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

/vr/ - Retro Games


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9465158 No.9465158 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9454407

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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.9465162
File: 36 KB, 663x227, its called unrattled.png [View same] [iqdb] [saucenao] [google]
9465162

=== CURRENT PROJECT ===
UNRATTLED
Deadline Extended: December 15th
Rules: See picture
Texture Pack: https://files.catbox.moe/qsve0x.zip

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

=== NEWS ===
[12-3] DBP54: Steamy Bathhouse is out
https://doomer.boards.net/thread/3022

[12-2] New vkQuake release
https://github.com/Novum/vkQuake/releases/tag/1.22.0

[12-1] Decino is taking submissions again
https://youtu.be/bGqw8OYrmUw

[11-25] DF Retro about path traced Quake is out
https://youtu.be/IhhLcZQ2zD0

[11-24] 200 Line Massacre released
https://youtu.be/8wMEsuEDAxo

[11-23] The Force Engine updated to 0.93
https://twitter.com/DF21net/status/1595577521629716483

[11-21] The Macwolf port has a working Editor
https://www.moddb.com/mods/macenwolf

[11-20] MW-3000 a weapon's reskin pack for Quake 2 is out
https://www.moddb.com/mods/mw-3000/news/mw-3000-release

[11-11] Anon releases Stellar Sarcophagus https://mega.nz/file/4mYygYSK#P9vpKwOK9QY6QHplQXCsiK3RPWp3qiPMv_V01Nnezpo

[11-11] KDiKDiZD released
https://www.doomworld.com/forum/topic/132407-knee-deep-in-kdizd-released-its-kdizd-for-doom2exe/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9465231
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9465231

VIOLENT RUMBLE 2 ANCHOR POST

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

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

LAST UPDATE: >>9437718

Considering the limited response to the headcount, I'm just going to stop coding and go full steam ahead into mapping to try to crank out an extra one or two. That means the shield overhaul, laser cannon plasma mode, and some other things from the survey might not be happening. Still, do let me know if there are any bugs, or any balance concerns with the gauntlet or fire shells.

>> No.9465238

>>9465162
GZDoom 4.10.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.10.0
https://forum.zdoom.org/viewtopic.php?t=76913

>> No.9465281
File: 59 KB, 256x256, 1648706627321.jpg [View same] [iqdb] [saucenao] [google]
9465281

Hello, I'm still looking for people to review my Serious Editor 1 tutorial. It should have everything you need to know about the basics of using the editor and how to create a functional map from start to finish. If there is anything it's missing that you would like to see then please let me know.
https://rentry.org/vy4qr

>> No.9465358
File: 128 KB, 1024x990, google image whatever.jpg [View same] [iqdb] [saucenao] [google]
9465358

>>9465158
Is eduke still the best way to play it today or something better popped up like notBlood?

>> No.9465381

What are some wads/mappacks with good urban/architectural themes? Doom, Quake, Duke, etc, doesn't matter. Something like deadwire and the first half of deadair would be the ideal.

>> No.9465419

>>9465381
AUGER:ZENITH

>> No.9465424

>>9465381
There are some excellent roads and alleys in DBP50 Emerald City, as well. Especially in the first half of the WAD and the last few maps.

>> No.9465441
File: 487 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9465441

>> No.9465457 [DELETED] 
File: 312 KB, 1228x767, 1442805675799.jpg [View same] [iqdb] [saucenao] [google]
9465457

When browsing flash games on flashpoint I suddenly remember someone on the doom thread uncovered this quaint collection of garbage in the year 2015 - someone decided to use the flash port of doom, mix up together some assets (some better looking some worse) and put it together in a flash game and distribute it online. Its not really that bad, the textures are okay, enemies are sadly only pinkies(made into zombies) and former humans (made into commandos), weapons are restricted and levels are oblige crap - there were a lot of entries by whoever made this crap:
>Super Sergeant Shooter 1-4 (military commando themed ones)
>Super Zombie Shooter with more parts and level packs I thing (only pinkie zombies as enemies so its extremely boring)
>some space variation of the previous ones so you are on some sort of space ship
They also made something similar but with the quake1 flash port - some world war, counter strike and zombie themed q1 minigames and even a unity port after many years
Anybody here has access to wads from Super Sergeant shooter games? Old uploads were all on some ephemeral platform so they are lost to time I mean 4 in particular because 1-3, space and zombie ones and quake ports are all on safely archived - its SSS4 that's missing - someone even tried playing one of the parts in zandronum with a friend and posted it to youtube. It wouldnt be a bad idea to strip it of doom assets and put it on idgames for posterity
old post about this: >>2693123

>> No.9465468
File: 312 KB, 1228x767, 1442805675799.jpg [View same] [iqdb] [saucenao] [google]
9465468

When browsing flash games on flashpoint I stumbled upon this and remembered someone on the doom thread already uncovered this quaint collection of garbage in the year 2015 - someone decided to use the flash port of doom, mix up together some assets (some better looking some worse) and put it together in a flash game and distribute it online. Its not really that bad, the textures are okay, enemies are sadly only pinkies(made into zombies) and former humans (made into commandos), weapons are restricted and levels are oblige crap - there were a lot of entries by whoever made this crap:
>Super Sergeant Shooter 1-4 (military commando themed ones)
>Super Zombie Shooter with more parts and level packs I thing (only pinkie zombies as enemies so its extremely boring)
>some space variation of the previous ones so you are on some sort of space ship
They also made something similar but with the quake1 flash port - some world war, counter strike and zombie themed q1 minigames and even a unity port after many years

My question is does anybody here has access to wads from Super Sergeant shooter games? Old uploads were all on some ephemeral platform so they are lost to time - I mean 4 in particular because 1-3, space and zombie ones and quake ports are all safely archived on Flashpoint - its SSS4 that's missing - someone even tried playing one of the parts in zandronum with a friend and posted it to youtube. It wouldnt be a bad idea to strip it of doom assets and put it on idgames for posterity
old post about this: >>2693123

>> No.9465520

>>9465381
Lost Civilization's town and city maps are the best I've seen

>> No.9465552

>>9465441
>redneck superfly
>firing dog wants scope
>fire less dude
>planned quakespasm nowhere
>release projects protons included
>business marines

>> No.9465576

>>9465468
This looks and sounds like something foreigners would have made

>> No.9465579

I finally have an idea for my Unrattled map.
Oh Unrattled anon, why did you have to make this now while I am so burnt out?

>> No.9465592

>>9465579
Because getting 4 WADs out before 94 Protons is funny.
But you're right, we could have done this in March with the same exact result.

>> No.9465679

>>9465552
>redneck superfly
>business marines
i'd play these

>> No.9465704

>>9465552
>>release projects protons included
True words never been spoken.

>> No.9465735

>>9465158
where is dorcelessness?

>> No.9465742
File: 82 KB, 520x792, 1629329893311.jpg [View same] [iqdb] [saucenao] [google]
9465742

>>9465552
>>fire less dude

>> No.9465745

>>9465358
Raze is alright, doesn't play ion fury or eduke32-based mods, though.

>> No.9465759
File: 43 KB, 750x750, 1663627830405.jpg [View same] [iqdb] [saucenao] [google]
9465759

>>9465158

>> No.9465847

>>9465759
i knew a sapper who looked very much like this but with black ears. he wasn't as expressive tho...

>> No.9465853

>>9465847
*black hair
kek

>> No.9465871

>>9465358
>Notblood
You mean NBlood?

>> No.9465879

>>9465871
https://github.com/clipmove/NotBlood

>> No.9465880 [SPOILER] 
File: 52 KB, 1328x1328, AAAAAA.png [View same] [iqdb] [saucenao] [google]
9465880

>>9465759

>> No.9465892

>>9465879
for those who don't know, it's basically NBlood but with fine tuned gameplay/difficulty options and QOL stuff

>> No.9465895
File: 1.21 MB, 1600x900, spasm0173.png [View same] [iqdb] [saucenao] [google]
9465895

>>9465835
this reminds me of the Q2 secret with the ancient head item

>> No.9465924
File: 1.27 MB, 1600x900, spasm0175.png [View same] [iqdb] [saucenao] [google]
9465924

>>9465895
Okay this is a tad too much with no quad, but an exploit solved this problem for me . .

>> No.9465967

you realize Doom was released for NEXTSTEP first right?
that's the only important birthday
also quake 2 on december 9

>> No.9465969
File: 155 KB, 1366x768, 512linesvr map12.png [View same] [iqdb] [saucenao] [google]
9465969

Finally got around to playing 512 Lines, this is some good stuff mates

>> No.9465986

>>9465969
Glad you're having fun. Any standout maps so far?

>> No.9466013

>>9465969
>that map
I can hear the MIDI in my head.

>> No.9466014

Care to explain why the resolution and aspect ratio in Doom Enhanced is not the same as the original DOS version or vanilla source ports like Crispy?

>> No.9466021

>>9465986
I'll give this one a proper writeup when I'm a bit further in and hopefully my fever goes down. But so far maps 02, 03, 07, 08 and 13 were the standouts with no real stinkers to be found. Nice work!

>> No.9466024
File: 147 KB, 800x600, 1670192897371626.jpg [View same] [iqdb] [saucenao] [google]
9466024

I went on the internet today and found this

>> No.9466028
File: 2.91 MB, 960x540, 1642449853549.webm [View same] [iqdb] [saucenao] [google]
9466028

>>9464369
they're married

>> No.9466067
File: 1.11 MB, 1280x720, SUNDAY NIGHT SHITSHOW 90 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9466067

SUNDAY NIGHT SHITSHOW TIME!! We'll keep things simple tonight as we burst through Akeldama with Malefactors.

The password for this session is "HowTheFuckIsItAlreadyDecember"

Open doomseeker and let's get to it
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9466098
File: 319 KB, 1920x1080, 20210522175731_1.jpg [View same] [iqdb] [saucenao] [google]
9466098

>> No.9466117 [DELETED] 

Just admit Duke is superior and get over it.

>> No.9466124

>>9466028
>>9464369
kek

>> No.9466130

>>9466098
really like the level design of this game

>> No.9466203

>>9465967
Doom wasn't ever launched as a product for NEXSTeP (because the customer base would be absolutely fuckall), it was developed on there and then converted to DOS, and at some point Mac, Windows 95, and Linux. The published source code comes from the Linux port, with all the audio code stripped out, because it was outsourced and they didn't have the rights to publish that part, and it was also incredibly shit, so it was in everyone's interest to use anything else available, or even make their own.

>> No.9466248
File: 431 KB, 1000x1000, 1577965021386.png [View same] [iqdb] [saucenao] [google]
9466248

>>9466067
Well, I can tell most of you aren't satisfied with SNS in its current state. I'll cut to the point: it might be time to switch hosts, since what we have right now is not satisfactory. I can't think of any viable candidates for anyone else willing to host servers, but it seems like the best course of action if we want this thing to improve.

>> No.9466267

Whats wrong with colorful hell? the enemy HP bloat?

>> No.9466282

What's the last .WAD you played that you really liked?

>> No.9466314

>>9466282
10x10

>> No.9466336

>>9466314
>Maps are supposed to be short and contained
>get to like map 7 or something,i forgot
>suddenly my game tanks and i am forced to drop the mapset
sigh

>> No.9466343
File: 955 KB, 1920x1080, 1670201112.png [View same] [iqdb] [saucenao] [google]
9466343

playing Blood with HDR conversion from Special K
0_0
the screenshot doesn't translate well the colors tho

>> No.9466348

>>9466267
Colorful Hell is great, including how much you can customize enemy tiers and drop rates, but it suffers from a few shitters ruining tiers, especially in the abyss tier. Thankfully you can disable them, but its a shame to miss out on whole tiers due to 1 or 2 shit enemies.

>> No.9466368
File: 1.12 MB, 1600x900, spasm0181.png [View same] [iqdb] [saucenao] [google]
9466368

>>9465924
This map was really something else, would love to see a remake of it in some mod like Drake or AD, maybe even Alkaline

>> No.9466373

>>9466368
seen you screenshots it looks cool, what is it?

>> No.9466384

>>9466368
i would tolerate shit like this in quake 2 or even unreal, but i cant tank this shit in quake 1, for it feels out of place with no reason at all to be there.

>> No.9466387

>>9466295
I like punching too, but it's always bothered me a little that Doomslayer has a BFG tier ult that's a better melee combat booster than Blaz.

>> No.9466524
File: 210 KB, 500x378, Rat_paper.png [View same] [iqdb] [saucenao] [google]
9466524

Ok fellow doomers - I just finished Plutonia 2 uv 100% and I'm looking for something new. Can you recommend me a good megaWAD to chip away at. Something that isnt slaughter maps or stupid hard.

>> No.9466563

What's the best source port for Heretic/Hexen? I want something like PrBoom+ for Doom where the gameplay is identical to vanilla, quirks and all (which is why I don't play GZDoom) but with some modern graphical tweaks and options to play with.

>> No.9466571

>>9466524
Scythe, but the penultimate map is slaughter.

>> No.9466580

>>9466524
>>9466571
>but the penultimate map is slaughter
That's not what "penultimate" means. Also, MAP26 is a slaughtermap, but generally you don't really have to worry about slaughter in Scythe.

>> No.9466581

>>9466384
The visual design in Quake 1 is very cohesive, so having a few things that look really out of place like a modern-day police car is more jarring than it would be in Q2/Unreal.

>> No.9466586

>>9466580
Tbh learning slaughter is an inevitability if you want to get the most mileage out of Doom. You're bound to run into it at some point, so it's best to just accept it as a part of mapping. Even the /vr/ WADs have slaughter maps in them.

>> No.9466592
File: 144 KB, 284x272, fast rat.gif [View same] [iqdb] [saucenao] [google]
9466592

>>9466571
>>9466580
scythe it is

>> No.9466595

>>9466580
Map 26 is nice. Fire and Ice can go fuck itself.

>> No.9466602

>>9466581
it's literally a city, anon, is not like there is a police car in the dismal oubliette

>> No.9466610

>>9466580
>That's not what "penultimate" means.
I know what the word means, I was just misremembering the map order. I thought there was another map after the big slaughterfest.

>> No.9466685
File: 309 KB, 1216x690, wrath.png [View same] [iqdb] [saucenao] [google]
9466685

I need an opinion or two on a random thing:

Do you think that this guy's method of attack lets him fill a good harassment role, or do you think that it's an even dumber version of the vore's firepod?

>> No.9466691

>>9466387
Okay yeah, that makes sense in a way, and now that he only has the one slash. I wouldn't have said it was better before, they just focus on different melee things. Blaz got four slashes that can have a good amount of collateral, while DS got an extendable rage mode that lets him beat on enemies while getting health back. Skill vs strength. But, if you give the Doomslayer a BFG, isn't that just giving him a ranged version of Blaz's slash? It sounds a lot less cool.

>> No.9466729
File: 56 KB, 1065x389, NextStep.jpg [View same] [iqdb] [saucenao] [google]
9466729

>>9466203
>he doesn't know
https://groups.google.com/g/comp.sys.next.announce/c/nXg-xigfHrU/m/b-LH48Np66oJ

>> No.9466734

>>9466685
I feel less inclined to run to cover and take cheap shots at them than vores. I think they're also more fun in groups since the projectile is slower.

>> No.9466746

>>9466348
It shouldn't be that hard to edit the code to simply make the individual ones not spawn.

>> No.9466754

>>9466586
All true, even if I can't bring myself to enjoy this wretched style and hope the fad ends soon. Btw, don't you think the way some people insist slaughter is the end of history for Doom mapping is getting annoying?

>> No.9466763

>>9466754
>Btw, don't you think the way some people insist slaughter is the end of history for Doom mapping is getting annoying?
Never seen 'em. I just play Doom my guy.
I think slaughter is neither a fad nor an end-point of Doom mapping. It's been "officially" recognized since 1996 with Plutonia, an IWAD, and they're still being made 26 years later. But at the same time, traditional maps are also still being made in equal volume. Once again, I don't think slaughter is a fad or the next evolution of an obsolete form of mapping. It just... is.

>> No.9466776

>>9466729
Color system? 8 bit grey display?
Why doesn't this fag use ZDoom or something lmao

>> No.9466792

>>9466776
>ZDoom
more like ZDumb lmao

>> No.9466796
File: 489 KB, 1280x960, Screenshot_Doom_20221204_223324.png [View same] [iqdb] [saucenao] [google]
9466796

>>9466067
gg

>> No.9466801
File: 27 KB, 615x375, file.png [View same] [iqdb] [saucenao] [google]
9466801

>>9466796
I win

>> No.9466803
File: 500 KB, 1920x1080, screen (1).png [View same] [iqdb] [saucenao] [google]
9466803

>> No.9466805
File: 520 KB, 1920x1080, screen (2).png [View same] [iqdb] [saucenao] [google]
9466805

>>9466067
>>9466803

>> No.9466807

>>9466801
Restart the server you Turkeyknob.

>> No.9466808
File: 447 KB, 1920x1080, screen (3).png [View same] [iqdb] [saucenao] [google]
9466808

>>9466067

>> No.9466809

Shitshow to end all shitshows.

>> No.9466815
File: 215 KB, 1280x960, Screenshot_Doom_20221204_201747.png [View same] [iqdb] [saucenao] [google]
9466815

>>9466067

>> No.9466816
File: 2 KB, 240x82, file.png [View same] [iqdb] [saucenao] [google]
9466816

>>9466807
Okay

>> No.9466818
File: 190 KB, 1280x960, Screenshot_Doom_20221204_220743.png [View same] [iqdb] [saucenao] [google]
9466818

>>9466815

>> No.9466820

>>9466807
>>9466816
Joking aside, I see what you mean.
I'll schedule those to happen automatically.

>> No.9466823

>>9465158
Imminent Yamagi Quake II update for Q2 25th Bday
https://github.com/yquake2/yquake2/commit/e37da07a5a788cdf5734374acb71bc10214aacad
some e interesting stuff
>- This release marks Quake IIs 25th anniversary. Happy Birthday!
>- Various improvements to the menu. This includes updates to the menu
framework itself, to the game controller menu, the savegame menu and
the video menus. (by apartfromtime, protocultor, David Carlier and
0lvin)
>- A lot of fixes and improvements to the controller support. Support for
gyro aiming, more precise stick handling and rumble improvements. (by
protocultor)
>- Implement faster weapon switching with the new 'cycleweap' command.
(by protocultor).
>- Fixes pusher delta yaw manipulation. This fixes the infamous bug were
a player standing on a blocked elevator gets turned around (by
skuller).

>> No.9466832

>>9466734
No, their projectile is much faster, but also much weaker. It's a weird combination of values that confuses me as to whether or not it's a weird, specific niche they fill.

Placing them in any open area feels like putting the player on a timer, especially when other enemy types are around: They don't do much damage alone, but their attacks are practically guaranteed to hit unless the player can instantly exploit their surroundings to gain speed and bunnyhop away, or play a quicker version of vore hide-and-seek, so they'll constantly be draining health until taken care of. I can't tell if this is all intentional or something that wasn't fully fleshed out, but I was thinking of tweaking their pods Copper-style to be a bit different from both their vanilla versions and the vore.

>> No.9466838
File: 331 KB, 1280x960, Screenshot_Doom_20221204_213202.png [View same] [iqdb] [saucenao] [google]
9466838

>>9466067
Aww, it wants to be a particle fountain.

>> No.9466842
File: 816 KB, 1358x768, SNSS90.png [View same] [iqdb] [saucenao] [google]
9466842

>>9466067
Alex made this for the announcement post but was about 5 minutes late so it went unused. Here it is anyway.

>> No.9466948
File: 1.62 MB, 1600x900, soa horn.jpg [View same] [iqdb] [saucenao] [google]
9466948

>Scourge of Armagon Horn of Conjuring is a secret item in Heavy Metal FAKK2
Pretty neat.
Just wish it spawned something more useful than bugs.

>> No.9467036
File: 147 KB, 644x508, sss4.png [View same] [iqdb] [saucenao] [google]
9467036

>>9465468
I was able to find the .swf and extract the wad. Any file sharing sites where I don't need to make an account? Pic rel. it runs on PRBoom+ with freedoom phase 1 perfectly. It also runs on crispy and chocolate. I'm glad you asked about this, because I forgot about it.

>> No.9467042

>>9467036
https://litterbox.catbox.moe/
Just zip it up if you wanna preserve the filename

>> No.9467086

>>9467042
Sure thing. Give me just a sec...

>> No.9467135
File: 134 KB, 846x661, sss4-2.png [View same] [iqdb] [saucenao] [google]
9467135

>>9465468
>>9467042
Okay. Here it is. I downloaded the .swf from 2 locations:
https://g55.co/wp-content/uploads/super-sergeant-shooter-4.swf
and
https://nam-1.nyc3.digitaloceanspaces.com/flash-games/files/games/su/supersergeantshooter4_05c93723a525c019.swf
I used JPEXS Decompiler (https://github.com/jindrapetrik/jpexs-decompiler)) to extract the .wad from both .swf files. This is actually a very impressive piece of GPL software. I then looked at the checksums as generated by Dolphin file explorer and got the following results from BOTH of the extracted wad files:
MD5: 6c357720022e42ae02186c3461d26650
SHA1: 51cb03a835eced495578dcf4d1d93d2300a2d97b
The SHA256 and 512 where also identical between both files, so I'm confident this .wad is unaltered. The file name is what was generated by JPEXS, and, as far as I know, is not found in the binary data of the .swf file. Here is the link. I don't think music plays in the original flash games, but that's as easy as muting the music in your port of choice. Will be catbox.moe for 3 days.
https://litter.catbox.moe/8nqb3z.zip

>> No.9467147

>>9466948
>Just wish it spawned something more useful than bugs.
But enough about the game's dev cycle.
I' somewhat convinced that the issue where sometimes you get stuck on corners is an engine fault rather than just a game one, because I've had it happen on Heretic 2 as well

>> No.9467254

>>9467147
I'm not sure about Heretic 2, but that's on the Quake 2 engine anyway. Heavy Metal is on Quake 3, so I suspect the issue is having the player moving in discrete increments per frame to match animations rather than using velocity. Jedi Outcast/Academy are both on the Quake 3 engine, use velocity for player movement, and don't really have a stuck on corners issue.

>> No.9467263
File: 19 KB, 105x171, Lord Blass.gif [View same] [iqdb] [saucenao] [google]
9467263

>> No.9467331
File: 325 KB, 404x720, 1526475402302.webm [View same] [iqdb] [saucenao] [google]
9467331

>>9466592
>>9466580
>>9466571
>>9466524

So I just breezed through Scythe until about level 23 where the game suddenly starts squeezing your nuts, denying you ammo and forcing you to fight in tiny teeny weeny arenas. It goes from Scythe to Seethe so suddenly i nearly got whiplash.

>> No.9467334

>>9467331
>It goes from Scythe to Seethe
kek

>> No.9467337
File: 897 KB, 1600x900, Screenshot_Doom_20221204_045344.png [View same] [iqdb] [saucenao] [google]
9467337

>>9466691
Not quite. Blaz's fatal draw is a small cone of death in front of him. There's no other additional effects, it's just a slash wave that projects a short distance in front of him that one shots anything. It also builds from any melee attacks.

Doomslayer's BFG is gonna be a BFG. I might alter how it works but I was considering just making a traditional one. But it'll charge from any damage dealt. Possibly charging faster than Blaz's fatal draw

>> No.9467381

>>9467036
>>9467086
>>9467135
>Anon delivers
Thanks a lot anon, I thought nobody remembered this

>> No.9467384

>>9467331
>Scythe 1
It's not yet time to seethe, anon, that comes later, when you get to Scythe 2.

>> No.9467387

>>9467331
Post your impressions of map30

>> No.9467395

>>9465231
>That means the shield overhaul, laser cannon plasma mode, and some other things from the survey might not be happening.
Maybe do them post VR2 just as an update? Or even extend the deadline to get more people?

>> No.9467397

>>9463586
There just aren't enough Drake maps/episodes. I love that mod.

>> No.9467419
File: 2.50 MB, 800x450, Wall shatter and stun overload.webm [View same] [iqdb] [saucenao] [google]
9467419

This is cool as fuck.

>> No.9467479
File: 1.17 MB, 1600x900, spasm0182.png [View same] [iqdb] [saucenao] [google]
9467479

>>9466373
Rampage (qbj_colossus)

>>9466581
>>9466384
I've played The Earth War for Q2 around last years January, this map would fit like a glove as a remake of one of its levels with minimal rework

>> No.9467517

So Go 2 It isn't that hard if you're prepared. Played through it using savestates to formulate a strategy/path through it, then beat it without savestates comfortably on UV on first attempt.
The Twilight is harder, particularly the trap with the teleporting hell knights and revenants in very close quarters, which can fuck you pretty bad even if you have a plan.
Having a lot of fun with Plutonia, which has much better level design than D1 or D2.

>> No.9467529

>>9466685
They give me schizophrenia due to their projectiles' explosions only doing 6~9 dmg to player, but for some reason it can also gib zombies IIRC

>> No.9467539
File: 16 KB, 74x97, 1639637521942.gif [View same] [iqdb] [saucenao] [google]
9467539

Explain to my brainlet head how to configure PRBoom so it doesn't look like ass, can load in fixes like spritefixes, and allow me to just double click and run .wads with it
GZDoom is fun and all but I am feeling like I am not playing it as authentically as I could be

>> No.9467546

>>9467539
LZDoom has the option to use Doom's PRNG tables.

>> No.9467740

>>9465441
Can we please make "redneck superfly" into a project that title is fucking beautiful

>> No.9467743

>>9466818
You ever get so mad your head turns into a command line interface?

>> No.9467749

>>9467740
Redneck Rampage project?

>> No.9467823

>>9467749
I wish.

>> No.9467825
File: 492 KB, 640x480, Screenshot_Doom_20221205_045826.png [View same] [iqdb] [saucenao] [google]
9467825

This was fun.

>> No.9467836

>>9466685
I like shooting a single grenade/rocket at a bunch of them - and focusing on killing only one, so that its death explosion finishes off the rest of them for free

>> No.9467907

>>9467479
>Rampage (qbj_colossus)
thanks

>> No.9467909
File: 2.61 MB, 800x450, A fully kitted out Blazter is a crowd control demon.webm [View same] [iqdb] [saucenao] [google]
9467909

>>9467419
and that's all of the Blazter upgrades. The last one added is the Terror Shot, which puts enemies into a frightened state for a bit, or until you pain them.
I may need to reduce the fear timer, cus it's pretty goddamn good right now.

>> No.9467937
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9467937

>>9467909

>> No.9467940
File: 38 KB, 799x363, zomgibbed.jpg [View same] [iqdb] [saucenao] [google]
9467940

>>9467395
We'll see. For now I'm just concerned about number of maps.
>>9467529
>but for some reason it can also gib zombies IIRC
Yep, it's coded to do a bunch of extra damage to zombies. Pic related.

>> No.9467982

>>9467937
Not much left to go, buddy. Just gotta do some doomslayer tweaks, including replacing the berserk rune iwth a quickfire BFG. Still debating on what KIND of a BFG it should be, though, like mechanically.
Then I need to some playtesting and get this out.

>> No.9468158
File: 14 KB, 639x480, Missing Kustam 1.png [View same] [iqdb] [saucenao] [google]
9468158

>>9467909
Also seeing as I'm commenting out Kustam for this update. I've changed his help screens

>> No.9468164

>>9467825
Where are all the wads where you actually fight a giant Icon of Sin mob?

>> No.9468253

>Want to play wads in multiple ports without the hassle of batch files or drag and drop and having to copy wads into sourceport directory(having Doom2.wad in every sourceport folder and other tiring shit)
>Install Doom Launcher thinking it will solve my problem
>Select IWADS
>Big "COPYING FILES" message displays
>it copied all iwads into the doom launcher folder
What the fuck is this garbage supposed to be? Why cant there be a program that scours a folder recursively, shows all IWADs and PWADs inside it and let me arrange them for a sourceport and launch?

>> No.9468267

>>9468253
It also doesn't recognize voices.wad and the hexen expansion as an IWAD
Luckily I found ZDL which is better I guess, this piece of trash can die

>> No.9468275
File: 14 KB, 406x229, image.png [View same] [iqdb] [saucenao] [google]
9468275

>>9468253
>fucking computers how do they work?

>> No.9468294
File: 393 KB, 1000x600, MINI-26.jpg [View same] [iqdb] [saucenao] [google]
9468294

>>9466028

>> No.9468323

>>9468164
Just EDay as far as I know.

>> No.9468337

>>9468323
WTF IS THIS THEN
https://www.youtube.com/watch?v=uk58Cl_SbLI?t=1237
THIS SHOULD'VE BEEN DONE A DECADE AGO
SOME MODDING COMMUNITY

>> No.9468343
File: 342 KB, 673x505, file.png [View same] [iqdb] [saucenao] [google]
9468343

>>9468164
It's not a proper mob, but Plutonia 2 makes a novel attempt at making the Icon look like a giant monster instead of a texture on a wall.

>> No.9468350

>>9468275
Okay Im retarded, but still dont get why the managed option is the default one if its useless

>> No.9468367

>>9468350
Because that was author's original intention, to let the launcher do all the work. He added "unmanaged" option later when people asked him.

>>9468267
Some other iwads (like Blade of Agony) as well, you still can just add them manually. The only difference between them is which command will be used, -iwad or -file.

>> No.9468478

>>9467381
No problem. It was a fun challenge, and I found a new program (JPEXS) that I really like, so that's pretty dope. I've been having fun disassembling and looking at old flashgames I used to play in the 2000s. Kind of makes me want to remake some of them with C++ or Godot.

>> No.9468496

>>9468337
craneo did a giant ios boss too
and i think xaser did one in zen dynamics but it wasn't a literal giant
some expert probably knows other examples

>> No.9468537
File: 30 KB, 480x352, 1670014931467767.jpg [View same] [iqdb] [saucenao] [google]
9468537

>>9468337
>Brutal Doom instead of Project brutality or Plutonia

>> No.9468549

>>9468537
Not the point here, dyslexic.

>> No.9468587

>>9468164
For me it's VIOS

>> No.9468617

>>9468158
where were you when kustam fucking died

>> No.9468629

>>9467940
>don't explode on any wraths
So they're also immune to friendly fire unlike Vores? Seems quite interesting...
Does that also work on the Mummies?

>> No.9468646

>>9468629
Nope, it would have to specify "monster_mummy" as well.

>> No.9468709

>>9467982
>replacing the berzerk rune
nooo please... noooo

>> No.9468724

Was Ghoul's Forest inspired by this game?

https://www.youtube.com/watch?v=j86veyiIcS8

>> No.9468770
File: 94 KB, 1516x608, 277005132_513698656989747_2493336914083030687_n.jpg [View same] [iqdb] [saucenao] [google]
9468770

>>9465158
To face your inner fears you must first face the fear of your own fæc

>> No.9468802

>>9468646
Alright nuut since Progs_Dump makes them into just a Zombie reskins, does it affect them in VR?

>> No.9468803

>>9468343
Looks like he skipped his shoulder reps

>> No.9468828

>>9468802
Progs Dump doesn't have mummies. I don't think I made any changes to mummies beyond adding PD options to them, so they should behave as they did in DOE.

>> No.9468831
File: 829 KB, 3472x3472, IMG_20221205_162423.jpg [View same] [iqdb] [saucenao] [google]
9468831

Doom more like voom lol

>> No.9468835
File: 906 KB, 3472x3472, IMG_20221205_162526.jpg [View same] [iqdb] [saucenao] [google]
9468835

Voom more like zoom

>> No.9468840
File: 699 KB, 3472x3472, IMG_20221205_162711.jpg [View same] [iqdb] [saucenao] [google]
9468840

Unf unf

>> No.9468847
File: 67 KB, 918x657, file.png [View same] [iqdb] [saucenao] [google]
9468847

yea we doomin on the vec

>> No.9468906

>>9468831
noice

>> No.9468908

>>9468831
lose some weight fatso

>> No.9468961
File: 2 KB, 222x258, uwu.png [View same] [iqdb] [saucenao] [google]
9468961

>>9468847
how many bobs and vagene in this picture folder sir

>> No.9468994

>>9468831
>>9468847
fucking nice

>> No.9469019

>>9468831
but can it run d-

>> No.9469121

>>9468831
New 512 Lines titlepic looking dope.

>> No.9469209
File: 209 KB, 680x383, 1666257943339.png [View same] [iqdb] [saucenao] [google]
9469209

>>9467909
Hello, GMOTA guy? Yes, I was just wondering when we would be able to see the next update for Go Modern on Their Asses

>> No.9469227

If I make Chex Quest 3 will anybody play it

>> No.9469236

>>9469227
It already exists, anon.

>> No.9469254
File: 134 KB, 663x599, Scythe MAP26 FEAR.png [View same] [iqdb] [saucenao] [google]
9469254

>>9467384
>>9467387
>>9467331
>>9467334

Okay THIS map.

Continuing my play of Scythe and got to map 26: Fear.

Now its just slaughter wholesale. The 3 halls with waist high walls and 3 Cyberdemons at the end of each were a goddamn chore. Luckily the map gives you plenty of ammo and health.

>> No.9469262
File: 349 KB, 720x900, abVN0Py.png [View same] [iqdb] [saucenao] [google]
9469262

Say something nice about Shamrei the Shrine Shambler.

>> No.9469289
File: 36 KB, 286x323, 1409181615445.jpg [View same] [iqdb] [saucenao] [google]
9469289

Just finished bakers dozen, goddamn what a set of good fucking levels
Why did this guy stop mapping ;_;

>> No.9469319
File: 48 KB, 454x680, 1650710575236.jpg [View same] [iqdb] [saucenao] [google]
9469319

Come stress test my Zandronum server, the name is "/vr/ Funky Town Cartel Video Viewing Party" at 51.161.34.159:10666
No password

>> No.9469359
File: 281 KB, 1920x1080, 20220720211657_1.jpg [View same] [iqdb] [saucenao] [google]
9469359

>> No.9469378

>>9469359
never nooticed the slices were put on the bare table

>> No.9469383

>>9469378
also first time i notice the heart

>> No.9469397
File: 109 KB, 781x773, 1669184534485.png [View same] [iqdb] [saucenao] [google]
9469397

>>9469319
>Missing more than 2048 packets. Unable to recover.
God damn it. Guess I have to scream at my internet provider.

>> No.9469460

>>9468337
God, this takes me back when that Branch of BD wasn't complete shit

>> No.9469481

>>9469397
that happened to me yesterday, couldn't get in
today's wads are still downloading, we'll see...

>> No.9469489
File: 110 KB, 775x600, 775px-Scythe_MAP28_map[1].png [View same] [iqdb] [saucenao] [google]
9469489

A goddamn meeem!

>> No.9469520

>>9466117
Still baffles me how so many Doom modders struggle with starting pistols when Duke already got the formula perfected so many years ago.

>> No.9469525
File: 56 KB, 700x518, web_sneetches_sylvester_mcmonkey_mcbean_illustration_art_22x30.jpg [View same] [iqdb] [saucenao] [google]
9469525

>>9469489
I see Sylvester McMonkey McBean adapted his Wondrous Machine into a Doom map

>> No.9469559

>>9469520
To be fair, Duke's pistol feels like a machinegun.

>> No.9469561

>>9469489
It really looks like the section view of a toilet

>> No.9469565

So... Chex Quest slaughter maps... do they exist?

>> No.9469574

>>9469565
Someone ported Sunder to Chex Quest

>> No.9469594

>>9469574
That sounds horrifying. Going to have to check that out.

>> No.9469705

>>9469319
Killed
Captcha: J20XX

>> No.9469708

>>9469319
Connection was fine for me, but I never really had a problem before anyway.

>> No.9469716

>>9469559
Reloading stops it from being too OP.

>> No.9469745

Always bet on Chop

>> No.9469767

How vanilla is Eternity? Specifically, I want something that will play Strife and Hexen in a vanilla manner like Crispy or Pr does for Doom.

>> No.9469774

>>9469767
Eternity doesn't support Hexen or Strife IIRC.

>> No.9469796

>>9469774
You're right, I misread something when I was researching ports. It looks like Vavoom supports Strife, but I'm not sure if it's vanilla compatible. Any suggestions would be highly appreciated.

>> No.9469810
File: 948 KB, 200x201, 1658735909474.gif [View same] [iqdb] [saucenao] [google]
9469810

>> No.9469861
File: 355 KB, 1428x1595, 1670302914448.jpg [View same] [iqdb] [saucenao] [google]
9469861

>>9469262
Go home Shamrei, you have less polygons than the dog.

>> No.9469949
File: 371 KB, 1080x651, Best buds.png [View same] [iqdb] [saucenao] [google]
9469949

>>9468709
Well look at it from my perspective:
I'm aiming to rebalance Doomslayer to be more similiar to vanilla Doomguy, and his current BFG tier weapon grants a surge of HP, supercharged melee attacks that cause explosions, life drain, and spawn ethereal Doomguys that also punch bad guys and give more HP, also punching enemies boosts your defense for a brief moment and extends the duration of the berserk.

This is all on a character that's supposed to be like Doomguy and this shit grants him superior melee combat abilities than the melee focused character. What the fuck. Rather than nerfing the ability into the dirt, I'd sooner just give him something that's useful but not completely scuffed.

It doesn't HAVE to be just a vanilla BFG. Just something in the ballpark of "Drawing a gun and making a lot of monsters very unhappy with one shot."

>> No.9469952

>>9469520
I like a good starting pistol. I've toyed with a few different systems over the years. I still got a few more unique takes on starting weaponry planned too.

>> No.9469995

>>9469949
>Rather than nerfing the ability into the dirt, I'd sooner just give him something that's useful but not completely scuffed.
Why not buff(or/and unnerf in Lord Blaz's case) everyone else to be this busted?

>> No.9470003

>>9469995
Fuck that shit. I didn't spend half a year going through everything in GMOTA to scale it all back DOWN to vanilla levels only to throw that out the window. This mod has had enough dogshit balance and bloat in it to last a lifetime, and I'm taking it upon myself to strip out unnecessary clutter and finetune everything else.

>> No.9470064

>>9469262
More of a fan of Shamblarisa tee bee queue aych

>> No.9470073

>>9469520
For me it's wand in Heretic.

>> No.9470134

>>9466563
>>9469767
Isn't dsda-doom (prboom+ fork) supposed to have vanilla demo-compatible Heretic and Hexen support now? It's pretty new, though, I don't know if it's complete.

>> No.9470149

>>9470003
Can Blaz and Kustam even survive the harder mapsets now as compared to few versions ago?

>> No.9470158

>>9470149
Give me a mapset you think is hard and the latest GMOTA I've got like 15 minutes.

>> No.9470169

>>9470158
Something like Scythe 2, Speed of Doom, Sunlust and other Ribbiks maps. Latest GMOTA at this moment is 1.4.1:https://combine-kegan.itch.io/gmota.. Next version is coming with some huge changes that will both streamline the characters and nerf them aside from, maybe, Doomslayer aka Doomguy.

>> No.9470170

>>9470003
Well you know what to do: make a new character that has Doomslayer's old berserk.

>> No.9470171

>>9470169
So you're concerned about the next version? Fug never mind then.

>> No.9470182

>>9470170
Or, as an alternative, give it to Blaz or Samsung or whoever that other guy was.

>> No.9470185
File: 86 KB, 1204x604, BALLS.png [View same] [iqdb] [saucenao] [google]
9470185

>>9470149
Well, with Blaz's new stun gun fully kitted out, you can discourage crowds pretty well >>9467909 also his new SSG gives an AOE effect to his power sword attacks, so you hit one guy for 150 damage and everyone nearby is going to eat shit for 150 damage too.
Kustam should be fine when I get there, he'll have a handful of stun attacks too. I'm also going to remove Doomslayer's bombs, bind daggers to reload, and put the pistol on Zoom, and the pistol will have stun bullets.

Don't worry though, the thunder bomb is just gonna become a thunder dagger.

>>9470182
I think Blaz is fine as is, his kit is pretty complete now, though his ranged damage options are pretty horrible by design, he still has enough to get by.

>> No.9470320
File: 926 KB, 1772x991, image.png [View same] [iqdb] [saucenao] [google]
9470320

I'm playing doorpeg and I appear to have found a Soul Trap. What the hell is this thing and why can't I pick it up?

>> No.9470373

>>9469397
>2048 Packets of /vr/

>> No.9470509

>>9469561
And it plays the same way.

>> No.9470521

>>9465281
i read through your tutorial, and it looks pretty good! i'd say a good addition wpuld be how to use the gravity markers too, a feature i think the games sadly underused.

>> No.9470561

>>9468724
Yes, I remember CutmanMike stating so on his blog back in like, 2008 or 2009 or so. If it's still up you could probably go find it.

>> No.9470663
File: 309 KB, 600x468, 1668834747233.png [View same] [iqdb] [saucenao] [google]
9470663

>load up hdest with a couple weapon addons
>find a cool energy gun
>clear a level with it
>enter next one
>it starts to lag the piss out of my game
motherfucker

>> No.9470674

>>9470320
Use it near a sphere powerup and it will store it in your inventory for later use

>> No.9470703

>>9470521
Thanks! I'll see what I can find on gravity markers and add it to the How To section.

>> No.9470721

Will I get to play 94 protons before I get conscripted and HIMRASed to death under Kherson. Place your bets.

>> No.9470731

>>9470721
You can play the beta right now. :^)

>> No.9470759

>>9470134
I'll check. Thank you for the lead.

>> No.9470776

https://youtu.be/nA8mgBxsIw4?t=12

>> No.9470810

why do people always make these weird shaped octagonal rooms, why do people hate square rooms? Is it because they suck at texturing? Because what most mappers seem to do is spam boring repeating metal textures on those rounded walls. Bunch of faggots if you ask me.

>> No.9470827

>>9470731
I want to play finished version.

>> No.9470829
File: 273 KB, 1070x936, Devilution.png [View same] [iqdb] [saucenao] [google]
9470829

It sure takes long.. wow, I'm not even sure if MAP26 is included
But what about Odyssey of Noises with Go 2 It for 94 Protons? Have they meet the deadline?

>> No.9470840

>>9470134
There are many things that make dsda-doom's heretic and hexen support less than ideal for casual play some of which are mentioned on the github. Stuff like intrahub autosaves and layered skies in hexen.
https://github.com/RamonUnch/dsda-doom/releases/tag/v0.24.3
Several things that aren't mentioned include improperly rendering the skies when using vanilla freelook in both games, floating midtextures never animate for some reason and the player view doesn't shift when attacking as a chicken. There are probably others, so while it's technically demo compatible I can't really recommend it now for mostly visual reasons.

>> No.9470884

>>9470810
Maybe they just like octagons more than squares.

>> No.9470887
File: 40 KB, 680x383, 1641882426474.jpg [View same] [iqdb] [saucenao] [google]
9470887

>>9470810
picrel
>>9470829
There were 3 anons that wanted to work together to make an Odyssey of Noises style map. The idea fell through when they all realized the project was never coming out.

>> No.9470897

>>9469861
Amazing how much better that guy's model/texture is than the re-release version. Whoever thought the shambler needed modeled teeth should be shot.

>> No.9470904

>>9470897
>using the shambler and sng found in AD with the other remastered models
Still want to thank that anon linking to Deathmatch Classic’s modelpack, I love the rocket launcher from it.

>> No.9470962

>>9470721
Just be proactive and 'raze' your local recruitment offices, be that through leaving a basement window open and a clogged sink running over a weekend, or some manner of traditional 'bottled' method. Or hide, they don't look very hard, either way you'll do your community a favor.

>> No.9470990

>>9470721
:(
i wonder if Verok is still alive

>> No.9470991

>>9470827
That's never going to happen, sorry.

>> No.9471017

>>9470721
>implying
You'll be fine. No, you'll be much better than fine. You'll be great.

>> No.9471137
File: 68 KB, 700x1000, 10046.jpg [View same] [iqdb] [saucenao] [google]
9471137

I ripped the stages of the Fatal Atomic mod and removed the Weapon Removal from every stage so I could play those stages with other mods. Where can I upload them because anofiles seems to be off.

>> No.9471143

>>9471137
you got balls of steel senpai

>> No.9471154
File: 316 KB, 1296x810, duke-nukem.jpg [View same] [iqdb] [saucenao] [google]
9471154

>>9471143
Here it goes, kings.
anonfiles DOT com SLASH mfvck5L9y0 SLASH Fatal_Mode_levels_extracted_and_edited_-_Keep_your_guns_rar
I made it so I could play with the Kickass Mod and others. Got a good time.

>> No.9471167

>>9471137
does gofile work?

>> No.9471223
File: 162 KB, 1447x1080, Baratus.jpg [View same] [iqdb] [saucenao] [google]
9471223

>>9470840
>the player view doesn't shift when attacking as a chicken.
Perhaps this is already known, but if you shoot a morph ovum at a voodoo doll in heretic you can shrink yourself and pass through low tight spaces - essentialy allowing mappers to make duke3d shrinkray puzzles - you can also make puzzles using gaspods to stack them up or make bridges out of them to places out of reach. This is all in Heretic vanilla, which is really cool.
I also tried to implement voodoo scripting in vanilla heretic but sadly scrollers will only start moving voodoo dolls(or any objects for that matter) if they either move onto the scrolling floor or start on it and get damaged - dolls that start the map on the scroller will stay in place until something hits it. its a real shame because otherwise vanilla heretic would have quite a lot of potential for encounter design, being close to boom - still its pretty flexible, a /vr/ vanilla heretic project wouldnt be bad

>> No.9471245

>>9471154
very nice.
saved

>> No.9471275

>>9466524
TV : Revolution! and Harmony (the Unity versions)

>> No.9471309

>>9469767
Strife Veteran Edition is fine. Runs well on Win and Linux too.

>> No.9471332

>>9465158
Eternity Engine but its used for Multiplayer.

>> No.9471437

so how's unrattled looking?

>> No.9471451

>>9471437
From what I've gathered, 6 maps have been made for it so far. I just started working on one of my own.

>> No.9471465
File: 107 KB, 960x720, 1586553788142.png [View same] [iqdb] [saucenao] [google]
9471465

For this week's HL1DM I'm going to try to set up Xash3D or an old bootleg port of HL1 I used to use to host. The barrier of not having a free download is limiting the audience for my goals of 16+ Team Fortress Classic, Science and Industry, Battle Grounds, etc. games. Even 10+ players in Syndicate Black Ops deathmatch would be ridiculously fun.

>> No.9471472

>>9471465
And for the record I did use Xash at first but for some reason the animations had these awful hiccups for me only which really bothered me.

>> No.9471476

>>9471465
I've been absent for the past few threads, on what day is HL1DM gonna happen?

>> No.9471482

>>9471476
I shoot for every Thursday but missed one since Thanksgiving.

>> No.9471627

I just finished Quake. Good, but visually very repetitive. Where should I go from Quake for more early 3D FPS action?

Also, what's the easiest level editor for early 3D games? I hear good things about Trench Broom...

>> No.9471641

>>9471627
Quake 2

>> No.9471660

>>9471627
Unreal's got an interesting atmosphere but you might find it boring especially after quake
of course Half-Life

>> No.9471664

>>9471627
Dark Forces 2
Hexen 2
Sin
Kingpin

>> No.9471667

>>9471627
>Also, what's the easiest level editor for early 3D games? I hear good things about Trench Broom
Trenchbroom is as good as it gets, but it's only for Quake engine and Gold Source engine games. Might be some ways of converting its .map output to other engines though.

>> No.9471680

>>9471627
Play Serious Sam if you're looking for something different that's 3D. Then maybe try out its editor if you're interested.

>> No.9471689

>>9471275
got links?

>> No.9471756

Kartan at 51.161.34.159
Mods
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
You can race if you want to but if your friends don't race then they're no friends of mine

>> No.9471781
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9471781

>>9471756
>Kartan
Had a big dyslexia moment reading that.

>> No.9471849

>>9471627
Arcane Dimensions mod if you want to see what Quake can really do.

>> No.9471852

Can we stop pretending Thy Flesh Consumed is canon?

>> No.9471871

>>9471756
And killed.
Donk was able to connect this time around so maybe the fix is working.

>> No.9471879
File: 33 KB, 343x343, Seinfeld Cigar.jpg [View same] [iqdb] [saucenao] [google]
9471879

>>9471852
Why don't you Consume my Flesh, located in Hell Beneath, or let me shove my Flesh Against Thee Wickedly. If you say that Unruly Evil one more time I will Sever the Wicked off of you and chuck you Unto the Cruel and make sure that all the demons And Hell Followed you into it as to encapsulate you in Fear.

>> No.9471881

>>9471852
t. had hisseth flesh consumed

>> No.9471884
File: 1.69 MB, 854x480, [sound=https%3A%2F%2Ffiles.catbox.moe%2F42axf2.opus].webm [View same] [iqdb] [saucenao] [google]
9471884

Is this FPS?

>> No.9471889

>>9471884
We've had "so you want to play some thief" in the OP for years now. Yes.

>> No.9471892

>>9471884
Yes.
First Person Sneaker

>> No.9471915

>>9471884
Sudden appearance of child robot always makes me chuckle

>> No.9471964
File: 118 KB, 976x1165, it is what it is.jpg [View same] [iqdb] [saucenao] [google]
9471964

>>9470320
speaking of doorpeg, can any1 spoonfeed me a manual load order? can you even run it on GZ 4.9.0?
the one i tried was:
>lexicon
>lexicon miscellaneous
>RL arsenal
>pandemonia monsters
>RL extended
>RPG
>RPG brightmaps
>RPG lexicon patch
>RPG arsenal patch
>RPG pandemonia monsters patch
>RPG RL extended patch
>nashgore
seems to be accurate according to the tutorial on the github page, but it spits out a wallpaper roll worth of script errors.
give me all the shit you want, i`m just so tired.

>> No.9472041

>>9471756
>>9471871
Missed it, but if network stability has improved for people, cool.
You going again tomorrow?

>> No.9472053

>>9471964
Doorpeg

>> No.9472054

>>9472053
Fuck I meant "doorpeg?"

>> No.9472068

>>9471964
In my loading list the monster mod patch is above RLArsenal's patch and you have it below. If that doesn't work I don't know

>> No.9472070

>>9472053
DoomRPG, usually shortened to DRPG. It's an old mod. A bit of a clusterfuck, really.

>> No.9472081

>>9472041
Yes

>> No.9472104

>>9472068
gave it a whirl, tried removing monster packs completely too, still no dice. thanks for advice though.

>> No.9472117

>>9472104
Seems to be your gzdoom version

>> No.9472208

>>9468164
IOS are always the worst maps of any wad. Don't @ me

>> No.9472249

>>9472208
I agree with this, but it's because of 100% kill autism and constantly-spawning enemies with no way to stop them annoys me.

>> No.9472257

>>9472208
Last Call is not worse than Habitat

>> No.9472263

>>9472208
there fine if theres no platforming bullshit

>> No.9472270

Can we discuss Serious Sam 2? I don't know how to get past the building that spews enemies Icon of Sin style. It just keeps going and I'm playing on serious so it's hard as balls.

>> No.9472281

Should paid pwads come back?

>> No.9472286

>>9472281
If a modder wants money for his efforts then he should link a Patreon or Kofi. Simple as that.

>> No.9472301

>>9472208
why?

>> No.9472305

Speaking of paid pwads, sigil 2 when?

>> No.9472315

>>9472305
soon

>> No.9472439
File: 17 KB, 420x300, 1655476223550.jpg [View same] [iqdb] [saucenao] [google]
9472439

>>9471465
is there a way to join without having steam?

>> No.9472472

>>9472439
>I'm going to try to set up Xash3D or an old bootleg port of HL1
Read closely.

>> No.9472482

>>9472270
Shoot it in the hangar hole, you have to use the vehicle spawned for the building fight or it won't do shit for damage.

>> No.9472508

>>9472472
steam version is not in a great state anyway so alternate versions should be default

>> No.9472519
File: 69 KB, 981x1200, 1640068231449.jpg [View same] [iqdb] [saucenao] [google]
9472519

>>9472472
was hoping that was what that meant

>> No.9472541

i don't like the resolution and aspect ratio of the bethesda doom enhanced port

>> No.9472545

>>9472482
Nono no hangar. I'm in the first city map.

>> No.9472549

>>9472545
Siriusopolis Downtown? Are you referring to the round building with all the doors in the side that you have to run round?

>> No.9472559

>>9472549
Ursul Garden or Suburbs. Not at home at the moment but it's hard as fuck.

>> No.9472713

>>9469861
Where's it's fur?

>> No.9472801

>>9470897
Modeled teeth? Screenshot?

>> No.9472829
File: 321 KB, 480x360, Nice of Black Mesa to invite us for a cleanup[sound=https%3A%2F%2Ffiles.catbox.moe%2Fywh4zo.mp3].webm [View same] [iqdb] [saucenao] [google]
9472829

Soundposts?

>> No.9472845

>>9472208
Agreed, although I have a new appreciation for standard IOS maps after playing the '94 tune up project.
>>9470721
I think I'd jump the border to Canada if I ever got drafted. Fuck that shit, I'd rather die in a pile of frozen moose turds.

>> No.9472895

>>9468164
Doom Zero has IoS fight, where you fight against sprite instead of wall texture. You can also use all your weapons instead of just rockets.

>> No.9472908

>>9471689
They are available in the Addons menu in the unity port or link below if you don't want to bother:
https://pastebin.com/5auSBhXg


Revolution! is almost the same as found on doomworld, was merged with the midi pack and doom2.wad, so it can be used as an IWAD, only downside is the green medikits.
Harmony on the other hand was a ZDoom wad, which was modified to run on limit removing ports, so the original and the unity have very different weapons (the Unity weapons make it more enjoyable).
Also the Harmony Unity wad was merged with the harmony midi pack and has two exclusive maps made for the rerelease.

>> No.9472910

>>9470840
none of those seem to be fixed in the upcoming 0.25 release
https://github.com/RamonUnch/dsda-doom/blob/master/patch_notes/v0.25.md

so for the time being one has only a few mutually exclusive options:
- choco for authenticity
- gz for advanced display options
- international doom for limit removing +qol features

>> No.9472914

>>9472541
Then use another source port. It can't even run all vanilla wads, so you are better off.

>> No.9473139
File: 231 KB, 1917x1080, HEXEN00.png [View same] [iqdb] [saucenao] [google]
9473139

>>9472910
Another good option. Crispy heretic/hexen both received many updates recently adding stuff like high resolution rendering, widescreen, uncapped framerate, and brightmaps while retaining demo compatibility. Pretty much making chocolate obsolete and now good enough to be included in the github releases of crispy doom.
https://github.com/fabiangreffrath/crispy-doom/releases
As far as I know none of the existing widescreen assets for these games works in crispy however, so I decided to compile my own fixes. I figure someone else might want them so I'll link them here. Please read the .txt if you intend to use them, they're kind of a mishmash. See pic too.
https://files.catbox.moe/apsszg.zip

>> No.9473147
File: 136 KB, 1917x1080, HTIC00.png [View same] [iqdb] [saucenao] [google]
9473147

>>9473139
And for crispy heretic.

>> No.9473426

>>9472541
Try out Woof! and then use something like DoomLauncher for handling .wads and load order and stuff.
You can even put nice things into its autoload folders, such as the SpriteFix set, and it has options such as 'faux' brightmaps and an option to recolor the blood splatter for the Caco and nobles to match their sprites (all things which even dyed in the wool purists ought to check out).

>> No.9473440

>>9472845
Anon, he means him getting drafted into the Russian army, if you're in like the US, you're not getting drafted at all (for this war, anyway).

>> No.9473453
File: 113 KB, 1920x1031, Aspect_ratio_comparison_cyberdemon.jpg [View same] [iqdb] [saucenao] [google]
9473453

>>9472541
The official port has the correcy aspect ratio though? You know that Doom's graphics were designed around tall pixels, right?
The official port initially was widely criticized for NOT having the proper aspect ratio and rendering with square pixels (along with quite a lot of different problems they actually did fix).

>> No.9473458

>>9473453
i heard something about how pixels in some screens aren't perfect squares and are actually almost rectangular in a vertical position

>> No.9473518
File: 241 KB, 1366x768, nice teeth faggot.jpg [View same] [iqdb] [saucenao] [google]
9473518

>>9472801

>> No.9473535
File: 1.78 MB, 1600x900, spasm0259.png [View same] [iqdb] [saucenao] [google]
9473535

Fuck it, I give up on discovering them all
And I thought that 100%-ing AD_sepulcher was tedious enough. . .
this map actually has 1000+ enemies in it

>> No.9473556

>>9472281
In a roundabout way they haven’t disappeared, depending upon how you view the exclusive levels for the new official ports of D64 and Quake.
For purchases that are just levels only, it’ll be hard to justify.

>> No.9473612
File: 1.58 MB, 1600x900, spasm0195.png [View same] [iqdb] [saucenao] [google]
9473612

>>9473535
>for got to mention that I spent about 2 hours yesterday and found 51/54 secrets after screencapping this, and have honestly no idea where the hell they could be

>> No.9473645

>>9473612
You'd have to pay me in imaginary currency to even attempt finding all of these.

>> No.9473661

When I import the Quake expansions Bethesda released with the new port into my preferred source port (ironwail), the text breaks. Like instead of saying something like 'this hall selects normal skill' in Dimensions of the Past, it says '$map_dopa_skill_select_normal'. Is there any way to fix this? I just dragged the dopa folder from the steam release into the ironwail folder.

>> No.9473712
File: 35 KB, 1399x123, dopafix.jpg [View same] [iqdb] [saucenao] [google]
9473712

>>9473661
Works on QSS with this version :
cdn.bethsoft.com/quake/dopa.rar
But maybe following past-thread anons advice could work.

>> No.9473772

>>9473712
Thanks anon, the image you posted worked perfectly. Is there any way to rename the mod folders? I'd prefer them to be called 'Arcane Dimensions' and 'Dimensions of the Past' instead of 'ad_v1_80p1final' and 'dopa' but renaming them makes them not work

>> No.9473841
File: 130 KB, 900x900, 1795658_magnagallina_clippy.png [View same] [iqdb] [saucenao] [google]
9473841

Hello... Can i show a skin wad that i did please?

>> No.9473848

>>9473841
Go ahead.

>> No.9473852

What's the most mechanically unique an enemy can be under Dehacked?
Because i assume to make new enemies in that, you secretly pick up existing bits of information and try to work under the limitations

>> No.9473856

>>9473458
Yes, that is correct for Doom and most other computer games of the time, the pixels are drawn stretched 20% taller, and the graphics are very much done with this in mind. Famously, the Doom 95 port did not account for this, drawing pixels perfectly square, making everything look squashed down.

>> No.9473862
File: 62 KB, 711x597, Humphrey.png [View same] [iqdb] [saucenao] [google]
9473862

>>9473848
Okay... this is a skin wad for him, It has
>Crouching
>Mugshot
I need to add some sounds and fix some offsets, but here
https://mega.nz/file/rrACgZBL#DamkQmSQxQomNeV_3G_MInTkljPdbwuG7v9fJRunSBc
Enjoy :)

>> No.9473864
File: 2.91 MB, 940x614, 2022-10-08 23-14-08.webm [View same] [iqdb] [saucenao] [google]
9473864

>>9473852
Before MBF21 you were mostly limited to existing attacks. Could change projectile speed and damage and precision of revenant's homing missiles, but they all tied to hardcoded pointers. You can also fine tune whenever it keeps firing constantly, or fire one shot or any other fixed number of shots.

In MBF21 so far I managed to create:
> Monster that turns into rocket and flies at you when it dies
> Pinkie that speeds up unreasonably when it's close to you
> Monster that is invisible unless it's attacking
> Monster that shoots projectiles that fly for a while and then turn sharply at you, once
> Monster that permanently speeds up after entering pain state for the first time

>> No.9473914
File: 50 KB, 1516x1872, Scythe_MAP30_map.png [View same] [iqdb] [saucenao] [google]
9473914

>>9467387
Okay so Scythe map 30: Fire and Ice is practically fine if not for the overuse of Cyberdemons.

I love that you need to be looking over your shoulder at all times because most of the map is covered by 18 mostly stationary cyberdemons - however cleaning up those cyberdemons after getting them to kill for you is beyond a chore and there's a bit of a lack of ammo for this purpose.

The map itself has a kino double elevated platform above lava room that features lots of great stairwork around it leading to some fast fights with tricky footing that I liked.

All in all it is a bit grindy for my taste but still fun to have played through.

>> No.9473924

With the new Jaguar emulator, you can now play Jaguar Wolfentstein 3D with better performance and being able to save.

>> No.9473980
File: 22 KB, 345x287, caco2.jpg [View same] [iqdb] [saucenao] [google]
9473980

>getting my ass beat playing on UV
>decide to stop fighting everything and just run like hell to the exit
>it works

>> No.9474005

>>9473980
Viable at times, Doom is pretty flexible, and you outright don't need to fight everything at all times, getting out of dodge works great.

If you look at fabled Plutonia, it was designed to be quite hard by the standards of its day, and some of the ways this was done was to plain overwhelm the fuck out of the player, but you weren't always meant to stand your ground and fight on location, often the most sound choice was to fall back or rush ahead as to get some pressure off of you, occasionally the one expected way to beat it. Sometimes they expect you to actually rush ahead or fall back, so that they can double-whammy you and make you evade a second time under yet greater pressure.

>> No.9474007

>>9474005
Learning all this has completely changed how I look at this game. There's a lot of wads I dismissed as being "too hard" that I'd like to revisit now.

>> No.9474010
File: 13 KB, 800x320, dopaText.png [View same] [iqdb] [saucenao] [google]
9474010

>>9473772
After looking a bit into it, I couldn't tell you for sure. Opening QuakeEX.kpf reveals localization files that contain the text strings, and maybe you could change that, but my vague guess is that, using this file, your source port must be looking for the exact mod name (like "dopa") before applying the text.
Maybe someone more competent in Quakeology could tell you if it's possible or not with the "how" and "why".

>> No.9474047

give me wads to play with hdoom

>> No.9474070

>>9474047
La Tailor Girl

>> No.9474132
File: 92 KB, 894x700, 1656407922428.jpg [View same] [iqdb] [saucenao] [google]
9474132

We're playing SRB2Kart today at 6:00 PM EST. Grab the mods here. New ones are in the December Update folder.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g

If you haven't played SRB2K yet and want to get into it, then grab the base game here
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Then get the custom client here
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it here
https://gitlab.com/c3851/srb-2-k-cep

Tips for playing by Azure
https://pastebin.com/GbfJGHFV

>> No.9474176

>>9474047
Play with your cock

>> No.9474287
File: 51 KB, 250x167, 1648647558991.png [View same] [iqdb] [saucenao] [google]
9474287

>>9474047
going down

>> No.9474395

>>9474132
SRB2Kart is a go! Open up the game and manually connect to 51.161.34.159 and let's get going

>> No.9474409

ZDoom 2.8.1 or GZDoom 4.10.0?

>> No.9474439

>>9474047
shame hdoom was never finished
did he even get around to doing all the doom 1 monsters?

>> No.9474443

>>9474409
Do you plan on playing anything made in the past 6+ years? ZD's only worth keeping around for the few wads that only run properly on it.

>> No.9474445

>>9474439
No, showed an anim or two from the Mastermind but that's it.

>> No.9474474

>>9474443
>Do you plan on playing anything made in the past 6+ years?
Aren't most mapping projects these days formatted for Boom or MBF21? GZD has turned into a pure gameplay modding platform with some TCs sprinkled here and there.

>> No.9474545

>doom wad
>huge, repetitive enemy hordes in arenas designed around mindless BFG spam
Trash it.

>> No.9474557

>>9474047
If you want a real challenge, try it with HFFM.

>> No.9474659

PsyDoom is amazing, and I think you should go play it right now.
https://github.com/BodbDearg/PsyDoom/releases/tag/releases%2F1.0.1
You will need the cue and bins for psx doom.

>> No.9474660

>>9474545
BFG truly was a mistake.

>> No.9474786

>>9473440
I know, I was just saying, if I was him i'd try to find the nearest border, but I don't know how things work over there.

>> No.9474802
File: 737 KB, 1920x1080, 1661068096869.png [View same] [iqdb] [saucenao] [google]
9474802

>> No.9474817

>>9474395
https://strawpoll.com/polls/QrgeVNNpjZp

>> No.9474875
File: 322 KB, 1920x1080, kart0058.png [View same] [iqdb] [saucenao] [google]
9474875

>> No.9474889

I want to play Blood but I don't want to be scared :( How scary is it?

>> No.9474895

>>9474395
Literally everyone got desynced at once. Rejoin.

>> No.9474930
File: 10 KB, 148x125, phantasm.png [View same] [iqdb] [saucenao] [google]
9474930

>>9474889
not very but it screams a bit

>> No.9474994
File: 49 KB, 901x676, 1624806972228.jpg [View same] [iqdb] [saucenao] [google]
9474994

Alright nerds I'm done with Scythe and Ive started Scythe 2. What am I in for doomers?

>> No.9474998

>>9474994
It's Scythe but bigger and badder. It starts pretty similar to the first but the maps will get larger and harder fast.

>> No.9475012

>>9474994
Gorgeous Medieval and Egyptian maps, sorta meh techbases afterwards. Fun gameplay.

>> No.9475020 [DELETED] 

So with shotguns do you want the muzzles that add both damage range and tighter spread or just one of them (whichever is better for range)?

>> No.9475091

>>9474395
Good shit.
>>9474875
>Fake Babby

>> No.9475102

>>9465281
Is there a way to alter enemy properties like attack speed, movement speed, or maybe make a bio mech major fire kamikazes all within the editor

>> No.9475106
File: 82 KB, 1920x1080, kart0051.png [View same] [iqdb] [saucenao] [google]
9475106

>>9474395
Killed
Seeing how these are consistently going longer than SNS, WNW looks like a complete success

>> No.9475109

>>9475106
We even saw a couple new faces this time.

>> No.9475110

>>9475102
No, that would require messing with entity code in the SDK. And I have no clue how to set that up properly. I think somebody is working on an updated version for it but to get it working now you have to install a specific old version of visual studio.

>> No.9475113 [DELETED] 

OH WHATS THIS?!?!!? YESYES PLATFORMING OVER INESCAPABLE PITS YES YES TINY PLATFORMS 30 MINS INTO tHE MAP LINE YOURSELF UP ON THE AUTOMaP
OH YOU DONT KNOW HOW TO SR50?? xdddddddddd YOU BETTER LEARN THE SPEEDTRANNY TRICK FILTHY CASUAL DONT EVEN TOUCH MY MAP PEASANT
EPIC SI,PLY EPIC CACOWARD MATERIAL!!!

>> No.9475116 [DELETED] 

>>9475113
sigh...
what map?

>> No.9475121 [DELETED] 

>>9475113
hey settle down okay?

>> No.9475123

>>9475106
Is this kart or minigames

>> No.9475125

>>9475123
Uhh, kart?
There's a bunch of other different game modes too if that's what you're asking.

>> No.9475129

>>9475110
I see. Ty. If I have one thing to say it would be to request
>How to load TFE textures, assets, and external texture packs
>A more detailed brush shaping tutorial
Great synthesis of tutorials though. Clear and concise

>> No.9475136

>>9475129
I'll add those to the list. Turns out I need to do a bit more research with gravity markers because I have no clue how to get them to work properly.

>> No.9475138

>>9475123
>>9475125
All of them involve Karts, but sometimes you just race with the usual assortment of items, sometimes you build up and chain boosts by drifting instead of having the items, sometimes you're put on teams and have to direct your fire at the opposite team while ensuring the well-being of your own, and sometimes you're bungee-tethered together with another racer and spend the whole race jerking eachother around trying to share victory.

>> No.9475147 [DELETED] 

>>9475113
Ba-based...
Please tell us the map

>> No.9475150

>>9475116
>>9475147
map11 of 2048 units of /vr/

>> No.9475153 [DELETED] 

>>9475113
>>9475150
>2048 units
>30 MINS INTO tHE MAP
bruh

>> No.9475160 [DELETED] 

>>9475153
it's so fucking dark I can't see shit and I have to XDDDDDDDDDDDD PLATFORM ACROSS THE CRATES IN THE DARK EPIC EPIC EPIC HOW DID IT NOT GET A CACOWARD??? CAN"T WAIT FOR TRANNY STREAMERS TO SUCK ME OFF AND TELL ME HOW NOVEL AND FUN THIS IS!!

>> No.9475171
File: 152 KB, 750x850, 1340922204286.jpg [View same] [iqdb] [saucenao] [google]
9475171

>>9475138
There's some other game modes floating out there too
https://mb.srb2.org/addons/elimination-r2.3094/
https://mb.srb2.org/addons/hpmod.2425/
These are supported by gametype helper
https://mb.srb2.org/addons/powerlap.3637/
This one looks more interesting than the latter two, but it might take a little setup on my part to get it working. What do you guys think? Would these be worth getting in?
>9475160
Pic

>> No.9475189

>>9474998
>>9475012

Most of Scythe 1 was really way too easy. I mean you can absolutely breeze through everything up till map22. For some reason Scythe developed a whole new personality at that point. So far Scythe 2 seems to be embracing the slaughter aspect earlier into the map set this time around.

>> No.9475191

>>9475189
Yeah, that's why people consider Scythe 2 to be more of a spiritual successor than a direct sequel.

>> No.9475210

>>9475171
Elimination is just worse Frontrun because everyone except first and second places don't get to play the entire race. HPMOD is also about removing players from the game so not very interesting. Being forced to watch is a waste of anyone's time when they could be playing instead.

>> No.9475214

>>9475210
How about powerlap? That one looks like it could make for a fun clusterfuck. It's by the same dude who did weathermod so that's a pretty decent track record, too.

>> No.9475217

>>9475214
Go ahead.

>> No.9475219

Even after closing the game, I'm still drifting.
>>9475210
Eh, I'd be fine with extra time to catch my breath.

>> No.9475248

>>9475217
Turns out the setup was simpler than I thought. We'll play with powerlap next week.

>> No.9475328

>>9474474
GZDoom is currently the best source port for both vanilla and modded gameplay. You should be using it regardless.

>> No.9475330
File: 391 KB, 800x1000, 1388814478760.jpg [View same] [iqdb] [saucenao] [google]
9475330

Are STRIFE and Marathon worth playing?

>> No.9475335

>>9474005
Plutonia usually gives you places to run to when you're surrounded so you can take out enemies from more advantageous positions. You rarely have to just run right in and mix it up, even in Go 2 It. You can kill most of the monsters in Go 2 It by running to positions where you can play peekaboo, or, of course, by simply stimulating infighting.
Plutonia seems like it was absolutely designed with strategic, tactical play in mind rather than balls out run and gun. There's a "solution" to most fights in it that doesn't involve charging in and shooting.

>> No.9475341

>>9474660
Just need to be stingy with the cell ammo.

>> No.9475350

>>9475341
Just need to be stingy with BFG pickups. As in, give none.

>> No.9475352

>>9475350
Sometimes it's nice to have a BFG as a panic button or a "I don't want to deal with your bullshit right now" option.
The real culprit is the backpack. Who needs to be mindful of ammo consumption when you can carry double?

>> No.9475358

I don't want to imagine dealing with Archviles in certain positions without a BFG.

>> No.9475361

>Archvile teleports right on top of you
>there's no cover to run to
>you don't have a BFG

>> No.9475363

is daikatana in the mega? i am trying to suck down john romeros loads.

>> No.9475368

Hey /doom/, is the Nightdive port of Quake good, or is vkQuake still the go-to for playing Q1? I'm not interested in playing mods, just want to play the original idsoft maps.

>> No.9475383

>>9475368
Nightdive port is fine afaik. had some issues early on, but I tried it a bit ago and didn't notice anything glaring.
It does come with updated models, but those look p good imo. Might be able to toggle them off, but I didn't check.

>> No.9475427

>>9475328
I'd argue that Woof is best source port for all wads that are not for gzdoom or eternity.
>supports all boom/mbf21 wads
>accurate gameplay
>demo support
>most crispy additions
>best old school visuals (accurate widescreen low res)

>> No.9475431

>>9475358
Super shotgun has very high change of stunning them.

>> No.9475432

>>9475330
Haven't played Strife, but Marathon 2 and Infinity are worth playing, and if you liked those you can check out the first one.

>> No.9475434

>>9475427
If you don't care about demo compatibility then GZDoom already does all of that, and more with stuff like a 32-bit color SW renderer alongside adjustable FOV in SW mode. The only thing it lacks compared to Woof is a 200p resolution mode, which you can only achieve with the Vanilla Essence mod.

But yeah, I would agree that Woof is currently the best sourceport if all you want to do is playback and record demos, just because it has more features than Boom-derived ports. But if you don't care about demos, then I don't see any reason not to use GZDoom.

>> No.9475436 [DELETED] 

>>9475160
sneed

>> No.9475437

>>9475434
>200p resolution mode
Let's be real: this is eyecancer.

>> No.9475441

>>9475437
I don't disagree, but it's still something Woof offers that GZDoom doesn't. GZDoom can only render as low as 400p, which is the typical "Crispy Doom" resolution that Woof uses.

>> No.9475450

>>9475441
Honestly, rendering at your display's native resolution still looks crispy/retro enough if the textures are unaltered.
Anything less than that is eyecancer.

>> No.9475453

In The Inquisitor 3, where do I find fish guts? The fisherman told me to check "the backyard", went there and found nothing.

>> No.9475459

>>9475450
I use GZD primarily for both vanilla and modded stuff because I like playing at my monitor's native resolution. But at the same time it's not like I don't understand the appeal of playing Doom at a lower resolution, like 400p (2x integer). It's the classic upscaling vs. native resolution argument that people in the emulation space always argue about, especially for 5th gen consoles. Upscaling has its place and looks nice for certain titles, but it can cause a dissonance between the low resolution assets and the high resolution 3D renders. For games like Doom, people don't like the feeling of the monster sprites looking like cardboard cutouts in a 3D space. This is something that playing at a lower resolution can mitigate, since the sprites on the foreground will blend with their backgrounds more seamlessly. It's ultimately a matter of perspective.

>> No.9475461

>>9475459
>monster sprites looking like cardboard cutouts in a 3D space
I don't really get this feeling when playing with unaltered textures. HR/upscaled textures, sure.

>> No.9475470

>>9475461
It's just a sentiment and/or analogy that I've heard commonly expressed by people who grew up playing Doom on a CRT monitor. It's the same reason why there are older gamers who don't like sharp pixels on 8-bit console games. I'm just pointing out why the 200p/400p mode on sourceports exist, and why some people don't like sourceports like GZDoom.

>> No.9475482

What source port has the most gatekeepers?

>> No.9475494

>>9475482
Gatekeeper implies that there's some sort of super sekrit all-time best sourceport that is unknown to the masses.

>> No.9475501

>>9475482
Probably Chocolate Doom, which is a good thing

>> No.9475513

>>9475494
There is, but you aren't worthy to know about it.

>> No.9475532

>>9475513
From Doom With Love could've been this, but alas it has been abandoned.

>> No.9475548

>>9475330
Strife is pretty solid.
Doom guns with a lesser degree of stealth and role-playing and also with a bit of a primitive but pretty good story.

>> No.9475549

>>9475358
3 rockets if you're luck can be enough.

>> No.9475551

>>9475352
>>9475350
I think the BFG is a fun little bonus, something to have well-hidden in a level which can be used to make certain areas a bit easier or used in precise spots for speed runs. What I don't like is when maps more or less require you to grab a BFG to have any hope of surviving an overly cramped arena

>> No.9475565

>>9475551
i fucking love it when a map requires you to pick up a secret bfg to have any hope of actually beating it its such good design

>> No.9475589

>>9475330
Marathon is only worth it if you don't have an aversion to reading. You can't complete the game without reading the terminals without the luck of a genuine god.

>> No.9475596

>>9475589
If I hated reading I wouldn't be on 4chan.

>> No.9475601

>>9475596
I don't see a connection. /tg/ is 90% full of people averse to reading.

>> No.9475604

>>9475601
Yeah, but /tg/ is full of fatso hungry for slim tight elven buttholes.

>> No.9475607

Does Woof let me move the automap using only my mouse? No? Crispy Doom it is.

>> No.9475690

>>9475596
Considering the standard complaint when Marathon is brought up here is that it's too many words and not enough shooting, you might be surprised.

>> No.9475702

>>9475690
I played Umineko, I can manage.

>> No.9475742

>>9475330
Play Marathon 2, it's by far the most approachable, the story is not as important as the rabid fans make it out to be. You can play Infinity after that if you liked 2 and are up for a sequel of the dick flattening variety. Play 1 only if you REALLY want to see where things started and have a high tolerance for bad level design.

>> No.9475809

>>9475607
Crispy can't play boom wads.

>> No.9475939

>>9474409
I have a priority list for this sort of thing. If it can run in Zandronum, I run it that way. If not I check the final ZDoom, and if that doesn't work I relent and use GZDoom.

>> No.9475941

>>9474994
Mr. X is your friend!

>> No.9475949

>>9475330
Marathon is infamous for having one of the worst levels ever made in any video game: Colony Ship For Sale, Cheap
make what you will of that

>> No.9475952

>>9475939
Why zandronum as your first option?

>> No.9475954

>>9475952
I like to autistically mash the taunt button while I play.

>> No.9475958

>>9475954
HEH HEEENNHHH

>> No.9475959

>>9475958
The best thing is turning on randomized sound pitches so you can beat box.

>> No.9475963

>>9475959
The TRULY best thing is when you're playing with a bunch of people, you all gather in front of a door and fail to open it, and somehow you all manage to hit the taunt button all at the same time.

>> No.9475965

>>9475963
Ah yes. The Zandronum door shuffle. A classic.

>> No.9476003
File: 1.38 MB, 849x1039, 2910347_ibdinosaur_adon.png [View same] [iqdb] [saucenao] [google]
9476003

https://www.newgrounds.com/art/view/ibdinosaur/adon
Saw some cool Adon art.
Also, what happened to that one Turok anon who did funny stuff with Adon's model?

>> No.9476009

>>9475330
I have yet to play Marathon, but I'm about half-way through Strife. Strife has many, many hitscanners, so you have to utilize cover much more than in Doom or Hairy Tick, at least on the higher difficulties. It's still a lot of fun, just in a different way. The level design can also be outright bad at times. There are many switches that are not obvious in what they do, but the atmosphere of and visuals of most levels are solid. You have a number of items you can use in your inventory (Like heretic, blood, duke, etc...) Story and setting is really good. I have no problem recommending Strife if you want a retro shooter with story and very light rpg elements.

>> No.9476045
File: 15 KB, 377x150, 1653673233597.png [View same] [iqdb] [saucenao] [google]
9476045

>>9475363
You can find Daikatana and many other retro FPS not in the OP on gog-games.

>> No.9476135

What happened to that guy who was putting together a Compendium style anthology of all the /vr/ projects for use with Zdoom? Is there a download link for at least the latest WIP?

>> No.9476141 [DELETED] 

I heard CIvvie11 called you guys sad during his Shadow Warrior review.

How did you make him mad?

>> No.9476147

>>9476135
https://mega.nz/folder/pslCBQ5K#GY7fgi-ECy7QG_gOmVW-qA
I don't know if he's still around but he did get a barebones release out.
If he is still here, then I might be able to make a hub map for him soon-ish.

>> No.9476160 [DELETED] 

>>9476141
I forget what the issie was, but one anon disagreed hard enough in one conversation that he decided to take it out on /vr/ as a whole. It's not like it was a repeated thing.

>> No.9476234

>>9476147
What would a /vr/ maps hub map look like?
maybe style it like the catalog?

>> No.9476242

>>9476234
I was thinking of something more like Arcane Dimensions, where there's a portal leading to each episode, usually accompanied with some architecture themed around the episode. Like the portal for 2048 would be inside a gothic cathedral, and HFFM being in the leather club, and so on.

>> No.9476346
File: 441 KB, 1858x807, 1639939664988.png [View same] [iqdb] [saucenao] [google]
9476346

Unrattled related question, why does this texture render differently in the 3D viewer and in-game?

>> No.9476349

>>9476346
There might be a texture conflict at work here. What's the texture name?

>> No.9476352

>>9476346
Is this a custom texture? Did you, by any chance stitch 3 crates together?

>> No.9476356

>>9476349
The texture used for the crate is called CRATELT3. Is this a vanilla texture or one that comes with lostres?

>> No.9476360

>>9471664
there isn't really an ideal way to play Hexen 2 currently

>> No.9476381

>>9476352
To clarify on this, classic rendering engine needs textures to be power of two pixels wide, and cuts it to size if it isn't. This is why in some texture packs you see like 192 units wide doors with extra bits to the right.

>> No.9476394

>>9476360
What's wrong with that Hammer of Thyrion source port?

>> No.9476406
File: 1.67 MB, 1199x795, file.png [View same] [iqdb] [saucenao] [google]
9476406

>>9465158
>I think these /vr/ folks really deserve a Cacoward this year. There's only one problem.
>And what might that be?
>The Worst WAD Award was discontinued years ago!
>DOHOHOHOHOHO!

>> No.9476407

>>9476394
Still has some issues with rendering various effects. It's not a horribly broken source port or anything, just not ideal. Also, they fixed the UI filtering when you toggle it off but it's still there for the menu text and makes that look quite bad.

>> No.9476427

>>9476406
How political have the Cacowards gotten? Have they gone the way of the ZDoom Forums or their Discord server?

>> No.9476430

>>9476427
Doesn't seem political. A little cliquish maybe.

>> No.9476469

So what is your wad of the year? I spent entire year only playing wads I made again, so I don't have my own answer.

>> No.9476472
File: 1.00 MB, 1024x711, file.png [View same] [iqdb] [saucenao] [google]
9476472

>>9476427
>Anon wants to know if the Cacowards are political or not
>It doesn't matter.
>Really? Why not?
>He isn't gonna win one anyway.
>DOHOHOHOHO!

>> No.9476475

>>9476430
>Doesn't seem political. A little cliquish maybe.
That's good. Cliques aren't a big deal.

>> No.9476476

>>9476469
I literally don't have time to do all the things I want anymore. I would love to win the lottery goddamn.

>> No.9476480

>>9476472
Kek, you got me good with that one!

>> No.9476491

>>9476472
You can't know that. I was a runner-up last year.

>> No.9476507
File: 408 KB, 650x347, file.png [View same] [iqdb] [saucenao] [google]
9476507

>>9476491
>Anon thinks he can get a proper cacoward this time
>he won't be able to
>Why not?
>DBP is already disqualified, Anon's work is worse than that.
>DOHOHOHOHOH

>> No.9476510

>>9476507
Oh dear god it's spreading

>> No.9476513

>>9476507
>DBP is already disqualified
What why

>> No.9476519

>>9476513
There's a theory that bad blood between DW and DB clouds the Cacoward's judgement and that prevents them from winning a full-on cacoward, which honestly, I wouldn't put it past 'em.
With that said, I don't think any of the DBPs have really done anything exceptional yet. DBP37 is great, but I think it's held back by a mish-mash of assets and colors.

>> No.9476564

>>9476242
Reminds me of DUMP 3.

>> No.9476571

>>9476519
It also had the misfortune of coming out fairly early into what would be a very stacked year. They added a fourth page of normal awards and runner ups compared to previous years because so much good shit came out.

>> No.9476576

>>9469262
might consider s3x0 if I'd get drunk enough and have a stash of PoP's that will last for 30 minutes and if one of PoP undoccumented effects is immunity to eldritch STDs

>> No.9476582

>>9476564
Well, that one was entirely a gothic cathedral. The idea I have for the /vr/ catalog hub is to have multiple structures, like a factory for 512 linedefs, or a clock tower for the minutes of /vr/ WADs.
>>9476571
I also think the strict 1 month development time for DBPs really held it back too. If they used an extra month or two to polish the set, it could have secured a gold caco with ease. Then again, it could have ended up in development hell like 94 Protons.
>They added a fourth page of normal awards and runner ups
I fully embrace this change.

>> No.9476584
File: 827 KB, 1600x900, spasm0031.png [View same] [iqdb] [saucenao] [google]
9476584

>Adoria guy has honestly outdid himself this time around

>> No.9476621

>people STILL caring about Cacowards and board wars
Ho boy, am I glad that this is /vr/ and not any of the other cesspools!

>> No.9476626

SRB2Kart things: I'm replacing some "joke tips" with /vr/ related things. Here's what I got so far
>Level 21 of DOOM II, titled 'Nirvana,' starts with the player in a rectangular room, facing a double barreled shotgun. This is a reference to the suicide of Budd Dwyer, who ended his life with a revolver on January 22, 1987.
>In order to win the race, cross the finish line before anyone else does.
>Contrary to popular belief, the Spawn enemy in Quake only explodes when killed, rather than when touching the player. Wait for them to bounce to a safe distance before shooting them.

>> No.9476629

so is the expectation when quake mapping that all your brushes will be hexahedrons?

>> No.9476632

>>9476469
Devilution definitely.

>> No.9476639

>>9476621
I usually like about 80% of wads at cacowards, so it's christmas for me since i missed most of the wads when they were released.

>> No.9476650

>>9476519
I think the whole forum wars have calmed down. As or dbps themselves, this year didn't seem to have anything as exceptional as Auger Zenith. Most of them seem like mediocre speed maps with wacky themes.

>> No.9476664

>>9476650
I'd say DBP47 was just as good, if not a bit better than DBP37, but not without its faults. Other than that, I agree with you, the DBPs following the latest schism have been pretty mid-range, just a bunch of okay maps with no real standouts.
Geez, I feel like DBP can broken into 4 distinct eras with how much the core team members have changed over the years.

>> No.9476834

>>9476621
I mostly follow them in case something I never heard of before wins an award, because hey, that's another wad for me to play.

>> No.9476858

Does anyone know of information on creating a replacement introduction level for quake?

>> No.9476913

>>9476858
You just name it 'start' and have different level exits going to different maps.

>> No.9476935

>>9465162
https://twitter.com/romero/status/1600982842452119552
Sigil 2 next year.

>> No.9476962

>>9476913
how does difficulty select work?

>> No.9476971

>>9476962
Have the player walk through a trigger_setskill.

>> No.9476983

>>9476971
thanks a lot

>> No.9477006

For those bitching about cacoawards, bring back the golden boners.

>> No.9477009

am I a retard (don't answer) or there wasn't a halloween map jam this year?

>> No.9477015

>>9477009
You mean for Quake? The usual suspects decided for everyone that the Halloween and Christmas jams should be combined.

>> No.9477019

>>9477015
uh, ok I guess

>> No.9477065 [SPOILER] 
File: 50 KB, 427x483, get fukd anon.jpg [View same] [iqdb] [saucenao] [google]
9477065

>>9477009

>> No.9477107
File: 159 KB, 640x512, kart1485.png [View same] [iqdb] [saucenao] [google]
9477107

>>9474132
>>9474395
Most replays:
https://files.catbox.moe/yrbtd4.7z

>> No.9477154
File: 396 KB, 3156x858, quake ai upscale.jpg [View same] [iqdb] [saucenao] [google]
9477154

Texture not big enough? Don't want to stretch it?
Just AI upscale, bro.

>> No.9477160

>>9476935
>only 9 levels
Come on man

>> No.9477167

>>9477160
A true megawad experience. :^)

>> No.9477171
File: 811 KB, 1920x1080, this is what john romero actually thinks is a good deathmatch map.png [View same] [iqdb] [saucenao] [google]
9477171

>>9477167
But what about those deathmatch levels bro?

>> No.9477178

Romero was the most painfully 'competent' mapper at id. His maps weren't that fun or that boring. They weren't especially beautiful or ugly. They didn't get better or worse over time. They just were.

>> No.9477195 [SPOILER] 
File: 64 KB, 1080x758, 1661269677039.jpg [View same] [iqdb] [saucenao] [google]
9477195

>>9477065
bit rude

>> No.9477289

Yall finna know where I can download essential fan made wads???

>> No.9477308

Anyone use OBHack? That program is fucking cool.

>> No.9477317

>>9477160
How many deathmatch arenas?

>> No.9477332

>>9476664
It's a shame the DBK crew is doing ZDoom wads now. Waste of talent

>> No.9477334

Hello. Am codelet. How do I build this?
https://github.com/luser/wad2map

>> No.9477336

>>9477009
>>9477019
Brutalist Jam and Sewer Jam 2 were running so Halloween was skipped and was combined with Christmas.

>> No.9477394

>>9477178
Perfect Hatred was a hell of a map.

>> No.9477397
File: 102 KB, 714x804, facepalm.jpg [View same] [iqdb] [saucenao] [google]
9477397

>>9477289
>finna

>> No.9477398
File: 699 KB, 1920x1080, hl 2022-12-08 18-31-29-511.png [View same] [iqdb] [saucenao] [google]
9477398

I think we're going to go with Xash3D for the faux original menus. Testing some things out.

>> No.9477432

>>9477398
For some ungodly reason SBO will not work with Xash3D. But I have a plan John.

>> No.9477463
File: 1.13 MB, 1920x1080, hl 2022-12-08 19-20-10-381.png [View same] [iqdb] [saucenao] [google]
9477463

>>9477432
Thank god for the mother fucking Czech Republic. Won't be using Xash3D, I have this bootleg faux Steam version of HL1 that SHOULD let legitimate owners and otherwise play on the same server.

>> No.9477467

How do I get good at slaughtermaps? I tried Valiant, but I just die and die

>> No.9477473

>>9477467
Play on a lower difficulty setting.
If you're insistent on playing on UV, then at least play easier sets. Rush is considered a good intro to slaughter.

>> No.9477475
File: 27 KB, 304x73, 1670556597764441.png [View same] [iqdb] [saucenao] [google]
9477475

congrats!

>> No.9477476

>>9477475
Stream won't load for me. Horseshit.

>> No.9477497

>>9477154
Some of the figures have lost some of their definition, but it overall, it really does look pretty good. Some manual touch-up would probably make it perfect.

>> No.9477534
File: 881 KB, 1920x1080, amc squad mod.jpg [View same] [iqdb] [saucenao] [google]
9477534

What went wrong?

>> No.9477535

>>9477534
Nothing. It's a passion project lead by one madman who's incredibly dedicated to his work.

>> No.9477542

>>9475437
I kinda like low resolution for doom. It obfuscates the low res textures and simple geometry, making my brain fill in the missing bits with more detail. Exceptions for gzdoom TCs like ashes obviously. But vanilla doom maps look better with low res imo. It's what they were built around.

What Crispy does on 'low detail' is much better than Woof, not sure why. I think it renders at higher res (400p?) then downsamples, so it looks better but keeps the crunchy look. Also crispy lets you keep high res for the automap. Woof's 200p is kinda shitty but I still prefer it to 400p for vanilla-ish maps, I admit I might be insane tho.

>> No.9477719
File: 2.41 MB, 1920x1080, hl 2022-12-08 21-49-45-126.png [View same] [iqdb] [saucenao] [google]
9477719

I'm fucking IN.
https://www.dropbox.com/s/zitvki4937f47rg/Half-Life.zip?dl=0
The above link is a tricked out bootleg HL1 that will let legitimate owners join its servers, as well as let non-owners of HL1. It even allows for TFC, Deathmatch Classic, and Ricochet. Unfortunately DoD and CS1.6 are out, but never say never. Right now I'm running Rocket Crowbar, a deathmatch mod for HL1 that lets you transform into monsters as well as modifies every weapon to perform a different action. Completely changes how deathmatch is played.

https://www.dropbox.com/s/b8qm29110u0y0g1/RockCrowbar.zip?dl=0
Unzip Rocket Crowbar to your Steam HL1 directory, or the bootleg directory. If you have joined my games in the last month, the only thing you need right now is Rocket Crowbar. However if we get enough players, I'd like to switch to TFC, Team Fortress Classic.

https://www.dropbox.com/s/73535p7cxnzmou3/tfc.zip?dl=0
TFC^

And because I intend to host them later anyway, you may as well pick up Ricochet and DMC.

https://www.dropbox.com/s/ex4ztwt8m76681q/ricochet.zip?dl=0
Ricochet^

https://www.dropbox.com/s/9c0v4g3yzr3nmz2/dmc.zip?dl=0
DMC^

>Can I use your TFC, Ricochet, and DMC links with my legitimate copy?
I do not know. Didn't test. Just wanted to host tonight. Hosting for two hours or more depending on player count.

>> No.9477721

>>9477719
GODDAMMIT
162.248.93.194:27015
Also if you're using the bootleg copy, you can just fire up HL.exe and select "Change game" to Rocket Crowbar. Steam users will need to restart Steam to see it in their library, or fire up HL1 and type game RockCrowbar.

>> No.9477768

babby_32 if you're here I have no idea why you got dropped. I tested both my Steam copy and the bootleg and was able to join the server.

>> No.9477771

>>9477721
2/32

>> No.9477815

>>9477721
>Your UserID is already in use on this server
uh

>> No.9477818

>>9477815
Another player had that problem but didn't say how he overcame it.

>> No.9477821

>>9477815
He says he just kept doing connect 162.248.93.194:27015 in the console and eventually it let him in.

>> No.9477823

>>9477818
It might be an issue with using the Steam version, I couldn't get your bootleg to work as launching the executable does nothing, it might all be issues on my end but I'm a bit too tired to delve much into it

>> No.9477826

>>9477823
Dang, shame. Hope it can work it out for next time.

>> No.9477835
File: 1.01 MB, 1680x1050, ColonyShipForSaleCheap_0004.png [View same] [iqdb] [saucenao] [google]
9477835

just beat colony ship for sale, cheap!
it's not a good level

>> No.9477838

>>9477823
>>9477826
I really don't know what went on with you. I downloaded fresh from my links and was able to connect flawlessly.

>> No.9477841

>>9477721
3/32

>> No.9477846

>>9477818
i'm getin it too, steam version

>> No.9477856

>>9477846
Completely bizarre. I do it over and over and it works flawlessly for me.

>> No.9477859

>>9477856
>>9477721
One player running Steam reports he just kept connecting via console the ip until it let him in.

>> No.9477902

>>9477838
Well, HLTV let me spectate via cmd on the first try, so actually connecting to the server didn't seem to be the issue so much as it was the hl.exe not even wanting to launch in the first place, but it ended up working somehow

>> No.9477904
File: 137 KB, 1680x1050, 20221209001748_1.jpg [View same] [iqdb] [saucenao] [google]
9477904

oh hey i got in!
oh...

>> No.9477905

>>9477904
wait what the fuck happened to my screenshot

>> No.9477914

>>9477160
Actually Romero answered on comments. He's actually making two separate wads: Sigil 2 and untitled Doom 2 megawad, which has the 32 maps. Sigil 2 is probably for Doom 1, I think. This is cool.

>> No.9477917

>>9477467
Valiant isn't even a slaughter wad, but yes it's harder than iwads. I'd say play on hmp (or hntr if even that is too much) and use saves as much as you need. Playing maps without saves is not for beginners. Don't do it, before it feels natural.

>> No.9477920

>>9477914
>Romero gets to work on Doom 2 levels
Better late than never, I guess. Maybe he'll finally write a proper GDD for Quake next?

>> No.9477953
File: 1.30 MB, 1920x1080, hl 2022-12-08 23-43-16-621.png [View same] [iqdb] [saucenao] [google]
9477953

>>9477719
>>9477721
Closed. Thanks to all who joined. Working on fixing the issue. If I cannot fix it, I'll be forced to choose between the bootleg which some people object to and Steam which other people object to. So fuck.

>> No.9477958

>>9477953
If you really cannot get Steam working then whatever lets the most people play is the better option. Me having to have a second Half-Life install is a very minor issue compared to someone not being able to play the game.

>> No.9477971

>>9477958
Appreciate that since my last hail mary of a fix didn't work. Going to be running the bootleg from now on to maximize potential player count.

>> No.9478004

>>9477475
I cant look at this thing smiling after seeing porn of it with ahegao

>> No.9478030

Oh shit, a doom 1 map thingy and I have the weekend free. Time to make something

>> No.9478041

>>9465281
I'm at the door tutorial. The door opening sound plays infinitely upon touching the touchfield. Any ideas?

Also I know you must be working hard on this, but I don't think anyone who plays or has a passing interest in Serious Sam wants to start their mapping journey making the door. I think a basic room with some basic decoration like some pillars and wall sconces for firelights and triggering some enemies upon moving forward would be infinitely more interesting than making a room, then getting into a very in-depth door tutorial.

Also is there no way to manipulate textures more easily in polygon mode? Like with mouse dragging or something?

>> No.9478056

>>9477398
I honestly think this menu font is cool, is there a place where I can download a pcx/tga with all the letters made into textures for use as onscreen messages in levels?

>> No.9478059

>>9477917
Any map that has more than one revenant is a slaughter map according to /vr/.

>> No.9478060

>>9475330
Strife is pretty cool. It's not perfect, there's rough parts, but there's a lot about it which is really neat.

>> No.9478061

>>9478059
>according to /vr/
A few loud whiners don't make up the entire board. You know better than that.

>> No.9478075

>>9477534
seems fine to me, does a lot of fun tech with eduke32 though the amount of damage you take is ridiculous

>> No.9478076

>>9477917
Valiant isn't a slaughter mapset, but it has some slaughter in some of its levels.

>> No.9478082
File: 426 KB, 220x213, quake-grunt-2607515148.gif [View same] [iqdb] [saucenao] [google]
9478082

>>9477154
can't wait for gpu-wide real-time picture enhancement

>> No.9478128

>>9477398
Wtf is Xash3d? Just a hl1 sourceport? What version should I download if I want to play with you guys? Why not just regular Hl1 from steam?

>> No.9478135

>>9478128
Caught me right before I was hopping off. Xash3D is a limit removing engine alternative to Goldsrc, but most people just use it to play HL1 without Steam.
>What version should I download if I want to play with you guys?
This one
https://www.dropbox.com/s/zitvki4937f47rg/Half-Life.zip?dl=0
It's not Xash3D, it's some cracked Steam HL1 I had from like 2018 when I hosted HL1 back then for /v/.
>Why not just regular Hl1 from steam?
Maximizing player possibility. A lot of people don't own HL1, and a lot of people don't care to buy HL1 just to play with some randoms from 4chan. Back in 2018 I actually managed to get quite a few people with this version but I didn't have the funds to consistently rent a dedicated server. Now I do. Just a matter of hosting and people coming by now.

>> No.9478137

>>9478135
Also
>Why not use Xash3D?
Xash3D has some mod issues for Syndicate Black Ops, Rocket Crowbar, and others I don't remember at the moment that I was testing. They either don't run the game (SBO) or run but have some other issue present (RC with Xash3D won't let you join the game).

>> No.9478214
File: 50 KB, 512x358, img_5870.jpg [View same] [iqdb] [saucenao] [google]
9478214

>>9465158
Quake II 25th Anniversary Thread next?

>> No.9478223

>>9478214
DOOMEDSDAY 29 next, probably, because December 10th is Doom birthday.

>> No.9478228

>>9478223
Then >Pic fits the quota for both since today is Quake 2 and Tomorrow is Doom.

Its a 2 for 1 special.

>> No.9478229

>>9478228
This gives me an idea for the name of the next thread: THE /DOOM/SDAY STROGGENING

>> No.9478238
File: 467 KB, 596x1088, sigil 2.png [View same] [iqdb] [saucenao] [google]
9478238

>>9477914
Yep

>> No.9478240
File: 1.04 MB, 1920x1080, q2_0008.jpg [View same] [iqdb] [saucenao] [google]
9478240

>>9478229
Godspeed anon

>> No.9478245

>>9478238
>*another* nine-level wad
Is he implying that SIGIL had nine levels after all?

>> No.9478287

>>9478245
No, SIGIL 2 will have 4 and a half single player levels and 4 and a half multiplayer areas.

>> No.9478292
File: 401 KB, 397x507, MOREMORE.png [View same] [iqdb] [saucenao] [google]
9478292

>>9478287
still wants to make us his bitch huh?

>> No.9478349

>>9478041
Make sure the looping property in the SoundHolder connected to the door is ticked off.
I made the tutorial to focus on the absolute basics, and knowing how to set up doors is pretty important in my eyes. Sorry if it's very in-depth but I want to make sure I explain things properly. You're also still at the very beginning. The next few sections get into detail about how to spawn enemies and how triggers work.
When in polygon mode you can hold CTRL to move a texture around with your mouse. I believe I bring this up later when creating a switch/button.

>> No.9478369
File: 136 KB, 503x548, O4EoXkR.png [View same] [iqdb] [saucenao] [google]
9478369

>>9465162
Before this thread goes to the double whammy anniversary

Yamagi Quake II was updated to the 25th Anniversary update Edition
https://www.yamagi.org/quake2/
On 2022-12-09 Yamagi Quake II version 8.20 was released. Changes are:

>This release marks Quake IIs 25th anniversary. Happy Birthday!
>Various improvements to the menu. This includes updates to the menu framework itself, to the game controller menu, the savegame menu and the video menus. (by apartfromtime, protocultor, David Carlier and 0lvin)
>A lot of fixes and improvements to the controller support. Support for gyro aiming, more precise stick handling and rumble improvements. (by protocultor)
>Implement faster weapon switching with the new ‘cycleweap’ command. (by protocultor).
>Fixes pusher delta yaw manipulation. This fixes the infamous bug were a player standing on a blocked elevator gets turned around (by skuller).
>Add a command ‘spawnentity’ to spawn entities at the given coordinates. Can be used for debugging. (by 0lvin)
>Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak file with assets to work, see the documentation for details. (by 0lvin)
>Ported reverb effects from SkacikPLs Q2RTX fork. (by 0lvin)
>Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
>A way better fix for dead bodys obstructing elevators or falling through the worldmodel. (by BjossiAlfreds)
>Fix items already in water playing a splash sound at level start. (by BjossiAlfreds)
>Pause the game when getting minimized or hidden. (by David Carlier)
>Fix Bugs related to ‘ogg_ignoretrack0’. (by BjossiAlfreds)
>Share model loading code between renderers. (by 0lvin)
>Restore stair step smoothing for step sizes other than 16.
>Fix playback of long audio samples (>10 seconds) through OpenAL.

>> No.9478374

>>9478369

>On 2022-12-09 Three Wave Capture The Flag version 1.08 was released. Changes are:
Several small bugfixes.

>On 2022-12-09 The Reckoning version 2.11 was released. Changes are:
Implement faster weapon switching with the new ‘cycleweap’ command. (by protocultor).
Fixes pusher delta yaw manipulation. This fixes the infamous bug were a player standing on a blocked elevator gets turned around (by skuller).
Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
A way better fix for dead bodys obstructing elevators or falling through the worldmodel. (by BjossiAlfreds)
Fix items already in water playing a splash sound at level start. (by BjossiAlfreds)
Phalanx explosions should be muffeled under water. (by protocultor)

>On 2022-12-09 Ground Zero version 2.10 and was released. Changes are:
Implement faster weapon switching with the new ‘cycleweap’ command. (by protocultor).
Fixes pusher delta yaw manipulation. This fixes the infamous bug were a player standing on a blocked elevator gets turned around (by skuller).
Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
A way better fix for dead bodys obstructing elevators or falling through the worldmodel. (by BjossiAlfreds)
Fix items already in water playing a splash sound at level start. (by BjossiAlfreds)

They added fast weapon switching to Q2

>> No.9478467

>>9477154
>God-rays coming from the nail
SOVL

>> No.9478469

>>9478240
>Doom textures in Q2
Earth2 or DOOMed?

>> No.9478490
File: 1.45 MB, 1920x1080, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
9478490

>>9478469
Quake 2 Earth

>> No.9478502

Never played Doom what games should I start wit??? I got the Doom guy skin in Fortnite and wuz curious on playing some of the essentials

>> No.9478507

>>9478502
are you serious? if you are, the op has guides

>> No.9478508

>>9478507
Yeah I'm serious never touched any of those games.. I see em but they seem hella intimidating tons of shit to download but it all looks hella confusing to me

>> No.9478517

>>9478502
Just start with the original in a sourceport (modded version) like prboom.

>> No.9478518

>>9478508
step 1: download zdl:https://zdoom.org/wiki/ZDL
this is a program that makes it very easy to select which mods you want to use
step 2:
download a sourceport
sourceports are fan remakes of the doom engine to add extra features
the two most common are:
crispy doom (vanilla experience with only a few extra features): https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.12.0
gzdoom (adds massive amounts of modern features, lots of mods require this): https://www.zdoom.org/downloads
step 3:
download iwads
iwads contain the data for the games themselves, you can be a pirate and get the ones for the classic doom games here: https://www.mediafire.com/?edy3dhdbp33pdg7
step 4:
set up zdl with the sourceports and iwads
this should be fairly self-explanatory, once you've done it you can play some doom

i'm not the best explainer but hopefully you got the gist
if that seems too complicated, you can just buy doom on steam
the official port has issues but if you're just curious about the games it's not bad

>> No.9478521

>>9478502
>>9478518
Important thing, Doom didn't have jumping or crouching, so don't do that in the base game.
And maybe take English class a little more seriously.

>> No.9478523

>>9478214
Got any pictures to use?

>> No.9478529

>>9478518
What fuckin language are you even saying.. this is like straight up computer nerd shit.. Thanks though
>>9478521
Aight mb

>> No.9478536

>>9478529
Doom has alot of lingo cause words like "mods" were not even a thing at the time, so the game data being called a "iwad" is cause that's the file extension of it.

>> No.9478539

>>9478536
Assuming this isn't an elaborate troll, this kid could have no idea what a file is.
Computer literacy is disgustingly low in this so-called digital age.

>> No.9478540

>>9478536
Gotcha I appreciate the help I'll get back to yall when I figure it out thanks

>> No.9478545

>>9478539
In this moment, I'm reminded of the Adeptus Mechanicus.

>> No.9478549

>>9478540
No problem
>>9478539
Im a zoomer and thats a huge exaggeration from what ive seen.

>> No.9478553

Friday Night Firefight will happen at 6 PM EST Today at 51.161.34.159:10666. We're playing 32in24-11. Occupy Doomworld. I'm not gonna be here to make an announcement post so I'm doing it pre-emptively now.

>> No.9478627

>>9478502
1. Get doom.wad and doom2.wad.
2. Get a port like Woof!
3. Get a utility like DoomLauncher.
4. Point DoomLauncher to doom.wad and doom2.wad.
5. Point DoomLauncher to Woof's .exe.
6. Doubleclick on doom.wad in DoomLauncher.
7. Run with Woof.
8. Go to options and set them up as you feel like (there's gamepad support if you want that).
9. Play.

>> No.9478640
File: 1.02 MB, 1920x1080, q2_0351.jpg [View same] [iqdb] [saucenao] [google]
9478640

>>9478523
That one is repeated

>> No.9478687

>>9478374
>They added fast weapon switching to Q2
Neat, catching up to M64 in gameplay for me finally. Maybe tracers are next?

>> No.9478789

>>9465162
So no limits/prompts for UNRATTLED, just "make a doom 1 map"?
Also anyone got the link to that lostres?

>> No.9478814

>>9466098
>if you open the golden toilet the alarm plays
Would be kino if that triggered some monster closet behind you with some goodies.

>> No.9478824

>>9478789
It's in the news post, but here you go.
https://files.catbox.moe/qsve0x.zip

>> No.9478836

>>9478824
I'm retarded, stopped reading after "read rules" and just checked the image. Thanks anon

>> No.9478840
File: 141 KB, 317x401, 1642350506062.png [View same] [iqdb] [saucenao] [google]
9478840

>>9478836

>> No.9478856

>>9477332
Yeah, I would prefer them to stick to Eternity or EDGE.
Are they still making any projects though? I thought they died.

>> No.9478863

>>9465158
https://twitter.com/sonicmayhem/status/1601280433626681345
Sadly, maybe like tomorrow, id wont remember both quake 2 and doom's birthday

>> No.9478882

>>9465158
>>9465162
Tastyspleen is running a multiplayer special for today's Q2 Bday
https://twitter.com/tastyspleentv/status/1601304106391330817

>> No.9478973

>>9478502
Just in case, you can download "noob friendly" re-release from GOG:
https://gog-games.com/game/doom_i_enhanced
https://gog-games.com/game/doom_ii_enhanced
https://gog-games.com/game/doom_64

>> No.9479014
File: 499 KB, 1600x900, quake13.jpg [View same] [iqdb] [saucenao] [google]
9479014

>>9478490
No official animated fire sprite (or even a shitty 3D model, which is retarded since q1 already had one) really ruins the kino experience in a couple of places sadly

>> No.9479050

>>9478836
>>9477065

>> No.9479085

I've been watching kino Quake 2 MP demos for Q2's 25th anniversary. I recommend https://www.youtube.com/@Quake2David and https://www.youtube.com/@s23Ynthesis for videos of gameplay recorded very recently.

>> No.9479264

>>9465162
Quake 2 ported to Digital Paintball 2 Q2engine
https://digitalpaint.org/

>> No.9479289

Is Doom64EX still the best unofficial Doom64 "port?"

>> No.9479318
File: 47 KB, 849x565, 1662944306469.jpg [View same] [iqdb] [saucenao] [google]
9479318

>> No.9479352
File: 268 KB, 546x546, 1654327835740.gif [View same] [iqdb] [saucenao] [google]
9479352

>>9478553
Reminder this is happening.

>> No.9479387

>>9479289
It's the only true unofficial port. The official port is just Doom64EX updated, with extra maps and non-vanilla things such as freelook and jumps removed. Rest of ports are basically just TCs.

>> No.9479465

>>9479387
Okay, that's pretty much what I thought. Thank you for the info. Is there a away to play the new maps on EX?

>> No.9479492

I'll make the thread

>> No.9479497
File: 44 KB, 622x572, autisdoom.png [View same] [iqdb] [saucenao] [google]
9479497

https://arch.b4k.co/v/thread/616211796/#q616211796
29 years of a series i'm overly autistic over!

>> No.9479501

>>9479497
>Linking to a two month old bait thread on a completely different board because ???

>> No.9479510

NEW THREAD
>>9479505
>>9479505
>>9479505