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/vr/ - Retro Games


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1405736 No.1405736 [Reply] [Original]

DOOM THREAD, (Last thread >>1395656)
(other retro FPS games welcome too, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

======WEBSITE======
http://vrdoom.weebly.com/

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

IRC (The password is in the FAQ.)
irc.zandronum.com
Channel: #vr

===TUTORIALS AND UTILITIES===

Wanna learn how to...

Create maps?
http://www.doombuilder.com/index.php?p=tutorials

Open/Edit WAD/PK3/etc to make 'em compatible with other mods?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (needs update)
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1405737

****************************
NEWS
****************************

-If you feel like trying a new mod, give GMOTA a chance! Go check it here! http://forum.zdoom.org/viewtopic.php?p=742401#p742401

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a bid war between Ultimate Doom and Doom 2 which ended in the latter winning for over 8 bucks, therefore it was featured in a race between Dime (who also ran Plutonia) and Vortale. To rewatch the Doom speedruns, go follow this link http://www.doomworld.com/vb/post/1229035

-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved, go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

-CACOWARDS? SURE, HERE! http://www.doomworld.com/20years.. Feel absolutely free to share your thoughts about the works chosen for this edition. And man oh man, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-Doomsday received a brand new update, now you can play with the Oculus Rift! Go download Doomsday here! http://dengine.net/

-ChocoDoom got updated in the 20th anniversary. Now you can play Heretic, Hexen and Strife too! Go grab each version of them here! http://www.chocolate-doom.org/wiki/index.php/Downloads

-Jimmy's Jukebox may be get a new update very soon...get hype!!! http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

>> No.1405757
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1405757

http://doomradio.org/

So there is a podcast called "Doom Radio", it's pretty cool and I hope it get's more listeners. As the name states, it's about Doom and a discussion on all things doom such as mapsets and mappers themselves, no forum drama bullshit though.

It is hosted by a bong and a guy who sounds like Jonah Hill.

>> No.1405858

So what is everyone's top three favorite map sets?

I've been looking for some good levels to play.

>> No.1405862
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1405862

>>1405858
Off the top of my head, 3 ones I would really recommend that are all a bit different from eachother.

Speed of Doom
Sunder
Unloved

Can think of plenty of others that I like though.

>> No.1405957

Anybody know any cool tech-ish wads? I played Zen dynamics. Loved it.

>> No.1405968

>coming soon
laughingmel.jpg

>> No.1405970

>>1405957
Nimrod is techy

http://www.doomworld.com/idgames/?file=levels/doom2/Ports/m-o/nimrod.zip

>> No.1405972

>>1405968
I believe in it less than capitalism

>> No.1405976

You know how Skrillex came along and revolutionized Dubstep?

What modder is the Skrillex of Doom?

>> No.1405979
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1405979

>>1405757
Does the average Doom thread attendee listen to different stuff while playing Doom, or just the OST?

>> No.1405980

>>1405979
Sometimes silence, sometimes anything fast with a distinct groove like David Bowie's album The Rise and Fall of Ziggy Stardust

>> No.1405981

>>1405979
I listen to Hotline Miami music when a slaughter map is coming.

I listen to standard Doom music in OPL when playing the standard IWADs.
I listen to high quality versions of whatever music is used in player made mods if I know what the source material was.

>> No.1405986

>>1405976
Cory Whittle because of Immoral Conduct

>> No.1405987

So how do "tics" work?

I was bumming around in Complex Doom 18f in slade and by observation and comparison with an older version I figured out that if I added "TNT A 0_Lower" to every weapon's deselect I increased the weapon switch speed.

So does every sort of weapon function have a TNT A *something*?

>> No.1405990

>>1405987
>So how do "tics" work?
28-milliseconds long unit of time

>So does every sort of weapon function have a TNT A *something*?
No, only functions that need a frame without a visible graphic

Also it's TNT1, not TNT

>> No.1406003

Want to repost this in the new thread here because goddamn if it isn't cool:

>>1396534
>Google BASSMIDI. Install that. Open its little configuration program. Add SC-55_1.9.sf2.

>http://www.mediafire.com/download/z404l525ese142u/SC-55_1.9.sf2.7z

>The default Microsoft GS Wavetable SW Synth is basically shit version samples from a Roland SC-55. This soundfont does a pretty good job of emulating a SC-55 and has a familiar sound to the default windows one.

For all those that don't follow it's a program and soundfont that basically makes MIDIs of all kinds sound pretty fantastic, not just DooM. It even fixes the little second of lag I used to get whenever the music would loop in Chocolate DOOM.

Thank you, anon. Urge everyone to try it out.

>> No.1406032

>>1406003
I gotta make a MIDI soundfont thread sometime, just for experimenting with new ones

Where would be the best place to post such a thread though, /vr/ or /mu/?

>> No.1406034

>>1406032
i'd say /vr/
midis are directly tied to retro games, right?

>> No.1406037

>>1405979
When I got back into doom I listened to Metallica while playing which was pretty cool. Now though I listen to the maps music as I play but if I dont like it, change the music to a song I liked from earlier in the WAD.

>> No.1406043

What do you use to make sprite sheets? I've got a bunch of sprites I want in one image to edit.

>> No.1406046
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1406046

GhastlyDragon, do you post here?

>> No.1406071

>>1406003
WeedsGM3 sounds better and has more oomph to it in my opinion, but unfortunately Weeds has a fucking annoying explosion preset that sounds like a gunshot, and if it's abused in a MIDI sheet it destroys the sound output, i'd change it to something more shallow sounding if i knew how.

>> No.1406141
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1406141

THE TIME TO GET SHREKED IS HERE

http://www.youtube.com/watch?v=TEYHiHAsBm8

>> No.1406179

>>1406043

http://draeton.github.io/stitches/

>> No.1406251
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1406251

So far it's going good.

Basing it on Scalliano's Scott skin.

The DP (Daft Punk) logo on the back is meant to make it easier to tell which team someone is on while still keeping the black suit look and I plan on having a version without it.

>> No.1406254

>>1406251
sweet!
i i really want to see the custom mugshot sprites now
oh, and replace that rifle by a (double?) electric guitar

>> No.1406259

>>1406141
the fuck did I just watch?

>> No.1406356
File: 13 KB, 348x546, Doom-kun.png [View same] [iqdb] [saucenao] [google]
1406356

Okay so I played through all 4 episodes Doom, finished Doom 2 and now I'm about to finish TNT Evilution. So the next .wad I'm supposed to play is Plutonia Experiment, right? I reckon that Plutonia was the last of the official .wads? What classic .wads are recommended to play after finishing the official ones? I'd like to go chronologically or something.

>> No.1406360

>>1406356
there's another episode released with doom 2 on the xbox live arcade

No Rest for the Living

>> No.1406362

>>1406356
Eternity and Serenity
http://www.moddb.com/mods/eternity
http://www.moddb.com/mods/serenity1

>> No.1406363

>>1406356
>>1406360
and also the master levels for doom2

for No Rest For The Living, look for NRFTL+.wad

>> No.1406371

>>1406363
>>1406362
>>1406360
Thanks.
Oh, does anyone know how am I supposed to get the master levels to work? I tried installing them through DOSBox and then activating individual .wads through both Skulltag and GZDoom, but couldn't get them to work. Then I tried using the attached menu program or something, but it didn't work either. Then found a custom menu someone made but it didn't work either!

>> No.1406378

>>1406371
i haven't tried yet, but i guess you could just load them all normally using zdl and play?
ah, if only someone made a neat little package to make them into an unique episode for doom2...

>> No.1406379

>>1406378
>ah, if only someone made a neat little package to make them into an unique episode for doom2...
Apparently nobody wants to do so because every level is supposed to be finished with pistol start.

>> No.1406428

>playing Doom with SC-55_1.9.sf2
>it sounds amazing
>decide to experiment with different soundfonts
>most of them sound awful

How is it that a soundcard from 1991 sounds better than most midi soundfonts being made today?

>> No.1406430

>>1406428
professionals vs amateurs

>> No.1406439

>>1406141
GOTYAY

>> No.1406502

>>1405979
I generally mute the in game music and stick my music on shuffle, skipping any unfitting songs. I find Celldweller generally goes well with Doom, or ES Posthumus. Sometimes I'll put on other soundtracks, the Kill La Kill OST goes quite well with it, very energetic action type music.

>> No.1406506

>>1405979

If the wad comes with its own music and it's good I listen to that.

Otherwise it's electronic music without vocals these days.

Used to be lady gaga. For about a year that was my routine when I got home from work; pop 40mg of adderall, turn on lady gaga and play doom.

>> No.1406552

Aliens Online guy for Samsara

>> No.1406563

>>1406552
I would rather get Alien Trilogy Ripley instead
she's a good candidate

>> No.1406565

>>1406563
but what weapons would she have?
that duct-taped monster?

>> No.1406569

>>1406565
what do you mean what weapons would she have?
she's got the pistol, shotgun, pulse rifle with rocket launcher, seismic charges, smartgun and flamethrower
she's got other items to replace powerups, like the adrenaline or whatever and she's got the acid boots and armors and dermpatches

>> No.1406573

>Aliens vs. Marines (AvM) will never be finished because Tragos ragequit after being banned
>After months of work and creating models
What a punk

>> No.1406627

>>1406573
Why did he get banned?

>> No.1406634

>>1406627
"Most of the offending material was in Off-Topic and got auto-pruned due to age, but suffice it to say, the ban was not undeserved."

>> No.1406826

>>1406634
So wait, he posts in the appropriate boards, he was never warned that the material he was posting was against the rules (which is indicate of the threads death by age), but was still banned because he hurt some feelings? I would have left without releasing my material too, not that anyone would probably care

>> No.1406834

>>1406826
>he was never warned that the material he was posting was against the rules (which is indicate of the threads death by age)

Where in the world do you get this correlation from?

>> No.1406841

>>1406834
If the post lasted until auto-prune due to age, then I could only assume it wasn't against the rules.

>> No.1406843

>>1406826
Shitposts are moved to Off Topic and he was being nasty.

>> No.1406847
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1406847

>>1406841
That's some crazy logic you got there, man.

http://forum.zdoom.org/viewtopic.php?f=12&t=45217
http://forum.zdoom.org/viewtopic.php?f=12&t=45190

Here's two topics that got the author warned.
It's going to stay until auto-pruned due to age, but it's still against the rules.

>> No.1406848

>>1406841
>if a post isn't deleted it isn't against the rules
ummmmmmmmmmmmm

what

we're on 4chan where posts get stamped with (USED WAS BANNED FOR THIS POST) but are kept

that's some heavily broken logic

>> No.1406851

>>1406847
>that got the author warned.
The author of the posts, I mean, not the author of the mod.

>> No.1406857

>>1406843
>>1406847
>>1406848
I apologize, I have never ever heard of Lethal, or Aliens vs Marines, and I am also unfamiliar with zDoom forums. I was going entirely off his initial post. As for the reference to 4chan, these are two different places, that do things entirely different.

>> No.1406864

>>1406379
Source ports can force pistol starts, right? Like even if you finish a map without dying.

>> No.1406878

>>1406857
how do you know that the forums work differently with posts that are against the rules if you're unfamiliar with the zoom orums

>> No.1406880

So is marty gonna release TSP today? It's been like a month since that friday when he said it would be released.

>> No.1406883

>>1406880
haha

no

>> No.1406887

>>1406883
why is marty such a procrastinator

>> No.1406889

>>1406878
I don't, which is why my first post was a question.

>> No.1406893

>>1406887
modding is hard

>> No.1406904

>>1406887

This is his very first outing as a solo modder. Previously he's always had WildWeasel/PillowBlaster to do the code while he's done the art.

>> No.1406907

>>1406904
>solo modder
scroton and marrub are helping
or just scroton

>> No.1406915

>>1406907
I think torridgristle and some other guy too.

>> No.1406996

>>1406887
Haha it's not so much that I'm a procrastinator (I am), but I'm working on a lot of other projects that aren't Doom-related that require more attention. But yes, I'm trying to do TSP ~mostly~ solo, Scroton gave me a big helping hand with the shotty and some other stuff, but it's mostly been me. Doing art and code is hard stuff!

>> No.1407050

>>1406996
You should ask more people to help you with code then, or ask people that have helped you before to help you again.

I would offer but I don't know how to mod.

>> No.1407071

>>1407050
It's kind of one of those "I gotta do this myself" things. This is a learning experience for me, as funny as that may seem!

>> No.1407079 [DELETED] 

>>1407071
Lesson No. 1: Never set release dates. People will get mad.

>> No.1407081

>>1407071
So can coding for doom translate into other programming languages at all?

>> No.1407090

>>1407081
ACS is basically double-babby-trainingwheels C++
Someone that knows ACS would have a leg up on someone that knows absolutely nothing about coding.

Decorate is pretty much its own thing. Though becoming proficient in it might possibly maybe help with other coding, not because of the format but because you're thinking of how to accomplish things in code. That's only for more advanced stuff though, where items basically become variables. The basic stuff has nothing in common with any other coding language.

>> No.1407087

>>1407081

Flash's ActionScript is basically ACS.

>> No.1407094

>>1407090
What exactly is the difference between Decorate and ACS? Why two languages, what are they both used for when it comes to doom?

>> No.1407095

>>1407094

Decorate was originally designed for decorations, and in the end is primarily an object-based script that relies on specific actors to function.
ACS is a process-based script that doesn't need specific actors to function.

>> No.1407105

>>1407095
Actors are things like the weapons and enemies, right?

>> No.1407113

>>1407105

weapons, enemies, decorations, and items you can pick up

>> No.1407165

>>1405757
Really been enjoying these, thanks!

>> No.1407210

>>1405979
I pretty much always turn the music off when I'm playing a game.

>> No.1407215

Anyone else mute Doom while playing?

The sound hasn't really held up too well in my opinion and it's easier to go through on mute than be distracted by how flawed the sounds are, like how the buzzing in the supershotgun reload changes pitch.

>> No.1407217

>>1407215
I don't.

See if random pitch is on in your sound options.

>> No.1407219

>>1407217
It isn't, it's always the second click in the reload.

Dee doo deh

>> No.1407245

>>1407215
Just the music, so I can put my own on.

>> No.1407247

>>1407215

Wait, so far I've heard complains about Doom's graphics being outdated, the enemies, some elements sucuh as the candles, fire, and the bullet puffs, but...the sounds? That's a new one

>> No.1407254

>>1407215
try this http://www.perkristian.net/sounds/pk_doom_sfx.zip

>> No.1407294

>Beating Doom 1 with Chexwarrior
this is a great feel

>> No.1407297

>>1407294
>Beating Chex 3 with Doomguy
This feels wrong. It's weird seeing flemoids die.

>> No.1407298

>>1407297
violence isn't the answer, anon

:(

>> No.1407302

>>1407298
>violence isn't the answer, anon

you're right.

MORE Violence is the answer.

>> No.1407312

http://forum.zdoom.org/viewtopic.php?f=19&t=45290

i'm sorry what

what is this map

>> No.1407315

>>1406034
They're used in karaoke too.

>> No.1407320

>>1407298

All of the entities that Chexter zorches that aren't flemoids are teleported to the flemoid dimension, a dimension of nothing but flemoids where they either suffocate (in the case of humans/other mundane enemies) or are slowly absorbed by the flemoid sea over the course of years. Enemies which cannot die simply spend an eternity trapped in the flemoid sea.

This is backed up by the fact that zorching enemies works even if you're in their dimension, as Chexter's zorch works even on Demons in Hell, Humans on Earth, etc.

Chexter is nonviolent only so far as he does not directly cause violence himself. But everyone he zorches aside from flemoids would be much better off if he simply killed them with conventional weaponry.

>> No.1407324

>>1407320
he still didn't kill them :(

>> No.1407330

>>1407324

I don't kill any of the women I kidnap either, I just clamp their ankles to chains welded to steel beams submerged in sand in the shallows. Not my fault if the tide ends up rising higher than the chains allow them to swim.

>> No.1407334

>>1407330
it's not the same :(

>> No.1407342

>>1407320
>All of the entities that Chexter zorches that aren't flemoids are teleported to the flemoid dimension

Source, please.

>> No.1407345

WG Realms 2 guy for Samsara!

>> No.1407361

>>1407342
Go read the Chex Quest manual. Zorch sends stuff to the Flemoid Dimension.

>> No.1407394

>>1407361

Zorch only sent them to the flemoid dimension because the coordinates were calibrated to there.
They can be calibrated for anywhere.

>> No.1407402

>>1407394
So i can calibrate the coordinates to my rape cave on my Zorch then shoot to a woman and she will be trapped in my rape cave,right?

>> No.1407403

>>1407402
/v/, pls leave

>> No.1407404

>>1407402
you spent over a minute thinking about this post, typing it, and throughout the entire process you thought

yes

this is a good post

>> No.1407405

Haloguy for Samsara

http://zandronum.com/forum/showthread.php?tid=1109

Already have the sprites and junk

>> No.1407410

>>1407408
You're right

I will revise my post, check this out:

Haloguy for a Samsara addon

http://zandronum.com/forum/showthread.php?tid=1109

Already have the sprites and junk

>> No.1407408 [DELETED] 

>>1407405
more like your mom for samsara
We dont need samsara to be smash bros,doom edition

>> No.1407419

accessories to murder guy for samsara

>> No.1407421

Orlando Jones for Samsara

>> No.1407430

>>1407408
>We dont need samsara to be smash bros,doom edition

But that's exactly what it is.

>> No.1407449

>update doomseeker
>barely any servers servers show up now
what the fuck man

>> No.1407473

>>1407430
fine,you get a point but still,the characters[excluding add-ons] that are officially confirmed by TerminusEst are the only ones that should stay

>> No.1407474

>>1406378
>>1406379
Except someone totally did; I think it was Xaser. There's a patch utility and everything. I think it only works for ZDoom though.

Yeah, I found it, here you go:
http://maniacsvault.net/projects

>> No.1407492

>>1407320
>Chexter is nonviolent only so far as he does not directly cause violence himself
You're presuming that being forcefully teleported is painless. It's not. Traveling between dimensions stings like a motherfucker.

>> No.1407493

>>1406034
No. MIDI is a standard; it's a set of instructions. Ask literally any musician who owns a keyboard/synthesizer about it and they'll tell you.

Basically MIDI is just computerised sheet music; it's the program you use it that determines what it sounds like.

In addition, before it started being a standard for IBM PC game music in the early 90s, MIDI was mostly/primarily used by musicians so that they could control multiple keyboards/synthesizers/other devices with a single device, and so that people who used computers could play instruments on the computers (at the time, primarily Atari musicians.)

I use MIDI every day while I write music; I play all my keyboard parts but use MIDI so that only the instructions are saved, and I can tweak the sounds later if I see fit.

All that said, I'm sure a /vr/soundfont thread wouldn't exactly go over like shit.

>> No.1407514
File: 62 KB, 600x867, 1392444818035.jpg [View same] [iqdb] [saucenao] [google]
1407514

wwhere is imx

http://shade-shypervert.deviantart.com/art/Fire-spitting-403094815

constantly particle-breath grey demons with glowly spots

>> No.1407534

>>1407394
Source? It says nothing about calibration, only that it sends them to the Flemoid dimension.

If it could be calibrated, it would have to be calibrated on the fly between different enemies and would it work as it does on enemies fought within their own dimension?

Furthermore, if it could be calibrated for specific coordinates within a dimension, as opposed to simply transporting the enemies to the analogous location within the Flemoid dimension, then it is in effect an interdimensional as well as intradimensional transporter, meaning that the IFC would have access to a hand-portable, powerful yet requiring low energy to power, versatile means of transporting personnel and hardware anywhere in the universe they pleased.

Since they still use spaceships for transport we can assume this is not the case and thus, the various zorchers do not work as you have described.

>> No.1407548

>>1407534
I just realized that if Chexguy's weapons are all calibrated to a specific spacetime coordinate in the Flemoid dimension, then every time he defeats a bunch of enemies in a row, he's actually killing most of them via telefrag.

>> No.1407549

>>1407534

http://www.youtube.com/watch?v=pSpGQ5AVJpI

>> No.1407560

>>1407549
Still doesn't explain if the zorch is capable of sending them anywhere other than the Flemoid dimension, routed through their transporters or not. Since they have teleporters but still use space ships we can assume it's a star trek type situation where the teleporters have a limited range.

If they aren't all being sent to the Flemoid Dimension, and the IFC teleporters have a limited range, where does Chexter send the Demons he zorches while in hell, or the Humans, Duke Aliens and Marathon Aliens he zorches while on Earth (or anywhere else in the known universe, so long as it's the same dimension) or any other enemy he zorches while in the enemy's home dimension?

>> No.1407564
File: 285 KB, 1600x900, 1392448813671.png [View same] [iqdb] [saucenao] [google]
1407564

So uh, I may be fucked... maybe.

>> No.1407572

>>1407564
Samus vs. Thamuz?

>> No.1407578

It's not Thamuz... I'd prefer Thamuz over this guy. Dark Cyber Fires either 3 BFG blasts or a burst of BFG10k hitscans.

Also this is all part of testing the D2 monsters + Finding things that will fuck up gameplay (Like how Railgunners will bypass Samus energy shield in Zandro)

>> No.1407585

>>1407578
>>1407564
So what wad is this?

Is there a site where I can download the dark cyberdemon separately?

>> No.1407590
File: 555 KB, 1920x1080, 1392449990215.png [View same] [iqdb] [saucenao] [google]
1407590

>>1407298
>>1407297
If they don't die why does he still say "Mein Leben"? Wow it was obviosu all along ohly shit/ cfhex guy you son of a btich you lied tome

>> No.1407589

>>1407585

You can't, you'd have to download Hard doom and rip the stuff out of it for personal use.

>> No.1407591

>>1407585
It's the Metroid mod

and realm667.com

>> No.1407596

>>1407590
He's probably fearing for his fucking life because he's a hell Nazi being teleported to a slime dimension

>> No.1407601

>>1407596

Don't forget a giant waffle just burst into the goddamn room shooting weird lasers at everything.

>> No.1407614
File: 7 KB, 247x281, sweating_doomguy.png [View same] [iqdb] [saucenao] [google]
1407614

Demons are red,
Soulspheres are blue,
Your heart is huge!
I want to rip and tear you.

Happy Valentine's Day everyone.
I love you all.

- Doombro

>> No.1407703
File: 138 KB, 613x2498, 1392459410183.png [View same] [iqdb] [saucenao] [google]
1407703

>>1407596
>>1407601

The last time I played Samsara, as Fred Chexter I couldn't aim his Super Large Zorcher with freelook, instead firing the projectile was locked to only the X axis and won't go any higher or lower. Has this been patched yet?

>> No.1407707

>Print a gigantrophy of E1M1 with all the detail
>make a board game out of it

good/bad idea?

>> No.1407715

>>1407703

That has never happened to me, ever.

>> No.1407724

>>1407715
Try playing on MAP02 on Doom 2, and use the SLZ when aiming down one of the holes you fall through to get into the room full of barrels, shotguys, and imps, as well as the blue key.

The shot won't go through the hole but instead hit the wall ahead of you. Before it was nerfed, I could aim down there and clear out the area finely.

>> No.1407737

>>1407707
Add in some extra traps and make it a D&D scenario.
Then make the rest of the maps

>> No.1407738
File: 184 KB, 1280x720, 1392461425177.png [View same] [iqdb] [saucenao] [google]
1407738

>>1407724

Works for me.

>> No.1407741

>>1407738
You're using version 0.3? That's the version I'm using.

>> No.1407745

>>1407741

The 0.31 beta in Zandronum.
If you still have the problem in that, I'd suggest telling Terminus about it.

>> No.1407748
File: 288 KB, 1920x1080, 1392462196804.png [View same] [iqdb] [saucenao] [google]
1407748

>>1407745
Still happening with 0.31 Beta

Welp

>> No.1407750

>>1407748
Reset your CVARs
If it didnt help, reset your config

>> No.1407759

>>1407750
Just cleared out my Zandronum INI of anything Samsara. Still not working right.

>> No.1407841

I think this is the appropiate moment to have a boxer in DoomFighters

>> No.1407862

I'm a noob playing through Doom for the first time...any tips on killing a Cyberdemon? E4M6.

>> No.1407865

>>1407862

>E4M6

Sheit, do you have a plasmagun?

>> No.1407867

>>1407862
git gud
or use the invincibility sphere and get close

>> No.1407870

>>1407865
Yep, I'll try it out...

>> No.1407871

>>1407862
>>1407870

also check this

http://www.youtube.com/watch?v=lcEiCQpo6SQ

>> No.1407875

>>1407759
might be autoaim

wouldn't be surprised at all if it's autoaim

>> No.1407893
File: 146 KB, 1920x1080, 1392470181344.png [View same] [iqdb] [saucenao] [google]
1407893

>>1407875
I always turn auto-aim off whenever I play any Doom source port

>> No.1407916

>>1407893
You really should do this:
>Reset ALL configurations. Simply delete the config file in the zandronum folder
>Download v0.3/v0.31beta again

>> No.1407930

>>1407916
Moved the INI out of the Z& folder and let it make a new one without changing anything, same problem persists.

>> No.1407938

>>1407930
Guess you're cursed by the revenant god then.

>> No.1407951

protocol 666

>> No.1407963 [SPOILER] 
File: 657 KB, 500x281, revenant kills doomguy.gif [View same] [iqdb] [saucenao] [google]
1407963

>>1407938
Spooky

>> No.1407986
File: 1 KB, 50x11, RIFLA0.png [View same] [iqdb] [saucenao] [google]
1407986

can someone post some rifles please? I'm doing the thickness but the first person sprite isn't helping

>> No.1408020

>>1407986
don't have anything near me/on this computer, but have you tried looking on ebay/online gun shops?
looking is free, after all

>> No.1408095

>>1405979
Doom Metal Volume 4.
Every track from doom and doom II OSTs is covered.
Have a listen: http://www.youtube.com/watch?v=wa-0hOsYTcg

>> No.1408098

it ended up meh. Guess you can't detail thickness with only 3 layers. It looks so simple no one would say it took hours to finish

>> No.1408101
File: 16 KB, 622x375, Rifle.png [View same] [iqdb] [saucenao] [google]
1408101

>>1408098

>> No.1408102
File: 2.75 MB, 230x173, 1392480135346.gif [View same] [iqdb] [saucenao] [google]
1408102

>>1407963

>> No.1408104
File: 204 KB, 1894x500, 1392480258686.jpg [View same] [iqdb] [saucenao] [google]
1408104

>>1407986
What kind of rifles? Just pictures of regular rifles or what?

>> No.1408109

>>1407986
>50*11
>>1408098
isn't that just a bit too small?

>> No.1408129
File: 19 KB, 400x693, 1390521825500.jpg [View same] [iqdb] [saucenao] [google]
1408129

>>1406506
>lady gaga

....I remember I played through the almost the entire Halo 1 campaign on Legendary listening to that song "Alejandro" on repeat.

No idea why, the music is way outside of my usual tastes and her music is best described as "prolefeed". Plus it's listening to a song on repeat for hours on end.

.......a dark, strange time in the history of my life......I think I was also on antidepressants.

>> No.1408138
File: 14 KB, 582x210, Rifle.png [View same] [iqdb] [saucenao] [google]
1408138

>>1408109
I though a slot 2 weapon couldn't be that bulk
but it can be as bulk as the shotty, and Hellspawn did it with 4 layers
this time I used 4 and holy shit how wrong 3 was

>> No.1408143

Weapon balance theory?

Any tools for balancing weapons in Doom mods, like counters for kills with each weapon vs time spent using each weapon and such.

>> No.1408150

>>1408143
http://forums.tripwireinteractive.com/showthread.php?t=92678

Could help plan out an arsenal without trying to mimic Doom's weapons.

>> No.1408159
File: 309 KB, 2016x1136, 1367720829607.jpg [View same] [iqdb] [saucenao] [google]
1408159

>>1408138
I think one pixel in with and height is about enough for any regular rifle barrel, I mean, even a shotgun doesn't have quite that thick a barrel.

Also, the stock looks awkwardly thick.

>> No.1408161

>>1408138
looks much better like that

>> No.1408165

>>1408159
has to be accentuated a bit for voxel

it's a tiny pixel art, not an accurate representation like you could manage with a hud sprite

>> No.1408184

Checked out BLiGHT on EDuke32

That screen roll is terrible

Sucks I can't read the damn menu well enough to go through all the controls to figure out why some buttons do more than one thing and it sucks that EDuke32 lets me bind more than one action to the same key

>> No.1408186
File: 83 KB, 800x532, 1341779901319.jpg [View same] [iqdb] [saucenao] [google]
1408186

>>1408165
I suppose, it's just that I see that bore, and I think "That's either some kind of 8-gauge gauge shotgun or a small grenadelauncher or something". Still looks good, just kind of weird.

I like the idea of voxels, but they seem to be a bit clumsy to work with on a tiny scale.

Is there any way to scale voxel models like you can with sprites? Because then maybe you could just plain make the

>> No.1408194

http://www.flickr.com/photos/74171185@N03/sets/72157629750685824/with/7207440194/

A place to deathmatch

>> No.1408195
File: 921 KB, 1024x768, 1392484425102.png [View same] [iqdb] [saucenao] [google]
1408195

>>1408186
>Is there any way to scale voxel models like you can with sprites?
i'm almost sure it is.
the way flying dildo man resized the shells pickups in BDSE affected the voxels when i use both bdse and the pack linked above

>> No.1408197

>>1408195
Scale actor property.
Something like this to make it smaller:
actor VoxelRifle : origactor replaces origactor
{
Scale 0.3
}
Or the reverse for bigger, of course.

>> No.1408203
File: 14 KB, 589x268, alternate.png [View same] [iqdb] [saucenao] [google]
1408203

>>1408159
With your changes it becames a cowboy repeater

it's possible to multiply the scale of the voxel and work with greater detail and then change a var in voxeldef
but it would look strange to have that amount of detail
brb trying that too

>> No.1408205

>>1408203
Oh right, VOXELDEF has scale in it too. Forgot that.

>> No.1408210

>>1408203
In my experience scaling things to 0.5, including textures and higher res monsters, doesn't make them look out of place in Doom. More and they probably will though.

>> No.1408215

>>1408203
Hey, that's looking pretty cool.
Not who you're talking to btw.

>> No.1408293

http://forum.zdoom.org/viewtopic.php?f=34&t=45291#p747183

Pictured: Edward being retarded.

>> No.1408297

>>1408293
so what else is new?

>> No.1408303

>>1408293
what in the fuck is happening in that young man

>> No.1408317

>>1407215

I play like shit when doom is muted, I have no idea why, think it's because sound input might help me dodge shit

>> No.1408348

So someone that wasn't Marty said TSP might be released today or tomorrow.


Is this true?

>> No.1408356

>>1408348
hell no it isn't

>> No.1408359 [DELETED] 

>>1408348
>>1408356
torrid stop

>> No.1408361

some people really, really never learn

>> No.1408371

>>1408348
Should be sunday night

>> No.1408375

>>1408317
No shit?? Being able to hear enemies is kind of important.

>> No.1408373

>>1408348
>someone that wasn't Marty

who was it, by any chance, champ?

>> No.1408382

>>1408373
A person on irc.

>> No.1408426

>>1408373
>>1408382
wasn't it because of the sneak peak screenshot marty posted of the gloves

>> No.1408537

>>1408293
is he saying that it doesn't need to be added to Doom format maps because it's in Boom and Hexen format maps and also in ZDoom format maps

i'm trying to piece together the shit he's saying and it's

really hard

>> No.1408557
File: 97 KB, 640x480, 1392495496980.png [View same] [iqdb] [saucenao] [google]
1408557

I love this thing.

>> No.1408568
File: 114 KB, 640x480, 1392496016899.png [View same] [iqdb] [saucenao] [google]
1408568

>>1408557

>> No.1408582
File: 88 KB, 640x480, Massacare.png [View same] [iqdb] [saucenao] [google]
1408582

>>1408568
The wave beam is murder on the cpus.

>> No.1408621

i just played UACMN[just for shits and giggles] with Chex Warrior and holy shit,the laz device deflects those BFG OHKO shots

>> No.1408623

>>1408582
>Wave_Beam_Massacre.png

>> No.1408817

In Doom were Deathmatch and Coop the same modes

>> No.1408827 [DELETED] 

>>1408817
are you asking a question, or making a statement?

>> No.1408829

>>1408817
No. There was friendly fire in co-op, but deathmatch player spawns and co-op player spawns are two different things.

>> No.1408830 [DELETED] 

>>1408827
does

In Doom were Deathmatch and Coop the same modes.

sound right to you

to me it doesn't but maybe i'm biased

>> No.1408831

>>1408293
I hate to be one to jump onto bandwagons, but goddamn that's actually retarded statement.

It's a feature that doesn't interfere with anything, and adds another option for making maps, why would you NOT put it in?

>> No.1408832 [DELETED] 

>>1408830
are you drunk, or portuguese?

>> No.1408835

>>1408831
muh spec

>> No.1408837 [DELETED] 

>>1408832
it's impossible for it to be anything but a question

if it was a statement it would have to be

In Doom, Deathmatch and Coop were the same modes.

>> No.1408842

>>1408837
>it's impossible for it to be anything but a question
then where is your fucking question mark? you also word it like a statement.

no, deathmatch and co-op are different modes
it should be "are deathmatch and co-op the same mode in doom?"
the answer is "no", co-op you help to win a level
deathmatch you kill each other for points

>> No.1408851

>>1408842
would you mind recording yourself on vocaroo saying

"In Doom were Deathmatch and Coop the same modes"

as a statement and then post it here for me and then also explain how it is not a question?

they're obviously different in the goals we have but is the difference only in how we play it or is there a different mode in the game itself because there's only a multiplayer flag and no co-op and deathmatch flags

>> No.1408857

>>1408851
>would you mind recording yourself on vocaroo saying
no, I do mind
that's an unreasonable request
say it to your dumb self in a mirror and then take a crash course in english

>> No.1408864 [DELETED] 
File: 92 KB, 341x348, 1373580924515.png [View same] [iqdb] [saucenao] [google]
1408864

>>1408827
>>1408830
>>1408832
>>1408837
>>1408842
>>1408851
>>1408857

>> No.1408867 [DELETED] 

>>1408857
i'm saying it without raising the pitch at the end and it still sounds like a question because you don't need the inflection for it to be a question given the placement of "were" and i'm struggling to understand how you have a problem with determining which of two possibilities is more likely and why you are willing to pedantically harass anyone on the internet over a missing question mark

if you listen to someone speak without inflection, or at least when most people listen to someone speak without inflection, it's still easy to pick out questions

i haven't even heard of autism or asperger's having this effect

>> No.1408869

Ignore and report

>> No.1408885

>>1408869

Hey, sorry to break it to ya, but that certain individual, believe it or not, has desisted on shitposting in our threads, and he's acting civil now.

Fuck, he has posted various times already in our threads with his trip on and no one has complained. If he were shitposting, he would disconnect and relog on the IRC just like one time he did months ago.

Now, if we were to point at someone, I would like to remind you that we have two clearly identified individuals in the community that attempt to import controversy from the forums to this place countless of times. So next time try blaming them instead of that dude.

>> No.1408893 [DELETED] 
File: 10 KB, 429x410, 1391483231484.png [View same] [iqdb] [saucenao] [google]
1408893

>>1408867
>i haven't even heard of autism or asperger's having this effect

you'd be surprised how many effects autism has alike over these kind of discussions.

Stop debating over "how to properly ask a question in english with the proper use of question marks" and keep on with the damn thread.

>> No.1408905
File: 63 KB, 640x384, dm9-a-3.jpg [View same] [iqdb] [saucenao] [google]
1408905

Does anybody have any maps that look gud? I mean, I'm fine with ordinary doom maps, but I'd like to see something cool, maybe Space or Computer themed?

Spacedm9 looks good, but there are only 3 of the maps. I'm okay with both deathmatch or episodes.

Can anybody recommend anything?

>> No.1408907
File: 197 KB, 840x525, dm9-snares.jpg [View same] [iqdb] [saucenao] [google]
1408907

>>1408905
Examples.

>> No.1408908

>>1408905

Putrefier
Back To Saturn X
Vrack 2

>> No.1408909
File: 39 KB, 640x360, TcoNsl.jpg [View same] [iqdb] [saucenao] [google]
1408909

>>1408907

>> No.1408910

>>1408908
Will try. Thanks.

>> No.1408928

Anybody got the sprites for the female arch-vile?

>> No.1408950
File: 287 KB, 662x450, consider the world.png [View same] [iqdb] [saucenao] [google]
1408950

Are there any WADs that make me feel like I'm on a grand adventure?

>> No.1408986

>no last of us mushroom zombies

>> No.1408989

>>1408986

any pics?

>> No.1408990
File: 162 KB, 620x430, The-Last-of-Us-Infected.jpg [View same] [iqdb] [saucenao] [google]
1408990

>>1408989
http://thelastofus.wikia.com/wiki/The_Infected

>> No.1409016

>>1408905
Try some 32in24 maps

32in24-13 has a lot of food-themed maps and nice decorations but all the maps aren't neccessarily all pretty

>> No.1409062

>>1408950
Epic 2

>> No.1409089

>>1408990
want

>> No.1409095

Was IMX doing Left 4 Dead Boomer sprites?

>> No.1409135
File: 506 KB, 1280x720, 1392514490949.png [View same] [iqdb] [saucenao] [google]
1409135

Well, just beat Scythe 2... Kinda. It started becoming 2slaughter4me in the last 8 or so maps, so I just kinda cheated my way through. For the most part it was great, I'm just not a slaughter fan.

>> No.1409139

I'm trying to remember a doom map... It was a single map wad, you start off in some kind of drop pod, or some kind of tunneling pod type thing, and it opens into a parking complex. It eventually leads out to a road, and you travel to a hellish area towards the end. I hope my description isn't too vague.

>> No.1409168

>>1408557
how do you use morph ball?

>> No.1409171

>>1409168
use inventory button

>> No.1409196

>>1409168
It took me a while to figure out too, but hit enter.

If you toggle chase mode while you're in first person, and switch to the morph ball and you're in first person. It's fun to roll in between enemies and shit.

>> No.1409212

>>1409196
>If you toggle chase mode while you're in first person, and switch to the morph ball and you're in first person

Or metroid_cl_morphcamera 0

>> No.1409252
File: 24 KB, 360x301, doomguy.gif [View same] [iqdb] [saucenao] [google]
1409252

>>1409212
Yeah, I'm a faggot. But I couldn't help but notice, does the freedoomguy look a bit like samus? I threw this together as a proof-of-concept. I can't draw or edit for shit, but there might be something there.

I can't even tell what he's doing with his gun/arm, though.

>> No.1409253
File: 473 KB, 1024x1024, Samus_concept3.png [View same] [iqdb] [saucenao] [google]
1409253

>>1409252

>> No.1409261

>>1409252
I always though so. But it's got a weird animation.

>> No.1409262

>>1408950
Hexdd

>> No.1409267

>>1409252
>>1409261

yeah, FreeDoomGuy looks similar to Samus; and also to be fair, the entirety of FreeDoom is weird

>> No.1409270

>>1409267
Yeah. Inconsistent and what not.

People give it a lot of shit, but I always thought it was interesting anyway. The enemies kinda range from meh to bad, but the levels were pretty alright imo, and it was a neat attempt overall.

>> No.1409351
File: 81 KB, 800x518, mastermind2mo[1].jpg [View same] [iqdb] [saucenao] [google]
1409351

By judging this shot from the mastermind model, the in-game sprite should've had a different set of colors (which happen to be included in the Doom palette)

Lemme see if I can whip something quick based on this...

>> No.1409381

>>1409351
the only thing i keep asking myself is how did Adrian made the metalic parts of Spidermastermind?

>> No.1409386

>>1409381
the model or the sprite?

the sprite he just greyscaled it and touched it up

the model he took some metal and made it happen

>> No.1409405

>>1409381
They just look like those extendable metal rods. Or... attachable. Whatever.

Point is, they're not rare, and tiny hinges are easy to get at any hobby shop.

>> No.1409406

>>1409381

What metalic parts? The legs? Explain yourself

>> No.1409407

>>1409386
about the sprite,dont forget he changed the chaingun barrel and made it bigger

>> No.1409409

>>1409407
paintover.

>> No.1409413

>>1409381
>>1409406

Also Adrian Carmack never did the mastermind latex model, Gregor Punchatz did.

>> No.1409436

>>1409413
>>1409409
>>1409406
>>1409405
well,thanks for the info

I just got an idea but it would work better for /toy/.wad
Scan your toys and make them your enemies in doom

>> No.1409456
File: 82 KB, 533x800, 1392526101493.jpg [View same] [iqdb] [saucenao] [google]
1409456

>MFW SWITCH HUNTS

>> No.1409470

If a mod uses vanilla sprites, does it need brightmap definitions for those vanilla sprites or will they already have brightmaps if played in gzdoom?

>> No.1409479

>>1409470
gzdoom doesn't come with brightmaps for vanilla sprites

>> No.1409487

>>1409470
>>1409479
Might be a stupid question, but what are brightmaps? I always hear about them, just never bothered to ask what they are.

>> No.1409486

>>1409479
It doesn't? Why not?

>> No.1409497

>>1409486
too much work and / or it looks even less vanilla and they don't want to add an option to disable brightmaps unless there is one

>>1409487
black and white copy of a sprite where everything black is rendered normal on the normal sprite and the white parts are rendered bright on the normal sprite

like a mask in photoshop or gimp

>> No.1409496

>>1409479
ur 1 cheeky cunt m8, they do

>> No.1409502

>>1409497
Not quite sure I understand. Sounds kinda odd. Does this just make the sprites look better or something?

>> No.1409506

>>1409496
i'm balls deep in gzdoom.pk3 just to make sure and i do not see any

>>1409502
makes it so parts of an image are always bright like flames on a baron's hands or glowing eyes since actors normally get darker in dark areas

>> No.1409507

>>1409497
gzdoom comes with brightmaps.pk3 dummy

>> No.1409505

>>1409479

then what does brightmaps.pk3 has, champ?

>> No.1409509

>>1409506
Oh okay, I understand now, thanks.

>> No.1409510

>>1409505
>>1409507
aw fuck

why don't i see it in-game is it not autoloaded by gzdoom?

>> No.1409514

>>1409510
its not

>> No.1409518

>>1409510
>>1409514

Yeah, for some dumb reason the exe doesn't autoload the files automatically (funny note, Skulltag actually did), so you need to get in the .ini file and put it in the Global Autoload section

>> No.1409585
File: 28 KB, 150x150, gruntlol.gif [View same] [iqdb] [saucenao] [google]
1409585

I have been thinking about ripping Warcraft 3 models and doing a Warcraft-themed wad. Yay or Nay?

>> No.1409590

>>1409585
Mite B Cool

>> No.1409604

>>1409518
It's for exactly the reason >>1409497 said.
> it looks even less vanilla and they don't want to add an option to disable brightmaps

In other words, it's easier to put it in there so that the people who want brightmaps can use it but the people who don't know about them or don't want to use them don't have to. Doom is all about options, but it's better to make them actual options instead of defaulting to them on.

Otherwise, every copy of ZDoom would come with reloading vanilla weapons right from the start.

>> No.1409609

>>1409604
>Otherwise, every copy of ZDoom would come with reloading vanilla weapons right from the start.


That's a gameplay change though. A closer thing would be every copy of zdoom coming with pk's smooth weapon animations (something I would support, except for the bfg)

>> No.1409620

>>1409585
I'd like to see it.

>> No.1409625

53 brave souls have ventured into Phobos:
45 of those were killed.
And 7 couldn't handle the stress and committed a stupid suicide.

1 souls destroyed the Mastermind...
1 killed the bitch and survived.

>> No.1409626

>>1409625
No real boss? What a loser.

>> No.1409630

>>1409585
I'd be more more interested in seeing how to match styles with the environment. Similar color tones and shading and all.

Actually I'd like to see someone make a completely new game in the doom engine. New artstyle, enemies, story, gameplay mechanics. Maybe an action RPG, sort of thing, or stealth game.

>> No.1409640

>>1409626
I killed Death with a chainsaw, fucker. What more do you want?

>> No.1409643

>>1409630
http://forum.zdoom.org/viewtopic.php?f=37&t=38215

someone could use this junk for talk scenes

>> No.1409642
File: 39 KB, 107x128, bettergrunt.gif [View same] [iqdb] [saucenao] [google]
1409642

>>1409630
Everything could be ripped from Wc3. There are more resources for it than you imagine.

Here is a better version of the rip.

>> No.1409645

>>1409640
Finish The Lava Pits with a chainsaw and we'll talk afterwards.

>> No.1409661

>>1409642
Yeah, but I mean level design wise and the weapons, and general lighting and feel. Just will be interesting if you go through with the whole thing.

>> No.1409659

>>1409645
I did that too. Ripped that fucker apart while standing over a sea of lava.

Would've gone at the Mastermind with my ripper too, if she didn't die like a bitch before I got close enough.

>> No.1409663

>>1409643
Looks neat.

I think a first person action RPG in the vein of diablo would be nice though... Random drops/enemies. No random dungeons, but with a well fleshed out environment it'd be a lot of fun...

A man can dream...

>> No.1409673

>>1409659
All right, now beat the true boss.

>> No.1409679

>>1409673
Alright, how the hell do I find the fucker?

I don't have to nuke the Mastermind, do i? I used my nuke in Limbo.

>> No.1409696

>>1409679
Be invincible, nuke the Mastermind, go through the level, ???, TO WIN THIS GAME YOU MUST DEFEAT ME, JOHN ROMERO.

>> No.1409703

>>1409696
Fucking hell, that's what I figured.
Well I'll save the nuke next time I find one.

>> No.1409713
File: 929 KB, 800x600, 1392535052492.png [View same] [iqdb] [saucenao] [google]
1409713

my attempt at mapping with the textures

>> No.1409715
File: 9 KB, 195x110, MastermindRemaster2.png [View same] [iqdb] [saucenao] [google]
1409715

>>1409351

Okay, same dude here; now, I tried my best at using similar colors found in the Doom palette and here's what I could do with my small knowledge in ~*~Doom spriting~*~.

What do you guys think, does it match the real latex model?

>> No.1409724

>>1409713

Options > Display Options > OpenGL > Texture opts. > "Texture Filter Mode" to "None"

Take another screenshot and post it back

>> No.1409732

>>1409715
Looks like the latex model has a little more orange in it, but there's much harsher shading on the sprite, so it's hard to tell. What with the flash in the photo and all...

>> No.1409742
File: 211 KB, 1280x853, 1392536150828.jpg [View same] [iqdb] [saucenao] [google]
1409742

>>1409732

It sucks that there ain't enough shots of the original latex model on the internet. Anyway, here's another shot of the mastermind which seems to be part of an exhibition at id software's HQ

>> No.1409772
File: 221 KB, 400x324, Well i tried.png [View same] [iqdb] [saucenao] [google]
1409772

>> No.1409776

>>1409772
The hand on the right side of the camera looks really off, as though somebody else is grabbing it

>> No.1409778
File: 186 KB, 684x576, hgoNgpS.png [View same] [iqdb] [saucenao] [google]
1409778

>>1409776

My friend noticed that too, being the smartass that he is. He added this

>> No.1409779

>>1409778
That's not how thumbs work.

>> No.1409781
File: 24 KB, 146x120, 1368402270693.gif [View same] [iqdb] [saucenao] [google]
1409781

>>1409779

well I tried, I couldn't see any other fitting doomguy hands on that page of hands

>> No.1409782

>>1409781
use the clawy lookin shits

>> No.1409785

>>1409782

Clawy?

>> No.1409786

>>1409785
the hands wot look like claws n shit

claw in a claw machin, not claw liek lobster

>> No.1409789

>>1409786

I certainly don't see it

>> No.1409792

>>1409789
which hands r u usin

>> No.1409796
File: 1.20 MB, 679x4500, these ones.png [View same] [iqdb] [saucenao] [google]
1409796

>>1409792

>> No.1409804

>>1409796
Use

the one you did yuse but flipt
or
one to the rite but not immediate rite of pump animation
or
bottom which show palm

u may need 2 flipt

>> No.1409808
File: 38 KB, 393x391, 13546190061734.jpg [View same] [iqdb] [saucenao] [google]
1409808

>>1409804

Your typing makes me think of that Pordontae guy.

>> No.1409839

>>1409630
Some guy did it and made what amounted to a tech demo called Foreverhood; it had fucking awesome artwork and atmosphere but unfortunately it petered out, never to be finished.

>> No.1409843

>>1409715
I would absolutely support a full sheet of this.

If someone would ever do something cool looking with a Cyberdemon to make a neat replacement, that'd be swell, but I won't hold my breath.

>> No.1409857

>>1409843

Funny you mention it, I just made a poll to check what everyone thinks of that idea; so I'm posting it here and in the forums and after a week or so I'll proceed or not in making this

http://strawpoll.me/1165828

>> No.1409902
File: 6 KB, 320x200, speciale-carmack-02[1].png [View same] [iqdb] [saucenao] [google]
1409902

wait a minute, that monster...

>> No.1409923

>>1409902
Are those walls made out of steak?

>> No.1409931
File: 10 KB, 209x241, homer drooling.jpg [View same] [iqdb] [saucenao] [google]
1409931

>>1409923
Mmmm.... steak walls

>> No.1409978

I saw some dude making Gatsu's sword from Berserk a few days ago.
How is that going?

>> No.1409984

>>1409978
It's Guts, bro.

>> No.1410002
File: 88 KB, 640x480, 1392553238269.jpg [View same] [iqdb] [saucenao] [google]
1410002

>>1409978
>Gatsu

>> No.1410005

So what's your guys favorite baddy in doom?

Mines the spider mastermind

>> No.1410007

>>1409781
Why didn't you just mirror image his left hand

>> No.1410058

>>1410005
cacodemon

>> No.1410142
File: 124 KB, 648x555, ejemesmadelo.png [View same] [iqdb] [saucenao] [google]
1410142

Hexen online 1.2 zandronum ?

>> No.1410154
File: 217 KB, 488x348, screenshot125612.png [View same] [iqdb] [saucenao] [google]
1410154

Recently after killing this angel looking monster the game got glitched and i had to reset Doom, can you guess how could a monster script could fuck doom engine so bad?

>> No.1410192

>>1410154
Shitty decorate?
Though ZDoom tends to not want to even boot if there's some kind of logic loop or feedback in the code.

>> No.1410208

>>1410192
Dunno.
The whole game got glitched like these terry traps, i couldn't even get to the menu screen, fortunately zandronum crashed or else i had to reboot the computer.

>> No.1410279

>>1410154
name of the wad?

>> No.1410319

>>1410279
>>1410192
None, It's from a creepypasta.

>> No.1410320

>>1410142

What?

>> No.1410435

>>1410319
sounded like a wad made from a creepypasta

>> No.1410441

>>1410154
>can you guess how could a monster script could fuck doom engine so bad?

Pretty easy, and depending upon how it got glitched there are multiple ways.

The doom creepypastas are pretty funny because in every one I've ever read the stuff in the creepypasta can be accomplished pretty easily in a pwad, making it not creepy but rather just a shitty 0/5 do not download because terry pwad.

>> No.1410446

>>1410435
Not really.
Search "the princess creepypasta".

>> No.1410560
File: 204 KB, 400x324, Is this better.png [View same] [iqdb] [saucenao] [google]
1410560

>>1409772
>>1409779
>>1410007

Does this look better?

>> No.1410579

>>1410560
The left hand looks a bit awkward, since it's smaller than the right hand, and the thumb is quite clearly cut off, but it definitely looks better.

>> No.1410606
File: 203 KB, 400x324, I think I fixed it.png [View same] [iqdb] [saucenao] [google]
1410606

>>1410579

Now?

I'm fucking around with this instead of finally adding that rolling bomb spell, I'm an ass

>> No.1410659

>>1410606
Bit better, though the left hand still looks awkward

>> No.1410765

>>1408950
Serpent Resurrection and super sonic doom.

>> No.1410790
File: 20 KB, 495x515, Pic number 1, the stock.png [View same] [iqdb] [saucenao] [google]
1410790

I made 3 changes. The first one is the stock where I did some "rounding", I'm not sure if it's any better

>> No.1410801
File: 16 KB, 604x450, pic number 2, the barrel.png [View same] [iqdb] [saucenao] [google]
1410801

>>1410790
oh, and the stock now has 6 layers.Same thing in the barrel but this one is undoubtedly better. The third change is a hollow muzzle

>> No.1410805

>>1410801
sexy

>> No.1410818
File: 141 KB, 1440x812, 1384361086855.jpg [View same] [iqdb] [saucenao] [google]
1410818

So I've been playing a bit of Mutiny with Shadows of Hell: Space Hulk, What do you guys think I should play next? I'd prefer something along the same lines as Space Hulk though.

>> No.1410826

>>1410818
Also, >1410801
Both of those look great.

>> No.1410832

>>1410818
I just went to look that up, looks like shit honestly. I was expecting some sweet ass 40k shit and its like a map that doesnt even look like a space hulk which is a bunch of debris from old ships and shit that formed together for you non 40k fans. Are there any good 40k mods for doom? :(

>> No.1410840

>>1410832
I was kinda expecting something like 40k, but with Mutiny its alright. Vanilla is.. Meh.

>> No.1410849
File: 333 KB, 1280x720, 1392588416821.png [View same] [iqdb] [saucenao] [google]
1410849

Sapphire is pretty great.

>> No.1410854

>>1410849
I'll give it a try.

>> No.1410997
File: 14 KB, 205x103, chaingun__nmn_imx.png [View same] [iqdb] [saucenao] [google]
1410997

sperbu chneiganuh

>> No.1411042

Ok,voxeldef isn't working. Maybe it doesn't work with non vanila sprites
How do I make >>1408197 work? I get the general idea, but where should this be?

>> No.1411161

>>1410154
It wasn't scary on SM64 and it's not scary now

>> No.1411205

>>1410154
worse than zdk12

>> No.1411254
File: 118 KB, 692x768, 1390809147651.jpg [View same] [iqdb] [saucenao] [google]
1411254

So, uh, TSP release today maybe?

>> No.1411257 [DELETED] 

>>1411254

Stop it, torrid. Last warning.

>> No.1411261 [DELETED] 

>>1411257
I-I'm not torrid, I just am out of the loop and hopeful.

>> No.1411260

What wad are you playing /vr/? Personally playing through Reverie with GMOTA.

>> No.1411265

>>1411260

What's Reverie?

Also I hope you're enjoying GMOTA

>> No.1411267
File: 29 KB, 548x482, took like 5 min.png [View same] [iqdb] [saucenao] [google]
1411267

MagicaVoxel can convert TGA to voxels.Now matching colors, which took 95% of the time is done in 30 sec.
If this wasn't a civilized board this post would go full caps lock

I'll try not to flood the thread, I swear

>> No.1411271

>>1411267

don't worry, is cool

>> No.1411273

>>1411265
>What's Reverie?
One of the bigger megawads like Momento Mori. Only problem I've had so far with it while playing with GMOTA is that they have sections where you need to shoot a switch and the blade projectile/wand are too xboxhueg to do hit it since it's in such a small hole.

>> No.1411275

>>1411273

That's the second instance I've heard where my big fuckoff projectiles give issue with triggering switches.

I -really- need to figure out a workaround, maybe I'll make the grappler glove also shoot out a puffless, harmless bullet for triggering stuff.

>> No.1411320

>>1408138
>dat ejection port

>> No.1411327

>Mike12 didn't release an alpha of the sex mod for Valentine's Day

What was he thinking?

>> No.1411339

How do I get into the Gaming Underground to locate Underground Games with sprites suitable for use in Doom mods?

>> No.1411360

>>1411327
He was probably thinking that he has about a billion other projects he's also working on at the same time.

>> No.1411628
File: 506 KB, 1280x960, 1392618284053.png [View same] [iqdb] [saucenao] [google]
1411628

Some of the later levels in this Doom 64 to Doom 2 conversion project are pretty bitchin', architecturally and difficulty-wise.

>> No.1411629

Whats the difference between a .pk3 file and a .wad?

it may be retard tier question but i cant make sense of it

>> No.1411636

>>1410801
are you using Voxlap?

ive got a shit-ton of weapons .vox files that i have from when Ace of Spades classic was popular

>> No.1411642

>>1409796
whats up with the beige gloves?

is it just a 'thing' to use the vanilla hands or is it just a popular skin?

>> No.1411643

>>1411629
A .pk3 is just a renamed .zip, .wad is Doom's data storage format.

http://doomwiki.org/wiki/WAD
http://doomwiki.org/wiki/PK3

>> No.1411646
File: 51 KB, 685x567, 1373184178439.jpg [View same] [iqdb] [saucenao] [google]
1411646

>>1411643
will read

>> No.1411660

are there any instructions on how to use Slade?

im just beginning so im fucking around with the sprites, but where do i learn how to do more?

>> No.1411780

>>1411660

Do what I did to start learning: Open up other mods and figure out how shit works, experiment.

and keep the Zdoom wiki bookmarked.

>> No.1411803

What's the difference between FodQuake, ezQuake, and FTEQW? Don't they all do pretty much the same thing by now?

>> No.1411804

>>1411780
This. I still barely know anything, but I know enough to make small tweaks here and there. As an example, in beautiful doom the shotgun shells and pistol shells that eject upon firing the pistol and regular shotgun spawn too far in front from the front of the player, about... 50 or 60 unites away from the player, it looked odd to have this shell eject way out in front of you, so I dug around the file with slade, and found out how to make the shells spawn closer to the player.

>> No.1411820

whatever happened to that anon that was working on the doom hentai sprites?
I remember he was finished a hell knight and revenant
pls come back[/spoiler[

>> No.1411827
File: 11 KB, 511x295, ss (2014-02-17 at 04.21.05).png [View same] [iqdb] [saucenao] [google]
1411827

>>1411820

This is going to be a pasta at this point, I just know it is.

>> No.1411832

>>1411827
focus on doom pron pls

>> No.1411895
File: 306 KB, 1440x900, 1392632551454.png [View same] [iqdb] [saucenao] [google]
1411895

uh

guys

what do i do

i think i broke the map

>> No.1411941

>>1411636
the software this was made can import/export Ken's .vox, so using Ace of Spades weapons is possible
I'm just doing voxels for weapon drops, using AoS's would require new first person sprites
that is, unless you make them from voxels too, which is possible but I've no idea how to do that

>> No.1411989
File: 29 KB, 500x357, sten-pistol.jpg [View same] [iqdb] [saucenao] [google]
1411989

So, uh, any decent sprite-artist that'd be willing to do a quick sprite of a Sten gun (or any variant of one) for this poor plebe?

It'd be centered (kinda the same angle and perspective as the Shotgun or Alpha rifles), and the body of the gun is practically a piece of pipe with some stamped metal on the bottom. I could animate the bolt, ejection port, muzzle-flash and magazine changes by myself.

>> No.1412006

>>1411989
>>1412000

accidentally posted it here. here you go faggot. post the wad when you are done

>> No.1412017

>>1411628
Yo dawn where you'd get that rocket launcher?

>> No.1412089

>>1407534
> man in cereal armor
> fighting snotmen
> taking anything seriously

>> No.1412106

>>1412017
looks like paul / nmn's Stomper

>> No.1412113

>>1412106
stomperguy for samsara

>> No.1412147

>>1412006
Hmm, it's not centered, and gripping the Sten by the magazine is a no-no, but I might be able to use it for something else. It's pretty nice though, I'll say that.

>> No.1412201

>>1411042
DECORATE. You'll want to replace/inherit from the actor it comes from, which depends on what it's from.

>> No.1412203

>>1408184
I remember that problem as well. I was able to fix it easily though but yeah it was a pretty bad demo release as far as controls were concered. Once I fixed it though, I thought that demo was really fun.

>> No.1412206

http://forum.zdoom.org/viewtopic.php?f=19&t=30920

Aliens: Colonial Marines TC updated after half a year

>> No.1412209

>>1408905
UAC Ultra

and whatever you can find here:
http://realm667.com/index.php/projects-mainmenu-50

btw this is a technically (autismally) amazing thing from more than a decade ago:
http://doom.wikia.com/wiki/Gothic_99

>> No.1412220

That barmaid wad was severely disappointing.

>> No.1412326
File: 472 KB, 400x340, 4h7lphvia6zy4y09g[1].jpg_size_.gif [View same] [iqdb] [saucenao] [google]
1412326

>> No.1412371
File: 45 KB, 320x200, spooning.png [View same] [iqdb] [saucenao] [google]
1412371

So I'm sitting here waking up with a bowl of fucking waffles and an insane thought struck my head

Biggest Fucking Zorcher

>> No.1412425

How is this still so popular and why can't I be involved?

>> No.1412430

>>1412425
>why can't I be involved

But anon, you can. Whether you're a player or a modder, just don't be a faggot and you'll fit in.

>> No.1412510 [DELETED] 
File: 31 KB, 248x268, impdeath3-v1.gif [View same] [iqdb] [saucenao] [google]
1412510

Working on nightmaregore/bloodyhell3 again. Did a smoothed-out version of the default Imp death, i'm hoping to do the same for the rest - this way the original death sequences won't stick out from the new, smoother ones.

Also working on a set of animated blood trails, sprays, and spatters to make gibbing effects have more impact and variety.

>> No.1412513 [DELETED] 

>>1412510
shit, must have completely fucked the pallete when i made it a GIF

>> No.1412523
File: 34 KB, 248x268, impdeath3-v1.gif [View same] [iqdb] [saucenao] [google]
1412523

Alright, accidently uploaded a pallete-fucked version before, but yeah.

Working on nightmaregore/bloodyhell3 again. Did a smoothed-out version of the default Imp death, i'm hoping to do the same for the rest - this way the original death sequences won't stick out from the new, smoother ones.

Also working on a set of animated blood trails, sprays, and spatters to make gibbing effects have more impact and variety.

>> No.1412584

>>1412017
>>1412089
Yeah, it's from Stomper. They're all just vanilla replacements so I ganked them out from the WAD and play with it sometimes when I want a slightly different experience.

I've also considered doing a Perk-style smooth animations update to it but I dunno how well that'd go over.

>> No.1412590

>>1412584
I don't think NMN would care

>> No.1412609

>>1412584
>>1412590

or notice, at all.

>> No.1412615

>>1412609
RIP

>> No.1412618

So I'm looking for a Goremod at the moment, You guys got any suggestions?

>> No.1412623

>>1412618
cryogenically freeze yourself and come out when mike12 finishes his gore mod

>> No.1412625

>>1412425
>How is this still so popular

because it fucking rules

>> No.1412628

>>1412618
nashgore? ketchup?

>> No.1412631

>>1412628
Isn't ketchup the one with streams of the vanilla blood sprites?

>> No.1412638

pikachu for samsara

>> No.1412642
File: 192 KB, 1280x960, stomper[1].png [View same] [iqdb] [saucenao] [google]
1412642

Also this is important to mention

http://forum.zdoom.org/viewtopic.php?p=746765#p746765

This is Stomper, the very last thing NMN did for the community before leaving to pursue his art career; PLEASE, I implore you to give this a check at least, and of course, if you feel worthy of contributing, feel free to help this dude out

Seriously, this thing has Cacoward written all over it, it also was mentioned in last year's Cacos

>> No.1412645

>>1412642
Rest in please come back

>> No.1412646

>>1412638

goodbye

>> No.1412649

>>1412646
think about it though

hexen-style lightning, speed, melee lunges, illusions

>> No.1412654

>>1412523
Is there going to be a kids version of the NIGHTMAREGORE mod?

>> No.1412656

>>1412649
too bad there was never a pikachu shooter
unlike jazz jackrabbit... oh wait, JJ3 was never released ;_;

>> No.1412683

>>1412654
>Is there going to be a kids version of the NIGHTMAREGORE mod?

Everything about this sentence makes me wonder if you know anything about what's going on.

>> No.1412697

>>1412623
He's making a goremod?
>>1412628
Tried Both, Ketchup is too over the top, Nashgore for some reason simply doesn't feel right.

I should have been less vague. I'm looking for a goremod that doesn't feel as insane as Ketchup and as insignificant as nashgore.

>> No.1412704

>>1412697
>He's making a goremod?

No, he's working on Samsara's gore mod.

>> No.1412714

>>1412704
Oh, right.

>> No.1412732
File: 5 KB, 386x378, a4c.png [View same] [iqdb] [saucenao] [google]
1412732

>>1412326

>the explosion pushes them upwards

Tell me your ways

>> No.1412745

>>1412732

that's regular Doom behavior, go try it now, it's MAP01

>> No.1412843

>>1412697
>>1412704
Actually, it's both for Samsara and it will be it's own standalone thing as well (likely with extra features/options that might not work within Samsara)

>> No.1412853
File: 3 KB, 99x105, These-Alien-Hands.png [View same] [iqdb] [saucenao] [google]
1412853

*Adds another project to the pile*

>> No.1412891

>>1412853
mike no

>> No.1412901

>>1412853
Oh, that's not me,

I'm
>>1412523
>>1412843

>> No.1412907

>>1412891
>Being mistaken for MIke12
Radical
But it'll be really obvious when I finish this magazine

>> No.1412919

>>1412912
Pistol mag

>> No.1412912

>>1412907
Magazine as in reading, or magazine as in /k/ magazine?

>> No.1412914

>>1412907
>>1412907
everyone should be mike12, so he can finally move on with the massive pile of doom shit he has

>> No.1412927
File: 379 KB, 1920x1080, Teaser.jpg [View same] [iqdb] [saucenao] [google]
1412927

Replaced "Kills" with "Arrests" so Batman fans wont go batshit. I know that Batman does not kill.

>> No.1412930

>>1412927
He used to.

>> No.1412931

>>1412930
Batman is a brutal bastard

>> No.1412932
File: 231 KB, 1920x1020, mike12massiveshitfolder.png [View same] [iqdb] [saucenao] [google]
1412932

>>1412914
Speaking of which

To be fair, 85% of these folders/files are either dormant or complete and not in my current 'project list', but here's a look anyways for shits and giggles. Also, a few of these folders/files are just resources from other people/places, but most of the contents pictured are things I've at the very least tinkered with over the years.

>> No.1412939

>>1412932
please back those up

>> No.1412946

>>1412853
>Play Aliens TC/Aliens: CM with Trilogy hands
>Player has the voice of a man
>It's clearly girl hands
>The hands were pretty pixelly weird to boot
This bugged the shit out of me

>> No.1412951 [SPOILER] 
File: 199 KB, 542x540, sQdLypw.png [View same] [iqdb] [saucenao] [google]
1412951

>>1412932
>bloodtits

>> No.1412962

>>1412932
>mlp sprites
what

>> No.1412968

>>1412962
I don't see that anywhere.

>> No.1412973
File: 6 KB, 210x150, _mlp_sprites.png [View same] [iqdb] [saucenao] [google]
1412973

>>1412962
oh, no worries, that's just this.

It was for when they were talking about a /mlp/ wad a while back for the boards wad project.

>> No.1412970

>>1412968

The very first file after the folders.

>> No.1412971

>>1412968
its the very first thing after the folders

>> No.1412980

whats with the megagame.wad?
I always see a bunch of servers hosting it but never bothered to get it, is it fun?

>> No.1412983

>>1412980
Pretty sure that's a placeholder IWAD for certain wads.

>> No.1412992

>>1412980
>whats with the megagame.wad?

It's the base iwad for Mega Man 8Bit Deathmatch.

>> No.1412998

Do I have to go through some batch file shenanigans to get Legacy to run PWADs?

>> No.1413001

Never forget:
http://pastebin.com/tPWrWUMK

>> No.1413017

>>1413001
who was it that ended up getting banned from BE after hosting it again with the name "/vr/ 25GB of RAM"

>> No.1413021

>>1413017
SArais

https://archive.foolz.us/vr/thread/1079042/#1085717

>> No.1413032

>>1412998
Wait nevermind, figured it out. Not sure why the launcher doesn't come with the more recent updates, but that fixed it.

>> No.1413036

>>1413021

And nothing of value was lost.

>> No.1413059

Any mod that'll prepare me for WW3 with North Korea, Russia, and China?

>> No.1413067

>>1412939
pretty much all of this stuff is already backed up, thankfully.
>>1412951
here's the actual content of /bloodtits:
http://i.imgur.com/9Wh5eMp.gif

>> No.1413103

>>1413001
It's a shame, really. Circus2 is a great wad.

I can think of at least one place it could break in Survival, though. If a player dies (alone) in the red skull key room, the entrance/exit door to the room will remain shut, and yer scrood.


Reminds me, I should probably update the Samsara patch again

>> No.1413114
File: 928 B, 47x41, 0HPSI0.png [View same] [iqdb] [saucenao] [google]
1413114

>>1412907
Well
You barely see it in-game so I guess it's alright

>> No.1413115

>>1413114
Damn those holes look off-centre now

>> No.1413143

>>1413059

Okuplok's very own slaughtermap, I think? Can't remember the exact name, sadly

>> No.1413161
File: 16 KB, 688x118, wat.jpg [View same] [iqdb] [saucenao] [google]
1413161

what the hell just updated in the Steam version of Doom 2?

>> No.1413180

>>1413059
Hahaha, what?

Are there any 40k doom wads?

>> No.1413182

>>1413059
Maybe, but none come to mind.
Cool thing about Doom though, is that you can make one yourself!
Doom Builder for the map, SLADE to insert new resources, and Realm667 and ZDOOM Forums to acquire resources.

>> No.1413184

Anybody here ever heard of Darken2.wad? I was playing through it... It's fun, but about 12 maps in, every following map is totally devoid of enemies, and the exit is usually a stones throw away, with no real objectives for the map, and it's like this up until map 25, where it becomes regular doom 2 maps again.

>> No.1413190
File: 52 KB, 720x606, FKER voxels.png [View same] [iqdb] [saucenao] [google]
1413190

FKER voxels is getting a release date. And the release date is now! http://www.mediafire.com/download/4hhhe2m6b42t3a3/FKER_Voxels.pk3
thanks to marrub, I could resize them.
smg isn't getting a voxel because I can't find the sprite, and haha good luck trying to make the unmaker

>> No.1413192

>>1413190
Holy shit, thanks voxelbro

>> No.1413212

>>1412206
And it doesn't look like he actually provided a download link for it. The link in the first post says the file was uploaded in 2012... so I'm assuming that's the old version.

>> No.1413273

>http://stephaneginier.com/sculptgl/

Would this be good to make sprites out of models?

>> No.1413286

>>1413273
no

>> No.1413296
File: 437 KB, 1280x720, 1392692393168.png [View same] [iqdb] [saucenao] [google]
1413296

Good enough for the short animation.

>> No.1413309

>>1413273
absolutely not. Try sculptris/zbrush/maya anything else.

>> No.1413310

>>1413296
Will add shadow and merge the clip with the hand so it looks like a single sprite later

>> No.1413417

Why do half the WAD I download just not work with ZDoom? It recognizes all the IWADS but it can't recognize, for example, Samsara. When I drag the WADS onto the exe, it just gives me the list of IWADS. The only one it's been able to run so far is Pirate Doom. ZDL hasn't worked either. Have I done something wrong?

>> No.1413427

>>1413417
Dragging them onto the exe will work. They only list the iwads because it's assumed the one you dragged on it is one you want to be loaded, but you may want to run it with any one of the iwads.

>> No.1413462

>>1413427
Ah ok. How do I get it to work with ZDL though?

>> No.1413464

>>1413161
they changed your red cross healthkits to that gay pill

>> No.1413470

Would someone please develop a spriting tutorial involving getting perspectives done right? I'm pretty much okay with doing A1, A3 and A5 frames, but doing the angled views always bugs me

>> No.1413474

>>1413470
http://forum.zdoom.org/viewtopic.php?f=37&t=35856&p=676658

This help any?

>> No.1413475

>>1413462
I've never used zdl before

>> No.1413482
File: 30 KB, 760x584, clip (2014-02-17 at 08.23.29).png [View same] [iqdb] [saucenao] [google]
1413482

>>1413417
Use IDE (server browser with something basically like Zdoom Launcher built in) or Zdoom Launcher itself.

Also, when it you launch a game of Zdoom or any of its derivatives without specifying the iwad, it'll ask. It's probably still loading the mods you tell it to, but quit before it can get an answer on which iwad to load them with.

>> No.1413485
File: 36 KB, 760x584, gkjasvdsfklsa.png [View same] [iqdb] [saucenao] [google]
1413485

>>1413482
Whoa okay what the fuck happened to the screenshot

>> No.1413491

>>1413161
DOSbox?

>> No.1413493

>>1413491
In 128 bytes? Maybe a config file.

>> No.1413530
File: 2 KB, 77x105, fake.png [View same] [iqdb] [saucenao] [google]
1413530

I had an idea for a Doom wad. What sort of knowledge would I need to work on a weapon or monster AI mod? Is there Doom C like Quake C, or is it just in scripts, or will I need to know actual C?

>> No.1413541

>>1413530

I went in knowing fuck all about coding, and learned DECORATE by cracking open and looking at other mods to figure out how it works. ACS allows for more complex stuff and it's an easy version of C++, if memory serves right.

>> No.1413545

>>1413530

Decorate is pretty easy, for the most part.

>> No.1413548 [DELETED] 

>>1413464
You'd have better be joking nigger.

>> No.1413556

>>1413541
C, not C++

there's some nuance, probably objects, but i don't know it for sure

>> No.1413573

>tfw two of your favorite wads aren't compatible with each other

Seriously, Beautiful Doom just totally messes up Hi Tech Hell 2 for some reason, I have no idea why. It turns a lot of objects into the environment into other random things, or it'll add new objects entirely (torches everywhere, wtf).

>> No.1413607

>>>/v/232171029

>> No.1413610

>>1412371
>fucking
Should be "Biggest Gosh-Darn Zorcher" to fit in with Chex Quest being more kid-friendly

>> No.1413634

GUYS
Chex's BFG is called LAZ device
LAZ=
Large
Alpha
Zorcher

>> No.1413637

>>1413634
Area
Area
AREA

>> No.1413639

>>1413464
Man fuck the Red Cross. My roomie's mom just got put on probation due to having faulty equipment. Yeah, sure, like it's HER fault.

>> No.1413642

>>1413640
North Korea isn't the threat to anyone else, the threat is China and Russia

They're pals

>> No.1413640
File: 48 KB, 392x293, 1335632755187.png [View same] [iqdb] [saucenao] [google]
1413640

>>1413059
>WW3
>with North Korea
>North Korea being a threat to anyone but themselves

>> No.1413648

>>1406864
Yep. The easiest way is to create a MAPINFO file and flag every level as "ResetInventory."

>> No.1413652

>>1413642
China wouldn't stand a chance to the American Navy, but Russia might be different.

Of course, there's nuclear deterrence involved, so nothing will probably happen, even if things were to get heated.

>> No.1413664

>>1413640
>>1413642
>>1413652

NK is a threat to SK and has nukes that could hit Seoul.

Russia and China used to give a shit about NK but don't any longer except as far as they can shittalk the US, but even that has stopped in recent years.

>> No.1413667

How do I get brightmaps to work with GZDoom? I tried launching the brightmaps.pk3 with ZDL, but it doesn't appear to do anything.

>> No.1413693

>>1413667

Open up the GZDoom .ini file, and add it in the Global Autoload section

>> No.1413695
File: 120 KB, 640x427, 1371825088114.jpg [View same] [iqdb] [saucenao] [google]
1413695

>>1413664
>NK is a threat to SK and has nukes that could hit Seoul
NOPE!

Not only is SK vastly better equipped than NK, they also have food, gasoline, ammunition, and allies (thinks the Norks don't have).
They could dust the Norks in a week if they wanted to.

As for Nukes? Yeah, they claim to have them, but they don't have any delivery system.

If they went all out, less than 100 South Koreans would die.

Shit, if they delivered a nuke, the US and South Korea would turn the Northern part of the peninsula to glass, and China would just idly stand by, saying "Well that's unfortunate." and go about with their own business.

>> No.1413704

>>1413695
>the US and South Korea would turn the Northern part of the peninsula to glass
would they do that with all of the north koreans there that want absolutely nothing to do with their nazi-esque leader?

>> No.1413716

>>1413530
Is that something from SMT Strange Journey, anon?

>> No.1413717

>>1413716
yep
speaking about it,why nobody has made a ST doom.wad,or a SMT themed.wad?

>> No.1413718

>>1413693
Tried that, still doesn't do anything.

>> No.1413721

>>1413717
I don't think that many Doomers could relate to the franchise.

>> No.1413725

>>1413721
Good point..

>> No.1413731

>>1413667

Whoever told you brightmaps.pk3 actually had the brightmaps in them was a fucking liar.

http://forum.zdoom.org/viewtopic.php?f=19&t=29792

>> No.1413739

>>1413731

>May 21, 2011
>The work is based on the original Brightmaps.pk3 that comes with GZDoom

>> No.1413748

>>1413695

It is a threat to SK because it has nukes, and that's pretty much it. That's what I meant by my post, sorry if I was unclear. NK could not expect to successfully wage a conventional war against SK and the US.

We know that they have nukes. They've tested them, announced they've tested them, and we have seismic activity confirming this.

They do have short-range delivery systems (<1000km), what you're probably thinking of are ICBM-level ranges, which they don't have.

Even those delivery systems are pretty shitty, and have a significant chance of failure, but the fact that they have nukes and delivery systems that would probably work and are capable of reaching Seoul, anywhere else in SK or any deployed force in their country is pretty much the only reason NK is still a country. The cost to engage them and possibly force their hand is too high.

Everyone in the region and all of their allies are completely tired of their shit, and basically waiting for the country to collapse on its own.

>If they went all out, less than 100 South Koreans would die.

No, if they sucessfully nuked Seoul millions would die. They probably wouldn't be able to successfully but their chance of success isn't insignificant.

>Shit, if they delivered a nuke, the US and South Korea would turn the Northern part of the peninsula to glass, and China would just idly stand by, saying "Well that's unfortunate." and go about with their own business.

Yes. This doesn't contradict what I've said.

The issue is that if a nuke was delivered it would be catastrophic regardless of whether NK was glassed afterwards or not. And depending upon the situation that glassing may not be an effective deterrent.

>> No.1413751

>>1413731
Fucking... what the hell. The brightmaps still don't work for me. I don't get it.

>> No.1413761

Simple ways to make your weapons mod more interesting:

>Spruce up your animation by interpolating between positions of sprites in animations by using Offsets or by making "new sprites" with Textures.
Breaking an animation like ABC 3 into ABCDEFGHI 1 by moving each sprite towards the next makes it appear smoother. Even going to just 2 tic resolution is impressive.

>Selection and deselection animations.
Weapons that go straight up and down have been done for twenty years. Use Textures or Offsets to have a weapon swing up, perhaps have it go through a reversed recoil animation while being raised. A little shuffle sound can also help.

>Clear your sound channels.
Avoid crowding your sound channels and truncating gunshots by moving mechanical noises such as magazine movements, hammer cocking, and pumping over to alternate unused channels such as 5 through 7. This way your shotgun sound will still ring out when the pump sound plays instead of ending abruptly and unnaturally.

>> No.1413764

>>1413695
>allies
That's the most important thing SK has. America, Great Britain, South Korea, Canada, Australia, and Israel are all buddies, and if you fuck with one of us, you're fucking with the whole crew.

>> No.1413765

>>1413721
I love the idea that SMT SJ and Doom are essentially the same story (Marines trapped in a war against demons, mankind's last hope, etc.), but the two games approach it completely different. In Doom, you're a one man army that goes through the entire enemy force by yourself. In SJ, you recruit demons as allies and have to work together to defeat them.

If I did an SMT mod, I'd have to have some sort of way to do summoned allied demons that help you, but I don't know if the Doom engine could really handle allies. I'd had to get shot in the back by them every time I wondered into their line of fire, or have them get stuck at different parts of the map because they can't path properly.

>> No.1413769

>>1413765
with SMT theme on Doom i meant,you kill everything from SMT

>> No.1413772

So I got the latest build of GZDoom, and brightmaps still don't work at all, I tried the one from ZDoom forums, and the one that comes with GZDoom, neither work. Is it maybe my computer?

>> No.1413775

>>1413772
Do you have OpenGL / Does GZDoom look smoother than ZDoom

>> No.1413776

>>1413775
I do have Open GL, yes. And what do you mean by smoother?

>> No.1413779

>>1413772
>Is it maybe my computer?

Yeah, brightmaps don't work on certain GPUs.

>> No.1413781

>>1413776
Doesn't clip to black in darkness

>> No.1413782

>>1413772

Options > Display Options > OpenGL Options > Shader Options > Enable Brightness Maps

If that's already enabled, then you're kind of SNAFU'd.

>> No.1413784

>>1413779
That seems odd, but that's what it likely is. I'm just running doom on a 2011 Acer laptop.

>> No.1413786

>>1413782
Yeah they're enabled. I think it's my GPU, like >>1413779 said. Thanks anyways though. I'll just have to live without the brightmaps.

>> No.1413825
File: 2.19 MB, 256x143, The aftermath of Slaughterfest.gif [View same] [iqdb] [saucenao] [google]
1413825

>> No.1413850

How often does Doomworld update their /newstuff/ chronicles?

>> No.1413886
File: 4 KB, 344x326, 1321322162001.gif [View same] [iqdb] [saucenao] [google]
1413886

>tfw you wanna replay that one wad you like
>tfw you no longer have the file
>tfw don't remember the filename
This is the worst kind of hell.

>> No.1413910

Let's say, hypothetically, I'm working on a sprite-based Quake weapons mod, trying to be as close as possible to the originals.

What hands should I use? What if I shot new ones? (I am not good at photography nor editing.) What super shotgun should I use? None of the ones I can find are stubby enough or have a big enough brown area underneath.

>> No.1413936
File: 208 KB, 402x314, boomeranging.gif [View same] [iqdb] [saucenao] [google]
1413936

This is fun

Please note this particular boomerang operates on Castlevania cross logic, as in the return flight is just opposite of the initial throw. Catching it however nabs you a nice chunk of arcane energy though, so players can use this to build up energy on top of buzzsawing monsters.

>> No.1413995

>>1413886
>i can relate to that feel
I'm still looking for THAT megawad where enemies spoke russian(even it's not russian they fucking spoke) and had a very unique landscape.

>> No.1414318

>Trying to plan Raise / Lower animations in Photoshop
Starts as a pain in the ass but it gets better

>> No.1414331

>>1413995
http://www.youtube.com/watch?v=WjzOJYUmcOA

Is it that?

>> No.1414435
File: 1.29 MB, 320x240, These-Shotgun-Animation.gif [View same] [iqdb] [saucenao] [google]
1414435

Oh yes

>> No.1414540

>>1414435
I'd make the frames a bit further apart, make it look more vivid, if that makes sense. Like, space them out to the left.

>> No.1414543
File: 221 KB, 500x500, folder.jpg [View same] [iqdb] [saucenao] [google]
1414543

>>1405979
This is my first time playing DOOM but I have been doing so listening to this album, because I am brootal

http://www.youtube.com/watch?v=fq8u1gAwAdE

>> No.1414557

>>1414331
Unfortunately, no. I think it's more older than that.
As i said before it might not be russian, but i clearly remember enemies speaking (from former human to cacodemon). It also started from somewhere that can be called a prison. I downloaded the wad from Doom Wad Station so i have no hopes of finding it that easily.

>> No.1414574

>>1413639

Not that anon, nor I want to sound like a dingus, but what does that have to do with anything?

>> No.1414582

>>1414574
The Red Cross had the red crosses removed from the health items

>> No.1414591

>>1414582
they really went full retard with that..
plus it's not as if medikits had any negative meaning...

>> No.1414593

>>1414591
It wasn't about being in a specific part of the game, it was about being in the game at all

They didn't want their image (savior, medics) associated with violent games

>> No.1414602

>>1414593
the really stupid thing is that it was perfectly ok twenty years ago, but now they start bitching...

>> No.1414613

>>1414557
Doom Wad Station is back dude. Doomwadstation.net

>> No.1414619

>>1414602
Yeah, how dare they not notice it before it came out and before it was too late to re-release everything

>> No.1414656

>>1414613
It's back but my my dreams are gone ;_;

>> No.1414701

>>1414557
Hmm, if you remember approximately when you got it, you could look up Doom Wad Station on the WayBack Machine. Maybe looking at the site from that time could jog your memory.

>> No.1414728

So, /vr/. How did you discover Doom? How old were you when you played it for the very first time?

Also, did you play on keyboard-only or used a mouse?

tfw when I played Doom 2 first

tfw I first played Doom on a SNES emulator

>> No.1414742

>>1414728
Dad showed me. Took me out of school to my granddads office where he had it installed. Was hard for my first time dooming. Got a new computer at home with doom and played it. Beat it. Started mapping.

>> No.1414767

>>1414728
I honestly don't remember or know specifically when I discovered Doom, as I've just always known and played it as far as I know. Some of my earliest memories aside from Apogee and various other shareware games is playing Doom and Wolfenstein in DOS and Windows 95/98. Apparently from what my parents have said, I had some pretty terrible nightmares related to Doom.

>> No.1414778

>>1414728
i brought a cd in a school sale, that thing never worked and i don't remember if it was doom 1 or 2.
but, i played the snes version first on an emulator
well, "played"... more like tried the first level and gave up.
i really started playing doom when i heard about brutal doom and /vr/

>> No.1414797
File: 250 KB, 613x567, 1392699175622.png [View same] [iqdb] [saucenao] [google]
1414797

UNF

>> No.1414871
File: 116 KB, 330x357, MegaRage.jpg [View same] [iqdb] [saucenao] [google]
1414871

>trying to gather all resources for Gordon Freeman to add him to Samsara
>downloading HL model viewer
>notice Gordons player sprite has no weapon
>searching through the whole fucking web how to attach a weapon to Gordons model
>0 results
>Tutorial videos explain nothing desptite playing crap dubstep music
>Search the deepest forums for the one and only answer
>see replies like "sent it to you ;)", "Edit: fixed it on my ow, lol" or no replies at all
>mfw

I am shaking and my blood is boiling

>> No.1414872

>>1414797
Do a revenant

>> No.1414876

>>1414701
Ah, well it might do, still this might take quite a time i guess.
Anyway, thanks for the advice.

>> No.1414886

>>1414871

>Freeman

You brought it upon yourself, and you know it brah. Go take a rest or keep working on the rest of addons

>>1414872

I would but I'm on a phone; I got this pic from a thread on /v/; this is the website >>1413273

>> No.1414889

>>1414871
I can tell that's you in the Shantae thread

I recall there being an option to put things on Gordon's model, but I haven't used HL Model Viewer in a very long time.

>> No.1414892
File: 413 KB, 1920x1080, Teaser.jpg [View same] [iqdb] [saucenao] [google]
1414892

>>1414886
Well at least I got his HUD done
People on #samsara asked me if I could do James Bond from Goldeneye, Morgan Freeman or Lo Wang. Sadly, my time on earth is limited

>> No.1414903

how do I into wasd?

only back/forward is killing me

>> No.1414904

>>1414871
What about that one HL-themed WAD? I seem to recall it using weapons and such from HL.

>> No.1414905

>>1414903
Hint: A and D strafe left and right. Use those functions to dodge projectiles for less hurt.

>> No.1414916

>>1414871
Download Maya
Import gordon model
Import gun model
Create New Material with gordon texture
Apply to gordon
Same for gun
Place gun in Gordons hand.
Click gun, then gordons hand joint (or bone if you prefer). Hit P
It's now stuck in his hand
Render frames, or just screencap them with a black background.

>> No.1414925

>>1414892
If you do a GoldenEye model it'd better be oddjob anyway.

>> No.1415021

>>1414904
>>1414871
paranoia.wad is what its called

>> No.1415032

>>1414435
It needs that shell ejecting from the shotgun like in Alien Trilogy.

>> No.1415093

>>1414903
>>1414905
It's like he didn't realize A and D were there...he's not playing WASD, he's playing WS.

>> No.1415101
File: 21 KB, 371x155, supernailgun.png [View same] [iqdb] [saucenao] [google]
1415101

I got sick of nobody having finished this thing so I fixed the problem with the rotating barrels looking weird and I redid the muzzle flash because the old one sucked.

>> No.1415127

>>1415101
That's going to be some powerful shit right there.

>> No.1415145

NEW THREAD

>>1415141