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File: 112 KB, 790x494, doom2_titlepic_by_redcrowdesign-d6n7lxj[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1113396 No.1113396 [DELETED]  [Reply] [Original] [archived.moe]


Last thread >>1103175

Discuss WADs, stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!


FAQ/Pastebin, still updated semi-frequently


-Samsara got an update! Go download it now! http://forum.zdoom.org/viewtopic.php?t=33219

-Have you tried our very own gameplay mod yet? Spare some minutes and go give FKER a try, you won't regret it!

-Bethesda, for once, is doing something right; go check the Doom-related stuff in their store http://store.bethsoft.com/brands/doom.html

-2 months ago a Doom tournament took place at Quakecon and these were the finals (Jkist3 VS DevastatioN). YOU DON'T WANT TO MISS THIS SHIT! WORLD CLASS DOOMING! http://youtu.be/hcSj0lk-vEo

-No, you're not allucinating, Zandronum updated itself to 1.2. http://zandronum.com/download

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289 Go wild

-Cool ZDoom works you should check: "Pirate Doom" (recently updated), "Project MSX", "The Adventures of Square", "Cyberrunner", "The Space Pirate", "The Guncaster", and "The Trailblazer" (last 6 under WIP). Check the Projects section of the ZDoom forums for more info.

##Our WADs can be found here!##

Steam Group:

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ, make sure you read it.

Best Single Player WADS of 2013 (so far) - If you want pure vanilla maps go check this list!

>> No.1113405

In DB2, how would be the perfect ceiling height to mimic Wolfenstein 3D's?

I'm not making Another Wolfendoom mind you. Just curious.

>> No.1113407

You guys play any multiplayer still? I'm European so I probably miss out on the "prime time" for this stuff.

>> No.1113418


Yup. While the heyday has died down (no more servers going 24/7), we've still got a slew of people playing multiplayer almost constantly.
The problem is herding them all into a single server.

>> No.1113428
File: 13 KB, 248x252, 1338941358458.jpg [View same] [iqdb] [saucenao] [google] [report]

>Samsara got an update!
>no new characters

back to 0.28b

>> No.1113431
File: 32 KB, 400x300, the game.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been playing Hexen recently, and I got to admit:
It's really shameful, that this awesome game has too few mods. We have to fix this. Seriously...

Sucks that I didn't play it earlier. All those wasted hours of playing other shit games like Superman64 and wow.wad

>> No.1113432

Theres an addon thad adds:
>ROTT: Ipfreeley
>???: Blakestone
>Blood: Caleb

>> No.1113437

That's heretic you dunce.

>> No.1113439

Ok, so I've come across a weird problem. Using Brutal Doom, I cannot reload. I was able to before, and had been playing the game for a while. Now, ever since trying the so called 'sperglord edition' that some anon posted here, I cannot reload on command. I've tried deleting and downloading again GZDoom and Brutal Doom and I'm still having no luck.

>> No.1113440

I used the image because the Heresiarch occurs in it...

>> No.1113443

That picture is from heretic.

>> No.1113446


you're missing the point you double revenant

>> No.1113450


>> No.1113453

How do I into those, anyway?

>> No.1113486
File: 64 KB, 451x383, lRpdLj38RcSJVXyAw-hOpGQDKfCIEMV6YKhLzcdo1W8.png [View same] [iqdb] [saucenao] [google] [report]


Step 1: Open up the console with ~
Step 2: Input one of these fuckers: https://github.com/SamsaraDevs/samsaraJunk/wiki/CVars
Step 3: Reset the map with map mapXX
Step 4: Enjoy

>> No.1113497

I had a feeling it was just a simple console thing, but thanks!

>> No.1113518
File: 221 KB, 1456x939, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1113526

then picture is from Heretic, but the Heresiarch is from Hexen.

>> No.1113529

Who even gives a shit?

>> No.1113531

The Heresiarch is not from Hexen.

>> No.1113540

Yes it is.

>> No.1113542

>caring about the plot of a Doom engine game

>> No.1113545

Blake Stone is from Blake Stone

Also, that addon is fucking awful

>> No.1113643
File: 152 KB, 310x335, 1376538940516.png [View same] [iqdb] [saucenao] [google] [report]

Re-posting my anime taunt sound pack from the last thread.


>> No.1113652
File: 65 KB, 506x337, computer-stress1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Playing around with some mod concepts and shit

How good would fit the idea of a middle-class businessman diagnosed with severe PTSD, fighting hordes of demons as a therapy to relieve his symptoms?

Think of it as a weapon/gameplay mod, a mixture of Russian Overkill and any other gameplay mod that turns you into a battletank with no chances to be wrecked unless you're a huge casual

This mod will be mainly focused to work on slaughtermaps

>> No.1113661
File: 243 KB, 512x384, squidward browsing 4chan.png [View same] [iqdb] [saucenao] [google] [report]

Are there any good invasion WADs besides Armageddon? I feel like /vr/ has already done that one a thousand times.

>> No.1113685

This is what I want to know too.

>> No.1113692

Sounds pretty fun.

>> No.1113701

Do it.

>> No.1113710

>middle-class businessman FIGHTING DEMONS
yes pleaes i want

>> No.1113716

Shotgun Frenzy is pretty cool.

>> No.1113734

Personally I think Hexen could stand to have some new maps. Not HUB maps, but linear (well, level-to-level anyway) maps... Term had an idea a while ago that seemed cool in my memory, but I can't remember what it was...

>> No.1113783


I can't believe I knew where to look right away.
Fucking Terminus.

>> No.1113796

Why? More characters is always a good thing.

>> No.1113798

>Why? More characters is always a good thing.
>more is always good

>> No.1113803

Not when they're unbalanced, laggy pieces of shit that are hardly accurate to their original game.

>> No.1113808

just wait until you see Prisoner 849 appear in the game.
but I am just speaking out my ass. I would love to see how he will manage to place it in there.

>> No.1113817

IIRC the only gun being removed is the Razorjack.

>> No.1113821

Samsara is already unbalanced and hardly acurrate anyway.

In the case of Samsara, it's.

>> No.1113823

That better be due to more weapons than slots.

>> No.1113828
File: 41 KB, 468x399, 52-alt.png [View same] [iqdb] [saucenao] [google] [report]

>Samsara is already unbalanced

>> No.1113830

Really? Did he actually announce that? If so, its a shame. That was my favorite weapon aside from the Bio Rifle. I wonder how the Redeemer will be implemented.

>> No.1113831

Yup. That was the one.

Personally I think it would be cool to retell the whole story with that formula. The dungeons could even have real puzzles in them too, as opposed to the switch hunting bullshit...

>> No.1113834

He did. I'm still hoping he keeps the razorjack in, but using UT's ripper formula. The problem with the razorjack is you can't steer it in Z&.

>> No.1113856

Players from the following games should be in Samsara:
>Shadow Warrior
>Kens Labyrinth

>> No.1113859


Dis nigga cannot be serious

>> No.1113862


Chex is a stronger version of the Doom guy.

Parias has a weapon that regenerate his life.

Corvus sucks

Blazkwostic weapon 7 is op.

>> No.1113865

And the guy from Hacx

Am I the only person that liked Hacx?

>> No.1113873

>Chex a stronger Doomguy
>Corvus sucks


>> No.1113878


Duke AND Chex are stronger Doomguy versions.
Corvus sucks, Parias is supposed to be kinda melee, fails at it.

We need a glorious melee class like ShadowWarrior or Witchaven

>> No.1113879

>Explosive spam from every direction
>Ken Labyrinth's guy
>Shoots... balls?

>> No.1113882

>Corvus sucks
Looks like someone's never had BALLS OF STEEL before.

>> No.1113885

what aout strife guy

>> No.1113892 [DELETED] 


Oh hi DKG, almost didn't recognize you, maybe if you would stop fucking posting the same wishlist every time.

>> No.1113897 [DELETED] 
File: 710 KB, 475x350, bananas.gif [View same] [iqdb] [saucenao] [google] [report]

>in this very thread

>> No.1113903 [DELETED] 

Not DKG, but have you ever actually played the game? I thought Witchaven was pretty good, and cannot understand all of the hate it gets.

>> No.1113904 [DELETED] 

>Not DKG

>> No.1113908

Xaser already said no to Hacx in Samsara.
Ask him why enough times on the IRC and he might change his mind.

>> No.1113909 [DELETED] 
File: 1.00 MB, 350x306, 98383838775.gif [View same] [iqdb] [saucenao] [google] [report]

It has a great story, awesome sounds.
But the graphics ARE HORRIBLE (photographed textures, bad 3D models converted to sprites.....seriously) and broken game engine (can't jump properly, bad Damage calculation)

>> No.1113914 [DELETED] 

It's one of the worst Build engine games, alongside Tekwar and Extreme Paintbrawl.

>> No.1113916 [DELETED] 


It's been years since I have seen that pic.

>> No.1113928
File: 23 KB, 533x600, jam[1].jpg [View same] [iqdb] [saucenao] [google] [report]


Am I allowed to post some other stuff that could help for those who may be looking for audio resources like this?

Here's the SE of a Guilty Gear character (Jam Kuradoberi). It has a good bunch of pain sounds that could be useful


They will come in handy to what I'm about to prepare...as soon as I get the sprites corrected and done, of course

>> No.1113942

> rocket launcher that doesn't damage you
> stronger BFG that creates a shield and causes more damage

Chex is powerful as fuck, at least when he gets weapons 5-7

>> No.1113946

Someone will create it, anyway

I think

>> No.1113954

rocket launcher is slow as shit, what are you on about

>> No.1114072
File: 70 KB, 690x364, Teddy Roosevelt yawns while holding his two favorite PS3 games.jpg [View same] [iqdb] [saucenao] [google] [report]

>evening, nothing to do
>no /vr/ servers on Doomseeker

>> No.1114079

Hello Doom fans

Does anyone have the link to the DOOM and DOOM 2 download? I can't find it in the OP.

Much thanks and have a great day

>> No.1114091

It's literally the first link in the FAQ.

>> No.1114110
File: 350 KB, 1920x1080, Screenshot_Doom_20131002_203121.png [View same] [iqdb] [saucenao] [google] [report]

You know what I'd really like? 3D doors. I wonder if it's possible to have working 3D doors either via md3 support or voxels?

>> No.1114171
File: 265 KB, 1920x1080, Screenshot_Doom_20131002_205132.png [View same] [iqdb] [saucenao] [google] [report]

These posters actually look decent even in software mode.

>> No.1114174 [DELETED] 

>FAQ/Pastebin, still updated semi-frequently

>> No.1114181

if you're just looking for the IWADS, check the op
else : http://theisozone.com/downloads/pc/windows-games/doom-collectors-edition-usa/

>> No.1114189

i have no idea how the "normal" 3D doors work, but i'm sure with some scripting and linedefs you could make a "true" 3D door

>> No.1114193

Sadly, I've yet to find any sort of example of one. The hexen-style doors always raise to ceiling, which limits it to certain map designs.

>> No.1114204

The swing open doors, are they part of the wall or a thing? I know you said you can't have a gap between the top or bottom of the door and ground, I can see how that would be a problem if they were part of the wall, but I've seen them done as things though... so maybe it is possible to have them float in the air as a thing.

>> No.1114216
File: 4 KB, 160x120, 193235-duke-nukem-3d-atomic-edition-dos-screenshot-toilet-at-level.jpg [View same] [iqdb] [saucenao] [google] [report]

They're a wall on a separate part of the map that is teleported into your defining thing. The shitty part is this method only works with single sided linedefs, not sectors, so you can't simply just use a raised floor as a door. I'd kill for a way to make Duke3d style doors like what the e1m1 bathroom doors use.

>> No.1114219

I have made the ultimate indie wad
>one map
>4 sectors
>deep engaging story
>free progressive sissy images

>> No.1114221
File: 358 KB, 800x600, Screenshot_Doom_20130804_011706.png [View same] [iqdb] [saucenao] [google] [report]

the "hardest" part would probably be rotating the object (smoothly). basically you'd "just" have to unf a script activate linedef that makes a 3D object rotate
(pic semi related, voxels)

>> No.1114242
File: 503 KB, 1888x1160, DooMCenterDoors.png [View same] [iqdb] [saucenao] [google] [report]

I just noticed that your doors have that low ceiling above it while the Doom Center doors don't. I don't know what the limitations of the Doom Center doors are, but they seem to use walls, things and a script.

>> No.1114260
File: 7 KB, 359x862, 1376936778315.png [View same] [iqdb] [saucenao] [google] [report]


How? Are those really voxels or just those awesome models from the "skulltag_models.pk3"?

>> No.1114261

oh man, Doom center has those? I'm going to see if I can figure out how he did those, those are really nice.

>> No.1114264
File: 267 KB, 1600x900, Screenshot_Doom_20130901_091816.png [View same] [iqdb] [saucenao] [google] [report]

orange maps, I didn't knew these existed. wad is herbtech

also, does Hadephobia get better? And by that I mean more than 2 colors and being able to see shit

>> No.1114269
File: 1.82 MB, 1600x900, Screenshot_Doom_20131002_224910.png [View same] [iqdb] [saucenao] [google] [report]

oh shit wrong screenshot
guess what I found in a /vr/gauntlet

>> No.1114276

It's good but too short.

>> No.1114283

it's GZdoom using team hellspawn's voxel pack

>> No.1114316
File: 65 KB, 418x321, 1376550443305.jpg [View same] [iqdb] [saucenao] [google] [report]

This will probably be the last update for BDSE v.18. Went over every weapon sound again and did even more tweaking here and there. Pretty pleased with how it is now.


>> No.1114332

This is going to be tricky to reverse engineer but I need to know how it's done for my own maps.

>> No.1114334
File: 1.14 MB, 1920x1080, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1114483
File: 341 KB, 648x490, Mario9.png [View same] [iqdb] [saucenao] [google] [report]

That's it I give up for now maybe. I have know idea how to do these angled repeating floor textures. If anyone has any ideas how to do this, my ears are open, but until then I'm going to work on something else.

>> No.1114560
File: 433 KB, 1280x720, Screenshot_Doom_20131002_220545.png [View same] [iqdb] [saucenao] [google] [report]

Beat Lunatic using Russian Overkill, and Ketchup. The last level was nigh unplayable with the amount of framerate drop I had... But at least I got to listen to a chiptune of The Final Countdown.


>> No.1114637


Now all we need is a monsters equivilent of Russian Overkill.

Gurudemon anyone?

>> No.1114682

Look who's aiming for a Halloween release...


>> No.1114894 [DELETED] 


Are you people this autistic?

>> No.1114919

Do you mind if I have a look at it?

>> No.1114962


>Hurting a Hell Knight by punching it in the groin
>1 shotting a Revenant with the regular shotgun


>> No.1114965

i'm pretty sure these two have a low chance of happening,he's just showing it off for the trailer

>> No.1114967

>Implying the demons of hell have vulnerable testicles

>> No.1114969

Bahahaha look at all those people in the comments following him like sheep holy fuck.

>> No.1114970


I demand 100% anatomically correct demons in my doom game

It just isn't as fun when there aren't demonic dicks and balls flippin' and floppin' all over the place, maybe a demon vagina or two

>> No.1114971


>Also implying that Demons even have testicles

Sgt Mark pls

>> No.1115001 [DELETED] 
File: 195 KB, 1000x548, ahue.jpg [View same] [iqdb] [saucenao] [google] [report]

Poor sheeple. They dont know SgtMark actually ruined Doom by flooding the community with kids that think "BRUTALITY = GOOD GAMEPLAY".
Its just a bloody version of Doom....boring....

But they will never value good games like WhoDunIt, Pirate Doom etc...

>> No.1115031


Say what you will, but I think BD is the greatest stress reliever.

>> No.1115054 [DELETED] 

Where do you think we are?

>> No.1115072 [DELETED] 

>Its just a bloody version of Doom
Have you even played Brutal Doom?

SgtMark might be an idiot, but there's a lot more to Brutal Doom than just excessive blood and swearing.

>> No.1115078

>maybe a demon vagina or two

cacodemon back sprite

>> No.1115084 [DELETED] 

Mods, please make this word an autoban.

>> No.1115106 [DELETED] 

WhoDunIt was a cool concept, but the games took forever.

>> No.1115130

Is that Herbtech?

>> No.1115134

Shit, sorry, missed that first post.

>> No.1115137

I like how essentially none of the deathmatch wads on /idgames have reviews.

>> No.1115290
File: 10 KB, 409x337, voxelsaremagic.png [View same] [iqdb] [saucenao] [google] [report]

Would you play with it?
I couldn't find an armour bonus voxel
sadly it isn't pixel perfect like teamhellspawn's
I have no idea how to use it in-game, through

>> No.1115306

i think it should be a bit longer
and i'm not sure if we should judge of a 3D object from a single angle
as for what to do with it, either look at a voxel pack and figure out how to add it, or just post it on the forum

>> No.1115325

this is a jet tho

>> No.1115335
File: 7 KB, 510x427, anewangle.png [View same] [iqdb] [saucenao] [google] [report]

well that is the most detailed angle. From what I see from art, models etc no one knows what it looks like from behind
so I guessed the brown parts are rust and replicated them
as I couldn't find nor the strip2voxel tool nor a way to import doom pallete I coudn't give the "eyebrows" the proper color

It's the exact original lenght, but I sould have made it more square?

>> No.1115342

What program are you using to make this?

>> No.1115350

slab6. I wish I had strip2voxel

>> No.1115387
File: 6 KB, 228x320, Spiffybaron.png [View same] [iqdb] [saucenao] [google] [report]

I converted the pallete I've been using for doom sprites into .pcx, which slab6 accepts.

>> No.1115409
File: 20 KB, 126x126, rocket1.png [View same] [iqdb] [saucenao] [google] [report]

Just curious:
Imagine there was a new class for Samsara. What role should this class play? Tank? Distraction?

Any suggestions?

>> No.1115412
File: 117 KB, 245x182, 4772830+_22657daf63e4ef885b57240685a88106.gif [View same] [iqdb] [saucenao] [google] [report]

now this I can work with. Thanks!

>> No.1115449


Assassin, All-Around, Trickster, Wildcard, Support, Harrasser, Summoner?
Take your pick.

>> No.1115456

I never hated doom's 30 shades of brown so much

>> No.1115465

What do they do?

>> No.1115508

I think Russian Overkill with Ketchup is a much better stress reliever.

>> No.1115532
File: 473 KB, 297x212, 1343002700288.gif [View same] [iqdb] [saucenao] [google] [report]

>Dat fart attack melee

>> No.1115534


Swap fighting styles on the fly and harass people, I assume.

>> No.1115539 [DELETED] 

Very yes.

>> No.1115543 [DELETED] 

>faggot, tranny, and nigger are a-okay, but no one should be allowed to hurt /my/ feewings qq

>> No.1115549 [DELETED] 
File: 81 KB, 600x400, autobahn.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1115551 [DELETED] 

>Insulting muh /v/ "culture" means you are racist, homophobic, and transphobic


And you people call tumblr bitchy?


Back to containment, tiny dick bitch.

>> No.1115554 [DELETED] 

>using autist as an insult originates from /v/
>being this autistic about autism

>> No.1115557
File: 4 KB, 149x136, smug.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1115560

Holy shit dude, that's looking really good.

>> No.1115561

(and kinda funny in some way)

>> No.1115562

It feels a bit short.

>> No.1115563 [DELETED] 

DKG pls go and take your autism and samefagging with you

>> No.1115564
File: 6 KB, 290x256, wow.png [View same] [iqdb] [saucenao] [google] [report]

someone told me I shoud use more than 1 angle to show off 3D objects
off to finding a way to add them

>> No.1115567 [DELETED] 

>> /lgbt/
Back to containment.

>> No.1115569

I can't wait. If you can pull this off, I might give it a try myself. It'd be neat to have some voxels in my maps, even if it's just shit like switches.

>> No.1115573
File: 40 KB, 150x306, 150px-Creeper[1].png [View same] [iqdb] [saucenao] [google] [report]

Speaking of voxels, how far are they actually supported in ZDoom? I mean, could they actually serve as an enemy with animations and stuff like that?

I remember some talk related to the Icon of Sin map replacement that Sgt. Mark did at some point, and people were discussing about making an actual IoS out of voxels.

But are they actually supported that far? Why wouldn't someone at least try with something simple to test 'em out? Let's say, for example, a Creeper from Minecraft, or one of those Zombies

It would be a great addition, but then again, are they actually supported that far?

>> No.1115579

I was under the impression that Minecraft didn't really use voxels. I remember early test versions even had quake models for placeholders.

>> No.1115580


Not really, as static objects and stuff of that nature they can work, however zdoom and gzdoom are more geared towards md3 models

>> No.1115584

switches are actually the hardest ones. The map must say it wants a voxel. Good thing the map is yours

there's some imp voxels in a forum. Can't find the tread again.

>> No.1115589


>I was under the impression that Minecraft didn't really use voxels

Oh sorry, didn't meant to say that. I was just talking about them as an example of some simple stuff they can actually do to test 'em out as monsters.

>> No.1115601
File: 916 KB, 1600x900, Screenshot_Doom_20131003_171218.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1115607



>> No.1115634

time for feedback guys.
I can change the scale, the angle he is placed and make it spin

>> No.1115658
File: 277 KB, 1920x1080, Screenshot_Doom_20131003_163859.png [View same] [iqdb] [saucenao] [google] [report]

Woooo these doors work and look so much nicer! What a great solution.
OH MY GOD, what file format did you export it to? .vox? I want to know how it's done!

>> No.1115669

Tank, for sure.

What character would fit well in Tank?

>> No.1115671

Hate to burst your bubble but...

>> No.1115678

I think you're missing the point here. He made his own voxel object and managed to import it into the game and have it work correctly.

>> No.1115679 [SPOILER]  [DELETED] 
File: 64 KB, 640x480, Witchaven.jpg [View same] [iqdb] [saucenao] [google] [report]

Grondoval from Witchaven

>> No.1115701

I'm going to tell how I did, but I'm pretty sure this isn't the fastest way.
Made the voxel in slab6
I Saved As .kvx with 1 mip
[used kvxoffset.exe on it] ( I'm not sure what this does , never tested without it)
used SLADE to add my .kvx into hellspawn's pk3
added bon2 = "bon2" in the voxeldef, where bon2 is both the sprite's and my voxel's name
dragged the resulting pk3 into gzdoom, and done

gee it sure sonds making the model was easy when i say it like this

that page is a little old. What's your point?

>> No.1115708 [DELETED] 

yo any funny/interesting doom mods like grezzo 2 out there?

>> No.1115714

How is there always at least one guy who has an undying fascination with Grezzo 2 in these threads?

>> No.1115721

I don't get the wide appeal for it. Isn't just a bunch of obscure references to Italian politics/pop culture or something?

>> No.1115724

>I don't get the wide appeal for it.
Because it's ~*wacky*~.

IIRC there was an Italian anon in here a few days ago saying it's nowhere near as interesting (read: somehow negative levels of interesting) if you're Italian.

>> No.1115726

Actually with all of the slade experience I've gained, what you've described sounds really simple! I'm going to try my hand at voxels and put some in. Maybe I can do those voxel doors with voxel doorknobs, or have some cool parked cars for my levels that feature parking lots. I'm certainly going to at least make some voxel switches.

>> No.1115765

cars? the only other pack I've found was exactly cars. http://www.doomworld.com/vb/showthread.php?postid=1176391

>> No.1115767


Didn't mean to ruffle any feathers, just looking for more irreverent doom wads. Not really into the super grim and serious ones

>> No.1115769


>just looking for more irreverent doom wads

Everything that Jack101 has done or thinks of doing

Also Mandrill Ass Project

>> No.1115780

thanks man

>> No.1115781


>> No.1115782

looks really fine ingame, but did you also add the candelabras (from E1M1) or was i just using an outdated version of the pack? (talking about that, they don't really work with brutal doom (SE) )

>> No.1115786

>BIG ASS ign logo in the bottom right
What in the fuck.

>> No.1115791


He took footage of the Duke Nukem Forever trailer. As if he couldn't make how own text wall effects in Movie Maker or Sony Vegas

>> No.1115809

When an enemy is frozen and shatters in Samsara, does that make it impossible for a Revenant to revive them? If so, that's pretty handy.

>> No.1115810 [DELETED] 

Stop wasting your time trolling.
You are not even working on this...you said you'd finish this any moment now.....(5 months ago....)

>> No.1115813

>can revive

What has this world become

>> No.1115817

Fuck, sorry, meant Archvile. I always seem to confuse those names when I'm typing.

>> No.1115819

I only added the helmet.

>> No.1115831 [DELETED] 

I now declare this a NES thread!

>> No.1115832
File: 309 KB, 1920x1080, switch.jpg [View same] [iqdb] [saucenao] [google] [report]

Made a basic lightswitch. I'll see what if I can get this puppy into my editor...

>> No.1115848


>> No.1115854
File: 27 KB, 300x224, voxelstein3d_001.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember reading somewhere that in the beta version of Shadow Warrior there would be Voxel enemies, but the scratched that in the final version.
Also, there's Voxelstein, but that uses a more advanced engine, so I'm not really sure.

>> No.1115879
File: 112 KB, 495x210, goodbye.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1115889 [DELETED] 
File: 220 KB, 1613x600, grondovalExample.png [View same] [iqdb] [saucenao] [google] [report]

I am working. Just stopped working on it. Turned out to be bad anyways. noone was interested in it

>> No.1115892

Seems to me like this would be fine unless you're facing a /lot/ of stuff.

>> No.1115894

Which map/mod has a large amount of enemies that can rape my ass until my goatse explodes

>> No.1115896


pick any map that has been tagged as a slaughtermap by the community

Or make a single-map OBLIGE wad with all the monster settings set on NUTS

>> No.1115906 [DELETED] 
File: 202 KB, 500x357, 292923.jpg [View same] [iqdb] [saucenao] [google] [report]

>Defense: 6
And why are there no weapon descriptions?

>> No.1115965 [DELETED] 

>white on tan

>> No.1115979 [DELETED] 

Doesnt look too bad.
But his stats remind me of the Cleric in Samsara

>> No.1115985
File: 110 KB, 369x272, burning-cropsy.png [View same] [iqdb] [saucenao] [google] [report]

well, it was fun last time i did it, so i'm giving it another shot.

Server Name: /VR/ We /a/ Again
Wads: dr6zn_beta3b.pk3, icarus.wad
Password: vidya

>> No.1115987

How do I load the backups Doom Builder 2 makes? Or is that not possible?

>> No.1115989

They're just renamed wad files.

>> No.1115992

Ah, okay, that's pretty clever. Thanks; I wasn't gonna lose anything major, but it would've been annoying to have to remake all that stuff.

>> No.1115994
File: 1.96 MB, 1600x900, Screenshot_Doom_20131003_205616.png [View same] [iqdb] [saucenao] [google] [report]

someone didn't think this through
that rocket came from that Cyberdemon

>> No.1115996

Yep. The rockets are rotated for some reason.

>> No.1116000
File: 538 KB, 1280x1024, Screenshot_Doom_20131003_205955.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1116020
File: 99 KB, 1920x1224, notworking.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1116038

I fixed the rocket rotation. I also noted that only drops and keycards rotate, so the helmet is staying still now.

>> No.1116050

nevermind, net being shit again

>> No.1116079

Why don't you just host it on Best Ever?

>> No.1116089
File: 71 KB, 859x945, doom_office.png [View same] [iqdb] [saucenao] [google] [report]

That baron reminds me of this comic.

>> No.1116093
File: 256 KB, 1920x1080, Screenshot_Doom_20131003_205027.png [View same] [iqdb] [saucenao] [google] [report]

Instead of trying to put the voxel files in the wad, I put them in a folder, then put the map and the folder in a .pk3 file. It works, it fucking works. God this shit is so glorious...so happy! Now that I know how to do it, I'm going to see what other cool shit I can make with voxels!

>> No.1116115


>> No.1116119

bravo dude
is the switch animated?
that would be amazing, but i'm not even sure if the doom engine can handle it.
maybe you should try it on your "target practice" cop first?

>> No.1116126

She took long enough in 2d! I think 1 3d sprite of her would take me a month to do in voxels. You have to do it pixel by pixel.
Yep, it flips on and off, and the little green light glows when it's on. It seems to be clashing with my door though, when I open the door, the light switch launches up into the ceiling.

>> No.1116135
File: 372 KB, 1920x1080, Screenshot_Doom_20131003_212001.png [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.1116172

I'd tolerate objects and items being voxels like in Shadow Warrior. 3D characters would be too much and take away a lot of the charm.

>> No.1116175

That's not a bug, it's a feature

>> No.1116180

it's fucking annoying as hell. I can't figure out why it's doing this. If I move it far enough away, it doesn't do it, but who designs a house to not have the light switches right next to the door?

>> No.1116182
File: 144 KB, 4136x1033, STGW57.jpg [View same] [iqdb] [saucenao] [google] [report]

A Swede?

>> No.1116183
File: 1.67 MB, 282x199, shame cube.gif [View same] [iqdb] [saucenao] [google] [report]

dammit I meant this.

>> No.1116293
File: 1.07 MB, 970x4000, clip (2013-08-26 at 06.15.51).png [View same] [iqdb] [saucenao] [google] [report]

Reposting my "How to do true 3D Floors" tutorial because apparently it's needed.

Also if you wanted to do 3D floors with voxels just make a placeholder sprite, code it in as a decoration with DECORATE with the height and width you want it to be, and use Doom Builder's Z-HEIGHT property to set the thing's height in the map.

>> No.1116382

Cool, looks fun.

>> No.1116431
File: 157 KB, 1280x1024, Screenshot_Doom_20131004_013213.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1116434

There was a mod like that somewhere, with imp dicks that flopped around n shit.

>> No.1116439

Well, why wouldn't they? Demons in other fiction frequently have the ability to sexually reproduce, which would imply genitals.

>> No.1116457


What the hell is that from?


Well conciderign these are DEMONS from HELL, I'd assume they have genetalia to rape with.

>> No.1116464

Hosting dv2 with Samsara.
Name: Marrub's House of Fun(TM)
Pass: bideojames

>> No.1116471


>> No.1116597
File: 39 KB, 408x667, Samsara Survival.png [View same] [iqdb] [saucenao] [google] [report]

rate my accuracy

>> No.1116621

7/10 for the most part

people seriously underestimate corvus, he's fucking brutal
will never forget how presidentpeople basically solod hell revealed maps

>> No.1116631
File: 330 KB, 1920x1080, Screenshot_Doom_20131004_032127.png [View same] [iqdb] [saucenao] [google] [report]

After a little bit of sleep, the answer came to me. By setting the height of the switch's actor to 64, it's already technically at the ceiling, so it can't be pushed any higher. I hate having to work around bugs, but I'm happy it works properly now.

>> No.1116642
File: 186 KB, 475x475, 1360994636884.jpg [View same] [iqdb] [saucenao] [google] [report]

>spend 2 hours trying to fix faulty decorate
>finally realize it was working correctly the entire time

>> No.1116645

I know that feel all too well...

>> No.1116751

Can you "stick" voxel models to textures? Cause that door bar would look kickass in 3d.

>> No.1116752
File: 69 KB, 1280x720, Hades is pleased.jpg [View same] [iqdb] [saucenao] [google] [report]


>punching a Hellknight in the dick

I want to play this already.

>> No.1116759

I honestly don't know, but maybe I could set it to rotate at the same angle and at the same time.

>> No.1116761

You should definitely at least try it out. That would be so cool!

>> No.1116772

The problem is that voxels fall under sprites, and as far as I can tell, you can't just "rotate" a sprite on command. Now I'm not even sure if I can make voxel doors.

>> No.1116790

>The problem is that voxels fall under sprites, and as far as I can tell, you can't just "rotate" a sprite on command

You can rotate actors, which would change their facing and rotate their sprites though.

>> No.1116819


Holy shit, I never knew about Russian Overkill. Jizzing over those overkill weapons.

>> No.1116859

I'm playing through plutonia with him, and I gotta say he's a tricky one. But I think I'm getting the hang of him. Thing is chaingunners seem to fucking destroy him.

>> No.1116873


I don't get it.

>> No.1116878

in the doom novels cacodemons and barons pretty much hate eachother and will infight without provocation

>> No.1116894

Not much love for Heretic?

>> No.1116904
File: 86 KB, 515x589, 1302910424017.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1117003

I'm actually on the second episode of it. I keep stalling on it and putting it down. It's a bit slower paced than Doom.

>> No.1117006

Anyone got the pic explaining the story and how badass the doom marine is?

>> No.1117040
File: 292 KB, 1260x824, DOOMguy appreciation.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1117053

Thanks anon.

>> No.1117057

If you have a spare shadowsphere, Chaingunners are no problem

>> No.1117154
File: 502 KB, 1920x1080, Screenshot_Doom_20131004_121315.png [View same] [iqdb] [saucenao] [google] [report]

Seeing how well I can make a stacked sector level by remaking my favorite Perfect Dark multiplayer level.

>> No.1117182

mah nigga

>> No.1117197
File: 398 KB, 1920x1080, Screenshot_Doom_20131004_123009.png [View same] [iqdb] [saucenao] [google] [report]

I'm also learning the right and wrong way to pack a .pk3 file too it seems....I think I'll use wild weasel's file structure. There's supposed to be a Super Shotgun Zombie hiding here.

>> No.1117243
File: 472 KB, 1474x421, POOP AND CRY.jpg [View same] [iqdb] [saucenao] [google] [report]

Just made this for another thread, thought you guys might appreciate it.
Polite sage for self-attention whoring.

>> No.1117249

actually the engine used for that is Voxlap, an engine created by Ken Silverman, of Build Engine fame

>> No.1117356

nice sage

>> No.1117363

Sage is invisible now. Do you even read news updates?

>> No.1117367

>Do you even read news updates?
Nope. You... did? Someone seriously did?

>> No.1117368
File: 1.82 MB, 250x250, 1379023487121.gif [View same] [iqdb] [saucenao] [google] [report]

>Dat milf

>> No.1117370

Playing as Corvus for the first time through vanilla Doom 2. Carrying around medkits and shit certainly makes things easier, but is there a situation where the Morph Ovums are really useful?

>> No.1117457
File: 135 KB, 620x349, 254417-249028-rc.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1117462

Archviles and Revenants.
Fucking Archviles.

>> No.1117470

Huh. Wasn't aware it was still an instant effect on the boss-tier stuff. That's pretty powerful.

>> No.1117489


No...Spider Masterminds and Cyberdemons won't be affected.
Archviles, as dickful as they are, aren't bosses.

>> No.1117506

That whole damn game is chaingunners is the problem

>> No.1117507
File: 109 KB, 864x594, 1362444110601.jpg [View same] [iqdb] [saucenao] [google] [report]

Are we going to have a another /vr/ community spookathon of .wads for Halloween like last year? Because I'm pretty down for that.

>> No.1117510

I'd be for this.

>> No.1117523

That's be cool... Has it been a year already? What am I doing with my life...

>> No.1117527


>like last year?

Hold it, what did I missed? Was it during the time Doom threads were done in /v/? Because /vr/ isn't that old actually, like 7 months old.

>> No.1117531

I questioned myself too. I was and am certain /vr/ is a 2013 thing

>> No.1117553

Yeah we must have done the spookathon earlier this year then. My mistake.

>> No.1117623
File: 408 KB, 908x630, Cyberhedge_By_Impse.png [View same] [iqdb] [saucenao] [google] [report]

Never change Impse....never change

>> No.1117628
File: 4 KB, 97x116, 1-0.png [View same] [iqdb] [saucenao] [google] [report]

If there was a "Summoner" class in Samsara, who shall it be? Mind that it has to be a character from a 2.5D FPS game....retro of course...

>> No.1117661

Samsara characters do not have to be 2.5D. Quake + Unreal.

But I can't think of a good one either way.

>> No.1117664

>2.5D Quake + Unreal
But Doom was also a 2.5D game. It used 3D maps together with 2d actors /sprites. I'm confused

>> No.1117669


He's saying that samsara characters do not need to be 2.5D, since quake and unreal characters are included and both games were true 3D.

>> No.1117671

Oh. Derp

>> No.1117672

Doom maps are not 3D. They're 2 dimensional.

>> No.1117675

Doom wasn't true 3d either. It used something like a height map, you couldn't have one object/surface above or below the other. I think that is what 2,5d is.

>> No.1117683

Here's a breakdown of how the engine works:
The maps are 2d planes that are then interpreted by the engine by casting rays from the player's actor to display whatever is infront of them.

Actors are 2d sprites attached to an AI (or item action) that are simply overlayed onto the raycasted screen.

>> No.1117703

I think ray casting was the name of technique use in Wolfenstein 3d, in Doom it's a bit more complex.
>Actors are 2d sprites attached to an AI (or item action) that are simply overlayed onto the raycasted screen
This isn't completely true, enemy sprites could be partially concealed in Doom, they aren't "overlayed".

>> No.1117705

Suggestions for 2spooky WADs? Besides Ghoul's Forest and the clown one.

>> No.1117707

Pretty sure Doom still uses raycasting, or at least some form of it.

>> No.1117710

>19 years of agitating skeletons, meatballs and pissed off martians

Isn't it 20 years?

>> No.1117715

While we're speaking of not quite true 3D retro FPSs, Marathon fakes it by simply ignoring euclidean geometry.

No, really. One of the DM maps in infinity is a bunch of linked tunnels that lead in unexpected ways. You take eight 90 degree turns and end up where you started. I think it's eight, anyway. Been a long-ass time since I've done marathon multi.

IIRC, build IS true 3D, but used 2D sprites because Ken Silverman has a hardon for voxels, which are hard as fuck to animate properly, and it needed to be a playable game after all was said and done.

Doom is actually the least advanced engine of the three, as it turns out. but it's partly because of that people still make shit for it 20 years on.

>> No.1117719

Doom 2 came out 19 years ago. It's the first game that's celebrating 20 years in December.

>> No.1117721
File: 27 KB, 344x226, the_more_you_know.jpg [View same] [iqdb] [saucenao] [google] [report]

Revenants, Pain Elementals, and Archviles were added in Doom II.

>> No.1117723


19 years of Doom 2, its anniversary was in Sept. 30

We're kind of celebrating all the way up to the EU release date

>> No.1117724

>build IS true 3D
It is. It just happens to use sprites for a lot of stuff, in fact AFAIR it's more advanced than Quake engine in a way. I think you could have revolving surfaces i.e. making an object rotate in Duke map, but I can't remember any Quake map where this was used, objects only move either horizontally or vertically.

>> No.1117728

No, Build fakes it as well. Just better. Same way Doom source ports fake it now.

>> No.1117732
File: 8 KB, 200x120, tumblr_mtv33iIhqa1szcxzqo1_250[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.1117739

Does he wait for us in The Crypt of Decay?

>> No.1117747
File: 6 KB, 150x150, kid-dog-hair-150x150.jpg [View same] [iqdb] [saucenao] [google] [report]

Carmack as a kid

>> No.1117754

Actually not the same way. I take that back. They sorta use portals.

>> No.1117757
File: 854 KB, 249x192, 1380430631730.gif [View same] [iqdb] [saucenao] [google] [report]

Forgot to mention, if the title screen music gets on your nerves, open the pk3 file and replace the MAPINFO file with this one:


Alternatively, you can extract the MAPINFO file from the pk3, open it up in notepad, and edit this out:

titlemusic = "titlemus"

Just delete that part and put the file back in the pk3.

>> No.1117759

Can you elaborate on that? I knew this might be a trick, never cared enough to investigate though. So the giant cogs in Duke maps were just areas marked as "rotated" or something, were they?

>> No.1117773

Pretty much. I know everything is drawn out in 2D from dicking around with an editor in the 90's, but as for how the engine does rotating sectors is beyond me. Room over room is faked by drawing rooms and linking them kinda like how portals worked in the original Unreal. They did swim-able water the same way.

>> No.1117815
File: 24 KB, 559x454, I'mtired.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1117819

I don't follow. There's length, width, and height. Last I checked, that's 3 dimensions, is it not?

>> No.1117821

Yes, but that's just how the engine interprets them. The maps themselves are two dimensional planes with properties.

>> No.1117825
File: 18 KB, 424x427, awholenewangle.png [View same] [iqdb] [saucenao] [google] [report]

I've finaly found strip2voxel. If anyone want it's at http://host-a.net/u/scott_aw/strip2voxel050410.zip

>> No.1117828

ohh voxels for samsara? looks neat, but too close of the berserker kits to be honest.
may i recommend you doing wooden (or maybe metal) crates?

>> No.1117835

But the end result is still a 3 dimensional environment.

>> No.1117838

Hence 2.5D. Halfway between the two. Functions like a 2D map, with height data. Renders like a 3D environment.

>> No.1117839

Nope. As I stated above you can't have two objects with same x and y, but different z.

>> No.1117845
File: 1.44 MB, 1280x720, vlcsnap-2013-06-30-18h41m39s0.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1117847

Is there length? Is there width? Is there height? If yes, how many dimensions does that make?

>> No.1117851

Yet, when playing The Crusher, I distinctly recall looking down on those hell knights, which would imply height. I recall with mouse look enabled, I had to look down to properly fire at them. The fact there couldn't be a floor above or below the regular floor doesn't mean that the environment isn't itself 3 dimensional.

>> No.1117853

try to look at some strange angles and see if that looks 3d

berserker has a totally different pallete.
I should worry about the ammo 2 crates tho

when I learn how to use my new toy I'll make a pastebin

>> No.1117865

Height is not a dimension here it's the property of the object. You can replace height with color and make the world 2d, there is a red rocket launcher there and blue rocket launcher there, but you can't have blue and red rocket launchers superimposed upon each other without any information loss. That is what 2,5d is.
Trollin' eh?

>> No.1117870

In the original game engine you could not jump onto a monster or object. You could not have object over other object. Source ports have bullshitted their way around all these limitations, but the game originally functioned as a 2D map with height data. It only rendered as a 3D image. Hence 2.5D.

>> No.1117874

>mouse look
>original Doom

>> No.1117882
File: 17 KB, 640x480, DID SOMEONE GET A LITTLE HEATED.png [View same] [iqdb] [saucenao] [google] [report]

Pretty sure he's taking you on the bullshit bus at this point.

>> No.1117885


>I distinctly recall looking down on those hell knights

...Were you playing in ITYTD? I don't recall shooting hellknights while looking down, there was a Mastermind in the crusher.

>> No.1117913

Mastermind is only on Ultra Violence.

>> No.1117918


That's my point. There's no hell knights in the crusher. They only show on ITYTD

>> No.1117921

>there are only 2 skill levels

>> No.1117930

There are 4 spawn filters. Baby, easy, medium, and hard.
Hell knights only show up on baby mode (ITYTD).

>> No.1117936

In vanilla Doom/Doom2 format, there's only three filters: Easy, Normal, and Hard. The hell knights are in the crusher on both normal (HMP) and easy (ITYTD and HNTR), and the mastermind only appears on Hard (UV and NM)

>> No.1117937
File: 143 KB, 923x1075, what_did_you_doooo.png [View same] [iqdb] [saucenao] [google] [report]


Reminds me of this

>> No.1117938
File: 271 KB, 1280x800, Screenshot_Doom_20131004_172153.png [View same] [iqdb] [saucenao] [google] [report]

>Hurt Me Plenty

>> No.1117945

God damn casuals.

>> No.1117946

>people think there wasn't mouselook in the original Doom


>> No.1117949

We're talking about freelook dumbass.

>> No.1117950


Look, by the vibe of your post, you may want to drag this into an argument between the terms "mouselook" and "freelook", but by judging the way you express yourself in it, you're just bound to shitpost about it

Please restrain yourself from doing it so

>> No.1117964

>Look, by the vibe of your post, you may want to drag this into an argument between the terms "mouselook" and "freelook", but by judging the way you express yourself in it, you're just bound to shitpost about it

So dudes calling you out on using the wrong term is shitposting

How about saying "whoops I used the wrong term" instead of going on about how the other is totally shitposting
Oh wait you're just gonna say I'm shitposting

>> No.1117969


Too Young To Die /Too Rough has only one, Hurt Me Plenty shows 4

UV and on has a Mastermind in it

>Source: -skill parameter

>> No.1117972

Reminder to report and ignore trolls and shitposters.

>> No.1117979

Reminder that this does not include someone being told they are wrong.

>> No.1117980

Freelook in NQ was enabled by entering +mlook in the console. No shit. The term is somewhat questionable.

>> No.1117984

There is no use reporting them. We still have to answer otherwise the troll might start crying which is evil as was stated above, but we've got to look bored. No troll wants to provoke boredom. That's it.

>> No.1117985

>There is no use reporting them.

Have you seen the mods on /vr/?

>> No.1117993

I'm glad I didn't. But we might start seeing them if… no, I don't believe this either. This board is too slow and self-conscious.

>> No.1117994

I don't normally, but sometimes I just want to fuck around, you know, like the Doom equivalent of a quick stroll. I remember the mastermind, the hell knights were just what stuck in my head and what came to mind.

>> No.1118000

Also, mouselook is just what it's called in the GZDoom options.

>> No.1118013
File: 84 KB, 800x600, Screenshot_Doom_20131004_195343.png [View same] [iqdb] [saucenao] [google] [report]

>not tweaking the PLAYPAL at your liking (for your own personal use)

but don't worry, here I'll show you how

-download SLADE and/or its most recent SVN (I'm using r1422, since the 3.1.0 beta crashes for some stupid reasons, even if I hover the mouse on some buttons), now open it
-create a new, empty wad. you may want to give it a name so let's save it with the name "cocks.wad"
-open doom2.wad
-copy the PLAYPAL lump from doom2.wad and paste it in cocks.wad
-now, select the PLAYPAL lump and right click on whatever color you may want; for the purposes of this tutorial we shall modify the blue sections to match the ones from Back To Saturn X
-once you've copied every single color, save your progress and now right click on the PLAYPAL lump, select "Palette" and then click on "Generate Palettes" (this is important since when you take damage every single color turns into red gradually, so if you don't want to see an ugly mess you better shall do this)
-once again, save "cocks.wad" and test it. you may want to generate the COLORMAP for it too, but it's not that necessary

pic related, how ultimate doom looks with the Back To Saturn X blues in it

that's all. peace


>> No.1118040
File: 196 KB, 1366x768, 2013-10-04_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Hrmph, nothing here...

>> No.1118041
File: 262 KB, 1280x800, gzdoom 2013-10-01 22-23-38-285.jpg [View same] [iqdb] [saucenao] [google] [report]

I already did that a while ago in a collab with Impse.

>> No.1118045
File: 208 KB, 1366x768, 2013-10-04_00004.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1118074

Man, time sure flies. We're reaching the crucial date, pals. Almost 2 months away

These are the nominations so far, which one would you add, /vr/?


>> No.1118079

Looks good...


>> No.1118130

Doesn't seem to do diddly tits when I right click colors... What exactly are you getting at here?

>> No.1118142


Are you sure you have the most recent version? There's this 3.1.0 beta that crashes almost with anything but any prior SVN shall do the work

>> No.1118143

I'm using 3.0.2 but right clicking on a color when opening the playpal lump doesn't do anything...

>> No.1118158
File: 2 KB, 124x252, Lydia life's a beach.png [View same] [iqdb] [saucenao] [google] [report]

YES. I've been looking for this. Time 4 voxeling.

>> No.1118162


>I'm using 3.0.2

Well, there you go. Go grab a SVN or the most recent beta, then.

>> No.1118171

Oh hey. Fancy that... Thanks.

>> No.1118210

do you have know how do I mod that samsara ammo pack into a working pk3?
also I found the only strip2voxel tutorial(4.9/10.0 teaching skills), if I figure out how to make any voxel pk3 we can create a pastebin

>> No.1118252
File: 55 KB, 527x634, corey trevor smokes lets go.jpg [View same] [iqdb] [saucenao] [google] [report]

What I did was create a zip file using 7zip, then rename the extension to pk3, since 7zip treats them the same, then just dragged my voxel files into it. I enjoy crafting these by hand, but jesus Ken sure doesn't make very user friendly tools. There isn't even an undo button. Working on a pack of cigarettes.

>> No.1118265

I'll be sincere. Making these voxels was the second time I used SLADE and it was all wild guesses.
I'm trying to load a single voxel, the chainsaw. Strangely it only works if I make a folder named voxel and pute the file on it. I have no idea how to overwrite the samsara sprite with the voxel ( that's what they do right?)

>> No.1118284

ok got it working you need to replace it the same way you would with sprites but inside a "voxels" folder

>> No.1118287
File: 40 KB, 215x266, corey trevor smokes lets go 2.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes. Don't forget to define your voxeldefs correctly, that got me a few times.

>> No.1118294

Maaan, I would love to see the voxel model for Lydia, mainly in her in-game clothes.
I want to draw fanart of her but I don't have a fraggin idea of how her's hairstyle looks from behind.

>> No.1118314
File: 43 KB, 600x900, 296945494_442.jpg [View same] [iqdb] [saucenao] [google] [report]

This the outfit I modeled her outfit after. Her hair is bound in a sort of bun behind her head. Voxels wouldn't really work to bring out these features and it would be a massive shit ton of wok.

>> No.1118320
File: 65 KB, 722x800, 433661257_862.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot trip on last post. This is the idea I was going for. I might steal the idea of hairpin lockpicks from Nolf and have those gold hairclips serve for that.

>> No.1118330
File: 7 KB, 152x112, DOWNSNWOD.jpg [View same] [iqdb] [saucenao] [google] [report]

So how about a server guys?

>> No.1118335

don't expect new voxels from me for a while, but here's a pastebin,cause the existing tutorials suck really bad http://pastebin.com/3s3iR3ij

>> No.1118346

Thanks for the info, with my drawing speed and the WIPs I'm working in, I have maybe a month of more before getting anything done haha.

>> No.1118369


(Personally I imagined the boxes having rounded corners but eh)

>> No.1118383

I improved it slightly.

>> No.1118407

I'm actually looking forward to this!

>> No.1118417

very nice guide. I really need to learn the ropes of strip2voxel. I've been just doing it all by hand.

>> No.1118487

>We want the instagram audience

>> No.1118536

Ohoho, I hope I can do it well!

>tfw no important drawfags in /vr/
>tfw actually 4chin can give me a boost as an artist.

>> No.1118559
File: 385 KB, 1920x1080, Screenshot_Doom_20131005_014616.png [View same] [iqdb] [saucenao] [google] [report]

Say what you want about freedoom, these worms are fucking nightmare fuel. I've never felt threatened by pinkies, but these things...I feel like I'm in some sort of freakish hentai. It's the animations that do it, all those wiggly bits...

>> No.1118608


well, I'll be damned, because one of the biggest remarks and praises that BTSX has received is because of that sweet ass blue

>> No.1118609

what is the best gameplay mod collection to make the game as cuhrazyee as possible?

>> No.1118612



The Trailblazer hasn't been developed yet at a point of a public beta, so the prize still is being held by Project MSX

>> No.1118614
File: 45 KB, 189x198, nisc4885.jpg [View same] [iqdb] [saucenao] [google] [report]

Russian Overkill + Ketchup + Godhand Soundtrack + Slaughtermap of your choice
Prepare your anus.

>> No.1118695
File: 281 KB, 581x750, JAM LIKE A PRO.jpg [View same] [iqdb] [saucenao] [google] [report]

Sure is dead here.

>> No.1118697


we all modding stuff rather than playing

there prolly 12 people or so monitoring but not posting

>> No.1118731


No yurodoomers around here. They're either working or maybe sleeping.

>> No.1118752

>complex over-engineered design

The DI system is actually pretty goddamn simple, simpler than the piston systems used in most modern rifles and the rest of the mechanism in the rifle is no more complex than any other rifle.


>flimsy, breakable design

Polymer furniture is actually more durable than wood due to the way wood grain works and I'll take aircraft aluminum over the stamped pot metal used elsewhere.

>> No.1118754
File: 147 KB, 1275x1001, TacVZ.jpg [View same] [iqdb] [saucenao] [google] [report]



I'm from the lands of texas though.

>> No.1118756


Don't think I can argue that. I've yet to meet a bad gun that also had VZ in its name.

>> No.1118760
File: 401 KB, 1000x1140, sizecomparisonlarge.jpg [View same] [iqdb] [saucenao] [google] [report]

I still wish that they were less expensive then an AKM.

>> No.1118763
File: 383 KB, 1280x800, Screenshot_Doom_20131005_011822.png [View same] [iqdb] [saucenao] [google] [report]

Got a palette done I think looks nice. Will probably use it in a .wad eventually.


>> No.1118767
File: 224 KB, 1280x800, Screenshot_Doom_20131005_010810.png [View same] [iqdb] [saucenao] [google] [report]

And another.

>> No.1118787

Dead is pretty much the last thing these threads are

>> No.1118797

What's a good weapon mod that doesn't mess with Doom's monster and weapon balance?

I need a break from vanilla weaponry but don't want something like say.. Realguns.

>> No.1118805


And what's the name of that wad, brotha?

>> No.1118832

It's one I'm working on now of and on. I plan on having a monster done for it too as the boss. Hopefully on par with a cyberdemon, though more deadly in the proper setting. Really just have 1.5 maps more to go. Plus a monster, and perhaps another secret level. Won't be a long wad. Maybe 7 maps total. 5 mandatory with 2 secret maps.

>> No.1118972
File: 846 KB, 1920x1080, 3000c.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1118975


What kind of WAD are you working on m8

>> No.1118976
File: 202 KB, 1280x960, 2013-10-05_00005.jpg [View same] [iqdb] [saucenao] [google] [report]

wireframe yo

>> No.1118980

Neodoom is pretty damn fun. Comes with cool stuff like proximity mines

>> No.1119117

Just make sure you get the patch that replaces the Vixens with Cycloid Emperors

>> No.1119142
File: 23 KB, 100x100, headbut.gif [View same] [iqdb] [saucenao] [google] [report]

there is voxel editors around that would be like a MSPaint to Photoshop improvement, but all of them use their own file extensions that cannot be converted and are not compatible with anything else.
Looks like every time someone decides to make a voxel game they make their own editor

look at this: http://gamedev.stackexchange.com/questions/5869/free-voxel-editor

>> No.1119147

*there are
also, FUCK

>> No.1119295
File: 362 KB, 1920x1080, Screenshot_Doom_20131005_134320.png [View same] [iqdb] [saucenao] [google] [report]

This palette is really nice. I might ask your permission to use it.

>> No.1119297

Hello /vr/! First time wandering in here. I saw a video for something called zdoom wars and I'm interested. Every link I find via google is either dead, or at least 3 years old. Where would I go/What would I do to see about trying this?

I don't currently have any of the doom games, but that can easily be remedied with Steam and a few minutes of downloading.
Doom 1 or Doom 2? What is a WAD and how do I install it? Is zdoom wars actually the first person deathmatch rts it looks like according to youtube?

Is it dead and I'm just wasting my time?
Thank you, and my apologies if I'm just shitting up the thread.

>> No.1119353

1. Both Dooms are great.
2. A WAD is a file that has data that can be used with Doom which can have new graphics, maps or even gameplay modifications and you don't have to install it, just drag the WAD to a source port of your choice or use ZDL.
3. Yes, ZDoom Wars is first person RTS.

>> No.1119365

Singleplayer noirish mod with new art.

>> No.1119371


1: The general consensus is that Doom 1 is superior to Doom 2, but Doom 2 is what a lot of mods use as a basis due to larger arsenal/bestiary.
2: A .wad/.pk3 is a file which has all the data needed to run, graphics/sounds/code/etc--you don't really install it, just drag it onto zdoom.exe/gzdoom.exe/zandronum.exe and select Doom 2 to run it. Unless it's a Heretic or Hexen mod in which case select either of those.
3: Yes. http://zdwi.neszone.net/
/vr/ has never had a server with it up, though, which I think is a huge sin.

>> No.1119387

So I should nab doom 2 to run this, get the wad for it from http://zdwi.neszone.net/, then use http://zandronum.com/download to run it, at which point I just need to learn how to play it and find a server?

>> No.1119393


Yes. Also welcome to Doom.
Feel free to chill with us in the #vr irc.
If you don't have irc, use Mibbit for now.

>> No.1119408
File: 4 KB, 54x23, AMMBJ0.png [View same] [iqdb] [saucenao] [google] [report]

I don't play samsara that much, never played the multiplayer, where does this appear?
are the class-specific weapon pickups implemented?

>> No.1119459

This is a neat Doom-related thing I just came upon.
>Add a little flair to your system health dashboards. Instead of numbers and graphs (yawn), you can instead use a fun visual indicator.

>> No.1119553


>are the class-specific weapon pickups implemented?
They've been in there for a long long long time, bro.
>where does this appear?

>> No.1119560

Thanks for sharing this, friend.

>> No.1119562

yeah, it is. That's why it's used in almost every mod that uses a different pallet ever

>> No.1119563

Is this some weird Linux thing, or?

>> No.1119568

I apologize, it's not the same pallet. It's his own personal pallet, let's be honest. That saturated colored pallet is just everywhere.

>> No.1119587

Looks like it might be something with Ruby/Ruby on Rails. So maybe for like if you have a dashboard for a website you can have the doomguy there telling you the status of it. Like if it's up and running or if some critical things are going down.

>> No.1119595
File: 326 KB, 1020x562, 38933472.jpg [View same] [iqdb] [saucenao] [google] [report]

A new piece of Doom fan art from your favorite artist.

>> No.1119613
File: 245 KB, 1440x900, Screenshot_Doom_20131005_151926.png [View same] [iqdb] [saucenao] [google] [report]

Riddle me this, Vroom.

How do I make it so these guys' fireballs aren't see-through? It's been bothering me forever.

>> No.1119623


actor DoomImpBall2 : DoomImpBall replaces DoomImpBall
{ Renderstyle Normal }

>> No.1119624
File: 335 KB, 1440x900, Screenshot_Doom_20131005_152651.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1119627


actor CacodemonBall2 : CacodemonBall replaces CacodemonBall
{ Renderstyle Normal }

>> No.1119628

Do I need to do that for every projectile?

>> No.1119630


For every projectile you want to not be additive, yes.

>> No.1119639
File: 109 KB, 648x507, ScreenShot009.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1119642


Not in game.
Make a Decorate file in a .wad that says that.

>> No.1119643

So I need to make decorate files in all the Wads I want this to change in?

>> No.1119647

>in all the Wads

You'll need to make it in a separate .wad, and then load this separate wad alongside doom2.wad
Do not modify doom2.wad or doom.wad or any of the official wads for any reason. That leads to Bad Things.

>> No.1119664

So I got zdoom wars working and found a server, my main question right now is if there is any current documentation? The few sites I've found don't have anything thats got even half the monsters I was throwing around, and the others all lead to 404s.

Really enjoying it though, a fast paced first person rts is just hitting all the right buttons for me, a pity that you can't have greater monster control.

>> No.1119673

Go for it.
I did a few things differently (Green turns brown as it gets darker and the greys go from yellow to blue desaturating across green. Little things), but fair enough. Maybe if straight brown/grey weren't so boring people wouldn't see feel the need to add some color into them.

>> No.1119682
File: 28 KB, 300x277, 1319410037214.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm a sucker for the old school style, and I made a wad that makes all doom prjectiles opaque, let me see if I can upload it

>> No.1119683
File: 665 KB, 636x1200, 1378063381550.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some map packs that go well with Project MSX?

UAC Ultra was great with it.

>> No.1119684

r_drawtrans 0

only works in software though, but you seem to be using that so it shouldn't be a problem

>> No.1119689


By judging the beta trailer, any slaughtermap shall do the work

>> No.1119690
File: 282 KB, 1280x800, Screenshot_Doom_20131005_010919.png [View same] [iqdb] [saucenao] [google] [report]

And really unless you're making a TC you can't do much with the color palette. Blues need to stay blue, and reds need to stay red. Otherwise cacodemons and blood won't look right, and water/ cacodemon blood won't look right. Green armor can't be bluish, though I threw in some yellow in the highlights.

I may still edit some of the yellow actually, they're still kinda harsh in some places. But I want to keep the highlights super bright, the darks very dark, while evening out the rest of the palette a tad bit.

>> No.1119695
File: 10 KB, 204x136, agitating skeleton.gif [View same] [iqdb] [saucenao] [google] [report]


Don't really enjoy slaughtermaps, was more thinking about wads with a lot of techbases and stuff

>> No.1119698
File: 14 KB, 256x223, SNES port.gif [View same] [iqdb] [saucenao] [google] [report]

anonfiles com /file/144cdcd8101405d54d97f90d2d598dde


I don't recomend that, as it makes glass windows on custom maps opaque aswell

>> No.1119701

Back To Saturn X is very nice with MSX. You'll get palette issues if you don't load MSX first though.

>> No.1119702

Got another question for you, Vroom.

Say I like to play Doom II on the 360 Arcade.
Say I like its control scheme, and want to use it on PC. (360 controller.)
How would I make the PC control scheme like the 360 one?

>Joystick analogous control of movement
>I press it a little
I move
>I press it all the way
I move faster

>Left trigger analogous control of Sprint
>I press it half way
I sprint
>I press it all the way
I sprint faster

>Analogous control of aiming (only left/right is ok) with right stick
>I press it a little, I turn a little, you get it

And, perhaps the most difficult one,
>Sprint trigger analogous control of turning sensitivity
>I press and hold Left on the right stick all the way
I start to turn at X speed
>I press L trigger (sprint) half way
My turning speed increases
>I press L trigger all the way
My turning speed increases more

Is it possible to do these?
Could it be done from the .cfg file?
Or would I have to mess with source code?

I'm a CompSci major, so coding isn't a problem, it's just that I'm not familiar with Doom coding.

>> No.1119710


Trying that now, looks really promising

>> No.1119713
File: 244 KB, 1280x720, Screenshot_Doom_20131005_161402.png [View same] [iqdb] [saucenao] [google] [report]

Thanks nerds.

I used
's wad.

Now we're cooking with meatballs.

>> No.1119718
File: 258 KB, 800x600, Harmony pic.jpg [View same] [iqdb] [saucenao] [google] [report]

Does /vr/ like Harmony?
I think this mod is tough as nails, but it's fantastic once you get the hang of it.

>> No.1119723


It's okay. Weapons are boring and enemies are generic.

>> No.1119737


Wow, the textures and custom graphics in this mod are amazing

>> No.1119741
File: 1.41 MB, 320x200, 40vyx.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1119764

I think you're asking for a level of sensitivity that keyboards don't have.

>> No.1119774

It seems (least with ZDoom and GZDoom) there's already joystick support that allows this for XInput devices (like a 360 controller).

Might not be as extensive as you want but should be able to help somewhat.

>> No.1119785

Woo thanks. I've wanted a more blue palette ever since I worked on those wall textures. I somehow feel like I'm cheating by using true color textures.

>> No.1119790

Talking about with a gamepad.
With 2 analog sticks, and analog triggers.

>> No.1119840
File: 308 KB, 1024x768, shitty-ass-samsara-comic.png [View same] [iqdb] [saucenao] [google] [report]

Here's a really, really fast piece of shit i did just for the sake of making this joke.

>> No.1119924

needs one for chex guy doing the level alone while the rest of the guys are on the waiting line because chexguy never dies

>> No.1120010


This is the best thing I've seen. Mind if I repost it?

>> No.1120024

sure, go ahead.

>> No.1120040
File: 39 KB, 493x479, Wrecked_Imp__final2.png [View same] [iqdb] [saucenao] [google] [report]

I made a thing.

>> No.1120049

well, here's my (pretty much first) try at making something in voxels, as apparently nobody did that barrel

moot should really add voxel upload support for this board, just because

nice, it looks a bit like as if its skin was transparent/gone

>> No.1120136

Please don't tell people to use Mibbit.
I should probably add something to the FAQ about that.

>> No.1120149

why not?

>> No.1120154
File: 99 KB, 502x248, cock.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1120215

When it comes along you should post a screenshot of it in software mode and all. Your stuff is coming along nicely by the way. GJ.

>> No.1120295
File: 72 KB, 560x488, ken's laptop.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you seen some of the examples that came with slab6? Ken Silverman is insanely talented with voxels.

>> No.1120306
File: 539 KB, 1571x713, LMR diagram exploded.png [View same] [iqdb] [saucenao] [google] [report]

It's because he is motherfuckin' Ken Silverman.

>> No.1120343
File: 271 KB, 404x600, 1377323554901.jpg [View same] [iqdb] [saucenao] [google] [report]

One of the next threads needs to have this in the OP

>> No.1120357
File: 81 KB, 477x648, RomeroBitch.jpg [View same] [iqdb] [saucenao] [google] [report]


Make it a deal

Pic unrelated, but just taking the chance to post it

>> No.1120374
File: 2 KB, 104x132, awwgee.png [View same] [iqdb] [saucenao] [google] [report]

Thanks man. I totally will.

>> No.1120475


>doomguy hunter s thompson in a sayan reminiscent armor colored thanks doc


>> No.1120482


Some Something Awful contest where you recreate game covers with clip art and Comic Sans.

>> No.1120485


That only makes the confluence of those mentioned elements even more bizarre.

>> No.1120503

Any good Chex wad/mod?

>> No.1120592
File: 44 KB, 320x238, 1316712015715.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder if the artist watches these threads?
If so, Thanks for the art, you have great talent.

>> No.1120691
File: 431 KB, 883x871, 1377322077535.jpg [View same] [iqdb] [saucenao] [google] [report]

/v/ also tried their hand in them

Polite sage for not retro

>> No.1120883
File: 76 KB, 519x600, Rey Mysterio is injured.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1120986

Did you guys play Burl Tumd? 10000000x better than BD IMO

>> No.1121008

10000000x better, huh?
More like 10000000x faster.

And 10000000x more knockback

>> No.1121021

Mark pls leave

>> No.1121028

i wasn't complimenting BD or insulting Burl Tumd, just stating the things i've noticed in Burl Tumd.

>> No.1121179

>playing BLOOD
>episode 2
>get to the Map 4 "The Overlooked Hotel"
>go into the library

>> No.1121220

The thing is that, as far as I'm aware, source ports don't usually have 360 controller support, and I don't think JoyToKey is that precise.

I might be wrong though.

>> No.1121303
File: 1.19 MB, 948x711, welp.png [View same] [iqdb] [saucenao] [google] [report]

Thanks Xaser.



>> No.1121324

>And 10000000x more knockback

That does tend to make capture the flag really silly in Burl.

Also the rockets are op for ctf since their extended explosion means you can shut down a corridor completely for a good thirty seconds after just picking up a launcher without any additional ammo.

>> No.1121338

i'd play the shit out of that

>> No.1121348

I know that zdoom has support for gamepads.

Is blood any good? Is there a non-annoying way to get it running on a computer from the here and now?

>> No.1121351


>> No.1121356

>playing Turbocharged Arcade with NecroDoom
But why? Half the point is the double-speed guns.

>> No.1121395

it's good and use dosbox and gog

>> No.1121416


Eh, I like to mix it up a bit.

>> No.1121424

vz58s are popular as all hell up here in Canada.

>> No.1121434

So... what do you guys think about Sgt Mark and that suicide thing?

It was kinda in our style and he even admitted, that he browses some sort of imageboards, so he might be even in this very thread, so I think we might consider him one of us. That's why I find your opinion especially interesting.

>> No.1121443

It was in /b/tard style, if anything. This also isn't the first time he's pulled the "BUT IT WAS JUST A JOKE" card, either.

>> No.1121457


I think the following:

1. The mod Sgt creates is pretty decent, probably one of the best I've ever played.
2. Sgt himself is a huge attention whore and edgy faggot - I've met a few metalheads similar to him and they always behaved that way.
3. Additionally, he's probably young, since he doesn't know the difference between how to act on boards and how outside it.
4. OP of that thread was most likely an attention whore himself, just of a different kind.

Suming it all together: Sgt should shut the fuck up and stick to his work.

>> No.1121464
File: 41 KB, 510x383, ou.jpg [View same] [iqdb] [saucenao] [google] [report]


There is being a class clown and there's being cool. Sadly, Sgt Mark isn't either of them, he's just super edgy and thinks he knows better than everyone, when really he's no more than an arrogant peasant.

>> No.1121467
File: 648 KB, 1632x1224, vz action open.jpg [View same] [iqdb] [saucenao] [google] [report]

I hear that a lot on /k/, I'm gonna try to buy some czechnology.

>> No.1121473

>so I think we might consider him one of us
this is a thing now?

>> No.1121489

>So... what do you guys think about Sgt Mark and that suicide thing?
it was pretty silly on both sides, from what i saw
people who talk about suicide are rarely serious, and more likely just attention whores, it was probably his (edgy) way of telling him/her to fuck off
and who knows, maybe he knows someone who killed himself and get pissed at people who whine about killing themselves easily

>> No.1121516


What do you mean?

>> No.1121593
File: 46 KB, 1280x720, Screenshot_Doom_20131006_133809.png [View same] [iqdb] [saucenao] [google] [report]

We can't get AKs here, so VZ58 is the next best thing, and many would argue they're better than AKs as well.

Anyways, playing ZDoom Community Map Project 2, constantly amazed by the amount of detail put into it, it's tons of fun to play, and zooming out on the map I can see that as far as it feels like I've gone, I've only appeared to scratch the surface.

>> No.1121628

The VZ-58 is a thing of beauty.


Watch the whole thing, and you'll fall in lust.

>> No.1121684
File: 26 KB, 293x309, MEANWHILE IN RUSSIA.jpg [View same] [iqdb] [saucenao] [google] [report]


Someone should put the VZ.58 in doom.

>> No.1121691

A Czechnology wad would be pretty badass.

>> No.1121714
File: 36 KB, 294x364, Untitled2.png [View same] [iqdb] [saucenao] [google] [report]

>It was kinda in our style

There's a difference.
We do jokes about suicide stuff, sure. We even occasionally tell people "kill yourself" when they're being a gigantic faggot. Hell, we even use the term faggot and nigger in the first place.
But ZDoom/Zandronum is not 4chan. 4chan's rules basically amount to "do whatever the fuck, just don't be an incurable faggot", while ZDoom's/Zandronum's rules are a lot more extensive--you break the rules there, you get banned there. He broke the rules there, he got banned there, whatever.

The problem was when he tried to blame other people for it and do another stupid non-apology. The "I'm sorry you guys aren't as open-minded as me" and "I'm sorry for making humor you guys don't get". And then he accused other people of being jealous.
I don't care where the fuck you are, 4chan or whatever other forum, that is "incurable faggot" territory.

>> No.1121716

i was wondering how we could improve this even more...
-the "bouncy" grenades just sink without exploding in liquids (at least the acid pools of E1M1 and the blood pools of NRFTL+ in mas 5)
-add the flamethrower altfire seen in the V19 previews to the mancubus flamethrower (and of course keep the 1.8 altfire for the plasma rifle)
-add voxels up this bitch (at least for the "gunwaste" and breakable stuff already made into voxels like the lampposts) and fix the candle holder (the one that keeps blinking between sprite and scaled down voxel)
-bring back the useless "shotgun pumping" when you try reloading a full shotgun
(and a last one, a bit stupid)
make the doomguy shout when using the chaingun at full speed and below 25% health

but yeah, it's probably better to wait for the V19 release

>> No.1121747
File: 23 KB, 808x634, Clipboard01.png [View same] [iqdb] [saucenao] [google] [report]

I really hate doomseeker's file providers.

>> No.1121756

> ZDoom Community Map Project 2

Where I can download this?

>> No.1121768

I don't rightly think I care and I don't know why anyone else does. Him being a vulgar little idiot doesn't change the quality of his work.

From a standpoint of him as a modder, I really like Sgt. Mark IV quite a bit. His general approach seems to be to try and improve the general gameplay of Doom rather than just add new shit for the sake of adding new shit.

>> No.1121778

>rather than just add new shit for the sake of adding new shit.

But Anon, that has been the defining direction for all of the last few versions.

>> No.1121781



This link SHOULD work, tell me if not

>> No.1121789

You can always try getwad, but I didn't have any luck with it really.

>> No.1121790

Indeed, though there's also been a continual refinement process. This is why I suspect he's planning on setting Brutal Doom to the side after the release of version 19 to to work on his other projects like Brutal Hexen, or the change to the final boss of Doom 2.

>> No.1121794

>This I suspect is why

Derp, changes the meaning substantially.

>> No.1121795


For the record, Brutal Hexen is an objectively horrible idea, regardless of what anyone thinks.

>> No.1121797

How so?

>> No.1121809

>setting Brutal Doom to the side

He's not setting it to the side. He's finishing it. v19 will be the end.

>> No.1121813

Hm, must have changed since his early announcement of v.19. Ah well, the point stands.

>> No.1121815

I want Brutal Chex Quest.

>> No.1121818


Play Samsara in Chex Quest, then.

>> No.1121827

> The "I'm sorry you guys aren't as open-minded as me" and "I'm sorry for making humor you guys don't get".

I agree with him.

Most people are scared individuals and get easily offended.

And if you can handle this kind of jokes here in 4chan, you can handle in any other place. No excuses for this, anon.

> I don't rightly think I care and I don't know why anyone else does.
Because they are arrogant faggots, just like Sgt Mark. People don't like to see themselves in the mirror.

>> No.1121832

>No excuses for this, anon.
Blaming other people for your fuckups is not an excuse on their part.

>> No.1121835

Thanks, it worked.

>> No.1121837


It completely ruins the pacing of Hexen. The game is a huge winding puzzle more than anything else, it's not a rush of run and gun experience.

The fatalities and extra attacks don't benefit anything in this game since 99% of the enemies are just there to obstruct your adventure. The "brutal" mod was hailed for improving on aspects of DOOM, while I disagree with that also, it really doesn't add anything at all to Hexen other than soil the sense of exploration.

>> No.1121841


Use Ketchup with Chex, voila

>> No.1121848

And this has nothing to do with my point. If you are fine doing agressive jokes, don't get offended if other person do the same.

> We even occasionally tell people "kill yourself" when they're being a gigantic faggot.
Nope. People here say these things for any kind of person.

> 4chan's rules basically amount to "do whatever the fuck, just don't be an incurable faggot"
If you want to do WHATEVER THE FUCK you want, then you are pretty much an incurable faggot.

>> No.1121852

>And this has nothing to do with my point
This has everything to do with your point. Good to see you completely missed what was being said.

The problem isn't what he said, the problem was how he blamed everyone else for it.

>> No.1121853


Not him, but you're an idiot.

>> No.1121854
File: 54 KB, 294x360, y.gif [View same] [iqdb] [saucenao] [google] [report]


go to bed mark

>> No.1121858
File: 22 KB, 346x367, the other side looks shit.png [View same] [iqdb] [saucenao] [google] [report]

I'm going to improve the another anon's barrel. What do prefer, a pre-shaded voxel that may not match the actual lightning or a plain one that may not look like the sprite you know?

look what I found in the original teamhellspawn's tread

>> No.1121901

>What do prefer, a pre-shaded voxel that may not match the actual lightning or a plain one that may not look like the sprite you know?
i guess it depends on how they look like ingame

oh, and have fun working on the barrel, it didn't take too long to make but it was a pain to start

>> No.1121929

If I were him, I'd have two accounts. Mark IV would be the face Brutal Doom, always polite and helpful, and WhateverTheFuck, the one for joking around and being myself. A public face and private face.

>> No.1121931

Doom forums don't take kindly to multiple accounts at all.

>> No.1121932

>I'm going to imp-rove
>posted an imp

>> No.1121964

Wouldn't it make it so the combat is something other than a stupid inconvenience?

>> No.1121980

In that case, I'd try to be as based as possible to everyone. No hickory dickery, at least until I'm anonymous elsewhere.

>> No.1121981

There's already a mod for that though, anon.


>> No.1122009

>Less Namco
Why would you want LESS Namco?

>> No.1122050

So has there been a new version of Beautiful Doom lately at all? The latest I'm aware of is 5.3, but the way the shells eject on the pump action shotgun kinda bug me. Or is there a better alternative at all?

>> No.1122058


Because he was a SNK fan.
For those not familiar with fighting games, that's basically the equivalent of being a Corridor 7 fan compared to Doom.

>> No.1122062

>Comparing KOF to Corridor 7

Admit it, you have a tiny dick and a cuckold fetish, and live in New Jersey.

>> No.1122070


Wrong on all counts.

>> No.1122074
File: 8 KB, 318x347, thispicturehasnoshadingwhatsoever.png [View same] [iqdb] [saucenao] [google] [report]


Dude I think you made it too tall

>> No.1122091
File: 238 KB, 765x388, Mysmileisgone.png [View same] [iqdb] [saucenao] [google] [report]

also, it didn't had the correct offset, so either I have to redo all the colouring or only half of it is going to show

>> No.1122095
File: 82 KB, 152x262, bags.png [View same] [iqdb] [saucenao] [google] [report]

Not bad.

>> No.1122117
File: 3 KB, 736x32, barrel.png [View same] [iqdb] [saucenao] [google] [report]

for the height i tried to get it right using the base sprite (making it a little shorter, because of perspective of course)
apparently it wasn't enough
sorry, i made it using strip2vox and edited a few details in slab6

>> No.1122127

It's the ring placement that is wrong, actually. Fuck it, I prefer the way you made.
And you know strip2vox so you are 1 step ahead of me

>> No.1122129

eh strip2vox is really simple
it's pretty much like game maker 7 gif/animation maker (a bit less flexible tho)
basically, each layer of your voxel is in a square, and each square is lined up in the png you load.
so basically, it's like an onion, but with voxels

>> No.1122141

it doesn't look that bad actually to have a standing voxel and an action sprite in the same actor

keep in note this isn't the most accurate voxel
the thing is thinking with onions.

>> No.1122143

I didn't expect anything good from voxel monsters, but that doesn't look that bad.
I wonder how it looks in-game?

>> No.1122150
File: 80 KB, 1024x576, 486_playing_ultimate_doom_by_doomguy2nd-d5vw8pl.jpg [View same] [iqdb] [saucenao] [google] [report]

Any real old-school Doomers here?

I'm building a 486 rig for shits and kicks from recycled parts, and will likely use it just to play Doom and other DOS games.

I'm using a Socket 2 (Overdrive compat, for both 3.3V and 5V CPUs) Micronics Baby AT motherboard from 1993, currently have 8MB of EDO RAM, but intend to get more, and a 2MB Trident TGUI9400CXi VLB video adapter, and a Sound Blaster AWE32 ISA.

I'm going to try my best to score at the very least an Intel-DX4-100 (or better yet, AMD or Cyrix's 5x86). The Pentium Overdrive up to 83MHz is also available in my socket, but can't find them anywhere.

What is the lowest CPU that would be good for Doom without shrinking the screen size? A 486DX2-66 should be sufficient, right? Would the 33MHz still be playable (although the 386DX at the same clock is hardly playable at all).

I don't really expect good floating-point performance out of any 486 class CPU, but the DX types are still nice to have. Besides, I've seen the AMD 5x86-120, 133, and the Cyrix at 150MHz handle Quake fairly well. at 320x200 anyways.

Also, I recall reading that Boom and MBF ports to DOS actually had better performance than Vanilla Doom executables. Any truth to this?


Another thing, under DOS, MBF kicks some serious ass. You get near PrBoom levels of compatibility, but its not too heavily modernized like Doom Legacy or ZDOOM, and you can do 640x400 hi res modes. If you lack any good MIDI synthesizers, it has a built in softsynth where you can use either GUS patches or SF2 soundfonts converted to Allegro soundbanks, given you have enough RAM. If you have 24MB of RAM or more, and a Pentium 90MHz or higher, you can use 8mbgmsfx patches from Doomworld, and the music is pretty kick ass with it. Better than GUS, even.

>> No.1122156

>Add the flamethrower altfire seen in the V19 previews to the mancubus flamethrower

Well shit. That's totally doable. It could cost one unit but shoot a stream for a second or two, and it'd have to be comparable to the primary in raw direct damage. Doomguy yelling while altfiring the minigun with low health sounds doable as well, but the hard part is finding and sculpting a yelling voice that doesn't sound bad. Now I think I might tinker some more. Or maybe not. I'd have to wade through v19 and that could be some serious mental gymnastics, especially if Mark re-arranges everything. That needs some R&R beforehand.

>> No.1122167

>but the hard part is finding and sculpting a yelling voice that doesn't sound bad.
actually, when i suggested that idea, i was thinking about (farcry 3) blood dragon, maybe that could work

>> No.1122170

my nigga. I have a dosbox I scraped together from old parts. My Pentium 2 runs ken's labyrinth and Blake stone a little too fast, but runs doom and duke like a dream. I still prefer to use sourceports over dos when its available, but to me, this is literally the only way to play Blood properly.

>> No.1122195


>> No.1122274

About five or six years ago I had a box with about twenty or so ISA video cards and sound cards. Also had a couple of Pentium II boards. Some kind of ISA tv card, VESA cards, the original sound blaster 16, and a bunch of other shit.

Threw all of that shit out. Nobody except the insanely bored has time to rig that crap up and play IRQ hockey all day long just to get the damned shit to work. Most of this crap was pre plug and play so you had to flip dip switches on the ISA card to change the DMA and the IRQ.

While I miss it, I don't really miss it.

>> No.1122313


But you zorch flemoids to get rid of them, not shoot them with conventional weapons. Those cause them no harm.

How would that work? Flemoids begging you not to send them back as they get zorched? Others telling you to go fuck yourself? You kicking one in the crotch? Do flemoids even have crotches?

>> No.1122329
File: 137 KB, 1024x768, P1211094.jpg [View same] [iqdb] [saucenao] [google] [report]

I know what you mean.
Its a real pain in the arse, these AT and XT era motherboard setups.
Was fiddling around with this NCR 286 system awhile ago, and spent a long time rearranging jumpers just to get it to turn on.

And even when it came to software, there were BIOS settings, for DOS you had to configure your XMS/EMS manager, like quarterdeck, then all of your TSRs, mouse drivers, sound card drivers, then you needed a VESA TSR for your SVGA adapters and the like.

I didn't really get into building PCs until the late 90s, when everything was PS/2 or rather, ATX.
VLB was dead, and so was EISA for the most part. It was all plug and play PCI cards, and the occasional AGP 3d card.
Even my first Sound Blaster was a plug and play one, so A220 I5 D1 H5 pretty much worked as my blaster settings no matter where the card was.

Thank god Gateway2000 kept me covered. Dooming since 1995, when Ultimate Doom for Windows 95 came out.
Didn't get Doom 2 until 1998, and not Final Doom until the past couple years when I torrented it. Don't feel bad at all, TeamTNT should have made it free but they jewed out the last minute.

God the memories of getting Doom 2 (despite being a little late to the party). Got it in a new shrinkwrapped box on my bed when I got home on Friday after school, brother bought it for the both of us. Went to the new grocery store that opened up near our neighborhood, got tons of soda, and played DOOM II all weekend. Later spent a lot of time in DETH making maps with all the new Doom 2 monsters scattered everywhere, dark lighting, and the wooden Suburbs/Factory/etc. textures, then reversing DSBOSSIT in Windows Sound Recorder to see if the rumors were true.

>tfw doom 4 will be a total letdown, if it even gets released

>> No.1122337

>TeamTNT should have made it free but they jewed out the last minute.

I can't blame them that much, it's not like they tried to get money for it, id came to them. I'd be pretty tempted by an offer to have my pwad be an official release; hell I'd probably agree to do it for free.

>> No.1122473

>Don't feel bad at all, TeamTNT should have made it free but they jewed out the last minute.
>People should never release their shit for money, things should be free!

>> No.1122496

If anyone wants to play some dm here's my server, it uses Zandronum. For the most part it should be up 24/7

Name: vr Doom
IP: vrfps.servegame.com:666

I also have Hexen dm and coop servers that run from 10pm till 10am pacific time every day
>coop server
Name: Time for Hexen co-op
IP: vrfps.servegame.com:1200
>dm server
Name: Time for Hexen dm
IP: vrfps.servegame.com:6112

>> No.1122503
File: 123 KB, 583x818, BARONHOG OF HELL DONUT STEEL ELECTRIC BOGALOO EDITION.png [View same] [iqdb] [saucenao] [google] [report]

The only thing I need is to find a suitable death (maybe two, who the hell knows) for the head sprites I have from that Powerslave monster

Oh, and the recoloring of course

>> No.1122537
File: 600 KB, 1260x787, Screenshot_Doom_20131007_004443.jpg [View same] [iqdb] [saucenao] [google] [report]

So far I got a pretty neat flamer going, but now the problem is getting it to not blind the shit out of you while still looking pretty at the same time. At the moment it's kind of reminiscent of RtCW's flamethrower, and balance-wise it's like a longer range chainsaw. The new sounds are all in place.

>> No.1122541
File: 677 KB, 1260x787, Screenshot_Doom_20131007_004417.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1122548

Also, no new sprites or anything. It's all re-purposing existing assets.

>> No.1122552

To be fair it's not any of the game's original creators lose money if you pirate it. Modern-day Id has practically none of the original staff working for them except John Carmack, and they're owned by some shitty Activision-esque Ferengi publisher.

>> No.1122557 [DELETED] 
File: 436 KB, 838x1300, 1372138035797.png [View same] [iqdb] [saucenao] [google] [report]


Eh, makes sense.

>> No.1122575

What's the gun from? And the flame sprite?

>> No.1122583


See >>1121981

>There's already a mod for that though, anon.

And a pretty damn good one at that.

>> No.1122603

>Playing imhitler without the music
Do you hate fun?

>> No.1122605


Pretty much the official Hexen-is-now-better mod.

>> No.1122678

Stuff that was already in Brutal Doom.

>> No.1122953

How easy would it be to reduce the HUD to just be Doomguy's face in the corner? Keep in mind that I'm still kind of new to this.

>> No.1123048
File: 17 KB, 640x400, Bio_Menace_title.png [View same] [iqdb] [saucenao] [google] [report]

Separated at birth?

If this has been pointed out already I apologize I am relatively new to this

>> No.1123056


>> No.1123073

fuck, this game rings a bell somehow

>> No.1123131


>> No.1123147
File: 8 KB, 587x245, skeleton.png [View same] [iqdb] [saucenao] [google] [report]

Can someone explain to me what I'm doing wrong here? The health change works perfectly, but the death messages refuse to change. Do I have to do something special for them?

Also before anyone says anything, this isn't for a serious project.

>> No.1123154


anything after double slash is just commentary for ease of reading code and doesn't actually do anything.

search "obituary zdoom wiki" in google

>> No.1123170
File: 128 KB, 648x864, 2MCrystalCacodemonWeb.jpg [View same] [iqdb] [saucenao] [google] [report]


I could see it.

>> No.1123182

Guys, I want a goremod that has a ludicrous level of gore. Thing is it has to be completely compatible with Russian Overkill as I'm playing with Stalin is After you.

We should play a game of REELism sometime

>> No.1123194

Well fuck, I should've known better than to think copypasting from the Revenant's class page would work. Thanks, it's working fine now. Had to remove the "$OB_UNDEAD" stuff; was that just forcing it to load the Revenant's obituaries? Having a string after it made ZDoom puke up an error.

>> No.1123225

mess with ketchup?
if someone good is around he should be able to tell you how to "boost" it

>> No.1123251
File: 11 KB, 96x120, output_qHcvGm.gif [View same] [iqdb] [saucenao] [google] [report]

Came up with this concept. Certain daytime maps will trigger Lydia's class to change to a sunglasses wearing version. I thought about making a usable item, but that might be too much work. I WILL however add some useless cigarettei's that chip away your health ever so slightly. Maybe I can find a better solution than just changing the player class, such as just flat out adding smokes and shades to the sprite's decorate file.

>> No.1123254

>Certain daytime maps will trigger Lydia's class to change to a sunglasses wearing version.
How would you manage that? By checking for high light levels or something?

>> No.1123256

these cigs
make them display tripwires and/or hidden triggers

>> No.1123258

probably a linedef trigger script.
I honestly thought about that...I wonder if I could figure out how to script that?

>> No.1123259

That'd be cool if you could manage to have like, a different color for each of the main "trap" linedefs. Is it even possible to make just the linedef itself glow or whatever though?

>> No.1123265

>probably a linedef trigger script.
What linedef actions would cause it though? If you're making it that general it just seems like it'd have a tendency to act weird or trigger when it shouldn't.

Of course, that's assuming you're not just intending it to only work for maps designed for her.

>> No.1123279

Yea, I'll only have it on maps I design it in mind to have. Maybe for a version for playing other wads, I'll make something similar to diaz where you can select different outfits. It's more of a little extra touch for certain maps I have in mind.

>> No.1123425
File: 2 KB, 124x124, sunglasses concept6.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1123526

>Had to remove the "$OB_UNDEAD" stuff; was that just forcing it to load the Revenant's obituaries?


>> No.1123661
File: 42 KB, 188x188, costanza.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1123675
File: 2 KB, 124x124, sunglasses concept5.png [View same] [iqdb] [saucenao] [google] [report]

I love you for this..

>> No.1123680
File: 34 KB, 568x418, 1337385725834.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1123701
File: 502 KB, 1280x1024, 1375060703996.png [View same] [iqdb] [saucenao] [google] [report]

What WAD is this a screenshot of?

>> No.1123704

I haven't played it myself so I can't be sure but I think it's from the WAD adaptation of Repercussions of Evil.

>> No.1123705


>> No.1123723

I'm having a problem with GZDoom 1.8.02, dynamic lights do not work, and I am loading lights.pk3 and brightmaps.pk3. Dynamic lights are turned on as well. However, dynamic lights work in Zandronum 1.2 just fine. Any suggestions?

>> No.1123732

Fuck, are we in page 7 and bump limit already? When did that happen?

Making new thread asap

>> No.1123735

make this the new op image

>> No.1123740


I actually went looking for it, since I accorded to use that pic

>> No.1123754




>> No.1123770


Open the .ini file and put both pk3s in the autoload section.

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