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/vr/ - Retro Games


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10216464 No.10216464 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10205873

Doom/Quake/Duke/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/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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.10216469
File: 356 KB, 1600x900, 1693456726635308.webm [View same] [iqdb] [saucenao] [google]
10216469

=== CURRENT PROJECTS ===
WAD BOORU (open for submissions)
http://clovr.xyz/wadsup/

FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720
last update: >>10204530

=== NEVER EVER ===
94 Protons Of /vr/ Weapons Demo
https://desuarchive.org/vr/thread/10144370/#10144443
https://desuarchive.org/vr/thread/10154818/#10155281

=== NEWS ===
[9-02] Anon's Rise of the Triangles E2 >>10210054
https://files.catbox.moe/5p3fd3.zip

[9-02] Nugget Doom updated to 2.1
https://github.com/MrAlaux/Nugget-Doom/releases/

[9-02] DBP61: Tempest Enterprise is out
https://doomer.boards.net/thread/3330/tempest-enterprise

[9-01] "Debase" remastered for KexQ2 compat
https://quakeulf.suxos.org/3d/maps/dbase.zip

[9-01] Insanity Edged released
https://www.doomworld.com/forum/topic/132850

[8-31]Colourful Hell 1.00 has finally been released!
https://forum.zdoom.org/viewtopic.php?p=1244347#p1244347

[8-27]A little old but Doom Infinite: A roguelike mod is out
https://www.moddb.com/mods/doom-infinite

[8-26]Timo released a updated pack GTKRadiant4 pack for Q2R support
https://github.com/TTimo/Q2RePack/

[8-26]Corruption Cards updated to 5.1
https://forum.zdoom.org/viewtopic.php?p=1244168#p1244168

[8-24]Quake Combat+ a modification of Quake 1.5 is out.
https://www.moddb.com/mods/quake-combat

[8-23]Nightdive also announces Star Wars: Dark Forces Remastered
https://www.youtube.com/watch?v=4b9TTurkH4c

[8-23]Turok 3: Shadow of Oblivion Remastered. Comes out November 15
https://www.youtube.com/watch?v=SdCaj5ZRp-A

[8-22]Release Candidate of UT99 newest patch is out
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469d-rc2

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

>> No.10216474
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10216474

I've tidied up the OP a bit, so baking earlier. Duke will get his chance yet >>10216424

Removed the mention of Thief (makes it hard to search for actual Thief threads, and the infographics are prehistoric anyway).
The wad booru is in the newspost for now, should eventually be moved to the OP.
I think we could use a MIDI dump in the OP. The midi collection anon expressed such wish a while ago, but it never got added. I could gather up the stuff from >>10192376 in one mega, add some soundfonts and a basic guide. Thoughts?

Lastly, I personally feel there's been too many announcements in the newspost. I can understand it for community stuff that has a chance of never getting out of beta and/or is starved for feedback. But Nightdive stuff is gonna come out anyway, no point in giving them a free ride while other stuff slides off.

>> No.10216475
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10216475

>>10216464

>> No.10216479

>>10216474
>Lastly, I personally feel there's been too many announcements in the newspost. I can understand it for community stuff that has a chance of never getting out of beta and/or is starved for feedback. But Nightdive stuff is gonna come out anyway, no point in giving them a free ride while other stuff slides off.
The newspost is fine. The newspost unironically makes these threads live on because people are encouraged from outside to come here to check what's up with the community in one centralized place, and creators are encouraged to post their projects to the newspost. Altering it to make it to be less would be beyond stupid.
>But Nightdive stuff is gonna come out anyway, no point in giving them a free ride while other stuff slides off.
idgi
>[8-23]Nightdive also announces Star Wars: Dark Forces Remastered
[YouTube] Star Wars™: Dark Forces Remaster - Reveal Trailer (embed)
This will be bumped off the newspost in time. Just let it happen naturally.

>> No.10216484

>>10216479
Agree, the OP could have been cleaned up a bit but the newspost works just fine as it is.

>> No.10216485

Would it be a bad idea if I randomized the order of the Mancubus' attacks?

>> No.10216487

>>10216479
>This will be bumped off the newspost in time. Just let it happen naturally.
Sure, but currently it would have bumped off anon's 100 linedef thing - without anything to actually show for it. I just meant that it will get a spotlight once it's released as well.
Anyway, just thinking out loud.

>> No.10216491

>>10216485
That would be annoying as shit. I'd only do that for maybe a special variant of him who you meet sometimes.

>> No.10216494

>>10216485
It would be a great idea, classic Doom players are made to suffer.

>> No.10216496

>>10216485
More than they already are? What do you mean.

>> No.10216502

>>10216496
The Mancubus' attacks aren't random, it always fires out one straight and one to the right, one straight and to the left, then one to either side of the player. They can be dodged reliably even at point blank. My idea was to swap the first and second attacks 50% of the time so you can't dance around them so perfectly.

>> No.10216503

>>10216502
Sounds based

>> No.10216519
File: 413 KB, 1920x1080, Screenshot_Doom_20230904_115853.png [View same] [iqdb] [saucenao] [google]
10216519

>>10216503

>> No.10216524
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10216524

>>10216502
That could be a fun kind of miniboss or elite variant enemy or something. Give him some recolored sprites and then give him sounds with some altered pitch and some reverb.

>> No.10216530

>>10216524
Give him rollerblades and have him zoom around like mechaHitler in that one DBP

>> No.10216532

>>10216487
I get what you're saying. I reckon someone should just post it then, like so:
https://desuarchive.org/vr/thread/10154818/#10158610

>> No.10216537

>>10216532
It's actually included in episode 2

>> No.10216556

>>10216524
I even came up with a good name for it - the paratamubus. Going to start recoloring the sprite. See you in two years

>> No.10216593
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10216593

>>10208352
Reposting again because I still haven't figured out how to make this "energy"-ish bridge start off as invisible/passable and make it visible/solid when a switch is pressed.
I might need a script for it and maybe even make it glow, transparent or animate the textures by making then move.
At least, there's other parts of the map that I can focus on.

>> No.10216612

Has there been any news on Golden Souls 3? I checked the itch.io page and it appears to be the same as it has been for a while now. Just wondering if there is a very rough estimate of when it might be done? Not that the poor guy should be rushed or anything. Just curious. The demo is quite nice so I'm excited for it, even if it might be years away yet.

>> No.10216629

>>10216593
The bridge could be walkable without 3d floors by making the bridge slats out of midtextures and using Boom line action 242 to make invisible pillars between every slat
I haven't done any UDMF or ACS but if I had to guess maybe there's a way to alter the transparency of midtextures?

>> No.10216634

>>10216612
Last thing I remember, I think he was still working on the Resident Evil manor. I seem to remember him mentioning something else too, but I can't recall the specifics. Would've been a few weeks ago, now.

>> No.10216651
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10216651

>> No.10216669
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10216669

>>10216651
>yeah q2 great
The cloud speaks the truth. I found out Yamagi and KmQ2 both let me customize the weapons through cvars and this buries my "weapon balance" concerns. Let's try this "Ground Zero through 25th Unit" thing I learned about last thread.

>> No.10216684

>>10216593
midtextures that get raised into the ceiling.

>> No.10216742

Whats the deal with doom's armor? Why doesn't it cover the belly?

>> No.10216754

>>10216742
It was torn off.

>> No.10216757
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10216757

>>10216742
>>10216754
>It was torn off.
Confirmed by intact armor of other dude on the cover. Q3 gives Doomguy some "open-abbed" armor though.

>> No.10216762

>>10216757
That looks very thin for an armor

>> No.10216780

>>10216754
>>10216762
That's just cloth. There is no armor on the belly for the same reason there is none on the arms (and the legs look like they don't have any either): the designers just did not know and/or care about armor.

>> No.10216910

>>10216757
You are playing as this fellow, not the guy in the cover surrounded by demons

>> No.10216932

>>10216757
Is that supposed to be a quad barrel weapon?

>> No.10216936

>>10215136
>>10215142
i Really hope that someone converts it into Q2R
it works, but the laser cannon doesn't

Also, here is the arachnid model welded and subsurfaced if anyone wants to convert the model to MD5 and fix some issues

Plus since anonfiles is dead
https://gofile.io/d/YSSXMq
this is the next replacement

>> No.10216952

>>10216742
For me, personally, it's:
>armor intact until end of E1
>missing ab plating afterwards, implying lethal gut shot leading into E2

>> No.10216980 [SPOILER] 
File: 556 KB, 1600x900, quake34.jpg [View same] [iqdb] [saucenao] [google]
10216980

Guess what time it is

>> No.10216994
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10216994

>>10216780
>the designers just did not know and/or care about armor.
They really cared about that "Aliens USMC" style, especially when Doom was initially going to use the Aliens IP. They gave the marines in Q2 and D3 a similar look.
>>10216910
I agree with this completely (even if nu-idsoft don't). I also like the various interpretations of the cover art from "yeah he's badass" to "yeah he's fucked". To me that epitomizes the style they were aiming for.
>>10216980
>spoilered image
>"quake 34"
Well those are some serious red flags oh nice it's just more GZ

>> No.10217092

>>10216980
LABOR DAY!

>> No.10217105

>>10216780
how are these marines going to perform ab crunch with armor on their stomach? the damn thing looks way more rigid than kevlar

>> No.10217131
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10217131

some blind runs of Hell Frontier, Rise of the Triangle and the GZ Mansion thing
also last chance for waifu anons to catch the Fore/vr/ Alone playthrough, icymi
https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg
>>10194496 >>10210054 >>10208491

>> No.10217153

>>10216994
>"Aliens USMC" style
Which is a spin of Vietnam era stylings.
I much prefer it to power armor shit, personally.

>> No.10217245
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10217245

>>10217092
>*shoots you dead through a trashcan*

>> No.10217272
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10217272

>>10217245
UGHHHH...
WHY

>> No.10217378

>>10217131
>Hell Frontier
Thanks for playing, although I'm writing this comment before I watched MAP21.
In case you are still wondering, there's 6 monsters hiding in a secret on MAP20.
What's that with sky and how would I know what top row should be?

>> No.10217383
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10217383

>>10216980
>I did actualy forgot about this problem, but I don't have the time or feel the need to bother fixing it ATM

>> No.10217421

>>10217378
>What's that with sky and how would I know what top row should be?
actually, not sure. I assumed the top row had a different color, so making it red would have fixed it. but looking at the sky lump, it's all red already. idk, might be a nugget thing (dsda in software mode stretches skies automatically). it's only an issue with vertical mouselook, obviously.

>> No.10217428

>>10217421
Yeah, I don't play with vertical aim, so I don't think to accommodate it. But I'll try to remember to look into this for when I'm releasing the whole thing.

>> No.10217448

>>10217131
>GZ Mansion thing

Great stuff, thanks man. Looks like it's in about the right spot for for HMP, and I can safely crank up the monster count a bit for UV.

You did break the intended method of getting the RL, but you would still have had it after that section the intended way. The lava segment is still possible without RL or SSG, but both are accessible from the start, so I prefer to leave it as the player's responsibility to tool up. Most of the combat in the first half is optional and only the finale truly locks you in.

And yeah the portals seem to be janky, I needed to see someone else play it to find out if it was just my PC. Dunno why though. I'll look into it.

>> No.10217535

how's the waifu wad?

>> No.10217612
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10217612

>>10217535
A 4th beta is on the way, I can't sit in front of my computer for long before my body hurts, so my progress isn't as quick as I want. This beta should address midis and sky issues and others that were corrected from beta 3 feedback.
Next, when I can manage to, I plan to go through the wad twice (pistol-start and continuous) and compare my impression with the complete playthrough of Anon a few threads back as well as >>10217131 and move around some maps if needed.
I wanted to do it now but sadly the Wii homebrew ports are based at most on old PrBoom versions.
Also waiting for news on the Goblin map, and if it drops before a RC I'll add it right away and give any feedback that I can, but if not then it'll have to be put aside.

>> No.10217615
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10217615

>>10217535
>>10217612
It got buried under the gigantic storm of Q2 Remaster stuff.

I did a few minor tweaks to the Purgatori map, just making the teleporter aligned and fixing the textures on the crates in the chaingunner room. No other changes.


https://files.catbox.moe/2s9u3r.zip

>> No.10217623
File: 585 KB, 1600x900, quake35.jpg [View same] [iqdb] [saucenao] [google]
10217623

>>10216994
No progress for now cause I am at a point where killing certain enemies in a wrong order makes the game shit on itself in the lava pumping level, also either the Gladiator holding the Airstrike Beacon adittionaly dropped a Disruptor ammo or it was somehow present in the room he was camping at the doorway inside - or it was originally placed here by the GZ guys before the Disintegrator weapon was scrapped (IIRC most MP maps also have pickup locations laid-out for it, but they dummied-out that at the last moment with a simple c_var which can be easily re-enabled), so I am probably gonna cheat myself a gun using it if that occurs once more

>> No.10217646
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10217646

>>10217615
Sorry I missed it, I'll add that right now.

>> No.10217663

>>10217646
Oh god damnit I remembered something I forgot to add. I'll update in a second.

>> No.10217697

wads that are hilarious?
wads that will make my ass fly off into orbit to join my sides?
wads with dumb shit that will make me laugh hysterically like i did at youtube videos when i was a teenager hopped up on 2 grams of caffeine every night?
batshit retarded wads that tickle every funny bone?
joy?

>> No.10217717

>>10217697
unloved

>> No.10217750
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10217750

>>10217612
>>10217646
https://files.catbox.moe/buls6a.zip

Tweaked the pizza parlor so you can get on the counter to grab those sodas -- er, health pickups if for whatever reason you cant from floor level

Also edited spiderdemon + archviles fight. Made it harder to cheese spiderdemon on UV and added a goodie trail to a second 'safe spot'

>> No.10217751

>>10217697
Pirate Doom and Hard Fast Faggot Maps (ergo Buttpirate Doom)

>> No.10217767
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10217767

>modifying laser cannon model for plasma ammo
>manually export from Gimp a 10 frame skin animation for an automatic framegroup
>model only plays the last 4 (had to draw numbers on the skins to figure this out) despite being set up correctly in QME
>spinning Strogg logo and everything : /
>model clipping through camera, even though it was fine in Blender and QME
>proportions get fucked because vertex grid-snapping
AHHHHHHHHHHHHH
Back to the drawing board I guess

>> No.10217789

>>10217750
>don't worry we have buried our toxic and radioactive barrels very deep

>> No.10217790
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10217790

>>10217767
Also, anyone know why those fullbrights would be getting washed out? Pic related is the actual texture.

>> No.10217794

>>10217697
>TFW no YTP DOOM WAD or pk3
>TFW no Raymond DOOM WAD

>> No.10217804

>>10217612
This nigga's been making a Doom community project on the Wii wtf

>> No.10217819

mancubus but the screen shakes and a tuba plays every time he moves
cyberdemon but there's slapping noises every time he moves
revenant but there's the bone crunching fall damage sound from source games every time he moves
cacodemon but it farts every time it moves
pain elemental but it burps every time it makes a lost soul
lost soul but it screams harder

can u withstand the doom symphony

>> No.10217862

>>10217819
I feel like I've heard half of these already.

>> No.10217887

>>10217819
Doom but EVERY sound is randomized

>> No.10217920

>>10217767
>>10217790
Looks neat as fuck. Like the display screen from the HL1 rocket launcher. Unfortunately I am not smart and I don't know why the textures would be getting washed out. Lemme summon Kegan maybe.

>> No.10217924

>>10217819
gotchu a pwad m8 https://files.catbox.moe/ccw2o9.wad

>> No.10217938

>>10217887
It's funny you mention that...
>>>/wsg/5251604

>> No.10217949
File: 2.73 MB, 1920x1080, q2citadel_entrance.png [View same] [iqdb] [saucenao] [google]
10217949

>>10217623
I took a quick break from it to try out Citadel. Pretty good shit so far. The chainfist will take some getting used to after the ND port: They made it so it staggers even on hard+.

>> No.10218012

>>10217612
Why Wii for Dooming?

>> No.10218041

>>10217938
BAM

>> No.10218116

>>10217612
>>10217804
>This nigga's been making a Doom community project on the Wii
BASED

>> No.10218228
File: 1.99 MB, 1920x1080, kmq2citadel_badlands.png [View same] [iqdb] [saucenao] [google]
10218228

>>10217153
It fits with the settings these 90s idsoft games had going for them, Doom and Quake 2 always looked like they would be uncomfortably hot.

>> No.10218261

>>10217819
>lost soul but it screams harder
o im laffin
I love those lil niggas like u wouldn't believe

>> No.10218273

>>10217938
What WAD is that?

>> No.10218309

>>10216651
>huge funny guy
>evil kid

>> No.10218329

>>10218273
A funny SFX replacement mod that might get released soon.

>> No.10218356

>>10217949
>>10218228
i really hope that citadel gets ported to Q2R

>> No.10218364

>>10217790
>anyone know why those fullbrights would be getting washed out?
are you testing on FTE? it doesn't do fullbrights correctly (instead of 100% it draws them as 100%+lightmap)
if not FTE, then I can only guess some non-standard gamma/contrast/bloom settings

>> No.10218376

>>10218329
ZScript, Vanilla?

>> No.10218378

>>10218376
it's just SNDINFO coding.

>> No.10218384

how do I force myself to enjoy doom?

>> No.10218389

>>10218384
By not forcing yourself to do things and just playing however you want and whatever you want.
If you don't like doom, just play something else. No problem.

>> No.10218401
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10218401

>>10217938

>> No.10218405

>>10218364
Ironwail.
>non-standard gamma/contrast/bloom settings
Yeah, that ended up being it, possibly combined with the 8-bit color mode. It seems to only really do it to the three blue fullbright colors in the palette, so I never noticed it before.
Ah well, guess I'll have to go without the sweet spot of gamma 1.2 and contrast 1.5, at least for testing.

>> No.10218520

Thanks for the help with playing Blood in the last thread. Now that I've gotten past the first level I really enjoy it.

>> No.10218531

>>10217794
CJ's YTP arms
it's actually pretty recent, the morshu beatbox tips it off but other than that it's old hat references

>> No.10218548

>>10218520
Hope you enjoy it. It's really fun when it 'clicks' and you start chuckin' dynamite like a madman.

>> No.10218664 [DELETED] 
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10218664

Killing these things feels vaguely antisemitic.

>> No.10218691

>>10218664
I just want every Quake 2 enemy ported to Alkaline for the ultimate in techbase video gaming.

>> No.10218797
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10218797

>>10218691
Just a reminder this one is fairly old but none of the Alkaline dudes thought of borrowing it, probably becaues they were'nt made public by Kinn - but if they get included I am certain that it shouldn't take 4 rockets to kill one

>> No.10218818

>>10218691
if alkie's qc is open source you can do it yourself since q2's qc is open source.

>> No.10218869
File: 559 KB, 1600x900, quake44.jpg [View same] [iqdb] [saucenao] [google]
10218869

Found another re-enabled Distruptor but still no gun for it, good thing I forgot to drop the 'give weapons' command gave me without ammo,
>no that blaster bolt underneath the Technitian is not his projectile, it's just some freak anomaly that spawned itself and started roaming the nearby area when I hit that floating dustbin with the bouncy LM plasmaball at the same moment when he started shooting at me (only reloading the game had make it dissapear for good)

>> No.10218910 [SPOILER] 
File: 26 KB, 500x500, wmf decanting funnel-500x500.jpg [View same] [iqdb] [saucenao] [google]
10218910

>>102>>10218664
>hating the sole actually challenging non-boss monster in Quake2
Why don't they produce any obituary if they kill you when walking on the ceiling?

>> No.10218923
File: 166 KB, 850x1044, 1670951035221.jpg [View same] [iqdb] [saucenao] [google]
10218923

>>10216651
>fun games

>> No.10218926

>>10217383
Lately when I open 4chan jpegs the red channel gets loaded last so it makes red objects look like they're moving or pulsing, when I clicked this I swear the lights in the background glowed for a second and I thought it was animated

>> No.10218937
File: 47 KB, 933x707, why are you gey.jpg [View same] [iqdb] [saucenao] [google]
10218937

>extermination day actually genuinely unironically uneqiovocally has unskippable cutscenes
as if i needed another reason to stick to the ol starter pack

>> No.10219005

I am having fun playing Q2 deathmatch against bots. I used to spend whole evenings playing against Eraser bots as a kid and I never figured out how to get it to work again on modern ports. This kicks ass.

Kinda wanna go online but I know I'll get assblasted. Any of you guys wanna set up a non-sweaty casual TDM or CTF lobby?

>> No.10219006

>>10219005
I can probably host some Q1 deathmatch later tonight, but not enough people here have Q2 or Q2R to host dm I don't think.

>> No.10219008

>>10218797
>the modder has even carried-over their painskin AND the iconic dead-man's trigger for extra SOVL
Alkaline team legit missed a big one when not stealing this one when simultaneously nicking the OUM plasmagun (and nerfing it to not be capable of gibbing zombies, which was its only real advantage over the LG)

>> No.10219039
File: 398 KB, 458x459, 1684262981971524.png [View same] [iqdb] [saucenao] [google]
10219039

>>10216994
>They really cared about that "Aliens USMC" style

And God bless them for it. I love the design that combines the 'badass military' theme with a duke nukem action hero style. The vietnam era / 1980s stylings with some choice sci-fi / near future elements results in really good feeling material.

>> No.10219047

>>10217697
It's way more than a wad but Grezzo 2 might be up your alley. Do not bother with a translation, part of the fun is not understanding a single thing about what is going on.

>> No.10219059

>>10219039

I've always thought this PSX/Saturn cover art was way more badass than the PC original. There's something I love about that big absurd FWOOSH fireball blast coming out of the shotgun. I'm not much of a drawfag these days but thinking about it that was probably real influential on me when I was. Reminds me of Roy Lichtenstein.

>> No.10219071
File: 477 KB, 1600x900, quake46.jpg [View same] [iqdb] [saucenao] [google]
10219071

>>10218228
I have just had a silly idea to test it this one old obscure bug regarding the Q2 hand-grenade styled weapons logic (double grenade exposion upon death/suicide, even on the last pineapple remaining) applies to all manually-thrown ordnance from the addons, and it turns-out that YES, IT DOES!
>if you get killed while setting-up a tesla mine, your dead body will produce another one for free - but the way the Reckoning's Trap works upon death is even much more stranger, as it actually launches the GZ ProxLauncher's sticky mine instead, I'd probably need to double-check in a different mod that uses solely TR assets (like say 1492) if this is also the case.

>> No.10219089
File: 10 KB, 340x255, SOMEMONG.jpg [View same] [iqdb] [saucenao] [google]
10219089

>>10217697
>batshit retarded wads that tickle every funny bone?
Terry traps

>> No.10219107

>>10218691
quake 1 weapons sucks ass against Q2 enemies

>> No.10219112
File: 203 KB, 1079x1187, 68a6d799f9f143e6849b30f2943ae8f4b779abd5c28a8967a8af1b5b032c25c7_1.jpg [View same] [iqdb] [saucenao] [google]
10219112

>>10219107
You know what doesn't suck? Iron Maidens unfortunately

>> No.10219209

>>10218356
>i really hope that citadel gets ported to Q2R
Has there been any word about getting any Q2 mods getting ported over? I’ve seen wulf convert some of his maps.
I’m fairly content playing Citadel as is but I wouldn’t mind some slightly buffed zerkers from the port.
>>10219071
lol wat, that’s fun
>>10219112
With those weird robotic mouthjaws I don’t think that’s much of a loss…

>> No.10219213
File: 143 KB, 1031x438, Screenshot 2023-09-05 at 10-04-58 Arch-vile.png [View same] [iqdb] [saucenao] [google]
10219213

Wait, it's Arch-Vile? I always thought it was Archvile

>> No.10219218

>>10219209
there is a big q2 mapping discord right now and website being made for future projects, a guy said that at quake discord, sponge and other id guys are there too as nightdive devs and the sheeps gang

it is going to be a massive project, and the dll mods are on the list, which by the way someone needs to contact blendo by email to see if he will update his citizen abel maps, as Neil Manke who is still active too.

>> No.10219221
File: 442 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10219221

>>10219213

>> No.10219224
File: 60 KB, 462x529, 03c4d2b70d2fec1e99c8aaf996bdce80_0.jpg [View same] [iqdb] [saucenao] [google]
10219224

>>10217804
>>10218012
Doc's been telling me to stay on my back for recovery with my legs higher up, so I can only play Doom for an extended time on my consoles, that's a stock PS3, an old PSP and a Wii, and having tried it, the Wii is the more pleasant of the homebrew options.

>>10217750
Got it.

>> No.10219226
File: 173 KB, 1125x1406, Archvile Cat.jpg [View same] [iqdb] [saucenao] [google]
10219226

>>10219221
>Searching for posts that contain ‘arch-vile’. 1086 results found.
>Searching for posts that contain ‘archvile’. 2811 results found.
So I guess the majority of /vr/ just spells it wrong

>> No.10219234

>>10219226
It's just annoying to write and looks wrong with the -, so people default to the other way.

>> No.10219354
File: 418 KB, 1600x900, quake42.jpg [View same] [iqdb] [saucenao] [google]
10219354

>>10219209
Citadel is basicly *the source* of the KexRemake's ideas for nerfing various bullshit enemies from the addons (no more killer GZ wall-boobs that can shrug-off multiple rockets or BetaGlads being stronger than Tank Commanders) while also buffing some of the player weapons that were notoriously useless (Plasma Beam is finally a proper killing tool instead of a Cell-wasting device, and using the Chainsaw is no longer suicidal)
>>10219218
Neil Manke who is still active too.
He's alive? I thought the coof got him, thank Lord that wasn't true.

>> No.10219356 [DELETED] 
File: 131 KB, 640x981, kapo.jpg [View same] [iqdb] [saucenao] [google]
10219356

>>10218691
>>10218910
>post deleted
Fuckin' kapo mods.

>> No.10219363

>>10219354
send him a mail through his website, everyone thought he was dead but he is still alive.

>> No.10219424

>>10219354
I can see Citadel inspiring them to make balance changes and the 25th Unit to inspire gameplay additions and changes.
I also don’t think the 25U does anything to the GZ turrets, do they? I’ve been going through it and they have not been stonewalling me or a pain to deal with. It’s still very devious how they don’t activate immediately.

>> No.10219453

>>10219059
PC Doom 2 is still my favorite. Towering cyberdemon, the pose looks like he's dodging. Ruins around them. Good shit.

>> No.10219547
File: 366 KB, 1600x900, quake50.jpg [View same] [iqdb] [saucenao] [google]
10219547

>>10219424
>It’s still very devious how they don’t activate immediately.
That's actually a good thing, as you can sometimes try to catch them "asleep" right after those 'exploding wall panels' (which the GZ map designers love to hide them inside of, so that any near-miss RL blasts of yours around that brushmodel cage the Turret entity itself resides inside of would do little-to-none damage to them) with a Railgun ready just as it starts to open-up and push the dreaded wallboob outwards before the monster-part of the Turret wakes up (befoe their gun unfolding animation plays to the end), doing so at the right time makes them die from just 1 Railgun shot fired.
this part was so damn suspense-inducing, I can't imagine going past it unharmed on anyones first try

>> No.10219573

>>10219006
Not the anon, but I'd be down for either one.

>> No.10219583
File: 115 KB, 640x400, macindoom.jpg [View same] [iqdb] [saucenao] [google]
10219583

Making slow progress on Realm of Chaos on original Mac hardware. Wish I knew anything about coding so I could optimize this ancient build of Legacy better.

>> No.10219708

>>10219224
Woof has good gamepad support, if you haven't tried yet. Get well soon.

>> No.10219796
File: 33 KB, 436x455, 56a822bbf67eab64bfaf36002d4f55cf.jpg [View same] [iqdb] [saucenao] [google]
10219796

>>10219708
I might borrow a small laptop and use that if it works then. Thanks !

>> No.10219898
File: 1.31 MB, 498x287, its all coming together.gif [View same] [iqdb] [saucenao] [google]
10219898

>>10216469
https://www.dsogaming.com/news/bethesda-has-removed-denuvo-from-doom-eternal/

>> No.10219901

>>10219708
>>10219796
I don't know if Woof's support is similar to Nugget, but Nugget's gamepad support is phenomenal. It even has analog movement.

>> No.10219917

>>10219898
As cool as this is, it's outside of the scope for this thread and basically the entire board.

>> No.10219958

>>10219209
>any Q2 mods getting ported over?
I need to get back to fucking about with Zaero, I've been trying to finish off another project.

>> No.10219973

>>10219796
Good luck. If you feel inclined, try out playing with mouse and gamepad at the same time some day, it's a very distinct feeling.

>>10219901
I believe it's the same code, same smooth (demo compatible) analog movement and what not.

>> No.10220234

Decided to make another video of reviewing my custom MBF21 bestiary. For the first time I'm probably out of ideas. Still need to unfuck the sound though.
https://www.youtube.com/watch?v=WgDTIcQvU1g

>> No.10220292
File: 495 KB, 1600x900, quake52.jpg [View same] [iqdb] [saucenao] [google]
10220292

Guess what's even more annoying than a Medic Commander?
2 MC's that each can summon a Medic to keep on rezzing shit forever - unless you gotten the BFG that was just lying around in the last level (if you didn't found one in the previous unit's not-so secret at the super-buggy warehouse area)

>> No.10220314

>>10220292
literally the only time you are ever forced to prioritize targets or use the bfg in quake 2 is against these guys
this is the only time the game is good
thank you ground zero

>> No.10220342

>not "Cloudy with a chance of meatballs"
shamefur

>> No.10220350
File: 376 KB, 1600x900, quake53.jpg [View same] [iqdb] [saucenao] [google]
10220350

>>10220314
Enemy spawners do be like that

>> No.10220354

>>10220350
why are your screenshots so dark.

>> No.10220359
File: 3.93 MB, 640x360, gz25u_chewinthrough.webm [View same] [iqdb] [saucenao] [google]
10220359

>>10220292
>>10220314
>commanders summoning medics reviving commanders
You love to see it, or at least I do. Didn't happen here in the webm though.

>> No.10220369

y no iron maiden in the nu q2 maps? MVG going to send them to the re-education camp or something

>> No.10220432
File: 305 KB, 574x831, Handsomelad.jpg [View same] [iqdb] [saucenao] [google]
10220432

>>10220369
A few ideas:
>they thought they looked too scandalous despite updating their model
>they thought they looked too stupid compared to the other more practical stroggs (and I can sooner imagine us sending dumb bimbos to stroggos over these cyborgs doing bimbofication)
>they thought placing gunners added more to the gameplay anyways
I like to think the Strogg finally realized what human females can do ("these can be bred to make free stroylent minisnacks???") and use captured ones for their own "food focused" Daemonculaba (nsfw).

>> No.10220438
File: 463 KB, 1600x900, quake54.jpg [View same] [iqdb] [saucenao] [google]
10220438

>>10220354
No idea honestly, those aren't the gamma settings I use to play compared to those screenshots (its much brighter on my screen) - but these pics indeed do look incredibly dark on mobiles phones as I checked for confirmation.
>knowing that the BWG copies your Invulnerability and Quad/DD, this is the only fight eligible for using them both at once

>> No.10220448

>>10220432
>(...)and use captured ones for their own "food focused" Daemonculaba (nsfw)
>That one page from the Ritual's cancelled Q4 expansion pack concept album with "the human starfish" that's basicly just 3 headless women sewn-up together by the asscheeks

>> No.10220449
File: 178 KB, 592x662, enf.png [View same] [iqdb] [saucenao] [google]
10220449

>>10218405
Hey, if I want to make an enemy drop something that isn't progs_dump default stuff, I just stick the item inside the enemy and set the inventory flag to 1, right? It doesn't seem to be working.

>> No.10220453

>>10216469
New Quakespasm
https://sourceforge.net/p/quakespasm/news/2023/09/quakespasm-0960/

>> No.10220468
File: 213 KB, 690x517, Royallad.jpg [View same] [iqdb] [saucenao] [google]
10220468

>>10220448
Ritual enemy design would either go too far and become hilarious or was just all over the place, but to be fair q4 did get sort of silly with its direction. Ritual should've kept trying to make sexy shooters.
This guy though, he looks pretty cool. I wouldn't mind hanging out/bossfighting with him.
>>10220453
What the hell? That's real cool.

>> No.10220469

>>10220449
Does an object error get printed to console?
You might need to set the item's 'suspended in air' spawnflag because Quake 1 physics autism is making it fall through the map.

>> No.10220474

>>10220469
>>10220449
Doesn't the enemy need a flag marked too? I would have sworn that's how it worked but I can't find it on my end.

>> No.10220482
File: 73 KB, 337x360, I hate this fucker.png [View same] [iqdb] [saucenao] [google]
10220482

It's probably been said here thousands of times, but fuck this bastard of an enemy.

>> No.10220483

What's the difference between NBlood and NotBlood

>> No.10220492

>>10220483
Customization, most of the details are on the readme. On first launch it'll use settings to behave like NBlood.

>> No.10220494

>>10220483
NBlood is basically just vanilla with some few features. NotBlood is NBlood with an assload of customization options second only to the Fresh Supply port.
Search engines also have a rough time finding NotBlood so just in case: https://github.com/clipmove/NotBlood

>> No.10220502

>>10220474
Nope, should just 'inventory' set to 1 on the item.
It's possible I broke it recently. I'll do some testing.

>> No.10220512

>>10220502
Just tested it myself, not the original anon, any item with inventory set to 1 but within an enemy returns the error that the item supposedly isn't within the bbox of a valid entity. Also some items like armor or lava nails do not have the inventory key, you have to add it.

>> No.10220515

How the FUCK do I put myself out when hellhounds catch me on fire?

>> No.10220521

>>10220515
Find water or use your medkit and wait out the fire. They're weak against the tesla cannon, and can be avoided by jumping to higher ground.

>> No.10220565

>>10220502
>>10220512
>>10220449
Yeah, looks like one little line of code fucked it up. Seems to be working now.
New progs.dat and FGD is up.

>> No.10220582

>>10220468
Sin 2 on Idtech4 would be cool.
https://youtu.be/3mowpL6_FUA?si=ZvM0aEzueR-A7D1W

>> No.10220585

>>10220565
Based

>> No.10220593

>>10220482
Now imagine if they were chaingunners like originally intended!

>> No.10220595

>>10216651
how do you guys make these wordclouds? i've been fascinated with these for the last few months

>> No.10220602

>>10220482
They add a lot to Doom. Man I love Doom.

>> No.10220604

>>10220595
I use this: https://catalog.neet.tv/harlequin.html

>> No.10220723
File: 3.91 MB, 640x360, gz25u_mcpanic.webm [View same] [iqdb] [saucenao] [google]
10220723

>>10219424
>GZ turrets, not a pain to deal with
ok this one almost got me.
>>10220292
I'm realizing these commandos take two more slugs to kill in the new port with the rail being at 100. I love these super medics but that's also very rude.

>> No.10220836

>>10220483
>>10220494
Notblood is closer to vanilla than Nblood when Vanilla mode is enabled w Dos mouse. Nblood cannot record DOD-compatible demos, but Notblood can when set to be pure vanilla.
It also adds many optional QoL features such as allowing for improved collision detection with projectiles and explosions along with many bug fixes.
I still want to see somebody make a chocolate-like port using the recent source code reconstruction than the partial reverse-engineering of Nblood/GDX. The closest to the original version of Build the better for accuracy.

>> No.10221029

>>10220593
>Doom Zero

>> No.10221035

>>10220292
I found that medic commanders, if they arent made to stay put and do nothing but use their voodoo magic are extremely prone to try and close distance while summoning things and invariably eat shit when i spam grenade launchers where they want to be / want to summon things. leading to an amazing gigantic pile of gibs that also eventually splashes them to death/bits. Probably one of the best uses for grenades in the remake since much of the common shit just sidestep explosives now.

>>10220350
Fuck that thing though, no idea what they were thinking with that piece of shit besides turn on a powerup and get your chaingun out, especially with how fucking annoying fliers are now

>> No.10221130 [SPOILER] 

Who owns SiN franchise? 3d realms? Microsoft?

>> No.10221134

>>10221130
I do. You can have it.

>> No.10221147

>>10221130
I do. I just stole it from you.

>> No.10221256
File: 275 KB, 1600x900, chokehold.jpg [View same] [iqdb] [saucenao] [google]
10221256

What's your favorite doomguy costume? It's not popular but I like the 2016 praetor. There's a sturdy look about it that has me buying that he could punch clean through a baron's head in a way most other costumes don't convey in the same sense to me

>> No.10221293
File: 220 KB, 1920x1080, 638015282_DOOM3.jpg [View same] [iqdb] [saucenao] [google]
10221293

>>10219898
Based if true because I bought it from the sale but I was reluctant to install because Denuvo.

>>10221256
I'm actually partial to the Doom 3 marine armor aside from the silly looking metal codpiece.

>> No.10221331

>>10220494
>MSYS2 UCRT64
>collect2.exe: error: ld returned 1 exit status
>Failed linking notblood.exe!
>If the build options, environment, or system packages have changed, run 'make clean' and try again.
>make: *** [GNUmakefile:693: notblood.exe] Error 1
I guess some other time, death wish update won't come that soon anyway

>> No.10221342

I don't usually post my dreams, but this one was both retarded and about retro shooters, so I might as well amuse you with it:

New Blood sequel was released. It was called Blood 2, but not that Blood 2 that actually exists. In this sequel you could choose from multiple playable characters. One of them was Bitterman. He retained his Q2 arsenal. The game also had Michael Myers and Jason Vorhees as bosses. It was revealed on cutscene that Jason is actually son of Michael and Bitterman.

>> No.10221346

>>10221029
They were nerfed to shoot caco projectiles instead of hitscan bullets.

>> No.10221350

>>10220593
I discovered hiscan doesn't seem to work very well with fliers. I was considered giving them arch-vile attack but not sure it's such a good idea.

>> No.10221356
File: 664 KB, 498x488, fufufu.gif [View same] [iqdb] [saucenao] [google]
10221356

>>10221331
>MSYS2

>> No.10221378

>>10220369
>MVG going to send them to the re-education camp or something
He's too busy working at Limited Run Games (yep, left Nightdive a long time ago by now) on Gex or something.
>>10221130
>Who owns SiN franchise?
Nightdive Studios.

>> No.10221386

>>10221331
Linker fail, maybe you're lacking some libraries. The build instructions are here https://github.com/clipmove/NotBlood/blob/master/.github/workflows/build.yml

>> No.10221407

>>10221331
FWIW here's my log for compiling NotBlood in MSYS2, hope it helps. https://pastebin.com/nPs3TGQW

>> No.10221467

I saw quite a few mods and self-contained levels made for Quake1's SoA addon content in mind, but are there any mods or custom maps with weapons from the DoE or even Impel's AoP addons at all (outside of Mjolnir)?
^not mentioning the Rogue monsters because there's a shit-ton of mods nicking those already.

>> No.10221468

>>10221342
>Yumejoshi forgot her meds again

>> No.10221547
File: 458 KB, 1600x900, quake57.jpg [View same] [iqdb] [saucenao] [google]
10221547

>aside from the cool "secret masquerade" section that lasts way too short, the penultimate segment was kinda underwhelming, if only for relying so much on those gotcha Turret traps at almost every corner - and that one double catwalk segment with an entrenched MC that's a legit nightmare to deal with on Skill 3 - no pics of that cause the game crashed everytime when I wanted to screencap the fight Also the Loki's Escape assets .pak messed up the model hierarchy and the Enforcers spawned by the MedicCommander started using the default player model and skin

>> No.10221576

>>10221468
I have no idea, who that is.

>> No.10221582

>>10221342
>I don't usually post my dreams
You should stick to that.

>> No.10221614

>>10220468
>i can`t leave without my buddy Massive

>> No.10221620
File: 62 KB, 935x593, dreams.wad.png [View same] [iqdb] [saucenao] [google]
10221620

>>10221342
documenting dreams is cool. being on doom modding brainrot, some of mine sometimes resemble doom level geometry.
esl excuse pls

>> No.10221674

>>10221576
>It was revealed on cutscene that Jason is actually son of Michael and Bitterman.
This sounds like a plot twist from some gay fanfic outta AO3

>> No.10221682
File: 4 KB, 100x120, doomguy1.gif [View same] [iqdb] [saucenao] [google]
10221682

>>10221256
>costume
it's not a disguise kid.
for me, it's the original one

>> No.10221690
File: 764 KB, 1920x1080, wegonemakeit.jpg [View same] [iqdb] [saucenao] [google]
10221690

>>10221547
I'm almost there. To the fighter lift!
>>10221682
I'm partial to the Quake 3 design myself.

>> No.10221693

>>10221690
>Quake 3 design
i gotta admit that Quake 3's texturework is great

>> No.10221704
File: 531 KB, 1357x1155, E1XqrM3XIAA82a5.jpg [View same] [iqdb] [saucenao] [google]
10221704

>>10221614
>>10220468
For me its the neo-classical Tank

>> No.10221758
File: 424 KB, 1600x900, quake56.jpg [View same] [iqdb] [saucenao] [google]
10221758

>>10221690
>the KexQ2 team completely redesigned this segment because too many retarded zoomies got sealed inside of those scrolling containers when looking for the acid vat secret and killed themselves
>>10221547
>this wasn't the pic I wanted to post earlier, too bad the disguise text prompt wasn't preserved
>>10221035
Funny how the Carrier almost never uses the quad-rocket launcher, as just spamming kamikaze-Flyers at the player is a more annoying attack (and actualy even more deadly since they home-in at your location and always explode violently, even if killed before touching you)

>> No.10221787
File: 1.21 MB, 640x1593, norf.png [View same] [iqdb] [saucenao] [google]
10221787

if you look past all the dick cannons there's a lot of great body shape references in this artbook for "massive strongman geezer" type characters
guess what i mean by that is most giants with comically big arms aren't drawn to be structurally stable, but they did a good job on the bottom two here i think

>> No.10221801
File: 610 KB, 1050x1239, Q4 some strogg.jpg [View same] [iqdb] [saucenao] [google]
10221801

>>10221704
>>10221787
The few designs from 4 that I enjoy the most (neo-classical Tank included) seem to have been drawn by the same artist. They at least had one dude who knew what was up because most of the other stuff feels like it's for the wrong game.
>>10221758
>sneaky, sneaky level design changes
Not a fan but I get it.
Don't think I'm a fan of that carrier guy either, fuckow.

>> No.10221813
File: 108 KB, 560x620, 1673485015839157.png [View same] [iqdb] [saucenao] [google]
10221813

>>10221801
>The few designs from 4
*cancelled expansion for 4
need coffee

>> No.10221849

Why Serious Sam 3 is so popular for mods and fan games? Its probably most popular modern fps for this.

>> No.10221859

>>10221801
>Checkerboard & skulls
These ones feel very much like the work of Dark Mechanicus here-teks...

>Don't think I'm a fan of that carrier guy either, fuckow.
I think that feeling stems mostly from just how much shit he's got on himself in the weapons department, but maybe its fully intentional in order to make the "spawn a suicide Flyer" attack happen a tad less often when the monster AI has so many other attacks to choose from.
And speaking of the forcibly gimping the monster's AI, one of the better ways to persevere thru a fight against a Medic Commander without the BFG or another weapon good at ignoring the cannon fodder crowds he spawns-in (RL, Chaingun, Railgun -
but not the HB or ETF rifle, because all Guards can shoot while ducking) is to leave the intact corpses of weaker enemies scattered nearby for him to try reviving them even if the corpse is out of range, because their AI considers it more important to rez dead monsters than summon new ones or attack the player in retaliation.
Also if you aren't running the Q2remaster, the Medics not spawned my a MC can still in-fight with them

>> No.10221860

>>10221849
looks good
runs good (on fusion)
good combat/ai foundation
easily accessible modding tools
easy to map for
steam workshop
russians

>> No.10221889
File: 2.26 MB, 1280x1440, yamagi vs kex2.png [View same] [iqdb] [saucenao] [google]
10221889

>>10221859
>These ones feel very much like the work of Dark Mechanicus here-teks...
The checkerboard is always going to give me Orkvibes. I'm kind of with you though: The Strogg have some themes most reminiscent of the Dark Mechanicum and Iron Warriors.
The carrier's hitscannery was filtering the most with constantly getting clipped, and he was a fat fucker with a lot of health. I'm also playing the original via 25th Unit after playing the remaster.

>> No.10221930
File: 594 KB, 1600x900, quake26.jpg [View same] [iqdb] [saucenao] [google]
10221930

>>10221889
I too did make a screengrab ot that place
>Q2 textures with Q1-style overbrights look so good now - thinking about getting a new toaster with Win10 just for playing old vidya intensifies...

>> No.10221959

>>10221930
Looks nice, and through the old exe? How can I get that going in Yamagi or Kmq2?

>> No.10221991

>>10221582
I usually post them on a form of rooms and monster placements to maps. This one was no good for that howerer. This one was too retarded.

>> No.10222037
File: 482 KB, 1600x900, quake58.jpg [View same] [iqdb] [saucenao] [google]
10222037

>>10221959
The unofficial Knightmare patch v3.24 provides the vanilla Q2 executable with widescreen resolutions support and v-sync, allegedly it should also allow for alt+tab but it won't let me for some reason - I wouldn't even have to use it if Yamagi allowed me to take screenshots.
>This is *IT* Luigi. . .

>> No.10222078
File: 576 KB, 1600x900, quake59.jpg [View same] [iqdb] [saucenao] [google]
10222078

I definetely should have preserved the Defender Sphere and DD combo for the Black Widow Guardian's second form instead of this much less dangerous Makron-ripoff one to be frank, but then I wouldn't learn a very important lesson that way.

>> No.10222085

>>10222037
Does that patch also provide those lit-up textures or do I need to look elsewhere for those?

>> No.10222120

what's the megawad with the techbase map with a cross shaped platform in the middle of a circular room full of nukage?

>> No.10222131
File: 500 KB, 1600x900, quake60.jpg [View same] [iqdb] [saucenao] [google]
10222131

>>10222085
that's the KexEngine Quake2 Remaster I was talking about - it doing something funky ala Quake1's colormap with those reds greens and yellows @>>10221889 is immediately noticable in a comparison shot

>those disruptor orbs will make one seethe forever (or cheat) if you won't cheese her pattern to never use the homing ones -
interesting how not even QuakeWiki doesn't know about this exploit

>> No.10222137 [DELETED] 
File: 2.85 MB, 1996x3336, 1693694351162057.jpg [View same] [iqdb] [saucenao] [google]
10222137

spitting fax, or?

>> No.10222147

>>10222137
gay and retarded

>> No.10222152

>>10222137
>Cruelty Squad unplayable
the words of a man who hasn't played every level Stock Weapons No Implants

of course it's bait because no one would ever lump Hexen into "20 second levels" and complain about mandatory secret hunting, while putting Hexen II that high up

>> No.10222153

>>10222137
exquisite bait but not retro

>> No.10222161
File: 958 KB, 1920x1440, wemadeit.jpg [View same] [iqdb] [saucenao] [google]
10222161

>>10222131
>>10222078
yay we win
now I'm going to try out Zaero real quick before I'm back to Citadel

>> No.10222162

>>10222137
>Not Brutal Doom
0/10 bait

>> No.10222191

>>10222137
>xiii and rtcw in unplayable tier
correct, weapon inaccuracy/bullet spread/cone of fire was never good

>> No.10222215

>>10222137
>fear > quakes
now that's a hot take

>> No.10222217

>>10222162
Brutal Doom is BASED ON STOLEN CODE IN SOME AREAS

>> No.10222305

>>10222131
>interesting how not even QuakeWiki doesn't know about this exploit
What? Explain, also fix your spacing.

>> No.10222307

>>10221801
Reminds me of an Iron Warrior Obliterator

>> No.10222519
File: 83 KB, 405x1326, 1509015232304.jpg [View same] [iqdb] [saucenao] [google]
10222519

>>10220468
Q2test

>> No.10222768
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10222768

It's Wednesday, play SRB2Kart or don't, I can't make you.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau
No changes since last time.

>> No.10222782

>>10222519
need some more dinos in quake desu

>> No.10223023

>>10221256
The comparisons to Mister chef are obvious, but I don't think either of the nudoom power armors are that bad. They definitely could've taken more design cues from the original, and it wouldn't have killed them to have more color than two shades of green.

>> No.10223134
File: 674 KB, 1920x1017, Screenshot_Doom_20230907_101635.png [View same] [iqdb] [saucenao] [google]
10223134

still dicking around with this colour palette, i really like the archvile flames

>> No.10223209
File: 515 KB, 750x650, 11520.png [View same] [iqdb] [saucenao] [google]
10223209

>>10222519
Everyone is always talking about the Berserker, but personally I feel like more should talk about the Gladiator and how he says "inta-ROODARGHH!"

>> No.10223317
File: 16 KB, 771x604, 1687064600830355.png [View same] [iqdb] [saucenao] [google]
10223317

>>10222768
ggs

>> No.10223370
File: 1.00 MB, 1080x1080, 1678552510308399.png [View same] [iqdb] [saucenao] [google]
10223370

>>10222768
>>10223317
ggs & thanks for hosting

>> No.10223476

>>10221849
Serious Engine 3.5 is a fantastic engine and Serious Editor 3/2017 are great, if CLUNKY editors. Just look at the fact that somebody recreated Doom 2016 in Serious Sam 3. It's that robust. It's a shame Croteam hasn't made it open source, we'd see a lot of good games with it.

>> No.10223495

>>10223476
There's also Duke Nukem 3D remade in it.

>> No.10223543
File: 2.28 MB, 900x3525, __caleb_manji_and_phantasm_blade_of_the_immortal_and_2_more_drawn_by_substance20__13f249aac6508c232b76b6d9c10fae05.jpg [View same] [iqdb] [saucenao] [google]
10223543

Didn't the Blood source code leak a few months ago? Anything come of that or...?

>> No.10223554

>>10223543
It was from 1996 mid, 10 months before release. And didn't come with assets unlike the 90s alpha leak.

>> No.10223558

>>10216651
>Finally another direction

>> No.10223584
File: 78 KB, 747x629, click clack.jpg [View same] [iqdb] [saucenao] [google]
10223584

Man, cranking down the damage dealt slider in guncaster really rubs in how much of a novelty the ironblast is. Strucker is so much better at everything, now that there is a reason to actually use different weapons.
Not as bad as atom rain X at least.

>> No.10223623

im playing doom ce and the graphical updates are pretty nice. what are some mods that i can use in normal doom. not the level updates but more so what doom ce does to the monsters weapon animations blood etc look high res and cool. how can i find these mods?? i do not like smooth doom

>> No.10223635

>>10223584
Man I have a salt gun for killing flies and insects and it's the same color as that nerf gun in your pic related. Now I really want a double barrel salt gun.

>> No.10223672
File: 1.81 MB, 1440x1080, image.png [View same] [iqdb] [saucenao] [google]
10223672

>>10216464

>> No.10223675
File: 720 KB, 996x583, salt the bugs.jpg [View same] [iqdb] [saucenao] [google]
10223675

>>10223635
SALT GUNNERS RISE UP!
Salt Doom when?

>> No.10223716

>>10216464
Was Blood Fresh Supply going to get an update?

>> No.10223761
File: 213 KB, 1280x720, Q1_Raptors.jpg [View same] [iqdb] [saucenao] [google]
10223761

>>10222782
Go play the Raptors! mod then, you can even *be* the clever girl\boy in one of its SP level sets…

>> No.10223797
File: 552 KB, 1600x900, quake62.jpg [View same] [iqdb] [saucenao] [google]
10223797

>>10222161
Sorry for not wrapping-up things yesterday correctly, had to go AFK immediately after winning the game, and didn't had a chance to continue

>>10222305
No idea what happened there, but her Disintegrator attack works in 2 different ways depending on where and how fast you are moving - one is the burst of 3 slower but homing projectiles if you are moving slow, stationary, or running towards her - and the other being a single shot of an unguided disruptor orb but much faster fired at the direction where you are dashing/bunnyhopping at (ala the improved rocket-firing monsters' behaviour) when trying to do a circlestrafe maneouver or just running away from her to take cover, and at a certain distance and/or player velocity - it becomes the only attack she bothers using against you (aside from spawning Stalkers ad infinitum)

>> No.10223807
File: 585 KB, 1600x900, quake63.jpg [View same] [iqdb] [saucenao] [google]
10223807

>>10223209
I think they are saying 'Traitor' just like the Iron Maidens do.
>carving up the bitch just for fun, interresting how the neck of her headless body is still moving after getting killed, not unlike the vanilla Makron's severed spinal column

>> No.10223815
File: 509 KB, 1600x900, quake66.jpg [View same] [iqdb] [saucenao] [google]
10223815

>>10223807
>>10223797
I wonder if the guys who made the Q1 Dwell's ep.2 startmap were refferencing this cool 'forced darkness' effect with that black orb thingy at their mods skill selection area

>> No.10223825

>>10223209
I thought they were saying KAKARYTA whatever the hell that means. Are they Dragon Ball Z fans?

>> No.10223843
File: 424 KB, 1600x900, quake68.jpg [View same] [iqdb] [saucenao] [google]
10223843

>the ending kicking-in immediately after this moment is so jarring, there could at least let you walk up to the grav-tram (or even put a suprize Turret right at the exit section, just to shit on your victory parade)

>> No.10223848

>>10220438
I am not on mobile phone though I am on my laptop it might be the weird rendering that Edge/Chrome uses.

>> No.10223853

>>10223843
This was changed in the Kex rerelease, there's a final section where you leg it to a train back to the Research Hangar.

>> No.10223856
File: 61 KB, 598x450, absolutely autistic.jpg [View same] [iqdb] [saucenao] [google]
10223856

>decide to give insanity`s requiem another go
>have a small patch lying around that shoves you directly into UV, that i made because some modders refuse to give you the spawn preset without additional shenanigans
>use it so i don`t have to read it telling me to kill myself for not being sweaty enough
>it has fucking drm to prevent this
i am at my limit

>> No.10223942

>>10223761
>no feathers
>teeth protruding
you took the wrong slipgate to the worst timeline boah
i will play this. thamks

>> No.10223984

>>10223675
Shit, I'd play that. Would probably be a fun mod for kids too: playing as some goober running around shooting flies in a mansion, an office, etc.

>> No.10224001

A poll of curiosity: how much is co-op a feature you engage and put value in
https://strawpoll.com/X3nk4xxVQgE

>> No.10224008
File: 202 KB, 800x487, 6SPq5R8.png [View same] [iqdb] [saucenao] [google]
10224008

>>10223853
Good to know, did they also gave The Reckoning a proper bossfight instead of just recycling the vanilla Makron?

>>10223942
Cut them some slack please, it was still the early 2000s if not even late 90s
>I thought that model was nicked from the unused dino enemy of Chasm but apparently not, as even the Zrift Doom mod ditched the original chunky model for a new custom one

>> No.10224024
File: 52 KB, 640x622, 1680478061959167.jpg [View same] [iqdb] [saucenao] [google]
10224024

>>10223134
I just noticed that the edits I made to the colour palette make Doomguy look like he's wearing blue lipstick and I can't stop fixating on it now.

>> No.10224045

>>10224008
>did they also gave The Reckoning a proper bossfight instead of just recycling the vanilla Makron?
No. The GZ finale, an additional open area in Outer Base, and the improvements to the Big Gun are the only major level changes I noticed.

>> No.10224050
File: 414 KB, 1076x605, c33333.png [View same] [iqdb] [saucenao] [google]
10224050

>have to work on a shitty whitepaper
>just want to make maps
Please hold me and tell me everything will be alright.

>> No.10224160

Looking for a community Doom 2 megawad. I only remember a couple of levels; one with a cross shaped platform in the middle of a circular room full of nukage, and another level that was set at night? and was a base that consisted of several corridors laid out in a grid layout, with the spaces inbetween the corridors open to the air.

There was another the level that I remember the most about:

It was a large and complex base that you started out on the outside of.

There were multiple ways into the base from the starting area.

In the top left of the map was a STARTAN room containing the red key, which you had to use platforming to get.

Round the back of the base was a small area where you went out onto some cliffs.

To the right of the entrance was a long thin room.

There were a lot of switches in the level, and it often wasn't obvious what pressing them did.

The level had a walkthrough on Doomwiki.

It didn't have custom textures. I realise this is a vague description but it's all I remember. I think Onemandoom reviewed it, and used the cross shaped platform as the image for the level that had it. I'm not even sure I'm not confusing multiple wads together here.

>> No.10224263

When does Ad Mortem phase 3 start?

>> No.10224264

>>10224263
Does it even need a third phase? Just release it for real.

>> No.10224281

>>10224264
inb4 it hits 31 maps during phase 3 and gets delayed one more year for another map

>> No.10224286

>>10224281
Vaeros hasn't even completed his own map for the project, and Chop's replacements for the BFG and plasma will never happen.

>> No.10224312

>>10224286
to be fair, nobody even cares about the fact that it's not "officially complete" aside from eggplant and speedtrannies
just play the wad like a normal person

>> No.10224335
File: 1.70 MB, 1080x1080, shamsp3.png [View same] [iqdb] [saucenao] [google]
10224335

>>10224001
something something if you can't place a couple extra starts you have no balls

>> No.10224339

>>10224001
I put co-op starting spawns in at the very least, and the occasional co-op Cyberdemon.

>> No.10224496

>>10217697
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/iogw
Funnies inside!

>> No.10224515

>>10224008
>Cut them some slack please, it was still the early 2000s if not even late 90s
i know i know i was kidding
>picrel
lmao

>> No.10224589

Is there no DSDA build for Linux? I know there is one for Woof, but as far as I know, Woof doesn't support Heretic and Hexen, right?

>> No.10224706
File: 313 KB, 640x360, 984.png [View same] [iqdb] [saucenao] [google]
10224706

WAKE UP

>> No.10224714

What mods have giant worm enemeis?

>> No.10224719

>>10224714
Freedoom.

>> No.10224845

>>10224589
Crispy Heretic and Crispy Hexen are the "woofs" for both of those games.

>> No.10224901

>>10224008
old had sovl

>> No.10224906

>>10224335
>Hard Fast Faqqot Maps

>> No.10225102

>>10224496
Well that was 15 minutes wasted. At least it wasn't a terry wad

>> No.10225140
File: 1.33 MB, 1600x900, spasm0035.png [View same] [iqdb] [saucenao] [google]
10225140

>getting into GZ at a spur of the moment made me forgot to download the Alkaline Serwer Mapjam2 as originally intended last week, will come back to that in a moment...

>> No.10225167
File: 1.37 MB, 1600x900, spasm0041.png [View same] [iqdb] [saucenao] [google]
10225167

>>10225140
>time to make some new shitty screencaps of Q1 mods for a change
Might come back to TR later but first I would have to make a custom .pak for the Lazarus Shockwave and the Homing Rocket Launcher (no idea why it only works properly on the Guggenheims map and not when running the xpac levels via cheats), also the froggy Parasite modelswap from Escape needs to go as it has no painskin. . .
If that one based norwegian is still lurking here, mind explaining why did you only ported-over the IREDs and the Flaregun as the sole Zaero weapons?
Also how come you can now die from your own laser tripmines?

>> No.10225217

>>10224312
I care and I'm not egg or a speedtranny. It's fucking annoying to have a single mapset constantly being in a state of flux. Just have Ad Mortem 1, AD2, AD3 if you wanna do that, instead of tacking on maps to the original and then having mappers come in and constantly retweaking their original maps. Muddles things up. I'm not gonna blow a fucking gasket over it, just saying that it annoys me is all.

>> No.10225246

>>10224264
Like it or not, it's not a matter of "does it need one?" it's a matter of "when?"
>See you in Phase 3. :]
>Edited October 24, 2022 by Vaeros
It's happening, but he hasn't given us a when. Or did he just expect somebody else to pick up his slack for him again?

>> No.10225252

What are some mods, anons?
Thinking of playing Heartland but I'd have get Eternity just for that, is it worth the hassle?

>> No.10225261

>>10225252
Worth the hassle of what? Downloading a source port and setting it up? Hardly the most taxing thing in the world. Just do it, then play Heartland and find out for yourself. A lot of people seem to enjoy it, at any rate.

>> No.10225264

>>10225246
>Or did he just expect somebody else to pick up his slack for him again?
Wouldn't surprise me.

>> No.10225290

>>10225246
Well, I was waiting for the waifu wad to be released but it seems is not done yet, should I start it now then? if that's so i'll make an announcement in the next few days, Stay tuned.

>> No.10225301

>>10225290
Well shit nigga, id's habbening.
Waifu WAD seems to be in the same state as 94p, everyone's just waiting on the lead now, so I think you're all clear.

>> No.10225320
File: 169 KB, 462x532, 064b7438a04eb77102a2927faa1f1636.jpg [View same] [iqdb] [saucenao] [google]
10225320

>>10225290
All waifu maps are done for now, barring one that might be on the way. I only need a bit of time and some feedback for the next beta release, nothing that another project would interfere with. Go for it.

>> No.10225361

>>10224335
haha benis :DD

>> No.10225445
File: 632 KB, 1600x900, plutonia -.png [View same] [iqdb] [saucenao] [google]
10225445

>>10223623
does anybody know of any good graphics mods? i cant seem to find any

>> No.10225480

So how does the WADbooru thing work, can I just put in as many entries as I want? As long as they don’t overlap?

>> No.10225507

>>10225445
HFFM Party Pack

>> No.10225515

>>10216464
Doom1, Doom2, Heretic or Hexen but with capture the flag and odd one out modes.

>> No.10225539

>>10225507
Its crazy this thread made that two years ago. Where has the time gone bros. But thats not what i meant. Like a upres type of mod. Some better weapon animations and stuff. I played a mod recently. And it highly upgraded the sprites and stuff. I found one called nueral upgrade 2x. Thats kinda what im looking for. Like upres graphics better weapon animations. Without just setting high gz doom settings

>> No.10225560

>>10225539
I thought HFFM was 2020.

>> No.10225581

Guys, will the shader (it has a .pk3 extension) for GZDoom work on vanilla DOS Doom?

>> No.10225587

>>10225581
no, doom only accepts wads. pk3 is a renamed zip from quake 3 era. look for dosbox specific shaders

>> No.10225593

>>10223807
Huh, always thought the Iron Maidens always said "SWEETHEART"

>> No.10225638
File: 558 KB, 1920x1080, bloodied tram.png [View same] [iqdb] [saucenao] [google]
10225638

>>10225593
Always heard the gladiators as saying
>it's a RE-tard!
but still most everything comes across as weird alien gibberish.

>> No.10225647

>>10225560
sequel when?

>> No.10225648

>>10225587
Ty. Are there any sites where I can find shaders for Dosbox?

>> No.10225695
File: 2.75 MB, 960x540, prbrt.webm [View same] [iqdb] [saucenao] [google]
10225695

>>10225648
no idea. anyway, just get that rtx fork with shaders included and call it a day.

>> No.10225849

>>10225539
You can have up-res'd sprites with the neural mod or you can have smooth animations with ... Whatever it's called. Smooth Doom. Not both.
But neither are perfect. Up-res'd sprites are just a little off sometimes and the smooth animations lack animation principals that aren't noticably missing in the originals.

>> No.10226019

>>10225849
https://www.moddb.com/mods/brutal-doom/addons/smooth-bolognese-gore-merge

i found this one. it doesnt upres the sprites but basically everything else. found what i was looking for bros. i just put on anistropic x16 trilinear with this on. it kinda looks like that other mod. super super close

>> No.10226086
File: 1.32 MB, 1920x1080, deafdumbnblind_fisto.png [View same] [iqdb] [saucenao] [google]
10226086

>>10225140
>thought I'd be done after playing through all the new ND content and some Unit 25 stuff
>still going through older custom maps through various mods and ports
Doing this through Citadel right now and I wish I could overwrite the animation for this weapon. Still fun to use.

>> No.10226119

>>10216469
>http://clovr.xyz/wadsup/
I looked into scraping info from idgames from the text files, but afaict the best I could do is year, author, and title. Everything else isnt consistent enough to make for useful tagging. It would probably be possible to get the number of maps to determine if it's a megawad or not, but not via the txt file, and It would be a pretty big endeavor for me to do even txt info.
No actual news or anything, just letting you guys know what I'm looking into.
Another anon said it might be best served for anons to just tag their favorite wads or wads they consider notable in there. That way it's more like a living recommendation rather than a catalog of everything. Someone already added Mangler and that one is up my alley as I love old shit.

>> No.10226164

Hey d00ds been a while since I played doom but I been playing final doom lately and TNT honestly isnt that bad, its not amazing but it certainly doesnt deserve to get shit on like some people do. Its honestly better than retail doom 2 in a lot of ways. Anyway after Im done with that I would like to play some mods or total conversions. Its been a while since I have fucked around with any of that like probably playing doom 64 TC and goldeneye doom 20 years ago. What are the mods/maps I should be playing now? I prefer mods that have their own map packs they are balanced around because being over powered in vanilla doom is kinda boring.

>> No.10226173

>>10225560
Nah, that was 2048
>>10225539
Crazy to believe 400 and 512 are already over a year old. I wonder what the next "of /vr/" is gonna be.

>> No.10226175

>>10225647
>HFFM sequel with Ambatukam, Animan Studios, and other post-HFFM gachi-esque memes
imagine

>> No.10226180

>>10226173
Hoping for First Dates, if the project doesn't explode on the launchpad again.

>> No.10226224

>>10226180
I find the fact that the waifu wad was born out of the stillborn fetus of first dates to be extremely symbolic.

>> No.10226278
File: 107 KB, 454x959, 2023-09-07-224334_454x959_scrot.png [View same] [iqdb] [saucenao] [google]
10226278

>>10226119
>I looked into scraping info from idgames from the text files, but afaict the best I could do is year, author, and title.
did you try copying the text files?

>> No.10226318

Does anyone have that image that is like a comparison of dedicated server and a server list vs player queue and etc? Something something "old method made everyone happy but forcing everyone to randomly queue for very limited gamemodes only appeals to one group" type thing

>> No.10226329
File: 180 KB, 880x1000, 1665794148318676.jpg [View same] [iqdb] [saucenao] [google]
10226329

>>10226318
This one?

>> No.10226338

>>10226329
Yes, thank you anon!

>> No.10226367
File: 284 KB, 715x576, 1691265039969803.png [View same] [iqdb] [saucenao] [google]
10226367

>>10226329
>2fort 24/7

>> No.10226376

>>10226329
When console based online play was "invented" it ruined multiplayer gaming. Forcing everyone into a queue is basically forcing all players to play on a public server.

>> No.10226402

>>10226329
The complete lack of agency is what upsets me about matchmaking. You don't get to filter or curate your experience in any way. You also have no idea what criteria the algorithm uses to fix your matches in the first place.

>> No.10226423

>>10226278
Yeah, but I need to boil it down to useful information for tagging. Not just pulling the info wholesale.
It needs to be fairly consistent. So when one wad says:
"new levels: 4"
and another says:
"levels: map01, map02, map03, and two secret levels"
the tags are all over the place without parsing language, which I'm ill equipped to do.
I could feasibly pull things like "short" from descriptions, but when the description is something like "I usually make short maps, but this one is huge" that's a wrench in the works too. That's an actual example I came across today looking at this stuff btw.

Accounting for all that may be trivial for someone, but that someone isn't me.

>> No.10226427

>>10226402
matchmaking is fine for a quick game, but it's shit compared to the days of joining a consistent server and paling around with regulars.
It destroys community building when it's the only option and it's no wonder why mp games are so fleeting these days.

>> No.10226479

>>10226329
>Someone uses mean words
>Use mute
>But someone said mean words
>Use mute
>You are a bad person and bully and possuble domestic violence doer
Fuck I hate current way things are going.
Zero shit flinging and zero conversations because of too strict moderations commonly by bots.

>> No.10226498

>>10226427
The worst is "people" clamoring and begging for blind ELO matchmaking to be added to every game for absolutely no reason and claiming that a game is completely dead if they can't solo queue with more than a thousand other ants in less than 10 seconds. Regardless of what type of game it is or if it's a teamgame and therefore ELO is completely and utterly useless as a measurement of skill for balance because you can get carried to high levels by other players.
Or even worse, it's a fairly difficult coop game and it pretty much kills the game having randoms with open lobbies for new players and thus new players are flung into getting flamed for not having 20k hours into the game and not knowing jack or shit.

>> No.10226507

>>10226427
I disagree, in the sense that regulars and community building has always been massive homo shit and the real best setup is regular servers with regular players that are really only focused on the game, but wanting that homo shit is fair and it is pretty gay when that option is 100% taken off the table.

I'd also say multiplayer games are just as fleeting as they've ever been, it's just that a dead server game is able to still get some jolts of life better than a dead matchmaking game. Players with servers know exactly what matches are available and can hop right into them directly, whereas matchmaking is blind luck of the draw. You can still end up with only sub-30 players for either, but 30 server players have much better options for getting a game going than 30 matchmaking players.

>> No.10226525

>>10226423
with data so idiosyncratic, it almost seems like an exercise in futility, but anything can be pattern-matched if you're brave enough I guess. good luck.

>> No.10226526

>>10226507
>You can still end up with only sub-30 players for either, but 30 server players have much better options for getting a game going than 30 matchmaking players.
Natural Selection 1 had a grand total of two Australian servers when I played it and it was some of the best fun I ever had with any shooter. You played one server if you wanted some wacky modded experience and the other if you wanted something vanilla.

>> No.10226691

>>10226164
youre going to want to get brutal doom and the extermination day maps. It basically how doom is meant to be played i know that will upset the trannies in this thread but dont mind them they play with monster aggression off so they can play virtual dollhouse and host tea parties with the demons with their modded in anime girl avatars.

>> No.10226704
File: 774 KB, 487x200, proxy-image.gif [View same] [iqdb] [saucenao] [google]
10226704

>>10226329
>Dr. B's 24/7 ts_lobby
>Skial 24/7 2fort
>de_dust in yo face 24/7 de_dust
>[UBCS] Sven Co-op entmod server
>Tons of others I don't remember

>> No.10226713

>>10226526
Can NS1 still be played or is it dead?

>> No.10226730

>>10226713
I have no idea. It was many, many years ago since I last played it. It's not on Steam and you have to download the mod externally.
>https://www.moddb.com/mods/natural-selection

>> No.10226735
File: 566 KB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
10226735

>>10226691

>> No.10226743
File: 26 KB, 744x155, kek.png [View same] [iqdb] [saucenao] [google]
10226743

lmao
tbqh i am actually starting to have fun, now that the guns are a bit more straightforward. do wonder why non-implemented weapons clog up the spawns.

>> No.10226781

>>10226743
lmao

>> No.10226784
File: 703 KB, 906x606, natural deadlection.png [View same] [iqdb] [saucenao] [google]
10226784

>>10226713
>>10226730
Okay, I installed it again and it's looking grim. Zero filters on all servers, all of them are empty.

>> No.10226825

>>10226784
at least they have bots and i bet they get activity on weekends or specific times too

>> No.10226859

>>10226329
important detail missing:
matchmaking ensures the game will die once central servers are shut down as long as the game doesn't allow community servers, which most dont

>> No.10226876

>>10220565
>>10220502
Hey VR-anon, is the secret Commando monster (never seen one outside of the "randomized monsters" mutator enabled) supposed to not have a painstate in order to make ones life even more miserable?

>> No.10226881
File: 44 KB, 279x440, 1673023648086681.jpg [View same] [iqdb] [saucenao] [google]
10226881

>>10226876
VRmapper here the wut now

>> No.10226909

>>10226881
When you use a monster randomizer there's a tiny chance that one of the Grunts or Enforcers gets turned into an ultra-annoying "sky-blue Doomguy" who wields either a Plasma-Rail, lava-SNG or the SoA Laser Cannon who cannot get pained even on easy skill. And Lord help you if there's 2 of them in the same room.

>> No.10226923

>>10226909
VRanon tell me how to spawn this gentleman. captcha: xxxxp

>> No.10226928
File: 402 KB, 999x726, 1687388378519612.jpg [View same] [iqdb] [saucenao] [google]
10226928

>>10226318
>>10226329

Such a one-sided take. The ability of players making their own servers to play on is good... but in practice for a lot of games it resulted in 20 servers of like 5 people playing. Playing TF2 and trying to find servers for it that were not "one map 24/7", passworded or otherwise crap made it so that I spent more time searching for servers than playing a lot of the time.

Some kind of a healthy medium would be nice but man was the whole "dedicated server" stuff usually far from the nostalgic ideal people want to remember it as.

Modern online gaming do be bland af though, I can't believe I am nostalgic for the chaos of playing something like Zombie Panic : Source and seeing people post porn sprays and yelling obscenities in voice chat but it was an experience an in the modern day you might as well play with bots.

>> No.10226930

>>10226928
What games were you playing? Among the myriad HL1 mods, HL1dm, whatever the fuck I had no problem finding what I wanted. TFC, TF2, etc.
>I am nostalgic for the chaos of playing something like Zombie Panic : Source and seeing people post porn sprays and yelling obscenities in voice chat
That really boggles my mind because it's truly an age that is gone and does not exist outside of small private games between older dudes. My kids who get into online multiplayer someday will never know the joy of entering a server with alltalk on and both teams just calling each other faggots and making fun of [current popular thing] or anything like that. Man I'm really wistful now.

>> No.10226938

>>10226928
>>10226930
>What games were you playing? Among the myriad HL1 mods, HL1dm, whatever the fuck I had no problem finding what I wanted. TFC, TF2, etc.
I myself even had success when Source mods were starting to peak with the Hidden being a favorite. When it came to things like TF2, I’d tick the boxes to not show full or passworded lobbies and never had a hard time finding a map I wanted to play (unless it was cp_hydro because no one wanted to play that anymore).

>> No.10226943

>>10226938
Hidden was a ball. It had two peaks, the first when the mod came out and then some youtuber (probably pewdiepie) played it and it got a second wind. Great days. You might enjoy this montage that isn't mine.
https://www.youtube.com/watch?v=kB73XpMPxEk

>> No.10226947

>>10226943
>You might enjoy this montage that isn't mine.
I certainly did, and damn did I enjoy all the stuff EvilDaedelus did especially TF2 Mass A. Nostalgia overflow.

>> No.10226953

>>10222519
That exchange from the old let's play will always live rent free in my head
>"Watch out it's ResearchIndicate's fanboys"

>> No.10227067

>alien vendetta map10
>fuck all ammo pickups anywhere
>completely out after fighting through a hallway of imps
>lol here's 5 revenants good luck xD

>> No.10227121

>>10226086
>>10225638
Playing both the Citadel and 25yrs of Quake2 anniversary mods with the re-discovered Oblivion soundtrack was a ton of fun I must admit

>> No.10227127
File: 855 KB, 619x591, 22419.png [View same] [iqdb] [saucenao] [google]
10227127

anyone got the Unreal Tournament version of this?

>> No.10227131

>>10224845
Point is: I'm searching a "one and done" sourceport that isn't gz doom. I like woof a lot, but for my steam deck I wanted to set up dsda doom so I can play Heretic and Hexen there too.

>> No.10227136

>>10225261
Heartland was amazing like everything Skillsaw ever touched.

>> No.10227145

>>10227131

GZDoom IS the one and done sourceport. All other sourcepourts mean restricting yourself to one or another various kinds of purist autism. GZ is the only one that just plays whatever you throw at it.

Christ someone needs to make one of those meme formats where it's the crying dude with all his PRBooms and Woofs and Chocolates, and then the other one is chad GZD with "haha wads go brrr".

It's pathetically juvenile but it's what sourceport autists deserve.

>> No.10227168

>>10227067
AV can be tough as nails in UV, not for the faint of heart if you can't into ammo management or are pistol starting.

>> No.10227174

>>10227145
GZDoom is a shitty option for a one and done sourceport. Even if you don't care at all about the differences between GZDoom and vanilla, you will care about the shitty performance. Loading up Eviternity Map 26 is my test. DSDA, no problems, GZ, i might as well look at screenshots. So thank you for providing nothing of any value to my question.

>> No.10227176

>>10227131
>>10227145
Just use zandronum?

>> No.10227182

>>10227174
>not using GLES mode
retaaaaard

>> No.10227192

>>10227176
That would be an option. That you anon.
>>10227182
Fuck of Graf Zahl, you are a shitty programmer and a blight on the doom community.

>> No.10227203
File: 1.37 MB, 1920x2160, evi26.png [View same] [iqdb] [saucenao] [google]
10227203

>>10227174
>Eviternity Map 26

>> No.10227204

>>10227192
GLES is actually not coded by Graf even if it is on GZD. It's the sole reason the sourceport even stays afloat and doesn't run like absolute shit on what is now considered middleware with mods because thanks graf.

>> No.10227207

I'm not using a Doom source port with telemetry of any kind.

>> No.10227250

>>10227203
Do the same on a rig that was midtier trash 10 years ago or a Steam Deck, then we can talk. I haven't upgraded my PC in 12 years.

>> No.10227293

>>10227250
>I haven't upgraded my PC in 12 years.
The moment you understand that a sourceport is not the original game, you will stop being such an utter fucking retard.
At the very least you could stop whining about GZD when you have so many other possibilities.

>> No.10227307

>>10227293
Every time someone brings up other possibilities, you bitch that they should just use GZDoom.

>> No.10227310

>>10227250
>I heard this modern port filled with modern features is also badly optimized, that's definitely the reason why my mesopotamian age toaster can't run it

>> No.10227342

>>10226876
Yes, he is set on berserk.
>>10226923
monster_preset_commando_...
Should be able to get them just typing 'commando' in the entity browser.

>> No.10227348

>>10227307
You can use a 10 year old version of GZDoom.

>> No.10227351

>>10227348
Or I can just use a source port that isn't trying to be a poor man's Unity.

>> No.10227353

>>10227145
You will need multiple versions of gzdoom, if you want to play mods. One is not enough. New versions tend to break old mods. If you are not playing mods then gzdoom is terrible choice because of it's performance issues.

>> No.10227358

>>10227351
Try Eternity.
GZDoom runs fine on my machine tho.
I'll try it on a steam deck too.

>> No.10227368

>>10227351
>I don't need all these fancy features my toaster can't run anyway
>what, just using the source port that just plays Doom? no way
>I'm going to download this bloated software instead and then I'm going to cry on /vr/ about how my toaster can't run it and about other source ports existing
(You)

>> No.10227380

>>10227368
But the gzdoom fanboy and the guy who needs to find some source port are clearly to different posters. Or am I being the retard here?

T. Anon that is neither of them

>> No.10227387

>>10227293
>>10227310
Are you two stupid? I want to play vanilla-ish Doom and Heretic, some nice wads like Eviternity, not some gameplay mods or something like that. DSDA provides this with good performance. I only asked if there was a Linux version so I can play something on the go, and based on my experience with GZ doom, the Deck isn't that good at handling it.

>>10227351
>>10227353
Thank you for taking my side (even if this isn't a discussion I wanted to have). After all I read, I guess I have to go with another source port for Heretic and Hexen and Woof for Doom. I'm just a bit sad about the shitshow my request turned into.

>> No.10227397

>>10227368
>Anon being too stupid to see that he is mophing to anons into one
It's okay anon, have your adaroll and take a breath.

>> No.10227405

>>10227387
Don't be sad, anon. It's just bunch of /v/tards, that have a trouble to comprehend what they have read and tendency to react very emotionally to a normal discussion. They will eventually get bored and leave. Such is the life of a /v/tard.

>> No.10227415

>>10227380
Yes we are different anons. All I wanted is a basic sourceport that is Boom compatable for Doom+Heretic/Hexen for my steam deck on the go. A one in all solution that DSDA provides which doesn't have a Linux build as far as I know. I don't want to use GZ Doom because it is too taxing and would stick with Woof but that doesn't support Heretic and Hexen. Simple question that got stupid answers and an even more stupid discussion because some idiot that's probably not even 18 can't comprehend that there are people on this board that are older and don't like the changes that GZ Doom makes/don't bother to buy a new PC.

>> No.10227420

>>10227405
Thank you for your kind words. After all this I just downloaded crispy heretic and woof. I guess thats my best optiom right now.

>> No.10227440

>>10227293
GZD is older than his computer, there's zero excuse for the sourceport constantly getting worse over time.

>> No.10227472
File: 1.23 MB, 852x480, 2023-09-08 19-21-21 (1).webm [View same] [iqdb] [saucenao] [google]
10227472

Some very noisy neighbors!

>> No.10227490

>>10227472
so what's up with this, anyway? is there a name for it like with homs, slime trails etc?

>> No.10227528

>>10227342
Question about the Mummy (PD's alternative skin/style for the Zombie monster entity), should they get differentiated from the regular Zomibes by giving them a gib-spray attack of 3 regular Zombie projectiles in a roughly the same spread-pattern as a Grunts shotty attack?
I didn't like the DoE way of the Mummies gib-trow being inexplicably 4 times stronger and the Progs_Dump way of making them just be a Zombie reskin feels a tad lacking.

>> No.10227552

>>10227067
I hope you are punching out pinkies lmao

>> No.10227557

>>10227528
>Mummy (PD's alternative skin/style for the Zombie monster entity),
It's actually just the DoE version.
>should they get differentiated from the regular Zomibes by giving them a gib-spray attack of 3 regular Zombie projectiles in a roughly the same spread-pattern as a Grunts shotty attack?
I guess I could add something like that as an option. I don't really want to overwrite the original.

>> No.10227558

>>10226938
i played on a 24/7 hydro server that was fun as hell. the massive battles at the choke points made it easily the best tf2 map.

>> No.10227560

>>10227552
I found the (missable) secret chainsaw.

>> No.10227581

>>10226329
I miss Freak Fortress 2 and VSH, loved seeing all the crazy combinations of maps and bosses.
Imagine if it were ported to Zandy.

>> No.10227584

This page is goofy : https://doomwiki.org/wiki/Doom_source_code_oddities

Apparently IDSPISPOPD stands for Smashing Pumpkins Into Samml Piles Of Putried Debris.

>> No.10227585
File: 1.04 MB, 2949x4096, __pochita_and_doomguy_chainsaw_man_and_1_more_drawn_by_dankwoll__ff9d849954fc986742a75aeb3e3178a4.jpg [View same] [iqdb] [saucenao] [google]
10227585

>>10227560
that works too

>> No.10227593

>>10227293
The sourceport isnt the original exe correct but also you mentally retarded nigger this is fucking doom were talking about it can run on a toaster and now an extremely capable pentium 4 class PC cant even run the sourceport cause its so fucking demanding and for what? Shitty GL3 rendering that doesnt look any different from GL2. He should be working on optimizations. Amazing how my pc 20 years ago had no problem running legacy with fancy GL lighting and even splitscreen multiplayer for fuck sakes. I also hate that every project is tied to gay zex doom now and its not even like they take advantage of any features that arent available on other ports.

>> No.10227604

>>10227490
This is the DoomWiki page for the effect : https://doomwiki.org/wiki/Long_wall_error

No funny name here.

>> No.10227617

>>10227415
Can't you just run DSDA through Proton or whatever?

>> No.10227685

>>10227440
That's fucking retarded, the port has advanced in accordance with hardware as to let it do more things.

>> No.10227689
File: 193 KB, 1030x790, ZombieMaster.png [View same] [iqdb] [saucenao] [google]
10227689

>>10227557
Holy shit I am beyond stupid, I honestly thought they work like the PD2 readme document described them, but is the 'style' thing utilized for all monsters?

>> No.10227695

>>10227685
things nobody asked for

>> No.10227708

>>10227695
Thanks, zoomer, I'm vaunted to hear opinions about something that happened while you were still just a glint in your dad's eye.

>> No.10227712

>>10227708
nigger my first source port was doom 95 so shut the fuck up.

>> No.10227723

>>10227415
I run DSDA on linux (Arch). Needed to compile it myself though
From the looks of it it's in the Debian repos as well so if you run a Debian-derivative (like Ubuntu, Mint) you can probably just install it from the repos. But I don't know about the steam deck.

>> No.10227726
File: 68 KB, 759x572, zombmummy.jpg [View same] [iqdb] [saucenao] [google]
10227726

>>10227689
Zombies don't even have a style selection, anon. Mummies are a separate entity.
If you don't see a key in the entity panel for a selected entity, then it likely isn't usable on it.

>> No.10227735

>>10227712
>nobody wanted OpenGL rendering, dynamic lights, advanced scripting languages, etc, etc
You're a bullshitter.

>> No.10227737

>>10227723
Steam OS is Arch based. So it might work. Thanks anon!

>> No.10227741

>>10227387
>can't be bothered to do two minutes of research
>just download some sourceport
>find out it doesn't fit
>instead of going and getting another one, go to /vr/ to bitch about GZD in an attempt to fit in

>> No.10227749

>>10227145
>GZDoom IS the one and done sourceport.
Depending on your purposes and tastes, it can be.

>All other sourcepourts mean restricting yourself to one or another various kinds of purist autism.
That matters to some, how do you know he isn't some kind of purist?

>GZ is the only one that just plays whatever you throw at it.
GzDoom will play a lot of things, but there's a number of things which will play like shit on it no matter your specs.

>Christ someone needs to make one of those meme formats where it's the crying dude with all his PRBooms and Woofs and Chocolates, and then the other one is chad GZD with "haha wads go brrr".
Oh wow, you're right, we should totally make some bland and dated template memes like we're on Twitter! That would be epic, epic for the WIN.

>>10227387
Some people are offended that GzDoom exists, while some, like this other guy, is offended that some people are looking for something else besides GzDoom.

>> No.10227764

>>10227737
It's in the AUR so maybe you can use that script to compile it

>> No.10227774

>>10227145
>Christ someone needs to make one of those meme formats where it's the crying dude with all his PRBooms and Woofs and Chocolates, and then the other one is chad GZD with "haha wads go brrr".
Just kill yourself for even suggesting that, wojaknigger.

>> No.10227818

>>10227735
You do know that gzdoom had all of these 15 years ago? Yet then, the engine was not yet so bloated, that it was much lighter. Coding is not perfect when a source port for a 30 year old game demands more from your computer than AAA-games from 2023.

And yes, even I do use gzdoom for some of it's mods, and it's great that there is now a legal way to make "doom engine" games, but the source port has it's problems. It's easy to see, why people use alternatives gzdoom these days. Back in the day zdoom was THE source port.

>> No.10227825

>>10227741
You are the one who's bitchin here. Let the guy ask. This is what this community is for. Not for some retarded r/doom meme posting or /v/-tier "i hate everything" rant.

>> No.10227830

>>10227818
Did you know that as computers get more advanced, you need to eventually update your software so that it can even function on modern machines?

>> No.10227832

>>10227726
>Undeadlets, they'll never learn…

>> No.10227836

>>10227818
>hurrdurr why is gzdoom so bloated
>hurrdurr why does every update break my old mods
There's no winning with you people

>> No.10227837

>>10227830
Read my post again, and think before posting.

>> No.10227840

>>10227836
Why do you see it as a problem, if people use other source ports too insread of gzdoom only? Why does it matter to you?

>> No.10227850

>>10227818
>Coding is not perfect when a source port for a 30 year old game demands more from your computer than AAA-games from 2023.
This is a matter of GzDoom still being single threaded for its game logic, because it's still based on Doom's source code and multi threading wasn't a thing in 1993, and together with the more advanced languages like Decorate and ZScript, you run in certain bottlenecks in certain scenarios.
Multi threading is used for graphics and sound, but for the code and all, you can't get away from the single threading.

Now, you can suggest to "just rewrite it as multi threaded lol" and I invite you to start on that, you're looking at redoing about 20 years of development and ensuring you aren't going to break everything that previously ran fine.
If your computer is from 2014, it's simply old and dated, you should upgrade, and ideally you should get a computer which has some good single threading processor performance.

>> No.10227856

>>10227840
You seem to confuse me for someone else.
I don't give a tupenny fuck about what people are using. In fact, I am always using the appropriate sourceport for a wad, like a reasonable person.
But the bitching about GZD is just silly when you can indeed just use something else.

>> No.10227858

>>10227850
>ensuring you aren't going to break everything that previously ran fine.
This has never been a concern for Graf.

>> No.10227860

>>10227818
>the engine was not yet so bloated
and you measure this bloat how?
on Eviternity map26 I'm getting the same 90fps in gz1.8 from a decade ago as I do now in gz4.8, except now I have the option of switching to GLES+SW and getting 120fps instead.
while on a Core2Duo from 2006 I'm getting the same 30fps in GZ and DSDA (in 400p, regardless of SW/GL).
whenever some anon starts claiming GZ is a slideshow, it inevitably turns out he's trying to run brutal doom with voxels in 4k at 16x supersampling.

>> No.10227862

>>10227850
I have shit boxes from 10 years ago that ran GZDoom fine last I checked. I never got the hate for GZDoom as far as performance goes. Maybe I just kicked out with a hardware combination or maybe other people have bad luck.

>> No.10227865

>>10227860
Try Comatose.

>> No.10227867

>>10227865
are we doing this again? I already did, GZ ran twice as fast as other software renderers

>> No.10227879

>>10227858
GzDoom breaks something every five or six years maybe, and often people complain and it gets fixed eventually. If you wanna see some really Mickey Mouse bullshit, take a look at EDuke32, all kinds of random shit breaks every single time that port is updated, so mod authors need to provide a copy of the version of the .exe they're working on it on to make sure that their mod actually functions.
GzDoom is fairly professional and tight in that regard.

>>10227862
Some hardware is better suited for it. It also helps if you don't play ridiculously flashy and poorly optimized mods like Brutal Doom, or if you don't play that much grand scale slaughter.
GzDoom is actually more accommodating for older hardware now than it was back in like, 2016, because now you have Vulkan and GLES as options for hardware rendering.

>>10227865
I'm gonna do that and report back, but I do know that Comatose isn't strictly that well optimized by the standards of any Doom engine.

>> No.10227883

>>10227867
https://desuarchive.org/vr/thread/10189071/#10191567
okay, correction: it ran at the same framerate as DSDA with the 20k sprites intact, and 50% faster with them removed

>> No.10227885

>>10227856
Bitchin about gzdoom isn't sillier than blindly defending it. Sometimes negative feedback helps the developers (not here but you get the point) or sometimes one who sees too much negative traits in main fork might make an alternative fork (like lzdoom few years ago). And like I said, I see good things in gzdoom, but also things that could have been better. I use to stuff like Elementalism and Golden Souls. I'm just discussing this out of interest, and I have no emotional investement to this argument. If you love gzdoom, it is very fine.

>> No.10227890

>>10227885
>LzDoom
The GLES option in GzDoom is why LzDoom didn't need to be developed anymore.

>> No.10227891

>>10227879
>>10227867
Comatose is flows like liquid on Woof and Nugget.

>> No.10227892

>>10227836
Why is gzdoom so bloated when it didn't use to be so bloated? Why add bloat and make the system requirements skyrocket for no reason? Why increase the resource requirements even when the most taxing features aren't used?

Why do updates break old mods, when said updates aren't intentionally making alterations to decorate and ACS? What's causing undocumented changes to the operation logic?

>> No.10227893

>>10227890
And it got implemented because of lzdoom. Everybody won.

>> No.10227896

>>10227892
>Why do updates break old mods
How often does this happen? Can you name a few examples?

>> No.10227915

>>10227891
post video, on nugget, in 4x (800p), with idrate
I'm getting 40fps which is barely higher than GZ at 35, despite running at 75% the resolution

>> No.10227920

>>10227726
>>10227689
>PD3 allows for almost complete customization of standard Q1 bestiary
Holy fuck that's awesome…

>> No.10228058

>>10227726
mummies are a pain in the ass, but a welcome one. zombies on their own are a bit underwhelming

>> No.10228079

>>10228058
>mummies are a pain in the ass, but a welcome one.
Not for me. Fat healthed zombies are one of my least favorite enemies to run into.

>> No.10228090

>>10228079
i mean, i will agree that their health is a bit too much

>> No.10228102

>>10228079
That's exactly what the multi-grenades are for senpai
also you don't actually need explosives to kill a Mummy

>> No.10228105

>>10226376
I disagree that console based online play is inherently bad or detrimental to multiplayer gaming overall when it was implemented. The Sega Saturn, and more so the Dreamcast had it, and it was not a moderator playground. Neither was Xbox original Live nor PS2 Online DOA. PC and Mac games do indeed have their advantages in terms of server choices being typically less strict. However, its mostly the implementation that is what matters most, not the medium itself.

>> No.10228195

HOWSADIS FOR KUNG-FU FIGHTING YOU CHIKINSHIT?

>> No.10228196

>>10228195
Go back to Naboo, JarJar.

>> No.10228221

>>10228102
>That's exactly what the multi-grenades are for senpai
That’s not a selling point my family member. I can see people hating spawns more than I can imagine anyone enjoying mummies.

>> No.10228237

FNF is up, Greenwar, pword is SMUCKmyh2fVNMPIPAHU again

>> No.10228262
File: 649 KB, 1839x769, comatosetrimming.png [View same] [iqdb] [saucenao] [google]
10228262

>>10227892
No answer I guess.

>>10227883
I gave it a quick run, and it does chug. Looking at it in UDB, and Jesus Tittyfucking Christ, it's SO massive, full of fine detail everywhere (like the fucking railroad track, and all the fucking cigarette butts by it).

Like you observed earlier, there's VERY little culling going on, so I got to thinking, can I do something about that? I'm trying to trim down some of this shit around the map and introducing a few solid barriers in places where it wouldn't be noticed or where it would be a subtle difference. So far, so good, you don't get the framerate diving when you exit the elevator and turn around, so the culling there is already doing a lot. I'll see if I can do more.

Feels slightly dirty, because I respect Lainos's mapping a lot, but I wanna see where I end up.

>> No.10228283

>>10227689
Wtf is this dude in VR2?
>>10227920
The thing is both Drake and Arcane Dimensions were built with the thought that users could modify these mods as they saw fit, particularly Arcane Dimensions. PD3 just starts with vanilla as a base whereas AD and Drake and now Keep have oodles of shit out of the box.

>> No.10228292 [DELETED] 

No, but it can be if that anon wants to use that as a model replacement for Death Knights in his map.

>> No.10228296

>>10228283
>Wtf is this dude in VR2?
No, but it can be if that anon wants to use that as a model replacement for Death Knights in his map.

>> No.10228312

>>10228262
solid infinite height walls (i.e. blank void behind them in doom builder, not attached to a floor or ceiling, not doors) are what culls geometry in doom, and nothing else

>> No.10228323
File: 72 KB, 768x500, file.png [View same] [iqdb] [saucenao] [google]
10228323

>>10228237

>> No.10228324
File: 759 KB, 1637x746, mowing.png [View same] [iqdb] [saucenao] [google]
10228324

>>10228312
That's what I did to the hills there at the beginning. The VAST amounts of grass also adds up when you have thousands of them, including in spaces where you can't even fucking go or see to. People should really make composite textures for far off distance detail like that.

>> No.10228339
File: 1.14 MB, 1157x728, TOO MANY SEGS.png [View same] [iqdb] [saucenao] [google]
10228339

lmao
I fucking tried to use Visplane Explorer mode and UDB crashed. Good thing I saved before that.

>> No.10228342
File: 7 KB, 517x449, gacodemon.png [View same] [iqdb] [saucenao] [google]
10228342

>>10228339
>SEGS
:DDDDDD

>> No.10228364

Does anyone know how to make Sound Blaster AWE32 or AWE64, or Gravis Ultrasound work in Dosbox?

>> No.10228370
File: 2.99 MB, 1280x720, The Redhead.webm [View same] [iqdb] [saucenao] [google]
10228370

I wasn't sure if I want another boss, and now I'm not whenever this is too many projectiles.

>> No.10228379
File: 3.82 MB, 2560x1440, deaf dumb and blind.png [View same] [iqdb] [saucenao] [google]
10228379

>>10227121
The new port made me realize how weird I can get. I tried swapping the soundtracks of the original and Q264 and I honestly think they suit each game better: Sonic Mayhem is a better fit for the quicker gameplay and level design of those quicker 64 levels, and I enjoyed the Aubrey tracks for the longer and more elaborate PC levels.
I may try Oblivion just for the looks alone. I like the contrast of these nice skies above these rough Strogg bases. I love the original orange skies but a break is nice once in awhile.

>> No.10228380

>>10226423
unironical idea: use a language model AI? e.g. GPT through API, or some open-source model ran on a powerful machine
good for extracting info from texts that don't easily lend themselves to parsing with "dumb" scripts

>> No.10228383

>>10228370
Those eye missiles are awesome. Whatever you do, keep those.

>> No.10228386

>>10228370
Seconding that other guy, the eye missiles are sick as hell.

>> No.10228395

>>10228370
>and now I'm not whenever this is too many projectiles.
Probably, but those eye missiles are fucking rad. That's exactly the kind of thing I want to see from a floating skull.

>> No.10228407

Final thoughts on the Psycho Circus campaigns after finishing them all on Nightmare.

>Starbearer
Well constructed introductory episode. Helps you learn the basics, enemy placement is fair, you're given all the ammo you need.
Sword is cool, superweapon (some kinda star-shaped particle beam thing) is either completely terrible or just straight up doesn't work.
Boss is a cool spectacle but ultimately does nothing.
I like it.
>Beast King
Also pretty good. Notably harder due to enemy placements, the order you get buffs in, occasional ammo shortage, and the introduction of (potentially infinitely spawning) shotgunners, but still mostly fair.
Claws are terrible until upgraded, but better mowing down crowds of fodder enemies once buffed. Superweapon (endlessly penetrating spear) is fucking sick.
Boss does nothing.
I like it.
>Celestial
Starts out promising with a "what the fuck is this shit" tier slaughterfest that basically tells you to just run through stuff, but is still completely feasible to beat normally (beyond a switch bugging out and requiring you to noclip to progress). After that it's just a series of unfun platforming sections with high damage, high knockback enemies around every single corner. No legroom, have to take everything at a snail's pace. Overall probably the same difficulty as Beast King, beyond the fact that it introduces the single most bullshit enemy in the game toward the end (a chaingunner that can singlehandedly beat you in a direct firefight regardless of your weapon, who doesn't have a pain state or rev up time).
Shock gauntlets(?) are terrible due to having even shorter range than the claws, and they can't even kill the little fireball dogs properly when upgraded. Superweapon is a literal blackhole cannon that erases everything nearby, which is awesome, but you will never have the exorbitant amount of ammo on hand required to use it.
Boss does nothing.
A few good fights here and there but overall I don't like it.

(cont)

>> No.10228414

>>10228407
>Demon
Oh my GOD, this one has it all. SLAUGHTER? Check. RELENTLESS PLACEMENT OF BULLSHIT ENEMIES AND SPAWNERS? Check. STUPID FUCKING PLATFORMING WITH TERRIBLE PHYSICS? Check. POINTLESS KAIZO TRAP CUTSCENES? Check. SOFTLOCKING BUGS GALORE? Check. LITERALLY UNWINNABLE SCENARIOS YOU HAVE TO RUN PAST? Check. TIMED ENVIRONMENTAL HAZARD SECTIONS? Check. BULLSHIT HITSCANNERS IN EVERY DIRECTION YOU HAVE TO CHEESE? Check. ALL OF THIS AT ONCE FORCING YOU TO SAVESCUM EVERY 20 SECONDS? Check. WAITING UNTIL 80% INTO THE CAMPAIGN TO BUFF THE PLAYER'S HEALTH? Check.
Axe is the strongest melee weapon in terms of range, damage, and area of effect - mulches like 3-5 tiny enemies in front of you when you swing it. Cool. Superweapon is a baby dragon that sits on your shoulder and spits lava in a downward arc. It's extremely strong and quite ammo efficient for what you get, absolute catharsis when used with a rage orb.
Boss is complete bullshit and probably unbeatable unless somehow you saved a rage orb and 200~ magma ammo from the previous hellscape of a level, on account of summoning infinite shotgunners in every direction. You have to blitz him with pure damage while bunnyhopping to health kits, otherwise you lose.
I """love""" it. The devs knew what they were doing. Truly it was a Kiss: Psycho Circus: The Nightmare Child.

>> No.10228415
File: 15 KB, 521x50, 0 seg.png [View same] [iqdb] [saucenao] [google]
10228415

>>10228342
I'm getting pretty substantial improvements in performance by deleting most of the grass and trees which are on the other side of the river, you know, that place you can't go to, and which you can barely see at all for the distance and darkness. I also turned a few buildings into solids (mainly those which already had like the center of their roof or a chimney as that). Looks a bit less nice and varied that way, but I think it does a lot to help.

Fuck me though, the MICRODETAILING, all those little sector cigarette butts you can find scattered in some places, and I thought was guilty of obsessing over little stuff like that, but Lainos has me well and truly beat.

>> No.10228461

>>10227358
gzdoom runs fine on my machine as well but i am pissed it wont run on my other machines when i wanna set up a little lan with my sons. there is absolutely no reason it shouldnt be able to run on an xp machine with a core 2 duo, 2 gigs of ram and a 512mb geforce 9800. This is an old game were talking about here where that machine is magnitudes above the system requirements even run at modern resolution and with fancy lighting. My 500mhz amd with a 16mb nvidia tnt card had no problems with limit breaking maps and fancy lighting. this is fucking doom were talking about here.

>> No.10228468

>>10228461
>this is fucking doom were talking about here
That's where you're wrong.

>> No.10228472
File: 57 KB, 679x859, 1689903585597392.jpg [View same] [iqdb] [saucenao] [google]
10228472

>>10228339
>Segs

>> No.10228478
File: 10 KB, 160x259, servo1.jpg [View same] [iqdb] [saucenao] [google]
10228478

>>10228380
Might be worth looking into at least. I don't know a lot about it, but I've been curious about running a local model anyway... for kicks. KICKS.
It would mean I have to slap a new hard drive in my machine just to store the 900GBs of information tho.

>> No.10228479

How long is FNF going on for?
>>10228370
That's awesome.

>> No.10228480
File: 2.71 MB, 720x540, kiss_chaser.webm [View same] [iqdb] [saucenao] [google]
10228480

>>10228407
oh hey, you're just finishing it now? I liked it too, thx for the recommendation. played it on second-to-last difficulty, had fun.
that one encounter with two cages on the sides after dropping down was probably the hardest (right before the 4th boss I think). under-equipped start of E3 was the most fun. and yeah, that axe is maybe the second-best melee in FPS history (after the scythe from Undying).

>Starts out promising with a "what the fuck is this shit" tier slaughterfest that basically tells you to just run through stuff, but is still completely feasible to beat normally (beyond a switch bugging out and requiring you to noclip to progress)
I think I know what you think had bugged out, and it probably didn't. there are two switches that open two sewer grates, one switch is behind a breakable wall on the side of the cliff.

>> No.10228482

>>10228461
Most ports won't run on Windows XP now. Not even Chocolate Doom.

>> No.10228483

>>10228479
Looks like the current host just puts up TSPG games and lets them run until they die. Not sure how long exactly, but I think it depends on how many players it gets.

>> No.10228487

>>10228461
>an xp machine with a core 2 duo, 2 gigs of ram and a 512mb geforce 9800
When the fuck is that machine from? 2003? Is it even 64bit?

>> No.10228495
File: 525 KB, 612x511, vkquake0046 - Copy.png [View same] [iqdb] [saucenao] [google]
10228495

>>10228483
Just wondering. I reckon it's time to host a bit of Quake tonight, been wanting to do Travail dm and co-op. If anyone has another suggestion for a mappack/mod or even just a dm mappack feel free to chime in.

>> No.10228501

>>10228482
god damn thats retarded they should just have a 32 bit version and the OS shouldnt matter. Zandronum is 32 bit isnt it? or wtf am i going to use, old version of legacy like i did back in the day playing split screen lol

>> No.10228504
File: 9 KB, 225x225, 1526581654337.jpg [View same] [iqdb] [saucenao] [google]
10228504

>>10227250
>I haven't upgraded my PC in 12 years.

>> No.10228507

>>10228501
They haven't made 32-bit machines as consumer desktops and laptops in fucking ages, they were outmoded over a decade ago.

>> No.10228508

>>10228495
Maybe not for tonight, but Malice (probably this 'patched' version: https://www.moddb.com/mods/malice-for-quake-patched-with-bug-fixes-and-soundtrack)) would be fun at some point, as would the X-men mod.

>> No.10228510

>>10228487
those parts are from 2008, and no. It was my first computer I bought myself and I still have it and it runs great and had no problem running limit breaking ports in 1080p with fancy gl lighting when it was new. there is nothing gzdoom does now that shouldnt be able to be done on that machine.

>> No.10228512

>>10228480
>oh hey, you're just finishing it now? I liked it too, thx for the recommendation.
yeah, took a break then came back. welcome.
>that one encounter with two cages on the sides after dropping down was probably the hardest (right before the 4th boss I think).
last level before the final boss has 3 absolutely mental fights back-to-back-to-back so i assume you're referring to one of those. worst part is my game crashed and save got corrupted TWICE during that gauntlet.
>I think I know what you think had bugged out, and it probably didn't. there are two switches that open two sewer grates, one switch is behind a breakable wall on the side of the cliff.
shit. did i miss anything else by not finding it?

>> No.10228514
File: 751 KB, 666x666, b64.png [View same] [iqdb] [saucenao] [google]
10228514

>>10228510
>those parts are from 2008

>> No.10228524
File: 222 KB, 303x501, faggot demon feeder slaves.png [View same] [iqdb] [saucenao] [google]
10228524

>>10228510
Mate, I don't want to be mean, but GZDoom is a piece of fat bloatware. It's the King Ass Ripper of source ports and it will gluttonously feast on every scrap of processing power your computer has to spare. It's no surprise that a computer from 2008 can't run it.

>> No.10228529
File: 499 KB, 1440x1080, crate.png [View same] [iqdb] [saucenao] [google]
10228529

>>10228512
>did i miss anything else by not finding it?
not really. it's just behind some explosive barrels, above where you get the whip iirc.
that's it though, right? you thought the gasbags blocked the grate from opening? because I did too at first.

anyway, any idea what's on picrel? I thought maybe some album cover, but I had no luck finding anything. the devs don't have much of a history either. I did discover that 3 out of 4 level designers, including the lead, were on Daikatana right before this, which maybe explains some things.

>> No.10228537
File: 185 KB, 697x720, couldnt find a better pic of this box back.jpg [View same] [iqdb] [saucenao] [google]
10228537

>>10228495
I still think it would be fun for us to do sessions of the shovelware quake packs, primarily Aftershock, Level Master 5 (and see about it's skins and stuff), and Q!Zone.
Shrak would be good too: https://www.moddb.com/mods/shrak-for-quake-patched-v2-with-texture-fix-and-soundtrack/downloads

>> No.10228550

>>10228508
Bloody Malice for goddamn sure. Something smaller for now however.
>>10228537
YES I was looking for this shit.
>Shrak
Jesus so much old shit to go over. So lemme think, maybe Travail and Q!Zone for this session.

>> No.10228556

>>10228529
yeah. i thought the cutscene had shown the grates opening, so when i got there i was confused and figured the game glitched.
unfamiliar with kiss' discog, don't recognize it as an album cover at a glance. might be a single if anything.
the daikatana connection makes sense considering the game's like daikatana but good.

>> No.10228573

>>10228514
my actual pc is from 2012 its a i7 2600 :B although i did put a 4gb gtx 960 in it a while ago too. Only just now are modern games starting to outspec it. I dont plan on buying a new pc because what reason is there honestly. PC gaming has become such a meme now, I miss the old days.

>> No.10228578
File: 76 KB, 830x1024, 1686335217870189.jpg [View same] [iqdb] [saucenao] [google]
10228578

>>10228461
Anons are gonna make fun of you for how ancient your other machine is but you're still right. This looks like the kind of machine that could run Left 4 Dead 2 at 1080p 60FPS so it's kinda ridiculous that it can't run fucking Doom with a couple of enhancements

>> No.10228582

>>10228578
>with a couple of enhancements
Nevermind that the biggest bottleneck in general is that everything except for the game logic can be multi threaded due to the fact that it's still Doom deep down under there.

>> No.10228587

>>10228524
haha thats not mean at all, i just find it mildly infuriating that doom does not indeed run on everything lol. I been keeping my old pcs cause they are still useful and play my old games just fine too. I really wish my mom didnt throw out my windows 98 machine, to be fair i had the plastic all pulled off the case so it looked like trash to her and I didnt tell her i wanted to keep it so my fault. it ran dos games natively and better than anything else its a shame its gone.

>> No.10228592

>>10228578
i ran everything source engine 1080p and maxed out on every setting still getting well over 100fps.

>> No.10228594

>>10228582
>it's still Doom deep down under there
Even if it's single threaded, why would it be so hard to run for a 2008 Core 2 when the original runs on a goddamn 486. GZDoom is extremely unoptimized but Graf doesn't care because "lol everyone has 2015 or later hardware"

>> No.10228630

>>10228587
>doom does not indeed run on everything
Doom runs on everything because it has source ports to everything, not because any given source port runs on everything. You wouldn't try and run DOS Doom on Windows XP, why are you trying to run Windows Modern Doom on an ancient tub?

>> No.10228637

>>10228630
because thats what I was using on my main desktop there is nothing it does that cant be done on my old computer though its literally just bloat like other anons have mentioned.

>> No.10228661

I know doom 1 has a pretty limited enemy roster but jesus the UDINO mappers sure love some arena fights

>> No.10228667
File: 359 KB, 988x1318, 1694221701777.jpg [View same] [iqdb] [saucenao] [google]
10228667

>game runs too well
>can't catch it

>> No.10228679

>>10228594
>when the original runs on a goddamn 486
Because there's far more shit for each monster to do, for one. The original Doom hardcodes a lot of shit and there's no open way to change it, you need to hack the .exe to alter values, thus DeHacked.
DeHacked is also one of those things which precludes some optimization, having compatibility with age old gross hacks which can't really be straightened out due to how they function, because GzDoom MUST be able to work with DeHacked stuff.

>> No.10228757
File: 7 KB, 220x229, duck nukem.jpg [View same] [iqdb] [saucenao] [google]
10228757

>>10228550
>almost 10PM EST
So uhhhhhhhhhhhhhhhhhhh............
When is quack?

>> No.10228758
File: 105 KB, 1917x1080, nugg0024.png [View same] [iqdb] [saucenao] [google]
10228758

What a miserable and confusing map to navigate.

>> No.10228779
File: 783 KB, 1204x1632, beforeandaftercomatose.png [View same] [iqdb] [saucenao] [google]
10228779

>>10228472
I've clipped down a lot of the bloat in the map now. The added culling I think helps somewhat, but a big difference is the ridiculously stupid amount of grass and trees, almost a third of all the tall grass in the map is in places where you'll never get to actually see it, and that's a lot of the game's time taken up for nothing at all in return.
It's like Lainos approached the map like building a model railway, because the attention to detail here is absolutely astounding, this must have taken him ages.

>> No.10228791
File: 66 KB, 680x485, dbc.jpg [View same] [iqdb] [saucenao] [google]
10228791

>>10228779

>> No.10228798
File: 1.61 MB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]
10228798

>>10228757
Something came up, I only have time for Travail I reckon. Setting up.
https://www.quaddicted.com/reviews/travail.html
https://github.com/Novum/vkQuake/releases/tag/1.30.1
For those who haven't joined before I use vkQuake since it's bretty gud. IP address in next post since it isn't up yet.

>> No.10228803

you know snake eyes doom
is something like that theoretically possible to beat if you made it for wolf3d
>enemies react at max speed always
>enemies deal 63 base damage per shot and have perfect base accuracy rolls always (both still taper off with range)
>player's damage and accuracy rolls never exceed 33% of the maximum
>maybe ammo drops are doubled to compensate
is something like that winnable

>> No.10228805
File: 2.46 MB, 1920x1080, vkquake0005.png [View same] [iqdb] [saucenao] [google]
10228805

>>10228798
Travail deathmatch and co-op is UP.
IP: 47.147.66.48
port: 26000 (default)
>Travail?
Travail is an episode billed as a followup to the official Quake mission packs, and the mod Nehahra. You can check its readme for some really cool setting up of the story so far. Gonna run deathmatch for a bit to let people show up. I hope to get at least 4 players before we begin the campaign.

>> No.10228808

>>10228805
2/16

>> No.10228812

>>10228805
3/16!

>> No.10228821

https://www.youtube.com/watch?v=nxJxJ3EheR4

>> No.10228823

>>10228805
Nehahra has been getting mentioned a lot recently. Anything new happen with it or something?

>> No.10228826

>>10228791
This image is giving me a drawsegs overflow

>> No.10228827

>>10228823
Naw not at all.

>> No.10228832

>>10228805
Cmon quakefags I know you're out there.

>> No.10228834

>>10228827
Ah. Still good to see it get mentioned. Love Nehahra. I still admire how much effort went in to what is a prologue for a custom campaign in a time when machinima was basically a novelty. I listen to it every time I drive back home to my parents for Thanksgiving.

>> No.10228839
File: 426 KB, 1776x769, Screenshot 2023-09-08 211343.png [View same] [iqdb] [saucenao] [google]
10228839

>>10228832
Sorry anon, promised myself I'd work through Marathon Phoenix tonight.

>> No.10228840

>>10228667
>Game doesn't run well
>Can't win the race, just win the race, just win just win just win the race

>> No.10228842

>>10228834
You can listen to it while joining in!
>>10228839
Fugggg good luck

>> No.10228846

>>10228805
4/16, gonna start the campaign after this dm map. Come on in quickly!

>> No.10228859

>>10228805
>>10228846
Start map now! Campaign getting going!

>> No.10228873

>>10228805
6/16

>> No.10228875

>>10228805
7/16

>> No.10228897

>>10228805
Travail OST:
https://www.quaddicted.com/files/music/
along with other goodies.

>> No.10228980

>>10228758
That map is a case of cool concept, poor execution.

>> No.10228992

>>10228805
8/16, episode 2 now of Travail

>> No.10228997
File: 141 KB, 477x438, cumatose.png [View same] [iqdb] [saucenao] [google]
10228997

I still need to do more work on this to make the framerate stay up I realize. Also, a lot of the magic is lost when you can't really see or hear the monsters much.

>> No.10229020

>>10228805
WE'RE BACK SORRY

>> No.10229021

>>10228805
Feels a bit like low gravity. Also RIP

>> No.10229023

>>10228805
7/16
>>10229021
Probably the latency

>> No.10229058

>>10228805
ROUNDING OFF WITH DEATHMATCH AS IT IS LATE

>> No.10229060

>>10228805
>>10229058
5/16

>> No.10229065

>>10228805
>>10229058
6/16

>> No.10229076
File: 25 KB, 1200x1200, 1686373937098873.png [View same] [iqdb] [saucenao] [google]
10229076

I'm a consolefag at heart. Always have been, always will be. The one thing I envy you PCniggers for is the fact you all got to enjoy games like Blood, Shadow Warrior, and even RotT.

While we just get stuck with the same shlock of EA sports shit and CoD every year.

>> No.10229078

>>10229076
The only thing stopping you from picking up those old games is yourself.

>> No.10229092

>>10229076
Well you got the version of RTCW with extra levels and a shotgun so there's that.

>> No.10229117

>>10229076
I'm a computer gamer by nature. You can't do strategy games on a console. It's just impossible.

>> No.10229119
File: 1.69 MB, 1920x1080, vkquake0034.png [View same] [iqdb] [saucenao] [google]
10229119

>>10228805
TO BE CONTINUED IN EPISODE TWO. It was getting late, had to go sooner than later. Thanks to everyone who joined. I recorded a demo of us killing the scrag mother and of the last dm bits I'll upload them real quick, just .dem files.

>> No.10229128
File: 2.27 MB, 1920x1080, vkquake0033.png [View same] [iqdb] [saucenao] [google]
10229128

>>10229119
https://mega.nz/folder/BYhTCBSY#-ZdyNxkPVEbPOPjbZ3t6SQ
And sorry for no dam babby I wasn't trying to slight you.

>> No.10229131

gg went afk before the photoshoot

>> No.10229137

>>10229119
Thanks for hosting. I got lost a lot!

>> No.10229147

>>10229119
>>10229128
Thanks for hosting, glad I joined in instead of banging my head against Phoenix!

>> No.10229162

>>10224263
I've got an idea for another map. Just one though. But I agree with >>10224264, this should be the last.

>>10224286
Did Vaeros even do phase 2?

>> No.10229172

>>10229119
The ost is really neat.

>> No.10229227

>>10229137
it is so exponentially harder to play retro fps games in coop mode if you don't know the map cause when everyone kills the enemies you don't have a trail of breadcrumbs to follow anymore
128 player doom slaughter map coop was navigation hell beyond my wildest dreams

>> No.10229256

>>10229227
Just ask the other players.

>> No.10229482
File: 3.04 MB, 1280x720, The Redhead II.webm [View same] [iqdb] [saucenao] [google]
10229482

After sleeping on it, I just decided to cut all but eye fireballs.

>> No.10229501

>>10229482
That sucks balls, and not the eye fireball kind.

>> No.10229509

>>10229501
Spam wasn't really making it more interesting, although I might restore it to a lesser extent.

>> No.10229526

>>10229482
I think the mouth one is a tad too much

>> No.10229528

>>10229526
Might be. I'm actually trying more ideas to bring back alternate projectiles but make them less spammy, now that I woke up.

>> No.10229550
File: 3.07 MB, 1280x720, Redhead III.webm [View same] [iqdb] [saucenao] [google]
10229550

Ok, now I completely woke up and realized there's another flag I can use to circle through more than 2 attacks and not rely on random, which is what felt annoying to me.
(Actually there's like 5 more flags, but they might cause issues on specific levels and I want other people to be able to use my code, even on Ultimate Doom)

>> No.10229558

>>10216651
>nice doom yeah
>upload violence
>HL2 lost
>shambler flesh
>>10216669
I noticed that upon entering new levels in GZ for the first time, certain enemies shuffle their starting position around them so that you can never truly prepare for all ambushes beforehand if you are a no-saves purist and rely on the "Entering: MapName" slot only.

>> No.10229568

>>10229162
Nope

>> No.10229585

>>10228283
>>10228296
Maybe if somebody can explain how to make a "style skinswap" without just resorting to duplicating the HellKnight entity with a different skin - it really seems to be an easier option to me

>> No.10229608
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10229608

It's really early in the morning, and we're late into the thread... 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. OR MAYBE ON THE NEXT THREAD.
One of you boys better post this prompt on the next thread while I sleep or I am going to be very disappointed.

>> No.10229619
File: 1.19 MB, 1576x828, Hell area.png [View same] [iqdb] [saucenao] [google]
10229619

>>10229608
Some updates on my MetaDoom map.
>Ditched the energy bridge idea and made it a generic wooden bridge because there's no point on being more ambitious than I already am
>Did some work on the "main path" up to the final boss and end level but it could be tweaked more
>Figured out how the "teleportation areas" change the sky and music
>Started the Hell area

>> No.10229621
File: 25 KB, 844x306, Hexen 2 has a good HUD.png [View same] [iqdb] [saucenao] [google]
10229621

>>10229608
I am very slowly sorting out a new HUD for Doomslayer. Taking bits from Hexen 2 because that HUD is pretty sick. I'd like change the border of these things, maybe lighten them at the very least.
Gonna change the colors of the two mana pools too.
A friend gave me a good idea for a color scheme for Doomslayer's sword hilt when I get back to that: I might use some gold and black along the hilt, seeing as the blade is black, that'll make it a little callback to the vanilla chainsaw. I really like that.

>> No.10229628

>>10228980
I don't know why this wad loves unmarked key doors so much.

>> No.10229634

>>10229608
I made this thing
>>10229550

>> No.10229643

I have the worst mapping block in months, I just finished another giant map and I still have 9 more to go to finish my megawad. So uh ... see you in another year at best.

>> No.10229653

>>10229643
Unironically just steal from other maps. I mean that. Pick a random wad, pick a random map, look for a setpiece you like, and rearrange that setpiece. Great artists steal.

>> No.10229658

>>10229643
>9 more to go to finish my megawad
never understood this mindset. there is no reason to adhere to the megawad format.
Hellbound would have been 10 times better if it only included every other map.
Sunlust would actually have consistent difficulty if it was split into 3 mapsets.
Eviternity probably wouldn't feel the need to fill an entire episode with snow.

>> No.10229672

>>10229658
Sunlust's difficulty curve just follows the trend started by Scythe. Nothing wrong with it imo. Also the snow episode was the best episode of Eviternity. I agree with Hellbound though.

>> No.10229678

>>10229643
I'm in the same situation but my maps are small.

>> No.10229690

>>10229621
>Taking bits from Hexen 2 because that HUD is pretty sick.
It really bothered me how the HUD remained kind of janky (pretty sure some elements had like one pixel gaps between each other or just a white lines) and filtered when I played it via Hammer of Thyrion.

>> No.10229698
File: 612 KB, 1920x1080, doom221.png [View same] [iqdb] [saucenao] [google]
10229698

>>10229608
Another map for Rise of the Triangles, I need 2 more maps for a complete episode.

>> No.10229705

>>10229658
>Eviternity would feel the need to fill an entire episode with snow
Hey, I liked the snow episode. We have to few snowy doom wads. What is there even? Winter's Fury maybe?

>> No.10229708

>>10229705
Whitemare 1/2, Lilium

>> No.10229716

>>10229672
I agree, the snow episode was the best. If at all one should be left out, I would've picked the hell episode. We got plenty of hell in Doom.

>> No.10229723

>>10229708
Bless you anon. Now I got something to play so my thoughts can be cold while my ass is on fire. Fuck this heatwave.

>> No.10229726

>>10227685
>let it do more things
Why is the implementation of such "more things" so ill concieved and frankly so poor that even utilizing them at all slows the game to a crawl when other games this is not the case? Such as Voxels not currently visible being re-rendered every frame as a black square and thus taxing the graphical engine more than it ever should be? I'm pretty sure the original implementation of the raycasting engine for doom does not render rooms or sectors it cannot see, but this does because...?
Why do new potential enemy behaviours, even when not actively implemented through a mod, affect enemy AI in such a way as to impact performance significantly to the point having more than 200 enemies on the screen puts everything on a crawl compared to other sourceports?
Why can't dynamic lighting actually be any decent yet still fucking destroys performance in such a blatant way, ontop of it still clipping through the walls. It's been that way for nearly 15 years and they haven't done anything about this.
Why is antialiasing enabled by default when it clearly makes the game a blurry mess up close and nearly every guide out there has to tell you to disable that shit asap?
Why does the engine need hidden opt-out telemetry (that you need to do on a CONFIG FILE of all things) on what kind of Operating System and Videocard the user's using to determine if they can remove support for older hardware? Why do they even need that information at all if they aren't actually optimizing anything?
Why is GZDoom not fixed?

>> No.10229735
File: 2.78 MB, 890x8756, Maps so far.jpg [View same] [iqdb] [saucenao] [google]
10229735

>>10229608
>>10229653
>>10229658
>>10229678
Since I have nothing better to do I thought I'd make a compilation of sideviews of muh megawad, those are all current maps that aren't in construction.

>> No.10229745

>>10229726
You're fighting windmills anon. Fans of GZDoom will always stand behind it. As far as I'm concerned that's the right choice for gameplay mods and the wrong for vanilla gameplay.
I use it for Golden Souls, the Ashes series and Corruption Cards. Trenchfoot if it ever releases fully (please). For everything else it's woof for me.

>> No.10229756

>>10229745
I’m with you there though I waver between Woof and Nugget. I haven’t played much of either lately because the last several months (going on a year) of my “Doom” gaming has been through Babel or Deathstrider. There’s also a crippling brightmaps addiction I’m trying to wean off from.

>> No.10229776

>>10229756
I actually never tried nugget doom. What does it better than other ports?
My port history was boom>zdoom>prboom+>woof

A little bit of gzdoom and dsda doom aside that's it. Never bothered with crispy doom, chocolate doom or nugget doom. Also never bothered with multiplayer ports.
If have tried the eternity engine, the doomsday engine and vavoom for shits and giggles, but they never sticked with me.

So, why nugget doom?

>> No.10229787
File: 295 KB, 1280x400, rots.png [View same] [iqdb] [saucenao] [google]
10229787

>>10229726
gz plays brutal doom on an 800-enemy map dynlight-lit map at 60fps, all on a CPU from 17 years ago.
the problems are mostly in your head.
let's not pretend you're actually trying to "play Doom" with your list of demands.

>> No.10229789

>>10229776
>So, why nugget doom?
It’s been many months so I honestly forgot. I tend to prefer classic port options that allow me to customize the weapon bobbing but I think that’s in Woof as well.
I think it was a case where I just wanted to try it out Nugget real quick and then ended up playing Preacher for a few hours.

>> No.10229790

>>10229776
Nugget is Woof with a high resolution options and some extra settings from Crispy. Otherwise it's same. Woof has slightly better performance.

>> No.10229829

>>10229790
So no need to switch from Woof to Nugget I guess?
I would've sticked with PrBoom+ until now if many anons wouldn't have convinced me to give Woof a shot 2 or 3 years ago? Is it that long already? PrBoom+ was a damn solid port that let me experience all those nest Skillsaw wads for the first time.

>> No.10229836

>>10229776
Different anon, but Nugget offers a lot of really specific cosmetic changes that I really appreciate. And it has a pistol start toggle right in the menu.

>> No.10229847

>>10229745
I don't mind that people use GZDoom. I just wish it would be better than it is and has been during all these years.

>> No.10229853

>>10229829
I just found out PrBoom+ had an update at the beginning of this year. I thought it went the way of Zdoom. How neat that they still keep it around. Maybe I redownload it just for old times sake.

>> No.10229859

>>10229776
the nugget github is pretty exhaustive as to what features it adds. for some highlights see >>9910261
https://desuarchive.org/vr/thread/9904472/#9910261
4x and 8x rendering has been added since then

>> No.10229860

>>10229836
What cosmetic changes?
Also the pistol start thing is neat, even though I'm more of a continues player myself.

>> No.10229870

>>10229860
>What cosmetic changes?
There's a bunch of stuff.
>super shotgun/chainsaw gibs enemies
>gibs spew out blood sprites
>colored blood(but i think both woof and crispy do this)
>optional brightmaps
>show the powerup duration
>show a message when all kills/items/secrets are found
>centered HUD messages
>chasecam
>multiple kinds of weapon sway
>looking left/right moves the weapon sprite
>zdoom teleporter zoom
>zdoom third person camera on death
>zdoom item dropping
>FOV settings/zoom key
>swirling effect for animated flats
>doom 64 missing key flash when interacting with a locked door
>translucent muzzle flashes
The HUD is really customizable too, but I think Woof and DSDA have support for similar functionality nowadays too.

>> No.10229878

>>10229870
Neat. I wonder if there will be a source port one day that isn't gzdoom that adds dynamic lighting. I kinda like that, even if I think I'm in a minority there.

>> No.10229880

>>10229878
dsda doom will probably be the first port to do it since they already support hardware rendering. would be cool if software rendering allowed it but ive never seen it in a doom game.

>> No.10229886

>>10229880
DSDA is shaping up to be ZDoom Jr.

>> No.10229887

>>10229880
>ive never seen it in a doom game.
it hasn't even been 10 posts since a screenshot of dynlights in software mode. man, it's like talking to a wall with you people.

>> No.10229892

>>10229887
I dont know what youre talking about

>> No.10229901
File: 4 KB, 491x83, ....png [View same] [iqdb] [saucenao] [google]
10229901

>>10229892

>> No.10229902

>>10229887
The post you're referencing never specifies software mode, and the screenshot doesn't show off dynamic lights for shit.
Maybe you should go back to whatever little bitchhole you crawled out of.

>> No.10229906

>>10229901
wtf i love gzd now

>> No.10229913

>>10229902
likewise.
dynlight-lit means exactly that - the map is fully dark without dynlights.

>> No.10229915

>>10229878
>that isn't gzdoom
>>10229901
>>10229887
Learn to read.

>> No.10229916

What are your favorite SS and Keen replacements in any wad or mod?

>> No.10229917

>>10229915
wasn't even talking to you. "I want gzdoom that isn't called gzdoom" is hopeless to engage with.

>> No.10229918

>>10229916
Probably these fast plasmagun guys from ancient aliens that could turn "invisible".

>> No.10229924

>>10229916
>>SS

GMOTA's shitty mimics.

>> No.10229927

>>10229917
But that was the whole point of his answer you retard.
Dynamic lighting in another sourceport. I like imp fireballs lighting up dark places. That's not the only thing defining gzdoom.

>> No.10229934

>>10229927
learn to write then idk

>> No.10229939

>>10229917
Is this whole thread degenerated to a gzd circlejerk? Bashing that other anon that just asked for a unix based dsda doom, white knighting the performance problems that come with gzd, roasting yet another anon because he likes the lighting of gzd but not the rest? What are you guys? Graf's personal circlejerk bubble? It's getting pathetic!

>> No.10229942

>>10229076
Get yourself a decent laptop and a decent mouse. If you don't like using a keyboard, you can outright use a gamepad in your left hand, using the analog stick for moving, and then have your mouse in your right hand, for looking and aiming.

>>10229117
Partially true, turn based strategy is doable, like Shining Force. The 6th gen console ports of Age Of Empires 2 would work with some USB mice and keyboards, so if you wanted to do that, it was an option there, and probably the best way to play those versions.

>> No.10229949

>>10229939
>gzd circlejerk
this is also in your head.
I'm not really obfuscating the fact that I'm the same anon posting videos of /vr/ wads to mega. guess what I'm playing them on.

>> No.10229950

>>10229870
Nugget sounds pretty good. Does it have real brightmaps or does it do them like Woof and Crispy?

>> No.10229951

>>10229939
This has never been a general for blind hate of GzD, people have always argued.

>> No.10229957

>>10229950
It's the same as Woof.

>> No.10229975

>>10229957
Man, that's still good enough. Maybe I'll have to check out Nugget soon.

>> No.10229980

hwo do i set up .dbs file for my .wad

>> No.10229981

>>10229951
Read this shit anon. It's not the hate towards gzd that's annoying, it's gzd fangirls bashing fellow anons for asking for any kind of alternativ. That's what pisses me of.
And for that DSDA anon, according to doomwiki, dsda does in fact support unix based OS. I haven't found a build in a quick search, but google a bit or ask around on doomworld, that might help with your question.

>> No.10230008

playing malevolence e1 by cheesewheel and i really don't understand how this shit got a cacoward. i like the new enemies and even the narrative, and even how some of the later maps look, but the maps and balancing are complete dogshit. its so disappointing

>> No.10230017

>bg3 was decent but lost all steam in act 3
>starfield is mediocre
well shit, I bought a new gpu for nothing. maybe cp77 will be decent with the overhaul, haven't touched it yet
anyway, were there good WADs released in 2023?

>> No.10230027

>>10230017
New DBK dropped https://www.doomworld.com/vb/thread/135520
Doom-Nikki
https://www.doomworld.com/vb/thread/134292
Loads of DBPs as usual, best one is probably Zeppelin Armada
https://www.doomworld.com/vb/thread/137332
Some Doom 1 action
https://www.doomworld.com/idgames/levels/doom/a-c/arrokoth
/vr/ makes maps with their penises
https://files.catbox.moe/u9smv4.zip

>> No.10230032

>>10230027
>/vr/ makes maps with their penises
HFFM was like two years ago.

>> No.10230042

>>10230032
Waifu wad is cumming soon.
>>10230017
myhouse.wad is something worth to check out, even though I would wonder if you haven't heard about it since all the e-celebs shilled it for weeks.

>> No.10230083

>>10229829
Using Woof or Nugget is a matter of a personal taste. I use Woof as 2x resolution is enough for me. PrBoom+ is outdated since it has no mbf21 compability.

>> No.10230085

>>10230042
It was funny to see opinions on myhouse do a complete 180 the moment it gained any outsider traction. So predictable.

>> No.10230095

>>10230017
Ultimate Doom in Name Only
Hell On Earth Shareware
Insanity Edged (gzdoom, follow up for Winter's Fury)

>> No.10230112

>>10230085
I think nobody has hated the wad itself here. People were just laughing for the complete noobs that it brought to Doom. The ones who were amazed of 15 year old gzdoom features.

>> No.10230142

>>10230112
>I think nobody has hated the wad itself here.
There’s been a few but nothing serious, just a couple posts about being proud to have never played it or from people who just don’t like “feels” to take priority over encounter design.

>> No.10230154

>>10229585
I'm really not sure what you're asking at this point. You can change the model of a monster by using the 'mdl_body' field. Skins in that model are selected using the 'skin' field. 'Style' is a unique field that has a different effect for each monster, if it even has one at all.

>> No.10230208

>>10230085
i think most people would agree that the media/youtube coverage of it was annoying due to how mainstream outlets cover niche topics.
in the case of doom its stuff like conflating "the doom engine" with gzdoom, pretending that myhouse was some technical milestone*, pretending that this is the first creative doom project, and so on.
again this isn't specific to doom. whenever a niche subject gets mainstream attention, media outlets and influencers butcher the details when reporting on it, which often upsets people who are into the niche subject.

that said, people who hate on myhouse.wad specifically (and not the outsider culture surrounding it) are definitely a vocal minority. its just how 4chan works. people who dislike it will seek affirmation here, and those who liked it and/or don't mind it have no reason to.

>> No.10230221

>>10230208
* forgot to add a sidenote
i think myhouse.wad was in fact technically impressive, mostly because it was done by one person (esselfortium admitted to composing some tracks and i think jimmy might have as well, but thats it). but it was nowhere near the "technical achievement" some people thought it was. people will see some non-eucledian geometry and think it was made by some coding savant and not someone using basic zdoom tools.

>> No.10230241

>>10230221
>but it was nowhere near the "technical achievement" some people thought it was. people will see some non-eucledian geometry and think it was made by some coding savant and not someone using basic zdoom tools.
that's like saying "oh sure, this wardrobe here is simply exquisite, but all you used was a chisel? that's pretty basic, my old chap"
I can't think of any wad that did anything even remotely similar to myhouse. Hell, the only wad I played that even had a similar feel (much less execution) were some levels from ALT.

>> No.10230249

>>10230241
i'm not casting judgement on the wad's quality on an artistic level. i'm saying that on a technical level it was nothing new. which might make you go "no shit" but that's how a lot of mainstream 'tubers and such posed the wad.

>> No.10230252

>>10230249
>i'm saying that on a technical level it was nothing new
but is it true?
sure, the legos used were available to everybody for years, but the way they were put together was clearly unique
maybe I'm arguing weird shit tho, I don't watch muh streamers so I dunno

>> No.10230256

>>10230154
>You can change the model of a monster by using the 'mdl_body' field. Skins in that model are selected using the 'skin' field
So you just leave it the replacement model inside the mod's Progs folder and then refference it in the map editor itself?

>> No.10230264

>>10230252
>t. never seen the GoneHomo.WAD
I can't believe its been almost 10 years already

>> No.10230268

>>10230256
yes, but make sure the frames match. some VR enemies have extra animations.

>> No.10230273
File: 1.85 MB, 320x240, PORTALS.webm [View same] [iqdb] [saucenao] [google]
10230273

>>10230252
Non-Euclidian stuff has been done in the past, GzDoom has allowed it for ages, hell, with enough effort you can kinda fake it with Boom.
2048 Units Of /vr/ features a level with an infinite loop with four layers to it, and that's inspired by the much older level Lunatic Fringe, from Duke Nukem 3D.

>> No.10230278

>>10230264
>>10230273
What separates all these maps from myhouse is presentation. You may be a non-euclidean WAD, just not a super one.

>> No.10230282

Every discussion about myhouse always goes "well A did X and B did Y while C did Z before so it's not impressive", but no one ever posts anything that did ABC like myhouse did. Yeah there are maps that did silent teleports and mazes, or non euclidean shit or environment based storytelling, but which one did all of that at once?

>> No.10230284

>>10230273
this is just standard build engine fuckery which makes me think why dont more people just make mods for eduke instead of whatever unoptimizated proprietary doom port they choose

>> No.10230289

>>10230252
it's like seeing a salvador dali painting and harping on about the exquisite brand of paint he used when he just used paint that most other artists use also
inb4 some artfag tells me dali made his own paint using his cum or someshit

>> No.10230295

>>10230085
MyHouse was interesting for a playthrough, but then it completely exploded and was everywhere several months after everyone lost interest.

>> No.10230301

>>10230284
because eduke is actually the trashfire port that retards make gzdoom out to be

>> No.10230303

>>10230284
Gameplay

>> No.10230305

is it easier to draw pixelshit sprites or to make a 3D model and then pixelshitify it

>> No.10230307

>>10230303
duke has superior gameplay though

>> No.10230312

>>10230305
imo latter. and as far as i know thats how most people do it unless its just an edit of an existing sprite.

>> No.10230316

>>10230305
Posing a 3D model means you don't have to worry about rotations.

>> No.10230324
File: 39 KB, 1185x329, Capture.jpg [View same] [iqdb] [saucenao] [google]
10230324

>>10229608
want to make a mod with original assets and still not sure what should replace what
I haven't played any Hitman games
>>10230305
You can export basic animations from blockbench in gif form but I'm only a few minutes into learning the program so I don't know when it hits a brick wall and you need to move onto a more serious modeling tool

>> No.10230328

>>10230289
>dali made his own paint using his cum
no, that would be the nirvana guy

>> No.10230330
File: 271 KB, 1200x1600, baron of clay.jpg [View same] [iqdb] [saucenao] [google]
10230330

>>10230284
Because mapping for Duke (and Build in general) is sadly a LOT more difficult and fiddly, and as said, EDuke32 is the main advanced port for Duke, and not a very good one.

It can't be overstated just how easy and straightforward it is to map for Doom (especially since the advent of Doom Builder). While Duke has a lot of cool and advanced stuff, much of this is achieved by kludging it with an engine which "isn't 100% proper 3D" (ergo like Quake), so it's in this unfortunate twilight zone where people are less likely to work with it. There's isn't really that much you can do to make it easier, beyond maybe making programs like Mapster32 a bit more straightforward, which only helps a bit.

Perhaps this is something which AI could help solve some day, making it automate certain basic stuff and having features for guiding the user through setting certain things up and how to adjust them.

>>10230307
Debatable, as it has a weaker monster roster, but it's certainly a very excellent game which would deserve more attention and content, but it's not as easily done.

>>10230305
Models will save you a shitload of time and effort, and make it much easier to correct errors or do all new frames. I suggest working at a slightly rough detail scale and then refining the frames in post.

If you look at the Baron Of Hell claymation sculpture, you'll notice that the face is very flat and not too detailed, but this is intentional as very fine detail would not translate well at the resolution Adrian Carmack was working with.
Greg Punchatz did a great job with his latex models, but he didn't properly account for this, thus they required a certain amount of revision. This is why the Spidermind looks kind of noisy and crusty at parts, why the 'tiger stripes' and six nipples on the Mancubus are gone, and why the Revenant was like 60% repainted.

>> No.10230334

Gimme an OP image and joke for the next thread.

>> No.10230341

>>10230334
Some image candidates
>>10227585
>>10227472
That duke one has already been used

>> No.10230362
File: 178 KB, 1080x1500, shadow_warrior_prototype.jpg [View same] [iqdb] [saucenao] [google]
10230362

>>10230334
"black wang in a tight spot"

>> No.10230364
File: 1.26 MB, 1440x1080, 1694064931100431.png [View same] [iqdb] [saucenao] [google]
10230364

>>10230334
The reward for saving the Earth from Demons.

>> No.10230365

>>10230364
Better idea: FAT REWARD AND TICKET HOME

>> No.10230375

>>10230372
>>10230372
>>10230372

>> No.10230453
File: 5 KB, 108x95, Screenshot 2023-08-04 125822.jpg [View same] [iqdb] [saucenao] [google]
10230453

>>10230241
It Only Gets Worse MAP10 did pretty much what myhouse did, but 16 years ago.
https://www.youtube.com/watch?v=csKyhwIFW-8