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

/vr/ - Retro Games


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10096026 No.10096026 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10084264

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct (embed)

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/DhOjleMqwdQ
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 (embed)
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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.10096028
File: 24 KB, 320x200, 1689921372018775.png [View same] [iqdb] [saucenao] [google]
10096028

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

FORE/VR/ ALONE (Submissions closed)
Link to BETA1: https://files.catbox.moe/koctdi.zip

=== NEWS ===
[7-22]Voxel Doom II release trailer
https://www.youtube.com/watch?v=IQK8m41daAk

[7-20] Episode 2 demo of Doom Refired out
https://www.doomworld.com/forum/topic/128420-doom-refired-doom-ii-vanilla-project-episode-2-demo-out/?page=2&tab=comments#comment-2675768

[7-18] Vulkan only GZdoom fork for indie games released
https://github.com/dpjudas/VkDoom/releases

[7-17] Blood Fresh Supply getting a new update.
https://twitter.com/VinciusMedeiro6/status/1681041705699606528 (embed)

[7-17] "OCTATE", lost kin dedicates a map to the late Dr. Sleep
https://www.doomworld.com/forum/topic/137638

[7-15] Babel mod gets tweaks n' fixes with new update
https://datanon.itch.io/babel/devlog/561033/july-2023-update

[7-14] Nugget Doom receives 2.0 release, new rendering resolutions
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.0.0

[7-13] Contract Revoked added to Quake's re-release.
https://twitter.com/Quake/status/1679510869443592199 (embed)

[7-12] BuildGDX fork "NuBuildGDX" released by the coder behind Doom64EX-Plus.
https://github.com/atsb/NuBuildGDX/releases

[7-12] Palette Studio updated, make palette-indexed sprites in Blender
https://dietinghippo.itch.io/palette-studio/devlog/559465/palette-studio-v13-released

[7-8] SO YOU WANNA PLAY SOME MORE DOOM
[YouTube] SO YOU WANNA PLAY SOME MORE DOOM (embed)

[7-8] Dehacked universal standard proposed
https://www.doomworld.com/forum/topic/137416

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

>> No.10096031
File: 31 KB, 320x200, 1688989738708.png [View same] [iqdb] [saucenao] [google]
10096031

FORE/V/ER ALONE STUFF:
>>10087695
>Waifu Anon, i made a very tiny change to my maka map to avoid stuff from breaking on HMP
https://files.catbox.moe/4gsszu.wad

>> No.10096041

>>10096028
>>10096031
>>10094424

>> No.10096042

>>10096041
Crap sorry anon

>> No.10096047
File: 9 KB, 512x512, 2009071055_TESTIFYTESTIFYTESTIFY.jpg [View same] [iqdb] [saucenao] [google]
10096047

>> No.10096082

>>10096076
>>10096036
There's a patch coming next week. The team has been relaxing before diving back in. There's more Mjolnir to come

>> No.10096090

>>10095960
>is a secret and there's hardly enough ammo for that
Taking another look at it. It's actually impossible to access that place without reaching the bfg since the place itself is a secret. That said, I got there myself with a lot of cells already which colored my impression. I went back and was eventually able to beat the fight using only the 380 cells there, but it's a lot harder.

>> No.10096174

>>10096026
I really hope the GzDoom / VkDoom devs find a way to support true Build-style voxels instead of the Minecraft cube shit we currently have. Cubes are ugly as fuck and don't scale well with distance/resolution (not that sprites scale any better lol. Only true voxels scale well)

>> No.10096210

>>10096028
>[7-8] SO YOU WANNA PLAY SOME MORE DOOM
>[YouTube] SO YOU WANNA PLAY SOME MORE DOOM (embed)
wow thanks

>> No.10096216

>>10096210
It's in the OP it's k.

>> No.10096268

Is there a Doom mod that allows for health pickups to continue to stack above the regular hard limit like in one of the options for Serious Sam?

>> No.10096276

>>10096268
I can't find anything, but I believe you can do it in Decorate by giving the stimpacks and medikits "Inventory.MaxAmount 200"

>> No.10096283
File: 85 KB, 239x194, 1669498728696021.png [View same] [iqdb] [saucenao] [google]
10096283

>tiny AAAAAA in the distance

>> No.10096289

>>10096283
Doesn't serious editor have a parameter to shrink or enlarge any enemy?

>> No.10096301
File: 356 KB, 846x458, 1684324037114155.png [View same] [iqdb] [saucenao] [google]
10096301

>>10096289
Yes, you can make them smaller or larger. On top of that you can enable a random stretch factor which I assume randomly changes their scale on spawn based on the random stretch factor value. I haven't messed with it so I'm not entirely sure, there are a lot of parameters that are named weird or don't actually do what they say.

>> No.10096313
File: 171 KB, 1920x1080, heartland.png [View same] [iqdb] [saucenao] [google]
10096313

I did not like this map.
The rest of Heartland is great tho

>> No.10096336
File: 408 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10096336

>> No.10096337

>>10096313
>those horribly mangled pixels
How do people play like this?

>> No.10096343

>>10096336
>d64 sucks flesh
Pretty good

>> No.10096360

>>10096337
You don't notice it in motion, but I do wish that GzDoom had even pixels.

>> No.10096385

>>10096336
>id lol
What's that cheat code for?

>> No.10096393

>>10096082
That's good to know. I thoroughly enjoyed ep3 but after a few crashes in ep4 i'm waiting for things to get more stable before completing it.

>> No.10096403

>>10096336
>challenging deathmatch wanted
>forgot monster gameplay
>enjoyable mapping posted

>> No.10096416
File: 411 KB, 492x520, 1659484073821849.png [View same] [iqdb] [saucenao] [google]
10096416

>>10096360
>heartland
>gzdoom

>> No.10096418

>>10096385
For lots of laugh.

>> No.10096429

which are the recommended/best full megawads inspired by and remaiginin the vanilla iwads?
preferably with no dehacked patches nor sprite replacements

>Ultimate Doom
Doom The Way ID did
Wonderful Doom
Switcheroom?
Ultimate doom from memory?
UDINO?

> Doom II
D2TWID
D2INO
Switcheroom2?
Doom2 from memory?
others?

>TNT
TNT:R
TNT2 (in progress)
TNT from memory?

>PLUTONIA
PRCP
PL2
Plutonia from memory?
PRCP2?

>> No.10096508

>>10096416
Someone should do that so that I don't need to use Eternity.

>> No.10096620

>>10096026
Does anyone here have experience making maps with custom tiles? I just want to use the life's a beach tiles and make some comfy stuff.

>> No.10096631

>>10096429
>TNT
TNT3
>PLUTONIA
Plutonia7

>> No.10096658

>>10096429
>Doom The Way ID did
I have yet to understand the hype behind it.

>> No.10096661
File: 75 KB, 780x768, 1673350069084856.jpg [View same] [iqdb] [saucenao] [google]
10096661

i wish there was just one website where everyone uploaded their mods.
/idgames is great but doesn't allow updates so wads/mods that constantly get updated arent there.
so to check for updates on a mod you like you need to visit;
doomworld
zdoomforums (lol)
moddb (cringe UX)
itch.io
standalone websites

compare this to more contemporary games.
most elder scrolls mods are on Nexus. pretty much all minecraft mods are on modrinth.
in fact minecraft is so standardized that there are 3rd party launchers that can easily check for updates of the mods youve installed. i think similar stuff exists for elder scrolls as well.

>> No.10096669

>>10096429
>TNT
Threevilution

>> No.10096670

>>10096661
>who wants wadbooru?
>now who wants to make wadbooru?

>> No.10096674

>>10096658
Feels vaguely like more original Doom levels, though D2TWID I think captures the style of the original authors a lot better, and is a lot more fun.
The reject pile for the first one, the "Lost Episodes", were pretty nice, if less 1993 feeling.

>> No.10096676

>>10096670
A booru would be cool, it could tag for authors, texture set, and people could vote to establish difficulty.

>> No.10096682

>>10096676
yeah its an idea that gets brought up every other week lol. and yet here we are, without a booru...
>>10096670
i'm broke and dont know how to code
also this makes me think making a wadbooru would have an additional challenge; ideally you want people to be able to update existing mods/wads, but I don't think existing booru codebases have a feature like this so it would have to be added in by whoever is hosting it.
also might want to preserve older versions which would add to server costs.

>> No.10096684

>>10096676
It was an idea discussed before, in fact I was the one who thought of it, but even though it was universally loved -- no one wants to host it.
I would help tag and moderate it, I'd make sure it doesn't get the same problem other chanboorus get which is duplicate tags.
But it's a story as classic as time.

>> No.10096694

>>10096682
>ideally you want people to be able to update existing mods/wads
You can pool content, so you can pool updates of mods through their versions.
You'd of course have some ruling where versions are only saved if it's significant, otherwise you just delete and replace it with the newest version.

>> No.10096725

Deathstrider man, how do I charge batteries? Do I drop them then do the spell over them?

>> No.10096736

>>10096684
Hosting is a minefield I guess. If I submit my semenal GzDoom gameplay mod Loliraper 2000 : Deluxe Edition, which host will tolerate that? Is it enough to hide content like that behind a login, like Gelbooru does? Would the booru also tell people to fuck off with Slige and other generated maps? I'd tolerate Terry trash as long as it was tagged.

>> No.10096760

>>10096736
>If I submit my semenal GzDoom gameplay mod Loliraper 2000 : Deluxe Edition, which host will tolerate that?
didn't wadarchive allow pretty much anything? thats usually where i got wads which were removed from other places due to being too edgy or for copyright reasons.
i think as long as you avoid actual illegal stuff you're probably fine.

>> No.10096763

>>10096725
If you're using magic, look straight down and cast Reenergize. Batteries need to be unloaded but in your inventory.

>> No.10096786

>>10096682
Hydrus apparently has a webclient.

>> No.10096812

Man, it'd be real cool with a booru.
>coolsuperwad.wad
>originally published: 1999/07/01
>uploaded: 2024/09/21
>total filesize: 6mb
>number of versions/revisions:2
>level design credited to: Jimmy Joe Jim Jameson, KingSkullfucker667, Tore vön Säverby the II:nd
>number of levels in .wad: 21
>co-op support: yes
>deathmatch support: yes
>map format: vanilla (limited)
>.wad contains textures and or sprites (original or altered), from: DN3D, Quake, Gothic Texture Pack
>other graphics by: Jimmy Joe Jim Jameson, Alejandro Martinez
>features music by: Lee Jackson (ROTT), Alejandro Martinez (original), Metallica (MIDI conversion)
>DeHacked Patch: Yes, alters level names, PAR times, intertext, monsters and weapons unaltered
>demo files: yes
>difficulty votes: 56
>difficulty level: harder than Doom 2, not as hard as Plutonia, mostly even increase as levels progress
>tested for pistol start? Yes
>standout bugs: possible visplane overflow in map 15, minor reject table issues in map 06
Could also have a link to any corresponding speedrun demo listings.

>> No.10096829

>>10096725
the way your camera is forced down when you cast haste and candlelight is a sort of hint, aiming down makes your spell circle always intersect with your hitbox so you can target yourself with buffs more easily than making the circle and walking in front of it

>> No.10096837

>>10096812
Some of these can be done with doomwiki/idgames, yet no one can be bothered with filling even that. What makes you think someone will suddenly go through the quintillions of wads to manually type all this info?

>> No.10096840

>>10096837
nta but boorus are collaborative. obviously when someone first makes this, it would only have the more popular wads. over time people would add more (ideally)

>> No.10096846

>>10096840
>boorus are collaborative
And so does doomwiki.

>> No.10096858

>>10096829
Self-casting is not hitbox-based. Reenergize is also a targeted spell meaning it won't automatically lower your aim. Now that I think about it, casting something in targeted mode and hitting yourself by walking in front of the sigil is a bug, but who cares. Task failed successfully.

>> No.10096859

>>10096846
doomwiki already has a ton of maps on it. the reason why you dont get more obscure/random wads there is because its not meant for that.
doomwiki is meant for notable and/or community-made wads, and exists to provide info about said wads. a booru would accept any wad uploaded to it and it would be for browsing wads, not just providing info about them.

>> No.10096960

>>10096763
Thank you, also I've discovered very funny shenanigans involving dead followers and resurrection. I now have a sentient pile of gibs following me around.

>> No.10096976

>>10096960
... I completely fucking forgot about Resurrect. Will fix it when I wake up later.

>> No.10096994

>>10096736
>Hosting is a minefield I guess.
As long as it does not violate US law, and there is no intent to harm someone else I wouldn't care. I hate e-celebs, and I hate concerntrolls.
Maybe I'd just hide such content behind an option like other every booru does, probably all content that's inherently adult, but that's it.
>Would the booru also tell people to fuck off with Slige and other generated maps?
There would probably be some exceptions if people properly tagged them but I'm not the host and the host would ultimately get to decide.

>> No.10097021

>>10096812
>>10096837
>>10096840
>>10096846
The idea of boorus to add quickly and easy tags, adding additional information in the comments.
>coolsuperwad.wad
Would be
>Multiple_Levels
>Custom_Textures
>Custom_Music
>Custom_Enemies
>CO-OP_Support

You don't need to add every detail of information because booru's will source the mod, and if not you add the tag
>Missing_Source
You're not trying to add a wiki for details: You're trying to make an easy to search gallery of content.
The hardest part of such a booru is that you'll need to add a thumbnail of every wad uploaded so people can glance over and say: "Wow that thumbnail looks interesting, I'll try that."
And if they like it they'll rate it up which further helps people search for wads.

>> No.10097037

>>10097021
>Wow that thumbnail looks interesting
Even the book cover can tell you more than TITLEPIC tells about the wad. People would have to manually cherrypick and upload screenshots.

>> No.10097045

>>10096336
>hell full
>end days

>> No.10097054

>>10097021
I guess the thumbnail could be a .gif or something which shows the titlepic (if there's a new one), and then slowly cycles through a few selected screenshots.

>> No.10097065

>>10096026 Is Final DooM harder than Thy Flesh Consumed?
If that's so, I'm fucked.

>> No.10097067

>>10097065
Yes

>> No.10097093

>>10097037
>Even the book cover can tell you more than TITLEPIC tells about the wad
I meant an ingame screenshot of either the level or mod.
If in extreme cases where someone made an entire wad that was subpar except one select area from a specific view that could mislead the audience. You can easily rely on the following.
>Misleading_Thumbnail,
> alias Misleading_Thumbnails
And see the rating be -33
People will mislead others and you can't stop them, that's the unfortunate truth, but you can hope that others can correct that.
And if someone repeatedly uploads terrywads without properly tagging them for example you can ban that user from uploading.

>> No.10097140
File: 1.66 MB, 1902x2387, 1681880157014452.png [View same] [iqdb] [saucenao] [google]
10097140

>>10097021
>>10096812
>>10096682
My ideal wadbooru mock-up. Zoom in because I put in a lot of details.
I guess having the titlepic as the main thumbnail could be controversial, but I think it feels more right this way.

>> No.10097145 [DELETED] 

>>10097140
>up top
>"artists"
oops, forgot to edit that out. obviously the original website is danbooru.

>> No.10097160

>>10097140
This is honestly what I imagined too.
>that fucking tag
lol

>> No.10097163

>>10097140
Woah, the mockup is so exhaustive and convincing I actually believed a megawad called cosmic nexus exists and started looking for it

>> No.10097168

>>10097140
I'd love a site that allows you to search wads by theme tags, kinda like thief guild for thief fm's

>> No.10097170

>>10097140
>parent
>sibling
I hate this shit so fucking much. Makes using a booru such a chore. Why would they need 50 versions of the same picture. Why can't they use a clearer distinction so you could clearly see at first glance which picture is an actual original damn picture, no, we can't have nice things, this picture has 50 parents and 50 children now good luck clicking back and forth trying to filter all the trash.

>> No.10097175

>>10097170
You could probably get away with text for the previous versions honestly.

>> No.10097190
File: 23 KB, 265x549, retards.jpg [View same] [iqdb] [saucenao] [google]
10097190

>>10097170
The thing I hate about boorus is over tagging. For instance, pic related was apparently enough for some retard to tag a felicia pic with blanca and street fighter.

>> No.10097193

I wish I had free time to do that. Wouldn't even mind hosting it probably, but 40 hour work week as a webdev is killing me.

>> No.10097195

>>10097140
I like it a lot.

>> No.10097205

>>10097190
Don't see the problem with that, maybe I'm looking for that image and remember Blanka in a jar, would be useful for me in that case.

>> No.10097209
File: 1.67 MB, 1902x2387, 1672205892746843.png [View same] [iqdb] [saucenao] [google]
10097209

>>10097140
>up top
>"artists"
Forgot to edit that out of danbooru.
Also just found out danbooru makes you pay to view loli/shota content, kek.
>Assets
>Dehacked
In addition to saying dehacked/decorate/whatever, the website would also specify what specific changes are made.
However users would 100% argue over what is a cosmetic (sprite) change and what is a gameplay change.

>>10097163
I'm glad it convinced you haha. The titlepic image (without text) was AI generated but I put it through Slade to get the Doom colour palette. Title/description was similarly written by chatgpt after I gave it some readmes.

>> No.10097210
File: 1.67 MB, 1902x2387, 1672703357937311.png [View same] [iqdb] [saucenao] [google]
10097210

>>10097209
Ree wrong file
Here's the updated mockup

>> No.10097216

>>10097210
>AI generated Megawad
I know DoomGPT exists but could you just imagine the asspain of a fully AI megwad? Somebody teach a robot how to use UDB, stat!

>> No.10097230

>>10096360
Bullshit, you can easily see the HUD mangled to fuck, and the SSG looks like a crusty JPG.

>> No.10097249

>>10097216
There's OBLIGE.

>> No.10097272
File: 141 KB, 504x1175, tumblr_pf6y3mr2oD1uenhi9o6_1280.png [View same] [iqdb] [saucenao] [google]
10097272

>>10097209
Danbooru makes you pay for loli/shota, Gelbooru just asks you to tick a box in site/user settings. Gelbooru is generally better IMO, sign up an account on a throwaway mail address, select banner ads instead of pop-ups, and have uBlock Plus block the banner ads. Sankaku also exists for more piracy, but tagging is VERY shitty, it's completely unsafe without an adblocker, and they badger you constantly for buying premium (never do this).

>>10097065
Overall, yes, but it's not quite that simple.
TNT is a bit harder than Doom 2, while Plutonia is a lot harder. Thy Flesh Consumed starts with two balls to the walls hard levels compared to the rest of Doom 1 & 2, but then simmers down considerably. Those two levels are however about as hard as a lot of Plutonia levels, so if you could tango with those well enough on UV, you can probably get by pretty well in Final Doom.

TNT is pretty contentious regarding its quality, some like it a lot, some hate it a lot. I think it has a lot of good maps, along with some pretty weak maps, and a couple which are offensively bad. It's worth giving it a look, but I wouldn't fault you if your eyes glazed over and you wanted to quit.
Plutonia is widely regarded as very good and one of the best official parts of Doom, it's tough, but it's also balanced for difficulty levels, if it's too mean on UV, try it on HMP, which tones down some of the asshole traps a bit.

>> No.10097293

>>10097216
I was just trying it to write a valid WadC file and failed. My AI tard-wrangling skills aren't good enough, it seems. I also am using GPT-3.5.
>>10097249
Superseded/obsoleted by OBSIDIAN.

>> No.10097306

>>10096658
i liked it because Doom 1 is my favorite IWAD. the design philosophy is similar enough for me.

>> No.10097320

VRanon is still around?

>> No.10097326

>>10097293
trying to make it write*
>>10097210
Can you post the TITLEPIC?

>> No.10097328

>>10097320
He's busy but he lurks. He usually comes when summoned.

>> No.10097329

>>10097067 >>10097272 Then I'm in a lot of trouble, it seems, but is Final DooM fun to play?
As hard as Episode 4 is, I don't think it's unfair, and the maps as a whole are pretty well done. Can the same be said for Final DooM?

>> No.10097332

>>10097329
>is Final DooM fun to play?
Plutonia is. TNT still has some good maps, but it also has a fair amount of stinkers.

>> No.10097334
File: 725 KB, 800x600, 1667413250382917.png [View same] [iqdb] [saucenao] [google]
10097334

>>10097326
unfortunately i lost the non-stretched and non-text version.

>> No.10097340
File: 41 KB, 512x512, 1672354466327745.jpg [View same] [iqdb] [saucenao] [google]
10097340

>>10097326
>>10097334
oh nevermind, here's the uncropped AI pic. lol @ that text.

>> No.10097381
File: 1.04 MB, 1024x768, mapjam1.png [View same] [iqdb] [saucenao] [google]
10097381

>> No.10097387

>>10097340
CCOMCCNEUJS

>> No.10097389

>>10097381
Why not put on numbers or certain occult sybmols instead for that there wad?

>> No.10097404

I'm having fun with Coffee Quake. Levels that short are exactly what I'd like to see more of.
Though it would be nice if they were a bit more polished.

>> No.10097414

>>10097293
>Superseded/obsoleted by OBSIDIAN
not sure about that, I used Oblige/slige in 2015 and got pretty bland but playable sandy-esque dungeon crawler levels with no problems - there was even an anon here who uploaded a oblige megawad every month as some sort of challenge
Comparing I launched up Obsidian like a couple of months ago and whatever setup and IWAD I tried I got either a giant unsightly texture mismatched room full of random monsters (sometimes 10 mancubuses with just a pistol to beat them) right near the player start or some other weird mangled abstract/vomit looking shitshow. This obsidian shit for some reason always generates some version of A.L.T/Sky may be/Anna's dream on steroids, it's vile

>> No.10097419

>>10097381
Func Map Jam 1 was a mistake.

>> No.10097427

>>10097320
I still check here, but I haven't been able to do much. I'll hopefully be back in full force after the end of the month.

>> No.10097452

>>10097140
Cool, too bad this mockup website only exists in my dreams since nobody is gonna do shit about it.

Also, I would put a 'Tomorrow' style of colors like the one from this website.. the mockup looks like something straight from e621.

>> No.10097510

>>10097452
>looks like something straight from e621
And this is great!

>> No.10097542

>>10097381
benis XDDD

>> No.10097562

>>10097452
Stop bitching.

>> No.10097570

>>10097562
Make me

>> No.10097590

>>10097570
STFU YOU'RE A FUCKING CUNT
STFU YOUR A STUPID CUNT SUCK WASP DICK

>> No.10097626

>>10097590
rude

>> No.10097650

>>10096658
I've always felt the original DTWID was severely underwhelming. Despite being made by real authors, most of the maps feel AI generated.
D2TWID and UDTWID had a bit more personality to their levels, IMO.

>> No.10097658

anyone still got this goatse Quack map on his old hard drive?

>> No.10097741
File: 3.06 MB, 3840x2160, isitbait.jpg [View same] [iqdb] [saucenao] [google]
10097741

texture smoothing isn't that bad now that we have 8bit modes in ports.
one of the main issues of texture smoothing for me is the loss of contrast on surfaces.
with 8bit mode it's somewhat attenuated

>> No.10097750

>>10097741
Couldn't be me.

>> No.10097758
File: 2.94 MB, 1920x1080, chinatime regular.png [View same] [iqdb] [saucenao] [google]
10097758

>8bit texture smoothing
I like it more without the color loss

>> No.10097773
File: 3.40 MB, 1920x1080, chinatime crunchy.png [View same] [iqdb] [saucenao] [google]
10097773

>>10097758
Granted it might look better in >>10097741 because it's using original textures, and shit I don't even know if vkquake's "original" color depth option is even 8bit

>> No.10097776

>>10097758
the gradients are more pleasing in true color but the lighting/surfaces look flatter.
the banding of 8bit gives an impression of relief when lighting changes

>> No.10097796

Is there a Quake sourceport with decent over-the-internet coop
>FTE/QW is chunky at 30ms
>Darkplaces is kinda fine but is basically region locked (super chunky past 70ms)
>Quakespasm/Spiked is chunky at 30ms
>nQuake is being a pain in the ass trying to config it and rcon isn't working so I dunno even know if it works for co-op
Unless there's some config settings I'm missing, like something to further improve movement prediction n' shit so it's not so laggy clientside when just moving around, it feels like everything's just for single player or QuakeWorld Versus

>> No.10097805

>>10097796
Quake Remastered by far. ezquake might be an option, but that might be DM only. Also Quake co-op fucking SUCKS why would you subject yourself to
>Player dies with the key
>Respawns all the way at the beginning of the map with no key

>> No.10097825

>>10097805
Damn, I'm half-expecting that to be the answer, but that's unfortunate
>why would you subject yourself to player dies with key etc. etc.
Quake's levels are set up in a way that I feel is mildly conducive to co-op. Not all of them, but a good number make it so the new areas you unlock by keys and switches aren't too far from spawn, like it was almost designed with that in mind. I also think trying to make it back with the key prevents it from being too cheesy.

Plus I've got a bit of tolerance to it from when I played Unreal co-op a few years back and respawning meant you either had to leg it through the winding castles/temples/massive vistas or use the "tp to player" commands to catch back up, although I've heard that Wolf's Co-op mod or whatever has a revive mechanic to make that easier.

>> No.10097931
File: 1.89 MB, 1920x1080, lighting.webm [View same] [iqdb] [saucenao] [google]
10097931

>>10097776
>>10097741
the effect i'm talking about

>> No.10097940

>>10097931
But the seams on those columns look fucked because nobody maps with filtering in mind.

>> No.10097970

>>10097940
i was mainly addressing>>10097773
even modern maps look cool in "8bit" mode.
the filtering introduces other issues but filtering+true colors look a bit flat to me.

>> No.10098015
File: 3.55 MB, 2560x1440, more 8bit stuff yeup.png [View same] [iqdb] [saucenao] [google]
10098015

>>10097940
>>10097970
I think I like it more without the filtering, it otherwise creates a look and feel that starts to feel too anachronistic for me with these high resolutions.

>> No.10098087

>>10096960
Could you elaborate, please? A vid would be very helpful here. The only bug that I saw was Resurrect applying its autokiller to followers when it shouldn't.

>> No.10098110

>>10098015
how did you get the rerelease weapon models working? can't have them in mods with both ironwail and vk(some random models are though)

>> No.10098131

>>10098087
Freylis died in one level. I resurrected her and she had the purple particles around her, so I figured she'd die again after 15 minutes. I wanted to bring her to the area with the exit, so I picked her up and placed her back down. The purple particles were no longer there, and I assumed this was either just a visual error or an unintentional glitch. She died again, so I picked up her corpse and left. In the next level, I threw her down to Resurrect again, but I threw her a little too far and her corpse was crushed by a door as I was looking in the spell menu. I tried it anyways and it worked. She was still a smashed pile of gore, but had the particle effect and was following me around. I could open the follower menu and give commands, as well as check her inventory. I wasn't able to see if she could attack anything, and after a hectic fight in a small room, she died again and I was unable to find her, though that may have been me getting confused at the various giblet piles.

>> No.10098162
File: 1.57 MB, 2560x1440, thats right more 8bit tests.png [View same] [iqdb] [saucenao] [google]
10098162

>>10098110
>how did you get the rerelease weapon models working?
That's from anons here who walked my lizard brain through the processing of converting them into mdls so I can plug them into any mod I want. If you want them here you go https://files.catbox.moe/nqlupe.zip
In there should be a fixed rocket launcher from this pack here:
https://www.moddb.com/mods/authentic-models-for-quake/addons/authentic-models-for-quake-rev-26
The remaster shares a few of the models in here.

>> No.10098165

>>10098131
Ahhh, I see. Thank you. Just fixed it.

>> No.10098172
File: 426 KB, 220x213, quaking.gif [View same] [iqdb] [saucenao] [google]
10098172

>>10098162
thank you very much.

>> No.10098221

>>10098162
>filename
What's the difference between different bit settings for colors in old FPS games? Never understood it whenever I saw it under an options menu or whatever, and never noticed a difference.

>> No.10098232 [DELETED] 
File: 3.36 MB, 2560x1440, not 8bit.png [View same] [iqdb] [saucenao] [google]
10098232

>>10098162
Anytime, I gotchu
>>10098221
The difference is this: More bits, more colors.

>> No.10098236
File: 3.36 MB, 2560x1440, not 8bit.png [View same] [iqdb] [saucenao] [google]
10098236

>>10098172
Anytime, I gotchu properly this time
>>10098221
The difference is this: More bits, more colors.

>> No.10098443
File: 1.54 MB, 1902x2674, 1667355958191559.png [View same] [iqdb] [saucenao] [google]
10098443

>>10097452
>I would put a 'Tomorrow' style of colors like the one from this website..
Like this?
instead of "easy medium hard" there would probably be a "difficulties implement" tag...

i apologise to namefags I very roughly estimated your map counts by googling your names. except you joe-ilya, i hand counted every single wad youve made. next time i play fore/vr/ alone map31 i'm doing it with rdhud on /idgames fucker

there are no ponies in this image

>> No.10098448

"difficulties implemented"*
or just "multiple difficulties"

>> No.10098457

Why does newer versions of gzdom not have several mouse options that were there before?
Mouse movement feels sluggish and innacurate as fuck now and I can't change it, feels like I have mouse smoothing turned on but there's no options to turn it off anymore. I have no such problems in lzdoom.

>> No.10098483

>>10098443
What is this modeled after?

>> No.10098491

>>10098457
turn off v sync

>> No.10098492

>>10098483
NTA but the site is modeled after image boorus, a type of tag-based image/video/flash/what-have-you archive
the ur-example being Danbooru

>> No.10098581

>>10098491
thanks that's much better
still feels a bit off though, probably cause of the sensitivity

>> No.10098792
File: 3.08 MB, 900x762, Ludicrous Gibs.gif [View same] [iqdb] [saucenao] [google]
10098792

Just 5 more days until the best ROTT port is released, lads

>> No.10098836
File: 124 KB, 347x490, it's been 84 years.png [View same] [iqdb] [saucenao] [google]
10098836

>>10098792
finally

>> No.10098842
File: 47 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
10098842

speaking of which, what happened?

>> No.10098851

>>10098842
Announced too early ala SiN remaster, that's what happened.

>> No.10098856

>>10098851
oh yeah, forgot about this one too...

>> No.10098869

>>10098842
I'm fucking pissed that this fucking game is in fucking development hell. Fucking shitty developers.

>> No.10098880

SOF remaster when?

>> No.10098901
File: 194 KB, 500x500, BitterHappyThoughts.png [View same] [iqdb] [saucenao] [google]
10098901

>>10097796
>>10097805
Yeah, Quake's re-release actually seems to be the best and easiest option for WinQuake multiplayer stuff. Playing DM against bots is nice, even though I'm currently not as good aganist them as I was in the past.
>>10098792
You checked out the demo? It was glitching out on my old machine and I didn't bother checking it out now. Seems like Nightdive & New Blood did a great job though.
>>10098842
Pretty sure it's a mix of >>10098851 and dealing with reverse engineering the game from scratch since the source code was lost and I don't think they can legally do much with Quake 2's.
I'm not sure why they didn't got Nightdive on board since I assume they're working on Quake 2's re-release and that's why SiN Reloaded was pushed aside: I recalled there being some tweets and messages about some technical difficulties and maybe Nightdive was able to negotiate the use of their final Quake 2's work for SiN's re-release.

>> No.10098904

>>10098901
>dealing with reverse engineering the game from scratch since the source code was lost and I don't think they can legally do much with Quake 2
makes sense

>> No.10098912

>>10097825
>Plus I've got a bit of tolerance to it from when I played Unreal co-op a few years back and respawning meant you either had to leg it through the winding castles/temples/massive vistas or use the "tp to player" commands to catch back up, although I've heard that Wolf's Co-op mod or whatever has a revive mechanic to make that easier.
Wolf I'm not sure, but Zombie Dead Zone Co-op was a fucking blast and had what you mentioned, along with oooooodles of new enemies to liven up an 8+ player game.

>> No.10098924
File: 1.42 MB, 1600x900, spasm0154.png [View same] [iqdb] [saucenao] [google]
10098924

>>10097404
Have fun going bald form trying to Shotgun-start the jumping Vores level of ep.4

>>10097427
Any plans ascertained for the SoA's LC to use Plasma alt-ammo?
Also is it possible to make the DoomedRumble's Plasma-BFG behave like the one from Quake2?
I mean the ball-lightning projectile zappings stuff as it travels along the map like the green plasma BFG ball did with laser beams

>> No.10098931

>>10097773
>>10097758
>dat crusty skybox ruining the atmosphere
Any way to fix it without just replacing the TGAs?

>> No.10098932

>>10098931
>He doesn't find it charming
shiggy diggy

>> No.10098942
File: 1.80 MB, 800x450, Early mattock.webm [View same] [iqdb] [saucenao] [google]
10098942

Slowly getting this damn thing started, I need to get a distinct hit sound and a sound for picking up the little health pickups, as well as make them wink out of existence after a short time.

>> No.10098945

>>10098942
Draugrs? Oh fuck.

>> No.10098953
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10098953

>>10098942

>> No.10098954

>>10098932
It could still work if the meatspace textures were equally shit from compression or the map itself was half the size to not kill an average PC from about 20 years ago, but the forced smoothing effect makes it look just bad
or am I crazy and texture filtering doesn't actually apply to the skybox?

>> No.10098956

>>10098904
Yeah, that's just something you have to keep in mind I guess. And it sounds logical to me based on my extremely limited knowledge of the subject (which amounts to "reverse engineering is hard").

>> No.10098958
File: 168 KB, 432x546, blaz_color_finished.png [View same] [iqdb] [saucenao] [google]
10098958

>>10098953
Well I'm working on the mattock there, need to get a sound for hitting things and picking up the little health bubbles. After this I need to make the chain upgrade, get a sound when the sword meter is full, and get some cool powered up punches sounds for both swinging and hitting shit.
Lots of little things for Blaz that need to be done. Morale has been low due to fucked up sleep schedule, and time spent learning some 3D modelling as well as adapting to a new OS.
Overall I'm tired, but optimistic. Have some art I got for my birthday.

>> No.10098961

>>10098942
>I need to get a distinct hit sound
Rockman1 player damage
>and a sound for picking up the little health pickups
Rockman1 item grab

>> No.10098962

>>10098961
Ah that's too old for Blaz, NES sounds are Kustam's thing. I might get some sounds from the Quintet games on SNES for this thing. The quiet little "plink" for Kara's text from Illusion of Gaia would work for the health bubbles, I think.

>> No.10098964
File: 3.10 MB, 1920x1080, shib3_drake_2023-07-26_02-39-17.png [View same] [iqdb] [saucenao] [google]
10098964

>>10098954
Here's my screens without forced smoothing. The night sky part looks a bit odd but I enjoy the effort.

>> No.10098969

>>10098962
/r/ing Turtles In Time sound effect someday

>> No.10098971
File: 10 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
10098971

>>10098969
That's not a bad idea. I'll take a look at that later.

>> No.10098992

>>10098942
>axes now give minimal amounts of health per kill that doesn't go into overheal
Kinda neat way to handle them, although not sure about the whole being able to pick them up when at full health and thus wasting the pickup. Do they at least they take skill to use now?

>> No.10099001

>>10098942
Why not make it add to armor after 100 health? or why not just make it go over 100 health?

>> No.10099005

>>10098992
Actually it's per hit. I've been steering away from on kill effects where possible because I find them to be a pain in the ass, at least here in Doom. I could prevent players from picking them up at full HP but the plan is they vanish only after a few seconds after spawning.
>Do they at least they take skill to use now?
They actually bounce less, and seeing as you only get 4 before a lengthy reload period. Yes.

>>10099001
overheals or getting armor at full HP I feel is a little too strong. The way I see it is if the utility of having some light life steal on demand isn't appealing to the player (This is especially more relevant now that the powered sword works differently, needing a full gauge to trigger and then it burns up very quick.), then they can pick another subweapon to match their play style.

>> No.10099035

>>10098931
>dat crusty skybox ruining the atmosphere
That’s the hardest sell. They really get hurt like in >>10098162

>> No.10099056

>>10099005
>overheals or getting armor at full HP I feel is a little too strong. The way I see it is if the utility of having some light life steal on demand isn't appealing to the player (This is especially more relevant now that the powered sword works differently, needing a full gauge to trigger and then it burns up very quick.), then they can pick another subweapon to match their play style.
Oh right I forgot it's a subweapon, overheals would influence a player to want to keep it over everything else. I don't think conceptually wanting to hoard one subweapon is bad, we've all done that in Castlevania or what have you, but for what you're going for I see it.

>> No.10099117

>>10098942
https://youtu.be/6TP0abZdRXg

>> No.10099191

>>10097427
Have you seen any instance of the custom blood feature getting utilized in VR?
I think it should get retooled into an indicator of sorts for the armoured monsters when that mutator is enabled (or if an usermap has customized entities with extra armour values acting as additional HP)

>> No.10099208

Don't know why some anons were so negative, zeppelin armada is decent wad.
Are there any particularly good DBPs to play or bad ones to avoid?

>> No.10099235

>>10099208
Maymay aside, 48 is genuinely probably the worst. 50 is great for a more realistic setting and one of the best final maps in the series. Other than those, I can only recommend checking the list of mappers on Doomwiki per DBP and deciding from there which ones look stacked to your taste. Easy mode is to just play anything with two or more 40oz maps, that nigga knows his art.

>> No.10099246

>>10098958
Take your time anon. Don't want to get completely burnt out and drop it.

>> No.10099270

>>10098483
danbooru

>> No.10099316
File: 10 KB, 477x269, soaked.png [View same] [iqdb] [saucenao] [google]
10099316

HD: Tried using Berserk, got hit by a few bullets that only hit the armor, and a few fireballs, but otherwise no open wounds. For 3-4 minutes after the effects had seemingly ended, my character only got worse and worse, fell to the floor, picked myself back up, and then I suddenly died.
I literally don't see how I could've possibly had a better outcome from the Berserk, I didn't even actually get hurt. So why did I die?
I did use a stimpack because I thought maybe that'd help me calm down or help heal whatever (internal?) wounds I had.

>> No.10099386

>>10098931
>>10098954
I don't think that's a skybox

>> No.10099393

>>10098964
that dithered banding is pure soul.
>>10098962
what about that one distinct set of the low-rez sfx samples from old NazcaCorp arcade games (Air Duel, Gunforce 2, Undercover Cops, In The Hunt and the first Metal Slug)?

>> No.10099476
File: 2.59 MB, 1920x1080, rm_collage.png [View same] [iqdb] [saucenao] [google]
10099476

Anyone played Re:Mobilize? It seems meh. If they wanted to put mobility into Quake they should've given player jetpack and agrav boots.

>> No.10099483

>>10099476
I just played the tutorial map and so far the "climbing" mechanic seems really jank, I sure hope these sneaky mappers don't force me to fight stuff while climbing

>> No.10099526

>>10099476
It's on my list. I really enjoyed some of the movement/jump jams in the past, although this looks like a step further.

>> No.10099541

>>10099476
Quake already has mobility, it’s rocket jumping

>> No.10099628

>>10099541
It's a pretty neat mod anon, don't knock it til' you try it.

>> No.10099671

>>10098924
>Any plans ascertained for the SoA's LC to use Plasma alt-ammo?
Plans, yes.
>Also is it possible to make the DoomedRumble's Plasma-BFG behave like the one from Quake2?
Sure, I've been meaning to redo that anyway since it occasionally causes a crash.>>10099191
>Have you seen any instance of the custom blood feature getting utilized in VR?
Other than myself using it on my breakable pots on my still somehow unfinished map, no.
>I think it should get retooled into an indicator of sorts for the armoured monsters when that mutator is enabled
That was partly the idea, I just never got around to getting suitable armor pang noises to go along with it.

>> No.10099747

>>10099671
>That was partly the idea, I just never got around to getting suitable armor pang noises to go along with it.
I don't think it would need any. Just the grey puff would be enough to let players know it's not blood, but armor.

>> No.10099794

>>10099316
using a berserk causes huge blood loss and heart problems. You can counteract it by having blues (potion/supercharge) in your system or by just hitting the exit switch before it runs out, level transitions automatically heal enough to recover from zerk
stimpacks also cause heart problems so unless your punches are slow or you got floored by a bullet don't take them

>> No.10099932

>>10099476
An Excursion to Carcosa is really good.

>> No.10100045

Eviternity gets pretty fucking rough in map 25 and onwards.

>> No.10100113
File: 1.18 MB, 1920x1080, Cryo_hallway.png [View same] [iqdb] [saucenao] [google]
10100113

>>10100045
It does, though it felt appropriate. Maps 15 and 32 were nuts.

>> No.10100137

>>10099476
One of best releases of year (there's many of them this year though). But yeah, it's fun and you should play it.

>> No.10100194

>>10099270
I found it, thanks.
I was looking into booru software to see what it would take to do a wadbooru.
I don't think I have the wherewithal to manage it desu, but it doesn't hurt to look.

>> No.10100220

>>10099476
Yeah, it was good. Urn's probably my favourite level (that's the pitch-black one on the top row).

>> No.10100262
File: 744 KB, 1920x1080, Screenshot_Doom_20230726_155854.png [View same] [iqdb] [saucenao] [google]
10100262

What are people's thoughts on the lights.pk3 file that comes with GZdoom? Ya know, the one that gives dynamic lights to vanilla items, decor, and monsters?

>> No.10100271

>>10100262
>non-software lighting
Hideous

>> No.10100272
File: 348 KB, 960x540, Screenshot_Doom_20230510_024452.png [View same] [iqdb] [saucenao] [google]
10100272

>>10100262
Obviously only looks good when the wad was designed with it in mind.
Pure liquid diarrhea when used with non-gzdoom wads.

>> No.10100284

>>10098901
>You checked out the demo?
I did, the only problem I encountered were broken spike traps and dodgy wall crushing, otherwise it played very nice.

>> No.10100294
File: 462 KB, 1920x1080, Screenshot_Doom_20230726_161758.png [View same] [iqdb] [saucenao] [google]
10100294

>>10100271
Ironically, I personally think that it looks better when you set GZDoom on Software mode. Maybe it's just that it isn't as pronounced there, with the lights on the standard, hardware acceleration mode just glowing a tad bit too bright.

>> No.10100313 [SPOILER] 
File: 47 KB, 716x960, THE COST OF PROGRESS.jpg [View same] [iqdb] [saucenao] [google]
10100313

>> No.10100327

I broke my skull ice cube tray ;_;

>> No.10100331

You fucking IDIOT!
How will you make food dyed colored skull key ice cubes for LAN parties now???

SHIT.

>> No.10100343

>>10099671
>Plans, yes.
wanna say what is on your mind?
>>10099747
Tronyn's mod has a nice *CLANG~!* sound that could be used only for melee weapon hits (the one from Abyss of Pandemonium is nice too)

>> No.10100345

With decohack, is there a way to specify if a thing is a monster or not?

>> No.10100348

>>10100345
I meant to specify, if said thing is also lacking the "COUNTKILL" flag.

>> No.10100352

>>10100348
>>10100345
Not sure what you mean by a monster.
SOLID = blocks movement of other monsters and players
SHOOTABLE = takes damage and attracts autoaim and homing, this also covers barrels
The behavior is controlled by codepointers on frames. What else there is?

>> No.10100385

>>10100352
I just want something custom to not appear when I have the "-nomonsters" launch parameter.

>> No.10100404

>>10100385
Oh yes, this I'm not really sure. Try inheriting from lost soul, see if it helps in any way.

>> No.10100451
File: 917 KB, 1920x1080, azad.png [View same] [iqdb] [saucenao] [google]
10100451

>>10100262
I'm a fan of colored lights and brightmaps when used appropriately.

>> No.10100457

>>10100284
Sounds good to me then, even though I'm not sure I would be actually interested in checking out RotT myself. I'm just glad there's a decent (from the looks of it) re-release coming out.

>> No.10100463

>>10097758
I didn't recognize this because I don't play much Quake, so looking up chinatime quake only resulted in actual earthquakes in china and now I can't stop laughing

>> No.10100573
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10100573

Kart tiem.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau
No changes this week.

>> No.10100671
File: 2.85 MB, 1920x1080, tswww.png [View same] [iqdb] [saucenao] [google]
10100671

>>10100463
lol oops also it's Ter Shibboleth, it emphasizes big and pretty levels

>> No.10100692

>>10100671
Absolutely loved this map. Very comfy.

>> No.10100761

>>10098942
Lookin' good. Kinda thought the life essences were ice slimes at first. Also, happy birthday. Sick art.

>>10099316
In addition to having blues, I generally just crouch and stay put until my heart rate goes back down. Don't actually know if that helps. I use UaS so I also take that time to eat rations.

>> No.10100770

>>10100573
3/16

>> No.10100820

>>10099316
You need two stimpacks, more if you have blues. One only lasts about two minutes with how fast your heart is running during comedown, but comedown lasts for five minutes, and blues make stims last even shorter. Two stims and stay still in a safe place to enjoy as much health regen as you can. Punch the air to check when it's safe to stim again, your non-stimmed punches will be much slower than they would be under normal conditions. Provided you don't get hit and you didn't get absolutely fucked during zerk, you should survive pretty reliably.

>>10099794
Mostly inaccurate. Zerk doesn't inherently cause any blood loss, but it does give you some aggravated/tissue damage. Blues will help with whatever wounding you incur during your zerk spree, but once comedown rolls in they're only useful for the possibility of rolling a random heal, which is way less reliable than using stims. Stims only cause a heart attack if you overdose, otherwise they vastly increase how far you can push yourself without overexerting, and they're particularly helpful for surviving zerk comedown.

>>10100761
Staying put does help. It's the only way to receive any natural HP regen during comedown. If you don't have any stims handy, you'll need every point you can get.

>> No.10100850
File: 3.45 MB, 3840x2160, junction.jpg [View same] [iqdb] [saucenao] [google]
10100850

what happened?

>> No.10100854

>>10100820
total newfag here what is this game you're talking about?
I tried to search for HD but all I got were high def texture packs and hdoom...

>> No.10100862

>>10100854
Hideous Destructor, a tactical shooter wearing Doom's skin as camouflage.
https://www.youtube.com/watch?v=WWIDvF_o4So

>> No.10100874

>>10100850
I can't tell if you're just now discovering the spotty brushwork and texture alignment in vanilla Quake 1, or if there's some other esoteric thing in that screenshot that you're asking about.

>> No.10100878

>>10100820
Wow. I was assuming the entire time that using stims during comedown would make your heart blow up.

>> No.10100885

>>10100874
neither i'm asking what happened.
it always puzzled me coming from an id game. i mean it happens but here it's quite something.

>> No.10100902

>>10100878
It's only a bad idea before comedown. Using a stim while you're on zerk doesn't do anything good for you and gives you a chunk of aggravated damage for your trouble. Don't mix drugs.

>> No.10100906

>>10100885
uh... shitty, extremely primitive editor + Quake being the first brush-based game?
I'm still not sure what you're asking.

>> No.10100909

>>10100906
well seems like you answered it.

>> No.10100929
File: 55 KB, 640x798, 640full-blanca-soler.jpg [View same] [iqdb] [saucenao] [google]
10100929

Random question but why is it so much harder to run games from the early 2000s than from the entirety of the 90s? I would have thought the older the game is the harder it is to run on a modern system.

>> No.10100936

>>10100313
Oh fuck

>> No.10101000
File: 1.48 MB, 480x299, 1684378763747671.gif [View same] [iqdb] [saucenao] [google]
10101000

https://www.youtube.com/watch?v=YW6dK65UwzI

>> No.10101008
File: 4 KB, 93x121, 1365984544509.png [View same] [iqdb] [saucenao] [google]
10101008

>beat doom 3
>let it settle in for a few days
You guys were right, it was trash
I'm not going to even bother with the dlc

>> No.10101049

>>10101008
If you didn't play with flashlight tape mod then you wasted your time

>> No.10101057

>launch pack with vkquake via Qinjector
>framerate is at 30fps
>can't set resolution properly
GHAAA

>> No.10101073

>>10100929
Various reasons:
>rise in simultaneous console-PC development causing general weirdness and oversights
>many new (for the time) graphical effects and other technologies without standardized ways of implementing them
>literally a gorillion different ways of implementing physics (because that was the hot new thing), some being completely fucked on faster hardware
>optimizations for niche hardware features that don't exist anymore (like ATI TruForm)
>potential hyper-optimization for current hardware, making games run weird on anything newer
>the jump from Windows 98, to 2000, to XP within a fairly short period of time... then followed by the clusterfuck that was Vista
>lots of weird new DRM implementations popping up and causing various issues

Basically things got more complicated.

>> No.10101083

>>10101073
TruForm and EAX am cry

>> No.10101103

>>10101000
Nice trips + neat vid.

>> No.10101159
File: 204 KB, 450x835, 1688068804690433.png [View same] [iqdb] [saucenao] [google]
10101159

>>10100573
GGs

>> No.10101160
File: 111 KB, 640x480, Screenshot_Doom_20230725_215648.png [View same] [iqdb] [saucenao] [google]
10101160

The knife is a bit trickier to use, blood management-wise when you don't have a battlesuit. Also, the .50 cal Raptor is fucking perfect. Love it.

>> No.10101190
File: 1.81 MB, 2880x1620, Screenshot_Doom_20230726_191641.png [View same] [iqdb] [saucenao] [google]
10101190

Fucking lol the afrit cornered the spiderdemon into a permanent "get melee'd by me" state; it can't attack at all. Wad is Whitemare 2

>> No.10101215

>>10101083
Sound design is a very important thing for a game to have, and it sucks that 3D sound fell almost completely to the wayside in favor of chasing the graphics.

>> No.10101282

>>10096026
is there a way in GZDOOM to load different configurations? Like I have a couple of mods for Doom 2 and both of them need different controls, and I don't want to be changing them every time. I know save files technically do this but it has given me issues in the past

>> No.10101290
File: 23 KB, 197x240, 1673455445643020.jpg [View same] [iqdb] [saucenao] [google]
10101290

>>10100573
was wondering why slipgate cup tracks never came up anymore, just realized i could check the mega repo and don't see it in there. was it removed because it's broken or just unpopular? almost called a map vote for central operations

>> No.10101295

>>10101160
Nice knife. Can you post the character design of the character using it?
>>10098942
Also can you post every design of every character for your mod? I want to draw, or attempt to, every doom mod character that use swords

>> No.10101298

>>10101215
NTA but iirc wasn't EAX basically assassinated by competing companies or something

>> No.10101302

>>10101290
I think they were removed a good while ago, some of them were moderately to extremely janky (Wind Tunnels and Azure Vertigo) and there was a texture conflict with the Pizza Tower maps. I could see about bringing a few of them back if I could get an editor working to sort out the texture conflict, since I did like Sewer System and Central Operations.

>> No.10101362
File: 736 KB, 1600x1200, kegan_bday_2021.jpg [View same] [iqdb] [saucenao] [google]
10101362

>>10101295
This is still one of the better images for Blaz. Though Kustam on the left there uses a staff and hand cannon, and Doomslayer isn't mine. Samson isn't present in this pic but that's fine because he uses a chain whip.
Damn, I should get some refs of my cast at some point. Or just draw them more myself.

>> No.10101363

>>10098901
Why would anyone draw bitterman winking? The internet scares me sometimes.

>> No.10101367
File: 12 KB, 570x335, Solomon sprite ref.png [View same] [iqdb] [saucenao] [google]
10101367

>>10101295
Well, technically I'm playing as Corzo from High Noon Drifter, but those are Solomon's hands, from Deathstrider, and it's his knife. Ace might have something better, but I threw this together really quick.

>> No.10101371
File: 52 KB, 255x183, Title screen heroes 3.gif [View same] [iqdb] [saucenao] [google]
10101371

>>10101295
I can also post an edit of Blaz's in game sprite I did. It was gonna be part of a new title screen for the current update, but I didn't get around to it in time.

>> No.10101393

>>10101371
>>10101367
Thanks, hopefully I can impress.

>> No.10101408
File: 25 KB, 630x670, Solomon sprite ref 2.png [View same] [iqdb] [saucenao] [google]
10101408

>>10101393
Did a slightly better one.

>> No.10101421

>>10101049
The flashlight was the least of its problems. It falls really apart after hell
>The first half of the game goes for a slow survival feel
>It also gives you more ammo than you can wish for
>Game switches to faster paced action like the originals
>Still have to deal with stamina, reloading, and clunky weapons like it was originally designed
>The meme cube helps but makes the rest of the game a joke
>They give you even more ammo because of "harder" fights
>Everything is melee and teleports making them laughable
>They add in a couple of imps to a hell knight fight and call it day
>Why does armor even exist lol
>The bosses are awful
>Especially the cyber demon

>> No.10101443

>>10101160
I'll need to look into how much the knife causes bleeding with the new mechanics in mind. Kind of forgot about it.

>> No.10101541

>>10101421
Don't forget
>taking damage makes your view jerk and the screen flash red

>> No.10101567
File: 52 KB, 600x676, BitterThink.jpg [View same] [iqdb] [saucenao] [google]
10101567

>>10101363
>Why would anyone draw bitterman winking?
Honestly, I have no idea and haven't thought about it.

>> No.10101597
File: 24 KB, 1081x490, uac.png [View same] [iqdb] [saucenao] [google]
10101597

>>10100313

>> No.10101634

>>10098924
>spasm
is there an official place to download spiked binaries?

>> No.10101636

>>10101634
https://triptohell.info/moodles/qss/

>> No.10101637
File: 14 KB, 144x69, .png [View same] [iqdb] [saucenao] [google]
10101637

>>10100313

>> No.10101641
File: 10 KB, 637x400, 1670810264562525.png [View same] [iqdb] [saucenao] [google]
10101641

>>10101636
my antivirus blocked it and virustotal detected 7 malwares

>> No.10101643

>>10101641
uninstall your antivirus

>> No.10101824

>>10098901
>Quake's re-release
Has everything been fixed? Some said it controlled different but idk what they mean?

>> No.10101867

I want to make a crudely drawn comic about Quake II. Does its protagonist have a canon face?

>> No.10101886

>>10101867
his face is a connon yes

>> No.10101891

>>10101443
I think it's mostly that I need to remember clamping wounds.

Something I was curious about is if it'd be possible to lock a player class to a level of good or bad alignment.

>> No.10101901

>>10101867
Every Quake protagonist has a face.

>> No.10102003
File: 365 KB, 640x640, 1610910531783.png [View same] [iqdb] [saucenao] [google]
10102003

>>10101867
Do you have a problem with how Q3A turned him into an elusive beige-skin male Asari?

>> No.10102014

>>10101824
I am by no means a Quake expert, but I don't recall having any substantial issues with it. Even played some DM with bots yesterday and it was rad.

>> No.10102018

>>10101824
I remember hearing sooome stuff about mouse issues, but the Quake Remaster is fine.

>> No.10102020

>>10100262
I thought GzDoom had dynamic lights for everything as a default option

>> No.10102030

>>10100272
Wat dis.
>>10100262
I like it enough.

>> No.10102041
File: 342 KB, 450x561, CHAD VIRGIN.png [View same] [iqdb] [saucenao] [google]
10102041

>>10102003
the virgin chad vs. the chad virgin

>> No.10102047
File: 688 KB, 786x1071, the bitter man.png [View same] [iqdb] [saucenao] [google]
10102047

>>10102041
virgin chad 2.0

>> No.10102051

>>10101083
Fucking RIP to EAX, Baldur's Gate 2 just isn't the same without it. EE couldn't even bother with prebaked reverb for speech.

>> No.10102102

>>10101298
Creative Labs, same fucks behind the whole doom 3 carmack reverse patent shit. They pretty much killed A3D with invalid lawsuits

>> No.10102169

>>10101008
>>10101049
You need a gameplay mod, not just a flashlight mod, to get a satisfying time from Doom 3 these days.
>>10101824
The major issues have been fixed at this point, especially the silly control issues.

>> No.10102190

>>10101282
https://zdoom.org/wiki/Command_line_parameters#Configuration_options

>> No.10102279

>>10101891
>Something I was curious about is if it'd be possible to lock a player class to a level of good or bad alignment.
Added. A combination of the new DSPlayer.Alignment property which uses the standard alignment enum found in Player/Alignment.zsc, and +DSPLAYER.LOCKALIGNMENT. Former sets the starting alignment, whereas the latter locks it from ever changing.

>> No.10102367

>>10096313
>>10096337
>>10096360
you know you can set GZDoom to have proper 0.5 and 0.25 scaling and have nice even pixels, right?

>> No.10102368
File: 1.06 MB, 1600x900, spasm0150.png [View same] [iqdb] [saucenao] [google]
10102368

>>10101641
Open a new tab in incognito mode in Edge if you don't wanna disable your antivirus ^the one that's ran as a seperate app from the Start tiles menu (as if your PC was a phone) and not the desktop application that acts just like a normal browser

>> No.10102382

>>10102368
thanks i did it via Opera

>> No.10102683

>>10100885
>>10100906
>>10100909
Primitive editor and quake being the first brush based game, yes, but also
1) quake was rushed out the door
2) the original res was so low that texture misalignment was way less obvious
Even if they noticed they probably didn't care due to these reasons.

>> No.10102687
File: 1.76 MB, 3832x2272, Light.jpg [View same] [iqdb] [saucenao] [google]
10102687

>>10102169
>>10102018
>>10102014
I was playing the remaster's main campaign for the first time and it occurred to me that the ramp reveal of the first map was broken(the three lamps lighting up your way), the whole thing is visible.
But after looking up online it seems they've redone the lighting of the whole game.
It kinda ruins it for me.
I like the new models and the muzzle-flash shadows but the lightmaps and transparent water are kinda ruining the suspense in places, that made a first playthrough special.
I remember the apprehension of advancing into a dark room or jumping into opaque waters.
Oh well, back to the usual source ports i guess.

>> No.10102706

>>10102687
There is a part (I think in E1M7) where lights are gradually supposed to turn on to reveal a shambler who turns around and starts attacking you. In the re-release, ambient light from outside the room makes the shambler fully visible before all the lights activate. Had a big cringe the first time I saw it.

>> No.10102739
File: 917 KB, 2457x1382, YouTube.jpg [View same] [iqdb] [saucenao] [google]
10102739

>>10102706
Oh man, i had the exact same with the first shambler from E1M3 on hard mode, on the platform before the golden door. Normally in a dark spot but here plainly visible...
Here's a Youtube screen

>> No.10102843

>>10102687
I’ve noticed they upped the color saturation as well but only slightly. Not as damaging as the lighting changes.
>Oh well, back to the usual source ports i guess.
Not much of a loss considering the solid port options.

>> No.10102858

>>10102279
Nice! Thanks. But it seems the flag is being applied before the alignment change so it doesn't actually happen and you're stuck at neutral.

>> No.10102876

>>10102858
Oops. Fixed. Sorry about that.

>> No.10102894

>>10101000
I always enjoy stuff like this. If you gave the vid an obnoxious onions thumbnail, some epic music, and did a 20 minute voice-over explaining it, you might hit the recommended video circuit. Those videos often seen to garner a lot of attention.

>> No.10102913

>>10102687
Oh... Yeah, that is a damn shame.

>> No.10102915
File: 124 KB, 640x480, Screenshot_Doom_20230727_103247.png [View same] [iqdb] [saucenao] [google]
10102915

>>10102876
Perfect.

>> No.10102928

>delta touch added crispy doom
I hope it can get Woof.

>> No.10103085

>>10102928
*Nugget

>> No.10103125

>>10103085
Either one.
Fuck, even DSDA would be great. It's been stuck with prboom+ for years.

>> No.10103216

>>10097332 How well does it score against DooM II?
>TNT still has some good maps, but it also has a fair amount of stinkers.

>> No.10103223

>>10103216
Worse than Doom 2 as a whole, but the good maps are still really good. I think it has the best map01 out of any iwad.

>> No.10103373

>>10096028
>[7-8] Dehacked universal standard proposed
>https://www.doomworld.com/forum/topic/137416
lol poor guy
coding is beyond me but it sounds like what he has is still cool if it really is so easy to implement or whatever. but seems no one is interested because hes basically proposing his own standard when theres already decorate and mbf21

>> No.10103391

Man I had Hexen when I was a kid and I never played it, big regret.

>> No.10103423
File: 54 KB, 1600x400, quake 2 experience.png [View same] [iqdb] [saucenao] [google]
10103423

Here's that crudely drawn in paint Q2 comic I promised you earlier.

>> No.10103448
File: 156 KB, 2763x1335, minigun wip.jpg [View same] [iqdb] [saucenao] [google]
10103448

What is it about chain/mini/rotary guns in oldschool shooters that is so compelling and fun? Are there any that are just shit?

>> No.10103467

>>10103448
Lots of bullets to hurt enemies with in a short amount of time.

>> No.10103616

>>10103448
>Are there any that are just shit?
I don’t think it’s “just shit” but Doom’s chaingun isn’t as great as the sprites suggest. It’s just barely more damage per second than the shotgun which is already the second-worst gun in the game.

>> No.10103631

>>10103616
I appreciate the chaingun for being a reliable means of stunlocking and sniping dudes. It also gives a use for your bullets.

>> No.10103648

>>10103373
Dehacked is a hack-y shit in the first place.
He'd be better of advocating for the the decorate-lite that he added to his ACE Engine.

>> No.10103654

>>10103648
oh i didnt even realise this was the ace engine guy. weird he didnt realise that OG dehacked is there for legacy (and hence compatibility) reasons.

>> No.10103669

>>10103631
I appreciate it too and why I didn’t regard it as “just shit”. It’s more of an upgraded pistol and less near the levels of “minigun” similar to what’s in the Sam games, Unreal/UT or even the Wolfenstein games.

>> No.10103685

>>10103448
they look cooler than M16A2 or M16A2 in space

>> No.10103696

Is there any way to change the goggles effect in GZdoom to normal high light from the shitty green tint?

>> No.10103703
File: 827 KB, 1920x1080, Screenshot_2023-07-27_18-20-03.png [View same] [iqdb] [saucenao] [google]
10103703

>>10103696
this bitch right here

>> No.10103705

>>10103696
yes

>> No.10103708

>>10103703
thanks bro

>> No.10103709

>>10103703
much thanks

>> No.10103735

https://youtu.be/gtJFA_PX1vc

>> No.10103765
File: 8 KB, 430x367, customwraithskin.png [View same] [iqdb] [saucenao] [google]
10103765

>>10101160
I might work on some hand/handless weapon sprites for this but I want to get this custom skin done first.

>> No.10103767

>>10103216
Personally, I'd say it's almost equal, there's a couple of maps in Doom 2 which I think are just not at all fun to play (mainly Factory, Bloodfalls, and Nirvana), otherwise I think it has mostly good or decent levels, with Tricks & Traps, Refueling Base, O' Of Destruction, and The Living End, standing out as particularly fun.
TNT has a bunch of levels which are about on par in terms of being decent, with a couple which I think are pretty fucking good, but it also has a few remarkably boring and uninteresting levels, with a few which are actually so bad that they put me in a bad mood.

If you didn't play it back in the day a bunch, and you're more set for expectations of later 90s works and stuff of today, then you may find it kind of disappointing, but I think it's worth checking out to see what it's like, it's a pretty significant little piece of Doom history.

>> No.10103851

>>10102190
Thank you!

>> No.10103880

Nugget Doom still crashes a lot for me when playing Zeppelin Armada or Auger;Zenith, I'm not really sure what causes it. It happens only when reloading a save. Should I send the developer a crashdump?

>> No.10103896

Even setting up an image booru is apparently a pain in the ass because nothing plays nice with my (admittedly shit) server setup.

>> No.10103942

Ion Fury, Duke, Shadow Warrior, or Hexen(with WOC) for my next boomshoot to play? Been on a spree the past few weeks and played through the first MP of Quake 2, Project Warlock, Chasm, and Shadow Warrior 2013.

>> No.10103962

>>10103942
>IF, Duke, or Shadow Warrior
You played Blood first then? Go Duke, SW then IF.

>> No.10103963

>>10103942
Always bet on Duke

>> No.10103964

>>10103962
Blood I'm saving for this October.

>> No.10103965

>>10103942
Hexen (without WOC) as Fighter

>> No.10104027

>>10103767 I'm playing the iWADs games for the first time following the release order, and I haven't played any PWAD yet, so expectations aren't really a problem.

>> No.10104035

>>10104027
Alright, it'll be an experience then. There's a couple of spots in TNT which are kind of bullshit in how to progress, like it's not obvious at all, so if you find yourself just completely stuck somewhere just look it up.

>> No.10104248

>>10102843
>Not much of a loss considering the solid port options
Indeed. Speaking of which, does anybody else have volume issues with it? the music is too calm at full volume and sounds are very loud.

>> No.10104319
File: 457 KB, 1920x1080, screenshot_Woof!_DBP_59.png [View same] [iqdb] [saucenao] [google]
10104319

>Zeppelin Armada
I don't know what's worse, this or Havoc. Couldn't Forty be more straight and conventional instead of raping already limited palette into oblivion? That's a lousy way of attracting the audience in a self-imposed rat race for uniqueness, just switch over to ZDoom with its advanced features for fuck's sake. At this point I'm bound to sue him for threatening teen doomers healthy young eyes, and I'm the advocate for eyeing out coins and switches in Thief: The Dark Project™ with untweaked gamma in total darkness.

Or maybe he IS conventional, seeing as he is the only one pushing the projects.

>> No.10104334
File: 296 KB, 1100x880, Belushi.jpg [View same] [iqdb] [saucenao] [google]
10104334

>>10104319
Never mind, I was supposed to turn on high resolution option. But it's like smearing shit off your goggles instead of properly cleaning them, a temporary solution to a grave problem. Doom modding was a mistake.

>> No.10104417

>>10103765
For what it's worth, official Wraith sprites are in the works, but that's going to take a while. I might use these sprites in the mean time though, if you permit, just because they're already miles better than what's in there currently.

>> No.10104449

>>10104417
Sure thing, here's what I got so far https://files.catbox.moe/p3xv25.zip
He still needs a new gib and some face touchups

>> No.10104457

>>10104449
Looks good! I'll wait for the updated version in that case. Drop a credits.txt in the zip so I know who to credit for the edits, unless you wanna stay anon.

>> No.10104481

>>10104457
I’ll be sure to get it done by tomorrow, gotta catch me some sleep sadly. I also kind of knew but never realized just how much those Strife sprites were Doomguy edits.

>> No.10104597

Is it easier to learn something like Asperite to draw a weapon there, or Blender to make the model like how Selaco and other games do it with faux 2D?

>> No.10104609

>>10104248
I meant volume issues with vkQuake but i typed it as i woke up

>> No.10104620

>>10104597
It depends. Obviously just learning Asperite and making sprites frame by frame will be extremely tedious, but it will look very authentic as long as your artistic abilities are decent. Blender is much faster once you get the hang of it, but you'll want to figure out a good method for dithering and other post-processing or else your sprites will fall into the 'this is clearly just someone's lazy 3D model with procedural textures from some random Indian man's tutorial video' aesthetic like Selaco does.

>> No.10104651

>>10104597
first person perspective is a pain in the ass. I've learned that the hard way and since then I've at least learned how to make simple models in Blockbench to use as a reference, or sometimes straight up painting over them.
In the past I've also used Gmod to pose weapons, and at one point I even screenshotted a model of the Vic Viper on one of those websites where you can view models people have made.
You could also consider snagging models from https://www.models-resource.com/ and using those, I did that with the boomerang in Combined_Arms, though now I'm confident enough that I could just model one to draw over.

TL;DR it varies, but it doesn't hurt to learn modelling of some form, good 2D art practices can take you far.

>> No.10104671
File: 203 KB, 1079x1187, 68a6d799f9f143e6849b30f2943ae8f4b779abd5c28a8967a8af1b5b032c25c7_1.jpg [View same] [iqdb] [saucenao] [google]
10104671

>>10104620
>>10104651

>> No.10104674

>>10104671
>>10104651
>>10104620
But seriously, ty for the replies. I'll check out Blockbench, fuck around with Asperite and Blender, and check out some models resource stuff and maybe trace while adding my own shit.

>> No.10104676
File: 335 KB, 1313x2533, 2019.png [View same] [iqdb] [saucenao] [google]
10104676

>>10104671
This could be your first steps towards learning a new skill though. That's how I was a few years back. Like just in 2019 this is a good example of my growth. It's not so bad if you're enjoying yourself, and making shit is pretty satisfying.

>> No.10104793
File: 13 KB, 489x514, Cleric's Watch.png [View same] [iqdb] [saucenao] [google]
10104793

>>10103942
If it's your first time with Hexen, then I don't see any reason for using a mod. The game is great as is. All characters are decent, but Cleric is clearly the best. Would also recommend Ion Fury as it and Blood are the only Build Engine games I've played and enjoyed.
Duke Nukem 3D & Shadow Warrior just don't quite interest me.

>> No.10104808

>>10103880
was this you?
https://github.com/MrAlaux/Nugget-Doom/issues/55#issuecomment-1654816611

seems to be an upstream issue, the fix is currently being tested in woof:
https://github.com/fabiangreffrath/woof/issues/1150
https://github.com/fabiangreffrath/woof/pull/1160

>> No.10104839

>>10104793
>He doesn't like sword
I like sword, that's a personal weapon.

>> No.10104843

>>10104839
Axes are better. Swords are overrated.

>> No.10104848

>>10104843
OH LOOK, YOU COMING APART!

>> No.10104858
File: 95 KB, 292x352, Gibbed.gif [View same] [iqdb] [saucenao] [google]
10104858

>>10104848
Fuck.

>> No.10104871
File: 10 KB, 119x68, Multi-armed Revenant (Hutz 5-16-21).png [View same] [iqdb] [saucenao] [google]
10104871

>>10104858
Hey someone saved the gibbing animation I made.
I wonder if pic related was ever used?

>> No.10104945

>>10104839
>>He doesn't like sword
I didn't say that.

>> No.10104947

>>10104945
OHHHH SPRIT PERSONALITY

>> No.10104980
File: 99 KB, 128x128, 1676009031855933.gif [View same] [iqdb] [saucenao] [google]
10104980

waifu beta v2 this weekend inshallah

>> No.10105009

>There's no "SO YOU WANT TO PLAY SOME QUAKE 2"
Kill me, there must be a list of good single player campaigns.

>> No.10105042

>>10105009
There's the 6 expansions and 2 community made campaigns (Citadel and 25th Anniversary Unit). That's pretty much it.

>> No.10105054

>>10105009
There’s not many. In addition to >>10105042 there’s Sonic Mayhem and this guy exposed me to a lot of decent levels: https://youtube.com/playlist?list=PLS6wceInCQUvqgMXA0RRJ5apZ4o8OUZIE

>> No.10105069

>>10105009
There's a lot of single levels, but not many campaigns of any significant size.

>> No.10105081

>>10103423
>not showcasing the guard doing their signature final double-tap death animation
It's the only time ever I was killed by the blaster dudes

>> No.10105090
File: 1.02 MB, 1600x900, spasm0160.png [View same] [iqdb] [saucenao] [google]
10105090

>>10102382
np

>> No.10105435
File: 394 KB, 552x410, lines.png [View same] [iqdb] [saucenao] [google]
10105435

>>10101190
>whitemare
was anyone else unable to turn off infinite height on actors? is there a solution?
also, what are them guns, anon?

>> No.10105440
File: 7 KB, 233x233, what.jpg [View same] [iqdb] [saucenao] [google]
10105440

>>10101049
>flashlight tape mod
doesn`t bfg edition or some shit just put the flashlight on your shoulder? or did i torrent some modded version all those years ago?

>> No.10105451

>>10105435
>was anyone else unable to turn off infinite height on actors? is there a solution?
Change the compatibility settings to Boom or Zdoom, I don't remember which.
>also, what are them guns, anon?
Dual super shotguns from Project Brutality 2017.
https://mega.nz/file/xAh2xAwY#i8diNkvIAA-s59c_Sh2XARG3d7j7vZcprI5qwxSQUd8

>> No.10105458
File: 122 KB, 444x523, f9b31eef46d250910b3595eebc844857.jpg [View same] [iqdb] [saucenao] [google]
10105458

>>10104980
I won't be home on Saturday, so I'll try to get it out by Sunday.
By the way, I still have 3 maps without names : Fillia, Shanalotte and Daina. So if any mapper sees this post, give me some names.

>> No.10105487

>>10105440
youre right

speaking of the flashlight, for anyone who cares, try it without the mod or the BFG edition.
it actually adds to the tenseness of the game that you cant have your flashlight and your gun out at the same time. it amplifies the horror, if you care for that

>> No.10105505

>>10105440
>>10105487
That and every enemy attack of any concern lights up the room anyways.

>> No.10105554
File: 78 KB, 747x629, click clack.jpg [View same] [iqdb] [saucenao] [google]
10105554

>>10105451
i did mess with the settings last time, but i`ll give it another go. thanks for the link btw.

>> No.10105605

VRanon I have a crazy idea since we're in extra innings...FLAMETHROWER for ranger??

>> No.10105613

>>10105605
Or for the enforcers? I had an idea for a trap...If no changes or additions this late, no worries.

>> No.10105740

>>10105009
small pile of gibs is golden, but not huge unfortunately

>> No.10105751

Zoomer here, completed Doom 1 and now I'm stuck on Doom 2. Between Dead Simple and Tricks and Traps I'm pretty much out of ammo, and I can't make much headway into the Pit. Any advice?

>> No.10105758

>>10105751
Got enough health? All Doom 2 maps are made with pistol start in mind so you should be okay as long as you're not starting The Pit with 10hp.

>> No.10105761

>>10105458
Shanalotte would like for her map to be named "Feeble Cursed One"

>> No.10105764

>>10105761
The most based anon on /vr/ right now for the next 15 minutes. How do you feel?

>> No.10105816

>>10105761
It should be "bearer seek seek lest"

>> No.10105818

>>10105761
I'm sorry you lost your title.
>>10105816

>> No.10105918

>>10105816
I thought the canonical quote was "bear seek seek lest"

>> No.10106021 [DELETED] 

Hexen 3 is out:
http://Hexen3.com

>> No.10106038

>>10106021
What is this? I'm scared to use that link.

>> No.10106040

>>10106038
Amid Evil DLC/Expansion pack aka not retro.

>> No.10106041

>>10106021
>Falling for lemonparty.org in 2023
ffs.

>> No.10106043

>>10106038
It's New Blood shilling, don't worry about it

>> No.10106050
File: 1.04 MB, 2982x4096, media_F2IcsJhXcAAJRSg.jpg [View same] [iqdb] [saucenao] [google]
10106050

>>10096026
Blood: Fresh Supply will be updated soon.
>We will be updating Blood soon, though perhaps not as extensively as people would like
https://twitter.com/LarryNightDive/status/1684967708998406144

>>10106021
INB4 "muh, not retro". Not that I disagree in this particular case.
>>10106040
Well, there it is.

>> No.10106113

>>10105758
I think I'm just going to have to drop Doom II. I made it to refueling base, but I just don't have the ammunition to do anything. It has the enemy count of a Dynasty Warriors game with the ammo count of Resident Evil 1.

>> No.10106116

>>10106113
That's a shame anon but I will say again, Doom 2 can be beaten by starting every level with a pistol. Maybe drop down to Hurt Me Plenty?

>> No.10106121

>>10106116
Either that or restart I guess. I have 8 shotgun shells and that's it, idk if pistol start would actually be an improvement.

>> No.10106127

>>10106113
Refueling Base is a great filter, no disrespect to you. It's the earliest map I can think of that demands some knowledge of it's layout in order to tackle, especially if you're playing without a Lost Soul limit.

>> No.10106131

>>10106113
There's a launch parameter which doubles the amount of ammo you get from pickups. Doom 2 isn't exactly stingy with ammo, but I assume that you're really green.

How do you spend so much anyway?

>> No.10106141

>>10106131
I don't think I have a good handle on the weapons sandbox. Pain elementals drain me of all my plasma/bullet ammo, and lost souls of my shotgun shells. I had to GTFO out of the Pit asap so I didn't have time to scavenge. Chainsaws aren't viable to me unless it's a lone enemy or a group of pinkies.

>> No.10106162
File: 571 KB, 1920x1080, bully them and abort their children.png [View same] [iqdb] [saucenao] [google]
10106162

>>10106141
I'm not familiar with the expression "weapons sandbox," so I assume that you're younger than me. The Pain Elemental is meant to be an annoying dick and his spawns are trouble, but I'm gonna let you in on a secret, if you get up right next to him, like touching him directly, and then he can't do shit.
Meatball has no melee attack, and his ranged attack is spitting Lost Souls, but if the spot he's trying to spawn them at isn't open, say if there's a wall, or your ass is standing there, then his spawn is immediately cockblocked and the Lost Soul dies before it can do anything at all, and you can just continue blocking him, staying right up to him, making him continue trying to spawn towards you. If you can touch a Pain Elemental directly, and you can keep touching him, he's virtually helpless.

The Chainsaw is more or less just applicable as you describe, at least without a lot of very careful effort, but you can apply it to the Pain Elemental when you're bullying him, so that's a way to save a lot of ammo. Mind, you can't always count on getting to bully him without other monsters trying to get a piece of you, but this shit still works a LOT.

>> No.10106163
File: 919 KB, 1024x768, mapjam3.png [View same] [iqdb] [saucenao] [google]
10106163

>> No.10106167

>>10106163
Very underrated mapjam. Zerstorer shotgun is pure sex, and I'm upset it didn't make it into Keep mod.

>> No.10106180

>>10106167
>love me regular ssg
>love me Drake optimizer
The best

>> No.10106192

>>10105816
I was thinking that at first too especially since it's directly related to her but I already put that as a secret in the map so it feels redundant

>> No.10106194

>>10106180
Very based.

>> No.10106208

>>10105764
Let's hope the magnificence of my post does not deter anyone

>> No.10106210
File: 174 KB, 500x747, 87637837.png [View same] [iqdb] [saucenao] [google]
10106210

>> No.10106259
File: 1.14 MB, 1280x720, spasm0007.png [View same] [iqdb] [saucenao] [google]
10106259

>>10106163

>> No.10106303

>>10106162
>I'm not familiar with the expression "weapons sandbox,"
nta, i'm not sure how old the term is but i hear it all the time when people talk about halo. it the term to refer to how the weapons in a game play, what are their niches, how and when to use them, etc.

>> No.10106313
File: 439 KB, 500x375, 2674659359.png [View same] [iqdb] [saucenao] [google]
10106313

>>10106259
black magic Quack is best Quack.
industrial maps aren't as interesting visually.

>> No.10106318

>>10106313
Check out Dwell and Dimension of the Machine. They do industrial Quake VERY well.

>> No.10106320

damn prboom+ got discontinued, rip

>> No.10106332

>>10106313
>love me techbase industrial quack
>love me Sandy inspired quack goodness
it’s great

>> No.10106334

>>10106050
Speaking of Nightdive, ROTT LE will include Return of the Triad as a free bonus (kinda makes sense since it was made by the same dev behind Amid Evil)
>They’ve packed in Return of the Triad, an excellent fan-made Doom mod. That’s added separately, still running in the GZDoom engine
https://www.destructoid.com/reviews/review-rise-of-the-triad-ludicrous-edition/

>> No.10106368

>>10106318
yeah i have a dwell game going, it's nice. what are some good ones that are spoopy?

>> No.10106467

>>10106320
S

>> No.10106468

>>10106320
I thought it was officially discontinued a couple weeks ago. It hasn't really been worth using for over a year.

>> No.10106473

>>10106468
yeah it was, i just found out about it

>> No.10106487

>>10106468
>It hasn't really been worth using for over a year.
why? I've been using it and it felt perfectly fine

>> No.10106496

>>10106487
No MBF21 support, and doesn't do anything other engines don't now.

>> No.10106505

>>10106334
>(kinda makes sense since it was made by the same dev behind Amid Evil)
More importantly he's the part of ROTT 2013 crew, like Dave.

>> No.10106508

>>10104035 I will. Thanks.

>> No.10106510

>>10105458
NTA, but Fillia map should be called "Shotgun Titfucking"

>> No.10106575
File: 790 KB, 1003x834, 1661100062599688.png [View same] [iqdb] [saucenao] [google]
10106575

Hey
Play UT99 on clovr.xyz

>> No.10106597

>tries dopa
>jump in water
>find item
>you found a secret
-_-

>> No.10106605

>>10106597
^.^

>> No.10106647

>>10106575
ping timeout

>> No.10106650

>>10106510
I like how you think.

>> No.10106653

>>10106647
It's not my server, so idk if anything's wrong, but I'm on it right now

>> No.10106673

>>10097272
>spoiler
meanwhile sankaku became a bunch of hypocrites ever since metabooru search died and rule34xxx went to shit.

>>10097758
>>10097773
looks great

>>10097931
>>10098015
filtering in quake source ports is terrible because the hivemind never grew out of bilinear and changed it to something else like lanczos, mitchell, jinc2 or bicubic

>> No.10106676

>>10106320
PrBoom+ was effectively dead years ago, Woof and DSDA completely replaced it by doing all the same things but more, and with bugfixes. Just like how PrBoom replaced Boom, and PrBoom+ replaced PrBoom, PrBoom+ itself was replaced, and this was incredibly overdue.

Generalized crushers were broken even since the beginning, and the first port to actually fix them (besides GzDoom), was fucking DSDA, over two decades later. To me it feels like the original devs of PrBoom+ stopped caring a very long time ago.

>> No.10106686

>>10106575
Gimme an hour

>> No.10106721

Mappers who think inescapable toxic pits are ok in 2023 are brain dead

>> No.10106723

>>10106673
>changed it to something else like lanczos, mitchell, jinc2 or bicubic
How many source ports use these?

>> No.10106728

>>10106723
Almost none, the only person who experimented with lanczos and worked great was cheb with his quake 2 source port.
http://www.chebmaster.com/q2facelift/
in fact is what yamagi and kmquake2 uses it

>> No.10106783
File: 35 KB, 274x625, wraith_fin.jpg [View same] [iqdb] [saucenao] [google]
10106783

>>10104457
Here he is with some other fixes and a good old gib animation https://files.catbox.moe/51vpgy.zip

>> No.10106830

>>10106686
Ah man, I'm fadin'. I had a nigga earlier but I'm fadin' now. I need a sudden injection or I'm gonna be out man.

>> No.10106905

>>10106575
>>10106830
Alright, hopping off now. Hopefully we can get in next time it gets hosted, because goddamn even just 3P FFA was the definition of tits. Been way too long since I've played UT99 properly

>> No.10106909

>play Arcane Dimensions
>Doom Hangar
>push button
>the hangEr's door is unlocked
-_-

>> No.10106963

>>10106647
Do you have all the new patches, and also where do you live? It's a west coast US server. I've played against people in Germany, with lag, but never had a timeout

>> No.10106969

>>10106721
Don't jump in holes.

>> No.10107154

>>10106783
Astronomically based. Will add a bit later. Thanks!

>> No.10107257

When will Fore/vr/ Alone be released? Did it get chopblocked?

>> No.10107267

>>10106969
What if you get teleported into them?

>> No.10107276

>>10107257
Project lead said beta v2 hopefully by Sund'y. >>10105458

>> No.10107280

>>10107257
incidental graphics like TITLEPIC and INTERPIC aren't set in stone yet

>> No.10107289

>>10107276
>>10107280
Nice. Looking forward to playing it.

>> No.10107305
File: 142 KB, 536x427, 1690226752352238.png [View same] [iqdb] [saucenao] [google]
10107305

>>10105458
Oh yeah, were there any takers for finishing the balancing & bugfixing on "Hope for Tyranny" (Madoka map)? If not, I'll can ask one of my mapping pals to do me the solid, but I just can't promise anything for 100% certain.
Gomen'nasai.

>> No.10107318

Any decent mods for Hexen that are alike Hexercise but aren't completely broken in the 4th hub(particularly the serpent arena door that won't reopen once you enter)?

>> No.10107327
File: 3.99 MB, 640x480, 2023-07-29 01-57-14.webm [View same] [iqdb] [saucenao] [google]
10107327

>>10106721
I like them. It forces me to use my inventory items and at worst case scenario I use a return home item and half a second later I'm safe. I have even avoided what I suspected to be insta-gib pits by utilizing it during a long fall. However, lately, I have been testing out the gravity gun and decided to mod it to my liking before adding it to my mod. Freaking abandon made me waste all my cells and before I could get below 2k in the storage I decided I would abandon it for now and return to finishing this beast off. It's just the right amount of oppressively overkilling power. I'm just about done modifying it and have everything set up but now I'm deciding if I should make it worth a lot of money like I originally intended, which is behind a fight worth a decent amount of time to get to per new game but I have been having thoughts about the boss encounter for the stage the gun will be located at. Trying to come up with something that feels just right when it comes to the gun savings and the boss encounter for the stage. Basically have it where the icon of sin lowers out of an f_sky and starts spitting cubes all over the stage and spawns an invisible actor in front of the hole that the player has to shoot. I could make it's HP some ridiculous so besides using gold it could requires a sum savings of ammo to grind down but that's a bit cheasy. Plus the idea of the boss just being there and not related to anything with a ton of hp would be great to destroy with the black hole generator 7000. The blackhole's pull stacks with blackholes on top of one another and can do over a million hp worth of damage in 90 seconds from full ammo to empty with 9 rounds of the secondary available. God make the boss spitter have like 500k hp. You could waste more gold using inferior guns versus it but when it coms to blowing through maps. It's overpowering overkilling power really is costly. In vid I will waste more gold than I'll gain maining it.

>> No.10107329

I'm probably going to hide the next sanctuary map behind an icon of sin with 500k hp so this gun is necessary to make it timely.

>> No.10107341

>>10107329
90k is better because once in a while the bfg9000 can one shot a cybie and at 4k hp presuming one shots that could be anywhere from 23 shots to 100 depending on placement. This way a full arsenal of stuff might be able to take it with a few trips while fighting off monsters it spawns and then just lower the original sum of gold required for the bhg7000 and it can be utilized in the future to get through the same gate quicker upon the start of new games and perhaps can be used as a pseudo key to get past content with an hp tank barrier boss of some sort. I will probably always make them the boss spitter though and the more cubes it spits the more hp it has.

>> No.10107365

>>10107327
that purple plasma ball is sexy

>> No.10107387

>>10107365
Made in mspaint using a baron ball copying pixel colors from sprites that came with the gun.

>> No.10107396

>>10107365
Applied it with the pencil tool by hand, saved as a jpeg, then reopened and applied a color I wanted for transparency in slade when I do the conversion and saved it as a png then. When you do jpg saving it naturally kinds of creates a gradient graphic across pixels due to compression but then when you go to redit to and save it as a png, it saves those compression pixels that get generated. I only used 4 colors off of the smoke it generates and that came with the gun. It's from realm66y.com's repository but I like to look at things and change them until it feels right to me for a lack of better words.

>> No.10107398

>>10107396
realm667.com

My bad about

>> No.10107409
File: 938 B, 19x16, Bhg7A1A5.png [View same] [iqdb] [saucenao] [google]
10107409

>>10107398
This is the front of the sprite. It has different shades of pixels but like I said, outside that blue, I used only 4 pixel colors extracted from the smoke sprite that game with the gun. Saving it as a jpeg applied compression that created those different shades and when I go to import it to my pk3 I reopen it and apply the blue color since it's a choice as a transparency color in slade when you go to convert it to a doom graphic. Save it as a png when done, import it to your pk3, and convert with the transparency color being set to the blue.

>> No.10107515

>>10105605
>>10105613
NapalmShells alt-ammo have been implemented recently, I can already imagine the Commandos making your life pure hell if they'll be able to use those

>> No.10107568

>>10106334
>>They’ve packed in Return of the Triad, an excellent fan-made Doom mod. That’s added separately, still running in the GZDoom engine
I remember reading that part in Destructoid's review and I didn't get that. I remember that Return of the Triad was mentioned before, but assumed it would be integrated into the re-release itself. It is just too hard to recreate through KEX because it uses some specific (Z/GZ)Doom tech?

>> No.10107569

>>10107409
noice

>> No.10107571

>>10107568
I don't think it's the matter of it being too hard, there's simply no real point in doing that, I think.

>> No.10107746

Is there a soundfont archive?
t.blind fuck

>> No.10107753

>>10107571
Well, it would've been more convenient to have everything in one menu as opposed to another launch option. I guess it works as a neat bonus, but at the same time tying a mod from one game to the other (even if its themed around it) doesn't really make quite much sense to me.

>> No.10107768

>Quake Beyond Belief
episode or all in one map? which is bestest?

>> No.10107770

i know deh9000 exists but
for manual editing, is there a resource (list on a forum etc) for unused sprites and states that you can utilise in your dehacked patch?
e.g.
-thing 116 (dead lost soul)
-thing 120 (copy of thing 119 guts and bones)
-states 311 to 315 (i could be wrong but these bullet puffs seem unused)
etc

>> No.10107779

Is there a mario mod for doom?

>> No.10107797
File: 2.02 MB, 1903x2096, 1684778866218119.png [View same] [iqdb] [saucenao] [google]
10107797

>theres a fucking newblood booru
>still no wadbooru

>> No.10107801

>>10107797
Be the change you want to see.

>> No.10107802

>>10107801
for the last time anon i dont know how to code, so naturally web hosting is leagues above my IQ grade

>> No.10107804

>>10107802
Learn

>> No.10107832

>>10107318
>particularly the serpent arena door that won't reopen once you enter
If I'm remembering the right room, that's a problem with the map's scripting that can happen even in vanilla. You have to be careful to kill the serpents one at a time.

>> No.10107836

>>10107779
Golden Souls.

>> No.10107847
File: 25 KB, 502x277, 1673465099767166.png [View same] [iqdb] [saucenao] [google]
10107847

>new doom launcher update
uooohhhh

>> No.10107863

Quake. Nightmare or Hard?

>> No.10107867

>>10107863
Whatever is more personally fun for you, anon.

>> No.10107869

>>10107867
I get fun from other people telling me their preferences.

>> No.10107871

>>10107869
Oh, then Hard.

>> No.10107873

>>10107871
Nu-Nightmare or Hard?

>> No.10107879

>>10107863
Nightmare for the original, hard for the Nightdive port. I hate only having 50 health, I'd rather just have twice as many projectiles.

>> No.10107898

>>10107863
Nightmare in OG if you like turrets and Nightmare in Remaster if you like challenge.

>> No.10107901

>>10107879
>lose 50 max health to get rid of fast shambler hitscans
I’m fine with this trade

>> No.10107906

>>10107901
Instead, you get instakill Vore balls.

>> No.10107920

>>10107906
Sure but they seemed slowed down when I was playing Dimension of the Machine, so another trade I’m okay with.

>> No.10107925

>>10107906
fookin hell
t.hardmodecontrollerfag

>> No.10107926

>>10107906
Luv me Red Armor. Simple as.

>> No.10107982

>>10106116
>>10106121
lol wut
>doom 2 is too hard
>playing on second hardest difficulty
>drop the game
the doom meme meta rots brains

>> No.10107992

>>10106575
>$ ping clovr.xyz
>PING clovr.xyz (73.202.0.3) 56(84) bytes of data.
>64 bytes from ...: icmp_seq=1 ttl=46 time=224 ms
Would i be the only HPB? Would be like back in dialup days, only my memory tells me mixing low + high pings sucked way worse than everyone being high, or low.

>> No.10108006

>>10106113
Look for secrets, or play on a lower skill level.

>> No.10108029

>>10107568
Why, yes, Wolf3D and Doom engines are different and KEX doesn't work like that.
I haven't played Return, but I assume it goes beyond RoTT capabilities and would require a scripting of some sort and other extensions that are just out of the scope for the LE, but even if it didn't it's probably just a low effort bonus that doesn't mean much in the first place.

>> No.10108065

>>10107847
There's a dark skin now?

>> No.10108070

Any third person focused doom mods?

>> No.10108071

>>10106673
>lanczos, mitchell, jinc2 or bicubic
those still look bad for low-poly geometry IMO

>> No.10108083 [DELETED] 
File: 44 KB, 408x367, 1690302624163158.png [View same] [iqdb] [saucenao] [google]
10108083

>>10096026
blackpilled incel here, which game should i play if i have completed quake 1, 3, doom 1, 2 and serious sam 1? thinking about blood 1

>> No.10108085 [DELETED] 
File: 8 KB, 628x504, innosoylent.png [View same] [iqdb] [saucenao] [google]
10108085

>THERE'S NO PLACE LIKE HOME

>> No.10108089 [DELETED] 

>>10108083
>>10108085
this is a sign...

>> No.10108104

>>10108071
they don't

>> No.10108125

I recorded demos while playing each map of Fore/vr/ Alone beta 1 on UV: https://files.catbox.moe/nljfu4.zip
They're -complevel 21 because 9 doesn't support -longtics and the low turning precision would've been annoying.
The textfile in the zip has some comments about each map or demo. Some issues mentioned in it have already been mentioned or addressed. I tried to follow the development of the wad as little as possible prior to playing.

In hindsight, blind playthroughs without saves were perhaps a mistake. Even if you can handle the challenge, the threat of having to start over causes constant pressure to stay alive, play efficiently and advance quickly (in case you die later and have to repeat it). It makes the experience gameplay-centric and harder to appreciate other aspects of map design. Didn't stop me from enjoying the maps, though.

There now seems be a casual/playtester-oriented option in dsda-doom to use an extended demo format that allows saving and loading while recording (-dsdademo). I considered using that but initially didn't want to make the demos dsda-exclusive, then after having beaten most maps saveless I wanted to give the rest equal treatment. I'd still recommend dsda-doom for viewing the demos just because it can speed up playback and show a progress bar. Some of them are long.

>> No.10108136

>>10103373
I hope that some of his concepts get picked up some day, like more ammo types and weapon slots.

>> No.10108139

>>10108089
The harder port will be port choice

>> No.10108141

>>10107847
>>10108065
The dark skin was nice, but I used the option to remove the Recent tab, and it seems the program brundlefucked itself. I hope I don't need to fucking re-add and re-tag fucking everything now.

>> No.10108148

>>10108125
>There now seems be a casual/playtester-oriented option in dsda-doom to use an extended demo format that allows saving and loading while recording (-dsdademo).
>They're -complevel 21 because 9 doesn't support -longtics and the low turning precision would've been annoying.
didn't know about these, thanks for telling
hopefully -dsdademo gets implemented in woof/nugget, ideally along with with the ability to rewind.

>> No.10108153
File: 3.76 MB, 854x480, stuck.webm [View same] [iqdb] [saucenao] [google]
10108153

Sharp corners in solid geometry made out of the waifu outlines can sometimes get the player irreversibly stuck.

>> No.10108159

>>10108153
Your webm's fucked, anon.

>> No.10108161

>>10108159
nta but it works fine for me

>> No.10108168

>>10108159
nta but it works fine for me x2

>> No.10108169
File: 23 KB, 237x142, file.png [View same] [iqdb] [saucenao] [google]
10108169

>>10108161
Must be my browser.

>> No.10108174

>>10108159
>>10108161
>>10108168
Doesn't play for me either.

>> No.10108179
File: 204 KB, 1237x837, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10108179

>>10108169
>>10108174
Well, it's probably a you problem.

>> No.10108180
File: 2 KB, 152x80, 1677991406868977.png [View same] [iqdb] [saucenao] [google]
10108180

>>10108159
>>10108174
maybe you guys have machines that can't play vp9?
i dont know much about these things but i thought most browsers are able to play vp9 even if it's laggy

>> No.10108184
File: 420 KB, 936x563, imagen_2023-07-29_130103298.png [View same] [iqdb] [saucenao] [google]
10108184

works for me but thee colors are fucked

>> No.10108193
File: 2.73 MB, 1004x446, 1687682422506465.webm [View same] [iqdb] [saucenao] [google]
10108193

can you guys play this? also vp9
if yes, maybe anon's file is actually somehow corrupt and its a coin toss whether your browser can play it regardless or not.

>> No.10108194

>>10108180
It works for me with Edge, but not with Waterfox.

>> No.10108198
File: 998 KB, 1218x715, file.png [View same] [iqdb] [saucenao] [google]
10108198

>>10108193
I'm >>10108194, and that one works.

>> No.10108202
File: 261 KB, 2137x682, 180209.jpg [View same] [iqdb] [saucenao] [google]
10108202

>>10108139
for a first playthrough? NBlood
>https://nukeykt.retrohost.net/
NotBlood(nblood fork) if you need difficulty/gameplay tweeks to lower your frustration.
>https://github.com/clipmove/NotBlood/releases

avoid the higher difficulties for your first try, they can be very punishing...

you'll need to create a "movie folder in the game folder if you want to see the cutscenes and put the video files in it.

put the video mode in "classic" for more authenticity

>> No.10108230

>>10108193
That one works.

>> No.10108231

>>10108193
https://www.youtube.com/watch?v=MK6TXMsvgQg

>> No.10108240

>>10096026
Why does he AAAA

>> No.10108243

>>10107802
Seconding >>10107804. There're some episodes/WADs/mods that I would've liked to see, but I'm the one to blame since I'm too much of a coward to do anything about it.
>>10108029
>Why, yes, Wolf3D and Doom engines are different and KEX doesn't work like that.
Alright-alright, fair enough.
>>10108159
>>10108193
Both work on my new laptop.

>> No.10108257

>>10108141
probably bring this up.
i vaguely remember something similar happening to me a while ago. my tags and shit didnt disappear for good thankfully.

>> No.10108275
File: 2.73 MB, 854x480, stuck2.webm [View same] [iqdb] [saucenao] [google]
10108275

>>10108159
Uploader here, I didn't notice it didn't play in my own Firefox either. 4chanX did complain about a corrupt file but the FAQ it linked to claimed posting files should still work so I ignored it.

I found the issue I think. The original screen recording had a gbrp pixel format which encoding to vp9 webm retained. This never happened with vp8 webms because they only support yuv420p. Adding "-vf formats=pix_fmt=yuv420p" to the ffmpeg commandline seems to have fixed it.

>> No.10108294

>>10108083
i am still waiting

>> No.10108302

>>10108294
Duke Nukem 3D. Present yourself better.

>> No.10108312

>>10108257
Did. DoomLauncher keeps a folder of backups of your settings so going back to an older version and using the latest backup unfucked me.

>> No.10108313
File: 2.61 MB, 854x480, stuck-vp9-yuv420p.webm [View same] [iqdb] [saucenao] [google]
10108313

>>10108275
Wait nvm that particular webm was vp8 which I made as a test. This is the one I meant to post. Enjoy the free vp8 vs vp9 comparison I guess.

>> No.10108315
File: 2.40 MB, 1399x1080, roll.png [View same] [iqdb] [saucenao] [google]
10108315

>>10108302
thank you brother

>> No.10108345

>>10108202
Great advice and even links the elusive NotBlood page
>just realized my previous post had me saying “the harder port” instead of “the harder part”
That’s the only part that sucks and it’s me
I’ll also advise anyone wanting to play it through Dos: Most of the difficulties bug out when loading a save game.

>> No.10108349
File: 257 KB, 1708x1440, stuck.png [View same] [iqdb] [saucenao] [google]
10108349

>>10108153
Here are other spots I could find in the maps after specifically looking for them. That last one in map19 is a gap in the floor that doesn't show up either in the editor or automap, seems like a nodebuilding error or something.

>>10108275
typo, meant format=pix_fmts=yuv420p

>> No.10108376

>>10108125
Thanks anon, i noticed some other stuff to fix because of your demo

>> No.10108379

>>10108315
Based Roll Enjoyer.

>> No.10108398
File: 423 KB, 973x678, Screenshot 2023-06-25 094734.png [View same] [iqdb] [saucenao] [google]
10108398

Just a few fixes to the Maka map based on the latest demo by anon:
- Fixed the brightness of a sector
- Fixed a stuck spider
- Changed some textures so its easier to tell where to go
https://files.catbox.moe/ggap3l.wad

>> No.10108405

>>10107154
>notice the clip sprite commit
Oops, yeah I just copied over the Strife offsets without thinking too much

>> No.10108425

>>10108315
Quick tips for Douk:
>hitscanners are frequent, but their aim doesn't track you perfectly, if you move fast their aim will lag behind
>you can quick kick with your Mighty Boot, good for trashing stuff without spending ammo
>with the Pistol's fairly fast rate of fire, you can pair it with Mighty Boot to keep kicking and shooting low tier enemies at melee and keep them pretty well stunned (just mind the Pistol stops for a real quick reload every 12 shots)
>the Pistol also has its own ammo pool, and generally is good for shooting switches and explosives, it's overall a pretty dependable fallback weapon
>Shotgun maintains a fairly tight shot pattern at a pretty good distance, like in Doom, so don't be afraid of doing that
>the HoloDuke doesn't really work at all, don't bother
>you can drink from water spouts and drinking fountains to restore 1hp per use, in case you're really busting for health or you wanna top yourself off
>once per level, you can take a leak at a toilet or urinal to get 10hp restored

>> No.10108452
File: 389 KB, 806x882, 1688863477332023.png [View same] [iqdb] [saucenao] [google]
10108452

>>10108425
Thanks Anon

>> No.10108471

>>10108398
>>10096028

>> No.10108496

>>10108471
Whats your point?

>> No.10108507

>>10108496
Anon he's posting it somewhere Fore/v/er Alone anon can see.

>> No.10108593

I don't browse the forums very often, just saw this
https://www.doomworld.com/forum/topic/136079-quality-of-life-patches-for-various-wads/
>Quality of Life Patches for various WADs
i doubt it'll work at the same time as the one patch that adds chapters to certain WADs. cool otherwise

>> No.10108652
File: 1.12 MB, 1024x768, mapjam5.png [View same] [iqdb] [saucenao] [google]
10108652

>> No.10108714
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10108714

GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! What the fuck have you been working on? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10108793

I realized earlier this week that I had never actually finished doom 2 so I sat down and burned through it. the levels definitely loved the "door opens behind you and a revenant screams in your ear" moments. is final doom actually worth playing? I don't see it mentioned often so I honestly forgot about it until now.

>> No.10108808

>>10108793
Plutonia is mentioned fairly frequently and is still a huge inspiration for mapping to this day while TNT is a project of its time and less memorable in that regard.

>> No.10108814

>>10108808
then i'll give both a playthrough, because even phrased like that it doesn't make tnt sound like something I need to skip, thanks.

>> No.10108823

>>10108793
>the levels definitely loved the "door opens behind you and a revenant screams in your ear" moments
Favorite bit.

>> No.10108825
File: 1.04 MB, 1567x912, player_dead_face_down.png [View same] [iqdb] [saucenao] [google]
10108825

>>10108714

>> No.10108828

>>10108652
sordid

>> No.10108908

>>10108125
>no PC so can't watch demo of my map
Trés brutale.

>> No.10108912
File: 627 KB, 1706x1286, QuakeQuest.jpg [View same] [iqdb] [saucenao] [google]
10108912

Looking for the tool that can convert the mesh and texture UV of a .obj model into a quake .map

>> No.10108915

>>10108912
>pic
>3D was a mistake

>> No.10108923

>>10108793
>is final doom actually worth playing? I don't see it mentioned often
Really? Lurk moar.

>> No.10108938

>>10108923
I mean, you're in the right but I haven't been in this thread. I finished doom 2 and immediately sought the thread out, but "in the wild" I was constantly hearing about doom 2 recently. but like I said above, I'm gonna sit down and give them a go

>> No.10108949

>>10108793
Final Doom is worth playing, and as said remains influential, particularly the more challenging and clever gameplay in Plutonia. TNT is generally regarded as not as good, there's things to like about it, but also a lot not to, it's a rough mess and one of the really early community projects, and it really shows. Some people do like parts of TNT and it's not without its own influence, but the music and the visual style has a stronger legacy than most of its gameplay.

>> No.10108957
File: 19 KB, 802x632, Clipboard01.png [View same] [iqdb] [saucenao] [google]
10108957

>>10108714
For a lack of box rocket launchers in doom, my weapon mod will have one original sprite by me (mostly). War Rooster actually has the real life M202 but it's a Duke style angled sprite so I couldn't steal it if I wanted to
There's a dark gradient near the front from either worn metal or spray paint on the launcher's cap so I slapped SHAWN2 on it
The ML7000 in synthetik fires "dumb" missiles that veer in random directions, but since the rocket launcher is expected to be used to snipe revenants on giant pillars and icons of sin, I'd just make them slow to simulate inaccuracy in fights. I'm thinking 2/8 rockets from pickups to make it worthy of hard WADs

>> No.10108968

>>10108938
A lot of normalfags can't stomach the higher difficulty and get mad that it actually tries to challenge you, and it does go a lot harder, but mind it has proper difficulty levels so if you find it's too harsh on UV, try it on HMP, it tones down the traps somewhat.

>> No.10108984

>>10108938
Most people probably don't talk about "final doom" since it's been over a decade at least since anyone went out of their way to get a retail copy of final doom instead of pirating TNT and Plutonia individually or having it bundled with their Steam install of whatever Doom happens to be titled at the moment
Plutonia is considered really hard by anyone not balls deep into fanmade levels, and it really is if you play the levels blind not knowing when you're going to have to double back around the corner away from an archvile
TNT is worth playing to give perspective on big levels, maybe not all 32 of them in one sitting, probably need a few weeks to chip away at it. A lot of levels today go on for 20-30 minutes and contain 300 enemies spread through 20 rooms, and TNT sort of pioneered that

>> No.10109009

>>10108968
It's the zoomer n00bs who get mad. I'm UVing Sunlust.

T. Normalfag boomer

>> No.10109025

>>10108984
there were a couple levels in doom 2 that felt a little like that so I can see how tnt can take some time to chew through. honestly it makes me more interested in trying plutonia first with how well all of you talk about it.

>> No.10109024

>>10108125
sweet, thank you very much! I enjoyed reading your comments and watching your demo.

>> No.10109097

>>10108313
Checked on my end and I didn't get stuck here
>t. PrBoom+

>> No.10109113

>>10109097
...but then I found a completely different spot to get stuck in on the other blush wedges, fix soon.

>> No.10109134
File: 1.20 MB, 1694x737, UndueProcessing.png [View same] [iqdb] [saucenao] [google]
10109134

>>10108714
Been working on my tekbase map, trying to make use of the curve and stair builder tool as well as 3d floors like with picrel for the chemical storage area. Currently struggling with properly designing the encounter. I seem to have an issue of prioritising aesthetics over gameplay and I'm trying to rectify that.

>> No.10109190

>>10108313
>>10109113

shantae map anon here, thank you for finding those. i'm surprised those went unfound for as long as it did, lol. fixed the blush wedges so they no longer get you stuck forever (tested on dsda-doom with complevel 9)

https://files.catbox.moe/cxfclb.wad

>> No.10109223

>>10109190
>>10096028

>> No.10109247

>>10108714
https://www.youtube.com/watch?v=_04VG8_VFSQ
I plan to make the 3 teleport area visually better looking, like adding a cool castle entrance and some bridge in the middle.

>> No.10109253
File: 76 KB, 418x455, strifefacemaskman.png [View same] [iqdb] [saucenao] [google]
10109253

>>10108714
>>10106783
i made man, now in hasty sprite sheet form

>> No.10109286

>>10096028
https://litter.catbox.moe/oels6u.wad
Minor update to the Fore/vr/ Alone Visco map (MAP17) in response to the demo anon made. I mostly tried to make the water room's progression a bit more clearer, and the Soulsphere door being opened a bit more obvious without really changing the layout.

>>10108125
Thanks for posting. It was interesting seeing mine run by someone unfamiliar with it. I always ended up speedrunning it after going through it so many times in testing.

Since you mentioned not following the development much and probably didn't see my posts about it, I want to repeat that the level is heavily based on one from the game the character is from, and there's a number of things I wouldn't have done for a Doom map normally if not wanting the level to be as close as possible without being a pain. A lot of the repetive, 90s wad feel of it comes from that.
I wanted to especially apologize about the maze. I think you're the first to actually complain about it, but I was already worried about people not liking it even after I made it mostly optional and much simpler than the original game's. I would have just cut it for this entirely if it wasn't such a memorable for better or worse part of that level.

>> No.10109310

threadmakers...

>> No.10109373

I've been tooling around with hosting servers with TSPG since it's so convenient to use. Some WADs run fine (coop mode) but others crash. Mods are also inconsistent. TSPG's WAD database is comprehensive but full of stuff that doesn't run. On active servers, some of them will have a dozen .wads and .pk3s running harmoniously so clearly some people understand how compatibility works. Any advice on finding the stuff that actually runs? I use doomseeker/zandronum btw

>> No.10109385

>>10109373
>Any advice on finding the stuff that actually runs?
Testing and testing over and over.

>> No.10109391
File: 250 KB, 640x360, 640x360.png [View same] [iqdb] [saucenao] [google]
10109391

THREADMAKERS

>> No.10109396
File: 208 KB, 1353x499, Doomed Love.png [View same] [iqdb] [saucenao] [google]
10109396

Holy...

>> No.10109397

>>10109391
>>10107801

>> No.10109402

>>10109397
I can't believe /doom/ is over..

>> No.10109429

>>10109416
>>10109416
>>10109416
GOOD MORRRRING PLUTONNNIAAAAAA

>> No.10109437

>>10098443
>Fore/vr/ Alone MAP31 with rdhud
As God intended
>>10108125
>MAP31 and MAP07 feedback
Thanks for playing, glad you liked them and they still provided a light challenge, I've done plenty of nerfs to comply to the lead's very valuable feedback.
The reason why the current MAP31 is in its slot is because earlier versions were much tougher and over-designed, and they couldn't beat either of my maps.

>>10108814
TNT is boring as hell to play, go play Lost Civilization instead, it does what TwoN'T.

>> No.10109746

Speaking of old FPS's.
I found this game on a pirate compilation with different games.
There is no information about it on the internet.
https://www.mediafire.com/file/scjya7geil790vo/gaming.zip/file

>> No.10109769 [SPOILER] 
File: 325 KB, 1197x877, wtf.png [View same] [iqdb] [saucenao] [google]
10109769

>>10109746
I forgot to send a screenshot, sorry.

>> No.10109812

>>10109746
>the sound effects