I think. The theme referencing his status while the content referencing his inspiration seems right.

>> No.9293170

>>9293164
Hell you don't even have to make him theatmjcb older physically. That would still fall in line with the stereotype.
Give him a fat black cop buddy who drives him from place to place.

>> No.9293174

>>9292419
Christ, that image is making me ill.

>>9292414
I honestly couldn't tell. Both Quake 2 RTX and Yamagi support OpenAL, which is all I need from a source port.

>> No.9293203

>>9293170
>theatmjcb
That much.
Anyway I was joking about the fat black cop.
>I shot a kid

>> No.9293202

>>9292262
>The game autosaves at the start of every map and gives you 50 health if you are below 50.
And if you run out of shells it also gives you 25 shotty ammo in vanilla Q1

>> No.9293205
File: 64 KB, 300x300, 1514640834861.png [View same] [iqdb] [saucenao] [google]
9293205

>>9293067
>Thank you :3
No prob. And I think I get what you mean—Scholar won me over in the end, but DaS2 just feels so incomplete/rushed/unpolished. Also, I still want to see you UV-Max Slivovitz, you silly little boy. Cubic Conundrum is fine, tho, I really like that map too.

>> No.9293214
File: 577 KB, 673x724, duke_nukem_forever_promo_1.png [View same] [iqdb] [saucenao] [google]
9293214

>>9293170

Didn't Duke Nukem Forever kinda do that in a way?
The president calls Duke a has-been and a relic etc.

>fat black cop buddy
*audible groan*
Please no.....
Captain Dillon was already bad enough...
If anything Duke'd team up with Bombshell... But I guess Bombshell's now buddying up with Blade.. I think if 3dRealms owned Duke they would've had Shelly interact with Duke, which would be rad. Or making a full on Duke Nukem game.

Speaking of the Duke Nukem movie, one thing that could kinda salvage it if they had Randy Pitchford in the movie, especially if they make a joke about him watching some "magic tricks". He'd probably be up for it too lol.

As an aside, I was reading Masters of Doom the other night and I felt kinda bad reading the bits about Tom Hall really wanting to work on Commander Keen and then having most of his game ideas for DOOM be kinda dismissed (though probably for the benefit of the game, like John Carmack's take on the story)

>> No.9293225

>>9293214
>Didn't Duke Nukem Forever kinda do that in a way?
In the most half assed way possible, sort of. None of it is reflected in the character, takes any inspiration from anything and falls completely flat. And it's merely a plot point to show the president is working with the enemy.
I don't hate Duke nukem forever, but having the antagonist of the story call Duke washed up is almost the opposite of "I'm getting to old for this shit" pushing through the pain type action hero.

>> No.9293230
File: 960 KB, 1600x900, mark_v_0000.png [View same] [iqdb] [saucenao] [google]
9293230

>>9292414
Yq2 is fine for everything that doesn't rely too much on atmospheric usage of Target_Speaker as it restarts all soundeffects the moment you get too far and return to its source
>Alk10 is kinda dissapointing to be frank but for a 20+ year old project from just 1 person is acceptable, although Kona's later adventure like CarvedInFlesh are much better stuctured

>> No.9293236
File: 366 KB, 1200x1679, 1663183407412728.jpg [View same] [iqdb] [saucenao] [google]
9293236

>>9293225
Yea I guess. I don't mind it, I liked Duke Nukem kicking ass in DNF, basically being the King of the World once again. His reaction to the twins being bred and slimed by aliens was retarded but otherwise? Almost grade A Duke Nukem, the gameplay department had some more shitty parts to it, namely the early 2010s shooter syndrome and some guns feeling too wimpy.

But I don't need an old / decrepit Duke to mount "one last asskicking", to me Duke should be something that never changes or compromises, he is there to kick ass and chew bubblegum.

Look at this cover art, it oozes bad ass. THIS is the Duke, always and forever.

>> No.9293253

>>9293236
>Almost grade A Duke Nukem
heavy asterisk because he’s now a retard that literally plays with shit

>> No.9293269
File: 698 KB, 1600x900, mark_v_0011.png [View same] [iqdb] [saucenao] [google]
9293269

>>9293230
I totally overlooked how beautifully annoying those Tsemoch bastards are in regulat Nehahra, where they also had somekind of respawn+teleport combo enabled in each map featuring them, as there's also something bizzarely interesting annoying that happens if you try using the Sprocket Launcher against these goosefuckers themseles - in a final attempt to screw you over once hit with it, they dash madly to get in your face just before exploding, even phasing thru most lesser obstacles (even past some thinner walls and doors) in their way to try taking you out with them

>> No.9293272
File: 327 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
9293272

>>9293253
>he's now a retard that literally plays with shit
He shat down an alien's neck stump.
He drinks toilet water.
You don't need to play with the poo in DNF.

He's been a living embodiment of what Bart Simpson would think is cool since Duke Nukem 3d and inhabits a world that plays into that.

I dislike the idea that people like Civvie11 promote that Duke used to have some sort of finesse or that his character got 'warped' in DNF when he's the same Duke he's ever been, since Duke 3d at least.

>> No.9293303

>>9293272
>He shat down an alien's neck stump.
Yeah “hahaha so funny he pooped xD” - wrong. The joke is that when he said he was going to tear off his head and shit down his neck, he MEANT it.
>You don't need to play with the poo in DNF.
Don’t give dumb cunting excuses to people who misunderstood the character and thought “people think this is funny, right xD?” - especially when it’s that obvious post-Pitchford takeover style of humor.

>> No.9293317
File: 151 KB, 768x1024, CgqMVp-W4AILlOF.jpg [View same] [iqdb] [saucenao] [google]
9293317

>>9293303
Okay, I'm admitting that the shitting down the alien's neck thing was bad pick on my part, it's exactly as you said, the "joke" is that he's badass enough to do it.

But I also think that playing with the poo is really cherrypicked example in DNF. Yeah, it's childish even for Duke but I really don't see Duke's core or his humor changing that much. Especially when you factor in Land of the Babes and Time to Kill.

>> No.9293323
File: 703 KB, 1600x900, mark_v_0019.png [View same] [iqdb] [saucenao] [google]
9293323

>>9293269
Another brief overview done, but I still wanna have some fun with Mark5 & Nehahra stuff - should I check Descent Into Maelstrom, InVein or Rapture next?[/spoiler]

>> No.9293332
File: 25 KB, 144x144, sweetass3.gif [View same] [iqdb] [saucenao] [google]
9293332

>>9293317
Randy always talking bout the bad ass
Where all the good ass tho?

>> No.9293360

>>9293317
>Yeah, it's childish even for Duke but I really don't see Duke's core or his humor changing that much.
when you consider how poorly DNF played and was received, it’s helped to paint duke to many as some miserable has been failure who plays with shit and writes boobs and dicks on dry erase boards.
>>9293272
>You don't need to play with the poo in DNF.
not for the current “gamr” generation because that shit is tied to an achievement.

>> No.9293384
File: 467 KB, 661x623, 1631724343143.png [View same] [iqdb] [saucenao] [google]
9293384

>>9293360
>that shit is tied to an achievement
So???
Achievements are optional.
By that logic all retarded shit that gives you can achievement in a game is mandatory now.

>writes boobs and dicks on dry erase boards.
the dry erase board is 100% player agency. And boobs in an erase board would've definitely been Duke-ish humor.
>"You're listening to K-T-I-T, KTIT, the breast uhh best tunes in town"
-Duke, broadcasting from a radio station.

Why are people so anal about Duke's depiction in Forever when he's been a delightfully child-like action hero in his most well remembered appearance too ?
Why is Duke being taking too seriously?

>> No.9293403

I'm not a modder but can someone explain to me why the regular Doom Vanilla Sprite Fix Project need to be loaded before other pwads, yet the compatibility versions (for Sunlust, Back to Saturn X, etc) need to be loaded after instead?
Also why do these WADs need a compatibility patch?

>> No.9293408

>>9293384
>So???
so the prevailing “100% kills/secrets/gotta have them all” gaming mindsets that you are entirely disconnected from are given more reason to view douk as some washed up retard

>> No.9293438

>>9293403
There's probably stuff that Sunlust, BTSX etc. change that the Vanilla Sprite Fix also changes. So the idea is like this
>load Doom
>load Sprite Fix, which changes Doom
>load PWADs, which also change Doom, but in generally different areas (maps instead of sprites)
>load compatibility patches to fix the things both Sprite Fix and [PWAD] try to change
Basically, the last thing in your load order has the highest "priority" of changes, so comp. patches will almost always be last to literally patch-up the places that multiple mods/WADs try to change at the same time.

>> No.9293442
File: 8 KB, 237x393, 1657552023639.png [View same] [iqdb] [saucenao] [google]
9293442

>>9293332

>> No.9293468
File: 375 KB, 1920x1080, q2_0013.jpg [View same] [iqdb] [saucenao] [google]
9293468

>>9293174
stop being a faggot and embrace the uncompressed textures, because fuck id for losing those or not releasing a proper remaster update back when Q4 was released.

>> No.9293476

>>9285123
>94 Protons
E1L6 (Lucifer's Hammer): Final fight is way too unforgiving right now. It really needs more health, probably more ammo too.

If you don't find the megasphere secret beforehand (which I imagine most players won't), you'll basically be dealing with an icon of sin spawner + two angrier cybers with a measly 100% health and no armor.
Remember a single rocket does up to 160 damage plus 128 splash, and these guys shoot two at a time. A few medkits and stimpacks aren't going to cut it.

My suggestion is to move the megasphere out of the secret and give it to the player upon entering the final arena. Maybe even add one or two extra soulspheres in the final arena as well.
If you want to keep the secret area, maybe you can put a plasma rifle + 100-ish cells in there, enough to make a decent dent in their health, not enough to kill one of them. Alternatively this would be a good place for an invuln.

As for ammo, at least put some extra shells in the final arena as well. I ended up having to chaingun the last cyber down. Extra rockets is of course fine too.

Finally, even though this is technically a death exit, perhaps you should use the regular exit style for it. Since after finding it I spent some time running around going "so where is the real exit?"

>> No.9293486

>>9293468
that's a nice looking reactor.

>> No.9293498
File: 2 KB, 850x200, Untitled.png [View same] [iqdb] [saucenao] [google]
9293498

>> No.9293507

>>9293442
I just had a stupid idea. I just remembered that cyberdemon goatse sprite. So HFFM but Duke Nukem. Map where you have strip bar, but strippers are cyberdemons. Not the actual Doom cyberdemon, but ones that are mere sprite waps for Duke's strippers. And when you offer them cash, they spread their asshole open. Lol.

>> No.9293514

>>9293438
I see. I was gonna ask "But why not just load Sprite Fix last then" but I remembered earlier today I tried that and it seems stuff loaded after the PWAD are not affected by palette changes by the PWAD...

>> No.9293529
File: 26 KB, 513x467, 1662387632401.jpg [View same] [iqdb] [saucenao] [google]
9293529

>>9293498
looks like we've got our next community project boys

>> No.9293531

>>9293529
>being this new

>> No.9293549

>>9292915

With Hell Revealed it always felt more "lol let's put loads of demons here why not", it's not thoughtful. There's difficulty and challenge, then there's just a mapper being a retarded nigger.

I guess that is in itself quite a subjective qualifier, but that's how I feel about it.

>> No.9293590
File: 70 KB, 821x522, 1660649484756.png [View same] [iqdb] [saucenao] [google]
9293590

I'm going to sneed. Par time will not show up with the top map, but it shows with the bottom map. This has to be a bug with UMAPINFO, right? I tried all ports and none of them will display the par time for the top one.

>> No.9293615

>>9293507
>Get to the stripper.
>Offer her cash.
>She opens up her goatse.
>Money is sucked in.
>Duke reacts by saying "SUCTION!"

>> No.9293619
File: 4 KB, 666x34, Screenshot 2022-09-28 164742.png [View same] [iqdb] [saucenao] [google]
9293619

>>9293590
Check the DEH lump
https://doomwiki.org/wiki/Par_time

>> No.9293621

>>9292427
I liked that with the Quake 2 Evolved you could add ligightsources ingame and then save it.
It was a neat addition

>> No.9293627

>>9293619
>>9293590
That is to say I think you're right, but IDK if the par time works because of the DEH lump or not

>> No.9293645

>>9293619
>>9293627
Nevermind, you were right. Bottom map was working because par times were defined in the deh lump.
On the flipside, now I have no idea how to set par time with UMAPINFO. whatever i do i can't get it to work.

>> No.9293662

>>9293645
I really shouldn't have rushed to post, sorry.
I think UMAPINFO is bugged, like you suggested, and (just to reiterate) that the DEH lump was causing the part time to work (but I wasn't sure, so thanks for confirming).
Altho I'd try a couple sourceports, too. I had a bug with DSDA and UMAPINFO, but the same UMAPINFO worked when I ran the map in GZDoom.

>> No.9293665

Is that Doom Imgur image ever gonna be updated to include stuff like 512 Linedefs?

>> No.9293716

>>9293665
Eventually. I'm chipping away at an update but it's very low on the priority list.

>> No.9293719

>>9293662
>Altho I'd try a couple sourceports, too.
It's very odd.
DSDA-Doom and Woof! will not show par time unless the DEH lump defines the par time of ANY level (doesn't have to be the one UM changes)
Crispy Doom will not show par time at all (I think it doesn't support DEH setting par times?)

GZDoom and PrBoom+ show par time fine.

>> No.9293740

>>9293719
>DSDA-Doom and Woof! will not show par time unless the DEH lump defines the par time of ANY level
That sounds like a problem with how DSDA handles the check to prioritize the DEH par times over the MAPINFO ones. (I think Woof! still uses DSDA as it's base, but I dunno' how that goes exactly.)
I dunno' how to contact the dev exactly, but you could always create an issue report on GitHub.
>Crispy Doom will not show par time at all (I think it doesn't support DEH setting par times?)
That sounds a little odd, but I couldn't say for sure. I think Crispy supports MAPINFO, but not UMAPINFO, but it's been a while since that was my source port of choice.
>GZDoom and PrBoom+ show par time fine.
Based.

>> No.9293748

>>9293740
>I think Crispy supports MAPINFO, but not UMAPINFO
Oops, you're right.

Yeah I let Fabian know for Woof!, hope it gets fixed eventually.

>> No.9293792
File: 66 KB, 1066x270, btsxe3 report.png [View same] [iqdb] [saucenao] [google]
9293792

>> No.9293803

>>9293748
Also it doesn't seem to work on PrBoom, GZDoom is fine though. Chicken Man is so based

>> No.9293813

>>9293615
Not her, but him.

>> No.9293819

>>9293792
Devilution this year, Supplice and BTSX3 at 2023. We are truly living the end times.

>> No.9293854

I need more good Q2 units/maps
I got a Q2 Mood but nowhere to look

>> No.9293861
File: 117 KB, 640x480, doom115.png [View same] [iqdb] [saucenao] [google]
9293861

I did a 20-maps release of my personal Limit-removing wad that I've been doing since the start of my mapping career, in case I won't be able to continue. There's no new maps since the last update posted, but some adjustments to probably all maps, including previously released as episode 1. Plus map names.

https://www.doomworld.com/forum/topic/131567-doom-2-hell-frontier-20-limit-removing-maps-for-doom-2/

>> No.9293906

>>9293854
What custom stuff have you played so far?

>> No.9293909

>>9293861
Nice. I was playing "Mister Pain Returns" yesterday and thought about checking out more of your stuff.
For what it's worth, whatever you've got going on, I hope it turns-out okay for you.

>> No.9293961
File: 1.52 MB, 853x480, 1636878995623.webm [View same] [iqdb] [saucenao] [google]
9293961

Speaking of UMAPINFO, its kinda dumb that you can't get rid of the "The End" intermission text.
>intertext = clear: Disables default intermission text for the given map (e.g. to go from MAP06 to MAP07 without a text showing up.)
Doesn't seem to work for ending levels.

>> No.9293971

>>9293961
Have you tried adding end cast or something?

>> No.9293979

>>9293971
That is end cast. Go to the end of the webm.
Although it seems to happen with all endings
>endgame
>endpic
>endbunny
>endcast

>> No.9293984

mostly Quakeulf stuff and some random maps i dont remember the name of posted here before, also the expacs

>> No.9293991

>>9290802
Aight, I'll take a look at that. If you can post a copy of your config file for DSDA that would help also, I reported the error to Kraf but he couldn't replicate it. If there's any names or stuff in it just X them out.

>> No.9293995 [SPOILER] 
File: 51 KB, 576x680, MAP35.jpg [View same] [iqdb] [saucenao] [google]
9293995

>> No.9294017
File: 8 KB, 744x118, Screenshot 2022-09-28 192535.png [View same] [iqdb] [saucenao] [google]
9294017

>>9293961
Dunno if you're using the Doomwiki page as a reference, but the GitHub definition includes pic related. I was gonna suggest it because of ZMAPINFO having the same feature, but I double-checked and the Doomwiki page didn't have this line.

>> No.9294025
File: 736 KB, 853x480, 1656542271344.webm [View same] [iqdb] [saucenao] [google]
9294025

>>9294017
That just gets rid of the intermission screen (with the stats), the intermission text remains.

>> No.9294031

>>9294025
Oh ass. I didn't read it that way, but it makes sense now.
The only other thing I notice is "interSecretText = clear". Couldn't hurt to try, but I doubt it'll do any good.

>> No.9294034

>>9292176
>Doxylamine Moon : Overdose
>Deneb Colony
>Doom 64 For Doom 2
>2048 Minutes Of /vr/
>Hard Fast Faggot Maps
>Pirate Doom
>TNT Revilution
>Hellbound
>Suspended In Dusk
Try them.

>> No.9294048

>>9292631
You are 100% correct.

>> No.9294068

>>9294034
Not him but
>Dicks-lame-ine Moon: Ovarydick
>Dick Colon
>Dick 69 for Dick 2 Cocks In Your Mouth
>42069 Micropenises Of /b/
>Soft Slow Straight Maps what else did you expect
>PenisRape Dick
>Tit Neanderthal Titty Retardlution
>Ballbound
>Suckspended In DICKS

>> No.9294070
File: 825 KB, 853x480, 1637918355122.webm [View same] [iqdb] [saucenao] [google]
9294070

>>9294031
you know, i dont know why i thought "intertext = clear" didn't do anything. it does something. and its the same if i include "intertextsecret = clear"

it just skips the ending entirely (same result with all end varieties as before)
it even ignores the "next map" argument, in vid related it was set to map03 but it instead went to map02 (it goes to map02 even if "next map" isnt set by UM)

>> No.9294079
File: 22 KB, 603x160, 1653990653547.png [View same] [iqdb] [saucenao] [google]
9294079

whats happening again?

>> No.9294106

>>9294079
Somebody got the mod trending on Twitter, the various cliques took it as a personal affront to their honor and proceeded to lose their shit at him and it.

Waste of time on their part but it's an almost perpetual thing on a bunch of modding discords, fucking thing lives rent free in their minds.

>> No.9294126

>>9294106
Yuh. SSFF was aggro about a gay opinion. Everyone acted like a fool. The end.

>> No.9294172

>>9294070
That's a bizarre sequence of discoveries. And this is all with DSDA-Doom, I take it? Might be something to let kraflab know about.

>> No.9294227
File: 16 KB, 480x360, sleepinganiki.jpg [View same] [iqdb] [saucenao] [google]
9294227

>>9294068
>Soft Slow Straight Maps

>> No.9294228

>>9294172
Yep, even the same with PrBoom+'s stable & development builds. No way to skip intermission text for the end screen, and setting "intertext = clear" just skips you to the next level as determined by the IWAD (and not what is stated in the UM)
>Might be something to let kraflab know about.
Probably not since he would tell you to bring it up with PrBoom+ since they're the ones that implement all the UMAPINFO stuff.

>> No.9294314
File: 54 KB, 600x600, 1585858356892.jpg [View same] [iqdb] [saucenao] [google]
9294314

>>9286118
94 PROTONS BETA
"The Fool's Demise" by Hand-peeled
MAP23 blind demo on skill 2 (wad is version 0.4)
https://files.catbox.moe/ocorx6.zip

I played like 10 seconds of this map on HMP and knew it was gonna be a good one, so I decided to record a blind demo on skill 2. 10/10 plutonia style map.

I'm taking a break from trying to record an HMP demo to post this. Only odd thing I noticed so far is, the revenant that pops out from the left side in skill 2 (the one that kills me in the demo) turns into an imp, and I'm not sure if that's intentional since an archvile is now placed nearby

>> No.9294380

How do I install nblood on Linux
I already have eduke32

>> No.9294404

>>9294314
Yeah, I thought it was a really damn good map, feels like one one the better ones out of Plutonia 2, if it didn't go on forever.

>> No.9294407

>>9294126
All he did was ask if not caring about Brutal Doom was some kind of big controversial opinion.

>> No.9294414

>>9294380
Compile it following the instructions for eduke32 on its wiki, just substitute nblood for eduke where necessary.

>> No.9294423

>>9294407
Honestly? In a community that still fucking treats it as some kind of pitched battle that you must pick a side on, it kind of is.

>> No.9294446
File: 1.84 MB, 1920x1080, map23.png [View same] [iqdb] [saucenao] [google]
9294446

Does anyone have any ideas on how to decorate the ceiling?

>> No.9294465

>>9294446
Recess the ceiling and throw-in some F_SKY1; give that big open room some more illusory space to breathe. You could do a bunch of patches to match some of the floor obstructions, fill in negative space with ceiling details, or just leave it wide-open with minimal edge trim.
If you want something more cramped instead, you could instead have stalactites hanging-down, but I dunno how that might obstruct flying enemies or, in extreme cases, turret line-of-sight.

>> No.9294512

>>9294446
Run some ceiling beams wood/rusty metal across or something, maybe also make some lowered spaces which have a tile on them.
Actually, I just realized that making non-blocking versions of the Doom 2 hanging corpses would be great, I'm gonna go ask Punchman for that now.

>>9294465
Nooo, don't throw in sky, I like how cramped and dark it feels in there! The sky only revealing at the very end is effective!

>> No.9294556

Does anybody know how to add new map packs to Doom RPG? I'm using the SE Rebalance version that combines it with DoomRLA and whenever I throw in an additional map pack wad into the load order I can't figure out how to access it from the Doom RPG hub level. I know there's got to be something I'm missing but this repack didn't come with any documentation and I can't find any mention of it in the forum thread.

>> No.9294558

>>9294556
You can't. WadSmoosh, Lexicon, and Compendium have special hard-coded patches in Doom RPG Rebalanced to work with multiple megaWADs in those compilations, but it won't work if you just load a bunch of loose megaWADs of your own. Which is why I've been working on a /vr/ megaWAD compilation and appropriate changes to Doom RPG Rebalanced's code to work with this new compilation, but that's a secret until Screenshot Saturday.

>> No.9294565

>>9294556
Just start map01 and go to the hub later and it will work. You can't take missions on a fresh character that hasn't killed any enemies anyway
If you mean going wad to wad you could save your character's inventory and load it on map01 of the new wad, it's tucked in the options menu

>> No.9294590

>>9294558
>>9294565
Thanks guys.

>> No.9294596

>>9294558
>Spoiler
Dammit anon, why did you have to bring it up? Now I'm gonna be anticipating it for the next few months.

>> No.9294625
File: 2.75 MB, 960x540, i_dont_know_why_the_skybox_disappers_in_the_footage_it_doesnt_in_the_game.webm [View same] [iqdb] [saucenao] [google]
9294625

>>9294596
>Now I'm gonna be anticipating it for the next few months
Don't worry, I'm gonna post it this Saturday because I'm a fucking moron and need help anyway. It's just a little too raw for me to be comfortable posting right now (cuz of shit like today, when I discovered that I forgot the map07Special in MAPINFO, so I got to 200mins MAP07 on a new Doom RPG character before discovering there was a critical issue), but by Saturday I should have everything except the full range of graphical assets implemented.
Apologies for the cursed HFFM footage. Like I said, still working on the graphical assets. Also, read the filename.

>> No.9294636

>>9294625
Pretty impressive. I take it there's no plans to add Ad Mortem? Understandable, considering how extensive that WAD's resources are, but it still feels wrong.
>filename
Ika is that you.

>> No.9294641
File: 3.86 MB, 480x360, 1643843155357.gif [View same] [iqdb] [saucenao] [google]
9294641

>>9294625

>> No.9294658

>>9294636
>I take it there's no plans to add Ad Mortem?
I fully intend to, unless another, more adept anon full-on takes over. However, it won't be until the non-MBF21 WADs are fully implemented as originally intended I.e. things like proper "slime" (lava/piss) falls in 512 Linedefs, and proper enemy/weapons sprite replacements when loading 2048 Units vs HFFM for example. Since both AM and 94P have custom enemies, I'm not sure if there will be any jury-rigging of the DECORATE to get them to work together or not. This is literally my first foray into Doom modding of this type.
>Ika is that you
No.

>> No.9294661
File: 6 KB, 130x234, 1496456395196.jpg [View same] [iqdb] [saucenao] [google]
9294661

>>9294625

>> No.9294667
File: 2.66 MB, 1920x892, map_edit_demo_2.webm [View same] [iqdb] [saucenao] [google]
9294667

made some improvements to the map editor

>> No.9294673
File: 11 KB, 220x170, da4c6299b4575b4786a54960372185ab~2.jpg [View same] [iqdb] [saucenao] [google]
9294673

Does anyone have an image of the satanic face in good quality?

>> No.9294686
File: 2 KB, 177x107, ss.png [View same] [iqdb] [saucenao] [google]
9294686

>>9288893
crash on loading map36 (gzdoom)

>> No.9294717

>>9292343
You now need to do it on Toxic Palace and Crimson Core to be sure.

>> No.9294727

>>9294658
If I weren't so busy, I'd gladly help out. Keep us posted, and don't be afraid to ask for scripting help.
This is probably out of the scope of the project, but I think a hub map where you select which WAD to play would be fun and add soul to the whole thing.

>> No.9294749

>>9294658
>both AM and 94P
I forgot to mention that I also fully intend on waiting until these projects are fully-released before starting on adding either of them. I'll probably look into 94P first, since it has fewer new Things, but with Ad Mortem approaching its (theoretical) final release, it'll almost certainly be fully-implemented first unless it proves to be some kind of fucking bitch. (PS: Reminder to work on your AM submissions; the P2 deadline is literally in 2 more weeks.)
>>9294727
>a hub map where you select which WAD to play
Since that's both a convention of the format, and the only way I can think to smoothly integrate the TITLEPICs, I also fully intend on doing that at some point, or leaving it up to another enterprising anon once I get the /vr/ Catalog proof-of-concept into people's hands. But it's a "down the road" thing without a doubt.

>> No.9294770
File: 275 KB, 1024x576, Screenshot_Doom_20220918_232624.png [View same] [iqdb] [saucenao] [google]
9294770

>>9286118
Updated to Beta v0.6
>deleted DeadLostSoul in MAP01, because it has yet to be DeHacked into a copy of an office chair, and the missing frames is PROBABLY what causes the crash in DSDA, but that still doesn't explain the part with the music player, so I'm hoping people will test this
>deleted erronous stray linedefs in E3M6

>>9294686
I've played the level in GzDoom before with no problems, but I deleted the offending linedefs. I also realized what causes the crash in DSDA, or, at least part of it (given that the behavior seems to change depending on music player).

>> No.9294774
File: 222 KB, 1024x576, Screenshot_Doom_20220918_230231.png [View same] [iqdb] [saucenao] [google]
9294774

>>9293476
>E1L6 (Lucifer's Hammer): Final fight is way too unforgiving right now. It really needs more health, probably more ammo too.
I agree, it's a very harsh fight, and not quite in good ways, I think it can be good, but it flows crudely in the present state. I plan to revise the level, NepNep said that was fine for me to do.
I think one of the things to do would to provide a plasma rifle and a limited pool of cells to help deal with one of the bosses, possibly a secret bulk cell could be found earlier in the level. (You even suggested something like this, good thinking).

Might actually revise the way monsters are spawned into the level with some DeHackery, so that the bosses can't get telefragged.

>My suggestion is to move the megasphere out of the secret and give it to the player upon entering the final arena. Maybe even add one or two extra soulspheres in the final arena as well.
On Easy, extra Soulspheres would be a good addition.

>Finally, even though this is technically a death exit, perhaps you should use the regular exit style for it. Since after finding it I spent some time running around going "so where is the real exit?"
Good observation.

>> No.9294778

>>9294749
Finally, here's a bideo I just recorded of some gameplay of two great MAP01's using my modified Doom RPG: https://youtu.be/63vrN-x7INE
The modifications are so basic; my nightly CS101 homework was 10x harder.

>> No.9294781

>>9294770
map36 works for me now
(updated gzdoom from 4.7.1 to current as well)

>> No.9294784

>>9294770
>deleted DeadLostSoul in MAP01, because it has yet to be DeHacked into a copy of an office chair, and the missing frames is PROBABLY what causes the crash in DSDA
I'm betting this is the issue and the music thing was a red herring

>> No.9294787

>>9294558
A /vr/ Mega Collection .wad sounds pretty cool.

>>9294625
>RicardImps with no doorags or stars n stripes bananahammocks
Terrifying.

>> No.9294791

>>9294784
Probably, so autism strikes again, but I'm still completely bewildered that the music player plays a part at any rate.

>> No.9294803

>>9294791
For what it's worth, 94P v0.6 still crashed for me in DSDA, and I'm using a "clean install" so to speak. Woof! works fine tho.

>> No.9294852
File: 801 KB, 250x167, kirk tantrum.gif [View same] [iqdb] [saucenao] [google]
9294852

>>9294803

>> No.9294970

>>9292228
Man those models are hideous even for 1998

>> No.9294981

>>9290115
UAC vs. Hell
its a Stratagus mod IIRC

>> No.9295038

>>9294673
you mean the original art? i would like this too

>> No.9295049

>>9293468
Stop being a faggot and embrace path tracing, because fuck Id for not separating radiosity lightmaps at bake time, making it impossible to do a faithful lighting revamp with just the base assets.

>> No.9295068
File: 709 KB, 1080x2400, Screenshot_20220929-082637.jpg [View same] [iqdb] [saucenao] [google]
9295068

>7% progress since last month
Work will probably begin on a PD source port next month lads.

>> No.9295108
File: 221 KB, 1600x900, winquake_mark_v_0000.png [View same] [iqdb] [saucenao] [google]
9295108

>>9293323
I shouldn't have put Rapture in there cause its actually its own thing - but honestly you can't go wrong with both Tronys&Kona from what I've seen insofar, so that what I am going with

>> No.9295113

>>9293468
>upscaled textures
>HD models
>colored lighting in software renderer
HOW???

>> No.9295124
File: 1.62 MB, 2994x1078, file.png [View same] [iqdb] [saucenao] [google]
9295124

>mod removes monster infighting

>> No.9295163
File: 637 KB, 693x693, 1641082421813.png [View same] [iqdb] [saucenao] [google]
9295163

>>9295124

>> No.9295178
File: 98 KB, 1920x1080, portals.webm [View same] [iqdb] [saucenao] [google]
9295178

>>9295113
>>colored lighting in software renderer
Using that custom ref_soft.dll, but what does that have to do with the image?

>> No.9295196
File: 6 KB, 287x311, temp7.png [View same] [iqdb] [saucenao] [google]
9295196

Pink?

>> No.9295197

>>9295196
Pretty in it.

>> No.9295204

>>9294079
>>9294106
>>9294126
BD drama unironically triggers my centrism autism because everyone gets shit about it wrong, except the Hideous Destructor loving /vr/ anons here a few years ago, who posted shit like bugs and problems the mod had
This is a mod whose popularity and critical acclaim came from the exact type of Youtubers and game journalists people make fun of, while you can see unfounded/misunderstood claims like Romero's actual take on it
But even the drama is either hyperbolic or people never post actual screenshots of shit that happened (Fucking EDramatica had a video posting shit like that but that's an exception)
Even then, the mod got less shitty over the years and even SgtMark got mad at Torm over that Wolfendoom controversy
Plus, BD taking the spotlight barely matters when we have the new age of "personalities" like Midnight and co revising Doom history with their epic Isabelle memes or whatever
If people were worried about toxicity in the Doom fanbase, might as well address Graf Zhal's spergout over Lilith or how Terminus, one of the nicest fucking people, left Doom because nobody cared that he was sexually harassed

>> No.9295226
File: 190 KB, 1080x1080, 1652005311775.gif [View same] [iqdb] [saucenao] [google]
9295226

>>9295196

>> No.9295237

>>9294314
Yeah this one turned out pretty well.
>revenant
That's intentional.
On UV it's an archvile behind the door and a revenant (probably) blocking you from behind. On medium the revenant has been replaced with an imp, on easy the revenant is back but the archvile is gone.
The revenant there is a reference to similar traps in Plutonia where a surprise revenant closet opens up in an area you've previously cleared (off the top of my head, that happens in Tombstone and Impossible Mission).

>> No.9295267

So has raze become the definitive way to play build games?

Really want play some duke and blood.

>> No.9295285

>>9295267
-Upsides:
All-in-one port(discretely uses other ports but the resulting experience is different).
Sound is vastly better than gdx/nblood.
Interpolation is good and makes the action very smooth.
-Downsides:
Still a bit buggy.
No software render

>> No.9295297

>>9295178
Say what am I looking at and why am I errect from it?
BTW is Unreal 1 equally fun to play compared to Q1&2?

>> No.9295309
File: 44 KB, 580x335, Plazmabeam_%3F_Black.jpg [View same] [iqdb] [saucenao] [google]
9295309

>>9292523
>Citadel
Bless forever based Andrea Rosa for making this PoS actualy worthwile to use for once
did anyone also played his Age of Empires 1 mods?

>> No.9295340

>>9295204
Honestly the double standards over shit like this is a big chunk of why I fucked off from the larger part of the modding community, and why I'm not surprised it's becoming increasingly more fragmented.

A lot of those circles are still gladly spending all day bitching about how their mods are so much better than BD instead of spending the time to improve them, and they still Chinese whispers the fuck out of stuff like that provably false tumblr article about how BD is at fault for vanilla sprites.

I'm utterly indifferent about BD itself, but the way people who should know better act about it, just drives me up the wall.
>or how Terminus, one of the nicest fucking people, left Doom because nobody cared that he was sexually harassed
I've long held that Term was in a way the last bastion of just outright positivity in the community, dude always made time for people and would go out of his way to find the fun elements in stuff and try to better understand them.

It's fucking disgusting what happened to him.

>> No.9295347

>>9295297
>spoiler
It’s fun but not the same type of FPS. The enemy AI won’t be as basic as the Doom or Quake games, but the enemy counts are far more subdued.

>> No.9295357

>>9295340
And then you also have the ever-present LGBTWTFBBQs encroaching and actively taking over spaces that were once chill and welcoming to everyone as long as they behaved, and turning them into soviet dictatorships but gayer where one wrong step gets you unpersoned and sent to gulag
But that's not a problem that's really exclusive to Doom or /vr/ stuff, it's everywhere and it's exhausting, physically, mentally, spiritually.

>> No.9295362

>>9294407
"asked" rhetorically. he framed it very much as if he was going against the grain, as if 80% of people don't already needlessly hate on BD

>> No.9295367

>>9295267
I use eduke for Duke.
>feels and looks like it should, you can play with high res and filters or software with low res
>supports all expansions, even duke!zone2 and duke!extreme
>supports the fifth episode
>supports 99% of mods
>can play pc conversions of duke 64 and psx duke
>supports even ion fury
Raze doesn't have anything to offer for Duke, that eduke already has.

>> No.9295421

>>9289345
You can find BoA v3.0 with a simple Google search. That's the last version before the censorship

>> No.9295441

>>9295226
no anon you cant scissor with her

>> No.9295459

>>9295347
I know about the Skarrj sidestepping bullshit, but what if a mapset or mod intentionally omitts them? Is it a comparable experience then?

>> No.9295461

>>9295340
Could you (or someone) elaborate on what happened to Term, for a fairly-newfriend?
He's the one who made BoA, right?

>> No.9295464

>>9294558
I am also looking forward to this collection. Thanks in advance

>> No.9295467

>>9294717
Crimzon doesn't have medals, at least on version I downloaded,

>> No.9295471

>>9292176
I like IHNI (which is only 3 [amazing] maps so far) and Extermination Day, though liking ED may be a controversial opinion

>> No.9295472

>>9295461
>Could you (or someone) elaborate on what happened to Term, for a fairly-newfriend?
see >>9289073 and >>9288757
>He's the one who made BoA, right?
No, Term is the one who made Demonsteele, Cyberrunner, Metroid Dreadnought, Hellshots Golf, High Noon Driver and Highway Acelleroid Booster.

>> No.9295473

>>9293665
You talking about the "So you want to play some fucking Doom" that's been on v8 for a long time?
It's a very helpful image and guide, I'd just like to see more wad suggestions added to it.

>> No.9295474

>>9295461
Some guy became his schitzo stalker. He brought it up to mods but they did nothing, because the stalker is a part of the doomworld/zdoomforums clique and personal friends with said mods.

>> No.9295480

>>9295459
Not really, there’d be even less enemies and the Skaarj are some of the most interesting to engage with.

>> No.9295484

>>9293027
Give IHNI a shot. I know I keep talking about it, but I was really impressed with it.

>> No.9295491

>>9295472
Ah, gotcha. Thank you for the elaboration

>> No.9295495
File: 1.81 MB, 1920x1080, q2_0023.jpg [View same] [iqdb] [saucenao] [google]
9295495

>>9295049
>pathtracing
neck yourself troll
>>9295113
yamagi has software mode with retex enabled if you want it but do not expect alphas working on it
Also >pic was taken on vulkan renderer.

>> No.9295530

>>9285264
probably a menu option like zdoom and boom. stats arent displayed until the end of the level in vanilla

>> No.9295567

bug report for 94 protons beta v0.5:

In map24 (The Acid Vats) I got stuck in the room with the spider mastermind. I opened the door on the north-west side of her and saw an arch-vile so I retreated. The door closed and I couldn't open it again so I got stuck in the area.

>> No.9295597

>>9295237
That specific archvile trap can be foiled by fighting the monsters one at a time. Can that vile be made not to ambush?

>> No.9295602
File: 2.94 MB, 853x480, 1636635261663.webm [View same] [iqdb] [saucenao] [google]
9295602

>>9295484
Scariest wad of my life (not really, just wanted to post this fatso)

>> No.9295617
File: 131 KB, 1024x768, UFO_AlienInvasion.jpg [View same] [iqdb] [saucenao] [google]
9295617

Since this free game is made in the Quake2 engine, can one rip those spacecraft models and urban environment textures for aesthetic purposes within their own mods?

>> No.9295671

>>9295597
Yes, but if you press the switch to open the door early you'll likely end up with the archvile targeting you with no cover.
That particular trap is more about the surprise effect anyway, so I don't really mind if it's foilable to players who know it's there.

>> No.9295675

>>9295617
you can because is .pak file

>> No.9295817

Currently whipping up a new thread. Please wait warmly.

>> No.9295835

>>9295826
>>9295826
>>9295826
>>9295826
New thread.

>> No.9295930

>>9295340
Doom is that kind of series where a lot of things associated comes from the fanbase
>Mods, wads, source ports, reverse engineering shit, wikis, nicknames like "Doomguy", certain memes, Hissy, DWANGO, ports and so much more
Just look at modern Doom, the Slayer is inspired by memes related to Doomguy, be it the comic book or ironic pastas and jealousy over Halo
Doom 64's port comes from the same dev as D64EX
Even that one cosplay skin may be based off a pre existing cosplay someone made
All this because Doom as a whole mainly existed for its impact alone, so the setting was limited as fuck, it's no wonder people get basic things wrong and treat fanmade shit as official
This is why there's drama in the fanbase, but also "loyal" preachy nerds bragging about Doom loyalty, even when they're new and basic as fuck

Another problem is Doom being a series that "EVERYONE MUST BE A HUGE FAN OF", which brings the annoying trends people complain about (unfunny memes or "consoomers") and hides the more special parts of the fanbase
>DOOMGUY IS THE STRONGEST CHARACTER AND THE MOST TRAGIC AND FROM THE MOST HEAVY METAL GAME, DOOM ETERNAL SHOULD'VE WON THE VGA'S AND DOOMGUY SHOULD HAVE BEEN IN SMASH AND-
All this from people that barely know what a wad is
>>9295357
It's not even new blood
If you look at sites like SomethingAwful, you'll see how a lot of millennials have some sort of remorse, so they did a 180 and embrace certain trends
Hence the term "troll's remorse" and a problem with gatekeeping when it comes from the inside
You could consider something like the Unity ports adding wads

>> No.9295949
File: 246 KB, 1920x1080, screenshot_squaresoftware_square1.png [View same] [iqdb] [saucenao] [google]
9295949

>Get outta here!

>> No.9295961
File: 23 KB, 500x375, D E V I L I S H.jpg [View same] [iqdb] [saucenao] [google]
9295961

>>9295671
Place a teleport destination under the revenant/imp so that the archvile only spawns after that monster is alerted and moves

>> No.9296082

>>9295459
I haven't played anything outside the base campaign, but there might be some user maps that follow a more "traditional" enemy progression where weaker and more predictable enemies are used in larger groups. I'd imagine fighting a hallway of Krall would be like fighting a bunch of imps.

>> No.9296258

>>9292204
Yes, there will be the Quad Medic supporting it.

>> No.9296305
File: 988 KB, 2560x1440, 1656778768771.png [View same] [iqdb] [saucenao] [google]
9296305

so Pong is stuck on my screen and won't go away, choosing it again just makes it go faster. Anyways how the fuck am I supposed to return to the base? I just wanted to try the game out a bit.

>> No.9296310 [DELETED] 

>>9296305
>I just wanted to try the game out a bit.
I think it's bugged. I had to go to a previous autosave after starting Pong, myself.
My condolences.

>> No.9296317

>>9296305
>so Pong is stuck on my screen and won't go away
I think it's bugged. I had to go to a previous autosave after starting Pong, myself.
My condolences.
>Anyways how the fuck am I supposed to return to the base?
There's a skill that lets you do it. I think the default skill wheel hotkey is Z, and the skill icon is blue.

>> No.9296420

>>9296258
>Quad Medic
A WHAT???