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/vr/ - Retro Games


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10395242 No.10395242 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10381761

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.10395243
File: 31 KB, 298x403, any minute now.jpg [View same] [iqdb] [saucenao] [google]
10395243

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b

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

WAD BOORU (now with Doom in your browser)
http://clovr.xyz/wadsup/

=== 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 ===
[11-08] Plasma - anon's wip 16-map MBF21 wad >>10392195
https://files.catbox.moe/xwponr.wad

[11-07] Cultist Rage - anon's map for MetaDoom >>10386054
https://gofile.io/d/XB9p7G

[11-08] Voxels for software renderers (sample code by AJ Apted)
https://www.doomworld.com/forum/topic/141326/

[11-07] Decino doing user submissions (also 10x10 and DBP37)
https://www.youtube.com/watch?v=mNOKdrtZW2o

[11-06] Dario Casali doing a Half-Life commentary
https://www.youtube.com/watch?v=naWgflzwwTc

[11-06] GZDoom Universal Flexible HUD
https://www.youtube.com/watch?v=BIWhq5-Gxmk

[11-05] Toxicity - single-map release for Q2R
https://www.moddb.com/games/quake-2/addons/toxicity1

[11-03] Carmack & Romero planning a joint stream (Dec 10th)
https://twitter.com/romero/status/1720489883590939047

[11-03] Nazi Zombies Portable (CoD:WaW demake in Quake)
https://nzportable.neocities.org/landing/

[11-02] Yamagi Q2 - first alpha of Q2R fork released
https://github.com/yquake2/yquake2remaster/releases

[11-02] Harmony TC - made compatible with limit-removing ports
https://www.doomworld.com/forum/topic/141216/

[10-31] Ad Mortem Final Cut - released
https://www.doomworld.com/forum/topic/125461

[10-31] Wormwood V released
https://www.doomworld.com/forum/topic/141190

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

>> No.10395282
File: 122 KB, 1000x671, 1577245283875.jpg [View same] [iqdb] [saucenao] [google]
10395282

>> No.10395286

>>10395282
SHAKE IT CYBIE

>> No.10395343

>>10395282
thanks for reminding me I still need to play HFFM

>> No.10395534

Has anyone done colormap editing for doom 2?

>> No.10395537

>>10395534
Ad Mortem did

>> No.10395542

I'm gonna say something controversial
I like Perdition's Gate more than TNT: Evilution

>> No.10395547

>>10395534
I did it as a test, but it wasn't really anything practical.

>> No.10395549

>>10395286
CHA-CHING

>> No.10395562

>>10395542
I enjoy them both. And I neither's sequels are getting their last map done, because both projects have one slacking mapper.

>> No.10395609

Is there something about boom maps that can potentially break when playing with mbf21 mechanics? I read stuff about some slightly different beahvior of voodoo dolls on conveyors so maybe that?

>> No.10395634
File: 303 KB, 600x468, 1691017710417930.png [View same] [iqdb] [saucenao] [google]
10395634

>>10395343
>mfw still no HFFM wiki page
I would create it myself, but I barely have time to map these days, let alone write, proofread, and edit a wiki article.

>> No.10395692

>>10395609
You can't throw the things over several ledges anymore. Conveyors should be fine unless the line to scroll isn't divisible by 32.

>> No.10395773

>>10395692
>You can't throw the things over several ledges anymore
That's why I would like to play with mbf21 and not boom.

>> No.10395792

>>10395534
I have, why?.

>> No.10395832

>>10394948
This is weird, but I could see it working for a TC or wad where Doomguy is stuck in a crude simulation and everything he sees has a mild virtual reality effect to it. Then it would make a little sense for the shader to be applied to each texture instead of just the screen. That's a pretty specific use case though.

>> No.10395867

>>10395542
Not controvertial at all. Perdition's gate is a really great wad, for me it's the true TNT.

>> No.10395869

>>10395282
MMMMM I LIKE IT!

>> No.10395906

>>10395773
I mean, if pushed off the edge by a scroller, they will not be able to cross more than one drop. But that's a very niche situation.

>> No.10395909

>>10394948
how did you come up with this?

>> No.10395938

>>10395906
Oh yeah, confused it with monsters getting pushed off ledges.

>> No.10395998

>>10395609
512 lines has a map that breaks outside of complevel 9.

>> No.10396016

What are some recent maps to play with Hideous Destructor?

>> No.10396024
File: 933 KB, 1363x768, nugg0032.png [View same] [iqdb] [saucenao] [google]
10396024

Neat arena. I always love it when Doom just gives you a BFG and a silly amount of ammo for it.

>> No.10396118

>>10395534
I have unnecessarily extensive colormap knowledge. What are you trying to do?

>> No.10396148

>Making more dehacked for Ad Mortem
>Coding sword to replace the mace that repaces fist
>Sword turns into chaingun
>Ad Mortem shouldn't even have chaingun sprites anymore
Spooky.

>> No.10396172

>>10396148
>Ad Mortem shouldn't even have chaingun sprites anymore
So you completely replaced doom2.wad?

>> No.10396180

>>10396172
You could just replace the chain gun sprites...

>> No.10396219
File: 641 KB, 1920x1080, Screenshot_Doom_20231109_121655.png [View same] [iqdb] [saucenao] [google]
10396219

This is a fun, well designed wad (Godless Night), but the Supercharge gameplay mod is basically Brutal Doom for cowards who are too ashamed to admit they like Brutal Doom.

>> No.10396227

>>10396118
Nothing in particular yet. Just interested in some practical methods on how to actually do it.

>> No.10396250

>>10396219
What's wrong with the zombiemen?

>> No.10396254

>>10396172
No, but they should be replaced with tommy gun at this point.

>> No.10396275

DO NOT MAKE KOZYREV MIRROR IN DOOM
DO N0T MAKE KOZYREV M1RR0R IN DOOM
DO NOT MAKE KOZYREV MIRROR IN DOOM
DO NO1 MAKE K0ZYREV MIRROR IN D0OM
D0 NOT MAKE KOZYREV MIRROR IN DO0M

>> No.10396291

>>10396275
How would I even make one? Doom has no reflecting surfaces and I couldn't get in

>> No.10396298

>>10396227
Slade can generate colormaps for any palette using the same algorithm Id used. The majority of changes you'd want to do can be done with a normal image editor. For instance, if you wanted to make a blue map you could just export the starter colormap as a png, colorize it using whatever shade of blue you want (indexed to the doom palette preemptively to avoid conversion artifacts), then import it back with slade and convert it to a "raw" graphic so it's 8.5 kb. Once you understand how the engine actually uses them, stuff like colormaps and tinttabs are pretty intuitive to alter.

>> No.10396309

>>10396291
>and I couldn't get in
Couldn't you IDCLIP in?

>> No.10396327

>>10396219
I think it’s fine liking BD, and even moreso if you want a BD that’s differently balanced or arguably more balanced.

>> No.10396456
File: 45 KB, 1200x760, PPSh-41-2.jpg [View same] [iqdb] [saucenao] [google]
10396456

>>10396254
But the chaingun replacement is a PPSh

>> No.10396524
File: 382 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10396524

>> No.10396546
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10396546

>>10396524
>slaughter bad design
Slaughtersisters....

>> No.10396575
File: 1 KB, 124x28, image.png [View same] [iqdb] [saucenao] [google]
10396575

>>10396524
Based cloud.

>> No.10396587

>>10396219
how are supercharge and bd comparable?

>> No.10396601

>>10396219
You must be new to gameplay mods, if you think Supercharge and Brutal Doom are comparable. Even though SC af
dds reloading, it still keeps the balance as it should be and the gameplay still stays slightly vanilla-ish instead of going to CoD lite.

>> No.10396602

>>10396601
af dds = adds
I went full retard for a moment.

>> No.10396642
File: 140 KB, 742x768, IMG_4045.jpg [View same] [iqdb] [saucenao] [google]
10396642

Thoughts on Doom RPG enemies?

>> No.10396668

>>10396524
>imps almost based
Well, that's rude.

>> No.10396671

>>10396642
Would be nice to have a simple decorate mod with monsters recolored like that. And to have corresponding health and hardness of their attacks too

>> No.10396684

>>10396671
Colorful Doom?

>> No.10396735

>>10396671
There's Colorful Hell https://www.youtube.com/watch?v=fNP4phm5Erk

>> No.10396739

>>10396642
>cacolemon

>> No.10396740

>>10396219
but it's about reload cancels and slaughter maps instead of janky headshots and NuDoom 1v1s

>>10396684
>>10396735
I think colourful hell might have zscript? At least it prefers newest GZDoom. Either way the only reason to go for "simple decorate" other than a general dislike of chicken man is the off chance someone wants to run it in zandronum

>> No.10396742

>>10396740
Hell, running with DECORATE doesn't even guarantee Zandy compatibility.

>> No.10396772
File: 3.06 MB, 968x630, 2023-11-10 02-22-46.webm [View same] [iqdb] [saucenao] [google]
10396772

Day however many of trying to figure out what kind of numbers would work on this thing.

>> No.10396846

>>10396642
>these are my doom OCs.

>> No.10396945

>>10396772
Hey you're still at it! Good for you man.

>> No.10397273
File: 12 KB, 609x327, error.png [View same] [iqdb] [saucenao] [google]
10397273

Hey,
>>10383654 Shadow Warrior anon from last thread,
I'm gonna sound like a dumbass but I noticed Build wasn't using the SW textures/assets, and I tried to get it working with the right files but the 3D mode is broken now (pic rel). I think I need to extract something?
Mapster32 doesn't have this problem but I think it requires OpenGl 3.2 or higher (don't ask lol) so it runs really poorly on my machine. Thank you.

>> No.10397307
File: 499 KB, 1297x637, donut steel.png [View same] [iqdb] [saucenao] [google]
10397307

>>10396846
These are mine.
This was kinda fun to make, lol.

>> No.10397315

>>10397307
They look ready to be silhouetted against a composite of stock images and put through some photoshop filters.

>> No.10397318
File: 978 KB, 1400x1050, GMOTA_Intermission_4.png [View same] [iqdb] [saucenao] [google]
10397318

>>10397315
I still smile when I see this.

>> No.10397328
File: 786 KB, 1920x1080, wtfm8.png [View same] [iqdb] [saucenao] [google]
10397328

Has anyone played REKKR Sunken Land in a different source port? I tried Nugget and it won't load. I played it in Crispy but now my save file is corrupted in the most bizzarre way; the textures are all janky, pic rel

I just now remembered that Bathory stopped making black metal and pioneered a new genre called Viking Metal. I never got into it but I will listen to it while playing CUKKR

>> No.10397358

>>10397273
Seems like your running swbuild. There should be an exe called KEXTRACT.EXE in the"Shadow Warrior\build" directory. Place your sw.grp file here and run "kextract sw.grp *.map *.art *.dat *.kvx *.txt" from dosbox to get the dependancies. Remove sw.grp from there when your done. Run the build.exe from here and you should be able to browse the tiles. Let me know if its still fucked up.

>> No.10397368

>>10397328
Interesting. Never seen that sort of error before. Does it throw any error in nugget?
I tested it in dosbox, chocolate, and on a vm, as I don't have a real dos machine anymore. Also GZDoom obv, and a few others.

>> No.10397450

>>10397368
I am using REKKRSL.iwad as the iwad

The error only happened once so far. Maybe its one of those cases where a cosmic ray causes a bit-flip. I made the mistake of saving over the file so I can't explore the jank further

I am using DoomLauncher and I get the error Playpal not found when trying to load TEKKR or whatever with DSDA or Nugget. Prboom+um gives pnames error. Eternity works and is surprisingly comfy

I'm not too concerned since Crispy was my favorite port before Nugget came along. I like Nuggets 4x resolution (the 8x one doesn't give me a smooth framerate on my laptop) along with the other options like Doom64 vertical recoil. Can I open the iwad in slade and fix the errors?

>> No.10397475

>>10397450
I meant to say, i'm not too concerned since the error only happened once and otherwise runs on Crispy

>> No.10397537

>>10396024
This was a really magical moment for me on my run. Not a slaughter guy, but I've never known a map to capture the same sense of adrenaline and whimsy as this one did.

>> No.10397562

>>10394948
this fucking great kek, kudos mate

>> No.10397765

>>10394948
>Doom the Way CRT Did

>> No.10397798

>>10387018
https://steamdb.info/app/70/history/
it IS steam deck support
hoping they fix 3d audio and add vulkan
>inb4 expansions don't get updated

>> No.10397829

>>10397798
>expansions don't get updated
If it's an engine change, will they need to be? They all pull from the base Half-Life files.

>> No.10397929

>Quake expansions both make small modifications to the engine
>these get conveniently combined in GLQuake
>Half-Life expansions both make small modifications to the engine
>still causing issues for modders to this day
GABEEEEEEEEENNNNNNNNNNNNNNNNNNNN

>> No.10397960 [DELETED] 

>>10397450
>Eternity works and is surprisingly comfy
That's actually great to hear.
I am using REKKRSL.iwad as the iwad
Ah. Yeah, that works for GZDoom, but for anything else you should just use it as an ultimate doom pwad.
1.9
Tested it with nugget just now and it seems okay that way.

>> No.10397968

>>10397450
>Eternity works and is surprisingly comfy
That's actually great to hear.
>I am using REKKRSL.iwad as the iwad
Ah. Yeah, that works for GZDoom, but for anything else you should just use it as an ultimate doom pwad.
1.9
Tested it with nugget just now and it seems okay that way.

>> No.10398234
File: 3.40 MB, 2560x1440, Screenshot_Doom_20231110_111217.png [View same] [iqdb] [saucenao] [google]
10398234

More Golden Souls work, feels good to be working on a regular non-linear level again.
I have a video of this early new map in action here: https://twitter.com/Batandy_/status/1722233694549856442

>> No.10398262

>>10398234
>reflex sight with a star reticle
Cute.

>> No.10398263
File: 102 KB, 275x201, Colorfulplayers.png [View same] [iqdb] [saucenao] [google]
10398263

>>10396740
>>10396742

There's a zandro friendly version of Colourful Hell in the topic but its outdated

>> No.10398305

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

>> No.10398328
File: 228 KB, 1620x880, bigfuckingstaff.png [View same] [iqdb] [saucenao] [google]
10398328

Basically done with Ad Mortem's BFG, all I gotta do now is cut it up into frames and do sound.
Vaeros had wanted some kind of magic crystals for the Cell ammo, but I can't be fucked to figure out how to draw that and make it look not shit.
The crystals would maybe be fitted in assemblies or something which the Plasma would be able to hook up to and convert into electric power, while this staff here just draws from them magically, but that's bothersome to draw, the sprites can't be TOO big.

Anyone have any other ideas for the Cell ammo pickups?

>>10396148
>>Sword turns into chaingun
How?? Post the DecoHack code.

>>10396456
It's a fantasy gun which is like a blend between the Finnish Kp/31 designed by Aimo Lahti, and the Russian PPD-40 designed by Vasily Degtyaryov. Very 1st generation kind of subgun, full wooden rifle stock, expensive machined metal, big and bulky drum magazines. Just about indestructible though and runs like a top.

>> No.10398330

>>10398328
>How?? Post the DecoHack code.
I solved later, turned out I used an extra letter that didn't have a corresponding sprite, so it went somewhere weird.

>> No.10398336

>>10398328
>Anyone have any other ideas for the Cell ammo pickups?
Also, we can nab some from Realm667 and Doomworld thread had crystal clusters that would work, just need to find them.

>> No.10398346

>>10398336
I guess I could swing by there.

>> No.10398369
File: 288 B, 40x40, skull.png [View same] [iqdb] [saucenao] [google]
10398369

>>10398328
How do the projectiles look?
Since it's a skull maybe it could shoot skulls.
Something kind of like how this sketch (obviously this was done in like under 9 seconds in MSPaint).
And the pickups could be single skulls or sixpacks of skulls or something like that.

>> No.10398374
File: 214 KB, 640x612, ballfuzz04.gif [View same] [iqdb] [saucenao] [google]
10398374

>>10398369
Uh, like this, with a transparent trail made from the center of these frames. Not very interested in redoing the projectiles now, but you might like the end result anyway.
I would be wary about doing red skulls as ammo pickups, would not want them easily conflated with the Red Skull Key at a glance.

>> No.10398379
File: 2.18 MB, 1920x1080, k1m2.png [View same] [iqdb] [saucenao] [google]
10398379

>>10398328
>any other ideas for the Cell ammo pickups?
could just grab abstract jars and call them voodoo dust (aka goofer dust aka graveyard dust). or essential salts (from HPL).
as for plasma - magic, ain't gotta explain shit. uses electrical circuit to automate some pentagram-drawing ritual or whatever.

>> No.10398447

>>10398374
Should use a fractal image for the blast

>> No.10398539

>>10398374
Man this kind of stuff really does lend itself well to all kinds of crystals shit, or maybe something with blood or souls - I can't remember, does D64's Unmaker have ammo pickups?

>> No.10398542

>>10398539
No, it uses normal cells.

>> No.10398554

>>10398542
>No, it uses normal cells.
GAYYYY

What about making the ammo box look more "old-timey"? I am referring to what is shown in >>10398328 - the single pickups looks fine imo, maybe make it a bit browner to get that copper look, and make the box also browner, and maybe make it look like some kind of casket, you know, because of jewels and such.

>> No.10398563
File: 1 KB, 54x35, ammo.png [View same] [iqdb] [saucenao] [google]
10398563

>>10398328
You could use the yellow crystal sprites and combine them with those blue sphere things from Heretic, color them to red or green to match the green projectiles from the plasmagun. this is a lazy edit I made.

>> No.10398621
File: 76 KB, 909x987, cacopoyo.jpg [View same] [iqdb] [saucenao] [google]
10398621

>>10398234
Looking forward to GS3 more than any other games. Godspeed Batandy.

>> No.10398646

>>10398305
""""""""""""""""""sister"""""""""""""""""""""

>> No.10398678

>>10398379
Going with something like that, they can be some sort of alchemical battery containing liquid crystals. Reasonably speaking, translating mana to voltage and amperage is probably straightforward, energy is energy, right?
(I'm not formally educated in thermodynamics or alchemy)

>> No.10398735

>>10398328
>Anyone have any other ideas for the Cell ammo pickups?
Perhaps make them mysterious brown metal boxes with red runes drawn all over them, that way it'd be up for interpretation as to what's inside and how it's applied to the two weapons.

>> No.10398806

>>10398563
Well, I like this proposal better. It could be something like that or cylindrical. I really don’t mind if it’s too big or ‘logically accurate’. I want it to look visually appealing.

>> No.10398828

>>10397968
TY anon. I just tried it as a pwad in Nugget and I love it. Can I rig Steam to launch Rekkr in Nugget so that you can see that I actually played the game when I leave a positive review?

Also, I forgot to ask yeaterday, is there any way to run VREKKR in stuff besides gzdoom? Sigil works as E5 across most ports but vrekkr doesnt, probably because the Sigil exception was coded into the ports

>> No.10398934
File: 258 KB, 1228x985, DOOM.png [View same] [iqdb] [saucenao] [google]
10398934

guys is romero and carmack gonna come and mug me?

>> No.10398960

>>10398934
They don't earn money from selling copies of Doom anymore since they're not ID Software employees anymore.

You do have to watch out for Kevin Cloud though, he can kick your ass harder, he literally has Doomguy's hands.

>> No.10399040

>>10398828
>is there any way to run VREKKR in stuff besides gzdoom?
I don't remember if it has a umapinfo lump or not, and I can't check atm. You could always open it in Slade and rename the map lumps.

>> No.10399062

>>10398328
That thing is sexy. I’m gonna love the way it lights up.

>> No.10399067

>>10398234
>>10398621
So am I.
DEEPLY

>> No.10399106 [DELETED] 

Why is doomworld full of trannies

>> No.10399139

>>10397307
That snowball man looks ready for a V-Cinema

>> No.10399193

>>10396642
I like how MetaDoom adopted their names and gave them to different designs from the series and gameplay abilities to go along with it.
They are recolors, so I wonder if a fan remake of RPG thought of giving them more unique designs.
There was a gameplay mod posted on Inmost Dens that was inspired by the RPG series, with colored variations of enemies.

>> No.10399202 [DELETED] 

>>10399106
Quit trying to pitch for forum drama on every thread. It's all so tiresome.

>> No.10399208 [DELETED] 

>>10399202
Just report and ignore.

>> No.10399268 [DELETED] 

jannies lick my anus

>> No.10399303 [DELETED] 

>>10399268
this

>> No.10399376
File: 2.62 MB, 854x480, leskassos_doom.webm [View same] [iqdb] [saucenao] [google]
10399376

>>10395243
Dunno if references are news worthy, but Les Kassos had a Doom sequence in their latest episode. It's a French animated show containing parodies of characters from various properties. https://youtu.be/ZWw5w9g1cO4

>> No.10399430
File: 198 KB, 512x512, 1690220550781372.png [View same] [iqdb] [saucenao] [google]
10399430

how do I get good at making textures

>> No.10399712

Did any games between doom 2 and halo 1 adequately solve the problem of pre-rendered death animations that don't gib lacking impact with the 3d models compared to 2d sprites before they figured out ragdolling them was more satisfying?

>> No.10399816

>>10399712
>the problem of pre-rendered death animations that don't gib lacking impact with the 3d models compared to 2d sprites
Interesting take. Then again I find precise freelook aiming to feel more satisfying when it’s against 3D models as opposed to 2D ones.

>> No.10399821

>>10397273
Did you get swbuild working or are you still having issues anon?

>> No.10399890

>>10396024
I've just noticed the BFG looks like it has a tiny picture of some bare breasts on the center of the weapon that I haven't noticed until now and I can no longer unsee it.

>> No.10399907

>>10395243
Wolf3D TC version 3.1
https://forum.zdoom.org/viewtopic.php?p=1247334#p1247334

>> No.10400039

>>10399890
Not as bad as silver donut anus (that's usually hidden by statusbar).

>> No.10400041

>it's a "you don't have to tell me anything but you have to ssg all the barons" episode

>> No.10400083

>>10400041
Hell Revealed?

>> No.10400095

>>10396642
You know its weird, I had a dream a year ago where a lot of weird stuff happened. One thing I distinctly remember was playing vanilla Doom II and it was exactly the same except there was a green Demon enemy called Blue Eyes in the games file. And it was literally just a regular Pinky but a little faster and it had more health
And I remember complaining on 4chan that they added a third demon variant and I got like 20 (You)s all flaming me. I couldnt tell if they were being serious but apparently they liked the Blue Eyes enemy (even though its fucking green)

any way Ive played the Doom RPG before and it kind of blows. It was good for its time I guess, there werent many “quality” mobile games out back then

>> No.10400101

>>10399712
I never though of that, but I feel like any game that doesn't have a gib or ragdoll threshold for their death animations always feel unsatisfying. e.g. Timesplitters where the goofs just stand there in your way doing their animation no matter how many rockets hit them.
Maybe it's just an animation quality issue. Doom sprite death animations are great, oldschool Bl*zzard unit death animations viewed from 50 feet away are great, but mid 3D animations are unimmersive.

>> No.10400226 [DELETED] 
File: 51 KB, 1024x576, ICANTBELIEVEIT.jpg [View same] [iqdb] [saucenao] [google]
10400226

I bought all DOOM games in a bundle on steam after playing Wolfenstein on a browser dos emulator and liking it. Is there a mod I can put in the game folder to get rid of all that fag shit that plays in the intro?

>> No.10400252

>>10398234
I like how the series isn't always Mario focused, specially with the third one having a Resident Evil inspired setting.
Something about visting different worlds in a game and going from a basic list of what fits in a certain space (Green grassfields, desert, ice world etc in Mario) to an actual crossover.
Always something I'd love to make it work in my own stuff.
Because it seems barely done, specially if done well and not in a "parody" direction like Eat Lead Return of Matt Hazard.

>> No.10400268
File: 71 KB, 500x738, 1607382568617.jpg [View same] [iqdb] [saucenao] [google]
10400268

>>10400041
>its a Zip bomb

>> No.10400313
File: 133 KB, 631x474, asianguytorturechamber.png [View same] [iqdb] [saucenao] [google]
10400313

>>10397358
>>10399821
Looks like that did the trick. Thanks!

>> No.10400383

wad with poison damage that turns texture filtering on until you're cured

>> No.10400481
File: 140 KB, 573x415, punch lenny.jpg [View same] [iqdb] [saucenao] [google]
10400481

I used to build maps by here by posting a screenshot of a starting area and you guys telling me what to to build and then showing the immediate progress. For some reason in the past year of me posting nobody wants to do that anymore...

>> No.10400496

>>10400313
very noice

>> No.10400501
File: 525 KB, 1920x1080, ADMortem21.jpg [View same] [iqdb] [saucenao] [google]
10400501

>>10400101
>Doom sprite death animations are great
>mid 3D animations are unimmersive.
I can be immersed through both, but if it had to be one or the other shouldn't it be the opposite at least for most? Every Doom enemy dies the same way, every zombie/imp gib in the same pattern, and every corpse is facing the player at all times. I just like it and am I used to it
>>10400481
Whatever you're working on next, can I request the next room be similarly "circular" like E1M2's start?

>> No.10400503

>>10399712
I don't know when it's from but I like that one headshot animation in Counter-Strike where the enemy just flies backwards.

>> No.10400507

>>10400313
CONFUCIUS:
Yo nigga, get me outta this wack ass portrait prison

>> No.10400516

>>10397450
https://github.com/xemonix0/Cherry-Doom

>> No.10400520

>>10400481
>For some reason in the past year of me posting nobody wants to do that anymore...
There was a thread, like, last month where somebody did that. It wasn't here in retro FPS general, but it was still on /vr/.

>> No.10400602
File: 484 KB, 585x627, msedge_K13QeBPKQi.png [View same] [iqdb] [saucenao] [google]
10400602

Turok 3 delayed to November 30
https://twitter.com/NightdiveStudio/status/1723092444693078114

>> No.10400612

>>10400095
>green Demon enemy
>And it was literally just a regular Pinky but a little faster and it had more health
You're thinking of the megawad Eviternity and those are Nightmare Demons. It came out several years ago.

>> No.10400754

>>10400602
That one anon who said it will be a shitshow may have been right

>> No.10400827
File: 137 KB, 1024x768, 1668229468696849.jpg [View same] [iqdb] [saucenao] [google]
10400827

THERE IS A SIN SOURCE PORT

I REPEAT

THERE IS A SIN SOURCE PORT!!!!!!!!!

https://rohit.itch.io/dominatrix

FUCK NIGHTDIVE

>> No.10400872

>>10400754
The original game was a shit show.

>> No.10400891
File: 1.38 MB, 1920x620, 1695888929624426.png [View same] [iqdb] [saucenao] [google]
10400891

>>10395243
forgot to anchor SiN related news oops - there's a source port

>>10400827

>> No.10401002

>>10397358
Do you know the hotkey/combination in SWbuild to pan a texture, as in just move it around, not change the scale? I think it's different from Mapster32 because the same hotkey doesn't work. Thanks.

>> No.10401167

>>10401002
It should be Shift + Numpad to pan textures in swbuild, kinda confusing since it's Ctrl + Numpad in mapedit. Check out the "/docs/swbuild.txt" file for all the subtle changes between mapster and swbuild.

>> No.10401179

>>10401167
*Its Alt + Numpad to pan in mapster, not sure why the these controls vary between Build editors.

>> No.10401214

>>10400520
Yeah that was pretty cool. Dunno what this guy's going on about when I don't think I've noticed him trying it recently in here either, but correct me if I'm wrong.

>> No.10401235
File: 7 KB, 119x151, DOOMGUY .png [View same] [iqdb] [saucenao] [google]
10401235

>Oh, yes!

>> No.10401273
File: 312 KB, 839x1169, 1697891831351.jpg [View same] [iqdb] [saucenao] [google]
10401273

Today I learned John Carmack tried to rip off Megaman in the early 90s and that was the original Doom game. See attached proof evidence imagery. But Nintendo told him he couldn't release it. Carmack then only made minor changes and that is the Doom we have today. So if you ever wonder why Doom feels so much like the first Megaman game, well now you know

>> No.10401448
File: 8 KB, 111x142, 1681355793135938.png [View same] [iqdb] [saucenao] [google]
10401448

It's late. Past the middle of the night.
Time to play some DOOM, if you want to join in
IP: 164.152.111.147:10666
Password: penis
Name: Booty Lickers Incorporated
WAD: DBK01 - Dungeon Synths
https://www.doomworld.com/vb/thread/123189

>> No.10401482

What's the best Doom II level?

>> No.10401541

>>10401448
Tied off for now. Interesting theme, cool visuals, nice tunes, but damn the level design just felt messy as all hell. There's also a good amount that seems to be broken, like doors being invisible, switches not working, and the lava not filling in, but I dunno how much of it was because it's Zandronum or not.

>> No.10401587

>>10401273
Doom doesn't even have jumping, you shoop is crappy and your post is not funny.
I give you 2/10 for the effort.

>> No.10401610

>>10401273
10/10 post.

>> No.10401732

>>10400827
not open source, the github project has only the readme...
probably due to it originating from leaked material, but still..
running .exes made by random guys from the internet make me nervous..

>> No.10401824

>>10400827
fuck nightdive X2

>> No.10401839

>>10401482
Map05

>> No.10401849

>>10400827
>>10401824
the smell of undera/v/ge coming from this post

>> No.10401853

>>10401849
Also nightdive isn't porting SIN anymore, that is 3drealms territtory now, fuck friedrich and his phantom fury multiverse shit

>> No.10401862

doom but all of the enemies are kitty cats and all of the weapons launch balls of yarn and the "corpse" sprites are animations of them playing with it

>> No.10401972

>>10400268
Is mancubian candidate a zip bomb?

>> No.10401976
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10401976

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.10401983
File: 783 KB, 1680x804, asssssssssssss.png [View same] [iqdb] [saucenao] [google]
10401983

>>10401976
sup fags, pic from muh megawad map 20, progress so far, flesh & metal themed map.

>> No.10401991

>>10401983
Cool. I like the goatse at the start.

>> No.10401995
File: 609 KB, 719x721, 1688017320547807.png [View same] [iqdb] [saucenao] [google]
10401995

>>10400827
>>10400891
>THERE IS A SIN SOURCE PORT
what for? Played SiN gold like two years ago and from what I remember it played without a hitch on my windows 10 laptop

>> No.10402007

Question to the sumting /vr/y wong project manager:
What do I need to get started beyond the SW mapping kit you linked? I got shadow warrior classic on steam, is that fine for vanilla game assets to work with the editor and test maps?

>> No.10402127

>>10400827
I am cautiosly optimistic.

>> No.10402248
File: 745 KB, 2560x1440, jh5hlm.jpg [View same] [iqdb] [saucenao] [google]
10402248

>>10395242
I'm playing Blood Fresh Supply right now for my Steam Deck. It works fine enough for me. Doesn't look like it's been updated in years due to Atari being dickheads still, but anyone know if there's still glaring bugs in it?

>> No.10402254

>>10401273
You jest but ID did try to make a Mario Bros 3 port for PC and Nintendo said no.
https://vimeo.com/148909578
https://youtu.be/cj4HJkeQSg0

>> No.10402264

>>10400602
Gonna assume it's because of all those console ports, what a fucking list that's become and two of those are entirely pointless.

>>10400754
>That one anon who said it will be a shitshow may have been right
Well yeah, it's Turok 3

>> No.10402357
File: 38 KB, 624x501, brighting up some GMOTA stoners.jpg [View same] [iqdb] [saucenao] [google]
10402357

>>10401976
>been seeing really cool looking progress on the Slayer for GMOTA
>making me wanna play him when he's out
>all the enemy sprites are already PNGs
Sure, I'll work on lighting up some of these.
>>10401983
So good seeing the progress on this.
>>10402248
From what got posted the last few threads https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/

Nothing too "glaring" besides the spray can and voodoo doll.

>> No.10402376
File: 257 KB, 900x374, SpiritQuadShotguns01.jpg [View same] [iqdb] [saucenao] [google]
10402376

I'm about to play Doom for the first time. What are my options for something with mouse controls but not changing any of the game balance?

>> No.10402385

>>10401853
>that is 3drealms territory now
Bullshit, it never was. Nightdive (and nu-Atari nowadays, by proxy) owns SiN completely. They were the main developer of Reloaded and it was their call to put its development on hold for the foreseeable future as they just keep on taking new projects from other companies.

>> No.10402386

>>10402357
>Dark Idort

>> No.10402431

>>10402376
GZDoom is still good to go, make sure you use software rendering

>> No.10402441

>>10402376
I'd recommend Chocolate Doom, Crispy Doom, or Eternity Engine, as they are at least the first ones that come to mind when I want something true to the original, vanilla experience.

>> No.10402450

>>10402248
Bugs/inaccuracies:
>Cultists use the wrong hurt SFX
>Crushers don't do damage
>Jumping physics are different enough to cause sequence breaking
>Player POV is different
>Jumping out of water can be a bit glitchy in some maps (E2M1 for instance)
>TNT explosion damage can become stuck and persist after the explosion is finished
>Calebs voice lines can overlap (Easily can be done with locked doors)
>Collision works differently which can cause compatibility issues with custom maps
>The speakers playing the Mob of The Dead music overlap and becomes out of sync due to changes with 3D sound
>Shadows for the new voxels aren't transparent and look strange*

*Other ports do this too but the enhanced voxel pack isn't packaged with them

Might not be bugs since Nightdive likes to add back unused stuff:
>Electrocute frames for Gill Beasts and Gargoyle are used
>Stone Gargoyles/Cheogh no longer use the grayscale pallet meaning the blue hue of their laser eyes are now present
>The stomp attack of the Beasts was changed to work less strange

Remaster laziness:
>Hud is still in 4:3 with no enhancements for widescreen
>Sound is "muffled" due to being filtered
>Weapon wheel code is copied from Turok 2

A lot of these don't really break the game, but they do ruffle purist autism. I recommend either using Notblood or GDX

>> No.10402453

>>10402376
GZDoom if you want mods, but otherwise go for something like Nugget since it's basically vanilla only with QoL improvements and is limit removing so you can play more modern megawads while remaining mostly faithful to the original game.

>> No.10402454

>>10402376
just go brutal doom out the gate, it's better in every single respect

>> No.10402460

Where do I get the "classic" wads?

>> No.10402461
File: 65 KB, 507x384, Johan-Liebert-monster-30740196-507-384.jpg [View same] [iqdb] [saucenao] [google]
10402461

Which retro FPS has the best blood fx? Do you guys have any preferences for what blood looks like, e.g. pixelshit baked straight into the sprite, pixely particles, liquid squirty blood, etc.?

>> No.10402486

>>10402376
Base game has no vertical mouselook at all, you only turn horizontally, and a built in aim assist directs your shots upwards or downwards if there's a target above or below your centerline. Sounds clunky, but it works out pretty well, the original levels don't go very hard in verticality so it's rarely an issue.

Now, how the original .exe takes vertical mouse input is then not looking up or down, but by moving the player back and forth. This works surprisingly well for Wolfenstein 3D, makes you feel like greased blazkowicz, but for Doom it makes you feel like a greased up athlete riding a unicycle on a curvy highway coated in black ice.
General consensus, even amongst the most hardcore of purists, is that this is just not any good, and nobody goes back to that once they've tried playing Doom with the mouse relegated only for horizontal turning, which is pretty smooth.

Some ports allow full fledged free mouselook (with no aim assist), like later shooters, and while this isn't exactly traditional, in my opinion it's one of the advanced sourceport features which has less effect on the gameplay than some. Jumping and crouching for instance can easily break countless levels, but free aiming doesn't make a big difference very often (almost never in the original levels).

For other input, WASD + mouse is tried and true, and Doom is actually very smooth to play with a half decent gamepad or joystick. Some bizarre fucks even like combining mouselook with a gamepad's analog stick for moving, and I think someone gave Doom a run with an adapted Guitar Hero controller once, just to see what that was like.

>> No.10402494

>>10402460
The original post in this thread has some great resources for finding WADs. I like to swing by the cacowards every now and then, too.
https://www.doomworld.com/cacowards/

>> No.10402517

>>10402450
>>TNT explosion damage can become stuck and persist after the explosion is finished
Like the splash damage just sticks around? Reminds me of old nuclear bomb hypothetics, before people knew 100% what they were gonna do (nonody had built one yet), and one of the notions was that it would plain continue to explode and explode at the site of the blast for a longer period of time, until the fissile fuel eventually was consumed, after a few weeks. I guess imagine the Silo level in Goldeneye 007.

Turns out they actually just do one single, ridiculously big kaboom at once.

>> No.10402525

>>10402517
>Like the splash damage just sticks around?
The explosion itself is invisible but it can still damage you if you go within it's radius https://www.youtube.com/watch?v=Q8nr_1pSz_Q

>> No.10402537
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
10402537

what are appropriate tools for doom editing on ganoo linux? I use Debian
I've tried getting Ultimate Doom Builder to work, using both mono and wine, but it crashes when creating a new map. I've tried both r4071 and r4132. I use "Doom: Doom 2 (Doom format)" in settings and add doom2.wad to resources then press OK
with mono the error I get pertains to the renderer whereas with wine the error I get relates to fontconfig:
>Fontconfig error: failed reading config file: /etc/fonts/conf.d: (errno 21)
>Fontconfig error: failed reading config file: /usr/share/fontconfig/conf.avail: (errno 21)
>* Assertion at /vagrant/mono/mono/mini/local-propagation.c:561, condition `ins->opcode > MONO_CEE_LAST' not met
I might give Slade a try also. I'm hoping it supports gzdoom's various features

>> No.10402549

>>10402385
That is 3dRealms call now.
And Friedrich is a faggot, and one of the reasons of why Episodes is getting memoryholed

>> No.10402562
File: 557 KB, 2297x2193, badboy2.png [View same] [iqdb] [saucenao] [google]
10402562

>>10402460
>>10402494
Ahem, by "classic" WADs I meant the very first one ever made

>> No.10402568

>>10402537
UDB works for shit either way because the UI library it uses is very Windows-exclusive. SLADE functions okay for the most part, but you might have to compile it yourself if you care about a working TEXTURES editor. Last I checked it was broken in precompiled builds either from the Flatpak or the DRDTeam repo. Eureka also exists but I don't remember if it even has UDMF support in the first place.

>> No.10402589

>>10402454
This isn't /v/, what the fuck are you doing?

>> No.10402592

>>10402376
If you're going to go with GZDoom I'd recommend playing with Smooth Doom for smooth animations, https://www.doomworld.com/forum/topic/69451-smooth-doom-update-41420/

>> No.10402605

>>10402562
Well, here's Origwad, if you want the very first PWAD.
https://www.doomworld.com/idgames/levels/doom/m-o/origwad
It's very notable for being the first known PWAD, and for being done completely by hand without an editor, but it's just two rooms and a few enemies.

>> No.10402607

>>10402568
>you might have to compile it yourself
that's what I'm doing at the moment. figuring out which packages are necessary is a bit of a pain. libwxgtk3.2-dev is not it, libwxbase3.0-dev is too old and libwxbase3.2-1 is not a dev package. guess I have to built it from source too

>> No.10402616
File: 8 KB, 238x264, Screenshot from 2023-11-11 12-41-59.png [View same] [iqdb] [saucenao] [google]
10402616

>>10402607
These are all the wx packages I have installed, I'm not sure exactly how many of these would've been for SLADE or for something else but I definitely got SLADE compiled and working and I didn't have to compile anything wx-related.

>> No.10402625

>>10402568
these instructions, while old, also suggest building wxWidgets from source: https://slade-editor.fandom.com/wiki/Compilation
>>10402616
it wants version 3.2.2 though, not 3.0. are you using an older version of SLADE perhaps? here's what CMake has to say:
-- cotire 1.7.9 loaded.
-- wx-config used is: /usr/bin/wx-config
-- wxWidgets version is: 3.2.2
-- gtk version is: 3
CMake Error at /usr/share/cmake-3.25/Modules/FindPackageHandleStandardArgs.cmake:230 (message):
Could NOT find wxWidgets (missing: wxWidgets_LIBRARIES) (Required is at
least version "3.2.2")
Call Stack (most recent call first):
/usr/share/cmake-3.25/Modules/FindPackageHandleStandardArgs.cmake:600 (_FPHSA_FAILURE_MESSAGE)
/usr/share/cmake-3.25/Modules/FindwxWidgets.cmake:977 (find_package_handle_standard_args)
cmake/unix.cmake:75 (find_package)
src/CMakeLists.txt:42 (include)

>> No.10402638

>>10402625
I just pulled the latest commit and tried compiling now, CMake succeeded with the older version. The actual build failed though, it might be broken again? It happens sometimes. Checking out 3.2.4 and building that worked fine.

>> No.10402659

>>10402589
He baited you and you took the hook.

>> No.10402729

>>10402638
alright it doesn't seem like it's the wxWidgets version per se that is the issue. I built and installed wxWidgets 3.3.0 locally and cmake picks it up but still whines about wxWidgets_LIBRARIES

>> No.10402747

>>10402729
I think you're missing wxgtk-webview. Maybe wxgtk-media too.

>> No.10402756

>>10402638
WX_LIBS is std;aui;gl;stc;richtext;propgrid;webview
>>10402747
yeah I see src/CMakeLists.txt has some logic to deal with different wxWidgets versions, so the error message is kind of misleading. let's see if installing more wx packages fixes it..

>> No.10402770

>>10402747
installed libwxgtk-media3.2-1 worked. now it whines about SFML. let's see what installing libsfml-dev does

>> No.10402797

>>10402747
had to install lua5.4 and liblua5.4-dev also. now cmake is happy. I also had to tell it to use g++-10 manually since I have g++-6 installed

>> No.10402943

>>10402450
Assuming that you're coming from the perspective of a purist autist have you noticed that lighting enemies on fire works differently in Fresh Supply? I found that I had to shoot several flares at a bloated butcher to get them to light up in FS as opposed to when I replayed the game on GDX in which they lit up much quicker, which makes more sense considering they were spongy to the tommy gun

>> No.10403063
File: 173 KB, 2018x1152, slade.png [View same] [iqdb] [saucenao] [google]
10403063

it's working!
now I apparently need to set up a node builder and probably some other stuff. but I can run the map in game just fine

>> No.10403125

>>10395242
Where is Alien World Order's .GRP

>> No.10403176

>>10401995
>New features include:
>A new Linux port
>Better resolution support
>Controller Support
>Weapon radial menu
>Gamepad-friendly virtual keyboard
>Better menu/interface scaling
You can do widescreen and the UI won't be microscopic, that's about it

>> No.10403283

Decino is doing a live stream of sunlust right now.

>> No.10403292

is it possible to put a background image in SLADE? for example for drawing over the blueprint of a building

>> No.10403301

>>10403063
>but I can run the map in game just fine
you need to build nodes ahead of time for most ports, but IIRC gzdoom builds nodes on map start instead with its built-in node builder

>> No.10403314

>>10402549
>That is 3dRealms call now.
Again, it never was. 3DR is currently aren't even attached to Reloaded, at least for now. Nightdive are the ones who own the intellectual property and the ones porting it to the Kex Engine, therefore having full control over SiN. They were picking up stuff like Quake 2, Dark Forces and Rise of the Triad in favor of SiN because they can afford themselves to push it sideways due to aforementioned factors. Not to mention that they need to get System Shock 2's Enhanced Edition out of the door ASAP since it's a pre-order bonus for reboot. And there's obviously a nu-Atari undefined that would've also changed Nightdive's plans.

>> No.10403323

>>10402007
Sorry for the late reply, yeah sw classic has all the files required for mapping. If you want to use sw build refer to >>10397358 but I would recommend mapster.

>> No.10403383

>>10403283
Neat, thanks for the heads up.

>> No.10403638
File: 330 KB, 2048x1152, slopes.png [View same] [iqdb] [saucenao] [google]
10403638

slopes and portals in gzdoom are pretty neat. can't figure out how to have a slope down into the basement in my house without the thing rendering weird. it looks fine from inside but not from outside. most likely this is due to the different ceiling heights, which is necessary to get the wall and sloped roof of the house
>outside portal: floor=-100, ceiling=500
>inside portal: floor=-100, ceiling=0

>> No.10403673
File: 7 KB, 225x333, IMG_4338.png [View same] [iqdb] [saucenao] [google]
10403673

Chad.

>> No.10403705

>>10403638
it is of course possible to use ceilings to make up the roof of the house and use the skybox for the upper wall texture, but that won't look right when looking at the house from the side. alas

>> No.10403776
File: 110 KB, 400x204, pepe-gun.gif [View same] [iqdb] [saucenao] [google]
10403776

Why arent the mods in op up to date?

>> No.10403789
File: 17 KB, 115x167, dukedcyberknight.png [View same] [iqdb] [saucenao] [google]
10403789

>>10402943
I remember spray can flames wouldn't go through multiple enemies but I only played the initial FS release.
>>10403673

>> No.10403843

>>10402441
Eternity Engine devs, C'MON! You can take the time to go and build upon this sourceport, as well as adding better-implemented Shadow maps without the high reliance on Nvidia cards. Not only support for direct 3D, and Open GL, but also experimenting with Vulkan which is something Quake 1 and Quake 2 sourceports ought to be doing more of, along with more work on custom weapon models aka models for guns that aren't vanilla.
Cripsy Doom, on the other hand, is still fine, totally better than Chocolate Doom in more ways than one and the now abandoned Skulltag. Still waiting for Crispy Heretic & Crispy Hexen.

>> No.10403850

>>10403673
baronmatizer...

>> No.10403957

Oh you like FPS? *adds dodging and MMO abilities*

>> No.10403960

>>10403957
I like MMO abilities when used sparingly.

>> No.10403976

>10403957
>he thinks that all FPS must be substantially, if not highly similar to Doom 1, Doom 2, Heretic, Hexen, Marathon 1, Marathon 2, Marathon Infinity, Wolf 3D, Duke 3D, Shadow Warrior, and Blood in overall gameplay and options
Hi Dr. Dipshit. Also, even Doom 1 and Doom2 had stuff that wasn't hitscan,
>Imps throwing fireballs
>Barons and Hell Knights throwing green energy balls that fan also be avoided
>Cyberdemon literally shoots rockets

>> No.10403985

>>10403976
I think he's referring to the little short range dashes some games and mods add.

>> No.10404020
File: 104 KB, 720x540, 1595509668609.jpg [View same] [iqdb] [saucenao] [google]
10404020

Trying to make a doom map and I keep making basically hallways with door dividers. How do I keep myself from making a level too linear?

>> No.10404026

>>10404020
Linearity isn't necessarily a bad thing. Lots of Doom maps have linear progression. Try building a central area and make the player pass through it multiple times.

>> No.10404027
File: 24 KB, 750x779, 1688109660060407.png [View same] [iqdb] [saucenao] [google]
10404027

>>10400827
weird name but based

>> No.10404037

>>10403957
>adds dodging
Damn Unreal, ruining FPSs.

>> No.10404040

>>10404020
Just fucking do it
>Doom: hallway simulator
No enemies, just doors, until you reach the final door, then the game wnds

>> No.10404097

>>10403843
>Still waiting for Crispy Heretic & Crispy Hexen
Already a thing I think. Crispy Heretic for sure, and Crispy Strife.

>> No.10404102

>>10404020
Fill in the empty space between rooms, and make them raised areas accessible via stairs and shit.

>> No.10404105

>>10404037
You got me but also Unreal's dodging was crap anyway

>> No.10404117

>>10404020
add a hub area or two

>> No.10404443
File: 46 KB, 450x448, 16987298353.jpg [View same] [iqdb] [saucenao] [google]
10404443

>BLOW IT UP MY ASS

>> No.10404445

>>10404443
more like poop dickum lmao

>> No.10404541

>>10404105
Yeah, if anything it was the Skaarj that used the dodge more often and to greater effect than the player, unless you're counting the multiplayer and such. In the UT series, I think it was really fun to use in those situations where you catch each other in a corridor and enter a bit of a standoff.

>> No.10404596

>>10402376
Woof or Nugget it is. It's as vanilla as it can be with support for all wads excluding gzdoom ones, and nice (optional) qol improvements, so if you want you can still go full vanilla with 320x200 res, no interpolated movement and visplane overflow bug if you want. Nugget has more settings available including high resolutions, but otherwise they are the same port.

>>10402441
Crispy is outdated and replaced by Nugget and Woof. Choco is for full autism mode only, if you want Doom with absolutely as it was 93. Eternity is mostly for Heartland and for mappers only, but I wouldn't recommend it for anything else.

>> No.10404662

>>10404105
I turned it off. I wouldn't have if it were a separate button, but that double tap shit just had me flying off cliffs because I was so used to tapping for movement control in scenarios where I might fall.
>>10404541
The skaarj dodging made them super fun to fight imo.
Even in multiplayer I turned it off though and still did well, so I don't think it was too important to skill.
The best thing you can learn to do in UT99 is land flak grenades dead center.
That or translocator fuckery, but I always sucked at that.

>> No.10404820

>>10402376
Woof or nugget.

>> No.10404824

>>10402431
Gzdoom changes doom game balance by default quite drastically. Not recommended at all.

>> No.10404963

>>10401482
inmost dens

>> No.10405013

>>10404824
Not that much.

>> No.10405113

>>10404105
It’s a lot of fun learning to use it against skaarj and their tendency to lead attacks. There’s a 227 or similar minor gameplay mod that adds a dodge bind though.

>> No.10405119

Why did Nox have a tendency to crash Starstorm again? He's a fun character.

>> No.10405192

>>10404824
It does. Some key examples
>jump and crouch enabled and bound to to common keys
>no infinite height
>infinite hitscan range for sniping
>much more lenient collision physics that makes avoiding and running between monsters easier

And numerous other changes. The changes are so significant it's not even doom.

>> No.10405197

>>10405192
Meant for >>10405013

>> No.10405220

Is crouching overpowered for dodging in Doom?

>> No.10405249

>>10405192
>lenient collision physics
isn't it the other way around? vanilla Doom ignores collision across blockmap cells, so you can pass halfway into a mancubus or an arachnotron.
if you meant the bouncy walls and jittery/slidey impassable fences, then both can go straight into the trash, together with infinite height.
ultimately, even freelook doesn't matter much in vanilla levels. the biggest thing is jumping that totally breaks a few of the city maps.

>> No.10405261

>>10402943
On FS at launch it would take ages for the spray can to work properly with fat zombies, something about their weakness to fire is busted with it.
The spray can also doesn't work properly in Nblood, it would do significantly more damage to enemies after loading a save. https://github.com/nukeykt/NBlood/issues/451
This may have been fixed since this was documented back in 2021 but the issue is still open so

>> No.10405265

>>10405192
Is “Use Doom code for hitscan checks” still disabled by default? The melee boost provided through that can spoil people.

>> No.10405270

>>10405265
>spoil
oh no the feature works as intended

>> No.10405272
File: 19 KB, 120x90, 1000011083.png [View same] [iqdb] [saucenao] [google]
10405272

Should I play Decay: Singularity, or should I just wait for Decay: Solo Mission to come out?

>> No.10405278
File: 3.06 MB, 1280x720, 2023-11-12 13-26-05.webm [View same] [iqdb] [saucenao] [google]
10405278

>>10401976
It's Sunday, but I'm still trying to think of a BFG replacement that conforms to my vision of not delivering absurd damage to a single target.
This iteration delivers 31 projectile each twice as damaging as plasma projectile, for the cost of 20 cells. Which is consistent with SSG vs Shotgun I guess.

I may need better projectiles to make it seem less wimpy though.

>> No.10405281

>>10405220
For normal projectile stuff? Yea.
Fast projectile monsters? Balanced.
User made monsters on fast with projectile firing patterns that aren't 32 height in a straight line going under 30 speed? Necessary and sometimes not the right call when jumping would have evaded since the projectile was fired a little low.

I jump and crouch even on vanilla maps from 1990.

>> No.10405283

>>10400095
>dreaming about /vr/

Touch grass

>> No.10405285

>>10405272
playing Singularity first would probably let you appreciate Solo Mission's bigger changes more, since Singularity is basically the bare minimum to make Decay fully playable in SP while Solo Mission is a proper single-player remake

>> No.10405287

>>10405220
If you’re avoiding an attack you couldn’t avoid otherwise than maybe.
>>10405265
I legit didn’t know this was enabled. It made a world of difference when playing tyson starts on other ports.

>> No.10405353

>>10405278
it just looks like the projectile disappears?
how about just launching 31 sprites instead? or does the bog down the rendering too much?

>> No.10405362
File: 762 KB, 1920x800, 1682488235486508.webm [View same] [iqdb] [saucenao] [google]
10405362

>>10405283

>> No.10405365
File: 241 KB, 640x480, doom123.png [View same] [iqdb] [saucenao] [google]
10405365

>>10405353
It probably render fine, but I have a feeling such an arc coming from player looks weird.
I found a more suitable sub-projectile sprite that I think communicates what's going on better.

>> No.10405373

>>10405278
Like the other anon said, it looks like an airburst BFG.

>> No.10405383
File: 1 KB, 96x188, suit-flap.png [View same] [iqdb] [saucenao] [google]
10405383

>>10405283
>dreaming about /vr/
i member

>> No.10405385

>>10405373
It kinda is, yes.

>> No.10405398

>>10405261
It's been fixed https://github.com/nukeykt/NBlood/commit/f37bbf55eef6798f021a6f111eeca54fe532258a

>> No.10405452 [DELETED] 
File: 120 KB, 734x491, file.png [View same] [iqdb] [saucenao] [google]
10405452

>>10400827
>>10400891
>he/him
a tranny port, I'm out. not like sin needs a port anyway, it works great as it is.

>> No.10405459 [DELETED] 

>>10405452
The pronoun thing doesn't necessarily make the dev trans, but it absolutely makes them an obnoxious zoomer because those guys have had the whole pronoun thing drilled into their heads and they think it's important now.
I had to put mine in for my new job and it was fucking eye-rolling. Thankfully outside of HR nobody else there gives a shit about that stuff.

>> No.10405464

>>10405220
If you're playing vanilla Doom/wads then why the fuck are you crouching in the first place? Most maps aren't even designed around Doomguy jumping or crouching because he can't normally do those things.
But otherwise yeah whatever, go nuts. It'll probably make several demon attacks fly over your head and I'm betting it turns Cyberdemons into an incompetent joke, but if you're playing mods and stuff then what's the problem?

>> No.10405469

>>10405464
>Doomguy jumping or crouching because he can't normally do those things.
Normoids probably don't even know this because gzdoom is all they know.

>> No.10405475
File: 561 KB, 1380x920, 41065536_p0.jpg [View same] [iqdb] [saucenao] [google]
10405475

>Fucking love the detail and interactivity in build engine games
>But the shooting always feels like ass for some reason
In an ideal world, Doom is exactly the same in terms of gameplay and monsters but it has all the nice build engine map features.

>> No.10405493

>>10405475
The shooting only feels off to me with Shadow Warrior. Weirder still is what makes it “click” for me: Treating it like classic Doom and playing with aim assist. Now it may have my favorite “combat flow” of all the build bros even with Blood being my overall favorite.
>same in terms of gameplay and monsters but it has all the nice build engine map features.
That’s part of the appeal behind TCs like Ashes.

>> No.10405532
File: 303 KB, 1917x1080, nugg0031.png [View same] [iqdb] [saucenao] [google]
10405532

>>10395243
>>10392195
https://files.catbox.moe/qwz8a2.wad
I updated my wad. Every map should have difficulties now.
I made the room where you fight Barons on map 3 a little bigger too, I don't know what I could do with that space other than just remove it entirely and have the player encounter them later on. I also fixed the HOM when lowering the soulsphere secret on that map.

>> No.10405551
File: 3.06 MB, 968x720, 2023-11-12 16-50-45.webm [View same] [iqdb] [saucenao] [google]
10405551

Big sprites really do help a lot, tiny ones were a leftover from when it was firing constant stream from the central projectile.

>> No.10405557

>>10405551
The impacts seem rather weak.

>> No.10405562

>>10405557
It's meant to be more about hitting multiple enemies.

>> No.10405568

>>10405562
I mean in terms of feedback. You made the projectiles' sprites bigger, but the impacts seem wimpier now in comparison.

>> No.10405570

>>10405568
You think each shot should deal more damage?

>> No.10405572

>>10405570
I'm speaking purely from a visual standpoint.

>> No.10405578

>>10405570
He's not talking about that, he's talking about the visual impact. Your BFG rays just fizzle against monsters. Why not use the ray effect from the vanilla BFG?

>> No.10405580

>>10405572
>>10405578
It might be a good idea, I see how it works out.

>> No.10405634

>>10404596
>Crispy is outdated and replaced by Nugget and Woof.
You talk like you are stating facts when you are stating your opinion. Saying Crispy is out-dated due to it being a limit-removing port would imply it was outdated the very day it was created since Boom was created in 1999 or whatever and Crispy can't run Boom. I understand you don't appreciate limit-removing ports as a category but to call then out-dated is disingenuous.

>> No.10405673

>>10405634
I think the reasoning behind that post is that Woof and Nugget fill the same kind of niche that Crispy does in being a vanilla+ source port on modern hardware, but both of those go further in adding Boom compatibility and other additional features.

>> No.10405731

Has the retro fps trend finally lost steam?

>> No.10405774

>>10405731
Hopefully. I love the genre, but fuck me there are too many of them.
Besides, I might play the throwbacks once but I always go back to Quake and Doom. The newer attempts can never overthrow the kings.

>> No.10405784

>>10405731
No on cares. Doom is better than any other fps anyway.

>> No.10405795

>>10405634
No, this is not what I meant. Boom is not build on Crispy code (or rather mbf/Crispy-hybrid code), it is not made by same developer (Woof is, and Nugget is built upon Woof), it doesn't have same QoL settings, and it doesn't feel and look identical to Crispy. Boom, mbf, prBoom+ nor dsda never made Crispy outdated, because they are part of completely different code branch, they feel and look completely different. Crispy had lot of good stuff they didn't have such as pixel perfect low res wide screen, shotgun gibbing and such. Nugget has everything Crispy has, more and boom/mbf21 comp on top of it. Get on with the times.

>> No.10405906

>>10405731
the whole "boomer shooter" thing always felt off to me anyway

>> No.10405979
File: 1.33 MB, 560x620, justenoughquaffee.png [View same] [iqdb] [saucenao] [google]
10405979

>>10405532
I'll try to get it going through Nuggie here shortly.
>>10405731
>Has the retro fps trend finally lost steam?
Doubtful, I think it would have to lose GOG first :):):)

>> No.10405992

>>10405906
Dome are good, but the flood of them was too much for me. Especially the ones that wanted to be "like this, buuuut craaaazy!".
x on crack

>> No.10406072
File: 19 KB, 272x159, ABABYWTF..png [View same] [iqdb] [saucenao] [google]
10406072

>Load up REKKR assets into UDB to see how viable mapping for it is
>See this in textures
a lot more weird texutres in it than this, random paintings, sprites of frankenstein/dracula. Never completed REKKR so don't know if these are ever used but it sure looked funny in the editor

>> No.10406106

>>10403673
Woah, looks kinda like a sprite from metal slug/Castlevania, nice

>> No.10406150
File: 502 KB, 1363x768, nugg0051.png [View same] [iqdb] [saucenao] [google]
10406150

>Check out that decino video on Auger;Zenith
>It looks really fucking good
My wad backlog is so big, but I'm not passing this up.

>> No.10406167

>>10406072
Those are my kids. They aren't babies anymore.
They are used, but I doubt anyone has seen them in game without opening the maps in udb and finding them.

>> No.10406223

>>10405285
>SP remakes of Decay
Is functional bot AI that hard to make?

>> No.10406271

>>10405906
It becomes extremely obvious that it's all a big manufactured circlejerk when you look at the social media of these games' developers and their shills. Every interaction they have feels sterile, corporatized, and forced beyond the point of merely uncanny. There's also a whopping TWO publishers for this shit and their employees seem pretty cozy with each other.

>> No.10406278

>>10406223
Ask Romero

>> No.10406284

>>10405383
I'm still working on it.
I am positive to be finished before 94P.

>> No.10406352
File: 2.64 MB, 1920x1080, augzsweetcitylights.png [View same] [iqdb] [saucenao] [google]
10406352

>>10406150
>finally boarding the AZ train
the other DBPs vary from fun to great but this still sails above them for me

>> No.10406358

>>10406278
I'd rather ask Steve Polge.

>> No.10406376
File: 407 KB, 1920x1080, Безымянный.png [View same] [iqdb] [saucenao] [google]
10406376

>>10405532
MAP03-05 played on HMP.
Since you added custom weapon graphics you should add a fix to the SSG getting cutoff in one of its reloading frames in widescreen.
I think the red plasma shouldn't have splash damage because this mapset would really benefit from a panic gun for this mapset heavy on close encounters.

>3
Baron fight room still has awkward walls, reduce verticles on the walls to make collision better.

>31
Pic has an incorrect mid-texture.
The megasphere crushers are bullshit, I'd rather have damaging floor in that alcove.
The ending fight needs a megaarmor instead of a soulsphere in case of a face rocket, which is very likely due to horizontal autoaim.
The upper texture is missing on the sector that rises up to the final fight, it is a bit more noticeable with a full-screen hud.
Being unable to return to the rest of the map after reaching the end made me cry, but it's a secret map, so I guess whatever.

>4
The final fight shouldn't have those ledges across the walls that you can't walk on, I tried using them for circle strafing and it really confused me why I couldn't walk on them and took a lot of damage while trying to figure it out while fighting (You can use "change floor brightness to this brightness" to make only the lava bright). I think the fight could also use arachnotrons instead of mancs; the platforms are too small and far apart, and the arena is too small to dodge their patterns, while the arachnotron's patterns encourage speeding safely across the platforms.

>5
Two revenants are stuck in each other in the SSG trap.
There should be more cells for the first AV encounter, because I didn't use the pistol and ran out of cells when it was time to face him, it is however a very early encounter.
The lava shouldn't be 20% damaging, it damages you through the radiation suit.
When the lava drains, you get a bunch of enemies below a ledge that are very awkward to jump down to fight, you can get easily sandwiched between two revenants and die.

>> No.10406382
File: 347 KB, 1280x934, comf.jpg [View same] [iqdb] [saucenao] [google]
10406382

>>10406284
Very nice

>> No.10406389

>>10405551
it looks weird that the projectiles have autoaim after splitting. they should all head in the same direction as the main projectile imo

>> No.10406402
File: 164 KB, 672x476, litdoom.png [View same] [iqdb] [saucenao] [google]
10406402

holy SHIT i never noticed just how unclear and inconsistent the weak spot hitboxes are in bd.

>> No.10406420
File: 44 KB, 359x444, rage2.jpg [View same] [iqdb] [saucenao] [google]
10406420

Great, I just jumped ship from some retarded community project and I wanted to import & reuse the textures in my own project, but these fucking slav faggots actually SPLICED all the textures together in slade or something, so they don't actually exist as files. Now I have to retexture the entire map with different textures. FUUUUUUUUUUUUUCCCCCCCK

>> No.10406424

>>10406420
You can copypaste textures from one TEXTURE1 to another and it will copy patches between wads as well.

>> No.10406438

>>10406424
This is way too risky, it can potentially fuck up all my own maps in my megawad.

>> No.10406445

>>10406438
It shouldn't affect what you already have, Textures would be referenced by their names and patches would be added to the bottom.
I think it might be possible to export textures as patches in SLADE and at the very least it's possible to export them as PNG.

>> No.10406473

>>10406389
I want to replace BFG with something that damages the crowd but doesn't do absurd damage at point blank range. If it can't home vertically, it wouldn't do what I want.

>> No.10406485
File: 1.44 MB, 1599x858, Untitled.png [View same] [iqdb] [saucenao] [google]
10406485

>>10406072
Oh. You'll also need a configuration file.
https://www.mediafire.com/file/opmz43bes6yc7vy/rekkr_sl_cfg.zip/file
There's one for rekkr sl. It's for GZDoombuilder (bugfix). I never upgraded to UDB, so I don't know if it uses the same configuration format.

>> No.10406521

>>10406376
I appreciate you playing some more and giving feedback.
>I think the red plasma shouldn't have splash damage because this mapset would really benefit from a panic gun for this mapset heavy on close encounters.
You can technically get away with using the plasma at point blank by quickly burst firing it because there is no cooldown if there are no bars on the display, but I understand that's not very well telegraphed to the player. I like the plasma having splash damage because it lets you deal with an Archvile and the enemy he's resurrecting at the same time.
>Being unable to return to the rest of the map after reaching the end made me cry, but it's a secret map, so I guess whatever.
You can. You just drop off the ledge back to the beginning instead of hitting the exit switch.
>There should be more cells for the first AV encounter
The one that teleports behind you? You get a rocket launcher.

>> No.10406684

>>10406485
Thanks Revae, gonna try it

>> No.10406708

Do you play with the blockmap fix enabled?

>> No.10406712

>>10406445
I'm exporting the important textures as .png now, thanks mate.

>> No.10406720
File: 496 KB, 2560x1440, 55vqy1.jpg [View same] [iqdb] [saucenao] [google]
10406720

Chasm The Rift is awesome

>> No.10406723

>>10406720
didn't the npc's in this game inspire the ones in action doom?

>> No.10406774

>>10406521
I did notice the plasma gun cooldown animation can be skipped by tap-firing, but when in a panic it is hard to remember to do that and time it effectively, it also makes it less effective for close encounters panic situations, because you do less damage than if you had the original plasma rifle. I'd rather have the splash damage be reserved for the rocket launcher when I get the space to use it.
I ended up not using the plasma gun much.

I messed up with my feedback about MAP31's exit.

I got distracted by the teleported arch-vile in MAP05 and didn't notice the rocket launcher, perhaps release the arch-vile after picking up the rocket gun.

>> No.10406784
File: 26 KB, 500x525, Gabe invents steam.jpg [View same] [iqdb] [saucenao] [google]
10406784

>>10405979
beat me to it

>> No.10406792

>>10406708
No,even though it's a convenient option in Nugger.

>> No.10406807

>>10406792
why?

>> No.10406905

>>10406807
lol you just did the arch-vile death sound

>> No.10406919

>>10406807
I don't need it, I'm used to its quirks.

>> No.10406923

>>10395243
raze 1.8.1
https://forum.zdoom.org/viewtopic.php?t=78471

>> No.10406927
File: 3.09 MB, 1024x576, out.webm [View same] [iqdb] [saucenao] [google]
10406927

playing around with portals. made a very rough level of my apartment building, portals in the stairs. there's some rendering glitches for some reason, not sure why. software rendering on Debian in KDE on a ThinkPad T420

>> No.10406949

>>10406927
yeah, you see your own sprite when crossing a portal. it's the same on windows under hardware renderer.
dunno if there's a proper workaround for this. but if you're not planning on co-op support, I suppose you might as well replace it with a transparent one.

>> No.10406971

>>10406949
>replace it with a transparent one
interesting idea. I'll have to look into sprite editing next

>> No.10407064
File: 333 KB, 1024x768, sns09.png [View same] [iqdb] [saucenao] [google]
10407064

SUNDAY NIGHT SHITSHOW time!
Some Machete for this time with finaldoomer and malefactors.

Name: "[TSPG] Sunday Night Shitshow 09: Machete"
Password: "bigknifetime"

>> No.10407082
File: 763 KB, 1526x823, roof.png [View same] [iqdb] [saucenao] [google]
10407082

you can get to the house "sunken" like this in myhouse.wad? I don't remember that

>> No.10407098

>>10407082
oh waaaait, it's used with a sector portal to render the roof. clever. I also see the portal tricks work poorly in software rendering

>> No.10407129

>>10406223
I think bot AI might struggle with the co-op puzzles

>> No.10407315
File: 1.17 MB, 1366x768, ctsj2.png [View same] [iqdb] [saucenao] [google]
10407315

>> No.10407320
File: 1.14 MB, 1366x768, MacGyver_Goes_Lovecraft_Beta.png [View same] [iqdb] [saucenao] [google]
10407320

>>10407315

>> No.10407328

>>10407315
I can't parse this. is that supposed to be a carpet? why is it using the stained glass texture?
are those giant slippers next to the wall? why are there giant crates in a top floor executive office?

>> No.10407379

>>10407064
btw, final map isn't coop compatible, first door stays closed after opening once.

>> No.10407398
File: 794 KB, 1920x1080, Screenshot_Doom_20231113_035824.png [View same] [iqdb] [saucenao] [google]
10407398

BALLS

>> No.10407402
File: 1.31 MB, 1997x1125, IMG_4595.jpg [View same] [iqdb] [saucenao] [google]
10407402

Hey Doomguys how does this image make you feel??

>> No.10407404

>>10407402
Excited to play some Plutonia.

>> No.10407407
File: 198 KB, 1280x720, agitation exceeds dimensional proportions.png [View same] [iqdb] [saucenao] [google]
10407407

>>10407402
Excited to feel the agitation of all the bonermen

>> No.10407420
File: 20 KB, 474x206, HFIL.jpg [View same] [iqdb] [saucenao] [google]
10407420

>>10407398
>scorch marks on the graffiti wall

>> No.10407428

>>10407064
Wait did someone make final doomer zandy compatible?

>> No.10407442
File: 297 KB, 1024x768, sns09_nocheese.png [View same] [iqdb] [saucenao] [google]
10407442

>>10407064
>>10407398
GGs
>>10407379
goddammit i really should check more thread middle of session
>>10407428
yes, but its older version

>> No.10407443

>>10405192
The infinite height thing is perhaps the worst aged aspect of the game. Also GzDoom is still 95% Doom.

>> No.10407502

>>10405192
Obstacles also block projectiles.

>> No.10407503

>>10407443
Agree, it’s the single static feature that can completely disappear and everyone would be happy about it.

>> No.10407536

>>10407402
I gotta ask, which WADs have the most iconic “first level screen?” Like Hangar is pretty decent but Doom IIs E1M1 is way more vivid in my memory

>> No.10407545
File: 806 KB, 302x302, 1686487365760069.gif [View same] [iqdb] [saucenao] [google]
10407545

>> No.10407576
File: 831 KB, 1440x810, citizen abel 3 loungetrain.jpg [View same] [iqdb] [saucenao] [google]
10407576

>>10407315
still strogging through some Q2 gems myself
When I'm back at Q1 I want to resume Remobilize

>> No.10407678

>>10407328
The Shitseer logo on the crate is all you need to notice for everything else to make sense, really.

>> No.10407681

>>10407328
>are those giant slippers next to the wall?
They look more like overfilled litter boxes, presumably for a certain cat.

>> No.10407708

>>10407402
scurred

>> No.10407746
File: 1.81 MB, 1920x1080, shot015.png [View same] [iqdb] [saucenao] [google]
10407746

For those who didn't know. The Quake 2 community is working on a N64 jam

>> No.10407793

>>10404445
https://www.youtube.com/watch?v=47qCdsLlqUk

>> No.10407809

>>10407793
>come get shit
>not come shit some

>> No.10407838 [DELETED] 
File: 503 KB, 640x480, Nuts.jpg [View same] [iqdb] [saucenao] [google]
10407838

>>10407536
Dead Simple is very recognizable because its been copied so much.

Maybe Nuts. If you showed a Doom player the opening screen of Nuts I feel like they'd have a good chance of knowing what it is

>> No.10407859 [SPOILER] 
File: 112 KB, 1100x751, ....jpg [View same] [iqdb] [saucenao] [google]
10407859

>>10407793

>> No.10407883

>>10407838
It's too bad that gzdoom runs it at sub 1 fps

>> No.10407909

>watchin Life on my Planet for the dinos
>intro do episode 3
>goofy notdinos make the Doom zombieguy death noise repeatedly
kek

>> No.10407921

more like doomb, lmao

>> No.10407923

I got to be in the mood for doom to play it. Anybody else feel this way?

>> No.10407927

>>10407923
me too, doom is like sex with your old battered wife.

>> No.10408020

>>10407923
Nah I can fire her up and let loose whenever I feel the urge.

>> No.10408163

>>10407859
>that one scene from Caddyshack but it's Bill Murray fiddling with a Babe Ruth and the sounds of E2M3 and wall humping

>> No.10408329

Anyone used the Helion sourceport?

>> No.10408403

Capped 35 framerate and 320x200 is the best doom experience.

>> No.10408451

>>10395242
How do you enable cheats in Arcane Dimensions without the restrictions? For instance if I use notarget then I cannot pick up any items.

>> No.10408457

>>10396642
I want to see those sentinels or whatever from the sequel in the main series.

>> No.10408510

Whispers of Satan is a surprise gem megawad.

>> No.10408542

Duke Nukem 3D is just about a perfect game, but there's one thing which I wish was different, and that's the captured babes.

Is there any mod for like EDuke32 which lets you save them by teleporting them out of the level, then giving you credit for that at the end of the level, and I guess also spawning in the punishment monsters afterwards so you can get full kills too?
DN64 lets you save the girls, but I want it for the PC version.

>> No.10408548

>>10408510
Satan whispered to me that that .wad is pretty good.

>> No.10408549
File: 307 KB, 912x1200, IMG_4596.jpg [View same] [iqdb] [saucenao] [google]
10408549

>> No.10408574

>>10408542
There is a mod that lets you warp them out, and it rewards you with health by default (changable via a value in the .CON file), but it doesn't count them at the level tally.
Still, better than nothing. https://kidmarscat.itch.io/savebabes

>> No.10408591

>>10408574
https://youtu.be/7COl5uVjKEQ

>> No.10408595

>>10407420
nice

>> No.10408598

>>10396456
>twin-drum PPSh/PPS
I M A G I N E ! ! !

>> No.10408607
File: 4 KB, 252x260, caco.png [View same] [iqdb] [saucenao] [google]
10408607

>>10408549
>caco-chan does not like it when you look at her from behind

>> No.10408725
File: 1.11 MB, 902x1200, hissywitch.png [View same] [iqdb] [saucenao] [google]
10408725

>>10408549

>> No.10408731
File: 442 KB, 1200x1013, hissyguitar.jpg [View same] [iqdb] [saucenao] [google]
10408731

>>10408549
>>10408725

>> No.10408762

Could any problems arise from having an invisible and intangible object with incredibly high speed constantly calling A_Chase on the player?

>> No.10408786

>>10408549
Cute!

>> No.10408791

>>10408451
that's just a side effect of what "target" is in Quake and how AD uses it. it's not a deliberate restriction.

>> No.10408817

>>10408791
Fine

>> No.10408848
File: 40 KB, 778x394, 1699882872488.jpg [View same] [iqdb] [saucenao] [google]
10408848

i keep this thread bookmarked in case i wanna play some shit on the weekend, but almost never actually make an effort to do so
and when i wanna do so, i spend like 40 minutes setting up the port necessary for coop so i have proper keybinds, and then it's almost over

>> No.10408849

My autistic mind derives enjoyment even from the infamous blockmap bug because I can optimize my gameplay to play around and mitigate it.

>> No.10408856

>>10408848
>for coop
Just play single player and all your problems will be solved.

>> No.10408990

>>10408598
I think there was a shooter called Cryostasis which did that. Like it was a Papashaw, but it was loaded with a drum which was cut and spliced with another drum, can't recall what the gun was supposed to hold, game might not even have done reloading, but I recall enemies lugging those around. Might even have been one which had four drums welded together like that.

Realistically, I would suggest taping a pair of drums together for a fast reload. Would make it very front heavy, but it'd be really cool, and might actually work.

>> No.10408995

>>10408762
It would hover around player, but I think that's it. Might open doors and trigger lifts and teleports maybe?

>> No.10408997

>>10407746
fug this looks nice

>> No.10409003

>>10408995
I played around with a little bit, and it would mostly just spaz out around the map and seldom follow the player perfectly.

>> No.10409015
File: 145 KB, 251x288, concern.png [View same] [iqdb] [saucenao] [google]
10409015

is brutalrepository just fucking completely dead now, what`s happening?

>> No.10409113
File: 65 KB, 1280x720, 1586138270272.jpg [View same] [iqdb] [saucenao] [google]
10409113

>sick
>gamble on fart
>lose
>manage to actually hold on to it without soiling underwear

So, played any maps lately which you found surprisingly good, or surprisingly bad? Feel free to apply with Quake, Duke, or Half-Life replies.

>> No.10409124

>>10408762
No, but you can make the Icon of Sin's monster targets follow you to make the monster spawn aim the projectiles at you.

>> No.10409145

>>10409124
That's interesting. Does the spawning and telefragging still work?

>> No.10409148

>>10408997
Yeah, it's nice to see that they are using the arachnid

>> No.10409150

>>10409145
I haven't tested it, would be a fun dehacked experiment.

>> No.10409212
File: 2.12 MB, 1920x1080, shot013.png [View same] [iqdb] [saucenao] [google]
10409212

>>10408997
I really like how colorful the maps look

>> No.10409271
File: 13 KB, 503x110, Screenshot 2023-11-13 at 19-03-53 https __annoyedgrunt.github.io.png [View same] [iqdb] [saucenao] [google]
10409271

>>10407859
Wherelicious are the messagelicious stored in chuwads? I chomptemplate i can chewse a delectabit of satisnickers in theyum.

>> No.10409391
File: 1.22 MB, 1920x1080, 2320_20231113134151_1.png [View same] [iqdb] [saucenao] [google]
10409391

>>10395242
Id like to inform that quake 2 venus works on Q2R

>> No.10409401
File: 1.71 MB, 1920x1080, 2320_20231113122510_1.png [View same] [iqdb] [saucenao] [google]
10409401

>>10409391
same goes Citadel and Any Q2 map that uses Xatrix and Rogue entities out of the box though as paril said on discord
>if they use rogue/xatrix entities they might have some slight issues, since a few spawnflags got shuffled
>mainly on func_rotating/func_door_rotating and trigger_push

So, go nuts with it

>> No.10409431

>>10409212
Quake 2 needs a bit more color, helps break up the same old tech base look over and over, I find myself playing the N64 levels way more than vanilla in the remake

>> No.10409436

>>10407746
Great news!

>> No.10409454
File: 31 KB, 1056x129, snk.png [View same] [iqdb] [saucenao] [google]
10409454

>>10409271
pretty sure you gotta use dehacked to change messages (item pickups etc)
skill select graphics are just patches, not much to them. don't need anything other than slade

>> No.10409463

>>10406150
>>10406352
I'm not familiar with the doom community anywhere, but just out of curiosity, are the textures used in these DBPs available for other mappers to use? Would it be frowned upon to use them even with the proper credits?

>> No.10409474

>>10407746
It does look pretty swell. Good to know.

>> No.10409481
File: 252 KB, 1280x960, btsx_e1.png [View same] [iqdb] [saucenao] [google]
10409481

>>10409463
Usually, people won't object.
The only exceptions I can think of right now is the old texture set for The Darkening episodes, but those were released for use a buncha years ago. The other is the Back To Saturn X episodes, they don't want their unique texture sets to be used until they have finally released the third episode, which I hear is supposed to happen somewhat soon (maybe early 2024?)

Just check and see if the included text says anything. If the .wad is like 15 years old or whatever, I doubt that the author even cares still.

>> No.10409529

>>10409463
DBPs use stuff from other sources all the time, and their own crediting is pretty spotty (especially when it comes to midis). so I can't imagine you'd get in any trouble.
I think there was some drama about BTSX textures, and iirc ukiro won't post truecolor OTEX sources because "these are doom textures". so you get silly shit every once in a while, but considering all the commercial games stuff gets ripped from, personally I wouldn't give a fuck if I were you

>> No.10409552

>>10409463
in the Half-Life 1/2 modding community no one really cares unless you try to make money off of it. a mod I was part of had some of its animations lifted for some game on steam, which caused a minor controversy until the devs made their own replacement animations

>> No.10409563

>>10409463
They use textures from other wads themselves.

>> No.10409637
File: 2.44 MB, 1920x1080, Citizen Abel 4 bowling.png [View same] [iqdb] [saucenao] [google]
10409637

>>10409391
>>10409401
There might be something possible for the Citizen Abel titles as well: They all worked fine without their dll besides that one door in CA3 with a friendly marine behind it. The pistol in 4 operates exactly like the shotgun.
An enemy or two might be missing in Citadel. That mod also uses both types of brains to good effect, I think Q2R turns them all into beta brains.
>>10409431
Even if I believe there’s a good amount of color in the original campaign, I still agree with the 64 Q2 campaign being more colorful. It’s cool to see a set of maps coming out in its style.

>> No.10409658
File: 899 KB, 1920x1080, 2320_20230817162327_1.png [View same] [iqdb] [saucenao] [google]
10409658

>>10409637
CA3 when i tested it the cutscenes had errors mainly this one never triggered the ship

>> No.10409661

Is it just me or why for some paradoxical reason the mouse control feels much more responsive when the framerate is capped to the vanilla value of 35.

>> No.10409668

>Doom's Imp chittering is a slightly sped-up noise of a wailing cougar cub
>the sounds BoH\HK, Cacodemons and Pinkies\Spectres make when hit is a distorted scream of a baby grizzly bear
>the Mancubus wake-up an idle sounds are just slown-down pig squeals
Modfags, did you tried to make some dreadful custom sounds by sampling and distorting the noises this cutie makes yet?
https://www.youtube.com/watch?v=xQ49jtlz_3I

>> No.10409673

>>10409661
just you. unless your framerate never hits 60 normally, in which case it makes sense. also could be some driver setting like "max pre-rendered frames" misbehaving in the graphics driver.
could also be a second monitor thing. if I have some youtube video open on another monitor, the in-game framerate (in GZ) gets capped at 60 eventhough vid_fps shows 144, and it instantly gets more responsive as soon as the video is over (with the browser still open)

>> No.10409676

>>10407793
MY NAME IZ DUKI NUKI

>> No.10409685

>>10409668
https://www.youtube.com/watch?v=1eQuKcBgE-M

>> No.10409758

>>10409668
This is a chainsaw if I ever heard one.

>> No.10409804

>>10406708
I would like to, because it makes melee much more fun, but I gotta test by the complevel I map for.

>>10395634
Would they even allow it?

>> No.10409818

>>10396275
They seem like a bunch of new age bullshit, but in a fun way. Can you make continuous rounded mirror surfaces in GzDoom, or will it absolutely shit its pants trying to mirror a cylinder's insides?

>> No.10409848

>>10409658
I don’t think this scene triggered for me either, not through Yamagi, KMQ2, or Q2R, all without the dll. CA3 seems to have the most issues.

>> No.10409868

>>10407923
Quite opposite. Doom for me is the easiest game on any mood, on any point of day.

>> No.10409880
File: 1.19 MB, 1920x1080, 2320_20231113155538_1.png [View same] [iqdb] [saucenao] [google]
10409880

besides with the reshade preset i have on which volumetric fog works on Q2R as a good replacement for lazarus fog, Venus married well with it.

>> No.10409928

>>10409880
I’d like to see some good fog off/on comparisons. I usually have it off but I’m curious to how well it suits Venus’ dark mood.

>> No.10409946
File: 1.20 MB, 1920x1080, 2320_20231113161308_1.png [View same] [iqdb] [saucenao] [google]
10409946

>>10409928
not much
>before

>> No.10409947
File: 7 KB, 800x600, d6COHIG.png [View same] [iqdb] [saucenao] [google]
10409947

Apparently doom monsters' hit detection boxes are an X shape and I read from somewhere that it doesn't rotate with the monster and always stays in the same alignment. Doesn't that mean that it's optimal to always shoot at the monster from a diagonal because the corner-to-corner dimension is larger

>> No.10409965
File: 1.35 MB, 1920x1080, 2320_20231113161310_1.png [View same] [iqdb] [saucenao] [google]
10409965

>>10409946
>after

>> No.10409990

>>10407746
Oh wow! Now how long did it take to decompile the Quake 2 N64 port to be ported to PC or Mac?

>> No.10410010

>>10409990
the port was decompiled already because they have the source code for it.

>> No.10410041

>>10409947
Yes, they don't rotate but it matters more for their mobility, not aiming.
You'd only feel difference when shooting BFG at close range.

>> No.10410102

>>10410041
>You'd only feel difference when shooting BFG at close range
And SSG spread, and probably melee too

>> No.10410124

I really like the Naku-Naru 2 sounds.

>> No.10410148

>>10407793
Did the tanks always have a button on the back wtf who knew

>> No.10410198
File: 419 KB, 1920x1080, 20231105163758_1.jpg [View same] [iqdb] [saucenao] [google]
10410198

How do you do fellow Stroggs

>> No.10410213

>>10410198
>just a regular blaster grunt comin through with a chaingun and some hands, nothing to see here

>> No.10410234

>>10407923
I only can play a couple of maps per day and any more risks burning me out. I love Doom but I don't understand these guys who can just plough through megawad after megawad.

>> No.10410247

>>10408549
I actually like the caco colours in Eviternity more than vanilla. And the Lost Souls having half health. If I could go back in time and change one thing in Doom it'd be the Lost Soul health, because who thought that was a good idea? It's worse than infinite height.

>> No.10410251

>>10408848
I do this, but years ago made a Doom folder with various subfolders and a copy of ZDL so I can just immediately play whatever I feel like.
Multiplayer Doom is such a meme, but play single player.

>> No.10410284

>>10410247
>If I could go back in time and change one thing in Doom it'd be the Lost Soul health, because who thought that was a good idea? It's worse than infinite height.
Lost souls having 100 HP? Why do you find this so particularly offensive? A lot of mods do have their health reduced but I’m still curious.

>> No.10410291

>>10410284
Because they're the least fun demon to fight, plus Doom 2 gave us a Demon whose only job is to vomit them the moment it sees you.
They look like they should be weak, but for some reason they take a beating before dying and it feels wrong and unsatisfying too.

>> No.10410293

Is there a set of 3D first person weapons based on the weapons in Voxel Doom?

>> No.10410295

lost souls should have 20 hp and explode like a barrel if they bite you

>> No.10410298

>>10410291
my thoughts exactly

>> No.10410314

>>10410295
Lost Souls should have 80 HP.

>> No.10410324

>>10410314
only if 4 of them fuse together

>> No.10410349

>>10410291
>They look like they should be weak
That’s the biggest takeaway from the post. I probably have less fun when I have to single shotgun demons or a couple barons but lost souls “””feel””” like they have less health than they should.
All that said, Eviternity should have also given them a different sprite like Heartland did: I didn’t notice their health was reduced until I was halfway through.

>> No.10410361

>>10410324
actually that's a cool idea
lost souls that explode who can fuse together to make a bigger boom
steal my idea

Lost Soul = 20 HP, delayed barrel explosion upon bite
LS+1 = 50 HP, instant barrel explosion upon bite
LS+2 = 100 HP, instant barrel explosion upon bite + upon being shot to death
LS+3 = 200 HP, instant barrel explosion upon bite + upon being shot to death + it doesn't die when it bites so it can keep going if you tanked it + 50% explosion radius + splash damage immunity
FOUND SOUL = 1000 HP, same as LS+3, except the blast radius is +200%, and it spawns a pain elemental every time it explodes

play with fastmonsters for maximum fun

>> No.10410438

>>10410349
I always felt that way about Revenants and Archviles. The former is literally just a skeleton and the latter doesn't have much more meat on him than the boneheads.

>> No.10410512

Thanks to the anon who recommended OBZEN, had a good time overall with that and Yoru no Sei. Going to try out the Pvt. Stone mod now.

Any particularly difficult and obscure wads to try this with?

>> No.10410528
File: 153 KB, 800x600, 1698852211815162.jpg [View same] [iqdb] [saucenao] [google]
10410528

>>10409804
>Would they even allow it?
I don't see why not. The maps are referenced on the respective mappers' pages, and the project is included on the "/vr/ projects" info box thingy.

>> No.10410547
File: 416 KB, 474x746, TurokDoom TK3 Adon remake author is dead since 2021.png [View same] [iqdb] [saucenao] [google]
10410547

>>10395243
News on Turok 3 remaster
Dear players,

The team at Nightdive Studios would like to apologize for the recent confusion around the Turok 3: Shadow of Oblivion Remastered launch date. At the moment, Turok 3 is set to launch on all platforms on November 30, 2023, EXCEPT for Nintendo Europe and Australia, which is slated for a November 14, 2023 release. This was not the plan.

We have been working with the team at Nintendo of Europe to adjust the launch date so that our latest patch fixes were included, but unfortunately, our holiday schedules did not align. As a result, our European and Australian audiences will receive a version of the game with known bugs and missing quality-of-life improvements. These include:

>A crash that occurs if the player tries to access the Start menu while selecting their character in the introduction sequence.
>The functionality for "Invincibility," as well as two other cheats that are missing.
>Various bugs and QOL features that will be listed below in a separate post.

All of the issues listed above have already been addressed in a pre-existing patch that we were unable to deploy at the time of the European and Australian launch. Again, once Nintendo’s team moves the latest build through certification, the above issues and others will be remedied with this patch.

While the exact timing is unknown, we believe that our European and Australian Turok 3 players will receive this patch in mid-December. Meanwhile, all other platforms will receive the correct version of the game on November 30, 2023. See our post below for full details of what’s already been fixed.

Thank you for your support as we continue to resolve this ASAP.

Nightdive Studios Team

>> No.10410548

>>10410547
Turok 3 Patch Notes (will launch with the game on November 30th)

New Features:

>Updated laser dot placement on weapon(s) with a silencer.
>When selecting a new game or loading a game from the title menu and cheats have been used, a notification popup asks the player if they want to disable cheats.
>Cheats not obtained yet will display as “?????” in the Secrets menu.
>Save slots now show if that slot has cheats enabled.
>Missing cheats added: All Keys, Chapter Warps
>The Achievements Menu now shows a progress bar.
>Some Mummite enemies in "The Drain" and "The Dam" will now use their previously unused rolling attack.

>> No.10410556

>>10410548
Critical Fixes:

>The player can no longer exit out of the character select menu by pressing +

Fixes:

>The Napalm Cannon weapon will no longer auto-switch to a new weapon when firing the last shot.
>Limit players' view spring within the bottom and top of the player's collision.
>All the Cerebral Bore projectiles will attach to enemies' heads much more easily.
>The player can no longer trigger Danielle's exit warp in the level "Rooftop Journey" if the player is falling to their death.
>Dead enemies on top of platform objects will no longer trigger the platform
>The invincibility cheat now works correctly.
>A message is now displayed at the top of the screen in the Secrets menu if cheats have been enabled to indicate to the player that achievement progress is disabled.
>Mummite enemy shockwave attack can only damage the player.
>Inputs for skipping a cinema and the credits are now consistent.
>A line is now drawn under the titles in the credits.
>Items in the Inventory menu are now sorted.
>Fixes to the level data if the player loaded a save from a level that has since been modified.
>Enemies will now continue to move and target the player when the game is in the CAMERA VIEW state. (keeping with original game behavior)
>Players can no longer jump right away after loading the next level.
>Fixed Firestorm end shot SFX from playing when the game is in the CAMERA VIEW state.
>Fixed levels so players could not get out of bounds
>The Oblivion High Priest enemies in the level "Welcoming Committee" will no longer exit out of their shocked state when the player is nearby.
>PSG weapons no longer get bigger when Big Head mode is on.

>> No.10410638

>>10410124
The rocket launcher feels like it has a bigger splash range, but maybe I'm crazy. I keep hurting myself with it.

>> No.10410652

>>10410547
>>10410548
>>10410556
can you enable a preorder?, I can't buy it the 30th

>> No.10410691

https://www.youtube.com/watch?v=MtYF_9e2azE

>> No.10410697

>>10410102
Sort of. Melee functions ok in general, but fails to connect properly to very large hitboxes. The only way to really punch or saw a fatso is to jiggle left and right, whicg sort of makes the hits connect, but only sporadically.

I really wish there was a complevel which supported the improved blockmap.

>> No.10410709

>>10408848
SOME

>> No.10410741
File: 81 KB, 1280x720, IMG_4607.png [View same] [iqdb] [saucenao] [google]
10410741

Whats your favorite custom enemy? I like the Afrit (Efreeti?)

>> No.10410785

>>10410697
Don't all of the current "retro" ports have options to improve the hit detection? You could use an options lump for that.

>> No.10410810

>>10410741
Those guys are rad, but I looove the centaur variant of the Baron of Hell.

>> No.10410819

>>10410741
I like Ad Mortem's whole cast. They fill much-needed roles that were missing in Doom 2.

>> No.10410820 [SPOILER] 
File: 4 KB, 320x496, sp03boomlegs.png [View same] [iqdb] [saucenao] [google]
10410820

>>10410438
Aesthetically sure, though you could argue being "skeletons" they have some resistance to piercing/bullet stuff because they don't have meaty bodies to blast through. They're both absolutely perfect with their health gameplay-wise.
>>10410819
>>10410741
>funny
>adorable
>just a simple spritebash
>fun to pop
>great sounds
These guys could end my run and I'd still be happy they showed up

>> No.10410863
File: 1.19 MB, 1366x768, ctsj2.png [View same] [iqdb] [saucenao] [google]
10410863

>> No.10411006

>>10405283
I had a dream somewhat about /vr/, but moreso that I had a nightmare about my Ad Mortem map, and that when I finally played it, there were textures Z-fighting and clipping into the ground and half the switches didn't work anymore, and the monsters were shifted into the void outside of the map

>> No.10411025

>>10410652
>Preordering ever

>> No.10411028

>>10410547
I hope this thing isn't limited to 60fps like Turok 1 and 2 remaster

>> No.10411125
File: 1 KB, 250x140, Terminator.png [View same] [iqdb] [saucenao] [google]
10411125

>>10410741
Posting anything from Eriance would be cheating, so I'll go with this guy. That one beige cacodemon with a hole in its side is pretty good too.

>> No.10411167
File: 43 KB, 262x341, 1656027704651.jpg [View same] [iqdb] [saucenao] [google]
10411167

Playan some QC:DE if anyone wants in
IP: 164.152.111.147
Pass: penis
Name: Booty Lickers Incorporated

>> No.10411184
File: 60 KB, 620x787, bp.jpg [View same] [iqdb] [saucenao] [google]
10411184

>>10411167
benis :DDD

>> No.10411203

>>10410548
>Some Mummite enemies in "The Drain" and "The Dam" will now use their previously unused rolling attack.
The restored unused content is the most intriguing part of this remaster, as there's very little documented on it all despite there being leftovers to hell and back from the game being rushed out.
>Cheats not obtained yet will display as “?????” in the Secrets menu.
There are two cheats in the game that are impossible to unlock with placeholder ? icons (because the game was released unfinished of course) I imagine those will be filled in too

>> No.10411208

>>10409946
>>10409965
It’s more subtle than I expected and looks nice. I still might prefer it off for pure dark areas. I remember Venus crashing when loading one of the later maps but it was also an interesting experience.

>> No.10411494
File: 34 KB, 338x325, 1673890152928602.png [View same] [iqdb] [saucenao] [google]
10411494

>>10410148
When I first played Atomic Edition, way back when I was a little tyke, I did wonder for a moment if it was like the end level button and would explode, but never tried. I found out it actually worked about two years ago.

>> No.10411501

>>10411167
Tied off for now

>> No.10411769

monster_tarbaby
more like
monster_tardbaby

>> No.10411827

>>10396524
>Woof hell

>> No.10411840

>>10411769
It's amusing that many modern mods now change the editor name to monster_spawn, leaving every other mismatched enemy name unchanged (monster_wizard, monster_shalrath, etc.).
Perverse mentality.

>> No.10411907

>>10411827
More like woof heaven.

>> No.10411915

>>10411840
That's retarded. Tarbaby isn't even a slur.

>> No.10411918

>>10411915
>Tarbaby isn't even a slur.
It is in their mind.

>> No.10412012

>>10411840
the actual amusing part is that when it gets changed in qc, it starts causing problems when porting stuff (quoth uses a generic monster_spawn() function for every monster).
hell, I'm half sure the reason it's called a blob/tarbaby in qc was to avoid vagueness and make searching through the code easier. you know, for spawning things.
and vore is called shalrath for easier searching of unimplemented vore mechanics from Romero's original vision

>> No.10412047

>>10412012
What other mechanics did they have planned for it?

>> No.10412053
File: 742 KB, 1920x1200, LddghmEbH-sCIoZ3CTRAXw.png [View same] [iqdb] [saucenao] [google]
10412053

Trying this out on Hardcore mode and not really digging having my state of the art augmented pc agent lose to some shabby pistol wielding goons in mere seconds flat. Attempting to knock down a couple in close vicinity with old pepper spray tactic is always met with failure as enemys' ai has their reaction times practically nullified, which also funnily has them shoot you the instant you lean out of the corner and killing you with a likely headshot. Most sensible way to play is plainly avoiding everyone, be the groups or even lone patrols, as losing progress from a dull chance of slip will burn through any nerves. Saving on Hardcore is also restricted to designated checkpoints and with extra difficulty setting cost of hundred credits each, desu ex on uv-max.

Gonna fiddle with the difficulties for a more up to taste experience sometime later. Tweaked skill system with fresh ai patterns is an interesting novelty so i'm willing to give this mod another try, highest settings just make it unfairly punishing.

>> No.10412079
File: 881 KB, 800x450, It just needs a name.webm [View same] [iqdb] [saucenao] [google]
10412079

Oh good, we're back. Have a pistol I've been working on.

>> No.10412091
File: 50 KB, 680x402, 7000.jpg [View same] [iqdb] [saucenao] [google]
10412091

>>10412047
can't talk about it, or ______'s gonna break 4chan again and send another hit squad after me for revealing the truth

>> No.10412109

any good duke/sw maps?

>> No.10412268

>>10410652
>Preordering
>Preordering a remaster of a bad game
Anon can I have what you're smoking?

>> No.10412285

>>10410213
*buffed up blaster grunt

>> No.10412318

You know how Stronghold Edge of Chaos is the most popular example of Doom having a "base defense" sort of thing?
Like the closest to TF2's MVM?
I wonder if it's possible to make something like that but "mod compatible" where modded enemies would always be looking for a "target place" that you must defend.
Because when I thought of "Doom Horde Mode that is mod compatible", I can simulate that with Demon Counterstrike which lets me abuse randomization and features from some mods it works with.
And even pick a map like that Doom City one.

>> No.10412362

https://www.youtube.com/watch?v=VjFraPIQwrk
A reviewer who has access to a beta copy of the Turok 3 remaster has uploaded a video on it.
>You can't ride the walker mech, it's only there for decoration
>Areas have expanded geometry (Some lifted from prototypes like the tunnel he mentions)
>Expanded gibbing
>Updated textures and geometry
>Slight changes to cutscene animations
>Redone CD-quality OST (Isn't mentioned but you can hear it)
Looks like a disappointment unless you're nostalgic to the original.

>> No.10412379

>>10412362
So, the same as the previous games.
Also, it's a fucking beta, so the walker mech will be available in the final game

>> No.10412404
File: 1.42 MB, 1200x675, 1691839776140993.png [View same] [iqdb] [saucenao] [google]
10412404

>>10412379
>So, the same as the previous games.
IDK about that, I didn't care much for Turok (despite growing up with an N64) until the first remaster came out all those years ago and it finally made me want to check it out. Been a fan pretty much ever since and I very much am looking forward to playing Turok 3 once the remaster finally comes out.

>> No.10412483

>>10409401
>>10409637
I'm trying out Citadel with Q2R and it's pretty good with new ai, but it would've been better if the green gunners were replaced with the new gunner commanders

>> No.10412489
File: 87 KB, 233x204, 1530225222072.png [View same] [iqdb] [saucenao] [google]
10412489

>>10412362
>0:40
>"So let's go ahead and get started with the com-paar-ison..."
Fuckin' Australians bub lmao

>> No.10412498
File: 61 KB, 1024x619, 1629548275496.jpg [View same] [iqdb] [saucenao] [google]
10412498

What's the best Doom launcher for Steam Deck?

ZDL stopped working again for some random reason. An update probably moved a file that ZDL needs and I'm tired of fixing this shit every 6ish months.

>> No.10412527

>>10412498
https://github.com/luxtorpeda-dev/luxtorpeda

>> No.10412548

>>10412079
Nice and chunky, makes me think of Treasure Tech.

>> No.10412553

>>10412079
Take your time but also gimme. Release when?
>>10412404
That’s kind of how I felt about Powerslave: I never got into it much but I really like they package they made for it. I had the first two Turoks on 64 when I was younger but never beat them properly. I only managed to have myself finish Turok 1, I wasn’t a big fan.
>>10412483
Are Citadel’s purple guards and gunners replaced with anything? It’ll probably be liking running the 25th Unit through Q2R: You’ll only miss out on the new enemies both mods provide with nothing in their place.
I think that can be an issue with progression if any of those new enemies were made to drop a key, but I think if that happens you can just add the key through the console.

>> No.10412587

>>10412553
So far no replacements. The only thing is that ripper guards have blue armor

>> No.10412598

>>10412527
Looks a bit fiddly but I'll check it out.
Getting ZDL to work the first time was enough of a pain in the ass so I'll survive.

>> No.10412605 [DELETED] 
File: 338 KB, 963x1365, F-56hLcbgAAX2rl.jpg [View same] [iqdb] [saucenao] [google]
10412605

The bun deserves all of the treats

>> No.10412608 [DELETED] 

>>10412605
Wrong thread?

>> No.10412628

>>10411769
There was a magazine that was talking about Quake pre-release, and it mentioned that spawns were going to be climbing around on walls and ceilings. The tarbaby.mdl from qtest also has a bunch of extra frames for things like melee animations and contorting its body. I think its role as a spastic suicide bomber was something salvaged and cobbled together at the last minute from what would be an otherwise unused enemy.

>> No.10412654

>>10412628
>something salvaged and cobbled together at the last minute
This is the whole of quake.

>> No.10412751

>>10410741
I love Ad Mortem's Gargoyles

>> No.10413464
File: 1.68 MB, 2560x1440, capt0000.png [View same] [iqdb] [saucenao] [google]
10413464

Sum Ting /vr/y Wong is now "officially" underway, here's the version 1 dev kit. https://files.catbox.moe/1m7gbs.zip
This will be added to the Shadow Warrior Mapping Kit archive page as well once the link expires.
https://archive.org/details/shadow-warrior-mapping-kit
Expect more assets over time, I won't overwrite or change tilenums of existing art files.

Anything goes, so get creative with your maps theme. The only rule is don't use TROR or any eduke32 specific feature in mapster. I know it's tempting but it crashes Build GDX and probably Raze. Use standard "stacked" ROR.

Texture submissions are encouraged, post them in the thread as .PNG or .ART (make sure its sw palette for arts) on catbox or any other file host.

Looking forward to seeing what you guys make, have fun and ask questions if you get stuck.

>>10395243
Please put this in current projects bread baker.

>> No.10413632

>>10413464
B A N Z A I
A
N
Z
A
I

>> No.10413662

Is there a better way to get textures than to just steal them directly from other people's maps that are already in the theme you want

>> No.10413668

>>10413662
It's probably better to get them from texture packs.

>> No.10413732
File: 58 KB, 636x478, save.jpg [View same] [iqdb] [saucenao] [google]
10413732

>>10413662
If there's a wad or map with particular textures I like then it gets exported from slade and shoved in my project. Credited of course.

>> No.10413740

>>10412553
>Take your time but also gimme. Release when?
I'm not sure. I originally wanted to get it out in 2023 but as you can see, I'm nowhere near close to release. So I'm just going to keep my mouth shut on release dates for now.

>> No.10413846

>>10413662
ai

>> No.10413935
File: 1.46 MB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]
10413935

>> No.10413939
File: 1.09 MB, 1366x768, spasm0012.png [View same] [iqdb] [saucenao] [google]
10413939

>>10413935

>> No.10414073

>>10413939
Monkey people?

>> No.10414101 [DELETED] 

why cannot shamber zap its non-gibbed allies back to life?

>> No.10414110

>>10413935
Whenever I think about mapping for Quake, shit like this makes my penis feel so fukken small

>> No.10414129

>>10414101
Drake mod's Shamvile can.

>> No.10414158

Is there a well-made disco-themed DOOM wad

>> No.10414160

>>10414158
HFFM

>> No.10414340
File: 1.35 MB, 498x280, 1646539743174.gif [View same] [iqdb] [saucenao] [google]
10414340

Playing some DOOM, if anyone wants to join in
IP: 164.152.111.147
Pass: penis
Name: Booty Lickers Incorporated
WAD: Tangerine Nightmare
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/tn

>> No.10414497

>>10413935
Coppertone Summerjam 2 had lot of cool maps.

>> No.10414515

wtf happened to tremor?

>> No.10414548

Is gl_overbright still incompatible with detail textures in xash3d?

>> No.10414709

>>10414340
And tied off. Liked most of the wad, especially the visuals, but the final two maps were a bit too much. Would probably be good for a big Halloween playthrough, since it's definitely the more hell-ish side of being orange.

GGs again to those that showed up. Probably wouldn't have made it through the sloggier bits otherwise.

>> No.10414757

How much of World Tour's install data do I actually need to keep for it to work in eduke/raze? I know it's just 1GB, but if I can get away with less then that'd be good. So far I've found that it doesn't like working with just the Duke3D.GRP.

>> No.10414762

>>10410547
I'm not really familiar with the PAL region, what's stopping them from patching the game?

>> No.10414870

>>10414762
>what's stopping them from patching the game?
Nintendo.

>> No.10414936

>>10414762
Nintendo certification is a well known bitch.

>> No.10415224

>>10414757
it depends on the source port you're using

if you're on Raze you could try this
https://forum.zdoom.org/viewtopic.php?t=71989

>> No.10415618

>>10414762
Despite how much shovelware gets put on the Sony and Nintendo stores, the games still have to be tested if they don't crash.

If they crash, they fail certification. Turok 3 failed Sony's certification, which is why it was delayed. Nintendo of Europe was somehow not aware of this delay and released the game without the day 1 patch, meaning the 1.0 release on November 30th will have to go through their certification once it's done and ready, which can take a bit.

TL;DR A small fuckup on the PS4/5 version caused everything to become disorganized within development and studios.

>> No.10415690

why the shambler's electric attack sounds like a dead body hitting in the ground?

>> No.10415726

>>10415690
It's a mystery.

>> No.10415807

>>10414515
Still in the making, I presume.

>> No.10416032

an arch vile, but instead of flames, he casts "/slap doomguy" 8 times per attack animation
think about how you sometimes get juggled into the air by multiple arch viles when you have invuln — doesn't hurt, but it's really disruptive and can get you into trouble
it's like that, but condensed into one arch vile, and that's all he does, he just slaps your shit
is this a good enemy

>> No.10416112

>>10416032
like a hitscan but harmless iron lich?

>> No.10416251
File: 558 KB, 2560x1440, 1696357409879727.png [View same] [iqdb] [saucenao] [google]
10416251

is it just slaughterslop from this level on?

>> No.10416254

wasn't there a cartoon show that referenced quake 3 but the guys had generic machine guns in it?

>> No.10416320

NEW THREAD
>>10416315
>>10416315
>>10416315