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/vr/ - Retro Games


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10892979 No.10892979 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10884302

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

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

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

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

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

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

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

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

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

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

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

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

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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

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

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

>> No.10892980
File: 546 KB, 720x1280, 1714141325880095.jpg [View same] [iqdb] [saucenao] [google]
10892980

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

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

Fraggot
IWAD : Doom 2 | Format : UDMF
https://desuarchive.org/vr/post/10885789

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

=== NEWS ===
[4-26] Anon suggests a Doom 2 Deathmatch project
https://desuarchive.org/vr/post/10885789

[4-21] GZDoom 4.12.1 released, restores Windows 7 support
https://forum.zdoom.org/viewtopic.php?t=79017

[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/

[4-21] Quake 2 Combat Jam 1 Released
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1

[4-21] GZDoom 4.12.0 Released
https://forum.zdoom.org/viewtopic.php?p=1251618#p1251618

[4-17] CS1.6 is now playable in your browser
https://game.play-cs.com

[4-17] Doom 2 MAP01 beaten in 4.97 seconds
https://youtu.be/Qm9aT2p7KxI

[4-16] CleanDoom, a modern launcher for Doom released
https://github.com/popcar2/CleanDoom

[4-16] Descent 3 source code released
https://github.com/kevinbentley/Descent3

[4-15] Nashgore NEXT, the better Nashgore is out now
https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10

[4-15] Anon finishes his MBF21 project called Terror Signal
https://www.doomworld.com/forum/topic/144575

[4-14] Pvt. Stone got an update
https://skelegant.itch.io/pvt-stone/devlog/714208/update-to-version-8-damage-overhaul-new-hud

[4-14] First version of MALICE REFINED is now available
https://www.moddb.com/mods/malice-refined

[4-13] DBP65: Sanguine Holy Land is out now!
https://doomer.boards.net/thread/3531


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)

>> No.10892986

>inb4 doom, more like dumb lmao

>> No.10892991

Duke, more like Puke lol

>> No.10892996

Blake stone? More like Fake clone.

>> No.10892998

Wolf3D? More like Dork3D.

>> No.10893000
File: 36 KB, 404x500, 512VDK1F2BL._AC_-2342716688.jpg [View same] [iqdb] [saucenao] [google]
10893000

>>10892979
What's the most christian retro shooter you've played?

>> No.10893002

Don't forget the thread theme.

https://youtu.be/qG2HwH1JkAI

>> No.10893003
File: 1.48 MB, 1920x1080, gzdoom_cVg49m6U4g.png [View same] [iqdb] [saucenao] [google]
10893003

>>10892837
Didn't enjoy playing kloinks if i am being honest.
But i do love the claymation look.

>> No.10893010
File: 41 KB, 814x658, 2010-01-02-who-needs-jumping.png [View same] [iqdb] [saucenao] [google]
10893010

https://files.catbox.moe/qwx5z2.rar

Reposting the archive of Doombro comics I tracked down. Not sure all of them are in there.

>> No.10893016
File: 206 KB, 640x400, Noahdoom Interpic.png [View same] [iqdb] [saucenao] [google]
10893016

>>10893000
NoahDoom.

>> No.10893036
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10893036

>> No.10893069

>>10892998
>Wolf3D? More like Dork3D.
More like Walk3D lmao.

>> No.10893081

Half-Life? More like Half-Baked.

>> No.10893178

Doubt anyone cares but is there a PS3 source port of Doom1/2?

>> No.10893182

Actually fuck it it's easier to just pirate doom 3 bfg edition and play doom 1/2 that way

>> No.10893183

>>10893178
https://letmegooglethat.com/?q=ps3+doom+source+port

>> No.10893186

So: A mod where shooting your gun makes it switch from night to day with every single shot. And changes the music track.

>> No.10893203

>>10893178
There's an official one included in Doom 3 BFG Edition and an old ass homebrew port, but if you want to play PWADs your best option is playing through the Retroarch Prboom port. The performance is somewhat ass and you need to play at 320x240 or 640x480 with less detailed maps, but it did manage to play stuff like Valiant. I've only played the first episode admittedly so it might be unplayable in the later levels.

>> No.10893208

>>10893183
>>10893203
Yeah I noticed that port but like you said it sounded shit because of not having basic hw accel. Easier just to go with bfg

>> No.10893219
File: 358 KB, 576x590, 9c3.png [View same] [iqdb] [saucenao] [google]
10893219

>me experimenting by combining Bolognese Gore with different wads

>> No.10893230
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10893230

>> No.10893238

>>10893219
I used to love bolognese until I discovered nashgore. I just feel it fits better with Doom's artstyle.
>>10893230
NO! THAT BELONGS TO MR. NUKEM!

>> No.10893239

>>10893230
>HP boosted baron of hell
>now needs about 12 rockets
Ouch, barons of health

>> No.10893240
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10893240

>>10893230

>> No.10893243
File: 374 KB, 1920x1080, 1000047770-02.jpg [View same] [iqdb] [saucenao] [google]
10893243

>>10893238
>nashgore

Thank you for telling me about that.

>> No.10893245

What are you all going to do when Take-Two sends DMCAs to all duke mods?

>> No.10893246
File: 180 KB, 500x709, 1709965476217434.jpg [View same] [iqdb] [saucenao] [google]
10893246

>>10893239
Anyone have that picture of a Baron disguised as a door?

>> No.10893251

>>10893245
I'll make them pay.

>> No.10893258

>>10893245
>Damn, those corporate bastards are gonna pay for taking down my mods.

>> No.10893261

>>10893243
No problem, anon. It's always nice to have options. While I don't care for it myself, there's also droplets. I'm not a fan of the giant blood spraypaint effect it leaves on walls but it's worth a look.

>> No.10893263
File: 40 KB, 808x692, 2010-01-03-nightmare-mode.png [View same] [iqdb] [saucenao] [google]
10893263

>>10893261
Honestly, I think I'm gonna stick with Bolognese for the most part. I like the "literally painting rooms red" thing it has going on. And it makes some wads absolutely fucking hilarious, like the Seinfeld one.

>> No.10893279
File: 318 KB, 1920x1080, xemu_jXhiwkZSHm.jpg [View same] [iqdb] [saucenao] [google]
10893279

>There was a widescreen option in Xemu settings this enitre time.
I feel like an idiot right now.

>> No.10893281
File: 378 KB, 1920x1080, 1444577474559.jpg [View same] [iqdb] [saucenao] [google]
10893281

>>10893279

>> No.10893290

>>10893279
That just stretches it.

>> No.10893291

>>10893279
I keep wanting to bring up how Halo isn't retro, then I remember that actually these days it is. Fuck me I'm getting old.

>> No.10893293
File: 2.61 MB, 512x512, FUNNY.gif [View same] [iqdb] [saucenao] [google]
10893293

i may be absolutely horrible at fighting revenants still but i forgive them because the sounds of their melee attack is the single funniest piece of sound design in any video game ever made. and also when a revenant infights with a lost soul it's also really funny. basically to me the revenant is the funniest fps enemy in existence (though i haven't played much fps)

>> No.10893296

>>10893293
I fucking hate this thumbnail because I momentarily think the revenant has giant tits and its some kind of megamilk edit.

>> No.10893305

>>10893296
kek

>> No.10893306

>>10893296
Stealing skeleton breast milk from the lactation room fridge

>> No.10893314

>>10893291
The 360 is going to be two decades old next year, and original Xbox/PS2 games are very board appropriate. For Halo itself, it’s closer to 90’s shooters than things like Counter-Strike, Battlefield, or Call of Duty.
>>10893293
>captcha 24AAA
Screaming skellies 24/7

>> No.10893316

>>10893296
>skeleton
>big titties
How's that gonna work? The Revenant is equipped with added armor and weapons, would they just supply the guy with silicone breast implants attached to his armor?

>> No.10893323
File: 5 KB, 112x144, DoorWithHealth.gif [View same] [iqdb] [saucenao] [google]
10893323

>>10893246
This one?

>> No.10893324

>>10893296
When trying to kill Doomguy doesn't work...

>> No.10893326
File: 226 KB, 1920x1080, xemu_8bkMwSJXQs.jpg [View same] [iqdb] [saucenao] [google]
10893326

>>10893281
>>10893290
Understandable but i just don't like playing with those black bars.
It doesn't stretch things too terribly, i think.
I can't win.
>>10893291
>Fuck me I'm getting old.
>Halo is 23 years old
You ain't the only one, anon.

>> No.10893330

>>10893291
i still firmly believe that games getting older doesn't make them retro no matter how much this board's arbitrary rules try to push that. but i don't want to derail this thread.

>> No.10893336
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10893336

>> No.10893337
File: 3.25 MB, 320x256, It's treason, then.gif [View same] [iqdb] [saucenao] [google]
10893337

>>10893291
Don't worry boss, he won't be allowed to post any more once he gets to Halo 3. Until then, I'll be supplying anon with a healthy dose of Halo memes.

>> No.10893338

>>10893000
Nightdive remaster when?

>> No.10893339

>>10893323
>Open me, Doomguy! There's a BFG in here!

>> No.10893342

>>10893330
It does say 90s FPS in the OP.

>> No.10893345

>>10893238
I'm just not a fan of the zscript versions of Nashgore, it felt like it lost the charm it had in the older versions.

>> No.10893347
File: 1.68 MB, 1042x1080, 8_7.jpg [View same] [iqdb] [saucenao] [google]
10893347

>got stuck on ancient aliens map 8 this weekend
>felt like davinci cruising through it after warming up today
It's gonna be a good week

>> No.10893350
File: 1.08 MB, 600x609, doom_WeeW.gif [View same] [iqdb] [saucenao] [google]
10893350

>>10893342
Yah true but we made exceptions for Serious Sam even before the rule change. 90d FPS games will always be the main focus of the thread, but there is some wiggle room allowed.

>> No.10893353

>>10893323
That's it.

>> No.10893356

>>10893342
I’m fine with the early 2000s ones as well, I love Sam and Sambros especially

>> No.10893360

>>10893356
Are you serious?

>> No.10893370

>>10893326
Maybe there's some kind of a patch or cheat to run the game in a widescreen resolution natively?
I don't know exactly what is being done here in the video but it looks possible.
https://www.youtube.com/watch?v=IJj_XtVKxjc

>> No.10893371

>>10893347
That's the map that made me say fuck it and allow saving.

>> No.10893381
File: 114 KB, 400x600, Eternal_War_-_cover.jpg [View same] [iqdb] [saucenao] [google]
10893381

>>10893000

>> No.10893382

>>10893347
>beholder caco
Good thing it isn't an antiplasma cone

>> No.10893406

>>10893360
As serious as cancer.

>> No.10893409
File: 518 KB, 1920x1017, Screenshot_Doom_20240429_210631.png [View same] [iqdb] [saucenao] [google]
10893409

So, what's everybody been playing lately?

I've been fucking about with the unofficial 4.1 version of Wrath of Cronos, half the time fixing or undoing some of the more questionable decisions made with it.

>> No.10893416

>>10893293
I'm worse at fighting Arch-Viles.

>> No.10893417
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10893417

>It's one of them squares, innit?

>> No.10893424

>>10893409
slowly pushing my way through plutonia 2 on hmp. i think i got to around map 12 or so before i started saving mid-map, which feels like progress... some of these maps are just too goddamn huge and long for me to ever want to try them without saving.

>> No.10893431
File: 165 KB, 353x565, 1697218554794773.png [View same] [iqdb] [saucenao] [google]
10893431

>>10893406
damn I'm so sorry

>> No.10893434

>>10893409
Finished Ground Zeroes expansion for Quake 2. It was really good. Started The Reckoning and the first level was a grimy shitswamp filled with obnoxious lizardmen who bleed piss and take several shotty shells to bring down. I think it will become better from here.

I posted my thoughts on GZ into the last thread but basically I really liked how the levels feel more 'functional' than basegame Quake 2. Lived in would be a stretch but they feel purposeful. A lot of good detail to make them feel functional enough.

GZ also makes good use of medics and medic commanders so a lot of fights feel like there is monster and level design synergy that was lacking in Quake 2 base game a lot. The new monsters and weapons were cool and so was the end boss.

>> No.10893440

>>10893417
>I'll chib ya m8
>>10893424
Plutonia 2 felt like an absolute fucking slog last I played it through, though I think map11 is the low point for it. It's one of the few wads aside for The Long Trek Back Home that made me stop giving a fuck about saving, pistol starting and not 100%ing everything.

>> No.10893448
File: 618 KB, 1363x768, nugg0120.png [View same] [iqdb] [saucenao] [google]
10893448

>>10893409
>Auger;Zenith
>Eviternity 2
I'm not really sold on Eviternity 2, it has pretty maps but relies too much on Do Thing, Enemies Teleport In. I also think its harder than Eviternity 1 despite the general consensus.
Zenith is great, but I think Zeppelin Armada was better.

>> No.10893463

>>10893330
Word.

>> No.10893467

I FUCKING HATE GZDOOM!
I FUCKING HATE GZDOOM!!
I. FUCKING. HATE. GZDOOM!!!!

>> No.10893485
File: 115 KB, 1280x720, DragonDoomZ-www.gamingroom.net-1.jpg [View same] [iqdb] [saucenao] [google]
10893485

>WAKU WAKU, HELL SURE IS FULL OF STRONG GUYS!

>> No.10893494
File: 301 KB, 1920x1017, Screenshot_Doom_20240429_220008.png [View same] [iqdb] [saucenao] [google]
10893494

I think I just found the most rotund sector toilet in Dark Covenant.

>> No.10893502

>>10893409
Reverie + Final Doomer (Plutonia guy)

>> No.10893503

>>10893467
Then don't download it, and go play with Odamex, Zandronum, Prboom+, Woof, or Nugget.

>> No.10893504
File: 484 KB, 1920x1080, gzdoom_8MzNKTJIaB.jpg [View same] [iqdb] [saucenao] [google]
10893504

>>10893409
Halo: CE as i already mentioned in this threads. Too many people saying how great the original Halo was, desire for novelty and some memes>>10893337 convinced me to try it. I can already see why people hold it in high regard.

Playing shorter WADs with gameplay mods or TCs lately as i am honestly tired of the vanilla Doom gameplay. Completed KLOINKS!>>10893003 and Endless Frontier(pic related).

>> No.10893507

>>10893440
i was about to say something but i just walked through a door and a cyberdemon appeared 1 inch in front of me (no teleport animation) and killed me instantly on map25 so i'm pretty close to saying "fuck this actually"

>> No.10893513

>>10893448
>relies too much on Do Thing, Enemies Teleport In
An interestingly re-occurring complaint that’s been popping up here lately.

>> No.10893515

>>10893494
toilet made for a mancubus

>> No.10893530
File: 199 KB, 1920x1080, Screenshot_3.jpg [View same] [iqdb] [saucenao] [google]
10893530

>>10893347
>play Ancient Aliens with Kriegsland enemies
>first level
>Cyberdemon (or whatever the Kriegsland equivalent is called) teleports out of the cage
>mfw

>> No.10893531

>>10893503
I'M TIRED OF ALL THE VM ABORTS
I'M TIRED OF ALL THE HARD CRASHES
I'M TIRED OF ALL THE BUGS AND GLITCHES
WHY CAN'T IT BE JUST LIKE ON ZANDRONUM WITH DECORATES AND ACS WHERE THE ALL THE CODE YOU WRITE JUST WORKs????

>> No.10893532

>>10893513
I'm not saying it's bad, just maybe done a bit too much on some maps. I only really noticed when several anons brought it up, so maybe I'm just on the look out for it more than I'd normally be?

>> No.10893537

>>10893371
The endurance is brutal I used mine for the green UFO and called it quits after getting everything else down

>> No.10893547

>>10893532
I always found that teleporting monsters in, especially doing locked room teleporting them in was best used sparingly or else it's not a surprise, it's something people expect.

If I wanted to do that for entire maps I'd be a Painkiller mapper.

>> No.10893551

>>10893547
That kind of stuff made Wrath pretty dull. I don't think that game had any monsters on the map already, they all teleported into existence.

>> No.10893553

>>10893532
It’s sort of funny since ‘do thing, enemies teleport in’ describes my favorite Augur Zenith encounters.

>> No.10893556
File: 45 KB, 640x422, 1708700643767772.jpg [View same] [iqdb] [saucenao] [google]
10893556

>tfw played through Doom 2 maps too many times when playtesting different characters/classes in mod

>> No.10893557
File: 1.26 MB, 1920x1080, FireBluLand.png [View same] [iqdb] [saucenao] [google]
10893557

What does it taste like?

>> No.10893568

>>10893553
Ah, in all fairness I'm not that far in.

>> No.10893569

>>10893551
I tried an hour of that snowy graveyard themed episode. It often had enemies placed throughout the levels, but it still felt like it wanted me to fight them in the middle of the room. I would just hug the doorway and drew them out to me.
I’d MUCH rather have enemies spawn around me instead of that.

>> No.10893571

>>10893557
Blueberry and strawberry but also on fire.

>> No.10893617
File: 3.90 MB, 960x540, hotfooting it [sound=files.catbox.moe%2Fqxnk2w.opus].webm [View same] [iqdb] [saucenao] [google]
10893617

>>10893409
been running cannibal with HD, i'm having fun but i don't think i'd recommend it to most people
you really need precise knowledge of stim timing and staggered jumping to manage all the hurtfloor combat these maps expect of you

>> No.10893625
File: 1.39 MB, 251x251, 1694467995419970.gif [View same] [iqdb] [saucenao] [google]
10893625

>>10893245
>dear take two, in regard to your recent letter

>> No.10893628

>>10893245
They're probably going to go for the ones working on the leaked builds of Duke Nukem Forever first.

>> No.10893629
File: 116 KB, 221x300, 1691128601318673.png [View same] [iqdb] [saucenao] [google]
10893629

>>10893557

>> No.10893632
File: 475 KB, 1920x1080, az gossed.jpg [View same] [iqdb] [saucenao] [google]
10893632

>>10893568
One of my favorite encounters is at the end of the first map, a gaggle of stoners and a boss baron get ported onto you.

>> No.10893635

>>10893239
>barons of health

That just made me picture a baron in a doctor's coat.

>>10893296
>>10893316
Picture the revenant holding two of it's own rockets to his chest and making that face.

>> No.10893638

>>10893635
>That just made me picture a baron in a doctor's coat.
I'm just seeing them throwing pills at other monster to heal them or buff them.

>> No.10893646
File: 509 KB, 1366x768, NewKnoif.jpg [View same] [iqdb] [saucenao] [google]
10893646

TurokDooM Anon here, just released an update

>> No.10893647

>>10893409
Last thing was Lunatic with Echinda, then tested out Outback Anarchy for a little bit, trying to figure out map to play with either Kriegsland or Ashes enemies. Might finally play through Afterglow soon.

>> No.10893650

>>10893638
That would be pretty cool. Can projectiles deal negative damage in Doom?

>> No.10893651

>>10893635
>a baron in a doctor's coat.

Thanks doc.

>> No.10893659

>>10893646
newfag here, quick rundown?

>> No.10893663

>>10893659
https://www.doomworld.com/forum/topic/144505-turokdoom-legacy-of-the-fireseeds-demo-release/

>> No.10893669

>>10893650
>Can projectiles deal negative damage in Doom?
I'm not sure, though I do think you can have it so a projectile can give health to an actor it hits.

>> No.10893674

>>10893669
You can set health to a certain amount, but I don't think you can just give health on top of what a monster already has.

>> No.10893678
File: 160 KB, 1200x1200, HELL LORD.png [View same] [iqdb] [saucenao] [google]
10893678

>>10893663
Did you take the 3D models/animations from the video game and put them into GZDoom?

>> No.10893689

>>10893678
The models yes, the animations are done from scratch.

>> No.10893697
File: 103 KB, 640x415, turokdoomsquares.jpg [View same] [iqdb] [saucenao] [google]
10893697

>>10893646
I'm getting these squares. The only 'models' option I'm finding is under software rendering and it's on.

>> No.10893719

>>10893697
Your graphics card might need additional drivers for Vulkan or Open GL support. I personally have never experienced this problem, but I'm planning to make 2d frames for all 3d things. This will take a quite a while to implement just for the assets that are currently in the WAD and certain large objects like the Rex simply will not look as good as 2d objects

>> No.10893728
File: 450 KB, 1366x768, ProjectWingman.jpg [View same] [iqdb] [saucenao] [google]
10893728

>>10893697
I also noticed that you don't have fog enabled.

>> No.10893729
File: 1.74 MB, 1332x1332, 1700045036339970.png [View same] [iqdb] [saucenao] [google]
10893729

>>10865380
can't seem to get this to work, with latest gzdoom.
turned off all other mods and am baiting the pack of zombiemen in e2m1. i can hear them killing each other but no promotions. is there a condition i'm missing?

>> No.10893739
File: 72 KB, 620x349, UT99_HD_Face.1.jpg [View same] [iqdb] [saucenao] [google]
10893739

I looked into map voting on the ut99 server, and remembered why I was using xmaps instead of something that allows mapvotes. It was because I wanted it to auto switch between multiple game types.
If anyone is aware of a mod that allows for both, or one that works alongside with xmaps, lemme know. I'll look around myself, but I feel like there was a reason I landed on xmaps.

At some point I should re-haul this server anyway and maybe switch out how I schedule games. Keep it to one week and more consistent games. Though UT99/DoD/Quake are every fri/sat/sun already.
Technically Quake is every day since you can play a kitbashed libre/freequake in-browser too.
Anyway. Open to suggestions all around.

>> No.10893759
File: 46 KB, 450x448, 16987298353.jpg [View same] [iqdb] [saucenao] [google]
10893759

>I'M GONNA PUT THE SMACK DAB UP MY ASS

>> No.10893797
File: 510 KB, 1920x1080, Screenshot_Doom_20240429_191033.png [View same] [iqdb] [saucenao] [google]
10893797

>>10893409
I've been fucking around in that Maximum Doom Hud. It floors me how much effort went into making this work.

>> No.10893802
File: 418 KB, 512x807, 1694810346385230.gif [View same] [iqdb] [saucenao] [google]
10893802

>>10893381
>Shameless knockoff of Zoroastrianism, Buddhism, Taoism, and some Hindu concepts.
No thanks.

>> No.10893805

>>10893739
>It was because I wanted it to auto switch between multiple game types.
There were maybe 5 players max throughout the game night, and the server kept switching to Assault, the worst possible mode for small player counts. Also, Last Man Standing was completely unplayable. All pickups were gone, and players spawned in with no weapons. Feigning death caused actual death for some reason, so the only way we could end the round was to keep killing ourselves with it until we reached 0 lives.

I don’t know what mutators you were using before, but Mapvotelav2 allows for players to vote for maps from any game type. The admin can also create custom presets to vote for, as well as a bunch of other QoL that I’m forgetting.

>> No.10893808

>>10893729
This has some looks of a typical AI image.

>> No.10893835

>>10893000
Requiem : Avenging Angel.

>> No.10893857

>>10893805
>Mapvotelav2
I'll switch to that then.
Sorry about the issues.

>> No.10893873

>>10893556
see that wad in the back that has been sitting back there since forever? yeah that one

>> No.10893895

>>10893556
I know that feel, I've spent way too long in Doom 2 getting to about map09, figuring out I fucked something, tweaking things and then starting all the fuck over again.

Still better than Strife playtesting, so much time in that fucking sewer.

>> No.10893935
File: 324 KB, 728x546, 1665875781466570.png [View same] [iqdb] [saucenao] [google]
10893935

>>10893238
It might just be bad luck on my part but I keep having lifts stuck while using the new Nashgore version and have to run the cleanup constantly.

>> No.10893945

>>10893808
>implying AI would be able to draw a Doom automap

>> No.10894003

christ alive i just finished map28 of plutonia 2 and i think i'm gonna take a break from doom for a while. that was one of the most frustrating maps i've ever played. in the end the only ammo i had left was 30 or so bullets, which lead to me having to kill an archvile with a chainsaw and run past everything else.

>> No.10894007

>>10894003
>The Bloodwall
Oh I fucking love that map, the opening with the elevator where you can see a horde of revenants unaware of your presence is cool foreshadowing, then the rest of the architecture is abstract yet also vaguely feels like a real place, almost like a dream. Do take a break for a while, MAP29 is a sprawl and you'll want to go in with a fresh state of mind.

>> No.10894008

>>10894003
Did you pistol start?

>> No.10894014
File: 419 KB, 1920x1017, Screenshot_Doom_20240430_015056.png [View same] [iqdb] [saucenao] [google]
10894014

>>10893417

>> No.10894019

What are some WADs with bigger, more open maps, and lots of big enemy encounters? Maybe not full-on slaughtermaps, but something close, like just a rung below slaughtermaps on the ladder.
I've been getting back into DOOM lately. Used to love it back around 2014-2016, but I dropped it and hadn't come back to it until recently. Finished JPCP and liked it a lot, playing through Plutonia now and while I can see the appeal of all these claustrophobic, compact maps, I'm not enjoying it as much.

>> No.10894026

>>10894019
Doom 2 in City Only.

>> No.10894028

>>10894019
Plutonia 2 was just mentioned. Despite being a self-proclaimed sequel, there's more of a focus on bigger maps, and the final stretch really turns into a series of sprawling levels. It feels more like an adventure than a test of player skill.

>> No.10894040

>>10894026
>>10894028
Thanks, I'll check those out. I'm on The Omen in Plutonia right now, probably will finish it up first then move onto one of those WADs. Does Plutonia open up later on or are all the maps smaller and tighter?

>> No.10894042

>>10894040
There's a few odd ones out like Tombstone and Odyssey of Noises, but Plutonia's main shtick is basically small, short levels with tight combat.

>> No.10894050

>>10894042
I see. Well, at least they're short. Thanks.

>> No.10894107

>>10893805
Mapvotelav2 seems a lot better. It'll be set up for next Friday.
Tried a last man standing match and it seemed fine though so I dunno what the deal was with that.
If you have any map suggestions I'm open to those too.

>> No.10894114

Just beat Quake 2's main campaign earlier. Are any of the expansions worth a play through?

>> No.10894119
File: 103 KB, 2033x1091, 1694474623636394.jpg [View same] [iqdb] [saucenao] [google]
10894119

>>10893945
maybe it used obsidian to generate a map for its pic

>> No.10894151

>>10894119
The map's Pandemonium from Doom.

>> No.10894156

>>10894119
Yeah, you turkeyknob, how do you not recognize that map?

>> No.10894162

>>10893739
Could Thievery UT be thrown into the mix?

>> No.10894181

>>10894008
i didn't, i have no idea how i would've cleared it like that. probably by making use of a lot more infighting or killing stuff more efficiently or something?

>>10894007
it's definitely a NEAT level, i'm sure someday when i revisit the wad at a higher skill level i'll be able to appreciate it more.

>> No.10894237

>>10894162
As I recall Thievery UT has it's own exe and such, so I couldn't run it alongside UT99 maps. But sometime down the line I'll see about running it separately.
Been ages since I played it though. I should check it out again.

>> No.10894241

>>10894237
Oh. There is a thievery UT lightgem mutator for normal UT99. Could maybe see about tossing that into the mix in some fashion,

>> No.10894251

>>10893409
>unofficial 4.1 version of Wrath of Cronos
QRD?

I'm in this between runs state where I'm fucking around with gameplay mods and trying to figure out what the hell I'll be doing next. Maybe Zeppelin Armada or Alien Vendetta with Final Doomer again, love the fuck outta FD's loadout for AA.

>> No.10894273

>>10894237
Yeah, it's a separate executable. It'd be tits if it can be done one night, but yeah it's a bit out of the way and a bit of an ask, so I can understand if not.

>> No.10894307
File: 3.88 MB, 960x540, anons died [sound=files.catbox.moe%2F5rbva8.opus].webm [View same] [iqdb] [saucenao] [google]
10894307

>>10893617
and finished
wad is good but you definitely need the BFG secret on map04
the exit room on that map is horrific to deal with otherwise, even if you have a ladder to mitigate the fall it's a blind drop into four archviles, some barons, and a marine or two
there's a couple more nasty fights in the later maps where the BFG is also good to have but it's not strictly necessary again until the finale where you just have way too much shit to deal with to not use it

>> No.10894316
File: 321 KB, 1600x900, Screenshot_Doom_20240427_215348.png [View same] [iqdb] [saucenao] [google]
10894316

>>10893409
Pirate Doom 2. I found the grog ingredients storage and had a laugh at the barrels.

>> No.10894321
File: 1.73 MB, 800x450, extra spicy laser.webm [View same] [iqdb] [saucenao] [google]
10894321

Hahaha fuck yeaaaahh it works

>> No.10894362

>>10894316
Does the grog bottle say "SBLOUNSKCHED!" on it?

>> No.10894365

>>10894321
looks great!

>> No.10894369
File: 67 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]
10894369

>>10894362
RICH, CREAMY.... PEPPERONI!
You, I like you.

>> No.10894374

>>10894316
ahhh
the pepeloni

>> No.10894383

>>10894181
One of my favorite wad readme quotes is one mapper saying: "my playstyle is primarily demons infighting with a little bit of berserk punching". I can't help but remember it whenever I run into level with no ammo.
Ironically, the level he was talking about was pretty fine ammo count-wise, but only because that project's author forced him to go through entire map putting extra ammo everywhere after play testing it.

>> No.10894418

>>10893448
I found that Eviternity 2 got a lot better about half way through.

>>10893409
Just finished pirate doom 2 (which was quite good) and now I'm playing Terror Signal. Really liking the combat in Terror Signal so far. The self-resurrecting zombies are a good addition to the roster.

>> No.10894476
File: 234 KB, 1364x768, yquake2 2024-04-30 01-35-53-73.png [View same] [iqdb] [saucenao] [google]
10894476

>> No.10894493 [DELETED] 

Linguica has a small penis

>> No.10894505

>>10894321
where's the skeleton

>> No.10894506

>>10894505
Inside you.

>> No.10894630

>>10894374
you know the pepeloni?

>> No.10894632

Was someone making the day/night cycle mentioned in the previous thread?

>> No.10894673

>>10894632
day/night cycle mod*

>> No.10894678

>>10894632
I'm planning to give it a go this week when I have some free time. On paper it sounds fairly doable. The most time-consuming part would be getting the resources. I've been itching to use Space Engine again for some time. This is a good opportunity. Forewarning though, don't set your expectations too high because I have no idea how dynamic sector lighting is going to perform. I know how to optimize, but this is GZDoom we're talking about. Some things are just too much for the engine to handle.

>> No.10894682

>>10893697
Video Mode > Render Mode = Hardware Accelerated

>> No.10894687

>>10894678
All good, I'm happy you're giving it a try

>> No.10894701

>>10893739
Move UT99 and Quake dm to more nights because what the fuck is that on Tuesday? Daikatana? Really?

>> No.10894724
File: 411 KB, 504x676, GJt4UMdWIAAGLij.png [View same] [iqdb] [saucenao] [google]
10894724

>>10894701
>Daikatana? Really?

S-suck it down...

>> No.10894738

>>10893245
Thankfully I have AMC Squad downloaded

>> No.10894751

>>10893245
Somehow I don't think they will do that. The reason they did it for GTAV was because the mods were directly impacting their profits to sell shark cards. But I also don't trust Take Two's corporate slimes to NOT be assholes so who knows. To imagine that the Duke Nukem Rights were BETTER OFF WITH RANDY PITCHFORD.

>> No.10894849

>>10894251
The developer's basically disappeared so somebody on moddb has been doing stuff with it, giving it widescreen sprites and other things, though they've also done stuff like stopped one stat from giving you more exp, alchemy from giving you exp, turned backpacks into normal ammo spawners and changed a bunch of the weapons about.

>> No.10894865

>>10894151
>>10894156
I guess mirroring the E3M3 map is all it takes to defeat what little memory of it some people have.

>> No.10894871

>>10894865
I remember name and that I thought it was hard back in the day, but I can't remember a single thing that happened in it, or how it looked, to be honest.

>> No.10894872

where are my romeros bitches at? I cant even connect to the server

>> No.10894891

>>10894865
what if we flipped doom upside down?

>> No.10894894

>>10894891
>woop

>> No.10894895
File: 7 KB, 100x74, SHTGA0.png [View same] [iqdb] [saucenao] [google]
10894895

should i go on editing this sprite? it looks like shit. it's a modified version of a shotgun (can't remember where i found it)

>> No.10894898

>>10894895
Sure.

>> No.10894906
File: 212 KB, 1280x960, Screenshot_Doom_20240430_124809.png [View same] [iqdb] [saucenao] [google]
10894906

>>10894898
I stretched it a little bit because of the aspect ratio, now it looks even worse
i give up i suck

>> No.10894914
File: 101 KB, 640x892, wood.jpg [View same] [iqdb] [saucenao] [google]
10894914

>>10894891

>> No.10894921

>>10894891
Term and Ijon got there about six years ago.

https://www.doomworld.com/forum/topic/100661-gzdoom-doom-but-its-completely-fucking-unplayable/

>> No.10894935

>>10894921
hah that's even worse
I was just thinking flipping the maps, not modifying the engine

>> No.10894937

>>10894935
A card in Corruption Cards does exactly that when you kill a cursed monster. It's all some magic by code

>> No.10894942

>>10894937
I think there's one that horizontally flips the map too, I wonder if there's one for artificially enlarging the map like bigdoom does.

>> No.10894950
File: 369 KB, 628x428, UzM2IUf.gif [View same] [iqdb] [saucenao] [google]
10894950

>>10894921

>> No.10894952

>>10894682
Still squares when hardware accelerated, opengl, vulkan, etc. I was in the “software rendering” menu there because it’s the only place I found that has a “models” option.

>> No.10894960

I don't understand why the spider and manc have sprite swaps in AA but everything else is just the same
Was there a plan to alienify all the demons and it just got scrapped?

>> No.10894961
File: 1.09 MB, 300x169, mio-eye-swirl.gif [View same] [iqdb] [saucenao] [google]
10894961

>>10894921

>> No.10894968

>>10894960
I have this image in my head of the arachnotron and mancubus in alcoholics anonymous.

>> No.10894989

Is there any way to just have the weapons from Doom RLA and not the PDA and HUD and such?

>> No.10894996

>>10892979
Wesker really let himself go

>> No.10895004

>>10892980
[04-29] GzDoom updated to 4.12.2
https://forum.zdoom.org/viewtopic.php?t=79053
Rollsprites fixed, emulation for Doom95's Z teleport glitch for Saturnia's Map 10

>> No.10895009

>>10894989
You could remove the huds and armor spawners but it's probably going to error like fuck at you over something.

>> No.10895019

>>10895004
what the fuck is a rollsprite
man gzdoom has been sucking big time for years

>> No.10895025

>>10894914
This makes me wish for Darkwood Doom mod.
>>10894960
It's a damn shame that archviles didn't get any makeover in aa.

>> No.10895026
File: 398 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google]
10895026

>>10894921

>> No.10895030

>>10895019
I don't know, but someone here complained about them breaking in the previous version, and now they're fixed.

>> No.10895035

>>10895030
See?
It's not all bad

>> No.10895071

>>10895025
>Darkwood doom
don't know if it can be done in doom, but >>10892470 >>10892513 >>10892541 almost managed to recreate the stuff-happens-when-you're-not-direcly-looking-at-it effect in quake. People made a laughing stock of op in his thread, but properly utilized this could make a good lovecraftian mod.

>> No.10895107

E1M1 the way it's meant to be played : https://www.youtube.com/watch?v=eR7mWiI17AE
Don't read the comments unless you really hate yourself.

>> No.10895108

>>10894960
If the idea was to “alien-ize” the manc and arachnotron, I would’ve left them as is. The new AA skins make them look more monstrous and demonic.

>> No.10895109

>>10895107
BETHESDA, HIRE THIS MAN

>> No.10895110

>>10895107
based. where's the download?

>> No.10895113

>>10895107
That thumbnail legit looks like Black Mesa.

Thanks, I hate it.

>> No.10895136

>>10895107
ID HIRE THIS MAN

>> No.10895146

>>10895107
>Don't read the comments unless you really hate yourself.

Whaaaat, it's just an ordinary OH MY GOODNESS

>> No.10895149

>>10895110
I wouldn't want links from that dude, I came across that video cause elsewhere he was doing some crap of "you can get early access versions of my mods if you do this special offer" crap that is even sketchier than the crap Doomerboards do to their links.

>> No.10895150

>>10895149
I'm sure that's just run of the mill "use our website for your uploads so you can make money off of people doing surveys". I wouldn't bother with it either, never have, but I understand the hustle.

>> No.10895189

im making a hldm map, ill post a screenshot when i got some actual real substance instead of a few barely finished rooms.
its based on a chunk of office complex, there was a map similar in the head-to-head mode on the console ports and i wanted to have it for dm games, but that version was too small and only had a few weapons around so im rebuilding that area from the ground up for deathmatch in mind.

>> No.10895198

>>10895189
Very nice. For your consideration, anon:
https://desuarchive.org/vr/thread/10884302/#10885789

>> No.10895205

>>10895009
Fudgesicle.

>> No.10895207

>>10895198
may 11th is a tight deadline for an unmotivated procrastinating fuck like me but ill try and whip something up.

>> No.10895218

>>10895107
Love that framerate

>> No.10895220

Huh, Aphrodite got a couple more addons.
https://skelegant.itch.io/aphrodite

>> No.10895235

>>10895218
I genuinely thought my net was shitting itself till I heard sounds while a door was frozen while opening.

>> No.10895270
File: 28 KB, 356x633, evil eye chan2.jpg [View same] [iqdb] [saucenao] [google]
10895270

>> No.10895317

>>10894701
But it might be fun...

>> No.10895338

>>10892979
subtle

>> No.10895442

anyone ever tried loading auger;zenith in DOS?

I'm using MBF, getting these.

thought it would be cool to try on one of my retro pcs

>> No.10895445
File: 177 KB, 1069x832, Screenshot 2024-04-30 123759.png [View same] [iqdb] [saucenao] [google]
10895445

>>10895442
sorry missed the image

>> No.10895468
File: 1.33 MB, 842x1037, 1608528285283.png [View same] [iqdb] [saucenao] [google]
10895468

>>10895107
>laggy
>spin-up time on the chaingun
>excessive bloom
but the worst sin of them all:
>changing the level layout
it does give me the idea that embellishing the original levels a bit might be fun. just adding more decorations and stuff. bonus points if the changes are 100% demo compatible

>> No.10895485

>>10894872
Cool. Something else to fix. Was working last I checked. Quake games don't always play well with my server so I guess I'll check quake 2 also.
Server was out of date but it didn't fix it on my end.

>> No.10895551

>>10895485
I was able to login now. Might have time to play tonight if anyone wants to suck it down later.

>> No.10895624
File: 78 KB, 972x648, DehackedImp.png [View same] [iqdb] [saucenao] [google]
10895624

I have a very small Dehacked question
This custom Imp missile damage has been modified to 30 according to the .DEH file. I'm recreating it in zscript. It works without issues and I'm using A_CustomComboAttack to replicate the normal Imp attack but with a custom projectile. My question is: is 30 the new base damage of the fireball (changed from the original 3) because 30 * random(1, 8) sounds really high for a custom Imp. It would be a 1-hit kill 5 times out of 8

>> No.10895645

>>10895624
When in doubt, look at other projectiles.

>> No.10895664
File: 74 KB, 975x647, DehackedFireball.png [View same] [iqdb] [saucenao] [google]
10895664

>>10895645
Oh, right. Both the Imp and Caco fireball still have damage = 3. I suppose the fireball damage takes priority over whatever value you see in a monster

>> No.10895678

>>10895664
Is everything else updating when you switch between them? Because the base damage on the Caco's projectile is 5.

>> No.10895695

>>10895678
Everything, actually. The Caco Balls have been turned into a monster, a Lost Soul specifically (or what took it's place in this .DEH file at least). They turned it into a Pain Elemental before Doom 2 was even out

>> No.10895698
File: 105 KB, 1908x644, DehackCacoball.png [View same] [iqdb] [saucenao] [google]
10895698

captcha ate my pic

>> No.10895706

>>10895695
Hah, nice. I imagine they're actually more effective than PEs because they should still bite in melee.

>> No.10895836
File: 38 KB, 367x384, This Problem Requires A Professional.jpg [View same] [iqdb] [saucenao] [google]
10895836

>>10894687
I'll be real with you, anon, this is going to look like ass in the sky department. GZDoom only seems to not absolutely butcher the sky if I go no higher than 1024x256. Other than that, I spent the last five hours kitbashing and animating a relatively realistic sunrise and sunset, although I did not include an actual sun because normal skies stretch into infinity so that is going to look awful. Next step is to work out the light curve based on time of day, then apply that to sky sectors (including ceiling/wall windows) and smooth out the lighting around. In other words, if it's night, it's going to be dark as shit everywhere. If it's day and there are no windows for light to come in, it's still going to be dark as shit. Bring a flashlight mod. I'm not going to stop at just the sky because that's a half-assed solution and looks weird. If we're doing realism, might as well do it properly. At least as much as the engine allows.
In the options department, you can currently set the full cycle time in minutes or set it to 0 to use real world time. Obviously not going to account for rotation of the Earth around the Sun in case real world time is used. I am not clinically insane. If it's summer over there and 9 PM is still bright but in-game it's dark, too bad, pull the curtains or some shit.
So far this still looks promising. No idea how much trouble I'll run into when doing the sector logic, but I've done worse so how bad can it be?

>> No.10895868
File: 22 KB, 498x377, Image9.png [View same] [iqdb] [saucenao] [google]
10895868

It's kind of sad in a way, community stuff made exclusively for GZDoom with people in that circlejerk all the fuck over it, gets broken and abandoned because function names were changed with no fucks given.

Even the GZDoom clique doesn't care to update their own shit for newer builds, though I guess I shouldn't expect any less from a project led by Rachael.

>> No.10895890

>>10895868
why do you continue to bitch here where zero (0) developers will ever see it
if you reported it to the people involved it might actually get fixed, but you don't actually want that to happen because then you won't be able to bitch about gzdoom being bad anymore

>> No.10895896

>>10895890
It's been reported for like five years, lol, they don't care.

>> No.10895915
File: 2.29 MB, 1920x1080, Screenshot_Heretic_20240430_150750.png [View same] [iqdb] [saucenao] [google]
10895915

>>10895896
https://forum.zdoom.org/viewtopic.php?p=1233875#p1233875
oh look, it's been fixed and you're just talking out your ass
shocking surprise

>> No.10895934

>>10895915
>In the current development branch (not yet officially released) the custom stat screen is removed, which allows the game to start on GZDoom 4.10.0. However, this has the side effect of removing the custom intermissions. (You win some, you lose some) No one has wanted to bother porting it over.
Completely fixed, well done anon, le [no] chicken will give you a pat on the head.

>> No.10895937
File: 797 KB, 392x296, mikedawson.gif [View same] [iqdb] [saucenao] [google]
10895937

>>10895915
>Marisa

>> No.10895952

guys i'm going to be honest i play on gzdoom but if any other fucking port add some VERY LIMITED SCRIPTING CAPABILITIES i'd switch immediately. i will miss corruption cards, sure, but the stereotypes are sad but true: the people maintaining this piece of software are not nice people at all. literally 0 help if you ask something. new features that no one asked for, while breaking old ones. still limited renderers capabilities (nugget has more options). incredible (in a negative way) performance.

i think it is time to accept the fact that gzdoom is NOT ANYMORE a sourceport to play doom or modded doom. i heard there was a port trying to implement a complete copy of acs and zscript but i can't remember, that was a few years ago.

anyway im still gonna play on gzdoom because fuck you purists and i dont have time anymore to fuck around with source ports being autistic

>> No.10895957 [DELETED] 

>>10895952
if any other fucking port add some VERY LIMITED SCRIPTING CAPABILITIES i'd switch immediately.
Bro, your FraggleScript?

>> No.10895960

>>10895952
Maybe Eternity will get there by 2080.

>> No.10895961

>>10895952
>if any other fucking port add some VERY LIMITED SCRIPTING CAPABILITIES i'd switch immediately.
Bro, your FraggleScript?

>> No.10895962
File: 55 KB, 164x208, 1493794092585.png [View same] [iqdb] [saucenao] [google]
10895962

I think the people who most strongly dislike GZDoom are the people who actively use GZDoom and not these supposed evil vanilla purists.

>> No.10895965

>>10895962
yup
'ate GZDoom
but luv gameplay mods
simple as.

>> No.10895971

>>10895960
Yeah, right. Crispy will get ZScript support sooner than Eternity will get anywhere.

>> No.10895972

>>10895965
>>10895962
+1
It's nothing new, really

>> No.10895976

>>10895971
Realistically speaking, will we ever see a GOOD fork, or another source port, adapting DECORATE/ZScript? (Even ACS)

>> No.10895978
File: 212 KB, 1680x1050, 1710445618743098.jpg [View same] [iqdb] [saucenao] [google]
10895978

Oh great, it's another gzdoom complainers thread

>> No.10895983

>>10895962
You're probably right, if you exclusively run DSDA or Nugget or something else, you're not actively having to deal with stuff rapidly cycling in and out of functionality.

>> No.10895985

>>10895976
Depends on if something like VKDoom goes anywhere.

>> No.10895989

>>10895976
Realistically speaking, I really wish GZDoom had per-mod config files kinda like Quake ports do. Manually managing config for each big mod is such a pain, even with launchers.

>> No.10895991

>>10895985
I didn't know this existed, but it looks way too sophisticated. Can I run mods on it?

>> No.10895994

Odamex, Crispy, Woof, Zandronum and Nugget RISE UP

>> No.10895995

>>10895989
>Manually managing config for each big mod is such a pain, even with launchers.
I've gotten into the habit of doing it for ZDoom/Zandronum/GZDoom, ZDL saves the launch stuff so -config to a different ini that also has save_dir set up elsewhere so I'm not dealing with a ton of saves.

>> No.10895998

>>10895991
It's a fork of GZDoom so probably.

>> No.10896020

Anyone interested in a mapping project? Something incredibly quick, like, a weekend. Max 300 sectors or some shit like that.

>> No.10896021

>>10895983
But if I map for DSDA and Nugget, there's going to be weird edge cases that the chicken port doesn't handle.

>> No.10896026

>>10896021
That's simply not true, stop lying

>> No.10896034

Show me the funniest Doom mods there are.

>> No.10896035
File: 373 KB, 1920x1080, 20210715175408_1.jpg [View same] [iqdb] [saucenao] [google]
10896035

Get in loser, we're leaving black mesa!

>> No.10896037

>>10895962
I largely like GzDoom, but recognize that it's rather imperfect and have various gripes, but some of the things I see complaints about are kind of retarded.

>> No.10896039

>>10896026
It happened just last week. I had a few "Move ceiling, change sector effect" sectors that don't function properly in GZDoom because it only applies the effect to the ceiling and not the floor. I also had a voodoo doll not function properly in GZD but worked perfectly fine in the other ports.

>> No.10896054
File: 21 KB, 480x360, GyFirAG1EN1Jivqg7GnNVEVniE2o1T-dwibHJuQzTDk.jpg [View same] [iqdb] [saucenao] [google]
10896054

>>10895978

>> No.10896060

>>10896039
Can you post a pic of the voodoo doll setup? It might be fixable.

>> No.10896065

>>10896021
>>10896039
I've been tempted to do something like Lilith's map01 after the last time I encountered shit just not working in GZDoom when it even ran ok when I threw it at a dated build of Zandronum.

>> No.10896074

>>10896039
>what are compat options and how do i use mapinfo files

>> No.10896075

>>10896060
I already did fix it, but it was an annoying thing to troubleshoot.

>> No.10896086

>>10896074
>something just works in every port
>one is temperamental and requires specific fixes to work
There were several other issues like this too.

>> No.10896093

Why did id removed "use" button in Quake?

>> No.10896098

>>10896086
All big wads come with mapinfo files to include full functionality with Gzdoom. Yes, the way the port works requires to set up ONE little flag, at most TWO. Otherwise feel free not to include it and wait for bug reports; or simply say: "not tested with Gzdoom at all" and alienate players.
If you are mapping full vanilla, it's obvious that an advanced port might need some little touch ups. If you can't be arsed to learn a bit about the subject, then I don't know what to tell you. Literally never had a bug in vanilla maps under gz

>> No.10896103

>>10896093
They knew people would be too addicted to jumping the fuck about to have the spacebar taken up by use.

>> No.10896104 [DELETED] 
File: 194 KB, 986x915, wait im eroded.jpg [View same] [iqdb] [saucenao] [google]
10896104

does anyone a link to the version archive of Deluge doom TC? it was posted somewhere by the dev when it got cancelled, but i can't find it again for the life of me.

>> No.10896108

>>10896098
Mapinfo isn't a magic wand to just make shit work, it's also not exclusive for one port.

>> No.10896117

>>10896098
By the way, that sector effect issue I mentioned still doesn't function properly with the strict Boom or MBF configs.

>> No.10896120

>>10896103
That sounds dumb yet surprisingly very reasonable.

>> No.10896127
File: 20 KB, 320x240, use_button_on_a_stick.png [View same] [iqdb] [saucenao] [google]
10896127

>>10896093

>> No.10896132

>>10896127
That's completely different action and Doom had shootable/punchable walls as well.

>> No.10896146

>>10896132
>That's completely different action
tell that to anons who put shootable buttons on their maps for some reason

>> No.10896152

>>10896146
Grug shoot thing. Door open, Grug happy.

>> No.10896156

Oh hay, Showtime got another update, turns out most or all the outfits they'd been adding couldn't even spawn.

https://cherubcorps.itch.io/showtime/devlog/723548/showtime-v102-update-mermaid-fantasy-major-bug-fixes

>> No.10896163

>>10896146
>for some reason
Usually at the start of the map to force the player to wake up monsters, or off in the distance to open a secret. If a map had all shootable switches and no normal ones, that would be weird.

>> No.10896172

>>10896035
And of course I read this in his voice

>> No.10896173

>>10896163
at least use something that looks like a target rather than a normal button texture

>> No.10896179

>>10896156
>they
Just admit this is your mod and you're letting us know there's an update to it. It's good stuff too.

>> No.10896182

>>10896173
Eh, as long as it's not a knife switch or something it's fine.
Green button, fleshy eye, gargoyle faces are all fine, I'm not going to mandate use of a custom texture for a vanilla feature.

>> No.10896187

>>10896179
I don't get off to chicks turning to stone so no, it's not mine.

>> No.10896231
File: 137 KB, 350x350, Naamloos-2.png [View same] [iqdb] [saucenao] [google]
10896231

>>10896187
>I don't get off to chicks turning to stone

Yeah, the chicks are supposed to make YOU hard.

>> No.10896232
File: 1.10 MB, 872x1061, 1713808462046043.png [View same] [iqdb] [saucenao] [google]
10896232

>play a promising megawad
>turns into a BFG slaughterslop 10 maps in

>> No.10896237

>>10895107
>Spoiler
You knew anons would go directly against your warning... I did. Not surprising yet still cringe. People can have different taste and there's nothing wrong with that, but this is damn awful. And in cases like this vast majority won't even play the damned thing, but just keep looking at "pretty graphics" on YouTube.

>> No.10896248

>>10896232
That sounds awesome, what wad is it?

>> No.10896250

>>10896232
>he plays known wads instead of rouletting and downloading lesser known, but much better wads

>> No.10896262
File: 831 KB, 1920x1080, Screenshot_Doom_20240430_215844.png [View same] [iqdb] [saucenao] [google]
10896262

>>10896250
There's nothing like finding random wads just existing out in the wild.

>> No.10896270
File: 151 KB, 319x304, Violence.png [View same] [iqdb] [saucenao] [google]
10896270

>>10896232
I'm beginning to think slaughterwads aren't so much a deliberate decision than they are a side effect of maps getting bigger and bigger, so the mappers don't want to have big empty areas or just a couple of enemies in them. The big empty space just invites you to add shit there. It can't be a coincidence that suddenly the majority of new maps that come out both have detailed/big architecture and are slaughter in some capacity. It's just a theory and I don't have a single fact to back that up. But if I'm right, you better get your asshole ready because slaughter is here to stay and it's not gonna get any better.

>> No.10896274

>>10896262
>Daggerfall Skeletons and Cyclones/Necrodome Not-Baratus
lol

>> No.10896275

>>10895962
>and not these supposed evil vanilla purists.
Vanilla people don't bitch about anything, if anything it's Boom spergs hating everything that is not Boom. They are the fudds of Doomers.

>> No.10896276

>>10896270
>you better get your asshole ready
Or not? With the amount of wads already existing, we have more than enough to play. Slaughter maps are good when done by actual mappers. There hasn't been a single good slaughter level since 2011

>> No.10896303

>>10896274
It's an adventure of working out where the shit all the assets have been taken from.

>> No.10896305

>>10896270
>wad encounters escalate as levels progress
I wouldn’t want this going anywhere, honestly.

>> No.10896306
File: 458 KB, 1920x1080, Screenshot_Doom_20240429_050910.png [View same] [iqdb] [saucenao] [google]
10896306

>>10896250
This week, I've been rouletting both idgames archive and The Mod Archive for my d_runnin replacements. I don't know if I'm having a midlife crisis or something, but I'm starting to prefer 90s wads.

>> No.10896310

>>10896270
1. It's okay to have big empty map. It just has to be interesting
2. It's possible to have a lot of monsters without it being a slaughter.
Both are just quite harder to do.

>> No.10896312

>>10896306
old man, what's the mod/hud?

>> No.10896314

>>10896262
What's this.

>> No.10896317
File: 13 KB, 252x264, 1714080861277663.png [View same] [iqdb] [saucenao] [google]
10896317

>>10896232
>>10896250
>He actually follows WAD+Mod suggestions from anons on a /vr/ thread
Of course i know him, it's me.

>> No.10896318
File: 7 KB, 345x154, ANGRY.png [View same] [iqdb] [saucenao] [google]
10896318

>>10896310
>Slaughter is low effort mapping
MORE NEWS AT ELEVEN

>> No.10896329

>>10896314
https://allfearthesentinel.com/zandronum/download.php?file=doomvania1.wad

>> No.10896331

>>10896329
Ty anon.
>>10896318
I've always maintained the slaughter maps in Whitemare and Whitemare 2 are really well done. Especially map32 of Whitemare 2. As soon as I saw what was happening I actually thought it was quite brilliant.

>> No.10896332

>>10896312
That's his own mod, but I'm pretty sure the hud is from this, or something close to it.
https://forum.zdoom.org/viewtopic.php?f=46&t=63863

>> No.10896335
File: 921 KB, 831x650, YAMI YUGI.png [View same] [iqdb] [saucenao] [google]
10896335

>>10896021
Maybe either Eternity, Woof, Nugget, or Zandronum (Perhaps two of them) will one day get at least several lines of Zscript support in the next 3-5 years. Anything is possible.

>> No.10896337

>>10896305
Encounters escalating is fine. But at some point the numbers get so big you don't really notice that much of a difference, particularly when facing triple digits worth of monsters in one encounter.

>>10896310
>It's okay to have big empty map. It just has to be interesting
Sign me right the fuck up. Love me some exploration and sightseeing.

>It's possible to have a lot of monsters without it being a slaughter.
If the map has lots of smaller rooms/areas, sure. The numbers stack up without it being bullshit. Winter's Fury and Insanity Edged come to mind.

>>10896318
See >>10896276
It's high effort mapping when done by people who actually have a deep understanding of the gameplay mechanics. The majority of those people have fucked off, though.

>> No.10896345

>>10896275
I don't see them complaining about shit either

>> No.10896348

am i the only one around here who would rather play fava beans on repeat for the next 20 years than try to play slaughterslop. i'm sorry it sounds like a meme, but fava beans is a masterclass in old skool design: simply put it's fun to play no matter what.

>> No.10896349

Fuck, another mod just quietly adding in support for Ad Mortem.

https://github.com/NightFright2k19/doom_widehud/releases/tag/v2401

>> No.10896351

>>10896312
Yup what >>10896332 said

>> No.10896354

>>10896349
We're gonna make it.

>> No.10896364

>>10896348
Nah there's quite a lot of people who enjoy their videogames to be glorified skinnerboxes that never challenge their players at all

>> No.10896374

>>10896337
>But at some point the numbers get so big you don't really notice that much of a difference, particularly when facing triple digits worth of monsters in one encounter.
I’d feel quite the difference between fighting 100 imps compared to 100 revenants.

>> No.10896383

>>10896035
Blue Shift gets a lot of shit but it's a pretty good even if REALLY SHORT campaign. I can't even imagine paying a full price for it back in the day but these days when you can get it for like... dirt cheap it's deffo worth checking out. OpFor is definitely the superior expansion but there's value to Blue Shift too.

>> No.10896390

>>10896383
Had they come out in the other order, people would be way more ok with Blue Shift.

>> No.10896447

Decay but on PC and Mac.

>> No.10896487
File: 360 KB, 1920x1080, Screenshot_Doom_20240430_181639.png [View same] [iqdb] [saucenao] [google]
10896487

Time to hand draw weapon sprites

>> No.10896521

>>10896487
Hell yeah. Bet you can get them done before 94p

>> No.10896523

>>10896487
>yeah, one in each hand!

>> No.10896539

>>10896487
Nice.

>> No.10896540

Doom

>> No.10896547

>>10896540
more like DUMB

>> No.10896558

>>10896547
Well done >>10892986 you called it.

>> No.10896560

>>10896547
PREDICTABO!!

>> No.10896568
File: 963 KB, 1920x1080, fleshedout dedbitches.jpg [View same] [iqdb] [saucenao] [google]
10896568

>>10896540
>>10893409
blod

>> No.10896581

>>10896383
Nobody paid full price for it though. They just got it in the complete set, forget what it was called, came with CS, HL, OpFor, and BS) or they got it with their PS2 version. Or whatever.

>> No.10896584
File: 571 KB, 1920x1080, Screenshot_Doom_20240430_190601.png [View same] [iqdb] [saucenao] [google]
10896584

>>10896521
>>10896523
>>10896539
inb4 I spend hours then redo it from scratch

>> No.10896587

>>10896581
Half-Life Generation?

>> No.10896592
File: 388 KB, 1920x1080, Screenshot_Doom_20240501_000633.png [View same] [iqdb] [saucenao] [google]
10896592

Satanic Gameshow has the most cursed SSG I've seen in a long while, also the smallest hud at scale 1.

>> No.10896597

>>10896592
I dunno I kinda like it. That reminds me, someone a few threads ago was asking for a vanillaish weapon pack that doesn't fuck with balance tooo much. I think the AD Mortem weapon pack is quite nice for that actually.

>> No.10896598
File: 465 KB, 640x480, cantseeshit.png [View same] [iqdb] [saucenao] [google]
10896598

>>10896592

>> No.10896604

>>10896317
Add those suggestions to wadsup to get us to an even 100 entries.
Or go see if there's anything there you missed. It's kinda the point of it, wad suggestion posterity.

>> No.10896607

>>10896587
Platinum collection I think.

>> No.10896641

>>10896581
100 percent someone did. But I'm not that someone so lel.

>> No.10896708

If I'm getting this right - Captain Ramius and the officers of the Red October + CIA Analyst Jack Ryan are the reason the world is a nuclear wasteland in Ashes Afterglow? Excellent shit post.

>> No.10896765

>>10896447
You're 16 years late, buddy.

>> No.10896826

>>10896765
I'm not your buddy, demon.

>> No.10896852

>>10896765
When was the fan-made port of Half-Life: Decay truly finished for PC and Macintosh?

>> No.10896862

>>10892980
Embers of Armageddon updated to version 1.9.3
https://forum.zdoom.org/viewtopic.php?p=1251915#p1251915

>> No.10896885
File: 204 KB, 1920x1080, Screenshot_Doom_20240430_214149.png [View same] [iqdb] [saucenao] [google]
10896885

That was a great final map.

>> No.10896891

>>10896862
Nice, EoA is probably the least arse of those kinds of mods, smowhat ahead of D4T and way fucking ahead of D4D.

>> No.10896895
File: 2.27 MB, 1920x1080, Screenshot_Doom_20240430_123227.png [View same] [iqdb] [saucenao] [google]
10896895

>>10896885
Biodome was a gorgeous level.

>> No.10896915

>>10896826
I'm not your demon, doomguy.

>> No.10896920

>>10896915
He's not your Doomguy, Ranger!

>> No.10897050
File: 530 KB, 1920x1017, Screenshot_Doom_20240501_040952.png [View same] [iqdb] [saucenao] [google]
10897050

Those motherfucking gnomes are at it again.

>> No.10897078

>>10897050
>hoh!

>> No.10897093

>>10895071
That's somewhat neat, especially since it's an actual bug rather than something made up.
But day and night cycle mod would be more essential for Darkwood mod, because it' gameplay is a cycle of: day comes->explore and collect shit->night comes->run into shack and try not to get raped by monsters that either bum rush your house, or knock on the door and run away like fucking prankers.
It would require some timed spawns that start every night and script that makes floor outside shack a deathzone, random events, footsteps sound for every creature and many, many other things, too many to name. I already not feeling very well just thinking about it, in fact.
>>10897050
Is that a gun in gnome's hand?

>> No.10897098

>>10897093
>Is that a gun in gnome's hand?
Yes,

>> No.10897104

>>10897093
>But day and night cycle mod would be more essential for Darkwood mod, because it' gameplay is a cycle of: day comes->explore and collect shit->night comes->run into shack and try not to get raped by monsters that either bum rush your house, or knock on the door and run away like fucking prankers.
>It would require some timed spawns that start every night and script that makes floor outside shack a deathzone
One of the Blood-based TCs managed that by having a semi random timer of when shit would go batshit outside of a bunch of safehouses.

>> No.10897117

>>10897098
Jesus christ.
>>10897104
Sounds pretty close to what I was thinking of, did they also script things going back to normal after batshit time passes? Also, can you give the name? I kinda want to check it out now.

>> No.10897128

>>10897117
>Also, can you give the name? I kinda want to check it out now.
I think it might have been City of the Damned - Apocalypse but it's been so fucking long I can't be 100% on that.

>> No.10897203 [DELETED] 

>>10893739
I don't understand what are you asking for but MapVoteLA13

>> No.10897212

>>10895836
I'm already impressed, thanks for the amount of effort you're putting in

>> No.10897217
File: 2.40 MB, 1920x1080, 1694739363174142.png [View same] [iqdb] [saucenao] [google]
10897217

>>10893409
Made some time for Mjolnir for the next 15ish minutes or so. Made a friend, gonna name him Swayze after the late great.

>> No.10897238
File: 278 KB, 1920x1020, MAP01 at 2024.04.30 18-51-32.848 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10897238

Been having fun building some sci fi settings (based on Blame! and others)

>> No.10897241

>>10897238
>Blame!
Sold.

>> No.10897246
File: 217 KB, 1920x1020, MAP01 at 2024.05.01 02-12-57.278 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10897246

>>10897241
Cool! Have some more.

>> No.10897248

>>10897246
I SAID SOLD DAMN YOU JUST FINISH IT

>> No.10897249
File: 265 KB, 1920x1020, MAP01 at 2024.04.29 21-57-19.024 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10897249

>>10897241

>> No.10897268

>>10897246
jesus, the map editors infected with filter AIDS

>> No.10897278
File: 1015 KB, 1563x704, 1683578328322918.png [View same] [iqdb] [saucenao] [google]
10897278

VRanon are you around? I've got these two chucklefucks marked with passiveflags 4 (pictured). They're meant to be passive until triggered, but it's inconsistent. I'll boot up the map, and they'll already be shooting. Another time I'll boot up the map, they'll be passive and walking through the trigger brush doesn't snap them out of their passivity. What do?

>> No.10897301

>>10897278
Well that's a bit strange. If you have the patience, try removing one at a time any fields you've added to them other than the passiveflags and targetname to see if the lack of something makes it work. Also make sure they aren't being prematurely triggered by something. Otherwise I'd have to see the map file.

>> No.10897321
File: 2.48 MB, 1288x770, 1709077309833534.png [View same] [iqdb] [saucenao] [google]
10897321

>>10897301
I took down the other fields one by one, no dice. Even tried using a trigger_relay buffer and it didn't work. The issue seems to be the trigger_brush itself. I took it out of the walls, raised it off the ground, I deleted the sky group box; the very presence of the trigger brush is the issue but I'm not sure why.
https://files.catbox.moe/o3kj9c.map

>> No.10897329

>>10897321
Well just looking at your picture I think I see why. Triggers are activated by their bounding box regardless of the shape of the brush, and that one looks like it will intersect the spawn point. You should keep your trigger brushes axially aligned to placed them properly.

>> No.10897335

>>10897329
Ah son of a bitch. Thanks.

>> No.10897358

>>10893323
ah yes, the boss of Chex Quest

>> No.10897378

>>10896276
>There hasn't been a single good slaughter level since 2011
That's an interesting opinion, care to elaborate? I feel the quality of slaughter dropped significantly after 2020 with the new wave of zoomer speedrunners. They're behind a lot of that new wave of meme-infested SlaughterSlop™ (Junkfood etc.) that is unbearably awful.

>> No.10897393
File: 137 KB, 613x2498, 2009-11-19-chex-quest.png [View same] [iqdb] [saucenao] [google]
10897393

>>10897358

>> No.10897402
File: 201 KB, 1920x1020, MAP01 at 2024.05.01 04-18-31.580 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10897402

>>10897238

>> No.10897423

>>10893409
DBP emerald city with Gunslinger and Project Malice

>> No.10897471
File: 649 KB, 1600x1066, we19m1h1iq831.png [View same] [iqdb] [saucenao] [google]
10897471

what are some Doom MIDIs that make you go like this?
https://youtu.be/jMqoLZKHRxI

>> No.10897520

>>10897471
Depends on whether you mean happy or sad. If the latter, see below.
https://youtu.be/Whdp4pDro0s?t=2728
Starts at 45:28 in case timestamped embedding doesn't work. Never tried it. This too:
https://www.youtube.com/watch?v=mxkwsiNwuy4

>> No.10897547

>>10897471
This one, though there were other circumstances involved, so probably doesn't count
https://www.youtube.com/watch?v=k_RjpxPwBYA

>> No.10897579

>>10897268
Older versions of Doom Builder didn't let you not use the smoothing filter for some reason, so I was extremely happy to find out that Ultimate Doom Builder did. I love my crispy pixels.

>> No.10897678

>>10892980
>Fraggot
>IWAD : Doom 2 | Format : UDMF
So I can use pngs as textures, tracker music and all the fancy udmf/zdoom shit like slopes and 3d floors?

>> No.10897684
File: 151 KB, 960x950, 1698764916730768.jpg [View same] [iqdb] [saucenao] [google]
10897684

>>10897678

>> No.10897689
File: 442 KB, 500x375, turn that shit upp.gif [View same] [iqdb] [saucenao] [google]
10897689

>>10897678
>tracker music

>> No.10897727
File: 2 KB, 240x108, ADVISOR.png [View same] [iqdb] [saucenao] [google]
10897727

>>10897212
Pretty much done from the looks of it. The only glaring issue so far is that the sector logic follows a similar logic to dynamic lights, i.e. phasing through sectors, meaning some corners in some rooms may be illuminated even if there is no visible source. I don't know how to reliably fix this at the moment. Other than that, everything seems to work fine. Would like to field test this first before releasing. Wouldn't be the first time something works great in a test environment and completely falls apart when put to use outside of it. Next post would probably be a download link, inshallah.

>> No.10897735

>>10897727
Praise be

>> No.10897796

I've literally never played Doom deathmatch, should I make a map?

>> No.10897815

>>10897796
Since you're leaving it up to me, yes.

>> No.10897834

>>10897796
most doom players have never played deathmatch probably

>> No.10897839
File: 39 KB, 246x432, Screenshot 2024-05-01 160955.jpg [View same] [iqdb] [saucenao] [google]
10897839

>>10897678
>So I can use pngs as textures, tracker music and all the fancy udmf/zdoom shit like slopes and 3d floors?
Everything you mentioned is allowed except for true-3D floors and anything requiring OpenGL, because ZDaemon and Odamex don't have OpenGL renders.
If you must have 3D floors, I suggest using invisible bridge things from picrel and using mid-textures around them.

>>10897796
I would like as many people as possible to make maps. You are welcome to map even if you're unexperienced, there will be a playtesting session after the deadline, and you'll be able to work/polish on it some more before it gets finalized and set in stone.

>> No.10897843

>>10897834
I've encountered people who genuinely believe that deathmatches were never a big deal for Doom.

>> No.10897850

>>10897843
The focus definitely shifted as soon as Quake released.

>> No.10897892

>>10892980
Gnome Hunters Ep 1 got released on Sunday, it's a short, fun Boom wad about those bastard gnomes.
https://www.doomworld.com/forum/topic/144812-gnome-hunters-wad-episode-1/

>> No.10897924

>>10897892
>Gnome Hunters Ep 1 got released on Sunday

Ooh.

>> No.10897925

>>10897843
>I've encountered people who genuinely believe that deathmatches were never a big deal for Doom.
I find that believable with how I’m still seeing people suggest it and Wolf never had mouse support. I’m more cynical towards people not realizing it had deathmatch as it seems the “power fantasy” of being the awesome Doomguy sells well, and being stomped by a better Doomguy pops that bubble.

>> No.10897934
File: 32 KB, 1600x1200, 1681454920363902.png [View same] [iqdb] [saucenao] [google]
10897934

>>10897925
>BUUUUURRRR, Doom was supposed to be played keyboard only and in low detail mode because I was a poorfag 30 years ago, DUURRRRR, playing with a mouse is for zoomers, HRRRRRUUUUUU!!!!!
I miss the times when the internet was non-inclusive.

>> No.10897973

>>10897843
Doom being a huge deal for LAN gaming somehow gets overlooked

>> No.10897989

>>10897973
Hell, Masters of Doom made it clear where deathmatch started.

>Romero thought. It was like a match, like a boxing match, but the object wasn’t just to knock the other guy out or some wimpy shit like that. This was, like, kill the guy! This was a match to the death. He stopped cold. “This,” he said, “is deathmatch.”

>> No.10897991
File: 30 KB, 640x480, Thirty_Years_with_Doom_Title.png [View same] [iqdb] [saucenao] [google]
10897991

Playing through pic related. For a mapper named Chaingunner, this guy sure hates giving me any fucking ammo.

>> No.10897996

>>10897973
I think the thing that's the most overlooked is how Doom's release is responsible for a sharp reduction of violent crime

>> No.10898002

>>10897996
Nooooo, teh Dooms wuz bwainwashin our babbehs to do teh Columnbinds! Teh Fox News sed so!

>> No.10898003

What does it take for a Doom combat encounter to truly be impossible, by merit of its own monster composition?
Because I'm pretty sure someone's gonna find a way to rewind and cheese their way through ANYTHING less than complete inhibition of player movement via the map itself, or refusal to provide ammo for even your shittiest weapons/handing out a berserk pack.
Gotta pistol 20 cyberdemons while perpetually moving around on a Kaizo trap platforming section? Still possible.
100,000 chaingunners in a colosseum? Just try for a bout of good RNG where they all kill eachother instantly instead of you - still possible.
50 arch viles in an empty flat field with just the shotgun and a single tiny pillar in the center that doesn't even fully block shots when you hug it? Idk man, probably possible.

>> No.10898008

>>10898003
Every surface the player can stand on is a damaging floor.

>> No.10898037
File: 139 KB, 864x478, 1659798427225.jpg [View same] [iqdb] [saucenao] [google]
10898037

>>10897991
Only had noticable issue on the map07, it also felt weird and glutted to the brim with barons on uv

>> No.10898052
File: 63 KB, 328x489, 1705140575241273.png [View same] [iqdb] [saucenao] [google]
10898052

>Have dual laser rifle in my mod's files
>Try to give it to some class
>End up replacing it with another energy weapon everytime
Dunno why I keep it around when I just don't really like that weapon at all

>> No.10898068
File: 386 KB, 720x853, what-do-you-see-v0-v923lvynhvrc1.png [View same] [iqdb] [saucenao] [google]
10898068

The Quake 2 mapping community has fairly taken off since the Remaster. It's cool to see a kind of rebirth for Q2 content.

There's another map jam starting in May. Is anyone going to map for it? I've never made a map before so I think I'll maybe try my hand at something just on the side as I don't think I'd make anything of quality for a jam pak.

Is Trenchbroom easy to set up and use still for Q2 maps?

>> No.10898087

>>10898037
Map 7 is exactly where I'm stuck on right now, but I noticed it in earlier maps as well. They were still doable, but I don't think they would have been if not for a chainsaw or berserk pack.
I'm running past everything in 7 and I barely have any health to compliment my complete lack of ammo.

>> No.10898126

>>10896592
That's the coach gun from Realm667
I know because I used it in my mod before scrapping that gun.

>> No.10898145

>>10898126
I've never seen somebody try to hamfist an arm and hand under it before.

>> No.10898190
File: 192 KB, 500x417, Doomlet.png [View same] [iqdb] [saucenao] [google]
10898190

>>10897735
https://gitlab.com/accensi/daynight-cycle
It lives. I was right that it failed spectacularly when put to test in a practical scenario. Spent like four hours trying to get it right and there's still more to do. On the bright side, EDay and Ancient Ayys now look fucking epic. Add a weather mod and turn off music for maximum comfy. Doesn't work as expected 100% of the time because all available light modes suck sixty miles of dick, but it works often enough for me to consider it decent.

>> No.10898198
File: 860 KB, 1920x1080, Fleshed Out - The Sweetness.png [View same] [iqdb] [saucenao] [google]
10898198

this sweet old lady invited me to her house in the woods, the house is made of cookies and candies
how sweet is that?

>> No.10898205

>>10897839
do people even use zdaemon/odamex anymore?

>> No.10898206
File: 3.01 MB, 498x325, d9c219dde90bac92d7faeb4f77e64169.gif [View same] [iqdb] [saucenao] [google]
10898206

>>10898190
When I said that, I should have known that someone would actually try to do it.

>> No.10898207
File: 50 KB, 500x704, VIOLENCE.jpg [View same] [iqdb] [saucenao] [google]
10898207

>>10897996
I wouldn't put the sole responsibility on Doom (or necessary much of any), but the fact that violent crime began trending downwards even further around that time makes it very difficult to argue that Doom's fictional violence encouraged real life violence (that is, if you're honest, to some people those kinds of details don't matter).

It could be one of those contributing factors though. Turning away from leaded gasoline is supposed to have restored roughly 5 IQ points to the human average over time, and most likely IS one of those things which genuinely did contribute towards the trend of reducing violent crime. The question is whether Doom would contribute to that kind of decline by allowing people to vent aggression in a safe way, as some argue, but I don't think that makes an appreciable difference for anyone who has a normal level of empathy.

Rather I think that the wider proliferation of attractive and engaging videogames such as Doom, and other ones (violent or not), both provide an activity which makes problem solving enjoyable, 'sharpening' your brain some, but more importantly that it gave a lot of youth something extra to do in their free time.
Much of youth delinquency comes from having fucking nothing to do, so kids can get prone to going out and doing stupid shit (which over longer periods of time might escalate to vandalism or getting into fights), just because their brains need SOMETHING to break from enduring boredom.
Your brain wants to do stuff, and the longer you do nothing, the more it becomes torture, which is why Solitary Confinement is often regarded as Cruel & Unusual punishment..

During the late 1980s and the 1990s, there was an absolute explosion of videogames, with more availability and more variety than had ever been imagined, and to all levels of economy. A Game Boy was just $50, but downloading an amazing shareware game like Wolfenstein 3D, Doom, or Duke Nukem 3D to your school's computer? That didn't cost a kid a dime.

>> No.10898209

>>10898198
btw i don't use cheats i just autistically wait for the end of the level to pick up the super armor and the life seed to start the new map with round numbers.(it's very important)

>> No.10898214
File: 745 KB, 1364x768, yquake2 2024-05-01 13-47-10-16.png [View same] [iqdb] [saucenao] [google]
10898214

>>10898068
>Is Trenchbroom easy to set up and use still for Q2 maps?
Yeah, go for it.

>Is anyone going to map for it?
I'd rather stick with mapping for the original game honestly.

>> No.10898224

>>10898206
It's a fun little experiment. I'll be doing moody playthroughs with it for sure. Thanks for suggesting it.

>> No.10898230

>>10898087
Oh damn yes, I don't think I had any armor until the secret either. Shotgunners were a nightmare prinkling at you, scrapping for health whenever. It was also incredibly linear, pretty bad impression of the original Doom where even back then you had at least a hint of choice on almost every map.

Careful with the next one though, it has unobvious 4-sided shootable switch that somehow got a pass. Map is completable if you aim from the angle.

>> No.10898236

>>10898230
If I ever get past this map. I get to the spot with the secret chainsaw and blue armor, and usually die around that point because there are only like 4 stimpacks and a handful of potions up until that point.

>> No.10898242

>>10893000
Checked
Also shoutout to Saints of Virtue

>> No.10898249

>>10898209
what? that's basic pickup economy. since when is it considered bad style?

>> No.10898251

>>10898224
Honestly, it would work well with an Animal Crossing themed level set. Because Animal Crossing has a realtime clock too... and there's that whole thing with Animal Crossing and Doom Eternal. There's a lot of potential for this kinda thing. Imagine secret rooms and shortcuts that are only accessible during the day or night, or even different monsters depending on the time of day. Dunno if that's possible, but it's worth a shot, right?

>> No.10898254

>>10898251
Had an idea right after posting this: a mod that replaces all the monsters with cyberdemons if you're playing between midnight and 6 AM. Call it Go The Fuck To Sleep.

>> No.10898256

In Nugget we have transparency like Imps fireballs. I cant find anything similar in Gzdoom?

>> No.10898257

>>10892979
i hate doom

>> No.10898264

>>10898251
You can open or close a sector based on time of day, yeah. Can interface the mod from outside to do that, but that'd obviously make the map require it.

>> No.10898273
File: 827 KB, 1920x1017, Screenshot_Doom_20240501_180928.png [View same] [iqdb] [saucenao] [google]
10898273

Somebody order a bunch of breakable gnome-holding tubes?

>> No.10898274

>>10898256
Transparent projectiles are pure cancer.
>I cant find
You can't find the "Search" in GZDoom?

>> No.10898276

>>10898264
What about replacing monsters? Is that possible? Or a mod where all of the monsters are asleep if you're playing at night. And if you wake them up they get pissed off.

>> No.10898285

>>10898276
Yes and yes (not 100% sure).

>> No.10898289

Idea: Doom but you play the levels backward, and I don't mean reverse order: You start at the level's end and finish at the level's beginning.

I'm almost certain this has been done before, but I don't know of any.

>> No.10898291

>>10898274
If you're talking about the transparency option, it does absolutely nothing for me. Also, I don't use it when I play with nugget, just wanted to give it a try in Gzdoom, why do you have to be so hostile?

>> No.10898293

>>10895962
If you aren't playing on Chocolate/Crispy/doom2.exe, you're not a vanilla purist.

>> No.10898297

>>10898289
It's been done in various ways, from swapping the start and ends of maps to stuff like The Long Trek Back Home where it's new maps base on Doom 2 ones but you're doing them in reverse order.

>> No.10898302

>>10898285
You could probably just edit the sprites of demons lying dead. Remove the blood, maybe add some teddy bears or night caps. Possibly replace the chainsaw with the pillow from HDoom. Doom: Slumber Party Edition! Don't fall asleep first like a bitch!

>> No.10898305

>>10898297
>The Long Trek Back Home
Oh, shit, I gotta check that one out.

>> No.10898309

>>10898302
I would love to see a slumber party mod for Doom. Instead of throwing fireballs, the demons are throwing pillows and teddy bears at you.

>> No.10898313
File: 227 KB, 960x540, Deimos Anomaly - The Ultimate DOOM 2024-05-01 20-22-35.webm [View same] [iqdb] [saucenao] [google]
10898313

>>10898291
Because it looks like cancer and I hate it. Works on my end. Not-(Forced) options work as well.

>> No.10898315

>>10898309
>when the demons are asleep
https://youtu.be/t5Fqg9G8z2c
>when the demons wake up
https://youtu.be/BY1PX-peFJ8

>> No.10898325

>>10898274
Projectile translucency is fine.

>> No.10898368

>>10898205
>equating Zdaemon with Odamex
WTF

>> No.10898402

>>10898249
i don't feel guilty about it but i wish i didn't care cause sometimes it's the only thing i think about while playing...
>>10898257
k. keep us posted

>> No.10898408

Any AI tools to make weapon and enemy sprites with?

>> No.10898434

>>10898205
When there are events, you'd be surprised how many show up. It's a shame I'm in Europe and the events are American.

>> No.10898451
File: 627 KB, 1920x1080, 1697111581892716.png [View same] [iqdb] [saucenao] [google]
10898451

Man, I've come a long way with my Doom mod.
Originally it started with a single class project but over time I've added more classes and weapons.

>> No.10898478
File: 613 KB, 1917x1080, nugg0000.png [View same] [iqdb] [saucenao] [google]
10898478

>> No.10898482
File: 1.14 MB, 156x183, CALMTHEBEAST.gif [View same] [iqdb] [saucenao] [google]
10898482

>>10895962
Zandronum player here. You'll only ever catch "TRUE!" replies because it wouldn't be an echobox otherwise, so i'm gracing you with an answer. I fucking hate GZDoom with a passion because it's knee deep in so many crutches it may as well be a paraplegic with a glass pelvis. Besides the default options that any sane person would change themselves, the amount of confusion for what GZDoom wants to be is perplexing. On one hand it wants to be a doom source port, on another it wants to be the catch-all game engine modders can make their "game" onto. Why would someone want to make a paid "game" on a doom box that goes above and beyond to render a single portal dropping frames by 120 on a modern beast of a machine? How about you be a good doom source port for starters and then worry about being someone's 2d platformer engine?
>2024
>ZScript has deprecated functions ALREADY before releasing documentation
> <1% users use zscript, for anything normal you would and still can use the already existing combination of mapinfo,sndinfo,decorate,loadacs
>gzdoom scaling still fucked
>maps in vanilla format completely broken collision wise
>blockmap and dehacked basically non-functional
>years of repos and only to run 30fps on nuts ON IDLE MONSTERS
>lame excuse of "netcode" functionality that WILL get desynced because default functions have precision loss which differs from architecture to architecture
legitimately do not come to me even with "lzdoom", i'll just do what Graf Zahl does every time he pokes his head out of his ass. I just don't have a A4-sized stamp with a bold red "NO" yet.

Good bait, now excuse me, i gotta jerk off to Pizza Tower in Ghoul's Forest.

>> No.10898516

>>10898482
>ZScript has deprecated functions ALREADY before releasing documentation
Because they're implemented by people too eager to just make a PR without understanding what they're doing, whether their thing is implemented correctly or if it's even a good idea in the first place. If I had a dollar for every time Cooke fucked up a feature and permanently crippled the enigne, I'd be funding my own GZDoom port. That, and the lack of QA. With most of the community fractured or otherwise despising ZDF, there aren't many people left willing to go out of their way to test dev builds.

> <1% users use zscript, for anything normal you would and still can use the already existing combination of mapinfo,sndinfo,decorate,loadacs
Mindset issue. I have never seen an organism more unwilling to re-adapt than the average Doomer. No wonder half the community is on anti-depressants. I would be too if I never walked out of my comfort zone to do something different for a change.

The one part that does hit the bullseye is
>the amount of confusion for what GZDoom wants to be is perplexing. On one hand it wants to be a doom source port, on another it wants to be the catch-all game engine modders can make their "game" onto.
Yeah. The lack of direction in the past few years has been a disaster. It tries to be both and fails at either.

>> No.10898527

>>10898478
lol, I'd wonder what those textures were going to be.

>> No.10898536

>>10898478
>Dick Hardon
>My middle name is 'Danger'
Dick Danger from Island Peril?

>> No.10898539

>>10898478
Give ‘em the DYICK, Dick

>> No.10898556

>>10898516
>With most of the community fractured or otherwise despising ZDF, there aren't many people left willing to go out of their way to test dev builds.
Overall the community's better for it, it shouldn't have taken what it took to get people to pull their asses out of being locked into that shithole but at least a lot aren't feeling like they have to stay in line just to get eyes on their mods and stuff.

>> No.10898605

>>10892979
I'm bored. Recommend a mapset to play with Final Doomer+'s Plutonia weapon set that isn't a Plutonia mapset.

>> No.10898606
File: 50 KB, 640x607, can you like, shut up.jpg [View same] [iqdb] [saucenao] [google]
10898606

>>10898482
> <1% users use zscript, for anything normal you would and still can use the already existing combination of mapinfo,sndinfo,decorate,loadacs
Fuck off and die. I think I would rather jump on a traffic bollard from a highrise than have to deal with ACS and SBARINFO, I'm definitely going to learn ZScript instead.
Decorate can do a lot, but the more advanced you get, the more convoluted that Decorate code will get, too, and while I can do some convolution, I am not convinced that I will be able to figure out working convolutions for all the things I want to do.

Moreover, Zandronum doesn't even fucking have complete Decorate support, there's a bunch of things where either I simply can't do them and I have to go fuck myself, or I'd have to do some retarded ACS hack. No fucking thank you, Zandybam needs to offer me a fuck of a lot more than ACS and unfinished Decorate, the good multiplayer functionality means nothing.

>>10898516
>With most of the community fractured or otherwise despising ZDF, there aren't many people left willing to go out of their way to test dev builds.
The insipid sociopath who calls himself Rachael really fucked things up good. Let's pray his stupid political games haven't crippled GZDoom/the ZDoom family tree for good, but I think that this will probably require his full excisement from GzDoom as a project, not just from the forums.

>> No.10898608

>>10898605
Vanguard

>> No.10898612

>>10898605
DBP 50

>> No.10898614

>>10898556
It's better in some aspects because it means the GzDoom Tranny-NKVD doesn't wield as much power, but it hurts the development of the sourceport in return. The sharp dropoff in QA is not an insignificant problem for GzDoom.

I really can't think of ANY other person who has done this much damage to the overall Doom fandom in such a short time, barring maybe Eric Harris and Dylan Klebold, and I'm saying this considering all of the other evil and stupid shit which Rachael has done over all the years.

>>10898608
I haven't played Vanguard in ages, I should do that.

>> No.10898624

>>10898606
>Let's pray his stupid political games haven't crippled GZDoom/the ZDoom family tree for good
We're well past that, I think. Being an avid bleeding edge tech user since I first picked up the source port, I remember when I actually used to be excited for GZDoom features. Now I death-grip my chair's armrests and pray to every single divine entity out there that the next update doesn't completely fuck things up even worse. At this point we make four steps back for each step forward, and even then it's a 50:50 chance that step won't get reverted. Ever since Raze was announced Graf's diverted the majority of his time towards that, now the clowns run the circus. I want to stay optimistic bros but I just don't see things working out. Running out of copium here.

>> No.10898631

>>10898614
Wouldn't be the first port Rachel's fucked by doing a power grab, see Skulltag.

>> No.10898656
File: 145 KB, 700x392, E8KBJMuVUAAJqd_.jpg [View same] [iqdb] [saucenao] [google]
10898656

>>10898631
Yes, I recall that one the most bitterly, because Skulltag was a wonderful time for me.

>>10898624
GzD's development definitely needs some replacement blood.

>> No.10898703
File: 59 KB, 546x720, Frustration Area.jpg [View same] [iqdb] [saucenao] [google]
10898703

>>10898656
>GzD's development definitely needs some replacement blood.
Easier said than done. I've brought this up before but any sane individual with programming knowledge and skill that takes a look at ZDoom/GZDoom bails immediately because that shit's a horrifying spaghetti clusterfuck under the hood.
I think the only way it's going to get unfucked is if they start over and wipe the slate clean, which will likely destroy legacy support for decades of work. This is a real shitty catch-22 situation and I don't think anything can really be done without pissing off a lot of people.

Shit sucks.

>> No.10898735

>>10898703
The reasonably sensible thing to do would be fork it, strip it down and start from a relatively clean place without fucking up the stuff people are attached to, or too badly hurting the petty egos tied to it.

That's a lot of work though.

>> No.10898742

>>10898293
>Crispy
>vanilla purist
lol, lmao even

>> No.10898754
File: 58 KB, 571x448, sadge.jpg [View same] [iqdb] [saucenao] [google]
10898754

>>10898703
I'd say the worst of all is that Graf is more or less working towards that, but without going balls-deep, so we get incrementally screwed without an actual result to be proud of and build upon. Shouldn't put all the blame on Graf, though. In all honesty I was most hyped for engine features when he was the one implementing them because he knew when, how, and why. Fuck's sake, the dude did ZScript. The JIT was done by other people, sure, but Graf laid the foundation to get rid of [WFDS] forever. Nowadays I don't see him doing much, sadly. I still think chicken man is the reason the future is bright, but I no longer think he's capable of doing it alone, much less when randos dump kitchen-sink PRs. A change of strategy might be needed, especially with Rachael handling half of the development cycle. Two projects is too much for one man, especially as a hobby. I'd rather he stopped working on it entirely, only accepting bugfixes, than to continue like this. GZDoom won't end well if it keeps going in its current direction, or lack thereof. Not even sure who to blame at this point. Maybe there's no one to blame. Maybe that's just life. Everything dies sooner or later, source ports included.

>strip it down and start from a relatively clean place without fucking up the stuff people are attached to
You are describing two mutually exclusive actions. A lot of the stuff people are attached to are the direct result of said jank and hacks. Voodoo dolls should not exist as a concept in a video game the way they are done in Doom. Every time I encounter an edge case bug and it turns out to be a voodoo doll I feel the overwhelming urge to unleash a nuclear holocaust on the entire human civilization. They have no practical purpose today as far as modding or mapping is concerned with the advent of ACS and ZScript. But people would sooner sell their own mother into slavery than give up voodoo dolls. Now apply that reasoning to every other commonly-used technique/feature/hack.

>> No.10898765

>>10898293
What >>10898742 said.
You are few years too late.

>> No.10898779

>>10898754
>You are describing two mutually exclusive actions.
No, leaving what is GZDoom now the way it is and going off on a separate fork lets the shit that runs on it now stay working, at least as long as it doesn't get fucked with, while starting mostly fresh on NuZDoom or whatever the fuck it'd get called.

>> No.10898786

>>10898754
Eternity, Zandronum, Woof, Odamex and Nugget RISE UP.

>> No.10898804

>>10898779
That makes marginally more sense, but here's the kicker: you have people struggling to move to a slightly different toolset when working on the same engine. How many people do you think are going to switch to that new engine to make content for it? Two? Five? Twelve maybe? We already have that. It's called Eternity Engine. No, anon, the community does not deserve a new GZDoom. And no developer worth their salt deserves this community either, if you can even call it that at this point.

>> No.10898824

after like 3 hours of wandering around and seething i finally cleared plutonia 2 map 29. felt like a turok level with how huge and mazelike it was.
but i don't think i have the patience to deal with the boss fight in 30. endlessly respawning meme enemies is one thing but when it starts raining pain elementals and i need to shoot rockets at a boss while a billion lost souls spawn from those things and get in the way of my shots, i really can't deal with it.

>> No.10898831
File: 1.65 MB, 1904x2856, voodoom.png [View same] [iqdb] [saucenao] [google]
10898831

>>10898754
Your talk about voodoo dolls gave me an idea for a dumb meme. I hope it gets a chuckle out of you.

>> No.10898834

>>10898831
Ok that took me a second. Nicely memed, anon, I chortled.

>> No.10898837

>>10898482
This post is fascinating because you partially agree with the initial post but also say it's bait for some reason.

>> No.10898841

>>10898754
Voodoo Dolls are a necessity in any port that isn't based on ZDoom or Eternity.

>> No.10898846

>>10898804
>Eternity
Man all the big name mappers who were enthralled with it after Heartland came out sure changed their mind on doing stuff for it the second MBF21 came out.

>> No.10898852

i really love it when enemies that die in 2 missiles 99.99999999999% of the time randomly decide "2 isn't enough today bitch" and kill me because i expect the thing that happens every time just decides not to!

>> No.10898880

>>10898852
Skull issue.
Always account for rolling low. I don't trust a revenant to die in two rockets no sir I will chuck a third into the mix.

And damage rolls might seem annoying but they really make the gameplay less boring in the minute by minute gameplay because you can't bank on always oneshitting but sometimes a lucky damageroll makes you feel like hot shit. People think they don't rng but without rng it would be a worse experience imho.

>> No.10898885

What kind of person is bad enough to go to hell but kind enough to become an Arch-vile?

>> No.10898886 [DELETED] 
File: 448 KB, 900x1450, img_033.png [View same] [iqdb] [saucenao] [google]
10898886

>>10898852

>> No.10898891
File: 350 KB, 900x1450, imp.png [View same] [iqdb] [saucenao] [google]
10898891

>>10898852

>> No.10898901

>>10898478
>Dick Hardon, Private Dick

>> No.10898915

It's been like, two weeks
Where's the Descent 3 sourceport

>> No.10898926

>>10898880
>Skull issue.
dude hit me with the phrenology

>> No.10898943
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
10898943

Wednesday night Whatever, come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/tn03EQZS#2xjqYcB_ojzpxFMgA77f6i1xQ0sQwDQuAAAg8PE0Vr8
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use (Windows): https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.0b
Or compile it (Linux or anything else): https://github.com/NepDisk/srb2k-neptune
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)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Updated Turbo Flash Pack and Advance 2 Maps with some new and updated maps

>> No.10898948
File: 9 KB, 224x225, download (18).jpg [View same] [iqdb] [saucenao] [google]
10898948

>>10897689
Nta, but I disliked midi in the 90s and still dislike it today. I prefer my Doom to sound either soundblastery or videogamey, not like an ecard or geocities website.

>> No.10898950
File: 304 KB, 220x220, yes-plankton.gif [View same] [iqdb] [saucenao] [google]
10898950

>>10898948
>that wad with the 3DO version's music

>> No.10898958

>>10898950
Yesssssss this anon fucking gets me. That's the absolute best rendition in my opinion.

>> No.10898968
File: 252 KB, 220x164, indiniprint-peter-griffin-farting-on-meg&#039;s-face.gif [View same] [iqdb] [saucenao] [google]
10898968

>>10898958
>when someone makes a wad with the 32X music

>> No.10898971
File: 103 KB, 1170x1153, doom 32x.jpg [View same] [iqdb] [saucenao] [google]
10898971

>>10898968
No wait, this one works better.

>> No.10898972
File: 918 KB, 1963x1738, 2024-05-01-235420_1963x1738_scrot.png [View same] [iqdb] [saucenao] [google]
10898972

hmm

>> No.10898990

Alright, what's a good slaughtermap, but for Quake 1?
I don't even know how Q1 slaughter would work

>> No.10898997

If only Nugget would let me use the Boom bars for its custom HUD.

>> No.10899003

Anybody got the last release of Zero Tolerance Upgrade kicking around? Fucking thing has gone and fallen off the internet.

This thing : https://forum.zdoom.org/viewtopic.php?t=51000

>> No.10899010

>>10898968
>>10898971
I love how much 32x Resurrection improved that soundtrack

>> No.10899047
File: 1.05 MB, 1920x1080, 00041.jpg [View same] [iqdb] [saucenao] [google]
10899047

>>10898990
I don't know what you're looking for, but Warpspasm felt like a good tolerance test regarding evil and nearly exhausting Quake brawls.
>VRR4SG

>> No.10899061

>>10898972
I like that, are you inspired by Greenwar by any chance?

>> No.10899062

>>10898990
https://www.quaddicted.com/reviews/quck_demo2.html
This is the only example I can think of. I'm sure there are a couple others that could be classified as slaughter, but are likely not advertised as such. Various things about Quake make slaughtermapping inherently troublesome.

>> No.10899081

>>10899061
Nope
I had this idea for a while to create a map without using the editor grid at all, so that's what I'm doing

>> No.10899083
File: 117 KB, 1106x428, unexdoom.jpg [View same] [iqdb] [saucenao] [google]
10899083

ToT

>> No.10899089

>>10899010
I guess if lazygecko wished to do a doom medley, he would've done so long ago. One of the bigger YM2612 aficionados.
https://www.youtube.com/watch?v=voxfA4ML0cw
https://www.youtube.com/watch?v=LTaOthDc49I (would feel right in place within auger;zenith)
https://www.youtube.com/watch?v=VExnEQzeaXk (at times sounds like something MCA might've composed)

>> No.10899108

>>10899083
Oh hay I've been fucking about with that a bit, annoyingly that flare gun breaks on most custom monsters.

>> No.10899115
File: 7 KB, 384x48, Screenshot 2024-05-02 061005.jpg [View same] [iqdb] [saucenao] [google]
10899115

>>10899108
tbqh no wonder it does, considering that the mod itself changes monsters. kind of annoying, considering it's 2024, but it is what it is i guess.

>> No.10899124
File: 541 KB, 1920x1017, Screenshot_Doom_20240502_001231.png [View same] [iqdb] [saucenao] [google]
10899124

>>10899115
Yeah I did a whole lot of fucking around to get it playing mostly nice with other monster stuff, I've just not gotten to digging into the damage stuff with that specific gun.

>> No.10899208

Are there any Arachnotron sprites that have blue blood?

>> No.10899221
File: 38 KB, 717x663, spiderbot.png [View same] [iqdb] [saucenao] [google]
10899221

>>10899208
spend a couple mins fucking with the color remap tool in Slade and you can have your own.

>> No.10899227

>>10899221
I could, but that's tedious. Which is why I was wondering if anyone else did it.

>> No.10899231

>>10899227
shift-click multiple sprites my dude

>> No.10899263

>>10899231
It's not that, it's the palette. It's not a simple red:blue translation and requires a bit of adjustment between sprites because the death sprites pull from both red ranges.

>> No.10899314
File: 9 KB, 225x225, racism.jpg [View same] [iqdb] [saucenao] [google]
10899314

>>10898943
Hey thanks for the h--
Wait a minute, where's my Rings
How am I supposed to enjoy my Kartan without MUH RANGS

>> No.10899331

>>10899083
Anatomy of a Doomer template edit when

>> No.10899336

>>10899331
I love when jokes have pre-determined punchlines so I don't have to think too hard about the setup!!!

>> No.10899348

>>10898948
MIDI and tracker modules aren't the same thing, not exactly. Also you can make MIDI music sound shitloads better by pointing your sourceport or relevant media player towards an .sf2 file which isn't the default dogshit one in Windows, like an SC-55 soundfont, or a soundfont which imitates the Yamaha 2612 (Sega Genesis).

>> No.10899349

>>10899336
I don't give a fuck about the joke, I just want a smug and cute Evil Eye Chan.

>> No.10899370

>>10898997
Nugget has actually had an experimental branch with NUGHUD bars for a while now, but it's a bit outdated.
https://github.com/MrAlaux/Nugget-Doom/pull/83

>> No.10899393

>>10899348
I've used both soundfonts, even some nice ones that emulate certain Soundblaster sounds I enjoy. All of them feel like a compromise between the intended sound and what I actually am craving to hear. I think maybe something like a real Yamaha MU-50 would be the closest to the sound I want, but still I either prefer synth or a decent .xm/.mod song.

>> No.10899413

>>10898824
took a break and came back hours later. ended up having to watch a video to find out that you have to stand on the very absolute tip of the platform in order to shoot the boss' eyes, was able to clear it after that. so that's plutonia 2 down (at least on hmp).

no idea what wad to try next. i've now finished
>doom 1 and 2
>plutonia
>tnt evilution
>scythe 1 and 2
>going down
>valiant
>(most of) alien vendetta (i didn't enjoy it, first wad i've ever straight up dropped)
i'd like to try something with somewhat smaller maps next.

>> No.10899430

>>10899413
Why not try one of the /vr/ wads? I recommend 400, 2048 or 512, I'm sure the mappers here would appreciate some >opinions

>> No.10899441

>>10899370
I wonder why that hasn't been properly implemented yet. It would be really handy for my specific purposes.

>> No.10899445

>>10899413
>i'd like to try something with somewhat smaller maps next.
I'd give >>10897892 a try as a short ass palette cleanser.

>> No.10899447

>>10899430
i should really give some of those a try, my assumption was /vr/'s wads might be beyond me for now but i should still try em out.

>>10899445
i'll take a peek! thank ya.

>> No.10899448

>>10899413
>>10899430
2048 Units or Ad Mortem are the two most polished /vr/ wads, I'd say. Mostly because they each gave mappers a really long time to really make something good. And they had rather good weapon sets to go with them.

>> No.10899451

>>10899448
He did say shorter maps so Ad Mortem is out of the question for now

>> No.10899459

>>10899451
Oh, right. Then just go with 2048 Units.

>> No.10899473

>>10899448
>Mostly because they each gave mappers a really long time to really make something good.
94 Protons is going to be amazing when it comes out in 2094.

>> No.10899483

>>10899473
94 Protons has had all of its maps done for over a year. Maybe close to 2 now.

>> No.10899485

>>10898190
Does this work with any Doom wad or something?
>>10898198
wat dis

>> No.10899487
File: 155 KB, 1920x1020, MAP01 at 2024.05.01 22-39-21.225 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10899487

Showing some progress I did today with the Blame!-inspired levels.

I still don't plan to make them into actual levels, but today I got the idea of stitching them together to form a cohesive megastructure-like path.

>> No.10899491
File: 3 KB, 229x106, Image4.png [View same] [iqdb] [saucenao] [google]
10899491

>>10899115
>>10899124
lol, I accidently fixed it, for reasons unknown to science, it has the same issue with some Strife shit where the +noblood flag fucks up some poison damage stuff.

One set of disgusting workarounds later and shit works without visually changing anything.

>> No.10899492
File: 188 KB, 1920x1020, MAP01 at 2024.05.01 22-46-03.349 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10899492

>>10899487

>> No.10899493

>>10899473
>>10899483
did the one about waifus get finished?

>> No.10899495
File: 183 KB, 1920x1020, MAP01 at 2024.05.01 22-46-52.995 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10899495

>> No.10899501
File: 230 KB, 1920x1020, MAP01 at 2024.05.01 22-47-11.264 [R4166].jpg [View same] [iqdb] [saucenao] [google]
10899501

>> No.10899504

>>10899493
I think the lead for it was in a car crash or something and hasn't really been about since.

>> No.10899509

>>10899504
He lost his fucking job and place and lives with family now and has to support them which is honestly a sound excuse unlike somebody else's

>> No.10899512

>>10899509
Fuck, that's some rough shit.

>> No.10899543

>>10898972
For a second I thought it was buried alive from going down. That level was pretty brutal.
>>10899487
>>10899495
>>10899492
Looks beautiful. If aren't making it into actual level, maybe you should consider making it into deathmatch map, still a bit shame, I think it could benefit from just a LITTLE BIT of shooting inbetween locations, to sort of emulate Blame! slightly but then again, default demons could also kill the moody feel.

Also, I keep getting intrusive ideas about stealing your designs for my awful-looking current project, but thankfully, I wouldn't be able to even if I tried, with current mapping skills.

>> No.10899598

question about 2048 and community wads in general, are they generally recommended to play pistol start/non-sequential? and is there a convenient way to do that in gzdoom?

>> No.10899615

>>10893647
Wait, there's an Ashes enemy set? I have the TC and the weapons-only mod obviously, but didn't know there was an enemy replacer.

>> No.10899616

>>10899598
>are they generally recommended to play pistol start/non-sequential?
yes
>and is there a convenient way to do that in gzdoom?
map * in console or idlcevXX with XX being the map number

>> No.10899625

>>10899543
Steal anything you want from it, I really don't care at all.

>> No.10899630
File: 82 KB, 299x407, Untitled.png [View same] [iqdb] [saucenao] [google]
10899630

>>10899616
it really doesn't wanna... maybe i'm using an outdated version? (ignore the anubis commands, i was just checking to make sure any commands at all worked)

>> No.10899631

>>10899615
Yup.
https://www.moddb.com/mods/ashes-2063/downloads/ashes-monster-pack-v20

Should also work with the sterilized version of Afterglow if you wanted to play through the levels with the monsters and a different weapon set.

>> No.10899642

>>10899598
Community projects are generally designed for pistol starts because the maps aren't being designed in order.
>is there a convenient way to do that in gzdoom?
You could get a mod for it. Otherwise you'd have to bind a key to manually restart a map.

>> No.10899643

>>10899630
nevermind, IDCLEV 02 got it to work.

>> No.10899645

>>10899485
>Does this work with any Doom wad or something?
Yes. Except for maps that use skyboxes instead of standard skies.

>> No.10899651

>>10899643
The formatting of the map command is "map mapxx" btw, IIRC "map *" changes to the current map

>> No.10899654

>>10899645
https://www.youtube.com/watch?v=xO_y8GYVr40&t=973s

>> No.10899676

>>10899645
>Doesn't work with Vanilla Essence
aaaaaaAAAAAAAAAAAA

>> No.10899696

>>10898190
While looking up weather mod I actually found day/night + weather mod for zandorum, it might be possible to incorporate some elements from that one into yours after looking at the code? Can't say which one is better though, maybe yours already better than that one anyway, (it looked meh, maybe because of flashlight?).
https://zandronum.com/forum/viewtopic.php?t=8282

>> No.10899705

>>10886903
Replying to this so I can look at it later.

>> No.10899757

>>10899676
It won't work with anything that modifies sector light. I thought VE was just shaders?

>>10899696
I can take a look later. It's ACS and DEC so I highly doubt it even gets close to what I'm doing.

>> No.10899763

>>10899757
>It won't work with anything that modifies sector light. I thought VE was just shaders?
Disregard me I suck cocks, daynight anon. It works.

>> No.10899775

>>10899763
Nice

>> No.10899797

>>10899696
Yeah, it seems that it does the same thing with sector lighting, though it does this for all sectors uniformly, only relying on the tag not going out of range. It doesn't touch the sky either which will look weird when everything's dark except for the sky. Overall I don't see anything useful I can yoink from there that wouldn't be out of scope for this mod.

>> No.10899869
File: 210 KB, 1919x986, jpcp.png [View same] [iqdb] [saucenao] [google]
10899869

goddamn that was brutal. would this level be considered slaughter?
I haven't played any maps like that but I enjoyed this. beautiful architecture and the midi choice was sublime. didn't feel bullshit at all aside from the cybie in the boat.
ive heard the next level is the most infamous one out of the whole wad, so im curious

>> No.10899887

any good videos of people mapping in trenchbroom? saw those tutorials from that dumptruck guy but they're kind of all over the place and mostly just info you can find in the documentation, would rather watch someone go through the process of creating a full map but like everything I'm seeing is sped up 20x and/or trash...

>> No.10899919

>>10899887
You can probably find replays of various nu-Quake homos mapping on Twitch. Wouldn't call those 'good' though. You're unlikely to find anything where someone makes a map from start to finish without stopping to fuck about randomly.
If you have specific mapping questions you can probably just ask them here.

>> No.10899925
File: 80 KB, 1024x895, 1607529268334.jpg [View same] [iqdb] [saucenao] [google]
10899925

>>10898943
ggs
>>10899314
fuck you

>> No.10899930
File: 49 KB, 600x383, 1705877023853970.jpg [View same] [iqdb] [saucenao] [google]
10899930

>>10899925
>he thinks he knows how bad things really are

>> No.10899959

>>10895442
I tried loading a few wads in dos just to see if they work. Ancient aliens crashes Boom with like 1000 texture errors. Eviternity will run in MBF but many maps will just crash. Going Down seemingly works without issue in boom, probably because it has few custom textues, but you need to extract the .deh patch and add it separately. The texture errors you're encountering are the same kind I saw, you could probably edit the wad to fix them if it's worth it since there's only a few.

>> No.10899983

>>10899869
>would this level be considered slaughter?
No. At least in my case.

>> No.10899989
File: 11 KB, 251x242, 1703633685899432.jpg [View same] [iqdb] [saucenao] [google]
10899989

>track item pickup %
>can only pickup items if you're missing health/armor/ammo/whatever
seems like a massive oversight

>> No.10899991

>>10899989
Not all items are counted. The only item that counts and can't always be picked up is Computer Area Map, IIRC.

>> No.10899992

>>10899989
And Boom never fixed what's considered to be a pick up or not either right?

>> No.10900065
File: 1.16 MB, 800x800, Box_Doom64.png [View same] [iqdb] [saucenao] [google]
10900065

If this had the missing Doom II enemies it'd be my favorite Doom game desu.
I love everything about it except the gameplay. Those very specific monsters are responsible for some of the most interesting and dynamic encounters you can get while playing Doom. Anyone else feel the same?

>> No.10900078

>>10900065
Isn't there a mod that adds them?

>> No.10900083

>>10900078
No idea, but I'd imagine you'd have to remake the level design from the ground up to accommodate them

>> No.10900121

>>10899598
I personally played 2048 units saveless but continuous and without pistol start. 2048 Units gets HARD in some maps. 512 Linedefs I did saveless and pistol start. Both wads I can vouch for though.

>> No.10900187
File: 58 KB, 648x368, 1702387144822755.jpg [View same] [iqdb] [saucenao] [google]
10900187

>>10898943
ggs

>> No.10900194

Good mapsets to play Hearts of Demon Baron with?

>> No.10900215

>>10899869
I absolutely hated that part where you need to get that one key and it straight up pops out monsters like a magician pulling out a rabbit from a hat

>> No.10900220

>>10899487
>>10899492
>>10899495
>>10899501
I didn't like Blame manga, but I fucking love brutalism megastructures. If your wad will stay true to the source (i.e. more exploration than combat) then it's automatically 10/10 in my book. Dog bless.

>> No.10900232

>>10900078
you can use them in ex-plus's map format, i dunno if there are any good wads for it yet though.

>> No.10900243

>>10900232
Time for 64 Bits of /vr/.

>> No.10900253
File: 14 KB, 300x169, unnamed.jpg [View same] [iqdb] [saucenao] [google]
10900253

>>10900243
You know why it's called 94 Protons? Because 94 /vr/ projects will be released before it.

>> No.10900272

>Map 07 of Hell Revealed
What a well constructed map

>> No.10900278

>>10900253
What exactly is stopping you guys from ejecting Chop from the project and releasing it yourselves? Has development been done in private since the start or is there an RC/beta floating around that one can work with?

>> No.10900301

>>10900278
>ejecting Chop from the project

You mean giving Chop the chop. Come on man, it was right there!

>> No.10900320

>>10899989
The only item you'd be blocked from picking up would be if there's more than one computer area map in a level, otherwise you'll always pick up health and armor bonuses.

>> No.10900325

>>10898742
Yes.

>> No.10900327

>>10900272
I've always been impressed by how badly designed and unfun that level is.

>> No.10900338

>>10900325
A real purist plays Doom on fucking DOS, on a computer built with no parts manufactured after 1993.

>> No.10900343

>>10900065
Maybe but I really don't care for the mostly atmospheric music , it's not bad at all but it belongs in a horror game which Doom just isn't, also the weapons lack of animations blows, great sound effects though.

>> No.10900368

>>10900338
No, a true purist only plays the original Doom builds on a NEXTSTeP workstation. DOS? What are you, some kind of poser?

>> No.10900373

>>10900343
The vaguely atmospheric noise people call music is definitely not that good, I'd have preferred a bunch of stuff more akin to moody and atmospheric melodic tracks Bobby did.

>> No.10900382

>>10900278
It sounds like all of the shit he's been doing he kept to himself, apart from showing it off on other boards and fuck knows where else for the attention.

>> No.10900396

>>10900343
>Maybe but I really don't care for the mostly atmospheric music , it's not bad at all but it belongs in a horror game which Doom just isn't
It’s an action game set in a horrific setting that I feel is more realized with the moodier tracks. PSX musical direction was similar, and Quake would have a similar thing going.

>> No.10900398

>>10899630
No, map * in console.
* is not a wildcard in this case.

>> No.10900419
File: 79 KB, 1452x742, file.png [View same] [iqdb] [saucenao] [google]
10900419

>>10899370
I'm trying to build the 3.0.0 source and I'm getting this error. What could be going wrong? I haven't changed any of the files.

>> No.10900467

>>10900243
>>10900232
Seconding this as a project.

>> No.10900480

>>10900467
How do you even map for Doom 64?

>> No.10900485

>>10900480
Very carefully

>> No.10900496

>>10900485
Is it touchy and delicate?

>> No.10900517

>>10900496
Sensitive too.

>> No.10900527
File: 9 KB, 159x158, 1566512671435.jpg [View same] [iqdb] [saucenao] [google]
10900527

>>10900517

>> No.10900569

>>10900396
I disagree and I also don't care for NIN's OST for Quake, it's great but it doesn't belong in a fast paced action game.

>> No.10900594

>>10900569
IMO Quake's soundtrack works because it has some melodies, it's not just noise.

>> No.10900596

>>10900569
“Combat music” doesn’t fit with the downtime of level exploration either, a good mix of ambient/combat music appeals to the wider palette.
For the new Doom’s I’ve enjoyed them the most with music off but that’s me again.

>> No.10900597

>>10900517
How sensitive?

>> No.10900603

>>10900596
It's a shame more games didn't try to do the SS1 adaptive music thing.

>> No.10900624

>>10900569
>Q1 back in 1996
>fast paced
Dynamic music is cancer btw, because it implies your level is a set of separate combat pieces and non-combat pieces glued together. In old shooters everything on the map was interconnected into a single thing, a single map, not a set of arenas glued by tranquil sections.

>> No.10900635

>>10900624
>level is a set of separate combat pieces and non-combat pieces glued together.
Newer Doom level and encounter progression in a nutshell, it’s “tried and true” for major audiences.

>> No.10900639

>>10900624
Or you don't need to do that and the music itself is just paced by if you're exploring and backtracking, or if there's a major combat encounter.

>> No.10900641

>>10900639
>major combat encounter
>just leave the room
>music changes
>enter the encounter room
>music changes
>leave the room
>music changes
>go back
>music changes
>repeat till refund

>> No.10900673

>>10900641
With the laziest execution imaginable, sure.
You wouldn't need to make it cut sharply nor by exact room, rather you can have numerous layers to a track for different situations, adding in or replacing tracks (by fading) as the situation escalates or deescalates.

You could tune it all by the number of enemies and their proximity, maybe even line of sight to the player.
This way you can also have a special layer to your music for if you're fleeing from a large encounter of enemies, but they're still relatively close and actively searching for you, and add special instrument tracks for special enemies.

>> No.10900678

>>10900673
Not related, but I hate when games do this because then it's impossible to rip the soundtrack from them. And official soundtracks will suck dicks as well.

>> No.10900687

>>10900678
>Not related, but I hate when games do this because then it's impossible to rip the soundtrack from them.
Some of them you can extract each of those individual tracks and instruments, then mix things together as you’d like.

>> No.10900698

>>10900687
>mix things together as you’d like
Exactly. Impossible.
As if extracting the music from Sunset Overdrive wasn't painful enough, turned out each song was made of like 30+ different pieces

>> No.10900705

>>10900678
There is that drawback.
Optionally each possible combination is its own fully mixed track, which would bloat up the filesize a bit, but .ogg does wonders for that.
Or you could be a good sport and just publish those mixed variants for free listening, I'd do that if I had a game with a dynamic soundtrack.
>Wanna hear what the music would sound like if the Fuck-Vile monster was constantly present? Have a listen!

>> No.10900709

>>10900673
>adding in or replacing tracks (by fading) as the situation escalates or deescalates.
It's what something like Payday 2 does, it's even what System Shock did just in a sorta clunky way for the time.

>> No.10900721

>>10900597
one touch and you come

>> No.10900728

Posting the dynamic music mod, just because.

https://github.com/jankespro12/DoomDynMus
https://forum.zdoom.org/viewtopic.php?t=72207&start=165

>> No.10900729

>>10900709
System Shock sounds like an insanely ambitious game whenever I hear about it.

>> No.10900731

>>10900721
Someone make a new thread before anon nuts.

>> No.10900745

>>10900729
It kinda was, yeah, it was the first real attempt at integrating a lot of RPG and other stuff into something that could still be called a FPS.

Some of it was hit and miss, the leaning was weird and grenades were this amazing tossup between getting the right pixel to throw them or drop them at your feet.

>> No.10900772

>>10900698
>spoiler
That’s fun for me, I get to put together my own mix.

>> No.10900776
File: 685 KB, 1905x1428, 1714325155700.png [View same] [iqdb] [saucenao] [google]
10900776

>>10900731
TOO LATE

>> No.10900778

>>10900772
It's a pretty cool puzzle to solve.

>> No.10900795

>>10900772
Since the thread is almost dead, no harm in posting this. Some neat stuff.
https://www.youtube.com/watch?v=7Qb15E3MI-o

>> No.10900801

>>10900795
>neat stuff near the end*

>> No.10900805
File: 8 KB, 223x288, 1622424463097.jpg [View same] [iqdb] [saucenao] [google]
10900805

>>10900776

>> No.10900809

tryna remember a .wad with a cutscene showing a sector dick raising up into a sector anus and then you hear the icon of sin death scream

>> No.10900830

>>10900801
*neat stuff in my end

>> No.10900849

>>10900809
sounds like a terrywad, probably sights of agony

>> No.10900898

>>10900809
https://www.youtube.com/watch?v=zbOcigP6qXQ
it doesn't have the icon of sin death sound, butt...

>> No.10900923

>>10900898
Absolutely fucking disgusting, you can see the texture filtering and everything.

>> No.10900949

>>10900898
Kino

>> No.10900976

>>10900419
After 3.0.0, there was a commit that fixed something about "MSVC build." So maybe try building the latest source instead of 3.0.0.

>> No.10900983

>>10900976
I tried that first, and went back to 3.0.0 after being unable to get that to compile. I guess this stuff's just too complex for me.

>> No.10900992

>>10900849
i'll have a look

>>10900898
not what i'm looking for but that's beautiful

>> No.10901009

>>10900898
Holy Kubrick.

>> No.10901037

The Arch Vile, but every other enemy in the game can revive it.
The Spider Mastermind, but it heals anything it infights with.
The Arachnotron, but it has a miniature BFG.
The Lost Soul, but with drifting.

>> No.10901045

>>10901037
The Pain Elemental, but it spawns Cyberdemons instead of Lost Souls.

>> No.10901049

>>10901037
>>10901045
revenant_shooting_chaingunners.webm

>> No.10901058
File: 74 KB, 720x707, 1687533431968247.jpg [View same] [iqdb] [saucenao] [google]
10901058

>>10901037
>Cacodemon that resurrects allies

>> No.10901059

>>10901049
I remember a mod that had revenants shooting rockets with mini revenants riding them, which in turn shot mini rockets if they got close to you.

>> No.10901062
File: 3.30 MB, 1920x2160, MemeGenerator.top-2j8a6.png [View same] [iqdb] [saucenao] [google]
10901062

>>10901058
>all demons can resurrect allies

>> No.10901070

>>10901037
Spider Mastermind or Chaingunner, but they spawn Lost Souls every time they shoot.

>> No.10901073

>>10901058
>Cacodemon that can open doors

>> No.10901124

>>10901073
https://www.youtube.com/watch?v=dqN41aEzVCM

>> No.10901213

>>10901037
Zombies that throw Spawns
Vores with a melee attack that can teleport to their pods
Shamblers that can leap like Fiends
Chthon

>> No.10901239

>>10901213
>Chthon
The worst one, honestly.

>> No.10901249

>>10901037
Shotgunner but with the SSG and instant reaction

>> No.10901257

>>10901037
A Cyberdemon with a raise state.

>> No.10901265

>>10901249
This is already in shitloads of mods, also ones with quad shotguns and upwards.

>> No.10901270

>>10901249
Give them brown robes too

>> No.10901292

>>10900983
Maybe try compiling the latest Woof to see if it also has the issue, then report it accordingly.

>> No.10901304

>>10899370
I still swear that Nugget is unable to have the same resolution as DSDA. I noticed playing Auger Zenith and the distance is so blocky compared to when I play with DSDA.
I'll still take the SSG gibbing monsters and more satisfying gibbing over DSDA's bullshit though.

>> No.10901308

>>10901292
I'm 99% sure it's just an issue on my end. I can try out Woof later on.

>> No.10901312

Nobody else cooking a new thread? I'll do it then, before anon nuts in his pants again.

>> No.10901331
File: 1.60 MB, 500x500, lunar apocalypse.gif [View same] [iqdb] [saucenao] [google]
10901331

NEW THREAD

>>10901319
>>10901319
>>10901319

NEW THREAD

>> No.10901395

>>10901304
The latest Nugget source merged changes from the latest Woof release, among which is the capability to set the max resolution to use, even beyond your native resolution which is what the current Nugget release caps you to. Maybe try downloading a Nugget autobuild and try using that.