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

/vr/ - Retro Games


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File: 484 KB, 1118x973, khw2.png [View same] [iqdb] [saucenao] [google]
10356330 No.10356330 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10335319

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.10356332
File: 30 KB, 320x200, titlepic.png [View same] [iqdb] [saucenao] [google]
10356332

=== CURRENT PROJECTS ===
AD MORTEM FINAL CUT
slightly delayed, last chance to update maps >>10356298

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

=== NEWS ===
[10-22] Return to Hadron episode 4 released
https://www.doomworld.com/forum/topic/141023

[10-22] Godless Night (Supercharge-based GZ episode) released
https://www.doomworld.com/forum/topic/141009

[10-20] QC:DE - v3.0 (beta) by Q-Zandronum devs
https://www.moddb.com/mods/quake-champions-doom-edition/downloads

[10-14] Pina Colada (75 monsters limit) - RC2
https://www.doomworld.com/forum/topic/140427

[10-14] 32-map Plutonia megawad Obzen released.
https://www.doomworld.com/forum/topic/140713

[10-6] First Quake 2 Remaster Deathmatch Jam is out
https://www.moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023

[10-3] Quake 2 Remaster updated
https://steamcommunity.com/games/2320/announcements/detail/3748740708262999112

[10-1] DBP62: Haunting Hollow is out now!
https://doomer.boards.net/thread/3364/haunting-hollow

[9-30] Ion Fury: Aftershock release announced for October 2, 2023
https://www.youtube.com/watch?v=c49Zj6E_u98

[9-30] Kingpin: Reloaded release announced for December 5, 2023
https://www.youtube.com/watch?v=SP9U_0znTCQ

[9-30] Wrath: Aeon of Ruin release announced for February 27, 2024
https://www.youtube.com/watch?v=CLMKbLI-nRA

[9-30] MARROW, a fan-made Blood episode, released
https://www.moddb.com/mods/marrow

[9-28] The Force Engine 1.09.5 released, featuring new graphical features
https://www.youtube.com/watch?v=xh5O53fM-pk

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

>> No.10356364
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10356364

>> No.10356434

>>10356298
>>10356298

>> No.10356456
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10356456

MODERN ARTS AND FEAR BOOKS

>> No.10356472

>>10356456
https://www.youtube.com/watch?v=r9lpLm7jwQY

>> No.10356545
File: 1.47 MB, 3840x2160, lustprovokingimage (1).jpg [View same] [iqdb] [saucenao] [google]
10356545

Still looking for more feedback on my game from last thread.

Heya. After showing my game Shanghai Gold off at a convention and fixing some remaining bugs, I hope some of you might enjoy it. It's come a long way and its got a lot further to go. Was quite a rush to get it looking presentable in the week prior, from no textures to getting some slapped on. As always, I'm keen to hear criticism, especially if it's in an objective way, like some of you provided before. (I know it's kinda ugly, that will hopefully change once I find a style that works)

https://mega.nz/file/f2QyFDyQ#QcqMNru8YyACr9QFxReF-P0rgalGQrNY4Ho8EMjvj2Y

>> No.10356589

>>10356545
How'd you get it at a convention? How was it received?

>> No.10356609

>>10356545
I'll be taking a gander when I wake up in a couple hours.

>> No.10356615

>>10356545
i have not played this but based on a webm you showed the mouse input was kinda all over the place
it may just be your mouse but please take care to have proper settings for raw input / recognizing high polling rates / disabling smoothing and acceleration / adding numerical decimal values for sensitivity / ensuring things scale properly when zoomed (if that's a function) etc.

>> No.10356621

>the part of the megawad where the sloptermaps begin
dropped!

>> No.10356625

it isn't doom without 69000 enemies

>> No.10356627

>>10356625
This but unironically. Slaughtermaps are gigantic puzzles and I love them. Fond memories of map32 of Whitemare 2

>> No.10356701
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10356701

>> No.10356736
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10356736

>>10356701
>Aborts you instead

>> No.10356779

>>10356589
I live in New Zealand, where there's almost a nonexistent game development industry, but still enough gamers/nerds for there to be a generalist nerd convention. There's a game dev association I'm part of that was looking for games to display, so with basically no questions asked I was able to be a part of it. I bought 120 cans of energy drinks to try and entice people to give my game a go. This really helped because most people aren't willing to just sit down and pick up a game they've never heard of. Once people started playing, you could really tell they were getting into it based on how immersed their playing was. The best thing was that several people came back multiple times to play it again and there was even a kid who played about 20 times speedrunning it. What was interesting was most people hadn't ever played boomer shooters but they still liked it. Even a 5 year old sat down and played it and had a big smile on his face after he got mauled to death by a dog.

>>10356615
I'm pretty sure I'm using the rawest mouse input possible. Give it a go and let me know if there are any issues. I'm not adding many qol features at the moment, would add those kind of things later down the line.

>> No.10356786

>>10356779
>where there's almost a nonexistent game development industry
Hey, Indefatigable are out of Welly and got picked up by New Blood.
I hadn't been bothering with playing this, but as a fellow flightless bird I gotta show some national pride.

>> No.10356795

>>10356786
Wow, I didn't even realize it was a new zealand game

>> No.10356815

>>10356779
Sounds like it was fun, and it sounds like you have the beginnings of a good game in the making!

>> No.10356816

any anons use Linux as their environment to play Quake 2? I want to play Yamagi through Ubungo, I've been playing on Windows until now.
I have the quake2 source from the yamagi github, do I just run "make" and drop it into the quake2 folder?

>> No.10356835

>>10355534
Nice map. Here's a demo (dsda): https://files.catbox.moe/tvfinc.lmp
The lift sequence might be a little too challenging as it is, considering it stays the same on lower difficulties.

>> No.10356856

gzdoom won't start on Arch with AMD card
Instead it gives me a black screen and starts eating all my RAM and crashes the system
What could be the problem here?

>> No.10356859

>>10356856
You'll need to switch to the Vulkan renderer. I had the same problem after getting GZDoom on Mint. I cannot 100% recall how I did it as I had my friend walk my dumb ass through it.

>> No.10356884

>>10356856
>>10356859
vid_preferbackend=1
in your .ini (in /.config/gzdoom, at least on Debian) should fix it
I had the same problem with Raze.

>> No.10356889

>>10356884
Thank you Anon. If that other guy can access his .ini and change that setting, he should be good to go.

>> No.10356905

>>10356835
nice, thanks.
yeah, I'll probably redo the platforming with voodoo timers, now that there's an "official" extension. the built-in timers jump straight from 5s to 10s, not much wiggle room. then again, conveyors run at a different speed in GZ, so limited fine-tuning either way.
did you feel the combat in the platforming room is too much of a difficulty spike though? that's the one I'm least sure of in the entire map. would putting a plasma there make things better or worse?
also, the chaingunners behind dark windows seemed unreadable. which is sort of the point, but - frustrasting enough to replace with projectile enemies or fine as is? and just to confirm: you were trying to trigger the secret without picking the blursphere up, correct? seemed like maybe you couldn't fit through the opening.

>> No.10356931

>>10356786
>Indefatigable are out of Welly and got picked up by New Blood
I mean, it is really "picked up" when both Amid Evil developers and Dave himself worked on Rise of the Triad reboot? To me, it's more like "they went on to do their own thing after that janky Slipgate release".
>>10356795
But yeah, New Blood is New Zealand studio. While they seemingly don't really pick games to publish anymore, you might get a shout-out from their shitposting CEO if your game grabs his attention.

>> No.10357001

>>10356332
Supplice E2 has been release.
https://store.steampowered.com/news/app/1693280/view/3734106545312359792?l=english

>> No.10357009
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10357009

>>10356545
Gave it a go, here's my thoughts:
-The pistol is comically better than both the other weapons.
The fire-rate is as fast as you can click and it has the same or better accuracy than the thompson.
Most other fps that I've played with an infinite starter pistol usually make it have some kind of battery that has to recharge or a forced reload animation every X shots.
-All the weapons have poor feedback and kind of weak sound-effects. Something like a basic screenshake effect would help to sell the power of the guns, maybe also something like ejecting spent bullets as well.
-The flamethrower felt the worst to use, you can't see shit when shooting it and the flames only seem to do damage after they've formed the damaging floor element so the gun ends up being strictly worse than everything else.
-Player movement needs some work, the base speed is okay but it feels too floaty and weightless. Add some headbobbing and maybe something like allowing the player to move faster diagonally a bit like quake. I know movement sucks to get right so I'm sorry I can't say much here apart from study movement systems from fps you like.
-Enemy hit feedback needs amping up, the only feedback I got was the sound of enemies getting hit and that was mainly it. You need to amplify the blood effects with how small the sprites are.
-Because of the wierd scale of the environment, maybe add something like a ring around pickups and interactables to make it clear where stuff is. It's good that the doors had such a large interact volume but there's no indication how close you need to be for that.
-Last couple of things I can think of is turn down the damn bloom on enemy bullets. Make the bullets a glowing sprite or something rather than a cylinder of BLOOM. Also set default sensitivity to 1 rather than what it currently is; who's your market supposed to be, esports pros?

>> No.10357076

>>10356545
-The reflective surfaces drag a lot on performance and might look better if just removed, given the rest of the pixel-y look
-Enemy sprite looks like it wants to get fucked when he dies
-They can't shoot over the counter
-Movement could use a bit of acceleration or deceleration
-Enemies could stand to be beefier
-Pistol is too strong, should look into adding a melee backup instead
-The hurt glow isn't distinct enough for getting hit multiple times, should probably flash instead
-Weapon switch speed to the flamethrower feels slow, even past after it's done being drawn

I also have to ask, how much of the level design and enemy reaction is still just WIP and how much of it is supposed to be representative. I assume stuff like sound propagation is already a to-do, but then the level design is just kinda simple from a layout perspective.

>> No.10357115

Is there anything special I need to do to get this music pack to work with raze?

https://m210.duke4.net/index.php/downloads/download/9-gdxpacks/60-powerslave-music-pack

I managed to get every other game to work properly but the music in powerslave wont play.

>> No.10357141

>>10356931
>But yeah, New Blood is New Zealand studio

Thought they were just the publishers.

>> No.10357159

>>10357141
Not him, but they're allegedly shifting from just being a publisher to a developer, although I don't see how. It's supposed to be marked by the fact that DuskDev is helping the developer of Gloomwood after he helped finish Dusk, but New Blood allegedly already has open avenues for teams to help each other with their shit.

>> No.10357229

>>10356332
V3 of Keränen Barracks : https://doomshack.org/uploads/keranen_barracks_v3.zip

-Green trees don't have flat tops anymore (there's no way for me to do this for the orange trees)
-Stock metal and wood textures have been replaced with the texture pack equivalents
-Changed up the soulsphere secret
-Fixed some misalignments in the prison

>> No.10357268

>>10356332
DSDA-DOOM 0.27 released
https://www.doomworld.com/forum/topic/141111/

> UMDF
> MAPINFO
> SNDINFO
> dsda-doom preset for UDB

>

>> No.10357269

>>10357115
https://forum.zdoom.org/viewtopic.php?t=71962

>> No.10357272

>>10357268
Why does he still upload compiled binaries to Google Drive?

>> No.10357274

>>10357268
By the way, ENDOOM seems to be working way better than it did in 0.25.0 where it pretty much only dumped ANSI codes. I just wish the window didn't disappear after a couple of seconds and instead disappeared on any key press like it used to.

>> No.10357329

What do cacodemon holes smell like haha

>> No.10357348
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10357348

>>10357329

>> No.10357364

>>10357329
Hell.

>> No.10357367

>>10357348
Sorry anon I just wanted to talk about cacos. I was internally lamenting how much I dislike the 2016 and Eternal cacos. I get that they're a combination of 1-2, 64, and 3 but I wish they were more round like 1-2.

>> No.10357462

>>10356621
>play megawad
>1-15 are easy peasy and require absolutely no skill
>16-25 are somewhat challenging, but nothing too difficult
>26-30 are batshit insane difficulty.

I love Scythe, but holy fuck does it have the worst difficulty progression I've ever seen in a megawad.

>> No.10357476

>Check the Quake 2 patch notes since I haven't been here in a while
>The railgun is still weak as shit because some sperg on the team thinks he knows better than the original id software
Fuck off with this.

>> No.10357491

>>10357141
>>10357159
They are basically both. Like 3D Realms, but without technical separation like with Slipgate Ironworks.

>> No.10357495

>>10357476
did they ever fix left/right strafe change input
such a rookie indie dev unityshit mistake

>> No.10357502
File: 3 KB, 121x135, q3slogo.gif [View same] [iqdb] [saucenao] [google]
10357502

Spotlighting the existence of Quake3Stuff (https://www.quake3stuff.com/maps.asp).). Looks like nobody has visited the site since 2002, might have some interesting things there.

>> No.10357504
File: 1.27 MB, 1920x1080, reckoning brightbloops.png [View same] [iqdb] [saucenao] [google]
10357504

>>10357462
There's a difficulty spike but the curve is at least more sensical than Ultimate Doom's.
>>10357476
Being able to customize my own weapon values has been a big reason I'm back to using other ports and mods. I've almost adopted all of the brightmaps Q2E provided but I'm still missing a few.

>> No.10357568

>>10356905
One simple thing that'd make the platforming easier would be if the final bookshelf was just a little lower so it'd be easier to make the jump.
>did you feel the combat in the platforming room is too much of a difficulty spike though?
It's certainly a spike but is it too much, hard to say. I'm not even sure *how* difficult I consider it. Initially the encounter didn't seem like anything special, but now that I tried it later I had a lot of trouble with it. I still think it's probably fine for UV. Plasma would probably make it significantly easier.
>chaingunners
I think they're fine.
>and just to confirm: you were trying to trigger the secret without picking the blursphere up, correct?
Tried to avoid picking it up, yes, but actually was just curious about the missing brick in the wall.

>> No.10357681

>>10356779
Send a demo to Gmanlives, I know him personally, he is a chill guy who could give you a boost.

>> No.10357695

seriously though, why can't the standalone midi2mus exe convert the xbla midi for e1m8 (exceeds max size limit) but ultimate doom on dosbox can somehow convert it and play it if you load it in through a pwad? i tested 1.666 and it can convert it too.

>> No.10357698

>>10357681
Nah fuck off he's just a pretentious asshole, full of himself. Also, he sold out long time ago, check out his new videos... pure trash for zoomies.

>> No.10357712

>>10357681
Hi gaymanhills

>> No.10357715

>>10357329
Cooked tomatoes

>> No.10357717
File: 1.70 MB, 4032x2268, IMG_20231027_112237193_HDR.jpg [View same] [iqdb] [saucenao] [google]
10357717

If I shoot it will it explode?

>> No.10357737

>>10357681
Still haven't forgiven him for what he did to The Citadel on his review. Drew people away because he thought the creator had guro fetish or something.

>> No.10357742

>>10357681
He's an manchild who can't take criticism, and stalks his comments section

>> No.10357758
File: 54 KB, 758x789, Screenshot 2023-10-27 145916.png [View same] [iqdb] [saucenao] [google]
10357758

Finally switched to doomrunner and I like it. Going to take forever to set up presets for all the wads I like but it's nice to have everything in a simple gui. Pretty easy to just select prboom+ from the dropdown if I ever want to record demos too.

>> No.10357786

>>10357698
I liked the weird old school fps reviews years ago but little by little he trickled some of that tough persona till it pretty much flooded all his videos.

>> No.10357808

>>10357737
You're thinking of IcarusLives, who seems like a nice and fun guy but you get the occasional glimpse of the cock beneath the persona.

>> No.10357814

>>10357758
What are the advantages of Doomrunner over ZDL? If it's better somehow I might make the change.

>> No.10357817

>>10357808
Huh. Disregard what i said, then. Dunno how the fuck i made a mistake like that.

>> No.10357831
File: 1.04 MB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
10357831

Quake is a great Halloween game even without the holiday themed mods. But they still help.

>> No.10357838

>>10357817
Don't worry, Gman is still an idiot.
The guy likes to claim the shillman thing is just a joke or a meme but just watch his glowing Starfield review and see how much truth there is in it.
I miss when he only talked about FPS games and mods.

>> No.10357839

>>10357814
Probably not worth switching if you're already used to ZDL. It just has more gui options for less typing of flags.

>> No.10357849

>>10357838
You mean GGGmanlives, right?

>> No.10357862

what does doomguy smell like?

>> No.10357864

>>10357862
blood, sweat, and sulfur

>> No.10357869

>>10357737
I thought it was cool but he’s not wrong: The dev is into some interesting stuff. The way it seeps into the setting makes it all the more weirder and interesting to me. It was supposed to have a sequel, I thought.
It’s also very much not retro. A similar thread relevant game is Hedon, another game featuring the developer’s thinly veiled fetish and I think it has some Ashes devs working on it.

>> No.10357880

>>10356332
fore/vr/ alone update?

>> No.10358005

>>10357869
I'll be honest, I actually like ryona and The Citadel does nothing for me. It's too weird, there's no sexual content or sexualized gibs like you'd expect in a game aimed at weirdos like me (but that I mean no boobs or bloody panties when you blow up enemies) so I honestly don't think he's a disgusting fuck up like I am so his reputation is undeserved.

>> No.10358007

>>10357717
Fill it with tannerite and find out.

>> No.10358016

>>10357717
yes, just like the ad mortem's barrels

>> No.10358050

>>10358005
Fun stuff but clearly trying to talk about new UE shooters here was a mistake, and that post you quoted was an attempt at steering more towards actual retro games and mods.

>> No.10358054

>>10357476
>some sperg on the team thinks he knows better than the original id software
Considering how much their other changes have improved the game, it looks like it's pretty easy to know better than 1997 id. :^)

>> No.10358091

>>10358054
I find it a mixed bag: I like new berserker changes but I miss how quick enforcers attacked after they were updated with Reckoning. I also miss the damage that shotgunners could shit out and GZ turrets are now worthless.
But these new changes are not for me, they’re for the new “shootan crowd”.

>> No.10358110

>>10358091
I like it better. But I didn't like the original release nearly as much as Doom/Quake.

>> No.10358124
File: 2.10 MB, 1920x1080, Derelict Facility.png [View same] [iqdb] [saucenao] [google]
10358124

>>10358110
Oh compared to the original release yeah. Original enemies aren’t very fun and need a Q2 Mozart to make them challenging with the level design.
I’m mainly comparing the new port to what was achieved through expansions and mods, and even then the new port is a fun new way for me to enjoy Q2 even if I have some preferences.

>> No.10358146
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10358146

>> No.10358173
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10358173

>>10358146
>favorite Plutonia Replacement
>upgraded dimension shotguns
>apreaciate cyberdemon
>saturday due
>half q2 melee

>> No.10358178

>>10358173
>>10358146
>certainly fucked instuments

>> No.10358186

>>10358146
>best blood idea
Well?

>> No.10358201

>>10358186
>>best blood idea
Either a TC that overhauls and combines all of Regular Blood with Cryptic Passage and Plasma Pak into a better sequel than the Lithshit Blood 2, or a build version of Samsara.

>> No.10358231

>>10357476
>thinks he knows better than the original id software
Considering id made Quake 2 and not the Quake 2 Remaster, he indeed does know better.

>> No.10358236
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10358236

is there a particular reason why the liberator spits out empty shells with such delay?

>> No.10358256

>>10358236
If memory serves right, actual bullpup rifles have a delay with that too.

>> No.10358269

>>10358256
even if that is the case, the delay often approaches a whole second, quickly ejecting an entire burst worth of shells one after another, after i am done hammering someone with it.

>> No.10358272

>>10358269
Fuck wait no I am wrong, it's not becase of bullpup rifles, it's based off the F2000's ejection port.

>> No.10358301
File: 769 KB, 1920x1080, yo shebitch wake up.jpg [View same] [iqdb] [saucenao] [google]
10358301

>>10358146
>copper fine
Sure.
>appreciate cyberdemon
Will do. Love ya buddy.
>gotta warrior
Alright.
>>10358186
>>10358201
>a better sequel than the Lithshit Blood 2
That's a low bar but yeah. Put some new bad guys in there, change some of the current ones like the wolfmen, and this might just be me but I'd slightly rebalance the weapon roster.

>> No.10358323

>>10358301
>but I'd slightly rebalance the weapon roster.
What would you change about it?

>> No.10358359
File: 54 KB, 600x540, 1534454744413.jpg [View same] [iqdb] [saucenao] [google]
10358359

>>10358323
Maybe the flare gun or napalm launcher. That flare altfire is pretty goddamn overkill when you think about it, but I'm also thinking it's so good that I could live without the napalm launcher. I'm not sure what I'd replace it with and it's more like I'm thinking outloud right now.

>> No.10358382

>>10358091
Speaking of GZ vs remaster GZ
What Brightness / Colour / Overbright settings do you use in Yamagi? I feel like I cant see anything.

>> No.10358402
File: 4 KB, 813x189, yamasettings.png [View same] [iqdb] [saucenao] [google]
10358402

>>10358382
This is what I used a few months ago but I think my shit's fucked up: The skin of the player and strogg looks blown out. Additionally I haven't used Yamagi in awhile and it still might be too dark for you.

>> No.10358425
File: 20 KB, 320x200, doompng.png [View same] [iqdb] [saucenao] [google]
10358425

the way it was meant to be played

>> No.10358431

I bought Shadow Warrior Redux for 2 bucks yesterday but whenever I try to play it the game will turn black for several frames every few seconds, making it really hard to play. Is there an easy fix for this or should I just play a different sourceport?

>> No.10358437
File: 93 KB, 1150x815, GH_feeds.jpg [View same] [iqdb] [saucenao] [google]
10358437

>>10358425
This, but unironically

>> No.10358447

>>10358431
redux in kinda shitty anon, trade that .exe for another decent one.. unsure but maybe gdx or something.. gg though, childhood classic for sure

>> No.10358448
File: 39 KB, 1280x720, do a crime.jpg [View same] [iqdb] [saucenao] [google]
10358448

>>10358272
damn, never actually knew it does whatever it does. that`s neat.

>> No.10358452

>>10358447
Okay thanks!

>> No.10358454
File: 796 KB, 1920x1080, wangautumn.jpg [View same] [iqdb] [saucenao] [google]
10358454

>>10358431
You'll need to fix the landmines not rendering properly as well. I'd recommend putting in effort in playing another port like VoidSW or Raze. At this point it'd be the same amount of effort in fixing the Redux port.

>> No.10358469

>>10357681
as the developer of several small indie FPS titles Gman will literally say one thing and do the other.
I've been on 3 projects where he claimed to the lead:
"Yeah man, I'll shout you out on my channel" or "May make a video on this title"
only to do fucking nothing and make videos on either something more esoteric or current and popular things.
Gman will not help your dev title, smaller youtubers have given games I worked on much louder shoutouts and have been more genuine in the process offering valued critiques.

>> No.10358476

>>10358454
I downloaded VoidSW and it works great, thanks!

>> No.10358552

>>10357681
Gman has basic opinions and observations
Even if he likes something he doesn't really add anything meaningfull

>> No.10358556

>>10357462
Scythe was my first megawad. At first I was frustrated when I ragequit on map30, but coming back to it 1-2 years later after having improved and finally beating it was so immensely rewarding to me. It's still one of the most vivid of my dooming experiences.

Regarding e1, read scythe.txt. He recommends E1 with fast monsters if it's too easy. If you have never punched out turbo pinkies you're in for a hell of a time on map02

I also recommend Scythe early because playing Valiant permanently altered my brain chemistry and i just don't get the same dopamine rush from scythe like i used to after having played Valiant and Eviternity and other modern megawads

>> No.10358593

>>10358402
I'll still check it out cuz my game looks urgly.
thanks for the reply

>> No.10358603

>>10358437
>currently playing old good blurry chocolate doom with keyboard only
shit slaps ngl

>> No.10358653

>>10358425
Buy a 486! :)

>> No.10358681

>>10358186
I have idea for a 4 part episodes fan add-on but I don't wanna share it in case someone else steals it.

>> No.10358682

>>10358146
>testicular thinking

>> No.10358709

Am I crazy or does this song seem like it’d fit well in the original Doom OST with a few tweaks

https://youtu.be/do5Sd3QrcVY?si=meikyvav3PhX_xo3

>> No.10358775

>>10357476
I think the best thing about the remaster is the new enemy behaviors. Like brains now do something. If any port is able to add the new ai, I'm using any port again. And the new models look nice

>> No.10358814

>>10358709
no?

>> No.10358818
File: 19 KB, 650x216, rfb-eject.jpg [View same] [iqdb] [saucenao] [google]
10358818

>>10358236
>>10358269
>>10358448
The Liberator has this forward ejecting chute, yeah, like the FN2000 and Kel-Tec RFB. I think that HDest actually increases or decreases the delay in which the cases dribble out depending on how much you're looking up or down.

>> No.10358819
File: 2.93 MB, 640x640, 1694236160092287.gif [View same] [iqdb] [saucenao] [google]
10358819

>>10358653
>it's a 20 MHz 486 so it runs at 10 FPS

>> No.10358869
File: 425 KB, 1000x1145, dfa0d6bc50ec64dc5a271de579c4f590.jpg [View same] [iqdb] [saucenao] [google]
10358869

What are some fun low/mid-tier guns to add to the regular roster of the pistol, shotgun, ssg, minigun, etc.?

>> No.10358876

>>10358869
Six shooter

>> No.10358920

>>10358603
>chocolate doom
>blurry

>> No.10359094

>>10358869
obrez

>> No.10359160

>>10358869
a flaregun that you can throw like a boomerang which hits burning enemies like a truck and it reloads by the time it returns

>> No.10359257

>>10356332
update for Ad Mortem, Chthonic Phthisis v4: https://files.catbox.moe/oe47jm.zip
rebalanced the library, plus some minor fixes and tweaks

>> No.10359261
File: 3.31 MB, 2560x2160, trees-before-after.png [View same] [iqdb] [saucenao] [google]
10359261

>>10357229
I'm the one who suggested the changes for the trees and textures and honestly they might have not been an improvement. If I had to pick between v2 and v3, I'd go with v2.
What I had in mind for the tops was more like adding a smaller layer of the same texture inside the shape to make the top appear slightly rounder. But on second thought, just like the grass texture now, they'd make the trees look much worse from the few spots they can be seen from above. The grass on the other hand isn't much of an improvement from afar and from up close indeed looks like grass growing from the tree top. Maybe just forget about the tops. The other suggestion I gave, varying the tree heights, might give better results. They're almost all equally tall. In nature every tree has a different height.
Regarding the wood/metal textures, blood splats for sure are a bad drop-in replacement for where the gargoyle faces used to be. They look really odd tiling vertically. Looks like it's the only different-looking variant of that texture available, though. Using the plain one all over would look better overall but perhaps too barren then, idk. This gets nitpicky. I guess I was hoping if you can't replicate the wood/metal look with custom textures well enough you'd have some hidden inspiration to change it entirely to something else that looks good. But the original isn't bad, either. The stock texture look could even be considered to be a flavor of its own - maybe whoever built the castle in Ad Mortem-world wanted to make a tribute to Doom II?

>> No.10359324

>>10357272
weird shit man, github is right there.

>>10357758
glad i was able to help

>> No.10359435

>>10357009
>>10357076
Thanks so much for these suggestions. I can sort of see that the whole collectiveness of the game isn't quite right, but posts like these really help me in being able to narrow it down. I'll look into every one of these suggestions to see if I can improve them.

In other news, I'm doing a playthrough of Blood for the first time. Which might seem weird since I know that's considered one of the best boomer shooters. Other times I've tried, I never get past the first two levels. I find Blood's gameplay and atmosphere very overwhelming. Enemies seem to instantly damage you, even on low difficulties so I find myself all tensed up ready to react to them. The constant screaming and gore and overall nightmare feel is distressing too. I just didn't enjoy playing the start of Blood. This time though, I finished the first episode. I started to enjoy the game after figuring out the weapons and the amount of secrets and detail hidden everywhere is awesome. I definitely see why the game is regarded so highly now. Will try to incorporate some of my experience into my own game, although, I want Shanghai to have a much calmer gameplay experience.

>> No.10359496
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10359496

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!

>> No.10359561
File: 1.23 MB, 1439x1156, admortemlitup.png [View same] [iqdb] [saucenao] [google]
10359561

>>10359496
My addiction spreads: Working on spooky brightmaps for Ad Mortem

>> No.10359605

>>10357681
AlphaBetaGamer feels like the only shill channel one should reach out to, as he always just showcases gameplay without comment.

>> No.10359698
File: 407 KB, 1920x540, the gang.png [View same] [iqdb] [saucenao] [google]
10359698

>>10359561 >>10359496
>addiction spreads
it's an epidemic! I've made some Woof/Nugget brightmaps for vanilla monsters: https://files.catbox.moe/y2jegm.wad

>> No.10359718

I was about to record some runs of new submissions, but the updated "64th Dimension" was hosted on litterbox and the link has gone stale >>10347646
a mirror please?

>> No.10359784

>>10359718
Here you go.
https://litter.catbox.moe/k2y1jr.wad
This should be up for another 3 days.

>> No.10359845

>>10359698
sweet!
should I use them with or without the sprite fixing project?

>> No.10359853

>>10356332
>>10359261
V4 of Keränen Barracks : https://doomshack.org/uploads/keranen_barracks_v4.wad

-Removed the grass tops from the trees, and made the trees vary in height instead
-Replaced the blood splattered wooden beams with runes

>> No.10359871
File: 1.16 MB, 1920x1080, doom247.png [View same] [iqdb] [saucenao] [google]
10359871

>>10359496
WIP of MAP18 from Rise of the Triangles

>> No.10359969

>>10358359
Am I the only one who hates the 'new' alt-fire of the NapalmGun from PlasmaPak?
Also can any sourceport let you change it back to the vanilla version via menu toggle?

>> No.10360003

>>10359871
Neat. Might try my hand at a severely limited map set. Kinda wanna practice with Slades editor.
50 lines might be too stupid.

>> No.10360078

There is a better Jaguar version for both Doom games coming and none of you care.

>> No.10360083

Hello my brothers. I haven't posted here in a few weeks. Hope you are all well.

>> No.10360084

>>10359845
I was testing without, though I've fixed a couple offsets while I was at it. it's probably compatible if you load it after the spritefixes.

>> No.10360168
File: 830 KB, 1846x834, hutfromlongago.png [View same] [iqdb] [saucenao] [google]
10360168

>>10356332
Version 4 of Skeleton Crew
Removed the turrets from the platforming cave, I just have no idea how to do it better, and the section without them is not bad
https://files.catbox.moe/vvl9n8.zip
Too bad I didn't get to refine any other fragments of the map too much, I guess it will have to go in the wad like it is

>> No.10360196
File: 2.24 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
10360196

>>10359496

>> No.10360228
File: 285 KB, 1200x960, unhc.jpg [View same] [iqdb] [saucenao] [google]
10360228

blind runs of Ad Mortem phase 3 submissions
https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg

somewhat critical things:
- Skeleton Crew (v3): shootable secret crashes Nugget, also some HOMs in the platforming area
- The 64th Dimension (v2): the exit sequence can break, I guess if you enter from the wrong side? also here's the midi I mention in the video: https://files.catbox.moe/5gfhbj.zip

>> No.10360262
File: 10 KB, 288x175, 1khdbf.jpg [View same] [iqdb] [saucenao] [google]
10360262

>One single map ruins the entire mapset
looking at you scythe 1 map 28

>> No.10360265

>>10360262
>>One single map ruins the entire mapset
IDCLEV29

>> No.10360269
File: 171 KB, 512x512, 555.png [View same] [iqdb] [saucenao] [google]
10360269

>>10360196
looks epic. the gate is probably way over-scaled for the texture though. the originals were twice as big, they're here in case you need them: https://mega.nz/file/BOJDnYwR#VUL9_ja7hBJ_x_SaKHv2jhagZn4Iv6w0g3MMznjw4RI

>> No.10360284

>>10359561
These would be really fucking cool to include with the main download whenever Vaeros gets back.

>> No.10360289
File: 217 KB, 298x403, 03f.png [View same] [iqdb] [saucenao] [google]
10360289

>>10360262
>Mapset has generally small/medium sized maps
>suddenly one map out of fucking nowhere tanks my FPS
>its not even map 29/30/31/32,usually reserved for the biggest/finale maps

>> No.10360301

>>10360196
I dunno, this looks too bland with one color and is overdesigned. I could mistake this for being a map from the current Quake community, which I'm sure some would take as a compliment but it really isn't.

>> No.10360330
File: 895 KB, 2560x1440, Venus.jpg [View same] [iqdb] [saucenao] [google]
10360330

>>10357831
>trying Venus
>no music
>weird/odd/unsettling choices for ambient noises
>very dark all throughout
>secretly health buffed gunners and SHOTGUNNERS
I like this. I need more spookQ2 stuff.
>>10360196
Looking good anon. I think I remember you asking about some choice between brick or concrete textures at one point. Is this for Violent Rumble, vanilla, other?

>> No.10360336

>>10360262
It's easy. Map 29 though is just bad.

>> No.10360349
File: 881 KB, 1366x768, Screenshot_Doom_20221031_195447.png [View same] [iqdb] [saucenao] [google]
10360349

>>10357831
Honestly, stick a few pumpkins in any fantasy Arcane Dimensions map and you have a Halloween level.
Quake has overtaken Doom as my Spooktober game of choice purely because it already has an eerie haunted house atmosphere to it. Plus the only Halloween mod I could ever find for Doom was Spooktober and outside of a couple of maps like pic related it's mostly hot garbage.

>> No.10360356

>>10360078
Probably because that's only really interesting to Jaguar Enthusiasts. Someone made a greatly souped up version of 32X Doom, greatly optimized, cut content restored, and with the soundtrack redone so that it actually sounds really good.

Most people said "That's pretty cool." and then continued their PC Dooming.

>> No.10360357

>>10360349
Meant for
>>10360330

>> No.10360358

>>10360078
I've never even seen a Jaguar in person.

>> No.10360361

>>10360358
Few people did, it was bombola.

>> No.10360365

>>10360349
Ad Mortem has much better Jack O'Lanterns.

>> No.10360369
File: 243 KB, 1526x1123, imps against purple sky.png [View same] [iqdb] [saucenao] [google]
10360369

>>10360284
I'm nearly done with them too. Once I get everything checked out I'll post the pack for people to mess around with. This is sadly Gzdoom only and checking the readme:
>May Not Run With: GZDOOM
I haven't ran into many issues so far though. It'll also be the first I've put together something like this. When I did bright lights for AugurZ it was just adding onto a pre-existing brightmaps mod.

>> No.10360380

>>10360365
I'll check it out when it's done.

>> No.10360381

>>10360284
He's around though.

>>10360369
I think only GzDoom actually supports true brightmaps, the other ports just highlights stuff by palette (which isn't 100% perfect, but usually still looks good).
Thank you for saving us the trouble of doing brightmaps, hope you're fine with updating them for the finished weapons.

>> No.10360391

>>10359698
>>10359561
neat
>>10360196
noice

>> No.10360401

>>10360369
>checking the readme
that's from 2021 when GZ didn't support mbf21. it should be fine now, though I think some testing might still be required (there's that partial decorate chunk in the resource wad - is it even needed at this point?)

>> No.10360435
File: 17 KB, 600x808, pisgc0 progress bmap.jpg [View same] [iqdb] [saucenao] [google]
10360435

>>10360381
>hope you're fine with updating them for the finished weapons.
It's certainly the trickiest part, feedback will be appreciated.
>>10360401
>that's from 2021 when GZ didn't support mbf21.
That's some good news. I'll log anything I run into.

>> No.10360478

>>10360401
>(there's that partial decorate chunk in the resource wad - is it even needed at this point?)
Original Doom has very funky collision for projectiles that will explode if they hit a decoration, but decorations' hitbox is very short. GzDoom expects them to be tall, or it would let you climb over them. You could make them tall in dehacked too, but then will be inconsistent with vanilla projectiles.

>> No.10360525

>>10360330
I have no idea where are you supposed to use the secret key in one of the penultimate levels in this mod - the buffed enemies not having custom skins kinda miffed my interests to find the door it was meant to be used for also fuck that "drowning corridor" puzzle you need to solve to get the PPC

>> No.10360542

>>10360478
I just know that:
- in AM 5.1 you can climb over some custom stuff in GZ that you can't in other ports (tree stumps, barrels), which might break some maps if the author used these to block off areas.
- at some point (phase 1?) the only decorations that were showing up in GZ at all were the ones defined in decorate, others were simply missing.

>> No.10360571

>>10360269
Were these downsized for the whaod.wad that was in the VR Mega, or did a developer release the source textures?

>> No.10360572
File: 451 KB, 400x400, brightmaps.webm [View same] [iqdb] [saucenao] [google]
10360572

>>10359698
...somehow I skipped 2 colors that were supposed to be glowing on Caco (wtf brain)
here's a fixed version: https://files.catbox.moe/d078eo.wad

>> No.10360581

>>10360571
yeah I resized them to be Q1 units-appropriate. the originals were aiming for Q3 texel density.

>> No.10360596
File: 1.54 MB, 1920x1080, 4.png [View same] [iqdb] [saucenao] [google]
10360596

>>10356332
Alcazar, a 6 maps-long Halloween Boom wad.
https://www.doomworld.com/forum/topic/141134-alc%C3%A1zar-6-halloween-boom-maps/

>> No.10360608

>>10360581
That makes sense. I'll take a look at all textures I end up using and rename the new ones in a separate .wad.
>>10360301
The specific theme I'm using hasn't offered too much leeway, as many of the alternate textures clashed with what's already there, but granted that was before I started lighting. Though I don't know what you mean by overdesigned.
>>10360330
VR2

>> No.10360646

>>10360228
>Rest in Pieces
Yeah both archviles get damaged by barrels at the start of the map so they have roughly half-health. Mostly to compensate for the player not having an SSG.
Anyway, thanks for the feedback

>> No.10360651

Did the quake 2 patch bring the railgun back up to where it was, or is it still weaker than originally?

>> No.10360676

>>10360651
https://bethesda.net/en/article/1iWTUzOktuRN3fDlXVV47r/quake-ii-update-1-release-notes
>Increased Railgun damage from 100 to 125

>> No.10360687

>>10360676
Yeah, is 125 what is was in the original game or no?

>> No.10360690

>>10360687
It was 150.

>> No.10360691

>>10360687
Original was 150, I think it's at least one and two shotting what it should again, it's just worse against anything tanky enough to take more than that.

>> No.10360823

>>10360687
It was retarded to nerf its damage number at all, they should still up it back to 150. Much of the Railgun's massive power comes from the fact that it gets a damage boost against enemies which haven't noticed you yet (which could be a lot of them), but with the revamped AI is now much more rare, thus it was already nerfed enough.

>> No.10360832

>>10360228 >>10356332
ok so the crash that I had in Skeleton Crew seems to be some issue with Ad Mortem's SSG logic.
I get a crash whenever I shoot the last two shells from SSG into a shootable switch. in GZ there is no crash, but SSG stays up with 0 ammo instead of switching over to a different weapon. in DSDA everything seems fine.
here's a basic test map: https://files.catbox.moe/m2aimi.wad (load it with AM resources)
still, a crash is a crash. I'll file a bug report some time later, but maybe we can figure out the exact culprit in the meantime. don't look at me though, I'm really basic at dehacked.

>> No.10360838

>>10360832
I think that the vanilla SSG can crash the original Doom2.exe with shootable switches, but I don't see how Nugget would manage to make that specific bug happen here.

>> No.10360898

>>10356332
Another update for The 64th Dimension.
https://litter.catbox.moe/m00r7k.wad

>End of map softlock, as mentioned by >>10360228 should be fixed? Tested it a few dozen times by humping the walls and the worst I got was a sector not lowering, but still being able to end the map; should be 100% fine if you go forward or hold no input
>Replaced old MIDI with anon's MIDI ('Shadow Breathers' (unused) - by James McMenamy - from War Wind), thanks for the suggestion
>Added more ammo on UV and adjusted a few textures around the map
Hopefully I can still submit an update before the release.

>> No.10361114
File: 214 KB, 939x704, TEST3.png [View same] [iqdb] [saucenao] [google]
10361114

>>10356332
I'm back, send me your latest map update in this post before I compile everything to the wad.

If some of you still have some issues to get fixed like >>10360832 or you feel like you need some time to polish your map. Please let me know, I'll think of something.

>>10359561
Looks good, I guess it's cool for GZD users but some stock enemy sprites will get replaced so i'm not really sure this will affect them or not.

>> No.10361124

>>10361114
The fuck is going on in that pic?

>> No.10361149
File: 1.79 MB, 642x360, testingAdMortembms weapons.webm [View same] [iqdb] [saucenao] [google]
10361149

>>10361114
>>10360381
>Looks good, I guess it's cool for GZD users but some stock enemy sprites will get replaced so i'm not really sure this will affect them or not.
It might only be an issue if the names of anything new got changed around, and even then that would be an easy thing I could update.
I also don't know if I made the super shotty look any better here. I'll need to go back at it.

>> No.10361339
File: 305 KB, 1024x1024, OIG (49).jpg [View same] [iqdb] [saucenao] [google]
10361339

Nobody here even plays any real mods, what gives?

Grezzo 2 - Surreal fever dream. 3gb of content. Comes with English patch.

Doom Infinite - Very good rogue like, tons of content, 100s of items. Very polished.

doom shinobi - Third person Shinobi game that works with most maps. Lots of attacks, combos, even grappling.

my house.wad - Incredible unique experience. Much more to it than you'd think. Go into it blind. (It seems like it doesn't load, it just takes a minute, it's a large map)

Sonic robo blast 2/kart racer - Literally the best most comfy sonic games.

Going down - Cyriak is the creator, author of horse destroys the universe, and strange YouTube animations. Go into it blind. Fever dream.

Castlevania - Classic Castlevania, in doom.

splatterhouse - Very faithful to the originals. Very nice vibes. Simple yet effective.

ashes 2063 - Post apocalyptic survival horror, but good.

gzpt - Short, surprising, very surreal, scary.

ratchet clank - Guns that evolve

Adventures of square - Depression annihilator.

action doom 2 - Comic book brawler, cutscenes, high quality.

Realism 2 - Randomized slot machine roguelike

Golden Souls 2 (standalone) - Super Mario world + Doom + rpg

Memoirs of Magic (standalone) - Rpg

Inquisitor 3 - Large adventure

Brutalizer - front end + compilation of mods and maps. Many other goodies.

You're gonna want the latest gzdoom, and rocket launcher 2.0.

Each of these has very different control schemes and features, some need different graphic settings. So I'd recommend always loading with default settings and then tweaking them as needed and then saving the settings in rocket launcher 2.0. Example, in doom infinite you can view your passive effect and active items and descriptions, reload is used to pick things up. If you load it with some other config, you may not even realize there are all these features. Have fun. You're welcome.

>> No.10361342

>>10361339
A lot of us have played a lot of these already, we fucking play SRB2 Kart every Wednesday. Doom infinite sucks, your shitty, overly large post with a shitty AI generated image sucks. Memoirs of Magic also sucks, go to your room and think about this horrible post you've made.

>> No.10361345

>>10361339
what the fuck is that picture?

>> No.10361347

>>10360196
What texture set?
>>10360301
>overdesigned
??????

>> No.10361382

>>10360651
>rebalancing classic games
What the fuck were they thinking?

>> No.10361396

>>10361149
Shotgun and SMG's brights look great, but I've redone the SSG to the point you'll have to redo those.

>> No.10361412
File: 106 KB, 1920x1080, oreally.jpg [View same] [iqdb] [saucenao] [google]
10361412

>>10361339
>Lists of a bunch of Cacoward winners as if nobody heard about them

>> No.10361416

>>10361382
"People have shit on this game's mechanics for 25 years, and we have the opportunity to do something about that" probably.

>> No.10361424

>>10361339
Gzdoom mods suck.

>> No.10361429

>>10361424
Nah some are great.

>> No.10361619

>>10361114
Hi, Vaeros. Chopblock told me you need help with some decorate to dehacked conversion but didn't say what it was.

>> No.10361620

>>10361345
Dall-E 3 nonsense from bing.

>> No.10361625
File: 3.98 MB, 640x480, 2023-09-14 05-20-45.webm [View same] [iqdb] [saucenao] [google]
10361625

>>10361339
We play kart every Wednesday.

>> No.10361629
File: 88 KB, 1200x654, F9kn3LhW0AAXODk.jpg [View same] [iqdb] [saucenao] [google]
10361629

>> No.10361630
File: 10 KB, 248x268, Screenshot from 2023-01-27 23-42-39.png [View same] [iqdb] [saucenao] [google]
10361630

>>10361625

>> No.10361632
File: 23 KB, 240x251, 1411866681715.jpg [View same] [iqdb] [saucenao] [google]
10361632

>>10361625

>> No.10361637

>>10361619
not him, but see here >>10360832
Woof crashes on SSG's Deselect if the last 2 shells are spent on a shootable switch
isolated dehacked + test map: https://files.catbox.moe/baj0y1.zip
doesn't crash if the switch is already on its second frame
really, I'm suspecting it's a Woof problem after all, and was about to file a ticket

>> No.10361642

Scythe 2 is such a disappointment after the first one. Just the same old repetitive egyptian sand everywhere.

>> No.10361646

>>10361642
scythe > all other harvesting tools
2 > all other single digit numbers
egypt > all other africas
sand > all other grounds

>> No.10361669

>>10361637
I've dug a bit more, and the switch was a red herring (seems obvious in retrospect). what matters is that the last shells are spent during Fire rathen than ReFire.
also I've checked the other anon's demos >>10351716 and he also had a related bug in DSDA where his weapons disappeared altogether (Memorial Island demo).

>> No.10361707 [DELETED] 
File: 297 KB, 1024x1024, OIG (48).jpg [View same] [iqdb] [saucenao] [google]
10361707

>>10361342
Nope. If somebody made this post it would have saved me years of finding good shit. You've never played doom infinite. You have bad taste, and there is no "us". What you really mean is "it's not my thing and I tried all early version". It's objectively good and shouldn't be free.

"These suck, I play it every Wednesday". Ok. You were this kid in class weren't you, "class, who didn't do their homework?", you reply "I did do my homework!".

Crazy concept, I know, but there are other people besides you and I, just because you're aware of something doesn't mean everyone else is. It's as if everyone has unique tastes which is why I gave an example of many different genres. Here's another fun picture that triggers you.

>> No.10361710

>>10361620
Found the art major.

>> No.10361713 [DELETED] 

>>10361707
Mouthbreathing baitfaggot

>> No.10361719

>>10360687
>>10360690
150 in SP, 100 in MP
They can keep the 125dmg, but I'd rather have them make it able to shoot thru any walls as thick as the Vanilla Q2 doorframes and any brush-entity set to be semi-transparent (just like the Zareo's Sniper Rifle can shoot thru all glass)

>> No.10361720 [DELETED] 

>>10361713
"Waaaaah I need auto-aim and mouse-look scares me I need more werthers originals"

>> No.10361726 [DELETED] 
File: 462 KB, 680x508, 1619320908785.png [View same] [iqdb] [saucenao] [google]
10361726

>>10361707
I would visit this amusement park once per year

>> No.10361731 [DELETED] 
File: 195 KB, 1024x1024, WhentheyaddQOLchangestovanilla.jpg [View same] [iqdb] [saucenao] [google]
10361731

>>10361726
I would to. If Mario got an amusement park why not Doom? They could have a laser tag type of game and give you the irl doom experience, use projectors for gibs and gore.

>> No.10361762

>>10361710
Anon, it's not even a particularly sensical render. Look at all the half-generated faces and murky stew of ideas at the top. They've dumbed down the thing considerably since it dropped.

>> No.10361763
File: 128 KB, 1024x1024, theChadGZdoomEnjoyer.jpg [View same] [iqdb] [saucenao] [google]
10361763

Tfw you share the joy of mods so others can enjoy a nice dose of dopamine completely disregarding everything else except fun factor in a thread for said game while turning on textures filters.

>> No.10361765

>>10361762
Why would I want it to be sensical? It's supposed to be like a fever dream, because it was an actual dream I had. It's supposed to be fun, you know, fun? I spent 10 seconds making 8 of them and used no effort whatsoever. But sure, spend 30 hours making something better, that'll really be worth it.

>> No.10361778

>>10361765
You are far too offended about someone just saying "it looks kind of bad." Especially when it took 10 seconds. I'm not even an artist, so your little bone to pick is extra inappropriate here.

>> No.10361849

>>10361778
"It's not even sensical blah blah". I literally typed in a few words and pressed a button. Someone pointing out the inconsistencies of something I didn't even create is extremely autistic was my point. I couldn't care less about the picture.

Maybe you aren't the same guy, but that one guy is extremely triggered by Bing image creator instead of just appreciating it as an extremely fun and surreal toy. I can't see anybody except an artist seething about something fun and free.

The picture doesn't matter, it's just to catch your eye when you're scrolling by so you can enjoy the mods I listed if you haven't already. Maybe you hate them, maybe you find your favorite gaming experiences ever like I did, it's free.

When someone acts retarded, I give it right back because you can't reason with elitist assholes like that. Anyway who cares, everyone stop crying like females and post good mods. Vanilla, gzdoom, zandronium, w/e who gives a shit as long as it's fun.

>> No.10361852

>>10361342
>Doom infinite sucks
why?

>> No.10361853

Playing a few classic wads with the latest dsda and some linedefs just work weird or don't trigger at all. The death exit in Scythe 2 map 15 sometimes just kills and restarts the level, in Memento Mori map 8 one of the platforms doesn't rise sometimes, etc. Using complevel 2. Are the maps just bad or is the port bugging the levels?

>> No.10361857
File: 1 KB, 108x119, Major Asshole.png [View same] [iqdb] [saucenao] [google]
10361857

>>10361852
I will admit I am biased as I don't care much for number go up style gameplay mods, also some of the animations are pretty bad and not widescreen friendly.
So I will be honest and retract what I said before and replace it with: "I don't care much for Doom Infinite or its approach to design."

It's not fair of me to call something bad if it's just something I personally don't like.

>> No.10361870

>>10361853
>The death exit in Scythe 2 map 15 sometimes just kills and restarts the level
I think you are pressing the Use key before the level end screen, but while you are still dead, restarting the level

>> No.10361883
File: 590 KB, 1280x720, wood.png [View same] [iqdb] [saucenao] [google]
10361883

>>10359853
>-Removed the grass tops from the trees, and made the trees vary in height instead
The variation may have been a bit extreme considering it only effected the trunks and not the green parts. I'd tone it down slightly. It only really needs to be enough that multiple trees next to each other don't look like exact copies.
>-Replaced the blood splattered wooden beams with runes
It's again an eyesore IMO. Just looks eye-catching in a bad way. I can't describe it any better than that or why. There's seemingly no structural or lore reason to look like that, either - the wood structures are a little questionable to begin with (what does a castle made from bricks need one for?) and now there's a new sudden transition to another material and color. Anyway I don't want to do anymore backseat mapping. My FINAL endorsement is going to be for a version that just changes the OC9_0D_1 textures to OK5_12_0 (the plain one around them). A quick search-replace all test on my end looked fine.

>> No.10361904
File: 12 KB, 625x626, 1382169198988.png [View same] [iqdb] [saucenao] [google]
10361904

>>10361339

>> No.10361908

>>10361339
Going Down was a lot of fun, but I honestly like Overboard more if we're talking Cyriak mods. I also listened to an interview with him from last year where he said he might not be making Doom mods anymore and that he's moving on, which is a shame. It'd be neat if he made something for Quake. Imagine Cyriak's imagination in a 3D space.
I've been meaning to play the Sonic kart mod for a while now too. I downloaded it years ago but never set it up.

>> No.10361913

>>10361625
What's going on in this image? Are you being attacked by a Stand?

>> No.10361915

>>10361913
SRB2Kart has some fucked up physics at times. It looks like he was boosting when he spun out, forcing him into a loop of boosting forward out of control, slamming into the bouncy wall, and then boosting right back into it.

>> No.10361917

>>10361913
I have no idea, I think getting hit with boost active (which II had 20+ seconds) forces you to accelerate until you run out, making the stun longer. And hitting the bouncy wall doesn't drain boost like normal walls usually do, so... fun.

>> No.10361930

>>10361339
>>10361908
Going down isn't a mod. It's a map pack.

>> No.10361945

>>10361339
I prefer map packs. I like Woof.

>> No.10361952

>>10361669
>I've dug a bit more, and the switch was a red herring (seems obvious in retrospect). what matters is that the last shells are spent during Fire rathen than ReFire.
I couldn't replicate it in DSDA, but maybe the thing interacts poorly with checkammo, checkreload should suffice in this case.

>> No.10361953

>>10361642
It's a wad from 2005. Of course Egypt is now overdone, but back then those were best looking Egypt maps released. I still think it looks good, and it's not that long episode.

>> No.10361959

>>10361853
While would you use dsda when nugget exists?

>> No.10361960

>>10361959
I've been out of the loop for Doom since getting into Quake mods/map packs earlier this year, what is nugget and why is it better than DSDA?

>> No.10361965

>>10361959
DSDA's rewinding is so incredibly helpful for testing maps.

>> No.10362004
File: 2.84 MB, 960x540, doomguy and his rocket.webm [View same] [iqdb] [saucenao] [google]
10362004

>>10361952
I also couldn't, but it's worth noting that his demo was recorded in 0.26(?) and desyncs in 0.27. couldn't reproduce in 0.26 either though, and I don't see anything in the patch notes. but it's the same scenario: spending the last 2 SSG shells.
it does make me wonder what's so great about dsda demos compared to gz if you still need the exact executable and the exact wad, or everything breaks down.
>>10361959
the GL renderer to play the fuckhuge maps, naturally.

>> No.10362024

>>10361412
>immediately dismisses any other maps and mods while people are presently posting map dev progress
That was my favorite part.
>>10361416
I would not have thought the railgun needed “fixing”. Now I’m seeing a lot of people point out how much it did to unaware enemies, which to me says there was more a problem with the “unaware” state rather than the gun itself.

>> No.10362028

>>10362004
DSDA-Doom is quickly falling down the same kind of hole that GZDoom did.

>> No.10362130

>>10361849
Not sure anon, sounds like you're the one who's seething right now because someone said your shitty ai pic looks like shit.

>> No.10362193

>>10360228
Thank you anon for the feedback and playthrough of Skeleton Crew
HOMs are fixed in 4, not sure what to do to fix the secret crash
Yeah slime travelling is a viable tactic that players can use, it helps you lose heat from the homing missiles but it costs you your health - that's way on easy difficulty you get a rad suit instead of plasma in that secret, so you can stay in slime much longer. Maybe I can make it damage more so it's more costly to evade missiles that way
Should I change that last platform before the switch pillar? Since it's only possible with strafe running?

>> No.10362202

Alright after playing through Call of the Machine I have come to the conclusion that Quake 2 is way, way more fun to play than Quake 1

>> No.10362204

>>10361960
Woof with many extra QoL settings such as high resolution.

>> No.10362205

>>10361965
Isn't that same as using saves?

>> No.10362206

>>10362193
the crash has nothing to do with the map, see discussion later in the thread. it's a bug with dehacked SSG that manifests differently depending on the port, could happen in any map.
I think the jump is actually possible, iirc I did it eventually when looking for secrets after clearing the enemies. and it's up to you, I don't consider straferunning some obscure mechanic, just testing out of habit.

>> No.10362207

>>10362202
There isn't just a lot of community content.

>> No.10362208

>>10362205
No, it's straight-up cheating

>> No.10362209

>>10362205
You need to make saves ahead of time, with rewind I can just hit a hotkey at any time to go back a little bit.

>> No.10362226

>>10362205
it's functionally the same as binding resurrect to a key in nugget or gz

>> No.10362234

>>10361396
Awesome, I'll look forward to the new SSG sprites and those enemy replacements that got mentioned.

>> No.10362241

>>10357758
looks like a successor / fork of zdl

>> No.10362248

>>10357839
does it let me edit entries? if it does it's already better than zdl kek.

>> No.10362261

>>10361339
play pirate doom

>> No.10362265

>>10361424
zdoom kept the community alive for 15 years so you could make your boom compat maps today.

>> No.10362270

>>10361853
generally, stick to the intended port of release. scythe 2 would be prboom, or prboom+

>> No.10362274

>>10362205
>Using saves being a bad thing
Oh, so we're still doing that dumb decino elitism thing that the man himself said was stupid for first playthroughs?

>> No.10362287
File: 3.95 MB, 1280x720, ssg bug.webm [View same] [iqdb] [saucenao] [google]
10362287

>>10361669
I also did some digging and what I found was broken SSG behavior in -complevel 21 across multiple ports without any mods. This happens in all the latest versions of dsda-doom, Woof and Nugget.

Steps to reproduce (at least closest I've found):
>play Doom 2 with -complevel 21
>have SSG with two shells left
>empty another weapon that will auto-change to SSG, do NOT keep holding fire
>as soon as possible and no earlier, fire the SSG (requires precise timing)
>gun disappears from screen and won't raise again. Doomguy gets angry. you can no longer shoot or switch to any weapon until respawning.

Minimal demo: https://files.catbox.moe/6urj62.lmp

An older version of Woof I had lying around (9.0.0) didn't seem to allow triggering the bug manually with the steps above at all, no matter how many times I tried. In Nugget 1.14.0, it could be done but instead of the weapon disappearing it led to a crash. When reaching a point in a demo where it happens, both crashed. On lower complevels the bug doesn't exist.

>> No.10362298

>>10362274
Read the discussion before participating. Thank you.

>> No.10362302
File: 3.89 MB, 640x360, quake2ex testingCoS3.webm [View same] [iqdb] [saucenao] [google]
10362302

>>10358775
They've been like this since the Reckoning. I'm also not sure how fun it is, and a lot of older maps didn't place them with that intention.
>>10362274
>Oh, so we're still doing that dumb decino elitism thing that the man himself said was stupid for first playthroughs?
Nope. You're the first person to bring this up and missed the context: People are talking about the DSDA rewind feature.

>> No.10362337

>>10362270
No need to change the port. Woof, nugget and dsda have the comp levels, so you don't need to go back to dated ports.

>> No.10362353
File: 1.17 MB, 1876x704, wtfdsda.png [View same] [iqdb] [saucenao] [google]
10362353

I can't put my finger why in DSDA the M_Doom sprite looks so fucked up, I changed the aspect ratio and still looks bad. However, this graphic issue is not present on woof and nugget, in GZD looks pretty much fine too.

>>10361619
>Chopblock told me you need help with some decorate to dehacked conversion but didn't say what it was

Are you ViolentBeetle, right? Chop made another weapon replacement for the fist and plasmagun, among other stuff like animated sprites for the Berserker pack. Not sure if he replied you back or not but those sprites are ready to be converted on dehacked, unfortunately I can't share the link here, should I contact you on DW?

>> No.10362358

>>10362353
>>Are you ViolentBeetle, right? Chop made another weapon replacement for the fist and plasmagun, among other stuff like animated sprites for the Berserker pack. Not sure if he replied you back or not but those sprites are ready to be converted on dehacked, unfortunately I can't share the link here, should I contact you on DW?
Yeah, it's me, Chop didn't send me anything since, so feel free to contact me on Doomworld.

>> No.10362370

>Ad Mortem might come out on Halloween itself
Cool! I've been hoping for a retro FPS Halloween mod or mapset and it looks like the Quake community are going to disappoint me yet again so this will be very welcome.

>> No.10362402

>>10357681
its not doom eternal so he wont suck its cock (not retro but just wanted to add on to calling him a fucking tool)

>> No.10362474

>>10361883
Alright, I'll just go back to the stock metal-wood. The main brick texture that I've used is a grayscale version of the stock Doom 2 bricks anyway, it will only look more fitting than the OTEX variant.

>>10356330
V5 (final version) of Keränen Barracks : https://doomshack.org/uploads/keranen_barracks_v5.zip

-Tree variation heights are less extreme
-Wooden beams are back to stock

>> No.10362476

>>10360349
I was gonna reply with the list of mods I'm using for Halloween and DOOM, but yeah I guess it is mostly horror-themed or spooky-adjacent mods instead of stuff that's explicitly Halloween with pumpkins and so on.

>> No.10362480

>>10362028
Sadly this.

>> No.10362482

>>10356332
I accidentally replied to OP instead of the newspost
>>10362474

>> No.10362487

>>10362402
In all fairness Gmanlives isn't Underthemayo, he knows Eternal isn't the second coming at this stage. He's still a retard, but he's not as bad as that hypocritical kid who looks down on Eternal critics for "not playing the game correctly" while hating other tough but fair games because he refuses to learn the controls/expected method of play.

>> No.10362492

>>10362004
>>10362353
I find lately that some things just seem to be broken or off with DSDA, which aren't in Woof (or GzDoom, for that matter).

>> No.10362493

>>10362353
DSDA's pixel scaling is completely broken. I literally can't play with such hot mess.

>> No.10362516

>>10360330
The newest version of venus removed the intro

>> No.10362524
File: 243 KB, 1920x1080, doom248.png [View same] [iqdb] [saucenao] [google]
10362524

>>10362353
Your M_DOOM may be a little too high up above the screen display, you have to make sure it fits inside the screen perfectly or it'll get messed up, Hellbound (picrel) has this problem even worse because it's very far up above the screen.

>> No.10362530

>>10362493
Yeah, I don't get why some shit is getting worse in DSDA for whatever reason.

>>10362524
Ergo this is a bug on DSDA's end, Woof and GzDoom fixes shit like this.

>> No.10362532
File: 887 KB, 1920x1080, Soul of Evil.jpg [View same] [iqdb] [saucenao] [google]
10362532

>>10362476
I was thinking something similar about "horror" mods and things like Blood. There does seem to be a certain mood in some of these Quake maps and things like Hexen that's more appropriate for the "spooky holiday" vibe.

>> No.10362538

>>10362353
Limited compatibility with DSDA I guess, until it fixes bugs.

>> No.10362561

Ok I'll take back my rant about scythe 2. After the egypt episode things have turned much better and more varied.

>> No.10362574

>>10361849
Holy shit, you butthurt idiot.
I liked your dumb Doom amusement park ride tho. I'd eat a funnel cake there.

>> No.10362650

>>10361849
GPT Post

>> No.10362659
File: 975 KB, 1193x644, file.png [View same] [iqdb] [saucenao] [google]
10362659

what is wrong with the quake mapping community for the past few years? instead of getting some quality jams, all we get are those "you have 3 days to make a map!" type of jams.
I don't want 30 ugly, unpolished, incoherent shitmaps, I'd much rather get a solid 6-12 pack with creators actually taking time to make something worthwhile

I don't even bother checking speedmapping contests, they're all shit.
Now it looks like even regular jams are speedjams.

halloween and xmas jams used to be my annual treat, now I feel there is nothing to look forward to.

>> No.10362703

>>10362302
Does getting caught in their hentai tentacles in KexQ2 still cause an undoccumented tremendous ammount of falling damage like it happened in the original Quake2 engine TR?
(IIRC getting caught by both the GZ's phase-2 BWG and Zaero's BigBadMofo also had the same problems)

>> No.10362745
File: 3.29 MB, 640x360, kmq2 bigbrainpain.webm [View same] [iqdb] [saucenao] [google]
10362745

>>10362703
Yeup still hilariously insane. It's a busted but fun reason I enjoy how Citadel utilizes them.

>> No.10362748

>>10362659
People growing allergic to effort, I guess.

>> No.10362750

>>10362745
>YOINK

>> No.10362785

>>10362659
>pic
Grim.

>> No.10362796

>>10362659
There's no passion in this new group of mappers. They only do it for clout - often unironically posting Quake maps on their Artstations or other portfolios in the hopes of getting hired by some big gay AAA studio.
We're probably beyond the point of recovery.

>> No.10362809

>>10362796
Unironically, be the change you want to see and usurp them. If they aren't gonna try anymore, then step up and put effort into making the kind of stuff you want.

They aren't some sort of central governing body, you simply need to outmap those faggots.

>> No.10362885

>>10362659
>>10362796
Pretty much this. Ever since Fairweather and his little group pushed their way into the community map quality has been nosediving.
You do still get occasionally good efforts like Akaline and maybe parts of Dwell, but for the most part we're kind of left hoping that some good mappers turn up or the attention seeking current crew get tired of being outdone by official remaster projects. Seriously, the salt those faggots had towards the Quake 2 remaster was magnificent and after all the drama they caused in an attempt to force out the old guard you love to see it.

>> No.10362893

>>10362796
>>10362885
Hey, some of them like Bal are genuinely talented and that guy they always get to do the music does a fantastic job. It's just a shame we also have to suffer most of the others.
I did see that Andrew Palmer is still around, but I haven't played his new maps yet.

>> No.10362904
File: 1.48 MB, 1366x768, Frozen Factory.png [View same] [iqdb] [saucenao] [google]
10362904

>>10362659
I don't even think we're getting a Halloween Jam this year, and that sucks because I always enjoy those. As great as the start map was, I didn't like the Christmas/Halloween mix they did last year.

>> No.10362989
File: 3.87 MB, 854x480, quake2ex parasuck.webm [View same] [iqdb] [saucenao] [google]
10362989

>>10362703
Contrary to the brains, parasites got hit hard by the stick. Castle of Stroggos 3 has also been running fine through the new port so far. I think the dll that came with it was just to nerf Makron health.
>>10362809
There's been that one guy posting some progress for his VRumble map lately and it looks cool. There was also one guy making variants of his map across several mods and they were all fun, I wonder if he's still around.

>> No.10363013

>>10362353
>DSDA the M_Doom sprite looks so fucked up
check it in 0.24.3, I expect it will look fine. the HUD scaling is using some non-integer number since 0.25 with no way to change it.

>> No.10363053

>>10362659
sorry guys, makkon is busy workin ass of some new guy on discord for making apache helicopter pronouns joke

>> No.10363074
File: 88 KB, 640x480, m_doom.png [View same] [iqdb] [saucenao] [google]
10363074

>>10362524
>>10362530
I think I've found a way to fix this issue, I just changed the screen size to 320x200 and now it looks fine, but it's kinda pointless and I wouldn't recommend it because the game's graphics will look more pixelated. yeah... it's more like an sourceport problem and I ain't gonna edit my M_Doom again because of it anyway.

>> No.10363097

Nugget > DSDA

>> No.10363140

>>10361913
nerve gas

>> No.10363182

>>10358146
>Definitely chunky retro monsters

>> No.10363253

>>10362659
There was a kind of change in ethos around 2020. Where previously jams were often tributes to some notable work, afterwards a lot of the projects were "make content for my idea, for me to put my name on".
In 2020 alone you had a jump jam (which I liked, but it still fits), blockout jam that misses the point of blockouts, chotex jam using babby's first substance designer tiles with no trims or ornaments, joke-on-command jam, copper jam ran by copper dev, doom 3 jam stepping over slayer's testaments attempted jam (both fit actually), and the year was capped off by clustering EoE and Dwell around AD in a way that felt artificial (staggered by exactly one week each) and, well, 'corporate'.
Things that have happened since, including community schisms, leads getting cancelled over politics, overuse of 'endorsed' textures/music/copper, Wrath & Graven dev hell, etc, all come as no surprise.
Also you got this progression from RMQ devs driven off but their bsp2 assimilated, then Rebb driven off but his compiler improvements assimilated, to now ericwtools being used to make a megacorp's life a bit easier, but without a stable release since 2019.

>>10362893
I like Bal's stuff, but you'll notice that his name gets used as publicity bait, like for projects where he only did part of the work on the start map, or how Slipseer initially was Bal's [and fw's] twitter screenshot dump.

>> No.10363351
File: 1.94 MB, 1600x900, spasm0191.png [View same] [iqdb] [saucenao] [google]
10363351

>>10362796
>often unironically posting Quake maps on their Artstations or other portfolios in the hopes of getting hired by some big gay AAA studio

I was actually wondering what's the deal with posting levelshots on that website of all places.

>> No.10363358

>>10363253
It's a shame the Quake community has been taken over by such shitty egotists. Hopefully they'll find something else to use for their clout chasing and leave us alone soon.

>> No.10363369
File: 1.11 MB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
10363369

>>10363253
EoE honestly could use a remake of sorts with either Dwell or AD weapons added to it and nothing more (well maybe also bring the Vorelings and the modified SMEJ Wraths for some extra monster variety in areas where the vanilla roster doesn't quite fit into)
>leads getting cancelled over politics
Anyone genuinely triggered by TarBaby.mdl should never be allowed to get taken seriously in any regard

>> No.10363379
File: 187 KB, 413x599, 1593753412835.png [View same] [iqdb] [saucenao] [google]
10363379

Samson when?

>> No.10363385
File: 487 KB, 1024x768, sns07.png [View same] [iqdb] [saucenao] [google]
10363385

SUNDAY NIGHT SHITSHOW time!
Survival with Byoc for this sunday and also that new funky Plutonia wad (Obzen) + some Halloween decorations

Name: "[TSPG] Sunday Night Shitshow 07: BYOCWEEN
Password: "whatamess"

>> No.10363393
File: 84 KB, 640x360, hey_Kustam_man_do_the_thing_with_the_knife.png [View same] [iqdb] [saucenao] [google]
10363393

>>10363379
It's gonna take awhile. I had said 2023 late last year but I've realized I have way more work ahead of me than I anticipated. Doomslayer's arsenal still needs a revamp, and Kustam needs a lot of work too. So at this point I'm gonna keep my mouth shut when it comes to guesses on a release date.
On the plus side, it's given me more time to think about what to do with Samson and make sure his meter stuff is something halfway decent.

>> No.10363419

>>10363385
trying to join but it says
protected lump authentication failed
please make sure you are using the exacta same wads as theserver and try again

>> No.10363508

Just beat The Reckoning
The nearly-instant laser Stroggs and having a bouncing disk gun made it the most Bloodlike Quake 2 version I've played so far.

>> No.10363532

>>10363253
Eh, at least they're finally eating each other which means we'll get less uninspired copper mapsets flooding Quaddicted over time.
Dumptruck is mostly to blame for the tutorial videos though, if not for them these stupid kids wouldn't be using Quake for their annoying attention whoring circlejerk.

>> No.10363535

>>10360572
based

trying to use it with ultimate doom's iwad brings up an error about CPOS frame A missing rotations

could you release a version for use with DOOM.WAD?

>> No.10363590

>>10363535
well I've done it myself, by removing all chaingunner's an pain elemental's frames

>> No.10363605

>>10363532
The tutorial videos are fine. The issue is in setting up a centralized mapping community and not gatekeeping social climbing parasites and degenerates.

>> No.10363627

>>10363532
Tutorial videos are always a welcome thing. There's no need to gatekeep mapping. You seem to have too political approach on this. Ignore the bad releases and make maps yourself too.

>> No.10363630

>>10363419
Nevermind Just needed Doom 2 IWAD

>>10363590
Good game, disapointed that map 32 isn't a slaughter map

>> No.10363631
File: 333 KB, 1920x1080, Screenshot_Doom_20231030_041848.png [View same] [iqdb] [saucenao] [google]
10363631

>> No.10363647
File: 154 KB, 712x713, 1674947429391028.jpg [View same] [iqdb] [saucenao] [google]
10363647

>>10363631
gg

>> No.10363654
File: 32 KB, 275x281, 1507989673249.jpg [View same] [iqdb] [saucenao] [google]
10363654

>>10363631
mfw getting cancelled for discriminating the flemoids

>> No.10363660
File: 43 KB, 320x200, >spoonfeeding.png [View same] [iqdb] [saucenao] [google]
10363660

>>10363631
>Killed the IoS by lobbing a Flemoid right into its brain
Not a bad shot for something I only used once or twice prior to that.

>> No.10363703
File: 374 KB, 1024x768, twoheavysonearc.png [View same] [iqdb] [saucenao] [google]
10363703

>>10363385
>>10363631
GGs, I managed to fumble pic taking once again, but i am glad someone managed to do it.

>> No.10363743

>>10357681
John Romero made gman his bitch

>> No.10363824

>>10363703
Heeyy I was one of the heavy spouting The heavy is dead

>> No.10364152

Regarding the quake mapping shittification discussion, I was afraid something similar was going to happen to doom after myhouse was released but luckily we haven't seen a flood of tourists dumping their myhousewannabes to collect clicks. Doom has such a huge body of community work dating back from the mid 90s so I think the cultural heritage helps keeping it afloat. That and the game has just the right amount of limitations to make creating "art" difficult, and instead good gameplay must always be prioritized. I think quake reversed this in that it allows flashy looking maps with hollow gameplay and some people are getting praised for making those.

>> No.10364159

>>10361642
>>10361953
I can never ever get tired of Egyptian themed levels. They're probably my favorite part of Quake.

>> No.10364165
File: 1.45 MB, 800x450, Counting Baratus style.webm [View same] [iqdb] [saucenao] [google]
10364165

Pretty satisfied with how his fists turned out, also finished up the stun gun. I'll be working on his new pistol soon.

>> No.10364260

>>10364165
That's what that 3D model was for? Man I envy your talent.

>> No.10364271
File: 335 KB, 1313x2533, 2019.png [View same] [iqdb] [saucenao] [google]
10364271

>>10364260
Really the trick is to have the tenacity to stick with this shit. I like keeping this on hand to show people my growth and where I started when I first actually started trying to do art. And I have some stuff older than this that was really bad.
I think anyone can do art stuff and make shit they're happy with with enough practice.

>> No.10364275
File: 98 KB, 800x600, Defender.png [View same] [iqdb] [saucenao] [google]
10364275

>>10364271
and here's something I made back in 2018.
It's not good.
I still have a long way to go though.

>> No.10364278

>>10364271
June was my favorite GMOTA splash screen

>> No.10364287

>>10364278
It's still in, it's just missing one of the boys at the moment.
I got something special planned for the last title screen.

>> No.10364313

>>10364271
I'm sure it helps when people have less obligations. Not talking about you and I'm not disparaging anyone at all, I'm just reminded of Lunaran and Copper. For all the shit I give Copper, he completed the majority of Underdark Overbright and Copper while he was unemployed. I miss having that kind of time.

>> No.10364331

>>10362287
well I can confirm that it's the same on my end, replicated under dsda 0.27.1: https://files.catbox.moe/9lsj4q.lmp
what's more, it even spits out the specific error into cmd shell: "P_BringUpWeapon: weaponinfo overrun has occurred."
still not clear why the custom SSG triggers it without the need for precise timing in Woof, but I guess we found the smoking gun. anything else before I do the report, or maybe you wanna do the honors?

>> No.10364343

>>10364152
>in that it allows flashy looking maps with hollow gameplay
So, Ribbiks maps?

>> No.10364365

>>10364343
I think he meant something closer to how R667 stuff is percieved these days. which btw I think is also to a large part peer pressure driven, you got the same people that used to prop up Tormentor now shitting on him and propping up KDiKDiZD instead.
as to myhouse, didn't it turn out that it was some kind of manufactured thing? like, the doominati collaborated on it but presented it as unknown wad by unknown author? (note: talking out of my ass, haven't actually followed anything)

>> No.10364414

>>10363631
Sven x Kerfus slashfic WHEN?

>> No.10364503

>>10363393
Is traumatizing snoot knights a regular thing for these guys?

>> No.10364528
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10364528

>>10363393

>> No.10364537
File: 300 KB, 926x952, slayer_sword.jpg [View same] [iqdb] [saucenao] [google]
10364537

>>10364503
It should be a regular thing for everyone.

>>10364528
Well besides that big post there, there's also this >>10364165 I'm really looking forward to making Doomslayer's new arsenal, all of his weapons are gonna have little quirks to them without having altfires.

The plan something like this:
>Pistol's projectiles deal more damage after travelling far enough (they might explode, debating on that)
>Shotgun will perform a melee attack after pumping
>Chaingun will have ramping fire rate like Quake 2's chaingun
>Rocket Launcher will spawn 3 pissed off ghosts instead of 1
>plasma gun will be an arcing lava gun that'll leave little puddles of lava on the ground, and probably set enemies on fire for extra damage over time

Still need to think of something for the Thunderbuss SSG though

>> No.10364545

>>10364537
>Still need to think of something for the Thunderbuss SSG though
Chain Lightning off excess damage, maybe?

>> No.10364551

>>10364545
I was considering that actually, where landing a killing blow causes lightning to arc out. I've got time so I'll keep mulling over other ideas as well.
I might also knock the fist combo down to a hook and a straight punch instead of two hooks.

>> No.10364609

>>10364343
>Ribbiks
>hollow gameplay
You must not play lot of Doom maps, if you think Ribbiks is the worst this game has to offer.

>> No.10364665

>>10364152
>I think quake reversed this in that it allows flashy looking maps with hollow gameplay and some people are getting praised for making those.
The same happened, and still does happen, to Doom. A big thing is it’s much easier to put your money where your mouth is if you’re fed up with the Doom mapping scene, and is not as tricky as Quake can get if you want to make a fun and decent looking map. I think that’s one of a few hurdles preventing the sad Quake cult here from making their own stuff.

>> No.10364670

>>10362659
>I don't want 30 ugly, unpolished, incoherent shitmaps, I'd much rather get a solid 6-12 pack with creators actually taking time to make something worthwhile
Sounds to me like a great motivation to take matters into your own hands, anon. Heard about Violent Rumble? Looked into TrenchBroom?
....well, >>10362809 already made this point.
>>10362885
>Seriously, the salt those faggots had towards the Quake 2 remaster
It's been a long time since I left that Discord server, but it didn't seem like much people were triggered by the re-release.

>> No.10364704

>>10364331
>anything else before I do the report, or maybe you wanna do the honors?
Nah, feel free, I don't have a github or doomworld account to do it with anyway.

>> No.10364718

>>10364665
idk, I think part of what's preventing things is myths like these.
for anything past your first room, Quake mapping is more straightforward than Doom/Boom mapping. you want a timer - you put a timer. want a fence - put a fence. want a light - put a light. want a monster teleported - it WILL be teleported, without needing carousels or sound propagation hacks. sectors don't break when dragging disconnected linedefs, selection doesn't get cleared on undo, dragging doesn't suddenly stop working - it's heavenly in Trenchbroom land.

>> No.10364746

>>10364718
>idk, I think part of what's preventing things is myths like these.
Right, there’s no excuse. That means we’re just left with some sad an uncreative Quake clique hugbox. Posts like >>10364670 are pointless since the people it’s trying to help would rather (you) each other and blame tutorial videos for the way things are rather than make things themselves.

>> No.10364750

>>10364343
This lol

>> No.10364756

>>10364704
done

>> No.10364767

Go, Vaeros! Go, Ad Mortem crew!

>> No.10364813

>>10364365
>didn't it turn out that it was some kind of manufactured thing?
It clearly always was.

>> No.10364814

>>10362287
>>10364331
Does it also happen with the BFG?

>> No.10364838

>>10364814
doesn't seem to.
from what I gathered, the reason this only happens in mbf21 is that it hacks around mbf's own hackarounds, in order to interrupt the ssg reload early (since the full animation makes no sense with no shells).
also, the crash is already fixed in Woof dev builds, and DSDA can be made to behave exactly like Woof by disabling "Boom Auto Switch" in compat options.

>> No.10364897

>>10362659
I've been throwing this rock and pressing this button for years since Fairweather got in, but people even in this thread called me a schizo and even banned me from /vr/ for a few days becayue of that for offtopic, since one of the jannies here is obviously from their group.
There is no consistency anymore, it is the same pplague affecting other modding communities like TES, there is no passion, only people desperate that a company hires them so they can shit on everything they did in the past.

i respect AD and Alkaline for pushing the borders, i love nyrlathotep for its gimmicks, and Ter-Shib is semi perfection alongside altar of the storms.

but all of FW's gang's maps are all around terrible and proo that every pharaonic project is doomed to fail, and lose relevancy.
Even Mjolnir itself suffers from this no matter how one anon tries to shill it here.
Amid Evil did it better, and it didn't took 14 years and tons of remakes for it, it has consistency.

Even the og nehahra had consistency.

In fact all of this makes me Respect the Doom community even more than quake, Even with Doomworld and Zdoom's shit it is still united, Quake mostly thanks to Q1 community is fractured all over the place and everyone hates each other.

>>10363253
Just look at Q2R, it follows the K.I.S.S. philosophy, but is solid, mainly after the AI fix.
If the map is consistent and well designed, it puts many Q1 map jams into shame.

>> No.10364904

>>10356332
Also good news, MVG released his Q2PSX video
https://www.youtube.com/watch?v=iqNusdhQ1fA

Needless to say, i hope paril manages to replicate the sharp software looking lightning

>> No.10364912
File: 3.61 MB, 640x360, xatrix enforcer AI.webm [View same] [iqdb] [saucenao] [google]
10364912

>>10363508
>the most Bloodlike Quake 2 version I've played so far.
Adding onto this odd feeling, Xatrix buffed enforcers to where they would shoot you on sight first and then load their guns. The new port, unfortunately, did not feel the need to include this.
Ground Zero will feel more evil than TR if you play it vanilla. It's not going to feel that way if you play it through the new port.
>>10364897
>there is no passion
And sadly, most of the 'passion' here has been spent towards wordy posts. Have you been working on your own stuff at all, or is it just that depressing?

>> No.10364917

>>10364912
Nope and i will never will because i rather become a faggot than ever work on a quake map
in the past if i had a time machine circa 1998/2006? yes
Now? https://www.youtube.com/watch?v=G56VgsLfKY4

>> No.10364945
File: 613 KB, 1280x720, these needed to be models.jpg [View same] [iqdb] [saucenao] [google]
10364945

>>10364917
>deliciously defeatist baby bitching
So yes it is that depressing. Explains a lot of it's a shared viewpoint here but it also eats up my sympathy.

>> No.10364969

>>10362353 >>10362358
okay so, re:ssg: replacing A_CheckAmmo with A_CheckReload in decohack seems to fix things (or if you're editing dehacked by hand, remove "Args1 = 33" too)
explanation is here I guess: https://github.com/fabiangreffrath/woof/blob/master/docs/mbf-bugs.md#super-shotgun-reloads-when-out-of-ammo
the bug with firing right after autoswitching is still there, but isn't our problem at this point.

>> No.10365000

No one in the history of mankind has beaten or will ever beat Scythe 2 map 23 blind. Holy shit what a slog.

>> No.10365017
File: 86 KB, 533x800, 1681925149018457.jpg [View same] [iqdb] [saucenao] [google]
10365017

>>10362353
>>10363013
>>10363074
report it as a bug on the github repo

>> No.10365138

>>10365000
Scythe 2 really sucks after MAP22, it never gets better, stingy slaughterfests map after map, annoying red marines and spongy afrits almost every map.
Stop playing.

>> No.10365146

>>10365138
Yeah the quality really took a nosedive in the jungle episode. The balance and pacing of this wad is all over the place.

>> No.10365153

>>10364945
Not him, but you are the bonafide example of the why modern quake 1 community is garbage and why people stays away from it to map for doom or even duke.

>> No.10365182

>>10365153
>why people stay away from it
>bonafide example
That seems disturbingly misplaced. I’d be more wary of >>10363532 and >>10360301 and not anon telling me to get thicker skin.

>> No.10365196

>>10365153
>the guy telling someone to stop complaining and start mapping is the reason why people don't want to map
solid logic, retard

>> No.10365241

>>10365153
>or even duke
WHAT, WHERE?!?
No seriously, please provide any example from last 5 years that isn't AMC Squad

>> No.10365250
File: 22 KB, 332x233, Screenshot 2023-10-30 190207.jpg [View same] [iqdb] [saucenao] [google]
10365250

What's the perfect health for a lost soul?

-100 HP (One super shotgun blast)
-50 HP (One shotgun blast)
-20 HP (Two bullets)
-1 HP (One bullet)
-0 HP (Fuck 'em)

>> No.10365253

>>10365250
d64's lost souls did it better.

>> No.10365256

>>10365250
100 for vanilla ones, 50 for the Doom 64 variety.

>> No.10365259

Okay, so I finished Plutonia 2 and just started PRCP, this probably won't be enough to scratch my itch so give me some more wads for Plutonia plox.

>> No.10365261

>>10365259
94 Protons of /vr/

>> No.10365281

I'm sticking my own dick into this mess. I don't get why some people here hate modern Quake maps. I have no interest in it's mapping community and I personally do not know single thing about it. I just play Quake. I've played all of the legendary community maps and loved them, starting from Zerstorer and ikspq. From this year's releases I did play Dwell 2.0, Mjolnir, Spiritworld, Deathmatch Dimension and ReMobilize. I found them very enjoyable experiences, but also very different from each other. I can see people not enjoying some of them, but what I find weird is thinking that all of them are shit, if you've enjoyed most of Quake maps released few years ago. I mean, I see no connection in these map packs. Dwell and Mjolnir have massive maps with AD tiers of new content, Spiritworld is episode 4++, Deathmatch Dimension is very vanilla experience and ReMobilize has new movement elements and maps that support it. Is the hate of these map packs just the usual forum drama, that often weirdly echoes here, just like retarded 'dw vs db drama' few years ago?

>> No.10365283

>>10365250
1 HP, but it's because they become the size of actual human skulls

>> No.10365284

>>10365259
Check the newspost, there's a new Plutonia megawad.

>> No.10365293

>>10364152
>but luckily we haven't seen a flood of tourists dumping their myhousewannabes to collect clicks
Say what you want about Myhouse, but a lot of work and effort was put into making it, throwing together a knockoff will be time consuming.

>>10364343
Fucking retard.

>> No.10365295

>>10365259
Cydonia is cool. Basically it's Plutonia the way Casalis did.

>> No.10365307

>>10364365
>didn't it turn out that it was some kind of manufactured thing? like, the doominati collaborated on it but presented it as unknown wad by unknown author?
Did they actually, or are you thinking about the credits for all the different assets used?

>> No.10365321

>>10364343
wormwood more like buttworm lmao

>> No.10365358

>>10364152
Oh there actually has been lot of myhouse wannabes. All very shit, and already forgotten. Still it's really not different from how it always has been. Every year has had it's dozens of releases of gzdoom maps by complete newbies since gzdoom has existed. They are always forgotten. For years I have avoided most of gzdoom maps unless they have been made by experienced author, that can map for vanilla/boom format too.

>> No.10365359

>>10365307
At the very least, Esselfortium & Jimmy did some music for it.

>> No.10365362

>>10365359
Both them have made a selection of free midis that can be used for projects without permission.

>> No.10365368
File: 26 KB, 287x464, 1688581866995839.png [View same] [iqdb] [saucenao] [google]
10365368

>>10365153
>stop complaining and actually try to make your dreams reality
>"ur part of the problem"
Commit sudoku with a milspec dragon dildo. If you're going to moan endlessly about how shit the Quake mapping scene has become, yet you yourself are COMPLETELY unwilling to take matters into your own hands, then you're just worthless noise and you're wasting my oxygen.

BOOHOO, FAGGOTWEATHER MAKES BAD MAPS AND THERE'S NOTHING WHICH ANYONE CAN DO ABOUT IT, WE'LL NEVER HAVE GOOD QUAKE MAPS AGAIN
ALSO I SUCK COCKS

>> No.10365374

Lads I need help. Can someone explain how to play custom quake maps? Quake one and steam. I'm not great at these things as you can guess.

I have found some guides but they don't work for me. I have tried to play 100m map and doesn't work.

>> No.10365395

>>10365374
1. Get source port (Quakespasm or Quakespasm Spiked or Ironwail)
2. Extract Quakes pak files into id1 folder of the source port of your choice
3. Create new folder for the mod of your choice (example AD) inside the source port folder and extract all mod files there
4. Create a new shortcut copied from source port exe file and add "-game modofyourchoice" to it's properties (example: - game AD)

>> No.10365402

>>10365259
You could give Urania a try if you really want something painful to play through

>> No.10365429

https://twitter.com/DanielWienerson/status/1718028772040167564

>> No.10365449

>>10365368
Is it weird that I don't really care about Fairweather's maps, but fucking hate that he blatantly fucks with the community scores by getting all his friends to give his stuff perfect 5s? The fact that his content shows up in the top spots for Quaddicted while not deserving those places is enough to make me think he's a prick.

>> No.10365460

>>10365449
What maps/map pack has the guy made?

>> No.10365467

>>10365307
>>10365359
Scuba Steve was one of the first posters in the release thread, it was 100% a Doominati project, or at least coordinated through their channels

>> No.10365492

Playing doom for years and turning on pistol start seems like the natural thing to do. When you keep the gear from previous levels you begin noticing that this shit wasn't really meant to be played this way, doesn't matter if it's the original levels or player made ones

>> No.10365504

>>10365492
I kind of understand, but the games were actually mad with continuous play in mind otherwise they wouldn't let you do it. Pistol start is a neat challenge all the same and I enjoy it. That way you're always happy to see a new gun.

>> No.10365523

>>10365492
You get a stronger challenge playing Pistol Start, but continuous is still intended. They should have just made Pistol Start a toggle at the difficulty screen.

>> No.10365532

slaughter maps designed for walk only?

>> No.10365541

>>10364813
Yeah, it was. I don't think it was some cynical thing for clout though, I think they used an old account of one of them to sell the backstory. It's a neat wad from a narrative perspective, and I think that was all part of it.

>> No.10365570
File: 718 KB, 1221x1668, 1698690169644036.png [View same] [iqdb] [saucenao] [google]
10365570

Guys, these FIREBLU memes are getting out of hand.

>> No.10365604

>>10365492
The only maps that aren't intended for continuous play are E3M8 (The spiderdemon boss) and E2M9 (The secret infight map).
I do get what you're saying though, eventually the maps begin to play the same when you have full arsenal all the time and can feel too easy, unless it's a slaughterfest of course.

>> No.10365641
File: 11 KB, 298x317, image.png [View same] [iqdb] [saucenao] [google]
10365641

>>10365492
Explain this then.

>> No.10365693

>>10365017
I did report it along with other HUD complaints, and it got unceremoniously closed because I dared to report it without asking permission on discord first

>> No.10365706

>>10365532
How do you enforce that? Can you slow the player's speed down with DeHacked?

>> No.10365714

>>10365693
LMAO WHAT THE FUCK IS EVEN THE POINT WITH HAVING A GITHUB THEN?
Jesus Christ, Kraf!

>> No.10365715

>>10357758
How does this compare to Doomlauncher

>> No.10365716
File: 4 KB, 255x189, dead lost soul.png [View same] [iqdb] [saucenao] [google]
10365716

>>10365250
a good lost soul is a dead lost soul
...wait what? what the fuck?

>> No.10365727
File: 57 KB, 679x859, 1691225921340187.jpg [View same] [iqdb] [saucenao] [google]
10365727

>>10365693
>"I want to report a bug"
>[NO.]

>> No.10365739
File: 821 KB, 2160x953, image.png [View same] [iqdb] [saucenao] [google]
10365739

>>10365715
DoomLauncher has gorillion more features, tracked statistics is the best one for OCD anons, but if you don't need them any other launcher is good.

>> No.10365743

>>10365706
make every floor a 400 damage hurtfloor that only activates if you go too fast and you can circumvent it with nukage rhythm but good luck lol

>> No.10365745

>>10365716
Leftover from Doom 1's beta where lost souls not only had a different design and attack, but left behind a corpse after dying. Fun fact, some Doom 1 maps back in the 90's used this decoration to force a crash on the shareware version.

>> No.10365765
File: 8 KB, 530x530, agitating.png [View same] [iqdb] [saucenao] [google]
10365765

>>10365745
yeah I know
>force a crash on the shareware version
how agitating

>> No.10365767

>>10365250
60 health and they take exactly 20 damage from the pistol

>> No.10365814
File: 136 KB, 960x960, 16998118.jpg [View same] [iqdb] [saucenao] [google]
10365814

https://www.doomworld.com/forum/topic/141164-dsda-doom-v0271-split-feature-removal-panic-endoom-again/
>I was debating whether I wanted to stir the pot or not
>I'm not saying this to stir more controversy
>I'd just like to clarify that this is not a heated statement
Whether it's a lack of physical contact, infamous speedrun biggotry or combination of both, it's all impossible for me to tell. Internet culture is getting far too much sophisticated for its own good, for a lack of better terms.

>> No.10365838

>>10365814
All of this could have been avoided if kraflab wasn't a stubborn moron and left ENDOOM as is instead of breaking it.

>> No.10365863

>>10365693
Graf seems to be quite a reasonable developer when compared to kraf.

>> No.10365869

>>10365814
DSDA is maintained by discord users, so as outsiders these posters have to stay on their tiptoes to even be heard out.

>> No.10365871

Does Quake 2 rerelease have the right music tracks included for expansions?

>> No.10365874

>>10365814
This picture is literally me.

>> No.10365876

My favorite port is crispy, what should I use for Boom compatibility like the /vr/ wads?

>> No.10365881

>>10365876
Woof or Nugget

>> No.10365885

>>10365863
I agree.

>> No.10365893

>>10365876
Seconding the other guy, Woof and Nigget are the best ones.

>> No.10365898

>>10365874
Its a very funny picture, I hope it's true.l that its you.

>> No.10365917

Playing half life - shift two.

Quite comfy but buggy

>> No.10365923

>>10365898
I am the sausage bandit, I always make sure to carry sausauges (as loosies or as lengths of links) onto public transportation.

>> No.10366127

>>10365492
I'd pistol start with the vanilla arsenal if the pistol wasn't so fucking miserable to use.

>> No.10366143

>>10366127
you can remove the initial delay with dehacked. that's what I did. and usually there's a shotgun three steps from the start, so it's rarely "pistol starting" in the literal sense

>> No.10366157

>>10366143
That's still a minor bandaid fix to how atrocious that thing is. But you're absolutely right, most maps are civilized and give you a replacement weapon very quickly on map start.
But boy you really notice it if the map doesn't give you something early on.

>> No.10366186

the pistol should be allowed to headshot for triple damage

lost soul - a head
cacodemon - a head
pain elemental - a head
brain spiders - heads on stilts
pinkie - basically a head torso
everything else - you have to maintain a certain distance based on monster height to get the headshot

>> No.10366231

>>10365871
Yes.

>> No.10366249

>>10365876
Woof is literal Crispy for Boom. It's even made by the same developer. It did remove some of Crispy settings (mainly some cosmetic ones like gibbing shotgun). Nugget adds these all and some extra ones like 4x and 8x resolutions), but is slightly slower than Woof. Your choice.

>> No.10366260

>>10366186
Replace the pistol with a bolt-action rifle with the same rate-of-fire and I agree.

>> No.10366267

>>10366260
and make it semi auto
keep at it, you're about 75% of the way to inventing brutal doom

>> No.10366335

>>10365739
and yet, DoomRunner is 200x better. the best launcher today.

>> No.10366370

damn OG Quake 2 is so floaty

>> No.10366373

>>10365863
the reason is simple
Graf's an oldschool forum autist, not a newschool pisscord autist

>> No.10366440
File: 576 KB, 1920x1080, skel1.png [View same] [iqdb] [saucenao] [google]
10366440

>>10356330
A long time ago, I made the final map for Ad Mortem, but that map was actually based on an earlier map which I never released, until now...
The idea was to make the most experimental map I could, this made for some very unusual gameplay, which is part of why I never released it, but I don't really care these days.
Due to its unconventional design, it MUST be played with 8bit software rendering and a few specific ports . It was originally designed for prboom+ under complevel 9, but dsdadoom should also work (with software, not indexed gl-rendering). Eternity should also work. Woof and Nugget will work, but with minor visual bugs.
If you are interested, I also included a uvmax run to replace startup demo1. Difficulties are implemented. The music is "enigma" by firefox. The map title is "Skeleton Dance". If you are sensitive to flashing lights, you shouldn't even look at this map. There's also an endoom.
https://files.catbox.moe/sg40b8.zip

>> No.10366442
File: 442 KB, 1920x1080, skel2.png [View same] [iqdb] [saucenao] [google]
10366442

>>10366440
One other screenshot. Happy Halloween, /vr/!

>> No.10366475

>>10366373
Yeah, for sure. However, I do wonder how much time on average Graf goes to take a look at the forums post 2018?

>> No.10366516

buying a 1920x1200 monitor just so the status bar won't be messed up

>> No.10366518

>>10364746
Based

>> No.10366564

>>10364917
>>10365153
You're the worst kind of loser. Get a trip so I can filter you.

>> No.10366596
File: 66 KB, 400x408, shootershaker.gif [View same] [iqdb] [saucenao] [google]
10366596

>> No.10366614

>>10366596
Looks like he's shooting nothing at all!
Nothing at all!
NOTHING AT ALL!

>> No.10366619
File: 3.90 MB, 1920x1080, 1694545438157217.webm [View same] [iqdb] [saucenao] [google]
10366619

>>10366596
Holy shit if I had the skills I'd edit the chaingunner into the gif of Rust shooting at god. Not the slow motion part but the fast parts so pic semi-unrelated.

>> No.10366679

Alright Call of the Machine was fucking awesome. Highly recommend.

>> No.10366725 [SPOILER] 
File: 3.18 MB, 1920x1080, tdblur.webm [View same] [iqdb] [saucenao] [google]
10366725

>>10366619
sorry, best I can offer

>> No.10366737

>>10366564
Killing yourself that is good to ask for a fucking trip to filter someone...

>>10366373
Forums will always be superior to shitcord.

>> No.10366738
File: 116 KB, 308x306, 1669780416088180.png [View same] [iqdb] [saucenao] [google]
10366738

>>10366737
>Killing yourself that is good to ask for a fucking trip to filter someone...

>> No.10366740

>>10366725
lmao

>> No.10366741

>>10366725
Fucking love you dude.

>> No.10366758

>>10366737
>Killing yourself that is good to ask for a fucking trip to filter someone
What did he mean by this?

>> No.10366769

>>10366758
i am saying that you need to be a huge faggot to beg for someone to add a fucking trip to filter his posts.

>> No.10366882
File: 769 KB, 1280x2007, SO YOU WANT TO PLAY SOME FUCKING BLOOD V2.png [View same] [iqdb] [saucenao] [google]
10366882

>>10356330
Is the imgur anon still around? This never got added to the OP

>> No.10366981

>>10366186
you forgot romero head.

>> No.10366989

>>10366127
Both pistol start and continuous are equally intended btw. Every map has a steady progression of weapons. Any map that doesn’t support dying saveless and restarting the level without gear is a worhless map, and the mapsets of vanilla doom and doom 2 reflect this.

>> No.10366995

>>10366516
Just play using a proper port such as woof instead.

>> No.10367005 [SPOILER] 
File: 60 KB, 400x408, 1688059201819803.gif [View same] [iqdb] [saucenao] [google]
10367005

>> No.10367045

>>10366882
That I happen to be, just put it on a few hours ago and near the middle since Blood is decently popular around here.

Let me know if there's any other starter infographics to put in there. Think the Quake one might be due for an update given Quakespasm has more or less been superseded?

>> No.10367051

>>10367045
Quakespasm still gets updates but it's more like DSDA or whatever PRBOOM+ got superseded by. Ironwail is definitely the de facto Quake sourceport now.

>> No.10367148

using my windows 10 pc, whats the closest i can get to experiencing quake how people did when it first released?

>> No.10367153

>>10367148
You can get dosquake running on Windows 10.

>> No.10367174

Fuck, I lost my Cultist HDest skin. Can someone share please?

>> No.10367196

>>10367148
WinQuake will run quite happily on modern Windows, and ID made it deliberately to work like DOS Quake. It adds windowed resolutions, but you can ignore those.

>> No.10367208

auto-aim in blood, yes/no?

>> No.10367210

>>10367208
Do you want to have a good time?
>Yes
Auto-aim. Do you want to have a challenging time?
>Yes
No auto-aim.

>> No.10367237

i don't even know what auto aim in build games does

>> No.10367242

>>10367237
When an enemy sprite is near the center of the screen, it'll bias your firing direct towards the target.

>> No.10367259

>>10367237
makes the various spiders, rats and bats in Blood bearable

>> No.10367268

>>10367237
>>10367259
Also Hornets in Shadow Warrior.
Duke doesn't have any tiny annoying enemies you need autoaim for, but it makes the spread on the shotgun tighter for some reason.

>> No.10367306
File: 2.33 MB, 1600x900, smsp13_fairweather_2023-10-12_12-57-51.png [View same] [iqdb] [saucenao] [google]
10367306

>>10365368
>FW
>bad maps
Aside from 2meta4me I don't see much problems with them 2BPH

>> No.10367332

>>10367153
>>10367196
winquake wont run on my windows 10 machine, and i cant figure out how (mental retardation), but i can run it on lowest resolution in dosbox. anything higher has performance issues. i haven't been able to get the cue file to mount for the music however

>> No.10367336

>>10367332
>winquake wont run on my windows 10 machine
Odd, I'm over here on W11 and it just runs when I click on it. Does it attempt to start and then close itself immediately, or do nothing at all?

>> No.10367343

>>10367332
winquake simply works for me (win10), but you could also use dgvoodoo ddraw as a wrapper in case it doesn't
>cue file to mount for the music
imgmount d "music.cue" -t cdrom
mixer cdaudio 40:40
and use "host_framerate 0.0138889" in-game to avoid the speed-up

>> No.10367349

>>10367237
It aims automatically

>> No.10367352

if i click on an enemy and the enemy doesn't get hit the game is shit
spread was a mistake and autoaim is a stupid workaround

>> No.10367371

>>10367336
>>10367343
i did figure out how to get the cue files mounted in dosbox (i changed the filenames so i had to edit the cue to point to the proper bin), however:

at first when i tried to run winquake, windows told me that it failed to load gfx.wad, then i moved the pak files from the cd install i did from dosbox, and then i got an error about kernal32.dll. finally, i switched to wind xp serv pack 2 compatibility and it runs! just got a little impatient i guess. only thing to figure out now is how to force it into 4:3 and get the music working

>> No.10367375

>>10367371
>only thing to figure out now is how to force it into 4:3
Take a look at dgvoodoo2. It's great when dealing with old windows games.

>> No.10367390

>>10367371
>force it into 4:3
just change scaling in the graphics driver
>music working
this requires specific software. Daemon Tools (lite) works, but for example WinCDEmu doesn't support music in data tracks.

>> No.10367497

>>10366370
disregard I think my rogue folder is just borked
>>10366516
16:10 is goat anyway

>> No.10367539
File: 515 KB, 2048x1797, 112859816_p0.jpg [View same] [iqdb] [saucenao] [google]
10367539

>> No.10367560

>>10367539
that's not a caco

>> No.10367564

>>10367237
It makes your hitscan weapons stronger in exchange for losing a lot of control over your projectile and explosive weapons.
>>10367268
>Duke doesn't have any tiny annoying enemies you need autoaim for, but it makes the spread on the shotgun tighter for some reason.
This is something I’ve seen vary by port. The autoaim optiona also vary: NotBlood can have it enabled only when fighting fish/eels and rats, Eduke and some others allow you to enable autoaim for hitscan only.

>> No.10367567

>>10367539
Who's the cute demon?

>> No.10367585

>>10367560
it's not perfectly round, but the holes check up

>> No.10367586

>>10367567
Just some OC for a fanfic.

>> No.10367607

>>10362796
How easy is it to map for Quake anyways. Trenchbroom looks pretty dang robust and easy to use from its trailer, but can it match how relatively simple it is to draw sectors and have a playable space in Doom Builder.

>> No.10367608

>>10367607
It's obviously never going to be as easy as drawing shapes and defining their properties.

>> No.10367623

>>10367608
I definitely wouldn't say "obviously," which is why I'd ask to begin with. Creating a map by drawing brushes could be comparable to creating a map by drawing sectors, and then adding detail could be a lot easier due to not working within the limitations of lindefs and sectors. It's just a matter of how easy the tools make that.

>> No.10367636

>>10367607
well as an abstract analogy, Doom is like doodling on paper, while Quake is like lego. it's a different process, but not that much harder conceptually.
in Trenchbroom you can do everything in 3D, instead of hopping back and forth between editing and visual mode, which helps.
making concave shapes is considerably harder, I guess. in Doom you might make some steps with stair builder and then curve them inwards with the curve tool, taking all of 5 seconds in total. in Quake that'd be more like 5 minutes and a hundred brushes. but that's if you wanna get fancy, rooms and corridors are easy.

>> No.10367757

>>10367174
It's in Saltshaker.
https://gitlab.com/hdiscord-saltmines/hd-saltshaker

>> No.10367784
File: 174 KB, 640x360, aaaaa.gif [View same] [iqdb] [saucenao] [google]
10367784

Happy Halloween doombros

>> No.10367801

The latest dbp is pretty amazing.

>> No.10367803

>>10367757
Cheers, I was racking my brain trying to remember where I got it.

>> No.10367820
File: 1.12 MB, 1341x1920, 1604255316601.png [View same] [iqdb] [saucenao] [google]
10367820

>>10367784
Happy Halloween!

>> No.10367821

>>10367607
Mapping for Quake becomes easier the more three-dimensional you are thinking.
You want to have a tetrahedron just hover right in the middle of the room? Have fun doing that even in UDMF.
For Quake you just build it.
Verticality is done way easier if you can actually have room over room and such.
Obviously learning the tools is slightly harder than with the current Doom mapping tools, but well, it's 3D.
On the other hand, for example, you have no keys, so progression has to be tackled differently.

I personally did indeed remake one of my Doom maps for Quake and while I had to change the progression a bit, BUILDING the level went pretty smoothly because I could suddenly implement all the shit I wanted to do without either not being able to do it or do it in a very roundabout hacky way that could only approximate the original vision (like midtex tables).

>> No.10367953

>>10367801
Idk I liked Tempest Enterprise better

>> No.10367984
File: 222 KB, 800x690, cacobedsquint.jpg [View same] [iqdb] [saucenao] [google]
10367984

>>10367821
>you have no keys
huh? I mean, there's one less, sure, unless you're mapping for AD where you got like a dozen at least.

>> No.10367985

Where's Ad Mortem?

>> No.10368007

>>10367985
After Halloween :P

>> No.10368029

>>10367985
Later, im at work atm

>> No.10368042

>>10366335
It does look good actually. I think I will try it.

>> No.10368076
File: 1.23 MB, 1602x874, image.png [View same] [iqdb] [saucenao] [google]
10368076

>>10366335
>no stats
>no tags
>no TITLEPICs
>can't add notes to wads
Nope. Tags alone put DL above any launcher, folders will never be as flexible and convenient.

>> No.10368086
File: 493 KB, 1280x720, 202313194.png [View same] [iqdb] [saucenao] [google]
10368086

>>10367985
I'm having fun with the current release

>> No.10368247

>>10368076
Arrival's title makes me think of Marathon.

>> No.10368256

>>10367984
>one less
Doom has six keys, not 3.

>> No.10368297

Gonna play my usual Doom and Quake maps for Halloween.
The demons remember and fear this night.
I always come back.

>> No.10368320
File: 268 KB, 939x886, file.png [View same] [iqdb] [saucenao] [google]
10368320

happy halloween!

>> No.10368343

>>10368256
vanilla makes no distinction between skulls and cards, no?

>> No.10368345

>>10363532
you can use those tutorials and fight with your own maps

>> No.10368353

>>10368086
check the wall to the left for a suprise anon...

>> No.10368358

>>10368320
A fuckable medikit? I didn't expect HDoom to start replacing these too.

>> No.10368359

>>10366440
>>10366442
Will try, thanks anon

>> No.10368362
File: 142 KB, 1138x1478, 1546050601055.jpg [View same] [iqdb] [saucenao] [google]
10368362

>>10368353
What a beautiful dose, doc

>> No.10368405
File: 14 KB, 400x400, dude.jpg [View same] [iqdb] [saucenao] [google]
10368405

What would happen if it fell from very high above an enemy, say a zombie, would it wake up?

>> No.10368474
File: 977 KB, 1920x1080, 108714879_p0.png [View same] [iqdb] [saucenao] [google]
10368474

>> No.10368478
File: 1.31 MB, 4096x4096, F8HyF8mWEAAWEU8.jpg [View same] [iqdb] [saucenao] [google]
10368478

Dang ol', man...

>> No.10368498

Paratamized at the edge of my seat waiting for Ad Mortem to drop...

>> No.10368528

>>10368478
old man flynn

>> No.10368529

>>10368498
inb4 the gun sprites still are unfinished

>> No.10368563
File: 696 KB, 1366x768, Screenshot_Doom_20231031_201101.png [View same] [iqdb] [saucenao] [google]
10368563

>>10368498
I've just gone through my yearly tradition of playing the only four or five decent maps of Spooktober. I'm hoping Ad Mortem will replace it because as great as some of the levels are Spooktober is a steaming pile for the most part.

>> No.10368587

>>10368478
>Monster
>not Alamo
come on bro

>> No.10368595

Any of you know how to get Postal 2 running above 60fps?

>> No.10368635
File: 907 KB, 1366x768, spasm0011.png [View same] [iqdb] [saucenao] [google]
10368635

Nice level, very atmospheric. How the hell do you get the Widowmaker on the water tower though? All the secrets are easy apart from that one. There probably isn't enough ammo on this map to kill everything unless you're very accurate too, but maybe that's the point and you're supposed to treat it as a survival horror?

>> No.10368646
File: 143 KB, 850x1275, the spooky titties.jpg [View same] [iqdb] [saucenao] [google]
10368646

It's Halloween, how bout some Halloween DOOM
IP: 164.152.111.147
Pass: penis
Name: Booty Lickers Incorporated
Playing the recently released DBP62: Haunting Hallow. Some of you might've already played this recently, but uhhhhhhhhh video games. Who knows, if there's enough momentum, might switch to either CABIN, ZBloody Hell, or to one of the Quake Halloween Jams, but no promises.

>> No.10368656

>>10368635
Source?

>> No.10368659

>>10368656
Halloween Jam 2.
As with all holiday themed community projects, expect wildly varying quality.

>> No.10368681
File: 1.29 MB, 638x798, 1698113624409015.webm [View same] [iqdb] [saucenao] [google]
10368681

I hate the new Harmony because I like the original too much
Ammo hasn't been updated too so there's very little pistol ammo instead of it being infinite, and the enemies don't behave like they should

>> No.10368686

>>10367607
UDB does some things easier than Trenchbroom and vice versa. I think making interesting hallways and stairways is much, much harder in Trenchbroom.

>> No.10368696

http://lunaran.com/copper/download/
Copper 1.30 is out

>> No.10368697

>>10368696
Anything new? I mean, regardless it'd going to be overused and treated like the second coming, but maybe it'll be justified now?

>> No.10368698

>>10368697
- Nightmare revisited as a more unique gameplay mode with role-specific monster enhancement
- Knights, Fiends, Dogs, and Rotfish move and attack faster
- Vorepods pursue more maliciously than vanilla (... until the vore dies)
- Zombies eventually return to life even if gibbed with explosives
- Grunts, Ogres, and Shamblers can fire repeatedly in fast volleys
- Ogres have their Z-awareness bumped up and rarely play their long stun animation
- Enforcers have a higher ROF and rarely play their long stun animation
- Scrags move faster when strafing, and spit bigger, faster bolts
- Death knights fire bigger, faster projectiles in two different patterns
- Spawns wake up and take flight more promptly
- Max health is 100 :P

That's neat. I think I'll try it out.

>> No.10368705

>>10367375
>>10367390
still doing some reading, but so far i havent been able to get dgvoodoo2 to work. also, i tried to force it in my nvidia graphics card settings but it still maximizes to fullscreen

>> No.10368709
File: 1.70 MB, 1920x1080, 1672010968883242.png [View same] [iqdb] [saucenao] [google]
10368709

>>10368698
Wow this is actually pretty fun. This is just e1m3 btw.

>> No.10368713
File: 429 KB, 200x200, 1698107166234349.gif [View same] [iqdb] [saucenao] [google]
10368713

>>10367005

>> No.10368715

>>10368698
Feels more like the mod is trying to be a middle finger to players with some of these, but at least it's trying to stand out now, instead of some arrogant "fix" to Quake.
I'm still more of an Arcane Dimensions man, but I know that mod is a little controversial with some people too. I just like the expanded enemy roster, projectile shotguns and an actual super shotgun.

>> No.10368718

>>10368646
Closed for now. Was fun

>> No.10368727
File: 775 KB, 1920x1080, 1688585803605985.jpg [View same] [iqdb] [saucenao] [google]
10368727

>>10368698
Interesting. I'm curious how these changes will translate to the previous mods that used it.
>>10368715
>Feels more like the mod is trying to be a middle finger to players with some of these
Those all seem to be Nightmare exclusive. The mod's current Nightmare feels like a more relaxed version of what's in vanilla.

>> No.10368752

>>10356332
Wormwood 5 is out
https://www.doomworld.com/forum/topic/141190-wormvwood/

>> No.10368923

https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-new-update-phase-3-is-out/?page=3

Ok fags, Phase 3 is out. LET'S FUCKING GOOOOOOOO.

>> No.10368926

>>10368923
>>10356332
My bad, I need a smoke.

>> No.10368930
File: 482 KB, 1920x1080, Screenshot_Doom_20231031_205914.png [View same] [iqdb] [saucenao] [google]
10368930

>>10368923
Poop poop shadoop
Using GZDoom 4.1.0

>> No.10368931
File: 476 KB, 1920x1080, Screenshot_Doom_20231031_205919.png [View same] [iqdb] [saucenao] [google]
10368931

>>10368930
IT KEEPS HAPPENING

>> No.10368935 [DELETED] 

>>10368930
>>10368931
>4.1.0
Too old, GZDoom didn't support MBF21 at all until 4.7.0

>> No.10368940

>>10368923
cool, congrats on the release! and now the $1k question, Phase 4 or AM2?

>> No.10368941
File: 453 KB, 1440x1080, woof0000.png [View same] [iqdb] [saucenao] [google]
10368941

>>10368930
Same map on woof 12.0.0

>> No.10368946

>>10368941
which map is that?

>> No.10368949

>>10368946
15, the upside down section at the end. It's trying to find RSKY4 in GZD but the named lump does not exist

>> No.10368954
File: 492 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10368954

>>10368930
>>10368941
>>10368946
>>10368949
That map used a unique texture & sky transfer that might have been removed from the wad by mistake. This is what last year's version looked like.

>> No.10368957
File: 6 KB, 300x168, out of my fucking skull.jpg [View same] [iqdb] [saucenao] [google]
10368957

>>10368930
>>10368931
FUCK ME IN THE ASSHOLE
brb, wad doctoring

>> No.10368965
File: 23 KB, 1270x195, stuff.png [View same] [iqdb] [saucenao] [google]
10368965

>>10368923
map 26 should be using rsky2 (the green one)
map 19 still uses the old midi
there are some errors in gz console
map 32 also has no sky

>> No.10368968
File: 3.13 MB, 498x498, 69782.gif [View same] [iqdb] [saucenao] [google]
10368968

>>10368923
>MAP25: 'Steeple of Skeles' by Your mother

>> No.10368984

>>10368923
actually, map26 isn't the final version, this was the last update (includes midi for map19) >>10359257

>> No.10368985

>>10368940
> Phase 4 or AM2?
THANKFULLY No, it's over. but I still have to update the wad.

>>10368954
Well shit, that's really unfortunate... chopblock tweaked the textures quite a bit, but not sure for better or worse because I've noticed a similar texture bug like that on MAP10: Memorial Island's exit portal but it's fixed now. also some mid textures might look fucked up too. Please, if you see more of this weird shit just let me know so I can fix it.

>>10368931
It seems all the secret maps are missing a sky texture but it works fine on nugget/woof ports to me, I didn't test them on GZD however. perhaps a skytexture lump on UMAPINFO should fix that?

>> No.10368987

>>10368985
>chopblock tweaked the textures quite a bit
why

>> No.10368991

>>10368987
Because there were lots and lots of weird little problems with textures when I started actually taking a look at them. Stuff like some patches not actually being added to textures in spite of being in the patch tables, or some of the defined iwad textures for some reason not having any patch to reference somehow, meaning they didn't exist (thus they would crash DSDA).

>> No.10368996
File: 199 KB, 961x759, 1686805291917189.png [View same] [iqdb] [saucenao] [google]
10368996

>>10368923
That's strange, this texture was a lavafall during development, but seems to have converted back into the original texture. Was this because of the texture problems?

>> No.10369004

>>10368996
I'm on it, point me to which level.

>> No.10369005
File: 275 KB, 774x539, 1587353757192.png [View same] [iqdb] [saucenao] [google]
10369005

>>10368996
How the fuck
Chop, I swear to god if you don't get your shit together I'm turning the car around and nobody is getting DQ

>> No.10369012

>>10369004
MAP06

>> No.10369014

>>10356332
Wormwood V released
https://www.doomworld.com/forum/topic/141190-wormvwood/

>> No.10369025

>>10369012
Shows up as that in UDB, which means it's probably an error in the textures lump somewhere. Probably doesn't have its proper patches added in.

I'm going through the maps looking for missing textures and what not, almost done with that.

>> No.10369032
File: 85 KB, 643x712, fireblu guy.png [View same] [iqdb] [saucenao] [google]
10369032

>>10368923
map09 secretexits to map31 (finale) instead of map32

on map 26, the "fireblu" guy gets offset by 128 upwards, but looks fine in UDB. looks fine in map14 too, idk what's up.

>> No.10369040

Earlier today I went up to the bathroom mirror and said "Chopblock" 94 times while staring into the reflected candlelight, and now there are new graphics in Ad Mortem...?

>> No.10369049
File: 3 KB, 288x144, S H O O T.png [View same] [iqdb] [saucenao] [google]
10369049

>>10369032
>fireblu
right, it's defined twice in TEXTURES, with different sizes
go figure

>> No.10369174
File: 292 KB, 1064x769, slice and dice.png [View same] [iqdb] [saucenao] [google]
10369174

>>10369032
Smallest error so far. MAP17 referenced a whole bunch of textures which I think haven't existed in the resources since phase 1, most (but not all) were not even on visible surfaces, so mostly leftovers.

MAP23 has a whole bunch of linedefs occupying the same space and what not, but I think most of that is for vanilla mapping tricks (I think that one did some fake 3D stuff?), so I'm not going to touch that lest the nodebuilder wrecks it.

>>10369049
You joke, but most of updates I made to the weapons (and most which were already done for a time), are not added in this release. The sword for a quick replacement of the shit mace was submitted really late admittedly, but the bullet and shell weapons had fixed colors and animations/timing already done for a while.

I've never worked with DeHacked or anything, so it won't be up to me when those will be added, but I should have fixed the texture problems here quite soon.

>>10369040
Should be easy enough to fix.

>> No.10369203

>>10356332
>>10368923
A quick update to 1.5.3

Changelog:
>MAP19 and MAP26 Updated.
>MAP09's secret exit level fixed - changed to MAP32 instead of 31.
>MAP33 and MAP34's sky textures implemented.

I'm assuming that chop is working on them so i'll wait for him for the next update, now I'm going to sleep.. my headache is killing me.

>> No.10369207

>>10369203
Yeah, I've already done all those, as well as a bunch of little mapping errors which nobody pointed out before.
UDB's Map Analysis Mode (and Sound Propagation Mode), is useful as fuck.

>> No.10369432
File: 247 KB, 1917x1080, woof0068.png [View same] [iqdb] [saucenao] [google]
10369432

>>10356332
>>10368923
>>10368926
>>10369203
>>10369207
Ad Mortem v1.5.3 HOTFIXED:
https://mega.nz/file/K4ohTCKa#XnUD54D0VYOF37YB3JWlbIbuOG_3X7aJfwvP8Gcpaes

Hopefully unfucked textures for good. Did a whole bunch of other little fixes and tweaks in a bunch of levels. If yours had a problem, check it again in this version.

Weapons still need reimplementing.

>> No.10369458
File: 25 KB, 300x300, theride.jpg [View same] [iqdb] [saucenao] [google]
10369458

>>10369432
that's great and all but 1.5.3 fixes got rolled back.
map26 is again outdated and with a wrong sky, map19 with the old midi, map 32 missing sky. at least 09 secret exit and map15 sky seem in place.

>> No.10369482

So is there a real fixed version of ad mortem at this point?

>> No.10369483
File: 19 KB, 351x359, 1545688198320.jpg [View same] [iqdb] [saucenao] [google]
10369483

>>10369458
Oh dear

>> No.10369484

>>10369458
>map26 is again outdated and with a wrong sky
Point me to the latest update of it, I'm not Vaeros and I don't have the submissions.

>map19 with the old midi
Same.

>map 32 missing sky
What sky is supposed to go in that one?

>>10369482
Almost.

>> No.10369493

>>10369484
>Point me to the latest update
for maps 26 & 19: >>10359257
32 isn't mine, but in 5.1 it uses orange sky with mountains. seems to be a transfer that refers to it by "SKY3" though I'm not 100%

>> No.10369497

>>10369484
wait, it's 33 in phase 3, but used to be 32 in phase 2
but yeah it had nothing in umapinfo

>> No.10369507
File: 364 KB, 1024x576, Screenshot_Doom_20231101_063759.png [View same] [iqdb] [saucenao] [google]
10369507

>>10356332
>>10368923
>>10369432
>>10369458
>>10369484
>>10369493
>>10369497
Ok, try now.
https://mega.nz/file/blxDSB5A#0HQaZh0T1KyfmPpbo0a066hkyYaNBWBa6rqlYggcUVc

>> No.10369512

>>10369507
yup, seems fine

>> No.10369554

>>10369049
SHCOT

>> No.10369571
File: 22 KB, 639x258, gzdoom_P5odB8H8T7.png [View same] [iqdb] [saucenao] [google]
10369571

What the fuck am I missing?

>> No.10369572

>>10369571
are you playing with the master version of HD?

>> No.10369573

>>10369572
Right, I forgot you need the bleeding edge version

>> No.10369598

>>10369507
Crashes dsda-doom when entering map01. The reason appears to be map29's gl nodes that have a lump named GL_MAP01. Renaming it to GL_MAP29 fixes it, if they're necessary at all, I don't know what they do exactly.

>> No.10369624
File: 171 KB, 444x300, mecha-epstein.gif [View same] [iqdb] [saucenao] [google]
10369624

>> No.10369697

>>10369598
Oh, that's a bug I think I fixed a long time ago. Guess I'm fixing it again.

>> No.10369758

Can hexen and heretic textures be ripped as is from the wads and used for doom mapping?

>> No.10369764

>>10369758
Heretic and Hexen have different palettes, so they need to be converted.

>> No.10369774

>>10369758
Dude I'd bet money somebody's already made a heretic and hexen texture pack for Doom.

>> No.10369827

>>10369624
i'd play a schizo tc of Wolf 3D, any good one?

>> No.10369878
File: 10 KB, 512x512, duum.png [View same] [iqdb] [saucenao] [google]
10369878

I wish I had time to map.

>> No.10369916
File: 709 KB, 185x185, 1693151374562414.gif [View same] [iqdb] [saucenao] [google]
10369916

>>10369878
LITERALLY ME ffs
>Alright I'm gonna get shit done this weekend!
I fell asleep for 12 hours because my body needed it.
>Alright tomorrow I'll get shit done!
Obligations and errands I can't get out of.
>Alright the day after!
>Obligations and errands
Going crazy over here. Just work sleep and shit that I don't want to do but have to instead of doing shit I want to do.

>> No.10369972

Do you draft your maps on paper or something before starting to map for real?

>> No.10369979

>>10369972
Not for Doom mapping. It's easy enough to draw shapes in modern editors so I don't see a point in putting ideas to paper. I'll jot down ideas I can't properly visualize at the moment, but I won't draw layouts.

>> No.10369986
File: 500 KB, 1600x1900, before and after.jpg [View same] [iqdb] [saucenao] [google]
10369986

>>10369972
I do it sometimes. It usually ends up differently.
Sometimes I just draw a flowchart.

>> No.10370014

>>10369972
I don't.
I often don't even know what or where the second room is going to be until after I've finished the first room, combat and all.

>> No.10370026

>>10368923
If possible, MAP25 - Steeple of Skeles was intended to have the dark purple sky, but I can understand if it can't be changed at this point.

>> No.10370030

>>10370026
It should be easily done through UMAPINFO, I'm sure Vaeros will set it up when he comes back.

>> No.10370036

>>10370030
Righteous

>> No.10370069
File: 1.68 MB, 1500x1862, 1398867154928.png [View same] [iqdb] [saucenao] [google]
10370069

>>10368358
not really a new concept

>> No.10370072

>>10369458
Chop used the 1.5.2 to do this fix. All those issues are supposed to be fixed on 1.5.3

To make things less confusing, I think chop should PM me and provide me the changes before I do the official updates...

Also >old MAP19 midi
I've checked that out and it's the same exact one as the old one. this midi has different instruments or something?

>>10370026
I'll change that.

in a old version of the reconstructed textures for some reason I thought it had the orange sky, then I realized the old texture pack had all RSKYs with the 2048 ones instead of the default ones. Same goes with MAP26. that's why their skies are different. I was a bit confused.

>> No.10370079

>>10370072
You probably saw me posting a hotfix for crashes. I think the gl nodes can be safely deleted, but not sure.

>> No.10370112

>>10370079
What GLnodes do exactly, are they important or just junk data? other maps doesn't have them.

>> No.10370118

>>10370112
They do something for opengl rendering specifically, but they aren't necessary. Some nodebuilders produce them.

>> No.10370152

>>10368587
It's hell.

>> No.10370167

>>10370118
Is it something specific to gzdoom?

>> No.10370176

>>10370167
No, I think it's something out of older ports.

>> No.10370180
File: 71 KB, 700x2000, myself.jpg [View same] [iqdb] [saucenao] [google]
10370180

>>10369916
Literally me too. Currently struggling with fixing the apartment for bullshit reasons as I am too poor to get someone to do it for me.

>> No.10370276

>>10370069
WTF IS WRONG WITH HER FACE?

But yeah, HDoom is quite old at this point.

>> No.10370291

>>10370072
>this midi has different instruments
yeah like I said here >>10353594 it's all toilet sounds on real hardware: https://vocaroo.com/10kjIQGqwwbP
the song's still the same now but I tweaked some values

>> No.10370303

>>10370072
but speaking of midis, the readme still credits the God Machine track on map06 despite (correctly) using the different track. see here >>10360898
>('Shadow Breathers' (unused) - by James McMenamy - from War Wind)

>> No.10370321

>>10370112
glnodes are produced by zdbsp and glbsp instead of regular nodes (which is why the map was crashing in odamex or something?). gz makes its own nodes when a map doesn't have any, but glboom or dsda might fail without them, though I'm not sure about the specifics.

>> No.10370332

NEW THREAD
>>10370327
>>10370327
>>10370327

>> No.10370432
File: 92 KB, 704x1472, 1398876057386.jpg [View same] [iqdb] [saucenao] [google]
10370432

>>10370276
that's just how anime waifus look