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

/vr/ - Retro Games


View post   

File: 2.34 MB, 2400x1500, 3f6c6ba1ee06da65389b50b225473f7ec016f11f46d2ebaf8f69f75ca5681c84.png [View same] [iqdb] [saucenao] [google]
10122309 No.10122309 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10109416
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
https://rentry.org/6ntm9 (NEW!)

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
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.10122320
File: 24 KB, 320x200, 1689921372018775.png [View same] [iqdb] [saucenao] [google]
10122320

=== 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 BETA3: https://files.catbox.moe/u9smv4.zip

=== NEWS ===
[8-02]Peril, Quake mod based on Arcane Dimensions, releases after 3 years in development
https://www.slipseer.com/index.php?resources/peril3-0.253/

[8-02]DBP60: Eldritch Voyage is out now
https://doomer.boards.net/thread/3301/eldritch-voyage

[7-31] Rise of the Triad: Ludicrous Edition released
https://youtu.be/3A8X2tqQuGY

[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


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

>> No.10122332

>>10122309
>https://rentry.org/6ntm9
Doesn't seem much FAQy to me. Looks like I dropped the wrong link. https://rentry.org/vrbin - this link is the one you should use.

>> No.10122342

>doom
more like dumb lmao

>> No.10122350 [SPOILER] 
File: 149 KB, 900x675, FN-ki_uXIAEv1mZ.jpg [View same] [iqdb] [saucenao] [google]
10122350

>> No.10122480

>>10122342
>meta doom
>no meta dumb

>> No.10122482

>>10122342
>>10122480
It's so over doombros...

>> No.10122507

Op image is the goat doom artist

>> No.10122510
File: 1.50 MB, 1920x1080, we wuz archviles n shieet.webm [View same] [iqdb] [saucenao] [google]
10122510

>>10121998
Now with a lazy particle effect.
And off to bed I go.

>> No.10122513

>>10122510
Is this Nightmare?

>> No.10122514

>>10121998
>>10122510
Oh me oh my.

>> No.10122518

total shot in the dark but I'm trying to remember a techbase I remember being really impressed by. The starting room was very large and without enemies, there was a row of what I think were large cylindrical teleporters and some crates scattered around

>> No.10122539

>>10122510
0_0

>> No.10122541

>>10122510
If you want to make it tied to a monster, check the Drake qc for the archvile shamblers and the Skull Wizard Lord. Both have the ability to resurrect non-gibbed monsters.

>> No.10122545
File: 572 KB, 1280x720, Screenshot_Doom_20221018_153722.png [View same] [iqdb] [saucenao] [google]
10122545

>> No.10122546

>>10122545
What's this? Seems neat.

>> No.10122551

>>10122350
Is this base Doom 64 or is this from some Doom 64 mod?

>> No.10122552

>>10122546
After Doom. It has genuinely good maps and bosses.

>> No.10122557

>>10122552
Ty anon.

>> No.10122575
File: 257 KB, 549x400, 1660036176052628.png [View same] [iqdb] [saucenao] [google]
10122575

>>10122342

>> No.10122612

>>10121680
Are there any missing mappers besides me?
I submitted the Cai map as anon first but then i added an actual name (EyeBallTank).

>> No.10122617

VRanon I assume the buzzsaws need a small trench of some sort to move.

>> No.10122637

>>10122320
H_MANC2 texture in MAP07 of Fore/vr/ Alone needs to be fixed, it's a still little cutoff in game.

>> No.10122638
File: 382 KB, 3840x2160, fiserman's fiend.jpg [View same] [iqdb] [saucenao] [google]
10122638

>> No.10122641

>>10122510
Niiice. Love little touches like this.

>> No.10122646
File: 399 KB, 3840x2160, ad_tears.jpg [View same] [iqdb] [saucenao] [google]
10122646

>>10122638
twas a great map. not usually my kind of setup but the level/game design was amazeballs

>> No.10122650

>>10122646
The colors look interesting. 8bit?

>> No.10122661

>>10122650
palette with dithering so not really 8bit.
it's smoother

>> No.10122665

>>10122661
(8bit "balanced" in ironwail)

>> No.10122673

>>10122518
I'll be surprised if it's actually it, but I'm reminded, the starting room of Eternal Doom has no enemies and cylindrical cryogenic pod things. No crates.

>> No.10122684

>>10122510
Is one supposed to re-download the devkit now?

>> No.10122946

>>10122482
You mean, "it's so over DUMBbros..."

>> No.10122981
File: 4 KB, 191x232, 3183929451.jpg [View same] [iqdb] [saucenao] [google]
10122981

>>10122946

>> No.10123093

what's the best doom launcher for linux?

>> No.10123113

>>10121739
All maps without music (like Purgatori) have troll midis that i put to not forget about it, and then I forgot about it. So yeah, Purgatori and Daina don't have any music for now, if mappers don't choose one I'll see what I'll do. Thanks for the Curly midi tho.
>>10122637
Done, thx for the notice.
>>10122612
Seems I'll never get the credit right. I'll add your name for the next revision.

>> No.10123135

Just in case you aren't aware, Fore/vr/ Alone is in beta right now, give your feedback!!:
https://files.catbox.moe/u9smv4.zip
Players and mappers alike who spot things that need fixing.

>> No.10123150
File: 298 KB, 1280x1280, 015.jpg [View same] [iqdb] [saucenao] [google]
10123150

>>10123135
Forgot pic

>> No.10123485
File: 1.65 MB, 1326x1638, screenies.png [View same] [iqdb] [saucenao] [google]
10123485

VRanon is func_togglewall busted? This wall starts off, the player crosses a threshold trigger and it toggles on, but it's seethrough.

>> No.10123501

>>10123093
Doom Runner

>> No.10123597

>>10123093
the one I am writing

>> No.10123678

>>10122513
This will likely be used for a modifier, in addition to some other things...
>>10122541
I've pretty much got that set up already. I've also gotten to the point where, unless there's some gigba-brain math involved, it's faster for me to just code my own stuff then try to unravel someone else's work (especially if it's AD, fuck AD's QC).
>>10122617
It would look nicer, but I don't think that's necessary. They *should* move as long as you have paths setup right, but I haven't played with them that much.
>>10122684
No update yet, I'll make things obvious when.
>>10123485
You'll want to use func_togglevisiblewall instead. Blame Progs Dump.

>> No.10123691
File: 815 KB, 1920x1080, varietal_rumble_1_2023-08-03_11-13-09.png [View same] [iqdb] [saucenao] [google]
10123691

>>10123678
>You'll want to use func_togglevisiblewall instead. Blame Progs Dump.
Hey hey, thanks. Also sick to know you're still adding new shit.

>> No.10123695

>>10122320
>DOOM Refired is a megawad for DOOM II which adds two new monsters
>adds two new monsters
WHY IS IT SO MOTHER FUCKING HARD FOR MAP MAKERS TO NOT PUT GODDAMN MOTHER FUCKING CUSTOM MOINSTERS IN THEIR GODDAMN FUCKING MAPS THAT ALL THEY DO IS END UP BREAKING THE GAME WHEN YOU WANNA PLAY WITH GAMEPLAY MODS?
I DONT GIVE A MOTHER FUCKING FLYING GODDAMN SHIT ABOUT PLAYING VANILLA FOR FUCK SAKE
CANT THEY JUST MOTHER FUCKING STICK TO MAKING GODDAMN MAPS AND LEAVE CUSTOM SHIT OUT
GOD THIS FUCKING SHIT INFURIATES ME TO NO END
IF YOU WANNA FUCKING MAKE CUSTOM MONSTERS AND WEAPONS
MAKE
A FUCKING
GAMEPLAY MOD
INSTEAD
YOU FUCKING RETARDS

>> No.10123701

>>10123695
>MAKE A FUCKING GAMEPLAY MOD INSTEAD YOU FUCKING RETARDS
No

>> No.10123705

>>10123695
https://www.youtube.com/watch?v=Mv5Jvr2Fp48

>> No.10123709

>>10123678
Do you software dev for a living anon? What was your path? Asking for a friend who shares the same name as me.

>> No.10123715

>>10123695
No one gives a shit about what you want. Either play the wad as inteneded or fuck off and go kill yourself. You're no better than the 5 year olds demanding everything be brutal doom compatible

>> No.10123726

>>10123678
>It would look nicer, but I don't think that's necessary. They *should* move as long as you have paths setup right, but I haven't played with them that much.
Ohhh ty. It's fine now, I just forgot about path_corner and assumed the buzzsaws would move along any crevice they were placed in.

>> No.10123729

>>10123715
>Either play the wad as inteneded
>N-NOOOO YOU GOTTA PLAY ~VANILLA~ !!!!!
>Y-YOU GOTTA PLAY THE WAD AS ~INTENDED~ !!!!!
fucking shove a quad barrel sawn off shotgun down your throat and pull the trigger, cunt faggot.

>> No.10123731

>>10123695
There, there, it will be ok.

>> No.10123745

>>10123695
Blame dehacked's hacky (no pun intended) method where it must always replace an existing entity instead of adding entirely new ones

>> No.10123746

>>10123709
I literally have no coding experience, and had no idea how to code anything before I started working on Violent Rumble. I just kinda looked through the code at things that were pretty straightforward (weapons, some of the trigger entities, etc.) and tried to figure them out. Having to add all the shit from the mission packs and stumble my way through fixing a bunch of errors helped too.
That's probably not very helpful to you though, unless you want to start with QuakeC.

>> No.10123760

>>10123695
Can't you just do it anyway?

>> No.10123781

>>10123746
That's pretty admirable anon considering how many features VR has. Thanks for responding.

>> No.10123817
File: 1.49 MB, 1359x834, image.png [View same] [iqdb] [saucenao] [google]
10123817

Nice constructions.

>> No.10123819
File: 233 KB, 3532x687, Ee9_trZWkAEWYIp.jpg [View same] [iqdb] [saucenao] [google]
10123819

>>10123817

>> No.10123830
File: 1.79 MB, 1707x1173, image.png [View same] [iqdb] [saucenao] [google]
10123830

>>10123819
The ratio is correct, it's just a cropped screeenshot.

>> No.10123832

>>10123830
is this a beta why is everything the same texture

>> No.10123836

>>10123832
I'm just missing some resource in UDB probably.

>> No.10123849

>>10123832
And if you're asking about MARBLE1 then it is indeed how it was made. The wad is 23 years old.

>> No.10123852

>>10123729
play the millions of vanilla mapsets that don't feature any custom monsters and then proceed to run towards a speeding train
fucking spaz

>> No.10123860
File: 41 KB, 1284x457, terry.jpg [View same] [iqdb] [saucenao] [google]
10123860

>>10123695
>nooo mappers must give up their intentions for the sake of my hecking brutal dewmz

>> No.10123865

>>10123695
>I DONT GIVE A MOTHER FUCKING FLYING GODDAMN SHIT ABOUT PLAYING VANILLA FOR FUCK SAKE
Then why are you complaining? What the fuck is your problem?
Just play something else.

>> No.10123872

>>10123695
>GZDoom gameplay mod enemy changes coexisting with deh enemy changes
This is fun

>> No.10123875
File: 113 KB, 906x905, kys.jpg [View same] [iqdb] [saucenao] [google]
10123875

>>10123695

>> No.10123879
File: 8 KB, 640x480, sddefault.jpg [View same] [iqdb] [saucenao] [google]
10123879

>>10123872
>deh

>> No.10123903

>>10123695
I'm making custom weapons to go with my monsters too, so it breaks when trying to use it with any mod. Play the map as-is or not at all, faggot.

>> No.10123908
File: 44 KB, 785x490, jccentmiddlefinger.jpg [View same] [iqdb] [saucenao] [google]
10123908

>>10123695
no
new monsters in map packs are cool

>> No.10123916

It can be a little annoying when maps have custom monsters, when playing with certain gameplay mods, shit can get fucky. This is noticeable with GMOTA and playing a map that has custom monsters: You won't be able to stun them.
This is my own fault seeing as the stun state is tied directly to the monsters now, I'm not sure if I could make this new stun totally monster mod agnostic.

>> No.10123921

>>10123916
Trying to make anything mod-agnostic sounds like a fool's errand. There's just way too many possibilities and it's impossible to account for them all.

>> No.10123924

>>10123746
Did you start here?
https://www.quaddicted.com/webarchive/minion.planetquake.gamespy.com/tutorial/tutor7.htm
I've always wanted to make a monster randomizer for Drake. If you don't mind, could I use Randomized Rumble qc as a base?

>> No.10123928

>>10123916
>I'm not sure if I could make this new stun totally monster mod agnostic.
It's probably going limited to just ZScript.

>> No.10123934

>>10123924
Wait fuck I mean Exotic Rumble.

>> No.10123935

>>10123921
Yeah. But I still try.

>>10123928
Which is off the table for me, ACS and DECORATE are my tools. I could probably replicate it with ACS but I might lose the little spin effect they have, though the bigger problem would be some custom monsters play their pain sound the very first line of their pain state, which would make them rapidly play the sound. You can see that weird shit with Rampancy if you stun some of the robots with the boomerang with the Past Linked set in Combined_Arms

>> No.10123939

>>10123908
Depends. Maybe I just have bad luck in my was choices, but they usually aren't well balanced imo.

>> No.10123940

>>10123879
Is it something called mbf now? I haven’t had to look into these things like I used to because it’s rare these days that I run into these compatibility issues.

>> No.10123958

>>10123924
>Did you start here?
I think I started looking into those old archived tutorials after a little while. I found a few of them to be too simple or narrow in focus to really be useful though.
>If you don't mind, could I use Randomized Rumble qc as a base?
Sure, if anyone wants to use something from VR they can go right ahead.

>> No.10123964

>>10123940
i think he just chucked because "deh" reminds him of goofy 2000's "random XD" speak like "teh pinguin of doom"

>> No.10123972

>>10123964
>>10123940
It's a small joke about Harry Potter. Volemort randomly says
>Deh!
in a montage. It's very silly.
https://www.youtube.com/watch?v=OHCirU4_PlM

>> No.10124010

>>10123879
I think the same fuckin thing every time lmaooo

>> No.10124079
File: 426 KB, 220x213, quaking.gif [View same] [iqdb] [saucenao] [google]
10124079

>>10123705

>> No.10124104

>>10123860
fucking kill yourself retarded cunt trash.

>> No.10124123

I'm playing the PS1 exclusive Doom levels through the Doom+ wad and the Cyberdemon in The Marshes either has ridiculous health or I encountered a glitch because I emptied my plasma supply and a large amount of the shotgun ammo before it finally died.

Can anyone explain what happened?

>> No.10124138 [DELETED] 

>>10123695
You must have confused /vr/ with /v/. It's either Woof or Nugget or fuck off, mate.

>> No.10124139
File: 4 KB, 167x131, syrsa.jpg [View same] [iqdb] [saucenao] [google]
10124139

quake 1's nailgun design is fucking vile to look at and i wish its motif would stop re-surfacing all the time.
granted, most things in quake 1 have the same effect, but it annoys me how persistent the nailgun is.

>> No.10124145
File: 40 KB, 182x164, ogre.png [View same] [iqdb] [saucenao] [google]
10124145

>>10124139
it's a small castle.
now you can't unsee.

>> No.10124148

>>10124139
quakebros....

>> No.10124189
File: 879 KB, 245x230, touche.gif [View same] [iqdb] [saucenao] [google]
10124189

>>10123695
In your defense, dehacked tomfoolery can be shoved into a separate file.

>> No.10124248

>>10122518
Counter attack?

>> No.10124274
File: 409 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10124274

>> No.10124305
File: 1.55 MB, 1284x884, mod idea.png [View same] [iqdb] [saucenao] [google]
10124305

Did anyone ever get around to making a full voiced mod like this?

I want imp girl to call me daddy while I make blood flow like rivers stomping my giant baron hooves around while playing w/ these mods:

maps of chaos-hc
Hearts of Demons - BARON [1.1.0]
Shades of Doom
DoomKraken's Monster Randomizer
nashgore
Hellspawn: Hell's Army
Demonic CounterStrike

>> No.10124312

>>10123695
gzdoom doesnt have -nodeh? rip
its a bit silly that gzdoom mods (presumably what you mean) dont work with dehacked. i mean yeah dehacked is hacky but its considered vanilla enough for chocolate

just try deleting the deh lump if it fucks with your mods somehow. alternative look for the "vaccinated" version of the map.

>> No.10124317
File: 445 KB, 1212x1439, guncaster shopkeep girl addon.png [View same] [iqdb] [saucenao] [google]
10124317

>>10124305
I know someone made a fully voiced shopkeep girl addon for guncaster

>> No.10124318
File: 18 KB, 397x103, play quake.png [View same] [iqdb] [saucenao] [google]
10124318

>>10124274
desu.

>> No.10124327

>>10124317
What is guncaster, because the doomworld page does little to explain it.

>> No.10124329
File: 26 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
10124329

>>10124327
TL;DR Russian Overkill but you're a Dragon instead of a drunk Russian man. Same trappings as all Pillowblaster mods, really: Nice looking sprites, lackluster weapon animations, lots of mobility, and almost all of your weapons are room clearing nukes.

>> No.10124336

>>10124327
You play a dragon who shoots ridiculous guns and can also use magic.

I think you can also fly. Its a rpglite

I highly recommend playing it with these mods because you also get a shop menu to buy things from that range from weapons, spells, and upgrades
>DoomKraken's Monster Randomizer
>Hellspawn: Hell's Army
>Demonic CounterStrike

>> No.10124360
File: 1.44 MB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
10124360

>>10124139

>> No.10124474
File: 1.30 MB, 1360x768, mapjamx.png [View same] [iqdb] [saucenao] [google]
10124474

>> No.10124483
File: 1.37 MB, 1360x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
10124483

>> No.10124494
File: 40 KB, 1000x515, nerf_pulsator.jpg [View same] [iqdb] [saucenao] [google]
10124494

>>10124139

>> No.10124502

>>10124139
Twin reciprocating barrels look awesome.

>> No.10124574
File: 805 KB, 1863x463, 3ngs.png [View same] [iqdb] [saucenao] [google]
10124574

>>10124139
>>10124360
>og
>remaster
>something some guy made
Despite those holes I like the far right one the most. It's in both AD and Alkaline. I think the same guy made my favorite shambler skin as well.
>>10124312
I've had Hideous Destructor work fine with stuff like Eviternity and it's custom monsters. Maybe the big mod he wants to use is just a mess.

>> No.10124578

what is that top bar with the enemies health status called? only that addon not the whole thing
https://www.youtube.com/watch?v=3mVVStD9Vuk

>> No.10124601
File: 10 KB, 204x136, 1523995352091.gif [View same] [iqdb] [saucenao] [google]
10124601

>> No.10124602

>>10124578
looks like it could be this https://forum.zdoom.org/viewtopic.php?t=56838#p1003369

>> No.10124605

>>10124602
i thought it may be that but every time i try it it looks different, i may have to play with the configurations. thanks man

>> No.10124635

>>10121217
Mattioz and Frostbrush got updated
https://mb.srb2.org/addons/mattioz-pack-v1-4-3-labyrinth-zone-from-misfits-pack.3314/
https://mb.srb2.org/addons/frostbrushs-racetracks.4250/
Visual flair
https://mb.srb2.org/addons/dinos-custom-stage-title.5483/

>> No.10124648
File: 9 KB, 387x174, Ng_w.jpg [View same] [iqdb] [saucenao] [google]
10124648

>>10124139
Nah, you're just gay. I especially like DMC's interpretation of it, look at this big automatic weapon with two shiny barrels, which feature flash hiders and take turns firing, recoiling with every shot, feeding from a pair of curved rifle magazines.
Shooting some sort of long saboted flechette 'nail' projectile, a wild rapid fire gun like this is good for blasting Fiends and Wizards, even Shamblers in a pinch.

>> No.10124659
File: 11 KB, 366x195, Sng_w.jpg [View same] [iqdb] [saucenao] [google]
10124659

The Super Nailgun looks particularly sick, with four big barrels in a rotating cluster, noticeably tapered just to look cool, and a huge rifle magazine. The SNG hits hard and has a commanding, booming ripping noise that feels amazing, pair with a Quad Damage and you'll tear through ranks of Shub Niggurath's toughest beasts, even blowing zombies to smithereens.

>> No.10124698

>>10124659
That's the Q3 Machinegun (CESS Rifle by it's QC name).

>> No.10124713

>>10123872
>Monster mod has neat WolfensteinSS replacements which are cool in their own right, but is also a shame since they're only relegated to Doom 2's Wolf3D levels most of the time.
>Find a megawad that has new enemies replacing the nazis with dehacked
>The wad's nazi replacements are re-replaced by the mod's, and now they're finally included with the rest of the main enemy roster.
Fun indeed

>> No.10124746

>>10124698
Yeah, that design is similar, but it's so much cooler in DMC because it's got the actual Super Nailgun power and boom.

>> No.10124769 [SPOILER] 
File: 724 KB, 900x1200, phantasm chan.jpg [View same] [iqdb] [saucenao] [google]
10124769

>> No.10124780

>>10124769
Who, what?

>> No.10124798
File: 1.01 MB, 2000x900, 1662223061185693.png [View same] [iqdb] [saucenao] [google]
10124798

>>10124780
I think it's supposed to represent the screaming phantasm enemy from Blood.

>> No.10124805
File: 619 KB, 731x4096, 1679338402909670.jpg [View same] [iqdb] [saucenao] [google]
10124805

>>10124769

>> No.10124814
File: 1.83 MB, 835x1200, ophelibae.png [View same] [iqdb] [saucenao] [google]
10124814

>>10124805
They do great work

>> No.10124856

>>10124659
>>10124648
Can you get these models in Quake?

>> No.10124861
File: 248 KB, 1094x315, i am so fucking mad.png [View same] [iqdb] [saucenao] [google]
10124861

>>10124648
>>10124659
>DUDE BIG AND MORE BARRELS = EPIC BRO
tasteless

>> No.10124864
File: 302 KB, 1677x1677, 82f.jpg [View same] [iqdb] [saucenao] [google]
10124864

>>10124861
>DUDE BIG AND MORE BARRELS = EPIC BRO
Yes.

>> No.10124871
File: 327 KB, 1272x473, 2nails.png [View same] [iqdb] [saucenao] [google]
10124871

>>10124856
Yep.
https://gamebanana.com/mods/download/37940#
But the textures need some tuning so they fit better and there's no muzzleflash
I like the rocket launcher model a lot.

>> No.10124872

>>10124798
>exit door milf
>won't let you leave the level until you give her a hug

>> No.10124904

>>10124123
Never mind, checked other wads and they went down like normal.

I think the author probably hacked their health

>> No.10124914

>>10124274
>problem computer fucked specific person
>ass faster
>without sin anon better probably
>mention dave honestly

>> No.10124963

>>10123695
You need to go outside every once in a while, anon.

>> No.10125004

>without sin anon better probably
>anyway god possible
Pascal's Gambit

>> No.10125008

>>10124329
Furry OC conquers the demons.

>> No.10125012

>>10124139
How could you be such a plebeian? Do you want everything to be bog standard rifles and noobtubes?

>> No.10125029
File: 35 KB, 296x369, 1691087939753176.png [View same] [iqdb] [saucenao] [google]
10125029

>>10124872
>You need a Red Key to open this door.

>> No.10125106

>>10124871
Sexy. Wonder if there's any way to work around the muzzleflashes? I don't assume Quake weapons can use sprite emitters like in GoldSrc, and you that you couldn't paste a transparent texture on a surface and have that pop up in front of the barrel for a split second?

>> No.10125109

>>10124861
The nailguns are mighty and satisfying weapons, the SNG earns its barrels.

>> No.10125112

>>10124861
Show us a good weapon design then, if you're so great.

>> No.10125117
File: 30 KB, 1023x767, Shotgun.png [View same] [iqdb] [saucenao] [google]
10125117

>>10125112

>> No.10125124

>>10125117
I do think the Winchester 1300 is a very nicely designed shotgun, but I feel that for a game like Quake we can get a bit more spaced out and fantastical.

>> No.10125164

>>10124798
>my love for you is like a truck

>> No.10125179

Anyone have the Doom gif of the guy opening secret Airbud doors and all it's subsequent sequels

>> No.10125221

>>10124798
For me? It's the cacodemon

>> No.10125232

>>10125179
https://youtube.com/watch?v=KyrUqHU3IUg

>> No.10125249

>>10125232
>No Army Dog
wtf

>> No.10125378

>>10125232
Thanks my absolute nigga. You're the best.

>> No.10125392
File: 241 KB, 750x511, 1679875488254250.jpg [View same] [iqdb] [saucenao] [google]
10125392

should i play Strife using the VE port or GZD

>> No.10125397
File: 189 KB, 950x905, NEIN ICH NEILS.jpg [View same] [iqdb] [saucenao] [google]
10125397

>>10124574
>>10124139

>> No.10125442 [DELETED] 

>>10124138
eat a dick and fucking choke yourself on it
god I love Doom but
>m-muh vanilla
purists are a literal tumor upon the fucking community

>> No.10125526

>>10125392
ive decided to play on the VE port, its pretty good.
i dont like that medkits get automatically used, not sure if its a VE thing or a strife thing.
bloom was enabled by default, i decided to give it a try. after getting used to it, its not that bad actually.
i also havent disabled this brutal doom shit they have by default. its alright i guess.

>> No.10125570
File: 406 KB, 1920x1080, Screenshot_Doom_20230804_112036.png [View same] [iqdb] [saucenao] [google]
10125570

>>10124248
YES i think that's the one, thank you

>> No.10125630 [DELETED] 
File: 5 KB, 108x95, Screenshot 2023-08-04 125822.jpg [View same] [iqdb] [saucenao] [google]
10125630

>>10125442

>> No.10125648

>>10125526
It's been a while since I last played Strife but something sounds very wrong with your game.

>> No.10125797 [DELETED] 

>>10125442
>woof
>nugget
>vanilla

>> No.10125814 [DELETED] 

>>10125797
He's clearly retarded and desperate for approval, as evidenced by his beta bitch behavior. Please don't feed the troll.

>> No.10125818 [DELETED] 

>>10125814
sry

>> No.10125924

Wait were we always able to have more than one sky type in a Quake map? I just assumed that was impossible wtf.

>> No.10126015

>>10125924
must be a new feature.
wasn't a thing in dos/win/gl, isn't a thing in current qs.

>> No.10126018

>>10125106
Couldn't you just edit the model with the OG Nailgun muzzleflash ?

>> No.10126021

>>10126015
Heil Ironwail then. This opens up lots of possibilities goddamn. Should be way more known as a feature.

>> No.10126026

>>10125924
Does quake have an actual skybox or is similar technique to doom?

>> No.10126028

>>10126018
There’s a different link on fps banana as well
>>10126021
Aren’t there multiple skies on AD and Alkaline as well? That works on numerous ports.
Also does Mjolnir fully work with Ironwail yet?

>> No.10126029

>>10126026
I've never mapped for Doom but you make a brush, paint it with sky texture, boom you have a sky.

>> No.10126031

>>10126026
Quake doesn't have skyboxes, modern source ports do. I can't answer the actual question.

>> No.10126032

>>10126028
>There’s a different link on fps banana as well
*if you want to edit the models, fug

>> No.10126034

>>10126029
For Doom, you set the floor or ceiling of a sector to have the sky texture, then if you raise or lower it the walls will also have the sky on them.

>> No.10126035

>>10126021
I think it might support the qss rotating sky now too, haven't checked though.
>>10126026
default sky is two scrolling tiled layers.
cubemap skybox from q2 is supported since fitz at least.
3d skybox isn't supported afaik, but you can just put actual geometry beyond the (protocol limited) bounds

>> No.10126049

>>10126029
>>10126031
>>10126035
What I meant is that in Doom, sky is essentially a ceiling, and sometimes wall but drawn in such a way that texture is aligned to your screen, not to actual surface.
Is quake something like that or is it actually a faraway box?

Like can you make sky in the middle of the room that would obscure what's behind as you walk around it?

>> No.10126053

>>10126049
>Like can you make sky in the middle of the room that would obscure what's behind as you walk around it?
Yes. Some maps use that to neat effect. I'm sure Doom maps have done similar.

>> No.10126068

>>10126049
>Like can you make sky in the middle of the room that would obscure what's behind as you walk around it?
yeah, visually it's a portal to an infinite sphere/cube.
I think you can't do the same thing in q3 though (it will still draw the rest of the room before drawing the sky)

>> No.10126137
File: 1.18 MB, 1280x720, ironwail.webm [View same] [iqdb] [saucenao] [google]
10126137

i have a question for quakenerds.
why does this bug happens with all the ports i used (even WinQuake lel) but i never had this issue with the OG EXE?

>> No.10126148

>>10126137
Oh yeah I remember that. The bug isn't present in DirectQ either. What's the map? Makes me want to look at the source.

>> No.10126153

>>10126148
It's obviously E3M3

>> No.10126157

>>10126153
>It's obviously
Rude but thanks.

>> No.10126158

>>10126148
E3M3
Oh God i forgot about DirectQ.
i was pissed when it got abandooned

>> No.10126174

Holy dicks even KexQuake has it.
https://youtu.be/XEhU3ZShIp0?t=114
That's hilarious. The map source doesn't give any useful information.

>> No.10126180
File: 2.35 MB, 960x540, s.webm [View same] [iqdb] [saucenao] [google]
10126180

>>10126137
works on my machine. iw0.7.0, maxfps 144.
seems like it starts out stuck, but can still jump.
don't remember ever having it stuck either. zombies are always stuck in azure agony though, and ogre on ziggurat vertigo depends on the port/protocol.

>> No.10126181

>>10126174
so they broke all the lighting and they didn't even fix that?
i guess the models are nice but eh

>> No.10126189

>>10126180
hmmm IT WORKS FOR ME TOO NOW IN 144 FPS 0_0

>> No.10126201

>>10126189
must be a physics thing then. at 72 it does get stuck, but not every time.
it will probably get stuck in original exe too with "host_framerate 0.0139".

>> No.10126214

>>10126189
fwiw it actually might mean that physics-rendering isolation is bugged in ironwail. could be worth reporting as a bug.

>> No.10126237

in new DSDA versions, is there a way to turn off pallettized OpenGL mode?

>> No.10126281

>>10126214
done. since other fitz branches have the same issues i didn't know ironwail was supposed to behave differently.

>> No.10126340

Does anyone have any blood textures you can paint a transparent brush with for Quake? I saw some screenshots with such things a few threads ago.

>> No.10126360

>>10126340
I think that was Bloodshot's map from Insomnia jam, you can grab them from there.
or pick something here, I can help you convert them: https://www.textures.com/category/splatter/10252

>> No.10126393
File: 3.28 MB, 1356x1784, 1689599532371578.jpg [View same] [iqdb] [saucenao] [google]
10126393

I love Doom.

>> No.10126394

>>10126393
Doom is kewl

>> No.10126395
File: 554 KB, 1920x1200, nugg0000.png [View same] [iqdb] [saucenao] [google]
10126395

I'm working on a new HUD for Nugget (picrel)
What do you guys think?

I'm looking for unbiased feedback before investing more time in working on it

>> No.10126401

>>10126395
Really minimalistic and to the point. I like it.

>> No.10126409

Violent rumble anon, are you there?

>> No.10126410
File: 988 KB, 1920x1080, varietal_rumble_1_2023-08-04_09-53-29.png [View same] [iqdb] [saucenao] [google]
10126410

It's very satisfying when you're able to bring a vision in your mind's eye to life.

>> No.10126414

>>10126395
looks nice. I'd use a single ammo counter, but that's personal preference.
is it possible to change the helmet color when you have blue armor?

>> No.10126416
File: 13 KB, 113x87, rumbld.png [View same] [iqdb] [saucenao] [google]
10126416

>>10126410
>mfw

>> No.10126418

>>10126395
That looks really nice. I second anon's suggestion about changing the helmet color depending on the armor, and I'll put forth maybe have Doomguy's face on the far left.

>> No.10126431
File: 118 KB, 840x517, rumbld.png [View same] [iqdb] [saucenao] [google]
10126431

>>10126416
10000000000000 hours in mspaint

>> No.10126439

>>10126395
That's pretty nice. I would say replace the stimpack with a face.
>>10126414
Nugget supports colored numbers.

>> No.10126442

>>10126439
>That's pretty nice. I would say replace the stimpack with a face.
Oh that's even better than my idea of just having it on the left.

>> No.10126450

>>10126439
>Nugget supports colored numbers.
yeah but colored numbers are ugly as fuck. why would I want a christmas tree constantly in front of me?

>> No.10126452

>>10126450
This is why I hated Crispy Doom's HUD jesus.

>> No.10126458

>>10126442
And if you need the space, the keys can go over to the right.
>>10126450
You can mess with the thresholds so that only the armor becomes colored.

>> No.10126465

>>10126409
Yes?

>> No.10126468

>>10126458
>You can mess with the thresholds so that only the armor becomes colored.
still looks off. and what if I'm playing Valiant or something? changing the icon is way more elegant and just as readable.

>> No.10126469

>>10126468
It's not possible to change the icons based on armor level.

>> No.10126480

>>10126469
oh well. a static helmet + static stimpak with red numbers are as good as it gets then, as far as I'm concerned.
but someone should file a feature request or something.

>> No.10126486

>>10126465
https://files.catbox.moe/giutbm.rar

Let me know what I did wrong and what you don't like.

>> No.10126489

>>10126486
Oh shit first VR map beta.

>> No.10126493

>>10126486
Console throws out the word test over and over in the room with the enforcers

>> No.10126495

>>10126493
Well, I noticed but I have no idea what it means.

>> No.10126507

>>10126495
Me neither. Hopefully VRanon weighs in. This is awesome otherwise anon, I'll have to finish it later however, busy.

>> No.10126518

>>10126431
kek

>> No.10126525
File: 3.22 MB, 366x360, check-em.gif [View same] [iqdb] [saucenao] [google]
10126525

Is there a better resource than Dumptruck for learning Trenchbroom? He seems alright but I don't know if I'm getting fed garbage information or if his videos are missing important notes.

>> No.10126528

>>10126525
The only thing that's dated about his videos is the notion of Valve vs Standard formatting. Valve formatting is better, all new maps are made with Valve formatting and they should because it makes texture alignment much easier. All his other info is groovy, but there are various tutorials scattered on youtube for smaller niche subjects like advanced curves and such.

>> No.10126540

>>10126528
Great, thanks anon.

>> No.10126545

>>10122320
So, Quake 2 remastered was leaked
https://twitter.com/billbil_kun/status/1687115225445879813
Also it wont be RTX shit outside pic.

Same Scheme as when Q1R came out

>> No.10126547

>>10126528
>Valve formatting is better
Oh damn, I wish I knew this earlier.

>> No.10126552

>>10126540
Np.
>>10126547
Don't worry I'm sure your fine. The only real difference is again it makes texture alignment easier as far as selecting a face and autopainting geometry around it. Even then, it's not too big a deal.

>> No.10126562

>>10126525
dumptruck's stuff is fine.
the only (arguably) garbage info is in the advanced curves guide (with Bal narrating). it really overstates the importance of staying on grid. instead of stretching stuff and locking/unlocking texture coordinates, you can really simply move the center and rotate stuff normally, with perfect coordinates. once every 50k brushes you might get a collision issue or a missing triangle, then you simply snap to grid the problem spot.

>> No.10126564 [DELETED] 

>>10126545
I don't speak south-of-the-border, does it have muzzle flashes?

>> No.10126567
File: 56 KB, 600x600, 1588185075201.jpg [View same] [iqdb] [saucenao] [google]
10126567

>weekend
why can't i hold all these wads?

>> No.10126571

>>10126545
Looks kinda neat actually.

>> No.10126589

>>10126486
Fun little map, just a few things stuck out to me after a playthrough on normal:
>Floyd that spawns at the bottom of spiral stairs seems stuck
>exit signs are backwards
>armor shard and health vial drops from enemies are a bit excessive... I thought I had the Scavenger's Rumbler modifier on
>ammo respawns might also be a bit much
Otherwise not too bad. Thanks anon!
>>10126489
rekkre1m1 and cqr have been up on the mega for months : /
>>10126493
Looks like I forgot to remove a test print after adjusting AI strafing. It'll be gone next time I update the progs.
>>10126525
His videos are adequate, but you may want to look into Half Life and Quake 3 mapping tutorials for extra tips. Making your maps Quake 3 style - using SKIP on all unseen surfaces and having most of your map be func_detail - can really help if you're making large, complicated levels. There's also plenty to learn about terrain from other brush-based games.

>> No.10126593
File: 1023 KB, 1779x1080, qbj.png [View same] [iqdb] [saucenao] [google]
10126593

playing through brutal jam at the moment, I like the concrete theme and a lot of levels have this cool abstract look to them.
That said a lot of levels so far have just been shit. I assume this jam had a bunch of beginner mappers because some seem to be their first maps almost; bad architecture, too focused on real world locations, covering the floor in shit so I'm constantly bumping into shit, etc.
I'm probably being unfair but coming off Arcane Dimensions and Alkaline this jam is very inconsistent quality wise.
Also it's a nitpick but the jam not keeping track of maps I've beaten is a bit annoying.

>> No.10126618

>>10126567
that's not The Weeknd

>> No.10126642

>>10126395
looking good
dont forget to submit it to the github huds thread when done

>> No.10126657
File: 3.19 MB, 888x500, 1686850167496985.webm [View same] [iqdb] [saucenao] [google]
10126657

>>10125648
if its wrong then why does it feel right

>> No.10126660

>>10126401
>>10126414
>>10126439
thank you, I was afraid It would be criticized for not being that readable

my general goals are:
- being feasible in both SBARINFO and NUGHUD,
- having a doom64-inspired layout (with a bit of quake spruced in)
- keeping the ammo Tally on display, just like with the stock statusbar
- avoiding using custom assets, so the look od the hud would always be coherent with the pwad being played

>> No.10126680

>>10126657
oh i forgot bloom is way too high in this clip, but thats my bad

>> No.10126684
File: 635 KB, 1920x1080, swimming with style.webm [View same] [iqdb] [saucenao] [google]
10126684

>> No.10126697

>>10126684
WHY'RE YOU JUST STANDING THERE CAN'T YOU SEE HE NEEDS YOUR HELP

>> No.10126720

>>10126697
i'm waiting for a gremlin or a shambler to help him out. social media will love it

>> No.10126741

>>10126589
https://files.catbox.moe/srzaiz.rar

>exit signs are backwards
kek, fixed it

I changed the drop items from 6 to 5
I moved the automaton/floyd and from testing he seems able to move now.
Cells don't respawn anymore but I added two more boxes.
Added two more ogres and another enforcer.

By the way, I think I found a bug. Burning a centroid/scourge to death seems to make its ashes make noises that they should not.

Anyway you're welcome and thanks for having me.

By the way, is the anon that was going to make a meele map here?

>> No.10126746

>>10126589
And I forgot to ask, when the update comes will I need to recompile the map?

>> No.10126759
File: 875 KB, 1920x1080, asynchronized simming.webm [View same] [iqdb] [saucenao] [google]
10126759

>>10126697
>>10126720
well that didn't work out

>> No.10126791

>>10126545
>Same scheme as when Q1R came out
Hell yeah, baybee, looks like my weekend is going to be booked.

>> No.10126794

>>10126741
Baste.
>Burning a centroid/scourge to death seems to make its ashes make noises that they should not.
Ah, I think they use a separate entity for their movement noises. It's probably not removed on incineration and therefore keeps making sounds. I'll have a look.
>>10126746
Nope, should be fine.

>> No.10126823
File: 101 KB, 1280x720, Dinosaur.jpg [View same] [iqdb] [saucenao] [google]
10126823

For some reason, I believe dinosaurs enemies wouldn't work well in Doom, or any other classic FPS. They're too big and long, and that kind of stuff looks weird as a 2D sprite in a 3D world.
Any mods to prove me wrong?

>> No.10126832

>>10126823
Not a mod, but Turok: Dinosaur Hunter is a game from the nineties.

>> No.10126835

>>10126823
i mean, you could always use polygons or voxels with some ports?

>> No.10126838

>>10126823
https://www.youtube.com/watch?v=YXKIjK8E_ic
https://www.youtube.com/watch?v=hrGA7gT6ld4
First one is a monster pack, second one is a TC.

>> No.10126841

>>10126545
google translate
>We can already confirm the name of the game which will simply be called Quake II , without adding the word 'Remastered' as we have seen in the GRAC evaluation. Some review documents even use the word 'Enhanced' rather than 'Remastered' to describe the nature of the game.
>We are also able to reveal the platforms where the game will be available. As with the enhanced version of Quake released in 2021, Quake II will be available on the following platforms: PC , PS5 , PS4 , Xbox One , Xbox Series X|S and Nintendo Switch . No bad surprise therefore for owners of old generation consoles.

>> No.10126847

>>10126593
>I'm probably being unfair but coming off Arcane Dimensions and Alkaline this jam is very inconsistent quality wise.
Yeah there’s one where the end is blatantly “this was my first quake map”. It was pretty damn good looking for one’s first Quake map though. I played a few levels, took a few screens, and was on my way playing other stuff.
It was also the mod that made me go “how easily can I port the enemy models/skins from Alkaline/other mods” with the answer “wow that’s it?”

>> No.10126848

>>10126832
That's a full 3D game, if I'm not wrong.
>>10126835
I'm afraid that would be the easiest solution.
>>10126838
To be honest, that doesn't look as jacky as I expected.

>> No.10126854

>>10126395
I feel with this level of minimalism there's no point in having sprites there at all other than the key icons. Assuming the stimpack and helmet icon don't indicate berserk or megaarmor status you could just remove those sprites completely and avoid cluttering the screen, and you could replace the ammo sprites with the per-type maximum for identification, with the added benefit of gauging backpack possession. Also, the order of the ammos in the original hud goes "bull/shel/rckt/cell" (it rhymes) so I'd switch the position of the rocket and cell icon.

>> No.10126861

>>10126848
>That's a full 3D game
Yes sorry, I should have figured you were talking about 2D.

>> No.10126890
File: 63 KB, 800x799, 1987980692.jpg [View same] [iqdb] [saucenao] [google]
10126890

https://www.youtube.com/watch?v=p7Dz0gUOCx0

are there some good unofficial content for Quake aside from X-Men, Shrak and Malice?
picrel unrelated

>> No.10126912

>>10126890
If you mean the official sort of unofficial there is Abyss of the Pandemonium. Many people don't like it but I think it's ok.
There is also Rise of the Phoenix, but that is not official.

>> No.10126916

>>10126890
You mean commercially sold stuff? Malice is as good as it got.
Shame there's seemingly only a whole 1 (one) custom map for it out there.

>> No.10126923

>>10126912
Oh yeah forgot about Abyss. i have it installed and the little i played seemed good

>> No.10126925

>>10126890
Abyss of Pandemonium.
>Dark Hour
I remember renaming glquake as quake.exe to trick the launcher into starting it as a kid and feeling smart when it worked.
Not that it was worth it.

>> No.10126956

>>10126684
>>>/wsg/5212664

>> No.10126975
File: 3 KB, 159x159, shraa.jpg [View same] [iqdb] [saucenao] [google]
10126975

>>10126956
lmao

>> No.10126981
File: 28 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]
10126981

>>10126956

>> No.10126992

>>10126890
Aftershock and Q!Zone. Not that they would be good though. I just have complicated relationship to them, because I played them as a kid and have some fond memories. I still think Slicer is quite fun weapon and would love to see it in some mods.

>> No.10127043
File: 361 KB, 3840x2160, Q! predicted this.jpg [View same] [iqdb] [saucenao] [google]
10127043

>>10126992
Q!Zone seems to be the roughest of the two but the new content is fun

>> No.10127159

FNF server is up early. Trying Cybercrime again because we didn't get much of a showing last time. Password is zettazepto again because I forgot to change it from the config.

>> No.10127172

>>10126450
You're gonna stare at a Christmas tree whenever you get keys anyway.

>> No.10127234
File: 200 KB, 628x1037, 1633287950939.png [View same] [iqdb] [saucenao] [google]
10127234

>want to make map
>open editor
>don't know what i actually want to make
>stare at editor for hours
>close editor
anyone else?

>> No.10127243

>>10127234
Copy a map you like.

>> No.10127260
File: 123 KB, 720x540, 1680362744886728.gif [View same] [iqdb] [saucenao] [google]
10127260

>>10127159

>> No.10127269

>>10126642
hey! at first I wasn't sure it was you, but then I saw commit "ce23e5f" which implements what has been suggested here
>>10126480

>> No.10127271

AcidJazz is a garbage map

>> No.10127273
File: 676 KB, 2560x1440, crunchytears.png [View same] [iqdb] [saucenao] [google]
10127273

>>10122650
It's certainly a "look" that needs further adjusting, not my preferred look but still nice to dip in
>>10125397
lolo

If you're here ctomanon your new map is still good btw, though I wouldn't oppose a better pointer towards that room with the floyds

>> No.10127286

>>10127273
>that room with the floyds
Can you elaborate?

>> No.10127303
File: 3.93 MB, 640x360, ctomadfunhouse.webm [View same] [iqdb] [saucenao] [google]
10127303

>>10127286
Sure thing: I'm talking about this fun as fuck room
I just didn't immediately realize I could go to this room when it was unlocked.

>> No.10127312

>>10127303
Ok, I guess I will try to trigger a message from the drole. I should have done that in the first place but after seeing no message field in the drole's key values I was like wtf sock and left it at that.

>> No.10127321
File: 259 KB, 546x332, 1010.png [View same] [iqdb] [saucenao] [google]
10127321

>>10127312
Still several minutes quicker than my first time gg again

>> No.10127328

>>10127321
Actually that might be the worst part of mapping for me, you're building something for days and the level is over in 15 minutes.
No offense meant, it feels nice to go fast.

>> No.10127386
File: 389 KB, 3840x2160, ad_tears.jpg [View same] [iqdb] [saucenao] [google]
10127386

>>10127273
ironwail has 3 modes "raw" "balanced" and "subtle"
i use balanced because it's still got that thing with lighting that make textures interesting in motion but doesn't destroy skyboxes with too much banding.
and glad you like my edit hehe

>> No.10127424

>>10127303
>>10127321
https://files.catbox.moe/486vj7.rar

update for the arcane dimensions map. I have also changed the final fight to box the player in (except for easy). I was not too happy with it, I still am not. I guess shamblers still are AD's best minibosses despite all the new things.

>> No.10127438

>>10127234
Build random rooms and test the gameplay on them. Rinse and repeat. Also get your ass up and walk around, observe the world.

>>10126660
Noble goals, anon. It looks really good, hope you post the release soon.

>> No.10127479
File: 42 KB, 609x289, heard you like checks bro.jpg [View same] [iqdb] [saucenao] [google]
10127479

jesus fucking christ

>> No.10127546
File: 2.10 MB, 1280x2160, cotmcmcmt.png [View same] [iqdb] [saucenao] [google]
10127546

>>10127328
>Actually that might be the worst part of mapping for me, you're building something for days and the level is over in 15 minutes.
I can get that (think of the millions that can go into a 2 hour movie) but first time was like 16 minutes with some deaths and limited saves, this time was just a couple deaths as well, and >>10127424 gives me an excuse to try it again so I'm getting some mileage here.

>> No.10127598
File: 670 KB, 800x600, tnt.png [View same] [iqdb] [saucenao] [google]
10127598

Playing Evilution for the first time. Are its maps considered easy to get lost in? Or am I just bad?

>> No.10127607

>>10125648
>>10125526
iirc medikits are used automatically on the easier skills

>> No.10127619
File: 103 KB, 650x448, hall-of-tortured-souls-screen1.png [View same] [iqdb] [saucenao] [google]
10127619

What if Hall of Tortured Souls wad?

>> No.10127625
File: 812 KB, 1920x1080, Huntnt.jpg [View same] [iqdb] [saucenao] [google]
10127625

>>10127598
It has some weird levels, some that are both better and worse than Doom 2.

>> No.10127626

>>10127598
TNT is a bit of a mishmash, some people like it, some don't. There's definitely some levels which I think you could get lost in pretty easily if you played them the first time.

>> No.10127664

>>10127619
Just saw a video about it and one of the developers left a comment, interesting story

https://www.youtube.com/watch?v=kK0M74E8PS4

>> No.10127670
File: 92 KB, 247x386, 1456632575599.png [View same] [iqdb] [saucenao] [google]
10127670

>>10127625
>brightmaps

>> No.10127710
File: 278 KB, 1920x1080, Hbnddp.jpg [View same] [iqdb] [saucenao] [google]
10127710

>>10127670
>cozy beeping lights
>humming computer panels

>> No.10127792

>>10122309
Doom 1, DOOM 2, Heretic and Hexen but in a format Lego in a vein similar to Lego Star Wars, including the weapons.

>> No.10127840
File: 535 KB, 1920x1080, 1691184086328418.png [View same] [iqdb] [saucenao] [google]
10127840

https://www.securitronlinux.com/farcry/rockcav.zip

Rate my new map for Freedom 2. This is mostly rocky hell. I think making maps for Prboom suits me better than Gzdoom.

>> No.10127842
File: 418 KB, 1920x1080, 1675514203617526.png [View same] [iqdb] [saucenao] [google]
10127842

>>10127840

>> No.10127847
File: 41 KB, 976x512, TNTR DSDA.png [View same] [iqdb] [saucenao] [google]
10127847

Tried running TNTR in DSDA, got this, wat do?

>> No.10127850

>>10127847
>wat do?
Run with TNT.wad instead

>> No.10127871

>>10127847
>gzdoom\dsda
Hmm...

>> No.10127902

>>10127847
delete system32

>> No.10127923

>>10127850
I, uh, don't know how to do that

>> No.10127961

>>10127847
>TNTR.wad seems to be incompatible with "DOOM 2: Hell on Earth".
Use TNT as the IWAD. You can do this by either dragging it alongside Revilution or typing -iwad tnt.wad in the command line (if that's how that works)

>> No.10128010

>>10127923
Get a program like DoomLauncher, add DSDA to it, add TNT.wad to it (as an iWAD), and then add TNTR.wad to it. Select TNTR.wad from the list of pwads, .pk3, .deh, etc which you may or may not have added.
Very handy program, you can create tags to categorize stuff, and you can also add multiple sourceports to it. Has some built in CRT shaders in it too, if you like that stuff.

>> No.10128064

Was there ever another pastebin in one of these threads that had Postal 2 in it? I vaguely remember there being a download for that game in one of the links of an old thread here. Am I retard or did I rember correctly?

>> No.10128242

>>10128010
Alternatively, you can use notepad.
1. Make sure TNT.wad and TNTR.wad are in the sourceport's directory
2. Make a notepad file
3. In it, write "dsda-doom.exe -iwad TNT.wad -file TNTR.wad"
4. "Save it as", on 'types' select "All Files", name it anything you want, but put a .bat at the end.
Run it and it should work.
It's probably possible to tell the program if the iwad and pwad are in different directories and forward it to them, making it so you don't have to put all the files within the sourceport's folder, but I'm not savvy enough about command-lines to know how to do that.

>> No.10128275

For me? It's ZDL.

>> No.10128285

>>10128242
>It's probably possible to tell the program if the iwad and pwad are in different directories and forward it to them
you can just specify the complete path to the file. if they're in the same path you could also set a variable in the script to to save you some typing
ex:
SET WADDIR = "C:\Path\To\Wads"
dsda-doom.exe -iwad %WADDIR%\TNT.wad -file %WADDIR%\TNTR.wad

if dsda's option handling is anything like gzdoom's, it should find the iwad without the complete path so long as its configured to search the directory its in.

>> No.10128302

>>10128285
>it should find the iwad
I misspoke, this is true of pwads as well.

>> No.10128345

>>10127386
i like vkquake more but ironwail is 2nd

>> No.10128361

>>10128345
i originally did too but i moved over to ironwail because vk has been abandoned.
had a weird bug in ad_tears and elevator oddities in ter shibe

>> No.10128364

>>10128361
>elevator oddities
Turn off vsync, raise your maxfps to 144 or higher.

>> No.10128367
File: 607 KB, 1920x1200, nugg0000.png [View same] [iqdb] [saucenao] [google]
10128367

>>10126395
>>10127438
kind words, thank you
ultimately though I decided to not go through with this, since it becomes an unreadable mess when playing a heavily customized pwad (picrel is DBP42)

I'll share it as-is anyways -on dw and on nugget's github- in case anyone would want to try/edit it

>> No.10128371

>>10128367
F

>> No.10128372

What wads does WadSmoosh recognize?

>> No.10128442

>>10123135

shantae map anon here; played a lot of maps (on gzdoom, got up to the start of map16: shanalotte)- here's some feedback:
- map09 (Purgatori Reborn) has a few missing textures (pictured)
- map12 (Hope for Tyranny) REALLY needs adjusting for skill levels, it is a big smack-in-the-face spike in difficulty for HMP and HNTR. the ambush in the southeast part of the map especially (with the revenants, archviles and some crushers). it is possible to run for the invuln then turn around to face all the monsters, but for first-timers or just trying take it head on is most likely a guaranteed death. for difficulties other than UV, maybe an extra blue armor in that area would be nice since at that point your armor's likely gone. the 3 key door leading to the BFG seems meh since you would've cleared out the encounters that really needed it by the time you reached it.
difficulty aside, the map looks really nice. i wish i could have this level of detail in my maps lol.
- map14 (Can I Slither In?) is a fun and cool map. i really love the level alteration happening in it.

>> No.10128447
File: 57 KB, 679x859, 1689903585597392.jpg [View same] [iqdb] [saucenao] [google]
10128447

>>10128442
>(pictured)

>> No.10128448
File: 531 KB, 909x430, doom waifu 3.png [View same] [iqdb] [saucenao] [google]
10128448

>>10128442
forgot pic, sorry

>> No.10128449

>>10128448
yeah, I'm utterly dumb as shit when it comes to texture editing so I gotta download chocolate doom and figure out how to parse the custom textures.

>> No.10128450

can someone explain something to me? i found a doom_complete.pk3 on archive.org that is 41MB and it doesn't even have all the stuff the one in the sticky thread links does and the /vr/ one is 19MB. how is that possible? what are the differences?

>> No.10128454

>>10128447
seeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeex

>> No.10128458 [SPOILER] 
File: 300 KB, 300x300, baa.gif [View same] [iqdb] [saucenao] [google]
10128458

>>10128454

>> No.10128462

>>10128458
I don't think I quite deserved that.

>> No.10128464 [SPOILER] 
File: 57 KB, 346x482, 14d.jpg [View same] [iqdb] [saucenao] [google]
10128464

>>10128462
sorry

>> No.10128467

>>10128450
the one in quickstart torrent is 40MB, dated 2017
never used any of them, so idk what to tell you

>> No.10128471

>>10128464
Don't worry it's just a flesh wound.

>> No.10128481
File: 118 KB, 960x628, file.png [View same] [iqdb] [saucenao] [google]
10128481

Well Chocolate Doom won't even load up with OTEX loaded so I'm not even going to waste my time seeing if my textures are now boom compatable. What sourceport is this
>>10128448

>> No.10128482

>>10128467
yes, referring to that one and yet this one here https://mega.nz/folder/GtEQTISJ#CCJGyPEEEsZasc1PMXicUA/folder/71V0kCoQ is the most complete and it's half the size, no idea why

>> No.10128483 [DELETED] 

Someone posted about that Half Life port in FTE or Zircon or something but I lost the link, does anyone have it?

>> No.10128489

>>10128481
>What sourceport is this
PrBoom+

>> No.10128492

>>10128489
sigh it has to be github doesn't it. well let me remember how to get anything off this godforsaken website

>> No.10128507
File: 6 KB, 641x510, file.png [View same] [iqdb] [saucenao] [google]
10128507

????

>> No.10128509

>>10128507
maybe the custom textures for purgatori have to be converted into the doom gfx palette? like through slade's "Convert to"?

>> No.10128516

>>10128509
No, I converted to doom palette and adjusted the sizes to powers of 2. I followed the process in Doomkid's youtube using Slade, and it loads fine in Zandronum but crashes in prboom+.

>> No.10128517

>>10128516
huh. i get that error whenever my textures were in PNG instead so not sure what else it could be

>> No.10128521
File: 319 KB, 600x446, 1691005982448343.jpg [View same] [iqdb] [saucenao] [google]
10128521

>>10128364
too late

>> No.10128545

>>10128364
>>10128521
the only thing i'm missing are the special particles and smoke sprites of AD and such.
if Spasm Spiked supported the "8bit" mode i would use that a bit more...

>> No.10128548

>>10128545
Spiked has been abandoned too just unofficially. Spike works on other things now, but he hangs around the Quake mapping discord a lot.

>> No.10128550

Whoever said that quoffee gets bullshit was right. The fourth episode was often terrible.

>> No.10128551
File: 12 KB, 212x202, MFW.png [View same] [iqdb] [saucenao] [google]
10128551

>>10128548
>Spiked has been abandoned too just unofficially
>Spiked has been abandoned too just unofficially

>> No.10128557
File: 628 KB, 1920x1080, 1675053270944281.png [View same] [iqdb] [saucenao] [google]
10128557

>>10128481
>>10128507
for what its worth I (new anon) can run the >>10123135 version of your map fine on prboom+ and dsda, tested both

>> No.10128559
File: 131 KB, 1024x1408, scrap118_a.jpg [View same] [iqdb] [saucenao] [google]
10128559

https://files.catbox.moe/baxzr7.wad
https://files.catbox.moe/1ane46.wad

Packaged up map and two resized graphics patches, now I can't even zip them up because windows is shitting the bed and I need to sleep. I hope the project lead can figure this out. I think it's just formatting errors?

>> No.10128595

>>10128559
>>10122320

>> No.10128629

>>10128559
Does it show properly on prboom now?

>> No.10128649

>>10123135
the music on MAP05: A Daring!! Escape doesn't loop on Crispy or Nugget, but it does on GZDoom.
Not sure if this isn't designed for the aforementioned sourceports or if this issue has been already reported

>> No.10128652

>>10128649
why does doom have so many sourceports dont you doomheads get sick of targeting one or the other

>> No.10128656 [SPOILER] 

>>10128442
>map12 (Hope for Tyranny) REALLY needs adjusting for skill levels
I asked someone to take care of that while I'm unable to (no computer). I'll hafta poke him and see what's up, but I'll pass along year suggestions, so thank you for that. Also, thanks for the feedback! I agree about the BFG going to waste, but I'm sadly not sure I can do anything about that. Gomen'ne.

>> No.10128663

>>10128367
You can just include graphics in the hud's wad.

>> No.10128670

>>10123093
>he doesn't have a homemade python gui program created just to launch doom
NGMI.

>> No.10128671
File: 41 KB, 961x294, doom waifu 4.jpg [View same] [iqdb] [saucenao] [google]
10128671

>>10128559
>>10128629
nope, playing on prboom prints the same "exiting on signal: signal 11" error; DSDA doom shows these errors (pictured)
loaded OTEX, baxzr7 then 1ane46 in that order.

>> No.10128676
File: 106 KB, 1024x1216, scrap166_a.jpg [View same] [iqdb] [saucenao] [google]
10128676

I wish I could figure the issue out but I'm fairly certain its some kind of formatting error that I can't look up at the moment... weird stuff. Anyway I should sleep.

>> No.10128686

>>10128345
Same boat though I still need to finish Mjolnir. Also out of the box Ironwail gives me a weird stuttering issue.

>> No.10128689

>>10128483
Bumping the question!

>> No.10128713

>>10128671
>>10128676
made a fixed wad with the 2 purgatori textures: https://files.catbox.moe/yk3rih.wad

load OTEX, yk3rih (the link), then 1ane46 in that order. it works for me. gonna head off too.

>> No.10128762

>>10128663
yeah but that would force eg.doom's ammo sprites on a barone/chex inspired pwad.. they would look out of place

a hud where I've dome that Is already available, look up for "NUGHUD minimal"

come to think of it, I think I'll release an update for it soon.. I need to catch up with the most recent features made available

>> No.10128767

>>10128762
>barone
i meant bstone

>> No.10128784

>>10128762
Make the heart change color when you have Berserk.

>> No.10128786

>>10124145
I was gonna edit the Unreal flyby to have the nailgun standing in its place, but apparently deleting the castle really messes with the waypoints for the camera and I don't know anything about fixing that.

>> No.10128789

>>10128483
>>10128689
Found it!
https://github.com/eukara/freehl
And the author's youtube.
https://www.youtube.com/watch?v=BHL4kDNS5zw
Really impressive stuff.

>> No.10128818

>>10128789
Nice! Thank you!

>> No.10128823

>>10128784
currently a red cross is displayed in place of the ammo counter when fists or chainsaw are equipped

if that's not enough, I'll see what the engine would let me do

>> No.10128828
File: 944 KB, 1917x2160, 1689455728346.png [View same] [iqdb] [saucenao] [google]
10128828

>>10128823
Nugget recently added support to highlight the arms number 1 when Berserk has been picked up. I use it on my own HUD to make the background of Doomguy's portrait red.

>> No.10128830
File: 55 KB, 664x659, 1691121391117628.jpg [View same] [iqdb] [saucenao] [google]
10128830

>Japanese community project on Ultra violence + smooth Doom

Good megawad. First ten maps were great. I loved all the attention to details. The maps were clearly made with a pistol start in mind, to the point that I felt I somewhat ruined th experience for myself by not making it so, but I still enjoyed it nonetheless. I'm not a good doom player or anything, but I'm a veteran and this megawad was on the easy side. You're still duking it out with cyberdemons and stuff but you got plenty of ammo health and ways to protect yourself.

there was a map in there that was just purely designed to piss you the fuck off. Map 26 the embodiment of maliciousness. Really annoying. Didn't enjoy it at all.

Map 25 Cakravartin's miscalculation wax my favorite. Just really fun to play and go through and really pretty.

>> No.10128834

>>10128786
kek.
i wish i could help you but i'm a brainlet

>> No.10128845
File: 929 KB, 1150x877, TER SHIBE PLS.png [View same] [iqdb] [saucenao] [google]
10128845

it was a great map.
what would you guyz recommend that's similar?

>> No.10128847

>>10128845
Warspasm map WarpB

>> No.10128871
File: 387 KB, 1600x837, tyrants torment.png [View same] [iqdb] [saucenao] [google]
10128871

>actually decent ammo reserves
>weapon animations don`t have the model just slowly slide around the screen for like half an inch
finally

>> No.10128908
File: 2.21 MB, 3408x1920, hud.png [View same] [iqdb] [saucenao] [google]
10128908

>>10126395
well, here's my variation on it: https://files.catbox.moe/iqojgv.wad
armor and health icons change with berserk and ammo types (requires building current version from source to see the armor icon).
doesn't break with custom sprites (Ad Mortem) or custom HUDs (400min), and the full status bar remains functional.
but doesn't use their custom tall digits either, because Nugget requires the full replacement font to hide the percent sign.

>> No.10128939 [DELETED] 

why has this board been shitting out consolecuck threads as of recent?

>> No.10128946 [DELETED] 

>>10128939
wdym?

>> No.10128949 [DELETED] 

>>10128939
It's just shitposters. I wouldn't concern myself with those threads and just filter them out. Complaining here is just bringing the problem to this thread.

>> No.10128969

>>10128847
thanks

>> No.10129040

>>10128830
good job anon!

>> No.10129057

>>10128786
>apparently deleting the castle really messes with the waypoints for the camera
Its been a while since I played with the UE editor, but it might has to do with triggering the nalis walk cycle or something. Otherwise I dunno why that would be.

>> No.10129080

>>10123695
No. Deal with it.

>> No.10129094

>>10128550
I'm playing through quoffee2 and that spawn level that an anon was discussing a couple weeks ago is so painful.

>> No.10129160 [DELETED] 
File: 1.46 MB, 500x558, 1660750469362036.gif [View same] [iqdb] [saucenao] [google]
10129160

>>10128939
i only use this thread

>> No.10129180
File: 2.47 MB, 1920x1080, 1688796696812.png [View same] [iqdb] [saucenao] [google]
10129180

>>10129094
What another one? I don't get it what's so hard about it

>> No.10129194
File: 3.90 MB, 640x360, ghostromorph.webm [View same] [iqdb] [saucenao] [google]
10129194

>having fun with monster mod
>can't find documentation on monster types
>start thinking about prying the mod open to see what's inside
>a moment after that thought, this basic bitch zombie turns into a nightmare
I don't want to spoil any more surprises because this was amazing
>>10128847
>Quoth-based juggernaut of a mod
Fuck yeah
>>10129180
>I don't get it what's so hard about it
Not everyone is good at spawnfu
I also shouldn't talk shit because I haven't played the level so what's the map name from quof2?

>> No.10129202

>>10129194
Project Malice or something right?
>I also shouldn't talk shit because I haven't played the level so what's the map name from quof2?
e3m19

>> No.10129231
File: 995 KB, 1280x720, fenn.png [View same] [iqdb] [saucenao] [google]
10129231

>>10129202
>Project Malice or something right?
Yeah it's cute, but it works best around "horror" or similarly toned levels.
>e3m19
lmfao this was hilarious and adorable. Where are the rest of these little buggers?

>> No.10129236

>>10129231
There's a secret in the white void when you climb on some ledges that leads to a superhealth pack. You grab it, ten spawn around you.

>> No.10129242

>>10129180
>what's so hard about it
Maybe i'm just bad, but having 15+ spawns lunge at you in close quarters, or 25+ if you run out into the open area, seems almost random whether i'll nail any before being slapped to death or blowing 3 up in my face. Not seeing any strategy here other than strafe haphazardly and spin.

>> No.10129252
File: 3.87 MB, 640x360, qf2spawncar.webm [View same] [iqdb] [saucenao] [google]
10129252

>>10129236
Ah there they are, come on out guys

>> No.10129261
File: 58 KB, 640x480, 1643501813960.jpg [View same] [iqdb] [saucenao] [google]
10129261

>>10129160
I realize that this thread and the occasional "weird controller" thread are the only reasons I come on /vr/.

>> No.10129270

Nobody really cares about rise of the triad huh? To be fair, I really didn't either, I played it a bit back in the day and kinda dismissed it as a weird and whacky doom clone (it's not a doom clone I know) but I gotta say that this thing is pretty darn fun on my steam dick.

>> No.10129272

More info on Q2R
https://www.thenexthint.com/the-infamous-quakecon-event-is-all-set-to-debut-quake-ii-remaster/

>> No.10129283

>>10129272
Looks shit from that one screenshot. Plus q2 sp is not good. Can we play MP with the remaster? Then again, q2 without your own custom pak9 is no good

>> No.10129286

>>10129283
>Looks shit from that one screenshot
Because that's the Q2 RTX screenshot
>Can we play MP with the remaster?
Why wouldn't you be able to?

>> No.10129287

>>10129283
From what is gathered they remade the entire single player as they did wit Q1R
Also
>q2sp is bad
Back to school with you

>> No.10129295

>>10129283
Quake2 has better singleplayer than Q1, the only annoying thing is the weapon switching.

>> No.10129296
File: 399 KB, 1201x916, adTears.png [View same] [iqdb] [saucenao] [google]
10129296

WHERE IS THE LAST MARK AAAAAGH
Also trying out ironwail's 8-bit mode. It seems okay but it feels like I have cellophane taped to my face a bit.

>> No.10129297

>>10129270
It's a very unprofound game in a lot of ways. It's kinda like Wolf3D in a post-Doom world, except not quite as embarrassingly outclassed.

>> No.10129305
File: 3.78 MB, 540x412, rottmp5actionbaby.webm [View same] [iqdb] [saucenao] [google]
10129305

>>10129270
My biggest issue is the MP5 after deep diving into some Wolf3D: It's like everyone has at least double the health of those SS troopers so it's way less satisfying. The explosives are great and I like the new mugs so much I'm likely to extract them for personal use.
>>10129296
>WHERE IS THE LAST MARK AAAAAGH
Oh lord and we don't even know which ones you already have.

>> No.10129307

>>10129272
>Talking about the history of Quack II, it was introduced in 1997.
Disregarding that, is this written by some AI ? It doesn't make any sense towards the end.

>> No.10129308

>>10129307
if anything this was translated off that french link i posted yesterday.
in any case, ts and jehar knows something, they are very quiet.
even sonic mayhem is trying to spill nothing.
Also sandy is behaving strangely of late.

>> No.10129368
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
10129368

I apologize for what is probably going to be a pretty retarded couple of questions, but:
1. How hard would it be to map/mod for FTE for someone who has no prior experience with Quake in this regard? Like, we're talking about a "I never did this before, but have these cool ideas I'm passionate about" type of person.
2. Similar to the first question, but instead it's a beginner gamedev who only really started to deal with the likes of Unreal Engine 4.
3. Since FTE is a Frankenstein's Monster, would it be possible (at least in theory) to, let's say, bring in Quake 2's enemies into the original Quake on it?

>>10129270
>Nobody really cares about rise of the triad huh?
Well... I'm still not sure if I would actually play it, actually. While I appreciate the kind of weird RotT is, the gameplay doesn't exactly click with me all that much.
>>10129308
>even sonic mayhem is trying to spill nothing.
Like, Sonic is trying to not tease a vinyl release of Quake 2's soundtrack that he was talking about earlier?
>Also sandy is behaving strangely of late.
How so?

>> No.10129382

>>10129368
i may not be surprised if there is a new quake game in the works and microsoft hired sandy into it while showing the game to carmack, hence why the lifting on his suspension made by zenimax lawyers, who are now out of office.

it is a pipe dream, but a quake game with sandy in it wouldn't be a far fetched idea.

>> No.10129383

>>10129368
>How hard would it be to map/mod for FTE for someone who has no prior experience with Quake in this regard?
I mean, it's still Quake so about as hard as doing it for Quake proper. You just have the ability to choose between the map formats of Quakes 1-3 + some more novelty ones from some Quake engine-based games. QuakeC is also expanded to the point of almost being full C.
>Similar to the first question, but instead it's a beginner gamedev who only really started to deal with the likes of Unreal Engine 4.
Uhh, I guess the biggest difference would be maps being BSP-based rather than mesh-based. I've never tried UE4.
>Since FTE is a Frankenstein's Monster, would it be possible (at least in theory) to, let's say, bring in Quake 2's enemies into the original Quake on it?
I'm like 90% sure this has already been done to some extent with regular QuakeC, so yes.

>> No.10129384

>>10129368
>Since FTE is a Frankenstein's Monster, would it be possible (at least in theory) to, let's say, bring in Quake 2's enemies into the original Quake on it?
I don't know much but Alkaline isn't tied to any port in particular and it ported 2's mutant into the mod with nearly one-to-one behavior.

>> No.10129393

>>10129270
I love ROTT, but:
1) No one here cares about anything, but Doom and Quake 1, occasionally big 3 Build games and Quake 2
2) Re-release is kinda questionable, like all of the Night Dive ones

>> No.10129430
File: 308 KB, 2556x1440, nugg0001.png [View same] [iqdb] [saucenao] [google]
10129430

>> No.10129436

>>10129430
That's an interesting place to take blursphere to.

>> No.10129446

>>10129305
Do you know where all the secret ones are?
I could try documenting the ones I got but I forget which ones where secret

>> No.10129452

>>10129368
I'm in a similar boat to you but I haven't started yet.
>Since FTE is a Frankenstein's Monster, would it be possible (at least in theory) to, let's say, bring in Quake 2's enemies into the original Quake on it?
https://github.com/id-Software/Quake-2
This next link is where all the enemies and items are:
https://github.com/id-Software/Quake-2/tree/master/game
As anon said, Alkaline has the mutant from Quake 2, so it's definitely possible. But how you'll just have to finagle how on your own.
This other link is a tool for making UIs in FTE:
https://github.com/shpuld/sui-qc
Lastly, there's Nuclide,
https://github.com/VeraVisions/nuclide
an engine built on FTE. It has documentation to work with it, and I'm pretty sure FTE doesn't really have any documentation so that's worth considering.

My advice to you, as with learning to do anything, is make something small. See if you can do it, and if it spurs you on to more. You want to bring some of Quake 2's enemies to FTE right? Pick a monster, get him into a Quake 1 map of a single floor inside a box. If you can do that, and it was enjoyable enough, then keep going with it and build your idea bit by bit. The hardest part is going to be learning to modeling the shit you want, like guns and whatnot, that's where I'm at and fuck it sucks. I'm not a coding kind of guy so I think I'm just gonna go with UE5 to be quite desu.

>> No.10129475

>>10129286
Based hope i run into old school uk q2 players

>> No.10129495
File: 23 KB, 199x156, sven.gif [View same] [iqdb] [saucenao] [google]
10129495

>> No.10129502

>>10129495
_ ____ __ ____ that cat

>> No.10129532
File: 1.09 MB, 1280x720, backtele.png [View same] [iqdb] [saucenao] [google]
10129532

>>10129446
>Do you know where all the secret ones are?
Not from memory, and I'm pretty sure I still searched online for the ones I missed.
Right now I can only advise not to miss out on this rear secret teleporter once it activates.

>> No.10129553

Thoughts on Duke Nukem Blast Radius?

>> No.10129561
File: 398 KB, 1494x933, ATLAST.png [View same] [iqdb] [saucenao] [google]
10129561

>>10129532
You beautiful bastard

>> No.10129567

>>10129561
>r_scale
I'll admit it looks nice but for too long my eyes don't like it.

>> No.10129569
File: 325 KB, 715x576, 1689123321351095.png [View same] [iqdb] [saucenao] [google]
10129569

>>10129561
Haha kickass anon

>> No.10129576
File: 520 KB, 1325x1004, adTears3.png [View same] [iqdb] [saucenao] [google]
10129576

>>10129569
I celebrated too soon, at this point I have genuinely no idea where to look, short of shooting/axe striking every wall.
The last couple of secrets must just be the mark and whatever is in the water because I don't think there's anything in the arena at the end

>> No.10129593 [DELETED] 
File: 68 KB, 750x764, excuse me.jpg [View same] [iqdb] [saucenao] [google]
10129593

are there any bd monster packs with universal blast damage immunity to the weak spots?

>> No.10129594 [DELETED] 
File: 264 KB, 600x500, 1676438915077945.png [View same] [iqdb] [saucenao] [google]
10129594

>I live...AGAIN.

>> No.10129597 [DELETED] 

Sorry about asking this again but is the anon that said he's going to make a melee map for Violent Rumble 2 here?

>> No.10129598 [DELETED] 
File: 237 KB, 1052x965, hbgtfghbjnhgyhj.png [View same] [iqdb] [saucenao] [google]
10129598

>> No.10129601 [DELETED] 
File: 83 KB, 523x396, caco tears.jpg [View same] [iqdb] [saucenao] [google]
10129601

I THOUGHT YOU WERE GONE FOR GOOD THIS TIME!!!

>> No.10129609

>>10129601
If only

>> No.10129613
File: 11 KB, 600x250, 1678202583928007.jpg [View same] [iqdb] [saucenao] [google]
10129613

>>10129502

>> No.10129615
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10129615

I AM VERY LATE TO THIS BUT IT'S STILL SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit while there's still time!

>> No.10129631
File: 614 KB, 1912x922, It's weird, but kinda comfy.png [View same] [iqdb] [saucenao] [google]
10129631

>>10129615
Working on a small dev diary while familiarizing myself with Kdenlive. Nothing you boys haven't seen already but this is for everyone else.

>> No.10129632

>>10129495
>>10129502
I want to pet that cat.

>> No.10129636
File: 992 KB, 1858x1057, Screenshot_Doom_20230805_154643.png [View same] [iqdb] [saucenao] [google]
10129636

something something saturday
It shoots, it has a 2 stage reload
punishing the player for trying to hold down a button to guarantee the reload cancel didn't even require zscript-only features. With one extra weapon ready frame before the cancel window, you get booted to the dry fire state, do not pass go, and do not collect 200 dollars. A bit harsh but it's what naku-naru did and it works
still need to make a hud element that shows what's happening with the current clip, everything else can use a classic status bar because I personally play with it on
dynamic lights on every entity in the trail looks cool but might kill performance
>>10129615

>> No.10129665
File: 232 KB, 1322x1122, NIGGA STOLE MY HOVER DISK.jpg [View same] [iqdb] [saucenao] [google]
10129665

>>10129615
>WHAT THE FUCK HAVE YOU BEEN WORKING ON?
Probably a mistake.

>> No.10129669

>>10129665
>rideable hover disc
That's fucking cool.

>> No.10129681

>>10129665
You sure love QC huh. Good luck

>> No.10129698

>>10129669
>That's fucking cool.
It will be if I can get it to stop rocketing the player through the ceiling.
>>10129681
>You sure love QC huh.
Gotta do something while procrastinating on my 90% done map that takes 30 minutes to compile.

>> No.10129708

>>10129576
you can come back later there's an other one in the arena and one from the back of its slipggate...

>> No.10129710

>>10129698
>30 minutes to compile
That's why you make everything a func

Can I ask for a favor? Could you add hell ambient noises from Doom 3 to the mod? Or if it's legally finicky, some demonic atmosphere from anywhere.

>> No.10129715
File: 7 KB, 628x504, innosoy.png [View same] [iqdb] [saucenao] [google]
10129715

>>10129594
>there's no place like home

>> No.10129729
File: 3.60 MB, 2560x1440, shubswager_2023-08-06_00-25-26.png [View same] [iqdb] [saucenao] [google]
10129729

>>10129710
>That's why you make everything a func
Oh everything is. VIS is actually pretty fast because I've made everything as a func_detail with SKIP on unseen faces and structural boxes around distinct sections of the map.
Lighting just takes forever because I have several outside areas with bouncing sunlight and several large lava pools with surface lights. BSP also takes a long time due to terrain and lots of curves.
I know it could be a lot worse, but it's made working on the map fairly tedious.
>Could you add hell ambient noises from Doom 3 to the mod?
You can use whatever sounds you want as long as you submit them with your map. Progs Dump 3 integration adds various sound entities that precache the audio files themselves upon spawning so there's no need to precache them in QC manually.

>> No.10129732

>>10129729
That looks really nice.

>> No.10129746

>>10129729
°o°

>> No.10129864

Worst official Doom stock level?
My vote is for E3M2 Slough of Despair

>> No.10129957
File: 5 KB, 640x320, Infectious Smile.png [View same] [iqdb] [saucenao] [google]
10129957

>>10129615
It's Sunday now, but fuck it, have an unshaded WIP.
Night terrors coming soon to a racetrack near you.

>> No.10129965

>>10129864
This for me as well but not because it's bad, but because of how much I struggled with it when I started playing UV.

>> No.10130012
File: 18 KB, 489x235, berserkOFFON.png [View same] [iqdb] [saucenao] [google]
10130012

>>10128828
ok changed the way berserk works

>>10128762
a new release is up, implementing a bunch of tweaks/features that benefit from all nugget-doom 2.0 public features

>>10128828
yeah I've noticed ArmorIcon support has been added
I'm going to implement it when the next nugget public release will drop

>> No.10130014
File: 149 KB, 437x708, aaa~.png [View same] [iqdb] [saucenao] [google]
10130014

>>10123135
>>10122320
some blind runs of Fore/vr/ Alone (maps 01-14): https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg
first part is a bit rough since I accidentally set nugget to 8x and it was dipping below 30fps.

>> No.10130015

>>10129864
>>10129965
It's easy once you realize you need to hug the left wall and move forward until you finish the level.
If you watch any streamers who get up to that level, just tell them that and it's a cake walk

>> No.10130016

>>10130012
the third quote should have been >>10128908

>> No.10130036

In case someone missed, here's the place where all NUGHUDs are uploaded.
https://github.com/MrAlaux/Nugget-Doom/discussions/54

>> No.10130051
File: 108 KB, 560x620, TooMuchQuaffee.png [View same] [iqdb] [saucenao] [google]
10130051

>>10129576
>>10129382
>it is a pipe dream, but a quake game with sandy in it wouldn't be a far fetched idea.
I guess, but I thought there was something specific to it.
>>10129383
>You just have the ability to choose between the map formats of Quakes 1-3 + some more novelty ones from some Quake engine-based games. QuakeC is also expanded to the point of almost being full C.
Alright, I see. The map format thing sounds like it could make some things easier, but I assume that in reality that doesn't really mean shit.
>I'm like 90% sure this has already been done to some extent with regular QuakeC, so yes.
Really? I only know about the weapons, which is partially why I picked that example.
>>10129384
>I don't know much but Alkaline isn't tied to any port in particular and it ported 2's mutant into the mod with nearly one-to-one behavior.
Oh yeah, right! Totally forgot about this... or I played a version of Alkaline that didn't have them.
>>10129393
>No one here cares about anything, but Doom and Quake 1, occasionally big 3 Build games and Quake 2
Screw you, I care at least about Hexen and Marathon.
>Re-release is kinda questionable
How so? Genuinely curious.
>>10129452
>I'm in a similar boat to you but I haven't started yet.
It's just something I had in my mind for a while now. It likely would be long way off as I'm more likely to focus on something smaller and more accessible (or, hopefully, some IRL stuff), but also figured I might make some small steps by asking anons some stuff.
>My advice to you, as with learning to do anything, is make something small.
Definitely. I'm well-aware how first mods/episodes are vulnerable to feature creeping and such, so getting a reminder about that is great.
>You want to bring some of Quake 2's enemies to FTE right?
It does sound like a neat easter egg type of thing. As for FTE, I thought it could be a good focus for the thing instead of as many ports as possible.

Was supposed to reply early, but the thread was dying.

>> No.10130059

>>10117653
>>10117745
>We're currently working on v1.1 and beyond that may include...
>More multiplayer modes and maps
Nightdive & New Blood are actually doing it. lol
https://store.steampowered.com/news/app/1421490/view/3665419040600241225

>> No.10130068

>>10129864
I don't know why some people really hate that level so much.

>> No.10130087
File: 366 KB, 1536x1600, scrap168_a.jpg [View same] [iqdb] [saucenao] [google]
10130087

>>10129957
Jesus Christ there's no getting away from that. Classic enemy.

>> No.10130095

>>10130051
Also the enforcer from Quake 2 appears in The Bastion of the Underworld mod for Quake.

>> No.10130147

>>10130087
That one driving with his claw forward makes me want to try putting a bit more effort into the drift sprites than usual (when I get to them)
Love the art, even if that gas station is way too intact for how I play X-Com.

>> No.10130161

>>10130095
Noted. Thanks.

>> No.10130214

>>10130051
>Screw you, I care at least about Hexen and Marathon
Needless salt but there’s been less interest in those than even the Build games through these threads. For Hexen I’m more interested in how people are confusing it with Heretic these days, though it’s contrived level progression was an interesting experiment.

>> No.10130223

>>10129864
for me it's e1m1. also it's not a hangar but a nightclub. same for Doom 2's fist map. also a nightclub.
you wake up in your vomit after closure and you encouner the staff, the daylight is piercing through your sklull and everything looks so aggressive.
the bouncer takes you for an intruder and the drugs are still kicking so people look demonic and the world looks rough around the edges and somewhat abstract.
yes i hate e1m1 and its music is my least favorite from the game.

>> No.10130226

>>10129864
Basically everything after MAP05

>> No.10130229

>>10130012
>ArmorIcon support has been added
That must have been really recent.
While nice, it wouldn't really fit my HUD and I prefer colors anyway because the ammo clues me in to if I have a backpack or not.

>> No.10130265

>>10129283
>q2 sp is not good
where's my fucking bfg10k

>> No.10130276

>>10129864
Nirvana. Even Habitat is better.

>> No.10130289

>>10129864
Hell Keep is pretty bottom tier.

>> No.10130315

>>10129957
Chrysalis, my love

>> No.10130361

>>10130226
You don't like Tricks & Traps?

>>10129864
Factory. I enjoy most of Doom 2 up until that point, after which the fun just hits an absolute fucking halt and I stop to consider if I really want to play through this level to get to the later good parts.
Like, Circle Of Death is such a good time, and then the sheer fucking contrast just makes my world grey out.

>> No.10130376

>>10130014
Thanks for the vids, anon. It was a treat seeing you play through my map, and doubly sweet to see you approach fights differently than other anons did.
And thanks for the feedback and kind words. <3

>> No.10130380
File: 114 KB, 411x305, D4F7C245-96A7-49F4-A865-C94BEEBB9B55.jpg [View same] [iqdb] [saucenao] [google]
10130380

I’ve noticed my mood is considerably worse if I don’t get my doom fix. Like I need 45mins to an hour at least, or I get way more agitated.

The fuck, am I actually addicted?

>> No.10130386
File: 68 KB, 500x564, u5ywc66ges941-457234321.jpg [View same] [iqdb] [saucenao] [google]
10130386

>>10130380
it's over.

>> No.10130394

>>10130051
>Definitely. I'm well-aware how first mods/episodes are vulnerable to feature creeping and such, so getting a reminder about that is great.
NTA but if you're new to modding i'd recommend estimating what you think is achievable, and then cut it down and do 5%-10% of that scope.

>> No.10130408

>>10130380
what did you play last?

>> No.10130417

>>10130380
Babby's first doom wd

>> No.10130419

>>10130408
I’m working through Nostalgia by Myolden right now.

>> No.10130432

>>10130419
looks cool. will definitely be trying this

>> No.10130457
File: 537 KB, 320x240, doom-guy-nodding-kid-computer-thumbs-up-1407541825R-2184518904.gif [View same] [iqdb] [saucenao] [google]
10130457

>>10130419
tried the first map and a half and i like the pace

>> No.10130464

>>10130419
>search wad
>click doomwiki link
>see purple links to maps
>"huh, did I play it?"
>check completed wads folder
>it's there
well damn, I both played it and liked it enough to keep for a possible future revisit.

>> No.10130510

Guys i'm looking for this wad that rearranged doom 2 by extending the maps and moving the keys and items around. It wqas fcking awesome but i can not for the life of me find. Any time i get close it turns out to be a differant but similar concept of a wad. would appreciate any help doomchads

>> No.10130521

>>10130457
The big appeal for me is how quickly each map goes. Back to Saturn X caused some serious fatigue for me.

>> No.10130530

>>10130521
yeah i get it

>> No.10130542
File: 234 KB, 267x200, 116sg108.gif [View same] [iqdb] [saucenao] [google]
10130542

>>10130521
I can understand the length issues in addition to the "saminess" and yet
>played half of bsxe1 through HD
>gave up, tried it through vanilla
>completed that playthrough and two other modded playthroughs since then
>yet can't get into btsxe2 past the first five levels or so
I think I just really like the style of 1's bases and music

>> No.10130616
File: 26 KB, 503x346, doomintime.png [View same] [iqdb] [saucenao] [google]
10130616

Since I quit using ZDL and started using Doomrunner, Doomin' feels much easier. Just organized my folders yesterday and cleaned up old stuff too. Feels good, man.

>> No.10130746

What did you tell your level editor today? I just whispered to it
>You little shit, I pee on your mother

>> No.10130756

Would it be possible to drastically change attacks in vanilla Dehacked? I want to spruce cacos up a bit by giving them a stronger attack, but would it be possible to give them a spread of three fireballs?

>> No.10130757
File: 208 KB, 426x585, it&#039;s over.png [View same] [iqdb] [saucenao] [google]
10130757

>>10130746
nothing, i don't map

>> No.10130774

>>10130756
You'd need MBF21 at a minimum for custom attacks. Best you could do is change its projectile to a Mancubus attack. Bear in mind that if you want to add new codepointers (i.e. A_HeadAttack) you need to borrow from a frame that already has a codepointer attached, and there aren't that many to steal from in vanilla. Boom removes this limitation.

>> No.10130782

>>10130774
Thought so. Can I at least make them fire a succession of several fireballs?

>> No.10130784

>>10130394
>if you're new to modding i'd recommend estimating what you think is achievable, and then cut it down and do 5%-10% of that scope.
That's not a bad idea: going in one step at the time. Obviously I know what you mean exactly. There's still a high chance I would end up doing nothing (yet again), but at least I could get as close to the finish lane as possible.

>> No.10130796

>>10130757
Don't worry, you're not really missing out.

>> No.10130806

>>10130782
Yes, you can create arbitrary sequence of frames with various codepointers.

>> No.10130813

>>10130746
>What did you tell your level editor today?
I miss u bb ;_;

>> No.10130830

>>10128548
>Spiked has been abandoned too just unofficially
How do you know of this big hiatus?

>> No.10130836

>>10130796
maybe one day.
for now i'm content with playing and it's cool hanging out with people who make some of the stuff i play.
i tried doomworld but i'm too autistic for the name thing...

>> No.10130897
File: 2.30 MB, 768x400, new waifu.webm [View same] [iqdb] [saucenao] [google]
10130897

>>10123135
>>10130014
Fore/vr/ Alone, finished playing the rest of the maps
same link: https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg

>> No.10130970

>>10129270
The only good part of that game has always been the music.

>>10130051
>How so? Genuinely curious.
Not him but it's just ROTT TC for gzdoom with some extra stuff added, sold as a commercial product
Nobody really expected any different, i.e. fucking with original game's modified wolf3d engine. Nobody gets paid enough for that.

>> No.10130975
File: 1.55 MB, 1280x1440, hbd3comp.png [View same] [iqdb] [saucenao] [google]
10130975

I'm liking how much Hellbound is reminding me of Doom 3, Duke, and others. I also liked how I came across the dev affirming some of these inspirations by deciding to poke into its readme: there's flavor text for each level in addition to a quick snippet about its development.

>> No.10130990

>>10130970
>Not him but it's just ROTT TC for gzdoom with some extra stuff added, sold as a commercial product
Why lie about something that has a free demo anyone can check? It's a new port of the original game with a new episode. The GZDoom TC is included as well, that's not what's being sold though.

>> No.10131021

>>10130782
that's what rekkr does

>> No.10131060
File: 1.09 MB, 1366x768, AbyssOfPandemonium.png [View same] [iqdb] [saucenao] [google]
10131060

>> No.10131107
File: 479 KB, 3840x2160, shib3_drake_sun.jpg [View same] [iqdb] [saucenao] [google]
10131107

>> No.10131109

>>10130970
>it's just X with Y and Z and a bit of A and B and...
When does is move from just "just" into something more? It's not the most feature packed remake out there for sure but it's far from a cheap cashgrab in my opinion.
Also it's literally not gzdoom with some extra stuff added.

>> No.10131113

>>10131060
>later virgins

>> No.10131115

>>10131107
What do they eat?

>> No.10131116

>>10131115
droplets from dragons

>> No.10131117

>>10131060
I was very disappointed Legond didn't make it into Keep. It's not like anybody has copyright over AoP.

>> No.10131179
File: 21 KB, 1198x96, console_2023-08-05_16-59-16 - Copy.png [View same] [iqdb] [saucenao] [google]
10131179

VRanon, when you have an enemy with the inventory key set to 1, and he has no items in his bbox, you get this. Problem is I had no idea that was the problem since this gave me no real indication. Just something to be wary of.

>> No.10131180

>>10129296
Have you been traveling thru the big teleport gates from the wrong direction?

>> No.10131181

>>10131179
And to be specific this error kills the level so I was freaking out and thought I had to start all over.

>> No.10131184

>>10129495
Sexo con torre de sentinela!

>> No.10131187

>>10131179
>>10131181
Well that's not good. I'll have a look.

>> No.10131189

>>10130897
>MAP31 has 10x slower conveyor belts
That's probably because you're using a dev-build of Nugget Doom, because in the stable build they're the proper speed

>> No.10131213

>>10129665
Fucking radical.

>> No.10131290
File: 288 KB, 811x1080, Default_juice.jpg [View same] [iqdb] [saucenao] [google]
10131290

>>10131189
not that simple, it seems. I can't replicate it now, dev or stable. at least by warping to the map. but I've kept the save files (at the start and the exit sequence), and in save files it's slow - both in dev and in stable. https://files.catbox.moe/lb9iyd.7z

I'm a bit out of the loop: is nugdev lurking, or is someone in contact with the guy? or should I file a ticket all proper-like? (and are we sure it's the port's fault?)

>> No.10131294

>>10130970
>Not him but it's just ROTT TC for gzdoom with some extra stuff added, sold as a commercial product
What?.. Oh, okay. I get it. To you, Ludicrous Edition is primarily Return of the Triad (which is bundled in GZDoom) and an actual re-release is "some extra stuff".
Sounds kind of dumb, but whatever.

>> No.10131295
File: 423 KB, 973x678, Screenshot 2023-06-25 094734.png [View same] [iqdb] [saucenao] [google]
10131295

>>10122320
>Fixed a texture "blocking" a hallway
>Moved the computer map and the easter egg trigger line

>> No.10131297

>>10131290
how do you niggas stand all this doom port nonsense. why isnt there one port to rule them all

>> No.10131298

>>10131295
Herp https://files.catbox.moe/wxujzt.wad

>> No.10131303

>>10131297
>why isnt there one port to rule them all
Community driven stuff. That's why.

>> No.10131304

>finally have a day off
>got a 12 pack
>gonna finish up Temporal Tantrum tonight
yep, it's comfy time

>> No.10131314

>>10131297
>why isnt there one port to rule them all
Insert the stickman comic with "there are now 101 competing standards" here

>> No.10131319

>>10131297
>why isnt there one port to rule them all
GZDoom

>> No.10131325

>>10131303
>>10131314
but what happened to woof or dsdsa or something. in the last five years there was a huuuuuuuge deal made out of some port that had gzdoom features without being gzdoom. it had its launch with a brand spanking new megawad exclusive to that port. why did you all stop using that in favor of whatever the fuck this nugget is.
>>10131319
based honestly.

>> No.10131334

>>10131325
I have no idea what's going on with the sourceports. I make gameplay mods so I stick with Zandronum and GZDoom primarily. I haven't even tried DSDA, Woof, or Nugget.

>> No.10131335

>>10131325
Eternity engine?, Because apparently, immediately after, MBF21 came out and it was mostly better.

>> No.10131343
File: 27 KB, 640x480, Caverns_of_Darkness_title[1].png [View same] [iqdb] [saucenao] [google]
10131343

>>10131325
Not the first time eternity engine got a few minutes in the limelight for a wad with some fancy features, and it probably won't be the last

>> No.10131345

Moving away from prboom+ has been a disaster for doom

>> No.10131354

>>10131325
>but what happened to woof or dsdsa or something.
They're still around.

>> No.10131360

>>10131334
1000000000% based

>> No.10131382

>>10131297
>nonsense
It's actually not too complex if you just don't give a shit.
I've tried a bunch of ports. I just like Crispy and Woof! the most. So when I map, I test against those ports. If GZD is compatible with whatever I'm making, all's as well (until GZD give Romero's head a bigger hitbox, or "fixes" negative friction, or w/e).
Beyond that, as a mapper, I just care about format features more than source port compatibility. So if a port I don't use breaks while playing my stuff, I just don't care.

>> No.10131424

>>10131304
nvm. i ragequit

>> No.10131426

>>10131424
Play Pirate Doom instead.

>> No.10131429

>>10131297
I use only Woof and GzDoom.

>> No.10131431
File: 47 KB, 345x405, 1680135501638854.gif [View same] [iqdb] [saucenao] [google]
10131431

>>10130380

>> No.10131435

>>10131343
>Eternity got a fancy .wad which got some attention back in the 2000s
>and again in the 2020s
Looking forward to a third one in about two decades.

>> No.10131437

>>10131297
only autists care about that shit. just install the game and play it nigga, its not that hard.

>> No.10131441

>>10129597
I’m here.

>> No.10131445

>>10131325
>but what happened to woof or dsdsa or something
Nugget = Woof+
DSDA is still around. People complain about it due to some removed features but for most it's too convenient to not give up.
>port that had gzdoom features without being gzdoom
Eviternity is always around. Not many people care for it aside from the few people who use it.

Really, most people just have one or two main ports for vanilla-like stuff (DSDA/Woof/Nugget/Crispy), and then GZDoom/Zandronum for mods/multiplayer. It's not that esoteric. Just pick one and play.

>> No.10131446

>>10130774
>Boom removes this limitation
You mean MBF21 does.

>>10131345
PrBoom+ was a rickety old hunk of shit and I'm glad that it's dead. Woof and GzDoom 4ever.

>> No.10131449

>>10131445
>but for most it's too convenient to not give up.
The rewind is useful for practicing, but that's the only thing really, otherwise Woof is pretty much the same but it looks nicer and handles nicer.

>>10130970
Wrong, ROTT is excellent.

>> No.10131450

>>10131449
>The rewind is useful for practicing
Also -dsdademo

>> No.10131454

>>10131450
I don't record demos, explain it to me like I'm a retard.

>> No.10131457
File: 826 KB, 1440x810, rote12.png [View same] [iqdb] [saucenao] [google]
10131457

>>10131449
>The rewind is useful for practicing, but that's the only thing really
It also doubles as a "oh shit I forgot to save" button and ultimate quicksave feature.

>> No.10131460

>>10131457
It kinda does, but it feels really cheap in that sense so I removed the bind for it.

>> No.10131471

Server's up now. Password is sweetsrop

>> No.10131473

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

>> No.10131481

I'm playing a bit of re:mobilized but I don't enjoy how the maps are designed. The trampoline stuff often means repeating the same jump multiple times to get to a particular spot. The maps I've played so far are all extremely cramped and I don't feel like they make good use of the new movement options either.

>> No.10131486

>>10131454
normally if youre recording a demo, if you die you have to start the map from the beginning.
with -dsdademo you can save/load while recording, although quicksave doesnt work for whatever reason.

its good when you want to give someone feedback on their map but preferably without spending 30 minutes on their 10-minute wad because you died 4 times.

>> No.10131491
File: 310 KB, 3840x2160, saturn_e2m7.jpg [View same] [iqdb] [saucenao] [google]
10131491

looking for add-ons with picrel's feels

>> No.10131495
File: 816 KB, 2560x1440, friendlyroom.png [View same] [iqdb] [saucenao] [google]
10131495

>>10131491
Lots of woodsy weirdness in Spiritworld

>> No.10131525

>>10130014
I should take some ammo out of my map. You're not really supposed to fight the cyberdemon.

>> No.10131531

>>10131495
thanks

>> No.10131541
File: 94 KB, 735x803, 1660876268033338.jpg [View same] [iqdb] [saucenao] [google]
10131541

>>10131471
Flashy image and a reminder that SNS is up and running.

>> No.10131548
File: 932 KB, 343x284, 1663309418279999.gif [View same] [iqdb] [saucenao] [google]
10131548

>>10131541

>> No.10131551

>>10131473
has any of /vr/'s wads appeared in one of these?

>> No.10131556

>>10131551
He mostly gets them from doomworld threads, anything that was posted there will probably be in his video.
Assuming anything was released while he was active.

>> No.10131557

>>10131471
omw but download ETA is 30-40min

>> No.10131581
File: 208 KB, 1366x768, duke3d.jpg [View same] [iqdb] [saucenao] [google]
10131581

Will playing with autoaim break the game? I don't like using mouse and keys, I know aiming with a joystick is worse but I want to play it like doom vanilla

>> No.10131586

>>10131581
>Will playing with autoaim break the game?
Nope. Those build games were designed with it mind. Like Doom it'll make the explosives harder to use.

>> No.10131609

>>10131297
>why isnt there one port to rule them all
That's GZD, but autists will reeeee so loud you can't hear anything else.
That said, I don't see why it's such a problem being an idort and using the appropriate port for each wad (i.e. either Crispy, Woof or GZD).

>> No.10131639

>>10131609
GZDoom is the best port if you just want to play Doom maps, but not necessarily Doom gameplay. But you are right, having several different ports is good. In the past year alone there's been a 2 maps from this board that didn't work properly in Graf's port.

>> No.10131727

What are some good map sets that focus on stupidly huge arenas full of monsters with no bs traps or confusing layouts? I want something that would be fun to try out op weapon mods like guncaster in.

>> No.10131731

>>10131727
Use the level maker generator Obsidian. You can direct it to do exactly that.

>> No.10131740

>>10131727
hell revealed 1 and 2 are just rooms and hallways unapologetically stuffed with barons and mid tier demons. tedious to play vanilla imo since it's an SSG fest but good stomping ground for mods
2 might fall in the "confusing layouts" camp with its stupid vanilla fake 3d bridges though

>> No.10131929
File: 693 KB, 1366x768, 1689563520883524.png [View same] [iqdb] [saucenao] [google]
10131929

Good session today.

>> No.10131985
File: 479 KB, 141x141, 1678056950946468.gif [View same] [iqdb] [saucenao] [google]
10131985

>>10131929

>> No.10132007
File: 133 KB, 458x326, 1691195454643501.jpg [View same] [iqdb] [saucenao] [google]
10132007

stinkiest demon has to be the mancubus right?

zombies and revenants probably smell like corpses. but zombies are too early in decomposition, and revenants are too late. so none of them would smell overwhelmingly rancid.
knights, barons, and cyberdemon would smell like goat & goat manure
archviles & lost souls probably smell like smoke
arachnotrons and spider mastermind would smell like brains. from what i recall, brain stinks like any other organ. its not nice but its not repugnant.
i dont know what cacos, pain elementals, and imps would smell like. former two could smell like farts/methane i guess, which isn't nice. and imps could smell like goats, but really theyre just generic demons so its anyones guess.

mancubus though. think about it. it looks like a giant rotten toe. it has SO many skin folds. sorry to get vile on you guys but if you have an innie belly button, youve probably had disgusting crusty belly button lint buildup in your life before. or think of smegma. or infection behind the ears. or in between your toe nails.
really, anywhere where theres a fold in your body, it will fucking REEK and will stink rancid. this is why fat people stink so much, its not just because they sweat more.

>> No.10132024
File: 33 KB, 586x343, fatso_grease.jpg [View same] [iqdb] [saucenao] [google]
10132024

>>10132007
I'm reminded of this.

>> No.10132051

>>10132024
Do you think you could take out a piece of a Mancubus with an ice cream scoop?

>> No.10132059

>>10132051
I'm imagining a makeshift fireball thrower made out of a melon baller and a safety lighter.

>> No.10132065

>>10132059
A Mancubus' fireballs being ignited chunks of its own flesh being siphoned out from its body is an interesting idea. With them having a body like silly putty, which would explain why their body seems to melt when they die.

>> No.10132072
File: 460 KB, 1702x1084, mancubus-doomii-model_by_greg_punchatz.jpg [View same] [iqdb] [saucenao] [google]
10132072

>>10132007
Definitely the Mancubus, unless the weirdly colored blood of the Caco or Baron has a particular stench.
Like, these fuckers are faaaaaaat, no hands to practice any personal hygiene (who is gonna wash them, the Imps? Don't think so.), sometimes spending time in some really hot places, and with lots of nasty creases and folds in their flabby skin to accrue nasty and increasingly old sebum.

Those motherfuckers HAVE to stink to the high heavens, and likely would have an entourage of flies in the air around them at most times. Anywhere where you'd find any Mancubodes to fight, you'd be able to tell ahead of time from the smell and the flies.
You know, with how fucking massive and fat these guys are and how they can still move around, their hearts must be pretty strong to not just get heart attacks and shit. Maybe they have a cybernetic heart which don't quit?

>>10132024
Interesting interpretation, lmao. I wonder if they could hypothetically be liposuctioning their own fat reserves, to light and launch that as some sort of unbelievably disgusting bio-napalm or something.

>>10132051
With a good and solid ice cream scoop made out of metal, and some Berserk, absolutely. Can you imagine trying to climb onto his back to try to get at him with the ice cream scoop? It'd feel like climbing a mix of a giant beanbag and a water bed, clad in leather.

I love how nasty this monster design is, definitely one of the best in Doom.

>> No.10132079
File: 3 KB, 83x67, FATTG4G6.png [View same] [iqdb] [saucenao] [google]
10132079

>>10132024
This post is wrong. His tubes connect to comically small gas tanks on his back.
>>10132072
>I love how nasty this monster design is, definitely one of the best in Doom.
The sounds they chose really elevate the design. They're easily my favorite monster for that reason alone.

>> No.10132081

>>10132079
>The sounds they chose really elevate the design
His pain sound is Elmer Fudd saying "quiet" really slowed down.

>> No.10132082

>>10132081
Sometimes you gotta get creative.

>> No.10132084

>>10132082
I nearly had a fucking aneurysm when I found this out. I want to know how the fuck this came to be.

>> No.10132089

>>10132079
ha ha imagine if the mancubus tubes were hooked up to his butthole and he was igniting his farts, that would be funny, i would love to take a deep breath of his fire (as a joke ha ha ha) i bet it smells rank

>> No.10132091

>>10132089
You joke, but that's almost canon in 2016.

>> No.10132209

>>10132084
Bobby probably fucked around with sounds at some point and realized "Hey, this one sounds kinda good if you do this to it."

>>10132089
Fun fact, actually gaseous fuels make for very poor flamethrowers from an offensive perspective (though it's fine for burning weeds and for movies), the burst of flame looks rad, but it doesn't stick to targets and you get very short range.

>But anon, that's autistic and I don't care!
Shh, I've got a point with this, the Mancubus could still hook the fuel line to his asshole, but instead of projecting burning methane, he should project liquid diarrhea shit (and which is on fire), this would not just be infinitely more disgusting, but it would give far more range and the doodoo would stick to surfaces and enemies, tripling as a biological weapon and a weapon of fear.
Downright biblical terror.

>> No.10132228

>>10132209
It's unfortunate that I read this.

>> No.10132230
File: 67 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]
10132230

>>10132209

>> No.10132238
File: 713 KB, 1012x502, philipbanks.png [View same] [iqdb] [saucenao] [google]
10132238

>>10132209

>> No.10132251
File: 587 KB, 392x679, Cacobruh.png [View same] [iqdb] [saucenao] [google]
10132251

>>10132209
You are a master of your craft.

>> No.10132253
File: 409 KB, 768x768, 1584610583224.png [View same] [iqdb] [saucenao] [google]
10132253

>>10132209
I wonder if it would be cheaper to make molotov cocktails with liquid shit instead of buying gasoline.

>> No.10132259
File: 131 KB, 640x480, 1687529683860153.gif [View same] [iqdb] [saucenao] [google]
10132259

>>10132209

>> No.10132282
File: 62 KB, 426x381, Hoopstam.png [View same] [iqdb] [saucenao] [google]
10132282

>>10129615
>>10129631

Sorry for the wait there, it's not much but have a dev diary.
https://www.youtube.com/watch?v=KwdvuzCsms4

>> No.10132287

>>10132282
>>10129631
I've been mucking with kdenlive, how do you make it so whatever you're rendering doesn't lose any quality? I was trying to splice some dead air out of some footage recorded at 1080p 60fps, but no matter what I would lose quality despite rendering at the same settings (blurriness, etc.)

>> No.10132292

>>10132287
Odd, I haven't had any loss of quality when fiddling with my video clips. Maybe it's an older version you're using? Other than that I have no idea. This was actually the first video I've made with the program.

>> No.10132323

>>10131325
>gzdoom features without being gzdoom
Nobody is willing to do all the work of adding full ZScript etc. support to any other port, so this will never happen.

>> No.10132484
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10132484

>>10132282

>> No.10132495
File: 1.35 MB, 1400x1050, GMOTA_Intermission_Revealed.png [View same] [iqdb] [saucenao] [google]
10132495

>>10132484
Well, if you didn't watch the video yet the quickest TL;DR I can give is:

>Melee attacks autofire
>Sword builds up a little Blazter energy
>Punching builds up a little Sword energy
>Mattock is in now

Soon I'll be making a new chainsaw tier upgrade for Blaz, which will upgrade the grapple chain to give you a small amount of sword energy when snatching dudes, but more importantly it'll freeze the gauge as if you hit them with an unpowered attack. This is especially powerful cus the only other way to freeze the decay of the meter when powered up is picking up the shell-tier gems.
Gonna be giving him a new berserk ring effect too, which will make it so with every melee attack he performs, he'll fire off an additional weak short range projectile that has a diluted effect of whatever attack was last performed, so that'll boost energy gain and stunlocking potential. You know how I love making berserk packs OP.

Then it'll be onto Doomslayer, who'll have a bunch of changes to his arsenal, and I want to give him some new sword sprites, which'll mean I get to make another model, that should be fun!

>> No.10132545

>>10132081
>His pain sound is Elmer Fudd saying "quiet" really slowed down.
Source for this? Can't find any vids or w/e of the sound sped up for comparison

>> No.10132551

>>10132545
Put the sound through audacity yourself, but you can also hear it here:

https://vocaroo.com/1ez7xJx7b2Ft

>> No.10132553

>>10132551
Distorting audio in audacity can go a long way. The gremlins in Ad Mortem actually use yholl voice clips for their sounds.

>> No.10132560

>>10132551
Oh wait a minute, I actually remember this, think I learned about it last year or so

>> No.10132563

>>10132560
It was probably me who pointed out, this shit sticks with me, and I'm quick to point it out to people.

>> No.10132714

>page 10
doombros...

>> No.10132715
File: 197 KB, 952x768, page 10.jpg [View same] [iqdb] [saucenao] [google]
10132715

it's over.

>> No.10132719

>>10132079
>His tubes connect to comically small gas tanks on his back.
SOMEONE WITH A BRAIN

>> No.10132765

>>10132715
Oh hey, that's an old FPS with RTX!

>> No.10132772

Nobody else baking? Gimme a moment.

>> No.10132775

>>10132765
see the number of slices? that's the framerate on my RTX 4090

>> No.10132803

BREAD

>>10132796
>>10132796
>>10132796

BREAD

>> No.10132813

>>10132238
>He wants to fill our streets with Mancs

>> No.10132815

>>10132813
But dad, aren't some of those mancs?