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/vr/ - Retro Games


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9665624 No.9665624 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9649139

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.9665625
File: 792 KB, 768x768, 1676037746946208.png [View same] [iqdb] [saucenao] [google]
9665625

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263#p9611406

VIOLENT RUMBLE 2
See picture for details

=== NEWS ===
[2-14] Doom 64 Arch-Vile released
https://forum.zdoom.org/viewtopic.php?p=1236969#p1236969

[2-14] PUSS XXIV is out
https://www.doomworld.com/forum/topic/133959

[2-12] Marathon's Eternal X v1.3.0 Preview 5 released
http://eternal.bungie.org/development

[2-9] Anon released a Quake map.
https://a.uguu.se/aradmQyF.bsp

[2-9] N64 emulator that runs Quake 2 without complication
https://github.com/Rosalie241/RMG/releases

[2-8] Russian fan dub of Ion Fury released
https://youtu.be/EEvZi74W8j0

[2-7] Laz rojas (Wolfendoom guy) has made a gofundme after being fucked over.
https://www.doomworld.com/forum/topic/133861

[2-5] Quake Revitilation Project archived on moddb
https://www.moddb.com/games/quake/addons/quake-revitalization-project-archive

[2-5] Quake Champions Oscillator for Quake 1 archived on moddb
https://www.moddb.com/games/quake/addons/quake-champions-oscillator-nailgun-for-quake-1

[2-2] Machete is now on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/machetefinal

[2-2] Dwell episode 2 is out
https://youtu.be/dpTfgODVMHw
https://www.slipseer.com/index.php?resources%2Fdwell.21%2F

[2-1] DBP56: Augustland Barrens is out now!
https://doomer.boards.net/thread/3101/augustland-barrens

[2-1] Doom Delta v2.5.0
https://forum.zdoom.org/viewtopic.php?p=1236481#p1236481

[1-31] The Fortress of Dr. Radiaki available for purchase on ZOOM Platform
https://www.youtube.com/watch?v=8yV-iZD_KJ0

[1-30] Temporal Tantrum version 1.2
https://drive.google.com/file/d/1A4FZG9s6enKzFq7ggJwyLHt9l2his8FL

[1-25] Corruption Cards updated to 4.4
https://forum.zdoom.org/viewtopic.php?t=67939

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9665676

>>9665624
>Shoot once
>Sound channels filled with "SPION!"
>but you know there are more than that.

>> No.9665936
File: 60 KB, 500x376, DoomTeamEpic.png [View same] [iqdb] [saucenao] [google]
9665936

First for playing doom on PowerPC

>> No.9665983

>>9665936
I got an iMac and I have yet to put Doom on it...

>> No.9666037

>>9665983
Just found out about Doom Legacy and got it to work under OS 8.6. Night and day difference over the original port version.

>> No.9666041

>>9665983
Put Marathon on it like a real Mac gamer.

>> No.9666383

have there been any new updates in the field of linux map editors?

i fucking hate eureka

>> No.9666512

what was the name of that vaporwave map from wnw yesterday?

>> No.9666550

>quake
more like crap lmao

>> No.9666565
File: 1.35 MB, 1600x900, spasm0086.png [View same] [iqdb] [saucenao] [google]
9666565

>Chrome axed all of my 70 background tabs after forcibly updating
It's over...

>> No.9666570
File: 358 KB, 1080x576, Screenshot_2023-02-16-13-40-59-09_7194b3f5412bb444ad6d49859dec017f.jpg [View same] [iqdb] [saucenao] [google]
9666570

SHE SAID IT! She said the title!

>> No.9666590
File: 1.40 MB, 1920x1080, vkquake0026.png [View same] [iqdb] [saucenao] [google]
9666590

VIOLENT RUMBLE UPDATE:

UREKKING (rekkre1m1.bsp) is up for testing.
Some notes:
>Rekkr Guy model animations are still very WIP and he doesn't have projectile or gibbed head models yet
>Nightmare might be a little excessive, let me know about balance
>rekkr.wad is available for use, but it doesn't extend far beyond the scope of the map
>N-Rune 5 is now on this map and will be removed from Shub's Wager
>make sure to download the custom skybox in gfx/env
>bare-minimum and untested co-op support

Other updates:
>laser rifle primary damage is buffed, charged shots have knockback, and the projectile now uses the FLY_MISSILE movetype - giving it a bigger hitbox vs monsters
>laser rifle secondary has damage per projectile and ammo consumption halved
>fire shells flames *should* no longer frequently fly through walls, and the max number of flames on a monster is now capped to 10
>biosuit now protects against flames
>lava nailguns now slow down when overheating instead of just stopping and have models indicating heat buildup (might be too subtle, might change later)
>fixed several Gremlin-related issues (and probably created a dozen more)
>axe now has a secondary attack that is slightly faster, but does vanilla Quake axe damage (for not overkilling weak enemies)
>enemies directly hit by a powered Mjolnir have lightning shoot out of them instead of just the floor under them (great combined with the knockback)
>bandolier and time dilation device models updated
>fixed most of the bugs reported over the last couple weeks

As always, make sure to sort by upload date on the Mega so you're just getting the new stuff and don't have to redownload everything. Yell at me if shit is broken.

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

>> No.9666629
File: 1.35 MB, 1920x1080, I think I fixed this bug.png [View same] [iqdb] [saucenao] [google]
9666629

>>9666590
Also, how is everyone's maps coming along? The extended map submission deadline is in 12 days.
I know there aren't as many people as last year, and I haven't been hyping things up as I should be, but I haven't seen much in the way of progress updates.

>> No.9666640
File: 39 KB, 470x281, kl.jpg [View same] [iqdb] [saucenao] [google]
9666640

i knew it

>> No.9666647

>>9666640
big if tru

>> No.9666649

>>9666590
Oh, a few things I forgot to mention:
>monsters now have a 'burn' field that applies burning for the given duration on damage (applied to monster_preset_hellscrag by default)
>trigger_push_custom has some extra options in spawnflags (bounds check is still just vertical)
>func_monster_spawner has some new settings and can now spawn to multiple points at once (only counts as one spawn)
>using impulse 69 will restart the current level using any alternate spawn points and entity spawns (same as entering it via start2, doing so in rekkre1m1 will go straight to the secret ending with a few extra items)

>> No.9666717
File: 80 KB, 450x253, smug3c.jpg [View same] [iqdb] [saucenao] [google]
9666717

>he doesn't like techbases

>> No.9666761
File: 86 KB, 614x585, 1656994617355.jpg [View same] [iqdb] [saucenao] [google]
9666761

>>9666717
>when you are enjoying techbase levels and the wad transitions to vastly inferior hellscape/urban levels

>> No.9666767

>>9666629
>Also, how is everyone's maps coming along
I attempted to make something as my very first quake map, but only got as far as a couple of rooms.

>> No.9666771

>>9666717
More wads should break up the typical progression of starting with techbases and ending in Hell.

>> No.9666781

>>9666771
Beta 64 never got finished but it went techbase-hell-hellbase and I loved it

>> No.9666808
File: 33 KB, 473x527, 1661464171465742.jpg [View same] [iqdb] [saucenao] [google]
9666808

>>9665624
HOT DOG

>> No.9666845

>>9666565
if you save history you can regain them in "recently closed tabs"

>> No.9666869 [DELETED] 

>>9665624
>DOOM THREAD / RETRO FPS
Just call it BOOMER SHOOTERS, it just sounds better.

>> No.9666873 [SPOILER] 
File: 2 KB, 64x64, censoredswastika.png [View same] [iqdb] [saucenao] [google]
9666873

>>9666808
SHOE SHUFFLE!
I-I'm leaving!

>> No.9666898
File: 24 KB, 576x432, 1272009791036.jpg [View same] [iqdb] [saucenao] [google]
9666898

Bros I had a dream of a Perfect Dark sequel with Deus Ex interactions and levels and then I woke up

>> No.9666909

This latest PB3 build is looking pretty cool
https://www.youtube.com/watch?v=9-UUFLetfXk
What do you all think?

>> No.9666915

>>9666898
you know what I always wanted? A central hub like Carrington Institute but NPC's reacting to the way you finish missions as you advance in the game.

>> No.9666926

>>9666909
Looks fun, hopefully you can turn off the voxel weapon drops though.

>> No.9666958

>>9666909
The camera shake is genuinely nauseating.

>> No.9667002

>>9666869
sounds too "twitter speak-y", if you ask me
>>9666958
it's something about these kinds of mods that focus too much on "satisfaction" they end up exaggerating some things
maybe the reason why doom fans had a disdain against call of duty is because it even had an impact on some popular mods

>> No.9667009

>>9666909
Trash.

>> No.9667012

>>9666590
Guy looks nice.
>>9666629
Gremlins look ominous.

>> No.9667013

>>9666909
Hideous Destructor is better.

>> No.9667024

>>9667009
This but unironically.

>> No.9667029

>>9665936
dreamcast doom

>> No.9667037
File: 2.56 MB, 1920x1080, AS_LONG_AS_IT_TAKES.png [View same] [iqdb] [saucenao] [google]
9667037

I've been taking a break from Doom and the other old shooters for a couple months now. I'm going to wait longer yet but I am already excited. I hope some cool stuff was released while I was/am away.

>> No.9667059

>>9666565
Assuming you didn't know and haven't already tried this. You can press ctrl+shift+T to open closed tabs. If you close the whole window it will bring back every tab that was open on that window. (I've never tried it after an update so maybe it doesn't work.)

I don't know how many tab closes it keeps track of, so there's a chance this might be too little too late anyway. Probably still in your history, though opening them all again would be a pain in the ass.

>> No.9667078

>>9666898
I always wished that more FPS games used the objectives style of level design that Goldeneye and Perfect Dark had. Those games are too antiquated for me to enjoy anymore (I know you can play with kb+m, but it doesn't feel great IMO, havent tried since you could first do that though so might be better now), but there's a lot they did right. And I think that objective idea is a great evolution of 90s FPS design with a hell of a lot of room for expansion and improvement. Makes it so you can have open levels and there can be a narrative reason to press switches and get keys beyond just getting to the exit. Could also change the story based on whether you do certain optional or secret objectives, allowing for branching paths without allowing the hero of the game to be evil while still saving the world for some reason.

If I ever get round to making an FPS, that would be something I would aim for.

>> No.9667127

>>9667002
I’m not sure it’s from the Duty games, moreso with people getting wrapped up in the spectacle of a decent shoot out ever since it was possible. I myself enjoy FEAR over some other 2006 shooters just because of how satisfying it is, even with all of its “modern shooter” tropes.

>> No.9667130

>>9667127
>2006
*2005 whoops

>> No.9667214

>>9666640
citation needed

>> No.9667243
File: 89 KB, 560x800, P_doom_tn.jpg [View same] [iqdb] [saucenao] [google]
9667243

>never played RTCW before despite hearing great things in the past about it
>recently started playing a patched GoG version
>got to chapter 4, having fun despite the difficulty being a bit jumpy on DI (generic nazis feel like total fodder while the sexy assassins in the church level were like the female blackops from HL1 on steroids)
>just realized there are mods that include cut content and other shit (RealRTCW on Steam along with this remake I found on ModDB) https://www.moddb.com/mods/rtcwremakemod
Do you think it's worth restarting my run and playing one of these mods to prevent glitches down the road (and for the extra content) or just keep going with the GoG version while trying the mods out later for someone who likes to play a bit like a purityfag?
The patched GoG versions is a little rough around the edges but has been very playable overall but I feel like I should have done a little more research than just going on PCGWiki and diving in.
Also any tips from other anons who've played RTCW would be appreciated.

>> No.9667247
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9667247

>>9666629
I have never textured a map in the runic style, let alone anything that isn't idbase. I am now going through the level and looking at the generic blockouts and wondering what I'm supposed to turn them into.

>> No.9667328
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9667328

>>9667243
RTCW is not a long game and it's imho very replayable. I would suggest playing through the intended, vanilla experience first and then going for a replay with RealRTCW.

>> No.9667330
File: 966 KB, 846x1110, Xbox Magazine 2003 Bj Blazkowicz Return to Castle Wolfenstein Tides of War.png [View same] [iqdb] [saucenao] [google]
9667330

>>9667243
The remake mod is unfinished and not good, don't bother. RealRTCW mod on the other hand is great, but still very similar to the base game in terms of the overall combat and level design, so you're not missing out on too much. It's not a remaster on the scale of Black Mesa or anything.
Main differences between RealRTCW and vanilla RTCW include:
>increased accuracy across the board for all weapons, but enemies are more accurate as well on the harder difficulties
>new weapons that are all pretty redundant, but some cool ones like a shotgun
>tons and tons of customization in the options, like being able to add in more enemies each level including console exclusive ones, modern widescreen and native resolution support, making your crosshair solid instead of pulsing, being able to have a crosshair when you're not scoped in on your rifle, turning off headbobbing, all kinds of shit
Another cool thing is you can choose which chapter to start with from the main menu, so you won't lose much progress if you switch over now, but like I said, it's not like you're missing out on a lot. However, I would strongly recommend playing on Bring Em On difficulty at most if you play with this mod, as the last two difficulties (Death Incarnate and Realism) are really not suited for first time players as they both lower your max HP.
Speaking of difficulty, the main difference in the difficulties for both base vanilla RTCW and RealRTCW is that on Easy difficulty, enemies have a much higher pain chance and have a slower windup, whereas on I am Death Incarnate, they rarely go into hitstun animations and are more aggressive in their attack patterns. That's why I always recommend for people to play on an easy difficulty for their first-time since it's more fair. Either way, playing on Death Incarnate is totally beatable, and it's pretty cool how RTCW actually changes the enemy behavior to be tougher on Hard beyond just making them more tanky or whatever. Have fun!

>> No.9667347

>>9666717
silver SHAWN techbases > brown SPACEW techbases

>> No.9667387
File: 394 KB, 677x406, 1654836199695.png [View same] [iqdb] [saucenao] [google]
9667387

>>9667243
Why does doomguy 2.0 have such a bubble butt, massive codpiece, and supermodel tier waist to hip ratio

>> No.9667392
File: 1.59 MB, 888x1080, Blazkowicz_RTCW.png [View same] [iqdb] [saucenao] [google]
9667392

>>9667243
Some RTCW tips and tricks:
1) Basic classic FPS hitscan strategy applies in most situations - break line of sight if overwhelmed. When you do this in RTCW, the basic enemies will often retreat to reload, which gives you an opening of a couple seconds to counter them and be more aggressive. At the very least, it'll reset their windup and allow you to take them down more effectively. If they're especially tanky, wallpeak them and whittle them down first before running in and filling your crosshair with their soon to be dead bodies.
2) Headshots do a lot more damage, so keep your crosshair up around that area.
3) You can lean around corners with the 'q' and 'e' keys. This lets you scope out an area and line up shots. You're invisible to the enemies when you do this, so you can't be shot at unless they enter your non-leaning line of sight.
4) You can hold down CAPS LOCK by default to walk slowly, which lets you stay scoped in with your Mauser rifle while moving, as well as quietly open doors.
5) Crouching heavily increases your accuracy with your automatic weapons. It'll lock your cone of fire to less than half of what it normally is when you hold down the trigger.
6) The Sten does more damage per shot than the mp40, as does the Thompson if you have any ammo for it. Learn to use the Sten against singular foes, so the overheating drawback won't come into play. FG-42 is great too. Flamethrower doesn't do direct damage, but all enemies ticked with it will die to afterburn. Very useful against a certain infamous late-game enemy as well. You can hold down the grenades to "cook" them, letting you release them on the 3rd or 4th *click* to time your throws right.
7) If you're overwhelmed out in the open with no immediate potential to get to cover and break line of sight, strafing horizontally to them while sprinting will throw their aim off a little bit compared to just standing still. You can also strafejump at will even if your stamina bar is at 0%.

>> No.9667448
File: 3.41 MB, 640x360, 1671798680999.webm [View same] [iqdb] [saucenao] [google]
9667448

>>9666640
what is this?
https://twitter.com/KensLabyrinthII

>> No.9667449
File: 83 KB, 560x800, 82AF60ED-FD38-4B70-A663-302D6CB68C4A.jpg [View same] [iqdb] [saucenao] [google]
9667449

>>9667387
Q3 and UT are just all around sexy

>> No.9667451

>>9667009
What's wrong with it? Not everyone's play style is the same.

>> No.9667452

>>9666909
>no darkdoom
to the trash it goes

>> No.9667460
File: 134 KB, 800x600, bum4.jpg [View same] [iqdb] [saucenao] [google]
9667460

>>9667449
>sexy

>> No.9667462 [DELETED] 

>>9667451
Play Hideous Destructor instead, zoomie zoom zoom.

>> No.9667465
File: 74 KB, 1024x819, potd-07-06-01-big.jpg [View same] [iqdb] [saucenao] [google]
9667465

>>9667449

>> No.9667469

>>9667460
>ruff and tuff bbw
Aw yeah. There’s something for everyone.

>> No.9667474
File: 3.06 MB, 1920x1080, Screenshot_Doom_20230217_064951.png [View same] [iqdb] [saucenao] [google]
9667474

>> No.9667475

>>9667460
https://voca.ro/16HxaPykSrJl

>> No.9667479

>>9667449
The game looked great. Sadly, if you played competitively you had to crank all that lovely detail down. I also had a p2 266 at the time

>> No.9667480

>>9666909
that boosted dodge looks like he is breaking the sound barrier every 5 seconds

>> No.9667484

>>9667451
Weapon bloat seems like a concern, he has multiple shotguns and assault rifles just by the fourth level.

>> No.9667489

>>9666512
We got a few of those, could you describe in a little more detail?

>> No.9667491

>>9667474
the meat fields

>> No.9667497

>>9667462
Posts like these convince me that Hideous Destructor is just Brutal Doom for people who think they're too cool for Brutal Doom.

>> No.9667498
File: 930 KB, 2530x3643, file.jpg [View same] [iqdb] [saucenao] [google]
9667498

what are some of the best map30/icon of sin maps? I need inspiration
I really like the one from Speed of Doom

>> No.9667509
File: 78 KB, 307x280, cat-disgusted.png [View same] [iqdb] [saucenao] [google]
9667509

>>9666909
>https://www.youtube.com/watch?v=9-UUFLetfXk

>> No.9667520 [DELETED] 
File: 388 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google]
9667520

>>9667462
>Hideous Dilator
No thanks!

>> No.9667524

>>9667452
Now THIS is a valid criticism

>> No.9667527

>>9667498
TNT Revilution

>> No.9667535

>>9666649
>monsters now have a 'burn' field that applies burning for the given duration on damage (applied to monster_preset_hellscrag by default)
Does this mean that touching a HS lights you up?

>> No.9667551

>>9667497
It’s gotten popular enough where that’s certainly the case for some. Others treat it like it’s “so immersive that you’re there omg”.
For me and when the mood strikes, it scratches an itch I can’t find in other shooters.

>> No.9667556
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9667556

>>9667497
I'm inclined to agree with your assessment.

>> No.9667571

Do Projectiles in Doom adjust horizontal speed for pitch? Like if it flies 45 degress up, does it cross the x/y plain sqrt(2) times slower?

>> No.9667614

>>9667571
Yes.

>> No.9667615

>>9667571
As far as I can tell, projectiles maintain full horizontal speed regardless of their vertical trajectory, but I might be mistaken.

>> No.9667619

>>9667615
Disregard that, I suck cocks.
Just tested a Baron hurling balls at me, and >>9667614 was right.

>> No.9667640

>>9667571
https://youtu.be/Y1PJ6e8m7vI?t=254
No, it will fly at the same horizontal speed regardless of angle. So if it's a short horizontal distance over an extremely tight angle causing a massive vertical distance, the projectile will move extremely quick because it only takes into account the horizontal distance.

>> No.9667645
File: 3.29 MB, 319x215, 1667322146974.gif [View same] [iqdb] [saucenao] [google]
9667645

>>9667640
oh wait fuck aaa I worded it wrong fuck me, just watch the video you'll get your answer don't listen to me

>> No.9667684
File: 139 KB, 1765x1009, FpDOH6jWYAQ7-A8.jpg [View same] [iqdb] [saucenao] [google]
9667684

>>9665625
Nail and Crescent, a Quake 1-inspired total conversion mod of Q2RTX, getting some dev update screenshots.
https://twitter.com/nail_crescent

>> No.9667702
File: 224 KB, 1024x524, 1590979486157.png [View same] [iqdb] [saucenao] [google]
9667702

>>9667330
>>9667392
Thanks for the comprehensive replies, didn't think about manually using walk to keep my scope up with the Mauser since most games I've played have the player auto-walk while scoping. The difficulty scaling with enemy hitstun also makes MUCH more sense in hindsight with me almost getting filtered by the assassins, since sometimes I could mag-dump one with an MP-40 with no sweat but others would just two shot me through a peek in a level without much health pickups.
I'll have to try RealRTCW after since I really like the merge of minor realism (at least in setting) and classic FPS mechanics like strafejumping; really makes it feel like a predecessor to the old Call of Duty campaigns but less of a rail shooter. And I also like shotguns.

>> No.9667712

>>9667684
nice

>> No.9667725
File: 2.62 MB, 413x233, 1657333044466.gif [View same] [iqdb] [saucenao] [google]
9667725

>>9667460
>>9667475

>> No.9667732

Is there a way to enable PanzerChasm's projectile hitboxes in the official Chasm remaster, so I can experience a definitive version of the game that looks good, sounds good, handles good, and doesn't play like absolute fucking shit?

I really, really, really, REALLY cannot stand how this fucking game expects me to PURPOSELY aim projectiles WRONG in order for them to not clip on walls and kill me instantly/make me waste precious ammo needed to kill a target before they reach me and make me take unavoidable damage. FUCK that. Making me unlearn tens of thousand of hours of FPS muscle memory just to play your fucking corridor shooter FUCK you.

>> No.9667734

>>9667489
it was like a white marble sewer designed by mc escher, blue water everywhere and vaporwave music

>> No.9667737
File: 460 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9667737

>> No.9667746

>>9667737
>traps behind difficulty
How would that work?

>> No.9667747
File: 366 KB, 1920x1080, kart0021.png [View same] [iqdb] [saucenao] [google]
9667747

>>9667734
This one?

>> No.9667750
File: 2 KB, 226x31, ss.png [View same] [iqdb] [saucenao] [google]
9667750

>>9667737

>> No.9667785

>>9667747
yeah that's it, ty

>> No.9667802
File: 2.93 MB, 1280x720, fuck_glass_houses.webm [View same] [iqdb] [saucenao] [google]
9667802

>>9667497
I like it cus it's given me some of the best co-op gameplay I've ever played in vidya. It's fucking hilarious.
it's definitely not for everyone, and people who compare it to mods like Brutal Doom/Project Brutality have the wrong idea. In fact I'd say people who get combative about what mods you should play have the wrong idea in general.

>> No.9667819
File: 40 KB, 421x834, 1646228960066.jpg [View same] [iqdb] [saucenao] [google]
9667819

>>9667737
>flat futa
>traps behind

>> No.9667856

>>9667247
I think you're doing a decent enough job there, though those pillar lights look a bit techbasey. I guess maybe have a stroll through some of the vanilla and mission pack runic levels to get some inspiration.
>>9667535
No, but getting damaged by them does.

>> No.9667949

Are there source ports/engines for Pathways into Darkness like there are for Marathon and its sequels?

>> No.9667952

>>9667802
the Total Chaos experience

>> No.9667963

>>9667949
There's a port of PiD to Aleph One on Simplici7y, but that's about all you'll get. If you want the full multi-window experience, you'll have to emulate an old Mac.

>> No.9667967

>>9667737
>second version fight makes monsters 3d looking

>> No.9667972

>>9667963
Through a VM, I imagine? Doesn't sound so bad, unless it runs like shit.

>> No.9667990
File: 426 KB, 1280x720, 1c1.png [View same] [iqdb] [saucenao] [google]
9667990

>>9667737
>>9667746
>traps behind difficulty
I was messing with Blood and found out this trap with the two zombies doesn't activate on the lowest difficulty.

>> No.9667993
File: 1.12 MB, 640x400, Marathon Reload Cancel.webm [View same] [iqdb] [saucenao] [google]
9667993

>>9667972
I use SheepShaver and Basilisk II to run old Mac games, they work fine for me, but your mileage may vary.

>> No.9668004

>>9667993
That works, I'll look into it. Thanks.

>> No.9668007

Any wads that include flying Mancubus?

>> No.9668010

>>9668007
Treasure Tech. Kill one with upgraded fists and you'll be able to hurl those fuckers pretty far.

>> No.9668018
File: 1 KB, 158x46, SUNDAY SUNDAY SUNDAY.png [View same] [iqdb] [saucenao] [google]
9668018

>>9667737

>> No.9668024

>>9667747
there was another that was a big forest hill climb, with initial d music?

>> No.9668030

>>9668024
That map is called Eurobeat Highway.

>> No.9668040

>>9668024
Have the replays from last session, go through them yourself. Change your settings to auto-save them when you play.
https://files.catbox.moe/7wo6ww.zip

>> No.9668080

>>9667474
that's just nuts

>> No.9668131

>>9666629
>how is everyone's maps coming along?
I went on a hiatus due to real life stuff, but I'm planning to crunch mine over the next two weekends

>> No.9668147

>>9668080
I just need to think of a way for the player to kill them all, UDMF map, what can I rig up? A scripted gun they turn on? I want a gimmick.

>> No.9668151
File: 306 KB, 490x415, 1668283589849432.png [View same] [iqdb] [saucenao] [google]
9668151

>>9667497
There's probably some like that, but it's also a boneheaded comparison to make as BD and HD are EXTREMELY different mods aiming at totally different directions. It's like comparing a car to a boat, if you're looking for one, you're unlikely to be looking for the other.

You could however compare 'production values.' BD puts a lot of effort into presentation, effects, and features, but perhaps isn't 100% solid or well though out in the gameplay at all times, with a healthy helping of jank, bloat, and bugs. Meanwhile, HD has a LOT of depth and nuance to its gameplay, but the presentation is incredibly understated, with its very simple (borderline minimalist) animations, interface, effects, and sound, and with some of the mechanics themselves being a little janky, by design.
Some might say that less is more, and looking closer at some of the cruder design in BD it's easy to say that, but I want to argue that for HD its very simplistic visuals and effects are just less, the way the weapons have the least amount of effort possible put into their presentation really takes away from how they feel. BD may be somewhat lacking in substance, but HD is outright lacking in style.

I get the author is a FOSStard who wants to 'borrow' as few assets as possible, keep filesize minimal, and that he has no artistic background, but I don't think throwing in some royalty free sounds to round out the guns, and developing reload animations slightly, is much to ask. New sounds can be sampled down for size and better matching Doom's own, and there'd be no need to draw a whole bunch of new frames, just adding a bit more motion for the guns and the hands (even using tilting/rotation), won't kill the mod.
There's submods to address SOME of that, but virtually none of them elaborate on animations, either being simple frame replacements or all new added weapons.

I say this as someone who dislikes much of BD, particularly its graphics and sound, while vastly preferring HD's gameplay.

>> No.9668196
File: 383 KB, 1920x1080, Don't talk to me or my son ever again.png [View same] [iqdb] [saucenao] [google]
9668196

>>9668151
I don't think the reloads need any more frames, really. Most of them are so fast anyway that it doesn't really matter. I also disagree with weapons feeling less substantial, working the hunter or loading a grenade into a liberator's under barrel launcher feels good.
I say this as someone who takes far too much time making fancy animations and dislikes it when mods do the Goldeneye thing of "Gun go down, go KRK-CHK-CLICK, and come back up." you still have stuff like the revolver and slayer reloads.

Really the only thing I want as a thing for stock HD is a different sprite option when you're switching between the spray or beam mode on the Thunderbuster. I can't tell you how many times I've killed myself because I forget which mode I'm in with that fucking thing. Like I know the HUD has an icon for that but it's so fucking tiny and I usually have my eyes forward looking out for trouble.

>> No.9668281
File: 3.94 MB, 4608x3456, 20230217_001642.jpg [View same] [iqdb] [saucenao] [google]
9668281

Working on a graveyard themed map, still sketching out the design.
Do any anons here know the name of some appropriately spooky texture packs or something like dark wood/stone, ideally something similarly drawn to the og textures?
I only mention the og textures because scrolling through the zdoom forum mostly seems to pull up either stuff I just aren't looking for or is too high res looking

>> No.9668298

>>9668281
You could use Ad Mortem's resource pack.
https://mega.nz/folder/NBFWlJZQ#ayc36MvN6fAvwup-8vMLdA

>> No.9668320

>>9668151
I made the comparison because its fans in these threads are starting to act like the same way Brutal fans did at the height of its popularity (read: obnoxious.) You typing an essay defending your preference in mods while missing that entirely just reaffirms it for me.

>> No.9668365

Anyone played solar struggle? I started playing but I am not getting music. (playing in gzdoom)

>> No.9668372
File: 2.00 MB, 450x246, 1667365764157.gif [View same] [iqdb] [saucenao] [google]
9668372

>>9668030
>>9668040

>> No.9668570
File: 71 KB, 266x176, a72.gif [View same] [iqdb] [saucenao] [google]
9668570

Question: What is the best way for a completely new arrival to the doom modding community to share his project without posting it on either ZDoom forums or Doomworld? I've lurked enough to know these sites will remain cancer as long as the asshats in charge remain in charge.

>> No.9668571
File: 208 KB, 600x338, WATCHOUT.gif [View same] [iqdb] [saucenao] [google]
9668571

>>9668298
Perfect, basically what I wanted, cheers anon.
Are there any other known good resources worth grabbing?
I realise looking through my post images I lack smiles and expressions of gratitude so have this

>> No.9668576

>>9668570
I posted my bullshit on dropbox and posted links here when I first started. Nowadays I use itch.
Also no matter where you go, you're gonna deal with stupid people in charge. It's pretty silly to boycott a site for that reason alone.

>> No.9668597 [DELETED] 

>>9668576
Yeah, but it's so much worse when the power-tripping twats also happen to be trannies. I already seethe at the thought of them walking on the same ground as I, and breathing the same air. Even on an an internet forum for autism projects, having to respect their '''''authority''''' is aggravating to me.

>> No.9668603 [DELETED] 

>>9668597
>I already seethe at the thought of them walking on the same ground as I, and breathing the same air.
I think you got bigger problems to sort out than sharing your mods, bucko.

>> No.9668608

>>9668571
The only texture packs I'm familiar with are from /vr/ projects.

>> No.9668610
File: 829 KB, 1344x816, fusion.jpg [View same] [iqdb] [saucenao] [google]
9668610

>>9668196
>different sprite option when you're switching between the spray or beam mode on the Thunderbuster
Ow this. I'm not sure what else I'd want in stock HD either. I haven't tried it in a few months so I hope he hasn't added anything crazy.

>> No.9668615

>>9668570
itch.io is by far the best place if you don't want to host your own site. Decent looking, doesn't seem like it's too filled with power-tripping retards.

>> No.9668618

>>9668571
https://doomworld.com/afterglow/textures/
Since you're making something spooky themed, you could also try looking at R667's Heretic/Hexen texture packs
https://www.realm667.com/en/texture-stock-mainmenu-152-97360/heretic-hexen-style-mainmenu-154-49305

>> No.9668628

>>9668570
I'm not much of a Doomer, but Moddb is generally a decent site for older game content.

>> No.9668630

>>9668618
Both of these look good, thanks
One thing about the ad mortem resources. Is there a way to separate the flats, textures and such from whatever is overwriting the ui and weapons?
I ask because I want to use UDMF because of some portal stuff I want to do but running it that way bugs out the sound and makes doomguys legs appear when I shoot for whatever reason.
I can make a map in mbf21 if I must but I'd rather not if I can help it

>> No.9668634

>>9668630
You can use SLADE to open the resource WAD and gut all of the sounds, weapons, monsters, code, etc. Just be warned there's a lot of stuff in there.

>> No.9668638

>>9668634
I did have a peek with slade and yeah there's a lot of shit in there, I'll make a backup and start ripping shit out until it cooperates

>> No.9668658

>>9668571
community chest 4 is the most popular vanilla-ish texture pack by far and includes all the gothic textures

>> No.9668679

>>9668658
another one to grab, thanks anon
Managed to tear out whatever was buggy running in udmf including the ui, weapons and monsters but I think I might re-add the monsters and weapons.
I kinda like the weapons at least, fucking no clue how you guys did the environment sound stuff though

>> No.9668946

>>9667448
GZDoom game that is pretty cool looking, but lacking in leadership.
What they have already looks good though.

>> No.9668948

>>9668320
>I made the comparison because its fans in these threads are starting to act like the same way Brutal fans did at the height of its popularity
It's not even fucking close, interest in HD seems to be slowly cooling around here and it's brought up less, it was more popular here a year ago. You also don't have that "The way it was meant to be played." shit.

>You typing an essay defending your preference in mods while missing that entirely just reaffirms it for me.
That was less me arguing for one over the other (I'm a little harsh on BD, but I honestly like it), and more me getting sidetracked. The point of my sidetrack was that HD could stand to actually learn some things from BD.

>>9668196
The shotgun has a nice centered pump animation which I like, but just adding a bit of a hand moving at the bottom there as shells are loaded into the magazine during the reload would improve the visual a lot.
The revolver outright has spent cases blink out of existence with new ammo coming from nowhere, the animation calls attention to this. With its futuristic looks, presumably it swings out by itself and then extracts when released, but at least have the player's hand actually interact with the cylinder when loading new rounds.

Hiding stuff partially out of frame wouldn't even have to look bad, if you don't want to draw loose rounds or a speedloader being used, then just hold the gun partially out of frame as you see minor hand movement interact with it.

>> No.9668997
File: 663 KB, 615x984, STROOPWAFEL.png [View same] [iqdb] [saucenao] [google]
9668997

>>9666873
STROOP WAFEL!

>> No.9669148

>>9666590
what port should i use?

>> No.9669180

>>9669148
darkplaces

>> No.9669191
File: 762 KB, 1366x768, 1646385999479.png [View same] [iqdb] [saucenao] [google]
9669191

Can you guys share some screens of beautiful levels? Especially those from Doom or Duke, but any are fine.

>> No.9669208

>>9669148
I use vkQuake, but Ironwail should be adequate as well. QSS *might* still be fine, but another anon was having issues with it.

>> No.9669223

>>9669208
Would QuakeSpasm work fine?

>> No.9669227

>>9669223
Eh... Not really sure. I think VR1 was pushing some limits with regular QuakeSpasm and I haven't done testing with it since. You wouldn't have the custom HUD for certain.

>> No.9669228 [DELETED] 
File: 38 KB, 680x859, trannyquake.jpg [View same] [iqdb] [saucenao] [google]
9669228

>not playing LibreQuake on Dark Places with your GF
Quake bros...

>> No.9669235 [DELETED] 

>>9669228
>"G"F

>> No.9669238

>>9667737
>Redneck default mode

>> No.9669428
File: 380 KB, 606x469, file.png [View same] [iqdb] [saucenao] [google]
9669428

>>9669191
>Can you guys share some screens of beautiful levels?

>> No.9669440
File: 332 KB, 1748x1084, pid.jpg [View same] [iqdb] [saucenao] [google]
9669440

>>9667949
>>9667963
>>9667972
>>9667993
>>9668004
There's a macOS port of Pathways available for free from the App Store. The developer is connected to Bungie somehow though I'm not sure how.

https://apps.apple.com/us/app/pathways-into-darkness/id617234634?mt=12

>> No.9669528
File: 2.75 MB, 1920x1080, vkquake0027.png [View same] [iqdb] [saucenao] [google]
9669528

Shadows are cool.

>> No.9669586

>>9669528
i think those looks ugly, shadows only look good when the luxel size matches the texel size

is that possible?

>> No.9669602
File: 2.05 MB, 1920x1080, vkquake0028.png [View same] [iqdb] [saucenao] [google]
9669602

>>9669586
There is a way to force modern Q1 compilers to do it, but I think only FTE and/or Dark Places can load the bigger lightmaps properly. Otherwise I probably would be doing that.

>> No.9669608
File: 17 KB, 194x199, 1393859133530.png [View same] [iqdb] [saucenao] [google]
9669608

>>9669586
>>9669528
I wanna see more vertex lighting used.

>> No.9669613

>>9669608
ew, that's gross.

>> No.9669627

Not specifically vr but why are none of these new boomer shooters copying Half-Life? They're all level based Quake clones. Give us a full no-cut game like Half-Life in the boomer shooter style. Are there any?

>> No.9669637

>>9669627
that's because half-life can be seen as the start of stories in video games, which are antithetical to the boomer shooter idea, which is about gameplay.

then again, selaco and hedon have stories sooo...

>> No.9669641

>>9669627
Northern Journey is kinda close. It's a medieval themed FPS, but it's kind of setpiece-based like Half-Life

>> No.9669659

>>9669637
>that's because half-life can be seen as the start of stories in video games
That’s a bold claim, do you mean “start of stories in shooters?” There were plenty before that: Dark Forces, Bethesda’s Terminator games, System Shock, and we already have people talking about Bungie’s old 90s shooters. HL was different in how minimalist it was with the storytelling, something they’d forget with its sequel.

>> No.9669664

>>9669659
i mean in the cultural zeitgheist, like when people think about early stories in FPS, they think of half life before marathon or system shock, because its the big one that still lingers.

>> No.9669796

>>9669664
That’s one heck of a zeitgeist and impressionable intro to HL1 when you consider how few of the shooters shortly after it didn’t follow its minimalist story telling. Halo would provide cutscenes and continual dialog from Cortana and occasionally other NPCs, while games like Doom 3 would copy System Shock’s audio logs.

>> No.9669946

>>9666761
>when you enjoy hellscape aesthetics, but the level design is vastly inferior to the earlier techbase levels
every fucking time

>> No.9670017

Why do Graf and GZDoom simps still defend this shit...?

>> No.9670024
File: 1.12 MB, 1079x720, Bilinearly filtered.png [View same] [iqdb] [saucenao] [google]
9670024

>>9670017

>> No.9670036

>>9666590
Why is "exec default.cfg" commented out in quake.rc? If you don't have a config file in id1 this will give you a pretty miserable time with no binds by default.

>> No.9670065

>>9669208
Okee dokee.

>> No.9670068

>>9669637
Stories are not antithetical to Boomer shooters they were just too old to really start doing it.

Linearity is the thing that makes HL the Boomer Shooter killer.

You can totally have non-linearity and an epic story with large set pieces and still match the run and gun/grab keys, hit switchs and explore gameplay of doom and quake.

>> No.9670070

>>9670036
Oh, because I figured that was only used to get defaults to load over top of a local autoexec or something (VR was using an autoexec for binds at some point pre-release because I'm a retard). Does it actually not load defaults at all without it?

>> No.9670096
File: 1018 KB, 500x373, 1667948211472178.gif [View same] [iqdb] [saucenao] [google]
9670096

>Have like 4 total conversions that turn DOOM into DOOM64
How do i stop being autistic and just use one? each one has its own flavor that i cant force myself to delete it

>> No.9670102

>>9670096
Easy. Pick and choose the parts you like in order to make a Doom 64 TC that caters to you specifically.

>> No.9670128

>>9670102
>One is brutal version
>Another has dozens of custom enemies and weapons
>Another is purely vanilla,most likely to keep above the rest
>Last one fucks up doomguy speed and he cant make the jump in the crusher

>> No.9670157

>Try making a map with obsidian
>fuckton of sliders and options that have no idea what they do
>Missing textures and boss enemies when map starts
>Try making one with OBLIGUE
>just press and create, no hassle
Isnt the newest one supposed to be better?

>> No.9670196

>>9670070
There are no defaults, that's what that line is for. Without it, if you have no config.cfg in id1 already, you get no standard keybinds. It just happened to me, you can test it yourself too, but I guess it's expected most people will have a config.cfg in id1, I just cleaned it up recently and never started without -game xxx ever since.

>> No.9670326
File: 918 KB, 1280x720, po_lib010000.png [View same] [iqdb] [saucenao] [google]
9670326

>> No.9670334
File: 804 KB, 1280x720, po_lib020001.png [View same] [iqdb] [saucenao] [google]
9670334

>>9670326

>> No.9670336
File: 1.01 MB, 1280x720, po_eas010000.png [View same] [iqdb] [saucenao] [google]
9670336

>>9670334

>> No.9670380

>>9670336
What's this mod?

>> No.9670431

>>9670380
Poke646

>> No.9670516

>>9670326
video game

>> No.9670607
File: 1.27 MB, 1600x900, spasm0131.png [View same] [iqdb] [saucenao] [google]
9670607

>>9666845
>>9667059
>Le ctrl+shift+T
No offence but that trick never worked for me whenever this happened a couple of times over the years, it's probably that strange instance I read about where the session data gets deleted but not updated/replaced with a new log during application shutdown after the OS update forces a restart along with the browser getting updated in background.
I could just manually retrieve all of those tabs from the history menu, but some pages I have preserved by not refreshing them for months (years even) are now dead after reloading the cache, at least now I am free from the eternal backlog again

>>9669208
I think that most of my problems with VR (and probably QuakespasmSpiked in genereal) stem from me having a shit decade-old netbook and stealing the entirety of Quake1 retail content from 3Dshooterlegends

>ToDo - regular shotgun to randomizers if axeman's rumble is on.
If it's gonna work as a "chance to replace DBS/NG upon map load" - please give the weapon pickup include 10 shells upon collection (compared to double-shotty's 5) to compensate for the missed weapon progression upgrade as an offset for getting ahold of means to kill the monsters from afar at last - as very few maps in VR are built with AxeMan Rumble in mind currently

>> No.9670627

>>9669608
damn that's based

>> No.9670643

>>9669627
Industry kinda does. That Ion Fury sequel does too. Are you looking for HL style specifically, or just story based shooters with realistic environments?

>> No.9670723

FEARfags are fucking annoying

>> No.9670732
File: 1.13 MB, 852x480, ShootingBug.webm [View same] [iqdb] [saucenao] [google]
9670732

Been trying to get the admortem resource pack to work in gzdoom and have been tearing stuff out to figure out why webm related occurs as it's like the only issue left to sort.
I've whittled it down to some code pointers in the DEHACKED lump but I don't know which ones or if I can actually get this to work without just ripping the lump out and calling it done.

>> No.9670736

>>9670723
Bloodfags are fucking annoying.

>> No.9670738

>>9670736
Blood is good unlike FEAR

>> No.9670773

>>9670723
>>9670736
now give yourselves a nice sloppy, steamy, horny ,kisses

>> No.9670778 [DELETED] 

>>9670773
Tell the fearfag to delete his shitty thread first.

>> No.9670795

what are some examples of Quake maps that take full advantage of the vanilla limits of the engine? Just curious since I know Romero set that 1.44MB limit per map for the main campaign.

>> No.9670870

>>9670723
*spinkicks your head off in slow motion* what the f*ck did you say!!!?!???

>> No.9670873

>>9670795
Malice?

>> No.9670993
File: 2.94 MB, 854x480, fearEP2.webm [View same] [iqdb] [saucenao] [google]
9670993

>>9670778
/vr/ fps threads outside of this general tend to attract terrible posters.

>> No.9671034

Thoughts on Powerslave Exhumed?

>> No.9671042

>>9665624
I love doom 3 BFG on the xbox360. Fucking great thank you for the recommendation!

>> No.9671051

>>9671034
Pretty good. Universal ammo pickups weren’t the best or worst idea, but feel like a terrible idea if you’re a gamepadfag.
DOS/Build version feels real boring to play now.

>> No.9671056

>>9670993
why

>> No.9671079

>>9671034
unplayable garbage before the hitbox fix, unless you manually edited hitbox size in the config files - haven't played it since, so i don't know the extent they reduced it officially
regardless, even when the player character doesn't take up 2/3rds the space of your mother's ass, the game is an intrinsically unbalanced piece of shit that completely fails every aspect of first person shooter game design
build powerslave is boring but at least got the basics down, console powerslave is cool conceptually but is not in any capacity a fun experience in execution

>> No.9671103

>>9671056
>why
No clue. Maybe they just disregard the general and stinks still happen, but I also won’t look a gift horse in the mouth.

>> No.9671112

>>9669191
>freedoom
you don't often see people use that for screenshots, though, I recently found that Freedoom works better for AugZen then Doom cus the monsters feel more "mutants/aliens" that fits the cyberpunk

>> No.9671128
File: 1.57 MB, 498x375, 1663894023538.gif [View same] [iqdb] [saucenao] [google]
9671128

I'm gonna be doing a small update to vrskins for Sunday Night Shitshow so if you have any requests for things that need to be changed, post 'em here.

>> No.9671160

>>9670607
>some pages I have preserved by not refreshing them for months (years even) are now dead
>Chrome
Chrome has recently switched to unloading page data if it's not accessed for long enough, forcing a reload whenever you change to that tab. You were gonna lose that shit anyway.

>> No.9671171

>>9671128
>vrskins
?

>> No.9671173

>>9671171
The skin pack that we run on our Zandronum servers.

>> No.9671198
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9671198

Friday Night Firefight is up, we're playing HavokDM for this session, no crazy mods or anything. Use Zandronum 3.1 to connect.
51.161.34.159:10666

>> No.9671204
File: 384 KB, 1277x1649, ApplicationFrameHost_WU9dbIadb6-2.jpg [View same] [iqdb] [saucenao] [google]
9671204

I am....... Forgotten.....

>> No.9671283

>>9671204
you were LITERALLY just mentioned a few posts ago

>> No.9671296

>>9671204
The Build game is actually a lot better than it gets credit for. Very smartly designed game, even if it lacks the production value of the bigger Build titles or the novelty of the console version.

>> No.9671427
File: 740 KB, 852x480, DifferentShootingBug.webm [View same] [iqdb] [saucenao] [google]
9671427

Anon trying to wrangle admortem to work on gzdoom again and ripping out the dehacked lump entirely results in webm related happening
This happens with all the weapons admortem redid apart from the chaingun for some reason.
If there aren't any anons that know if this is fixable I think I'll just throw in the towel and stick to using the textures and that's it

>> No.9671451

>>9671427
The dehacked file changes the frame sequence for most weapons to make their animations smoother or otherwise more suitable to the new sprites. If you want to use the sprites you can't remove the dehacked unless you manually rename weapon sprites to override the original ones, and truncate the some animations in the process. I'm not sure why you'd want to remove it anyway since last I checked it worked in gzdoom.

>> No.9671459
File: 38 KB, 814x499, MapSettings.png [View same] [iqdb] [saucenao] [google]
9671459

>>9671451
Well >>9670732 happens with the dehacked lump in and I just double checked with the unaltered wad and I still get that issue.
It could be that I just loaded the wad incorrectly maybe?
picrel is how I've been loading in the wad each time so far just in case I fucked up here

>> No.9671479

>>9671459
Try updating to the latest GZDoom, old versions don't work properly with Ad Mortem's DeHackEd. Also IDK why you're using TNT.wad as a base, it might cause problems with the texture/pnames lumps.

>> No.9671506

>>9671479
Thanks anon, that seemed to fix it. I was on 4.5 gzdoom in the webms, latest seems to work though I'm going to test things and make sure I can remove stuff like ui stuff I don't need, should be fine though as the shooting bug was the main problem
Also the reason I was using tnt as a base was purely for the animated blue waterfall

>> No.9671597

I think it's time. It's time to build Doomnite. In the original id doom engine. It will be a 100 player battle royale where players are air dropped into the arena with only a pistol. Over the course of a round, the safe area of the map shrinks down in size due to hell consuming the planet. Players can have fortifications airdropped into the arena to build barriers and towers and other structures and players can destroy fortifications with the chainsaw. The last player or team standing is declared the ultimate arena domination doom guy slayer king champion of all time

>> No.9671605

>>9668946
>GZdoom
fucking really?
Not BUILD2?
Are they fucking retards?

>> No.9671619

>>9671198
is the server dead or are doomseeker and zandro just acting up

>> No.9671650

>>9671619
Looks like everyone's done for the day.

>> No.9671651

>>9671650
huh, a lot quicker than usual
most of the time there's at least a few people on by this time

>> No.9671719

>>9667732
Theres an official remaster?

>> No.9671760

how come doom has a more lively modding scene than quake, when quake had quakec, which could be used to build almost anything.
and why the hell did quake fortress not have its own custom models

>> No.9671789

>>9671760
>and why the hell did quake fortress not have its own custom models
Because Quake mdl models are a massive pain to get looking right and export correctly. Even the 'modern' Blender exporter is a massive shit with random errors and not working on Blender newer than 2.8X.

>> No.9671819

>>9671760
I can think of a few reasons
>extremely easy to map for, even a fucking monkey could use Doom Builder and make something playable
>SP content is still extremely popular with the playerbase
>been around longer and thus more legacy and also more documentation

>> No.9671847

>>9671760
Full 3D is hard.

>> No.9671862

>>9671847
i find it hard to believe that sketching out the model onto graph paper wouldn't be in the realm of easy to learn, hard to master.

>> No.9671867

>>9671862
some of us are extremely shitty artists, anon

>> No.9671869

>>9671760
You can do a lot with all of the various scripting engines that Doom has received over the years. It's also a lot more accessible and has had good tools for longer.

>> No.9671874

>>9671867
have some faith senpai

>>9671869
i wonder if id's decision to wait so long until releasing QCC was partially responsible

>> No.9671927

>>9665625
Update on Duke Nukem Forever Director's Cut:

https://www.moddb.com/mods/dnfdx/news/dnfdx-valentines-day-2023-update

>> No.9672058
File: 680 KB, 1360x768, hellfire dreams Screenshot_Doom_20210813_173720.png [View same] [iqdb] [saucenao] [google]
9672058

>>9669191

>> No.9672064
File: 202 KB, 1360x768, Screenshot_Doom_20220527_210218.png [View same] [iqdb] [saucenao] [google]
9672064

>>9669191
I believe this shot was from the Morbid Autumn DBP.

>> No.9672070

>>9669528
Looks excellent. And im very happy to see the mission pack's Greco-Roman theme in use. What are the floor textures from?
You might want to try a different sky, maybe a skybox.

>>9669586
Wouldnt that mean the shadows would be as pixelated as the textures? That would look horrible. Thief used to look like that if you disabled filtering, thankfully they decoupled lighting and textures so you can play with crisp textures and smooth shadows now.

>> No.9672073

>>9669627
You got a full decade of various shooters following HL's style. Now many people are sick of cover shooters and cinematic/immersive shooters and want a return to fast-paced constant arcadey action.

>> No.9672098
File: 86 KB, 516x648, powerslave art.jpg [View same] [iqdb] [saucenao] [google]
9672098

>>9671034
Which version? It's a little confusing, but there are basically 2 games by the same devs that share the name and some assets. One for MS-DOS, and one for Playstation & Saturn. "Exhumed" is just the name of the European release of both. The console version is what Nightdive re-released on Steam/GOG.

The DOS game is a pretty standard Doom clone. It uses the Build engine like Duke Nukem, but an earlier version and doesn't have many fancy effects. The gameplay is just fine, where it really shines is the level design. The levels are way better than Doom, every one (except for the final map) is a masterfully crafted labyrinth that's just fun to navigate.
The console version is a completely different game. It has a fully 3D world with sprite enemies & weapons. What makes it unique is it's structured like a Metroidvania. You move through an overworld completing levels and then backtracking when you get upgrades to reach new areas. The levels are smaller and simpler due to console limitations, but they're still well-designed. Some of the later levels have puzzles involving your abilities that are just really clever and fun. Also, I think the atmosphere in this version is superior with the 3D lighting and moodier music.

https://www.youtube.com/watch?v=dpNh-eeld2I&list=PLRtaAHG_k8HCyDo7WDGWxcsO8nOnK9BeG&index=12

>> No.9672103
File: 739 KB, 1922x1715, texturefagging.jpg [View same] [iqdb] [saucenao] [google]
9672103

>>9672070
>What are the floor textures from?
Some custom textures I've been making. Mostly just layering generic Roman patterns on top of the existing mission pack marble (tiled larger + scratched). The ceiling one in pic related is still very WIP.
>maybe a skybox
I've got a few panoramic AI renders that I've been meaning to photobash into one. Haven't quite figured out the altitude I want it to convey yet though.

>> No.9672117

>>9671760
Quake did have a very lively modding scene. It produced countless multiplayer mods that would be recreated in other modding scenes and eventually go on to become full-fledged games, Counter-Strike and Team Fortress being the major two. It had a similar effect with the maps made for it, with every other Quake game (and arena shooters heavily inspired by them) having its own port of Aerowalk and the various iterations of 2fort being used in the said various iterations of TF. Quake eclipsed Doom and its community thought that 1996, the year where WAD making finally started to reach higher standards, would be the last year anyone would give a shit about the game.

The issue with all of this, of course, is that multiplayer requires people, and with no people there's no point in making anything for them, and with Quake as a whole being associated with frenetic FFA action, no one really bothered to keep the singleplayer alive outside of the most dedicated, and eventually everyone else moved on to other games, with Quake's editing tools coming to a bit of a halt with Doom eventually got newbie-friendly programs.

>> No.9672174

If anyone's familiar with Space Cats Saga 2.0, where the fuck is the yellow card to unlock the secret level on the first level of Chapter 1?

>> No.9672178

>>9671605
iirc they started it before Build 2 was announced.

>> No.9672190

I have a question to ask that may have many answers or may requisite a long-winded response. What ways would be ideal to play the individual games of the Turok series? I may skip the last few games for obvious reasons and/or if playing some of them requires jumping through a lot of hoops. I know some have PC ports, some might be stuck on a console, perhaps there are patches or mods that fix some of them and there may be emulation involved?

>> No.9672214
File: 316 KB, 1280x960, tumblr_o788xsFfUM1ty70x1o2_1280.png [View same] [iqdb] [saucenao] [google]
9672214

>>9669191

>> No.9672226

>>9666590
>UREKKING
Revae here.
Consider my heart warmed. Great shit.
I suck at finding secrets though. I mean, I knew that, but now I have confirmation.

>> No.9672584
File: 216 KB, 1366x768, Blood_0000.png [View same] [iqdb] [saucenao] [google]
9672584

Trauma Therapy II is pretty cool

>> No.9672586 [SPOILER] 
File: 126 KB, 1366x768, Blood_0001.png [View same] [iqdb] [saucenao] [google]
9672586

>>9672584

>> No.9672659
File: 75 KB, 792x591, strange texture alignment.jpg [View same] [iqdb] [saucenao] [google]
9672659

>>9672226
Glad you liked it man.
>I suck at finding secrets though.
Fortunately, the Gremlin doing flips on the intermission screen seems to have found one for you...

>> No.9672761

>>9672178
did they change it to build2 at least?

>> No.9672942

>>9672761
Do you want Duke Nukem Forevers of the 2011 variety?
Because changing engines mid-development is how you get those.

>> No.9672964

>>9672942
fine, i'll do it myself later.

>> No.9673107
File: 240 KB, 800x600, 800px-end[1].jpg [View same] [iqdb] [saucenao] [google]
9673107

>every single monster in quake came out of her womb

so who's the daddy?

>> No.9673120

>>9673107
>so who's the daddy?
ur mom

>> No.9673293

>>9672659
Ayyy. Thanks.

>> No.9673318

>>9673107
>so who's the daddy?
Azathoth?

>> No.9673352

>>9666640
kek

>> No.9673356
File: 1.93 MB, 400x300, 1676742061578.gif [View same] [iqdb] [saucenao] [google]
9673356

>game gives you weapons in the wrong order, and subsequently has pantshittingly retarded default binds like chaingun on 8 and shotgun on 4
>if you rebind them before getting all the weapons there are now gaps between your number keys that do nothing

>> No.9673490

>>9668320
>You typing an essay defending your preference in mods while missing that entirely just reaffirms it for me.
Yep lol
>that reply

>> No.9673607

>>9670732
"sometimes I make video games" programmer here, I have zero experience with sourceport engines but it appears to be texturepage bug. like in a game all the art is on the same texture page and when a piece of art is called the location, xy coordinate start and end points, is displayed but if a texture is abnormally sized, like doesn't conform to the size standard of the rest of the textures then you will encounter this issue. It appears to be tied to fire frame of the weapon. I would check the image sizes of that weapon animation to check that they are all the same size.

>> No.9673624

>>9673607
That's not it. It's just loading the incorrect sprites.

>> No.9673686

>>9673624
after watching it again. if it was the bug I was talking about then the top left texture would only exist for single frame of animation. and it stays for the duration of the animation. it might be tied to the flash that lights the room on firing. seems to coincide with exactly when that appears and fades. if that effect calls a texture I would check it.

>> No.9673702

>>9673686
It's just calling incorrect sprites. Something like the Doomguy's sprite doesn't have the same offset as the weapon sprites, so it shows up in the top corner. He just needs to look at the dehacked file and fix it.

>> No.9673808
File: 173 KB, 1920x1080, new_idle1.png [View same] [iqdb] [saucenao] [google]
9673808

Our survival horror mod, LitDoom has been updated to 0.595a, major improvements include a completely shotgun rework, first person legs, bugfixes, and a whole bunch of other stuff. New revolver on the way too.

New shotgun:
https://youtu.be/BDaVjf1pWtM

BFG rework:
https://youtu.be/PkSfZbx9E4g

Give it a try and let us know what you think!
MEGA LINK:
https://mega.nz/file/9SgkVBqY#-zlMuMjRL ... wikR0TXQRs
-------
GOOGLE DRIVE LINK:
https://drive.google.com/file/d/1XA76P9 ... share_link

https://discord.gg/sAE7jDT

>> No.9673834

evening lads
are there any mods out there that add the psx lighting (doom CE style) for gzdoom?
so far all I've found are total conversions and non gzdoom ports that do this

>> No.9673839
File: 257 KB, 523x421, llQKjwm.png [View same] [iqdb] [saucenao] [google]
9673839

>>9673808
https://forum.zdoom.org/viewtopic.php?t=68573

Whoops, Zdoom thread since I accidentally broke the links, download is there.

>> No.9674129
File: 524 KB, 512x512, 1649034453479.png [View same] [iqdb] [saucenao] [google]
9674129

Serious Business Saturday will be happening in about 15 minutes from now (5pm US central). Today we will finish The Leviathan's Prison mapset from this pack: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack and maybe do a bit more depending on how long it takes.

A Serious Case Of /vr/ is still a go. I personally haven't been able to make any progress this week due to other more pressing matters, but now I should be able to get back to work on my map. Anyone else still working on theirs? Don't feel ashamed if you haven't, SED is daunting to newcomers.

>> No.9674151
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9674151

IF YOU THOUGHT I WAS GOING TO FORGET WHAT DAY IT IS YOU'RE WRONG, BITCH.
IT'S SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.

>> No.9674159

>>9673107
Ranger. She sent them to Earth to gather child support.

>> No.9674160
File: 3.58 MB, 1920x1080, vkquake0043.png [View same] [iqdb] [saucenao] [google]
9674160

>>9674151
Figured the world needs more brush statues.

>> No.9674167
File: 5 KB, 480x480, Screenshot from 2023-02-18 17-19-56.png [View same] [iqdb] [saucenao] [google]
9674167

>>9674151
I might be overdoing it with the shading.
Then again, maybe not.

>> No.9674172

>>9674167
She's looking great though.

>> No.9674183
File: 2.83 MB, 498x314, caleb-blood.gif [View same] [iqdb] [saucenao] [google]
9674183

I'm replaying blood on extra crispy and bros, the gargoyles.... the ammo cost to down those loud motherfuckers... i can't do it anymore....

>> No.9674185
File: 241 KB, 1000x750, 1670673479369.png [View same] [iqdb] [saucenao] [google]
9674185

>>9674129
Get Kleerious...? Whatever, it's time for some Serious Business Saturday. Grab your bones and hop to it! Going to finish up The Leviathan's Prison mapset from this pack: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack . Might do some of Valley Rumble afterwards but fair warning that mapset is a bit scuffed.

>IP (join via specify server): 45.79.57.115
>As a reminder always wait for others and try to restrain yourself from gliding through the void if possible.
>Follow these instructions or else kleers will turn you into a xylophone:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.

>> No.9674195
File: 303 KB, 1486x1333, 1676724062472.jpg [View same] [iqdb] [saucenao] [google]
9674195

>>9674159
>when it comes to the abominations invading our dimension... you ARE the father

>> No.9674305

>>9674159
Well he does come inside her.

>> No.9674316

>>9671605
>Are they fucking retards?
no, that's why they are using gzdoom instead of fucking build2 of all things

>> No.9674331

>>9674167
what pixel editor do you use?

>> No.9674343

>>9674331
Judging from the background I'd say it's Aseprite.

>> No.9674350

>>9674331
>>9674343
Yup, Aseprite. I used Paint.NET a lot before, but I needed a replacement when I ditched Windows.

>> No.9674352

>>9674350
Linux?

>> No.9674358
File: 3.33 MB, 1920x1080, 1670171582526.png [View same] [iqdb] [saucenao] [google]
9674358

>>9674185
The server hard crashed that time lmao. I think that will be it for the night. No more jank maps for a while, next time we'll probably do some DM to spice things up.

>> No.9674367
File: 299 KB, 520x329, 1643245207516.gif [View same] [iqdb] [saucenao] [google]
9674367

>>9674183
why is your version of that gif so low quality.

delete it.

>> No.9674381
File: 111 KB, 700x838, cca2f74097e3a4cf7a0333d1fc87f1ac.jpg [View same] [iqdb] [saucenao] [google]
9674381

?

>> No.9674382

>>9671605
are you retarded?

>> No.9674384
File: 43 KB, 189x397, ror.jpg [View same] [iqdb] [saucenao] [google]
9674384

>>9674305

>> No.9674386
File: 732 KB, 1280x1632, Doom Hotline.jpg [View same] [iqdb] [saucenao] [google]
9674386

>>9674381
I actually picked up Dominos 10 minutes ago. Damn Google AI, quit stalking me.

>> No.9674394

>>9674167
This looks fucking cute

>> No.9674527
File: 3.08 MB, 1280x720, dsda-doom 0.25.0 2023-02-15 22-32-33.webm [View same] [iqdb] [saucenao] [google]
9674527

>>9674151
Using Meta Doom's plasma gun as a base, I made a little heat gauge for my plasma gun.

>> No.9674563
File: 606 KB, 863x1200, 48565164_p4_master1200.jpg [View same] [iqdb] [saucenao] [google]
9674563

>>9674352
Yeah, Debian Testing. I dual booted for a few years, but it became more trouble than it was worth.
I have no regrets considering how much of a shit show Win10/11 turned out to be.
>>9674394
A lot of the art I was using as reference does make her pretty cute. Which reminds me, I should add a bit of blush.

>> No.9674570

>>9674527
Looks cool, but how does it work? Does red plasma do more damage or is it an indication you gotta let off the trigger?

>> No.9674574
File: 3.04 MB, 1758x926, 1662129442703.png [View same] [iqdb] [saucenao] [google]
9674574

>>9674151
pröööhhh!!!! :DDD

>> No.9674579
File: 1.39 MB, 1230x1712, 1652880516733.png [View same] [iqdb] [saucenao] [google]
9674579

>>9674563
I think you posted a sample of that picture.

>> No.9674583
File: 106 KB, 450x520, taking out the trash.png [View same] [iqdb] [saucenao] [google]
9674583

>>9674563
that image is still funny to me, because Hae-Lin is two inches taller than Blaz. Though this was before I had settled on his height.
and good to know, I plan on switching to Linux myself in the future, after I finish my mods and shit.

>> No.9674587
File: 569 KB, 1920x1080, Screenshot_Strife_20230218_211758.png [View same] [iqdb] [saucenao] [google]
9674587

I forgot how extensive Samsara was with supporting every main Idtech game. Does Reincarnation have the same level of dedication? Probably not
>>9674583
/r/ing that pic of Blaz going "m'lady" to Hae-Lin

>> No.9674593
File: 813 KB, 1280x832, tips coke can.png [View same] [iqdb] [saucenao] [google]
9674593

>>9674587

>> No.9674748

>>9674570
Red plasma does more damage and has a small splash radius. It's an attempt to give the plasma gun a bit more use when you have the BFG. When you max out the heat, it deals more damage per cell than the BFG.

>> No.9674770

>>9674574
Dang, looks incredible dude.
>>9674167
Like her sprite man.
>>9674527
Neat, cool mechanic dude. Love a good overheating gun.
>>9674160
Figured right anon.

>> No.9674858

>>9670024
slather some Vaseline on the upscale

>> No.9674917

>>9674160
this looks fantastic

>> No.9675006

>>9674748
That's neat. I remember a lot of complaints that weapon reloading mods are anti-Doom because they make you stop shooting and slow things down. So by logical inversion weapons like this that make you shoot even more must be extra Doomy

>> No.9675118

>>9674748
how long can you maintain red plasma for?

>> No.9675120
File: 999 KB, 1280x720, lord blaz plays the guitar.webm [View same] [iqdb] [saucenao] [google]
9675120

>>9674583
So why did you choose 5'2 for Blaz anyway? Was it subversion of expectations, or did you just think it was funny?

>> No.9675124
File: 653 KB, 710x896, first_meeting.jpg [View same] [iqdb] [saucenao] [google]
9675124

>>9675120
5'0 and because it's funny.
Also because he's half Dwarf. His mom is a Dwarven grappler and his father is a swordsman. Though it means he's a manlet amongst men, and a beardlet amongst Dwarves.

>> No.9675129

what do you anons think of a sourceport based on linked libraries?

so its possible to both have a vanilla-ish doom experience and a brutal doom one.

>> No.9675135

>>9665624
There is a map exactly like that in Blake Stone.

>> No.9675145
File: 41 KB, 300x409, file.png [View same] [iqdb] [saucenao] [google]
9675145

>>9675124
>Though it means he's a manlet amongst men, and a beardlet amongst Dwarves.

Kind of reminds me of a D&D campaign though. I played a goliath barbarian and my friend played a dwarf barbarian and I would carry him on my shoulder. Blaz sounds like a good avenue for character interactions like that.

>> No.9675147

>>9675145
I got plans for all kinds of interactions between the main cast. I think they'll have a fun dynamic.
Also got plans for some emotional gutpunch moments because I love making people cry.

>> No.9675317

>>9675147
>Also got plans for some emotional gutpunch moments because I love making people cry.
based, the best part about writing is making the characters suffer and I say that completely unironically

>> No.9675320
File: 25 KB, 273x233, sad_robot_man.png [View same] [iqdb] [saucenao] [google]
9675320

>>9675317
But it's all about pathos. Trials and hardships with that payoff where they come out stronger for it, closure and shit. I live for it.
Though that won't be here for the mods, that's just gonna be focusing on the boys kicking ass.

>> No.9675331
File: 421 KB, 1800x1200, 1672448604300.jpg [View same] [iqdb] [saucenao] [google]
9675331

>>9674574

>> No.9675356
File: 771 KB, 2560x1440, Screenshot_Doom_20230219_043433.png [View same] [iqdb] [saucenao] [google]
9675356

I want a Bloodrayne GF.

>> No.9675365

>>9675356
We know Jamal.

>> No.9675509

>>9675006
>I remember a lot of complaints that weapon reloading mods are anti-Doom because they make you stop shooting and slow things down.
Fun thought. It’s also contextual. If the super shotgun could be fired twice to deal double the damage that it does now before its “reload”, it wouldn’t be slowing things down at all. If there was a mod to make the pistol reload every ten rounds with no other changes, then yeah that poor thing sucks even harder now.

>> No.9675580

>>9665625
Answering >>9673808 for the news post because nobody bothers to do it.

>> No.9675613

>>9675118
Until you run out of cells or release the trigger.

>> No.9675637
File: 1.30 MB, 3840x2160, ironwail0010.jpg [View same] [iqdb] [saucenao] [google]
9675637

>https://youtu.be/h2IpMwfhvwc
I just played through this map. Missed the mega secret, of course - I didn't see it in the room with the lightning gun.
Too dark throughout, though it did look nice when I could see. And very stingy with the health pickups.

>> No.9675650
File: 46 KB, 219x241, BEAT THE NIGGUR.jpg [View same] [iqdb] [saucenao] [google]
9675650

>>9675637
>it's that retarded britbong who played violent rumble

>> No.9675768

i wonder why no one has made a doom mode for quake.

>> No.9675769

>>9675768
>Your Path of Destruction
>Slayer's Testaments

>> No.9675771

>>9675637
I miss that artistic style in games
It looks quite damn good

>> No.9675776

>>9675769
>Your path of destruction
this is what i was looking for, thanks

>> No.9675780

>>9665936
It looks like they have octopus eyes

>> No.9675928

>>9666647
It was true, that game was Ultima Underworld

>> No.9675937

>>9675769
>Classic Doom mod
>16/E Doom mod
Where's the D3 Quake mod?

>> No.9675970

>>9675937
A Doom 3 mod would be the most fitting, considering the engine relations.
I think FTE can match the lighting pretty well, and supports most of the relevant map features too. Not sure if the computer screens and PDA stuff would be doable in CSQC though.

>> No.9676001

>>9675937
It's a Quake mod for Doom 3.

>> No.9676008

>>9675006
i just hate it when there's no manual reloading and no readout on how much you have in a mag. that's what i feel slows things down. it's one of the things i hated about duke 3D after going through a marathon of the game, the expansions and some mods. ion fury fixed this by having a dedicated reload button but you were still clueless to how much you had in a mag unless you personally kept track in your head which would become difficult to do in more intense firefights.

i really appreciated how alien armageddon had that for the pistols & bombshell's M4 (but no manual reloading for the M4 oddly enough.).

>> No.9676046
File: 316 KB, 1920x1080, 20230203222023_1.jpg [View same] [iqdb] [saucenao] [google]
9676046

>>9676008
>you were still clueless to how much you had in a mag
The 2.0 update made this so that your crosshair becomes "empty" along with your magazine without being obtrusive.

>> No.9676068

>>9676008
Duke's reloading isn't hard to keep track of, the animation plays at every multiple of 12.
I added reloading to the pistol in my wad, and it's similarly easy to keep track of. It reloads every 10 shots, but due to the limitations of Dehacked, it always starts with a full mag when you draw it.

>> No.9676074
File: 136 KB, 2064x2064, b4d8f41c185affa17dabd217ae43bdbbc5db58ca7ddbf05da1cf601e628158b0.jpg [View same] [iqdb] [saucenao] [google]
9676074

>>9676008
what was the first fps to have "proper" reloading?
>>9676001
you mean shambler's castle? i remember that
>>9673107
herself, depending on how her "anatomy" works

>> No.9676082

>>9676008
Fury also does a weird thing with its reloads: Switching to a different weapon at any point during any reload will cancel the animation but still reload the weapon. It's fun in its own way.
>>9676074
>what was the first fps to have "proper" reloading?
The earliest I know of to have any reloading are System Shock and Marathon. What's "proper" reloading, by the way?

>> No.9676087
File: 2.79 MB, 1280x720, 2019-09-08-0559-14.webm [View same] [iqdb] [saucenao] [google]
9676087

>>9676082
You used to be able to switch back to the same weapon and fire really fast using this.

>> No.9676126

>>9676082
>What's "proper" reloading, by the way?
he probably means games with a dedicated reloading key.

>> No.9676254
File: 1.53 MB, 1600x900, spasm0148.png [View same] [iqdb] [saucenao] [google]
9676254

>>9674305
>>9674195
>>9674159
>>9673107
I already got banned last year for noticing this
>Shub NIGGUR-ath
>The BLACK goat with a thousand young

>> No.9676257

>>9676254
see you next year

>> No.9676279

>>9676254
Explains being a single mom.

>> No.9676290

>>9676068
>Duke's reloading isn't hard to keep track of, the animation plays at every multiple of 12.
in some of the mods i played with duke had weapons that reloaded like for example in the DNF 2013 mod the ripper is replaced with an M16 that reloads after a certain number of shots.

>> No.9676493
File: 1.73 MB, 1600x900, spasm0163.png [View same] [iqdb] [saucenao] [google]
9676493

>>9676257
it only lasted 3 days tho

>> No.9676514

>>9671128
Well, it's done. You can grab that here.
http://51.161.34.159/repo/
>Anon what kind of bumfuck website is this?
This is where I'll be hosting /vr/ server mods from now on, including vrsounds and vrskins. TSPG might not want our stuff on their repository. Problem fixed.

>> No.9676608

>>9676514
That's actually a neat repo thing, anon.

>> No.9676614
File: 1.31 MB, 1705x760, assssssss.png [View same] [iqdb] [saucenao] [google]
9676614

>>9674151
progress on the (mostly) pure berserk map for the megawad I'm working on, currently building on the lower right and later behind the red door, if you wanna see any fancy stuff I might build it in.

>> No.9676616

>>9676614
I like that texture set.

>> No.9676737

94 protons never.

>> No.9676740
File: 1.90 MB, 1920x1080, smirk127.png [View same] [iqdb] [saucenao] [google]
9676740

>>>/mu/115079237
nice chart faggots

>> No.9676861 [DELETED] 

Just finished DUSK. Episode 2 and 3 sucked, desu.

>> No.9676867
File: 1.07 MB, 715x706, 1654378210537.png [View same] [iqdb] [saucenao] [google]
9676867

>>9676737

>> No.9676881

>search something doom related
>accidentally click on doom.fandom.com instead of doomwiki.org
I wish I could delete web sites

>> No.9676884
File: 30 KB, 518x342, 1664606591917.jpg [View same] [iqdb] [saucenao] [google]
9676884

>>9676737

>> No.9676889
File: 256 KB, 1024x1024, Light01[1].gif [View same] [iqdb] [saucenao] [google]
9676889

Now that Unreal has been un-existed from legitimate sources, is the only way to play it piracy? I have Unreal Tournament already but I would prefer to have the original too

>> No.9676895

>>9676889
>is the only way to play it piracy?
Pretty much. You can still find the games on gog-games.

>> No.9676896
File: 924 KB, 1280x720, SUNDAY NIGHT SHITSHOW 99 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9676896

SUNDAY NIGHT SHITHSOW TIME! Tonight we're playing Unholy Realms with Death Foretold, one of the many Doom 2016 inspired mods!

The password is "IActuallyLikeNuDoom"

We're back to using Zandronum 3.1 for these events, so use that to connect
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

Mumble info
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom

>> No.9676907

>>9676889
Games don't have DRM checks, can't be more original than that.

>> No.9676935
File: 3.23 MB, 1757x925, 1660388543962.png [View same] [iqdb] [saucenao] [google]
9676935

>>9674574
>>9674770
>>9675331
And now the elephant has lighting!

>> No.9677003

>>9676935
Give it some space.

>> No.9677112

>>9676896
Change of plans, I was gonna host SRB2K next SNS but I decided to make something more celebratory for the 100th session. We'll play SRB2K after survival is over.

>> No.9677114

>>9676614
cant wait for this quake map

>> No.9677136
File: 75 KB, 500x481, birdtalkingshit.jpg [View same] [iqdb] [saucenao] [google]
9677136

>>9677114

>> No.9677164

>>9676896
SRB2K is up at 51.161.34.159
Get in here racists

>> No.9677651

>>9673607
appreciate the theory on what's wrong but I ended up solving the issue by updating my gzdoom

>> No.9677750
File: 1.00 MB, 400x300, 1650583689236.gif [View same] [iqdb] [saucenao] [google]
9677750

>>9677164
can players initiate votes?
and if so, is there a way to vote for a particular map?

>> No.9677756

>>9677750
Type "vote [command]" in console. To vote for a map, you have to know its ID or name, so you would type "vote map map[ID]"

>> No.9677761

>>9677756
noted, thanks
just happened to get the one i was going to nominate just as i posted

>> No.9677892

>>9676896
>>9677164
And that's 8 hours of SNS done. See you next time.

>> No.9678106
File: 380 KB, 595x387, gimme a HUH man.png [View same] [iqdb] [saucenao] [google]
9678106

>> No.9678321
File: 1.68 MB, 1358x1070, snu-snu.png [View same] [iqdb] [saucenao] [google]
9678321

are there any other fps's with amazon protagonists aside from hedon?

>> No.9678412

>>9678321
I know Skelegant did like 2 mods with muscular women but how "pretty" they are is.. subjective
>Typhon
>Gholazon X i think

>> No.9678434

>>9678412
i liked lt. typhon

>> No.9678474

>>9678321
There was Slooter, it went all out but development for it has stopped.

>> No.9678485

>>9676881
more like dumb.fandumb

>> No.9678676

What is the most iconic Doom monster? Caco or Pinky?
Inb4 Icon of Sin

>> No.9678679
File: 472 KB, 2599x1598, bc8fd766ed5e2f7c5cc239f5e1d1fc57587cae9dc1b9053d4bb8ea70ed3d23bd.jpg [View same] [iqdb] [saucenao] [google]
9678679

Besides Beyond Reality, what are other mods or mapsets that make it seem like you're having a fever dream?

>> No.9678713
File: 220 KB, 800x600, Base Profile Screenshot 2023.01.21 - 18.03.46.15.png [View same] [iqdb] [saucenao] [google]
9678713

>>9678679
The latest chapters in Oblivion TC for Duke Nukem are like the dude was high on something

>> No.9678720

Shadow Warrior is pretty bad compared to Duke Nukem and Blood, isn't it? Feels like the combat is a nonsense of bullets flying around everywhere, compared to the more calculating nature of the other two. I hate most of the game's enemies, even more so than I hated cultists (which I grew to love).

>> No.9678739

>>9678679
>lilith.pk3

>> No.9678760

>>9678720
How far are you? I remember not feeling SW's combat at first but grew to like it about as much as the other two. The thing you need to get used to is that explosives are your workhorse. Shoot grenades around corners whenever possible, explode the coolies, and nuke shit.

>> No.9678780
File: 55 KB, 320x240, well done.png [View same] [iqdb] [saucenao] [google]
9678780

>>9678679

>> No.9678854

>>9678720
>Shadow Warrior is pretty bad compared to Duke Nukem and Blood, isn't it?
I think it’s as fun and as detailed, but what you’re saying appears to be the consensus. It not only sold poorly compared to the other big two, it currently has far less custom maps and content compared to Duke or Blood.
One thing I will say is that even though I enjoyed it as much as the other two, I couldn’t enjoy it with zero aim assist.

>> No.9678860
File: 42 KB, 192x192, 1664262167133.gif [View same] [iqdb] [saucenao] [google]
9678860

>>9678676
Boney boys do seem to have a lot of popularity these days

>> No.9678896

>>9676896
Wait, where's the group photo?

>> No.9678897

>>9678676
I think the Cyberdemon is a "perfect" representation of Doom on pair with the classic logo and that SKINTEK texture
A buff minotaur with a cybernetic arm cannon and leg (on opposite sides) and maybe exposed "guts/pipes/whatever that is" fits that "Hell and tech" theme
Almost like the "Bowser" of Doom

>> No.9678918

whats up with the newest version of gzdoom? its not defaulting to gzdoom-user.ini as the config file. where tf is the default config file???

>> No.9678934

>>9657324
>>9676896
Beyond Reality could be fun for sns

>> No.9678972

>>9665624
bros, got a question about deus ex, pls no spoilers
Sided with lebedev on the plane, killed navarre. Can I kill gunther on this map as well? I put 4 gun clips into his head before dying, is he programmed to be immortal?

>> No.9678980

>>9678918
in documents probably.

>> No.9679000

>>9678918
C:\Users\(You)\Documents\My Games\GZDoom\gzdoom.ini

I haven't bothered figuring out why this was changed, but if your .ini is in the same directory as the .exe then launching gzd should put up a prompt asking if you want to move it

>> No.9679008

>>9679000
Why are people still using the Documents folder in the 2020s?

>> No.9679030

>>9678897
Too bad they suck so much

>> No.9679047

>>9678720
duke nukem is journalist mode shadow warrior and by far the worst of the 3 games

>> No.9679050

>>9679047
What a horrible thing to say.

>> No.9679054

>>9678972
yes some npcs don't die until game says they can

>> No.9679074

>>9678897
If the Cyberdemon is the Bowser, what does that make the Spider Mastermind? The Kamek?
...and what about the Icon of Sin?

>> No.9679086

>>9679050
>>9678720
duke nukem = 1:1 doom clone
shadow warrior = "react and kill everything asap or die retard" the game
blood = borderline tactical shooter

incomparable, but duke really is babby mode in terms of enemy lethality and by far the least interesting mechanically

>> No.9679092

>>9679054
I see, we should've just taken off on the plane with the NSF

>> No.9679101

>>9678918
I'm guessing the rationale may have been so that different users on one computer can have different setups and not interfere with each other?
Genuinely no idea how common it actually is for multiple people to share one computer these days though. Would be nice if there was a shortcut pointing you to those folders or something.

>>9679086
>duke nukem = 1:1 doom clone
Anti-intellectual statement.

>> No.9679115

>>9678918
i wonder if theres a way to change the "default settings" of gzdoom (short of editing the source code and compiling it on your own)
its annoying to change the display settings and shit every time i decide to make a new config for a mod i use. i know i can just copy+paste too but still

>> No.9679124

>>9679101
it has the same exact rhythm as doom but without the windup to the movement so it's simpler
the only hitch in the road for that comparison is the big guys with miniguns being exponentially more deadly than chaingunners, but you can get rid of them just as easily
what else could you possibly call it

>> No.9679153

>>9676884
>>9676867
Yeah, sorry for no new version still.

Since I have no idea if I'll ever hear from Mozza again :( (and I don't know of any other 3D modeler who's up for giving me a hand), I decided that I'll just whip up a simple but decent placeholder based on the Aliens pulse rifle.
It wouldn't be as grand and mighty as the idea I had in mind for a "Plasma LMG", but I'm aiming to make it look decent. One of the things I remember learning somewhere from some dev is that if you're gonna put something in as a placeholder, you should make sure it's presentable, because you might never get around to replace it.
I want to do the other one still, but I guess that's not in the cards right now.

I guess I'll post a WIP of the graphic in a bit, but I gotta go excavate my house from all this snow.

>> No.9679195

https://youtu.be/q3NQQ7bPf6U?t=1959
I didn't knew that this was possible

>> No.9679295
File: 961 KB, 1920x1080, Screenshot_Doom_20230219_201841.png [View same] [iqdb] [saucenao] [google]
9679295

>>9678896

>> No.9679296

>>9679086
>blood = borderline tactical shooter
What difficulty is this conclusion based on?

>> No.9679301

>>9679296
the only two good ones

>> No.9679382

>>9679295
didn't know there were custom skins based off the 2016 multiplayer ones
wonder if there's some based off the fleshy/demonic skins

>> No.9679391

>>9679301
They can still get staggered, strafe corralled, and their aim thrown off with jumping around even on the hardest settings. Not quite Rainbow Six-tier, unless you have a weird idea of “tactical shooter”.

>> No.9679398

>>9679391
borderline

>> No.9679408

>>9679086
>duke nukem = 1:1 doom clone
Yeh dude, I loved shrinking in doom to run around through vents then flying up to ledges on my jetpack. Jumping and crouching through the environment. Good shit.
You weirdo.

>> No.9679428

>>9679408
superfluous non combat content

>> No.9679480

>>9679124
i would call it duke nukem 3d

>> No.9679493

>>9679086
Shadow Warrior is as much of a "tactical shooter" as Blood, you've got tools like gas bombs, nukes, sticky bombs to help handle difficult situations. Flash bombs to help you handle encounters where you have to face shadow Rippers and smoke bombs to use as an emergency measure if ambushed. I've found SW's inventory items are really fun to use once I've binded every item to be able to use it in an instant. You gotta get used to how deadly explosions can be and be careful, other than that and some nasty mine placements in a few levels the gameplay balance is better than Blood.

>> No.9679496

>>9679428
Shut up, you fucking insipid retard, your opinion is faggoted.

>> No.9679515

How could I best display a 6-key door in the smallest space possible?

>> No.9679520

>>9679515
With a custom texture

>> No.9679536
File: 1.47 MB, 1600x900, spasm0108.png [View same] [iqdb] [saucenao] [google]
9679536

>>9676935
This brushwork is almost pornographic in the way it makes me feel, same deal with these beauties

>> No.9679539

>>9679493
blood's enemy behaviors and flinch mechanisms let you play slow and tactically
shadow warrior forces you to blitz even though the enemies are weaker because their behaviors make them more aggressive and shake off hits
>>9679496
only combat feel matters + i accept your concession

>> No.9679546
File: 356 KB, 846x458, 1648617611494.png [View same] [iqdb] [saucenao] [google]
9679546

>>9679536
Wow, thanks! I'm still pretty new to brush work in general but this isn't my first rodeo. Serious Editor is not that bad once you learn the controls.

>> No.9679556

>>9679539
>blood’s enemy behaviors and flinch mechanisms let you play slow and tactically
They also let you play fast and “non-tactically”, whatever that meabs. A lot of these shooters reward slow and careful play.

>> No.9679559

>>9679556
once you know the map's layout yes

>> No.9679581

>>9679086
>duke nukem = 1:1 doom clone

I'd argue Duke Nukem has dumber enemies, as most stay stationary when dealing with the player.

>> No.9679618
File: 217 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
9679618

>>9665625
https://forum.zdoom.org/viewtopic.php?t=77301
Stickguy in Doom Redux has been released!

>> No.9679663

>>9679559
>must know map first
Not a requirement, though. Unless you mean playing completely 100% optimally, but that’s all games when it comes to speedrunning.
>>9679581
That can be broadly applicable to most 90s shooters. Doom enemies stay still while firing as well, but they’ll at least toss a projectile then move unless they’re on fast monsters. For Quake it’s often understated how some enemies have melee attacks that also allow them to advance on you (something that would’ve been great for Q2’s berserkers, I don’t think they ever got buffed between each expansions).

>> No.9679691

>>9679663
if you haphazardly run into a room full of cultists on extra crispy without knowing where they are and without finding a secret health buff prior you will die

>> No.9679724

Gonna give AD a go.
Should I use Quakespasm or vkQuake?

>> No.9679726

>>9679724
vkquake or ironwail

>> No.9679727

>>9679691
>run into a room full of cultists
That can hurt on any difficulty save for Pink on the Inside, because you’ll seldom find a room full of anything with the spawns being that low.

>> No.9679735

>>9678679
ALT
it's pretty kino if you are strong enough mentally to pass through some of the shittier levels. It might be worth it, especially if fever dreams is your fix

>> No.9679806
File: 548 KB, 567x552, 1660413455271013.png [View same] [iqdb] [saucenao] [google]
9679806

>>9667330
>carrying a Thompson SMG
>ammo pouches are clearly for M1 clips

I seriously hope someone lost their job over this

>> No.9679870

>>9679153
Change the project name. Repugnus was going to lead 94 Protons of /vr/ himself, you snubbed the title from him, and now you're not treating the project with the respect it deserves.

>> No.9679884

>>9679153
Does anyone here (besides you) care about cosmetic-only weapon graphic replacements at all?

>> No.9679890

>>9679884
I think it can help give a wad some identity. 2048 Units' and Ad Mortem's weapon replacements were great.

>> No.9679973

>>9679806
AIs don't get employed in the first place

>> No.9679984

>>9679559
Wrong.

>> No.9679989
File: 526 KB, 1679x2048, sexdivided.jpg [View same] [iqdb] [saucenao] [google]
9679989

>>9679092
>we should've just taken off on the plane with the NSF
Nah, sadly that's not an option, you can only choose to kill Navarre(piss off boss) or kill Lebedev(impress boss and mommy Anna) or pussy out/talk too long to him and let Anna kill him(piss off boss), or kill them both(same effect as killing just Anna if I recall my one playthrough correctly) on that mission. Not that it affects the game hugely - the game does keep track of a lot of stuff and act accordingly but in this case that won't matter that much or that long

>> No.9680035
File: 810 KB, 1691x734, SpookyMapStart.png [View same] [iqdb] [saucenao] [google]
9680035

Mapping started on spookymap.wad (name pending)
Can I just grab any old music, convert it to midi, then throw it into SLADE with some name that isn't one of the default doom titles?
Working on my spooky mod but no music yet because I'm a bit tired of default tracks.
I'm about to check, but does the zdoom forums or wherever have resources for music as well?

>> No.9680039

>>9680035
https://doomwiki.org/wiki/Adding_custom_music

>> No.9680050

>>9680039
ty anon, very gracious of you

>> No.9680110
File: 1 KB, 252x172, 1671601378227480.png [View same] [iqdb] [saucenao] [google]
9680110

Very strongly considering to start my own 94 Protons of /vr/ given the gross mismanagement of the current one. Who's in?

>> No.9680134

>>9680110
I don't see the appeal in doing another Revilution. God, Devilution still isn't done?

>> No.9680136

>>9680110
What's the scope of the project?

>> No.9680148

>>9680134
I think having more maps to play is enough of a justification.
>>9680136
If by scope you mean custom assets, we'll use MBF21 format like the current one and use PRCP2Tex as a base, but I'm not gonna drag the project out with boss fights and custom guns. We'll just have extra props and maybe ambient sounds like Ad Mortem. Anons will be free to submit custom assets (including guns,) just like with 2048 Units and 512 Linedefs.
If you mean in terms of length, it depends on how many maps we get.

>> No.9680353

>>9680035
>needs a spooky mid
for your consideration
https://bitmidi.com/spooky-mid

>> No.9680360
File: 549 KB, 1440x1800, eS1EQ901-Mm8haf5FueCqfDlktIINogvfNb6FDMRSK4.jpg [View same] [iqdb] [saucenao] [google]
9680360

Where do I download nerve.wad?

I'm trying to play through all the official doom releases at least once.

>> No.9680418

>>9680360
You can find it in the MEGA links in the OP.

>> No.9680441

>>9680353
Pretty spooky anon, I did find a nice sounding one earlier but I might use this instead, tah

>> No.9680683

>>9680110
Actually nah, fuck that. I'm just gonna work on my own things, 94 protons can stay in dev hell.

>> No.9680727

>>9680360
>>9680418
So far Nerve has better level design than any other official doom release I've played and even better than most of the top fan WADs minus a few of the extreme standouts

>> No.9680837

What are the best wads to play in vr, anons?

>> No.9680878
File: 429 KB, 2125x2125, 4604724.jpg [View same] [iqdb] [saucenao] [google]
9680878

>>9678676
Before the reboot? Caco. After the reboot? Revenant. It seemed like every website or article classic Doom-related (before 2016) had a cacodemon somewhere as a representation of the game, in addition to things like this https://doom.fandom.com/wiki/Hissy which are really reminiscent of old internet culture.
Now with the DOOT memes and nu-id bringing back his autistic screeching, along with the official art they made (pic rel) for him, I'd say most people who have played an FPS before nowadays probably associate Doom with the agitated skeleton.

>> No.9680895

>>9680727
>than any other official doom release I've played
Have you played Plutonia?

>> No.9680936
File: 2.20 MB, 1905x918, file.png [View same] [iqdb] [saucenao] [google]
9680936

>dv2 map29
FUCK this place

>> No.9680941

>>9680895
Yeah it's a classic but it's not amazing or anything, plenty of custom fan levels since then have been way better.

>> No.9680942

>>9680878
>After the reboot? Revenant
it's a shame that they watered them down into a joke in-game, it's like wolves that got bred into chihuahuas

>> No.9680964

>>9678321
was gonna say FAKK 2 but forgot it's third person

>> No.9680974
File: 4 KB, 71x79, confus.png [View same] [iqdb] [saucenao] [google]
9680974

>>9679295

>> No.9681016
File: 114 KB, 396x300, 1659435665889.gif [View same] [iqdb] [saucenao] [google]
9681016

>>9679153
just taking the piss m8

>> No.9681084
File: 140 KB, 1199x939, LAMAL.jpg [View same] [iqdb] [saucenao] [google]
9681084

Deus Ex
Bros, can you do anything with aug canisters you already have the upgrades for? Feels bad to throw them out, shit's rare.

>> No.9681132

>>9681084
You mean regular aug canisters with two augs to choose? If its the skin slot iirc you can have two augs from the same pair if you have enough slots, Im not sure if its worth it - you can post a screenshot
If the slots are taken or generally you just can't install it then throw it away anon, it's just wasting your precious inventory space.
The shifter mod did add an option to use them as upgrade canisters for the aug they install, but in vanilla its just trash to throw away

>> No.9681143

>>9681132
>slots are taken or generally you just can't install it
Yeah, found an extra leg aug in the medical room at the HQ after installing one.
Thanks for the tip. That mod sounds useful, but I'll beat the vanilla game first.

>> No.9681147
File: 653 KB, 1280x720, 73058fe6-a499-402a-b3a0-68662f114eff.jpg [View same] [iqdb] [saucenao] [google]
9681147

>>9665624
After many years I managed to install the correct version of this bad boy that supports the latest patch

>> No.9681218

>>9681143
Not that anon but good call, Shifter changes up a lot of things as its name suggests. Albeit not that radical, it's something nice to spice up a future playthrough.

>> No.9681220

>>9681147
GET HER

>> No.9681242

can you guys deop some optimal binds for both Thief 1 and 2? every time I try those games, my autism just flares up and I just waste time rebinding my keys over and over again

>> No.9681296

>>9681242
how long are your fingers? how big is your keyboard?

>> No.9681302

>>9681296
pretty small hands but a full keyboard
i don't want to turn it into a flight sim tho

>> No.9681336

>>9681302
well then the only advice i can truly give you is to not bind your slots to the entire number row, keep them "above" your movement keys. but close.

also
>small hands
cute...

>> No.9681413 [DELETED] 
File: 36 KB, 860x589, kmsnow.png [View same] [iqdb] [saucenao] [google]
9681413

>be me, lvl 20
>decided to finally beat Plutonia
>entered secret level with thanks to Decino's walkthrough
>"Hope you have a saved game a level or two previous."
>mfw I saved after every tough fight

Were gamers back then just built different?

>> No.9681435

>>9681413
>Were gamers back then just built different?
Even back then the devs would get emails from people saying how Plutonia is too hard and how they would know because they only play hard.
Otherwise, I think most people had it harder at the time due to having awkward mid 90s PC specs and zero optical mice. WASD also wasn’t much of a standard until the end of the 90s.
Also
>lvl 20
What this mean

>> No.9681668

>>9680942
At the very least, Eternal made his melee menacing again and gave him back the homing missiles, even if they are easily avoidable

>> No.9681682
File: 2.82 MB, 4096x4096, advanced hood hustle.jpg [View same] [iqdb] [saucenao] [google]
9681682

>>9681242
I used to bind my movement to ESDF and arrange various utilities, such as arrows, to letters all around it. One good thing to know, is that you can set double pressing binds, like you can sort through inventory back (Shift+TAB) and forth (TAB). There are multiple walking forward types of binds, but I only used "Run forward" with speed modifier set on SHIFT, crouching was set toggleable on CTRL. Also, leaning forward was quite useful for peeking over ledges and out of windows. That's all I can think of atm.

To keep it simple, set something like flashbombs to B or F, ropes to C (Climb), gas to G and so on, so you could easily remember. Only bind utilities that you'd feel like mostly using (lockpicks is a must) for inventory sorting already covers most of it, you can always tweak it on the go.

WASD and numbers scheme is also fine, I personally find it easier with my wrist being still and only fingers moving.

>> No.9681693

>>9679724
vkquake, ironwail doesn't support the custom HUDs if I recall correctly, probably not even in dev build.

>> No.9681694

>>9681682
>pic
needs garrett edit with laptop being mechanist tech or something

>> No.9681920

>>9681693
>ironwail doesn't support the custom HUDs
I think it does now, and is broadly on par with vkQuake's features.

>> No.9681991
File: 29 KB, 272x456, go do it.jpg [View same] [iqdb] [saucenao] [google]
9681991

>>9681694

>> No.9681992

>>9670157
no, the best abd most efective option is Oblige with ObAddon. Obsidian is more flexible and its easy to fuck up with it but it also has cooler stuf

>> No.9682095
File: 227 KB, 640x480, Doxylamine Moon.png [View same] [iqdb] [saucenao] [google]
9682095

>>9678679
The first two levels of Sacrament. The first one is an actual fever dream and the second one is... special. Everything else is not that impressive, unfortunately.

>> No.9682167

If Final Doom weren't just a map pack, but a proper expansion that added a new weapon and new enemy types, what would you have liked to see become part of Doom's canon?
For me it's a piercing Railgun that consumes 20-25 bullet ammo per shot, and some manner of kamikaze unit.

>> No.9682182

>>9682167
Who cares, both players and map makers will still use nothing but SSG.

>> No.9682185

>>9682095
What weapons skin pack is that?

>> No.9682190

>>9682167
as if final doom was doom's equivalents to quake's scourge of armagon and dissolution of eternity?
dunno, if final doomer was "what if final doom had guns", i wonder about enemies
i remember this one project https://forum.zdoom.org/viewtopic.php?t=63901 being about new enemies that "fit into the doom aesthetic" but it's dead

>> No.9682234

>>9682185
No idea. It comes with a wad.

>> No.9682245

>>9682167
A buffed chaingun and slightly buffed regular shotty. For enemies, I wouldn’t be opposed to some sort of “plasma zombie” concept like in Eviternity or Ancient Aliens.

>> No.9682257 [DELETED] 
File: 575 KB, 644x800, .png [View same] [iqdb] [saucenao] [google]
9682257

>>9667737
>though

>> No.9682298
File: 409 KB, 1920x1080, 20230212201947_1.jpg [View same] [iqdb] [saucenao] [google]
9682298

This game just oozes atmosphere... Aftershock when ?

>> No.9682321

>>9682298
more time developing, less time shilling, chop chop

>> No.9682332

>>9682298
Never ever at this rate. I’m not too hung up on it but it would still be nice to play. Whether it comes out before these other GZD-based games or even it’s NotRetro sequel will remain to be seen.

>> No.9682338 [DELETED] 
File: 13 KB, 261x193, 1561724588995.jpg [View same] [iqdb] [saucenao] [google]
9682338

>>9682257
Whats the matter, bottom of the barrel soijak poster? What the fuck does Doom and guitars that aren't acoustic and the heavy metal section of rock have to do with being a soilent consoomer?

>> No.9682339 [DELETED] 

>>9682338
Don't reply. Report and hide. It actually works here.

>> No.9682392

>>9682185
I'm pretty sure that pistol is a modified one from Duke Nukem 64.

>> No.9682401
File: 545 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
9682401

>>9682392
It is.

>> No.9682470

>>9682167
imagine if final doom was a free wad

>> No.9682475

>>9682167
I feel like railgun would probably be too powerful for Doom's AI.
I'd like any of the Doom 2 exclusives to get a flying variant, or some new attack patterns.

>> No.9682542 [DELETED] 

>warned for making a joke
get a life

>> No.9682639

Can anyone link me that mod which adds episodes/chapters for classic wads like Scythe? Similar to Doom 1.

>> No.9682654

>>9682639
I only know this https://www.doomworld.com/forum/topic/122892

>> No.9682659

>>9682654
this is it, thank you

>> No.9682664
File: 905 KB, 604x1153, image.png [View same] [iqdb] [saucenao] [google]
9682664

>>9682639
>>9682654
Speaking of episodes, here's one of the most soulful Doom mods ever.
https://www.doomworld.com/forum/topic/129057-doom-2-intermission-maps-complete/

>> No.9682670
File: 192 KB, 1280x800, doom_intermission.png [View same] [iqdb] [saucenao] [google]
9682670

>>9682664
Looks like shit honestly. Doesn't emulate the original style at all.

>> No.9682685 [SPOILER] 
File: 628 KB, 9999x1024, file.png [View same] [iqdb] [saucenao] [google]
9682685

Kartbros, where you at? I need some help testing some shit on the server
51.161.34.159
The game should download what you need

>> No.9682687

>>9682670
wait what's bottom right from?

>> No.9682693

>>9682687
E4?

>> No.9682697

>>9682687
https://forum.zdoom.org/viewtopic.php?p=537757

>> No.9682703

does .deh files mean custom enemies and weapons or could be exclusively custom decorations? its present in plutonia 2 but i dont wanna play the mapset if it has donutsteel custom enemies

>> No.9682709

>>9682703
PL2 doesn't have any custom monsters, that's for the map and music names.

>> No.9682723

>>9682670
>>9682687
Where’d this idea of Thy Flesh Consumed taking place on Earth come from, Romero and the other devs themselves?

>> No.9682728

speaking of intermission screens, didn't hell to pay have like different images for each screen?

>> No.9682732

>>9682723
The ending screen for both E3 and E4 take place on earth.

>> No.9682758
File: 850 KB, 1200x675, 00.jpg [View same] [iqdb] [saucenao] [google]
9682758

>>9682732
Only the final portions feel anywhere close to "earthlike", the levels prior all feel like an extension of Inferno that was hoarding all the marble and lava.

>> No.9682772

>>9682758
In fairness, barely any of the levels in Doom 2 feel "earthlike" and two thirds of that game are supposed to be set on Earth.

>> No.9682794

>install System Shock™ Demo
>watch unavoidable cutscene
>wake up in starting area with my mouse input ripped away from me
>watch 5 unavoidable cutscenes as my character installs a bunch of gadgets or some shit
>encounter first enemy as 3 audio recordings play on top of each other making it impossible for me to retain any information
>thwack enemy to death with zero impact noise or hit feedback, camera spazzing out every single swing
>pick up another gadget and watch an unavoidable cutscene that slows me down and fucks with my mouse input
>turn corner into a pipe puzzle that takes up 5% of my screen and glows so brightly it hurts to strain to look at
>uninstall game
how
how do you wear every single mistake of game design on your sleeve in the first 3 minutes
fuck you

>> No.9682806

>>9682794
What are the specs on the current PC you have for gaming? Also, which demo The original Unity Demo: or the one that uses Unreal Engine like the final build will?

>> No.9682830

>>9682758
This is my most-forgotten Doom 1 map.

>> No.9682862
File: 782 KB, 1200x675, 02.jpg [View same] [iqdb] [saucenao] [google]
9682862

>>9682772
Most of 2's levels are weird, abstract, sometimes shitty, but are seldom as pointedly "you are in hell" as most of these E4 levels are.

>> No.9682879

>>9682862
>as most of these E4 levels are.
I always looked at Episode 4 as demons colonizing earth by setting up their castles. In my opinion a better setting and design than Doom 2.

>> No.9682891

>>9682806
both were shit in the same exact ways with no improvement to core problems whatsoever

>> No.9682895
File: 919 KB, 1200x675, 03.jpg [View same] [iqdb] [saucenao] [google]
9682895

>>9682879
Felt exactly like you're leaving the parts of hell that Dis were attached to before finally making your way back to Earth.

>> No.9682910
File: 1.32 MB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
9682910

~98% of the map is now textured, though there's another pass to be done. Added armor in the shambler arena and some more item placement tweaking, though I'll need outsider feedback on the difficulty.

>> No.9682913

>>9682910
https://file.io/8tM4VSF2bbFZ

>> No.9683018 [DELETED] 
File: 572 KB, 616x353, .png [View same] [iqdb] [saucenao] [google]
9683018

Can anyone recommend me a WAD for the retro video game DOOM where I can murder completely autistic forum janitors?

>> No.9683034

>>9682891
Unity handles things differently from Unreal in more ways than one. They truly are different Engines, but hey, I can understand hating the newer demo more for sure.

>> No.9683051

>>9682910
looks like a furnace, is that texture supposed to be metal or stone?

>> No.9683057

>>9682913
It says it's deleted. I wanna play :(

>> No.9683120 [DELETED] 
File: 572 KB, 616x353, .png [View same] [iqdb] [saucenao] [google]
9683120

Can anyone recommend me a WAD for the retro video game DOOM where I can murder unemployed bums that don't belong in the level?
I already played "Unloved" and "The community is falling!!" wad packs. Thanks.

>> No.9683151

>>9682910
Upload got deleted for whatever reason, here's another
https://tempfile.io/en/vMX5B7F6esHQpVv/file

And I guess I should point out that this is for VR2 (which will reach its deadline in a week and I've seen no other submissions) and lighting hasn't been started yet so things will look exceedingly ugly for now

>> No.9683242

>>9682794
i enjoyed the demo but i do feel it has faults
there's zero feedback to the combat and yeah the game goes overboard with bloom...especially on the puzzles
+ cyberspace controls aren't very clear and it's also not clear that the length of cables apparently changes the power on the junction box puzzles? i thought that was dogshit desu, spent a good 30 min fucking with it and thinking the game was broken until it finally worked
i do like what they did in general though. then again i never played the original

>> No.9683464
File: 2.20 MB, 853x480, QuakeSpasm 0.95.1 2023-02-21 20-51-00.webm [View same] [iqdb] [saucenao] [google]
9683464

>>9683151
I'm stuck now what

>> No.9683532

>>9683464
This isn't meant for id1, it's for >>9665625

>> No.9683595

>>9682794
>encounter first enemy as 3 audio recordings play on top of each other making it impossible for me to retain any information
Why are women so bad at multitasking?

>> No.9683690
File: 380 KB, 677x822, plasmaholder1.png [View same] [iqdb] [saucenao] [google]
9683690

>>9679153
I outright fell asleep in front of Photoshop the other day while working on this, sorry for that, was very tired, then again just now. The basic idea I'm thinking is just a mildly visually tweaked M41A Pulse Rifle with the polymer body recolored and a green muzzleflash to go with green projectiles.

Here's an example of some color options, ignore the purple Mattel one, that was for 'masking' purposes for quickly separating the two main elements of the gun, Doom's palette would never allow anything like it.
There's the original foliage green, as well a brown one, and one which is just plain black. The black and gray one may be a bit dull and not as easy to spot at a glance, so the green or brown ones would maybe look more interesting, this range of green is slightly limited so it may wash out easily in the dark, thus maybe brown ranges like these could work better. Possibly they could be mixed in some sort of camo pattern look.

Playing with the colors, red stands out, it wouldn't look very military, BUT, it's aesthetically interesting, it would be a neat contrast to the green plasma, and it would probably make it easier to spot at a distance, except maybe in some carnage.

Thoughts?

>> No.9683701 [DELETED] 
File: 572 KB, 616x353, .png [View same] [iqdb] [saucenao] [google]
9683701

Can anyone recommend me a WAD for the retro video game DOOM where I can murder unemployed bums that don't belong in the level?
I already played "Unloved" and "The community is falling!!" wad packs. Thanks.

>> No.9683712 [DELETED] 

>>9683701
Isn't that what i'm already doing when I mow down Imps or give a Pinky a knuckle sandwich? They're a bunch of freeloaders who don't belong around here.

>> No.9683751 [DELETED] 

>>9683701
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/do-it

>> No.9683808 [DELETED] 
File: 193 KB, 557x605, nailed it.png [View same] [iqdb] [saucenao] [google]
9683808

>>9683751

>> No.9684029

>>9666717
I love techbases when they aren't just relying on hitscanners/imps/pinkies for the majority of the combat.

>> No.9684038

do you prefer wacky silly full retard fps like rise of the triad and serious sam 2 or gritty dark edgy fps like doom and quake or the middle ground like duke nukem 3d

not the gameplay but the tone

>> No.9684283

>>9683690
The black one is sexy

>> No.9684296

>>9682685
/r/ for wnw
https://mb.srb2.org/addons/a-big-fish-is-nearby-a-bass-from-sega-bass-fishing-joins-the-fray.2717/

>> No.9684307

Bake the bread.

>> No.9684309
File: 343 KB, 1280x720, STANDING HERE I REALIZE.png [View same] [iqdb] [saucenao] [google]
9684309

>> No.9684326

>>9679870
No.

>>9679884
Signs point to yes.

>>9680683
Looking forward to whatever it is you're making, sincerely.

>>9681016
It's good.

>>9682703
DEH files are for anything from monster, weapons, objects, and the player's stats and carrying capacity, to automap level names, intermission texts, and PAR times.
There were no options to alter any of these with the original .exe, hence it's changed by hacking it, DEH files being a patch to apply the hack to it. All ports, even Vanilla style ports, can just read the DEH file temporarily, like a pwad, to run whatever these changes are, without you having to manually patch and unpatch your .exe

>>9684283
Alright.

>> No.9684353

>>9684038
>not the gameplay but the tone
Marathon’s becoming my favorite tone for a shooter so far, takes itself seriously (no offense Sam)

>> No.9684380
File: 1 KB, 192x200, 1634250209599.png [View same] [iqdb] [saucenao] [google]
9684380

>>9683464
>nigga let me out of this wacky ass metal bar prison

>> No.9684382

>>9683690
Can you do black with tan furniture? That would have some visual ties with the original weapon.

>> No.9684387

>>9684382
Like darken the gunmetal?

>> No.9684391

>>9684387
No, the current color of the bottom one is fine. Just replacing the grip with the same tan the plasma gun uses.

>> No.9684397
File: 816 KB, 2560x1440, Screenshot_Doom_20230222_132728.png [View same] [iqdb] [saucenao] [google]
9684397

Chilling

>> No.9684407
File: 189 KB, 1280x1024, From that thread.jpg [View same] [iqdb] [saucenao] [google]
9684407

>>9682167
I think it's interesting how most people have similar ideas of basic additions to the Doom roster and even later games in the series almost capture that
>basic zombie melee fodder
Most zombies since D3
>hellhound/zombie dog
RPG and maybe the Marauder's wolf
>kamizake
The engineers from the new Doom's and i guess Revenants in DRPG, but also new Lost Souls
>gargoyle/flying imp-like demon with wings
Eternal
>plasma rifle zombie
I guess the new soldiers even though they don't carry the exact same weapon
>poison enemy
Cursed prowler, one Imp variant from D2RPG and maybe the Cybermanc
>grenades or flamethrowers
For the former the new Arachnotron and for the latter there's new Mancubi and mecha zombies
>teleporting enemy
Wraiths and Prowlers
>multiple projects at once
Prowler has a tri-shot projectile and there's some other examples like one of the Hell guard's attacks
>upper half design
Helltime Hunter and maybe the second DHunter phase
>cyber minotaur that isn't a Cyberdemon
I guess the Bruiser
>fire baron
Maybe id really is taking ideas from mods and Realm667 materials
Though maybe there's going to be specifics about how something looks/plays and if it's really "canon" or how anyone expects it to be done
It also reminds me of that ZDoom thread, Reincarnation of Evil

>> No.9684436

>>9684397
at the Tiki?

>> No.9684463

>>9684407
>multiple projects at once
>Prowler has a tri-shot projectile and there's some other examples like one of the Hell guard's attacks
Manc already does that, but yeah, a nice bullet hell enemy like that wizard one mbf21/dehextra anon is making would be a nice addition>>9684407
>basic zombie melee fodder
This is the one I hunger for the most - something like the knight from Q1 or even just a bit spongier like the naked revenant from Running Late/Temporal Tantrum - really miss an enemy like this when mapping because pinkies are just too slow and serve only as obstructors(nothing against that, but also having a fast melee fodder/knight enemy would be so useful for encounters)
All others are supernumerary but their novelty would freshen up a wad so I have nothing against it, I would love a project with as many new enemies as Ad Mortem(AM just hits the sweet spot when it comes to new enemies) or even more

>> No.9684471

>>9684463
Ad Mortem's enemies are just about all perfect for Doom's gameplay and all offer something the base game is missing. The only thing that really could have been added is a flying enemy that shot multiple projectiles.

>> No.9684494

>>9684407
>Maybe id really is taking ideas from mods and Realm667 materials
It’s hard to tell. The past three decades have created a huge well of ideas that could lead to a “Simpsons did it” scenario where you can trace any sort of enemy/weapon idea to a Doom mod. I’d like to think they kept even an ounce of Eviternity in mind when it came to Eternal and it’s major antagonist but it could just as easily be coincidence.

>> No.9684502

>>9684494
Silver & gold isn't particularly uncommon for an angel depiction, and Eviternity released when Eternal was already well into production. I'd say it's just another situation of similar ideas.

>> No.9684520
File: 1.01 MB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
9684520

>>9683464
>animated hand pumping
Reminds me of this wonky ancient (1997) aborted experiment form Tronyn

>> No.9684567
File: 1.07 MB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
9684567

>>9684520
Also I've only just today discovered that this mad lad has made flamethrower weapon (complete with immolation effect) for monsters almost 26 years ago

>> No.9684572
File: 1007 KB, 1600x900, spasm0002.png [View same] [iqdb] [saucenao] [google]
9684572

>>9684567
...and of course the Flamer-Grunts explode upon death

>> No.9684723

Someone bake

>> No.9684734

>>9684723
Fiiiiiiiiiine

>> No.9684758 [DELETED] 

NEW THREAD
>>9684750
>>9684750
>>9684750

>> No.9684783

>>9684494
>>9684502
Even then, Eternal has a very different take on Heaven, whether it was done to defy people's expectations or because they probably couldn't get away with some more "literal" references
I'm surprised nobody tried making wads exploring the themes of Urdak or even some classic versions of certain enemy designs
I know a megawad had one of its secret levels based off TAG's Blood Swamps (PUSS IX - 32 Maps Alien Extravaganza!)

>> No.9684805

OOPS I FUCKED UP THE LAST THREAD
HERE'S THE REAL NEW THREAD
>>9684801
>>9684801
>>9684801

>> No.9685342

>>9684038
I like how blood managed to pair an actually spooky environment with little hints of a fully retarded world just subtly enough that you could miss them if you don't look. I'll barely survive setting zombies on fire one moment and the next I'm getting prank called by a guy with an over the top Indian accent.