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/vr/ - Retro Games


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10570257 No.10570257 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10562598

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

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

>> No.10570259
File: 546 KB, 720x1280, 1704090027523886.jpg [View same] [iqdb] [saucenao] [google]
10570259

=== 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

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[1-02] Perfect Dark PC port receives WIP netplay support
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview

[1-01] Chasm: The Rift entity & weapon pack for Garry's Mod released
https://steamcommunity.com/sharedfiles/filedetails/?id=3128742113

[1-01] Anon releases a map for the Quake 2 Remaster
https://twitter.com/Colonthreee/status/1741837792563311069

[12-30] Chex Quest: The Penultimate Breakfast released
https://www.doomworld.com/idgames/themes/chex/chextpb

[12-29] Not Even Remotely Fair completed
https://www.doomworld.com/forum/topic/127913

[12-29] MIT student displays Doom in gut bacteria
https://www.golem.de/news/biologie-doom-laeuft-auf-darmbakterien-2312-180291.html

[12-29] BYOC got a GZDoom compatibility update
https://revenatn.itch.io/byoc/devlog/657427/byoc-v15-for-gzdoom

[12-27] Quake 2R Speedmap Jam announced in Nightdive discord

[12-26] Highway Accelleroid Booster 1.1 quietly released
https://terminusest13.itch.io/highway-acceleroid-booster

[12-26] GrezzoDue 2 released
https://youtu.be/mloiLYRums8

[12-24] J.A.C.K. editor updated for the first time in over a year
https://store.steampowered.com/news/app/496450/view/3882730411551484355

[12-24] BYOC 1.5 released
https://revenatn.itch.io/byoc

[12-22] Eviternity updated to RC4
https://eviternity.dfdoom.com/


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

>> No.10570270

>>10570164
>>10570186
Reposting in case someone can help.

>> No.10570272

>>10570243
There are retro boards on wapchan, but I doubt the threads would be as lively as they are on any other board. Or that we will migrate any time soon, general loss of interest and regular posters moving on with life is more likely.

>> No.10570273
File: 43 KB, 284x351, smol.png [View same] [iqdb] [saucenao] [google]
10570273

>> No.10570282

>>10570272
As cool as a dedicated Doom imageboard would be, I think the majority of /doom/'s userbase is 4chan users who want to talk about Doom. Also, how many anons really want to run and maintain a website?

>> No.10570289

>>10570282
Correct.

>> No.10570292

>>10570272
>>10570282
If we go to like a board on 8ch or something, then I suppose I'll migrate, but it will have much lower traffic than here...

>> No.10570302

>>10570273
This is why GMOTA feels perfect for rat maps, Blaz is already tiny.

>> No.10570308

>>10570282
I can only speak for myself, but this thread is the main reason I still come here. I'm probably not the target audience anymore. So yeah, I'd definitely drop this shithole for a dedicated /doom/ imageboard.

>> No.10570316

>>10570308
Having an imageboard that isn't 4chan sounds good on paper, but you won't get any new users that way. The Internet is shrinking, nobody goes out of their way to join new websites anymore.

>> No.10570327

>>10570292
Aidschan had an FPS thread and it was boring and slow, they didn't really do anything. Unless this place goes ass up really quickly, I see no reason to move from here, and especially not there.

>>10570316
I am not so much opposed to that inherently, there was 129 unique posters last thread, and that's a pretty good and comfortable number for around here I think.
I also feel we could lose a lot of unity if the userbase of this general was split up into an entire board with threads, though I could be wrong about that.

>> No.10570331

>>10570282
>Also, how many anons really want to run and maintain a website?
Especially when you get stuff like that one anon doing a Columbine wad, most people don't want to deal with shit like that on their servers.

>> No.10570339

>>10570316
>nobody goes out of their way to join new websites anymore.
That's the great thing about imageboards: You don't need to "join" them.

But I'm sorry, I didn't want to start an actual discussion, just shitpost a bit in the autosage thread because I find that new cloudflare double confirmation thing irritating.
I don't ever want to lose you guys <3

>> No.10570345

>>10570339
>You don't need to "join" them.
But you do need to go out of your way to find them.

>> No.10570349

>>10570339
I assume they're having an increase in bots shitting up certain boards is all.

>> No.10570365

>>10570345
>But you do need to go out of your way to find them.
Good, that keeps the undesirables out.

>> No.10570409
File: 381 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10570409

>> No.10570412

>>10570365
Keeps the traffic out primarily. Otterchan has been getting raided for about a month and that board normally gets ~1 post per week.

>> No.10570416

>>10570409
>linux easy runs stuff
hehe

>> No.10570435

Opinions on Chainguns/Miniguns that end up being stronger than the Plasma Rifle or equivalent energy weapon?
Should bullet-based damage hose weapons be weaker than cell-based damage hose weapons to fit Doom's convention?
Should they be stronger for the sake of DAKKA, with bullet drops being more limited as a balancing factor?
Or should the two be roughly equivalent, with slightly different use-case scenarios?

Speaking in general, not just for Doom mods.

>> No.10570442

>>10570435
I think bullet hoses should be stronger than Plama weapons, but they burn through their ammo faster. So plasma is strong on a per-shot basis, and more effecient, whereas bullet hoses vaporize targets but they can't do it for very long and a single shot from them would be pretty wimpy.

>> No.10570449

>>10570435
Change the plasma rifle for high damage, high accuracy, low rate of fire.
Chaingun keeps the relatively low damage per shot but with high fire rate, loses some accuracy to discourage sniping. Theoretically higher DPS if you hit all your shots (AKA close range) but can't keep it up for longer cause it burns through ammo as fast as it shreds through enemies.
>bullet drop
Literal bullet drop as in ballistics or damage drop? The later could be implemented, I guess? It should also affect enemies if you're go that route, just maybe not bosses.

>> No.10570471

>>10570409
>prodoomer mappers necessary fight dbps retard
>currently annoying romero
>full nugget speed
>yet little anon
These word clouds are way too entertaining.

>> No.10570492

>>10570273
WHOOPS

>> No.10570497

>>10570435
I generally think automatic plasma weapons that fire slower-than-bullet projectiles are pretty lame. I think plasma weapons should act more like cannons, or railgun or lightning gun type weapons. Unless there's some interaction with shields or armor types, then they can be whatever.

>> No.10570501

What kind of monsters feel like they're missing from Doom 2's bestiary? I think there's not enough flying monsters.

>> No.10570502

>old FPS mod has a full auto weapon used by either the player or an enemy
>it's firing sound is just a blatant theft of the Aliens pulse rifle
yeah, I'm thinking sovl

>> No.10570506

>>10570501
Yeah, needs more fliers. Like bigger caco, or flying revenant.

>> No.10570515

>>10570501
Not a new monster, but there should be more to the Baron of Hell than just being the Hell Knight with more HP

>> No.10570520

>>10570501
>I think there's not enough flying monsters.
And that's a good thing.

>> No.10570521

>>10570501
I don't really think it needs any, desu...

>> No.10570525

>>10570506
Strain had a flying revenant and a flying spectre revenant.

>> No.10570532

>>10570501
Ad Mortem's mosters were all good additions.

>> No.10570536

>>10566690
So, when does the next Prodoomer stream should be? Same time? Earlier?

>> No.10570539

>>10570501
glass cannons that serve as reaction time checks
like a 10 health zombieman with a rocket launcher

>> No.10570542

>>10570532
Came here to post this. I loved the Gargoyles, and hosing clouds of them down with the machine gun never gets old.

>> No.10570545

>>10570449
part of the plasma rifle's role (at least in contemporary maps) is "I want this revenant/mancubus fucking dead and I don't want to play back and forth/side to side with its attacks" so less rate of fire means less pain chances

>>10570435
strong bullet weapons depends on the reloading system
pretty much every pre-reloading FPS has a bullet weapon that's a weak bullet hose with rare ammo but it stunlocks things and you only need 3 or 4 shots for the game's fodder enemies
an "assault rifle" that actually does decent damage per shot can only really exist with reloading, with the full clip being a mid-tier enemy plus change

>> No.10570549

>>10570501
There was an anon some months ago posting his progress on a flamethrower zombieman. I wouldn't call it "missing" but it seemed like a good low-tier/techbase arachnotron replacement.

>>10570515
BURL TUMD made it so that knights throw three fireballs in a straight line, making them more offensive, while barons throw them in a spread, covering more ground. Works fine there, but might be a bit extreme for vanilla balancing.

>> No.10570556

>>10570545
>part of the plasma rifle's role (at least in contemporary maps)
>in contemporary maps
That's the real problem with any weapon/gameplay mod. Maps aren't made with them in mind so no matter what you do, you're gonna ruin something.

>> No.10570562
File: 1.38 MB, 320x200, doom gem alert.gif [View same] [iqdb] [saucenao] [google]
10570562

some OC I just made. use it wisely

>> No.10570565

>>10570562
I don't get it

>> No.10570573
File: 6 KB, 280x300, technically keen.png [View same] [iqdb] [saucenao] [google]
10570573

>>10570435
I might have a preference towards the Doom/Quake 1/Build balance of having the better weapons be projectile-based and explosive, but the miniguns in Sam and Unreal are fun as fuck so it's all on my mood. You'll also want to consider how they can be balanced (like Q2's chaingun).
>>10570501
Maybe some softer flying dudes shooting projectiles. My favorite are easily killed kamikaze enemies.

>> No.10570575

>>10570562
what gem?

>> No.10570582
File: 32 KB, 1140x1121, testya.png [View same] [iqdb] [saucenao] [google]
10570582

do these look good enough to pass in a game? crudox cruo
they're made in heroforge, shrunk down, posterized then edited a bit in Aseprite

>> No.10570583 [SPOILER] 
File: 402 KB, 179x480, 1703992289089.gif [View same] [iqdb] [saucenao] [google]
10570583

>>10570562

>> No.10570585

>>10570515
I'm fine with the Baron Of Hell being just a tougher Hell Knight (retroactively, so to say). If you wanted to differentiate them a bit more, maybe make the Baron move slightly faster, and his projectiles slightly faster too, perhaps up the Hell Knight's pain chance a little bit too.

>> No.10570586

>>10570562
HWABAD(oomguy)

>> No.10570589

>>10570582
Yeah honestly, robed fella's mouth is a little indistinct, otherwise, nice

>> No.10570594

>>10570545
>an "assault rifle" that actually does decent damage per shot can only really exist with reloading
Burst fire only like in Turok with a noticeable delay between bursts is an option though. With decreasing accuracy for each shot in the burst perhaps.

>> No.10570595

>>10570562
Kek.

>> No.10570597

>>10570515
Splash damage projectiles that are slightly faster would be a very small change that'd have some decent impact.

>> No.10570602

What about the codex doom thread?

>> No.10570607

>>10570582
My only issue with this is the perspective making the position of each foot so drastically different. It's like he's got one very short leg. Which I hate to see because the rest of it is perfect.

>> No.10570609

>>10570586
he will never get back to Earth

>> No.10570610 [DELETED] 
File: 149 KB, 877x634, Screenshot_2024-01-03_16-13-19.png [View same] [iqdb] [saucenao] [google]
10570610

IT'S SO FUCKING OVER

>> No.10570613

>>10570609
I mean he did in Doom Eternal. But it was pretty fucked up when he got there.

>> No.10570616

>>10570613
He did in Doom 2 also, but I wouldn't blame anyone for forcing the memories of the city levels out of their mind.

>> No.10570617

>>10570582
Proportions seem a bit off, especially on the vampire dudes. Maybe elongate the torso and shrink the hands?

>> No.10570619

>>10570613
oh yeah you're right
he won't get back "home" doe, probably

>> No.10570623
File: 557 KB, 240x184, 1673048974733410.gif [View same] [iqdb] [saucenao] [google]
10570623

autoaim, always off

>> No.10570626 [DELETED] 

>>10570610
Chickenman rejected that without giving much of a fuck before, so he'll do it again. Whether or not someone will have an unhinged rage tantrum over it this time remains to be seen.

>> No.10570627

>>10570616
>>10570619
Really, he's never seeing his Daisy again :(

>> No.10570630 [DELETED] 

>>10570610
>>10570626
>deleted post
>warosu doesn't have the image
What did Le No Chicken do now?

>> No.10570638 [DELETED] 

>>10570630
It was something related to trannies

>> No.10570647 [DELETED] 

>>10570638
50/50 it's a polack trolling

>> No.10570656

Kart time?

>> No.10570658

>>10570623
Based.

>> No.10570663

>duke or half life prototypes
>soiface
>doom or quake prototypes
>silence
Why are you like this?

>> No.10570673

>>10570630
Nothing, yet. Someone made a customizable pronoun commit for GzDoom or something apparently, and Captain No turned that down before because he said he didn't want his work to be making social statements.

>> No.10570687

Anyone here know of any mods with a slightly complex melee system? Like frame timing and combos.

>> No.10570691

>>10570687
The Space Pirate and the machete from Zen Dynamics come to mind.

>> No.10570692

>>10570560
It's funny how many fucks you start to find in his code.

>> No.10570695

>>10570687
Heretical Doom does but I'm not sure what exactly a lot of it does.

>> No.10570698

>>10570687
There's the monk from combined arms who can do modified/stronger attacks by stringing mouse clicks together

>> No.10570710

>>10570695
>>10570691
Thanks dudes. Heretical Doom seems like just what I'm after. I've got some cool ideas but it has to work within the context of Doom gameplay so inspiration is useful.

>>10570692
Man, putting stupid shit in your code is a lot of fun. I don't do it with variables but all my status effect items are named something stupid internally.

>> No.10570712
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10570712

>>10570656
Wednesday already? Must be Kart time!
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:
Updated some map packs
Cleared records on maps that I increased to 4 laps but forgot to clear

>> No.10570720

Maybe now that all the 3d realms people got laid off, they'll start modding quake again.

>> No.10570727

>>10570556
That's the reason why I don't like to play with weapon mods but I appreciate when some weapons are customized for a specific wad.

>> No.10570749

>>10570727
>when some weapons are customized for a specific wad.
Absolutely, I love those.

>> No.10570754

>>10570749
>>10570727
I think weapon/gameplay mods can make "slaughterwads" actually enjoyable too. Some of them have pretty gorgeous maps that aren't any fun with the standard weapons.

>> No.10570765

Can I emulate doom on a phone and use WADs? Seems complicated but not implausible

>> No.10570773

>>10570754
Understandable. I enjoy small slaughtermaps and moderately difficult ones but some of them are too hard (without HMP or HNTR), too long or both. New Sunder is a good example, I was planning to play it -nomo but you're making me realize that improved custom weapons could be a good alternative.

>> No.10570776

>>10570765
Did you know there's this thing called "Google" that could have answered your question faster than you could make this dumbass post?

>> No.10570779

>>10570765
Touchscreen gaming is a sin.

>> No.10570781

>>10570754
I think most quality slaughter maps are designed to be more like puzzles when played with the vanilla weapons, but I get what you mean. Sometimes I just wanna shoot a bunch of demons.

>> No.10570783

>>10570776
The effort you spent replying to my post was wasted if that’s all you’re going to say
Shuffle off

>> No.10570784

>>10570779
Yeah, just use a Bluetooth controller and you can play freedom!

>> No.10570786

>>10570663
Because they are perfect the way they are, and no amount of prototypes will change that.

>> No.10570789

>>10570776
>Google "Can I emulate doom on a phone and use WADs"
>First result was from reddit.

>> No.10570793
File: 1.19 MB, 1200x750, 2977Zombies.png [View same] [iqdb] [saucenao] [google]
10570793

>>10567607
Doing god's work!
>>10568506
Bummer about deathmatch, but understandable. No reason to put time and effort into something that would be overlooked by 91% of the playerbase. Remaining 9% would be able to mod something out.
Was hoping for a few minutes of deathmatching while understanding that those would be only a few minutes. Oh well.
>>10568531
>Spoiler
Don't they actually hate it though?
>>10568787
>Dusk and Ion Fury are the only ones I can think of off the top of my head.
There is no multiplayer in Ion Fury.
>>10568787
>Even Dusk deserves to get shit on a bit
Totally. Game is a-okay, but even it is not perfect. Also dev is a cunt full of himself.
>>10569181
>IIRC one or two of the planned hubs had already been cut just to make sure it releases in the nearest decade.
Was going for 3 hubs at least since going into Early Access.
>>10569543
Heard that re-release was fine, but nothing special.
>>10569905
Pic related. Never forget.
>>10570259
WRATH: Aeon of Ruin's update that goes over its singleplayer content, improvements and fate of deathmatch.
https://store.steampowered.com/news/app/1000410/view/3904122509826850382

>>10570582
Looks adorable.

>> No.10570807
File: 683 KB, 948x740, 1681108875509235.png [View same] [iqdb] [saucenao] [google]
10570807

>>10570435
Serious Sam's minigun vs lasergun balance is pretty good. The minigun has way more ammo but chews through it way faster and has barrel spin up, so it's better to use on long waves of enemies. The lasergun does more damage per shot, fires instantly, and is 100% accurate, but has the downsides of firing projectiles at a slower rate. So it has better usage when enemies are slowly trickling in or have random/unknown spawns.
I'd still say that the minigun is way too accurate at longer distances. With how large most enemy hitboxes are the tiny amount of spread it has means nothing and you can easily snipe things like harpies out of the air from super far away.

>> No.10570824
File: 863 KB, 500x500, tumblr_n4jyukHITI1tz5we9o1_500.gif [View same] [iqdb] [saucenao] [google]
10570824

>>10570793
>Dusk
I really don't like the "ugly on purpose" aesthetic that it and some of these other boomer shooters conflate with what made the old games they're inspired by visually appealing. Like, Hexen 2 for instance has absolutely gorgeous enemy models and animations for such a low poly count.

>> No.10570834

>>10570765
>>10570783
There's Doom Touch for Android, which is basically a wrapper that comes with GZDoom and one or two other source ports. I have it, it works great on a technical level. The controls are a pain but are very highly customizable. You can even rebind your volume buttons and shit to shoot with.

>> No.10570839

>>10570824
I think Dusk recently had some remaster that replaced all the models with higher poly versions, but I don't know what it looks like.

>> No.10570848

>>10570834
Thanks I’ll check it out!

>> No.10570851
File: 801 KB, 1366x768, Golem stuck in the floor.png [View same] [iqdb] [saucenao] [google]
10570851

>>10570824
Based Hexen 2 enjoyer.

Speaking of Hexen 2, anyone here tried mapping for it? I have a weird issue where iron and bronze golems spawn stuck on the floor even if I place them several units above the brush, which doesn't seem to happen with other creatures.
Picrel is an iron golem in my test map. I'm using Trenchbroom and FGDs from hexenworld.org.

>> No.10570854

>>10570623
>freelook

>> No.10570859
File: 159 KB, 1280x800, kart0036.png [View same] [iqdb] [saucenao] [google]
10570859

>> No.10570867
File: 26 KB, 300x326, Famine_rider.gif [View same] [iqdb] [saucenao] [google]
10570867

>>10570839
I've a problem with the whole art direction. (I will say that the animation work is pretty good, but there's only so much you can do with those models).
>>10570851
Hexen 2's aesthetic is something else man.

>> No.10570874

>>10570851
I don't know much about Hexen 2, but it's likely the FGD has incorrect bounding box dimensions for them. Should be easy to edit once you figure it out.

>> No.10570876

>>10570582
You can tell they have these kinda stubby HeroForge proportions. They're looking a bit uncanny to me

>> No.10570895
File: 1.25 MB, 1707x960, I regret nothing.png [View same] [iqdb] [saucenao] [google]
10570895

So I had the idea to mix Angelic Aviary and Running With Chainsaws. It went from slightly-disturbing-waifu-killing edgy to hilariously-fitting-waifu-killing edgy. The stronger weapons are a better match for the angels than the vanilla aresenal, and even some of the Postal Dude quips fit perfectly ("You go, girl!"). Also you can stomp on the dolls with quick kick.
Try it, you will regret nothing and you will be happy.

>> No.10570926

>>10570582
Hand holding the front of the gun looks a bit weird, like they're more resting the gun in their palm rather than fully gripping it.
I think the designs and graphics aren't too bad, but I agree with a lot of the criticisms, if you could address them I think you'd have something really good.

>> No.10570929

>>10570765
It's possible, yes.

>>10570779
I agree, but zoomers seem to make it work, against all reason.

>> No.10570934

I'm too autistic to feel comfortable with listening to my own music instead of the music included with the maps while I'm playing a new wad. But I also don't really enjoy replaying stuff while listening to my music.
I tried out Obsidian so that I could have something to do while listening to music, but I feel like the maps I made are kinda mid. They're nonsensical and way too easy to get lost in, and the environments aren't interestingly designed enough to not get annoyed at being lost.

>> No.10570936

Why do you think Quake's modding scene being so much smaller than Doom's despite being a cooler game

>> No.10570938

>>10570934
Couldn't you generate really linear and straightforward maps? I want to try doing that for testing out gameplay mods.

>> No.10570941

>>10570938
Maybe I'm dumb as hell but even cranking the linearity up to 100% didn't fix it.
I know I could just play with the automap up showing keys but that isn't really a fun way to play and also not even that helpful a lot of the time.

>> No.10570945

>>10570936
Depends, do you specifically mean modding, or are you lumping mapping in as well?

>> No.10570946

>>10570945
i mostly meant modding but yeah, mapping too. to a lesser extent, though.

>> No.10571017
File: 66 KB, 441x330, 1699892817825596.jpg [View same] [iqdb] [saucenao] [google]
10571017

>> No.10571031

>>10570946
Well the mapping gap is mostly from the expanded complexity of full 3D, and the awkwardness of editors before Trenchbroom. There's also the recent and increasingly dysfunctional centralization of the Quake mapping community that has ostracized as many older mappers as it has brought in new ones.

Modding differences are in large part to slower source port advancement, and very few tutorials for Quake - especially with regards to expanded compiler/source port capabilities. Doomers also had the benefit of Heretic/Hexen stuff being available to play with before too long, while Hexen 2 is too different from vanilla Quake for both feature sets to be used simultaneously (FTE tries, but it's jank). There's also the issue of Quake mods not being modular at all outside of FTE... which nobody bothers making stuff for.

>> No.10571037

>>10571031
that's a really thorough answer, thanks. i've always been a bit disappointed by the disparity because i think quake's movement and overall aesthetic is way better than doom's. but, yeah that all makes sense.

>> No.10571047

any way to launch standalone total conversions with a doom launcher? i like having all my shit in one place.

>> No.10571079
File: 2.80 MB, 960x540, rockets.webm [View same] [iqdb] [saucenao] [google]
10571079

>> No.10571081

What's the best resource for learning DECORATE? There has to be something better than zdoom wiki, right?
Right...?

>> No.10571089

>>10571081
I learned by opening up other mods and poking at them to see how they work, along with asking more knowledgeable people than myself.

>> No.10571101

>>10571081
The zdoom wiki is really really good.
Anyway, you should start with very simple actor replacements and work your way up. The gist of it is that whatever you don't replace in a class you inherit from stays the same, so you can do this:

Class NewZombieMan replaces zombieman
{
default
{
health 200;
}
}

Put this in a text file called zscript.txt and you're good to go with your now-beefy zombiemen.

>> No.10571116

>>10571081
below the default block you can also add something like

states
{
Missile:
POSS E 10 A_FaceTarget;
POSS F 8 A_CyberAttack;
POSS E 8;
Goto See;
}

this replaces the "missile" state with a near copy of the original missile state, but uses the rocket attack function of the cyberdemon.

>> No.10571123

>>10570934
>I tried out Obsidian so that I could have something to do while listening to music, but I feel like the maps I made are kinda mid. They're nonsensical and way too easy to get lost in
You mean that level generator? Yeah, AI has never been very good at FPS level design.

>>10570936
I don't think Quake is better, but I do love it lots.
I think one of the reasons is that making maps for Doom is REALLY easy and fast to do once you get past the mild learning curve. The level formats are simpler and can't do as much, but you can really do shitloads what it CAN do (particularly with Boom and MBF21 filling in a lot of gaps).

Compare to Duke Nukem 3D and Blood, two other cool games. Making maps for Build is a fucking hassle in comparison, so it's harder to learn and more effort to carry out, even if those games can do a lot of awesome shit when you learn how.
Quake is harder to map for than Doom, but easier to map for than Build, which is probably why the Quake scene has remained more lively than that for the Build scenes, in spite of the current slump.

>> No.10571128

>>10571101
>>10571116
That's zcript, not decorate.
And I'm trying basic stuff. I long time ago, I asked around here for companion mods that don't fight, just follow you around being cute and stuff cause I'm a lonely man. Since there isn't much of that, I've decided to make my own but I'm having problem with making it follow me around.
This is what I've made so far:

Actor Miku : actor 16004
{
Health 99999
Radius 14
Height 56
Speed 5.6
XScale 0.2
YScale 0.2
Monster
Mass 99999
MaxStepHeight 64
Activation THINGSPEC_Switch
+USESPECIAL
+FLOORCLIP
-WINDTHRUST
+NOTRIGGER
+FRIENDLY
+NOBLOCKMONST
+NOTARGET
+NEVERTARGET
+CANTSEEK
+NOFEAR
+DONTTHRUST
+INVULNERABLE
+BUDDHA
+NOBLOOD
+NOBLOODDECALS
-SOLID
-COUNTKILL

States
{
Spawn:
MIKU A -1
Active:
MIKU A 1 A_Chase ("0", "0", CHF_NORANDOMTURN)
TNT1 A 0 A_JumpIfCloser (60 , "Waits")
Loop
Waits:
MIKU A 1 A_CheckProximity ("Active", "PlayerPawn", 60, CPXF_CHECKSIGHT | CPXF_LESSOREQUAL)
Loop
Inactive:
MIKU A -1
}
}

>> No.10571129

>>10571079
Cool gimmick, but god damn do those secret levels suck ass.

>> No.10571143

>>10570594
That's what the Supercharge rifle did before the change to full auto. It was fun and satisfying to use.

>> No.10571146

>>10570506
>flying revenant
You mean flying archvile?
Don't mind if I do

>> No.10571152

>>10571128
>That's zcript, not decorate
just remove the "default", the "{", the "}" and the ";"'s

anyway, I think you need to call A_Look so your anime girlfriend can find you

>> No.10571156

>>10571089
Basically it. ZDoom Wiki has SOME information, you can look at the stock actors for reference, but there's also a lot it won't tell you.

>> No.10571161

>>10571152
S-she's not my g-gf, anon...
But even with that, she strafes all over the place and doesn't stop roaming around once close to the player.

>> No.10571165
File: 30 KB, 320x200, exploitable.png [View same] [iqdb] [saucenao] [google]
10571165

Exploit this too.

>> No.10571168

>>10571123
>You mean that level generator? Yeah, AI has never been very good at FPS level design.
Yeah, the level generator. I was hoping to have something where I wouldn't feel like I'm not playing as intended so I could turn on my own music, use dumb mods and whatever, but the difference in enjoyability between the generated maps vs. even a mid-quality wad pack is stark.

>> No.10571202

>>10571128
>Mass 99999
Thicc

>> No.10571218
File: 182 KB, 814x747, 1649123489460.gif [View same] [iqdb] [saucenao] [google]
10571218

>>10571165
There were a few made last time it was posted

>> No.10571223

>>10571218
thanks doc

>> No.10571228
File: 62 KB, 320x200, 1649120074805.jpg [View same] [iqdb] [saucenao] [google]
10571228

>>10571165

>> No.10571231
File: 27 KB, 320x199, 1649114785830.gif [View same] [iqdb] [saucenao] [google]
10571231

>> No.10571284

https://www.youtube.com/watch?v=iyjozJ_RTTI
UT99 is still alive
>>10570946
tools man tools. look at what you have to do to make curves
https://www.youtube.com/watch?v=RjzYKGm_DQk
https://www.youtube.com/watch?v=E27I6JCn9jw
https://www.youtube.com/watch?v=2B1ubRefZzQ
you know what you do to make a fucking curve in ultimate doom builder? you use the curve tool. you make two rooms and you connect them with bridge mode. that's fucking it. yes im mad

>> No.10571293

>>10571284
>tools man tools. look at what you have to do to make curves
jesus christ that looks cumbersome as hell

>> No.10571296
File: 35 KB, 320x200, 1649113479073.png [View same] [iqdb] [saucenao] [google]
10571296

>> No.10571310
File: 27 KB, 320x200, there_was_an_attempt.png [View same] [iqdb] [saucenao] [google]
10571310

>> No.10571325

>>10571284
To be fair, you don't have to be as much of a grid cuck in Quake 1 as those first two videos imply. There are plenty of ways to get around potential compiler issues with things rotated off-grid, and as long as the rotation is only on one axi you're probably going to be fine anyway.

>> No.10571328

>>10571231
heh heh

>> No.10571337

>>10571328
https://www.youtube.com/watch?v=tbvE1zRBvA8

>> No.10571342

>>10571337
>I have to drop something
https://youtube.com/watch?v=JHX5-SvRXTs

>> No.10571356
File: 84 KB, 320x200, 1649162803726.gif [View same] [iqdb] [saucenao] [google]
10571356

>>10571310
haha nice

>> No.10571376

>>10571325
oh i don't care about the grid it's more the idea of udb saying
>you want a curved hallway? one, two, three!
vs
>you want a curved hallway? fuck you

>> No.10571385

>>10571168
Just cannot beat the touch of a human heart and a human brain.

>> No.10571403

>>10571385
and human cojones

>> No.10571413
File: 188 KB, 616x268, 1701264319202875.png [View same] [iqdb] [saucenao] [google]
10571413

>> No.10571427

>>10570257
>>10569873
is MSX based on DECOR?
SLADE is still the go-to to edit stuff?
I want to make a weapon mod with recharging energy shield.
Its been like 10 years since i touched zdoom modding. I miss my old skulltag friends. I hope they doing okay.

>> No.10571429
File: 541 KB, 444x844, and then John was a zombie.png [View same] [iqdb] [saucenao] [google]
10571429

>> No.10571451
File: 1.85 MB, 1500x843, hud hell.png [View same] [iqdb] [saucenao] [google]
10571451

I am slowly becoming Death, destroyer of HUDs.

>> No.10571454
File: 1.50 MB, 1920x1080, Graphic design is my passion.png [View same] [iqdb] [saucenao] [google]
10571454

>>10571451
you are like a little baby. Watch this.

>> No.10571484

>>10571451
YOUR HEALTH IS LOW TAKE COVER

>> No.10571503

does half-life 2 count as retro? idk still better than discussing it on reddit.
anyway why does nobody talk about how satisfying gunplay is in hl2? mowing down metropolice with the smg or engaging groups of combine and watching them use really impressive tactics while crushing their ribcages with a crate moving at mach 10 is unreasonably fun, and yet people never shut the fuck up about how hl2 is "such a downgrade" and "soooo unsatisfying". i dont get it.

>> No.10571508

>>10571503
>people never shut the fuck up about how hl2 is "such a downgrade"
compared to hl1? i don't think i've ever seen that opinion.

>> No.10571509

>>10571503
the SMG is a step down from HL1's, and HL2's pistol with its little "poppa poppa pow pow pew" firing sound sucks. I also dislike the pocket reloads as it means there's less commitment to using weapons. Crowbar is a BIG downgrade from HL1's: Swings slower, animations are limp, unsatisfying sounds.
Having the infinite rocket ammo crates is kinda boring too as it means you're gonna need to shoot down another Combine Helicopter. Crossbow is a step up from HL1's crossbow though, searing hot rebar that pins fuckers to walls is satisfying.

I'm indifferent to the Gravity Gun.

>> No.10571535

>>10571509
crowbar defo is shit in hl2, pistol is mixed because i think the usp looks way cooler but its sounds are a bit meh and could use improvement. smg? its porbably just my low quality laptop speakers, but the smg sounds and by extension feels fucking great to me.

>> No.10571536

>>10571503
>the gunplay is the what made hl2
kek
they gimped your arsenal and the only upgrade was the shotgun

>> No.10571540

>>10569873
>try this for the first time
>enemy sidesteps from nowhere at the speed of sound while blasting my face
I almost shit myself

>> No.10571554

>>10571535
HL2's SMG sounds fine, but my problem with it coming from HL1 is the SMG in HL1 rattles and kicks around in Gordon's hands, makes it feel stronger, along with how much kickback there is when firing grenades. HL2's SMG is very controlled and restrained in comparison. Mechanically it's fine though, and ragdolling enemies with the grenades is funny.
The USP is a cooler looking gun though, I can't deny that.

If you wanna see a more interesting HL2 arsenal, you should check out Entropy Zero 2. I plan on stealing some ideas from that.

>> No.10571562

>>10571536
Felt better. The pap pap pap pistol felt really good to me. Shotgun feels great. Smg feels great. Combine assault rifle is kinda meh. Needs a bigger magazine. Rocket launcher feels great. Crossbow good...
I like HL2 better than 1. I will say the combine needed a slight health boost, but not on the level of HL1 enemies, except for maybe adding in some heavies. That way you could see the tactics. The AI is actually solid, and it's a shame that you sont get to see much of it because the combine are made of glass.
I'm sure there are re-balancing mods out there but I've never seen/tried any.

>> No.10571565
File: 12 KB, 181x233, 1679935143115222.png [View same] [iqdb] [saucenao] [google]
10571565

>>10570243

>> No.10571567

>>10571536
what are you talking about? more weapons doesnt equal better arsenal, hl2s weapon selection is amazing.
>>10571554
i actually feel the opposite about the smg, the way the thing bobs around while firing feels really awful. op4 has animations tweaked to have less recoil, and they feel 1000x better.

>> No.10571571

>>10570282
>how many anons really want to run and maintain a website?
I can make a similar site that works like this thread as an exercise but no one will use it, most people are here because there is an entire site around it, it's just convenient

>> No.10571572

>>10571451
Looks like the typical gamer computer.

>> No.10571578

>>10570409
>big man seen ass

>> No.10571581

>>10571503
>does half-life 2 count as retro?
It's 20 this year.

>> No.10571583

>>10570409
>half-life mean garbage
gordonbros...

>> No.10571594
File: 33 KB, 540x353, 1680515781096416.jpg [View same] [iqdb] [saucenao] [google]
10571594

>>10570712
GGs

>> No.10571596
File: 309 KB, 600x836, 1691048617719530.png [View same] [iqdb] [saucenao] [google]
10571596

>>10570712
ggs

>> No.10571606

my favorite part about half life 2 is the 5 damage smg being 12 decibels louder than everything else in the game

>> No.10571607

>>10570259
>[1-02] Perfect Dark PC port receives WIP netplay support
>https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview
this is the correct link, netplay is in another branch
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net?preview

>> No.10571637

>>10569898
Booster's weapons are just too utilitarian for a Mega Man mod. There's nothing in there that's as interesting as any of the weapons from the X series, or that fundamentally alters how you play like late-era classic Mega Man weapons do.

>> No.10571653
File: 212 KB, 1920x667, 1686553329616117.jpg [View same] [iqdb] [saucenao] [google]
10571653

>>10571607

>> No.10571659
File: 906 KB, 1366x768, No longer FLOOR STUCK.png [View same] [iqdb] [saucenao] [google]
10571659

>>10570874
Turns out I'm stupid, and TB was actually using its builtin Hexen 2 FGD. I hadn't actually set it up to use the right one in <UserDataPath>.

PSA to all TrenchBroom users: if you try to put your configs in <UserDataPath> like the manual tells you to, make sure the <UserDataPath>/<game> folder has the exact same name as <ResourcePath>/<game>. If it doesn't (e.g. "Hexen 2" and "Hexen2"), TB won't find the config files and nothing will be overridden. This happens because TB uses the game's title in GameConfig.cfg to create the corresponding <UserDataPath>/<game> folder - with any spaces or special characters it contains - when you setup and save its compilation profiles.
Here's a more detailed explanation of this behavior:
https://github.com/TrenchBroom/TrenchBroom/issues/4308#issuecomment-1699766295

>> No.10571664

>>10571607
>>10571653
never played this game, i'm waiting for a 1.0 port like a kid waits for Christmas

>> No.10571679
File: 603 KB, 1443x1080, gamer.jpg [View same] [iqdb] [saucenao] [google]
10571679

>>10570712
gg

>> No.10571684

HL2's weapons are fine other than the AR2 reload animations not making sense. Fortunately mmod fixes them.

>> No.10571686

>>10571684
I don't even touch HL2 without MMod or SMOD.

>> No.10571713

>>10570539
There's a rocket launcher zombie in my mod and monster replacer.
It's just as painful as you'd imagine it to be.

>> No.10571742

>>10570824
>>10570851
Is there anywhere I can download Hexen 2 with unfucked transparency? IIRC It was fucked in one of the last official patches and never adressed by any port/mod, things like Necro's magic missile having ugly black square around it for example.

>> No.10571743
File: 193 KB, 505x462, Ar2_2.png [View same] [iqdb] [saucenao] [google]
10571743

>>10571684
I like to imagine that there are two kinds of pulse weapon, one that mashes a single power cell repeatedly and another that spends an entire cell for each shot. Would be cool if there was a mod that brought the HL:A pulse smg to HL2 as the former, and changed the AR2 to be the latter. Dunno where the Emplacement Gun would fit here, though.
On a similar note, been thinking about moving the HL1 shotgun's impossible double-barrel altfire to a dedicated double-barreled shotty, while replacing the spas-12's alt with a faster-rate-of-fire mode. Would that be worthwhile?

>> No.10571751

>>10571742
Hammer Of something sourceport anon.
>>10571743
If you made it for SMOD I'd probably use it.

>> No.10571762

>>10571742
I think you have to use a port like Hammer Of Thyrion (uHexen2) for that.
https://uhexen2.sourceforge.net/

>> No.10571778
File: 306 KB, 1280x960, 64.jpg [View same] [iqdb] [saucenao] [google]
10571778

Doom 64

>> No.10571779

>>10571778
more like DUMB 64 somebody gimme some skin for that one

>> No.10571787
File: 519 KB, 1042x650, Club Doom.png [View same] [iqdb] [saucenao] [google]
10571787

>>10571165

>> No.10571791

>>10571778
Doom 64.

>> No.10571795

>>10571664
you will wait for a long time, you can play the game front to back right now, it's just lacks online play

>> No.10571802

>>10571778
no way

>> No.10571814

>>10571795
yeah but how buggy is it?

>> No.10571816

>>10571814
I didn't find any bug that weren't in the original

>> No.10571817

>>10571816
hmmm thanks

>> No.10571830

>>10571778
What about Doom 4-63?

>> No.10571867

>>10571081
>There has to be something better than zdoom wiki, right?
The wiki is an excellent resource for Decorate. I think there was a tutorial on Doomworld somewhere, too. Also, what the others said.

>> No.10571882

>>10571867
I think it's an excellent resource for almost everything ZDoom at this point. The most annoying omission to me is how the "operators" page is missing "**", because I always forget how to raise A to the power of B.

>> No.10571904

On that note, is ZScript actually properly documented now? I haven't touched anything in a good while

>> No.10571917

>>10570257
Drink your PRUNE juice.

>> No.10571923

>>10571904
Yes, the syntax is very well documented and most of the functions you're likely to use are as well. There are still some virtual (aka overridable) actor functions that aren't explained I think, like the full criss-cross of things that get checked when you pick an item up. But that's something you'll probably never have to touch.

If you want to do something with an actor that isn't about animation or attacking, start by looking up its virtual functions.

>> No.10571925

Can you do something entirely in decorate with GZDoom and release it as a commercial product? I ask because I imagine GZDoom commercial products only use ZScript but am brainlet

>> No.10571928

>>10571904
Also credit where it's due: basically all of the new documentation seems to be written by one guy, one "Jekyll Grim Pain"

>> No.10571936
File: 132 KB, 466x359, a marine prepares against the invasion from hell (colorized).png [View same] [iqdb] [saucenao] [google]
10571936

>>10571923
>>10571928
Wait one guy did it all? Is he a contributor to the port itself or just some madlad doing it all on his own accord?

>> No.10571938

>>10571925
You can write ZScript almost exactly as if you were doing Decorate.
>https://zdoom.org/wiki/Classes:ZombieMan
Look at that page, it has the Zombieman definition in both languages.

The difference is that as you learn you can slowly add complex things to zscript, while to do anything complex in decorate your code will turn into an enormous pile of spaghetti with 10 million inventory item checks.

>> No.10571940
File: 6 KB, 166x72, 1675384979409855.jpg [View same] [iqdb] [saucenao] [google]
10571940

>>10571938
Fuck why is coding so fucking hard. Jk it's because anything worth doing is hard but goddamn

>> No.10571941

>>10571936
He's not a programmer, hence his explanations can be understood by mortals. But yeah he's a regular modder/some madlad
https://zdoom.org/wiki/Special:RecentChanges?hidebots=1&limit=250&days=30&enhanced=1&urlversion=2

the changelog there gives you an idea of the work he does.

>> No.10571945

>>10571925
Hedon is all Decorate. If there's any ZScript in there, I haven't seen it.

>> No.10571947
File: 150 KB, 1041x897, holy fuck why.png [View same] [iqdb] [saucenao] [google]
10571947

>>10571925
You can do it in DECORATE, but DECORATE is a depreciated function and you might as well learn ZScript instead, since you'll be able to do far more with it in the long run. If you want to do more complex stuff with DECORATE, you'll end up with something like Touhou Doom's unreadable garbage pile of complete bullshit.

>> No.10571950

>>10571947
>that pic
TOPKEK

>> No.10571951

>>10571928
>Jekyll Grim Pain
the creator of Beautiful Doom

>> No.10571958

>>10571940
Start small anon, like really small. Make some monsters and weapons that are faster or tougher than usual, and where you change some of the attack functions around.

https://pastebin.com/XraA3bKh
Take what's in this pastebin and put it in a txt file called "zscript.txt" then just drag and drop it into gzdoom. Cross-reference what it says in there with https://zdoom.org/wiki/Classes:DoomImp and you'll get the idea of how actor replacements work.

>> No.10571960

I'm unironically stuck on TNT's Human BBQ UV what the fuck there's like no medkits.

>> No.10571963

>>10571958
scratch that use
https://pastebin.com/YUSTrtgF
instead

>> No.10571967

>>10570781
>I think most quality slaughter maps are designed to be more like puzzles when played with the vanilla weapons
Kind of the point of the ones that actually have half decent encounter design.

>> No.10571972

>>10571830
What about Doom 65-2015?

>> No.10571974
File: 3 KB, 471x130, flan.png [View same] [iqdb] [saucenao] [google]
10571974

>>10571947
>>10571950
And for reference, in zscript you'd do something like pic related

>> No.10571997
File: 78 KB, 680x680, 1535503796767.jpg [View same] [iqdb] [saucenao] [google]
10571997

>>10571972

>> No.10572004
File: 299 KB, 929x1175, 1599115613183.png [View same] [iqdb] [saucenao] [google]
10572004

Does anyone have obticfix.wad ?

Seems to be gone from the interwebs now.

https://www.doomworld.com/forum/topic/105463-obituary-issues/

>> No.10572006

>>10571960
Don't worry, it's one of the hardest map of TNT. Since there isn't a lot of health, kill the hitscanners first, especially in the outdoor area and try to hide during the Shotgun/Super Shotgun reload time. If you pistol start saveless, the end of map27 can be stressful and like I said on the last thread, you will have to be creative to conserve ammo in map29.

>> No.10572034
File: 75 KB, 1021x945, ACS.png [View same] [iqdb] [saucenao] [google]
10572034

>>10571947
Got any other fun examples on hand?

>> No.10572042

>>10572034
The SBARINFO in DRLA gives me panic attacks. Even worse in the SBARINFO-drpg combo mod that had it's own combiner script or some shit.

>> No.10572046

>>10572042
Or wait, maybe I confused it with something else. Anyway, each modpack in DRLA is 4k lines

>> No.10572124

Anons, how exactly do you deal with saving the game in Doom wads?
Do you save after every fight? After every keycard you get? Only at the beginning of the level?
In comparison, people that play classic Tomb Raider and TRLE saves after every single jump or combat, which seems kinda retarded

>> No.10572132

>>10572124
Beginning of the level only, unless the levels are long as fuck or retardedly hard, then I save every now and then without save scumming.

>> No.10572135

>>10572124
I used to save at the end of the level so that I could go back and grab an unused secret if I then decided I'm underpowered.
Then I played Blood I started saving reflexively after clearing every 2-3 rooms.

>> No.10572142

>>10572124
Depends on difficulty and map length. On some I don't even save at all, on other I save after fights or before obvious traps.

>> No.10572149

>>10572124
I just save whenever I feel like it. Sometimes I save five times in a row because I walk up to a room and think "seems foreboding, better save", sometimes I forget for five maps and become extremely grateful for autosave.

>> No.10572150
File: 167 KB, 533x270, prodoomer.png [View same] [iqdb] [saucenao] [google]
10572150

>>10570536
Since noone answered, today's PRODOOMER stream will be at the same time last one was - about 3 hours from now.
Brace yourself for incoming cringe as I try to be more entertaining than the last time.

>> No.10572185

>>10571882
If the ZDoom Wiki is missing something, then add it in. That's the beauty of wikis! You don't have to be some high level contributor or anything to make changes.

>> No.10572209

>>10572185
Except you need an account which needs to be created manually IIRC because of spambots, so first you need to post on the forums.

>> No.10572274

>>10572004
usually pwads hosted on dsda-archive have any relevant bugfix included in the download

if you download it from here
https://dsdarchive.com/wads/obtic11

you'll find the obticfix.txt readme inside

>> No.10572282

>>10570259
https://store.steampowered.com/news/app/1000410/view/3691316008049585541?l=english

>> No.10572285

>>10572282
>8.16.2023

>> No.10572295

>>10572285
>>10570259
Oopsie doodles!!!! Steam copied the wrong link, meant to post this: https://store.steampowered.com/news/app/1000410/view/3904122509826850382

>> No.10572320
File: 1.33 MB, 400x320, giphy-3474485212.gif [View same] [iqdb] [saucenao] [google]
10572320

So I had Turok 2 on N64 growing up and now I'm playing the Turok 1 remake.
Was the enemy respawn rate always that fast? It feels almost like playing Doom on nightmare sometimes, some areas have them respawning nonstop.
(gif semi-related but not accurate, I found it on the internet)

>> No.10572341

Wow did Ultimate Doom In Name Only go from incredible to complete shit about halfway through episode three.

I don't think I'm going to bother with episode four. Holy shit the last four levels of episode three were awful. So many no space rocket arenas. So much speed + precision REQUIRED platforming. E3M8 is a complete mapmaking embarrassment.

I was riding high after Eviternity II, but this has left a bad taste in my mouth. Anything else from this year worth playing?

>> No.10572343

>>10572320
Turok 1’s always been like that, yeah. I wasn’t interested in finishing it when I was younger, and kind of had to force myself to finish the Kex version a few years back, but it has its charm.

>> No.10572345

I'm in need of a few suggestions
I'm working on a themed "compilation" wad for a wadsmooshed doom_complete, similar to Works of the Masters (mostly to be able to play multiple maps without exiting the game). The Maximal Doom post gave me an idea it would be interesting to have an "early days of modding" or "1994 focused" single wad compilation to see how quickly doom modding evolved even in the early days. The questions I'm asking are
- Which wads are, in your opinion, the must haves? Notable early episode replacements like the ones from The Innocent Crew or the ones from Hermans and Nathrath seem like a given but I still want more opinions
- How should 1 or 2 map wads (like Doomsday of UAC or Galaxia) be structured? Have each of them be its own episode (would make the level list too long but keep each work as its own thing) or doing something like the Master Level campaign (pistol start after every stage but still have them be in a certain order)?
- Speaking about early days, would you prefer if something like this is focused only on Doom 1 wads (or only wads from 1994) or would you be ok with having full series, if you call them like this, even if they were made for Doom 2 or made in 1995/96 (having Obituary together with sudtic and teutic, or Infinity together with Serenity and Eternity)? Obituary for example is already in Compendium making it redundant, but Compendium features Doom 2 wads only so it ignores sudtic and teutic

>> No.10572346

>>10572320
Enemies who can respawn should do it shortly after the player leaves their patrol zone, so if you’re zipping back and forth through the level, it’ll seem faster. There may also be a generic time passage linked to it but I’m not certain.

>> No.10572351

>>10572346
In case you get lost you will quickly run out of ammo unless those respawn too, and that's a surefire way to ruin the games balance, which is why nobody does it.

>> No.10572374

>>10572351
Turok 1 has a few regenerating ammo spawns in each level.

>> No.10572380

>>10572351
Only a few enemies in each level are tagged to respawn, and keeping enough distance makes them lose aggression. Dying and using a life also restores health and ammo.

>> No.10572386

>>10572320
some of them respawn, not most
the remaster makes them fast as fuck though

>> No.10572398

>>10571296
WHAT A SUCULENT ASS YOU HAVE!

>> No.10572402

>>10572042
Yholl is an absolute madlad for doing the shit he does to make things work.

>> No.10572406

>>10572398
u-unf

>> No.10572408
File: 2.95 MB, 1280x720, GE01.webm [View same] [iqdb] [saucenao] [google]
10572408

Why couldn't games like GE be made more often? just a small twist, different setting, different characters.

>> No.10572410

>>10572408
>cla cla cla cla cla cla cla cla
>cla cla cla cla cla cla cla cla
>cla cla cla cla cla cla cla cla
>cla cla cla cla cla cla cla cla

>> No.10572413

>>10572408
agent 64

>> No.10572425

>>10572341
30 Years with Doom, Hell's Bane

>> No.10572428

>>10572150
The stream is on! https://youtube.com/live/uIPOtgZpju0?feature=share

>> No.10572432

>>10572408
Despite how easy they can be, its kind of surprising how well the shooting for GE and Perfect Dark translated to mouse+keyboard.

>> No.10572490

>>10572408
>casually mow down enemies while hardly moving
>they just stand there doing dumb animations
>that's the whole game
I never understood how people found this fun honestly. Goldeneye and Perfect Dark gameplay is always so slow and awkward that is makes Halo look like Quake 2 in comparison.
I guess you would have had to only have a console and never played a FPS before to enjoy this.

>> No.10572507

>>10571047
Which conversions? The answer is probably.

>> No.10572520

>>10572490
Ask me how I know you're a dumb zoomer who has never played against Dark bots.

>> No.10572528

>>10571047
I just use one of those fake doom2 iwads that's functionally empty.

>> No.10572532

>>10572490
>>that's the whole game
The level/mission design is fun and the weapons are fun to shoot. >>10572408 looks like they’re enjoying themselves even with the klobberer. Halo is also fine.

>> No.10572560

>>10572490
i like how this post casually implies halo is less engaging than that which shall not be named
excellent bait thank you

>> No.10572563

>>10572490
they hated him because he spoke the truth

>> No.10572565
File: 124 KB, 1323x866, SBARINFO pain.png [View same] [iqdb] [saucenao] [google]
10572565

>>10572034
>>10572042
Did someone say SBARINFO?
There's a total of 4061 lines here, and I still need to do another handful of classes before this is done.
All of this because I can't make ANIMDEF animations start at a specific frame when drawn

>> No.10572571

>>10572560
Quake 2 is actually pretty good now.

>> No.10572573

>>10572560
>that which shall not be named
The second Quake? More people having been coming around to it lately.

>> No.10572598
File: 128 KB, 1920x1040, stuck_in_4chan.png [View same] [iqdb] [saucenao] [google]
10572598

>>10571165

>> No.10572606

>>10571451
How am I supposed to measure how fingerless my gloves are?

>> No.10572609

>>10572565
Jeez man, why not just use a zscript status bar? I guess maybe you're targeting zandronum. Even then I'd just use some ACS draw calls I think, unless that makes everything explode in multiplayer.

>> No.10572610

>>10572609
Yeah Zscript is off the table. I have also never used ACS for HUD stuff so I don't know how well ACS HUD elements would play with SBARINFO pieces.

>> No.10572625

>>10572610
Can't think of any issues beyond how aligning things to the edge of the screen in a scaled down resolution is somewhat annoying if I remember correctly. It makes animation of positions or flipbooking through graphics a breeze though compared to other methods you have available.

Man, do I ever not miss SBARINFO/ACS. I'm happy and safe in my zscript status bars where I can do funny shit like implement chat filters.

>> No.10572667

>>10572490
Halos movement actually isn't slow, it has a fucked up FOV.

>> No.10572674

>>10572428
Stream is over.
Spent too much money on sidegrades to get RC rockets on map 15 and thus missed the supersecret.
Did show the underwater minefield exploit though.
Here's a poll on when the next stream session should be. https://strawpoll.com/2ayLkA3DzZ4

>> No.10572681

>>10572598
Make it infinite

>> No.10572702
File: 232 KB, 1024x768, max.jpg [View same] [iqdb] [saucenao] [google]
10572702

>>10572598

>> No.10572713

>>10571925
Yes.

>> No.10572717

>>10571960
Are you pistol starting? Don't pistol start TNT, some of the levels become bullshit that way.

>> No.10572720

Is sunlust supposed to have doubled ammo pickups on UV?

>> No.10572730

>>10572490
He's playing on Agent in an early level. On Secret Agent and 00 Agent enemies will react faster, hit better, hit harder, and take more punishment.
On the unlockable 007 Agent difficulty, you can adjust all those values with sliders before each mission, making them comically low or comically high if you'd like.

>> No.10572734

>>10572571
Quake 2 was always pretty good.

>> No.10572748

>>10570824
>Like, Hexen 2 for instance has absolutely gorgeous enemy models and animations for such a low poly count.
Oh yeah. Hexen 2 looks totally amazing.
>>10570839
>>10570867
Based on videos and screenshots I've seen, I honestly think the OG one feels overall better. Gave off major Half-Life HD textures vibes.
>>10571778
It's great, but add five and it will be nice.
>>10572124
>In comparison, people that play classic Tomb Raider and TRLE saves after every single jump or combat, which seems kinda retarded
Excessive safescamming isn't tied to specific game though. There're most likely at least a couple of anons overusing it.
>>10572282
>>10572295
Blind anon managed to post a duplicate link only on second try. (^:

>> No.10572757

>>10572408
There's an upcoming game called DEEP STATE that plays like a fusion of GE and Deus Ex.
https://www.youtube.com/watch?v=RPvd-ui4wnA
https://frogmandev.itch.io/deep-state

>> No.10572763

>>10570839
>Dusk recently had some remaster that replaced all the models with higher poly versions
Dusk HD isn't a remaster, is the first mod to kickstart their new SDK.

>> No.10572818

>>10572490
10/10 bait post holy shit

>> No.10572838

>>10572124
If there's a big fuckoff arena at the end of a level longer than 10 minutes, I save or just drop the wad entirely if every level is going to be like that (most hollywood wads)

>>10572135
Sometimes it would take a day to be done with a level but I could beat blood on well done with autosaves, although it's a different dynamic from Doom where jump boots and TNT skip a lot of trouble

>> No.10572862

>>10572757
Embracer fired the lead dev and everyone else behind the game, and it is no longer in development. IDK if the guy kept the rights to IP, but likely not.

>> No.10572887

>>10572862
Good old Tim Wallets, what will he ruin next?

>> No.10572891

>>10572862
Isn't Core Decay the one that allegedly got cancelled?

>> No.10572901

>>10572862
The dev just replied to some guy on his site literally an hour ago

>> No.10572908

uh how do I reset the interface in UDB? the pop-up window when I right click a sector is half outside my view and I can't reach the top to grab it back

>> No.10572910

>>10572908
Do you not have a middle mouse button?

>> No.10572916
File: 54 KB, 719x568, cut off window.png [View same] [iqdb] [saucenao] [google]
10572916

>>10572910
When I right click the sector, the top right of my monitor looks like this. I can not drag that window down because I can reach the bar at the top. Middle mouse button does nothing when the window is open.

>> No.10572921
File: 269 KB, 2417x1248, This game wears its inspirations on its sleeve.jpg [View same] [iqdb] [saucenao] [google]
10572921

>>10572862
Dev's latest tweet was about a week ago and shows progress on a snow level. Are you sure you didn't mistake this for a different game?

https://twitter.com/deepstategame/status/1740222274517819676/photo/1

>> No.10572960

Solved the UDB issue by right clicking task bar and choosing "cascade windows". Always some shit fucking up when you have multiple monitors.

>> No.10572982

>>10570793
>Don't they actually hate it though?
I’ve only seen some related posts get cut on occasion and that’s not much to draw any conclusion. I also dunno how shit works around here, could be more than one mod for these boards.

>> No.10572987

>>10571554
prolly because the SMG in HL2 is a 4.6mm peashooter lol

>> No.10573002

>>10572720
No, why this question?

>> No.10573007

>>10573002
I had just picked up some shotgun ammo and got 8 shells instead of 4. The boxes still give 20 as far as I've noticed and sometimes shells give 4 as usual. Maybe they put 2 ammo pickups one of top of the other? Thought I only get 1 pickup message.

>> No.10573037

>>10572490
The N64 is not a good console. Timesplitters is pretty much the same thing but massively improved.

>> No.10573039

>>10572717
It makes sense. Most wads in the 1990's were made with continuous play in mind. In contrast, most wads since the 2010's are made with pistol starts in mind. Any good wad should be enjoyable on both.
>>10573007
>Maybe they put 2 ammo pickups one of top of the other?
I was thinking about that too, the only way to be sure is to check on a level editor.

>> No.10573042

>>10573037
Any console which has at least 10 good games cannot be regarded as outright bad.

>> No.10573051

>>10573042
Any console with a controller designed for Martians cannot be regarded as good either.

>> No.10573101
File: 158 KB, 1920x1040, 1704393575930234.png [View same] [iqdb] [saucenao] [google]
10573101

>>10572681

>> No.10573115

>>10572921
They just had another firing wave today.

>> No.10573128

>>10573051
Only grab the two prongs you need, problem solved.

>> No.10573138
File: 94 KB, 1024x768, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10573138

>>10573128
I got this for Christmas once and it worked great. I still liked using the original weirdo controllers but this was a fun option to have.

>> No.10573141
File: 173 KB, 960x832, nintendo_sixty_vortigaunt_by_bladefinger-d5nps98-2534467292.jpg [View same] [iqdb] [saucenao] [google]
10573141

>>10573051
>>10573128

>> No.10573150
File: 185 KB, 1136x1136, three hands.jpg [View same] [iqdb] [saucenao] [google]
10573150

>>10573141
>he was born without his third hand

>> No.10573175

https://youtube.com/watch?v=ZMn1t4B7qU0
Damn, those gypsie bastards are going to pay for screwing up my castle

>> No.10573190

>>10573051
Once again a people who think N64's games need three hands.
When ?

>> No.10573203

>>10573190
I think he's just stupid.

>> No.10573252

>>10572124
I don't save, cuz save is the cousin of death.

>> No.10573262
File: 1.08 MB, 3171x2439, 9750953A-C9B4-4838-A3AD-EF8F0C3247E8.jpg [View same] [iqdb] [saucenao] [google]
10573262

LOOK they put the Super Shotgun in Lego my Eggo Niggo

>> No.10573265

>>10572606
Is...is that a HUD element of something?

>> No.10573270

Does anyone else notice that in nugget doom and the dev build of woof at 600p there is a weird outline on the weapon sprites?
Is there a way to fix that?

>> No.10573358

>>10570259
>Perfect Dark PC port receives WIP netplay support
really cool

>> No.10573370

Apparently valve has added "Boomer Shooter" as an official tag on steam.
I guess boomer shooter has replaced doom clones.

>> No.10573384

>>10573370
Doom clone hadn't really been a term for like 20 years to be fair. However I think "boomer shooter" is stupid.

>> No.10573385

>>10573370
how many boomers even played doom? it's more popular with gen x and millennials

>> No.10573386

>>10571947
What mod

>> No.10573391

>>10573385 (03 gen Z)
"boomer" to genZ just means old, they know it doesn't mean baby boomers, don't read too deep into it.

>> No.10573395

>>10573384
It's really interested how a wojak variant has influenced the name of old school shooters.
Idk I should be impressed or disgusted.

>> No.10573396

>>10573391
ok boomer

>> No.10573414

>>10573395
Most people using the term are not trying to be insulting or anything, but it's the term that stuck, especially for games that are seen as closer to DOOM or quake. Though what qualifies is not that concrete, cause to someone that a few years ago just had cod/modern FPS, a lot of far flung FPS seem "doom-like".

>> No.10573416

>>10573395
It's a forced meme that got picked up by New Blood and marketed to hell and back.

>> No.10573417

>>10573370
I'm fine with Boom Shooter, a shame that modern games that attempt good design have to be put into a sub-genre.
>>10573385
Words have lost meaning anon, we are partially to blame.

>> No.10573420

>>10573417
>we are partially to blame.
Maybe you are, because you fell for one retard's forced meme.

>> No.10573424

>>10573414
This is the big problem with bullshit vidya genres, what does the term even mean? Descent is from the same year as DOOM 2, does that make it a boomer shooter despise being completely different?

>> No.10573434

>>10573417
I understand why they made a sub-genre for doom-like games, it feels very different. I didn't like fps before trying Doom (at age 30).

>> No.10573438

>>10573424
probably not decent, (due to being a spaceship game) but most of the other fps like marathon, blood, duke. All those count.
>>10573434
Same, thought fps was like COD on console. Wanted no part.

>> No.10573443

>>10573420
>one retard's forced meme
It was a viral marketing campaign, not that it makes falling for it any better.

>> No.10573445

>>10573101
Kek saved

>> No.10573450

>>10573443
Same thing. It got posted until newfags started repeating it.

>> No.10573452

>>10573438
>blood, duke and other build engine stuff
Fair.
>marathon
Alright.
What about Dark Forces, Powerslave, Soldier of Fortune, Half Life, Sin, Unreal? Is Hexen even a shooter in order to be considered a boomer shooter?

>> No.10573459

>>10573452
Yes to all of those except possibly HL imo, and powerslave I haven't played.

I think Descent is enough of its own thing that I'd call other games Descent-likes. I think the same goes for Serious Sam.

>> No.10573481

>>10573417
Boomer shooter was always an artificial marketing phrase pushed by shills.

>> No.10573483

>>105734529
basically what >>10573459 said.
basically taking after any fast fps before haloCE. (the influence tends to stop there) tend to be the biggest influences.
There are other influences (like the whole movement was basically born from the commercial success of nu-DOOM, so they tend to have emphasis on alt-fires and some sometimes influence from there), but it mostly focuses on the above.

>> No.10573486

>>10573459
Why did this post get deleted?

>> No.10573487

>>10573452
There is certainly a spectrum of Doom-like fps. Heretic feels closer to Doom than Hexen for example (mage class being more like classic gameplay and fighter class feeling more like a Tyson run of Doom).

>> No.10573491

>>10573417
>we are partially to blame
Speak for your fucking self.

>>10573370
Nobody has said Doomclone or Quakeclone since the 90s, when the term was dying out, because it was retarded.

>> No.10573496

>>10573481
You can thank NiGggermanlives for that, dude was a huge Zionmax shill when Eternal came out. Whether it defines non-retro games heavily inspired by retro FPS games, non-retro FPS games that aren't CoD, or actual retro FPS games is a mystery.

>> No.10573546

>>10573496
>dude was a huge Zionmax shill when Eternal came out
But everyone was praising Doom Eternal when it came out.....well not everyone. But a vast majority of people were saying Doom Eternal was really good.

>> No.10573572

>>10573546
>explicitly said it was the best FPS ever made
>said the story was good and was confused why people would play a doom game when said story is shoved in their faces with unskippable bullshit

>> No.10573578

>>10573572
>unskippable
You can literally skip the cutscenes

>> No.10573585
File: 45 KB, 850x400, 1448384958892.jpg [View same] [iqdb] [saucenao] [google]
10573585

>> No.10573587

>>10573585
So are games like Halo shit because it's has a story?

>> No.10573589

>>10573578
>You can literally skip the cutscenes
There are several parts of the game like Hell where you're forced to hear the characters talk and needless animations between doing everything. Stop being disingenuous.

>> No.10573596

>>10573587
Games like Halo are like porn with well developed stories.

>> No.10573601

>>10573589
You can like...turn off the voices in settings.

>> No.10573606

>>10573385
>how many boomers even played doom
A shitload, anon.

>> No.10573609
File: 36 KB, 634x480, 9f52ea41-9868-4ae5-bbcf-9f605cfc4299_screenshot.jpg [View same] [iqdb] [saucenao] [google]
10573609

>>10573141
Fuck I hate "characters".

>> No.10573613
File: 448 KB, 1920x1080, mystique.jpg [View same] [iqdb] [saucenao] [google]
10573613

>>10573585
Just give me cool imagery and environmental storytelling, fill my head with ideas. Some small notes are fine too.
This is mostly towards "simple shooters" though. System Shock and Marathon are great.

>> No.10573614 [DELETED] 

>>10570257
Zoomeroid genre.

>> No.10573621

>>10573572
>>10573589
I should state that Doom Eternal's story is fucking shit. It's lakes no substance what so ever. All the story does is jack off Doomguy like he's the second coming of Christ.

>> No.10573623 [DELETED] 

>>10573614
Is that supposed to be a bad thing? Why? Do you have any argument?

>> No.10573624

>>10573621
I didn't play modern Doom but I appreciate the absence of "official" story in Doom. The story is told entirely by the level design the choices of the palette, textures, ennemies placement, things and the music.

>> No.10573641

>>10573624
There's a story in the new Doom games. And holy shit is it garbage
>Bro what if we like turn Doomguy into a godslayer, and made the demons aliens, and have Satan be Doomguy evil counterpart and the creator god.
If you're going to play the newer games, don't bother with the story.

>> No.10573660

>>10573641
I thought it was alright. I didn't play the dlc myself but I didn't mind God Almighty being both Satan and the Doomslayer. That's already a thing; Father, Son, Holy Spirit; split deities are a thing across all ancient mythologies and religions. I think ultimately it just doesn't raise very many interesting questions thematically or satisfy in an entertaining way. It was interesting to me that the computer guy was the "Father" but wasn't aware or forgot due to some meddling by Samuel Hayden, and I reckoned the dlc's conflict would have been with the Father due to killing His children (think of the "NOOOOOOOOO" right before going back to Earth to kill the Icon of Sin).

And that's another thing: People already had their own ideas of where D:E's story was going, and the answers didn't satisfy anybody. I read a good critique and analysis of Samuel Hayden back at D:E's release holy shit four years ago, and how in Doom 2016 he was a much more compelling character because at first his story is he was just a human bean who, with all his intelligence, put his mind in a robot and was effectively immortal. He was conniving, duplicitous, he was a foil to Doomguy......and then they throw all of this away in Eternal. Then they throw him away as a major antagonist in favor of Doomguy being both Satan and God Almighty. It's just weird, like a child's idea of what's cool.

>> No.10573663

>>10572507
i managed to get Bloom and Ashes working by just copying the pk3s and loading them in the same order they autoload in on the standalone, but Total Chaos is the third and final one i wanted to use (also the one i wanted to play the most) but i can't figure it out, it comes with a .exe launcher so i have no idea what's actually happening to solve it manually

>> No.10573670

>>10573386
Touhou Doom. It's not worth playing.

>> No.10573674

>>10573641
>If you're going to play the newer games, don't bother with the story.
Thank you for the advice, I don't think I will because I'm not interested in the gameplay either.

>> No.10573689

>>10573660
That's my biggest problem with the story. Samuel was completely wasted as a character because ID wanted to turn DOOM into an epic instead of telling a cohesive story.

>> No.10573715
File: 108 KB, 900x1273, 1688272441778731.jpg [View same] [iqdb] [saucenao] [google]
10573715

>>10573689
Yeah they had a good foundation with 2016 but they definitely had stars in their eyes about some kind of epic saga instead of as you say a cohesive story. I really hope that if they ever touch Quake one day they keep it all mood, subtext, and shadows.

Something I enjoy about Serious Sam and Quake is that you never face each game's main villain, Mental and Quake. Armagon is a general of Quake, so is Legond from Abyss of Pandemonium. The idea of this great and terrible being with its demonic (as in evil not hell) fingers in so many pies across realities, planets, and dimensions, all of them seemingly cut off from Quake itself or Mental and just doing their own thing, for some reason that really appeals to me. Corporations are so big you don't even know who you're working for. That's terror. The terror of a general of Quake thinking he knows best, making big moves to do harm to people (or just the Ranger) and then you take him down, but the true threat is a shadow as large as the cosmos that is always following you no matter how many sewers with grunts you trudge through, or castles you demolish. Sorry, got fanfictiony.

>> No.10573728

>>10573715
>you never face each game's main villain, Mental and Quake
Quake was just the codename for the Niggur

>> No.10573731

>>10573728
The expansion packs make that more nebulous, implying Quake is still a threat and out there. And let's not get into the fucking manual.

>> No.10573736

>>10573715
serious sam is so good

>> No.10573738

>>10573715
>Quake
>you never face Quake
Quake is Shub-Niggurath's codename, anon. She's the final boss.

>> No.10573745

>>10573738
Like I said: >>10573731

>> No.10573779

>>10573736
luv me sam. simple as

>> No.10573796

>>10573736
>>10573779
My favorite thing about Serious Sam is the rhythm at which you fire the twin Schofields, and I love the reload sound.

>> No.10573805
File: 765 KB, 2016x1344, 1702784707111880.jpg [View same] [iqdb] [saucenao] [google]
10573805

>>10571778
I know I'll get shit on for this but Doom 64 is the weakest of all classic Dooms.

>> No.10573809

>>10573796
>and I love the reload sound.
Yeah that's a nice sound, and the flicky but rather smooth animation is nice too. I think the RL has a nice rhythm too.

>> No.10573812

>>10573805
Literally me.

>> No.10573818

>>10573596
I hope you didn't just say Halo had a good story, right?

>> No.10573824

How do you guys feel about shotgun starting in Quake 1? Ammo is already tight in episode 4, seems like it'd just be a pain.

>> No.10573827

>>10573805
Do you consider Final Doom as part of the “classic Dooms”? If so I’d say the Master Levels are also fair game. If you like revenants and archviles but fucking hate pain elementals, I can easily see it (64) being the least favorite.

>> No.10573829

>>10573824
Quake 1 definitely isn't built around shotgun starts. Custom maps in a jam or even an episode 100% of the time are.

>> No.10573848
File: 120 KB, 800x490, 1700069832493729.jpg [View same] [iqdb] [saucenao] [google]
10573848

>>10573827
I do consider them 'canon' just because Id considerd them canon. I thought the level design was mediocre and the 'upgraded' graphics and sound were really more of a downgrade. Look at how great the Baron looked in original Doom and how they butchered the design with the 'claymation' design in 64.

>> No.10573853

>>10571814
I beat the whole game on the hardest difficulty and didn't encounter any bug

>> No.10573857

>>10573736
>>10573779
>>10573796
are you serious?

>> No.10573864

>>10573848
Spyro?

>> No.10573885

>>10573613
isn't that a doom eternal skybox?

>> No.10573947

>>10573848
I agree about the "claymation" designs but I like the sound effects, the tech-base and medieval setting, the glowing lights and the general atmosphere of the maps.

>> No.10573992
File: 77 KB, 540x720, 1661135201688871.jpg [View same] [iqdb] [saucenao] [google]
10573992

>>10573848
the original Doom sprites were clay though

>> No.10574098

>>10573585
What's the 'Deep Throat' of video games?

>> No.10574103

>>10574098
The Ninja warning you about mines in MGS1

>> No.10574106

>>10572921
The Deep State got him.

>> No.10574138

>>10574098
Super Deep Throat?

>> No.10574195

>>10574106
>>10574138
deep

>> No.10574214
File: 301 KB, 632x451, 1678988835472874.gif [View same] [iqdb] [saucenao] [google]
10574214

>Mapping on a roll
>Check the time
>Gotta go to work in 9 hours
Fffffffffffffffffffffffffffffffffff-

>> No.10574216

>>10574214
Go to bed.

>> No.10574225

>>10574214
Map at work.

>> No.10574228

>>10573992
Some where.

>> No.10574243
File: 297 KB, 1530x2048, Clay_Cyberdemon_model.jpg [View same] [iqdb] [saucenao] [google]
10574243

>> No.10574249
File: 161 KB, 2048x1522, Clay_Doom_player_model.jpg [View same] [iqdb] [saucenao] [google]
10574249

>> No.10574250
File: 75 KB, 1024x763, B4kep6cCIAEpg8Y-1024x763.jpg [View same] [iqdb] [saucenao] [google]
10574250

>> No.10574252
File: 230 KB, 510x585, 1702114-archvile1ca.jpg [View same] [iqdb] [saucenao] [google]
10574252

>> No.10574261
File: 157 KB, 744x1197, 744px-Revenant_model.jpg [View same] [iqdb] [saucenao] [google]
10574261

>>10574228
shame that most of them are all rotten by now

>> No.10574263

>>10571778
The real Doom 3.

>> No.10574265

>>10574263
fact

>> No.10574270

>>10574261
I'm pretty glad the in-game revenants came out more bone than flesh.

>> No.10574271

>>10574270
Agreed. Bony skeletons are funnier.

>> No.10574276

>>10574270
yeh. revies are basically bones with skin

>> No.10574286

>>10573663
The launcher should point to a .bat file with the command line telling the computer what to do. Open that file with a text editor and you should be able to figure it out.
>>10573670
Why not? That was very low on my list but still on the list.

>> No.10574289
File: 216 KB, 1080x810, punchatz_264551710_693627794957767_4805537943343463434_n.jpg [View same] [iqdb] [saucenao] [google]
10574289

>>10574261
Kind of, but for the latex skinned steel puppets that's almost immaterial given that Greg Punchatz kept all the molds, and digitized them a while back, so they're fairly safe against the sands of time. Not as safe as if they were made public, but hey, even this is good for what it is, and who knows what the future could hold for them.

Here's a pic of him sculpting a clay bust based on the (very exploitable) demon on the front of the first cover, which his father Don Ivan Punchatz painted.

>> No.10574315

>>10574289
nice

>> No.10574321

This wad any good?
https://www.youtube.com/watch?v=lpIGFbKKMl4

>> No.10574325

>>10574138
>tfw we'll never find out what happened with the creator

>> No.10574342

>>10573481
>>10573491
I was referring to words losing meaning in general although I shouldn't assume everyone is an old fuck like me, I just feel bad because lol is in the dictionary,
>>10573587
No it's because Master Chief walks slower then a man with no legs.

>> No.10574360

>>10574286
>Why not?
Imagine if someone ported Touhou's danmaku patterns straight into Doom, but made absolutely no alterations to Doom's gameplay to compensate for this.
>You have an first person perspective, meaning you can't actually see what the fuck is even going on with the patterns
>Bosses don't have fixed positioning unlike in Touhou, some patterns become unavoidable depending on where the boss is in the arena
>No invulnerability frames, so you can (and will) die instantly because seven projectiles hit you at once
>Touhou enemies have no windup like Doom enemies, so there's no way of telling if they're about to shoot you
>A huge chunk of the levels are just badly designed vanilla Doom levels that have nothing to do with Touhou at all
>The levels are also massive and drag on and on and on and on with ridiculously bloated numbers of enemies
>Towards the end, you end up getting sidelined and have to wait for the toehoes to clear out the fuckton of realm667 enemies that the author put in for some reason

The only good thing I can say about it is the author put a lot of effort into it.

>> No.10574384

>>10574321
I only finished the 3 first maps, the first one was really beautiful and nice to play. If you like grand slaughtermaps, you should appreciate it, it looks like a modernized Sunder. It's made by Scotty, Bemused and Benjogami, if you know their works, you shouldn't be surprised. I just realized I had the beta version, it's getting too big for my taste and too hard for my skills later on (just like Sunder) but I will play it I think, especially since the final version has lower difficulties implemented.

>> No.10574404

>>10574342
>No it's because Master Chief walks slower then a man with no legs.

My man Master Chief in permanent Baywatch mode.

>> No.10574431
File: 739 KB, 1920x1080, 1689532656455719.png [View same] [iqdb] [saucenao] [google]
10574431

This room in map02 of TNT has a pretty fun gimmick. So far TNT ain't so bad, map02 was challenging but not unfairly so. Though I'd hate to have pistol started it.

>> No.10574435

>>10574431
TNT is really mixed, but it's got some very good stuff in it, among some very bad stuff. It's worth giving a shot for the good stuff.

Very much not a Pistol Start friendly .wad though, MAP29 is misery to Pistol Start on UV, Cells will be available, but the Plasma Rifle on that map is not tagged for higher difficulties, so you get tantalized by all this cool ammo you badly need, but cannot employ.
I'm convinced that Evilution was not tested very thoroughly for Pistol Starting, which is almost kind of odd given how much faster and easier that makes balancing the gameplay, but hey, this was before a lot of important ideas were firmly established as conventions in the fandom.

>> No.10574456

>>10574435
Isn't TNT also the one IWAD in Final Doom with the dickish co-op spawns in one map?

>> No.10574457

>>10574261
oh wow he originally had a tracksuit

>> No.10574472

>>10574456
MAP01 has a cyberdemon in a cramped required courtyard, and only Player 4 spawn can reach the BFG at the start.

>> No.10574473

>>10574289
I remember him remaking the spiderdemon and said he'd upload the scan but I never heard if he did

>> No.10574474

>>10574472
That sounds hilarious.

>> No.10574478

>>10573857
Why yes, as a matter of fact I am

>> No.10574484

>>10574472
I was thinking of MAP28 but yeah, there's plenty of dickish placement to go about.

https://youtu.be/jP-Or_EI5wo?si=WLAT_uFKfCVZ7grz&t=555

>three-quarters of the video is just Final Doom collectively

>> No.10574505

>>10574252
>>10574261
...and yet people have the gull to call Doom II a lazy cashgrab.

>> No.10574516

>>10574505
the 90's were harsh when it comes to graphics engines. we were obsessed with sophistication and "realism".
one of the reasons people bashed Doom 64 for not having 3D monsters yet. i remember a pal mocking me for liking it...
Doom 2 having the same graphics as 1 was the main point of contention.

>> No.10574547

Why some wads have hyper fertile pain elementals while others don't? Playing Sunlust right now and they vomit a lot more lost souls than normal can I can't read DeHackEd but it seems their don't change their behaviour in there, I don't think.

>> No.10574550

>>10574547
Doom 2 won't spawn a new lost soul if there's already 20 of them, Boom removed this rule.
Otherwise, it's just about layout. Pain Elemental's soul spawning works like any other attack.

>> No.10574554

>>10574516
There's this odd thing I've encountered where people believe that because graphics weren't as sophisticated as they are now, people back in the 80's and 90's "didn't care about graphics."

>> No.10574557

>>10574550
Oh, so all Boom wads will have that? I see it then.
I never bothered with all that stuff and compatibility and what not.

>> No.10574564

>>10573805
Maybe not the weakest, but very weak due to being built for the N64

>> No.10574593

>>10573731
>The expansion packs make that more nebulous, implying Quake is still a threat and out there
Expansion packs made by outside devs (similarly to OpFor and Blue Shift) add weird and unfitting stuff to the story (fucking race X).
I guess making Quake an unknown overarching villain is cool, but just like OpFor, it's still a fucking retcon from what original quake says and retcons always feel awkward

>> No.10574613

>>10574554
i've seen these allegations too. either they weren't there or they remember wrong

>> No.10574616

>>10574593
>race x
Yeah these guys should just have been various xen fauna and natives/castaways from some region not controlled by nihilanth that are brought over by chance or who tagged along opportunistically. A cool addition for flavor would be some "shock trooper" race civilians popping out in scripted events.

>> No.10574626
File: 286 KB, 540x718, 1636328558346.png [View same] [iqdb] [saucenao] [google]
10574626

>>10574547
>fertile pain elementals
why did you have to put those words together anon?

>> No.10574634

>>10574593
>(fucking race X)
Race X are just the Combine before the Combine.

>> No.10574638

>>10574626
Can't call them virile.

>> No.10574643

>>10574638
Fecund is the right word.

>> No.10574659
File: 4 KB, 292x236, PAINF5.png [View same] [iqdb] [saucenao] [google]
10574659

>>10574638
>>10574643
thicc meatball

>> No.10574670

>>10574659
I just realized that's the glow of the lost soul shining through that center corpuscle.

>> No.10574705
File: 15 KB, 128x128, 1695269160795263.png [View same] [iqdb] [saucenao] [google]
10574705

>>10574670

>> No.10574706

>>10574593
Checking the texts for the elder and black magic runes and to give >>10573715 some credit, it’s not explicitly stated that Shubby = Quake. The manual keeps referring to it as a “him, or it” but then keeps referring to “him”, and apparently the end game text canonizes the dev team:
>You have beaten the hideous Shub-Niggurath, and her hundreds of ugly changelings and monsters. You have proven that your skill and your cunning are greater than all the powers of Quake. You are the master now. Id Software salutes you.
It all points towards id not giving much of a shit.

>> No.10574781
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
10574781

>>10572982
>I also dunno how shit works around here
Me neither. Trying to figure out the consistent nature of it is not only a waste of time, but will lead to me more cuts anyway. So best to just leave it as that.
>>10573370
>Apparently valve has added "Boomer Shooter" as an official tag on steam.
Cringe, but whatever.
>>10573621
>I should state that Doom Eternal's story is fucking shit.
Yeah. Base game basically went in a opposite direction to what was set up with 2016's game. The Ancient Gods... Just fucking terrible.
Would still like to play Eternal eventually, but definitely not for the plot.
>>10573660
>People already had their own ideas of where D:E's story was going, and the answers didn't satisfy anybody.
While valid as in "you can't satisfy everyone", this quote isn't particularly a good one because it can be summed up with "Audience is at fault, not the writers".
>>10573715
>Yeah they had a good foundation with 2016 but they definitely had stars in their eyes about some kind of epic saga instead of as you say a cohesive story.
This pretty much.
>I really hope that if they ever touch Quake one day they keep it all mood, subtext, and shadows.
Hoping (and expecting) that id Software won't be the ones handling Quake whenever its time comes.
>Armagon is a general of Quake, so is Legond from Abyss of Pandemonium.
AoP has never been an official mission pack though.
>>10573805
It's actually the best though. lol
>>10574593
>>10574706
When it comes to Shub-Niggurath, I would say that her not being dead-dead after original Quake would make certain sense. After all, where is the eldritch horror if it can be killed so easily?
>It all points towards id not giving much of a shit.
Considering the nature of Quake's development, it's no wonder that the identity of Quake would be a mess in some way.

>> No.10574789

>>10574557
>Oh, so all Boom wads will have that?
Any wad has it if you play it on the complevel settings where the lost soul limit is removed. Even regular Doom 2.

>> No.10574827

>>10574781
>After all, where is the eldritch horror if it can be killed so easily?
If I try to take it seriously as “Lovecraft’s Shub” then it gets funny. Her “thousand young” aren’t chainsaw ogres or shamblers, I think they just chose a cool name for some last minute text screens.

>> No.10574897

>>10574827
Thousand young were originally shoggoths in the short story, but Sandy separated Thousand Young and Shoggoth into different species for Call Of Cthulhu rpg. Thousand Young being a tree/octopus-hybrid with hooves and shoggoths being those slimeys that grow new tentacles, mouths and eyes by will. Quake's Shub looks kinda like it's shoggoth minion (aka thousand young) from the story.

>> No.10574964
File: 11 KB, 83x79, 1700736400261650.gif [View same] [iqdb] [saucenao] [google]
10574964

An "archvile" for serious sam where instead of reviving enemies (because corpses disappear in serious sam) it has the ability to prevent enemies from dying by replenishing their health when they would take lethal damage (it doesn't make enemies invincible, and doesn't constantly heal them). It should probably be a flying enemy so that it's easier to spot and to help the enemy have better coverage for healing others. The less health an enemy has the easier it is to "power through" this enemy's healing abilities where if you're dealing constant damage to a target it's healing then you can eventually kill it.
The only problem I have with this idea is making it so that the enemy isn't instantly killed on sight so that it actually has a chance to heal some enemies. Giving it a lot of health would be annoying. Maybe when it spawns it has some sort of shield that reflects bullets and projectiles, and to drain the shield quickly you need it to heal enemies. The more health the enemy it heals has the more of its shield energy is drained.

>> No.10574968
File: 6 KB, 200x200, drole from quoth.jpg [View same] [iqdb] [saucenao] [google]
10574968

>>10574897
That affirms more of the muddied attempt. Things like Quoth (and eventually Warpspasm) would later help realize the Lovecrafty bits, Tronyn maps and Drake mods helped expand on the “medival dark fantasy” ideas.

>> No.10574996

>>10574964
That would just be annoying when Kamikazes and Kleers are designed to be killed instantly before they get too close.

>> No.10575003
File: 121 KB, 368x757, Main_menu_medic.png [View same] [iqdb] [saucenao] [google]
10575003

>>10574964
a demonic medic unit for doom could be interesting

>> No.10575015
File: 3.45 MB, 1080x700, 1695737808689702.gif [View same] [iqdb] [saucenao] [google]
10575015

>>10574996
Yes, which is why for smaller enemy units it would basically only act as a buff to their health and not make them fully immortal. This enemy would require a bit more thought put into it when designing spawns and enemy placement.
Also they wouldn't be able to heal other copies of themselves.

>> No.10575018

>>10575015
I think a Pain Elemental clone would be better, something that just teleports in a bunch of a single type of enemy until you kill it.

>> No.10575027
File: 60 KB, 400x408, 1699453232652580.gif [View same] [iqdb] [saucenao] [google]
10575027

>>10575003
would it give an enemy ubercharge if you fail to kill it in time?

>> No.10575045
File: 58 KB, 320x240, nehahra_encounter.jpg [View same] [iqdb] [saucenao] [google]
10575045

>>10573738
>Quake is Shub-Niggurath's codename
seal of nehahra isn't canon.

>> No.10575058

>>10575027
would be interesting if it did

>> No.10575075
File: 1.91 MB, 916x1560, slough_of_despair.png [View same] [iqdb] [saucenao] [google]
10575075

scripting/general programming question:

I have 8 vector2 positions. I want to sort these into 4 corners that form a rectangle (or four-sided polygon anyway, it doesn't have to be right-sided). How do I do that?

>> No.10575081

>>10575075
you mean an AABB (axis aligned bounding box)? just min/max of x and y of all points

>> No.10575101

>>10575081
Almost, I don't want it axis-aligned. The 8 points are really 4, each having a twin, and I want to sort them into a quad.

>> No.10575140

>>10570824
>I really don't like the "ugly on purpose" aesthetic
Dusk isn't "ugly on purpose", that's really just the best that dev could do in his attempt to make a low poly game. His other projects have a similar look to them.

i.e. He's not an artist.

>> No.10575148
File: 798 KB, 1080x1519, 1648917226542.png [View same] [iqdb] [saucenao] [google]
10575148

>>10575140
They took his lack of artistic prowess and turned it into an entire genre.

>> No.10575162

>>10575148
Quakes UVs always crack me up. Very artist-friendly though.

>> No.10575197

>>10573385
boomer just means 30+ now

>> No.10575213
File: 1.08 MB, 2560x1440, doom05.png [View same] [iqdb] [saucenao] [google]
10575213

stop IQ filtering me reeeee!

>> No.10575229

>>10575101
could you draw a picture?

>> No.10575237

>>10575213
The secret level it leads to is just as special.

>> No.10575246
File: 1.02 MB, 2560x1440, doom06.png [View same] [iqdb] [saucenao] [google]
10575246

>>10575213
I did it!
>>10575237
it better be worth it, almost started getting motion sick from circling those switches for so long lol

>> No.10575249

>>10575213
how do you even make a sliding puzzle in doom like this?

>> No.10575251

>>10575246
I won't spoil it, but it's special.

>> No.10575252

>>10575246
>it better be worth it
The reward is suffering.

>> No.10575274

>>10575252
>secret levels start with a death exit so no BFG
>they're either an hour long marathon with a bullshit arena at the end or THAT
so what's all the hubbub over the perforator ruining the wad's difficulty?

>> No.10575280

Do you think Z-aware ogres make them an actual challenge, or do you think it makes them aimbot trickshotters?

>> No.10575284 [SPOILER] 
File: 188 KB, 800x600, f05135de5928c0b8_zoom.jpg [View same] [iqdb] [saucenao] [google]
10575284

>>10575251
no freaking way

>> No.10575301
File: 9 KB, 500x500, rectangle sorting .png [View same] [iqdb] [saucenao] [google]
10575301

>>10575229

>> No.10575341

>>10575274
>so what's all the hubbub over the perforator ruining the wad's difficulty?
People play with cheats, idkfa and iddqd and stuff.

>> No.10575343
File: 29 KB, 296x194, rang.png [View same] [iqdb] [saucenao] [google]
10575343

>>10575148
>very similar skin to the ranger
>posture and animations make them seem entirely different
Awesome.
>>10575280
The first one.

>> No.10575350

>>10575246
what wad?

>> No.10575352

>>10575350
Eviternity 2

>> No.10575371

I'd like to dip my toes into Quake modding. I want to start off with test maps before making bigger scale gameplay modifications with the ultimate goal of making something a big total conversion. What do I need to know besides C/QuakeC? Would I need to know how to use Blender if I'd like to make my own maps or models?
I could have sworn there was a resource in the OP but I've opened every link and I can't find what I was looking for.

>> No.10575428

>>10575371
>What do I need to know besides C/QuakeC?
The limits of whatever engine you're working with, as well as the limits of QC itself. You'll probably learn as you go along.
>Would I need to know how to use Blender if I'd like to make my own maps or models?
There are dedicated tools for making both maps and models, but Blender is capable of doing either with some plug-ins.
>I could have sworn there was a resource in the OP but I've opened every link and I can't find what I was looking for.
There's the So You Want to Play Some infograph, but it's more about setting up the game and how general things work.

>> No.10575443

>>10575371
>What do I need to know besides C/QuakeC?
Depends on what source port(s) you are targeting. Just learning QuakeC will be sufficient for all of them, but if you're planning to use FTE and actually use its more advanced features you might want to look at proper C tutorials and more general programming math/logic stuff. QuakeC is simple, but that can be just as frustrating as it is easy to learn.
>Would I need to know how to use Blender if I'd like to make my own maps or models?
For maps, not really. If you decide to use the Quake 3 map format on a port that supports it, you could use Blender to bake lighting in a more previewable fashion than regular compilers. There is also an addon somewhere that lets you export meshes into brushes for normal map editors, but I don't think it's really worth it beyond making terrain. Trenchbroom should be able to tackle most of your mapping needs.
You would need some sort of 3D modeling application for models, and Blender does have a few addons out there for the relevant Quake formats.
>I could have sworn there was a resource in the OP
Not that I've seen. Unfortunately Quake modding stuff is poorly archived compared to Doom. You'll be able to find most of what little of it there is just by searching for "QuakeC tutorial". To start learning QuakeC, I'd recommend you look for something in the code you have an intuitive understanding of (weapon firing might be good) and just mess around with it until you figure things out.

>> No.10575595

>>10574789
I play on GZDoom default compatibility, what would that do?

>> No.10575609 [DELETED] 

>>10575213
What mod?

>> No.10575664

>>10575246
>complete annoying puzzles
>rewarded by an even more annoying level
pottery

>> No.10575726

Do you think having only two cyberdemon fights close together in the middle of a map make for a poor pacing?
I'm considering if I should not use a second cyberdemon.

>> No.10575740

>>10575726
does the player have a BFG?

>> No.10575747

>>10575726
Depends on the supporting enemies and the arena and the like. It can make for a quick "gotcha" moment, like when maps put an angry martian or something guarding the exit teleporter.

>> No.10575749

>>10575740
On the second fight only.

>> No.10575782

>>10575749
could be a bit tedious.

>> No.10575795

>>10575595
No one knows what the fuck gzdoom does. Probably some very un-doom things.

>> No.10575806

>>10575595
>what would that do?
Send a bunch of spergs into an uncontrollable rage.

>> No.10575860

Assuming Romero uses the same design methodologies, how do you feel he would use big monsters as environmental hazards in a Quake 1 level pack like he did in Sigil 2?
Shamblers and vores don't quite have the same utility as cyberdemons. I guess he could put Cthon on the outside of a level as a persistent threat.

>> No.10575912

>>10575860
shamblers inside pools

>> No.10575915 [DELETED] 
File: 51 KB, 1080x607, fb7.jpg [View same] [iqdb] [saucenao] [google]
10575915

>>10570257
>play doom eternal
>UN
> In a fight marauder gets stuck at the door trying to get to me
> Chainsaw lock on misses
>unfortunate enemy pathing
>screen goes grey
ALT+F4
Ill try again later.
Can't wait to unlock the Ultra Nightmare armor, Only 2 more levels left.

>> No.10575916 [DELETED] 

>>10575915
Not retro.

>> No.10575936 [DELETED] 

>>10575915
get out, we dont allow bitch ass nudoom tourists

>> No.10575959

>>10575301
sounds like an X/Y situation. could you explain what you're actually trying to do?

>> No.10575970
File: 47 KB, 680x510, 1573527650652.jpg [View same] [iqdb] [saucenao] [google]
10575970

>>10575959
I think I've gotten it to work. I searched around and you're apparently supposed to find the collective midpoint of the points, and then sort them by angle to it.

What I'm doing is I've written an UDMF parser in zscript for slightly insane reasons.

>> No.10575972 [DELETED] 

>>10575936
did even tag the skull

>> No.10575979

>>10575970
What's the reason, cant be that insane?

>> No.10576036

>>10575284
Feels like there's not nearly enough wads that are bright and groovy like this

>> No.10576049

>>10576036
WTF.wad count?

>> No.10576053

>>10575970
I don't see the connection but I'm happy you found a solution anon
romero is making me his bitch with SIGIL II's bullshit

>> No.10576104

>>10575249
Scrolling floors. You can do that to manually reposition flats in Boom too.

>> No.10576249

Mods that replace the plasma rifle,What’s your favorite plasma rifle replacers?

>> No.10576256

>>10575860
Shambler inside of a cage in an area with no cover, functioning as a short ranged archvile

>> No.10576285
File: 1.03 MB, 400x224, 1471401119750.gif [View same] [iqdb] [saucenao] [google]
10576285

Playan some Quake, if anyone wants in
IP: 164.152.111.147:10666
Mod: https://www.quaddicted.com/reviews/eoe.html

>> No.10576287

I looked at the faq thing but I'm still confused about stuff, am I able to play quake 2 on linux? If I want to do multiplayer dm or something? I used to do that long ago using some bots but haven't in forever.

>> No.10576295

>>10576249
The Thunder Buster from Hideous Destructor. What a fucking beast.

>> No.10576330

>>10576249
Plasma rifle from Malevolence.

>> No.10576337

How does DOOM co-op work? Can any map be played that way or does it need special start locations set? What happens if one of the players dies? How's guns and ammo handled? Is it fun?

>> No.10576353

>>10576337
Any map can be played, but if there's not enough starting spawns, then everyone spawns on the same one and telefrags if collision is turned on.
>what happens if one of the players dies
They respawn back at start. Depending on the port and settings, they may or may not keep their weapons
>How's guns and ammo handled
Depends on the port and settings. Usually weapons are set to be picked up by everyone without respawn times, but ammo and pickups is on a timer

The biggest concern is that, if a mapper designed a door to close behind someone, then it can stay locked if the person behind it dies and respawns at start. Usually you end up just needing to noclip past it or something.

>> No.10576363

>>10576353
What are the ports used for co-op? Zandronum I imagine has it, right? What about GZ?

>> No.10576365
File: 264 KB, 900x1401, Resize_20240106_022833_3695.jpg [View same] [iqdb] [saucenao] [google]
10576365

stupid sexy Cyberdemon

>> No.10576371

>>10576363
Zandronum is the easiest and most easily customized for multiplayer, but deathmatch and co-op are vanilla features, so all ports should have them in some form.

>> No.10576402

>>10576363
Vanilla Doom - Chocolate Doom
Most Wads - Zandronum
MBF21 Wads - Odamex
ZDoom 2.8 Wads - K8Vavoom

>> No.10576415

>>10576104
Elaborate, how in the world does that work?

>> No.10576441

>>10576415
I don't know the numbers for the actions, but it's literally "Scroll floor when sector changes height"
Then you can just use a sector outside of the map that raises/lowers the amount necessary to put the texture where you want it.

>> No.10576445

>>10576363
GZDoom does have MP, but it's peer-to-peer and both more technically fragile and harder to set up. It does get played though, but like 99% of that seems to be made up of this tight-knit group of Hideous Destructor enthusiasts since that's one of the few GZDoom-exclusive mods with a big MP emphasis - and scripting-side support for it in the first place.

>> No.10576480

>>10576445
>>10576371
Alright, so I'll be checking out some guides on setting up Zandronum for multiplayer.
By the way, the OP pasta doesn't have any info on that. Do you have any recommendations on guides for it? Thanks a lot by the way.

>> No.10576530

>>10576285
And closed. Pretty fun set of maps, all in all. Weird how none of them really feed into the next one despite being billed as a packaged episode, but I know I certainly enjoyed the mix of locales and such. GGz to those that joined in.

>> No.10576545
File: 3.06 MB, 1920x1080, 1702493926497988.png [View same] [iqdb] [saucenao] [google]
10576545

>>10574968
>>10574897
>>10574827
>>10574781
God I love Quake.
>>10574964
What about an enemy that creates copies of an enemy it "pairs" with, the pairing denoted by some sort of energy cord or even just a color change on the vanilla enemy. So for example, you have this flying type of monster, I keep thinking of the gasbags from Unreal or Geodude from Pokemon, and he latches on to a kamikaze. Upon latching, two copies are made of the vanilla enemy, and the original vanilla enemy gets a small health buff; killing the original kills the copies, AND harms this new hypothetical enemy.

>> No.10576552

>>10575213
>>10575246
Whitemare 1 has a similar puzzle in its penultimate map. It got to a point where I shit you not, I physically felt my brain storing immediately previous aspects of the puzzle in my short term memory so I wouldn't forget what the fuck I was doing for the next 5 seconds. It was such a surreal feeling that I haven't felt since, so as frustrating as the puzzle was, that part was really interesting for me. What is this from?

>> No.10576559

>>10576480
The easiest way to host it is with The Sentinel's Playground. It's free, you load the wads from their database, and it's pretty simple and easy to set any options you wanna config for it. Just click the drop down next to DMFlags and you'll have the rest of the options, like how you want death to affect ammo and whether you allow jumping and such.

If you just wanna play, then use Doomseeker. It'll fetch any wads you're missing, pick the right client, handle stuff like setting the password, etc. etc.

>> No.10576581

>>10576545
what mod is that in picrel? looks sick

>> No.10576591
File: 2.86 MB, 1920x1080, 1701331694616942.png [View same] [iqdb] [saucenao] [google]
10576591

>>10576581
Abyss of Pandemonium
https://www.moddb.com/mods/abyss-of-pandemonium
Linking to moddb and not quaddicted because it has a good patch for it. AoP was a commercial Quake expansion that didn't get canonized by id. I really enjoy the original textures, and it has some neat ideas in there. We played co-op through and it deathmatch (pic related) sometime in September 2023 or so. Good time.

>> No.10576665

Is there some reason why GMOTA's sounds wouldn't play in a network game? On both 3.1 and the current in-dev release of Zandronum (3.2-230709-1914), the player character's weapon and hurt sounds won't play, but only if you're connected to a server. Play it offline and they'll play just fine.

Is there a setting or something that I'm missing? I don't mess much with wads that add extra classes and such to Zandronum, so I wouldn't know if something's up.

>> No.10576669
File: 1.45 MB, 233x291, 1401647545071.gif [View same] [iqdb] [saucenao] [google]
10576669

>>10576665
That's a new one.

>> No.10576681

>>10576669
Testing more, there's odd stuff like hearing a muffled rumble with the firing BFUG and Hydra Repeater as Doomslayer, and randomly the throwing knife sound playing for him but not for Lord Blaz's ghost and goblin spears.

>> No.10576684

>>10576665
The dev releases have been fucking about with audio stuff, though the latest one currently up is a really not stable sounding one for testing it's own voice chat shit.

>> No.10576690

>>10576681
I wonder if it's some weirdness with the a_quake shit?

>> No.10576693

>>10576684
The thing is, even 3.1 was doing it, not just the dev releases. I had an intent to run Bloody Steel + GMOTA the other day, but it didn't work properly on that. I assumed it was precisely because I wasn't using dev releases, but updating to the version the team has compiled and released didn't work either.

Speaking of which, god I hate compiling the right version of Zandronum. It's not a simple matter of cmake && make, and on top of that, to grab an older version, you have to get the UTC time code of the release you want. 3.2-230709-1914 is older than what you can compile from the github right now, so actually you need to specify like
>cd ~/zandronum_build/zandronum &&
>hg update -cd '2023-07-09 19:14'
and do the right cmake command to get that version of the server binaries

>> No.10576867

>>10576249
The plasma rifle in my mod is railgun, but I think needs an alt fire for crowd control, having a hard time think of what.
It’s a plasma lever action rifle.

>> No.10576904

>>10576867
how bout multiple laser spread? or a laser frisbee(this one would look odd out of a standard muzzle tho)?

>> No.10576997

>>10576904
Thought about a shotgun spread laser but gave that to shotgun replacements.
Frisbee, can you elaborate ? Like rippes through enemy or bouces?
No bad ideas anon. Appreciate the help.

>> No.10577009

>>10576997
it would ripe through but the bounce could be fun

>> No.10577013

>>10576867
This is not an easy question to answer. What's the rest of your arsenal like? Like the altfires too.

>> No.10577104

>>10576249
Aaliens set from final doomer. Which is basically quake's lightning gun but with wind up.

>> No.10577137

>>10577013
Yeah, thought to ask her for inspiration or something.
So far I have:
Pistol/revolver- amp shot that piercing
Shotgun - sticky plasma nade (got it to work with A_fire other day)
SSG - force field when hold
Chaingun: hologram decoy/going invisible when hold
Rocket launcher - bouncing grenade fire explosion (regular fire is regular rocket)
Plasma- TBD
Bfg - TDB

Kinda have an idea for bfg but haven’t tested if it could make it work. Plasma my least used weapon I always liked the railgun in skulltag days.

>> No.10577198

>>10576287
apt install quake2
on debian and similar at least. might want a launcher though, for finding servers. you probably need to find a suitable wad file also

>> No.10577202

>>10577198
pak files even. I forget if the shareware version is enough for online play

>> No.10577208
File: 8 KB, 217x165, 1674995351288790.jpg [View same] [iqdb] [saucenao] [google]
10577208

>>10576365

>> No.10577308
File: 196 KB, 1291x1287, checkitout.jpg [View same] [iqdb] [saucenao] [google]
10577308

>>10576365

>> No.10577346
File: 1.67 MB, 3840x2160, me1m1_2024-01-06_07-41-27.png [View same] [iqdb] [saucenao] [google]
10577346

>blue and yellow colored lighting blend to make shades of green
hnnnnnggggg

>> No.10577363

>>10576591
i love this expansion

>> No.10577370
File: 324 KB, 1703x1316, Quake Manual.jpg [View same] [iqdb] [saucenao] [google]
10577370

>>10575045

>> No.10577393
File: 6 KB, 320x344, KeenQuake.gif [View same] [iqdb] [saucenao] [google]
10577393

>>10577370
>uses their own slipgates to send “death squads”
Shubby don’t do that in Q1. “Quake” here sounds like some Strogg commando.
Meanwhile, here in Commander Keen he sounds like a super hero.

>> No.10577397

>>10577393
still offishul everywhere

>> No.10577398

Do I just download SIGIL for free off Romero's website or is that version gimped compared to something you have to pay for?

>> No.10577402

>>10577398
no metal soundtrack. that's about it

https://www.youtube.com/watch?v=4uHwUbHt2Bk

>> No.10577405

>>10577402
So do you guys have the non gimped wads in some of the links here then?

>> No.10577410

>>10577405
I don't and they are not gimped, many prefers Jimmy Paddock's soundtrack to Buckethead's soundtrack.

>> No.10577436
File: 919 KB, 1024x768, 2024-01-06 15-05-02.webm [View same] [iqdb] [saucenao] [google]
10577436

Alright, I got the thing to read UDMF maps and put the lines and boxes where they ought to go. Just gotta fix the texture tiling and orientation somehow.

>> No.10577440
File: 6 KB, 166x166, Waow.png [View same] [iqdb] [saucenao] [google]
10577440

>>10577436
Whoah. Highly impressive! Good to see more people dabble in ZScript to do magic.

>> No.10577447
File: 389 KB, 385x603, 1675572963798493.png [View same] [iqdb] [saucenao] [google]
10577447

>>10577436
hey where did you get an Imptendo® GAME GUY™?

>> No.10577449

>>10577440
I'm thinking this sort of thing could useful for an intermission world map where you move around in top-down perspective, and various features correspond to regular levels. Or even have random encounters where you're just put in some environment-appropriate arena.

>> No.10577452

>>10577436
>super caco bros
>play as either caco caco or pain caco

>> No.10577574

>>10577393
sounds Keeno

>> No.10577597
File: 105 KB, 403x367, 1703325211776554.jpg [View same] [iqdb] [saucenao] [google]
10577597

>>10577574

>> No.10577602
File: 290 KB, 1309x798, WTF.png [View same] [iqdb] [saucenao] [google]
10577602

something is fucked with UDB since some time - whenever I have custom textures included in map options when I select that wad in texture browser it ALWAYS includes vanilla textures also, essentialy making no difference if I have that set or "All" selected.
It used to be different, on DB2 and old versions of UDB I used many years ago didn't do this shit, how do I separate them?

>> No.10577612
File: 49 KB, 477x640, Romero.jpg [View same] [iqdb] [saucenao] [google]
10577612

>Fill it with Cyberdemons? Not a problem, sir.

>> No.10577625

>>10577602
It was always this way. Non-ZDoom wads with new texture definitions always have to include all the IWAD definitions, if they are using the TEXTURE1 lump.

>> No.10577632
File: 426 KB, 1080x1700, sexy cyberdemon.jpg [View same] [iqdb] [saucenao] [google]
10577632

>>10576365
colored it

>> No.10577645

>>10577612
>I need a cacoil change.

>> No.10577674

>>10575045
Quake is very much the codename for Shub-Niggurath in the original canon.

>> No.10577703

>>10576867
could take a page from guncaster's pistol or DAKKA's plasma and add a lightning shot that zips wildly around enemies and kills imps in 1 hit, or ~40 damage to mow down shotgunners while keeping anything bigger alive for one more shot

>> No.10577713

what's the best /doom/ dark fantasy game/wad? or best ones

>> No.10577714

>>10577632
Cakedemon

>> No.10577747

>>10577713
HFFM

>> No.10577754

>>10577713
Something like Strange Aeons?

>> No.10577787
File: 20 KB, 198x314, scared caco.png [View same] [iqdb] [saucenao] [google]
10577787

>>10577632

>> No.10577874
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10577874

ALRIGHT MOTHERFUCKERS, TIME TO START THE NEW YEAR OFF RIGHT BECAUSE IT'S SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10577882
File: 885 KB, 1920x1040, MAP28 at 2024.01.06 21-20-21.406 [R4142].jpg [View same] [iqdb] [saucenao] [google]
10577882

>>10577874
Currently finishing a new map.

>> No.10577890

>>10577874
>>>/wsg/5402098
Been learning the ropes, made this to share with my anons in my home board.

>> No.10577927

>>10577436
>>10577452
Watch out for his greedy yellow counterpart, Waco.

>> No.10577962
File: 5 KB, 64x66, waco.png [View same] [iqdb] [saucenao] [google]
10577962

>>10577927

>> No.10577985 [DELETED] 

Based
https://rpgcodex.net/forums/threads/honest-opinion-on-half-life-2.148156/post-8827610

>> No.10577995

>>10577436
Good job.
>>10577452
>>pain caco
That's the New Game Plus right here.
>>10577713
Hexen.

>> No.10578017

>>10577962
MAMMA MIA!

>> No.10578019

Baker?

>> No.10578040 [DELETED] 

No matter how much codex fags try to gaslight you.
hl1 and hl2 are good games.

>> No.10578042

PLEASE BAKE!

>> No.10578047

BAKER?!
AAAIIIIEEEEE

>> No.10578050

Blease..
I dun wanna go back to the dos prompt

>> No.10578057 [DELETED] 

Admit that Half Life is good and rpgcodex is wrong then if you want new thread.

>> No.10578075
File: 52 KB, 600x676, 066.jpg [View same] [iqdb] [saucenao] [google]
10578075

Oh well, i will do the next op

>> No.10578080

>>10578075
just dont fuck up previous post link and news post

>> No.10578084

We're nearly free from this torment!

>> No.10578103

Migrate
>>10578097
>>10578097
>>10578097

>> No.10578686

>>10577703
>guncaster's pistol or DAKKA's plasma and
Ooo, that sounds nice , never heard of them, lemme look them up. Are those the name of the project?Thanks anon!