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/vr/ - Retro Games


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10244348 No.10244348 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10230372

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.10244351
File: 1.32 MB, 1968x1118, admortem.png [View same] [iqdb] [saucenao] [google]
10244351

=== CURRENT PROJECTS ===
AD MORTEM FINAL CUT
See >>10235841 and picture

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

=== NEWS ===
[9-13] Casual and experimental wads by Thelokk
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/12ep
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/boa2kd

[9-12] Interview with Paril from Nightdive about Quake 2 Remastered
https://youtu.be/V9fo4rChl0E

[9-11] Quake 2 Map Jam announced
>>10235101

[9-10] Defensive Measures recompiled for Q2R
https://www.moddb.com/games/quake-2/addons/defensive-measures1

[9-05] Quakespasm 0.96.0 Released
https://sourceforge.net/p/quakespasm/news/2023/09/quakespasm-0960/

[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

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

>> No.10244365
File: 15 KB, 300x177, trs7z2pc.jpg [View same] [iqdb] [saucenao] [google]
10244365

>>10244348

>> No.10244442

any news on waifu wad?

>> No.10244479

>>10244442
IIRC the project lead said they are using Wii to maintain this project, so it's going to take some time for a new update.

>> No.10244540
File: 433 KB, 640x480, 1681007132723066.png [View same] [iqdb] [saucenao] [google]
10244540

>want to use a mod for better Unreal co-op
>mod author decides that I'M not allowed to say NIGGER on MY own server
>it's hardcoded with no *.ini options
Fuck you Wolf Coop for making me have to dick around with UCC to remove this

But also what the fuck. It's also only for
>nigger
>fag
>tranny
>shemale
If you wanna call someone a spic or a kike, that's apparently fair game (at least on the version that works on aarch64, might've been changed in the latest one). Why don't mod authors just leave it to the players, because if I actually did care about naughty words, I still don't have the option to cover them all.

>> No.10244676
File: 60 KB, 462x529, 03c4d2b70d2fec1e99c8aaf996bdce80_0.jpg [View same] [iqdb] [saucenao] [google]
10244676

>>10244442
>>10244479
I'm sadly not using my Wii to playtest since it can't correctly run the wad. I'm still spending a limited time in front of my computer, so progress isn't that fast, but on the other end I managed to convince a friend to do a playthrough for me this weekend, so I won't have to wait for my body to get better for that.
Reading about midi tools with no experience is a pain tho, I don't know which one would help me fix the looping issue and do some minor volume correction.

>> No.10244685
File: 232 KB, 1920x1080, Assyrian (Tomb) (4).png [View same] [iqdb] [saucenao] [google]
10244685

Apparently, antiquity anon had a dramatic meltdown and threw the project into the wind with a meager single map complete. Sounds like a lame excuse for calling it quits, many such cases.
https://www.mediafire.com/file/5c1a73wznswd769/odious-master.wad/file
https://desuarchive.org/vr/thread/8975557#8977190

>> No.10244694

>>10244685
How'd he do those floating torches? Self-referencing sectors?

>> No.10244706

>>10244694
Can't you just do that with a sprite offset?

>> No.10244712

>>10244706
Yeah, but you'd need to make a thing for that.

>> No.10244731

>>10244712
I guess you also could do an animated midtexture and make it float wherever you wish, draw a cross with linedefs for a 3D illusion.

>> No.10244737

>>10244731
You could also use a fake floor if in Boom.

>> No.10244742
File: 2.45 MB, 2048x2500, HalfLife_mods_fix.jpg [View same] [iqdb] [saucenao] [google]
10244742

Let's repost from the previous thread!

>Lore mods:

|---Induction---|
Just the best HL mod. You are Freeman BEFORE the Resonance Cascade. You've just got hired, you meet Kleiner, you conduct experiments, and race Barney in the vent to open Kleiner's office first.

|---Zombie Edition---|
You are a headcrab. Jumping on people, cooing, etc.

|---Point of View---|
You are a Vortigaunt. Also G-Man hires Black H.E.V.s

|---Sweet Half-Life---|
There are grey aliens in Black Mesa. Also anime.

|---Case Closed---|
You are a janitor.

|---SUM---|
You are a female Black Op. Also have to "hunt the cunt".

|---Focalpoint---|
You are another HECU.

|---Urbicide---|
You are just a guy trying to escape Xen infested city. Also warehouse fetish.

|---Field Intensity---|
You are HECU again. Also you can bring with you a couple of dozens of marines instead of default two.

>Alternative lore mods:

|---Uplinked---|
Uplink on steroids. Also fully functional brush robot.

|---Anticlimax---|
You said G-Man to go fuck himself at the end of Half-Life and now have to meet a few survivors of your personal holocaust.

>Total Conversions

|---TWHL Tower 1/2---|
Climb the building/get down from the building. Also TWHL Tower 2 has Half-Life: Abridged inside.

|---Half-Rats: a Fever Dream/Half-Rats: Parasomnia---|
You fight crazy monsters in 1880. Also you have a battle cat.

|---USS Darkstar---|
You are on a starship with aliens. Also Walter.

|---Night in the Office---|
You are John McClane now.

|---Cthulhu---|
Killing cultists is fun. Also Cthulhu Fhtagn!

|---Half-Life Rally---|
Escape from G-Man in a race car.

|---Heart Of Evil---|
They're not coming for us, are they, sir? Also zombie.

>> No.10244762

>>10244348
>>10244351
Great news everyone
Matsilagi at nightdive discord posted the entire source code for Quake 2 Generations https://drive.google.com/file/d/1l8vPbXu0QOG5QOE3XNIl2pw28SyTzNmn/view

Thank him for this find

>> No.10244773

>>10244540
That's messed up lol. Is the mod not open source or something?

>> No.10244775
File: 1.03 MB, 1280x720, an_lab10000.png [View same] [iqdb] [saucenao] [google]
10244775

>>10244742
More recommendations:
Absolute Redemption
Afraid of Monsters: Director's Cut
Cry of Fear.
Azure Sheep
The Challenger Deep 2
Edge of Darkness
Hazardous-Course 2
Poke646
Poke646: Vendetta
Echoes
Residual Life
Residual Point
They Hunger

>> No.10244780
File: 438 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10244780

>> No.10244781

>>10244712
This looks like a custom thing to begin with.

>> No.10244786
File: 49 KB, 740x420, 1668690157575835.jpg [View same] [iqdb] [saucenao] [google]
10244786

I just finished Ashes 2063. And thank god there's more on the way soon, because it raised the bar so high I'm having trouble finding a suitable replacement. It often feels more like a Duke 3D mod, and I'm pretty sure they borrowed actual code with how enemies do subtle things like get a slight push off high ledges when they die, and have working mirrors.

>> No.10244791

>doom
more like dumb lmao

>> No.10244793

>>10244781
Ad Mortem used those torches.

>> No.10244825

>>10244685
>dramatic meltdown and threw the project into the wind
source of that?

>> No.10244864

>>10244786
>enemies do subtle things like get a slight push off high ledges when they die
thats not even gzdoom that's just doom

>> No.10244868
File: 135 KB, 450x450, The Rune of Black Giggle.png [View same] [iqdb] [saucenao] [google]
10244868

>>10244791
Quake bros can't stop winning.

>> No.10244876

>>10244348
ludicrous gif

>> No.10244884

>>10244676
What happened to your body?

>> No.10244886

>>10244868
>>10244780
>need doom
>stuff quake
big oof for the resident quakies...

>> No.10244894

>>10244864
Really? I remember that being more of a thing in Duke 3D, maybe because they make a bigger deal falling down with dramatic splats on the ground.

>> No.10244896

>>10243370
Yeah, I've been doing big blockouts so that I can get an idea of combat and progression, then as I work on them I'll add another layer of detail. It's very daunting to have to do a single room, and then see the rest of the map being much uglier.

>> No.10244897

>>10244884
He got hit by a car

>> No.10244901

holy shit dudes, havent played doom in 30 years and I'm replaying ps1 doom and its all coming back to me like I stopped playing yesterday.

>> No.10244903

>>10244773
You actually should just be able to export it with UCC and then recompile it with the change, but because I'm unfamiliar with using UCC, it's been a bitch and a half so far. Mostly because it's having to piece together the right tutorials when all the info's scattered and more meant for UT99 than anything else.

>> No.10244904

>>10244780
>port level comes
when
h
e
n

>> No.10244910

What if someone tried making BTSX type maps for Quake 2? the techbase style would work well

>> No.10244921

did people ever actually beat UV using keypad looking?
I been playing on a craptop lately and it's hella fun but also really hard

>> No.10244924

>>10243341
I have decided to comment on this playpal because I also like palette edits.
Overall, I feel you have deviated too strongly from the original. Everything is too blue, which makes it garish and it reduces contrast between colors are meant to be distinct while creating gaps where ranges used to blend together. Specifically, you've made the lower red range (176-191) overly purple, but also without changing the upper one (32-47) even though these two get used beside each other in many graphics. I think a nice subtler example of a bluer red range is the "capybara" palette which changes both accordingly. The grey/white range is also way too blue for such something so fundamental. An example of a better blueish grey range might be the one from "nosp2". The brown (64-79) and beige (128-151) ranges also shift to blue too harshly. It's possible you're better off not touching these at all, same with the gold range (160-167). The blue range hasn't been touched at all, in contrast, which somehow makes it look weird when almost everything else is wildly different. The green range is fine. That one is well know for being largely isolated in the vanilla graphics and therefore more flexible.
More importantly, your playpal only has one palette, which is why it's only 768 bytes. Pain and item pickup flashes need their own series of paletes or it'll look weird with software mode. In slade, left click>palette>generate palette>doom
>>10244685
I really hate how the status bar says "guns" instead of "arms". The original was fine, and the rocket launcher is not a gun.

>> No.10244925

>>10244910
Techbase maps for Quake 2 sounds like a cool thing.

>> No.10244937
File: 34 KB, 896x505, F2SUKQQWQAATdwt.jpg [View same] [iqdb] [saucenao] [google]
10244937

>>10244351
>didn't add Comatose : Mowed Edition

>> No.10244939
File: 107 KB, 1024x768, 2012-08-01_00003.jpg [View same] [iqdb] [saucenao] [google]
10244939

>>10244775
>Hazardous-Course 2
Richman is a mapping genius. But it's a shame his only mod is an ultrasadistic parody.
>Afraid of Z-Fights
Nice horror, but those supersonic zombies make it almost unplayable on normal/hard.

>> No.10244941

>>10244901
Doom is a great game to pick up and play. A strength it has above a lot of the shitty maze shooters that happened at or around its time.

>> No.10244954

>>10244937
I've got you, senpai.
http://clovr.xyz/wadsup/doku.php?id=comatose_mowed

>> No.10244965
File: 2.76 MB, 2048x1024, grid-0045.png [View same] [iqdb] [saucenao] [google]
10244965

Still working on generating Doom screenshots via AI.
Prompt here (apart from all the obligatory "very beautiful" etc.) was "theme: techbase, hell; warehouse, crates, green marble floor, streams of blood"

>> No.10244970

>>10244901
Isn't it great? Give it a run on PC too, it has a lot of stuff which the Playstation one doesn't.

>> No.10244982

>>10244897
Oh. That sucks. Reminds me of the time I hit a guy with a car a few weeks ago... Absolutely nightmarish.

>> No.10244993

>>10244676
>>10244897
Shit, it's awful to hear. Can't do much but pray and wish you a quick recovery.

>> No.10245000

>>10244965
Cool. Next step is to generate actual levels using AI. Actually, I bet someone has already done that.

>> No.10245007

>>10244965
That's pretty interesting anon
Are you training an AI or refining a prompt? .

>> No.10245016

favorite skillsaw wad?

>> No.10245024

>>10244982
Anon, do you really expect us to believe... ?
https://www.youtube.com/watch?v=6mfuMtr0U08

>> No.10245038

>>10244954
Year selection was broken apparently. Fixed it.

>> No.10245045

>>10244937
I thank whoever did that, but after trying the map, I found to be really boring and annoying.

>> No.10245051

>>10245007
Training a LORA for Stable Diffusion, on a few hundred Doom screenshots

>> No.10245087
File: 576 KB, 900x598, q2_the_sgunners_by_kaoimhin7.png [View same] [iqdb] [saucenao] [google]
10245087

>>10244910
>BTSX type maps in Quake 2
That's kind of redundant, isn't it? is that the joke?
>>10245016
Forever loving Ancient Aliens

>> No.10245097

>>10245051
bender_neat.jpg
Can you run down the basic procedure? Or point me in the right direction to find out?

>> No.10245101
File: 3.43 MB, 3440x1440, shot158.png [View same] [iqdb] [saucenao] [google]
10245101

I am working on a new singleplayer-map for the Quake 2 Remaster, but it will be a small and short map due to me not having any time at all recently...
Hopefully I can get this ready soon.

>> No.10245102

>>10244954
Thank you fampai.

>>10245045
The Oops All Spectres thing is a bit tedious. I figure it would benefit from a monster replacement mod. I tried Legion Of Bones but it became 2spooky

>> No.10245120

>>10244348
Paril showcasing that Q2 Supports Sprites off old stuff he was working on
https://www.youtube.com/watch?v=LwhOpxWuKJY
https://www.youtube.com/watch?v=567VWfWIhb8

since it is possible to export doom maps into 3d...

>> No.10245128

>>10245101
Good luck bro

>> No.10245142

>>10244780
>proper saturday fuckin

>> No.10245202

>>10244676
>Reading about midi tools with no experience is a pain tho, I don't know which one would help me fix the looping issue and do some minor volume correction.
most straightforward is Anvil Studio, suitable for volume correction. for more advanced stuff you'd want to edit the event list directly, Sekaiju is probably the best bet for that.
anyway, just post the stuff that needs fixing, I'll take a look. one midi didn't loop at all, and one looped badly or something?

>> No.10245207

>>10244540
Why not use jcoopz?

>> No.10245237

>>10245120
oh that reminds me wasn't there some kinda "generations arena" mod for Q3 that aimed to recreate like a Wolf3d Doom Quake and Quake 2 classes for Q3 matches

>> No.10245245

>>10245120
considering stuff like the BFG ball effect in Q2 was basically the Doom sprite I'm not too surprised sprites work

>> No.10245247

>>10244965
>techbase
>no displays with brightmaps blinking to the maximum
You have a long way to go.

>> No.10245251
File: 138 KB, 1920x1200, 4od85GB.jpg [View same] [iqdb] [saucenao] [google]
10245251

Does anyone have the link to that funny Doom guide on youtube, I tried searching for "shaking skeleton" but I can't find it anymore
pic unrelated

>> No.10245254
File: 358 KB, 640x332, 1580961614038.png [View same] [iqdb] [saucenao] [google]
10245254

>>10245207
JCoopZ works perfectly fine, I mostly wanted to try Wolf Coop for its respawn features. It adds a lives system that makes it so dying actually does set you back a bit (namely causing enemies to regain health if everyone runs out of lives), and it's got some features/ini options to make you respawn a bit closer to the action. Plus it's got stuff like additional configs for what happens when someone hits the end of the level. Just stuff I thought would be fun to play with or at least try.

As for why I hadn't dropped it and just gone back to JCoopZ, it's mostly spite. I already have to deal with the fact that, for some reason, the latest release doesn't work on my aarch64 server box, so I already had to revert to an earlier version of the mutator to get it to work. Then I find out there's hidden bullshit that takes control out of my hands as a server owner? Fuck that. Either living with the censor or switching back to JCoopZ is giving the guy what he wants after his shit has already let me down, and that just pisses me off. I demand satisfaction and the only way to get it is to remove the censor.

>> No.10245265

>>10245251
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.10245272

>>10244876
(gif, gif, gif, gif, gif.....)

>> No.10245294

>>10245265
i could never get the revenant punch baiting strategy to work right, they punch, whiff, and then immediately follow with a rocket right in my face while i'm trying to shoot them

>> No.10245303

>>10244540
how about unreal coop through UT2k4?

https://www.utzone.de/forum/downloads.php?do=file&id=3435

>> No.10245313

>>10245120
>since it is possible to export doom maps into 3d...
Reminds me that I found a conversion of Knee-Deep in the Dead to Q2, but it refused to work on KMQ2 or Q2R so either it's totally fucked or for some very early version.

>> No.10245327

>>10245294
They will always fire a missile after pain chance.

>> No.10245329

>>10245327
well then the strategy doesn't seem all that useful if you can't damage them without leaving open to a rocket counter

>> No.10245335

>>10245329
It's useful for avoiding damage while revving up a BFG shot that'll leave them unable to counter, to use them as shields so other enemies hit them and start infighting, or to get yourself to a better position where you could use rockets. Berserk punching also isn't bad since you might actually get some punches in without triggering pain.

>> No.10245348

>>10245329
Yeah, it's pretty useless in most cases, I have no idea why that video gets so much praise for that "trick", even in the video he doesn't succeed in killing the revenants without them firing a missile.

>> No.10245359
File: 3.81 MB, 640x360, gzdrevpunchtesting.webm [View same] [iqdb] [saucenao] [google]
10245359

>>10245329
>>10245327
>They will always fire a missile after pain chance.
Then is this GZD being sneaky with nerfs and making them only fire missiles outside of melee?

>> No.10245367

>>10245120
>since it is possible to export doom maps into 3d...
I think Noesis is the tool that can do it.

>> No.10245371

>>10245367
if anything, port sapphire into Q2R as a test

>> No.10245372

>>10245303
Damn that's pretty neat. I imagine it must be rough with UT2004's netcode and such (although I've never been able to properly test how Unreal 227j feels at 100ms+ ping), but that's some seriously neat stuff. I'm surprised it's been able to stay up since it's effectively pirating the original, and we all know how much Epic cares to keep the original Unreal available to purchase and play

>> No.10245376
File: 3.87 MB, 640x360, woofrevtest.webm [View same] [iqdb] [saucenao] [google]
10245376

>>10245329
>>10245359
Not just a GZD thing. Seems to be the same behavior in Woof as well.

>> No.10245386
File: 604 KB, 1200x645, 1652465211186.jpg [View same] [iqdb] [saucenao] [google]
10245386

Well finally some damn proper wad
https://www.doomworld.com/forum/topic/139984-attempt-cereson-the-anti-plutonia-community-project/

>> No.10245391
File: 798 KB, 1366x768, BIG_GON.png [View same] [iqdb] [saucenao] [google]
10245391

>> No.10245394

>>10242635
Ty! Worked just fine.
>>10243357
I'll have to set this up later but thanks for it.

>> No.10245535
File: 67 KB, 620x349, 1681614878034839.jpg [View same] [iqdb] [saucenao] [google]
10245535

>>10244775
>Echoes
The survival horrorish parts were incredible and a mood that the original HL barely touched on. But it kind of soured me when it had you run through the same areas like 3 times. Yeah I know the maps were intricate and probably laborious to make, but I can't quite excuse that. There's revisiting a previous area to see how it's changed, and then there's blatant time-saving mapping which is just recycling shit to get your mod out faster.

>> No.10245543

>>10244742
Dude you really REALLY should delete this post and say something else about Sweet Half-Life. What you said about it is a major fucking spoiler.

>> No.10245547

>>10244775
What's your screenshot?
>>10245535
>There's revisiting a previous area to see how it's changed
That's exactly what happened anon. But for me the problem was length. It was just too short for how great it is. And it was too short for the Black Mesa Incident at all which took two full days before the facility was nuked.

>> No.10245556
File: 56 KB, 620x349, 1677526717957037.jpg [View same] [iqdb] [saucenao] [google]
10245556

>>10245547
>That's exactly what happened anon.
Yeah I know. The xen flora infiltration was neat, but ultimately you know it's just a quick layer of on top of existing stuff, and a lot of places you go don't have THAT dramatic of changes. Just maybe army sandbags piled up or something. And when you do this shit, it's best done in moderation. But in this mod you revisit almost EVERYTHING (barring I guess the horror areas). Like literally taking the exact same path backwards that you took to get forwards. That's abusing a detail some people would find neat if you did it in moderation.

>> No.10245575
File: 645 KB, 1280x720, an_lab50001.png [View same] [iqdb] [saucenao] [google]
10245575

>>10245547
>What's your screenshot?
E7 Black Star.

>> No.10245625

this thread made me kek with the answers
https://www.reddit.com/r/quake/comments/16h6fxh/in_call_of_the_machine_expansion_in_the_mission/

>> No.10245626

>>10245556
https://youtu.be/HDnF4NYjOmU?t=257

>> No.10245628

>>10245575
Also ty

>> No.10245632

>>10245626
Don't get me wrong, I still think it's worth playing, but I have to knock it down a couple points for that.

>> No.10245684

>>10245625
>PRIVATE COCK GUZZLER GET PLANETSIDE AND START SUCKIN AND FUCKIN STROGG CYBER COCK WE'LL MONITOR YOUR PROGRESS FROM HERE (ohhhhh yeah were gonna monitor the fuck out of it)
Sounds like something Drill Instructor Billy Herrington would say.

>> No.10245835

>>10245329
You get knack for their missiles and learn how to swerve for them, as well as learning to pay attention to if the rockets home or not. Extremely fun enemy to fight IMO

>> No.10245836
File: 107 KB, 700x1098, 61Z+RHOUnhL._AC_SL1500_.jpg [View same] [iqdb] [saucenao] [google]
10245836

anyone knows how is handled Doucc 3D on evercade? also, are Time To Kill and Land Of The Babes just emulation? i was considering getting this and a console but i have a PC and an old PS2 that reads PS1 disks natively am i missing out on something with these editions?

>> No.10245889

>>10244924
>and the rocket launcher is not a gun
It shoots a projectile from a barrel, seems like a gun to me.
Unless you refer to some legal definition of "gun" that is certainly different in differing jurisdictions.

>> No.10245890

>>10245836
>Total meltdown
It's definitely emulated. Unless they are making an official port of the playstation version of duke 3d.

>> No.10245901

>>10245890
i did some look up and they say that they optimized the load times and framerate so definitely emulated.
they could have ported it to one of the countless engines that were made later but they probably allocated minimal budget...

>> No.10245941

>>10244351
Woof! 12.0 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_12.0.0

> 3D audio
> PC Speaker emulation
> obituaries
> extended GL nodes support
> obituaries
> AppImage release package for linux

fuck yeah

>> No.10245959

>>10245941
>3D audio
very nice

>> No.10245976

How do I make shadows cast on func_detail brushes for Quak?

>> No.10245995

>>10245976
func_detail should receive and cast shadows by default since it isn't a brush entity.

>> No.10246005

>>10245995
Figured it out, the textures weren't fit properly to the brushes. Shame I liked how they looked.

>> No.10246030

>>10244924
>and the rocket launcher is not a gun
If you want to be autistic about this, the original, completely vanilla game also says you're picking up "clips"

>> No.10246048
File: 354 KB, 683x2048, chaingun.jpg [View same] [iqdb] [saucenao] [google]
10246048

>>10246030
you chain clips together to make belts for the chaingun, that's why it's called chaingun. don't you know how weapons work?

>> No.10246049

>>10246005
>the textures weren't fit properly to the brushes
Lightmap resolution in Quake 1 is directly tied to texture scale, so it's never a good idea to scale things up unless it's really far away or out of view.

>> No.10246052
File: 929 KB, 1600x900, spasm0167.png [View same] [iqdb] [saucenao] [google]
10246052

This fuckin guy...
Yep it's a Mazu map alright

>> No.10246060

>>10244676
went ahead and fixed the midis: https://files.catbox.moe/arataj.zip

>> No.10246063

>>10246048
It could be like the m249 and be capable of both.

>> No.10246064

>>10245016
Valiant is amazing all the way through, IMO. Easily my favourite custom monster usage.
Ancient Aliens has plenty of amazing maps, but its less consistent, IMO. Music definitely consistently strong, though.

>> No.10246082

>>10246063
really, what we need is a lever-action chaingun

>> No.10246156

>>10245543
I wouldn't say it's a big spoiler. But it's there to stir up interest in playing the mod.

>> No.10246163

>>10246156
Anon it's part of a whole second and secret ending. I won't go much further since it's not a big deal, it's a mod from 2007 that maybe 1000 people have played, but it is undeniably a big spoiler.

>> No.10246179

>>10245575
What is this mod? Some kind of singleplayer CS ?

>> No.10246191

>>10245535
And that part with locked up "Gus" was strange. It looked like a random guy asking you to go through almost whole Black Mesa so he could open the door. And instead of finding another door or a hole in the wall you risk your life for some dude. Weird.

>> No.10246205

>>10246163
But it's all already "spoiled" in the image section of the Moddb page.

>> No.10246209
File: 1.87 MB, 1280x1024, 1686267147652357.png [View same] [iqdb] [saucenao] [google]
10246209

>>10246048
The california legal chaingun.

>> No.10246223
File: 130 KB, 1091x1136, 76cf12e7e580aaf1963ded6b89cc295b.jpg [View same] [iqdb] [saucenao] [google]
10246223

>>10245535
I wish they didn't use the half life 2 version of g-man and the g-man segments were lame imo but overall Echoes is super cool. Props especially about the cool fights with the military.

>> No.10246254

>>10244742
>|---SUM---|
Female hecu actually

>> No.10246270

>>10246254
how heavy is her ass?

>> No.10246296

>>10246254
Yes, my bad. The "Cunt" was a Black Op.

>> No.10246306
File: 1.73 MB, 1600x900, spasm0153.png [View same] [iqdb] [saucenao] [google]
10246306

>>10246052
Also please repeat after me, tiny hitscan MG turrets do *not* belong in Quake1!

>> No.10246309

>>10246209
what game is that?

>> No.10246314

>>10246309
Stalker Shadow of Chernobyl but I'm not sure what mod.

>> No.10246324

>>10246314
Early build from 2002.

>> No.10246376

>>10246324
The one with bots allegedly smart enough to beat the main story by themselves?

>> No.10246381

>>10246376
That was never implemented.

>> No.10246387

Holy shit, I just finished Elementalism Phase 1 and have to say that this might finally be the wad to dethrone Eviternity as the most beautiful wad. But speaking of that I got a question for y'all.

I know that beauty isn't everything in mapping, but be perfectly honest: Do you tend to favor pretty wads over wads with vanilla textures or not? I know that I do. Played everything skillsaw did, played most of ribbiks bullshit (mostly on hmp, I'm not good enough for more). It's sad to say this, as this also implies that as a new mapper you got a lot to catch up on before you really get noticed, but let's be real, most of us play like 1 or 2 megawads a month I would think. So there's your problem that even good wads don't get there deserved 15 minutes.

What is your take?

>> No.10246393
File: 18 KB, 111x130, faces - Copy.png [View same] [iqdb] [saucenao] [google]
10246393

>>10246381
Oh.....

>> No.10246410
File: 182 KB, 1920x1080, doom231.png [View same] [iqdb] [saucenao] [google]
10246410

>>10246048
The chaingunner drops two chainguns when they die, the one that's in the corpse's sprite is the belt-fed chaingun, and the one that has a separate sprite is the magazine fed chaingun.

>> No.10246438

>>10246410
You say this as if that makes more sense. Why wouldn't he just drop his weapon? Why was he stashing another? Planning a dual-wield but didn't count on a chaingun being heavy?

>> No.10246448

>>10246438
yeah he drops his 9mm sidearm which explains why it sounds differently in player's hands, and why the zombieman ammo fits it.
come on, keep up, it makes total sense.

>> No.10246456

>>10246448
>9mm chaingun
Only if its 9×25mm MauserExport

>> No.10246476
File: 85 KB, 192x192, Animated_Hans_Grosse.gif [View same] [iqdb] [saucenao] [google]
10246476

>>10246438
>dual wielding chainguns
Hans Grosse wants you to get buffed! Are you a lowly little chaingunner getting blasted by some weirdo in his green fetish armor? You need to join my programm! Through my secret german training tactics and some of that great secret ubersoldier juice, I'll get you buffed as fuck in no time! Join my programm today and you get one of my clip-feed german uberchainguns for free. Next time you visit hell, that green douchbag will fear you the moment you welcome him with a friendly "Guten Tag" and a healthy dose of lead!
So what are you waiting for? Stop being a chump today and call 1-666-wolfenstein!

>> No.10246480
File: 8 KB, 236x156, blazko.jpg [View same] [iqdb] [saucenao] [google]
10246480

>>10246476

>> No.10246505

>>10246480
Don't trust this american propaganda! He never wielded 2 chainguns at the same time. Trust the german ubersoldier programm! Trust in yours truly! Hans Grosse from Grosse and Family Productions!

>> No.10246518
File: 77 KB, 332x270, 55864.png [View same] [iqdb] [saucenao] [google]
10246518

>>10246505
>Trust the german ubersoldier progra-ACK

>> No.10246534

>>10245684
And so the sequel of HFFM is born, but in quake 2 remastered

>> No.10246538

>>10244351
/vr/ has made a Doom .wad
>>10246503
>>10246521

>> No.10246542

>>10246538
Does this go under "our WADs" or does it not count since it was made outside of /doom/? Might be worth a mention either way

>> No.10246554

>>10246518
My sister will take revenge for me, american spy! You will pay at the end!

>> No.10246557

>>10246387
Nicolas Monti is my favorite mapper.

>> No.10246560
File: 807 KB, 1920x1080, doom232.png [View same] [iqdb] [saucenao] [google]
10246560

>>10244351
E3 of Rise of the Triangles is finished! Come get it here : https://files.catbox.moe/a9f5pf.zip

>> No.10246582

>>10244351
Doom Retro 5.0 released. Features a lot of bugfixes, DSDHacked support, .cfg autoload and plenty of minor enhancements.
https://github.com/bradharding/doomretro/releases/tag/v5.0

>> No.10246606
File: 116 KB, 505x540, .png [View same] [iqdb] [saucenao] [google]
10246606

>>10246554
>Greta-ACK

>> No.10246623

>>10246606
Nothing that a little occult shit can't fix!

>> No.10246664

>>10245254
>I demand satisfaction and the only way to get it is to remove the censor.
Fair enough. Rerelease it when you strip it of it's bullshit.

>> No.10246669 [SPOILER] 
File: 523 KB, 353x725, Green_Despoiled.png [View same] [iqdb] [saucenao] [google]
10246669

>>10246623
We got people for that!

I always liked some of 2009's enemy design. Wasn't that bad of a game.

>> No.10246672
File: 215 KB, 640x480, 5650screenshot2.png [View same] [iqdb] [saucenao] [google]
10246672

>>10246505
>some weirdo in his green fetish armor
You meant your brother Trans?

>> No.10246679
File: 34 KB, 162x167, .png [View same] [iqdb] [saucenao] [google]
10246679

>>10246623
>Angel of D-ACK

>> No.10246683
File: 89 KB, 400x400, rg.jpg [View same] [iqdb] [saucenao] [google]
10246683

>>10246672
>green
anon...

>> No.10246684

>>10245120
>animu pfp
Oh no. . .
Is he one of them now?

>> No.10246690

>>10246684
off to /v/ with you

>> No.10246701
File: 133 KB, 2284x1276, v0erbfin3dqwnb1.jpg [View same] [iqdb] [saucenao] [google]
10246701

>>10245625
>CZG is openly gay
More like a flaming faggot

>> No.10246706

>>10246690
I would go back to PlanetQuake if it was still alive
I still can't believe Lowtax used to be their forum mod

>> No.10246716
File: 31 KB, 474x359, th-2107490201.jpg [View same] [iqdb] [saucenao] [google]
10246716

>>10246672
>>10246683
he's black and blue desu

>> No.10246725
File: 25 KB, 160x170, .png [View same] [iqdb] [saucenao] [google]
10246725

>>10246679
>i just realized that was probably his blood flowing through mutants' veins

>> No.10246747

It's so fucking over like Jesus Christ I know I was worried about not being able to play Quake a few years ago but I never asked for this.

>> No.10246772

>>10246664
Oh, I did manage it last night, at least for the older version that works on my aarch64 server box. I'll do it later to the more recent version once I figure out how to actually set up the fonts properly.

>> No.10246828

>>10246725
But his blood is green? Or am I colorblind now too like >>10246672 seems to be?
Also, if we go by typical fantasy canon, >>10246679 is probably not dead but just forcefully returned to hell. His comeback is coming, with uberdemonsoldier Hans Grosse and his succubus sister by his side.

>> No.10246834

>>10246828
Ahhh, nevermind
>blood purple
>headsmoothie green
I see it now!

>> No.10246835

>>10246542
I think it should go on the news post at the very least.

>> No.10246861

>>10245543
>Caring about spoilers
>Caring about spointers for a mod
>Caring about spoilets for Half-Life

>> No.10246867
File: 808 KB, 900x787, Olaric.png [View same] [iqdb] [saucenao] [google]
10246867

>>10246828
>His comeback is coming, with uberdemonsoldier Hans Grosse and his succubus sister by his side
all in one convenient body

>> No.10246870
File: 1.21 MB, 1600x900, spasm0165.png [View same] [iqdb] [saucenao] [google]
10246870

>>10246747
What was stopping you before, considering that Mark5 has a touchscreen mode to play on tablets?

>> No.10246997

>>10246747
What ails you, brother?

>> No.10247008

>>10246669
It honestly wasn't bad, no. Not as strong as RTCW, but it had a lot of good in it in spite of a number of flaws. With some modding effort, you oughta be able to make it a much better game.

>> No.10247015

>>10246542
Made here on /vr/, so I'd say it's worth putting in the newspost.

>> No.10247098

>>10245889
As a certified hoplophile, I'd say that's enough to refer to it as a gun in an informal sense. The goofy old Gyrojet pistols and rifles also shoot rocket projectiles out of barrels, and I'll call them guns.

>>10246048
There do exist guns which can feed from both belts and magazines.

The M249 in US Army service has a magazine well where you can insert M16 magazines and use those instead of belts. Doesn't work that great because the cyclic rate of the M249 is a good bit higher than what an M16 or M4 would have, and the mags aren't made for it, so nobody ever uses it.
The Israeli Negev also has this feature on some variants, some can use M16 magazines, others Galil magazines. Because the Negev has an adjustable gasblock, you can thus lower the cyclic rate to work with rifle magazines, so it's much less of an afterthought on that gun.

A funnier example is North Korea's copy of the Russian PKM, where it has a magazine well on its top cover so that you can use long and curved 30 round magazines if you don't have any belts or something. Looks a bit like a PKM trying to disguise itself as a British Bren gun.

There's also that one really weird Japanese machinegun which loads with actual rifle stripper clips in a hopper mechanism.

>> No.10247106

>>10246747
Huh?

>> No.10247161

>>10246772
Stay winning, anon.

>> No.10247246

>>10247098
>The M249 in US Army service has a magazine well where you can insert M16 magazines and use those instead of belts. Doesn't work that great because the cyclic rate of the M249 is a good bit higher than what an M16 or M4 would have, and the mags aren't made for it, so nobody ever uses it.
Can the Minimi/SAW be modded to accept C-mags?

>> No.10247320

What's a good Doom was for some9ne that doesn't like doom?

>> No.10247449

>>10247320
MyApartment.deh

>> No.10247461

>>10247320
Play Doom 3

>> No.10247507

>>10247320
MM8bDM
Grezzo2
Strife and Hexen

>> No.10247518

someone mentioned using zombiemen to nerf arch-viles in a past thread, MAP11 of Mutiny does it and i thought it was pretty cool

>> No.10247608

>>10247320
this is my personal favorite
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/do-it
you should probably replicate what is done in the wad irl as well

>> No.10247629
File: 176 KB, 2145x1199, 15869520886570.jpg [View same] [iqdb] [saucenao] [google]
10247629

>>10247320
doom.wad

>> No.10247675

>>10247320
Batman Doom

>> No.10247681
File: 2.89 MB, 1536x1024, grid-0012.png [View same] [iqdb] [saucenao] [google]
10247681

>>10245097
Well for starters, I assume you're already fairly familiar with Stable Diffusion, have some experience with generating art in SD, and you're not afraid of a Python script or a Colab notebook.
If you're not familiar with SD, then I'm sorry, but it might take a bit to learn all the requisite knowledge. Look for some starter tutorials online, or check the Stable Diffusion /g/ general for some starter guides.

Anyway, I used these guides to help me through training a LORA:
https://rentry.org/lora_train
https://rentry.org/59xed3
https://rentry.org/lora-training-science
and this Colab notebook to actually train the LORA (I had to buy some compute):
https://colab.research.google.com/github/Linaqruf/kohya-trainer/blob/main/kohya-LoRA-dreambooth.ipynb#scrollTo=wmnsZwClN1XL
and to test the LORA, I used thinkdiffusion.com, which allows you to run Stable Diffusion remotely for a fee.

>> No.10247705

>>10247320
What do you not like about Doom exactly? Is it the pixelly graphics? Then use GZDoom's default settings.
Is it the choppy enemy and weapon animation? Then use Smooth Doom.
Is it the lack of pazzaz and cool effects? Then use Brutal Doom.
Is it the vanilla gameplay? Then play a walking simulator wad such as Mr. Friendly, or "Moving" by GermanPeter, or DoomWare.
Is it the lack of 3D models? Then use Voxel Doom.
Is it the lack of 3D environments? Then play Adventures of Square, or Elementalism.

>> No.10247713

>>10247681
I wish these textures existed.

>> No.10247729

FNF's going up, password is NucSaT-DDfF

>> No.10247732

I have a problem
every time i try to make maps i get HARD stuck trying to connect rooms or making a new room at all, every guide i've seen doesn't help with this issue, they say "now you know how to make a door, the rest depends on you, go make some wads :)"

>> No.10247737

>>10247705
>Is it the lack of pazzaz and cool effects? Then use Brutal Doom.
That’s also a big set of gameplay changes.

>> No.10247745
File: 923 KB, 1366x768, sonic.png [View same] [iqdb] [saucenao] [google]
10247745

>> No.10247756
File: 3.90 MB, 640x360, kmu25_justplaying.webm [View same] [iqdb] [saucenao] [google]
10247756

>>10247745
>kino fucking Flesh Temple
Still my favorite unit of all time
Now to scar you with more TPPQ2

>> No.10247783
File: 23 KB, 400x219, m249magfeed.jpg [View same] [iqdb] [saucenao] [google]
10247783

>>10247246
Beta-C Magazines? You might be able to, not entirely sure but it would probably clear the area around the magazine well.
Would not be my first choice though, Beta-C Magazines are not the most reliable or robust, which is not a nice combo with a gun that already doesn't work well with rifle magazines (and which may or may not damage PMags). If I wanted lots of rounds with a gun like the M249 I would just use the linked belts it's designed around to begin with, those work very well. If I wanted a support weapon which uses drums, I would suggest the Singaporean CIS Ultimax

>> No.10247793

>>10244780
>Ultimate woof

>> No.10247794

>>10247793
So nugget doom?

>> No.10247802

>>10246867
Slander, I call! A one in all package would at least feature a butt as neat as Cybie's and quadrowielding chainguns! That sounds a lot like american propaganda again! Identify yourself? Are you BJ's brother RJ?

>> No.10247806

>>10247794
>nugget
>related to woof

>> No.10247817

>>10247320
Every time I read this post, it's like watching an Arch-Vile rez a Baron of Hell.

>> No.10247861

>>10246669
Is this bonehead the origin of the flaming skeleton profile picture that every other person used to use on Steam?

>> No.10247873
File: 407 KB, 960x1080, walls.png [View same] [iqdb] [saucenao] [google]
10247873

Gray stone or dark concrete? I like the idea of using the concrete as a general trim to contrast with lighter walls, but the stone is more textured.

>> No.10247896

anybody wanna sell me the rights to their quake/trenchbroom-made maps so i can use them in my game lol :) (i'm serious i hate designing levels please)

>> No.10247915

>>10247873
This is a tough call. I like the concrete look more and I think it pairs well with the brick at the back.

>> No.10247929

>>10247783
Don't you have a community project to finish?

>> No.10247943

>>10247806
>>10229790

>> No.10247981
File: 28 KB, 457x494, 1669773327419363.jpg [View same] [iqdb] [saucenao] [google]
10247981

I have a nearly done clone of quakeinjector but for doom wads from doomworld ftp server, written in c++ and qt
wrote it for my own use, is it something random strangers on the internet could be interested in?

>> No.10247986

>>10247320
Heretic or Hexen
also Freedoom

>> No.10248075

>>10247896
What sort of shooter do you want to make I can be your level designer as long as you accept that the quality won't be the best.

>> No.10248213
File: 43 KB, 427x567, 096fcb77b9e765336e3cd0d5d84854a6.jpg [View same] [iqdb] [saucenao] [google]
10248213

>>10245202
>>10246060
Thanks for the fixes, how hard was it to fix the volume ? I might need to tinker with the text/intermission volume, and if the free Anvil Studio version is enough it would be a good excuse to learn how to use it for future midi brewing.

>> No.10248354

>>10247320
Brutal Doom

>> No.10248362
File: 105 KB, 500x550, 1672194284969390.jpg [View same] [iqdb] [saucenao] [google]
10248362

>>10246534
Hard Qock Qooming Maps

>> No.10248414

>>10247320
Ashes 2063

>> No.10248434

>>10248213
not hard at all, and usually the free Anvil is enough. you just move some sliders around. if there are volume changes mid-song, Anvil will warn you (that's when you should probably bust out something else).
I used Sekaiju though (it's also free). it takes more clicks to change things there, but it leaves the rest of the midi as it was, whereas Anvil often changes the format without telling you. it shouldn't matter for the end result, but just in case (can't be too safe, since some other programs will just break pitch shifts after re-saving). you'd still want to orient yourself with Anvil first, anyway.

>> No.10248510

>>10247981
sure, though it depends. I'm less interested in downloading and more in organizing.
you know about DoomLauncher, right? instead of just being a launcher, it copies every supplied file into its own flat folder and zips it, so it's a mess to navigate, hard to do multiple files, and impossible to make quick changes with Slade or whatever. I just want a sortable table of shortcuts to my own local files. I think it's been years since I said I'd do my own frontend and I still never got around to it, so - godspeed regardless.

>> No.10248603
File: 1.03 MB, 300x233, 1499613125086.gif [View same] [iqdb] [saucenao] [google]
10248603

>> No.10248656

>>10246867
wat dis

>> No.10248659

>>10248656
Olaric from wolfenstein

>> No.10248663

>>10247873
Hmmm that's hard. Gun to my head the concrete.

>> No.10248671

>>10248656
boss from RTCW

>> No.10248676

>>10247802
we make übersoldaten here sir, not megazords

>> No.10248787

>>10244742
>>10244775
Based half life sp Chad's

I have posted in these threads before and one of the ones I get mixed up with, for some reason is sweet half life and half life - life's end. Life's end is really fucking odd but also a good mod. Comfy if you are looking for a new sp mod. It's based in black mesa but added oddness. Maybe sweet half life is odd as well and that's whyi mixed them up in a previous thread.

tldr - play half life life's end

>> No.10248796
File: 123 KB, 800x600, 20170211132539_1.jpg [View same] [iqdb] [saucenao] [google]
10248796

>> No.10248797
File: 61 KB, 731x457, HL_BMRF_OfficeComplex.jpg [View same] [iqdb] [saucenao] [google]
10248797

>> No.10248830
File: 62 KB, 730x420, Topside_dorms.jpg [View same] [iqdb] [saucenao] [google]
10248830

>> No.10248849

Do any of the advertised HL mods have the same problem as the base game? (meaning the only weapon you have enough ammo for is the shotgun but the shotgun fucking sucks).

>> No.10248959
File: 1.52 MB, 1600x900, spasm0122.png [View same] [iqdb] [saucenao] [google]
10248959

With a car you can go anywhere you want to, but not this one

>> No.10248973

>>10246867
>TFW you realize that FromSoftware stole Lord Nito's design from id

>> No.10249008

>>10248959
What's this

>> No.10249059

>>10248849
>but the shotgun fucking sucks
This must be a hard difficulty problem, shotgun's fine on lower difficulties.

>> No.10249067
File: 71 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
10249067

Was alright

>> No.10249081

>>10248849
play MMod

>> No.10249116

>>10247320
Fortnite

>> No.10249143
File: 645 KB, 971x547, 1588083984116.png [View same] [iqdb] [saucenao] [google]
10249143

Guys, I want to illegally acquire some Hexen2/Quake1 creature models for use in a modding project. Where can I yoink these from? What is the Realm667 of Quake engine games.

>> No.10249147

>>10249143
Check the models-resource.com

>> No.10249148

>>10247873
Top. Both work well though, so incorporate both somehow if possible.

>> No.10249157
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10249157

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit! Or whenever you wake up, it's a Saturday, sleep in, I'm not your dad.

>> No.10249160
File: 23 KB, 760x100, Now to just put all this shit together in SBARINFO.png [View same] [iqdb] [saucenao] [google]
10249160

>>10249157
I think Doomslayer's new HUD is ready to go, I just need to put this shit into SBARINFO.

>> No.10249176

>>10248959
>scale of the windows on the 'building' in the back
It's like they didn't even try.

>> No.10249178

>>10249160
I just now realized Hexen 2 used a different set of numbers for its mana pools, they're not ripped on the Spriter's Resource so I'll have to draw them myself.

>> No.10249181

>>10247681
holy shit, it's probably a coincidence but it's crazy how it got the fences to appear as flats rather than as 3d geometry

>> No.10249189

>>10249181
oops not flat, i forgot the right word, i guess calling the fences sprites works well enough, ignore my brainfart

>> No.10249192

>>10249181
>probably a coincidence
i don't think so, perspective is pretty straight forward with flats, the thing might have no difficulty figuring them out and reproducing the concept

>> No.10249196

>>10249189
no big deal, it's readable

>> No.10249198
File: 2.81 MB, 2080x2351, Outskirts + Ibiza.png [View same] [iqdb] [saucenao] [google]
10249198

>>10249157

>> No.10249215
File: 917 KB, 1366x768, q2_0014.png [View same] [iqdb] [saucenao] [google]
10249215

What's the point of this enemy?

>> No.10249225

Can someone please explain to me how the fuck you use gmod?

Like, can I play half life with counter strike weapons? If so how???

>> No.10249226

>>10249215
Bro your remaster?

>> No.10249237

>>10249215
I don't even remember it, desu.

>> No.10249242

>>10249215
Originally, Shit
Remaster, OH FUCK THE TENTACLES

>> No.10249250
File: 17 KB, 328x433, brainsbeta.jpg [View same] [iqdb] [saucenao] [google]
10249250

>>10249242
This idea came from the Reckoning with the beta brains

>> No.10249257

>>10249250
The laser eyes did, but they had the tentacle attack originally, it just had zero range.

>> No.10249274
File: 69 KB, 1063x752, octahedron0stroggassembly.jpg [View same] [iqdb] [saucenao] [google]
10249274

>>10249257
The expac buffed that attack's range and also made it pull the player in. I think the new port turns all the brains into betas which isn't a bad idea.

>> No.10249296 [DELETED] 

>>10247713
I feel like you can recreate an scene like these with OTEX though

>> No.10249323

>>10249274
And they also are guaranteed to spam it relentlessly the moment you end up within their range.

>> No.10249327

>>10249215
For that one area where they are behind insta kill lasers to pull you in to.

>> No.10249356

>>10249059
There is no point to Half-life if you are not playing on hard not even Doom needs ultra-violence like Half-life needs hard. (and the shotgun really isn't fine overall but that's not a hill I need to die on).

>>10249081
Thanks but can it be combined with those other mods?

>> No.10249396
File: 462 KB, 1350x1067, 1660515407293936.png [View same] [iqdb] [saucenao] [google]
10249396

>>10244780
Play Doom
Need Doom
Stuff Quake
End /vr/

>> No.10249418
File: 3.91 MB, 854x480, hlwin3.webm [View same] [iqdb] [saucenao] [google]
10249418

>>10249323
Fun but also sort of overkill.
>>10248849
It's got a decent chunk of frontloaded damage and it has some dumb switchshit you can use. Ammo balance felt fine in the basegame.

>> No.10249426

>>10244965
>>10247681
Share the Lora? Looks kool.

>> No.10249445

>>10246701
got any mod to replace this completely unneeded monkeypox shilling texture for the cuntfederacy flag yet?

>> No.10249450
File: 836 KB, 1920x1080, 1689112152571622.jpg [View same] [iqdb] [saucenao] [google]
10249450

>>10249445
Quick texture edits is easy babytier stuff

>> No.10249469

>>10246701
>He's not a homo, he's a Homo!
Is there really any difference?

>> No.10249524

What's the general consensus on Brutal Doom and other Brutal mods? I do like the new textures the new weapons and well animated and what not (the gore is whatever, though) but it makes the game so much easier and faster it almost feels like cheating. Trying Brutal Heretic now and it really does show now even more than on Doom.

>> No.10249535

>>10247873
Grey stone. On the darker areas it's gonna be hard to properly judge where the floor ends and the wall begins with dark concrete (you can see that on the vertices and some darker edges on your bottom pic). Concrete is still cool, though, you can use it on some dark claustrophobic areas for that effect and also because it's still cool.

>> No.10249541

>>10249524
For me, it's just simply not Doom. I don't think it's a bad mod or anything and I don't really like shitting on it, other than if it comes up with the context of someone playing exclusively on Br00tal and then making critique on level design of some Boom maps. I do wish it went further into it's own thing, and I wish the project luck.

>> No.10249546

>>10249524
>it makes the game so much easier and faster it almost feels like cheating
That can be said about nearly any mod out there.

>> No.10249556

Been away for a bit, what was the name of that Blake Stone-inspired player textures and guns overhaul? The one with teal and purple aesthetics and the HUD face was a woman on the left of the screen. Used to post misc updates of the project, like a melee whip weapon thing, pistol graphic offsets and whatnot.

>> No.10249561

>>10249556
I don't remember if he ever gave it a name, but it was Spritenoob's project. Haven't seen him around in a bit but I think he's been away for longer periods before.

>> No.10249570

>>10248676
Ubersoldiers can have glutes too!

>> No.10249584
File: 3.93 MB, 854x480, azb_inrain.webm [View same] [iqdb] [saucenao] [google]
10249584

>>10249524
>What's the general consensus on Brutal Doom and other Brutal mods?
The general consensus will be mixed. I personally don't care how you play as long as you are thoroughly enjoying yourself.
I don't enjoy the mod itself a whole lot. I like some of its ideas, but its kind of bloaty and the balance is wacky as you mentioned.

>> No.10249637

>>10249584
>bloaty
That too, it adds an auto shotgun that has no place in doom, keeps the chaingun and adds another machine gun which is the same but harder to find, a ray gun that's just the plasma rifle but worse and so many monster weapons like the revenant rocket launcher and the mancubus cannon. There's just so much stuff it's not even worth removing the things I don't like and keeping the rest cause there's just too many. It also adds so much crap stolen from zoomer doom.
What are some alternatives to it? Something quite like that but without the bloat? Just some nicely done weapons and updated graphics and effects and also replaces all the hitscans with projectiles?
Before trying out brutal, I played Raging Bull and on the higher difficulties it doubles the damage of everything, both monsters and you so everything dies quick, including you. That did the trick of making the game faster and more fun but without making it too easy.

>> No.10249658

>>10246716
I'll never again see it as blue. I'm not sure how I ever did.

>> No.10249678
File: 722 KB, 1261x962, plutriflespin1.gif [View same] [iqdb] [saucenao] [google]
10249678

>>10249157
I know low poly is the in-thing right now but I have a very specific need to make a set of tacticool weapons with no frankensprites, for use with really out-there monsters I just can't see the Doomguy fighting
here's the "shotgun"

if there's a notable crossbow I could copy the proportions of that would be great. For the RL slot, think the poison crossbow from nuclear throne

>> No.10249720

>>10249678
Don't know if you could find a crossbow, but try to look for some old Ace of Spades mods, people back then did a lot of weapons in the game style.

>> No.10249747
File: 387 KB, 1335x732, 2023-09-16-185354_1335x732_scrot.png [View same] [iqdb] [saucenao] [google]
10249747

>>10249157
hmm

>> No.10249772

>>10249747
Is this for Ad Mortem?

>> No.10249785
File: 1.27 MB, 1360x768, uplink-archival1.2.png [View same] [iqdb] [saucenao] [google]
10249785

Have you guys tried SIGNAL LOST? It's a Half Life mod that goes for a beta style aesthetic

>> No.10249790

>>10249772
yep

>> No.10249797
File: 3.94 MB, 854x480, babdb40_3.webm [View same] [iqdb] [saucenao] [google]
10249797

>>10249637
It might not be entirely up your alley but that clip I posted is from Babel: https://datanon.itch.io/babel
There's some bias with it being made by a real swell local anon but I find it to be a very agreeable mod. It's one of my favorite ways to play Doom.

>> No.10249812

>>10249797
What gameplay mod is that?

>> No.10249826

>>10249797
Will try it out.
Is that map from Babel too?

>> No.10249829
File: 999 KB, 1858x1057, Screenshot_Doom_20230826_121919.png [View same] [iqdb] [saucenao] [google]
10249829

>>10249524
>but it makes the game so much easier and faster it almost feels like cheating
it really, really depends. Shotguns kill mid tier demons in only a few shells so a baron ambush becomes underwhelming, but it's well known that taking BD into any map harder than the first half of a skillsaw wad makes it almost physically impossible because of faster imps (matters a lot when there's 50 of them on a shelf) and whatnot

>>10249637
>also replaces all the hitscans with projectiles?
project malice has not-hitscanners and it's actively updated, this spooky dude caught me off guard after getting the latest git version.

legion of bones is more vanilla style and while the hitscan replacements are so fast they aren't dodgeable, they get stopped by walls so you can't be clipped by a chaingunner who only has the top pixel of his head visible, since the tracer projectile comes from the actual chaingun on his sprite.

>> No.10249839
File: 165 KB, 301x245, ad2c2ad4d6c40a2cddd79.png [View same] [iqdb] [saucenao] [google]
10249839

>>10249812
>What gameplay mod is that?
The one that I posted I link to, silly
>>10249826
>Is that map from Babel too?
Babel's just a gameplay mod. That map is from a Doomer Board Project: https://doomwiki.org/wiki/DBP40:_Funnelcake_Apparitions
Good to play for the upcoming spooky month, and speaking of spooky...
>>10249829
>project malice
This is great for some "vanilla-like" replacements and the rare mobs are super fun.

>> No.10249858

>>10249524
I think the mod had actual issues and shit but people did a bad job shitting on it.
/vr/ in like 2017/18 actually pointed out bugs and technically issues while everyone had second hand info of Mark being a jerk.

>> No.10249902

How HL1's shotgun doesn't have the same hate as Doom 3's shotgun? this weapon is fucking garbage

>> No.10249908

>>10249902
Hey now don't try to copy me.

>> No.10249915
File: 1.15 MB, 1600x900, spasm0129.png [View same] [iqdb] [saucenao] [google]
10249915

>>10249008
the Sewer Mapjam2 made for the Alkaline mod

>>10249176
It gets even worse at places, better just ignore it

>> No.10249931
File: 3.93 MB, 800x450, Half Life 06.webm [View same] [iqdb] [saucenao] [google]
10249931

>>10249908
I'd say Doom 3's shotgun has a more divisive visual and audio style. HL's is much boomier and has that doubleshot altfire.

>> No.10249936

>>10249356
>can it be combined with those other mods?
Nope. It has its own binaries.

>> No.10249941

>>10249931
>HL's is much boomier and has that doubleshot altfire.
Doubleshot what?

>> No.10249956
File: 76 KB, 1024x678, 1682818044126989.jpg [View same] [iqdb] [saucenao] [google]
10249956

>>10249941
>Doubleshot what?
Altfire.
It's right there in your greentext, anonman.

>> No.10249985
File: 305 KB, 400x665, Super_soldier.jpg [View same] [iqdb] [saucenao] [google]
10249985

How would you improve Half Life 2 combat to level of 90s fps? My take:
>All Headcrabs are two times faster, have no cooldown on jumping, no longer can be killed with one crowbar hit
>Poison headcrabs gradually remove health with 50 hp per bite, can't go lower than 10hp
>Classic zombies are two times faster, tanky unless hit in head, now can have stun attack similar to grenade effect. Poison zombie deals poison damage in melee.
>Flying drones deal damage when exploding, introduce suicide type
>Combine soldiers can heal themselves, actively shoot underbarrell grenades, leave grenades upon dying, they move more actively, crouch, and can fire while running. Backport new types from Alyx, maybe introduce reviving combine type.

>> No.10250002
File: 138 KB, 640x480, doom97.png [View same] [iqdb] [saucenao] [google]
10250002

>>10249157
Didn't have time to populate the map, but at least layout is done.

>> No.10250014

>>10249985
Ah yes, the "let's make it more like Doom Eternal and the players will instead pretend it's more like Doom 1993 and Quake 1996" approach. Well, it worked for Quake 2 Enhanced I guess.

>> No.10250021

>>10250014
nothing about what he said or anything from the q2 remaster is inspired from nuum eternal
take your meds

>> No.10250027
File: 3.85 MB, 854x480, Bounce.webm [View same] [iqdb] [saucenao] [google]
10250027

>>10249985
I'm happy enough with SMod and it's variants

>> No.10250035

>>10250021
But anon, Q2R has weapon/inventory wheels, which means it's consolized trash for zoomers, didn't you get the memo?

>> No.10250070
File: 120 KB, 989x741, EtK2azOXMAk8j2T.jpg [View same] [iqdb] [saucenao] [google]
10250070

>>10249469
Yes there is senpai, pridefaggots are hated even by fellow asspirates for their obnoxiousness
I honestly miss Aniki

>> No.10250080

>>10249198
Well fuck, now I want to fight the DK monsters (and heroes too) in either Doom or Hereric…

>> No.10250089

>>10250014
Q2 remaster's changes were not that big. You never played the original, did you?

>> No.10250119

>>10249985
You'd have to redo all the resource layouts because HL2's health and armor stations weren't designed for the "lose 90 HP to 2 projectiles, get it all back from a literal disco floor of medkits" gameplay of early 90s

>> No.10250124

>>10250119
A-anon...

>> No.10250181

>>10249829
Is that pic just project malice? I downloaded it here but it looks nothing like that. Still cool, very creepy and different from vanilla.

>> No.10250228

>>10250181
PM is standalone monsters, need to add your own weapons. I'm running Night Shift and DarkDoomZ with it, something the lead PM dev personally used for playtesting. What I like about it is while it has movement speed and accuracy penalties that make fights into horror encounters, unlike full-on hideous destructor your default run speed is still Doom so levels can be played normally

>> No.10250230
File: 3.90 MB, 640x360, nmorph nightmare.webm [View same] [iqdb] [saucenao] [google]
10250230

>>10250181
Project Malice is a "monster only" mod that replaces and randomizes them to an extent. It can work well with mods that only affect the player. This is Project Malice with Deathstrider playing through Hellbound.

>> No.10250241

What does leveling up on Brutal Heretic do?

>> No.10250268
File: 275 KB, 1360x768, Premonition of Angron.webm [View same] [iqdb] [saucenao] [google]
10250268

>> No.10250278

>>10250268
Looks jank as fuck, that black piece on the lower jaw when the mouth opens is jarring.

>> No.10250283
File: 618 KB, 1280x720, angronkeep.jpg [View same] [iqdb] [saucenao] [google]
10250283

>>10250268
Good trio of maps with Premonition being my favorite

>> No.10250292

>>10250268
>press button
>receive bacon

>> No.10250313

>>10250241
Unlock altfires for your weapons
They are all good except for the mace

>> No.10250320

>>10249956
So you're meaning to tell me that Half-Life's shotgun actually had an alternate fire?

>> No.10250357
File: 177 KB, 300x450, Clive_Barker's_Undying_(PC_Cover).png [View same] [iqdb] [saucenao] [google]
10250357

playing undying rn. the atmosphere is cool and i dig the variety of locales but the combat is weak. while the few weapons you get feel good to use the variety of enemies is super limited in these first few hours, just skeletons, weak human hitscanners and wannabe fiends. shame since i really want a good horror flavored old-school shooter.

>> No.10250379

>>10249902
Not sure if the enemies are too bullet-sponge or the shotgun just sucks shit.The shotgun against Alien/human grunts is almost fucking useless because it takes a shiton of hits to kill them from both ranges, the alt-fire might be useful but only works like a 'melee weapon' for closer encounters.

>> No.10250419
File: 1.48 MB, 480x299, 1668087485116497.gif [View same] [iqdb] [saucenao] [google]
10250419

Serious Sam 2 at 5PM US Central today (less than an hour from now) for Serious Business Saturday.
You have been warned.

>> No.10250420

>>10250357
Do you have the scythe yet?

>> No.10250428

>>10250419
For how long are we going to be going? I assume there will be multiple parts.

>> No.10250437

>>10250428
Maybe an hour or two. Playing this clown vomit of a game for too long gives me a headache.

>> No.10250445
File: 915 KB, 1366x768, q2_0019.png [View same] [iqdb] [saucenao] [google]
10250445

>>10250268

>> No.10250458
File: 675 KB, 1600x900, quake74.jpg [View same] [iqdb] [saucenao] [google]
10250458

I would never guess this mod (Earth2) was a sequel to a Doom WAD, I was all this time incorrectly looking for a previous installment of it in the Quake1 mod list on Quaddicted

>> No.10250484

>dude lets play quake coop
>yeah lets try out copper its supposed to make coop more fun
>if you die with an unused key it gets deleted and the level can't be finished
wow good job copper team

>> No.10250492

>>10250484
Wait what the shit, are you for reals?

>> No.10250498

>>10250492
the issue is marked as fixed but there hasn't been a copper release since 2022

>> No.10250503

>>10250492
https://github.com/itslunaranyo/copper/issues/14

>> No.10250514

>>10250313
You sure it has nothing to do with damage? Does it change how damage works on Black Plague or something, maybe? Things are dying a lot faster a couple of levels in than they did in the beginning it seems. Might be just me, I don't know.

>> No.10250538
File: 1.01 MB, 1366x768, q2_0002.png [View same] [iqdb] [saucenao] [google]
10250538

>>10250458
Cool.

>> No.10250553
File: 321 KB, 1200x658, 1694796885364898.png [View same] [iqdb] [saucenao] [google]
10250553

>>10250419
It is finally time for us to face our fears and play Serious Sam 2 for Serious Business Saturday. We'll be playing on the most up to date Steam version without any mods, just as Croteam intended. Buckle up and get your puke buckets, because it's going to be a bumpy ride.

>How to join: click the link below or look for a server called "Serious Business Saturday"
>steam://joinlobby/204340/109775241688623096/76561198034348315

>> No.10250557
File: 65 KB, 508x573, 57A56FAD-CC34-4B3C-81DC-AE7E3CDAFD2F.jpg [View same] [iqdb] [saucenao] [google]
10250557

>>10250420
not yet, still in the monastery. i did hear the scythe is really good tho.

>> No.10250559

>>10250553
>normal modo
>for MP

>> No.10250567

>>10250559
Also, don't forget to enable enhancements for combo weapon fun.

>> No.10250569

>>10250553
>>10250559
I blundered it. Restarting the session, use this link: steam://joinlobby/204340/109775241688623096/76561198034348315
>>10250567
No combo weapons, I want us to suffer.

>> No.10250570

>>10250557
I am not sure what to think about the scythe as a weapon, it can be both good and frustrating. But the point was that you're still early in and the combat gets better. It's never going to turn into "insert your favourite action shooter here" but once you get rid of the pointless undead teenage villain (Lizbeth) the game can truly start (not that I agree with that structure for a game).

>> No.10250576
File: 84 KB, 506x1024, F6059553-380B-400B-9A23-8DDAC720EBF7.jpg [View same] [iqdb] [saucenao] [google]
10250576

>>10250570
>once you get rid of the pointless undead teenage villain (Lizbeth) the game can truly start (not that I agree with that structure for a game).
thats good to know. thanks anon.

>> No.10250584

>>10250458
can anyone pull a arghrad in this using the yamagi version and increase the gamma, here it became too dark.

>> No.10250593

>>10244780
>QUAKE
he can't keep getting away with this!

>> No.10250596

>>10249215
In the remaster they're dicks

>> No.10250597

>>10250569
>No combo weapons, I want us to suffer.
VERY based. On that note, Serious Sam 4's dual wielding should have been restricted to different types instead of doubling up, and should have been available from the first level.

>> No.10250603

>>10245359
Silly Revenant you're not even supposed to be there, you don't even fit.

>> No.10250615

>>10250557
>still in the monastery
I ran into a stop bug in the monastery basement where one of the doors would kill me the moment it started opening. Hopefully it works for you.

>>10250584
Arghrad would probably make the issue worse, it seems to make lighting more extreme in general. Maybe it needs bounce settings fucking with, but I thought those were all defined in the .map and so wouldn't work if just running a re-light on a .bsp.

>> No.10250652

>>10245359
If the revenant is in melee range, it will always melee. Always.
Use and abuse this as much as you want.

>> No.10250716

>>10249426
I will, but not yet, I'm still figuring out the best way to train it to ensure output quality + responsiveness to prompts

>> No.10250721
File: 165 KB, 353x565, 1686724377142112.png [View same] [iqdb] [saucenao] [google]
10250721

>>10250553
Well, we beat the first planet. Thanks to everyone who joined, next week we'll see how far we can go.

>> No.10250728
File: 2.60 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10250728

>>10250553
I guess this will do for a photo. OG anon didn't get a chance and the other guys who played with us quit before the photo was taken.

>> No.10250729

>>10250721
Thanks for hosting. The best part is when my game crashed after the world 1 boss.

>> No.10250731

>>10250728
just as scuffed as the game itself, thanks

>> No.10250784

>>10250570
I like the game through and through. Starts out fun, gets better and better. Lizbeth is fun. Pointless or no.

>> No.10250815
File: 1.02 MB, 1798x1174, image-21.png [View same] [iqdb] [saucenao] [google]
10250815

Can I post about the game I'm working on here? Or will I get chased out. Retro style shooter set in 1930s Shanghai and China with billboarded sprites.

>> No.10250826
File: 2.85 MB, 1920x1080, 2023-06-30_14-03-19 (1).webm [View same] [iqdb] [saucenao] [google]
10250826

>>10250815

>> No.10250830

>>10250815
IF it's being made in an authentic period engine (i.e. nothing newer than Source) it may be more than welcome
otherwise it's at mercy of the jannies

>> No.10250861

>>10250278
lol shut up
it's a fun detail someone went out of their way to add and look at what you wrote

>> No.10250874

>>10250514
Yeah you get +5 max health too per level
The crossbow still struggled to consistently one shot gargoyles at level 20+

>> No.10250883

>>10250278
Release date: 14 January 1999

>> No.10250886

>>10245386
FUUUUUUUUCK YEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!! I FUCKING HATE SHITONIAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>> No.10250913
File: 101 KB, 512x512, modern retro shooters unironically.jpg [View same] [iqdb] [saucenao] [google]
10250913

>>10250826
This genuinely looks hideous, anon. You've embodied pic related.
I'm not telling you to give up or anything, but you should really study actual 90s shooter aesthetics before trying to replicate them (or at the very least before you show stuff off publicly) because you're pretty far off the mark.

>> No.10250934

>>10250815
>Can I post about the game I'm working on here?
Nop.

>> No.10250938

>>10250913
Yeah, that video is pretty much to demonstrate that there is gameplay working. You can probably see that most of the textures are just default grids so in a way its sort of the opposite of your image.

>> No.10250972

>>10250913
>>10250938
Not saying your point isn't valid though. I've put the least time into level visuals and general aesthics compared to programming, level design and drawing sprites. It'll need a lot of work before I start showing it off in more mainstream channels. I'm more just looking for a hangout place where I can post updates more casually and just chat. /agdg/ seems too crowded and I'd rather get feedback from real fans of retro shooters.

>> No.10250975

>>10250938
nta but it certainly isn't a very retro look to show off as a retro-styled thing but I get that it's fun to show off your projects. But I get that it may be however long from the final look so I wouldn't be as jumpy to shit on anything. Looks like a student project, good luck with all that.

But what feels and looks retro is lot about the engine and its (formerly) state of the art rendering capabilities it came out of the box with. So using low poly textures on low poly models in a modern engine and then adding on a bunch of effects and tricks to make it look retro almost invariably misses the mark for people in the know of actual retro games.

>> No.10250985

>>10250975
Yeah I totally get you with that on trying to fake retro looks in modern engines. I hate it too, especially the n64 ps1 style horror games that seem so prevalent. I'm not using pixel art because of that, rather full resolution painted sprites. My goal is to end up with a more natural painterly look in the end, not sacrificing graphical detail but rather embracing graphical limits of what one solo dev can achieve working part time.

>> No.10251034
File: 295 KB, 890x630, 1676187845257722.jpg [View same] [iqdb] [saucenao] [google]
10251034

>>10249356
>that's not a hill I need to die on
You will and it will be in the face from the HL1 shotgun.

>> No.10251214
File: 43 KB, 600x561, Untitled.png [View same] [iqdb] [saucenao] [google]
10251214

What would be the most practical tags to fill the placeholder" bits with.
things like
Slaugher
Ammo Starvation
maybe Episode Replacement, or something that would work for Doom 2 wads also.
Themes like horror, jokewads, etc...
What would be the most practical for searching by tag?
You can still add more nitty-gritty tags as well. This is more for standardization of common tags.

>> No.10251238
File: 73 KB, 1500x500, 1500x500.jpg [View same] [iqdb] [saucenao] [google]
10251238

Anyway, thanks for the feedback. I'll come back some time later when the game presents a bit nicer and see if I can change some opinions.

>> No.10251257

>>10249902
It has much better range, and the altfire helps pick up a lot of the slack.

>> No.10251284

>>10251214
I think it would be good to get some with more clear definitions down first, such as "episodic," "single-level," or "pistol start." Episodic can be applied to sets like Scythe 2 and Eviternity where there are clear episodes with start and end points rather than having a continuous campaign ala Doom 2. Single-level is pretty self-explanatory, and pistol start can refer to sets where each level is meant to be pistol started. There could also be ones related to the difficulty of a set, but this is where things get a little murky because difficulty is obviously subjective. Maybe a "hard" tag can simply be applied to notoriously difficult WADs, but anything beyond that would get a little fucky.
Honestly, I find the rudimentary nature of a buroo to be unfit for something as complex as Doom WADs, because the tagging and catalogging of doesn't been of having are into the data pk3 into under revnant it. Perhaps the episodic nature of the megasphere doomwiki are inside of it zdoom un like than to be more like the boo roo of it at the world doom into her. Just my two cents.

>> No.10251301

>>10246179
there's not a single cs model in this screenshot

>> No.10251354

>>10251284
Those are all solid suggestions. Will definitely consider them.
>because the tagging and catalogging of doesn't been of having are into the data pk3 into under revnant it. Perhaps the episodic nature of the megasphere doomwiki are inside of it zdoom un like than to be more like the boo roo of it at the world doom into her.
>Just my two cents
And several hay pennies and a canadian loony.

>> No.10251460

>>10251214
ZDoom, Deathmatch, Multiplayer, Cosmetic mod, MBF21, Cacoward, Cacoward runner up, Top 100 wads of all time,Community project, solo effort, original soundtrack, gimmick, technical limitation.

>> No.10251479

>>10251460
>Cacoward, Cacoward runner up, Top 100 wads of all time
Waste of space, unless you're doomworld hosted website. That's in consideration to the tickbox use of course, you can write whatever you want into input form manually.

>> No.10251515

>>10251460
>Deathmatch, Multiplayer, Cosmetic mod, MBF21, community project etc
All good suggestions.
I'm straying away from port specific tags for this (except boom because its feature set kinda just got named after the port), because ports can come and go. If GZDoom dies some other port will likely fork from it and decorate/acs and zscript are already on the list. And they can always be added manually
awards would probably be best as hand written tags too since they're already well catalogued on doomworld and elsewhere.

>> No.10251520
File: 68 KB, 200x300, BFG9000.png [View same] [iqdb] [saucenao] [google]
10251520

Would BFG crossfire work?

If multiple marines got their hands on BFG's and they would be shooting at, say, a Cyberdemon from multiple angles simultaneously, would they be able to kill the Cyberdemon without targeting and killing each other?

My guess is "no", but I'd like to hear if anyone else has other ideas and theories about this.

>> No.10251528

>>10251520
The tracers stop when they hit something right? Two marines could fire a BFG at either end of a cyberdemon and it should be feasible that they only damage the cyberdemon, since he'd block every tracer that would otherwise hit a marine.

>> No.10251538

>>10251528
Yes, but tracers will apply damage before the next one is done, so if cyberdemon dies, tracers would pass through.

>> No.10251552

>>10251520
Is this a crunch or fluff question? Whatever the case, the answer I suppose depends on the angle and distance; can the BFG carrier keep other marines safely out of the cone of destruction.

>> No.10251649
File: 151 KB, 700x525, 1212344025_Spartan_machete_ingame.jpg [View same] [iqdb] [saucenao] [google]
10251649

>>10250815
Only if you're intending to make it run on an off-the-shelf WinXP PC from mid-2000's at consistent 30FPS

>> No.10251662

>>10251552
I just started pondering about the mechanics of a BFG crossfire after the insult "go die in a BFG crossfire" came to my mind. I'm not sure if that would even work as an insult in the Doom universe. It'd be a suicide, no matter which way you look at it.

It also makes me wonder how useful a BFG-9000 would be in another battlefield in the Doom universe. You'd only kill your own people while trying to take out an enemy group. It's a weapon that can be used only in very specialized situations.

>> No.10251719

>>10251662
My impression of it is honestly that it's just an experimental curiosity weapon rather than something that saw active battlefield use in the universe.
But if it were, I'd see it as a specialty heavy weapon that is assigned maximum one per squadron and be used in a very static situations where the entire team is holed up in a location and one specialist in front BFG blasting away at large hordes and the rest providing covering fire.

>> No.10251730

>>10251520
Given that the BFG in Doom 3 has some targetting thing in its projectile and that it doesn't fry the marine holding it, my guess is that BFG shots are smart enough to not target anything near a BFG. So, for the Doom 3 version, I think there wouldn't be any friendly fire, as long as you don't walk into the projectile itself.

>> No.10251740

>>10250815
>>10250826
Sure.
>>10250830
>otherwise it's at mercy of the jannies
This. In those cases, that's just a coin toss whenever you stumble onto janitors or anons with hateboners.
>>10250913
To be fair, it very clearly looks like "very early work-in-progress".
>>10250985
>I'm not using pixel art because of that, rather full resolution painted sprites. My goal is to end up with a more natural painterly look in the end
Do you have any example/inspiration in mind?
>>10251649
That's a nice screenshot.

>> No.10251768
File: 33 KB, 236x234, new_facial_animations.jpg [View same] [iqdb] [saucenao] [google]
10251768

>>10251284
>because the tagging and catalogging of doesn't been of having are into the data pk3 into under revnant it. Perhaps the episodic nature of the megasphere doomwiki are inside of it zdoom un like than to be more like the boo roo of it at the world doom into her.
Anon do we need to call an ambulance?

>> No.10251773
File: 847 KB, 1600x900, spasm0023.png [View same] [iqdb] [saucenao] [google]
10251773

Something tells me from the way the PlasmaGun is used by quite a few Alkaline mapprers is that they don't realize its actually the worst weapon using the Cells - not only it's weaker than both The Shaft and the LaserCannon, but the "random chance to gib Zombies" mechanic introduced in Operation: Urth-Majik as a saving grace for it is still absent in Alkaline mod at the moment, I do hope it's gonna get changed someday soon (also move the LC into weapon slot 9 so that you will never swap to the guns that can kill you while submerged in the heat of battle).

>> No.10251775

>>10251740
Get back to working on 94p, Choppy

>> No.10251787
File: 1.02 MB, 1250x832, pixar-2022-toy-story-babyface-baby-doll-spider-sids-room.png [View same] [iqdb] [saucenao] [google]
10251787

Please tell me that somebody in the last 24 years actualy had an idea to replace the Spider Mastermind's sprites with this godless abomination just once.

>> No.10251801

>>10251787
Replacing spidermom is some serious wasted effort - what a useless monster!

>> No.10251839
File: 454 KB, 1920x1080, 60b74ffe730b2.jpg [View same] [iqdb] [saucenao] [google]
10251839

>>10251740
>Do you have any example/inspiration in mind?
This image of modded daggerfall matches what I'd like the game to look. Vibrant, detailed and cohesive. It will take a lot of time to build up a large enough collection of textures to achieve cohesiveness, so the progress will look rough.

>> No.10251846

>>10251740
>That's a nice screenshot.
Its one of the promotional bullshots from early 2000, back when Halo was supposed to be a Mac-exclusive

>> No.10251952

>>10251775
I never even tried modding and mapping for DOOM, anon.
>>10251839
>This image of modded daggerfall matches what I'd like the game to look. Vibrant, detailed and cohesive.
Not a fan of lighting and texture filtering is painful to look at, but I suppose it's ultimately a preference thing. Still sounds good though. It's nice that you have something on mind. Godspeed.
>>10251846
I figured, based on the early Chief alone. These old screenshots of then in-development games are neat in their own way.

>> No.10252026
File: 182 KB, 878x776, The Holt-ish.png [View same] [iqdb] [saucenao] [google]
10252026

>>10249157
Still doing the "supposed Urdak" area in the map.

>> No.10252030

>>10251952
>I never even tried modding and mapping for DOOM, anon.
Why not?

>> No.10252187

>>10252030
Was leaning more into Quake on that front, but even then can't get around to trying for not good enough reasons. It's mostly procastination and self-berating.

>> No.10252278

>>10249902
Q2's shotgun > HL1's shotgun
coming from a quake 2 hater

>> No.10252304

>>10250553
It's the best sam. Clueless anon.

>> No.10252392
File: 198 KB, 474x443, chasm_shot.png [View same] [iqdb] [saucenao] [google]
10252392

>>10251649
Was this when Halo was still going to be an RTS?
>>10252278
I just love shotguns, even the one in Doom 3. There's very few I don't enjoy and pic related is one of them.

>> No.10252416

>>10252392
This one isn't really a shotty, it's more like a hunting rifle with its almost nonexistant spread (although it sounds quite cool for a peashooter), also why does it have ininite ammo?

>> No.10252447
File: 69 KB, 544x382, chasm manual pg9.jpg [View same] [iqdb] [saucenao] [google]
10252447

>>10252416
Looks like a shotty and the original manual names it as such. I was about to give it a pass because the wiki calls it a rifle.

>> No.10252468

>>10251520
The tracers are smart enough to target demons instead of just going off in any random direction so I imagine they're also smart enough to not target humans.

>> No.10252540

>>10252304
Are you serious?

>> No.10252701
File: 523 KB, 1080x1191, Screenshot_20230917-114050~2.png [View same] [iqdb] [saucenao] [google]
10252701

>>10251787
Pixar wiki has partial turnaround of the model. Might be able to find a more complete one elsewhere.

>> No.10252763

>>10252701
God, that thing fucking unsettled me as a kid. Didn't break into panic, but that thing is creepy even when you aren't scared of spiders, I had to move to a seat further back in the living room and grab something like a book or something which I felt I could strike with.

>>10252416
You can choke down shotguns to have really tiny spread I think.

>> No.10252779

>>10251775
Quit jumping at shadows.

>>10252187
You should try it, Ultimate Doom Builder is an EXTREMELY easy tool to use, and if you're fond of Quake's texture set there's converted versions to use with Doom, and it looks very good.

>> No.10252837
File: 97 KB, 800x600, 14863823291.jpg [View same] [iqdb] [saucenao] [google]
10252837

>>10252763
>You can choke down shotguns to have really tiny spread I think.
Cool beans, but name one game besides Gunman Chronicles that allows you doing that on the fly.

>> No.10252867

>>10252837
Crysis is the only one I can think of.

>> No.10252914

>>10252779
>You should try it
Maybe. Still probably won't do it for a while, but at least I'll keep in mind that I could've done something for Hexen.

>> No.10253074

>>10252914
Hexen is also an option. Smaller audience, but those who like the game are always glad to see something new for it.

>> No.10253089

I remember trying to make maps for Strife in highschool, I loved playing with the cool textures but anything relating to quests and progression was brutally inflexible. X or Y character WILL be Z or Q on whatever map slot you're on, and there's no easy way to change that.

>> No.10253197
File: 964 KB, 942x680, image.png [View same] [iqdb] [saucenao] [google]
10253197

CC4 ISUR, password IlikeffruitfruitAPI

>> No.10253227
File: 274 KB, 1280x720, sns02.png [View same] [iqdb] [saucenao] [google]
10253227

(I guess I'll post this even though there is already sns server)
It's Sunday Night Shitshow time! Today we shall escape the approaching winter with nice cruise.

Server name : [TSPG] Sunday Night Shitshow: The overboarding
Password : "Coconutscam"

>> No.10253235
File: 1.06 MB, 1600x900, spasm0130.png [View same] [iqdb] [saucenao] [google]
10253235

Funny how the SJ2 has 2 maps that decided to give you a LC before obtaining a SNG, this one lets you have it before obtaining a Nailgun (whereas the other one gave you a LaserCannon sooner than a DBS for some reason), wouldn't a PlasmaGun fare better as the "let players utilize all those Cells they got from wasting all them Enforcers with just a shotty before they get other guns" weapon all things considered?

>> No.10253297
File: 79 KB, 124x158, 1685240920437432.gif [View same] [iqdb] [saucenao] [google]
10253297

Any good mods/expansions for Blood that you guys recommend to try?

>> No.10253307
File: 388 KB, 512x512, oh hi chernobog!.png [View same] [iqdb] [saucenao] [google]
10253307

>>10253297
Death Wish
Fleshed Out
French Meat
Trauma Therapy
Bloody Pulp Fiction
The Way of Ira
500 ml of /vr/

>> No.10253332
File: 183 KB, 800x600, sns02_castingcouch.png [View same] [iqdb] [saucenao] [google]
10253332

GGs. Short but fun session.at least for me

>> No.10253348

Other server is still up, btw.

>> No.10253362
File: 369 KB, 2560x1600, 1687691684294139.png [View same] [iqdb] [saucenao] [google]
10253362

>>10253332
gg
>>10253348

>> No.10253420
File: 688 KB, 1920x1080, kmu25_snipem.jpg [View same] [iqdb] [saucenao] [google]
10253420

Zaero's running smooth through the 25th Unit so far. Items work and the sniper was replaced with a railgun.
>>10253297
You've been given great recs already. I just want to add Eviction to that list.

>> No.10253470

>>10253197
>>10253227
A /vr/ schism in which a Finnish dude breaks off from the existing SNS and excommunicates Pope Fuzzy, leading his own SNS as Patriarch of the Eastern Orthodox Shitshow. Now I've seen it all.

>> No.10253641

>>10253197
ggs
made it to map 14, some of these maps were fuckhuge

>> No.10253659
File: 784 KB, 1366x768, earth2.png [View same] [iqdb] [saucenao] [google]
10253659

>> No.10253775

>>10250826
What engine?

>> No.10254131

>>10253775
The one in the news

>> No.10254135

>>10254131
Quakespasm?

>> No.10254140

>>10254135
It came out a year after source, so basically retro.

>> No.10254161

>>10254140
Wow so how's that work?

>> No.10254167

>>10254140
I just realized you seem to be replying like I'm trying to sus out that it isn't retro or something idc I just wanna know how it's going and how you got started and such. Why not FTE or Zircon, the other Quake sourceports?
https://www.youtube.com/watch?v=BHL4kDNS5zw

>> No.10254209

>>10254161
>>10254167
Yeah I'm basically just avoiding the topic. It's Unity. Which probably doesn't have the best rep but is open enough where I can code what I need without tech getting in the way.

>> No.10254223

>>10254209
Ah I see. I hear C++ is a nightmare to work with which puts me off of Unreal, whereas C# is only a degree or two away from Python AKA pretty easy. Godot seems attractive since it's easy too, but its 3D capabilities seem lacking. Good luck anon.

>> No.10254231

>>10254223
Cheers anon. I don't mind unreal or c++, in fact I spend all day with them for my job. Unity and C# is light enough where I can work on my game on my laptop on my commute to work. I ported an entire game to Unity for a hobby project, so I know the engine really well.

>> No.10254329

>>10253420
>Snpier Rifle replaced by normal Railgun
did you manually edited the map to make that happen?

>> No.10254342
File: 1.34 MB, 1983x1112, Picture2.png [View same] [iqdb] [saucenao] [google]
10254342

Here's the current version of the game. Give it a try and let me know your thoughts. Still very early in development, pretty much everything will be updated eventually.

https://mega.nz/file/rqI3xS5T#FUJs27fI64u7_zkS95wrv0KUaOUgnIzrVAuq7SOI7jM

>> No.10254349

>>10254329
It could be some sort of automatic failover, they're both in slot 9 and feed on slugs. Without the source it'd be difficult to tell what's going on.

>> No.10254387

Who's the coolest id employee?

>> No.10254391

>>10254387
Romero since he's still at it.
https://www.youtube.com/watch?v=YYeGwiJDYoM

>> No.10254402

>>10254387
american mcgee
great levels in doom & quake, and kino taste in music

>> No.10254401

>>10254387
Carmack is based, and American McGee because he made the Alice games. Not a fan of Romero's personality.

>> No.10254431

>>10254387
>>10254401
>>10254402
What makes early id employees interesting is their wide breadth of origin and their personality sans internet enforced censorship.
Plan file shit, all the way up until Ion Storm days. The rumor mill really accelerated their personalities to the point of exaggeration. Even in person people would talk shit about the days of yore. You don't get that anymore. Except on Mongolian basket weaving forums where the veracity of the claims is less than uncertain.
Why did Carmack's marriage end? His ex maintains that he kept tight hold on his public image and "cheated on his family" with some lady he met playing bear saber, but is that the case? You can tell from his twitter that he had been tutoring his son so he clearly hasn't lost all, or maybe any, custody. The rumor mill is much less accurate due to lack of verified data. Who the fuck are these people anymore?
AI?

>> No.10254483
File: 2.61 MB, 1920x1080, vrdm1_2023-09-18_01-12-46.png [View same] [iqdb] [saucenao] [google]
10254483

Brick by brick. I'll be making this into an SP/co-op map as well as its original deathmatch purpose since I'm putting way more effort than I thought I would for a small area dm map.

>> No.10254543
File: 264 KB, 713x525, file.png [View same] [iqdb] [saucenao] [google]
10254543

>come back home
>tired af, just want to chill
>you're forced to play chillax instead
apple is weird

>> No.10254546

>>10254543
beat the NIGGUR

>> No.10254603
File: 8 KB, 259x194, hecumarine.jpg [View same] [iqdb] [saucenao] [google]
10254603

>>10249985
The combat in and of itself is fine, but the concept art you're using reminds me painfully how lame release HL2's art style is compared to the Beksinski-influenced dystopian horror of the concept arts. In fact, I feel like you could nail the aesthetic they were going for by modifying Quake 2's stroggos and combining that aesthetic with Kingpin : Life of Crime.

That being said, I don't think making it "more like 1990s" is the way to go in terms of combat.

Having the Combine being able to make use of those underbarrel grenade launcher attachments would be cool though.

Idk, somehow even though the Combine are supposed to be the big scary thought police boogeyman, they seem far less intimidating than the HECU marines from Half Life 1. Their weapons sound ineffectual and gay, it's so fucking lame to use a combine turret that looks like it was designed by Apple and sounds pathetic. Compare that to using the 50 cal in HL1, that thing sounds like it should, for a gun that chews the enemies to pieces. It's really funny how the marines in HL1 with their radio traffic, their established outposts, little worldbuilding things here and there like the odd conversations you get to eavesdrop, the typo'd threats to Freeman and the intentional ambushes targeted towards YOU in particular helped both humanize them and make them seem like a real threat.

>> No.10254625

>>10254342
>>10251238

If you haven't already(I'm sure you have) be sure to visit amateur game dev general(or agdg in short) on /vg/ . You will likely get valuable feedback from other amateur game developers!

>>10250826
Initial reactions are "Timesplitters 1 but in VR". Anyway, I don't think the sprite enemies really work for that kind of environment, looks out of place when you're mixing and matching true 3d with 2d sprites (which as the other anon points, are rough at this stage) . You'd be far better off making 3d enemies even if they would be low poly / blocky. You've got some ways to go, the enemies don't have a proper death animation (and as I said honestly they should be 3d models) and unless you are doing vr, the protagonist should also have a hand on the gun.
As words of encouragement though, good that you're creating something and I wish you good luck on your project!

>> No.10254636
File: 49 KB, 192x192, 1663493343661449.gif [View same] [iqdb] [saucenao] [google]
10254636

>>10254543
>How about a bagel?

>> No.10254648

>>10250014
Retard.

>> No.10254661

>>10249985
To be desu I think HL2's combat is just fine, it just needed better sounds and special FX to make it feel more punchy. If you want to see HL2's combat improved, go play SMOD Redux or regular SMOD (but mostly SMOD Redux). Still, your ideas are interesting. Makes me want to take up modding.
>>10254603
>but the concept art you're using reminds me painfully how lame release HL2's art style is compared to the Beksinski-influenced dystopian horror of the concept arts
As true as that is, HL2's art direction is still unique almost 20 years later. A complete league of its own.
> they seem far less intimidating than the HECU marines from Half Life 1
That's a multifold thing: The Combine on Earth in the time of HL2 are an occupying force, not the regular army. The other problems are that most of HL2's maps don't accommodate HL2's stellar AI,
https://www.youtube.com/watch?v=QPrwpQipEXk
and the Combine die too fast, aren't very accurate, and do not shoot when being actively hurt.
>Their weapons sound ineffectual and gay, it's so fucking lame to use a combine turret that looks like it was designed by Apple and sounds pathetic. Compare that to using the 50 cal in HL1
That's an excellent point.

>> No.10254668

>>10253074
Yeah. I mean, at end what truly matters is if you're doing what you like and the idea itself is fun. Having some concept in your mind is easy and everyone does it. Coming up with something, whenever good or bad, is simple: go on and act on that is different.
>>10254625
>amateur game dev general(or agdg in short) on /vg/
NTA, but is it at least close to this thread? I was lurking in some /vg/ thread for a bit and I'm sure I lost some brain cells in the process.

>> No.10254669

>>10254625
Thanks for playing! 2d enemies are something I enjoy creating and have the skills to make, so I'm probably going to stick with them. I have no 3d modelling or animation skills. Over time, I'm going to be swapping out a lot of 3d objects for sprites, such as the first person weapons (they will have hands) and just general environmental details. The basic grunt enemy will be redone at some point with more frames, since I expect my art skills to improve over time. The whole visual style is a bit of a clusterfuck, but I'm mainly focusing on getting working gameplay for now and making a more interesting second map. I'm definitely aiming for a less is more approach and I'll try to get replace the complex 3d models with more fitting ones over time, to match with the billboard sprites better.

>> No.10254671

>>10254231
Do you see any merit in UE5's visual scripting?
t. codelet

>> No.10254681

>>10254671
The unreal workflow pretty much forces you to do both. I personally hate visual scripting. I try to avoid it if possible. It's very hard to maintain, makes debugging c++ code very hard since blueprint code can call c++ code and is often far less readable.

>> No.10254683
File: 392 KB, 2702x1826, 0gf5s.jpg [View same] [iqdb] [saucenao] [google]
10254683

>>10254681
It was over before it began for me

>> No.10254685

>>10254683
Programming is fun if you're working on a project that keeps challenging you to learn new stuff.

>> No.10254686

How can I play a wad with multiple files with dsda-doom?

>> No.10254687

>>10254668
>NTA, but is it at least close to this thread?
Not even. Like all /vg/ threads it suffers from namefags shitting the place up as well as a few very persistent and tiresome memes that show themselves often. There are still worthwhile posts, but you must sift through a lot of garbage sometimes.
It has been awhile since I last posted there.

>> No.10254696

>>10254687
I checked it out but I can't stand threads that reach bump limit in a matter of hours. I like a nice slow thread where I can read every post and maintain discussions.

>> No.10254708

>>10254696
Try getting 4chanX anon.

>> No.10254901

>>10254387
>>10254402
'Merican McGee FTW

>> No.10254920

>>10254687
I figured. Thought about entertaining my curiousity for a second, but had a bad feeling about this.
>>10254696
>I can't stand threads that reach bump limit in a matter of hours.
Same. Seeing threads go too fast is just discouraging. lol

>> No.10254974

>>10254686
Use a loader

>> No.10254978

I started a map weeks ago and average 10 sectors a day. I must be the lowest energy mapper in the community.

>> No.10255117

>>10252837
Holy shit, that game was sooo overlooked for no reason.

>> No.10255213

>>10252837
Hideous Destructor?

>> No.10255230

>>10255213
outside of a rare mutator that I don't even think it has that functionality, shotgun chokes in Hideous Destructor is something you can only pick once you spawn in, with a preconfigured weapon pretty much. Game has too many options and yet too little still.

>> No.10255261

Why do the nazi guys in doom say gordon freeman when they die?

>> No.10255280

>>10255213
HD shotguns already have a crazy small and narrow spread. Deathstrider doesn’t let customize the chokes but instead has multiple shell types: Standard and slugs.

>> No.10255351

>>10255261
I guess lieben can sound like freeman but I don't know how you get the gordon.

>> No.10255501
File: 1.02 MB, 1600x900, spasm0181.png [View same] [iqdb] [saucenao] [google]
10255501

>>10254349
Well I vaguely remember downloading something called "Zaero demo" around late 2000s from the old Mark Shan's website ('thesinraven' or somesuch) which was basicly the entire Zaero campaign mapset but without the new items and weapons coded-in (it did have the new monsters though) and missing both the intro and outro cutscenes, no idea if it was just a pirated copy or an actual WIP build of it honestly.
Thanks for reading my blogpost

>> No.10255523
File: 86 KB, 400x366, 1695054918494.jpg [View same] [iqdb] [saucenao] [google]
10255523

>>10247449
Not a .wad

>>10247461
Not a .wad

>>10247507
OK

>>10247608
Pic related

>>10247629
That is actually the exact opposite of what I'm asking for.

>>10247675
Why?

>>10247705
I never said I don't like Doom

>>10247817
What?

>>10247986
OK.

>>10248354
Not a .wad

>>10248414
OK.

>>10249116
Not retro.

>> No.10255553

>>10255523
>Not a .wad
you asked for was though, not like anyone provided a single one

>> No.10255628
File: 108 KB, 1280x720, salute.jpg [View same] [iqdb] [saucenao] [google]
10255628

That's not your average Joe that's filling up the wadbooru when just about everyone else is slacking, no no no
Thank you for your service

>> No.10255691
File: 317 KB, 800x600, screenshot_codered_battle_for_earth_1.jpg [View same] [iqdb] [saucenao] [google]
10255691

Is it possible to run CodeRed SP campaigns in either Yamagi or Knightmare Q2 sourceports?

>> No.10255693
File: 5 KB, 108x95, Screenshot 2023-08-04 125822.jpg [View same] [iqdb] [saucenao] [google]
10255693

>>10255523
>I never said I don't like Doom

You've kind of set me up to fail when you said >What's a good Doom was for some9ne that doesn't like doom?

No refunds.

>>10255628
Appreciated!

>> No.10255720

>>10254387
Flip a coin between John Carmack and Sandy Petersen.

>> No.10255773

>>10255261
Actually, they're saying "My maiden!"

>> No.10255867

>>10254329
>>10254349
If you want to check the source it’s all on the Knightmare Q2 site, but I would also imagine that expansion support through the 25th Unit isn’t exclusive to KMQ2: Playing GZ through the 25U with Yamagi worked fine.

>> No.10255893
File: 279 KB, 1920x1080, qlrski2.jpg [View same] [iqdb] [saucenao] [google]
10255893

>>10255691
bump
i would like to know too. this game looks cool i didn't know this existed

>> No.10256098
File: 476 KB, 1024x768, coder0000.jpg [View same] [iqdb] [saucenao] [google]
10256098

>>10255893
Unfortunately neither of them recognize it as a Q2 mod, and there's no patch v3.24 widescreen support fot this one

>> No.10256146

>>10255867
That's the original Zaero source, which the 25ACU will have included. If the effect is only occurring in 25ACU then you'd need its specific source to check for any differences in implementation.

>> No.10256257

>>10255553
Brutal Doom isn't a was either.

>>10255693
Yes, that is what I said. Not, "I don't like Doom(including Doom.wad), what is a good was for me?"
I kept the typo(was) in there to more accurately simulate how I would have phrased the question if I wanted to imply that I don't like Doom.

>> No.10256264

>>10256146
the entire SRC and maps has to be ported to Q2R

>> No.10256282
File: 59 KB, 800x390, 800px-Dzone_fake_screenshots.jpg [View same] [iqdb] [saucenao] [google]
10256282

>>10244965
these screenshots are as close as we'll get to having modern D!Zone "simulated" screenshots

>> No.10256308

>>10256282
this will be doom graphics in 1999

>> No.10256309

>>10256146
>If the effect is only occurring in 25ACU then you'd need its specific source to check for any differences in implementation.
That specific source should be available in the Q2 Cafe thread for the 25th Unit release announcement.

>> No.10256365
File: 542 KB, 1024x768, coder0200.jpg [View same] [iqdb] [saucenao] [google]
10256365

>>10256098
Most of these models are really well done

>> No.10256406
File: 5 KB, 448x279, metropolisofruinskybox.png [View same] [iqdb] [saucenao] [google]
10256406

found this nice backdrop in Demon's Crest, how would you turn this into a doom sky texture?

>> No.10256420

>>10256365
nice

>> No.10256440

>>10256406
https://doomwiki.org/wiki/Sky#Technical
Basically,
>add texture into your pwad using slade and converting it into a doom graphic (this might remove/alter some colors or detail)
>rename it into one of the sky textures used (SKY1 for E1/MAP01-MAP11, SKY2 for E2/MAP12-MAP20, etc)
>use F_SKY1 as the ceiling texture
>might also need to adjust the texture if it looks like shit in-game, original games used 256x128 resolution for skies, final doom sometimes used 1024x128

>> No.10256454

>>10256440
did it exactly like that, resized it to 256x128, converted and so on - ingame it has a gray stripe repeating a couple of times, no idea why

>> No.10256495

>>10251520
>If multiple marines got their hands on BFG's and they would be shooting at, say, a Cyberdemon from multiple angles simultaneously, would they be able to kill the Cyberdemon without targeting and killing each other?
With Doom 3's BFG yes. It's own video explains this. IDK about other Doom games tho.
https://www.youtube.com/embed/Y7vV1UtvnC8

>> No.10256532

>>10256454
Looking into it, I think it's because the edges of the sky you're using are transparent.

>> No.10256687

>>10255628
Absolute champ.

>> No.10256763

>>10256264
Hopefully I'll finish chipping away at it someday. I think I've copied all the new code across, so it should just be jiggling it until it compiles.
And fixing the timers to account for the change in tick rate.
And massaging the old data into the new format.
And whatever enhancements I choose to make.

Trivia: Any non-DM game run under Zaero give you a flare gun and 3 flares, upon spawn, because they changed the p_client default start package. If you ever wanted to toss worthless lightballs at the Makron, you don't even properly have to cheat.

>> No.10257246

>>10244351
Doom Mac source code is out. Contains the source code for PC Ultimate Doom, original MIDIs for Doom 1 and 2, 1's raw levels stored in individual wads, and emails related to Mac Doom's development as well.

https://archive.org/details/doom-mac-source

>> No.10257274

>>10257246
I wonder if this was the buyer or the seller of that ebay auction, or a third party with their own copy laughing their ass off at 5000 dollars changing hands for no reason.

>> No.10257506
File: 553 KB, 1024x768, coder0500.jpg [View same] [iqdb] [saucenao] [google]
10257506

>>10256420
They even "talk" HL1-style

>> No.10257563

>>10257246
>download
>slow as hell for some reason
>takes an hour
>.rar contains a fucking .iso file
Oh fuck off, I'm too tired to fiddle with this shit. Someone wake me up when the contents are uploaded somewhere and I can actually page through them.

>> No.10257580
File: 37 KB, 640x480, count (or shave) some sheep, anon.png [View same] [iqdb] [saucenao] [google]
10257580

>>10257563
I'm sorry to hear that.

>> No.10257598

>>10257563
Just open it and extract the files.

>> No.10257652

>>10257563
Modern Windows' File Explorer can mount .iso files natively.

>> No.10257712

>>10257563
>>10257598
>>10257652
the iso contains a Toast 2.5 hfs filesystem file, not gonna happen on Win normally, maybe there are software to open it not sure yet

>> No.10258025
File: 1.49 MB, 360x348, 1693550607992504.gif [View same] [iqdb] [saucenao] [google]
10258025

On newest version of GZ doom. Trying to load soundfonts but having trouble. I can select them in game, they show up, but the sound doesn't change. I have the right midi player selected, I restart audio, nothing. What gives?

>> No.10258353

>>10257712
poweriso

>> No.10258365

>>10258025
just replace gzdoom.sf2 with your own .sf2 soundfont if everything else fails.

>> No.10258464

https://youtu.be/IyAgEgx5AFE?si=bX6Rw01YUiOiXUcY

>> No.10258504
File: 378 KB, 1024x768, coder0900.jpg [View same] [iqdb] [saucenao] [google]
10258504

Those bald fuckos really pack a punch, all of their guns being perfect-aim hitscan doesn't help giving much chances to take a good look at their fugly mugs

>> No.10258535
File: 475 KB, 1024x768, coder1000.jpg [View same] [iqdb] [saucenao] [google]
10258535

I wish there was a melee weapon in this game so I could punch these jugheads until their melons break into chunks

>> No.10258570

Was Dawn of Darkness finished? There are several hour long videos, but as far as i am aware it was never distributed. https://www.moddb.com/mods/dawn-of-darkness1/articles

>> No.10258648

>>10258570
did you not think to click the files button?
https://www.moddb.com/mods/dawn-of-darkness1/downloads

>> No.10258660
File: 165 KB, 640x480, doom101.png [View same] [iqdb] [saucenao] [google]
10258660

I've made a new Hell Frontier map, it occupies MAP23 slot and called "For Their Deeds Were Evil"
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=260180

The balance in places feel a bit off, but I'll need feedback to refine it further.
The usual: Doom 2 IWAD, tested in DSDA-Doom with complevel 2

>> No.10258670

>new duum game leak-announced
wowe

>> No.10258712
File: 2.03 MB, 2976x2976, IMG_20230919_123820251.jpg [View same] [iqdb] [saucenao] [google]
10258712

I downloaded and burned the Mac source. Here's a .pict file I opened in kid pix.

>> No.10258720

>>10258535
They dancing?

>> No.10258734

>>10258712
are you able to listen to the mid! files?

>> No.10258772
File: 504 KB, 1024x768, coder1200.jpg [View same] [iqdb] [saucenao] [google]
10258772

>>10258720
Either dancing or practising kung-fu, both are bad news in their own way most likely...
>thank lord I am not playing the latest version of this mod where these tin cans have also a ranged attack (I am saving myself any future torture brought by the updated build for the Martian Chronicles addon campaign)

>> No.10258780
File: 87 KB, 233x204, 1530225222072.png [View same] [iqdb] [saucenao] [google]
10258780

>>10258712
>kidpix
>mod where when you die, instead of Doomguy's scream of pure agony and pain, it's the undo button guy going "OH NO"

>> No.10258792

>>10258734
Prolly. Haven't tried. Won't be able to until maybe tonight.
Gonna zip up all the wads and bring them over to my main PC to open them and poke around.

>> No.10258801

>>10258780
>I MADE A BOO-BOOooOoOo YEAHHH

>> No.10258809

>>10258780
But you have to make all the monster sprites and weapon replacements in kidpix too.
Fuckit, tc. New textures and flats.

>> No.10258820

>>10258809
>Doom: Kidpix Edition
lmao

>> No.10258954
File: 9 KB, 1000x1240, 946153519465.png [View same] [iqdb] [saucenao] [google]
10258954

>>10244348
why did they nuke the settings for opengl in DSDA?

>> No.10259101

>>10258954
fucking amazing pic, do you have more this big?

>> No.10259134

https://we()tl/t-JhqRbcDBmv
QEMU OS 9 setup for the DOOM shit

>> No.10259312

HEY! ITS AROUND THE TIME THAT A NEW THREAD BE CONSTRUCTED!

>> No.10259405

>>10258670
>Doom Year Zero
Continuation of the setting and story of the last two nudooms? Another reboot taking the IP in a different direction? Does Year Zero imply that it's a prequel? If so, would it be a prequel to the original games or Doom 2016? Is Doom just FPS Zelda now?

>> No.10259416
File: 1.31 MB, 720x360, heads up nerds.webm [View same] [iqdb] [saucenao] [google]
10259416

>>10259405
>Is Doom just FPS Zelda now?
I beat them to that.

>> No.10259427
File: 42 KB, 674x697, 1687286494620486.png [View same] [iqdb] [saucenao] [google]
10259427

>>10244903
https://mega.nz/file/Xh5zRK6Q#URYpqhWVgBgt5SfKQmxFHEG4MRmUjReXRyusicwip6I

>> No.10259459

>>10259405
It's a Doom 1 remake

>> No.10259515

>>10259416
Where's the bomb-able secret walls?
Where's the ffffFFFFUCKING portable ladder to cross gaps?
WHERE'S THE GOD DAMN RAFT???

>> No.10259517
File: 1021 KB, 720x360, laddering.webm [View same] [iqdb] [saucenao] [google]
10259517

>>10259515
>Where's the ffffFFFFUCKING portable ladder to cross gaps?

Is this sufficient?

>> No.10259519

>>10259515
when axes are balanced towards purely skill based gameplay

>> No.10259546

Netradiant Custom getting improved FGD support
https://github.com/Garux/netradiant-custom/issues/115#issuecomment-1726779705
Not news yet since it's not been pushed to release

>> No.10259565

>>10246669
>Wasn't that bad of a game
it came in the middle of the codclone craze

>> No.10259571

>>10246747
it's 5 years for me, and no sign of stopping

>> No.10259595

>>10258780
trust the plan

>> No.10259615

>>10254671
don't use blueprints, it fucking destroys performance

>> No.10259623

>>10251520
I thought of multiple marines merging their bfg shots in a single big fucking bfg shot
lorewise the bfg projectile has a processor that makes it smart

>> No.10259636

>There are two other custom maps not in Zerstorer jam but within Zerstorer itself
Neat!

>> No.10259641

>>10259615
That's not really true anymore. It converts to... c++ I think... at compile. It's not as efficient as writing it natively, but it's not even bad anymore. Unoties visual scripting is a lot slower, but even that only matters for complicated games.

>> No.10259642

>>10254391
not even doom 2?

>> No.10259653

>>10259642
Plan is another Doom wad that is Doom 2 based after Sigil 2, then a Quake project.

>> No.10259682

>>10259636
huh, what's that about?
I know there are the deathmatch maps, 3 pre-zer DM2-style maps by the same guy, and a non-interactive demo

>> No.10259692

>>10259459
I'd bet your left testicle on it.

>> No.10259730

>>10259459
god that'd be lame, it's all remakes lately and doom1 doesn't really need one

>> No.10259739

>>10259730
Blame midnight for this kind of faggotry.

>> No.10259752

>>10259405
Here are some predictions:
>It's a battle royale between UAC soldiers and demons that takes place between the events of Doom 2016 and Eternal.

OR
>It tells the story of how DoomGuy got from the UAC from the end of 2016 and to the Fortress of Doom at the beginning of Eternal.

>> No.10259758
File: 2.56 MB, 1920x1080, adrlass2_2023-09-19_21-38-10.png [View same] [iqdb] [saucenao] [google]
10259758

>>10259682
I think I meant 4. Adrlass, Adrlass2, zerTM_efdat, and zerTM_ht

>> No.10259779

>>10259758
ah, those would be turtlemaps from 2008

>> No.10259831

>>10259739
wdym

>> No.10259860
File: 16 KB, 474x474, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10259860

VRanon, for func_counter, is the count keyvalue how many times the counter will do its thing, and the wait keyvalue the actually timer? Man that's confusing.

>> No.10259864

>>10259860
Samefagging, that seems to be the case. It's not that confusing I suppose. Just threw me off.

>> No.10260054

>page 10
it's over...

>> No.10260056
File: 429 KB, 1024x768, coder1600.jpg [View same] [iqdb] [saucenao] [google]
10260056

>create a model of the Aliens PulseRifle
>don't give it their iconic firing noise (which is already in the data files)
It's the fear of getting 20th Century Fox'd still strong among modders?

>> No.10260060

>>10258670
>>10259459

Are those "leaks" ones with the supposed release date already expired or expiring within the month or so?

>> No.10260063

>>10260060
Honestly I didn't even really blink at the games "coming out this year." Starfield received a year long delay and Eternal got the same treatment. AAA game dev is fucked up now

>> No.10260119

for a second i thought Year Zero is gonna be a retro shooter in the style of Boltgun to celebrate Doom's 30th anniversary
but that's too good to be true

>> No.10260168

Fucking DEMONS not making the thread
>>10260165
>>10260165
>>10260165

>> No.10260281
File: 105 KB, 344x484, 1693121317681047.png [View same] [iqdb] [saucenao] [google]
10260281

>>10259517
This is clearly more "Dark Messiah of Might & Magic", but I'll accept it IF there's also a kick with a comical amount of knockback.

>> No.10260290
File: 498 KB, 720x360, It's no rider kick but it gets the job done.webm [View same] [iqdb] [saucenao] [google]
10260290

>>10260281
Default class has that, you can also do this with it