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/vr/ - Retro Games


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9397408 No.9397408 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9387565

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.9397409

=== CURRENT PROJECT ===
UNRATTLED
Deadline: November 28th
Rules: >>9384165
Texture Pack: https://files.catbox.moe/ypj8oo.zip

=== CURRENT RELEASES ===
AD MORTEM PHASE 2
https://www.doomworld.com/forum/topic/125461

94 PROTONS OF /vr/
Beta 0.8 release
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== NEWS ===
[11-6] Wormwood gets new final chapter
https://www.doomworld.com/forum/topic/132293

[11-5] Nirvana interviews Sandy Petersen
https://www.youtube.com/watch?v=ahjodwO1XBU

[11-5] GZDoom 4.9.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.9.0
https://forum.zdoom.org/viewtopic.php?t=76741

[11-5] Divergence, a 2-map long Heretic wad.
https://www.doomworld.com/forum/topic/132276-divergenceheretic-2-maps/

[11-3] DF-21.net is hosting a Star Wars: Dark Forces level contest for the month of November with a prize.
https://df-21.net/?post=63

[11-2] DBP53: Plutonian Sunrise, released.
https://doomer.boards.net/thread/2998

[11-1] Colorful hell updated to 0.99
https://forum.zdoom.org/viewtopic.php?p=1231269#p1231269

[10-28] Doom 64: Ethereal Breakdown is out
https://www.doomworld.com/forum/topic/132113

[10-22] Infested episode 2 released
https://forum.zdoom.org/viewtopic.php?t=76655

[10-22] Slooter dev cancels development
https://buxomdev.itch.io/slooter/devlog/437072/end-of-development

[10-18] Latest Doom Unity addon: Harmony
https://twitter.com/bethesda/status/1582413888532156416

[10-17] Perfect Dark is now 100% decompiled and recompiled
https://twitter.com/Graslu00/status/1581744350249521153

[10-14] Corruption Cards updated to 4.2
https://forum.zdoom.org/viewtopic.php?t=67939

[10-11] First anniversary of REKKR: Sunken Land
https://twitter.com/RevaeRavus/status/1579872132447600641

[10-11] Sorrow updated to 1.1
https://redead-ita.itch.io/sorrow/devlog/438130/11-update

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9397415
File: 3 KB, 303x354, New manlet meters take 4 fuck my eyes.png [View same] [iqdb] [saucenao] [google]
9397415

Trying this again
>>9397384
>>9397397

>> No.9397454
File: 2.95 MB, 1000x562, so long gay bowser.webm [View same] [iqdb] [saucenao] [google]
9397454

>> No.9397461
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9397461

>>9397454

>> No.9397474
File: 376 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9397474

>> No.9397482

>>9397474
>dumb chaingunner
>/vr/ let guy max muh Hexen
>ditch whatever keep mapping

>> No.9397484
File: 61 KB, 352x189, vidja.png [View same] [iqdb] [saucenao] [google]
9397484

>>9397474
anyone up for a deathmatch tonight?

>> No.9397485

>>9397482
>>ditch whatever keep mapping
The word cloud has spoken, cancel everything else, it's time to make maps.

>> No.9397489
File: 69 KB, 173x245, happyman.png [View same] [iqdb] [saucenao] [google]
9397489

>>9397474
>q2 love
Feelin fuzzy

>> No.9397490

>>9397484
I put up a server called /vr/troopers deathmatch on Zandronum, IP is 51.161.34.159:10666
Go nuts.

>> No.9397517

>>9397408
thanks doc

>> No.9397521

>>9397490
It is password-protected, you dumbo.

>> No.9397524

>>9397521
Whoops.
It's off now.

>> No.9397532
File: 492 KB, 500x695, 1646369140076.png [View same] [iqdb] [saucenao] [google]
9397532

>>9397454
thanks for the hearty kek anon

>> No.9397556

Dario Casali is btfoing TNT

>> No.9397562

>>9397556
>TNT contributor
>btfo'ing TNT
I did like his TNT maps the most out of the set though

>> No.9397595

>>9397562
see his tnt playthrough

>> No.9397627

>>9397365
So you're saying Quake multiplayer is shit then..?

A meta naturally forms in multiplayer, it's unavoidable.
Certain weapons turn out to be the best, others not so much (Klobb from GoldenEye).

>> No.9397635

>>9397524
>>9397490
you sly cat, just gimme a few minutes before i can jump in now!!

>> No.9397785
File: 1.94 MB, 1280x720, surrender_or_die_in_obscurity_01.webm [View same] [iqdb] [saucenao] [google]
9397785

Now that I've learned more about manipulating frames, I've got transparent ice and opaque arrows (instead of opaque ice and transparent arrows.)

>> No.9397864
File: 2.93 MB, 540x381, 1649919338146.gif [View same] [iqdb] [saucenao] [google]
9397864

>>9397490
ggs

>> No.9397868

>>9397490
Server killed.

>> No.9397883
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9397883

>>9397474
>dark music

>> No.9397886

>>9397864
>>9397868
that was a lot of fun

>> No.9397887
File: 384 KB, 671x461, 1644639815144.png [View same] [iqdb] [saucenao] [google]
9397887

>>9397868
thanks for hosting

>> No.9397890 [DELETED] 
File: 467 KB, 1929x1080, 1667175791787.jpg [View same] [iqdb] [saucenao] [google]
9397890

Everyday until you like it

>> No.9397913

>>9397415
>>9397232
>>9397384
>>9397397
I had to go offline just after posting this, I just copied the lines to a new layer, erased the black, shifted the lines left then reduced transparency (also added an extra line because that part was black). I didn't adhere to Doom palette or anything

>> No.9397919
File: 3.83 MB, 720x404, deus_vult_agrees.gif [View same] [iqdb] [saucenao] [google]
9397919

>>9397913
I didn't adhere to a palette here, and I did something similar by sliding the colors down. I'm not sticking to a doom palette either, so it's all good.
You had a good idea though, and the end result looks better for it.

>> No.9397920
File: 42 KB, 584x176, 1652296738019.png [View same] [iqdb] [saucenao] [google]
9397920

Steady progress is being made on my Serious Editor 1 tutorial. Lots and lots of photos to be followed by lots and lots of words. And this isn't even halfway done, seriously.

>> No.9397926

>>9397920
Good fucking job taking charge anon. We got too many whiners here and not enough people actually doing shit.

>> No.9397950

>>9397920
based

>> No.9397954

>>9397920
First I'm hearing about all this, how different compared to other level editors is it?

>> No.9397991
File: 5 KB, 225x225, not amused.jpg [View same] [iqdb] [saucenao] [google]
9397991

>>9397408
Can somebody please tell me what fan games there are for the Build engine? There's one that I don't remember the name of, that looked really cool. It's not WG Realms or Ion Maiden. It had something to do with the EDF from Nukem, and it had a youtube trailer that got posted here at some point.

I'm just too retarded to remember what the fuck it was called.

>> No.9397993
File: 701 KB, 680x501, 1637767192551.png [View same] [iqdb] [saucenao] [google]
9397993

>>9397954
It is very robust, but also very contrived. You build the world with CSG brushes and basically carve rooms out of a "filled" void. Lighting updates virtually instantly inside the editor and you can test the level at any time with any rendering mode (visible entities, wireframe, realtime, etc). The first hurdle is learning the controls but after that only a few other things might give you trouble now and then. Editing entities is super simple, but understanding what each property does within an entity might range from "obvious" to "what the fuck is this?"
The main downside the editor has is just lack of tutorials and learning resources. There is a decent amount out there and active communities with people well versed in the engine, but starting from scratch can be daunting.
Also never press Undo unless you know what you're doing, trust me.

>> No.9398001

>>9397993
>The main downside the editor has is just lack of tutorials
At least it's got a 20MB CHM help file.

>> No.9398003
File: 97 KB, 786x1034, 1647986986043.png [View same] [iqdb] [saucenao] [google]
9398003

>>9398001
SOUL
the keyboard shortcut list it has is very useful

>> No.9398006
File: 282 KB, 351x454, file.png [View same] [iqdb] [saucenao] [google]
9398006

IT'S ROCKET TAX
OPEN UP

>> No.9398012

>>9398006
>Presses 5
>"Oh I'll give you your fuckin' taxes alright.."
>ker-CHUNK
>"With INTREST!"

>> No.9398058
File: 439 KB, 867x1314, 028b20f0d02def40eadfbf9520143864fd00d6a7bcfe34af2b4755dd523e3b0e.png [View same] [iqdb] [saucenao] [google]
9398058

>>9398006
Yeah nah fuck you.

>> No.9398075

Serious Sam anon when is the jam?

>> No.9398113

>>9397141
I still have no idea how you made Q2 so neat looking

>> No.9398162

>>9397485
TFW too stupid for Trenchbroom
Can I just use Oblige and fine-tune whatever it vomits out instead?

>> No.9398183
File: 131 KB, 640x480, 1662724402269.gif [View same] [iqdb] [saucenao] [google]
9398183

>> No.9398251

>>9397409
>Wormwood gets new final chapter
Finished this today. While fantastic, I feel like the last map is a bit weak compared to the other last maps from the previous 3 wormwoods.

>> No.9398287

>>9398251
first two wormwoods are god tier and slept on. i didn't play 4 yet but i'm just happy to see ribbiks and danne around. looking forward to it. also i like that they keep refining the color scheme, little piece by little piece. i link the green plasma in the new one.

>> No.9398334

>>9397993
>Also never press Undo unless you know what you're doing, trust me.
what does this mean? Does it fuck stuff up like in SLADE or what?

>> No.9398339

>>9397627
it is unavoidable, but it is making a game boring since people don't experiment anymore. Good multi games should force you to use something else than your fav weapon and so on. Im not saying games with meta are shit because that would obviously discredit every MP game with a decent size group of players, Im just saying that aspect is one of the worse ones

>> No.9398340

post good doom music. here's the stewboy track for shangri-la
https://www.youtube.com/watch?v=P8ZuW77ijmI

>> No.9398359
File: 203 KB, 1920x1080, 2022-11-07-173304_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9398359

>>9397409
Submission for Unrattled:
"Dork Facility" by Hand-peeled
Midi: "Trilemma" by Jimmy
https://files.catbox.moe/ecjslg.wad

>> No.9398491
File: 200 KB, 1200x2000, 1497645283648.jpg [View same] [iqdb] [saucenao] [google]
9398491

>>9397409
https://twitter.com/ScottApogee/status/1589815156833669121
https://twitter.com/ScottApogee/status/1589820020829220864?t=XUk4CJjMOa97spz0tnBLTw&s=19

Scott Miller just confirmed that Jeremy Soule, composer for games like Skyrim and fucking Pajama Sam, did music for the 2001 build of DNF, and that he plans to use them in an unannounced game likely coming out next year.

Not gonna lie, seeing Pajama Sam being indirectly related to Duke Nukem Forever, let alone Duke in general, is rocking my world in the most autistic way possible.

>> No.9398496
File: 74 KB, 504x779, Kevin.jpg [View same] [iqdb] [saucenao] [google]
9398496

>>9398359
>Dork Facility
Didn't know Kevin went on to become a Doom modder

>> No.9398540

>>9398491
Kind of sounds like bullshit to artificially boost hype for new nu-Apogee project, to be honest. Not that you need to do that in case of Jeremy Soule, but Miller nowadays comes off as insecure sperg. So that won't be surprising.

>> No.9398553
File: 11 KB, 680x600, New Manlet tools.png [View same] [iqdb] [saucenao] [google]
9398553

Made some new pickups for Blaz, and some of the old powerups are getting replaced with less stupid ones.

>> No.9398572

>>9397556
It's easier to see how him and Milo were actually pretty frustrated and why Plutonia is notably different. Not even the fact that there was less than a tenth of the authors, and that both of them were on the same page, but that they had an actual direction and clear vision, they wanted to take Doom 2's monsters and go the distance with them, rather than playing it more safe with difficulty and challenge which TNT does.

For what it's worth, he does actually like some of the levels, which is pretty normal, lots of people dislike large parts of TNT but find themselves liking bits and pieces of it. It's better that he's honest, rather than being fake and heaping lots of praise he doesn't believe, and it's not like there haven't been people shitting aggressively on TNT for almost three decades
Being harsh now, him having a very clear idea on what's good and bad level design is also one of the reasons him (and his brother) went on to make some pretty big landmark titles, while only a few of the others who worked on Evilution continued into the industry, working on decidedly less notable titles.
There were other members of Team TNT which were very strong level designers, like Skillsaw and Sverre Kvernmo, but those guys came on well after Evilution.

>> No.9398576

>>9398572
>Sverre Kvernmo
>very strong level designer

>> No.9398585

>>9398576
Yes. Play the stuff which isn't Master Levels and Eternal Doom.

>> No.9398598

>>9397562
Dario and Milo make some of the better contributions to Evilution, but you can tell they were being held back. Plutonia is the kind of thing they really wanted to do, and the opportunity to do it was nothing short of a golden one which they seized on.

>>9398576
Check out Plasma Plant.

>> No.9398604
File: 266 KB, 1600x900, Screenshot_Doom_20221108_064605.png [View same] [iqdb] [saucenao] [google]
9398604

>>9398553
That is so much better, goddamn

>> No.9398612

>>9398604
Those uneven pixels in HUD scaling trigger me a lot
Can youmake it so HUD only ever uses integer scaling? I've seen most HUDs do exactly that.
Also I sure hope the lower grey "immersive HUD" elements are toggleable

>> No.9398614

>>9398612
Visor HUD is part of the standard status bar, you can switch that off by switching over to the fullscreen HUD.
I actually didn't know about the integer scaling thing? Is that an SBARINFO thing?

>> No.9398623

https://github.com/kraflab/dsda-doom/commit/999ea93470f6da72132225132725791e63f180c1
>Indexed Light Mode
>Xaser has implemented a new light mode for opengl that closely replicates the visuals of the software renderer. It uses the software palette system (including the pain palette and gamma) and can replicate previously software-exclusive effects like fake fog (recently seen in wormwood 4 map 5). This is the new default for opengl and combines the accuracy of software with the performance of hardware. Enjoy!
I would expect a stable release before December at this point

>> No.9398624
File: 1 KB, 150x290, ScAliNg.png [View same] [iqdb] [saucenao] [google]
9398624

>>9398614
I think so, look at how Final Doomer, or Term's High Noon and Booster mod do this. I think all of them don't do their own scaling, but rely on GZDoom built in HUD scaling option which is integer.

>> No.9398625

>>9398553
So what's all the new stuff?

>> No.9398635

>>9398334
It only undoes actions regarding brushwork iirc. So if you're messing with entities and press undo it will change everything up to the last time you messed with a brush. Very weird.

>> No.9398636

>>9398624
I hate that shit too, mind you. I just accepted it as a harsh reality of Graf-ism. I'll need to talk with Yholl about that then, but if it's something that isn't available in old Zandy code, then we're all shit out of luck.

>>9398625
I'm trashing the weird energy refund thing on the SSG, I'm gonna make it a cleave effect where if you hit dudes with the powered sword, nearby enemies take damage, I'm debating if I want to make the collateral weaker than the main strike, or make it full damage but it just drains extra energy from the player if it procs.

Trashing the rate of fire upgrades on the Blazter, instead if you shoot walls or floors it'll spawn shrapnel for dudes to step on.

The blue charge up wave buster on the Blazter is gone, I'm gonna replace it with an effect where if you shoot an enemy that's stunned, their whack ass crystal prison explodes. Which ends the stun early but AOE shit is cool. That'll do self damage. Everything else is staying the same.

Also Hyper Mode is being pushed to the reload key, and hitting Zoom with the Blazter now uses the grapple chain like it does with the sword.

>> No.9398642

>>9398636
Pretty sure it's compatible with Zandy code because Final Doomer is, and it does that too.

>> No.9398650
File: 1.04 MB, 1280x960, Screenshot_Doom_20221108_071525.png [View same] [iqdb] [saucenao] [google]
9398650

>>9398642
Final Doomer isn't Zandy compatible, and I just realized the ugly scaling might be a result of me playing at 1600x900. Here's a screenshot of a 4:3 resolution. Also I looked into Final Doomer's SBARINFO and I don't see anything different from what I'm doing.

>> No.9398659

>>9398650
Thing is, the scale should stay the same no matter what resolution you re playing, the HUD should not scale unless you select an option in the GZDoom.
The resolution should not matter. In fact, I think that scaling to res instead of letting GZDoom scale it for you is the culprit.
I play the game at weird resolutions like 1798x996

>> No.9398661

>>9398650
I just noticed the gold frame is still weirdly stretched in this shot. It honestly might be from WHERE I've placed the HUD element. I swear if I have to move it down by a pixel or two to fix that I'm gonna blow a blood vessel.

>>9398659
I'll be damned if I can find that option, it might be something I switched in the console at some point and forgot about. There's a good chance that you won't see this shit when you play it if it's a GZDoom option thing.

>> No.9398662
File: 2.07 MB, 3200x1800, Screenshot_Doom_20221108_072643.png [View same] [iqdb] [saucenao] [google]
9398662

>>9398659
>>9398661
I think I see the problem, I had the scale factor to 1.0, I cranked it up to 2.0 and now I THINK it's normal. Of course now the message font for pickups and save messages is teeny tiny, which pisses me off.
This engine is fucked up.

>> No.9398665
File: 1.13 MB, 3200x1800, Screenshot_Doom_20221108_073002.png [View same] [iqdb] [saucenao] [google]
9398665

>>9398662
Oh, well fuck me I never bothered to look to see there's overrides for message scaling specifically. Well my HUD looks a lot nicer now. I'm going to bed, but at least it's me being stupid as a player and not me being stupid as a developer.

>> No.9398668

>>9398636
I would vote for weaker collateral, but I don't know if you're changing his meter build up or drain rate any other way.

I think I also remember you saying you were gonna let him throw the sword by default and have the pickups upgrade it further?

>> No.9398669
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9398669

>>9398662

>> No.9398674

>>9398668
I don't know. Now that I'm thinking about it, I kinda like the idea of just having it drain extra energy if it procs. Because you're most likely going to turn to those guys and hit them anyway. If there's only one big target in front of you it's only gonna use a single gem like normal.

>>9398669
Scroll up, doofus. You got a lot of interesting shit to read, and now I'm really off to bed.

>> No.9398689

>>9398624
I think I asked one of the GzDoom devs about that stuff once and they said it was an inevitability or something, which I'm not entirely convinced of.
One thing I've learned about autiatic programmer geniuses in general, is that though they can be very talented, they can also be wont to disregard some approach or solution as 'not feasible', when sometimes that isn't exactly true. Sometimes it actually is, but sometimes it's a matter of programmer autism not understanding why anyone would actually really want X or Y (sometimes to bizarre degrees), reasoning that it isn't actually necessary, leading to not pursuing a feature or solution because they don't want to put in the effort to it, or worse gutting out a feature because they don't want to continue maintaining it or don't want to fix an associated problem.
>Why should I do that? It's clearly not necessary, these people don't know what they want.
It's part of the whole struggling to parse outside perspectives thing with heavy autism. It's not all me not having any grasp on programming either, because I sometimes see other programmers call out rationales and explanations as partially or fully incorrect when this kind ot thing happens.
Graf isn't even remotely the worst case of this, by the way, you guys don't know how bad this can get.

I've been wondering if I could try to fix that rough scaling on HUD features by maybe doubling or tripling the size of little icons and stuff (while maintaining the same resolution and depth, so to say, not increasing or decreasing any amount of detail), along with playing around with empty space on the sides of the graphic, all to force it to rescale so that it maybe looks slightly less ugly and distorted.
It's fairly likely to plain not work, or to be a lost cause from ending up squashed in a different way on someone else's screen/resolution anyway, but I could at least try it.

>> No.9398698

>lived to see Spirit getting fucked by Karma after all these years shitting on doom and quake sequels due to his autism
>and by fagweather, who is a piece of deranged shit no better than him, but still got backstabbed by him and took all of the mapping circlejerk with him.
Poetic to say at least but still karma for Quake One Forums being buried by quaddicted and celephais.

>>9398491
Holy shit, this is nice.

>> No.9398703

>>9398662
>>9398669
Do you plan to ever do dedicated levels for GMOTA or Combined Arms?

>> No.9398736
File: 42 KB, 640x400, KEKKR 2.png [View same] [iqdb] [saucenao] [google]
9398736

>>9398703
Wait for KEKKR II: Assault on King Romero's Castle

>> No.9398749
File: 357 KB, 1920x1080, q2_0012.jpg [View same] [iqdb] [saucenao] [google]
9398749

>>9398113
Just the packs at moddb, yamagi under vulkan renderer and reshade.
Again is something Carmack would do if he had the hands on a Q2 Update for Quake 4 release instead of the Xbox remaster.

>> No.9398846

I've been playing Doom on Switch lately
Doom is cool. I never really got into it beyond the first few levels before but I can totally see how you can get sucked in and obsess over every detail of the game. Some of the levels seem lame or mazelike at first but when you learn them they end up sending you down a checklist to try and get everything done as quickly as you can knowing where the stuff is. Good shit
I've been starting at E1M1 on Ultra-Violence Plus and starting over when I die. It's fun. Havent gotten out of E1 yet with that but I will

>> No.9398878

>>9397991
A.W.O.L?

>> No.9398879

>>9397991
AMC squad?

>> No.9398929

>>9398703
Based

>> No.9398936

>>9398929
Fuck I meant to quote >>9398736

>> No.9398945

>>9398736
If we did an expansion pack for Rekkr as a /vr/ project that would be cool, but that would probably be primarily REKKR gameplay
I meant something with new assets(like that arena textures Kegan shows stuff in) in levels straight for GMOTA

>> No.9398960

>>9398183
is he ok?

>> No.9399062

I couldn't sleep, I had some wild fucking ideas for GMOTA that I think are giga-brain: I'm gonna remove the sword techniques and just give the elemental effects to the subweapons themselves. That strips out more jump state motherfuckery under the hood, makes the altfire button more consistent, and gives the subweapons a cool little niche beyond just "They do ranged damage."

>>9398703
Also nah, I just wanna make my dumb gameplay mods and move on from this damned engine.

>> No.9399065

>>9399062
Godot? FTEQuake? Unity? Unreal 4/5? Honestly dude GZDoom is getting popular for commercial projects and you're already majorly familiar with it. Make some dosh man.

>> No.9399068

>>9399065
Godot most likely, and I want to make sidescrollers and overhead action games more than anything else.

>> No.9399069

>>9399065
Serious Engine
https://github.com/SeriousAlexej/Serious-Engine

>> No.9399118

>>9399068
I looked into Godot a bit ago, but ended up going with unity since it had some features I wanted and I was already somewhat familiar with it.
Godot seems nice though. Especially for 2D

>> No.9399121

>>9387002
>>9386987
>>9386953
Would this work for Quake skyboxes?

>> No.9399145

>>9399121
The webm was literally Malice running in vkQuake, so yes.

>> No.9399162

>>9399145
Fuck yeah. Who said ai was a bad thing

>> No.9399263

I forgot this tool exists as well. It's pretty good.
https://xaloez.com/skybox/index.html

>> No.9399271

Just a random hypothetical.
Would anyone be interested in a “Doom” radio? In my head I picture a web player of some sort that allows you to listen to various MIDIs ripped from famous WADS.

>> No.9399281
File: 3.35 MB, 1024x2048, 4skies.png [View same] [iqdb] [saucenao] [google]
9399281

>>9399162
>Who said ai was a bad thing
Some of the most insufferable people imaginable if social media is a decent metric.
>>9399263
Neat. Doesn't really beat out Terragen, but it seems pretty convenient if you want quick clouds.

>> No.9399286

>>9399281
how do i get this running am brainlet :(

>> No.9399294

>>9399286
I followed this tutorial: https://www.youtube.com/watch?v=FmY5AiempII
Just make sure you get the newer versions of the stuff he links to. Also I think you can ignore the parts where he says to restart Blender with the current version.

>> No.9399295

>>9399294
Thank you anon.

>> No.9399315
File: 10 KB, 360x600, file.png [View same] [iqdb] [saucenao] [google]
9399315

>>9398665
>>9398662
Kegan, my dude.
The scale factor sets internal resolution, which is then downscales (if above 1) or uscales (if below 1) to the game window res.
Not only does it affects performance, it also smudges all uneven pixels, so in reality it makes the problem worse.

The problem is, you made your HUD to scale with the window resolution, which most simpler HUDs don't do.

Also sorry for leading you astray with mod samples - High Noon Drifte/Acceleroid also scale their HUDs the way yours does.

>> No.9399327

>>9399315
Yeah, I kinda give up and just chalk all of this up to graf-isms. I'm not removing the FORCESCALED from my SBARINFO.
Again, I utterly hate this shit but most people who make mods don't go for a sharp aesthetic like I'd prefer to do. I wonder if Treasure Tech's HUD suffers from this trashfire.

>> No.9399347

>>9398612
>>9398614
>>9398624
uneven pixels are a result of aspect ratio correction applied to the hud

some of these might help:
a) in sbarinfo, specify "resolution 320,240;" or 640,480 - if omitted, gzdoom uses the default 320x200
b) design your gfx resources targetting the 4:3 ratio - for comparison, stock iwad resources are squashed, compensating for the stretching performed by the crt screen
c) set the hud_aspectscale cvar to false

>> No.9399350
File: 268 KB, 1488x904, gzdoom 2022-11-08 23-39-36-906.webm [View same] [iqdb] [saucenao] [google]
9399350

>>9399327
>>9398665
>>9398662
Also when I said scaling I meant the one in the hud menu.

> I'm not removing the FORCESCALED from my SBARINFO
Pretty sure that's the culprit right there. IIRC Zandro just autoscales the HUD anyway, since it does not have separate option. Try playing with it around and the GZDoom option.

>>9399347
>uneven pixels are a result of aspect ratio correction applied to the hud
Only vertical ones. This HUD has trouble with horizontal scaling as well, but yeah the vertical 20% stretch does not help.

>> No.9399351

>>9399347
Now in the past I've specified resolutions and everything went to shit. Admittedly this was when I first started Doom modding, but I'm pretty certain if I specified a resolution I would need to go back and adjust the coordinates for every single HUD element across three characters.

>>9399350
I'm just going to leave it alone before I give myself an aneurysm over nitpicking semantics. I have enough on my plate and beating my head against this brick wall seems like an incredibly stupid endeavor.

>> No.9399354

>>9399347
forgot to suggest looking into the D4T sbarinfo code
that hud is targetting a 1024x768 resolution and iirc is not affected by the hud_aspectscale cvar

>> No.9399439

Laura Beyer's Doom

>> No.9399553

>>9397474
>doomworld single
>upgrade couple
>demon together completely multiple
>activision looking zombie
>udb ps1 show wow
>connect unlike retards
>creative/artistic deathmatch improvements
>mono sucks
>considering thinking
>help fps different

Best one in a while

>> No.9399614

You have one minute to name all the Quake 1 ports/versions

>> No.9399634

>>9399614
Quake
Quakeworld
WinQuake
GlQuake
Tenebrae
Darkplaces
Jackie Chan

>> No.9399672

>>9398960
the paper dispenser was empty

>> No.9399680
File: 3.71 MB, 2488x7688, half-life hffm edition.jpg [View same] [iqdb] [saucenao] [google]
9399680

I saw this online and now you get to too

>> No.9399760

Any good vanilla mapsets for DOOM? i got several texture packs i would like to finally put to use,unless obsidian map generator is my best bet

>> No.9399779

>>9399760
DOOM 2 i mean in general

>> No.9399798

>>9399680
what the fuck I was just thinking about this screencap a few minutes ago

>> No.9399805

>>9399760
like ones that use strictly or mostly vanilla textures? off the top of my head:
Going Down
Hellevator
Hellbound
Kama Sutra
Scythe
NOVA 1

>> No.9399807

>>9399805
Strictly vanilla textures yes,sorry if i wasnt clear

>> No.9399825
File: 531 KB, 1920x1080, AMCTC14.jpg [View same] [iqdb] [saucenao] [google]
9399825

>>9397991
AMC Squad is most likely the thing you were thinking about. Another anon got to you before BUT I will reinforce his suggestion.

>> No.9399837

>>9399760
Doom II The Way id Did

>> No.9399845

Should i take the GLquake/WinQuake/Quakeworld pill?

>> No.9399909
File: 233 KB, 1437x1077, 20210615182715_1.jpg [View same] [iqdb] [saucenao] [google]
9399909

>> No.9399913

>>9399909
WON version?

>> No.9399923
File: 319 KB, 1920x1080, 20210522175731_1.jpg [View same] [iqdb] [saucenao] [google]
9399923

>>9399913
Steam version.

>> No.9399928 [SPOILER] 
File: 160 KB, 638x478, columbinedoom2.png [View same] [iqdb] [saucenao] [google]
9399928

Does anyone know the origin of this pk3? My friend said it was from here.
https://archive.org/details/ColumbineDOOM2

>> No.9399954

>>9399807
whispers of satan is pretty detailed for a vanilla textures wad from the mid 2000s

>> No.9399962
File: 714 KB, 1920x1080, Base Profile Screenshot 2022.11.06 - 13.58.42.50.png [View same] [iqdb] [saucenao] [google]
9399962

She's based on Momiji, right?

>> No.9400045

>>9399845
There's no real reason to other than recording footage of that for some archival purpose. The QS family and FTE are fine.

>> No.9400082

>>9400045
>FTE
>fine
I never was able to configure it to feel right (inb4 git gud).
Is there even any reason to use it except for Afterquake or playing DP mods without using DP?

>> No.9400101

>>9400082
Co-op with Quakeworld netcode is pretty great, as is just being able to play on Quakeworld servers without switching engines.
In theory you can do GZDoom-style modular modding since the engine can load uncompiled QC files, but of course with the absolute state of the Quake 1 'community', you won't find anything taking advantage of that capability.

>> No.9400103

>>9398572
Skillsaw was barely a TeamTNT member. He joined so late, that he wasn't involved in any released projects.

>> No.9400134

Anon was Asking for Quake 2 mods
https://www.youtube.com/watch?v=n-PPVqEJU9A
Its russian but it has all of the well known TC mods for SP and mission packs.

>> No.9400135

>>9400101
>Co-op with Quakeworld netcode is pretty great
Fair enough.
Wouldn't really bother with using it just to play on QW servers though since I would have to change to config too.
As for it's modding capabilities, I'm aware about them, but as you said there is barely anything to show it in practice.

>> No.9400148

>>9400134
If it's in a reply to my post from previous thread, thanks, I'll watch it a bit later.
Already see some interesting stuff I didn't know about in chapters. As well as a reminder to try Dawn of Darkness out.
As for language, it doesn't bother me, as I know it.

>> No.9400150

>>9397454
What mod is this. This is great.

>> No.9400153
File: 1.11 MB, 1920x1080, q2_0007.jpg [View same] [iqdb] [saucenao] [google]
9400153

>>9400148
DoD works better on yamagi, just the scaling is ass.
Also the dagger anim has morrowind vibes.

>> No.9400171

>>9399928
shit like this is cursed

>> No.9400175

SNS SRB2Kart stuff: we'll probably be hosting tomorrow to test things, mainly:
- new game modes (DriftNitro, Combi-Ring, Friendmod, Frontrun, Rings and Battle Plus)
- new mod that improves performance/stuttering
- new maps/characters
- possibly new permanent ranking system
- some new chat features and other minor mods

If you want to play, get the mods here:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
(new additions since last session are in Nov 8 folder)

If you also need the base game:
https://github.com/STJr/Kart-Public/releases/tag/v1.3

Note: we've switched to an upgraded executable since last month. If you don't have it yet, get it here:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g/folder/pE80jDIT
(either 32 or 64bit is fine; 64 needs the dlls)
or compile it from here:
https://gitlab.com/c3851/srb-2-k-cep/-/tree/srb2k-moe-cepdev
(it also runs on WINE)
You cannot join anymore with vanilla or Moe Mansion, so get CEP ahead of time!

>> No.9400185
File: 545 KB, 1600x900, Screenshot_Doom_20221108_202033.png [View same] [iqdb] [saucenao] [google]
9400185

>>9399350
>>9399351
Alright, well I've got some news. If I use the fullscreenoffsets parameter on the HUD, things look far cleaner.
It's just I'm gonna have to adjust the coordinates for everything for all three heroes.

But I'll fucking do it.

>> No.9400186

>>9400185
Jesus fucking Christ dude.

>> No.9400191
File: 152 KB, 800x800, 1500884517536.jpg [View same] [iqdb] [saucenao] [google]
9400191

>>9400186
If I'm not making people recoil in horror from the shit I do in SBARINFO, then I'm doing something wrong.

>> No.9400194

>>9400185
Gods bless you and your dedication, Kegan.

>> No.9400201

>>9400191
SBARINFO is horror enough on it's own

>> No.9400202

>>9400201
I'd still kill for a visual editor.

>> No.9400217

full length double barrel shotguns are cooler than sawed off shottys

>> No.9400253

>>9400185
I'm feeling your pain, bro. I myself was butting a lot with custom conversation menu recently, trying to get it to work on every resolution.

>> No.9400259

>>9400217
Fact. Full-length or at least coachgun-length double barrels are pretty much always great in every game, while sawn-offs are usually meh.

>> No.9400313

>>9397474
>killed caco
sorry

>> No.9400365

>No Violent Rumble anchor post
Is it over?

>> No.9400370

>>9400082
FTE is actually the engine that works with QuakeC the best, thus making it best suited to make an independent endeavor with the Q1 engine.

>> No.9400379
File: 8 KB, 285x177, UAC-Labs.jfif.jpg [View same] [iqdb] [saucenao] [google]
9400379

Were Eric Harris' Doom 2 maps any good?

>> No.9400383

>>9400379
Only this one was decent. Everything else is your typical unremarkable 90s shlock.

>> No.9400407
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9400407

>>9400365
No, I'm just lazy and forgetful...

VIOLENT RUMBLE 2 ANCHOR POST: LATE AND GAY EDITION

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.

LAST UPDATE: >>9363335

Reminder to yell at me if something is broken.

>> No.9400471

>>9400407
Shouldn't it be vr2 so I don't overwrite my vr folder

>> No.9400482

>>9400471
>>9400407
Violent Rumble 2: Clandestine Bowel Movement

>> No.9400547

>>9400383
Not that anon but it really is kind of a Hitler Painting sorta situation: if that kid never went off the deep end it's possible he could've instead chosen a life of Doom modding and maybe become good at it. But no, he just had to go wacko mode at his school.

>> No.9400571

>>9397991
The AMC Squad
https://www.moddb.com/games/the-amc-tc

>> No.9400759
File: 24 KB, 526x518, doom setup.png [View same] [iqdb] [saucenao] [google]
9400759

Looking to modernize my DOOM experience. Just loaded this old ZDL preset. What's out that can improve off this?

>> No.9400790

>>9400759
Install HD PBR pack and immersive visor HUD

>> No.9400793

>>9400790
>>9400759
also one of them yootoober ultra-high-contrast-yet-somehow-washed-out-at-the-same-time reshades

>> No.9400797

>>9400759
I guess BDSE is still fine, even if it's rather old? I suppose you could go with Project Brutality or something, if you want to. Also, update your source ports.

>> No.9400860

Of the Evil Dead mods that exist I'm surprised none of them took inspiration or anything from Fistful of Boomstick and Regeneration. There's a bunch of guns and stump weapons in those.

>> No.9400932

I'm new and dumb, sorry; is there any way to play the extra "5th Episode" from Duke3D's 20thAnn. World Tour from within EDuke32, or is the only option to just get the 20thAnn. release?

>> No.9400945

>>9400790
>>9400793
>>9400797
Thank you for the replies. Now I feel like I have a place to start.

>> No.9400946

>>9400932
It's possible and that's how people play it nowadays. You just need Stopgap.

>> No.9400985

>>9400946
Ah, there's no way to extract the episode and run it by itself or something?
For full disclosure I'm setting this up on my Steam Deck, so I just installed the EDuke32 flatpak and dropped an Atomic Edition duke3d.grp into its directory.
How would this work in comparison?

>> No.9401084

>>9400985
https://forums.duke4.net/topic/8966-world-tour-eduke32-compatibility-stopgap/

>> No.9401107

>>9401084
So then it would just be its own seperate instance of eduke32, I take it then?

>> No.9401135

>>9401107
Just get the newest Eduke and Stopgap.

>> No.9401220
File: 598 KB, 1600x900, Screenshot_Doom_20221109_052558.png [View same] [iqdb] [saucenao] [google]
9401220

>>9400185
Blaz is nearly done, this looks so much nicer dude. I did go a little overboard earlier when shrinking Blaz's visor thing, but I think that's fine. the crisp pixels of the HUD make me happy.
And really it hasn't been that bad so far. I've been using +center when alligning the X coordinates of HUD elements which feels natural to me.

>> No.9401236

>>9401135
This doesn't answer my question.

>> No.9401264

>>9401220
This pleases my autism very much.
Thank you.

Will we see new GMOTA release this year, or will that be next one?

>> No.9401265

>>9401264
I'm hellbent to get the first half of this final update before the year is through, it'll have all of these changes I've made to the three playable heroes, as well as some changes to the monsters and the customizer menu stuff. Samson, some new art assets for everyone, and another surprise will be saved for 2023.

>> No.9401278

>>9398359
that's a lot of fucking dorks

>> No.9401290

> wolf3d.net get redesigned
> my bookmark get redirected to https://beta.wolf3d.net/engines/LZWolf
> cant' find the LZwolf download anymore

am I blind?

that was the only place where I could find a pre-built windows binary
the official bitbucket project page does not seem to provide them
are there any other mirrors?

>> No.9401304

>>9400185
>>9401220
oh wow, it never occured to me that you might have been using the absolute coordinates system which the stock "statusbar normal" sbarinfo drawing routine uses

I only now realize that your hud elements are not placed in the display corners, but your intent is to have them always positioned as if the screen was set to a 4:3 resolution

now you might already be aware of this, but here goes:
to get the same results when using the ForceScaleOffset coordinates system, don't just specify absolute positive/negative x-coordinates - that would end up with a screwed up layout if someone will play your mod using a screen ratio narrower/wider than the one you're using now
you should use the "+center" clause that will tell gzdoom to apply your specified offset starting from the center of the screen

> For example "-16 + center" on an X coordinate would mean 16 pixels left of center.
https://zdoom.org/wiki/StatusBar

>> No.9401329

>>9401304
I'm a moron.. you already mentioned using the "+center" clause

silly me, thinking of teaching to the might Keegan the ways of gzdoom modding...

keep up the good work!

>> No.9401398
File: 10 KB, 800x337, file.png [View same] [iqdb] [saucenao] [google]
9401398

>>9401329
I thought about making a quick cheat sheet for Sbarinfo usage.
are there things that can be explained better?

>> No.9401482

>>9400471
You can name the folder however you like on your own computer. ¯\_(ツ)_/¯
>>9400482
>clandestine
Full force or nothing.

>> No.9401638

>>9401290
https://beta.wolf3d.net/guides/167/168

>> No.9401671

https://doomwiki.org/wiki/ScoreDoomST

What do you think would be involved in trying to port over a scoring system to an existing source port, preferably Eternity Engine or Crispy Doom? I'm making a Doom arcade cabinet and while this old source port works, I'd prefer something a little more faithful but updated.

>> No.9401720

>>9400547
I actually fucking had a dream last night where I went back in time and stopped Columbine by talking to Eric about Doom WADs, what the fucking shit.

>> No.9401726

Name a better intro level than E1M1: Hangar

>> No.9401728
File: 768 KB, 1920x1080, 1644640313386.png [View same] [iqdb] [saucenao] [google]
9401728

>>9401726

>> No.9401729

>>9401726
I love Hollywood Holocaust

>> No.9401743
File: 78 KB, 512x512, 1667368601965872.png [View same] [iqdb] [saucenao] [google]
9401743

Reposting one last time before I determine there's no interest: We're replacing the ads in SRB2Kart with /vr/ and /doom/ related things. You can advertise that cool project you're working on, or you can load it up with inside jokes/memes, just make it good/funny. Grab the base files here.
https://cdn.discordapp.com/attachments/727328864489046110/1037216866638245978/Adverts.zip
In this zip, these are currently replaced.
>BILSAFE
>JEWELAD3
>JEWELAD4
>TPSIGNE
Everything else is fair game.

>> No.9401756
File: 222 KB, 512x320, BILSRBTD.png [View same] [iqdb] [saucenao] [google]
9401756

>>9401743
Dunno if revae would appreciate this being in the same server with moonman and stuff like that so you can go ahead and exclude this if he says anything.

>> No.9401757

>>9401726
The Docks, Winnowing Hall, Secret Base, Hollywood Holocaust, Cradle to Grave, base01... should I continue?
>>9401728
Wait, that doesn't look right.

>> No.9401762
File: 81 KB, 320x180, 1654007698049.png [View same] [iqdb] [saucenao] [google]
9401762

>>9401743
>Full Thrust really rocks!
Hey that's my map! Cool!

>> No.9401767
File: 1.78 MB, 1600x900, spasm0086.png [View same] [iqdb] [saucenao] [google]
9401767

>one map didn't load due to custom functions, but it was the most bizzare one of them all and I didn't like it that much, last map will probably be brutal if I won't get all upgrades by chance

>> No.9401769

>>9401398
maybe a reminder on how DrawImage, DrawString and DrawNumber behave differently in terms of coordinates
iirc: the coordinates are referring to:
- the top right hand corner of a string or a number
- the top left hand corner of an image

>> No.9401770
File: 11 KB, 800x339, file.png [View same] [iqdb] [saucenao] [google]
9401770

>>9401769
Ok added that to the cheat sheet.

>> No.9401775

>>9401729
The Duke3D level is pretty good too

>> No.9401818

>>9401775
It epitomizes the kind of level design and progression I’d run into with build games over IdSoft stuff. Encounters in build games never felt as strong Doom and Quakeshit, though.

>> No.9401836

>>9401818
so you hate it?

>> No.9401851

>>9401671
Marshmallow Doom (fork of Crispy) has a scoring system, but I never tested it.

>> No.9401927

>>9401767
That's a shame one didn't load properly since Ter Shib is probably my favorite mappack. I nightmare shotgun started all the maps so you'll be fine by shib8

>> No.9401946
File: 1.18 MB, 1600x900, spasm0088.png [View same] [iqdb] [saucenao] [google]
9401946

>>9401767
Didn't got the widowmaker, shit was infuriating because of it - at least now I can go check soething else for now...

>> No.9402047

>>9397408
Quake 1 but it's randomized

>> No.9402086

>>9401836
No they’re fun and I love them, but I can understand why people prefer other older shooters.

>> No.9402112

I keep having a recurring dream where I'm playing Doom 2 Map 1, but if you drop down to the initial area with the zombiemen and turn right, there's an entirely different area that doesn't even make euclidian sense where you have to platform on hexagonal pillars floating in lava while a cyberdemon shoots at you. After you run past him and go through a UAC door, the lava section behind you becomes a normal floor, and you are met with a small shiny blue room and another UAC door, with two parrallel cacodemons flying out of the walls surrounding said door. Kill the cacodemons to open up that door, and you are back in the normal map, but it's scaled to be 2.5x bigger and now repopulated with tons of imps and zombiemen, who would be a pain to try and fight with your maybe depleted pistol and chainsaw, so you rush back to the spawn area mowing through dozens of fodder enemies to try and lure the cyberdemon out to fight for you.

What does it MEAN?

>> No.9402130

>>9401851
Wow didn't know that. Never even heard of that source port until now as well. Looks pretty cool. Thanks for sharing anon

>> No.9402209

>>9401851
>marshmallow doom
more like marshmallow dumb, lmao

>> No.9402268

>>9400175
I put up a test server. We're gonna be testing Kart VS Rating instead of stat tracker this time around, which I've just added to the mega into the Nov 8 folder, so go grab that if you plan to test.

>> No.9402289

>>9402268
I'll join later if you're still up and running.

>> No.9402337

>>9402268
Forgot to post IP, it's 51.161.34.159 still

>> No.9402351

>>9401304
>>9401329
I never considered using the +center thing before until just last night. It makes this way easier. I honestly might go back and give the same treatment to Gaiden's HUD.
Combined_Arms already uses fullscreenoffsets so it's fine, thankfully.

Also I'm a firm believer that you should never stop learning, because I'm usually picking up new shit with every project I make or new update I do. It's one of the reasons why I keep going back and improving my mods.

>> No.9402359

>>9400175
>>9402268
>>9402337
Short description for each mode:
DriftNitro: no items. Instead, drift and sliptide to get nitros that you can use anytime like items.
Combi-Ring: work with your linked partner to finish the race as a team.
Friendmod: work with the rest of your team to get the overall best ranking at the end of the race.
Frontrun: no laps. Instead, the first player to stay in the front for a total of 60 seconds wins.
Rings: press the item button when you don't have an item to spend one of your collected rings for a small speed boost at any time.
Battle Plus: battle mode, but with new game types and rules.

If you're downloading the game for the first time, create a "DOWNLOAD" folder inside the main folder and put all the mods files there.

If you've installed CEP64, the vanilla/moe exes will stop working because of the new dlls. If you want to keep using them for any reason, get the old dlls from the official 1.3 installer, then either switch to CEP32 or make a separate install for just 64.

>> No.9402383

>>9402268
>>9402337
We're back up, had to fix some shit with rings mode. It doesn't look like a very fun mode anyway desu.

>> No.9402393

>>9402047
Already exists and it's awesome. Arcane Dimensions chaos mode.

>> No.9402405 [DELETED] 

Mick Gordon responds to id software statement regarding Doom Eternal's OST two years later.
https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce#7f12

>> No.9402463
File: 126 KB, 640x512, kart1113.png [View same] [iqdb] [saucenao] [google]
9402463

>>9402337

>> No.9402476
File: 155 KB, 1920x1080, hard fast faggot karts.png [View same] [iqdb] [saucenao] [google]
9402476

REMINDER: If you win a race in Combi, then your partner becomes your soulmate for life.

>> No.9402617
File: 139 KB, 1380x1035, Base_Profile_Screenshot_2022.11.08_-_02.21.59.51-1~2.png [View same] [iqdb] [saucenao] [google]
9402617

https://mega.nz/file/xmxFTCzK#nN3SHh7d12kC04xHD7bqbK-eADl4WEd6DZa5ZhsGPiM
play my new level anon, tested on crispy and gzdoom

>> No.9402678
File: 385 KB, 500x275, typewriter.gif [View same] [iqdb] [saucenao] [google]
9402678

>mapping for Doom 1
>all these missing textures
>all these missing decorations
>all these missing MONSTERS

>> No.9402693
File: 395 KB, 1920x1080, kart0033.png [View same] [iqdb] [saucenao] [google]
9402693

>> No.9402697

>>9402678
>oh no how am I gonna make a map without 90 revenants and 30 shotgun ammo boxes

>> No.9402719

>>9402678
lostres contains all of the doom 2 textures, which shouldn't be an issue as far as uploading it to idgames as the iwad assets don't match the intended iwad. just resist the temptation to use them anyway
Only having the one tech lamp is pretty wild though

>> No.9402819

>>9402268
Server killed.

>> No.9402850

>>9402697
This but unironically. I feel naked without my favorite monsters.

>> No.9402870
File: 186 KB, 640x512, kart1134.png [View same] [iqdb] [saucenao] [google]
9402870

>>9402337
>>9402819

>> No.9402935
File: 831 KB, 1024x576, a better time.webm [View same] [iqdb] [saucenao] [google]
9402935

SiN is a pretty good game.

>> No.9403009
File: 1.27 MB, 1700x960, Screenshot_Doom_20221109_233447.png [View same] [iqdb] [saucenao] [google]
9403009

well this is fun

>> No.9403092

>>9401946
bruh set GL_TextureAnisotropy to 16 to make them textures a few meters away from you much crisper.

>> No.9403094

>>9403009
obligatory
what mod is that

>> No.9403101

>>9403094
It looks a lot like Project Brutality. I think they're in the process of removing redundant features right now.

>> No.9403113

>>9403101
i played the new builds a few weeks ago and it felt really weird to play

>> No.9403121

>>9403113
better or worse than it was before?

>> No.9403125

>>9403121
i dunno, they removed a bunch of stuff, but also added and improved some. I also had some fan add-ons downloaded for some extra fun but didn't do much. I'd say slightly worse than before

>> No.9403139

>>9402697
>oh no how am I gonna make a map without actually good monsters
Don't ever pretend that Doom 1 bestiary wasn't complete dogshit, they only serve as chaff for the actually good monsters from Doom 2.

>> No.9403160

>>9403094
PB and glory kills
glory kills kinda takes the danger of dying away, but im more into exploring and seeing the maps, not to say i havent died, but as long as i dont do dumb shit like letting a 'tron pelt my asshole in from behind
>why cant i back up
>whats hitting me
>turn around
>babby spider mean face
>oh
good times

>> No.9403182
File: 7 KB, 768x76, Manlet meter makeovers make me manic.png [View same] [iqdb] [saucenao] [google]
9403182

I had some people mention the new meters I've made are kinda small. So I fixed that.
I'm pretty goddamn pleased with this.

>> No.9403186
File: 293 KB, 400x324, doomneat.png [View same] [iqdb] [saucenao] [google]
9403186

>>9403182

>> No.9403192

>>9403182
*mwah* Gorgeous.

>> No.9403197

i like unreal but man it's slow until you get the flak cannon and some of the levels have pretty poor conveyance

also unreal difficulty is bullshit

>> No.9403263
File: 53 KB, 640x400, SHREKKR 2.png [View same] [iqdb] [saucenao] [google]
9403263

>>9398736

>> No.9403289

>>9399068
Based.

>> No.9403324

how do you transcribe the sounds of the doom monsters, anons?
>generic pain sound is "AUGHH"
>pain elemental pain "Ooooowww!"
>archvile idle "Hoo ha ha hah!"
>archvile death "Ho ho hoy!"
>hellknight death "OW-Wouhhh!"
>baron death "MWOUUGGGRRGGHHHHH"

>> No.9403334

>>9402850
Limitation breeds creativity

>> No.9403350

>>9399068
>>9399118
Ironically, Godot is also worse optimised than Unty. Same scene with same effects has about 15-20% better performance on Unity, true for 2D as well.

>> No.9403352

>>9401927
shib8 is for DrakeMod only - this was running in AD, so the skybox was constantly fucked up on all maps due to their custom fog renderers
>>9403092
Does this affect the looks of AD's custom particle effects?

>> No.9403362

>>9403352
No, it does not affect particles/models/actors or other effects, only world geometry textures.

>> No.9403380

>>9403350
>worse performance than fucking Unity
(X) Doubt

>> No.9403381

>>9403362
If I'll add this parameter to the QsS.exe's shortcut will that apply to every next mod loaded via console "game" at startup?

>> No.9403387
File: 550 KB, 1080x2400, Screenshot_2022-11-07-00-59-52-92_e4424258c8b8649f6e67d283a50a2cbc.jpg [View same] [iqdb] [saucenao] [google]
9403387

The people that made the ocarina of time source port announced a few days back that their (tranny) discord will now be for Source ports for N64 decompilations in general moving forward and not just Zelda.

They announced they have started work on a decompiled N64 game with unveilings and announcements in a month or so to come. Obviously, Perfect Dark just recently was decompiled.

Thoughts? Excited? The "ship" being a source framework for future decompilation ports seems pretty cool if it means faster turnaround and compatibility on more devices and having likely the same features and interface and stuff.

>> No.9403393

>>9403380
Look it up, there are a bunch of tests, including ways to optimise stuff. Only thing GODOT comes out better at is making pixel-accurate 2D games easier to do, which in Unity you'd have to use a bunch of workarounds (and it will still perform better)

There are also a few Godot VS Unity test enviroments on github where you can perform all the tests for yourself and edit them however you like.

>> No.9403395

>>9403387
Did they decompile Doom 64?

>> No.9403427

>>9403393
I'm going to use Godot anyway because Unity is dumb.

>> No.9403551

>>9403427
Go to sleep

>> No.9403567

>>9402719
>which shouldn't be an issue as far as uploading it to idgames as the iwad assets don't match the intended iwad. just resist the temptation to use them anyway
what? Does this mean we cannot use em?

>> No.9403568
File: 25 KB, 312x750, 1585111102243.png [View same] [iqdb] [saucenao] [google]
9403568

>>9403324
HISS

>> No.9403572

>>9403387
Call me when we'll get a port of Duke Nukem Zero Hour.
>tfw nu-3D Realms never did anything with Time to Kill source code, even though they had it

>> No.9403595
File: 233 KB, 1920x1080, y-9Z6kx0.jpg [View same] [iqdb] [saucenao] [google]
9403595

>>9403324
I always wanted to know what the imp sound is.

>> No.9403649

>>9403139
Not him, but UDTWiD and No End In Sight were able to create quite challenging situations with Doom 1 beastiary.

>> No.9403654
File: 86 KB, 1400x1050, woof0000.png [View same] [iqdb] [saucenao] [google]
9403654

>>9402617
Wow, what a stellar (hehe) map, really impressed me with the scale of it, expecially the rooms like the one with soulsphere (where you descend on a lift and get a preview of it all) and the staircase room with archies and arachnotrons
got 71% secrets despite having the computer map, not really a complaint, maybe im just too stupid or something
Felt spooked when a single revenant teleported to the start of map - because at the time I was going back and forth between cleared rooms looking for secrets so there was like no way I triggered him because I kept going through already explored areas, was he on a timer or what?
My only legit complaints are too much HOMs (like in pic related and door traks of the door to yellow key and a whole lot of other areas), the plasma gun being pickable even before lowering it with switch(makes the switch obsolete and confusing) and the final fight being a little bit underwhelming when you have so much rockets and plasma and invuln - though this is hard to resolve since if you took away the invuln the archviles would smoke you within seconds, and the whole arena is so cramped and hard to balance, maybe throw in even more enemies other than archviles after the initial wave? So that the player has more stuff to do there, you could also lower those stalagmite pillars to the ground to make room.
Overall amazing map, the midi fits the atmosphere, beautiful view of space in the rotten jesus spaceship bridge room, those little ships in the distance are cute. 8/10 for me, even though long maps usually tire me out badly

>> No.9403660

>>9403572
That gay. I always liked time to kill. Didn't know they had the source.

>> No.9403662

>>9403595
Camel.
Unless you mean the idle sound, which I dunno.

>> No.9403665

>>9403654
Also the room where archviles and revenants teleport is a nice gimmick, I think I saw a similar trick in HFFM but here its much better implemented

>> No.9403671

>>9403660
They did. I remember Fred wanting to make a remaster or something, back when Gearbox didn't assume the control of all of Duke.
Time to Kill is really special. I know it's a TR clone made by a different company than 3D Realms, but it somehow feels like a Duke game still.

>> No.9403687
File: 90 KB, 640x480, Doom_0.3_Machine_Gun.png [View same] [iqdb] [saucenao] [google]
9403687

>>9397409
One thing that I'd like to suggest for the Unrattled project, can we replace the retail sprites with the beta ones?

>> No.9403816

>>9403649
"Challenging" is not a synonym of "fun". I can make a room with a ledge around it that has 300 zombiemans on it, or maybe shove you into a broom closet with seven barons, and it would be extremely challenging, but you most likely will not have fun playing it.

>> No.9403908

>>9403816
spamming the fuck out of revenants and archviles doesn't even make a map ''fun'' either.

>> No.9403918

>>9403197
Are you saying you don’t like having a fly quietly sneak up to your back and sting you for half your health?

>> No.9403967

Where do people get the actual .MUS or .MIDI files for their wads

>> No.9403970

how to make a map thats a decent challenge if your honestly a shitty player yourself?

>> No.9403976

I cannot find a good tutorial on how to actually add new things to your wad using Slade and I feel retarded. I just want to add a new torch object, a texture pack and a song and every tutorial about it either straight up doesn't work or is made by someone more stupid than myself.

>> No.9403995

>>9403970
Git gut. Or just play test saves (But don't put bullshit ambushes in). Or make easy maps.

>> No.9404000

>>9403976
Those tasks become progressively simpler in order you listed. What format are you going for?

>> No.9404004

>>9404000
I figure GZDoom would be the simplest to start, though I worry learning to do these things for GZDoom will mean I just have to learn them all over again to do vanilla compat later.

>> No.9404010

>>9404004
If you just want to make a different music play on your level, you can drop it into the wad and name to match the level. Such as D_RUNNIN. This page has a breakdown.

To import a texture pack, you can probably just move all files from the pack to your wad. Standard doom format requires PLAYPAL, COLORMAP (If present), PNAMES, TEXTURE1 and possibly TEXTURE2 as well as everything between FF_START and FF_END and PP_START and PP_END
If it's pk3 instead, I think it's just files in folders.

I'm not really sure what the best way to add new things would be. There's lots of options.

>> No.9404019

>>9404010
>Everything between FF_START, FF_END, PP_START and PP_END
Could you explain this? I've watched a few tutorials and they never mention this, but clearly that's what's breaking this

>> No.9404025

>>9404019
Ok, so there's two different types of doom textures - textures and flats. gzDoom blurs the distinction because of its modern rendering, but it's there.
Flats are simple lumps of graphical data. They go on floor and ceiling. They are placed between FF_START and FF_END (Sometimes F_START and F_END, but FF is recommended because it defines them as addition and not overwrite, or so I heard).
Wall textures are more complex. They are composed out of one or more wall patches, that are defined, equivalently, by being placed between PP_START and PP_END. They are then added to PNAMES that translates their names into numbers so that then textures can be assembled inside TEXTURE1 (And optionally TEXTURE2) definition.

>> No.9404027

>>9403139
Doom 2 bestiary would be unbearable without SSG being conveniently overpowered.
Except for chaingunners, I guess.

>> No.9404029

>>9403662
Yeah, the "wabblewabble" sound.

>> No.9404034
File: 117 KB, 400x378, 1649995501722.png [View same] [iqdb] [saucenao] [google]
9404034

>Doom 2
>give the player a SSG and place them in a room full of skeletons: shit map
>Serious Sam
>give the player a double barrel and place them in a room full of skeletons: 10/10 encounter design

>> No.9404036

>>9403970
Make all the enemies have no attacks then model it after your high school.

>> No.9404038

>>9404034
>slav jank is held to lower standards
How is this noteworthy?

>> No.9404043

Is it normal for texture packs to completely break the vanilla textures?

>> No.9404053

>>9404043
Usually not, but that depends on how it's composed. There can be only one PNAMES and 2 TEXTUREx lists at best, so if they don't include vanilla resources, they will not be available.

>> No.9404060

>>9404034
Kleer > Revenants.
But also double barrel isn't the weapon I think of the most when I think of Sam.

>> No.9404070

>>9404053
I think it's possible that the texture pack I downloaded might just be fucking broken.
Which sucks because, since i've never done this before, I have no idea how to verify. I guess I'll download a different one and see if the same issue arises.

>> No.9404079

>>9404025
So if I download a texture pack that isn't defined as flats/textures, and they're just Graphics, I know I can convert the images to Doom GFX but how does that impact vanilla compatibility?

>> No.9404091

>>9404079
Vanilla needs coversion into Doom GFX (And flats into Doom Flat), patches being defined in PNAMES and TEXTURE1.
If you are using SLADE3, arrange all flats between FF_START and FF_END markers (Press Ctrl+N to make new entry and name it this way) and convert them to doom flat, arrange walls between PP_START and PP_END and convert them to Doom GFX, then right-click with all selected and add to TEXTUREx.

Make sure you have base resourse WAD selected in preferences. When it will ask you if you want to import PNAMES and TEXTUREx from base wad, say yes.

>> No.9404108

>>9404091
Oh my god that worked I thought I was gonna throw up there.

>> No.9404113

>>9404091
Oh great and wise anon, could you explain the music and prop part now lmao
If you have the time or patience, of course
I just wanted a custom torch object and a new song to play.
I'm not even gonna think about custom monsters yet.

>> No.9404124

I'm going through last year's Cacowards in order and after playing Unhallowed I'm wondering why it got a golden award when all the previous winners were memorable and quite entertaining experiences and even silver ones like Cydonia were a lot more fun.

>> No.9404127

I downloaded a texture pack from Realm667 that has separate PLAYPAL and COLORMAP entries that the textures don't work without but when I import them into my wad they break literally everything else

>> No.9404139

>>9404027
>Doom 2 bestiary would be unbearable without SSG being conveniently overpowered.
It would mean more fun plasma rifle drops.

>> No.9404145

>>9404127
I'm fucking retarded it's because it was using a Heretic palette and apparently Doom2 format can only do Doom and Hexen palettes and I'm gonna punch myself in the cock until I die

>> No.9404156

>>9404145
All 3 palettes are different, but you can convert between different palettes using native SLADE3 tool. Just do the usual graphic conversion and select the right ones to and from.

>>9404113
On the subject of music - all maps have a hardcoded music name paired with it. You can change it but you probably don't need to. If you are making a doom 2 map in MAP01, name your music lump D_RUNNIN. Make sure to put it outside the level.

If you can sacrifice one decoration for a torch, it'll be as easy as replacing sprites - just make your own sprites under the same name and put them between SS_START and SS_END.
However I know nothing about modding gzDoom so I can't help you add new one properly.

>> No.9404161

>>9403970
Post it here and wait for people to tear it apart, then adjust based on feedback.

>> No.9404163

>>9404139
It can somewhat work, but at this point, I'd rather port Thunderbolt from Quake.

>> No.9404169

>>9403970
Make a map that is kinda hard for you in Doom, then convert it to Heretic and add some more Maulotaurs.

>> No.9404201

Where can I find a monster's Decorate code?

>> No.9404205

>>9404163
It wouldn’t just work somewhat, it would work out better because the gun dishes out more damage than the super shotgun with better stunlocking and without a “reload”. I’m not sure what standard people are holding the super shotgun under to come to the conclusion that it’s “overpowered”.
>>9404034
>>9404060
It’s interesting how few enemies can’t outrun Sam, which is the polar opposite of Doom. Feels like a secret to Sam’s success.

>> No.9404206

Any other changes?
https://www.youtube.com/watch?v=WOZuNNI9XZ0

>> No.9404215
File: 63 KB, 640x480, sssaturday_2022-07-23_1.png.8cebec9ebde451f4a6ccfa9f7046c021.png [View same] [iqdb] [saucenao] [google]
9404215

>>9404091
>>9404025
>>9404010
>>9404156
Real sensei hours.
God bless OK???

>> No.9404218

>>9403918
it's that, and projectile weapons being completely useless against the skaarj. on hard they will at least forget to dodge the flak cannon once in a while.

>> No.9404236

>>9404034
It might be because in the Sam scenario the gameplay is faster thus providing a different kind of tension. Kleers are downed in one well time double barrel blast, whereas revenants take two. And I think anyone who's played Serious Sam knows the inherent satisfaction of weaving in and out of a horde of kleers with no or little damage. It's horde management vs straight up slaughter.

And on a more personal level I think Croteam just stuck gold with that first game's enemy roster.

>> No.9404237

Ad Mortem used MBF21 to get custom monsters and textures and shit to be DSDA/PRBoom compatible right?

>> No.9404251

>>9397408
>TFW no HDuke or HBlood

>> No.9404258

>>9404251
>I *thrust* hate *thrust* mimes

>> No.9404272

>>9404237
Custom monsters. MBF21 has nothing do with textures.

>> No.9404275

>>9404124
I found Unhallowed quite fun.

>> No.9404290

>>9404218
I had a good time baiting their dodges with the stinger’s primary, then punishing the dodges with the stinger’s altfire. Not fun for everyone, and my fun with it didn’t last during my most recent playthrough attwmpt. I used to play this game all the time when I was younger too, but I only beat it twice.

>> No.9404316

>Resurrection is the best way to play Doom 32x
>still uses jaguar mapset
>Delta and Ultimate Doom hack has more levels and accurate textures
Explain yourselves

>> No.9404317

>>9404236
yeah it has a great enemy roster

>> No.9404319

>>9403387
of course it's exciting, i'm so fucking ready to play that online with others already

>> No.9404323 [DELETED] 

if serious sam is so good then why it was btfo by examined life of gaming?

>> No.9404332 [DELETED] 

>>9404323
Who?
Okay, okay, I'll google it.
>I love Half-Life 2
Opinion disregarded.

>> No.9404348 [DELETED] 

>>9404323
it's over, samfies...

>> No.9404365

>>9404275
I didn't think any of the fights were particularly entertaining and most of the time the combat boiled down to spamming rockets down a hallway from as far as I could. I think the issue is that you never get trapped inside a tight spot because for most of the hard fights you can backtrack somewhere else, for example near the start of the level there's a 4 archvile encounter with columns who keep going up and down and you are supposed to use these to break the LoS of the archviles, so I died a couple of times there trying to figure out the proper rhythm to get cover properly, but then I realized the door never closed and it was only blocked by some shitty imps at first (two barons which could actually block my way spawned later, I don't know why the author didn't make them spawn first) so an interesting encounter became trivial. Similar stuff happens for 90% of the map's hard encounters, the only spot where I legitimately had to git gud was a room full of revenants where I assume I was expected to spam BFG shots but since I had no plasma I got raped by them until I figured out a strategy to beat it with the rocket launcher.

There was also the issue of monsters teleporting late all the time, I don't know if that's a GZDoom problem though. Overall I'd say the map wasn't tested properly or maybe the author thought it would have been too hard if he kept trapping the player, but the whole map was composed of isolated encounters so not doing that is kind of dumb.

>> No.9404372

I'll stop pestering about shit for today after this but
I was looking into MBF21 and I can't seem to figure out how to use it? I thought maybe it was a DSDA patch or something for Doombuilder but I can't find anything to download.
I want to make stuff like Ad Mortem, it's the fuckin benchmark for me right now, but I can't seem to piece together how it was done and all of the information I find about it is explained in a way that already assumes you know about it.
Would anyone be so kind as to give me a newbies explanation of what's going on with it?

>> No.9404395 [DELETED] 

>>9404323
Damn this dude sounds mad as fuck. Not gonna finish it. It probably makes the same points as other Sam detractors anyway
>It's not really classic FPS like Doom it's more open
>I can't use the double barrel to kill everything
>Unfair spawns
Etc. Sam is a hardcore fps, not everyone is into that.

>> No.9404406

>>9404372
What I'm getting from the wiki is that it lets you do some of the changes (G)ZDoom already allows you to do with Decorate/ZScript but while having Boom/MBF compatibility because you do them in a fork of DeHackEd (which means most modern source ports will support them too unlike Decorate/ZScript which is exclusive to (G)ZDoom)

https://github.com/kraflab/mbf21/blob/master/docs/spec.md

This GitHub link explains how to use it both in Ultimate Doom Builder for map features and DeHackEd for the gameplay changes.

>> No.9404413

>>9404395
Hey, Sambro, what do you think about Doom slaughterfags and Painkiller?

>> No.9404419

>>9404372
If you mean new objects, they are created in DEHACKED lump. DSDA-Doom will read it (And now gzDoom should as well) and assimilate. So will UDB.
Resource pack was bundled with DECOHACK code that is a code that is easier to read and can be fed into doomtools to create DEHACKED code.
https://mtrop.github.io/DoomTools/decohack.html

>> No.9404423 [DELETED] 

Jesus christ jannie

>> No.9404450

>>9403687
At least replacing the Chaingun would look nice and retro.

>> No.9404452

>>9403139
There's good monsters in Doom 1, there's just a lot of missing roles which Doom 2 fills out well.

>> No.9404532
File: 116 KB, 640x480, Doom_0.5_Rifle_Fire.png [View same] [iqdb] [saucenao] [google]
9404532

>>9403687
This, but only the Chaingun and the Pistol sprite because I also like the Assault rifle sprite quite a lot too. I'd leave the rest as it is, not a big fan of the Bayonet and the old BFG sprite.

>> No.9404535

So, what are some good ZDoom works that use the advanced features (be it scripts, hubs, inventory, whatever, preferably a bit more than just 3D floors and slopes), but still retain classic-ish gameplay?
I already played Daedalus, Eternal Doom 4, KDiZD and Cheogsh.

>> No.9404541

>>9404535
Bloodflow and maybe Azazel's Second Descent? I saw some videos but didn't try myself.

>> No.9404542

I appreciate you guys being so supportive, I promise I'll make a map that isn't total dogshit.

>> No.9404562

>>9404091
>>9404025
>>9404010
>>9404156
damn, this is useful info, thanks anon

>> No.9404571

what do we think of Quake E1M1?

>> No.9404578

>>9404571
It's alright.

>> No.9404582

>>9404571
It's okay, but also it's the worst first map in an Id game since Hovertank 3-D.

>> No.9404587

>>9404582
why

>> No.9404591

>>9404571
similar to e1m1 in doom, it shows what the engine is capable of that the previous engine couldn't do, and so it fulfils its functions well

>> No.9404601

So sandy admitted that doom 2 sucks. I don't like Devs shitting on games they worked on but...

>> No.9404602

>>9404601
filtered by his own game lol

>> No.9404605

>>9404602
He's right, Quake is better

>> No.9404608

>>9404601
>Phoned in your map design
>Say the game sucked 20 years later

>> No.9404614

>>9404602
>filtered
He beat every level from a pistol start before everyone had 20 years of experience using WASD controls, and invented slaughter with Suburbs

>> No.9404616

>>9404605
No, Romero is right

>> No.9404617

>>9404601
Why not? At least he's honest about his own maps were absolute dogshit.

>> No.9404626

>>9404587
Not as good as Hangar and Entryway.
Wolf 3D and SoD got proper levels for their first ones and not just a feature showcase.
Catacomb 3-D is Catacomb 3-D.
And honestly, I just think that Slipgate Complex doesn't have an interesting layout, especially with the secret placements. It goes for a similar thing as Hangar, but it just fails to connect everything it in a good way, especially compared to the later version that added a switch that leads to a courtyard from the starting room. I mean, even Quake 2 got it better.

>> No.9404652

Doom 2 has the Arch-vile, cope

>> No.9404669

>>9404652
>Iron Lich but unfun
Yet another reason why Heretic is better.

>> No.9404674

>>9404601
>I don't like Devs shitting on games they worked on but...
Honestly, I always admire moments like that.
>>9404669
Heretic is better. Hexen is the best.

>> No.9404692

>>9404674
>Heretic is better. Hexen is the best.
I kneel.
No, but seriously, I do love Hexen the most out of Doom engine games, but it's hardly for it's combat.

>> No.9404706

>>9404372
MBF21 is just fancy Dehacked. If you know your way around Dehacked, you can also do MBF21.
If you don't, absolutely, positively WANT AND MUST have your stuff run with
>muh demo compatibility
just do Decorate

>> No.9404715

>>9403970
Make the map as hard as you can bear it, done.
Fuck the "hurr needs more Revenants" crowds.
If you make an easy map, you make an easy map, period.
Nobody should listen to the Doom equivalent of death grip can-only-nut-to-brazilian-schoolgirl-vomit-porn coomers.

>> No.9404716

name one good fps sequel.
you can't.

>> No.9404723

>>9404716
Turok 2

>> No.9404732

>>9397409
This is old (Sept. 27th) but I think newsworthy. Someone put together a bunch of texture wads for Quake mapping from games before 2000
viewtopic.php?id=1280

>> No.9404737

>>9404732
Fuck me
https://www.quaddicted.com/forum/viewtopic.php?id=1280

>> No.9404738

>>9404716
I really can't name just one, so I'll name more.
Quake II.
Return to Castle Wolfenstein
Hexen 2.
Unreal Tournament 200(3/4)
Marathon Durandal
Alien Breed 3D 2
Descent 2
Star Trek Elite Force 2
Star Wars Dark Forces 2 Jedi Knight
Star Wars Jedi Knight 2 Jedi Outcast
And many more.
That said, a good fps sequel isn't necessarily a better game than its predecessor. It's still good though.

>> No.9404741
File: 2.40 MB, 1920x1080, dhewm3 2022-11-10 18-03-36.jpg [View same] [iqdb] [saucenao] [google]
9404741

>romero shitposters are back
Fuck this gay thread
In any case, Doom 3 is more faithful to classic Doom Hell than 2016 or Eternal
I wish there it was a map pack using this tileset.


>>9404737
Noice

>>9404738
Heretic 2 was ahead of its time with some gimmicks.
Shame no one ever reverse engineered the source code

>> No.9404743

>>9404738
Reminder that QII is a completely better experience when its timescale is set to 1.1

>> No.9404746

>>9404741
>romero shitposters are back
who

>> No.9404750

>>9404706
>MBF21 is just fancy Dehacked
You don't have the slightest idea of what you're talking about. MBF21 is a specification that has extensions to the MBF mapping format, it's not just limited to extended dehacked, although that is part of it. Even if you don't want to wrestle with dehacked tools, you can just write it in decohack, where you can write something similar to decorate code and it will be converted to a compatible dehacked file so you don't have to needlessly limit your audience by using straight decorate.

>> No.9404751

>>9404741
Give me the Doom 3 hell textures and I'll make a map with them for Violent Rumble II

>> No.9404756

>>9404751
Hell just give me a wad with all of D3's textures.

>> No.9404762

Christen Klie is a hack

>> No.9404772

>>9404743
>gamespeed preferences
>weapon position choice
>numerous character options
This and Unreal are amazing with this. When I played vanilla Q2 it felt fine at 1.2 speed, but normal speed through the 64 mod has ended up being my favorite.

>> No.9404773

>>9404741
>Heretic 2 was ahead of its time with some gimmicks.
It's not FPS, so I didn't list it. It's certainly good though.
That said, icecoldduke did work on reverse engineering it. Not sure what's the current state of it, but like most of his projects it's either unfinished or forgotten.
https://github.com/jmarshall23/Heretic2/tree/Engine-DLL

>> No.9404784

>>9404751
a long time ago i posted here some tilesets for Quake 4 that could be used for Q2 off the guy who worked on Overwatch textures, sadly .wal limits are shit.

As for Doom 3, there is a map pack at quaddicted that uses doom 3 hell textures.
I forgot the name but the enemy placing was a pain in the dick.

>> No.9404790

>>9404716
Redneck Rampage Rides Again

>> No.9404793

>>9404741
classic doom still has an aesthetic no other game in the series carried over and it's insane
the most important aspect of the series and i can still tell which aspects are not present outside of the classic games
it's no wonder nudoom lore got its head up its ass in how they wrote the whole thing

>> No.9404805

>>9404626
>especially compared to the later version that added a switch that leads to a courtyard from the starting room.
What version?

>> No.9404810

>>9404805
the only one that matters, Ultimate

>> No.9404815
File: 1.66 MB, 1920x1080, dhewm3 2022-11-10 18-30-47.jpg [View same] [iqdb] [saucenao] [google]
9404815

>>9404793
Doom 3 still has Classic Hell written all over it
i still regret not buying the ultimate doom collection CD with Doom 3 demo included in it

>> No.9404819

>>9404716
the TimeSplitters sequels

>> No.9404820
File: 174 KB, 595x447, 5455476567646535424414.jpg [View same] [iqdb] [saucenao] [google]
9404820

>Oh, hello, Alyx! Well, almost all right. Lamarr has gotten out of her crate again. If I didn't know better, I'd suspect Barney of trapping and ...

>> No.9404821

>>9404772
it's a shame that Q2 doesn't have proper centered weapons unlike Unreal, though.

>> No.9404824

>>9404815
which one?

>> No.9404826

>>9404810
The only version of the first Doom that matters is Shareware, but yes, Ultimate slightly improved Hangar.

>> No.9404827

>>9404824
The big box one

>> No.9404830

>>9404820
kek

>> No.9404838

>>9404821
Where there's a will there's cl_gun_x/y/z

>> No.9404841

>>9404827
but the Doom Collector Edition didn't have doom 3

>> No.9404845
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9404845

>>9404601
Did he "admit it sucks" or are you referring that by-now kinda old news tweet where he said it's a "cash grab" they released for money while they were working on Quake?

Also didn't he clarify later that he didn't mean to insult the game by calling it a cash-grab?

Besides which, who cares? Back in the day DOOM 2 was more DOOM, it had cool new monsters and those monsters gave the mapping scene a big boost beyond the initial value of having 32 more maps (using said monsters) to play. Cash grab or not, DOOM 2 is a big part of the reason people still make maps for DOOM (and specifically for DOOM2).

>> No.9404850

>>9404841
It had anon, A later release added Doom 3's demo.

>> No.9404856

>>9404850
The wiki failed me again

>> No.9404860
File: 280 KB, 1363x608, file.png [View same] [iqdb] [saucenao] [google]
9404860

>>9404737
>>9404732
Gave it a stab, and i saw that the Rott one doesn't seem to have animated tiles actually animate, at least from what according it seems to be from both wally and the texture name.

>> No.9404863
File: 51 KB, 800x600, q3ta002-201690.jpg [View same] [iqdb] [saucenao] [google]
9404863

does anybody know how to get Distant Screams working in Quake 3 Team Arena? as soon as you try to load the map it crashes the game. i've tried com_zonemegs, com_hunkmegs, changing resolution, reinstalling... nothing works.

>> No.9404870

>>9403654
wow thanks anon much appreciated, it's the biggest map I've ever made so it's definitely got some polish issues that I missed, it was everything i could do to barely keep track of texture alignments. I usually prefer short maps too so for a big map i really tried to emphasize each large fight having a novel element to keep it interesting rather than focusing on hardcore combat puzzles.
I had enemies teleport in to different areas as you progress through the map, and some wander a little bit or end up taking their sweet time, I decided to leave it like that because having my own map surprise me felt really good, and it never stopped me from getting 100% kills, so that's how the Revenant surprised you, enemies also spawn into rooms you haven't cleared yet to keep the difficulty escalating, there won't be an archie in the staircase room if you beeline towards it for example. thanks for playing anon

>> No.9404879

>>9404838
>>9404821
It acts really weird, anytime you’re not actively shooting with it the model gets grossly off track. It’s not as based as scr_ofsx/y/z that you can get going for Q1 these days.
Q2’s other saving grace lately is something that only I care about and that’s the TPP mod and third person camera support through KnightmareQ2.

>> No.9404884

>>9404879
>that’s the TPP mod
What's that?

>> No.9404887

>>9404860
Let the OP know tester anon.

>> No.9404894

>>9404756
>>9404751
>>9404784
I forget that quaddicted has a whole page of texture wads.
https://www.quaddicted.com/files/wads/doom3_tex.zip
Doing a hell map for VRII wish me luck.

>> No.9404895

>>9404884
Very early third person mod for the vanilla campaign.
>captcha PKSTPS

>> No.9404897

>>9404895
the movement looks so silly.

>> No.9404913

>>9404201
It would usually be in a mod's Actors folder. Though if it's an older mod, they'll all be named DECORATE and you have to just look through them.

>> No.9404917

>>9404897
KMQ2 can center the camera on the character so it’s not as “silly”. TPP also doesn’t work with the expansions.

>> No.9404971
File: 214 KB, 1360x768, sector pizza.png [View same] [iqdb] [saucenao] [google]
9404971

>>9404535
Alfonzone is largely stock gameplay but playing around a lot with stuff like slopes, room over room, scripting, underwater, truecolor, etc. It's like 12 episodes in total, but they're really small, and each one has a different theme to it, for a grand total of about 50 levels or so.

Because it doesn't replace any weapons, monsters, or items, (and barely add any things like that), it's fairly friendly towards a wide variety of different gameplay mods, if you wanted to try some out. The level design is pretty decent/good as is though, and it has a lot of novelty.
Because of how short the episodes are, you can easily do one of them in one or two sessions of Dooming, and the theme and style is different in next episode, where you start fresh, so it's never a drag.

I enjoyed it a lot, felt kind of like a Doom multi-themepark, in a manner of speaking, and a good example of actually putting GzDoom's features to use.

>> No.9404986

>>9404971
Good post. I use Alfonzone as one of my testing grounds for gameplay mods just because of the variety on offer.

>> No.9404994
File: 3.18 MB, 2560x1440, dee3caveent.png [View same] [iqdb] [saucenao] [google]
9404994

>>9404741
>In any case, Doom 3 is more faithful to classic Doom Hell than 2016 or Eternal
2016 wasn't as bad as I remembered it initially, but it definitely needed to be more weird like 3 was.

>> No.9405007

Are there specific mods I should be using with Colourful Hell? Multiple times I got instantly one-shot by enemies. It's like default Doom Health and Armor isn't enough.

>> No.9405026

>>9405007
Oh, brother. I spent so many hours trying to balance CH with other mods in a way that felt challenging and organic - balanced. I settled on Project Brutality if I remember right.

>> No.9405039

>>9405007
Trailblazer is cool because you get to build weapons and tobacco bonuses more often

>> No.9405050

I always liked Quake singleplayer but I recently got into Quakeworld. It's so good. Literally the most skill based game I've ever played. I suck though.

Playing it now though. Feels like everything was dumbed down after to make it appeal to the average joe. I can see why new players don't usually stick around

>> No.9405053

>>9404706
I want decino to want to play my map so it has to be PRBoom compatible

>> No.9405054

>>9404815
Mind sharing reshade preset?

>> No.9405073

>>9404971
This looks somewhat interesting, thank you. I don't really care about gameplay mod friendliness, but at least it shows that it retains the core gameplay, I guess.

>> No.9405081

>>9405050
You mean duels or what? I recommend you learning the basics of map control and stuff in other games, before diving in QW.

>> No.9405083

>>9405050
i feel like all QW ports suck

>> No.9405089

>>9405081

Duels are punishing yes. But the game in general is tough. The movement mechanics, map knowledge, speed of everything. You really gotta understand everything to do decent

>> No.9405095

>>9405083

Install nquake first. Then drop the latest ezquake exe in the folder

>> No.9405097

>Jumping required
Yep, I'm thinking based.

>> No.9405112

>>9405089
>The movement mechanics, map knowledge, speed of everything. You really gotta understand everything to do decent
That's Quake-based Arena FPS in general. I doubt you would have an easier time in Painkiller, for example. Or even something casualized like Quake Champions or Open Fortress.

>> No.9405125

>>9405112

I don't want an easier time. I want to learn how to play real games lol

>> No.9405147

>>9405054
Guest's shader pack at libretro + HDR

>> No.9405161

>>9405147
>Guest's shader pack
With default settings? It has tons of them, just like original shader.

>> No.9405164

>>9405053
Did decino ever play a map from someone on /vr/?
I do vaguely recall him complimenting HFFM at some point

>> No.9405179

>>9405053
decino has played GZDoom mapsets before, I remember him jumping around in a map requiring jumps, and at least one map he played that was only compatible with gzdoom because the map author screwed up and gave bad tags to the entire map

>> No.9405183
File: 169 KB, 1280x720, 20220917173805_1.jpg [View same] [iqdb] [saucenao] [google]
9405183

>> No.9405190

>>9405183
>China.wad

>> No.9405194

>>9405190
More like Korea.
Chinese might eat dogs, but it's not their specialty.

>> No.9405206
File: 841 KB, 1920x1080, Screenshot_Doom_20220812_182443.png [View same] [iqdb] [saucenao] [google]
9405206

>>9405190
Since Duke is Build Engine it should be probably ".grp".
But I do get the joke.
Always appreciating sovlful easter eggs / gags in games like this.

>> No.9405207

Sucks that Hellshots Golf is definitely never getting it's hellshots update, or all of those maps, but it's probably for the best that Term's going his own way after what happened to him.

https://www.youtube.com/watch?v=YAbYBYdH6S4

>> No.9405212

>>9405207
It's understandable. I expected this was to be the case for awhile but I respect him ripping the band-aid off and making a statement about all this.
Really above all else I'm just grateful he's still creating.

>> No.9405221

>>9405161
nope stagger2 and mask 10 with smoothening on low
also the shader pack comes with smart bumpmapping

>> No.9405224

>>9405212
>Really above all else I'm just grateful he's still creating.
Yeah it's nice to see him doing things, and that RPG he did for that game jam got 13th place which is nuts when you consider it was all him and not like some of the games that were by entire companies.

>> No.9405228

>>9405206
Ashes is somewhere between 80 to 95 percent references and easter eggs by volume and it's fantastic.

>> No.9405230
File: 1.08 MB, 600x609, 1586146739095.gif [View same] [iqdb] [saucenao] [google]
9405230

>>9403324
HaeoaeH

>> No.9405246

>>9405228
Some of it's pretty obscure shit too, like references to 2000AD that aren't Judge Dredd are going to fly the fuck over a lot of people's heads.

>> No.9405276
File: 157 KB, 312x348, 1385750789612.png [View same] [iqdb] [saucenao] [google]
9405276

>>9404027
>>9403908
>Doom 2 adds well-designed monsters with interesting attack patterns and a strong but balanced weapon that suits the Doom gameplay perfectly
>OH NO HOW DARE THE MAPPERS TO ACTUALLY USE THEM IN THEIR MAPS

>> No.9405294
File: 220 KB, 500x500, 243.png [View same] [iqdb] [saucenao] [google]
9405294

>>9405276
Well-designed monsters and shitty designed maps don't go well together

>> No.9405301

>>9405294
Yeah, that's why Ad Mortem will never be taken seriously.

>> No.9405315

>>9405301
People don't like Ad Mortem?
I liked it a lot. The first two maps are really good and the skeletons are preemo, I would use those skeletons in everything if I made maps.

>> No.9405316

>>9404139
>It would mean more fun plasma rifle drops.
lol, said the mapper
lmao

>> No.9405323

>>9405276
Dishing out more damage than rocket launcher
when you use it correctly for a cost of 2 shells isn't balanced. Nerf it to Q2 level at least.

>> No.9405325
File: 272 KB, 1920x1080, 1645127937640.png [View same] [iqdb] [saucenao] [google]
9405325

I fucked up my HUD settings somehow, but I'm not sure how. Using GZDoom with Doomrunner. Here's what the vanilla Doom 2 HUD looks like now, and in some mods the custom HUDs are either broken or missing entirely (like in La Tailor Girl). Messed around with every setting I can think of, but can't seem to un-fuck it. Any pointers?

>> No.9405331

>>9405325
press the - key

>> No.9405345

>>9405301
Any /vr/ wad*

>> No.9405349

>>9405194
I knew a guy from China as a kid, and he said that it was mainly a thing with old people who live on the countryside.

>> No.9405351

>>9405323
>Dishing out more damage than rocket launcher
Dude, what are you talking about? RL has at least thrice as much DPS, and SSG only deals its full damage at point-blank range.

>> No.9405374

>>9405301
or HFFM because absolutely nobody played it. lmao

>> No.9405406

Is TNT 2: Devilution worth playing?

>> No.9405407

>>9403816
Well I mean, Doom 64 lacks some of the D2 enemies and it's still a fun game to play

>> No.9405449

i can't play Duke 3D because the DNF 2001 Hollywood Holocaust remake spoiled it.

>> No.9405453

>>9405349
A friend of my dad's caught his Asian neighbors trying to lure his dog into a van.
I think they were Korean.

>> No.9405478

>>9405406
yes

>> No.9405509
File: 498 KB, 500x398, 1655445241113.gif [View same] [iqdb] [saucenao] [google]
9405509

>>9403324
FUCK YOUR MOM

>> No.9405538

>>9405374
I've seen people play it on Twitch streams and it being brought up on Discord servers, it got around a bit.

>> No.9405547

>>9405538
Bunch of Youtubers played it too, this dude seems pretty good.
https://www.youtube.com/watch?v=TJJrePjHuc0

Still, chasing opinion outside of /vr/ is one of the ways you end up going tits up DBP style.

>> No.9405551

>>9405547
This dude is from /vr/ so this isn't really an example of spreading outside of here.
That idea was doomed from the start anyway desu.

>> No.9405559

>>9405547
True, the best part for me was making it and playing it, had a fantastic time. If some other people also enjoyed it, that's just a bonus.

>> No.9405573

>>9405551
The idea was doomed? I thought it went well.

>> No.9405574

>>9405573
The idea of having it spread outside of here I mean, but I'm sure most of you knew that from the start. Hopefully

>> No.9405576

>>9405574
There were versions for being more streaming/YouTube friendly, but I think that's about as much accommodation as is necessary.

>> No.9405631

>>9405331
Thanks, didn't know about that key

>> No.9405667

>>9398879
>>9399825
>>9400571
Thank you anons, this is exactly what I was looking for.

>> No.9405712 [DELETED] 

>>9405207
>still won't name and shame
He's just letting them get away with it by doing this.

>> No.9405721

>>9405112
>even something casualized like Quake Champions
>250+ hours in and still shit at every character especially the three I haven't even played
>can't even comprehend LG range
At least I've learnt Slash is best. What are some good retro FPSs with that sort of fast slide mechanic?

>> No.9405729 [DELETED] 

>>9405712
He probably wants to just put it all behind him.

>> No.9405734

>>9405721
Sadly there's nothing else really like it, Slash being stuck in that game is agonizing. Anyone saying Quake 4 hasn't played both games.

>> No.9405737 [DELETED] 

>>9405559
This, making it, testing it, refining it, getting feedback from other people in the thread, that's where the fun in that stuff is for me.

>>9405712
Dude's too nice for his own good, which in a way is how it got so bad for him,

I can't blame him for not wanting to revisit it all again though, doesn't make a difference that he's a dude, that kind of constant sexual harassment with no escape leaves something with you for a long ass time.

>> No.9405746

>>9405734
>Highway Acceleroid Booster has all the movement options on the planet
>except proper sliding, only having the dodge
Enough to make a man turn into a Revenant.

>> No.9405747 [DELETED] 

>>9405729
Yeah, and so do the people who harassed him, because that means they can do it again and again until someone finally calls them out. It's fucking irresponsible, practically unethical, to not publicly name and shame sex pests. They rely on people not wanting to reveal them to survive. Not naming them is basically being complicit in their next actions.

>> No.9405773

>>9405746
High Noon Drifter has a slide.

>> No.9405872

>>9405406
Absolutely

>> No.9405913 [DELETED] 

>>9405207
>sexual harassment
>to a male
lol
lmao even

>> No.9405926
File: 2.12 MB, 1920x1080, hl 2022-11-10 22-38-57-876.png [View same] [iqdb] [saucenao] [google]
9405926

HL1DM server is up again this thursday night! Added over 150 custom maps, and a rockthevote amx mod x plugin. Using Steam HL1, password is rage

connect 162.248.93.194:27015 in the console

https://mega.nz/folder/wU5gFDaQ#OXJNtWtHxJG1ph6e6WxiNQ
^valve_downloads folder of all the maps so one needn't download all the maps individually upon connecting and changing maps. Simply extract to your common\half-life directory. Going for an hour or so.

>> No.9405930

>>9405926
hey i was looking for an arena fps game tonight, gonna download the pack

>> No.9405931

>>9405930
Come on down. Tell anyone you know that owns HL1.

>> No.9405953

>>9405147
By shader pack you mean the crt-guest-dr-venom port? Or the whole thing?

>> No.9405954

>>9405926
2/32

>> No.9405963

>>9405538
I sent the wad to one of my friends in a discord VA stream because he also likes to play doom stuff, he only passed map01 and barely played 02 but the first reaction was very unpleasant, I asked if he wanted to play more but just replied ''nah, i'm done with this shit'' then we just move on with DbD stuff.

>> No.9405965
File: 36 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9405965

>>9405963
Sounds like your friend wasn't hard or fast enough.

>> No.9405971

>>9405926
you're missing the actual bsp files which take a long time to download

>> No.9405975

>>9405965
Or fabulous enough or faggot enough.

>> No.9405974

>>9405971
Are they not in the valve_downloads zip? What the shit.

>> No.9405983

>>9405926
3/32

>> No.9406001

>>9405926
I fucked up embarrassingly. The bsps didn't upload. 4/32, but uploading the .bsps albeit very slowly to the mega link.

>> No.9406015

>>9404750
I was explicitly talking about the non-mapping side. On the mapping side it's just fancy Boom.
Also, if you want to use Decohack, you still have to know what you can do with Decorate that MBF21 can actually use.
Dehacked is obsolete and MBF21 is just an extension to that obsoleteness.
The only people who defend it are those with hateboners for anything GZD/UDMF.
Hell, if they made something like a MBF31 specification that can do everthing decorate and udmf can you people would cream yourselves over it, solely on account of it not being le ebul chicken man.
I just wonder what the go-to cope would then be, as "limitation breeds creativity :^)" wouldn't work as well anymore.

>> No.9406058

>>9405926
3/32

>> No.9406063

>>9405323
>Nerf it to Q2 level at least.
The SSG in Q2 does 120dmg if all pellets connect
The RL in Q2 does 100+rndm1~20dmg on a direct hit
I dunno shit about Doom, but that was certainly a wrong analogy on your end

>> No.9406080

>>9405547
>>9405551
thanks for shilling my videos. always appreciated.

anyway I said this a while back but chasing popularity will kill the unique vibe that shit like HFFM had going for it. if people have a problem with it, fuck em who cares. and anyway I think more people enjoy it than are willing to admit. Even Decino knows what HFFM is. Still looking forward to a HFFM 2 map with a Faggot Bruce midi.

>> No.9406086

>>9406080
100 and 300 minutes of /vr/ videos when?

>> No.9406096

>>9404887
Just did, hopefully he will take a look at it.

>> No.9406103

>>9405926
5/32

>> No.9406109

>>9406086
gonna be a little while. got 4 other wads up first and ive been busy as hell. but it'll happen.

>> No.9406112

>>9406109
Nice. Looking forward to the other wads as well!

>> No.9406115
File: 2 KB, 128x29, 1622841133148.png [View same] [iqdb] [saucenao] [google]
9406115

>>9406080
based. hffm (and every other community project, map, and asset this board puts out for doom, quake, serious sam, srb2 etc) is made for this board at the end of the day.

>> No.9406123
File: 1.03 MB, 1600x900, mark_v_0001.png [View same] [iqdb] [saucenao] [google]
9406123

I have just completed Honey, no idea what seems to be the problem with it, besides this bit at least. . .

>> No.9406129
File: 9 KB, 392x102, hl 2022-11-11 00-42-11-714.png [View same] [iqdb] [saucenao] [google]
9406129

>>9405926
Closed, thanks to those who joined. I'll see about announcing the game earlier to give people a chance to download the maps. I'll try to find some more fun amx stuff too and fix the rtv not switching after the votemap.

>> No.9406136

>>9406123
Your pic makes me think someone needs to draw female Baron presenting her butthole and saying "Insert 5 rockets to continue".

>> No.9406161

>>9406136
CP, you know what to do

>> No.9406164

>>9406161
Man you really gotta stop abbreviating his name like that.

>> No.9406169
File: 431 KB, 1600x900, mark_v_0003.png [View same] [iqdb] [saucenao] [google]
9406169

>>9406161
>forgot my image AGAIN, not taht it was relevent anyways

>> No.9406172
File: 762 KB, 1600x900, mark_v_0006.png [View same] [iqdb] [saucenao] [google]
9406172

>>9406164
I have no idea how to shorten it in another form than Cryptic Passage
>this really makes my noggin joggin...

>> No.9406174
File: 873 KB, 1600x900, mark_v_0008.png [View same] [iqdb] [saucenao] [google]
9406174

>>9406172
>>9406169
Okay fuck it, I'm outta here before my almonds activate

>> No.9406187

>>9406169
>>9406172
>>9406174
lol wut map

>> No.9406193

>>9406187
Honey by CZG

>> No.9406195

>>9405323
Bruh.
SSG DPS is ~145
Rocket DPS is 354

SSG does 190-215 damage, in rare cases hitting for 170-175, due to how Doom RNG works.

Rocket does 128 radius (usually 110-120 due to monster size) + 20-160, usually hitting for 180-240 damage

SSG has good burst damage but less than half the DPS against tough meatwads like Mancubi/Hellknights/Barons

>> No.9406207
File: 87 KB, 1242x940, iw8dheuwe8q31.jpg [View same] [iqdb] [saucenao] [google]
9406207

>>9406164

>> No.9406217

>>9406207
oy vey!

>> No.9406230
File: 80 KB, 306x317, temp6.png [View same] [iqdb] [saucenao] [google]
9406230

>>9406207

>> No.9406235

>>9406207
kek

>> No.9406245

>>9397408
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
this has stopped working, so has the backup address.

>> No.9406289
File: 28 KB, 229x303, 1667713831594641.jpg [View same] [iqdb] [saucenao] [google]
9406289

>>9405478
>>9405872
Shit I'll give it a go. I'm a bit shit at finding secrets though, and there is no doomwiki page for it yet, so are there any pre-existing playthroughs that show where the secrets are?

>> No.9406320

>>9405953
the mask advanced pack he himself made.
just ask there at his thread, he will give you the link for his github page.

>> No.9406326

>>9406320
DOSFAG possibly deactivated his Account.
In any case, the pack was mediocre since he added only rips and games with no fixes at all, like MK2 fucked up installer not changing the soundfont, and PoP being Broken

>> No.9406332

>>9405276
Why you didn't come up with a Doom 2 project then? Be the change and stop complaining like a giant faggot

>> No.9406336

>>9406320
https://github.com/guestrr/ReshadeShaders
https://github.com/guestrr/WinUAE-Shaders
It's these, right?

>> No.9406337

>>9406336
is the first one
the second is what he ported off his WinUAE stuff

>> No.9406338

>>9406337
Ah, got it. Do I use stuff in first link together with DevilSingh's crt-guest-dr-venom Reshade port? Just want to make sure I understood your setup correctly.

>> No.9406340
File: 3.45 MB, 1920x1080, dhewm3 2022-11-10 19-42-44.jpg [View same] [iqdb] [saucenao] [google]
9406340

>>9406338
nope, guest's own shaders are enough

>> No.9406343

>>9406340
Awesome, thanks a lot. Also, aside from Reshade are you using any mods for dhewm 3 port? It just looks like you're using a redux-like mod too

>> No.9406348
File: 3.23 MB, 1920x1080, dhewm3 2022-11-05 15-08-36.jpg [View same] [iqdb] [saucenao] [google]
9406348

>>9406343
i decided to throw redux, hdpr and the shader pack at gamebanana into one mix
even without it it looks nice

>> No.9406356

>>9406348
hdpr comes from basic ReShade pack, right or is it some other pack? Also, what gamebanana pack?

>> No.9406357

>>9404826
I once used shareware Doom to test an emulator and I thought I was being gaslit for a moment because I could have SWORN there was a switch on that pillar and it was mysteriously gone.

>> No.9406360

>>9406356
nope https://www.moddb.com/mods/d3hdp-doom-3-essential-hd-pack

>> No.9406362

>>9405551
I can't believe HFFM was a commercial failure and we lost billions of dollars investing in it.

>> No.9406365

>>9406362
Maybe the real success was the friends we made along the way.

>> No.9406372

>>9406365
Hard Fast Friendly Men

>> No.9406378

>>9406372
Nice name

>> No.9406379

>>9405721
QCDE
>>9405734
I agree, Quake 4 doesn't feel quite as fake.
Like seriously, if you love sliding, you owe it to yourself to play Q4 on Prodigy.

>> No.9406394

>>9406332
What the fuck are you even talking about, you retard?

>> No.9406404
File: 2.60 MB, 800x450, Math bullshit.webm [View same] [iqdb] [saucenao] [google]
9406404

Thanks to some advice from Yholl I sorted out some math bullshit to make the HUD look at how much energy you have and tell you exactly how many power strikes you have.
Also the amount of strikes you can have has been lowered from 8 to 5. But on the flipside it only takes 4 hits to get one power attack

>> No.9406418

>>9406394
>What the fuck are you even talking about, you retard?
You just comment not knowing the context about it? are you really this dumbass? We're talking about the Doom 1 project and some obnoxious retard is bitching about it because it doesn't have the D2 monsters

>> No.9406423
File: 1.83 MB, 800x450, Chilled armor.webm [View same] [iqdb] [saucenao] [google]
9406423

>>9406404
I also added some fancy effects for getting armor with the icon on the left there, as well as icing the bar over when you get hit with defense reducing ice attacks.
I also just noticed the 2 touches the side of the frame, which pisses me off.

>> No.9406434

>>9406404
I love the feedback on the third strike. It looks so good, dude.

>> No.9406442

>>9406434
Amazing what a little scaling in TEXTURES can do for an attack.

>> No.9406449

>>9406404
>Also the amount of strikes you can have has been lowered from 8 to 5. But on the flipside it only takes 4 hits to get one power attack
It's a nice way to encourage using them rather than stacking them up.

>> No.9406469
File: 429 KB, 667x670, c2f.png [View same] [iqdb] [saucenao] [google]
9406469

>All these sourceports/forks that adds pistol start faggotry, enemy counting, episode list screen for Doom 2, etc and none of them gives the option to remove the difficulty selection screen.

>> No.9406514

>>9406348
What gamebanana shader pack were you using for your screenshots?

>> No.9406518

>>9406514
none until yesterday, which is the parallax pack.
but i think i will delete and keep sikkmod ones

>> No.9406520
File: 956 KB, 1580x889, kmquake2_0248.png [View same] [iqdb] [saucenao] [google]
9406520

Time to spam some screens from the Quake 2 25th anniversary collaborative UNIT. First up a map by Guggenheim.

>> No.9406523
File: 1.04 MB, 1720x720, detayne.png [View same] [iqdb] [saucenao] [google]
9406523

>>9406520
That was 1 of 4, here is 2 of 4. A map by EmeraldTiger.

>> No.9406528
File: 1.20 MB, 1720x720, silo.png [View same] [iqdb] [saucenao] [google]
9406528

>>9406523
3 out of 4 coming up! A map by the Giftmacher (not Otto).

>> No.9406530
File: 1.26 MB, 1720x720, gaelanite.png [View same] [iqdb] [saucenao] [google]
9406530

>>9406528
And last, 4 out of 4, here is a map I have made myself.

>> No.9406538

>>9404716
Unironically Doom 2

>> No.9406567

>>9406520
>>9406523
>>9406528
>>9406530
Can't wait for the release.

>> No.9406636

>>9406520
>>9406523
>>9406528
>>9406530
Hell yes, whoa

>> No.9406640

>>9406404
>Satisfying melee combat
Oh really now

>> No.9406747

>>9406080
Thanks, bro.

>> No.9406763
File: 476 KB, 600x450, 1648224682803.png [View same] [iqdb] [saucenao] [google]
9406763

>>9406015
>Hell, if they made something like a MBF31 specification that can do everthing decorate and udmf can you people would cream yourselves over it
If it done most of decorate stuff and udmf, was demo compatible, played like vanilla doom in the simple aspects like height of monsters and general combat and wasn't a broken terribly optimized mess that is GZD? Hell yeah I would cream myself if someone made it - that's why I like the concept of Eternity engine and plan to get into it someday
You seem to be mistaken, it was never supposed to be about "limitation breeding creativity", both boom and MBF21 are supposed to be a nice middle ground between complete vanilla and bloated UDMF engines - that way you have authentic comfy doom core gameplay that you can add more extensions to
Also stop being such a kneejerk faggot - chicken man is not so bad and is not hated here, its just that GZDoom is simply not Doom, its like those american margarine brands "I cant believe its not butter!" - I have nothing against graf himself and he proved to be pretty based on few occasions(endoom support), only his engine is crap. Just look at the bossbrain ordeal - that thing was broken atleast since zandronum was forked off (which is pretty fucking long ago) and of all the fucking people in the world it was /vr/ (who according to you completely despise poor graf) who discovered the bug and reported it

>> No.9406814

>>9406763
>the bossbrain ordeal
That was so fucking funny
>why does this map work on everything except gzdoom?
>FUCK romero's head is too big

>> No.9406829

>decided to "git gudder" and doom and disabled freelook
>did a couple of WADs
>tested some new ones yesterday without disabling freelook
>felt awkward as fuck
man, it's so weird, previously freelook felt normal and natural, now it's uncomfortable.

>> No.9406832
File: 1.85 MB, 1200x779, Doom pistol.png [View same] [iqdb] [saucenao] [google]
9406832

>>9406814
>Romero's head is too big for the space it's occupying
>default behavior is to fucking self-destruct

>> No.9406847

>he still doesn't know
https://tcrf.net/Doom_(PC,_1993)/Revisional_Differences

>> No.9406852

>>9405453
Must've been a really tasty looking dog.

>> No.9406857
File: 736 KB, 3500x2046, IMG_20221106_135357.jpg [View same] [iqdb] [saucenao] [google]
9406857

Play the game!

>> No.9406867
File: 56 KB, 587x960, aa17ba9a9b717aa7ab7fd304c4dadd47.jpg [View same] [iqdb] [saucenao] [google]
9406867

any games or wads where i can play as a necromancer or a lich or something like that?
(excluding hexen II)

>> No.9406886

>>9405406
Yes. If you enjoyed Revilution, you will enjoy it.

>> No.9406907

>>9406015
I like gzdoom as port, but I'd never map for gzdoom map for a simple reason. Few gzdoom-specific maps and wads usually break on every new update. When I make something, I don't want update it every month just to get it to work. First boom maps from 1998 still work with all source ports with boom support, Lullaby (2021) doesn't work with newest gzdoom.

>> No.9406924

>>9406469
Why tho?

>> No.9406929

>>9406907
I want to map for boom but I can't figure out mbf21 and if i can't use a few specific custom monsters I don't wanna do it
Someone should make a solid tutorial vid or pdf

>> No.9406937
File: 1.39 MB, 1600x900, mark_v_0001.png [View same] [iqdb] [saucenao] [google]
9406937

>finally got some use from that one old aborted mod by Tronyn

>> No.9406957

>>9406015
Oh no, I would love at least a simplified Decorate style language for coding rather than the retarded mess that is extending the tangled bullshit that is DeHacked.
I know sourceport devs would prefer it too, because DeHacked is an annoying bitch to add and maintain, especially when extended, and people would rather only have to keep regular DeHacked around for legacy purposes.

I would also love to have a couple of Doom 64 features added to an MBF21 style mapping format, such as overbright sectors, rapid strobing lights, maybe even colored sectors, as well as dart trap emitters. I'm otherwise perfectly good with using VooDoo Dolls for building scripts though, that shit is fun, and keeping it all demo compatible would be very nice.

>> No.9406983

>>9406957
>colored sectors
That is something that is already supported by both Boom and MBF. I guess what you're asking for is an easier way of making colored sectors.

>> No.9407004

>>9406924
>Why tho?
Because I think the ''implementing all skill levels rule'' bullshit in every single project is retarded. why even bothering implementing another skill when most players usually play on UV w/ save states or Nightmare. I think a feature for umapinfo, mbf21 or whatever would be nice to edit and remove skills levels.

>> No.9407007

>>9405007
forget about CH and use Champions

>> No.9407014

>>9406983
No, that's colormaps, which are different, they only work when you're inside them, and there's apparently some issues with them and hardware rendering.
I mean like when Doom 64 tints a sector and you don't need to be in it.

>> No.9407029

>>9407004
>why even bothering implementing another skill when most players usually play on UV w/ save states or Nightmare
Because not everyone does and it’s fun seeing custom names and graphics for each skill setting.

>> No.9407041
File: 3.21 MB, 2560x1440, vkquake0000.png [View same] [iqdb] [saucenao] [google]
9407041

Holy mother of pretentious. It's a decent map THOUGH

>> No.9407047

>>9407029
I think only doing HMP and UV is fine, anything else is just excessive.

>> No.9407050 [DELETED] 
File: 1.10 MB, 1460x1031, 1651527860655.png [View same] [iqdb] [saucenao] [google]
9407050

>look like this
>decide to put your face in videos for literally no reason anyways
why?

>> No.9407056

>>9407047
I appreciate the effort, especially in instances like Ancient Aliens’ starting map: The two easiest difficulties have you dealing with a mancubus instead of a cyberdemon.

>> No.9407071
File: 49 KB, 750x894, 006.jpg [View same] [iqdb] [saucenao] [google]
9407071

>Platforming maps
>Puzzle maps
>Key/Switch hunting maps
Its mostly the first what annoys me the most,puzzle maps can eventually be brute forced

>> No.9407081

>>9407071
>1/420th of the Puzzle has been solved on the Seven Portals

>> No.9407082

>>9407071
but doom's platforming with the lack of jumping and crouching makes you actually think and plan carefully and is fun.

>> No.9407083
File: 1.22 MB, 2042x1000, q2hxwg.jpg [View same] [iqdb] [saucenao] [google]
9407083

>> No.9407093

>>9407082
Also: no fall damage, although the author can be a dick and have you land on an unescapable hurtfloor.

>> No.9407101

>>9407093
>although the author can be a dick and have you land on an unescapable hurtfloor.
Thats my experience so far on every custom map where the focus is platforming,falling just means load your file again

>> No.9407102
File: 394 KB, 1600x900, winquake_mark_v_0001.png [View same] [iqdb] [saucenao] [google]
9407102

>>9407041
what sort of progs does the BMJ utilize, Copper?

>> No.9407104

Any pwads that just slightly tweak the vanilla sprites of enemies and weapons and stuff? I wanna use something that makes FreeDOOM look more like DOOM but without just being a pwad of the original iwads textures copied straight over

>> No.9407129
File: 79 KB, 751x1024, 1622120316170.jpg [View same] [iqdb] [saucenao] [google]
9407129

>Mod has fancy synthfire
>Left click is right weapon and right click is left weapon

I get why they do it, but it kills me inside every time.

>> No.9407134
File: 846 KB, 1920x1080, 1598982799962.png [View same] [iqdb] [saucenao] [google]
9407134

>> No.9407148

>>9407029
but it's not fun for the mapper, implementing a butchered version of their map for no one is a waste of time.

>> No.9407153

>>9403092
>unknown command
what sourceport is this for?

>> No.9407158

>>9407071
Would take any of them over slaughtershit. There isn't enough 3D platforming and puzzles in vanilla-esque maps (i.e. not TCs and full blown mods).

>> No.9407160

>>9407148
Unchecking a fraction of monsters takes me 5 minutes.

>> No.9407175

>>9407148
>but it's not fun for the mapper
Some don’t. Some like to spend an extra minute or two making their maps appeal to babies.

>> No.9407179

because of the way i've built my map (start in tower of building overlooking large open area, then go into the building itself) i need a long straight corridor
how do i make it interesting

>> No.9407181
File: 2.22 MB, 1920x1080, Screenshot_Hexen_20201104_010343.png [View same] [iqdb] [saucenao] [google]
9407181

>> No.9407182
File: 32 KB, 247x279, 1656837929789.png [View same] [iqdb] [saucenao] [google]
9407182

>>9407148
That's a stupid generalization.
I have fun making difficulty-specific changes to my maps. Usually in the form of a joke (like unavoidable Blur Spheres on UV only) or progression changes (like placing keys earlier in HNTR), not to mention balancing changes like enemy downgrades and item upgrades that fit a specific challenge or arena.
What's your next stupid line of reasoning?

>> No.9407186

>>9407160
That's just lazyness, not always takes just 5 minutes, you have to change monsters, make sure if the gameplay is fun, playtest and checking out if some shit doesn't get stuck or there's something missing, etc.

hell, no wonder some /vr/ maps usually gets buggy in their final states.

>>9407175
>Some like to spend an extra minute or two making their maps appeal to babies.
I don't.

>>9407182
(You)

>> No.9407192

>>9407179
Repeated arches, or inlets in walls with lights in it. Alternating between variants of the texture (Metal + metal with light, or brick + brick with lamp)

>> No.9407202
File: 115 KB, 640x480, doom169.png [View same] [iqdb] [saucenao] [google]
9407202

>>9407192
A sample of what I did once to you forget that you are in a flat rectangular room from sensory overload.

>> No.9407204
File: 775 KB, 1366x768, 1520489161157.png [View same] [iqdb] [saucenao] [google]
9407204

pov you are tactical doom

>> No.9407206

>>9407186
>I don't.
Then don’t. Those who enjoy doing it will.

>> No.9407214
File: 364 KB, 1280x720, 1520546547410.jpg [View same] [iqdb] [saucenao] [google]
9407214

i know what i must do, i shall play swan fox

>> No.9407235

>>9407206
if the faggo running the mapping project wants those difficulties so badly he can implement them himself

>> No.9407241
File: 1.96 MB, 640x480, 1518150182645.webm [View same] [iqdb] [saucenao] [google]
9407241

>> No.9407250
File: 492 KB, 1600x900, UOOOH.png [View same] [iqdb] [saucenao] [google]
9407250

THICC

>> No.9407267

>>9407250
More like MILF demon.

>> No.9407271

>>9407204
how's he gonna tactic himself outta this one?

>> No.9407276

>>9407271
once the semen meter fills up

>> No.9407279

>>9407250
Hot take,this boss was a billion times better than icon of sin,she just needs to summon monsters as well and lower her instant rape levels of damage

>> No.9407307

we should play ut99 turbo

>> No.9407314

>>9407235
I wouldn’t join a map project whose rules I didn’t want to follow.

>> No.9407319

It's up bros
https://www.youtube.com/watch?v=sSHMTvSIeAU

>> No.9407359

>>9406937
>hand-grenades in Quake
Neat'oh

>> No.9407364

>>9407206
>Those who enjoy doing it will.
but some people don't

>> No.9407390

>>9407214
WHOOPS

>> No.9407410

>>9407364
>but some people don't
>”Then don’t.”
It’s not a problem. Even then, if you make a mapset and keep things completely consistent across difficulties, newbies can still get things like the reduced damage through sk_baby.

>> No.9407428

>>9407235
Or they can just reject your map. If you're too lazy to implement difficulty settings then it probably wasn't worth including anyway.

>> No.9407430

Is there a tutorial, either youtube or pdf, on how to put custom actors like monsters/props in boom compatible maps
I've only ever done GZDoom shit

>> No.9407434

>>9407430
In Boom compatible you'd need to swap frames around using dehacked, sacrificing decorations. Whacked or Decohack are useful for it.
MBF21 finally lets you add new stuff.

>> No.9407438

>>9407434
is there any documentation/tutorials on using MBF21? I can't even seem to find a download for it.

>> No.9407441
File: 44 KB, 788x445, file.png [View same] [iqdb] [saucenao] [google]
9407441

>>9407438
https://doomwiki.org/wiki/MBF21
Ultimate Doom Builder lists it as its own distinct format from Boom/MBF. It's off by default, so you have to press F6 in the editor and manually click its check box so you can select it as a format.

>> No.9407442

>>9407438
Specs for all the new stuff:
https://github.com/kraflab/mbf21/blob/master/docs/spec.md

All you need is the newest UDB to make maps (Just select the right format) and newest DSDA-Doom to play.

Specs for decohack on how to code new monsters: https://mtrop.github.io/DoomTools/decohack.html
DoomTools to compile it can be downloaded from the same site.

>> No.9407445

>>9407442
>>9407441
Oh shit, badass, thanks bros

>> No.9407451
File: 516 KB, 500x500, 1628670568495.png [View same] [iqdb] [saucenao] [google]
9407451

>>9403687
If you or anyone else can compile some assets, then I'll merge them with the project.

>> No.9407464

>>9406245
>>9406326
some user managed to get it nuked with a reported copyright claim, i have it all backed up but i'm on vacation right now, will re-upload it all later

>> No.9407473

>>9407451
Sven?

>> No.9407483

>>9407442
>>9407441
>>9407434
I see how these tools can be used to replace existing actors in boom but I'm still not sure how UDB's MBF21 allows me to add NEW things. Do I just add the new shit in Slade like normal and DSDA just "gets it" or what?

>> No.9407486

>>9407483
Yeah, you have to add new stuff in SLADE. I would suggest taking a look at Ad Mortem's DECOHACK to see how they were implemented.

>> No.9407487

>>9407486
Thanks I will!

>> No.9407491

>>9407483
There are fixed IDs MTF_EXTRA01 through 99 and fixed name of sprites SP01 through 98 (Should be 99, but 99 seems to be crashing the game)

>> No.9407503

>>9407464
>Some user
it reeks of /v/ tourist
in any case, i think its time for a /vr/ win98_3dfx pack for dosbox, at least one that runs classic battlezone without the screen issues

>> No.9407513

>>9407486
Maybe I'm missing something but I opened Ad Mortem with WhackED and I don't see any of the additional monster actors in there. I see where they replaced actors, but not where they added any.

>> No.9407517

>>9407513
You need to have mbf21 format.

>> No.9407526

>>9407517
I guess I'm not understanding. When I got to WhackEd4 and I choose an engine it doesn't give me the option for MBF21. I don't think my version would be out of date, I just downloaded it today. Sorry for being retarded.

>> No.9407553

>>9406640
What, you've never seen GMOTA before?

>> No.9407564

>>9407235
Make your own project, then, you humongous faggot.
If you don't like it, stay away.
Nothing worse than faggots bitching and moaning for absolutely no reason.
You are as bad as sjw faggots whining about how everything should be more inclusive and shit and then not buying them.
You dumb asshole.

>> No.9407574

>>9407526
WhackEd4 does not support MBF21. Only MBF (complevel 11, not 21).
I recommend downloading DoomTools. If you've never compiled a program before, you'll need to learn how to do that in DoomTools to turn the DECOHACK code into a .WAD containing all the lumps you need for your own .WADs.

>> No.9407576

>>9406867
There's Deathstrider, the mod Accensus made out of all his old Hideous Destructor addons.

>> No.9407584

>>9407526
Show us what exactly you're doing. You can't even choose an engine in WhackEd. Are you sure you're not talking about SLADE?
Especially since WhackEd can only open deh and bex.

>> No.9407586

>>9407574
whew, alright. thanks anon, I guess I've got a lot to figure out. I wish there was better documentation.

>> No.9407589
File: 5 KB, 42x62, SLMST01.png [View same] [iqdb] [saucenao] [google]
9407589

>>9406867
>>9407576
Forgot pic.

>> No.9407591

>>9407584
I was looking at WhackEd when I was supposed to be using doomtools/slade, that's my bad. I'm extremely green when it comes to doing anything other than putting sectors together and shitting monsters into them in doombuilder.

>> No.9407592

>>9407186
I just make sure to uncheck some monsters as I design encounters. Usually on lower difficulty levels I'll also change some spectres to regular pinkies or downgrade barons/revenants to hell knights.
This takes nearly no effort and will only screw you over if you don't pay attention and accidentally make an entire segment of your map hard-only.

>> No.9407615
File: 21 KB, 609x598, im dumb lmao.png [View same] [iqdb] [saucenao] [google]
9407615

It's harder than I thought especially because I'm fuckin inept at actual coding. WIZSIT is the Heretic Wizard's sound, dunno what it wants.

>> No.9407628

>>9407615
If it's Decohack meant to produce MBF21, you need to be very strict with names.
The sprite prefixes must be SPxx (Where xx is the number from 01 to 98) and sound should be DSFRExxx (Also number)
But you don't include DS when calling the sound.

>> No.9407634

>>9407628
Thanks. Where do you guys learn this shit? I'm really digging trying to find a PDF or something. I hate asking every time some new problem arises, but I'm starting to get the feeling that this stuff is just if you know it you know it, and if you don't you have to ask or hope someone made a YouTube video.

>> No.9407643

>>9407634
Doomwiki for pointers et al
Specs for decohack and MBF21 (And MBF, but I lost the link)
Discord when things get really hard.

Once I got the basics down, it was all going well all the way up until I tried to make ceiling enemy.

>> No.9407653

>>9407483
Pretty much, yeah. You write up your stuff in DecoHack, which uses a Decorate-ish code language (so that a human being can actually understand it), and then the program 'compiles' it into a DeHacked lump for you. MBF21 is an updated and bugfixed version of the Boom format, which understands an extended kind of DeHacked where you don't have to cut existing assets to add something new (along with various new useful pointers), so with that DeHacked lump, the graphics, and whatever sounds, it'll just run in an MBF21 compatible port.

You still only have the weapons that are in their slots, that's apparently a more complex affair, but you can transform those things in all kinds of different manners.

>> No.9407657

>>9407643
That's the way it seems, that the process itself isn't exactly hard but getting there is like searching for buried treasure sometimes.
Like I didn't even think that the sprites prefixes would need to be different, I dunno how I would've come to that conclusion on my own lmao

>> No.9407660

>>9407657
Meanwhile I had no idea there's "auto thing". Seems very convenient.

>> No.9407664

>>9407660
The thing I was watching said that MBF21 could do "auto thing" but just said "look at wikipedia" whenever anything else popped up

>> No.9407671

Friday Night Firefight's cancelled for today. I suggest playing Everyday DM instead.

>> No.9407674

>>9407279
There are people that think IoS is a good boss?

>> No.9407676
File: 575 KB, 1920x1080, 1526278764753.png [View same] [iqdb] [saucenao] [google]
9407676

FIRE 'EM UP

>> No.9407678

>>9407674
It's an OK boss, but lift ride is annoying. An obstacle course plus group of monsters supported by spawner is usually reasonably fun.

>> No.9407684

>>9407676
I played strife recently, why is the combat so shit? None of the weapons feel good to use and the enemies are poorly balanced.

>> No.9407686

Are there any bossfights in original iwads that don't suck
I feel like Black Plague D'Sparil is ok, there aren't really any ways to cheese him, but Heresiarch and Korax can be cheesed and Icon of Sin is Icon of Sin

>> No.9407689
File: 1.31 MB, 1600x900, mark_v_0004.png [View same] [iqdb] [saucenao] [google]
9407689

>>9407359
It's essentially a gimped GL tho, the RL replacement is much better as sets stuff on fire
Also the Vore missiles are now basicly the Fuzzy from Yoshi Island in adittion to homing onto you as usual

>> No.9407728

Spent all night trying to figure out how to put Heretic baddies in Doom thinking I was hot shit just to find out that it's literally already been done and the wad is fucking called Heretic in Doom I'm gonna cut my cock off

>> No.9407730

>>9407686
Why, yes, I'm a Cleric's Flechette enjoyer.

>> No.9407734

>>9407730
WOOO
WOOO
WOOO
WOOO

>> No.9407740

>>9407728
How old is Aeons of Death again?

>> No.9407743

>>9407740
It needed to be boom compatible

>> No.9407747 [DELETED] 
File: 46 KB, 175x128, Propaganda_01.png [View same] [iqdb] [saucenao] [google]
9407747

>>9405712
>>9405747
>Not naming them is basically being complicit in their next actions.
Shut up lol.
Do you think naming the sex pests automatically gets them some kind of a revenge or gets them b& / v& ?
Nothing would happen to the harassers because they have their tranny groomer clique asspatting them while Term would get an extra target painted on him.
Leaving and doing his thing somewhere else where the groomer isn't active is probably the best choice he can do.

>> No.9407763
File: 119 KB, 666x500, 1661874593909097.png [View same] [iqdb] [saucenao] [google]
9407763

>> No.9407767
File: 194 KB, 1366x768, 1497151510936.png [View same] [iqdb] [saucenao] [google]
9407767

got in one little fight and mom got scared and she said you're moving with your auntie and uncle in chex quest

>> No.9407768

Alright. I was able to use Heretic in Doom to put Heretic monsters in my wad. But
Because God hates me
There's a new problem
None of them will attack the player
I'm so fucking close

>> No.9407784

>>9407763
Low effort as fuck tourist kun.

>> No.9407792
File: 264 KB, 750x733, dead end.gif [View same] [iqdb] [saucenao] [google]
9407792

>> No.9407794
File: 109 KB, 320x200, [unzips rocket launcher].gif [View same] [iqdb] [saucenao] [google]
9407794

I fixed this gif up a little since I last posted it.

>> No.9407802
File: 2.75 MB, 510x287, Nice brap.gif [View same] [iqdb] [saucenao] [google]
9407802

>>9407794

>> No.9407803

>>9407768
Fun fact
If you make a single sector map to test a thing
Monsters will not fight you
Someone call Decino and ask him why that do

>> No.9407805
File: 181 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
9407805

>>9407803

>> No.9407815

>>9407805
Oh fuck woops I didn't mean to reply with this. That's my bad.

>> No.9407823
File: 176 KB, 1280x960, Freelook.jpg [View same] [iqdb] [saucenao] [google]
9407823

>> No.9407826
File: 80 KB, 732x589, doomhall.jpg [View same] [iqdb] [saucenao] [google]
9407826

>>9407823
Just posting memes now, huh?

>> No.9407830
File: 925 KB, 500x375, Thy flesh consumed.gif [View same] [iqdb] [saucenao] [google]
9407830

>>9407826
Just some bullshit I really like, maybe some older stuff too

>> No.9407835
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP[sound=https%3A%2F%2Ffiles.catbox.moe%2Fvhsgij.mp3].gif [View same] [iqdb] [saucenao] [google]
9407835

>>9407830
I'm posting bullshit too now

>> No.9407839
File: 799 KB, 168x199, 1651199810102.gif [View same] [iqdb] [saucenao] [google]
9407839

>> No.9407841

>>9407839
>boo-womp

>> No.9407840
File: 327 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
9407840

>>9407784
Not made by me. Just a random DOOM related image someone posted in this thread some time ago.
>tourist
I've been posting in these threads consistently for a year at least.

>> No.9407843 [SPOILER] 
File: 181 KB, 360x360, Spoiler Image[sound=https%3A%2F%2Ffiles.catbox.moe%2Frlvxlj.mp3].png [View same] [iqdb] [saucenao] [google]
9407843

Doesn't work without 4chan sounds but oh well

>> No.9407846
File: 239 KB, 680x418, 1663722264339.png [View same] [iqdb] [saucenao] [google]
9407846

>> No.9407850

>>9407794
Datass.

>> No.9407921
File: 702 KB, 441x297, guysfromvr.gif [View same] [iqdb] [saucenao] [google]
9407921

>> No.9407923
File: 98 KB, 880x660, cac 2.png [View same] [iqdb] [saucenao] [google]
9407923

this is the cacos from before

>> No.9407924
File: 274 KB, 1000x1009, cac 4 1.png [View same] [iqdb] [saucenao] [google]
9407924

this is the cacos now

>> No.9407925
File: 180 KB, 461x447, caco frightening.png [View same] [iqdb] [saucenao] [google]
9407925

>> No.9407928
File: 1.39 MB, 3807x1864, q2hxwg.jpg [View same] [iqdb] [saucenao] [google]
9407928

this is the current cacos

>> No.9407938

so I have a wad with custom monsters, but I cannot figure out how to give those custom monsters a new attack. I have a .bex WhackEd4 patch for the attack, and I've properly patched the wad in Slade, but when I go into WhackEd4 the extra monsters don't appear in my extra things slots. They're just empty. Does anyone have any pointers?

>> No.9408159

>>9407276
it's a bold strategy, but without enough fingerless gloves I'm not sure he can pull it off

>> No.9408179
File: 347 KB, 660x498, American Doom.png [View same] [iqdb] [saucenao] [google]
9408179

>Good morning, UAC!
>I've got a feeling something
>awful's going to happen to me!

This is really stupid, I'm sorry.

>> No.9408183

>>9408179
Save it for next year's musical

>> No.9408186
File: 11 KB, 320x200, d1035bx-ecf030ce-5fad-4ef7-ac12-6aee50ad5e0d.gif [View same] [iqdb] [saucenao] [google]
9408186

>>9408179
is there any seth mcfarlene wad?

>> No.9408195

>>9407241
reminds me, the wad about squidward Going Postal isn't available in the usual places, unless I'm not looking hard enough? It looks really polished

>> No.9408215

>>9408186
Man l, i wish there were idtech 1 or idtech 2 WADs, PK3s, or other type of mode that was either based directly on Family Guy, Venture Bros., South Park, or Terminator!

>> No.9408296

New thread coming right up!
>>9408287
>>9408287
>>9408287