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/vr/ - Retro Games


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10523442 No.10523442 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10515628

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/"doom thread"/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/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10523446

You let the thread die

>> No.10523448
File: 2.78 MB, 3508x2480, 1373632751.png [View same] [iqdb] [saucenao] [google]
10523448

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

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

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

VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[12-17] DoomGPT, an AI-directed Doom II project - released
https://www.doomworld.com/forum/topic/133843

[12-14] Nugget 2.3.0 Released
https://github.com/MrAlaux/Nugget-Doom/releases/

[12-12] Colourful Hell v1.01
https://forum.zdoom.org/viewtopic.php?p=1248275#p1248275

[12-12] Sigil 2 in Unity Doom, QDoom in KexQuake
https://twitter.com/bethesda/status/1734622708074524944

[12-11] Woof 12.0.1 (Sigil 2 fixes)
https://github.com/fabiangreffrath/woof/releases/

[12-10] Doom turns 30!

[12-10] Cacowards 2023
https://www.doomworld.com/cacowards/2023/

[12-10] Sigil II released
https://romero.com/sigil

[12-10] Romero + Carmack stream
https://www.twitch.tv/videos/2000693432

[12-10] Maximal Doom: 1994 WAD compilation
https://www.doomworld.com/forum/topic/142041

[12-10] Quake 2 CTF tournament
https://q2ctf.eu/tournament/sunday-big-game-vol-14

[12-10] 30 Years with Doom: Russian Doom community megawad
https://www.doomworld.com/forum/topic/142029

[12-09] Eviternity II released
https://www.doomworld.com/forum/topic/142015

[12-08] Polish Community Project - in beta
https://www.doomworld.com/forum/topic/141953

[12-08] Lesser-known Duke games re-released on Evercade
https://evercade.co.uk/dukenukem/

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

>> No.10523452

WE WERE NEARLY FREE FROM THIS TORMENT

>> No.10523482
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10523482

I THOUGHT YOU WERE ALL GONE FOR REAL THIS TIME

>> No.10523493
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10523493

>>10523482
And it was great.

>> No.10523515 [DELETED] 
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10523515

>>10523446
Do we know each other? Sorry i'm only my first month here and it's difficult without nicknames. Hopefully i didn't screw up my first thread also lol!

>> No.10523519

>>10523452
you are here fore/vr/

>> No.10523520 [DELETED] 

What's up with all the hate towards GZDoom? I don't get it. I know you autistic fatsos want to go pure vanilla dosbox, but I just want to have fun without setting up weird stuff and having a 20x10 resolution. Am I to blame?

>> No.10523521
File: 103 KB, 1280x741, trimui-smart-pro.large.jpg [View same] [iqdb] [saucenao] [google]
10523521

If everything goes according to plan I'd be able to play doom through prboom_libretro core. Do fanmade mods work through retroarch? Is doom comfortable to play on this thing?

>> No.10523530

>>10523520
I personally just wish it worked better on weaker hardware
Even in huge levels it is not rendering that many polygons compared to modern fully 3D games

>> No.10523542

>>10523520
I think it has much to too with this new baiting trend, where the zdoom fans claim that mbf21 is outdated mapping format and everyone should just use udmf and zscripts.

>> No.10523568

>>10523493
Great? HOW?
>>10523452
Well, then, you jump off the ride.
>>10523520
GZDoom has in many ways gotten rather bloated sometime after v3.5.0, and even more so with v4 and such. Here's to hoping that just as Skulltag got canned in 2012, and replaced by Zandronum, GZDoom will end up suffering a similar, if not worse fate than the former. May either k8vavoom, Zandy, or Eternity Engine end up gaining ground against GZDoom it by 2026-2033.

>> No.10523572
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10523572

Alright so, we all know Xmas Jams are great and snowy winter maps are kino, but where are the Green Christmas maps? Are there any Christmas-related projects for Doom/Quake/Half-Life/etc. that are set in a sweltering, southern summer setting?

>> No.10523575

>>10523572
https://www.doomworld.com/idgames/?id=19805
You're gonna love this

>> No.10523609
File: 152 KB, 319x340, Side Plates.png [View same] [iqdb] [saucenao] [google]
10523609

>>10523568
>May either k8vavoom, Zandy, or Eternity Engine end up gaining ground against GZDoom it by 2026-2033.
Pic related.
>>10523520
Cheapest bait on the board, kys immediately.

>> No.10523610

>>10523568
>GZDoom has in many ways gotten rather bloated sometime after v3.5.0,
It says a lot that a number of developers swore off future versions of it beyond 3.4 or so.

>> No.10523620

>>10523610
>a number of developers
Since when does Yholl count for several people?

>> No.10523627

I finished Duke3D, Blood and Shadow Warrior over the past few weeks. The only game of these 3 I ever played before was Duke3D as a kid, and I gotta say Duke is by far the worst out of those 3. Blood > SW > Duke. The level design in Blood and SW were much more enjoyable and consistent in quality through out their games. Their weapons (especially Bloods) felt more satisfying to use. In Duke I just used the shotgun, machine gun, pipe bomb and rocket launcher, the other games I used most of the loadout because they all felt satisfying. The overall style and aesthetic of Blood and SW were top notch as well. Duke being the worst of the bunch isn't surprising as the other 2 had more time to be made.

I still had fun playing Duke but maybe it was just nostalgia, a lot of the non city type levels felt like a slog.

>> No.10523630
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10523630

>> No.10523635

>>10523609
>anon laughs at K8vavoom, Zandy, and Eternity Engine coming up to unironically challenge GZDoom is futile in and of itself
enjoy going TANG PING, or worse yet, just letting the Sourceport rot to nothing.
Oh and there's also Zdaemon.

>> No.10523639
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10523639

>>10523630
>real ass yeah
>romero thanks vanilla making

>> No.10523647

>>10523630
>enough ssg maps
The cloud has spoken

>> No.10523652

>>10523620
Yholl doesn't develop for GZDoom.

>> No.10523657
File: 87 KB, 1585x427, Screenshot 2023-12-18 164737.png [View same] [iqdb] [saucenao] [google]
10523657

Should I keep these settings off or on? I don't actually know what these do, or whether or not these were even options back in the day.

>> No.10523658

SERIOUSLY, if Skulltag can get canned permanently like it did in 2012, why should one see it as perfectly factual for GZDoom's reign among the non vanilla-focused idtech 1-based sourceports to be for impenetrable, hmmm? no dynasty lasts forever.

>> No.10523662

>>10523635
ZDaemon is closed source so it isn't even worth mentioning

>> No.10523672

>>10523572
>no Australian Christmas WAD where you fight kangaroos with santa hats
Tragic.

>> No.10523686

>>10523662
>its closed source thus its not even worth mentioning.
Nice logic there, ya dipshit. Yes, ZDaemon is closed source. So WHAT!? GZDoom is also currently not up for forking or anything of the sort by others. I'd still rather play with it than either PRboom+ and Odamex.

>> No.10523694
File: 430 KB, 1280x720, Screenshot_Doom_20220730_032959.png [View same] [iqdb] [saucenao] [google]
10523694

>>10523657
>smooth diminishing lighting
Not retro. But since Nugget already has high resolutions you might enable it for new wads with fancy visuals.
>brightmaps
Only literal satan hitler homo drag queen putin tripple nigger faggot would disable brightmaps. In fact all ports should have them enabled by default with no option to disable them period.

>> No.10523708
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10523708

>>10523686
>GZDoom is also currently not up for forking or anything of the sort by others
??

>> No.10523709 [DELETED] 
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10523709

>>10523694
>Only literal satan hitler homo drag queen putin triple nigger faggot
Nice seethe, fucktard. Also, Putin is not an actual Russian, just as Zelensky isn't an actual Ethnic Ukranian. Playing both sides against the middle Zelensky the Zhid And Putin, who is no matter what he says, is also a Hebe by blood. Stop thinking in monochrome terms, shithead.

>> No.10523710

>>10523686
When all of its competitors are open source, the closed source option is obviously at a disadvantage, especially when its staff members have a history of releasing malicious content related to the port.
>GZDoom is also currently not up for forking or anything of the sort by others.
https://github.com/hh79/gzdoomvr/releases

>> No.10523716

>>10523657
>Stretch short skies
For vertical mouseview, idk
>Linear sky scrolling
Fixes egg-shaped moon in Eviternity, disables original sky-dome effect
>Swirling animated flats
Makes water and lava pretty, by extension it affects all animated flats like blinking lights in Eternal Doom
>Smooth diminishing lighting
Self-explanatory, Doomguy emanates light and option turns it smooth

>>10523694
You talk like mentally-deficient, which you most probably are

>> No.10523724

>>10523716
>by extension it affects all animated flats like blinking lights in Eternal Doom
It ruins one of the vanilla flats, too. The one with cracked rocks and magma seeping up through the cracks.

>> No.10523730

>>10523448
Voxel Doom added parallax mapping to IWAD's textures
https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures

Being shader-based, they will not work on the GLES renderer
On Vulkan and/or OpenGL I'd recommend to use them with texture filtering disabled

>> No.10523751

At the end of the day, Doom is becoming more and more like Quake and I don't like it. I mean the modding scene. Every megawad has its own custom monsters, its own custom weapons, etc. etc.
It's ok to freshen things up, but why can't we have a "base" to build things upon, so we don't have thousands of custom shit?
Like the modding packs for Quake. You give out a dozen monsters, some weapon sets, and the wad creator chooses what to use.
This is not a terrible idea and I don't know why the useless community doesn't do it.
>inb4 they did it with supercharge
Yeah but those are only monsters and they added some retarded weapons

I'll go back and play doom1 fuck

>> No.10523771

>>10523520
There's still no Client/Server netcode, chicken man

>> No.10523773

>>10523751
>why can't we have a "base" to build things upon, so we don't have thousands of custom shit?
That's what Freedoom is for
>HngRHghrr
>unGGHHhh
>YARRrrrRR

>> No.10523776

>>10523751
Good thing you weren't here for the advent of Zdoom modding, you would've lost your mind

>> No.10523779

>>10523751
>Every megawad has its own custom monsters, its own custom weapons, etc. etc.
What's wrong with that?

>> No.10523781
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10523781

>>10523568

>> No.10523832

>>10523672
Doesn't Santa's Outback Bender count?

>> No.10523842

>>10523781
WAT

>> No.10523843

>>10523779
Not that anon but when every other wad uses monsters from something like realm667 but gives them different health/resistance/attacks/fuck knows what else it gets to be a bit of a clusterfuck of knowing which does what.

>> No.10523857

>>10523530
It's not rendering polygons.

>> No.10523859

>>10523520
1. Extremely bad optimization
1b. Deprecation autism
2. Can't properly emulate vanilla behavior despite having compatibility settings
3. Keeps breaking old mods that use decorate without intentionally making changes to decorate, somehow
4. Netcode is a lovecraftian nightmare
5. [No]Chiken is prone to acting abrasively, and doesn't wrangle the top brass of his forum who have as a result done some pretty awful shit

If it fixed atleast 1, 1b and 3 it would easily be the best and most convenient source port but I don't see that happening anytime soon.

>> No.10523889
File: 34 KB, 1060x500, brightmaps off and on compare.jpg [View same] [iqdb] [saucenao] [google]
10523889

>>10523657
>I don't actually know what these do, or whether or not these were even options back in the day.
I'll mention brightmaps because I'm hopelessly addicted to them: They're the parts of a texture or sprite that stay "bright" and basically glow in the dark. It even persists if you're playing a mod that affects the palette like pic related from Ad Mortem. They were not a vanilla Doom feature.
>>10523751
>why can't we have a "base" to build things upon, so we don't have thousands of custom shit?
Deciding on a "base" sounds impossible. Copper has been the most popular from what I've played this year and many Quake sluts hate it. I'm also shitty help here because I actually seeing different gameplay ideas.

>> No.10523891

>>10523857
On the GPU? You're sure about that?

>> No.10523932

>>10523859
>4. Netcode is a lovecraftian nightmare
I still find it hilarious that for years they were dead sure Zandronum was imminently going to cease development and fold into GZDoom to fix it's netcode.

>> No.10523940

>>10523932
Zandy's not gonna die as long as megaman fans are still a thing.

>> No.10523953

>>10523857
OpenGL is only capable of drawing triangles, of course it's rendering polygons

>> No.10523956

>>10523658
Wake me up when any other source port gets off its ass and fully implements ZScript.

>> No.10523971

>>10523956
but MUH CRISPY DOOM

>> No.10524021

>>10523025
I thought about that, but I prefer the gold bullets here. Though I've considered having the bullets explode into little coins when they hit stuff.

>> No.10524030
File: 124 KB, 750x741, 1678428276438416.jpg [View same] [iqdb] [saucenao] [google]
10524030

Is there any reason to use Crispy now that Woof and Nugget exist?

>> No.10524038

>>10524030
Unless Nugget adds the option to disable infinite height actors, Crispy still has that over Woof.

>> No.10524067

>First level of the 2nd episode of Valiant
oof ow what the hell this is hard

>> No.10524080

>>10523568
VKDoom is the successor.

>> No.10524083

>>10524038
>the option to disable infinite height actors
Nugget has that

>> No.10524109

Would anyone happen to know all of the major Quake remodel packs that are out there? I want to do a side-by-side comparison of them all. So far I've seen the 2021 models and the authmdl pack. I'm aware that AD has its own models but I'm not sure if they came from somewhere else. Chillo also has some stuff but I don't know if it's been packaged or uploaded anywhere.

>> No.10524110
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10524110

>> No.10524113

Is there any way to only have one class in samsara reincarnation?

To elaborate:i want to delete every other class (to make the filesize smaller) because i only intend to use one or two

>> No.10524123

>>10524113
That might be easier said than done. I'm sure there's a fucking tangled fishing line + christmas lights spaghetti nightmare under the hood of that mod, with everything being deeply woven into one another.
Hell it might be easier just to replicate the classes from scratch and just pull out the art and sound assets.

>> No.10524125

>>10523657
>stretch short skies
If the skybox is too small, you'll get a line going across the top of the screen. This fixes that.
So imagine if you have a simple blue sky with some clouds, those clouds, when they reach the top of your screen get cut off. Now imagine you were to cut them off, but before you monitor screen ends, such that above those cut off clouds you still have a strip of blue sky.
With this on, the skybox will be stretched (an slightly distorted, but that's unnoticeable) so that it prevents the above from happening.
>>10523716
>Doomguy emanates light and option turns it smooth
Oh, so that's what's causing it. Thanks.

>> No.10524131
File: 406 KB, 880x880, 1567748154.izra_doom-rapunzels.jpg [View same] [iqdb] [saucenao] [google]
10524131

>>10524110

>> No.10524134
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10524134

remember seeing a gif or webm of a Doom wad(?) that looked similar to this but it was a wooden bridge going up and down with some dead soldiers on spears
anyone know what I'm on about?

>> No.10524142
File: 1.90 MB, 500x300, 1690150586633308.gif [View same] [iqdb] [saucenao] [google]
10524142

>>10522440
looks like it could sound like a barrel organ https://youtu.be/fnb7EqfykF4?t=17

>> No.10524146

>>10524110
Frieren companion mod when?

>> No.10524149

>>10524134
>that looked similar to this but it was a wooden bridge going up and down with some dead soldiers on spears
Dark Crucible, the last map of Hexen?

>> No.10524152
File: 680 KB, 1024x768, 31_-_Dark_Crucible.png [View same] [iqdb] [saucenao] [google]
10524152

>>10524149
oh that's it, thanks, I was a bit off huh

>> No.10524164 [SPOILER] 
File: 96 KB, 1920x1080, blud0001.png [View same] [iqdb] [saucenao] [google]
10524164

is a butt pooping a lady?

>> No.10524170
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10524170

>>10524164
https://youtube.com/watch?v=OGiIfPyUtk8

>> No.10524173
File: 16 KB, 450x335, [delete this in braps].jpg [View same] [iqdb] [saucenao] [google]
10524173

>>10524164
>>10524170

>> No.10524174

>>10524164
>l'origine du monde

>> No.10524178

>>10524152
Beautiful.

>> No.10524209

>>10523630
>gore shotguns
>music cause pain
>great suck hub
>bullet chainsaw

>> No.10524213

>>10523575
Nice, thanks anon. I knew I could count on the aussies.

>> No.10524227

Would the game be affected in any way I'm not thinking of if the holster times were faster and draw times were increased by the same amount? I want to give the two melee weapons a much faster raise time.

>> No.10524229

>>10524113
Which class do you want and what version are you using?

>> No.10524232

>>10524227
>Would the game be affected in any way I'm not thinking
I dunno what you're thinking.

>> No.10524234

>>10523971
Time will tell...
ya never know when the exact day comes. VKDoom, Zandronum, K8vavoom, Woof, and Eternity all have time to be made to natively accept Zscript, and more.

>> No.10524249

Ok I've been tinkering around with the following changes and I need some GOOD WADS that don't include new monsters nor new weapons. I was thinking about the doomerboards ones maybe? What do you suggest? The first change alone and the shotgun makes everything so much better and fresh imho
(refrain from posting DOOM 1 classic/ultimate wads, i've already played most of them and in those I actually felt I used *all* the weapons; but I guess I could try some fava beans again with this set up)

- All weapons except the BFG switch faster. Raising and holstering the Pistol is faster than all the others.
- Chainsaw: The function A_Saw calls 4 as the damage base instead of 0 (2, default).
- Fists: Four frames faster, nothing else.
- Pistol: It now fires much more accurately and a bit faster (5 frames faster; 2.2 spread)
- Shotgun: It now fires 8 pellets and is just slightly faster. (Forgot how many frames, 6 spread)
- Chaingun: No sniping, bullets are always spread (6). Fires faster. Base damage 6 instead of 5.
- Plasma Rifle: Projectile base damage 7 instead of 5. Rate of fire down and projectiles travel faster. The cooldown frames are faster as well.

>> No.10524252

>>10524234
Doesn't VKDoom already support it, being a fork of GZDoom?

>> No.10524262

>>10524252
Oh alright, I stand corrected on that one.

>> No.10524264
File: 32 KB, 909x531, oum v_plasma.jpg [View same] [iqdb] [saucenao] [google]
10524264

>>10524109
Here's some weird Deathmatch Classic models https://gamebanana.com/mods/37940
Alternate models for Quake are also weird https://www.moddb.com/mods/alternative-gun-models-for-quake
I'd recommend grabbing two things for remodel deep diving: Noesis to view the models, and Mjolnir for a shitload of them.
>I'm aware that AD has its own models but I'm not sure if they came from somewhere else.
Mjolnir's credits lead me to find that most of its weapon models were touched up by a guy named 'dwere'. All of his links on func_msgboard need Google drive permissions, I can't be bothered to mess with that so I'd just use what's in Mjolnir and the AD paks themselves.
>>10524109
Time spent switching weapons makes you vulnerable. Shortening the time to switch weapons makes you less vulnerable. Consider that when shortening weapon switch/holster times.

>> No.10524265

>>10524227
So dropping a weapon would be faster, but raising a new one up would be twice as slow? I can't imagine that breaking anything.

>> No.10524282

>>10524264
>>10524227
>Consider that when shortening weapon switch/holster times.
I'm dumb. I'm realizing too late that you want to increase the time it takes to draw a weapon while getting rid of the time it takes to lower it. Yeah I don't see that hurting anything either. Is it some iai stuff you're thinking of?

>> No.10524292

Smooth Doom has 2 different sprites named
>GIBSi0.lmp
And if I try to modify it, SLADE won't let me save the changes. What do? Deleting one of the sprites works, but I don't know if that'll break something else.

>> No.10524295

>>10524292
I deleted them without a problem. After GIBSi there's also another one
if you're really scared just use 7zip

>> No.10524297

>>10524249
Doomer Boards ones a good representative of the average maps you get nowadays on most wads.

>> No.10524321

>>10524295
I've already deleted it before making the post and I'm now trying to add it back via 7 zip, but I replaces the previous file instead.

>> No.10524329

whats the best version of gzdoom?

>> No.10524336

>>10524295
>>10524321
I've figured it out.
Many thanks.

>> No.10524337
File: 3 KB, 100x100, avatar.png [View same] [iqdb] [saucenao] [google]
10524337

>>10524329
All of them. You can never go wrong with the greatest source port of them all

>> No.10524340

>>10524249
So you just buffed everything? What's the catch?

>> No.10524368

>>10524340
you're right, everything is incredibly easy now. i'll just keep the weapon switching speed and the 8 pellets on the regular shotgun.

>> No.10524375

Your job is to make the Icon of Sin an actual boss, instead of a guy stuck in a wall.
>It has to be bigger than the other bosses.
>It has to be harder than the other bosses.
>It has to retain the ability to spawn enemies.
>It has to be fun to add to custom maps.
How do you stat it? What are its behaviors?

>> No.10524376

>>10524249
>Raising and holstering the Pistol is faster than all the others.
If your logic for this was that the pistol is smaller, then you should do the same for the fist.
>chainsaw damage
I hope you tested this so it isn't too OP. Can you make it reliably stun enemies without changing the damage?
>shotgun ... 6 spread
Is that more of less than vanilla? I'm too lazy to check myself.
>chaingun extra damage and rate of fire.
I really hope you tested this so it isn't too OP.
>plasma rifle
Can you reduce the max ammo capacity to counter the fact that now it does more damage with the same ammo cost?

>> No.10524407

>>10524376
i could do all of this stuff, but i don't care anymore, i'll just play final doomer, the vanilla set is perfectly balanced, it mantains a little bit of rng and balances things out quite nicely. i don't care if it's a bit stronger than the original, most wads nowadays are extremely hard anyway, plus i can always try nightmare or play with corruption cards or whatever. at the end of the day, having fun is what matters. cheers

>> No.10524429
File: 526 KB, 2276x455, kn.png [View same] [iqdb] [saucenao] [google]
10524429

>>10524264
And so it begins. Thanks for the tips, this is gonna take a while.

>> No.10524432
File: 1.17 MB, 600x440, 1507833036705.gif [View same] [iqdb] [saucenao] [google]
10524432

Playan sum Doom, feel free to join if you want
IP: 164.152.111.147:10666
Pass: penis
WAD: Intergalactic Xeneology 2 + some gameplay shit
I honestly really like this map pack and it somber tone. Like the Chex Quest 3 of Ancient Aliens.

>> No.10524452

>>10524432
Whoops, one sec. Serb went off for a sec

>> No.10524453

It's such a small thing, but the TNT midi pack makes playing through it again feel fresh and less tedious somehow.

>> No.10524457
File: 32 KB, 400x329, Wariowaft.jpg [View same] [iqdb] [saucenao] [google]
10524457

>>10524452
Sounds like your server had a blowout

>> No.10524458

>>10524452
>>10524457
Alright, things are clean again

>> No.10524474
File: 224 KB, 480x360, 1663605748204.webm [View same] [iqdb] [saucenao] [google]
10524474

>>10524458
I don't think I can take this mod

>> No.10524475

>>10524329
The ones that contained an arbitrary console access exploit that could be used to wipe your entire hard drive.

>> No.10524571

>>10524432
And tied off for now. Again, really love this wad. The layout is great without being too showy all the time, and when it wants to be showy, it looks nice, and god does it play well. Gotta love the co-op stuff he made sure to add in too.

And again, the tone. I just love how serious it all is. Really sets a great atmosphere, and I glad those who joined in were able to enjoy in the mature sci-fi story together. Anyways, GGz to those that showed up and played through, even when it got shitty

>> No.10524581
File: 110 KB, 200x219, 1687513587593710.gif [View same] [iqdb] [saucenao] [google]
10524581

>>10524474
shrink the screen size so the custom hud displays, i'd been playing half-blind until this run
>>10524571
ggs

>> No.10524650

Return to ZDoom

>> No.10524681
File: 559 KB, 1363x768, Australian Christmas.png [View same] [iqdb] [saucenao] [google]
10524681

>>10524213
One minute in and I already love this
And I'm not even Australian

>> No.10524702
File: 680 KB, 1363x768, what if santa used kangaroos instead of reindeers.png [View same] [iqdb] [saucenao] [google]
10524702

>>10523672
>>10523832

>> No.10524720
File: 136 KB, 466x492, 26c20d20993af15386aaf662e11266d38c141116.png [View same] [iqdb] [saucenao] [google]
10524720

do people really memorize the Doom and Doom 2 maps in their head? how many times have they played them to even do this?
I'm going through Episode 2 and the environments can be so samey that sometimes I'm getting lost and having to navigate with the map follow mode to find my way about

>> No.10524736

Stupid question
But are the DOOM 1 and 2 iwads effected by Streams drm?

>> No.10524742

>>10524736
No

>> No.10524751

Wtf nobody told me the Q3 ost was so bitching.
https://www.youtube.com/watch?v=cnOrhJcvzDs

>> No.10524892
File: 2.41 MB, 1920x1080, Screenshot_Doom_20231217_223542.jpg.420ccc56e1b11d837d772170fb0fc2b7.png [View same] [iqdb] [saucenao] [google]
10524892

This Perforator thing in EV2 is
1. Sick
2. Pretty stupidly overpowered for its ammo cost/damage efficiency. Should definitely take 40 bullets to fire instead of 25.

>> No.10524905

>>10524892
Just think of eviternity II bullets as an entirely new ammo type, because that's essentially what it is
If the chaingun and pistol were patched out completely and that was in the 4 slot no one would bat an eye

>> No.10525076

>>10524720
can you picture an apple in your head?

>> No.10525090

>>10525076
I don't understand the question.

>> No.10525092

>>10525090
Can you imagine an apple?

>> No.10525094
File: 25 KB, 346x482, 1681001429733374.jpg [View same] [iqdb] [saucenao] [google]
10525094

>>10525092

>> No.10525117

>>10524751
Leaving off at Swallowed. What a fine mix of combat music and Quake 1 ambient music. I never played Q3 during its heyday, I was a UT99/HL1 dming kid, but man what a soundtrack. Gonna pilfer some of these for mapping.

>> No.10525212

>>10524720
>doom 1
Not much, and only episode 1. I forget over half the secrets.
>doom 2
I remember it pretty well, every once in a while I'll forget a secret or two on some maps I don't particularly like much, but overall I remember it pretty well.
>how many times have they played them to even do this?
Vanilla doom 2 is how I test gameplay mods. Sometimes I get carried away and finish it just because.

>> No.10525243

>>10524720
The only map I don't have complete confidence in my knowledge of is E4M9 because I never found it before getting into sourceports and I revisit E4 the least. The rest of the Doom 1 and 2 maps I've played so many times I could navigate them in my sleep.

>> No.10525338

>>10525090
Aphantasia (/ˌeJfænˈteJʒə/ ay-fan-TAY-zhə, /ˌæfænˈteJʒə/ a-fan-TAY-zhə) is the inability to create mental imagery.[2]

The phenomenon was first described by Francis Galton in 1880,[3] but has remained relatively unstudied. Interest in the phenomenon renewed after the publication of a study in 2015 conducted by a team led by Professor Adam Zeman of the University of Exeter.[4] Zeman's team coined the term aphantasia,[5] derived from the ancient Greek word phantasia (φαντασία), which means "imagination", and the prefix a- (ἀ-), which means "without".[6]

>> No.10525341

>>10525338
People's ability to imagine things is a sliding scale, not either or. Very few people have actual aphantasia.

>> No.10525360

>>10525341
i guess we found one then.

>> No.10525368

>>10525360
Seeing things that aren't real in perfect detail is called hallucinating, anon. You're not an ubermensch, you're a schizophrenic who saw a twitter bait post and took it as validation.

>> No.10525392
File: 50 KB, 640x480, SIGIL_II_title.png [View same] [iqdb] [saucenao] [google]
10525392

I can't help, but the 666 mark in Sigil II's logo reminds me of E6M8's boss arena with the 3 platforms with the two cybers and the spider mastermind.

Even E6M1's secret area has these 3 platforms. I can think of Romero doing this all intentionally.

>> No.10525396

Best way to play on Steam Deck?

>> No.10525457

>>10525396
Anything but gzdoom, compiled for linux with glibc and vulkan support

>> No.10525593
File: 79 KB, 1280x738, plasma rev.jpg [View same] [iqdb] [saucenao] [google]
10525593

any mod that made an enemy out of this rev design?

>> No.10525609

>>10525593
None that I can think of, but what would it do that the Arachnotron doesn't already?

>> No.10525618

>>10525609
Bitchslap you for anywhere from 6 to 60 HP, shoot homing plasma balls and go AAAAAAAAAAAA

>> No.10525646

Eviternity 2 map 15 really stopped kidding around.

>> No.10525656

>>10525338
>the publication of a study in 2015 conducted by a team led by Professor Adam Zeman
Why did that study found out?

>> No.10525671

>>10523015
Wrong, fuckface, because I learned how to use the weapons properly, and how the monsters work.

>> No.10525680

Even the incredibly common scenario throughout pretty much any doom level, official or unofficial, where an imp is on a raised platform, SSG performs very poorly. The weapon of choice in that situation is pump shotgun or chaingun. You're simply wasting ammo and time if you try to shoot those with the SSG.

>> No.10525683

Thanks to some anon's help last thread, caveman me managed to modify smooth doom to increase weapon switch speed. The game is much better now without fucking up the balance.

>> No.10525684

>>10523635
I don't think ZDaemon has appreciably updated its codebase since the 2000s.

>>10523658
Skulltag was a fork of ZDoom, and was behind its codebase for a long time before Rachael hijacked it from Brad Carney in a communist coup. Skulltag then became Zandronum, which is pretty much the same thing, and Zandronum's development has been dead in the water for absolute fucking ages, the devs gave up on it.

>> No.10525687

>>10525680
You're forgetting that anon is fucking retarded and thinks the SSG is unbalanced.

>> No.10525704

>>10523751
>Every megawad has its own custom monsters, its own custom weapons, etc. etc.
Hi anon, I hope you're doing well. This is factually incorrect.

>> No.10525717

>>10525680
It's also very unreliable for medium range chaingunners, guarantees revenant counterattacks in close quarters while you're stuck reloading, and is a total gamble whether it stuns an archvile or not. You know, all the things shitters bitch about most as being unfair bullshit.

>> No.10525725

I get the feeling that people who complain about SSG play with iddqd and/or i'm too young to die.

>> No.10525735

>>10525717
>guarantees revenant counterattacks in close quarters
The revenant will always counterattack if damaged.
>gamble whether it stuns an archvile or not
Due to the large pellet count, it is still the most reliable stunning tool in the arsenal, not counting the BFG, if you hit more traders than there are ssg pellets.
Not saying it is overpowered or anything, I still love it the way it is (thought I wish it had an alt fire...) but let's not get things wrong here.

>> No.10525736

>>10523859
>1. Extremely bad optimization
This will inadvertently be on John Carmack and Randy Heit, because GzDoom is built on ZDoom, which is built on Doom's source code, and which in turn is built around single threading, because that's the only option in 1993.
In 2023, computers generally gets much of their processing power from multithreading.
Rebuilding GzDoom to multithreading isn't quick and easy to do. You'll want to consider a processor which offers good single threading performance whenever you're looking at a new computer.

>inb4 buh this game from 1993 shouldn't run bad on my 2009 poverty machine!!

>2. Can't properly emulate vanilla behavior despite having compatibility settings
Except that it does in 99% of cases. Doesn't accurately replicate some vanilla behavior, but it provides a virtually indistinguishable facsimile for nearly all of them.

>3. Keeps breaking old mods that use decorate without intentionally making changes to decorate, somehow
People say this, but they NEVER bring up any examples.
I can think of 1 example, can you think of 10 which have happened in the past couple of years?
How many of those couldn't be fixed on your own by just opening the .wad/.pk3 in Slade and just tweaking one line?

>> No.10525753

>>10525735
>The revenant will always counterattack if damaged.
No, it counterattacks when pained. Berserk or rockets can revenants with less chance to pain, thus less chance for counterattack. Chaingun or plasma will just plain stunlock them.
>it is still the most reliable stunning tool in the arsenal
Rockets or plasma will kill an archvile before it can get its attack off whether it stuns them or not. It's stupid to gamble with the SSG and then bitch and moan that it doesn't work and you eat damage half the time, but that's what SSG worshippers do.

>> No.10525754

>>10523859
>Extremely bad optimization
I've never had an issue with a moderately decent PC, thought I don't play with them fancy flashy effects kids these days love.
>Deprecation autism
What does this mean?

>> No.10525764

>>10525341
True. The study people bring up didn't really have the best methodology either, apparently, because a lot of respondents didn't understand all the questions.
It's also an ability which can be trained up.

>> No.10525765

>>10525753
>spooky skeleton
I stand corrected.
>angry martian
I still think the SSG is perfectly capable of handling him if need be. Ammo is more plentiful than plasma and rockets have splash which can be an issue on more claustrophobic scenarios. It won't be as quick or easy but it's not bad either.

>> No.10525769

>>10525765
>I still think the SSG is perfectly capable of handling him if need be
It sure can, look at Hunted.
The Plasma or Rockets can be preferable though if you need to not just ice an Archie right now, but there's also a lot of other nearby threats which the SSG would not be fast enough to help you efficiently deal with.

>> No.10525778

>>10525368
Mentally visualizing images in your head with good clarity is the norm for humans.

>>10525725
You might be on to something.

>> No.10525781

Do rockets roll for pain chance once or twice?

>> No.10525786

>>10525781
I think it's twice on direct impact.

>> No.10525821

>>10525717
>make super duper shotgun
>design zombie type to exploit the shit out of that super duper reload
>one of the best way to deal with chaingunners is the chaingun itself
Brilliant enemy in all honesty.
>>10525725
They could also be playing older maps or are coming to conclusions solely through Doom 2 playthroughs. I’m also given the impression that most aren’t too concerned with the TTK (time to kill) of the double shotgun compared to its better weapons.
>>10525765
>I still think the SSG is perfectly capable of handling him if need be.
Any gun can handle any enemy if need be. It just won’t always be “as fun”.

>> No.10525845

>>10525609
I once thought of making its projectiles travel slowly (Still homing, of course) but as they travel, they drop mid air plasma orbs that can explode if you're near like mines
But as the projectile travels, the oldest orb in the trail disappears
Like a traditional Rev rocket mixed with those mid air explosive plasma orbs that the new soldiers shoot in 2016/Eternal
I'm sure this idea was done before: A Revenant whose projectile is slow but leaves a trail of something as if it's "drawing" it in the air and the level is polluted
Could even complement nuDoom's Cybermanc polluting the level with acid floors but still be kinda unique.

>> No.10525850
File: 112 KB, 600x400, lof213image.jpg [View same] [iqdb] [saucenao] [google]
10525850

Does anybody have the .ART files for World Tour to convert the health icons back into red crosses?

>> No.10525853

>>10525845
Like the Maulotaur fire trail attack, but homing?

>> No.10525864

>>10525850
There’s some links in this guide https://steamcommunity.com/sharedfiles/filedetails/?id=2914415268
There’s also a “retro sound pack” guide on there.

>> No.10525868

>>10525845
I think having those be constantly spawned behind the projectile would make for a pretty shitty experience. But having a 50/50 chance between a rapid-fire (tracking) plasma burst and a bigger explosive projectile could be neat.

>> No.10525886
File: 192 KB, 661x623, 1592708526416.jpg [View same] [iqdb] [saucenao] [google]
10525886

>>10525850
based duke

>> No.10525897

>>10525864
I clicked the link and it only opened a new tab without downloading anything. Do you have a mirror?

>> No.10525903

>>10525864
>>10525897
Nevermind, the link is working

>> No.10525923

>>10525868
At the very least, make it so if you kill the Rev, the orbs disappear without exploding
This is also depending on what kinda mod/game
Because a lot of NuDoom mods still carry that mobility focus, even if they break some maps
But Slayer's Testaments for Quake could get away with it if you can imagine the player going up or something just to avoid those orbs
Plus, the Revs in Eternal having their own cannons as destroyable weakpoints

>> No.10525948

>>10523889
>Copper has been the most popular from what I've played this year and many Quake sluts hate it
I think Quoth is a safe popular choice, though a bit outdated, then maybe AD1 next. I guess some anons here like Keep/Drake but that's more of a thing for all the Tronyn/TerShib loving freaks (I'm one of them but I know we're not that common).
Violent Rumble content pack seems like a really nice base for maps, even if a bit bloated, at least 4chan mappers could use it as our signature content pack

>> No.10526042

Are there any recommended GZDoom settings for laptops? I’m playing at 1080p Vulkan with a 940mx laptop and it still sounds like a jet engine

>> No.10526043
File: 3.10 MB, 1280x720, 2023-12-19 21-55-35.webm [View same] [iqdb] [saucenao] [google]
10526043

I played around with projectiles-spawning-projectiles in the past. Not sure results of static trail was very good.

>> No.10526093

>>10526043
Is this decorate or dehacked? That should work In dehacked i think... Only problem with projectiles spawning projectiles I ran into was that they were unreliable as to their direction. But making them act as trails is a cool idea.

>> No.10526096

>>10526093
Dehacked. They'll need to use seek tracer to align to target properly, if applicable.

>> No.10526101

>>10525850
Duke is the type of man everyone on /v/ wishes they could be.

>> No.10526103

>>10525680
Oh noes I wasted 4 ammo, but look! Just found 20 more!! This is why improving switching weapon speed is the no. 1 solution

>> No.10526126

>>10526096
I was trying to use a player projectile iirc. So it would scatter shot from the gun, but the projectiles always ended up targeting the player.

>> No.10526137

>>10526126
You gotta use A_SpawnObject (Only works on MBF21, I think). Projectile stores its origin in the same field as monsters store their target, hence trying to just use projectile sends them flying at the issuer.

>> No.10526149

>>10526137
>MBF21
Ah. Yeah I was using dehacked 3.0 or something.

>> No.10526197

>>10523859
>Netcode is a lovecraftian nightmare
The netcode works fine, but I remember them arguing that it was better than zandeonum and that's absurd.
My only real complaint is that they should've added multiplayer to the launch gui by this point since it's piss easy to do.

>> No.10526208

What brightmaps would be good to use with DSDA doom?

>> No.10526217

>>10526197
Is your only metric of better the number of supported players?

>> No.10526238

lately my setup has been:
- final doomer
- corruption cards
- smooth animations/deaths
and it's been a blast.
only one thing: be careful with final doomer, the weapon sets are indeed balanced but are a step above vanilla (that's why if i ever play classic wads then i use harder cards).
the game feels FRESH thank god for the mod community

>> No.10526250

>>10526217
No.

>> No.10526259

>>10526238
Remember to yell at chicken man as much as you can. Without him, we would have had Unreal Engine 5 functionality in GZDoom by now. And client/server. And OpenGL 1.2 support.

>> No.10526267

>>10526259
what? what does gzdoom have to do in all of this?

>> No.10526271
File: 232 KB, 1601x930, derp.jpg [View same] [iqdb] [saucenao] [google]
10526271

>make a mental note where the life seed is to pick it up before leaving the level
>touch the monolith to open up the door to the next level
>go back and take the life seed
>return to the monolith
picrel
>door is closed again
>monolith is non-interactable
thanks obama

>> No.10526275

>>10526238
Question for all the anons: do you approve of the quasi-removal of RNG from mods such as this?
Should RNG play a big role or a small role?

>> No.10526295

>>10526208
I thought it didn't support any brightmaps.

>> No.10526301

>>10526295
oh.

>> No.10526302

>>10526267
Has to do with modding and the fact that chicken man is why there's a decent modding community in the first place by providing the scripting languages everyone loves (or hates). Of course all that goes out the window when it's not convenient to admit it. Maybe I'm just assuming incorrectly that the people who play with mods are the same people who yell at the chicken for completely wrong reasons, so I'm subtly trying to point out the irony. Not saying you're one of those people. I'm just done with the constant retardation in the past few threads and at this point it's more fun being sarcastic than trying to have any logical arguments. Carry on and have fun, anon. More power to you.

>> No.10526305
File: 2.01 MB, 3277x4096, F--qm19bMAAp3IA.jpg [View same] [iqdb] [saucenao] [google]
10526305

>> No.10526306

>>10526302
thanks for explaining. i'm sorry but i'm really outside the circlejerking/community, i like gzdoom and the fact that i can put all the mods i want, but i really only like a few.
i don't know absolutely anything about forumdrama or portdrama

>> No.10526312

>>10526306
Keep it that way, anon. Trust me.

>> No.10526318

>>10526302
Take a sabbatical from the internet for a day or two, it's clearly getting to your head.

>> No.10526319
File: 201 KB, 720x720, Phase_6_Old.png [View same] [iqdb] [saucenao] [google]
10526319

I've been playing Doom for over 10 years, and yet my favorite to play remains without any mods, and on boom/MBF21 source ports, on classic settings.
Is there something wrong with me?

>> No.10526328
File: 100 KB, 680x734, 8fd.jpg [View same] [iqdb] [saucenao] [google]
10526328

>>10526319
Doom the way you want to, that's what matters

>> No.10526329

>>10526302
>by providing the scripting languages everyone loves (or hates)
Decorate was long before gzdoom

>> No.10526339
File: 41 KB, 1421x94, Screenshot from 2023-12-19 15-49-00.png [View same] [iqdb] [saucenao] [google]
10526339

>>10526329
I have some bad news.

>> No.10526351

>>10526318
Problem is that it's a recurring issue that really starts to wear you down over time, man. I know you can't change people but constantly being indifferent isn't exactly healthy either. It's kinda like watching globohomo ads. Sure you know it's retarded but the sheer volume of it is overwhelming and you know it's here to stay. I guess I might just filter any posts that contain "chicken" or "gzdoom", see if anything improves. I like browsing the thread but holy fucking shit some people don't deserve computers and they end up taking up a quarter of the thread at best.
>inb4 ur doing it right now retard
Ok, yeah, you got me, nice work.

>>10526329
And? Still the chicken's doing. What, are you learning just now that GZDoom isn't how he showed up in the community? Point being that it seems to me the main thing he's actually guilty of is being Graf Zahl. Cause the decisions are never really analyzed in depth to truly weigh whether or not they're better or worse for the source port, the modders, or the players. If anything the modders are kinda thrown under the bus and not even considered in the first place. But that's a different conversation I guess.

>> No.10526353
File: 566 KB, 854x480, dabs on you.webm [View same] [iqdb] [saucenao] [google]
10526353

>>10526339
Gallusdomesticusphobes BTFO

>> No.10526394
File: 82 KB, 600x600, 1654386624070.jpg [View same] [iqdb] [saucenao] [google]
10526394

>>10526351
>>inb4 ur doing it right now retard
>Ok, yeah, you got me, nice work.
You're the one here who decided to lash out at some random anon posting his mods list.

>> No.10526405

>>10526351
>If anything the modders are kinda thrown under the bus and not even considered in the first place.
Puts me in mind of stuff like the mod menu kerfuffle and the shit to do with sprite scaling.

>> No.10526412
File: 112 KB, 1711x962, brightmaps crispy.png [View same] [iqdb] [saucenao] [google]
10526412

>>10526208
Woof, Crispy, Nugget, and I think DSDA have 'faux brightmaps' as an option, which make select sprites, patches, and flats render some bright colors in fullbright.

>> No.10526438

>>10526238
I'm in the camp that mods should empower the player because there are so many hard mapsets out there that Speed Of Doom should be the baseline for comfortable gameplay instead of Doom2.wad
At least for me, having more firepower than doomguy lets me focus less on baiting infights and more on just shooting the enemies, play medium 10-15 minute levels without quicksaving, and make pistol starts that much more interesting because good mods usually give the fist and pistol interesting quirks

tip: add in DRLA monster pack also by Yholl and fears of being too OP will fade away when an Armageddon enemy is placed in a level

>> No.10526445

>>10525646
It gets rough around that part and never really lets up. I am proud to say that I managed to clear Catalyst without having a coronary (just) but I did use save states because holy fuck that map...

>> No.10526449

>>10526394
You're not wrong. It's just so tiresome. Guess I'll take anon's advice.

>>10526405
I was talking more about the fact that the changes that have gotten people's titties in a twist come with the silver lining that they also tend to allow for better tools for modders to utilize or indirectly do that by keeping the engine alive for longer. Have there been stupid decisions made over the course? Sure. No project is without them. But that all this means more cool shit will come out is at no point considered because everyone just wants cake with no regard for how many eggs need to get broken to make it, at least until the wrong egg gets cracked. Were the font changes ugly? Maybe. Were they necessary? Well you wouldn't be having localization without them, which spawned a whole bunch of other string-related refactors and improvements, so I guess that answers your question. How, I can't say exactly. I don't know the technical details. But I have followed development as a modder for long enough to tell you that Graf is far more likely to not implement something cool for bullshit reasons than he is likely to make the engine worse in the long run. I am not sure what you mean by sprite scaling. As for the menus, I never really understood the point of replacing the entire options menu so I can't really disagree with the decision. That just sounded like a recipe for conflicts. How menus work now seems to work for everyone and is generally more modular, unless a current technically up-to-date example can be provided of the opposite.

>> No.10526452

>>10526103
>the real problem was poorly designed maps that drown you in ammo all along

No shit.

>> No.10526456

>>10526438
based take anon. i play with no saves and only pistol start, 10-20 minutes per run (only saving if i stop and want to continue later).
if the mapset is really hard i'd throw in Indestructible: a very good alternative to save-scumming, it completely changed the way i play.
>DRLA monsters
i tried installing this some months ago but i couldn't. can't remember why. could you link or provide a retard-proof guide? i've heard good things, but truth be told i don't want to change the monsters TOO MUCH
thanks for the tips

>> No.10526464
File: 3.92 MB, 800x450, Base Profile 2023.12.19 - 17.29.02.02.webm [View same] [iqdb] [saucenao] [google]
10526464

Lads, I'm only on map 2 of episode 2 of Valiant and I'm getting absolutely crushed and having no fun. Is this wad particularly hard or am I just terrible and need to revisit Plutonia?

>> No.10526475

>>10526464
Your movement, aim, and decision making are pretty bad. Lower the difficulty.

>> No.10526546

>>10526475
how will lowering the difficulty help any of that
practice with the real encounter helps that

>> No.10526549

>>10526546
Lowering the difficulty to HMP (if we assume anon was playing on Ultra-Violence) will lower the monsters or change them, at least.
But what's the point? It's all up to anon: does he want to have fun? (lower diff.), or does he want to suffer and become teh_0wn3r? (keep playing a lot)

>> No.10526562

>>10526549
how will reducing or changing the monsters help anyone learn how to do it right
how is giving yourself a half measure experience fun

>> No.10526578

>>10526562
Anon says:
>and I'm getting absolutely crushed and having no fun
We don't know what he wants to do. I offered two sensible options: either get better at the game, or lower the difficulty and have fun. Anon should choose and prioritise.
On a side note, I don't understand what you exactly mean by: "giving yourself a half measure". Difficulty options exist for a reason. You're not one of those people who believe "either play UV or go home", right? You know better than that

>> No.10526582
File: 21 KB, 270x125, 1645251910013.png [View same] [iqdb] [saucenao] [google]
10526582

*schlop schlop schlop schlop schlop schlop schlop schlop schlop schlop schlop schlop schlop schlop*

>> No.10526585

>>10526578
i don't wanna be drafted into a meaningless war about nonsense
i don't belong to any group of "those people" you yearn to argue with
i simply do not understand and do not care to

>> No.10526587

>>10526585
you agree with me, retard; incredible how far you will go just to stir the pot

>> No.10526589

>>10526585
>says nonsense and doesn't want to clarify
lol

>> No.10526615

I can't find my Doomworld login/password, so I'm asking here.
Is Eviternity II's new weapon, the one that uses 25 bullets per shot, that broken or is it bugged for me? It killed everything in one shot so far, barons, arch viles, those gray cacodemon variants, seems way too strong for me.

>> No.10526647

>>10526615
it is overpowered by design
they originally thought about making it take 100 ammo per shot, but thought that was too punishing, so they settled for 25, instead of the more logical 40 or 50

>> No.10526668
File: 977 KB, 1280x720, MIRALAX AND FEAR MOOT.png [View same] [iqdb] [saucenao] [google]
10526668

>>10524164
>>10524170
>>10524173
miralax and fearbutts

>> No.10526683

>>10526319
you have good taste. shame on you

>> No.10526684

>>10526668
AAAAAAAAAAAAAAA

>> No.10526690

>>10526647
Oh, okay.
How are they going to convince me to use any other weapon, I wonder. Lack of ammo I guess?

>> No.10526691

>>10526668
You can say all you want about Doom's, Shadow Warrior's and Quake's bestiary, but the enemies in BLOOD will always be the most memorable ones.

>> No.10526692

any wolfenstein wads or anything similiar where i can play with HiD?

>> No.10526697

>>10526691
i used to avoid this game because of how loud and obnoxious cultists' screams were but now it makes my day

>> No.10526712

went back to Doom after taking a break
I'm really trying to be patient but this shit is painful. I can't stand this sort of level design, has me running around like a headless chicken, took me 27 fucking minutes to beat it but at least I got 100% on everything

>> No.10526715
File: 151 KB, 2560x1440, Screenshot_Doom_20231219_224304.png [View same] [iqdb] [saucenao] [google]
10526715

>>10526712
forgot image, fugg

>> No.10526724

>>10526690
the abundance of bullet drops doesn't help

>> No.10526742

>>10526715
M7 is my least favorite E1 map, it's kind of tedious and easy to get lost in.

>> No.10526773

>>10526302
>the scripting language everyone loves
Not enough to bother implementing it anywhere else lmao.
Frankly I find that pretty bizarre. Does ZScript need to be parceled off into its own working group to run the standard before other developers look at adding support?

>> No.10526906

>>10526773
It needs to be replaced with L.U.A.

>> No.10526983

>>10526697
>>10526691
>>10526668
Anything that adds cultists to doom? I miss their screams. Fuck it, I guess I'll play blood again.

>> No.10526998

>>10526983
Was there not a "Blood" level pack that just put all of the monsters and Caleb's weapons in GZDoom because it was easier than using the Build engine?
It wasn't Bloom, this was earlier and strictly Blood related

>> No.10527008

>>10526998
Is there an option for crouching in gzdoom? what's the limit for mapping? i know you can do crazy stuff with the newer formats but can you do exploding walls and similar stuff? I guess there's a limit, but still, blood in the doom engine would be incredibly awesome

>> No.10527010

https://voca.ro/1ySvv3k6M2FH
Behold - the scienkamicultenant
>>10526998
ZBlood

>> No.10527019

>>10527010
fucking hell mate i was listening to music you blew my fucking eardrums off

>> No.10527020

>>10527008
I think destruction similar to the Build engine is out of the question, as is room-over-room / buildings with multiple floors

>> No.10527065

>>10525736
>examples of broken mods
Zen Dynamics
Void
Dark7
Ultimate Torment and Torture
Unloved
Claustrophobia
Legacy Of Suffering
Super Sonic Doom
RTC-3057
Action Doom 1 and 2 (original versions)
ZDoom Community Map Projects
Daedalus
Cold As Hell
Doom Resurrection
Massmouth 1 and 2
Space Station Omega
Tei Tenga
Demon Eclipse
ZPack

That's almost everything made +10 years ago and majority zdoom only maps. If you shill gzdoom as a best thing ever, at least don't be ignorant. This is why vanilla/boom/mbf21 wads are important. You can still play stuff like Obituary or Memento Mori without a single bug.

>> No.10527071

>>10526464
Turning freelook off actually makes the combat easier in most of cases.

>> No.10527080

>>10527065
On the gameplay end there's stuff like Project MSFix'd and D4T that both are broken in numerous ways including crashes, and it seems the titlemap of Highway Acelleroid Booster is broken in the newest one.

>> No.10527082

>>10527071
THIS! I remember reading people saying "BUT FREELOOK MAKES AIMING EASIER!"
my ass

>> No.10527085

>>10524021
So it's kinda like he stole a Gildmaster's arm cannon and turned it into a minigun.

>> No.10527097

>>10527085
That crossed my mind as I was making this thing so gold themed. Though I'd like to think someone else rebuilt his arsenal for him.

>> No.10527098

>>10527008
>>10527020

Build destruction is just z-motion sectors that instantaneous raise / lower along with screen shake, you could even slope them in udmf. The problem is the shot wall triggers allow for pistol projectiles, chainsaws or even punches to "destroy" map geometry. If you made a "wallcrack" actor that is only destroyed from splash damage and triggered a tag I bet you could pull it off. Same goes for udmf 3d floors but that's obvious.

>> No.10527120

Tell me your pet peeves, anon.

- Quake big shotguns model sucks complete ass
- Doom Runner never opens fully maximized
- They will never make a new Redneck Rampage game

>> No.10527131

>>10527120
Duke Nukem 3d will never get a proper remaster
Days of playing casual Quake 3 deathmatches are never coming back

>> No.10527139 [SPOILER] 
File: 242 KB, 495x600, 1471264173562.jpg [View same] [iqdb] [saucenao] [google]
10527139

>>10527065
>>10527080
lilith

>> No.10527140

>>10527131
when are we settin up a ut99/q3a server, dear anon?

>> No.10527164

>>10527139
Yeah but that never worked and was an edge case that shouldn't have gotten the shit it got for wounding Graf and Rachel's egos.

>> No.10527178

>>10527164
I think everyone loved except Graf. His brain just works the different way.

>> No.10527259
File: 511 KB, 714x534, 1697725280134037.png [View same] [iqdb] [saucenao] [google]
10527259

>>10527120
switch textures that aren't switches

>> No.10527275

>>10527082
>start of the webm shows him being able to shoot at archvile feet
It clearly depends, and it will certainly make the game easier if you aren't aiming well otherwise.

>> No.10527316
File: 16 KB, 250x343, 1703041169283.jpg [View same] [iqdb] [saucenao] [google]
10527316

>shotgunner is up on a ledge
>clearly within my field of vision
>click
>gun shoots at the wall in front of me
>turn on freelook
>aim up at shotgunner
>click
>gun shoots at the wall in front of me

>> No.10527324

>>10527140
http://clovr.xyz/
when it comes around

>> No.10527339
File: 72 KB, 504x660, Screenshot 2023-07-18 at 16-36-36 _vr - WATCH YOUR DIET.png [View same] [iqdb] [saucenao] [google]
10527339

>>10527120

>> No.10527345

>>10526259
>Unreal Engine 5 functionality in GZDoom
Do we really need that?
>>10526275
If you mean for damage then yeah, I do. I don't agree that final doomer is at all balanced and would rather have the vanilla arsenal, but the way the RNG works in vanilla is too much. The revenant rocket can either be a flesh wound or almost death, it's ridiculous.
Personally I think it should be random but not as spread out. So for the revenant rocket, instead of 10-80, it should be something like 40-60, with the rolls being spread out in a nice gaussian distribution. Same should go for weapon damage.
Doing this however would be a nightmare of testing and fiddling around with numbers and I ain't got the time or patience for it.

>> No.10527395

>>10527065
>Legacy Of Suffering
How is it broken? I played it earlier this year and had no issues.

>> No.10527415

>>10527120
- Slippery movement
- An absurdly high degree of random damage that drastically changes how encounters may play out
- Bad autoaim
- Unpredictable, at times batshit retarded enemy pathing/behavior
- Infinite height enemies
- More than a tiny bit of bullet spread
- Slow weapon switching
- Inability to bind weapons of the same "type" to separate keys
- Useless starter weapons
- Forcibly switching weapons on pickup even if it's worse or you already have it
- Forcibly switching weapons on ammo pickup if you have melee out
- Hitscanners not having consistently replicable painstates/flinch mechanics
- Corpses blocking view
- Dying enemies blocking paths
- Key hunting
- Switch hunting
- Everything looking the same
- Arbitrary hurtfloors
- The illusion of nonlinearity, i.e. being severely punished for taking the wrong path blindly
- Nuisance enemies taking more than a shotgun blast to kill
- Mandatory secrets
- Enemies so useless that they only exist to block your path and waste your ammo
- Bad melee hit detection
- Boss monsters so bad at their job they kill their employees instead of you 99% of the time

>> No.10527451
File: 181 KB, 700x526, 1672038744295004.gif [View same] [iqdb] [saucenao] [google]
10527451

>>10527415
>An absurdly high degree of random damage that drastically changes how encounters may play out

>> No.10527501

>>10526615
According to the devs themselves, it's kind of bugged on GZDoom if you're playing on that. By default, GZDoom multiplies the damage of all custom hitscan attacks by between 1 and 3 unless it's told explicitly not to do that in the decorate code, which means that it can end up doing even more damage than it normally should. I think it still does enough damage to one-shot any non-boss monster even without that glitch in mind though, so what you described with barons and archviles is still in-line for the weapon.

>> No.10527509
File: 62 KB, 640x853, 1687482058352672.jpg [View same] [iqdb] [saucenao] [google]
10527509

>>10527415
>Infinite height enemies
Literally the only thing that bothers me in vanilla Doom. Dying because you were trying to run off a ledge to avoid an enemy/projectile but there was a monster you couldn't see hugging the wall below is just bullshit

>> No.10527519

>>10527415
I'd be curious to know what your top 5 favorite FPS games are, with this in mind

>> No.10527536
File: 35 KB, 640x480, IMG_0058.jpg [View same] [iqdb] [saucenao] [google]
10527536

What about Rise of the Triad?
Gets old quick, but doggo mode was great.

>> No.10527550

>>10526103
Stop playing on I’m too young to die.

>> No.10527581

>>10527316
Good. Doom doesn’t have free aiming (gzdoom does and thus isn’t doom at all). Free look should be just that, looking around while bullets still use doom autoaim.

>> No.10527586

>>10527519
serious sam 1
serious sam 3
serious sam 4
serious sam 5
serious sam 6

>> No.10527591

Forgive me for my lack of research, but I think it'd be really fun to play a singleplayer game based around Quake 3's weapons and movement. I have already played the PS2 port as well.

>> No.10527597

>>10527536
very good game
never gets old
i would like to play another high effort 10-40 level mapset for it because the official content isn't enough

>> No.10527596
File: 17 KB, 706x147, butter golem.png [View same] [iqdb] [saucenao] [google]
10527596

https://mb.srb2.org/addons/hatmod.5906/
Kart anon, could we run this tomorrow? Looks fun.

>> No.10527602
File: 1.62 MB, 448x598, 1700868916001659.gif [View same] [iqdb] [saucenao] [google]
10527602

>>10527586
I was genuinely curious

>> No.10527614

>>10527602
serious sam 1
serious sam 1 part 2
serious sam 3
serious sam 4 with serious sam 3's serious damage modifier
serious sam 4 part 2 on new game plus mode without upgrades

>> No.10527654
File: 137 KB, 1920x1080, kart0050.png [View same] [iqdb] [saucenao] [google]
10527654

>>10527596
Yeah, sure.

>> No.10527659

>>10527614
bro same. nta but I need to know a fellow sam fans fav wads

mine are
>paradise, mapwich2
>speed of doom, resurgence
>valiant, heartland

>> No.10527671
File: 792 KB, 736x736, 400.png [View same] [iqdb] [saucenao] [google]
10527671

Can I manually force a song to play in gzdoom through the console?

>> No.10527679

>>10527671
can't you just use idmus ##?

>> No.10527682

>>10527339
mod that universally makes 5/s damage floors (and any connected waterfalls) green, and 10/s damage floors red.

>> No.10527683
File: 96 KB, 678x381, rott.jpg [View same] [iqdb] [saucenao] [google]
10527683

This game is honestly quite shit, what's the appeal? It's just using the same mp40 against the same enemies in terribly designed levels. One of the absolute worst retro FPS I've ever played

>> No.10527689

>>10527671
changemus

>> No.10527698

>>10527682
where is it

>> No.10527707

>>10527698
Sorry, I'm making a suggesting and now spending the last 20 minutes trying to figure out if I can make it myself in short order.

>> No.10527739

>>10527683
>It's just using the same mp40 against the same enemies in terribly designed levels
Well, it was originally Wolfenstein 3D II

>> No.10527858

The Chaingunner, but white.
The Arch Vile, but black.

The Pain Elemental, but red & blue.
The Cacodemon, but brown.

The Zombieman, wearing the Shotgunner's clothes.
The Shotgunner, wearing the Zombieman's clothes.

The Revenant, but flesh.
The Pinky, but bone.

The Baron, but tan.
The Hellknight, but red.

The Mancubus, but with robotic legs.
The Arachnotron, but with fat fleshy legs.

The SS, but he's an enemy.
The Lost Soul, but he's a friend.

The Icon of Sin, but it's John Romero's face.
John Romero's head, but it's the Icon of Sin.

The Cyberdemon, but he's a spider.
The Spiderdemon, but she's a cow.

The Commander Keen, but it explodes.
The Barrel, but it hangs.

>> No.10527880

>>10527858
>The Chaingunner, but white.
Realm667 did that, he's got a rifle now if memory serves right
>The Pinky, but bone.
Legion of Bones
>The Baron, but tan.
Hell Knight
>The Hellknight, but red.
Baron
(That would actually make for a good way to fuck with players)

>> No.10527883

there's a crowd playing byoc on a tspg server rn

>> No.10527929
File: 114 KB, 500x247, 1689801832392501.gif [View same] [iqdb] [saucenao] [google]
10527929

>> No.10527934

>>10527707
I can't.
Not in short order anyway.
Zscript looks like it can probably do it, though.

>> No.10527938

>>10524751
Finished it. Honestly the last 3rd isn't very good. First 2/3rds are pretty good Quakin'. I think overall the UT99 OST is a better listen in terms of multiplayer shooting, but I must stress, some fine ass beeping and booping here.

>> No.10527992

>>10523442
Stupid question here, away from home atm, Does the halo mod use decorate or zscript for needler super combine effect?
Really like needler explosion like effect for a custom weapon mod.

>> No.10527993

>>10523442
whats that webm from?

>> No.10528001

>>10527938
>I think overall the UT99 OST is a better
Brandon and van den Bos made absolutely bitching music that few can compete with. It's unfair to compare anything to what they made back then for Unreal and Deus Ex

>> No.10528021
File: 609 KB, 1024x768, 1701492063419989.png [View same] [iqdb] [saucenao] [google]
10528021

Been playing plain and simple Doom for the first time in years. It was quite refreshing to get away from all the mods and fan made WADs and return to the basics. I was a little impressed by how well it holds up.

>> No.10528023

boy, I sure do hate demons!

>> No.10528025

>>10528023
Based

>> No.10528026

>>10528023
>how do you do fellow space marines

>> No.10528038

>>10528023
No John, you are the demons.

>> No.10528043

>>10528038
But I am not a demon, i a but a man.
A hue man. A bloo bloo.
You are the doomguy now

>> No.10528051
File: 27 KB, 600x452, 5ab68660ec6eec91e814f7cf697f0fa7fdf4ce75_hq-3885621101.jpg [View same] [iqdb] [saucenao] [google]
10528051

>>10528038
such are the repercussions of evil...

>> No.10528057
File: 7 KB, 183x198, 1646061889864.png [View same] [iqdb] [saucenao] [google]
10528057

>>10528023
>t.

>> No.10528081

Cacodemons and Pain Elementals are the same species.
The mommy Cacodemon spits plasma (embryonic Lost Souls) into the daddy Pain Elemental's holes, so that the offspring may incubate in its 600 degree internal organs and grow.
The Pain Elemental later births them, like a male seahorse.

>> No.10528101

>>10528081
>lost souls are babby cacos

>> No.10528191
File: 3.83 MB, 3440x1440, shot195.png [View same] [iqdb] [saucenao] [google]
10528191

I've done a lot of changes/upgrades to the lighting and atmosphere using the new fog and the sun-options.
Unfortunately this map also seems to be getting delayed due to a lot of work coming up...

>> No.10528195

>>10523694
>>10523889
Where did you get this brightmap mod? Vanilla GZdoom doesn't have them for me.

>> No.10528215

>>10528057
you look ridiculous mr. cacostein

>> No.10528247

>>10528195
they might be these
https://forum.zdoom.org/viewtopic.php?t=64299

>> No.10528249

When do the doomer boards maps stop being extremely good and fun? I hope never, i'm on 8

>> No.10528256

>>10527120
When a gap is just small enough that it eats plasma gun shots.

>> No.10528257

is there a mod that un gzdooms gzdoom so i can play voxel doom in "vanilla"

>> No.10528258

>>10528257
Vanilla Essence

>> No.10528271

>>10528249
They're all very good on average.

>> No.10528294

>>10523627
I had a pretty similar experience doing the same thing recently. It's also worth keeping in mind that Duke was the first build engine game, aswell as how both Shadow Warrior and Blood had engine improvements and experience with the engine that they used to great effect. Blood for example used 3D floors as well as teleportation tricks to do more room over room stuff.

Duke will probably always be my favourite for nostalgia reasons. But Blood is the best game out of the 3. All of the weapons are deadly and fun to use. Some of the enemies can be annoying though, especially if you're trying to 100%. But the levels are fantastically paced and loads of fun to explore.

>> No.10528297
File: 68 KB, 1280x720, b.jpg [View same] [iqdb] [saucenao] [google]
10528297

>>10528294
>But the levels are fantastically paced and loads of fun to explore.
>blocks your path

>> No.10528303
File: 2.04 MB, 413x298, 1683732697898883.gif [View same] [iqdb] [saucenao] [google]
10528303

>playing plutonia for the first time
>M15 was fucking brutal
>find secret exit
>M31 was alright
>mfw M32
i'm not gonna lie, i savescummed my way through
how do you even deal with cyberdemons in spaces that narrow consistently?

>> No.10528313

People mention how Duke 3D is the least good gameplay wise of the Build trio, but nobody ever mentions how fucking UGLY it is.
WHY are the sprites, colors, lighting, and texturework worse than Doom?
WHAT THE FUCK IS WRONG WITH EVERY GUN'S JAGGED ASS PIXELS?

>> No.10528319

>sometimes watch random doom videos
>"yeah this one's easy just infight"
>"infight this one"
>"infight is so fun"

what the fuck is wrong with people? i literally never make monsters fight themselves. if a wad is designed in a way that infighting is a required resource, then i instantly lose all interest. i want to shoot demons, my time is limited

>> No.10528323
File: 288 KB, 640x480, botmatch-and-grenade-launcher.png [View same] [iqdb] [saucenao] [google]
10528323

>>10523627
>In Duke I just used the shotgun, machine gun, pipe bomb and rocket launcher
i guess it's because they are more expeditious?
i find the devastator, trip mines and shrinker/expander pretty satisfying to use.
the N64 version has a grenade launcher instead of the devastator which is pretty fun to use imo(now that i thing about it maybe it should have replaced the pipe bombs instead)

>> No.10528326

>>10528313
i LOVE how Duke 3D looks. the dirty sci-fi look is kino.
it's overall very B-movie reminiscent

>> No.10528346

>>10528297
Reminds me of Tim Burton's bestiary every time

>> No.10528357

>>10528101
No, Lost Souls are Pain Elementals' cum. They're just that happy to see Doomguy.

>> No.10528362
File: 208 KB, 426x585, it's over.png [View same] [iqdb] [saucenao] [google]
10528362

>>10528357

>> No.10528408

>>10528319
Infighting is literally the most powerful weapon in the game

>> No.10528442

>>10528319
Required infighting turns a combat encounter into a puzzle (more than it already is), so I guess it would be a good thing as long as the player gets to know in advance this kind of thing will be in the wad.
Should wads start putting Content Warnings in their description?
>CW: infight puzzles, non-liquid hurtfloors, chaingunner ledges, pistol start

>> No.10528445

>>10528408
Exactly, and it's boring.

>> No.10528468

>>10528195
>>10528247
Yep, that's the one. The map is from Eternal Doom.
I wish Nugget allowed to make brightmaps SO bright as well.

>> No.10528554
File: 285 KB, 1280x964, yCZI61wqWoI.jpg [View same] [iqdb] [saucenao] [google]
10528554

>>10527339
Absolutely blessed seeing a post I made 5 months ago.

>>10527120
-Cacodemon corpses
-Unavoidable pickups
-Slow lifts
-"Floor starts raising and lowering" used for progression
-Secrets with no hints
-Ghost monsters
-Dealing with hitscanners without armor nor invis nor cover
-Players using chaingun with mouselook to snipe upper-tier enemies that aren't designed to be killed that early, and then complaining they're low on ammo.
-A single shotgun blast not killing an imp
-Two shotgun blasts not killing a pinky/spectre
-Two rockets not killing a caco
-Three rockets not killing an arachnotron
-Pushed cacodemons that fly away too far
-Having to fight a spiderdemon or a cyberdemon with a rocket launcher
-Hell Revealed is considered a brilliant classic
-Overabundance of turret enemies needed to kill manually
-Maps with no barrels despite mostly using low-tier enemies
-Instant death puzzles
-Platforming in non-zdoom maps
-Still having massive focus on shell and bullet weapons while at the second half of a megawad
-Crushers that only start crushing when walking under them

>> No.10528562

>>10528554
Would the game feel better for you if all, or most of these, were to be removed/fixed?

>> No.10528568

Maybe a bit of an odd question but for the christmas CC mapsets, is there any way to extract the music that they use for each map? They're usually these cute looping midis of christmas classics and they'd be nice to have as a playlist on it's own.

>> No.10528572

>>10528554
>Two shotgun blasts not killing a pinky/spectre

>wasting ammo on pinkies
anon do you even doom

>> No.10528575

>play "insanely well designed megawads" with lots of bell and whistles
>0 memorable moments. gimmicks everywhere. insanely hard or boring. stupid puzzles.
>play decades old wads, fava beans, doom1 wads, unknown wads
>the most fun ever simply blasting away enemies with my guns

Are popular megawads overrated or am I just a contrarian who doesnt like all of that crap?

>> No.10528576

>>10528572
Use Slade and extract the files

>> No.10528578

>>10528554
I don't understand why you even still play Doom at this point?

>> No.10528583

>>10528575
>play "insanely well designed megawads" with lots of bell and whistles
List them so i could avoid them

>> No.10528586

>>10528572
Look, I love bullying Pinkies with fists too but when there's several of the bastards it can take awhile.

>> No.10528591

>>10528583
eviternity ii, for example. got bored after a few maps.

>> No.10528595

>>10528591
Are you sure you didn't just get filtered?

>> No.10528609

>>10528595
if filtered means i stop playing something because i dont enjoy it then yes, i got filtered

>> No.10528615

>>10526475
>>10527071
Thank you for the tips anons.
I was thinking of turning off freelook to focus on my tactics, and Valiant does have fleshed-out difficulty settings.

>> No.10528621

>>10527689
sus

>> No.10528625
File: 17 KB, 464x321, BisonOfCourse.jpg [View same] [iqdb] [saucenao] [google]
10528625

>>10528562
picrel

>>10528572
Did you even play the Knee-deep in the Dead? I don't have berserk there, all I have is the janky chainsaw (if I'm lucky) for melee, and it's not like I have to save on shells anyways you fuckin shell-saving jew.

>>10528578
Because I can play however I want, and these pet peeves are easy enough to change where I can implement them and enjoy the game more.

>> No.10528646

>>10528591
I only know of the first one which mostly felt like a texture pack showcase, lukewarm imoression. First two episodes were the best before it got progressively more tedious.

Still wouldn't hurt to get more broad and extensive list to know where you're coming from.

>> No.10528653

>>10528081
If that's true, then how do cacos reproduce?

>> No.10528656

>>10528249
Some are better than others. A few are great and some are just good or average.

>> No.10528661

>>10528625
>(if I'm lucky)
it's right there in E1M2. If you're pistol starting that's like, your opinion, man.

>> No.10528672

>>10528653
The Lost Soul plants itself in the ground and screams until it grows into a meatball tree.

>> No.10528689

>>10528445
>muh boring

>> No.10528690

Lost Soul, but it sprouts a skeletal body when it gets close enough, transforming into a revenant with horns.

>Captcha: 0MGWY

>> No.10528706

>>10528442
>Should wads start putting Content Warnings in their description?
That would unironically be a good thing. Cause so far the way to choose wads is either by following your favourite mapper's works or just going by some screenshots and vague descriptions. Having some clear pointers on not only the content but also on how it was meant to be experienced (pistol start, jumping, crouching, freelook) would be helpful.
>>10528554
>-Two shotgun blasts not killing a pinky/spectre
This working isn't even the default, you get lucky when it does, not when it doesn't. A shotgun will, most of the time, take three shots. Switch to the ssg instead.
>-Two rockets not killing a caco
>using rockets on cacos
That's how you make them fly away.
>lack of barrels
Why? Who even cares?
>not enjoying the sound of his shotguns
Gay.
>>10528672
I don't like your theory because I love cacos and hate lost souls and pain elementals. Cacos must be their own species with pain elementals being the retarded inbreed cousin.
Cacos must form happy families with other cacos while pain elementals are so evil and retarded they can't mate, so instead they vomit their last meal (ignoring the biological evolutionary advantage the double butthole gives him, thanks to their more based caco cousin) and if those lost souls feel enough pain (which they deserve) they grow arms so they can start eating with some resemblance of civility instead of charging mouth first at marines, which will allow for more effective alimentation and eventually that'll lead them to grow into proper, retarded and inbreed pain elementals.

>> No.10528723

>>10528690
Dark Souls type gameplay mod where instead of dying for good you instead respawn at the level start, but now the monsters that damaged you and didn't die evolve into stronger versions of themselves/stronger monsters.

>> No.10528735

>>10528661
Every chainsaw in E1 is in a secret, I don't always go for secrets.

>> No.10528765

>>10528706
I suppose a readme would do in most cases.

>> No.10528771

>>10528765
Yeah, wads already come with a text files containing some technical stuff and credits and whatnot. Just add a little section with that extra info there and you're golden.

>> No.10528781

>>10528723
Shovel Knight gameplay mod where you can only save at lantern-shaped checkpoints, but you can break these lanterns for extra supplies/powerups/other goodies, erasing the save in the process.

>> No.10528791
File: 40 KB, 2800x2800, jsygzjuuqrg81.png [View same] [iqdb] [saucenao] [google]
10528791

Doomin' if anyone wants to join in
IP: 164.152.111.147:10666
Password: penis
Name: Booty Lickers Incorporated
WAD: https://www.doomworld.com/idgames/themes/xmas/dbp43

>> No.10528796
File: 209 KB, 904x585, surf.png [View same] [iqdb] [saucenao] [google]
10528796

>>10528706
>-Two shotgun blasts not killing a pinky/spectre
It honestly feels like a 50/50 gamble, but it still feels a bit annoying. I'd rather have it be consistent like for the lost souls.
>using rockets on cacos
When there's more than two cacos I prefer to use rockets or cells, and it seriously shouldn't be a problem in the first place.
>lack of barrels. Who even cares?
I care immensely.
>not enjoying the sound of his shotguns
I prefer variety when it comes to megawads, I don't want to use 90% shotgun for so many maps, as good as the weapons sound.

>> No.10528812

>>10528796
>50/50 gamble
To me it's more like 60/40 or 70/30, most of the time it will not kill in two blasts. I agree that the RNG is too much but if it was standardised, the default should be not killing in two blasts.
>i care immensely
Why? I legitimately do not understand. Sometimes, every once in a blue moon, a map will do something cool with barrels. Sometimes. Most of the time they're just there, doing their own thing, being there.

>> No.10528872

>>10528765
>>10528771
Severely underestimating how many people read readmes / help menus / even the fucking pages they had to go to, to downlead something.

There's a reason gameplay mod devs have an uphill battle even getting fuckers to bind stuff like the zoom key.

>> No.10528895

>>10528791
And that's a quick wrap. Will take a look around for a bit for some DM shit to add some more doomin. Tempted to try that MBF21 weapon pack and DM mapset that was in the Cacowards, Valient or Variant or whatever the fuck it was, but will peep around for some Christmas shit

>> No.10528908

Sigil is fucking garbage

>> No.10528934
File: 367 KB, 1551x917, favavoxelthumbnail.png [View same] [iqdb] [saucenao] [google]
10528934

>>10528812
>the default should be not killing in two blasts.
To me it feels right to have the demon die in two shotgun blasts, because it's not a very threatening enemy, and because the SSG consistently kills them with 2 shells.

>Why? I legitimately do not understand. Sometimes, every once in a blue moon, a map will do something cool with barrels
It breaks the monotony in E1 styled maps where you fight low-tier enemies with shotgun/chaingun, you get explosions and gibs as a result of good enemy manipulation, it feels kind of empty without them.

>> No.10528943

>>10528934
>and because the SSG consistently kills them with 2 shells
Yes, that's part of the SSG thing. It is more powerful and more ammo efficient assuming you use it in its ideal conditions.

>> No.10528953

>>10528908
It's the best official Doom content ever made.

>> No.10528963

>>10528908
john romero made this poster his bitch

>> No.10528968
File: 354 KB, 2560x1435, 6564892844.png [View same] [iqdb] [saucenao] [google]
10528968

How could someone hate fun so much he can't appreciate barrels going boom and gibbing half the room into squishy pieces. One of the very very few interactive things equally affecting player and monsters Doom has.

>> No.10528978

>>10528872
Very true, but someone who gives any thought to the mapper's intent is likely to have enough braincells to read.

>> No.10528979

>>10528968
I don't hate it, I just don't miss it much when it isn't there.

>> No.10528981 [DELETED] 

>>10527858
>The SS, but he's an enemy.
What did he mean by this?

>> No.10529000 [DELETED] 

>>10528981
Turn the SS into jews.

>> No.10529001

>>10528812
>Most of the time they're just there, doing their own thing, being there.
You're not using them properly.

>> No.10529002 [DELETED] 

>>10528981
Turn them into OSS operatives so you're actually fighting bad guys.

>> No.10529006

>>10528554
>Dealing with hitscanners without armor nor invis nor cover
Mappers by and large put a lot of thought into making sure rooms have archvile cover and cook up new and gimmicky ways to implement it but don't put as much thought into zombie encounters. Maybe because of "cover shooter" stigma?

>>10528781
>>10528723
The reaper crystals in deathstrider are nice when you come to a difficulty spike or gigantic level, or later in a wad where shield enemies are so common, they're balanced in the context of a progression mod where finding one plasma rifle or BFG pickup doesn't make you set for the next 30 maps

>> No.10529007 [DELETED] 
File: 21 KB, 384x384, SSBJ.png [View same] [iqdb] [saucenao] [google]
10529007

>>10529000
>>10528981
>>10529002
Guten Tag, my fellow Naziggers (shorthand for Nazi + Germans).

>> No.10529014

>>10527683
>It's just using the same mp40 against the same enemies
Why aren't you using drunken missiles?

>> No.10529019
File: 710 KB, 1228x656, GasTrimmed.png [View same] [iqdb] [saucenao] [google]
10529019

Grenade mod anon here,
Added basic functionality for HE, Frag, Plasma (halo sticky like), Flashbang, Ice, Direct Damage (thrown knife basically), Big Fucking Bomb, Explode-on-contact, Gas, and Cluster grenades. Still need to work on a version of that HL1 grenade, as well as some sort of electrical grenade.
About to start in on mines. Anything anyone wants besides remote, proximity, and trip varities? I think I might make a plasma fountain mine by abusing A_Mushroom a bit. Also considered a bear-trap mine of sorts.
Additionally going to probably revisit remote detonator bombs at some point. Considering a explosive sheep ripoff from worms. Open to other ideas.

As an aside, does anyone know how to make an actor face the normal direction from a surface? I'd like to have turret mines that could land on walls, but they'd need to face out. I'm also wondering if I can do something like mentioned here >>10526137 and have them face the player?

>> No.10529025
File: 99 KB, 318x368, 1677772809089287.png [View same] [iqdb] [saucenao] [google]
10529025

>>10528895
All the DM packs I wanted to try with Vesper broke its functionality. I load it up with a random single player WAD and it works perfectly fine. I hate video games.

>> No.10529035

>>10528313
Everything you said is wrong.

>> No.10529040

>>10528319
Infighting is funny.

>>10528575
You sound very contrarian given how bland and unremarkable Fava Beans was even by the standards of 20 years ago.

>> No.10529052

>>10527683
The game gives you a million rocket launchers, what are you doing

>> No.10529071

>>10529019
Turret mine.

>> No.10529082

>>10529025
No wait, I'm an idiot and was checking the wrong shotgun against another. What was getting me is that the Blunderbuss seems to replace the Shotgun, while the Foe Hammer replaces the Super Shotgun, but both have the "reload" animation while only the Blunderbuss shoots projectiles; the Foe Hammer shoots hitscan. Because I'm blind to the actual designs of the guns and because the Foe Hammer still has a blue firing trail, I thought they were one and the same and somehow was getting broken.

>> No.10529117 [DELETED] 
File: 57 KB, 1080x618, tonoight.jpg [View same] [iqdb] [saucenao] [google]
10529117

>run btsx e1 + mars mercenary + rampancy
>vibes: literally immaculate
>voidripper SMG: literally stops doing any and all damage
i mean at least it was easy to fix, buy why the fuck was the puff damage type set to poison anyway?

>> No.10529190

>>10529071
Target acquiring? or dumb fire?
Hitscan/projectile?

>> No.10529217

>>10529190
>Target acquiring? or dumb fire?
One of each. Target acquiring is low damage/low health. Dumb fire is AoE, possibly not damaging the player or a shield type thing.
>Hitscan/projectile?
I prefer projectile but the target acquiring one could be hitscan, just make it low damage for balance.

>> No.10529248

Readmes already come with all descriptions. Sometimes they don't really say infighting puzzles, but if it's slaughter shit or pretentious garbage, rest assured: there will be 30 minutes of infighting just because.
People who like too much infighting are passive IRL as well, sad truth

>> No.10529254

>tfw there is a guy making shitty fps threads to make people hate us

>> No.10529284

>>10529254
They hate us cause they anus.

>> No.10529316
File: 741 KB, 1815x1837, GBuLitxWIAAb_C6.jpg [View same] [iqdb] [saucenao] [google]
10529316

https://twitter.com/__RandomDude___/status/1737135558189592925

>> No.10529328
File: 39 KB, 660x574, 1620714922181.jpg [View same] [iqdb] [saucenao] [google]
10529328

Sigil 2 kinda sucks.

>> No.10529336

>john romero
>still making levels for doom because he doesnt know what to do. failed programmer brutally mogged by the big JC. even the lvls he does now are mediocre
>sandy
>doesnt give a fuck because he is a genuine, good and happy person

>> No.10529372
File: 124 KB, 1920x1040, doomcode.png [View same] [iqdb] [saucenao] [google]
10529372

>Want a monster with a "drunk" firing pattern
>If I just do that, it will probably never make to full cycle completion
>But what if I use flags to track what was the last shot
>my code when

>> No.10529404

>>10529336
Romero is working on another FPS right now that his wife's gangland game is done.

>> No.10529498

>>10529372
Please tell me this enemy has incomprehensible drunken babble as his sounds.

>> No.10529546

Let's settle the debate once and for all.
Is pistol starting the best way to enjoy Doom?
What about Quake and shotgun start?

>> No.10529553

>>10529546
Yeah.

>> No.10529556

>irredeemable dogshit opinion
>recognizable frog picture to make it stick in people's heads longer + hopefully cause the more meme-impressed of them to repeat it as gospel
Many such cases!
Sigil 2 is good.

>> No.10529560

>>10529546
>Is pistol starting the best way to enjoy Doom?
Probably not for IWADs. Most maps don't have weapon placement that seems like it is expected to matter. However, most (prominent) PWADs are much tighter and usually fan mappers can't test their maps for continuous so pistol is better.

>> No.10529590

>>10529546
No.
No.

Cross-level weapon progression is always more fun and interesting than starting over every map, especially if we're talking about levels that are roughly vanilla in length. I don't care that dying and auto-restarting the level in Doom takes your guns away - you can save/load at any time.

>> No.10529592

>>10529590
ignoring the fact that your opinion is completely wrong, why do you think it's "always more fun and interesting"?

>> No.10529606

>>10529590
>and interesting
It's specifically less interesting because you don't get to experience the individual design of each level to the fullest, because you don't have to care abotu weapon placement at all and the gameplay that emerges from it.

>> No.10529624

>>10528953
For it to be official, Sandy would have had to come in at last minute to do 70% of the maps while learning the tools.

>> No.10529631

>>10529592
Escalation of gameplay. Cross-level weapon progression is generally done in conjunction with introducing higher-tier enemies, and increasingly intricate level design that encourages more tactics. This *can* be done within one level, but it rarely is and you don't get the thematic/architectural progression (i.e. techbase to cramped hell interior to open hell exterior) to go along with it.

>>10529606
I'm not convinced that much gameplay really 'emerges' from cramming every weapon in the game into one map. At least not in a positive sense.
It also doesn't feel that intentional in many, if not most, vanilla Doom 1 and 2 maps.

>> No.10529637

>>10529606
That's only if the level design is interesting to begin with and weapons placement actually means anything, which is obviously not always the case. Saved plasma gun might help you to not delete the wad after 10th "le ebin pickup of 20 revenants closet" in a row.
But you never know before you play the wad.

>> No.10529638

>>10529631
>I'm not convinced that much gameplay really 'emerges' from cramming every weapon in the game into one map
Try playing pistol start sometimes. The reward of actually exploring the map in order to gear up for combats is much bigger.

>> No.10529643

>>10529606
unless there's a fight that specifically puts a weapon in a precarious place with enemies already on your tail, a lot of weapons are "pick up this plasma gun on a glowing pedestal and 5 closets open", i.e. the action starts after you have the weapon
The only thing not pistol starting really ruins is hot starts that put something like a turret vile you're not "supposed" to kill, and some secret ""optional"" plasmas and RLs

>> No.10529649

HL crowbar starts

>> No.10529651

>>10529546
>Is pistol starting the best way to enjoy Doom?
It’s a choice in most cases. I enjoy it more because I like going through the weapon progression each level and it squishes concerns I have regarding weapon/ammo balance.
>What about Quake and shotgun start?
Similar to Doom it’s a choice but one that’s forced on me far less than in Doom mods: Some of the more popular and recent Quake mods are hub-based forcing shotgun starts. The original Quake episodes are also more tuned tor continuous fwiw

>> No.10529652

>>10529649
HL suitless weaponless starts

>> No.10529713
File: 227 KB, 499x636, 1694460785337392.png [View same] [iqdb] [saucenao] [google]
10529713

>>10528023

>> No.10529732

>>10529372
Interesting little hack. What are some 'safe' flags that are mostly unused?

>> No.10529742

Didn't realize this general is far more casual than doomworld.

>> No.10529743

>>10529652
HL mod where the maps don't have transition triggers and you have to use the console to go to the next one

>> No.10529745

>>10529732
In MBF21 there's a full stack of boss actions but I avoid them just in case. Otherwise what I know:
RIP - Ripper projectile, my first choice for everything. Literally does nothing on anything that isn't a missile
FORCERADIUSDMG - only matters if thing is producing explosions
Non MBF21 flags can't be checked/edited together at once with MBF21 flags since those are different variables.
SPAWNCEILING - only controls spawning, obviously.
FRIENDLY and AMBUSH can be used on something like static decorations.

>> No.10529814

GZDoom isn't displaying my saves.
I know they're still in the save folder but they just don't show up on the list. What do?

>> No.10529829

>>10529814
Doom 1 and Doom 2 wads use separate save folders by default. Maybe other things as well.

>> No.10529832

>>10529814
Saves are per-iwad IIRC, are you sure you're using the same one, and not trying to load Doom 1/2 saves in wadsmoosh or vice-versa?

>> No.10529842
File: 8 KB, 210x186, demonguy.jpg [View same] [iqdb] [saucenao] [google]
10529842

>>10528038
https://www.youtube.com/watch?v=jTErdSs9LSs

>> No.10529845

>>10529546
Quake is awful on shotgun starts. Outside of the first episode there's basically no support for it.

>> No.10529852

>>10529829
>>10529832
I'm using DOOM 2 iwad, that didn't change.

>> No.10529859

>>10529814
Check the ini, find the savedir entry, see if it matches the folder location still.

>> No.10529862

>>10529814
>>10529859
disregard that, I suck cocks, it's save_dir

>> No.10529901
File: 435 KB, 1920x1080, Screenshot_Doom_20231220_161811.png [View same] [iqdb] [saucenao] [google]
10529901

>>10529842
This reminds me of a strange-ass Doom dream I had last night. I was browsing these threads and suddenly an anon who had left the community came back and dropped a megawad out of nowhere. The first map was this huge sprawling chain of temples on floating islands in the sky with black and white marble textures similar to picrel with a vibrant blue and cloudy sky. I had recognized it as the best map ever made for Doom within the dream. I don't remember much about the second one but it had the same aesthetic, was smaller in scale, and it explicitly used the regular shotgun and didn't give me an SSG or anything stronger. The third map was this enormous marble cathedral, and I was sitting in some church pews with various demons who weren't attacking. Then there was this Touhou girl to my right wearing a fucking vietnam veteran hat so I shot her dead and the scene erupted into a huge infighting mess, which didn't involve me somehow. I proceeded to take her wallet from her corpse and started rummaging through it while quoting the Postal dude (I remember shouting "YEAH BABY I AM THE LIZARD KING") and then the dream faded into another scene entirely. I was in my kitchen, where I proceeded to down an entire gallon of whole milk from my fridge in less than 10 seconds.

I'm probably spending too much time on the computer because what the hell. Thanks for reading my blogpost.

>> No.10529932
File: 72 KB, 500x500, 1685898080084726.gif [View same] [iqdb] [saucenao] [google]
10529932

>dislike mazeshit so much that I'm looking into console ports like the PS1 version of Doom by Williams since they have streamlined level design
kill me

>> No.10529954

>>10529862
It's empty, it just shows:
>save_dir=

>> No.10529972

>>10529842
kino

>> No.10529974
File: 7 KB, 288x288, 1681633838665463.png [View same] [iqdb] [saucenao] [google]
10529974

>>10529901
anon, that anon was you
get to work on that megawad

>> No.10529987
File: 24 KB, 240x210, 1688137435439588.gif [View same] [iqdb] [saucenao] [google]
10529987

>>10529974
Okay!
First step, leave the community for like 6 years and then come back. See you in 2029!

>> No.10529989

>>10529901
>>10529974
This, don't let your dreams be dreams. If you dream a map, make it. Even if it's only 3 maps, that abrupt ending would be funny as hell.

>> No.10530036

>>10529954
>>10529862
What's the format for the path I should put in there?

>> No.10530065
File: 1.59 MB, 2400x1350, hud.png [View same] [iqdb] [saucenao] [google]
10530065

Trying to make my own HUD for FinalDoomer. I spent the whole fucking day moving elements in SBARINFO pixel by pixel, but I'm quite happy with how it turned out
>this is only for ancient aliens guy
>i will have to spend even more time for each set

>> No.10530117

>>10530065
Wow fuck this it's taking so long to fix thing. Standard HUD here we go again.

>> No.10530220

>>10529040
Fava Beans is from '95 and pretty damn impressive for its time, easily as good as KDITD. It just feels piss easy now because everyone's used to ridiculous slaughter maps.

>> No.10530248
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10530248

Wednesday Kart Whatever

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
Coconut Mall and Daytona Speedway are now 4 laps long
Theme pack updated and file size reduced, it should be downloadable in-game now, sorry about that.
We have hats! Relevant console commands are: hatlist (page number), and hat (hat number)
Updated the pastebin to point to /vm/'s protips guide it's more accurate to our server than it is to theirs at this point

>> No.10530341

>>10530248
fuck im on linux how to compile

>> No.10530345

>>10530341
https://wiki.srb2.org/wiki/Source_code_compiling/Makefiles#Compiling_on_Linux
It's the same process as detailed here, but you're gonna be using the custom client repo instead of the vanilla client

>> No.10530348
File: 3.88 MB, 1920x1080, Yorugait - The Ultimate DOOM 2023-12-21 02-12-25.webm [View same] [iqdb] [saucenao] [google]
10530348

I can't even get mad. The whole level past the first room is such a fucking bullshit, it's just beautiful.

>> No.10530353

>>10530348
loool!

>> No.10530361

>>10530353
The biggest loool is that the last cyberdemon is the same cyberdemon from the previous room that got teleported to the next room 2 seconds before I opened the door.

>> No.10530362
File: 6 KB, 158x153, 1362378505366.jpg [View same] [iqdb] [saucenao] [google]
10530362

>>10530348
Holy shit that knockback

>> No.10530367

>>10530361
well that explains the insta-shot

>> No.10530372

i HATE demons

>> No.10530391

>>10530372
You see an imp, I see a future baseball pitcher. You see a cacodemon, I see a future ophthalmologist.

>> No.10530412

>>10530348
lol'd

>> No.10530417
File: 3.38 MB, 1500x2121, GSD.png [View same] [iqdb] [saucenao] [google]
10530417

>>10529316
>Goblin Slayer eye glow

Nice.

>> No.10530425
File: 30 KB, 718x494, file.png [View same] [iqdb] [saucenao] [google]
10530425

>>10530248
Now I am become death, the destroyer of worlds

>> No.10530426

>>10530348
OH N--

>> No.10530429

>>10527536
ROTD gets the pass just off of its OST. Hell Revealed 1 uses the ROTD soundtrack for a lot of its midis and makes it bearable to shoot a group of barons with a shotgun. 10/10 wad and ost.

>> No.10530435

>>10530429
***ROTT fuck im drunk and retarded

>> No.10530440

>>10528313
you should see lameduke the alpha for duke3D it looks even worse duke is fun for one playthrough and thats it. it is fun to try and make levels for though, albeit with less intuitive mapping programs than doom.

>> No.10530486
File: 222 KB, 720x720, 1695361176895947.jpg [View same] [iqdb] [saucenao] [google]
10530486

>>10530391

>> No.10530490

>>10530036
standard c:\words\folder\saves
can have spaces in it

>> No.10530518

>>10530248
Where is everyone?

>> No.10530532

>>10530391
#NoDimensionalWalls

>> No.10530569

Anons, I like doom and making music. If any projects r being made that want some original metal tracks, reply to this post or direct to a doomworld thread or something.

Here's an original which i DOOM-ified for reference:

https://youtu.be/TWP8eN2WBDc

>> No.10530609
File: 72 KB, 454x657, 1693170188895140.jpg [View same] [iqdb] [saucenao] [google]
10530609

>>10530518
protesting the lack of santa hat

>> No.10530624

>>10530609
We're working on it, alright? You've heard of vrskins and vrsounds, now prepare for vrhats.

>> No.10530643
File: 120 KB, 418x577, 1000000136.jpg [View same] [iqdb] [saucenao] [google]
10530643

>>10530518
I was sleepin. But now some tard downstairs started his washing machine. It's 4am, can you believe this shit?

>> No.10530670

Whenever I launch some wad using ZDL it opens GZ and asks for the IWAD instead of launching straight away. It didn't use to do that, I think I changed something and don't know how to revert it. Anyone knows?

>> No.10530692

>>10530643
Fart on his door, haaaaaaw
https://youtube.com/watch?v=VUepVrd8wug
And get on the server

>> No.10530783 [SPOILER] 
File: 26 KB, 1381x727, bad sprites for a stupid mod.png [View same] [iqdb] [saucenao] [google]
10530783

>>10530248

>> No.10530834
File: 1.25 MB, 480x270, R.gif [View same] [iqdb] [saucenao] [google]
10530834

>>10530783
>that potbelly

>> No.10531056

Is Tangerine Nightmare good?

>> No.10531075
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
10531075

>December 21st
>nobody has even suggested, let alone announced a Quake Xmas jam
>not even a shitty spooky Christmas jam like last year
HUH bros, has it ever been this over?

>> No.10531080
File: 2.52 MB, 425x498, pigmask.gif [View same] [iqdb] [saucenao] [google]
10531080

>>10530834
He's a big guy

>> No.10531091
File: 1.00 MB, 1498x740, 1680308169063040.png [View same] [iqdb] [saucenao] [google]
10531091

>>10531075
Never over. I've got a few things in the pipeline I feel good about. Just not Krismas themed. Besides, you could have started such a jam silly anon.

>> No.10531112
File: 338 KB, 1280x960, 1000000151.png [View same] [iqdb] [saucenao] [google]
10531112

>finally got some webms
>4channel ceased to exist
>now have to upload them to pisscord and then phonepost
Goddamn, I hate
this country.

>> No.10531113
File: 36 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
10531113

>>10530248
GGs

>> No.10531119

>>10531112
Is that Reimu with horns?

>> No.10531124
File: 1.07 MB, 1920x1080, kart0258.png [View same] [iqdb] [saucenao] [google]
10531124

Duke Nukem found a cool hat, and the letter on it stands for his name!
>>10530248
GGs.

>> No.10531128

>>10531124
It is now my head-canon that dunce caps are part of the Duke-Burger uniform.

>> No.10531135
File: 3.90 MB, 800x600, 1000000153.webm [View same] [iqdb] [saucenao] [google]
10531135

>>10531119
Closer to Cirno with horns.

>> No.10531139
File: 3.89 MB, 800x600, 1000000155.webm [View same] [iqdb] [saucenao] [google]
10531139

>> No.10531143
File: 3.91 MB, 800x600, 1000000157.webm [View same] [iqdb] [saucenao] [google]
10531143

>> No.10531152
File: 3.94 MB, 800x600, 1000000159.webm [View same] [iqdb] [saucenao] [google]
10531152

>> No.10531193

>>10525754
>What does this mean?
Throwing away features that were perfectly fine for bogus reasons.
Old ones - Dynamic light radius multiplyer, minimum ambient light (because ruins author's vision)
New ones - exclusive fullscreen (can only do borderless windowed now), ability to scale to 320x240 (only down to 640x400 now) because of the new menu system nobody asked for or wanted, lightmodes (because ruins author's vision)

Several old Decorate functions that were perfectly fine turn out to be "working wrong actually" and got "fixed" breaking old mods (some of the vertical pitch functions)

probably more I forgot about

>> No.10531203
File: 28 KB, 800x157, Untitled.png [View same] [iqdb] [saucenao] [google]
10531203

>>10531193
It's a shame the hall of unpleasantness got hidden, there were threads displaying the ensuing fallouts of decisions exactly like this on clear display for everyone to see. Custom menus was a big one I still remember.

>> No.10531213

>>10531193
>can only do borderless windowed now
GZDoom could only ever do borderless windowed. OpenGL fundamentally cannot use exclusive fullscreen. You've been living a lie.

>> No.10531219

>>10531213
not true, and OpenGL is not the only available renderer too, but whatever

>> No.10531240
File: 169 KB, 533x270, S8B7ADF.png [View same] [iqdb] [saucenao] [google]
10531240

So, anybody wants to see a man suffer through entirety of PRODOOMER (with some QOL mods) on the days before New Year's eve? Last time I played it a few years back and I don't mind suffering through it again if I can get like 5 people watching me lol

>> No.10531243

>>10528575
>fava beans
Tried this out after seeing it in the thread. Pretty neat for 1995 honestly. Wish I'd played it with pistol start though, it loads you up on big guns quickly.

>> No.10531254

>>10531240
Like, right now?

>> No.10531287

>>10531254
>on the days before New Year's eve
I meant specifically 30 and 31 of december, maybe after 1st of jan too if the playthrough calls for it

Will have to play it on x2 exp, because while the truck boss can be cheesed with luck and savescumming, the next very next level outright REQUIRES Haste spell, there's no amount of cheese that can bypass this block, and it will require to have ALL kills and ALL secrets on the prior levels for EXP bonuses, and that's on x2 exp., hence the item radar mod and x2 exp option.
Playing on x1 will mean I'll have to grind prior levels with best XP one requiriing about 8 consecutive replays and I'm not up to that level of suffering, plus would make for a boring stream lol.
Luckily getting all the rings and beating Sonic bosses is not a requirement. (I still plan on getting some of them with sandbag cheese just to show it)

>> No.10531291

>>10531240
anon plays shitwads?
I'm interested either way

>> No.10531296

>>10531291
Nah, not him but I watched his streams as they happened and was inspired by him. I even promised to do a stream of my own back then, so I guess It's time I made good on my promise lol.

>> No.10531307

>>10531287
30th sounds nice. I'll join if I wont be asleep.

>> No.10531345

>>10530518
My sleep schedule has been ruined by trying to keep up with the christmas celebrations on other boards. Consolidate the winter tracks into a single christmas playlist and I might've dragged my fat ass outta bed.

>> No.10531354

>>10527065
>That's almost everything made +10 years ago
Anon, 2013 was 10 years ago, some of that stuff, like Zen Dynamics, is from 2005. This is a fraction of ZDoom's content from the past decade.

>> No.10531357

>>10527065
>Ultimate Torment and Torture
Isn't there a bunch of those? I played the first one from 20 years ago some time back, and it ran fine even with a gameplay mod on top.

>Action Doom 1 and 2 (original versions)
What's broken about them? They worked fine last I tried.

I know Zen Dynamics is broken, and why, but can you at least mention how the others are broken?

>> No.10531359

>>10527451
The Revenant's damage range is nothing. Go play Blood 2 and get back to me about damage ranges.

>> No.10531361

>>10530429
That's an interesting opinion considering what an unbearable fucking slog Hell Revealed is. I prefer gibbing Triad troopers with endless bazookas.

>> No.10531365
File: 14 KB, 640x480, Alien_Vendetta_title.png [View same] [iqdb] [saucenao] [google]
10531365

>>10530220
20 years ago wasn't 1995, 20 years ago was 2003 and Fava Beans had been long since eclipsed by then. For instance by Alien Vendetta.

>> No.10531392

>>10531359
An otherwise good game having RNG problems is like a well-respected celebrity doing something stupid in public. Meanwhile, Blood 2 having RNG problems is just a toddler shitting himself again.

>> No.10531395
File: 61 KB, 512x512, perfectly safe door.gif [View same] [iqdb] [saucenao] [google]
10531395

>>10531359
People bitching about Doom 2 chaingunners, Duke enforcers, or even Blood cultists also really have no idea just how bad things could be. They've only experienced suppressive hitscanners at their most civilized and engaging.

>> No.10531412

>>10531392
The damage scaling in Blood 2 is like the biggest turd in those pants though, it's a crippling design decision.

>> No.10531420

>>10531392
>>10531412
Recently there was a patch released to try and unfuck Shogo's crits and stuff a bit.

>> No.10531423

>>10531412
It will always be funny to me that the best weapon in the game is the chaingun simply because it has the most damage rolls. Its damage range isn't much different from any other weapon, it just rolls the slot machine the fastest.

>> No.10531439

Who's got recommendations for WADs on the easy side? No slaughter, no hour-long maps where you die to a dozen-chaingunner trap 55 minutes in.

I've recently played through FAVA.WAD and ICARUS.WAD and it's been nice to just chill out but they are a bit dated.
FAVA in particular I swear copy and pasted sections of the Doom IWAD. I want some modern design but easier maps seem to have gone out of fashion a bit?
Vanilla, Boom, or ZDoom I'm not fussed.

>> No.10531442

Playing Cydonia with Smooth Doom and the Chaingunners are sometimes red sometimes green. How to fix? I don't want to disable SD, it's got some really pretty death animations

>> No.10531446

>>10531442
That's a Cydonia thing, it's not a bug

>> No.10531448

>>10531446
Yes, but without Smooth Doom the chaingunners work fine. I guess the only way is to make a patch for it and delete everything about chaingunners in the files

>> No.10531451

>>10531448
Oh I see what you mean now. Yeah, smooth doom kinda shits itself when it comes to custom sprites and monsters.

>> No.10531454

i like how the chaingunner go rip split flop sploop in half when you shoot them to die with smooth doom animations enabled :)

>> No.10531460

>>10531454
Other enemies as well ;)

>> No.10531463

>>10529560
According to Sandy the IWADs were tested from pistol start, he also said continuous play made it much easier than they intended.

>> No.10531464

>>10531463
Sandy also put a rocket launcher at the end of E3M1 after you've killed everything in the map and can't even go back to the rest of the map anyway.

>> No.10531468

>>10531439
Base Ganymede, Lunar Catastrophe, Ultimate Needs More Details: these are all classic Doom wads I've enjoyed.
Doom 2, I'm not sure, most maps tend to go towards slaughter shit sooner or later. DBP have good shit though

>> No.10531472

>>10531464
In his limited defense that's probably more intended for deathmatch.

>> No.10531476

>>10531463
They're tested pistol start because maps aren't developed in any sort of order, the order was only established towards the end of development. This is one of the most common practice in game development and doesn't exactly imply it to be the intended method of play for the end user.

Nothing's going to stop people from keeping the same old argument on loop though, most want their preferred way to play Doom to be the one true way.

>he also said continuous play made it much easier than they intended.
SR40/50 weren't either, neither was playing with infinite actor height turned off.

>> No.10531478

>>10531439
>>10531468
Valkiriforce makes pretty chill Doom 2 stuff, like the Doom Core Trilogy (Doom Core, Reverie, Eternally Yours) and Anomaly Report.

>> No.10531490

>>10531476
I mean they also had to make sure the maps were completeable from death restarts, they knew not everyone would want to or remember to save and reload each time.
I'm not the same guy further up the thread just telling you you're wrong, play however you like.

>> No.10531492

>>10531490
>I'm not the same guy further up the thread just telling you you're wrong,
I'm not the guy further up the thread either.

>> No.10531596

>>10531478
Anomaly Report is one of the best megawads of recent years. Its actually fun too, which is more than we can say for a lot of popular mods these days

>> No.10531670
File: 899 KB, 1920x1080, AR.png [View same] [iqdb] [saucenao] [google]
10531670

>>10531596
AR is one of my top 3. I can definitely recommend it.

>> No.10531693

i wish revenants were big boned so they didn't take 5 SSG hits to kill in any scenario beyond point blank combat on level terrain
i swear to god if there's even the slighest height difference or they're more than 2 meters away from you then only a single pellet hits them
annoying

>> No.10531695

>>10531693
Really if you're not tangling with them at point blank, Revenants are best dealt with with chaingun fire or the rocket launcher.

>> No.10531760

>>10531468
But he asked about easy-side wads, not classic wads, that's a huge difference.
Lunar Catastrophe for example is only classic in style, the combat gets quite more tricky the further you go, with E4 being a peak of fuck you slaughter >>10530348 , not slaughtershit i.e. huge semi-empty arenas with gorillion of high-tier enemies and plasma cells, but a brutal massacre. It's nowhere close to easy-side wads even if you somehow consider original E4 easy.

>> No.10531771

>>10531439
*insert hard wad here* on ITYTD

>> No.10531779

>>10531693
>>10531695
I'll take this moment to say I fucking love Revenants. They're a fair danger all ranges, are enjoyable to fight against in both small and large number, and they encourage you to use different weapons at different ranges to different effects, whether it's the burst kill dance of the SSG or trying to keep the bullet hose on with the stunlock Chaingun lest you break fire and they do their whole attack-after-hurt-chance thingy. On top of it all, they're cyber skeleton undead demons, so fucking rad.

Easily one of the greatest enemies of all time

>> No.10531781

does doom's babby mode difficulty reduce enemy damage dealt, or player damage taken?
basically i'm asking how it affects infighting

>> No.10531804

>>10531781
Player takes less damage.

>> No.10531807

>>10531781
Player damage taken

>> No.10531810

>>10531781
Damage taken. You can notice it on hurt floors.

>> No.10531854

>>10531760
I managed to beat all those wads I listed on HMP without a hiccup and no saves. On UV I had some problems, yeah, but it was still tiers below stuff like Sunlust

>> No.10531867
File: 3.85 MB, 2480x2480, GB1e4BPWYAAitNy.jpg [View same] [iqdb] [saucenao] [google]
10531867

https://twitter.com/SlowPumpkins/status/1737649741247504712

>> No.10531910

>>10531439
Order of the Odonata
DBP30
Venturous

>> No.10531923

>>10531693
This is a problem with the SSG, not with the revenant. The SSG its extremely powerful at close range but quickly falls off due to the spread. That's just how it is balanced.

>> No.10531943

>>10531923
no the revenant is too skinny
it's fine against barons and mancubi and arachnotrons and meatballs at mid range

>> No.10531945

>>10531943
He's a skeleton, anon. He has no skin, he can't be skinny.

>> No.10531956

>>10531943
Monsters can and should have different weaknesses. The SSG being worse against revs is good, just use the chaingun or rockets.

>> No.10531958

>>10531945
he needs to get the arch vile to revive him properly with meat on his bones
and then he needs to lift and get jacked, so he can punch harder, and my guns can hit him

>> No.10531962

>>10531468
>>10531478
>>10531760
>>10531910
Thanks very much anons.

>> No.10531968

>>10531693
The pump shot downs them in a max of 5 full-pellet pulls, is that what you meant? The super takes only 2. Not helping much is they’re also kind of fast compared to most monsters.

>> No.10531970

>>10531958
Skeletons don't need to hit the gym, they get stronger by drinking milk and other high calcium foods.

>> No.10531976

>>10531968
the pump shotgun takes 15 shots at long range and it is agonizing
not as much of a sniping tool as people make it out to be
>>10531970
they should consume eggshells instead of milk so they're less emotional

>> No.10532007

>>10531976
>the pump shotgun takes 15 shots at long range and it is agonizing
>not as much of a sniping tool as people make it out to be
It’s a niche sniping tool and is fun to use against the shotgun dudes themselves. It starts to suck assbutt beyond that.

>> No.10532041

>>10529556
>>10529328
When are we deathmatching in Sigils arenas?

>> No.10532252

Is there a weapon only version of Smooth Doom or something similar? I love that but it messes with custom enemy sprites on some maps.

>> No.10532297

>>10532252
https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/

>> No.10532320

>>10532297
That uses dehacked. I have a modded version of Smooth with faster weapon switch but I could do that because it uses decorate which I know how to change a little bit. This I can't.
In the meanwhile I'm trying to modify the original to remove the monsters but I get some script errors which I'm still figuring out, but I don't know how easy it will be to fix or if I will be able to at all.

>> No.10532323
File: 119 KB, 1363x768, nugg0013.png [View same] [iqdb] [saucenao] [google]
10532323

>>10532252
>>10532297
>>10532320
https://www.doomworld.com/forum/topic/133318-smooth-doom-on-mbf21-dsdhacked-standard-edition-v5-and-classic-edition-v3-released/

>> No.10532325
File: 2 KB, 124x226, image.png [View same] [iqdb] [saucenao] [google]
10532325

>>10532323
Whoops, sorry, it comes with monsters as well.

>> No.10532354
File: 791 KB, 1023x766, mop.png [View same] [iqdb] [saucenao] [google]
10532354

Whens /vr/ making slaughter maps?

>> No.10532357

>>10531423
I will never not hold that against Monolith. WHAT were they THINKING?
I know Jace Hall said the game was pushed out the door unfinished by GT Interactive, but I struggle to see what the reasoning was for even making the range that wide, it's so fundamentally frustrating and obnoxious.

>> No.10532361

>>10532320
theres literally an option in the menu isnt there?
otherwise go into the includes and comment out all the monster scripts

>> No.10532373

>>10532361
>menu options
Weirdly, there isn't.
>comment the includes
I did that, and it got me some script errors due to brightmaps being applied to those monsters that now don't exist. I then commented out those scripts and it seems to work.
Last thing to check is it touches on teleport animation sprites (that green one) cause that would also clash with the wad I'm playing.
On ZDL, the mod further down the list will override the ones further up, right? Or is it the other way around? I probably don't even need to check for this teleport stuff.

>> No.10532381

>>10532373
better yet: do you only want the weapons? just delete everything except the decorate files for the weapons, right? isnt that faster? im lazy but i might check it later

>> No.10532387
File: 131 KB, 707x436, Annoyed Tom.jpg [View same] [iqdb] [saucenao] [google]
10532387

>>10529006
>or later in a wad where shield enemies are so common
Shields bother the fuck outta me and have done so for a while now. They're essentially still a really elaborate extra HP pool. A shield makes the enemy a priority target, which in theory sounds like great success, only in reality the whole concept falls flat on its face, especially when multiple shields are involved (I curse the dreaded god + arch combo). Without a good shield buster they can be annoying at best. With one they're a non-issue and are rendered either completely useless or an annoying inconvenience. Regeneration is also virtually pointless because by the time the shield regens, said enemy is six feet under, unless it's a boss. And only in the event you don't have rockets falling out your pockets. How shield damage is calculated for projectiles is also an absolute cancer to balance in any sane way that doesn't either buff low calibers to god round levels or nerf high calibers into oblivion, partly because of how shields work. This NEEDS to change.
Assuming I get enough free time this weekend, shields are getting thoroughly reworked, including the whole effect shtick and how it procs to make stacking not bullshit, unlock potential for more effects, and indirectly solve the "oops all shields" problem that's so map+rng dependent that I get a headache just thinking about balancing it as it currently is. Fuck that. I want mechanics to be interesting, not urge players, including myself, to mod them out of existence.

>> No.10532397

>>10532381
Deleting things willy nilly got me some problems in the past so I try to avoid it. I got it working as I want now, just figuring out the load order.

>> No.10532438

>>10532397
Just comment out the includes for them.

>> No.10532447

>>10527536
>texture filtering
what port is this?

>> No.10532449

>>10532252
Beautiful Doom lets you disable monsters/weapons/decorations/etc. in the game options.

>> No.10532457

>>10527536
I like it.

>> No.10532472

>>10532449
I know it's all modular and that I can disable stuff and all but I find it too flashy and if I disable everything I end up with just smooth doom and nothing more.

>> No.10532494

>>10530417
Its just a generic eyeglow

>> No.10532546

>play doom
>im depressed and dont enjoy it
>play quake
>same
>try to learn mapping
>same
how do you enjoy games if life sucks? i've always thought that by the time i'd be this old my heart would turn to stone and i could finally enjoy some gaming again, but no, everything hurts

>> No.10532586

>>10532546
I don't fucking know. Go for a walk.

>> No.10532616
File: 396 KB, 1440x900, buggedviles.png [View same] [iqdb] [saucenao] [google]
10532616

These are two dead archviles.
For some reason this happens if I comment out the include on smooth doom. I have no ideia why.

>> No.10532660

>>10532616
Their sprite names probably overlap with the vanilla ones if you didn't delete those.

>> No.10532667

>>10532660
I feel dumber now. Yeah, that fixed it.

>> No.10532695

Anyone know if there's a copy of the Eviternity 2 title screen art out there higher res than 1080p (from the website)? I didn't see anything on Sammelin's socials

>> No.10532704

>>10531867
Canon event

>> No.10532719

>>10532546
You sound like you may be in a rough place. Try something goofy and lighthearted for a change.

>> No.10532728
File: 2.21 MB, 3840x2160, 1792ff80d616920c57749fb6aed8ed7d0895acb7_s2_n0_y1.jpg [View same] [iqdb] [saucenao] [google]
10532728

>>10532695
No, it's the biggest available. Here's Waifu2x upscaled version I just made if you want it, looks pretty good to me.

>> No.10532735
File: 34 KB, 900x900, Decino.jpg [View same] [iqdb] [saucenao] [google]
10532735

A.I. Decino says hello
https://vocaroo.com/13Y6G8eEz2XX

>> No.10532748

>>10532728
Is Astral Caco any more special than Bruisers or Commandos to get so much spotlight?

>> No.10532753

>>10532748
Everyone loves the caco.
He's an adorable raspberry.

>> No.10532758

>>10532753
True. He's cute looking in a mischievous manner.

>> No.10532765

>>10532748
It's special enough to be the final boss of the wad

>> No.10532787

>>10527509
I have long wondered what infinite height enemies enemies would actually do if they were enabled?

>> No.10532818
File: 2.50 MB, 4000x3000, 4509991189_eb3e73045e_o.jpg [View same] [iqdb] [saucenao] [google]
10532818

>>10532753
This one looks like got covered in mould though, plus it's one overly loud and annoying specimen

>>10532765
Guess that I could roll with, not to mention artwork looks bitchin on average and especially in comparison to sigil's which is distinctly nonsensical akin to ai disinspired schizophrenic garble

>> No.10532824
File: 450 KB, 780x770, file.png [View same] [iqdb] [saucenao] [google]
10532824

>>10532748
>>10532753
>>10532818
Cacodemons are cute and charming. The astral caco is just an edgy child's OC version.

>> No.10532867
File: 10 KB, 585x214, Untitled.png [View same] [iqdb] [saucenao] [google]
10532867

Is this because of Sigil? There are some skies with weird dimensions

>> No.10532883

>>10532867
Seems like another "tested only for zdoom" thing, why do community coders feel the need to give him special accommodation

>> No.10532912

>>10532728
That looks a noticeably sharper than what I'd tried (waifu2x-ncnn-vulkan's defaults), what version/settings did you use?

>> No.10532915

>>10532728
hehe pumpkin space meatball

>> No.10532929

>>10532883
Because it's an """"official""""" episode.

>> No.10532934
File: 1.85 MB, 1919x1020, 1698359517261351.png [View same] [iqdb] [saucenao] [google]
10532934

>>10532883
>why do community coders feel the need to give one of the fathers of thing the entire community is centered around special accommodation

>> No.10532942

>>10532883
They know Romero won't fix it.

>> No.10532961
File: 3.33 MB, 480x360, 1702189734395335.gif [View same] [iqdb] [saucenao] [google]
10532961

>>10532883
he made them his bitches

>> No.10532963

>>10523521
I play a lot of doom on a similar handheld setup (mine is an Android device with Delta touch) and I like it a lot. You'll never play as well as you do on a kb+mouse but it's definitely playable.
I like to play slower paced wads on it, like sigil.

>> No.10532973

>>10532963
I really wish Delta Tocuch would get one of the newer MBF21 ports.

>> No.10532974

>>10532824
nah they're ugly and creepy and it's why i love them

>> No.10532991

>>10532934
Because Romero is a has-been who keeps clinging to something he contributed to 30 years ago, and hasn't done anything positively notable since outside of extra stuff for Doom. Shouldn't he also know how textures work by now so they don't break? He's a programmer ffs.

>> No.10532998

>>10532991
Nobody has told him that GZDoom has more tolerance for errors.

>> No.10533000

Tom Hall > John Romero

>> No.10533007
File: 1.38 MB, 550x550, 1674673400989043.gif [View same] [iqdb] [saucenao] [google]
10533007

>>10532974

>> No.10533032
File: 215 KB, 300x310, flying tangerine.gif [View same] [iqdb] [saucenao] [google]
10533032

>>10532974
>ugly
How can you say to about such a magnificent creature?

>> No.10533045

>>10532728
i beat this map pack a week ago, where the fuck do i get the sword?

>> No.10533050
File: 1.15 MB, 1539x1080, 1674799080403799.png [View same] [iqdb] [saucenao] [google]
10533050

>>10532991
>Because Romero is a has-been who keeps clinging to something he contributed to 30 years ago
I don't understand. Do you think people outright stop enjoying things they're proud of, or enjoy? You sound incredibly bitter for no real reason. Whether or not he's a has-been, you asked why he gets accommodation, and I explained why.

>> No.10533061

>>10533050
GTFO avatarposter

>> No.10533064

>>10533061
That better for you? Done shitting your pants?

>> No.10533087

>>10533050
His biggest achievement since contributing to ID 30 years ago has been getting a cacoward for Sigil.
Something about this fact makes me feel like he's just doing Doom stuff because he has got nothing else going on in his career, and he is stuck making Doom maps. It is great that he is still making maps, but I feel the community is sucking up to him too much.

>> No.10533093

>>10533087
>the community
You mean retards wannabes?
Nobody here really liked Sigil II, nor Romero's actitude. It's pretty obvious that he's doing Doom stuff because that's the only way he can get some recognition. You would be doing the same if 30 years ago you were a loser who got lucky once

>> No.10533113

>>10533087
>His biggest achievement since contributing to ID 30 years ago has been getting a cacoward for Sigil.
Yeah, and? What does that have to do with the original question? Why do you keep going on and on about him and his lack of accomplishments? You really seem to care about this for some reason I cannot fathom.
>Something about this fact makes me feel like he's just doing Doom stuff because he has got nothing else going on in his career
Are people supposed to outright stop enjoying things they're proud of, or enjoy?
>but I feel the community is sucking up to him too much.
Maybe, but in that case comment on the quality of the maps. You're attacking his character and insinuating things about the man's life for no real reason. It just screams immaturity man, because one day you and I will be as old as John Romero is now, and I know I'm still gonna enjoy Doom and Quake at that age.

>> No.10533136

retard here, i downloaded blood from the op but the game is running at sub 60 fps, (drops most of the time) and mouse input is jerky as all hell, what do?

>> No.10533138

>>10533136
Are you using a sourceport like NotBlood or BuildGDX?

>> No.10533139

>>10533032
>>10533007
he's ugly in a good way.

>> No.10533141

>>10533138
its a gog version that runs on dosbox from the op
one_unit_whole_blood.zip

>uploading images from your ip range is blocked
c-cool...

>> No.10533145

>>10533141
Use a sourceport like NotBlood or BuildGDX. personally I use BuildGDX because I'm too lazy to download NotBlood, but NotBlood is very good from everything I've read about it. It's maintained by an anon from these threads in fact.
https://github.com/clipmove/NotBlood

>> No.10533147
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10533147

Sigil 2? More like FUCKING SHIT-GIL DOO!

>> No.10533150

>>10533032
Rotting pumpkin.

>> No.10533152

what's your doom hud?
i want to play with the full ass status bar but in full screen it takes a HUGE portion of the screen. i don't want custom huds, but i can't turn down the resolution because i want to play full screen

>> No.10533156

>>10533145
i'll try, thanks anyway!

>> No.10533162

>>10533152
Vanilla GZ, the small one with only heath, armour and ammo for currently equipped weapon.

>> No.10533167

>>10533162
i'm utterly retarded and i need that information; how do you remember what weapons you picked up, or if you have enough ammo for a weapon you have unequipped? no mugshot?

>> No.10533176

>>10533167
>how do you remember what weapons you picked up
>if you have enough ammo for a weapon you have unequipped?
I just remember stuff. I suppose it helps that I'm not a pistol start autist?
>no mugshot?
No mugshot.

>> No.10533191

>>10533147
>GO 2 IT? MORE LIKE GO RIGHT UP YOUR ASS!

>> No.10533195

>>10533147
Sigil 2 slime trails are fucking everywhere
WHAT WAS HE THINKING!

>> No.10533202

BARONS OF HELL? MORE LIKE BARONS OF SHITFUCKING PISSSTAINS. I'D RATHER SHOOT AT AN ACTUAL DOOR THAN CIRCLESTRAFE ANOTHER BARON IN MY LIFE

>> No.10533207

>>10533152
If all you want is the stock status bar, but not massive, and with no border texture:
https://forum.zdoom.org/viewtopic.php?t=63863
It also has optional Boom number colors (which are nice for keeping track of Health/Ammo from your periphery without reading them) and a split mode (which I'm not personally a fan of, but it's there if you want the center of your screen clear without losing any info)

>> No.10533216

>>10533207
>https://forum.zdoom.org/viewtopic.php?t=63863
fucking hell mate what is this sorcery, it even works with custom textures wads? thanks a lot

>> No.10533225

>>10533093
I noticed in this thread nobody likes the Sigil series, but on Doomworld it gets awards, lots of praise and special treatment, simply because it is made by a Doom dev, and not because of its quality.

>>10533113
>You really seem to care about this for some reason I cannot fathom.
Knee-deep in the Dead and Perfect Hatred are amazing and influential, and I want to see the man do greater things than what he has done since he left ID, but the guy is clearly incompetent on his own and needs direction, but with all the ego bloating at Doomworld and babysitting from source port devs, it is not going to be possible.

>> No.10533229
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10533229

>>10533225
>I noticed in this thread nobody likes the Sigil series
Actually just finished the first and liked it. I don't know how people regard it on forums beyond it getting a runner-up cacoward.

>> No.10533230
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10533230

>Camera focuses on the desktop. AVGN drags the Blade of Agony .pk3 onto the vanilla Doom executable. The mod runs as normal.
Ah, Blade of Agony. I couldn't think of a more accurate title for this one.
>*Takes a huge swig*
Because playing it makes me feel as if I'm being fucking circumcised by one. God damn piece of fucking shit,

>> No.10533235

>>10532912
I used first google link https://waifu2x.booru.pics/ with default settings (medium, x2, art).

>> No.10533236
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10533236

>>10533225
>Knee-deep in the Dead and Perfect Hatred are amazing and influential, and I want to see the man do greater things than what he has done since he left ID, but the guy is clearly incompetent on his own and needs direction, but with all the ego bloating at Doomworld and babysitting from source port devs, it is not going to be possible.
See, while still insulting, that's a much different and better angle to come at this than
>The dude is a has-been he's got nothing else going on he should stop enjoying things
The notion that people stop enjoying things they're proud of, or enjoy, is fucking ridiculous and you should stop perpetuating it. All the same, you cannot imagine how little I care to see someone who isn't connected to me do greater things and whatever else you said. Worry about your own projects, make the next best Doom wad or whatever you're passionate about.

>> No.10533238

Why does doom not have room over room when build engine does?

>> No.10533240

>>10533238
Simplicity. The game is better that way. Instant automap. Smooth. No maze-like levels. Introduction of more complex arenas was a mistake in single player shooters

>> No.10533247

>>10533238
You cannot really name a real benefit to room over room. Some id1 Quake maps look nice when you point the camera up and there's holes in the ceiling and you know it's another room, and there are neat tricks like the map in episode 1 where the floor opens downward and it's a staircase, but ultimately I've never seen a single map in any classic FPS and thought
>Man, this needs room over room

>> No.10533254
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10533254

>>10533050
>you asked why he gets accommodation
Got the wrong guy, meanwhile I was puzzled why people so strict about their standards would introduce such fix when nothing did outright break anything and no one actually forced them to abide with it, wad just became less uglier. Not end of the world in any case.

>> No.10533260
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10533260

>>10533240
That reminds me I need to finish this

>> No.10533261

Meh, I thought the first Sigil was good but not amazing. New one looks more visually interesting but I didn't care for the constant shoot switches.

>> No.10533268

>>10533260
I can see the concept. Should finish it anon.

>> No.10533275
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10533275

>>10533254
People here tend to forget that an anonymous post can be literally anybody. I haven't even been contributing to this conversation until now, so now you have at least 4 different people in this chain of replies.

>> No.10533282

>>10533247
It's pretty necessary for underwater sections, which Quake uses to great effect. Same with low gravity areas.
I suppose it becomes more important with greater complexity of movement, and Doom is about as basic as it gets.

>> No.10533283

>>10533238
Doom has room over room, but you need to get creative with some workarounds.

>> No.10533294
File: 423 KB, 1600x900, Screenshot_Doom_20231221_165453.png [View same] [iqdb] [saucenao] [google]
10533294

>>10533261
do it!

>> No.10533306
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10533306

Who do I bitch at to get a Lines mode like Ultimate Doom Builder into Trenchbroom 2? God I'd have so much more fun mapping with such a tool in TB.
>Bro your brush tool?
Ain't nearly the same shit and you know it.

>> No.10533332

>>10533306
I don't think you can really translate that into 3D, especially since the shape has to be convex.
Honestly, I just want a mode where you can build with flat planes and have Trenchbroom dynamically, invisibly generate brushes from them for the compiler. Having to tard wrangle a bunch of extra vertices in 3D so they aren't sticking out anywhere is pretty AIDS.

>> No.10533357

>>10533306
Make whatever you want in UDB>export as obj>use the OBJ2MAP tool>Open in TB>???>PROFIT

>> No.10533362

>>10533093
>Nobody here really liked Sigil II
I'm glad you speak for all of us.

>> No.10533373
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10533373

WHERE IS IT

>> No.10533376

NEW THREAD WHEN NEWSPOSTER

>> No.10533386

>>10533376
>>10533373
I did it once since blue moon this last time, so now it's your turn

>> No.10533387

>>10533386
AAAAAAAAAAAA

>> No.10533390

>>10533225
>I noticed in this thread nobody likes the Sigil series
I noticed that you're a newfag, because the attitude towards the first Sigil around these parts have mostly been positive.

In fact, the vast majority of the negative attention which the first one got was in the first few months, and in large part it was casuals salty that UV was actually punishing, or that it wasn't another KDITD. A lot of people were fucking laughing that faggots like GManLives was crying bitterly about the UV difficulty.

I haven't played Sigil 2 yet, and it seems to be less well put together than the first one, the ZDoomisms are certainly not reassuring, but you really seem to have a fucking axe to grind about it. Why is Sigil 2 not being that good such a deeply cutting personal grudge for you?

>> No.10533407
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10533407

>>10533387
>>10533386
>>10533376
>>10533373
are we going to make it?

>> No.10533410

I'll make the thread you poopoo heads

>> No.10533413

>>10533407
Give me an OP pun and I'll do it.

>> No.10533415

>>10533413
Something with cute cacodemon, now bake it.

>> No.10533424

>>10533413
cocodemon
a coconut with caco horns

>> No.10533425

NEW THREAD
>>10533420
>>10533420
>>10533420
I moved fore/vr/ alone to WHEN IT'S DONE because it is far from a current release.