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1873783 No.1873783 [Reply] [Original] [archived.moe]

Doom thread: Last thread >>1868243
(other retro FPS games also welcome, chances are we played 'em too)

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


##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (embed)

Steam Group:

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


Wanna learn...

More about Doom? Check the OFFICIAL Doom Wiki!

To create maps?

To open/Edit WADs/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.1.0)

How to load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)

/idgames torrent (as of Nov.25, 2013; 12 GBs of wads, 18 years worth of user-made content!)

Vanilla/Boom related projects can be found here

ZDoom mods/projects can be found here

>> No.1873786

Doom to run how to go???? Crasher always bugs!

>> No.1873804

>no news post

>> No.1873810


The last one didnt have one to copy paste D:

>> No.1873815

Anyone know of some good WADs to play Hideous Destructor with? D1 and D2 are disappointing.

>> No.1873816

learn to archive son
new post: http://archive.moe/vr/thread/1863235/#q1863245

>> No.1873824

There are some recommendations in the mod page in the forums.
Neighbourhood from Hell is bretty gud.

>> No.1873825

>no trip to sate the filterfags
>no news post with only "i-i-i couldn't copy/paste the last one D:"

This is the second fucking time, anon

>> No.1873828
File: 40 KB, 2000x2000, bonehead.png [View same] [iqdb] [saucenao] [google] [report]

Impromptu news post. (this is what I know about anyway)

-BTSX episode 2: coming August 31st
-WDL final this weekend. (in b4 >odamex)
-Adventures of Square getting e1 release soon.
-Speed of Doom gets a spiritual successor in Resurgence.
-Mordeth e2: still no updates
-Stuff probably happening on mod scene, but I dont follow it.

Old news:
-Doom 4 had a gameplay thing at some con, nobody could see it.
-D2INO got a plug in kotaku and friends; doomworld flips a collective shit.
-/vr/ did some 200 minute maps, link is in FAQ or something
-Skeletons are still agitating (pic related)

>> No.1873832
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>> No.1873836


Do it yourself.

>> No.1873837


If you delete this one first, then sure.
I'm not going to spam up /vr/ with more threads.

>> No.1873839
File: 3.68 MB, 1543x4500, FAQ.png [View same] [iqdb] [saucenao] [google] [report]


Imma go with "no" and just post the month old copypasta news.

The "So You Want to Play Some Fucking DOOM" image got updated! See the attached image.

GMOTA Guy needs a sword name! Go pick it for him! http://strawpoll.me/2330484

Doomhack! It's... well, it's something alright. It's also legal now! http://pastebin.com/X5dddz3F

Doom 4 reveal! Well, kinda. Only those actually at Quakecon got to see it firsthand, but here's a basic rundown of what happened there. http://pastebin.com/W8P7fdq3

The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on August 31st (a day earlier!).

hobomaster22 is making a mod manager for Doom in the vein of Quake Injector, and has built-in /idgames support! http://www.doomworld.com/vb/doom-general/69346-doom-frontend-development-beta/

Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/ (direct link 403s)


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y)

Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom: http://forum.zdoom.org/viewtopic.php?t=32674

Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1873848

>not IMX or ijon
into the trash it goes

>> No.1873852
File: 50 KB, 646x378, doomguy is not trained for this.png [View same] [iqdb] [saucenao] [google] [report]

>try NfH
>play Rifleman
>walk upstairs
>2 imps, a mini-Pinky, and a shotgun
>thank you based shotty
>leave bedroom
>goddamn Hellknight on the other end of the hallway
>how in the fuck did that get there
>somehow kill him without bleeding out
>hide in bathroom to catch a breather
>poke head out
>it closes in and punches me to death
>"Player was slapped by a boner"

>> No.1873853


Nobody was updating shit.

>> No.1873856 [DELETED] 

Hi, I don't mean to cause a fuss, but please stop removing/changing your trip so that the threads can be filtered consistently.

Thanks from your neighbors. Have fun.

>> No.1873860 [DELETED] 


>> No.1873863 [DELETED] 


Im not the same guy from last thread.

>> No.1873864 [DELETED] 

OP is a fag

>> No.1873865 [DELETED] 

Just filter DOOM in the subject line, dipshit.

>> No.1873880
File: 19 KB, 75x75, YN7l9QF.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1873881
File: 26 KB, 510x546, doomguy what.png [View same] [iqdb] [saucenao] [google] [report]

>try City Assault this time
>play Riffleman
>gain a leg up on enemies
>promptly get killed by hellknight in building
>play Enforcer
>SMG is apparently better in CQC than an assault riffle
>play Infiltrator
>why the fuck does the infiltrator get a shotgun
>play Grenadier
>rawkets not good enough for cqc, get mauled by tiny pinkies which can apparently turn invisible

>> No.1873895

>now it's REVOLUTION! time
>play support gunner
>use pistol to clear first couple of rooms
>get to first car that has imps in it
>promptly killed by those goddamn mini-pinkies because pistol isn't fast enough and minigun has to warm up
I need to git gud. Or git teammates.

>> No.1873908

Are you a mapper who can't seem to grasp layout, flow, or progression?

You can build rooms, but your map is missing that feeling of the player instinctively knowing where to go?

Behold, a revolutionary new technique to help you with this problem that I just invented! When you're building your map, make as many doors between rooms as possible. Tons of doors. Doors out the ass.

Once the map is starting to really take shape, get rid of some of them at random. Instead of the player having so much choice in which direction to go, now they are forced to take certain routes, which increases the way the map plays reliably and will make it more fun.

>> No.1873913

Even better way to do it: Keep the doors in, give some friends the map. Watch how they navigate. Remove the doors they don't use. Repeat. Repeat.

>> No.1873915
File: 20 KB, 708x268, oc_donut_steel_.png [View same] [iqdb] [saucenao] [google] [report]

Is this okay?
If yes, which one do you prefer? Smooth or maximum delta / contrast?
And give me a proper quote, I cant think of a single good one.

>> No.1873920

Smooth looks better, honestly. I should've smoothed out mine before I posted it.

As for quotes:

>> No.1873921

Why does Zdoom have terrible performance compared to other ports like prBoom?

>> No.1873923
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better late than never I guess, hope the guy that requested sees it.

>> No.1873929
File: 19 KB, 351x268, oc_donut_steel_.png [View same] [iqdb] [saucenao] [google] [report]

Had to drop the first BAIT AND TROLL, there was not enough space.
But this is the final one, I hope you like it!

>> No.1873931

Even better process: Remove the doors they DO use. If they aren't using some doors, the reason they aren't is because the player is perceiving them as superfluous, so you should redesign the level around them.

>> No.1873939


>> No.1873940
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>> No.1873947

Someone make a Bane one.

>> No.1873948
File: 212 KB, 400x225, beaker does not even.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone have any idea how to git gud at Hideous Destructor? I can't ever make it out of the starting area of any level, I always end up getting pinned down by imps, or zombiemen, or hellknights, or or or...

>> No.1873949


>> No.1873950
File: 306 KB, 1024x768, Screenshot_Doom_20140819_150729.png [View same] [iqdb] [saucenao] [google] [report]

Having fun with outside areas.

>> No.1873952




>> No.1873954


>> No.1873957

Take cover, crouch, use your nades, learn crosshair placement (if you played, dunno, Counter strike this should be easier for you, but it's easy in general). Remember the alternate fire function, burst in the rifle is bretty gud for most "minor" threats.

>> No.1873960
File: 253 KB, 939x1135, 1292668398254.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think, what's currently the most technologically advanced G/ZDoom features utilizing project out there?

>> No.1873964


Hideous Destructor, bar none.
It's overflowing with TECHNOLOGY from every angle.

It doesn't look impressive, but everything about the game has been rehauled.

>> No.1873965

This animation in combination with some weird sound could be utilized as cacodemon prepares for a very powerful attack. Huge energy beam or whatever (AOW-plasma-cannon-like).

>> No.1873968

Thunderpeak, Ultimate Torment and Torture, Hideous Destructor, Reelism, that TC where you are some cyborg or some shit, DoomRPG and DoomRL Arsenal.

>> No.1873992

Because Zdoom uses DECORATE.

>> No.1873994

Generally you should start with Classic Rifleman, Bombadier, or Contractor. Classic Rifleman and Bombadier have the rarest weapons, while Contractor starts with the best overall loadout, sporting an SSG, black armor, and a full inventory of medkits and stimpacks.

>> No.1874007

Were Doom II maps intended to be played from pistol start? Is it cheating to carry over weapons from earlier levels?

>> No.1874009

>Were Doom II maps intended to be played from pistol start?
They're balanced with the possibility in mind.
>Is it cheating to carry over weapons from earlier levels?

>> No.1874015

Maps should be designed with it in mind, but carrying over your shit from earlier maps is fine.

>> No.1874025

These guys get it. Some people who worked on the games (notably Sandy Peterson) think that the game becomes too easy by carrying over the previous levels' weapons, but IMO, that's the player's reward for being able to stay alive and keep their shit.

If you think of it in more traditional /vr/ terms, Super Mario Bros. was likely designed in much the same way--every level played in isolation, built so you can possibly beat it even as Small Mario, even though every level in the game allows you to start it as Super or Fire Mario if you beat the previous level as him.

Are some Mario levels easier if you start the level with the Fire Flower? SMB3 levels easier with the Hammer Suit, or P-Wing? Probably. But the game gives you the ability to do that. They let you carry over those items, in case you need them.

Doom's the same way. You beat a level with a Plasma Gun in your arsenal, you deserve to start the level with it. If you can survive through the level with it, you deserve to keep it.

>> No.1874028

Of course, that's all rendered kind of moot if you save every 10 seconds and reload when you die.

>> No.1874034
File: 350 KB, 1366x1534, SLADE.jpg [View same] [iqdb] [saucenao] [google] [report]

/vr/ I'm working on a Gundam Doom mod, but I'm having a lil trouble with getting my laser rifle to fire actual lasers. It can sure shoot the projectile and hit stuff, but I can't see the custom sprite I put into it.

>> No.1874058 [DELETED] 
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>> No.1874060


You put the sprite in the center of the HUD screen.
Go down to the drop-down menu where it says "Auto" and change it to "Sprite". Then move it to the center of there.

>> No.1874067

Ah good good, the Gunlabs tutorial didn't cover that in the least, thank you.

>> No.1874068

Has anyone ever bothered playing the Freedoom levels? I know the music is awful and pinky looks like a tapeworm now, but it's still a complete IWAD at the end of the day.

>> No.1874073 [DELETED] 

>-Stuff probably happening on mod scene, but I dont follow it.

then why the fuck do you even try to do an "impromptu" post, then?

>-D2INO got a plug in kotaku and friends; doomworld flips a collective shit.



>> No.1874082

I know that feeling.
Fuck,why is HD so compelling?

>> No.1874090



you always get it wrong why did you always get it wrong like pls anon why u do dis

>> No.1874095

You want to show it that it isn't the boss of you.
At least, that's what I feel.

By the way, will one medkit stop all bleeding, or will I continue to bleed after getting hit with a three-shot burst from a thug?

>> No.1874098

I'll extract the death sound from Laser Squad C64 and get back to you on that.

>> No.1874102

A medkit will patch up a lot of wounds, but if you're still bleeding 5-10 seconds after using the medkit, you probably need another one.

>> No.1874103

I don't know what the point is. Are there people who seriously use the Freedoom IWAD because they're morally opposed to pirating a 20 year old game?

>> No.1874110
File: 60 KB, 300x100, 4chan invasion force.png [View same] [iqdb] [saucenao] [google] [report]

Didn't even have time to try that
>be me, playing Tei Tenga.wad with HD
>Polar Hydro mission
>preparing my anus
>grab shotgun, go onnadoor
>stack up as well as I can
>open door
>manage to take out first rifle-toting thug before his two buddies start shooting
>take 6 or 9 rounds to the chest before the door closes
>hammer the use item button
>view tilts down for medkit tiem
>half a second later
>"Player died from his injuries."

>> No.1874115


They're okay. The problem is they don't suffer from the problem that other collaborative map packs like AV have in that they're designed for someone who's already played and perfected Doom/II. One person may try to make their level easier than another's for this reason. Not to mention some people just try to make remakes of Doom/Doom 2 maps.

The progression is weird and the difficulty is a mixed bag. It's okay.

I tell you what though, the textures are my favorite part of Freedoom. They look fucking good. Sometimes I play wads with it just for the sweet sweet SLIME metal flats.

>> No.1874121

Sometimes there's just nothing you can do. Zombie marines are real cunts like that.

>> No.1874129
File: 565 KB, 1920x1080, Screenshot_Heretic_20140819_154615.png [View same] [iqdb] [saucenao] [google] [report]

>9/9 secrets
>see this while running back to exit

Fuck. I mean, I don't really need any of this shit, but is it there for display or something? Anyone know how to get this shit outside of cheating?

>> No.1874130

Y'know what I need?
I need some fuckin' teammates.
My dad's a Doom fan, and he used to be in the Chair Force, maybe he can figure out how to not suck at this.
But first I gotta help him learn how to, y'know, play the game. And find time for the two of us to play it. And set up a server.
And there goes my motivation to get shit done with this.

>> No.1874132
File: 25 KB, 281x363, 1382654071381.png [View same] [iqdb] [saucenao] [google] [report]

Just get someone else to set the server up for you.

>> No.1874137

I could help you out if you need a co-op buddy. I've played HD multiplayer before, so I know how to set it all up. Just give me the wads you want to play and we can git tacticool.

>> No.1874139 [DELETED] 

I want to know why it was featured. :^]

>> No.1874143 [DELETED] 

Now, the above post is something fucking worth of NOT being replied to

>> No.1874148

can't you fly and shit in heretic
use the fly item

>> No.1874149


Try using more textures on that cliff. Maybe add larger, rocky texture to the upper parts.

>> No.1874156

>ZDoom mod

>> No.1874161

Oh yeah, probably had wings. Too late to check, but it wouldn't be worth it anyway. I'm so used to doom mechanics that I forget about how clogged my inventory gets.

>> No.1874167

How about City Assault with HD? I figure that'd be a good starting point.

>> No.1874168

>wouldn't be worth it anyway
you can't carry wings from a level to another, so meh

>> No.1874171

I was this way too. The only items I used were the urn and shield... thing. And of course flying when it was fun or I felt like dicking around.

>> No.1874180

Exactly. I mean, if they put something cool like a god-ring or power book up there then sure.

>> No.1874205

So, I have an idea for a megawad.

I've always liked the idea of mixing elements from other games into doom, while still keeping it doom. Using an episodic format, the wad begins as you run through some normal doom levels, and then the game shifts to a medieval hell setting. So, you wouldn't be using very many cells or rockets, but instead would find some magic weapons. Also, I'd sort of "downgrade" the monsters. Revenants don't shoot rockets anymore, they're flaming arrows that follow you, zombies have swords and bows, imps haven't developed fireball throwing yet, and cybie is just a big and fast demon who tries to stomp your shit (without cybernetic enhancements).

Then you'd get sent back to the future, but on some alien planet being invaded by hell, and you'd find some alien weapons to play with, and the demons would be more catered to the aliens (whatever the aliens look like, the demons derive from that).

Anything even remotely like this out there?

>> No.1874213


I like it. I'd still want the Hell-esque weapons to act like the original ones, but with a twist of some kind. Letting player use a full set of tools for half of the game and then swapping all of them for something completely different just frustrates people.

>> No.1874219


Demon's eclipse follows the same sort of idea (albeit rather loosely, and of course it's unfinished)

>> No.1874223

Alright, make sure you have the latest GZDoom devbuild and HD version and make a .bat that runs gzdoom.exe -file cityass.wad hd.pk7 -join and run it.

>> No.1874226

Gimme a moment, gotta finish up a bit of srsbsnss research.

>> No.1874228

I agree on that last point. I'm talking just introducing new weapons that expand your arsenal. You'd still find ammo for the other weapons, just not as much.

>> No.1874232
File: 880 KB, 800x800, give me your answer do.png [View same] [iqdb] [saucenao] [google] [report]

Reminder of an idea too good not to happen

>You play as daisy
>Melee-oriented combat with kicking (think Overgrowth)
>Lots and lots of parkour (again, Overgrowth and perhaps Mirror's Edge)
>Guns a lighter element, mostly intended for special situations
>Demons have a personal vendetta on you. Gripping storyline about how Daisy did something to really piss them off, giving her gruesome and strangely elaborate death a reason instead of just being a kicking-the-puppy gag
>Ominous foreshadowings of her eventual fate

Basically, I've been playing around in Overgrowth and am now infatuated with combat rabbits

>> No.1874253
File: 72 KB, 634x481, Screenshot from 2014-08-19 16:55:02.png [View same] [iqdb] [saucenao] [google] [report]

I actually made a powershell file for my brother because he constantly bitched about how worried he was about how long these things would take to set up.

Pic related, but it's not very flexible.

I really want to do this. I want to specifically make a wad filled to the brim with psychological horror segments and combat where platforming is an almost necessity to successfully do combat. I'm not talking "Platforming segments" where you have to jump from block to block, or segments where if you don't jump you fall and die irreversibly. I mean an area where doing successful platforming will give you a straight advantage in combat.

>> No.1874256

What are some mods that let me dodge and roll around?

>> No.1874258 [DELETED] 
File: 122 KB, 364x385, 1407210982544.png [View same] [iqdb] [saucenao] [google] [report]

>Furry doom

>> No.1874261 [DELETED] 

Do not respond to shitposts. Doing so makes enables shitposting.

>> No.1874262


What would a pair of rabbit paws look like in first person?

>> No.1874267 [DELETED] 

...How the fuck did I do that.

Oh well. The point still stands.

>> No.1874268
File: 29 KB, 214x273, 1363767307363.jpg [View same] [iqdb] [saucenao] [google] [report]

In the mood for some deathmatch. Who wants to get zorched?

See you in the Samsara server that is up.

>> No.1874281
File: 174 KB, 600x450, Layton in a gunfight.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for helpin' me out, brah. That was fun, right up until that wall killed us.
>tfw a pair of muhreens took on a whole lotta hell...and were stopped by a wall

>> No.1874286

Is there a way to increase the amount of weapons you can carry in Doom RPG + RLA, maybe even carry an infinite amount of them? Former would be pretty nice though.

>> No.1874287



I can't think anything about the "X and Y!!!" part...

>> No.1874305 [DELETED] 
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>> No.1874306 [DELETED] 

Report and ignore.

>> No.1874314
File: 258 KB, 954x988, 4621.png [View same] [iqdb] [saucenao] [google] [report]

similiar to the dog paws of ROTT

>> No.1874316

You didn't give credit

>> No.1874321




>> No.1874323

He didn't formulate it quite well, he was supposed to give credit to R.O.T.T and Apogee/3D Realms


>> No.1874337


Some people legit want themselves to have credit for ripping from a game.
Like, even over the original makers.

>> No.1874346 [DELETED] 



>> No.1874356 [DELETED] 

Yes, the creator of the doom threads should always have a trip, so people who dislike the generals can easily hide them.
Why do you ask? Stuff like this is mandatory, we dont want newfriends to create the thread, they cant even fix the fucking news.

And where the hell is IMX?

>> No.1874362 [DELETED] 

BAWWing like a bitch about Mark/Donald or something, most likely.

>> No.1874372

>Playing as an anthro makes you furry
Jazz Jackrabbit
Fuckin Sonic

Anthropomorphic player characters abounded in retro games. Where The fuck do you think you are?

>> No.1874375


Conker and Jazz are excluded from that. However only furries and autists play sonic nowadays

>> No.1874382

crash bandicoot?
roket knight?
battletoads ?
altered beast?

>> No.1874383


Those are all fine too.

I need to play through the Rocket Knight games fully one of these days, jetpacks and knights. That's such a good combo

>> No.1874384 [DELETED] 
File: 32 KB, 512x512, 1408055234618.gif [View same] [iqdb] [saucenao] [google] [report]

>Not furry
Sure, okay anon, whatever you want to believe

>> No.1874386 [DELETED] 
File: 274 KB, 500x341, What-the-fuck-did-I-just-watch.gif [View same] [iqdb] [saucenao] [google] [report]

Why am I bawwing? I have a legit reason to be upset.
You on the contrary dont deliver any arguments. You are basically shitposting.

>Mark or Donald
I never mentioned one of them. Why do you mention them? Are you trying to stir shit up again?

Congratulations, you just proved yet again you are a failure in life, shitposting 24/7 and complaining about stupid stuff.

>> No.1874389 [DELETED] 

Reading comprehension, anon. >>1874362 was saying IMX was the one undertaking that action, not you. No need to get defensive.

>> No.1874391 [DELETED] 
File: 419 KB, 636x693, 68e.png [View same] [iqdb] [saucenao] [google] [report]

>I have a legit reason to be upset.

>> No.1874392 [DELETED] 

Ok then.
Shit I'm sorry, deleting my post.

>> No.1874393 [DELETED] 

You just had to respond, didn't you?

I hope you get raped.

>> No.1874394 [DELETED] 

from what I read it mostly revolves around some mild involvement of a transgender "indie game celebrity" person (who I've never fucking heard of) who also Tweeted a bunch about it or something

and then Tarns got all pissed off that their being trans was even brought up, whereas I was just like "whatever, who cares," I read the thread and it didn't seem like that big of a deal, they weren't even bringing it up in the context Tarn got all butthurt over

>> No.1874397 [DELETED] 

>IMX bawwing about Mark/Donald
Yes, Donald is the reason why IMX left so rapidly.
But why Mark?

>> No.1874402 [DELETED] 


No, he left because they told him to stop fucking playing boogeyman.

>> No.1874407 [DELETED] 


>> No.1874412 [DELETED] 

What the fuck are you talking about?
Donald kept on shitposting, IMX told him multiple times to stop this crap.
He didnt listen, IMX tried to warn everyone and people didnt believe him.

But I DO believe him, Donald is the most vicious shitposter on this board and on the Doom servers.
Always using racist slurs and teamkilling.

>> No.1874416 [DELETED] 

Hey could you guys keep your IRC name drama or whatever out of these threads? I don't know who the fuck IMX or Donald is, and I shouldn't have to give up a fuck.

>> No.1874418 [DELETED] 


It's mainly just those guys being faggots in general, it doesn't even have to do with anything else.

>> No.1874419 [DELETED] 


It's just someone trying to stir up shit.

>> No.1874421 [DELETED] 

CLASSIC Sonic, anon.
After the Saturn? Make all the allegations at me you want.

>> No.1874424 [DELETED] 

>4 posts with [DELETED] in them in a row
Heh, I don't know what the fuck is going on.

>> No.1874427
File: 60 KB, 600x782, ss+(2014-08-05+at+12.34.26).jpg [View same] [iqdb] [saucenao] [google] [report]

A monster from the last game you played is now a Doom enemy.

How fucked are you?

>> No.1874430

> Castlevania: Rondo of Blood
Cyborg versions of most of the boss enemies? 8/10 pretty well fucked

>> No.1874431

A perfect boss if you manage to make it hellish enough.
In fact, a lot of the Monster Hunter monsters could work as retweaked doom monsters.

>> No.1874432

>a bat
Wow so hard

>> No.1874435
File: 120 KB, 338x314, curious4.png [View same] [iqdb] [saucenao] [google] [report]

>Dio Brando from JoJo : Heritage of the future
Is this possible? Making a monster in Doom stop time, shoot projectiles at you while time is being stopped, projectiles get slower and stop, move again once time resumes and he can also drop heavy stuff like steamrollers on you?

>> No.1874439
File: 37 KB, 800x800, Plessy.png [View same] [iqdb] [saucenao] [google] [report]


>melee based monster
>hitbox so big you can't dodge it

>> No.1874440

We need to find out who Doomguy's stand is fast

>> No.1874443

New map. It's on Map01 but is intended for Map08 in my mapset. Needs the texture pack (also linked).

It's still a work in progress, so any ideas you have to improve it will help. I think some of the secrets need work.

>> No.1874446


>Arma 2

Well, shit. I guess Reelism has a tank.

>> No.1874449

>Implying the Plesioth doesn't have a behavior based on distance.
>Implying that the Plesioth won't try to spit its water torrent at you instead of doing the hipcheck.
>Implying that you don't have the speed, the shooting power, or the skill to deal with its attacks.
A Teostra or a Kushala Daora would be complete BS, though, but a Plesioth is fine.

>> No.1874452

Talk of the Guns, a stand made entirely out of shotguns.

>> No.1874453

>Hoy Quarlow from Super Punch Out
He's a cheating asshole in boxing, but anything goes in Doom. Would be fun to fight a guy that hops and leaps around.
You know what, I'm going to make a Punch-Out: Doom Edition one of these days.

>> No.1874454

Eye of Cthulhu. All he is is a tougher pain elemental, really...

>> No.1874457

the knife weapon in guncaster has yellow timestop, so it's totally viable for player. Dunno about monsters

>> No.1874460
File: 7 KB, 240x160, WhyNobodyTriedToDoThisForReal.png [View same] [iqdb] [saucenao] [google] [report]

I don't even...

>> No.1874463
File: 284 KB, 1324x682, timeimp.png [View same] [iqdb] [saucenao] [google] [report]

There's a Time Imp custom enemy that can slow you down and freeze you in place, but it only affects you and nothing else.

>> No.1874465

2hu doom when?

>> No.1874471
File: 23 KB, 283x264, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

>his ultimate move involves splitting into his component shotguns and firing them all at once

>> No.1874472


Hopefully never.

>> No.1874474
File: 445 KB, 1920x1080, 4000_screenshots_2014-07-26_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

I think I'm boned

>> No.1874475


when you stop touching yourself at night

>> No.1874481

At least the restaurant gave me a gun this time

>> No.1874482

The last game I played was Doom...

>> No.1874492

theres that icon of party map like this

>> No.1874505
File: 15 KB, 336x229, RIP_AND_TEAR.jpg [View same] [iqdb] [saucenao] [google] [report]

>pistol start
(*) No shotgun at start, shell ammo very scarce. This is very tedious and exhausting. Dont do that. The player gets easily trapped by too many Lost Souls once he picks up the shotgun, killing him way too easily.

So I decided to start with SG, SSG, Chaingun and 50 shells + 200 bullets.

(*) You can easily walk around the red door by straferunning over the acid pit, fix this please.
(*) The cacodemon in the south east corner of the green circle room cant move (once pickup the key).
(*) You cant raise the lift at the end, to exit the level. Checked the map with DB, it doesnt even have a tag, what the fuck?
(*) Way too few ammo. Add more shells and clips.
(*) I suggest you give the player a green armor at the beginning, casual babbies tend to die very quickly in cornered maps. (I've seen this many times in online survival games).

Overall its a pretty good map.

>> No.1874507


you just fucking had to, didn't ya?

glad it got deleted


Dude who requested it here, thanks!
A small note regarding the original picture, in the original picture a soldier (I think) was about to kill a spy, and said spy was actually laughing and smiling at its demise before being shot in the head


that's my biggest issue with these "the last non-doom game you played" posts...all I play is doom


>> No.1874510

Xonotic, a spinoff of Nexuiz which was a spinoff of Quake 3.

The demons now understand the mysterious magic of strafe-jumping. I am doomed.

>> No.1874513

Last game I played was 2048. Not fucked at all from shifting numbered squares.

The most you could argue is that they'd crush me, but I don't think they would since I'm not even a nimber, let alone the same as the tile.

>> No.1874526

One of the squares is a 10% damage sector.

>> No.1874527

I'm working on the ammo and health counts. There actually is a green armour at the beginning, but it's in a secret. There's also a secret SSG at the beginning.

>(*) You can easily walk around the red door by straferunning over the acid pit, fix this please.
I...don't know what straferunning is. But I do have an idea how to fix it.

>(*) The cacodemon in the south east corner of the green circle room cant move (once pickup the key).

Thanks, I thought I fixed all those but I guess I missed one

>(*) You cant raise the lift at the end, to exit the level. Checked the map with DB, it doesnt even have a tag, what the fuck?

My bad. The map isn't really "finished" as such, it's just, well, playable. that's why I put it out like this.

>> No.1874530

>I dont know what straferunning is
Running in a 45° angle to increase speed by sqrt(2).

>The map isnt really finished as such [...]
Did you even play the map by yourself before uploading?

>> No.1874538

In pieces, to make sure shit worked. I've been focusing more on the level layout, lighting, monsters and secrets, so checking out the ammo counts and shit hasn't been so much of the concern.

I think there's a difference between, "Hey, play this," and "Hey, this is a release."

>> No.1874539

Binding of Isaac: Wrath of the Lamb

Talk about bullet hell.

>> No.1874546

Counter Strike? So, the sas/elite crew (2 favorite skins) are going to finally meet face 2 face with the ssg.

>> No.1874550 [DELETED] 

>I think there's a difference between, "Hey, play this," and "Hey, this is a release."
No there is NOT.
It is YOUR fucking task to check if the map's even working. Do you know how many people die each year by raging so hard that they cant finish a map because of a single bug?
You are one of the killers. You kill people.
Now imagine it was a big fucking huge map, with 5000+ monsters (4999 Revenants + 1 Archvile), and half way through, a switch doesnt work.
The player gets sad, exits the game and thinks about what would've been if the bug did not exist.
What if....what if he could have finished the map?

>> No.1874557

There was an image a while back in a previous doom thread of a figure with many shotguns or something like that. I could see that thing being his stand.

>> No.1874558
File: 3 KB, 300x57, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Take a break, bonehead.

>> No.1874559

Neat overexaggerated ragepost

I'm fixing the problems, so it's not that big of a deal

>> No.1874562

holy shit man, can't tell if you're raging or not

it's not even finished jesus christ

>> No.1874567
File: 12 KB, 236x204, 1291021125982.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1874586

>Mario Kart 8
>Giant Bowser Statue
Might be interesting.

>> No.1874590
File: 214 KB, 1366x768, unlimited_boomstick_works.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1874592
File: 549 KB, 1030x1462, Shotguns.wad.png.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1874595
File: 165 KB, 639x333, shotguns.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1874596

What wad?

>> No.1874601

Fixed a lot of problems, just about doubled the ammo and health counts. It's at the same link but here it is for convenience

>> No.1874603

>Robin Williams

>> No.1874605

>tfw people use your screenshots

>> No.1874606

Yo, can a /v/rgin duck in here for a while?

>> No.1874607
File: 170 KB, 1200x770, cotm_dracula.png [View same] [iqdb] [saucenao] [google] [report]

Well... he's about to be a Doom enemy

>> No.1874612
File: 235 KB, 940x960, Death-Dealer.jpg [View same] [iqdb] [saucenao] [google] [report]

Something I'd like to run by you lads and see what you think.

At the moment, the special sword moves are a little bit on the trigger-happy side. A lot of people are telling me that they're doing them completely by accident, and that it's really frustrating to waste special meter like that.
Naturally, this is a Bad Thing and I'd like to try and rectify it.

Which do you think would be better?

1: Make the trigger be alt-fire instead of primary fire. You'd double-tap a direction and then hit that instead of primary. Since you'd theoretically be using the guns when already at a distance, there'd probably be less of a chance to trigger it.
2: Make a new keybind and key it solely to special attacks. Push a direction and a keybind and it triggers the special attack. This would also have the benefit of freeing up double-tapping so it could be used for dodging instead of Run + Direction, but some people are very picky about needing to bind new keys.
3: If you have a better option in mind or think of something that might be good, lemme know.

>> No.1874631


Forgot to mention, this is for DemonSteele.

>> No.1874638


3. Hold the fire button and your sword is placed into a ready state where you doubletap a direction and fire off the special attack

>> No.1874641

2. I imagine 1 would be even more frustrating since, if you're firing from a distance, doing little tap strafes to dodge fireballs would have a good chance of triggering it, and there won't even be enemies nearby to accidentally hit.

>> No.1874645

Yes. Go to the website in the OP if you have any questions.

>> No.1874650

This map is very hard from UV pistol start, but I'm guessing that was intentional as it is supposed to be a MAP08. The health placement is fine but I'd recommend throwing a few more shell boxes around because as is it's very difficult to get 100% kills. If possible, every map should be made able to 100% from pistol start. The map itself was pretty solid. The geometry is fine, although I would recommending making the spiral staircase that leads up to the blue key a bit more even because it's easy to get stuck on the weird angles of the steps. A few other things:

- The outdoor area with the SSG was cool, although the marble tower stuck out and was a little ugly. Then again I'm usually just not a fan of marble. Maybe soften it up with some MARBGREY on the outside pillars.
- Remove the 10 damage floor behind the blue door, or add a rad suit. The player has to run through it to many times to get all areas/secrets and it gets a little tedious.
- Keep the straferun to the red key area. Speedrunning tricks are always nice.
- Remove the pinkies in the green armor secret. They basically force you to backtrack to get it after you get the shotgun, which isn't very fun or intuitive. Although since you have to reenter that area anyway to get the red key, maybe add a different way to activate it such as a hidden switch near the red key, or a timed linedef. Shooting walls is a little obtuse if you're not going to be shooting much in that area.

That said, I liked the layout and it was pretty fun after I found the secrets. Keep working on your mapset, I'll make sure to play it when it gets a real release.

>> No.1874663

Can you try something like this?
>Hold primary fire: Guard.
>Special: Double tap and fire while guarding.

>> No.1874686
File: 66 KB, 198x169, 1406571979749.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1874691

Seriously, though, looked on idgames but couldn't find the file.

>> No.1874692

Okay /vr/ I got Scythe 1 and 2 on standby but I just can't bring myself to play it because muh browsing chan. Do you guys get this problem as well like /v/?

Any advice when I finally do start playing them? Are the levels harder than Doom 1 and 2?

>> No.1874693

this with the ready state doing something more

>> No.1874706
File: 271 KB, 1366x768, Screenshot_Doom_20140819_184045.png [View same] [iqdb] [saucenao] [google] [report]


Of course as soon as I post you release a new version that addresses all of my complaints...

The balance seems a lot tighter now. The SSG secret feels very satisfying. Plenty of shells to get the job done but not enough to make the player go on autopilot and get wasteful with their ammo.

One small thing is that in this shot, the PLAT texture seems out of place, especially since you can't activate it. Just make it marble instead.

>> No.1874720
File: 348 KB, 540x616, Granzeboma.png [View same] [iqdb] [saucenao] [google] [report]

Ultimate Decorate Challenge:
Turn Granzeboma into a Doom monster and to scale

>> No.1874727


>> No.1874731


>a Shambler from Quake

I dunno, if anything, a Shambler getting into Doom would make it easier to deal with.

>> No.1874749


Hmmm. Seems almost unanimous, then.
All right, I'll experiment with holding Fire down, and post a new build once I've done it.
Thanks a ton.

>> No.1874752

Holy Hell my sides

>> No.1874758
File: 519 KB, 1014x481, John Carmack explains Doom Development to Dirty Harry and The G Man.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1874767

>One small thing is that in this shot, the PLAT texture seems out of place, especially since you can't activate it. Just make it marble instead.
Yeah, you're probably right. I'm glad the balance is better now.

>> No.1874780


>> No.1874784

Finally a mod that teaches the player about proper gun caretaking.

>> No.1874790


The rocket launcher is the best part of the xtreme weapon pack

>> No.1874801
File: 2.92 MB, 1920x1080, BALANCE.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1874804

Good ol' RO.

>> No.1874831
File: 240 KB, 400x200, Bitch ass Skellyngton.gif [View same] [iqdb] [saucenao] [google] [report]

>that Rocket Launcher
Holy hell, my sides.

>> No.1874837
File: 40 KB, 1024x768, Call-of-Cthulhu-Dark-Corners-of-the-Earth-PC.jpg [View same] [iqdb] [saucenao] [google] [report]

>Call of Cthulhu: Dark Corners of the Earth

I don't think even the BFG is gonna be big enough for this.

>> No.1874839

So, I'm trying to use some gore props I downloaded, and they show up in Doom Builder, but not when I test the map. I gave them dehacked numbers in the legal range. Wat do?

It's this decoration pack, if that helps narrow things down.

>> No.1874847


Seems like your testing isn't loading the wad, then.

>> No.1874857

pls help me finish this list of mapping themes which the community should do more often


>> No.1874858
File: 1.78 MB, 320x180, BerserkPack_Vs_Zombiemen.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1874860 [DELETED] 

Sometimes I wish humans had claws.

>> No.1874864

Forgive my newness, but what exactly do you mean, and how might I go about correcting it?

>> No.1874884

Flesh-tech. Basically tech levels where certain things are replaced by flesh textures. Replace goo with blood/lava, conveyer belts are now spines, wires are tentacles. That sort of thing.

>> No.1874892
File: 1.54 MB, 640x320, The sound of a thousand maps breaking.webm [View same] [iqdb] [saucenao] [google] [report]

To all mapmakers:

I am so, so sorry.

>> No.1874902


>> No.1874904

Also, I've made sure all the flags for skill and game mode are checked, converted the graphics to Doom palette, and stripped each actor's section in the DECORATE file down to the bare essentials. Ex.
Actor ZCorpseUpsideDown3 : ZCorpseLynchedNoHeart 10048

>> No.1874908

Unless you just make the playable character TTGL, I don't even think that's possible in 100 lifetimes. That's assuming modern hardware limitations would allow such a manifestation if scale.

>> No.1874917

>Finishes polishing up hangnail
>Gives OK symbol with accompanying "Ding!"
I laughed so hard.

>> No.1874929

Looking for some help here.

Just finished running some BTSX w/ Brutal DooM Coop. Fantastic fun. Can't wait to get into Ep.2.

However when I go back to normal doom2 (Zandronum) w/ Brutal DooM a lot of the sprites are getting messed up. Weapons shift between vanilla and brutal. Monster death animation seem to mess up etc.

I found an old forum comment saying "Make sure that BTSX is loaded first, as it needs to include a copy of the monster and weapon sprites in order to use the new palette, so mods that use the same sprite names as stock weapons/monsters will have their sprites overridden." Now if this is the case and I've done it wrong... How do I fix it? :(

>> No.1874937


>playing Brutal Doom

What method are you using to play it? If you're loading with a launcher, then make sure the wad BTSX is on top of Brutal Doom, since wads generally load from top to bottom.
If you're dragging and dropping, hold ctrl and click both BTSX and Brutal Doom, then (still holding ctrl) drag BTSX onto Zandronum.

If you put Brutal Doom in your skins folder for some ungodly reason then for the love of all that's holy get that shit out of there and load it properly.

>> No.1874946

Nothing in the skins folder!

The problem is when I am *not* playing BTSX. Seems only after plyaing BTSX w/Brutal all the vanilla wads are broken. Any thoughts?

>> No.1874948


That's very weird. Off the top of my head, the most likely possibility is an edited version of Bert Dum modded to run with BTSX, which would wonk out when used with normal vanilla mods.
What version are you using?


This is the most recent iteration, to my knowledge, does the problem persist when loading with it?

>> No.1874958

Also, to answer your question.

I drag and drop brutal onto zandronum.exe and select Doom2 to play. While playing, for example, the plasma rifle will flick between the brutal animation and the vanilla sprite. Some monsters, when killed, are frozen in the blood splatter sprite.

Brutal version is 'brutal19.pk3' that I recently got from moddb. I will try your link when I get home and see how it goes!

>> No.1874959
File: 335 KB, 1920x1080, Screenshot_Doom_20140819_211503.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing Reverie, and uh... what the hell am i supposed to be doing here

>> No.1874970

figured it out... gotta love those crypic puzzles

>> No.1875038

your best bet would be getting BDSE, and loading your stuff using ZDL or something similar

>> No.1875043

Did you add something to your Autoloads?

>> No.1875051

I'm not sure what those are but I can check them out later. But I had no problems prior to running BTSX, but when I think about it we moved from Brutal 1.8 to 1.9 while playing BTSX so maybe that is the problem. Would seem odd though as that is the moddb version which I'm sure a lot of people use.

Currently have nothing auto loading in the .ini for zandronum.

>> No.1875081


I see now... sperglord edition. lol. Thanks I'll try it.

>> No.1875181

What qualifies as a monster in Tomodachi Life?

>> No.1875192 [DELETED] 

Carnivals/Amusement Parks/Circuses
Toppest priority please

>> No.1875195

Carnivals/Circuses/Amusement Parks
Toppest Priority please

>> No.1875219 [DELETED] 

Serious question here, not trying to start shit.

What are the differences between Brutal Doom, BD Sperglord Edition, and BURL TUMD?

Can someone do some exstensive research on this and come back with a detailed list?


>> No.1875227


>Brutal Doom
>original one that started all of this bullshit

>quieter gun sounds
>altered gameplay
>various tweaks and balances
>other altered sounds

>incredibly silly
>kill fast, die fast
>hit shit with a BURL SORD

>> No.1875229

Brutal Doom's the original, Sperglord Edition is a fanmade addon that changes up things (I'm guessing it has to be balance oriented, I'm woefully unaware otherwise) while BURL TUMD is a massive parody of Brutal Doom.

Sorry if I was about as helpful as a bag of air.

>> No.1875232

can't really speak about BURL TUMD, but BDSE is basically brutal doom with less annoying sounds, bugfixes, more/better altfires (plasma rifle gets its overcharge back, flamethrower moved to the fatty arm, chainsaw-fu...) oh, and it has a (WIP) voxel addon

>> No.1875238

BD's the original, BDSE (not sperglord mod? For shame!) fixes a ton of stuff bad with the original, and Burl Tumd has nothing to do with it outside of being a parody.

>> No.1875247

BURL TUMD is its own overhaul made by Eric that makes quite literally everything faster, it's also bloody too. Had colored Caco and Hell Knight/Baron blood before BD I think.

Sperglord Edition/SE is a tweaked version of BD by FlyingDildoMan that improvises the original mod.

Actually has anyone played BURL TUMD on multiplayer? Is it fun or shit?

>> No.1875265

Brutal Doom started as a gore mod and eventually grew into an unrecognizable mess of feature creep and torture porn. The original mod is riddled with bugs and generally poor design choices. Internally, the mod is even more of a mess than it is externally, with spaghetti code and messy hacks as far as the eye can see. Not a good reference to use when learning to mod. Possibly the worst.

Sperglord Edition is a mod based directly on Brutal Doom that aims to fix bugs and generally make the mod more enjoyable with things like sound effects that won't make your ears bleed and wholly new features like chainsaw combos. I have yet to actually crack it open to look at the guts, but I assume it's at least somewhat better-made than standard Brutal Doom.

BURL TUMD is an original mod which is more of a parody of Brutal Doom, and aims to actually do what Brutal Doom claims to do in regards to speeding up the pace of the game. The player moves faster, his guns shoot faster and do more damage, and the enemies kick your ass faster. The internals are very clean and organized, down to each individual monster's sprites having their own folders.

>> No.1875289
File: 309 KB, 422x1990, brutal_doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1875298 [DELETED] 

The torture stuff is what really creeps me out. It's like MarkIV deliberately set out to prove Jack Thompson right.

>> No.1875307

>Jack Thompson
Woah, slow down there grandpa.
I'm pretty sure he hasn't been relevant since at least 2006.

>> No.1875308

>omg it's creepy!
grow a pair? BD's faults lay somewhere else, and they are easily fixed with the addons and by using SE version.

>> No.1875312

>those timestamps

I smell a samefag...

>> No.1875313


Not him but I think it's perfectly normal to be disturbed at the thought of someone jerking their gerkin to torture porn.

>> No.1875316
File: 4 KB, 379x147, screengrab.png [View same] [iqdb] [saucenao] [google] [report]

Yeah no.

>> No.1875323

I don't think any sane person would do that with BD's gore, and if they do I can't see how it's the mod's fault.

It's really the most stupid point on which to attack the mod. Who cares if you cave in the skull of a pleading imp with a kick? Are you saying that the mod is making me a torture fetishist? Why would I even fap to BD's "torture" sprites which aren't SEXY in any way, when I could just fire up a random JP rpgmaker hgame and have a more satisfying experience with more fetishes covered?

My only complaint with BD's gore is TOO MUCH FUCKING BLOOD everywhere, you can paint rooms entirely in red. And that is somewhat fixed by using addons.

>> No.1875331

My problem is that the demons are way too wimpy about getting dismembered. They should all be like the Black Knight from Monty Python, but with more hissing and spitting.

>> No.1875335

>The torture stuff is what really creeps me out.
This constant complaint creeps me out. It's a cartoonish game. The crazy violence in Metalocalypse didn't bother anyone - and shouldn't. Because it's cartoonish and ridiculous.

Quit grasping at straws to hate on a doom mod. It's just a game, and no one cares about your opinion anyway.

>> No.1875338
File: 333 KB, 900x760, 1404185622515.png [View same] [iqdb] [saucenao] [google] [report]

Got it up now



>> No.1875339

And out come the wolves.

The "too violent" criticism might be completely subjective and biased, but being this aggressively defensive isn't helping your case one bit.
>fmrband combatant

>> No.1875353
File: 4 KB, 39x56, TimeImp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1875359

Skulltag had a power up that froze all enemies and projectiles, think it was the Chronosphere or some shit. It was featured in some survival maps, usually locked away until you were in the finishing rounds.

>> No.1875370
File: 358 KB, 288x318, e_e.png [View same] [iqdb] [saucenao] [google] [report]

More crap and some archy toes!


>> No.1875372


Please color that revenant on the bottom right down there. It's too good.

>> No.1875374 [DELETED] 
File: 22 KB, 613x254, brutal_doom_in_a_nutshell.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1875379

Kids grow up so fast.
John Carmack's 9 yr old son releases his first video game

>> No.1875383
File: 4 KB, 210x230, jinkies.png [View same] [iqdb] [saucenao] [google] [report]

I'm a footfag and I was legitimately disturbed by bottom left.

>> No.1875385 [DELETED] 
File: 23 KB, 300x400, 1387124733136.jpg [View same] [iqdb] [saucenao] [google] [report]

>unity web player

>> No.1875386

your imp design is heavily influenced by the animu one. Try making a truly hellish imp.

>> No.1875387
File: 149 KB, 640x320, average GMOTA gameplay.webm [View same] [iqdb] [saucenao] [google] [report]


Whoops. Found a bug where if you throw the sword and leave a stage, the sword's gone for good.

Fixed it, redownload it if you want boys.

>> No.1875390 [DELETED] 

>le glasses man epic maymay XDDD

/v/ is next door on the left

>> No.1875393

Doesn't change the facts.
Unity a shit.

>> No.1875402

>Half Asian
>page on his site called "Jumbly Gook"
This kid is my hero, whether he knows why or not.

The game is a mediocre 2 player pong clone. Which is nowhere near shitty for a 9 year old. It's more than I've put out publicly, even if my coding endeavors are less typical... Which means I should scale back or he should scale up.

Either way, I hope he goes places with this.

>> No.1875410
File: 113 KB, 262x313, Oh I know EXACTLY why I have this boner (it's because I'm a fucking skeleton).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1875437

I'm pretty sure legs don't work that way, but then again they are demons..

>> No.1875438

Music sauce?

>> No.1875440


For that video? It's "overcoming a burning hatred" the shining finger/gundam theme from G-Gundam

>> No.1875442

Hey, GMOTA Guy.
If you throw your sword and you exit the level before you get it back, your sword is lost forever.
Look into that, please.

>> No.1875443

Alright, thanks

I remembered it from a /v/ stream that used the track in a Space Jam remix

>> No.1875446


Already noticed that and fixed it. >>1875387

Head on back to the zdoom thread and redownload it anon.

I dun goofed

>> No.1875513
File: 373 KB, 1024x640, Screenshot_Doom_20140820_043834.png [View same] [iqdb] [saucenao] [google] [report]

This is such a comfy mod

>> No.1875514

whats it

>> No.1875515


Hocus Doom.

>> No.1875546
File: 996 KB, 1200x4800, milk.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there an agitated version of this?

>> No.1875628

Just downloaded a sourceport (zdoom) and tried out some of the IWADs.

Whenever I'm on a menu (in-game), the mouse randomly scrolls by itself every so often. Any clues on how to fix this?

>> No.1875631

He's making it like that next version I think.

>> No.1875646

Tried downloading a different version of zdoom and also gzdoom...same problem.

>> No.1875648 [DELETED] 

Do you have a joystick plugged in?

>> No.1875649

it only happens once to me, usually when i change key bindings.

try to narrow it down.

>> No.1875745
File: 743 KB, 1024x768, Screenshot_Doom_20140820_095949.png [View same] [iqdb] [saucenao] [google] [report]

You need some RUSSIAN OVERKILL, son!

Gloriously overpowered weaponry to handle monsters like that! (And some vodka to enjoy the destruction with.)

>> No.1875802

Bottom left is the best thing I've seen all month.

>> No.1875827


>> No.1875854

No, there's no way to increase the weapon carry limit, I don't believe any such method is exposed in DoomRLA yet (otherwise DoomRPG would've already taken advantage of it)

>> No.1875863

ah christ, I recognise this dialogue

>> No.1875864
File: 179 KB, 1920x1080, Screenshot_Doom_20140820_111921.png [View same] [iqdb] [saucenao] [google] [report]

Getting some weird rending issues in ZDoom. How fix?

>> No.1875867

What build are you using?
Is this a recent thing?

>> No.1875872

ZDoom 2.8pre-589-gf482dc0

Compiled from source a few days ago. Not sure if it's recent. This is my first time using ZDoom. Maybe I should just try the last official release instead?

>> No.1875881

Unless you're running mods that require git builds it's probably best to run official releases.

Not sure what would cause it. It looks like a rendering error but it's software so I dunno.

>> No.1875893 [SPOILER] 
File: 2.29 MB, 1000x800, 1408549071498.png [View same] [iqdb] [saucenao] [google] [report]

but that's imp-tan! not "my take" on fem imp...
fuck it, pic related.
Archy is very athletic and elastic, she likes to
run like an olympic nigerian a lot.

remember! I might draw almost anything doom related you want! just ask.

>> No.1875894

Options > Mouse Options > Enable Mouse in Menus > Touchscreen-Like

>> No.1875901

I like this female imp more than that harlot with the red wig

>> No.1875917

>just ask
GMOTAguy and Demonsteelegirl munching on a burger?

>> No.1875919

Looks a bit too skinny... I mean, where's her waist? Maybe needs to look more buff? Otherwise, I'd love to get tenderly ripped and slashed by her.

>> No.1875925

burl tumd is a fun doom mod that really speeds up the game.

it's gives doom sort of duke3d frantic feel.

bdse is a variation on brutal doom that changes some things. i personally prefer it over the original.

>> No.1875939

Can confirm issue does not occur in 2.7.1. I guess the wiki lied to me.

>It is recommended that you use a recent version from the Git repository to compile, but you may use an older version's source from the ZDoom Downloads Page if desired.

>> No.1875943

If anything, I'd sooner recommend SVN builds, they'd be more liable to have rendering fixes or something.

>> No.1875974

Please please sneak more demon feet into all your work

>> No.1875983

Doomguy and space marine stomping some daemons and daemonettes

>> No.1875994

Man, have you ever thought about making a standalone game out of this?

>> No.1876006

>Doomguy and space marine
W.. What's the difference? Or is it supposed to be the WH40k SPESS MEHREEN there?

>> No.1876010

Sounds like it, Anon.

>> No.1876016 [SPOILER] 
File: 2.29 MB, 1000x800, 1408555400859.png [View same] [iqdb] [saucenao] [google] [report]

howdoImoe, I will do, but.. I might do a different take on her :3
working on it.

>> No.1876035

D-dont forget the feet!

>> No.1876043


Anon should have mentioned the sprites in the pk3 are a placeholder.

>> No.1876049

I think he meant Hai Lin or whatever her name was from the character drawing that Term had posted here a couple times. Most of the current in-game sprites are placeholders.

>> No.1876050


Played original Diablo. Diablo spamming projectiles and one-hitting my sorcerer would be an interesting challenge. Lazarus and his array of spells, too.

>> No.1876059


What movie?

>> No.1876063

Current HaI Lin sprites are from Radys' mod and (as other anons stated) are placeholders. For the intended design you can check his blog.

>> No.1876067 [SPOILER] 
File: 16 KB, 320x548, 1408557184781.png [View same] [iqdb] [saucenao] [google] [report]


Anon is a fag for not posting references.
I'm really flattered that people want to see her and the mod's not even out of alpha yet.

I love you, /vr/. So much.

>> No.1876082
File: 1.16 MB, 2000x1300, hellwip.jpg [View same] [iqdb] [saucenao] [google] [report]

that will do!
which chapter/greyfaggs/draigo?

>> No.1876091
File: 32 KB, 320x240, TNT_title.gif [View same] [iqdb] [saucenao] [google] [report]

So I'm playing through TNT/Evilution for the first time... and I cross Map 18 The Mill


This is the worst map i've ever played, so much frustration.. I can't be alone, right?... right?

>> No.1876102

Im considering to start mapping for Doom, I already did maps for the Counter-Strike: Source and Garry's Mod, this being said, the map editor for Doom is complete like Hammer World Editor?

I really like to do fancy stuff.

>> No.1876109

I just played the map for the first time too. I agree. It's pretty shitty.

>> No.1876115

GZDoom Builder is the best Doom map editor out there, and UDMF is generally the "fanciest" map format.

Mapping for Doom is much simpler than full 3D Source games, it's basically like drawing.

>> No.1876123

I've never used Hammer, but what do you mean by "complete?"

Doom Builder 2 is the best Doom level editor ever made, unless you don't use Windows in which case, I dunno

There is a limited amount of stuff DB cannot do though, like add new textures, modify graphics and sounds, and program new enemies, weapons and objects. For that, you'll need SLADE3, but you won't particularly need this unless you plan on doing stuff that isn't pure levels.

(Which, IMO, every map should include some new music and a new sky. They don't have to be original works, just works that aren't strictly from Doom/Doom 2.)

>> No.1876152
File: 226 KB, 750x517, 41065536_big_p2 - 食べすぎとからくがきとか.jpg [View same] [iqdb] [saucenao] [google] [report]

I hear you because it was where I got stuck for a while, might've been to do with the yellow key pedestal, it's been way too long.

>> No.1876156
File: 40 KB, 244x248, 123142.png [View same] [iqdb] [saucenao] [google] [report]

Thank you, downloading!
I mean that you have a lot of tools to work on it, I don't mean to be offensive but most of the maps of Doom don't show a large list of entities to interact with, doors, buttons, areas that triggers doors or other functions.

I'm going to download both Doom Builder 2 and GZDoom Builder, but I'm not into playing Doom with OpenGL though, but thanks anyway guys!

>> No.1876157
File: 110 KB, 620x620, agitaiton_love.jpg [View same] [iqdb] [saucenao] [google] [report]

A little doodle I did for you guys.

>> No.1876170
File: 11 KB, 179x248, 622.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1876173

Gundam Doom guy back again.

I finished most of the graphics thanks to you guys, but I don't know. The Gundam's laser beam cannon just doesn't feel like a Doom weapon.

Just type in the IDFA ad press 1 to get at it, please.

I'd wanted to create the rest of the Gundam's arsenal, but now I'm having second thoughts about the project.

>> No.1876219

How the hell do I make the HUD in stuff like Wrath of Cronos and Shotgun Frenzy not so blown up?

>> No.1876238

Reminds me a little bit of Chasm: The Rift. Assuming it's using Doom 1 for its episode format, since losing weapons between episodes wouldn't be so bad. You get most of the modern weapons in ep1, lose them and get all the magical/medieval weapons in ep2, get the full arsenal in ep3.

>> No.1876273

Sounds like a good mappack for Samsara

>> No.1876339

Slap that text under the boner and we have a golden reaction.

>> No.1876349


>mod not even in alpha
>getting fanpics already

i think we've seen this movie befo'


I agree, Doom Builder nowadays has no competition (if we can even call it like that, since you know, there's no point on antagonizing about map builders), and is pretty much what everyone uses right now when it comes to mapping

you really, really, really need to have the shittiest PC if you can't handle DB; and i pity the fool who are stuck with SLADE3's map editor.

however, I should point out that you might want to consider first to learn stuff about doom mapping before using fancy stuff in your maps. don't jump on UDMF all out of a sudden. just a suggestion

>> No.1876364

>I pity the fool who are stuck with SLADE3's map editor
I like SLADE3's map editor. It's just a little buggy.

>> No.1876407

echo, echo, echo, echo...

>> No.1876445

*tumbleweed bounces past*

>> No.1876449

Hey, at least we're faster than GCCX general. Those threads can take up to a month to hit the bump limit.

>> No.1876451

Tried it on vanilla doom 2. Thoughts:

-Horribly balanced for a Doom weapon. For something supposed to fight a giant robot should splatter an imp in more than 1 shot. And fire faster than 1 shot ever 2-3 seconds.
-Appearance/sound? meh. Not very good at getting the point across, but can be improved.

What are you using as a reference for how the beam cannon fires, and what position is this thing supposed to hold in the player's arsenal?

>> No.1876453

any grappling hook weapons out there? like, an actual hook that lets me grab the walls/ceiling instead of enemies unlike the GMOTA one

(not hating on it since it's p cool)

>> No.1876456

>Winter's Fury + hd.pk7
Holy shit, I didn't think this would work.

>> No.1876459

How far in are you?
How hard are you being sodomized?

>> No.1876465

Still on the first level, just past the bit where the enemies actually start.
I'm not getting sodomized nearly as hard as the other WADs. The ice monsters seem to actually be kind of underpowered.

...Or I might just be playing on the 30% damage NM spawns mode.

>> No.1876473

Nope, normal difficulty is working ok through the first encounter.
And the ice monsters are dying pretty quickly.

>> No.1876478

So it's rather chill compared to most HD action?

>> No.1876480
File: 220 KB, 1280x720, Carlos joins the brawl.jpg [View same] [iqdb] [saucenao] [google] [report]

You fucker.

>> No.1876494

Remember, the ice monsters aren't rebalanced for HD. Naturally they're going to be easier.

>> No.1876497

...Now I'm wondering about a mod where all the demons are replaced by Carlos. With every sound he makes being a pun of some form.

death"Sorry to have LEAD you on!"
attacking"You're DOOMed!"
Spots player"Prepare for PUNishment!"

Sadly, I don't know if I could find the voice actor or soundbites for Carlos.

>> No.1876512

I'm basing it off the Gundam Vs Full Boost version of the Gundam, which has a slow fire rate. Noted about the damage level though, since making it fire a projectile the damage has fallen off greatly, even with parenthesis to keep it at a consistent damage.

If it had to replace something, it should be the shotgun as a slow but powerful weapon.

While all the armaments are there for a Gundam Doom, I suppose mashing the weapons into it isn't the best idea. Maybe a Doomguy Gundam design, with weapons that are in between, like beam knuckles, laser machine guns, and exploding shotguns would be more fitting, but well beyond my scope.

Still, I learned a lot.

Maybe I will have better luck making a Borderlands weapon system, which would use the standard graphics, or maybe I can steal the models from the game, instead of trying something wholly from scratch.

>> No.1876516

I can assign variables in Doom right? "X=weapon part 4" and such?

>> No.1876520
File: 991 KB, 320x240, don't stop the deal with it.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw picking Insurgent
>mfw taking out first room with a pistol
>mfw lootan a SMG and an assault riffle
>mfw kicking more ass than I did as a Classic Riffleman

>> No.1876523

Not sure I understand the question. Please clarify?


>> No.1876535

dude, i worship'd that map

>> No.1876537

Using weapon pieces that will randomly generate a variable, which would then go into a regular gun's stats. When all are collected, they form a unique gun with a set of stats taken from the weapon parts, with its own spread, bullets per shot, etc etc.

Got the idea from this.

>> No.1876570
File: 100 KB, 250x250, doomguy towel.png [View same] [iqdb] [saucenao] [google] [report]

>get to the elevator near the red key of Map01
>dat ambush
Okay, turns out you CAN detergent the Insurgent.

>> No.1876572
File: 61 KB, 892x614, 1405967987070.jpg [View same] [iqdb] [saucenao] [google] [report]


Yes. I was actually considering if I ever get into game design, revisit GMOTA and turn it into its own thing.

>> No.1876579
File: 273 KB, 620x502, 1365710015895.png [View same] [iqdb] [saucenao] [google] [report]


>angry marine and Doomguy fighting together

>> No.1876582

It would be pretty awesome I think.
You should get the Shovel Knight music guy or someone like him to make the music.

>> No.1876594

Okay, got past that, quicksaved, now I get assraped near the red key.

>> No.1876597
File: 572 KB, 320x240, 1405842007138.gif [View same] [iqdb] [saucenao] [google] [report]


>getting a soundtrack made by Virt on one of his good days

Anon please my dick can only get so hard

>> No.1876607

Did I just watch a skeleton decapitate himself with his own dick?

>> No.1876685
File: 300 KB, 1280x720, Screenshot_Doom_20140820_184037.png [View same] [iqdb] [saucenao] [google] [report]

Now I'm on a roll. Just gotta keep moving and keep killing, and I should have plenty of space to retreat to after I trigger the enemies on the red key bridge.

>> No.1876692

Godspeed anon.

>> No.1876696

Not pictured: Me having an odd glitch of some sort where my rifle keeps firing after I've let go of the mouse button.
Not sure if this is a bug or just my mouse acting up, though. It would suck if it were my mouse, this shit's a gaming mouse. I did pick it up for only $30 but it's a fucking gaming mouse.

>> No.1876702

>Me having an odd glitch of some sort where my rifle keeps firing after I've let go of the mouse button.
That's a feature, don't panic. The ZM66 is a total piece of shit that overheats and jams like crazy.

>> No.1876704
File: 193 KB, 800x600, Screenshot_Doom_20140820_184219.png [View same] [iqdb] [saucenao] [google] [report]

You know what I really love? Plutonia style mapsets.

>> No.1876705
File: 399 KB, 1280x720, Screenshot_Doom_20140820_185444.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, man, they have slamfires in this mod?
I gotta go tell /k/!

But first, this part's gonna hurt.

>> No.1876706

>Accessories to Murder
but why

>> No.1876715

play city assault next
i'm having a lot of fun with it

>> No.1876721
File: 436 KB, 1280x720, Screenshot_Doom_20140820_185716.png [View same] [iqdb] [saucenao] [google] [report]

That...actually wasn't so bad, once I got outta the room. Am I gitting gud?

Also, played some City Assault with an anon the other day. It was kickass, right up until the wall after that apartment behind the blue door. I wonder if anyone would give me shit for editing that map in SLADE3 so that the wall can be hopped over safely in HD.

>> No.1876747
File: 42 KB, 488x519, doomguy high impact ultra violence.png [View same] [iqdb] [saucenao] [google] [report]

Well, shit, almost forgot about dinner. I'll be back.

>> No.1876749

if you can into lewd and animu, you should definitely help out with HDoom or something at some point.

>> No.1876757

What's wrong with it?

>> No.1876769

What even is this?

>> No.1876773

Well, personally I dislike almost everything about it except the sprites.
>shotgun ammo is scarce as fuck
>rifle fires weird
>rocket spirals
>the new enemy sprites are bad
>shotty reload takes forever
I liked the minigun and the fact that pain elementals aren't boring though.
He's playing Hideous Destructor (ARMA in Doom basically) with the Winter's Fury mapset.

>> No.1876783
File: 14 KB, 480x360, 0.jpg [View same] [iqdb] [saucenao] [google] [report]

With E2 coming its way, I figured I could run through E1 once more.

/vr/ Returns to Saturn X (1 life with Samsara)
IP: (pass vrtroopers)

>> No.1876787

hud_scale 0

>> No.1876789
File: 64 KB, 400x400, 1359882597833.jpg [View same] [iqdb] [saucenao] [google] [report]


Way to go wadseeker. You dunnit again.

>> No.1876801

I'm getting it too.
OP, what are you doin?

>> No.1876802
File: 244 KB, 500x385, anger5.png [View same] [iqdb] [saucenao] [google] [report]

Who the fuck thought uploading a modified WAD with the same filename would be a good idea?

>> No.1876805

What BTS wad are you using, you faggot?
The MD5 are different, the fuck?

>> No.1876807
File: 1.04 MB, 2000x1300, hellwip2.jpg [View same] [iqdb] [saucenao] [google] [report]

plant-raeper-bro is far better than me, plus, I cant animu really.
maybe I might help in a alternative "western" mod for it..

>> No.1876808
File: 42 KB, 500x375, 1362348485570.jpg [View same] [iqdb] [saucenao] [google] [report]

Even when i deleted the pwads and downloaded the new ones as prompted, I'm still getting denied. Looking for a work-around.

>> No.1876820

Winters fury. Got ya. Didn't recognize hideous destructor either though. Only played it once, and that was forever ago.

>> No.1876831

try getting it from idgames

>> No.1876840 [DELETED] 

I got my copy from idgames and it's still unrecognized.

>> No.1876848
File: 109 KB, 1024x572, V9PHg9T.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1876850
File: 758 KB, 194x145, 0.gif [View same] [iqdb] [saucenao] [google] [report]

I checked the MD5 of my old wads with a script, realized he uses an old MODFIED copy of Back to Saturn, simply renamed..
Download this one, rename it to btsx_e1.wad, join the server.
Worked for me.


Yeah, what the fuck was he thinking?

>> No.1876853
File: 68 KB, 765x276, Screenshot from 2014-08-20 20:00:43.png [View same] [iqdb] [saucenao] [google] [report]

It's not even on idgames nignog.

>> No.1876857
File: 16 KB, 500x403, 1362722629500.jpg [View same] [iqdb] [saucenao] [google] [report]


Check the file hashes it gives you when it fails on you. Most likely it's BTSX, apparently it got an update or some shit. Wadseeker/GetWAD's probably finding the old version.


Try this, it's Eric's copy which seems to work.

>> No.1876873
File: 1.95 MB, 300x227, 1362470820217.gif [View same] [iqdb] [saucenao] [google] [report]

Sweet fuck thank you.

>> No.1876892

oh fuck, I mean to say the thread on the Doomworld forums. I'm glad the issue is fixed now

>> No.1876897
File: 42 KB, 1113x816, 1284222596162.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1876968


no beta works allowed at /idgames under any circumstances

>> No.1876970

Well no one's forcing you to do that, are they?

>> No.1876985
File: 100 KB, 600x600, 1316794231_SCcover2011.jpg [View same] [iqdb] [saucenao] [google] [report]


As promised, the new special attack system is implemented, and here it is.
Please let me know what you think, lads.

For those who weren't around for the discussion, the short of the matter is that double-tapping a direction and hitting fire to do a special attack kept tripping up a lot of people.
An almost-unanimous suggestion was to hold down fire and then double-tap, and a few asked for a block to happen while you're holding it down. So I've implemented it and wanna see what you guys think.

I'll be honest. After implementing it, I don't like the block, at all. It's too slow and (ironically) I've had a few times where I accidentally started a block instead of continuing to slash. Also it completely trivializes cutting down bullets/dodging them.
What I'll likely end up doing is removing the block but keeping the hold-fire-for-special thing.

>> No.1877008 [DELETED] 
File: 548 KB, 1280x800, plutonia.png [View same] [iqdb] [saucenao] [google] [report]

When you look at it, most of the "cruelty bonuses" are awarded when the player in some way finishes off a mortally-wounded and screaming monster, so in a way they're more like mercy-kill bonuses.

>> No.1877038
File: 242 KB, 800x600, stoppan-powah.png [View same] [iqdb] [saucenao] [google] [report]

>shotgun ammo is scarce as fuck
To be fair, the shotgun also does way more damage and has way less spread, it's a tradeoff.

>rifle fires weird
It does. I just went into the Decorate file and removed the state checks for those jumps and made it fire smoothly in full-auto, and then fire in semi-auto only when zoomed in.
I also switched out the sound.

>rocket spirals
That does bother me. I should remove those flags as well.

>the new enemy sprites are bad
Really? I think they're ok.

>shotty reload takes forever
I think it's passable, but I really wish more people would ape the shotgun reload from Doom 3, where you'd insert shells into the loading port two at a time, saves you valuable seconds and feels more professional.

The sawed off shotgun feels very uninteresting to use, and I pretty much never use it because I can already put out a lot of concentrated hurt with the pump gun, and I don't like how the player one-hands it, it feels off for some reason. I kinda wish it was replaced with something like a submachinegun or something instead. Oh well, at least those half-empty guns that the shotgunners leave give you ammo in a pinch.

I guess me modifying it isn't a good argument for it, but I like to tinker with shit like this.

>> No.1877049

Can you upload your tinkered AtM?
>Really? I think they're ok.
Personally the plasma tanks, Christmas revenants and deflating, colored-with-paint-fill-function, useless-looking-projectile cacos are the ones I hate the most. Also not quite a fan of hoodie zombies, but oh well.

>> No.1877051

pretty agigating stuff, I know.

>> No.1877073
File: 177 KB, 800x600, Screenshot_Doom_20140815_210904.png [View same] [iqdb] [saucenao] [google] [report]

>Can you upload your tinkered AtM?
Aah, I'm not sure I'd be too comfortable about that, it's not exactly my work, I just changed some values (and removed the voxel models because they ate too much memory).

Just look at the decorate code for the rifle actor, and comment out all instances of
A_JumpIfInventory("DNRifleSeq", 1, 4)
with double slashes, like this
RIFF C 0 //A_JumpIfInventory("DNRifleSeq", 1, 4)

And then I guess remove A_ReFire from iron sights mode.
If you want to change the magazine size, like I did, you'd have to find all instances of

and change all instances of 20 to 30

I also gave the pistol a bit of a bigger magazine and made it less piss weak.
And changed the sound.

I mean, I guess AtM isn't perfect, but I love enough about it as a base.

>plasma tanks
I guess these aren't the best, but I'm honestly too busy to throw myself behind a wall whenever I see them because if I don't they'll blast away all my health and armor in seconds.

>Christmas revenants
I kinda like the recolor to be honest.

>deflating, colored-with-paint-fill-function, useless-looking-projectile cacos are the ones I hate the most.
I kinda dig them to be honest, even if they're sloppy. I think the deflating is kind of novel in a way.

>Also not quite a fan of hoodie zombies, but oh well.
I wish they either had helmets to justify their radio sound, or their own soundset that would fit better.

>> No.1877118

Hold + double-tap is a godlike improvement. Blocking should be right out. It goes into a block way too often while I'm mashing with the sword and I don't even hold the button down that long.

>> No.1877159

What's your guys' opinion on the Doom 1 & 2 ports for XBLA and PSN?

>> No.1877184

8/10 better than BFGE ports.

>> No.1877196

I played the XBLA one, and it was pretty damn decent. Multiplayer was cool, and had people online who were probably comparable to most people on Z&. -turn speed. They did a good job converting the controls.

>> No.1877204


It's nice, but I'm not too crazy about the pitch randomizing.

>> No.1877212

I'm a fan of the splitscreen multiplayer and I think they did a great job with the controls.

>> No.1877249

Currently playing Fragport. Fuck me. Good shit. Only up to the 2nd level though. Had a few jumps when turning around and some big bitch is in my face.

>> No.1877257


I just want Doom on the 3DS already for dat 3D, since Nvidia is a bunch of jews who don't allow all software to use the 3D tech on their graphics cards, specifically stuff like GZDoom. I mean, out of all games I think Doom would look neat as fuck in it.

Minecraft as well even though I don't like it that much, but that's not retro

>> No.1877263

Is it possible for Oblige to do custom monsters somehow? Like something off of Realm 667 as an end of episode boss?

>> No.1877305
File: 394 KB, 1366x768, Screenshot_Doom_20140820_222057.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1877308

Honestly i thought you guys were going to go on huge rants about how it was a poor port

Doom community is the real mvp

>> No.1877312

>Doom on the 3DS

>> No.1877324

>Honestly i thought you guys were going to go on huge rants about how it was a poor port

What? The big thing about it and the ECKBAWKS HUEG port it was based on was that it was the first time a console port of Doom wasn't fucked to be all hell.

>> No.1877334

Usually people bash ports to newer consoles
also what the fuck is this captcha

>> No.1877340
File: 16 KB, 307x247, faea1f97d9c376f0f47309ed90186237[1].png [View same] [iqdb] [saucenao] [google] [report]

forgot the pic

>> No.1877341


There's not much to bash other than the censored medikits (which really don't matter that much) and that it isn't the PC original.

>> No.1877348

That is like, the best fucking captcha

>> No.1877349

Is it possible you could show me a side by side of the medkits?
i can't find anything

>> No.1877358
File: 287 KB, 1680x1050, 208200_screenshots_2013-10-27_00002.jpg [View same] [iqdb] [saucenao] [google] [report]


Not much to show. In the original, they had a red cross. In the port, they have a red-and-white pill.

'Cause of the Red Cross trying to sue people, y'see.

>> No.1877362


what am I looking at here

>> No.1877367

You're right, i see it

>> No.1877368

>oh god mah bones.png

>> No.1877374
File: 16 KB, 290x252, cat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1877387

They could have done the green cross instead since that's actually what's on a first aid kit.

Version differences in games always intrigues me.

>> No.1877396

No, but you can just make a monster randomizer.

>> No.1877398

So for a complete noob at doing this kind of stuff, where do i start first?

From the very very start, like even downloading the game

>> No.1877409

have you checked the very first pastebin?
are you on windows?

>> No.1877412

Oh yeah, wasn't one guy making a Homebrew loader or some shit that didn't require exploits on older firmware?

>> No.1877420

Yes, windows what sourceport should i use?
I want it to look beautiful

>> No.1877424

>I want it to look beautiful

or probably GZDoom

>> No.1877426

yup he is also making a sdk. let's hope he releases the homebrew loader next week

>> No.1877428

this guy doesn't know what hes talking about
heres a tutorial on how to set it up

>> No.1877429

Get GZDoom, get the Beautiful Doom/Smooth Doom addons, enjoy.

>> No.1877434

Oh, neat. Would it be possible to port something like GZDoom as to play shit like Reelism on the go? Not that it would run the mod very well but okay

>> No.1877438

the smooth looks ugly imo, is there any way i can make it look all pixelated?
Love that look

>> No.1877445

with the DHTP and the voxel pack if you want
i suggest turning off texture filtering and the like, it just turns sexy sprites into a blurry mess

oh, and if you want doom to sound good, you can check the soundfont pastebin : http://pastebin.com/y0Mnk9s4

>> No.1877446

yeah i think chances are pretty high after all he made his own engine http://youtu.be/bBAWBX9RLKU?t=37s

>> No.1877448

Yeah, options, opengl options, texture filtering off

>> No.1877454
File: 6 KB, 321x281, doomguy killing demons while shirtless.png [View same] [iqdb] [saucenao] [google] [report]

That's fucking neato. Can't wait to Doom on the go

>> No.1877463

Been banging my head against the wall trying to come up with powerups and items for GMOTA as there isn't shit right now. This is what I got


>> No.1877502

You can do it, I'm pretty sure. You can get those Flashcart things, which can run pirated DS games, and homebrew games. I had one which I used to play Quake 1 on, and I'm pretty certain there were ports of Duke Nukem 3D, as well as Quake 2 (Which you needed a Ram expansion pack for).

>> No.1877531

They were on the right track, but I really think they needed to give the player the option to change controls and right stick sensitivity. I actually play with a controller on PC all the time, and the PS3/360 layout was just different enough from mine to get me killed in a heated moment. Triangle/circle are reversed, so I always switch to the wrong gun, and I always bring up the automap when I mean to open doors. Why in even the fuck would they leave select unmapped and use square for automap?

>> No.1877539

Hey, could you release a .pk3 with just the parkour system? I can't get any other mobility mods to work with my GZDoom since I'm a macfag and I want to try it out with a melee weapon mod my friend and I are making.

Also, that block is awesome. You should consider implementing a system where you can "parry" Imp and Cacodemon projectiles by slicing at them at juuuuust the right moment.

>> No.1877556

Maybe the necrosphere could revive dead enemies as allies when placed on corpses?

>> No.1877558


Who would want to waste that item on an imp/imp-tier monster? I prefer it just going BANG and a unique skelly wanders around for awhile to fight shit. Mind you it's just one of the few ideas I'm kinda spitballing at this point.

>> No.1877565

Maybe there could be different types of necrospheres, thus different boners with unique abilities?

>> No.1877568


I think that'd be way too developed for a simple item.

Alright I think the necrosphere idea is canned.

>> No.1877580

So how would i go about starting to make mods for doom?

>> No.1877583


Do what I did to start with: Edit other mods as personal, unreleased projects, fuck around with DECORATE, and learn about shit.

Goddamn spam filter, okay look google "doom gunlabs" and the Zdoom wiki

>> No.1877743
File: 2.96 MB, 640x320, archers are faggots.webm [View same] [iqdb] [saucenao] [google] [report]

Huh, these guys may make for a half-decent addition.

>> No.1877764


>> No.1877862

>Plutonia style mapsets.
which plutonia style mapset is that?

>> No.1877867
File: 7 KB, 39x62, boinwalk.gif [View same] [iqdb] [saucenao] [google] [report]

So guys, I'm working on a female trooper skin of a sort.

I think I've made her boin boin enough so far. Yeah.

>> No.1877886

Looks great but her left boot seems to suddenly get really big in one frame

>> No.1877895


>> No.1877904
File: 61 KB, 640x1024, scrap306_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Crap, I better change things around or --

... darn it.

>> No.1877967

I don't think suing ever came into it, it was a polite request because they believed it was harming their humanitarian aid in other places...

a pretty reasonable request all things considered

>> No.1878029

Anyone got jagdoom.wad

>> No.1878089

I heard it was because of brand dilution. But this is the organization that charged US soldiers for food and blankets when they were returning from overseas after WW2.

>> No.1878093

Ooooh I like them.

>> No.1878163

If you want shitty, look at map22.

>> No.1878178
File: 56 KB, 460x337, 1295977079270.jpg [View same] [iqdb] [saucenao] [google] [report]

>try to play project msx for the first time
>"oh hay guize i play brootal doom in UV, that'd be easy, fo' sho'"
>"I herd it's a tacticool shewter is dat troo?"
>I had no clue...
>boot it up with TNT evilution
>set it to insane diffciulty
>just a bunch of stealth demons at level2 tore my balls off several times
I can't imagine fighting a Hell Knight or Baron of Hell because of the immense action.

>> No.1878184

So what is the best version of Brutal Doom Currently Available?

>> No.1878242
File: 264 KB, 800x600, Screenshot_Doom_20140815_222053.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia 2
PCPR is also good.

>> No.1878261

What is the command for spawning SSG in Brutal Doom 1 again? I'm an idiot and forgot.

>> No.1878263

gibe it, nigguh

Just give credit.

>> No.1878286

I've actually started playing that and some maps are really good. Some others not so much, but it always ranges from 'decent' to 'really good'.

>> No.1878301
File: 539 KB, 1280x720, Screenshot_Doom_20140821_113719.png [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/oom marines. Remember that faget who was playing Winter's Fury with Hideous Destructor?
That faget just figured out how to get the red key without dying. I ain't afraid of no caco.

>> No.1878323
File: 456 KB, 1280x720, Screenshot_Doom_20140821_115251.png [View same] [iqdb] [saucenao] [google] [report]

Another day, another switch.

>> No.1878389
File: 999 KB, 250x251, 1360550657679.gif [View same] [iqdb] [saucenao] [google] [report]

Which source port is the best for a new player? I'm gonna play doom 1 and 2 for the first time with it to start.

>> No.1878398


>> No.1878401


>> No.1878403

For the authentic experience, Chocolate Doom.

>> No.1878405

That reminds me, is there some kind of comprehensive list of all the source porns for Doom? That'd be real helpful.

But Zdoom and Gzdoom are good. Chocolate if you want to get really authentic. That's the most of my knowledge, at least.

Yes I know I misspelled ports, I just liked the typo so much I kept it.

>> No.1878409

If you use Chocolate, set OPL music for maximum spooky.

>> No.1878412

If you're playing through the IWADs for the first time, you should do it with Chocolate Doom so you know what the vanilla game is like before messing around with ports that add/change features.

>> No.1878417

Chocolate Doom or GZDoom.

>> No.1878420
File: 44 KB, 337x450, 1373542701389.jpg [View same] [iqdb] [saucenao] [google] [report]

You're not going to play Brutal Doom on your first playthrough, are you?

Just checking.
Your answer may affect you later in life.

>> No.1878439

Gzdoom if you want modern shit, chocolate doom if you want retro shit.

>> No.1878446

>That reminds me, is there some kind of comprehensive list of all the source porns for Doom? That'd be real helpful.

There isn't a list in existence that could hold all the source ports.

>> No.1878460

Chocolate Doom is capped at 35fps like the original, so I don't recommend it.

>> No.1878463

Is a new voice for demonsteelgirl planned downed the road?

The "whoops" is pretty irritating

>> No.1878469

You might as well say Chocolate Doom is capped at a low resolution like the original, or prevents you from looking up or down like the original. That's the point of Chocolate Doom. It gives you the original experience.

Besides, I cap the frame rate at 35 even when I play on (G)ZDoom. It feels wrong to me otherwise.

>> No.1878475


As far to my knowledge the WHOOPS is here to stay. Even if a new voice actor is found

>> No.1878483

"best" is subjective here, but Sperglord has the most bugfixes, some balancing tweaks and what a lot of people consider the most tolerable volume levels, at least until BDv.20 comes out.

>> No.1878495
File: 613 KB, 1366x768, Screenshot_Hacx_20140821_133137.png [View same] [iqdb] [saucenao] [google] [report]

Fun fact: Pallets for Doom do not work on other games.

>> No.1878497



>> No.1878501
File: 107 KB, 640x480, Screenshot_Heretic_20140726_014420.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, this is a huge problem.

>> No.1878504

Doom Wikia has a genealogy of source ports that might be helpful.

Later today I might start working on a large infographic of Doom source ports

>> No.1878506



you mean...the Doom Wiki, right?

>> No.1878507

So Chocolate doom for the IDWADS? Does GZdoom mess anything up on those?

>> No.1878510

I guess, but its on Wikia.

Said it so one might not confuse it with the Wikipedia page on Doom.

>> No.1878516

By "Doom Wiki" they meant this one I believe

>> No.1878519

Fuck, I forgot they switched hosts.
Damn, then why do they bother keeping the other one up? That's confusing.

>> No.1878525

I think it's because you can't take stuff down from wikia or something like that.

>> No.1878532

Oh no, they're perfectly playable, but for example, many source ports implement jumping, which can break the original maps, because jumping was not something you could do in the original Doom. And there's tons of little things that will change the gameplay, like the original engine having a soft cap of 20 lost souls, which being uncapped by default in most source ports, will change many Pain Elemental encounters.

Really, there's no wrong answer. You'll have fun no matter which port you play in. I'm a bit of a purist so I recommend Chocolate Doom for the authentic experience, but if you want better graphics, mouselook, and so forth, go for ZDoom/GZDoom.

>> No.1878545

Yeah, Wikia refuses to take wikis down because of ad money. Jews of the highest caliber.

>> No.1878546

They don't. Wikia admins won't let them take it down or even announce that they've moved.

>> No.1878550

GZDoom and Zandronum have compatibility options that can emulate how the game worked originally, so I don't think the "little things that change the gameplay" thing holds water.

>> No.1878556
File: 27 KB, 387x461, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Let me guess. You dragged and dropped one IWAD on Zandronum / ZDoom and loaded it with another IWAD.w

>> No.1878557

you aren't going nowhere

>> No.1878560


>> No.1878561
File: 376 KB, 1280x1024, Screenshot_Doom_20140818_131500.png [View same] [iqdb] [saucenao] [google] [report]

what are these weird objects i keep seeing partially in the floor?

>> No.1878563
File: 274 KB, 1280x1024, Screenshot_Doom_20140821_121049.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1878565

What qualifies as savescumming? How often can one quicksave without being a baby about it?

>> No.1878567

At the start of a level

>> No.1878569

Even the fucking manual encourages you to save many times.
I personally do not save, ruins the fun for me.
If I die, I have to accept my fate and realize Im a faggot who has to git gud. So I pistolstart the map all over again.
This is how I became good at online coop games, but I still suck at DM

>> No.1878571

I think that it's a decoration that got clipped through the floor.

Go to the options menu, look in Display > OpenGL > Preferences.
Look for "Adjust Sprite Clipping".
Set it to "Always". See if that helps.

>> No.1878579

Sorry about the lack of updates everyone, I've been working on a series of essays for a summer college class, and then I start a semester at the end of September. I'm hoping to make some videos before I'm unable to get the time.

>> No.1878580

Whats some good stuff from the id torrent to use? Whats all the other shit other than folders in it? Any use for that stuff?

>> No.1878585

Specifically, those are brains

>> No.1878586

I'd like to point out PRBoom+ is the ideal middle ground between Chocolate and ZDoom. It looks better (increased framerate and resolution, mouse look) while still adhering primarily to vanilla gameplay. The only things it changes are dumb things only the purest of purists would give a fuck about.

>> No.1878589
File: 313 KB, 800x600, cyberbones.png [View same] [iqdb] [saucenao] [google] [report]


something like a "runic shield" that reflects proyectiles based on their damage (like 4 imp shots or 1 baron)
a throwing hammer that stuns for 7? seconds if direct hits or staggers monsters in the area it lands for a bit, maybe you have to pick it up after, or, has a long cooldown(to avoid spam)
A slow-rof power fist which deals a large amount of damage and knocks-back in area

add a claymore :33

>> No.1878592
File: 121 KB, 554x310, bobs.gif [View same] [iqdb] [saucenao] [google] [report]

In case of Heretic screen I've used Daemonstel and it's palette raped the colors.
Come on, you shouldn't be that slow.

>> No.1878606
File: 550 KB, 1280x720, Screenshot_Doom_20140821_213741.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1878612

Can you only mod on zdoom-based ports?

Or could you do something like dehacked on something else?

>> No.1878614

That's how it was done before ZDoom came along, really. There's some pretty cool dehacked shit around, like Xaser's Corrupted Dreams and etc.

>> No.1878615

>Any use for that stuff?

you can brag about having nearly 20 years of a game community's custom work, no matter if said works were done on a serious manner or not


this is, according to /idgames' own stats and ratings, the works you may want to give a try first before anything else.


don't forget about colored lightning, deep water and conveyor belts!

>> No.1878619


actually I think that sprite was made to look like that.

>> No.1878623

There's supposed to be a spine attached.

>> No.1878625

>Can you only mod on zdoom-based ports?

fuck no, that's why we have tons of cool custom stuff pre-1999, when ZDoom was conceived

DeHackEd is the granddaddy of Doom modding; just a reminder, you can't ADD stuff when using .deh wizardry, you can only REPLACE existing assets in the IWAD and convert said things into something else. Like, you can turn the SS Nazi into a -fast pinky, or replace the Baron of Hell with another flying monster, change the speed of certain projectiles, rename the map names in the automap, etc.

every single respectable source-port supports DeHackEd

>> No.1878630 [DELETED] 
File: 20 KB, 100x100, 1405753793871.gif [View same] [iqdb] [saucenao] [google] [report]

>that filtering

>> No.1878631

Name of mod?

>> No.1878651

DemonSteele. It's on Github under "Folded1000Times", even though the sword is from Korea, not Japan.

>> No.1878669

PRBoom-plus is fucking excellent.

I'm surprised its taken them nearly two years to get 2.5.14 out the door, and its not even actually finished yet.

>tfw lee killough no longer touches Doom.
That guy was the god of Doom source ports. Marines Best Friend ran better than Vanilla Doom, while being able to use Boom-compatible maps on my 486DX2-66.

>> No.1878683 [DELETED] 

>chinese cartoon mod

Aaand in the trash it goes

>> No.1878690


>throwing hammer
>really heavy, travels in an arc
>quakes the ground and pops enemies up into the air
>crunches enemies with direct hits

I FUCKING LOVE IT. Totally using it.

>> No.1878692


>> No.1878695
File: 16 KB, 250x250, 1341573742025.jpg [View same] [iqdb] [saucenao] [google] [report]

>bashing it before you play it

tsk tsk

>> No.1878696



>> No.1878717 [DELETED] 

>expecting anything better from le penn discarded posters

>> No.1878730

Played on some random server and it had a wad called "vrskin_3v3.wad".
Are those skins made by /vr/? Or just some sort of compilation made by /vr/?

>> No.1878736

a bit of both most likely

>> No.1878740


It was a skin pack for shits and giggles when we were early on because the idea of playing as Shrek fighting against a Revenant was funny.
When the joke wore itself out and people didn't feel like 34 megs of bloat, we stopped using it. But shitservers with their massive skinpacks keep using it for God knows what reason.

>> No.1878750 [DELETED] 
File: 9 KB, 335x188, I.M Meen banishes you.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to hide the fact that he's using LE GLASSES MAN EBIN MAYMAY LOLOL XDDDD by not posting the picture that goes with it.

Back into your cell, /v/-tard, I'm sure you'll escape again.. IN A HUNDRED YEARS AHEHEHEHAAAA~!

>> No.1878754 [DELETED] 

You don't have to respond, you know. We could have all just ignored that post.

>> No.1878765 [DELETED] 

>ironic shitposter telling shitposter to fuck off
sage for offtopic

>> No.1878783
File: 464 KB, 1280x960, Screenshot_Doom_20140821_105554.png [View same] [iqdb] [saucenao] [google] [report]

Some dudes like running around as Shrek.

>> No.1878785

The BR hordes from MMOs?

>> No.1878791 [DELETED] 

Mods should use deleted posts to track the ips of repeat offenders and ban the shitposters for a day or two. It'd make this place alot nicer.

Or do it the easy way and ipban germany

>> No.1878792


>> No.1878798

>disney character boogeymans
Stop this shit
Talk about Doom

What server is this? I dont recognize this map.

>> No.1878805 [DELETED] 


That kinda reminds me how le reddit started using those god forsaken rage faces after they got old here a few years back.

>> No.1878808 [DELETED] 

Why do you suck so bad on mod dick? You're no better than them.

>> No.1878814 [DELETED] 

>We could have all just reported that post.

*fix'd. but oh well who am i kidding, more than half of the people just hide or close the thread whenever a shitposter arrives.

>> No.1878819


The only good thing about the /vr/ skins pack is being able to play as a revenant in co-op and scare the shit out of teammates by sneaking up and yelling at them

>> No.1878836

It's one of the deathrun servers. Neat change of pace once in awhile.

AAAAAAAAAAAAAAAAAAAAA (I have gotten spooked by player revenants once in awhile, damn you)

>> No.1878840

>not disguising yourself as a dead player in DM

>> No.1878865


That reminds me: I seen someone last night use a skin that was a pair of disembodied legs. It was pretty damn funny

>> No.1878948


It seems I have fixed the issue that some of you tried to help me with the other day by deleting some *.gwa files that where in my wad folder. There was a gwa file for each wad that had been played.

Can anyone tell me what these were from and what they are for?

>> No.1878981


>> No.1878995

So there's someone who's been following GMOTA for quite some time and been offering some pretty good feedback with each update but he's been reporting a bug I've never named to replicate yet:

He says he can't strike cacodemons when they're directly above him with his sword. But his fists manage to nail those shithead raspberries. It's very confusing.

Had anyone else has this happen to them?

>> No.1878998

Someone should stream doom on twitch

>> No.1879001

I'm gonna hop on RGA2 servers more often and do this.

>> No.1879005


Funny. That was the server I was playing on last night. It's pretty fun actually. You should play as the ranchero revenant though

>> No.1879038


I really like this idea.
I might nick it for my own mod.

>> No.1879053


Does autoaim affect either of them?

>> No.1879064
File: 1.12 MB, 2000x1300, hellwip3.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey everyone! time to decide the space marine's chapter:


now that you mention it, flying enemies often don't register the slashes when they are up close and above the player.
Also, hooking lost souls will make them no-clip trough the player and they end up behind him.

>> No.1879068
File: 2.79 MB, 960x540, zandronum 2014-08-21 20-24-27-76(3).webm [View same] [iqdb] [saucenao] [google] [report]

I got back working on my bike. Now the player is able to mount and dismount it, and use the shotgun while riding it. I will soon post a download.

>> No.1879076


what is your next milestone for this?

>> No.1879093

whoaaa amazing!

>> No.1879096

Looks nice.

>> No.1879097

Reminds me of a motorcycle thing I saw for Duke Nukem 3d.
Me like.

>> No.1879101


1: Lovin' that shotty sprite.

2: Just wondering, why does the teleporter effect show when you enter/exit it?

>> No.1879102


That looks incredibly slow and clunky.

>> No.1879106
File: 115 KB, 335x329, Sailor Shiggy.jpg [View same] [iqdb] [saucenao] [google] [report]

>Driving a motorcycle backwards

>> No.1879117


Not to be a Markfag, but I would think that would be for easy maneuvering, or getting out of a corner so you don't get stuck.

Kinda-sorta like how in some games you can shoot while you're reloading (if you have any rounds left ofc), it's not realistic, but it's convenient to have.

>> No.1879120
File: 138 KB, 1920x1080, JESUS CHRIST HOW WAKFU.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Chillax with Hideous Destructor
Now THAT'S Hell.

>> No.1879132
File: 2.91 MB, 960x540, zandronum 2014-08-21 21-05-24-37.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, the DNF mod for Duke 3D. I'm actually to make a map like this to showcase the mod.

It's because Hellbound was obviously not made with vehicles in mind, but it was the only map that I could think of to show the mechanics. It plays much better in a map designed for it.

what >>1879117 said, basically.

>> No.1879161

just a stupid detail, but aren't bike supposed to start with a lot more speed?

>> No.1879198

I can't wait until you get to the first boss fight.

>> No.1879213
File: 213 KB, 500x422, 1408668193277.png [View same] [iqdb] [saucenao] [google] [report]

whens five nights at the uac, with cyberdemon replaceing freddy

>> No.1879230


Nope. I got auto aim disabled for all weapons. Hence my confusion


You too? Shit now I'm really gonna need to look into this

>> No.1879265

So I'm playing project MSX right now, and for some reason when I press the reload button my weapons don't reload. What gives? Anyone else had this problem?
My reload is set to tab or r, by the way.

>> No.1879267

This REALLY makes me wish we could alter the camera roll. That webm looks really fun and awesome as hell, but I find it a bit disorientating because of the lack of leaning. Still, 10/10.

Noob question: how did you separate the shotgun and the bike handle sprites? Is it done using a Setfont/HudMessage combo or something?

>> No.1879275

MSX uses a separate reload key. It's in the bottom of the controls screen. Gotta set it there.

>> No.1879280
File: 6 KB, 192x192, 1407741217937.jpg [View same] [iqdb] [saucenao] [google] [report]

Considering how hard they can be sometime that should be fun.

>> No.1879287

>the bottom of the controls screen
You mean the one subtitled "inventory controls"?
There are multiple ones, which one?

>> No.1879292

why do mods do this anyway? is the default one not good enough?

>> No.1879293

they would work nicely with infighting

>> No.1879296

How do i, step by step remove filtering from vanille gzDoom?

>> No.1879298

The gun is on the Flash state. The Fire state does nothing but give the player an inventory item. The Flash state jumps to a "FireFlash" state when it notices that the player has this inventory. It's more complicated than a regular Fire state, because you have to check the player's ammo, remove the used ammo from the player, check if the player has ammo to fire, and you need to be prepared to interrupt everything at any moment in case the player switches weapons, which includes hundreds of A_JumpIf lines.

Default zdoom effect when morphing the player. I don't know if there is a way to disable it.

I decreased the bike's starting speed to improve handling on small spaces, but I think I will increase it again.

>> No.1879310

>display options
>openGL options
>texture options
>>texture filter mode : none
>>high quality resize mode : off
that should be good

>> No.1879313

I would've never thought of using the Flash state like that o.o... Thank you very much for the explanation!

>> No.1879316

Thanks for response, i will try this.

>> No.1879318

>I would've never thought of using the Flash state like that o.o...

that is THE method for coding dual-wielding at the moment

>> No.1879321

No nigga, the one where you rebind shit, it's at the bottom, under project msx controls.
Mods that got made before ZDoom had that option I think

>> No.1879329

Someone should remake The Legend of Zelda: A Link To The Past in Doom

That would be fucking awesome

>> No.1879332

I've never actually tried making dual wield stuff before, but if I was to try it, it would've been mostly in ACS. (I love overcomplicating everything with scripts for no reason.)

>> No.1879360

You're talking about a massive megawad that changes weapons, maps, and even the entire gameplay system.
Sounds nice, but it'd take a lot of work.
>the one where you rebind shit, it's at the bottom, under project msx controls
Maybe I'm blind, but I couldn't find project msx controls. Is it in the menu, is it in options?

>> No.1879386


>two darknuts infighting
>endlessly attacking each others shields
>that god awful racket

>> No.1879391

ZDoom didn't always have a dedicated reload key. Zandronum still doesn't.

>> No.1879397

im getting some serious ripple effects across the screen only when firing my weapons in brutal... or when a mastermind is tearing me up...

would there be an option to fix this..the vsync, it does nothing.

>> No.1879403

ah, thanks for the info

>> No.1879415

I made that image! Thought I'd lost it forever... Thanks m8.

>> No.1879421

how could that even happen?

>> No.1879429

If an enemy sets off a barrel that harms another enemy, even if they're both the same species they'll start infighting.

>> No.1879436

with a melee attack?

>> No.1879438

but how could they set off a barrel?

>> No.1879443

So are we gonna let Ijon do the next thread, or are we gonna jump the gun, yet again?

>> No.1879452


WELL, people argue they don't care who does the new threads anyway, right?

>> No.1879453

We wait for IMX

>> No.1879454
File: 275 KB, 583x356, Ultros_XIII-2[1].png [View same] [iqdb] [saucenao] [google] [report]


We should probably wait for Evil Unleashed, too.

>> No.1879456

It's not about that. It's so the rest of /vr/ can more easily hide them. How do people not get this?

>> No.1879458


do you realize every time someone brings that subject it's more likely to be a shitposter and gets his post deleted right?

not saying you're one

>> No.1879460

>http://pastebin.com/AfQkPem3 (embed)

holy shit how nobody noticed this ahahaha

>> No.1879463
File: 109 KB, 320x240, justAMarineNothingToSee.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1879467


>> No.1879468

1. Why are we under any obligation to make ourselves easy to hide? No other thread on this board does that.

2. If you have an once of intelligence, there's plenty of other ways to filter these threads besides by a tripcode. Like some aspect of the pasta that seems unlikely to change. http://vrdoom.weebly.com/ seems like a good bet.

>> No.1879469


Yes, but the less fuel for shitposting we can give out, the better.

>> No.1879473

>the less fuel

they will always find a way.



>> No.1879476

we don't mention it because it makes us remember imx and his (embed)(embed)(embed)(embed)(embed) fuck ups

>> No.1879480 [DELETED] 

It's just a courtesy. Helps to keep the "move to vg" people out of the thread as well. It also keeps the news consistent and up to date. But whatever. Do whatever you want.

>> No.1879483

...well, at least we won't have shitposters around in the next thread

>> No.1879491


but ijon fucked up a thread not too long ago in that same way

>> No.1879514

hey, whoever does the new thread, mind considering using this?

op: http://pastebin.com/UmCPzYVC
news: http://pastebin.com/v7mrcic5

tried to save as many characters as i could. yw

>> No.1879538
File: 78 KB, 550x400, arnold_14-1345063982[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Nice and smooth. Now we're one step closer to the perfect Terminator total conversion.

>> No.1879559 [DELETED] 


You're so optimistic. I like you.

>> No.1879564


Why are we even still linking the weebly site?
It hasn't been updated in...forever.

>> No.1879568


well, idunno, we still have the steam group which is as dead as skulltag

>> No.1879571


We should remove both of them, since they're not being used.
There's no point in linking/promoting them if they're not relevant.

>> No.1879576

If you want, I can start posting about the servers as events in the group when they happen.

It's left unlocked and has been abused by shitposters for a while now.

By which I mean, one shitposter.

>> No.1879578

i wonder if i'm the only one still not using that crap

>> No.1879598
File: 54 KB, 1280x720, InstallGentoo.jpg [View same] [iqdb] [saucenao] [google] [report]

You're not alone. As a supporter of the FSF I cant stand proprietary crap.,

>> No.1879617
File: 206 KB, 525x525, PISSED.gif [View same] [iqdb] [saucenao] [google] [report]


>What chapter should the space marine be


>> No.1879839
File: 490 KB, 1920x1080, Screenshot_Heretic_20140822_002550.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know any good wads for Heretic/Hexen?

I started Masters of Chaos (for Heretic) last night, and it's been pretty cool. Combines assets from both games and has some new weapons in it.

>> No.1879880
File: 378 KB, 1600x900, doom15.png [View same] [iqdb] [saucenao] [google] [report]

I've been thinking about making one for hexen recently... My mapping style would fit in well with Hexen I think... After I'm done with this map mebbe.

>> No.1879882
File: 268 KB, 1600x900, doom17.png [View same] [iqdb] [saucenao] [google] [report]

That's actually a kinda shitty pic... Unfinished area.

>> No.1879894

It wasn't that bad. If you do, add some good variety to it. And I love the architecture with the bricks.

>> No.1879895

looking good
except for that little fail on the red border at the bottom right

>> No.1879897
File: 817 KB, 1920x1080, Screenshot_Heretic_20140821_234622.png [View same] [iqdb] [saucenao] [google] [report]

Forgot picture. This forest is pretty dense.

>> No.1880048

What do you guys think of the GBA port of the Doom games?

>> No.1880081

What are the best wads with custom enemies?

>> No.1880083
File: 120 KB, 492x341, 1374219493184.jpg [View same] [iqdb] [saucenao] [google] [report]

Did one of you made this map?


>> No.1880103 [DELETED] 

yeah some crossboarder from /v/ made that.

>> No.1880104
File: 20 KB, 108x171, doomboy.png [View same] [iqdb] [saucenao] [google] [report]

It's neat that they exist.
But they still suck hard. Just like all pre-psx/doom 64 console ports.

>> No.1880105

I found Doom 2 was surprisingly accurate to the actual game, minus the nice graphics
looks like shit
controls like shit
but it's doom

>> No.1880116

Oh wow, Doom Rally when!

>> No.1880132



>> No.1880159

Serpent Resurrection, it's a fucking amazing adventure.

>> No.1880610

Yeah. I forget why its there ( posting from tablet now). Something about some ceiling geometry...

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