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1991579 No.1991579 [Reply] [Original] [archived.moe]

(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

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

##Our WADs can be found here!##



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.1991580


[10-07] Smooth Doom updates: http://forum.zdoom.org/viewtopic.php?f=19&t=45550

[10-05] Zandronum 1.3 is released: http://zandronum.com/forum/showthread.php?tid=5318

[10-01] Demonsteele beta released: http://zandronum.com/forum/showthread.php?tid=5302 / http://forum.zdoom.org/viewtopic.php?f=19&t=46787

[09-30] Doom 2 is 20 years old! In celebration, some guy on Doomworld released a megawad: http://www.doomworld.com/vb/post/1309777 / http://www.kitana.org/arena/doom/doom20anniversary.html

[09-30] GMOTA just updated to version 0.9.5. New features include golden boners, imp replacements, and new blood. Check it out below.

[09-21] One of our own has just replaced a beta of his megawad. Give it a shot and let him know what you think! http://forum.zdoom.org/viewtopic.php?f=19&t=46676

Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well? http://万板.縮.jp/

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


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561

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
Hocus Doom: http://forum.zdoom.org/viewtopic.php?t=45804

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

>> No.1991613
File: 8 KB, 308x296, 1409860759616.png [View same] [iqdb] [saucenao] [google] [report]

what do you guys think of Brutal Doom??
tried to play it and I was surprised that I neither disliked nor liked it.
the monster AI is great, but the projectiles are way too weak and chaingunners / zombies in general turn into nightmares.
not sure how to feel about modern stuff like iron sight and reloading

>> No.1991620


It's alright. It's not "more like doom than doom" it's not "what doom should have been" but it's fun in it's own right and a nice change of pace when you want something a little different.

>> No.1991628

What are you guys favourite mappers?

Mine are Adolf "Gusta" Vojta, and Darkwave0000.

>> No.1991634

>not sure how to feel about modern stuff like iron sight and reloading
I like that kind of stuff, depending on how it's done.
I think AtM did it better.

>> No.1991635

you have good taste.

>> No.1991642

>always had trouble blocking projectiles with the sword in demonsteele
>new update, sword was made just a few tics faster
>suddenly i'm blocking like a pro and cutting down bullets and fireballs left and right

holy shit i'm the motherfucking naruto of the north star

>> No.1991648

darkwave0000 is a mapping god (sod map31 for best looking map all years). insane gazebo did some fucking awesome work with the aesthetics and gameplay of sunder, and erik alm was a pretty god tier mapper.

>> No.1991662

>naruto of the north star
kill yourself

>> No.1991669

get owned

>> No.1991680

>TSP not in /vr/ mods anymore
>TSP still not in so you want to play some Doom


>> No.1991690

>TSP will never be updated again
>Piratefall will never come
>Mel's sword will never come


>> No.1991692

>[10-05] Zandronum 1.3 is released: http://zandronum.com/forum/showthread.php?tid=5318

Tonight, in another episode of "WOW, it's fucking nothing"

>inb4 clanfriends swarm me

>> No.1991695

i did take a few older items out of the news post due to post length mostly. but i didn't remove tsp, it was never there.

>> No.1991698


Look at this man and laugh.

>> No.1991712

stop trolling already, port releases are perfectly legitimate news items

>> No.1991751



Has great, kinda surreal style. I also like that his maps look clean, no useless details.

>> No.1991757

B.P.R.D. Kinda wish I knew what happened to the sequel to grove.wad, though.

>> No.1991829
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>> No.1991836

>it was never there.


Don't worry, I'm sure it will be updated SOON™

>> No.1991837

fuck these fat meatballs

>> No.1991842

So it's true? The GZdoom team is really going forward with the retarded graphical thing that'll pretty much alienate 80% of the player base?

>> No.1991852

Going forward?
Anon, they already went.


Enjoy 2.1, the wave of the future*.

*: Warning, future may contain copious amounts of shit.

>> No.1991860


Fuck that. I'm not updating.

Guess I'll have to start focusing on making mods compatible for zandronum only. Yeah who needs a built in reload key and all that other shit


>> No.1991861

what is "the retarded graphical thing"? can you link the commit? i'm intrigued.

>> No.1991862

okay so it disappeared a month ago?

>> No.1991864

Yeah. It was last posted on Sept. 9

>> No.1991867

Forgive my ignorance, but what alienating graphical thing are you guys talking about? I just skimmed the "recent git activity" page and didn't see anything.

>> No.1991873

tl;dr: GZDoom updated to OpenGL 4.4.
Turns out not a lot of people run OpenGL 4.4.

It's a massive requirement upgrade for extremely little benefit.

>> No.1991876

Pardon, not 4.4 specifically.
A modded 2.0 with some 4.x features.


>> No.1991879

So, can we keep a constant link to the last non-garbage GZDoom in the news post?

>> No.1991880

thanks for the link. that's more or less what i had gleaned from the bug reports forum, e.g. http://forum.drdteam.org/viewtopic.php?f=24&t=6392#p55498

>> No.1991881

Zandronum masterrace wins again

>> No.1991883

Hey! I've just Finished my e1m3 and I'm starting to think about other maps. I've always thought secret maps were for special things and I think that could be some good fun to get it done by some anon!

So just a few requirements: Doom format
Biggest monstrer is baron
Slot is E1M9
Max weapon is plasma gun
EP1 style
No new graphics/sound but new music if you want

Once you're done sent your to [email protected] and HF!

Will repost this each day just so everybody can see it

>> No.1991884
File: 14 KB, 200x200, image.jpg [View same] [iqdb] [saucenao] [google] [report]

How do the Lost Souls even attack you? I've always been under the impression they headbutt you. Or they hit you in the ass.

>> No.1991889

Going by the post in that link, it only affects "old Intel integrated chipsets." Realistically, what kind of difference will this make?

>> No.1991896
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Erik Alm

Even since they came out, I can never get tired of playing through the Scythe wads (1,2 and X, especially Scythe2.wad).

Skillsaw is also worth mentioning (Vanguard.wad, Lunatic.wad, various contributions to community megawads). Both these mappers have maps with great flow that just makes me want to play through them over and over again.

>> No.1991901

They tear off your flesh and maul you with their fangs, you nigger.
Dont you have any imagination?

>> No.1991903

A lot.
One of the big strengths about Doom and its source ports is the flexibility it has with hardware--hell, the entire point of a source port is to port it to hardware so that more rigs can support it.

A lot of people consider a huge plus of Doom that they can run it on any machine and they don't need to shell out for a gaming rig for it. They can play it during off hours on their work computers.
This kind of goes completely against that.

>> No.1991906

No. I also thought that the Hellknights and Barons are throwing an endless supply of pistachio pudding at me.

>> No.1991907

But WHY?!
Why Zahl, WHY?
Can you at least toggle off the shit with modern versions so that us without Orichalcum Powered Godmachines can play it?

>> No.1991913

inb4 [No]

>> No.1991916
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I have a mediocre (not bad, but not really good either, learnt that the hard way when I tried Saints Row IV on here) Intel integrated on my laptop, I don't know how old it is but it's not what >>1991889 says, and it seems to run fine. And it seems that Hellbound MAP29 doesn't run like a potato anymore, though there's still a clear FPS drop, it's at least playable.

>> No.1991923
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>> No.1991924
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My laptop is somewhat old, maybe 4 years old, but it has a GeForce GT 540M, and 6gb memory, it runs most Doom stuff ok in OpenGL (with some slowdown/framerate drop with particularly large and detailed maps, like Deus Vult II tier stuff), how fucked will I be with this 4.0 shit?

Will there be an option for selecting 2.0 OpenGL like there's an option for playing Software?

>> No.1991931
File: 52 KB, 519x392, ss+(2014-10-08+at+05.23.39).png [View same] [iqdb] [saucenao] [google] [report]


I can run Saints Row 4 pretty decently.

Can't run GZDoom at all.

>> No.1991938

>how fucked will I be with this 4.0 shit?
run the new builds and find out, bro
>Will there be an option for selecting 2.0 OpenGL like there's an option for playing Software?
nope, hf

>> No.1991940

That is a cool fucking jacket.

>> No.1991945
File: 6 KB, 68x47, PLEASE GOD KILL ME.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1991948
File: 48 KB, 500x500, 51wyiio8ll-_ss500_.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the general opinion about the second episode of BTSX? I thought it was even prettier than the first one (never really been a fan of industrial/techy maps) but I was a tad disappointd by the gameplay. It's not bad or anything but seriously the old "pop an archvile/revenant/pack of cacos behind the player while he's busy fighting other enemies" starts to feel really cheap after the 600th time.

>> No.1991951


I thought basically the same thing.
It's a ton prettier, music's a lot better, but the gameplay is pretty...eehh...

>> No.1991957

My ages-old GPU can't handle anything above OpenGL 3.1, yet most of the games run perfectly fine on it. Plus, not everyone can afford the latest, most high-tech hardware. Dammit GZ y u do dis

>> No.1991962

>port releases are perfectly legitimate news items

then where the hell are the EDGE, PrBoom+ and Doom Retro bit of news? :^)

>> No.1991964 [DELETED] 


>> No.1991965 [DELETED] 

Report and ignore.

Fuck your mum, IMX

>> No.1991967


someone post the gamma enhanced port comparison guide, pls

>> No.1991968 [DELETED] 

wait, nevermind, not now. let's wait a while

>> No.1991970 [DELETED] 

>Jim Carrey

>> No.1991971 [DELETED] 

It ain't fit to talk about on /vr/, but since it's practically the last arena shooter left, what do you fellow gentlemen think of TF2?

>> No.1991972 [DELETED] 

Donald's on the loose....someone shoot the duck

>> No.1991974

There's still Quake 3.

>> No.1991979

Sure, you can still play Quake 3, UT2004, and Doom online, but for the most part they're dead.

>> No.1991981


and it's retro
and thankfully it doesn't have community-ruining crap like hats

for now

>> No.1991984

That's still a thing?

>> No.1992029

Where are the replies to the News post about them? :^)

>> No.1992096
File: 212 KB, 898x600, 1352422727766.jpg [View same] [iqdb] [saucenao] [google] [report]

>Map 07
>That first SpiderDemon
Kind of expected it
>Kill it
>Grab a rocket launcher from a little cove
>Go back outside
>There is now an additional SpiderDick
>Low on ammo, I high-tail it to the underground area
>Flip the switch
>A fucking third one spawns inside the cave
Keep in mind that I have only 7 rockets, 3 shells, and about 100 bullets.
When does it end?

>> No.1992103
File: 62 KB, 250x252, 56016_r.jpg [View same] [iqdb] [saucenao] [google] [report]

>Implying the ride can possibly end

>> No.1992109

Wait until you fetch the red key from tough skin river

>> No.1992128

We gotta get together and tell those dipshits to pull back from this openGL thing. The only thing this will accomplish is fracturing this community further. Who the fuck would want to make mods for a sourceport that no one can play?

I certainly won't

>> No.1992134

The problem is, it's one dipshit - Graf Zahl. A stuck up, obtuse fuckmeister with open contempt for the mod community.

>> No.1992140
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>> No.1992143


Fuck him then. He can't be the only one in charge. We need a majority rules against him. We've already have shit broken up as is between Zan and GZdoom. This new direction is going to fucking make things far worse

>> No.1992146

I generally don't like it, but there's something really satisfying about blowing cacodemons in half with the super shotgun.

>> No.1992151
File: 18 KB, 875x342, kek.png [View same] [iqdb] [saucenao] [google] [report]


I dunno, sometimes he makes the right decisions.

>> No.1992156

>new Z&
>still doesn't support functions from the ZDoom 2.6.0 era
muh ZDoom only mods

>> No.1992157

>He can't be the only one in charge.
Considering the "GZ" in GZDoom stands for Graf Zahl, he kind of is the only one in charge. What we need is someone else who will either keep GZDoom 1.9 up to date, or someone that can code an entirely new renderer so Graf can keep his high-end Nvidia circlejerk and we can have a functional hardware renderer.

>> No.1992159


Why is this guy in charge? Someone please tell me why one of the most flexible and moddable games out there has all of its source ports ran and managed by senseless spergs?

Like fucking seriously, why. All of this is deeply upsetting.

>> No.1992170


Something needs to be done. Otherwise this is going to become a goddamn mess and the modding community will suffer for it.

>> No.1992175


Please explain what you think can be done aside from "keep GZDoom 1.9 up to date" or "somehow code a new renderer from scratch".

>> No.1992184

He didn't say those weren't viable options - just said that we can't sit on our ass and expect shit to sort itself out.

>> No.1992185 [DELETED] 

>trusting the Germans

>> No.1992186


That's pretty much our only options, and I don't know how difficult either of those are.

I'm just salty as hell over this. It's horseshit

>> No.1992202
File: 32 KB, 600x337, 10520_600.jpg [View same] [iqdb] [saucenao] [google] [report]

>with open contempt for the mod community.

Before anyone considers this to be exaggeration or trollbait, no. Here is a list of actual quotes:

>People [...] save because they have to stop playing to do other stuff and want to resume later. But the perceived abuse that comes with allowing this is something that modders should live with - and not go out of their way to break the engine and annoy people who want to use the save function for this or any other reason.
>This is a very large part of the reason why I scaled back my involvement in engine development so much. 4-5 years ago I had the feeling that what I did still mattered. I don't have that anymore.
>Some of what you people come up with baffle me. The amount of abuse people could cause with this is limitless - and to be blunt, I don't care about any supposed "potential" people can do with it.
>There's a certain faction of modders here that think they have the right to demand everything but completely forget that ZDoom is named after Doom - and its main purpose will forever to play Doom (and the other Doom engine based games of course.) So (big surprise!) the main focus of is features will remain the game it was originally designed for and mods made for that game.
>To me your non-Doomy stuff is a secondary consideration at best and if you want features that get in the way or can be abused to get in the way of Doom - I'll say STOP.
>Why the hell should I even bother considering this? If I encountered any wad with [feature] I would drag it straight into the recycling bin where it belongs.
>In case you have not noticed, any worthwhile level there is perfectly makes do with the existing implementation.

>> No.1992204
File: 7 KB, 200x200, 1403633461050.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw I've been making Forsaken Planet for GZDoom
>mfw I've been planning on making Berserkmod for GZDoom

>> No.1992207
File: 317 KB, 1080x700, 2brootul.jpg [View same] [iqdb] [saucenao] [google] [report]

Opinions vary widely. Some think it's the best thing to happen to Doom, others the worst. I personally like the over-the-top gore and the reworked weapon mechanics, but I'm not so big on the earrape and some of the compatibility issues. I've been enjoying Sperglord Edition for those reasons.

Just don't let loudmouths tell you what to think.

>> No.1992214


they're there, look them up on the internet. also it's not my job to update the thing :^)

>> No.1992215
File: 78 KB, 533x800, doomguy christmas.jpg [View same] [iqdb] [saucenao] [google] [report]

>GZ in GZDoom stands for Graf Zahl
>mfw this whole time I thought it stood for GL ZDoom

>> No.1992216

>There's a certain faction of modders here that think they have the right to demand everything but completely forget that ZDoom is named after Doom - and its main purpose will forever to play Doom (and the other Doom engine based games of course.) So (big surprise!) the main focus of is features will remain the game it was originally designed for and mods made for that game.



>> No.1992224




>the main focus of is features will remain the game it was originally designed for

I can't put my finger on it, but I just KNOW something is fucked up right here

>> No.1992228

Me too.

>> No.1992235

I miss doom legacy :(

(but no zdoom features)

>> No.1992241

>The amount of abuse people could cause with this is limitless
> if you want features that get in the way or can be abused to get in the way of Doom - I'll say STOP.

But you can already fuck someone by just having a map and some decorate that spawns a gorillion actors per second that each spawn a gorillion actors themselves.

What on earth could give more potential for abuse that would be in a Doom wad? Why is potential "abuse" a reason not to implement features?

>> No.1992246
File: 91 KB, 1156x764, furries.jpg [View same] [iqdb] [saucenao] [google] [report]

Because he's an asshole, Anon.

Pic may be related.

>> No.1992249
File: 215 KB, 456x273, vISSxp6.gif [View same] [iqdb] [saucenao] [google] [report]

I know this would probably be more suited for /agdg/, but I wanted to run it by you bros first in case anything just happened to know something.

Assuming DECK ever comes through and makes it it probably won't, we'll probably have a viable method to make retro sprite-based FPSes. There's Harmony and Action Doom 2, both being full-fledged games, but since they're built in ZDoom they can't really officially be called "games".
In the meantime, though, what other methods are there? I've created a pretty popular ZDoom mod that I'd like to expand out into its own thing as a full-fledged indie game, kind of like what DoomRL is doing (except it's not a Doom mod I guess), but the big thing that baffles me is just how...clunky all of the existing options seem to be.

Unity clearly isn't designed for FPSes.
The Unreal engine is used fucking everywhere, and is more relevant to 3D shit than 2D.
Game Maker might be interesting but every FPS I've seen done in it has been pathetic at best.
RetroBlazer and Nexuiz were built off the Dark Places engine and can handle 2D through hackery, but being based off the open-source Quake code won't that cause licensing issues?

Any viable options out there for an aspiring modder looking to make a full-fledged retro sprite-based indie shooter?

>> No.1992250

>I've created a pretty popular ZDoom mod that I'd like to expand out into its own thing as a full-fledged indie game

which one?

>> No.1992252

errr make your own?

>> No.1992264


>> No.1992269

>Pie in the Sky
That really took me back.

>> No.1992272

You should see what the emulation scene looks like.

>> No.1992285

ZDoom and GZDoom are both developed in Git. I don't have personal experience handling software version control and my impression may be flawed; but doesn't the way Git works lend itself very well to maintaining forks that will also receive later updates to the root project? According to the commit log GZDoom regularly merges whatever changes happen in the ZDoom repository.

If that's the case someone should at least suggest to Graf to keep a live 1.x branch that would merge any trivial ZDoom changes (that is, not requiring special attention in the rendering code), and when more work is needed, leave it to volunteers to supply patches. How hard could it be?

Then again perhaps anyone from the community could just as well step up to maintain such a fork.

>> No.1992291

I say we make a separate branch of GZdoom and call it either MZdoom (moddable)

or FGZdoom (fuck graf zahl)

>> No.1992301


>> No.1992307


No. If this becomes a thing it'd be for modders and those who love mods. We here at /vr/ only make up a small portion. So MZDoom sounds best

>> No.1992319

"Moddable ZDoom" would imply that ZDoom isn't moddable already, though.

>> No.1992323

>but being based off the open-source Quake code won't that cause licensing issues?
From what I've found out, you can apparently sell games you make with DarkPlaces since it's under GPL you have to release everything pertaining to the engine as open source however your game's assets such as models, sounds, music can be licensed how you wish.

>> No.1992327


>> No.1992332


What makes DOOM such a large bastion for modding? Is it the fact that it's sprite-based? What about Unreal modding? Why aren't there any 3d modeling tools (that I know of) that are as easy and simple to use as Paint programs. I like a kind of Trenchbroom 3d modeling or something similar would be nice. Sure, there are much better tools available, but for simplicity it would be very nice.

>> No.1992336


OpenZDoom? Either way graf zahl needs to get fucked. I don't even understand why he's doing this, he's adding extra visual shit for a game this old but it's not actually changing anything other than raising the requirements?

I think carmack would be pissed

>> No.1992339

why is doom so goddamn addicting? ive seriously been playing it for 3/4 of my life and the gameplay never gets old

>> No.1992341


All right, I'll have to give that a look and see where things go.

>> No.1992368

No problem, just be sure to get all your bases covered with it, software licenses can be quite tricky if you don't fully know/understand them.

>> No.1992381

It seems I cant go into Iron Maiden mode in the new version of Demon Steele, just cant do the "hold attack and press activate item" anymore

>> No.1992385

You've got to get it now. It replaces the BFG. Then you do the hold attack and activate item.

>> No.1992397

/emugen/ too, huh?
What a fucking mess the emulation scene is.

>> No.1992405
File: 25 KB, 340x321, haciendo prueba.png [View same] [iqdb] [saucenao] [google] [report]

Oh I see, thank you sir!

>> No.1992432

Agent Spock for Ultimate Simplicity.

It's the only one I even cared about.

>> No.1992439

Nah, I've just hung around romhacking sites long enough to know.

>> No.1992448
File: 324 KB, 340x255, 1407271035529.gif [View same] [iqdb] [saucenao] [google] [report]

what music/bands does /doom/ listen to while dooming?

here's some of mine:


>> No.1992557
File: 410 KB, 639x430, efb0bf846db5d4e1985744c134dee8ee.png [View same] [iqdb] [saucenao] [google] [report]

>unknowingly load up the 3rd and 5th version of hdoom into a wad at the same time

>You can fuck multiple demons if they're in a certain range

>> No.1992561

Is there a site where there are loads of sprites for custom doom melee weapons?

>> No.1992564


Pretty much the ZDoom forums

>> No.1992608
File: 62 KB, 500x622, _inline_my0c29Kjng1r5sj59.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, Term said he never tested invasion with this.

:: [BE] Montreal :: Presidential Campaign /// Demonsteele - Invasion on Armageddon2, Alpha/Delta, UTNT, and Skulltag with Metal Jukebox


>> No.1992630

i dunno why ppl are complaining about opengl 4...

my laptop with integrated intel hd 4000 supports it. hell most prebuilt desktops come with better then that, and if not you can get a card that supports it for like $50.

i wonder how many people are still running pcs with agp video card slots though... i can see why they're complaining though

>> No.1992632

What are you talking about? Doom 2 and Quake 1-3 each have hundreds of people playing them at any given time.

>> No.1992668
File: 147 KB, 750x750, 1309803268220.jpg [View same] [iqdb] [saucenao] [google] [report]

How many people actually can't use any kind of OpenGL features?

As an aspiring mapper, this is a real concern to me.

>> No.1992673


I can on Zandronum, but now I can't open GZDoom so.

>> No.1992674

I'm pretty sure people are complaining either because most of us have no 4.x support, or don't want to waste $50 on getting a new GPU just for ONE port, which shouldn't even require 4.x in the first place.

That first song is awesome. Thanks for sharing, now I have something to blast all day haha
I prefer listening to fast paced/distorted music while gaming. Usually aggressive DNB stuff, but as long as it can get me into an action mood, it's good.


>> No.1992685

It's because it's fucking overkill for a fucking Doom port.

>> No.1992691

Seems I'm one of the few people who can run the new GZDoom perfectly fine.

>> No.1992695

i remember when Doom Builder 2 came out and required what was then a high-end machine to run and there was endless complaining

now no-one seems to care.

i imagine GZDoom will go the same way

>> No.1992701

If your zandronum is so superior? Why can't it run skulltag wads without missing/broken textures?

>> No.1992705

Why not use quake 3, source, or some other id tech variant?

>> No.1992715

Fucking 100x this, there aren't enough Doom maps that set a mood and focus on exploration.

>> No.1992725

Hey idiot, Zandronum is based off of ZDoom/GZDoom, think about that for a second.

>> No.1992729

Is there any way I can play DOOM in 1920x1080? I'm using ZDoom.

>> No.1992732

What else is fucking new? People whined about GZDoom's requirements long before this. You guys are blowing this way out of proportion.

>> No.1992734

Isn't the option to play in that resolution available in the options?

>> No.1992735
File: 33 KB, 500x370, duke_exploding_barrels.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any wads around that include shit blowing up and geometry changing? Like in Duke Nukem?

I'd like to do this myself for a level I'm making but want to see how others did it.

>> No.1992736

I still find it interesting that he can make amazing maps like grove.wad and cc2 map24, and then theres stuff like Nuts, and doom 2 2.

>> No.1992747
File: 207 KB, 500x2163, why would you.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1992749

Pretty sure nearly every port, including zdoom, can be played in that resolution.

>> No.1992750

I think map12 of Going Down does that.

>> No.1992751

>doom 2 2

The text file for that is hilarious. http://www.doomworld.com/idgames/?file=combos/doom2_2.zip

>> No.1992761

Dang it Cyberdemon you haven't even been sexualized yet, why are you angry at this

>> No.1992762
File: 994 KB, 1280x1024, 2ebf2925f8064b8a9c42b334a481d61c2.png [View same] [iqdb] [saucenao] [google] [report]

>you haven't even been sexualized yet

>> No.1992764

I meant in game but close enough.

I really like how that artist draws Cyberdemon girls

>> No.1992765

Same, her and hell knightess best girl.

>> No.1992767
File: 5 KB, 84x108, CYBRB5.png [View same] [iqdb] [saucenao] [google] [report]

Cyberdemon's been sexualized the whole time.

>> No.1992770

Hell Knight and Imp girl are great.

Would love to see more.
Also that one artist that drew the curvy Pain Elemental girl, that was great.

>> No.1992771
File: 81 KB, 472x407, 1412133459231.jpg [View same] [iqdb] [saucenao] [google] [report]

>those comments

Holy shit.

>> No.1992772

Shake dat ass.

>> No.1992773

I had a great laugh, thanks for that.

>> No.1992828
File: 677 KB, 1280x720, cyberdoomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

Usually the reason is wads that use resources from skulltag.wad which isn't shipped with Zandronum by default. Throw skulltag_data and skulltag_actors in and wads should work.

>> No.1992838

Not all of them.
Like CDoom64

>> No.1992852
File: 35 KB, 650x354, 1381453228752.jpg [View same] [iqdb] [saucenao] [google] [report]

That works in Boom from what I've read, any that do it in Hexen or UDMF format?

>> No.1992864
File: 111 KB, 634x480, Beholdercaco[1].jpg [View same] [iqdb] [saucenao] [google] [report]

How to ACTUALLY draw Cacodemon

>1. draw circle
>2. steal the rest of the art and recolor

>> No.1992883
File: 40 KB, 79x80, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.1992958 [DELETED] 
File: 142 KB, 982x932, It's happening.jpg [View same] [iqdb] [saucenao] [google] [report]

It's time.
>more pinky
>more imp

>> No.1992962

How the fuck do I get freelook to work in Ultimate Doom on zDoom?

>> No.1992964 [SPOILER] 
File: 530 KB, 800x800, 1412859698012.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1992985

I really wanna fight one of those things in Doom, full Astral Dreadnought mode.

>> No.1993030 [DELETED] 



>> No.1993046 [DELETED] 



>> No.1993081
File: 728 B, 27x30, ass.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1993086
File: 154 KB, 529x654, disgusting.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1993087

It's clearly based on the Astral Dreadnought, but I'm almost positive the Cacodemon was drawn like it is from scratch.

>> No.1993091
File: 11 KB, 432x308, impracticalrockets.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1993094 [SPOILER] 
File: 627 KB, 800x900, 1412865192840.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1993135

So whatever happened to that Cyberpunk thing?
Did we just forget about it?

>> No.1993150


Thank Jesus I have a 280x.

>> No.1993201 [DELETED] 

>posting nips
Nice knowin' ya, mate.

>> No.1993281
File: 147 KB, 219x232, pluto suffering from asphyxiation.png [View same] [iqdb] [saucenao] [google] [report]

>revenant missile
>fires revenant projectiles

>> No.1993340

For all shitters about 2.1
I'm sorry, but this is pretty amazing job from them, at least from my point of view.
The most riddiculous is texture smoothing for me. Its AAx4 level, and this is pretty noice.
Don't shit at it this much, the code looks pretty much the same, and number of new features is pretty low. All upcomming mods should work well both on 2.1 and late 1.8.

>> No.1993369

he's your favourite mapper, yet you can't even spell his name right

>> No.1993374
File: 94 KB, 250x250, a bit closer to christmas.png [View same] [iqdb] [saucenao] [google] [report]

Is this why GZDoom runs like shit now? What is a good version to "downgrade" to?

>> No.1993390


The last 1.9 build.

>> No.1993392

You can totally legally use a source port of quake. There's a whole series of indy games on steam that uses it. Thirty flights of loving or something like that.

>> No.1993430

>Don't shit at it this much, the code looks pretty much the same, and number of new features is pretty low.

It's not so much a matter of mod compatibility as it's that this will make GZDoom impossible to run on old machines due to intense system requirements. For Doom, a 20+ year old game.

I genuinely don't see what the point of this is.

>> No.1993438

>All upcomming mods should work well both on 2.1 and late 1.8.


Mod released just today.
Can't run on 1.9. Requires 2.1.

>> No.1993449

as i said upthread, people said the same things about Doom Builder 2 when it first came out. now no-one cares.

>> No.1993467

where does it say it requires 2.1

>> No.1993471 [DELETED] 

>In anticipation of a wider player base,
delusions of grandeur much??

>> No.1993475

Is OpenGL 2.0 really that big of a problem? Shouldn't just about every graphics card made in the past 10 years support that? If you're playing Doom on a toaster there's about 20 other sourceports to choose from anyway.

>> No.1993482

Just like Hellbound: a joy to see, a pain in the ass to play. After a while all the little tricks just start repeating: Archvile out of nowhere when backtracking, Arachnotron at the end of a long narrow corridor, Commandos on distant ledges, Revenants on distant ledges, Revenats teleporting behind you, Revenant squad with accompanying Archvile, Revenants teleporting in a minuscle room, secret with Revenant closet, Revenants, Revenants... Unlike what the Skeleton Internet Defence Force would like you to believe ther is such thing as too many Revenants. I liked the first episode better.

>> No.1993484

4.4, not 2.0

>> No.1993487

Yeah. It was definitely done from reference, but it was still done by scratch. If you were to put the two next to eachother, the overall design matches up, but not the details.

>> No.1993490

I think it was shared in one of these threads, you might check the archives though.

>> No.1993491

>where does it say it requires 2.1

In the fucking error log when you load it up with 1.9.

>> No.1993493
File: 2 KB, 124x124, sunglasses concept4.png [View same] [iqdb] [saucenao] [google] [report]

So it sounds like I missed a lot while I've been gone. New GZdoom sounds turrible. I guess I'll stick with older versions on my laptop.

>> No.1993495

That's nice, dude.

>> No.1993510

>In the fucking error log when you load it up with 1.9.
complain to the author that his thread lacks essential information. don't take that tone with others who don't deserve it.

>> No.1993514

dude, i'd been wondering what happened to you
welcome back

>> No.1993517

Cool, you're not dead.

>> No.1993519

i've not seen any complaints about the new gzdoom outside of these threads. i would have expected something on doomworld given that it is oldschool central.

is there any discussion about the issue elsewhere?

>> No.1993520
File: 541 KB, 768x432, GUI.webm [View same] [iqdb] [saucenao] [google] [report]

muh furst webbum

>> No.1993540
File: 23 KB, 330x378, bikinishake.gif [View same] [iqdb] [saucenao] [google] [report]

Never dead, just frequently distracted. I tend to jump from project to project.

>> No.1993550

What am I looking at?

>> No.1993551

I haven't forgotten, personally. Just waiting to put out the latest Hdoom before I put time into anything else.

The 2-4 days it takes for us to put a release together (the process of implementing the newest graphics/monster grills + waiting on the CG) always makes me antsy as fuck.

>> No.1993557

Spellcasting GUI a-la Legend of Grimrock

>> No.1993562

>2-4 days
>antsy as fuck
That's all? Maybe if it was taking a week or so, but come on.
I fucking wish I could put together releases that quickly.

>> No.1993569

It's not so much that it's a long period, it's more that i get antsy easily when i'm in the waiting phase (as opposed to the 'doing graphics' phase, where i'm keeping myself occupied)

>> No.1993619
File: 10 KB, 374x291, ab9aea86ba72c0e84617db447a4e2710.png [View same] [iqdb] [saucenao] [google] [report]

I need some help with this ACS. I'm trying to get a working stamina system for melee weapons, each swing takes stamina, if you don't meet the stamina requirement the swing comes out slower. Stamina also should regen by itself. The problem is that I want a 3 second delay where stamina doesn't regen when you hit 0, so you can't just keep spamming the melee weapons. The code in the pic ignores the if statement and continues to regen stamina like normal even if you hit 0 stamina

>> No.1993629

that should work

if it doesn't have the if stamina = 0 give 1 stamina after the 100 delay and then restart, and put the rest under an else

>> No.1993646
File: 9 KB, 453x282, 9496c81d2ccd560325dc52ada4e2630b.png [View same] [iqdb] [saucenao] [google] [report]

It didn't do much, it still performs the same as before

>> No.1993652

are you sure your stamina hits 0?

>> No.1993654

Can someone please explain the exact benefits of using OpenGL 4.4 in GZdoom? (Not that I care, my GPU has it). What are the new features?

>> No.1993657

On the HUD, the ammo counter displays 0 when I keep swinging but it regens normally

>> No.1993667



>> No.1993680

No I mean seriously, what are the techinical benefits? I don't see any new fancy lightning option on the menu, all lights looks the same as before, there is no notable optmization (Brutal still lags like hell on slaughtermaps). What was Graf exactly trying to achieve with this update? Am I just missing something?

>> No.1993683

maybe this update was just to add 4.4 and features will come later

>> No.1993693
File: 32 KB, 400x267, 8748722-laughing-old-man-using-laptop-computer-at-home-looking-at-screen-gesturing.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying to run CDoom64, but get this error every time:
Execution could not continue.
Script error, "cdoom64(1).wad:DECORATE" line 382:
Replaced type 'Cacolantern' not found in CacoLanternBlueBlood

Wat do?

>> No.1993696

Did you load it with Skulltag_actors and Skulltag_data?

>> No.1993698

It won't work unless you have some old as fuck version as Skulltag.

It was starting to become incompatible before Zandronum was even a thing.

>> No.1993701

Yep, loaded it with both

>> No.1993710

This >>1993652 may be the issue.

Troubleshoot by upping the limit to 10 or something, if that works then you know it works it just isn't hitting 0.

>> No.1993720

Should it not be a While loop?


>> No.1993819

Hey guys, in Doom II it seems that for some reason HP/Armour/Ammo doesn't show up anywhere on my screen. Is there some sort of fix for this?

>> No.1993824

try pushing the minus key

>> No.1993827

Try pressing -

>> No.1993841

worked like a charm, thanks guys

>> No.1993847


Loaded it in the wrong order, then. cdoom64 should be loaded last.

>> No.1993907


Nothing. It's just dick waving to this guy

>> No.1994173

Let's go surfin' now, everybody's learnin' how

>> No.1994229

I ain't afraid of no quake.

So how's your dooming lately, Doomfriends?

>> No.1994257

What sounds worse?

"We want the OpenGL 4.0 audience", or "We want the Zandronum audience"?

>> No.1994261



>> No.1994268

OpenGL 4.4 is literally just a graphics api.
How the hell can it have an audience?

>> No.1994275


The former, by far.

>> No.1994281



>> No.1994283


Ask Graf Zahl

>> No.1994284

the first

>> No.1994290

As shit as the Zandronum community is, I'm gonna have to go with the former. One of the main appeals of Doom is being able to play it on a toaster and this shit just defeats the purpose. I do have a GPU with OGL 4.0 support but when Zandronum reaches the version of GZDoom that requires GL 4.0 (of course that's gonna be in a long time, hue), it's most likely going to make the player count go even lower than it already is. Maybe I'm missing something about GZDoom and Zandronum, though.

>> No.1994293

>Maybe I'm missing something about GZDoom and Zandronum, though.

Nothing; the one missing a lot from GZDoom, however, is Zandronum

>> No.1994295

>What sounds worse?
Heh. I can smell the bait a mile off.
But I'll bite and say the GL4 audience.

>> No.1994307
File: 468 KB, 2961x2331, BLOZE.jpg [View same] [iqdb] [saucenao] [google] [report]

>Installing Matrix: Path of Neo
>Apparently the sounds are stored in .WAD files

>> No.1994364



>> No.1994410 [DELETED] 

>Muslim female main character
>heavy emphasis on platforming, light combat
>quotes from the Quran sprinkled throughout
>designed to be educational, but also challenging and fun
>like, I Wanna Be The Guy levels of challenge

Would /vr/ play it?

>> No.1994428 [DELETED] 


>IWBTG difficulty


>> No.1994432 [DELETED] 

>muslim female
*tips fedora*

>> No.1994439 [DELETED] 


You seem to have the wrong thread, friend.
But IWBTG difficulty would just be stupid.

>> No.1994451 [DELETED] 
File: 10 KB, 200x200, thosewords.jpg [View same] [iqdb] [saucenao] [google] [report]

>like, I Wanna Be The Guy levels of challenge

you can drop down the difficulty a little without losing the hardcore appeal

>educational, but also challenging and fun


also, are you sure this is related do retro fps? or fps at all?

>> No.1994453

Does anyone know of mod that has good 3D models?

>> No.1994456 [DELETED] 

>are you sure this is related do retro fps? or fps at all?
Yes, I would be using the Zdoom engine.


>> No.1994467 [DELETED] 


I'd give it a shot, but the difficulty is throwing up red flags.
See, the big problem with difficulty is that there's a difference between hard and cheap, and the big problem would be figuring out how to balance between the two.

Heavy platforming in a first-person engine may lend itself far too much to being "cheap" in difficulty.

>> No.1994469 [DELETED] 

why the islam shit?

>> No.1994473 [DELETED] 

i'd try it
but the difficulty would be something to watch out for

>> No.1994476 [DELETED] 

Why not, could be fun.

>> No.1994482 [DELETED] 


I don't care about the character or the setting. Tell us about the gameplay. Do you have any maps done? Will combat be typical doom run and gun? Any keyhunting? What do you have in mind for the platforming? What are your goals for level design?

>> No.1994496 [DELETED] 

>Samsara is Buddhist
>Demonsteele is Christian
>platforming about Islam
terminus is that you

>> No.1994504 [DELETED] 

No, Terminus actually makes good games, not shitty educational platformers with mudlims. It's probably Princess SJWleaf.

>> No.1994515 [DELETED] 

>Will combat be typical doom run and gun?
Pretty much. I have plans for at least three weapons.
>Any keyhunting?
Maps will mostly be straightforward and linear, based on precise execution rather than exploration.
>What do you have in mind for the platforming?
Doublejumps, and a mechanic similar to rocketjumping for reaching high places. There will be lots of spikes, pits, and lava.
>What are your goals for level design?
To create a pulse-pounding and exciting adventure through 3D space.

>> No.1994521 [DELETED] 


You may want to look at Cyberrunner, then. The project died, but Terminus left the code open-source for anyone to look at/use/fork off for their own purposes.


There's already a pretty functional platforming system to use as a basis, it'd just need a little editing for your purposes.

>> No.1994531
File: 278 KB, 578x578, 1404285283412.jpg [View same] [iqdb] [saucenao] [google] [report]

Mike12 here.

It's time.

>> No.1994534


>> No.1994540

lmao love the visual novel ssg

>> No.1994545

why does doomguy only sometimes have a monster cock

>> No.1994571

mostly because of gradually learning what dick size works best for this stuff.

>> No.1994582

How does QuakeC compare to Decorate/ACS?

>> No.1994624


Do berserk packs do anything in game? Make them a penis pump or tiger blood or something that makes his dick bigger

>> No.1994628

Why not a whole box of viagra?

>> No.1994635

that would work

>> No.1994639
File: 16 KB, 320x244, 1316573114510.jpg [View same] [iqdb] [saucenao] [google] [report]

Dicking around in DECORATE, trying to create a projectile that travels along the ground and bounces off walls a few times before exploding. Think Green Shells from Mario Kart.

Not sure how to go about this. +FLOORHUGGER is close, but not exactly what I'm looking for.

>> No.1994651

+FLOORHUGGER and +HEXENBOUNCE with BounceCount of 4?

>> No.1994656
File: 80 KB, 191x309, 1324607735983.png [View same] [iqdb] [saucenao] [google] [report]

That works. Thanks.

Any way to make it bounce when colliding with a raised floor the way it bounces when colliding with a solid wall? It looks kind of odd when it hits a raised floor and then suddenly jumps to the top of it rather than reflecting off it.

>> No.1994693
File: 157 KB, 667x335, I'm getting too jewish for this shit.png [View same] [iqdb] [saucenao] [google] [report]

>MarioDM mod gets updated
>has some really cool looking and faithful mario weapons
>requires GZdoom 2.1

For what fucking purpose.

>> No.1994703

>>1991580 see >>1994531

>> No.1994724

welcome to the future of doom
mods only a fraction of the playerbase can run

>> No.1994792

So I finally beat BTSXE1. What should I move on to next? I want something a little smaller but not just a single level wad. I'll play BTSXE2 sometime soon.

>> No.1994794

dystopia 3
hellcore 2.0

>> No.1994804

Will the CG in the hotfix be about Doomguy getting reverse-gangbanged to death by the demon ladies?

>> No.1994831

>To death
>Not ending in happy snoo snoo but with demons girls just taking over everything

>> No.1994862

>Doomguy Snoo-snoo'd to death
>Since Deimos is now in hell he immediately stands back up and keeps going until all the girls are satisfied
>He just pats himself on the back and carry on in his adventure, completely oblivious
>Cue storm of horrible puns about his 'walking stiff'

>> No.1994873 [DELETED] 

>Muslim female main character
>quotes from the Quran sprinkled throughout
Now, I'm not gonna tell you what to do or stop you or anything, but why this in particular?

>> No.1994880 [DELETED] 

Why Muslim female character? Because there aren't enough positive WOC role models in vidya. Chell is like, the only one.

Why quotes from the Quran? Well, this is just a "maybe", but I figure if the main character is Muslim, maybe there could be collectable Quran pages. They'd be an optional collectible bonus item, put in hard-to-reach places so the player can be challenged while they learn about the religion of peace.

>> No.1994883

why not post "why does this require such a recent gzdoom, which for some reason doesn't work with many existing graphics cards including my own" at http://forum.zdoom.org/viewtopic.php?f=19&t=34298

>> No.1994884 [DELETED] 

>Because there aren't enough positive WOC role models in vidya.
Wrath of Cronos is a pretty good mod, though.

>> No.1994898 [DELETED] 

I was more thinking why the religious angle?
It just makes me think of all those terrible religious bootleg games from the 90's that were meant to be educational but were either awful knockoffs of good games, or the original educational games which were outright terrible.

Also, please don't say "of color", I don't know a single ethnic person who doesn't hate that phrase (most regard it as forced PC bullshit, and most black people I've talked to prefer just "black", just like we say "white"), and it also implies that white is not a color.

>> No.1994905 [DELETED] 

What is WOC?

>> No.1994906 [DELETED] 

>I figure if the main character is Muslim, maybe there could be collectable Quran pages
This comes out very wrong anon.

>> No.1994907 [DELETED] 
File: 322 KB, 450x375, 1352760661139.png [View same] [iqdb] [saucenao] [google] [report]

Underhalls Remix map maker here.

I'm thinking I'll drop that project because it's too close to the original. I've wanted to make a shorter map I know and like for a while to cut my teeth on before making my own maps, so I can actually have the talent to make the ones I have planned.
The level of detail I prefer is a bit more than what vanilla can actually handle, so I might remake it again and use UDMF features I intend to use in the maps that I've always wanted to make. Can have better moster variety too.

So thanks those who encouraged it, including the big comment in the last thread, even though he didn't like it I can see what he's saying so might have to approach the whole thing from another angle.

>> No.1994908
File: 326 KB, 1024x768, Screenshot_Doom_20141010_041153.png [View same] [iqdb] [saucenao] [google] [report]

Would /vr/ approve of melee-oriented .wads?
I'm working on this thing but I don't much free time. Any thoughts?

>> No.1994912 [DELETED] 

Yeah, I don't think any christian character has to go out and find pages from duh bible and etc.

>> No.1994914 [DELETED] 

Woman of color.

>please don't say "of color"
Thanks, I'll keep that in mind in the future.

Yeah, you think it reminds you of Wisdom Tree? I could probably have it pay homage to Sunday Funday somehow.

>> No.1994915

I've been playing the fuck out of Demonsteele and GMOTA.

If you do a melee mod you got to have satisfying as fuck Melee.

Demonsteele's sword is kind of meh because there's only rapid slashes and the gore totally makes up for that.
The punches on the other hand are fucking incredible.

GMOTA has good sounds and blood and power for it's attacks so it works well.

This is also one reason I really want that Berserk mod.

So what will your melee mod be like?

>> No.1994916

>Would /vr/ approve of melee-oriented .wads?

Yes. Please. Demonsteele, Space Pirate, and that other mod have proven that melee combat when done right can be really really fun

>> No.1994917 [DELETED] 

It's straight up Wisdom Tree.

Collecting bible verses = Collecting Quran verses.
This is a bad thing.

Make a character religious but don't force them to wear it on their sleeve and turn them into a caricature.
It's why Bioware's characters are obnoxious instead of endearing.

>> No.1994921 [DELETED] 

10/10 bait

>> No.1994928

I'm thinking something similar to the Space Pirate regarding combos. Swords will have fast combos and block bullets (cliche) for example. You will have to time your swings with an axe (similar to l4d2). I'm also thinking of including Borderlands 2 Tediore guns as boxing gloves, each punch being explosive and throwable as well.

>> No.1994929

>Would /vr/ approve of melee-oriented .wads?
sure why not
there's a couple of berserk maps in 200minvr after all

>> No.1994930


>throwable, disposable, explodable boxing gloves


>> No.1994931

come to think of it there's plenty of fist maps but you don't see many chainsaw maps.

>> No.1994932

Does anybody have a problem with running Doom where the game never fully loads and keeps the mouse cursor on the screen and fucks things around?

I get this in 5 out of 10 loadups.

>> No.1994937

probably because you can kill more stuff with fists. chainsaw sticks you to your target. if its pain chance is too low it will kill you.

>> No.1994943
File: 84 KB, 600x371, YOU'RE RIPPING AND TEARING ME APART.jpg [View same] [iqdb] [saucenao] [google] [report]

How come there's so many Doom mods nowadays but you don't see any Quake ones anymore?
I mean, Quake modding used to be huge!

>> No.1994947

it's easy as fuck to mod doom

>> No.1994949

Doom modding is easier for a start, it's also open to more shit now.

It's easier to make a decent sprite than it is a decent model. Not that decent spriting is easy, mind.

Then again, making model guns of the quality quake has compared to todays tools.....

>> No.1994959

Somehow I forgot TSP.
It's been a long while since I played it since no updates

I am fine with what you are suggesting here with your weapons, although I'm pretty sure I wouldn't want to throw my fists at enemies if the explosive punches are satisfying.

>> No.1994960

Well that sucks. When I see the talent that courses these threads, I seriously wonder what could be if we also did Quake mods.

I'm kinda tempted to do one myself. Is the Darkplaces engine easy to mod for?

>> No.1994965 [DELETED] 
File: 31 KB, 450x337, sikh.jpg [View same] [iqdb] [saucenao] [google] [report]

>Make a character religious but don't force them to wear it on their sleeve and turn them into a caricature.

For instance, I think a character who is a Sikh, fighting demons, would be some tight shit, but having him collect religious texts arbitrarily would just feel forced and contrived, I mean, there's more to a person than their religion, nobody has their entire person based 100% around their religious beliefs, they have hobbies, they have interests, they have political beliefs that don't relate to their religious beliefs, they have a job, they have friends, etc.

>> No.1994976
File: 28 KB, 549x707, 9d41ede35afff1215112a1cfd19c2c1e.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to implement a rolling system in Doom that requires stamina. The problem is I want to make the rolling dependent on your cameras angle, instead of what it is right now, which is based on your position on the map.
If you roll foward, you roll north, regardless where you're facing so it looks weird. How can I make it so you roll the direction your facing.

Also another thing how can I give the roll invulnerability during the roll

>> No.1994983 [DELETED] 
File: 11 KB, 147x349, 1357831182854.jpg [View same] [iqdb] [saucenao] [google] [report]

You can, but I have no idea how big the quake community is that still plays and holds out for fan made content.

It will always be considered contrived because it'll be painfully obvious the people making it are patronizing, guilt ridden white people. The kinds of people who think something is just inherently racist if if has a lot of white people in it.

People aren't stupid, I've had sexual experiences with other men and can tell Bioware tier pandering a mile away and I don't stamp my feed for not seeing enough "inclusiveness" of my own demographic.

Come to think of it I've never even seen a game with bisexual protagonists (unless I make one) and I don't care either.

>> No.1994987

http://zdoom.org/wiki/ThrustThing says how to thrust based on actor angle

>> No.1994989 [DELETED] 

>I've had sexual experiences with other men
lol fag

>> No.1994993 [DELETED] 

>I've had sexual experiences with other men
is that what's happening in that picture

>> No.1994997

I tried that before, with both copy pasting the code and just using the word angle alone, neither of them work

>> No.1994998

>I have no idea how big the quake community is that still plays and holds out for fan made content.
It's very small.

Quake was mostly popular for the multiplayer content so the fanbase moved on with later entries of the series.

>> No.1995003

http://zdoom.org/wiki/GetActorAngle perhaps this will help

>> No.1995008

Not that guy, but I remember Tediore guns in the sequel regenerating themselves after being thrown. As long as you had ammo, another one materializes in your hands and ready to be used.

>> No.1995010

Chainsaw is literally suicide against enemies with low painchance, and large groups of ranged enemies, since it locks into one enemy.

Berserk Fists do a great amount of damage, and allow you to kite.

>> No.1995017 [DELETED] 

check ur privilege! ;_;

no, thats a guy with a dunny plunger on his head

mine involved his ass and my pen0r

>> No.1995036
File: 44 KB, 615x881, c5b17f7964a21be1655a09c2ca39f849.png [View same] [iqdb] [saucenao] [google] [report]

It did help a lot, but I only works good for rolling forward. All the other directions will make it move forward as well.

>> No.1995047

well you obviously have to add offsets for the other angles as described on the page for ThrustThing

>> No.1995057

When is R667 coming back?

Seeing it gone reminded me why I liked it, it's great to browse while thinking about mapping stuff.

>> No.1995070
File: 28 KB, 327x312, Dog enjoys an orange.jpg [View same] [iqdb] [saucenao] [google] [report]

So I've been playing Plutonia 2 and Unloved recently, and god damn, they're fun as fuck!
Are there any other wads like them? Specifically Unloved, as I know there are LOADS of Plutonia inspired wads.

>> No.1995073

I think it's excellent and has taken over vanilla for me- after playing it since 1993.

THere are some minor balance issues though. And the effects for rocket smoke and mancubus napalm just don't suit the doom gameplay and make it too annoying.

>> No.1995075

Considering it's an ending CG taking place after you beat the baronesses, it'll likely involve you in a more top-position.

>> No.1995076

blunt trauma from the high velocity of a burning skull flying at full speed towards you, also heat damage from the burning. (fucking retard)

>> No.1995080

You might like Cheogsh, it also has a sequel.


>> No.1995081

it's quite active and impressive releases made in many cases by fucking professionals are regular. Talking about the singleplayer

>> No.1995087

did you guys ever played any wad with the death incarnates? They are reskinned revenants (pretty cool skin) that damage you by gazing at you and also they ressurrect a little bit after you have killed them

>> No.1995090

Yeah, they are actually pretty good monsters.

Psychophobia has them (loved that wad).

>> No.1995097

The general stance is still: OSS the engine, make the art proprietary.
Biggest issue will always be the build tools, assuming the engine works.

>> No.1995190

I heard that Unloved 2 is also in the works. But the author has been quite silent for some time.

>> No.1995227
File: 1.54 MB, 4648x5088, 1411344518475.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1995295
File: 184 KB, 500x300, mal NOISES.png [View same] [iqdb] [saucenao] [google] [report]

>try MarioDM mod
>load with old GZDoom
>errors include "unknown identifier 'speed'" and nothing else recognizable

...so basically I could strip out the new rendering code and not have to deal with this shit?
Doesn't GZDoom have a Github? Can someone who knows how to handle rendering code fork the damned thing?

>> No.1995346 [DELETED] 
File: 696 KB, 1200x1549, ren queenston's 2014.jpg [View same] [iqdb] [saucenao] [google] [report]


If you're not part of the solution, you're part of the problem.

>> No.1995380
File: 167 KB, 400x359, 1400080774900.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know if there's a .wad or mod that restores the wolfensteinesque treasures and lives that the Doom alpha had?

Might be interesting to play the game like that.

>> No.1995441
File: 346 KB, 796x600, 796px-link_ss.png [View same] [iqdb] [saucenao] [google] [report]

>is kind of meh because there's only rapid slashes

I've been thinking about that, actually.
I've been working on two things.
One, holding down fire without double-tapping a direction charges up a more powerful slash.
Two, spamming slashing at the absolute fastest speed gets slightly nerfed damage, but underneath the combo bar is a stamina meter that drains whenever you slash--it takes a second to refill, and whenever you slash at full, it does 1.5x damage.

>> No.1995451

>Unloved 2

Sadly, it won't be made.
That sucks too, it really was headed for a double cacoward.

>> No.1995473
File: 819 KB, 350x300, 1412532839637.gif [View same] [iqdb] [saucenao] [google] [report]

Is it me or the Zombie replacements in HDoom finally have correct HP?
In the previous tech demos they seemed to have the exact same HP as regular Imps.

Also, dat Baroness.

>> No.1995476

>Doesn't GZDoom have a Github?

>> No.1995480


>Doomguy is a ...

>> No.1995492
File: 69 KB, 467x611, realm667..jpg [View same] [iqdb] [saucenao] [google] [report]

Just checked the FB page then, comes back sometime Sunday.

>> No.1995498

Hey, any news with that engine Carmack was doing with diminished lightning and texture mapping?

>> No.1995530 [DELETED] 

>I don't care either.
Damn skippy. This is my biggest problem with the movements. Nobody did care until a few whiners started whining, and some white guilt ridden idiots jumped on the injustice bandwagon.

Most people play games to do things they can't do in real life, and since most people have real relationships they don't need them shoehorned into their video games. I want to save the galaxy, not tiptoe around a conversation to get into some polygonal pants.

If people want games like that by all means buy them, but don't treat the rest of the industry like it's behind the times or needs to conform...

Part of the reason I started going to /vr/ more than /v/... People here just wanna play good games, man.

>> No.1995542 [DELETED] 

Yes, agree especially on the last part.
I'm kind of tired of seeing the amount of emotional blackmail that occurs actually, namely people will say you're various stripes of "ist" if you don't make things how these offended-by-design backseat drivers want them to be made.


The similarities between these guys and the Comics Code Authority of old are striking.....or a cult threatening social ostracism to it's members.

>> No.1995549 [DELETED] 

/v/ pls leave, forever

>> No.1995552


>> No.1995553 [DELETED] 

If you raise these issues, don't act frustrated and emotional when things don't go your way.

This should be a place for doom, not your own personal sjw echo chamber.

>> No.1995554


no idea, sorry. Those who strive for Doom Alpha/Doom Bible gameplay changes end up going all out with a full project and...well, you know the rest

>> No.1995556 [DELETED] 

>doesn't want political shit on a VIDEO GAMES board


>> No.1995558 [DELETED] 

The only person talking irrationally is yourself, how aren't you what I described? Somebody else raises a contentious issue, you hear something you don't like, you make a tryhard effort at being the thought police and are called out on it.

Rinse, repeat.

Go to /b/ or something if you want to shitpost endlessly.

>> No.1995563


>donutsteele w/ NAZIS


>> No.1995565 [DELETED] 

finish the job, mod

>> No.1995568 [DELETED] 

He's deleted your posts, take the hint man.

>> No.1995573 [DELETED] 

He should finish the job and delete the rest of these posts, like I said.

>> No.1995574

apart from MBF's Doom Beta emulation i have no idea

>> No.1995578 [DELETED] 
File: 49 KB, 470x706, Bane_TDKR3.jpg [View same] [iqdb] [saucenao] [google] [report]

>like I said

You think you're in charge?
Are you the mods boss?

>> No.1995579 [DELETED] 


>> No.1995582 [DELETED] 



Piss off silly casual fucktard doomshits.

>> No.1995591 [DELETED] 

this board needs doomshits like it needs an asshole on its elbow


>> No.1995596 [DELETED] 


>4 minutes between posts

First post got ignored so he makes another...should have known, the guy who comes in here and makes /vg/ trollposts is also an sjw with an axe to grind.

>> No.1995601 [DELETED] 

Actually, he's the type of person to infect a video game thread with griping about "SJW"s to begin with.

>> No.1995602 [DELETED] 

;_; doombabby sad? awwww

>> No.1995604 [DELETED] 

And now you've replied to both. Well done.

>> No.1995607 [DELETED] 

I spose you'll try the "both sides" rhetoric and we'll all have to accept that.

Plenty of reason to be glad for an impending ban.

>> No.1995626
File: 400 KB, 704x832, 1348921556083.gif [View same] [iqdb] [saucenao] [google] [report]

Looking over the updates isn't it an older OpenGL version that just has "elements" of 4.0 in it?

I haven't updated because my computer is a toaster too but perhaps people are just overreacting?

Whats annoying though is that because this decision is so stupid, GZ might well just get all pissy if people say to him it's stupid.

Some of the stuff he's turned down....

>> No.1995629 [DELETED] 
File: 487 KB, 2500x1735, obongo.jpg [View same] [iqdb] [saucenao] [google] [report]

>doombabby fresh from reddit can't even reset his IP
video gaems are srs bizness

>> No.1995630

it wants opengl 3.0 as far as i can tell

>> No.1995634

i'd just like to remind readers that other engines exist, gzdoom is not the only doom engine

>> No.1995635

Well..........3.0 I could do I guess...but I'm getting a new job soon and all I'll have is a laptop.

(a HP EliteBook 8540p I'm hoping).

I'd want to mod doom in my spare time and this update really throws a wrench in all that if I can't OpenGL on it.

I want to make maps, yoh.

>> No.1995636

Look pal...I aint going back to Doomsday.

You can't make me.

>> No.1995637 [DELETED] 

Does anybody even play your guys' shitty amateur mods? Like what, five jerkoffs itt tops?

>> No.1995638

you don't need gzdoom if all you want to do is make maps.

i suggest glboom+

>> No.1995642 [DELETED] 

dont bother m8
your mods will fucking suck worse than your life

>> No.1995647 [DELETED] 

Are you hoping for a mod ban because you're too weak willed to just stop coming here on your own?

>> No.1995650 [DELETED] 

lol m8
see this yea >>1995629
b& means fuck all
go home

>> No.1995651 [DELETED] 

i'll check that out, but gzdoom is there for if you want to include not only opengl features, but zdoom features too


>> No.1995652 [DELETED] 

just report him please

>> No.1995654 [DELETED] 
File: 72 KB, 429x323, pic related, it's.jpg [View same] [iqdb] [saucenao] [google] [report]

oh noezzzzz

>> No.1995657


we used chocodoom and even chocorenderlimits at some extent for 200minvr, I don't know what the hell you're trying to >imply

>> No.1995659 [DELETED] 

>b& means fuck all

I wish the mod could say which posts in the whole thread are yours, just so we know who shitposts when he doesn't get his way.

>> No.1995661 [DELETED] 

>implying I'm a regular of this cancerous circle jerk

>> No.1995662

you don't need zdoom features if all you want to make are maps

>> No.1995663 [DELETED] 


>> No.1995664

I see what you're saying man, I do......we can still make things.

It's just that some things would be limited, sa'll I'm saying.

>> No.1995665 [DELETED] 

Daily reminder that Doomshits are the worst thing that ever happened to Doom and are an absolute shithole bane on its legacy.

>> No.1995667

clarification: you need zdoom features if you are doing scripting and whatnot but i don't count that as mapping.

>> No.1995668 [DELETED] 


>> No.1995670 [DELETED] 

Clarification: you're a faggot

>> No.1995673

many people seem to be posting about how the sky is falling because gzdoom no longer works for them. i am merely reminding them that many other engines exist. frankly i think the attitude that gzdoom is the only doom engine is insulting.

by the way, i know all about 200minvr, i compiled it :)

>> No.1995676


it's cool rjy, you can stop being the special snowflake of /doom/ because you're literally the ONLY purist.

dear god you sometimes

>> No.1995679


It's not the only Doom engine, but for gameplay mods it's probably the best engine.
For maps there's probably a ton of different, better options, but for gameplay mods there's really only 3DGE and the ZDoom variants.

>> No.1995682 [DELETED] 


that gotta hurt

>> No.1995683

What's wrong with wanting Doom to play like Doom? I think the Zdoom community spiraled into insanity a long time ago.

>> No.1995684

Hey, sorry to be a bother but where do I download the good version of GZDoom?

>> No.1995685 [DELETED] 

We already know he samefags constantly, from what the hops on #4chan said.
Usually petty much all doomshits or doombabbies posts are his.

>> No.1995686



The last 1.9 build.

>> No.1995687
File: 8 KB, 237x258, 1330418928858.png [View same] [iqdb] [saucenao] [google] [report]

Look man.....I just want a room over a room...

>> No.1995690

haha. i don't consider myself a purist. my preferred engine is a custom build of prboom with several non-purist features such as a 32bpp renderer, and i am all for huge maps that break all the original rendering limits.

>> No.1995693
File: 23 KB, 611x468, fatso.jpg [View same] [iqdb] [saucenao] [google] [report]

Couldn't you just use ZDoom? I think the software renderer supports floor-over-floor now, but I recall it looking a tad buggy.

>> No.1995694 [DELETED] 

>projecting his buttpain
how cute ;)
nope, I'm still here kiddo

>> No.1995696

>What's wrong with wanting Doom to play like Doom?

Nothing; the problem comes when you try to force YOUR way to play Doom as THE way to play Doom (or you want to act smug as shit about how YOU play Doom...cough cough, watch out for the rocks! ;-)

Because there is NO proper way to play Doom and that's one of the only objectively truth about Doom. You can feel free to enjoy it while playing with particle enhancing effects out of the ass on a LCD screen, or you want to play on a full 90's rig you built yourself


ZDoom can't display 3d floors properly, that's why GZDoom exists

>> No.1995701

i can only slightly argue with that (i will also claim eternity is a viable choice for gameplay mods, but it has no opengl renderer) but the original poster said he was only interested in making maps.

>> No.1995702


apply cold water, etc.

>> No.1995703


For most mods, yes, ZDoom would work perfectly. With mods that are emphatic on 3D floors, dynamic lighting, and other graphical effects, though, ZDoom wouldn't work at all.
So if someone attempted lighting-specific stuff such as Buttpain, Lasting Light, or Sneaky Doom, that'd pretty much be going for a very tiny audience.

>> No.1995704 [DELETED] 

>implying I'm the only one who shits on these shitty threads
whatever helps you sleep at night son

>> No.1995705

>ZDoom can't display 3d floors properly, that's why GZDoom exists

Uh, it hasn't been like that for years. ZDoom can do 3d floors just fine, just not 3d sloped floors.

>> No.1995707
File: 33 KB, 600x400, 710485081-sep-28-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh. Well, yeah, for only making maps, limiting yourself to only GZDoom strikes me as really silly.
There's, like, fifty million different other options out there.

>> No.1995709

i wouldn't call it insanity but it ain't doom either
(nothing wrong with that of course...)

>> No.1995710 [DELETED] 

Can you guys tell me anything good /vr/ has made for Doom? Is there actually anything productive that has come out of this constant circlejerk?

>> No.1995713 [DELETED] 

Do not reply to the above post, he will dismiss anything you say.

>> No.1995714

Doom Legacy?

>> No.1995715 [DELETED] 


and what if I reply to yours?

>> No.1995716
File: 471 KB, 594x880, shit Nigga.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1995720

Where's that screenshot of Carmack's Doom source code release note?

>> No.1995725


From what I gather, there's basically two types of people, when it comes to mods.
There's the people who want an extension of Doom and want to make it last longer, and are more interested in mapsets, mostly-vanilla gameplay mods, QoL tweaks, and etc.
Then there's the people that see Doom as a development platform and want to go to where the imagination's the limit and do whatever. Amateur game designers that use Doom as effectively a springboarding engine and want to make their own original stuff.

Sometimes it's not always Doom, sometimes it is insanity, but either way it's interesting to see how one single community can cover a wide spread of different types.

>> No.1995726

i agree with this. although i'd say it was more of a spectrum than two types.

>> No.1995752

>gzdoom is not the only doom engine
No but it's by far the best one.
What else is there that is as moddable? Edge, Doomsday? Don't make me laugh, their capabilities are pitiful and their rendering is substandard.

>> No.1995776
File: 27 KB, 346x346, 1387701872933.jpg [View same] [iqdb] [saucenao] [google] [report]

I barely come to this thread, so I'm going to ask a dumb question, is it frown upon to post your levels here or is it encouraged? I'm making my first map and I want to know whether I should post it here so you blokes can play it. I imagine all you lot are level design experts and if I post it you will shit all over me for making a bunch of newbie mistakes. also would someone mind telling me why the fuck are doors so bloody glitchy.

>> No.1995779
File: 30 KB, 320x200, gunskills.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1995780


Very much encouraged, as long as you have a thick skin and can handle criticism.
We're not all level design experts by any stretch, though, only a handful of us are modders, and only a handful of that handful are mappers.

>> No.1995783

It is encouraged to post your levels here because:
1) People can critique it
2) You get to learn how to map better due to critiques
3) People can spot gamebreaking flaws or just messed up textures you might have overlooked
4) It's a learning experience

People who review things here do not just shit all over things for no reason, they will back what they say with reasons and people here are nice

>> No.1995785

I expected a printer running doom, but this is way better

>> No.1995802


a uv max of sf2012 map28

>> No.1995876
File: 388 KB, 2112x2176, 1407969423446.jpg [View same] [iqdb] [saucenao] [google] [report]

HDoom Episode 1 test server up:

":: [BE] Montreal :: HDoom - Episode 1: Balls Deep in the Damned"

>> No.1995963

Hey Mike, is the chance of monsters entering the fuckable state random or is it dependent on damage? It seems to happen a lot less when I use the chaingun...

>> No.1996009

How many wads have you guys beat from start to finish?

>> No.1996019

Probably over 2500 legit idgames wads, not counting anything from other sites or random download links. I'm not a bitch that quits just because i don't like a level in a megawad or it's harder than i'm used to.

>> No.1996023

About once or twice a day, why are you asking?

>> No.1996036

I love watching endurance demos.

>> No.1996038

Too many to count now.

>> No.1996052

Not Mike but from what I remember it should be damage dependant, like gibbing

>> No.1996060
File: 42 KB, 724x738, 022bfebce7c32c421bdd9d242bbcc9b1.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to nerf my rolling system since at the moment, you can roll forever at with no penalties. If a weapon swing makes you hit 0 stamina, you get a cooldown penalty where stamina doesn't regen and that works fine, but if rolling causes it then stamina keeps regening normaly even if you hit 0.
I just want it so if you hit 0, you get slapped with a 3 second cooldown that you don't regen stamina for that duration.
Another thing is how do I make the player not be able to attack during the roll?

>> No.1996075

>halfway into it
>killing those hellknights when TONS of rockets hit near him from behind


>> No.1996076

Heh. I'm one of the two bans on the first pastebin...

god was I a dumbass :(

>> No.1996086

Hey guys I'm replacing the blur sphere with a new effect. I want it to be something more useful but not THAT much more useful.

What sounds better? A 25% speed boost or a 10% Defence boost? I was edging on speed boost more because I still want to call it a "blur sphere" and have the same sprites.

>> No.1996093


We were all dumbasses a good ways back, anon.
The question is not what you were then, but who you are now.

>> No.1996105

what, has the banlist been cleared?

I just want to state for the record that it was due to votekick spam, where I would randomly votekick people for reasons like "Brony" and "Press pgup for all guns"

>> No.1996109


Yes. We haven't had immense faggotry in a long time outside of the "doombabbies" nerd, so we've cleared out the banlist on our servers and haven't had troubles.

>> No.1996113

Just finished watching, i have no idea how he did that ending without dying.

>> No.1996116


Just wish my IP wasnt there for all to see though.

>> No.1996119

What mod is this?

Or is it just standard Doom?

This would basically tell me what kind of issues would pop up.

A Speed boost on Doomguy would probably allow for unintentional skips.
A defense boost wouldn't change too much on that.

But if it's for a mod like GMOTA or something then defense all the way

>> No.1996129

what about a balanced faster firing speed?

>> No.1996135


You think a defense booster is needed in GMOTA?

>> No.1996138

No, it's more that a speed boost wouldn't really do much.

Honestly the player is really fast in everything but Hideous Destructor and that RE4 Mercenaries mod.

I mean you can go MORE faster but there's a point where it stops being practical.

And more importantly Partial Invisibility is the worst powerup so a defense boost would at least make up for picking it up

>> No.1996218



>> No.1996225


Yea its "not-vanilla" standard doom mod fare, first mod, making it more for me, I'm not a very ambitious person etc.

I see your point though, it's just that floating eyeball orb doesn't make me think defence really.

Maybe I could try to make the blur effect actually not detrimental but that might take some serious editing.

>> No.1996235


I agree. Invisibility is ass, I'm probably gonna make blur spheres one of the random usable item spawners, once I get off my dead ass and add those

>> No.1996239

You only think this because invisibility was placed poorly in the commercial games, they serve a huge purpose against hitscan enemies.

>> No.1996241


Invisibility sucks. It makes dodging projectiles harder because of the monster's fucked up aim.

>> No.1996242


I also realized this

There exists a flag that makes it so enemies ignore the powerup. so I was thinking of adding that to all projectile users but excluding hitscanners

>> No.1996271
File: 1.63 MB, 560x349, hideous.webm [View same] [iqdb] [saucenao] [google] [report]

Holy shit Hideous Destructor is fun.
Gonna go and try to play through whole game.

>> No.1996286

I can't even get close to that many zombies without getting sprayed with bullets.

>> No.1996309


New duel MP map pack out

>> No.1996313
File: 238 KB, 555x555, 1409506837702.jpg [View same] [iqdb] [saucenao] [google] [report]

>those map names

>> No.1996318

Partial Invisibility is a hinderence unless there's going to be a shitload of Chaingunners.

It is a hinderence for projectile throwing monsters.

>> No.1996324


And if there's a map with a shitload of chaingunners, something is very wrong

>> No.1996352
File: 30 KB, 296x380, blacklaugh.jpg [View same] [iqdb] [saucenao] [google] [report]

>Those BFG sounds replacements

>> No.1996369


>> No.1996372

I don't see anything necessarily wrong with lots of Chaingunners, as long as they are placed smartly.

>> No.1996424

Make a variable, call it "StamCooldownOn" or something like that (you could call it "Foo" or "Beans" or whatever)
Set it to 1 when Stamina hits zero, then start the timer
Add a few lines to your stamina regen code that make the regen loop do nothing when StamCooldownOn is set to 1
At the end of the timer, set StamCooldownOn to 0

I dunno how to make it impossible to attack during a roll, honestly. You might be able to do it by making the roll part of all the weapons, and sticking an animation frame in there where you can't fire, and triggering that frame when you roll. But I'm a DECORATE newb.

>> No.1996442

Either freeze the player when rolling, or make the same script that calls for a roll to give an inventory token when activated, and remove this token when the roll ends.

Then make all weapons check on it's ready state if the player has this token. If yes, jump to a dummy "TNT1 A 1" state, and make it go to Ready again. It will automatically detect if the player doesn't has the roll token anymore.

>> No.1996528

What do you guys think of Horde of Zombies?


>> No.1996574

What's a good map for DemonSteele? I'm basically looking for a map where I can double-jump and rocket jump without feeling like a dirty cheater.

>> No.1996584

Anything from Sunder.

>> No.1996605
File: 29 KB, 460x500, 1308631127778.jpg [View same] [iqdb] [saucenao] [google] [report]

I posted my first map here, found some mistakes that I didn't know where there (namely running it on chocolate doom fucks it out). Got one much longer post and I've decided I'll probably either remake the entire thing or scrap it.......leaning towards remaking it.

I don't think people here were outright cocks, so don't expect that.

>> No.1996704
File: 1.78 MB, 919x1500, 1412221199253.jpg [View same] [iqdb] [saucenao] [google] [report]


Equinox is pretty good for that, maps are spacious and huge and there's lots of carnage too.

Best expierience Ive had with Demonsteele so far was with UAC Ultra (small maps but incredible flow, you are fighting constantly) and Whispers of Satan (first few levels are meh but later on, god damn son).

>> No.1996709

bump doesn't mean what you think it means anon

>> No.1996717
File: 7 KB, 241x209, 1326637440388.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I get that "bloodyhell" stuff going in Samsara?

>> No.1996719

It's only available in the 0.31 beta. Type "samsara_cl_bloodyhell x" in the console, where x is a number between -1 and 3.

>> No.1996761

>What's a good map for Demonsteele?

>> No.1996830

I remember a long time ago I played on a server and the Revenants there shot missiles that had little Revenants with cowboy hats riding on them. I think they might have called them Ghost Riders perhaps or possibly some reference to Dr. Strangelove I'm not sure. If any has a picture or knows what I'm talking about I'd love to see them again.

>> No.1996850

I'm new to all this doom stuff. So should I be using zdoom or gzdoom? Something else?

>> No.1996861

zdoom and gzdoom are sourceports for the original doom, with added enhanchements, like better mouslook support, jumping, crouching and the likes. They're basically the same. the only difference is that zdoom is a software renderer, closer in looks to the original doom, and gzdoom is a hardware based OpenGL render.
Download which one you prefer, dump the needed iwads in the same directory (doom.wad, doom2.wad, etc...) and double click on the g/zdoom icon to start. it will ask you which iwad you'd like to play.
Just select one and click on OK.

If you want to play mods, just drag and drop them on the zdoom icon, or if you want to play multiple mods at once, use ZDL. I believe there's a handy guide for it on the /vr/doom website. That's also where you can find the iwads.

A link should be in the op and news posts.

>> No.1996872
File: 910 KB, 782x1102, 1412448061182.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1996875


>> No.1996930
File: 27 KB, 426x387, potion seller.jpg [View same] [iqdb] [saucenao] [google] [report]

I like Samsara, but playing as Duke kinda feels unsatisfying, mostly because the Freezer kinda doesnt fit to Duke.
Why didn't Terminus replace the Freezer by something more fun? Like the Shrinker or Expander.

>> No.1996935


Because good luck on making that work within the confines of the Doom engine.

That said, I feel like the freezer needs something. I never use it because it uses my devastator ammo and the rebounding shots fuck me over.

He could always make it like the DNF freezethrower and have it spew out a short range beam of ice that regens

>> No.1996941

>Why didn't Terminus replace the Freezer by something more fun? Like the Shrinker or Expander.
Because Zandronum still doesn't have A_SetScale, meaning that to shrink or expand enemies, you would have to manually copy and scale each individual enemy and player sprite about 30 or so times. And that would have to be done for every enemy in every game that Samsara is compatible with. I don't think I'm alone in thinking that adding tens of thousands of duplicate sprites all for the sake of one weapon is a tad unreasonable.

>> No.1996950

Or he could use the Duke 64 Plasma cannon

>> No.1996967

It's easy enough to do, just do it in textures. I did something like that for zandtsp's poison clouds. The other stuff that the shrink ray would do is also possible in zand.

That being said it's pretty tedious though and the shrink ray is probably way too OP/ridiculous to work alongside other characters. I can see why Term doesn't include it.

>> No.1996970

not that anon but it means bring up my post so

>> No.1996990
File: 19 KB, 637x469, 1412228143475.jpg [View same] [iqdb] [saucenao] [google] [report]

>my post

>> No.1996993

The problem with using TEXTURES is that Samsara works with most IWADs. If you were to use it for this, you'd have an obscenely long error list, since it would only find the sprites for whichever IWAD is loaded and spew errors for everything else.

>> No.1997003

I dont know if Terminus is vanilla cocksucker, but another problem is:
If an enemy is expanding (horizontally AND vertically), you had to check the whole time if the enemy is touching any nearby walls / cealings.
If so, he has to stop expanding in that direction. E.g.:
Enemie expands, touches ceiling, Y-upscaling should stop, continue with the X-upscaling.

>> No.1997008

I...don't think that would matter. The Expander was functionally little more than a chaingun with a silly death animation for anything affected by it. Collision detection wouldn't matter, since the enemy doesn't get to move, they just swell and then explode.

>> No.1997013
File: 224 KB, 355x500, 1331708767705.jpg [View same] [iqdb] [saucenao] [google] [report]

The Freezer is sort of like his version of a plasma rifle.

It's long range and pinpoint accurate damage, he doesn't really have any other weapons that do that. It's useful for hitting far away, small clusters of enemies/turrets.

Can also be useful in a pinch alongside pipebombs to get enemies around corners.

>> No.1997014
File: 318 KB, 516x811, dJ6BNVt.png [View same] [iqdb] [saucenao] [google] [report]

Server host-san, please set up your DM flags correctly! Right now items don't respawn and keys aren't shared between players.

Also, it's impossible to beat E1M8. The level doesn't shift when all the monsters get killed.

>> No.1997019


His RPG does the job better I think.

>> No.1997025
File: 2.87 MB, 320x240, 1348769825796.gif [View same] [iqdb] [saucenao] [google] [report]

Not that I'm going to download it, but what is the premise of hdoom?

You go around fucking demons to death?

>> No.1997029
File: 1.41 MB, 280x210, 0.gif [View same] [iqdb] [saucenao] [google] [report]

This is a common problem because the modders are retarded and forget to use A_BossDeath in the Death state.

>> No.1997032

Demons are now females that can be given the D. Zombies, Shottyguys and Heavies are replaced with pallete-swapped Imps, although they are getting new sprites soon.

Otherwise the gameplay is pretty much unchanged.

>> No.1997039

Top kek, has this been posted on any doom forum anywhere?

>> No.1997043

Some idiot attempted a short-lived smear campaign on ZDoom forums, but unfortunately for whichever sad person that was, Mike and wildweasel are on pretty good terms and not even one of his threads got approved.

>> No.1997060

Probably Jinal, they got banned though since people like that are the last thing the community needs.

>> No.1997063


nah, the episode >>1997043 made reference happened before Jinal's banning.

>> No.1997067

I genuinely don't understand why there's so much butthurt and drama in the Doom community.

Even with mods I don't like I try to not subscribe to the "team" mentality, where if it's not your preference you gotta hate it.

imagine it's a vocal minority that's shitty, not really the majority of the community, but still, it's baffling. We all like Doom, we all make or play mods for it, why h8?

>> No.1997074

Well whoever it was I'm just glad they're gone.

Forums with names and avatars can foster epeen nonsense, so people carry around their egos with them everywhere.

Here fights are over quickly because we're all anonymous and the threads cycle over, so clashes are more between opposing ideas than individuals.

The other reason is people with political axes to grind that want to just make sure every community instead of being apolitical, has their own political beliefs.....naturally of course, if you disagree with them you're just political too and "just as bad".

For example, see this thread and you be the judge as to who these idiots are.


>> No.1997210


>> No.1997213

I enjoy it a lot.
I don't think its "more doom than doom" or anything like that.
I love Vanilla Doom but I also highly enjoy Brutal Doom.

>> No.1997216


>> No.1997239
File: 298 KB, 320x200, SHOTTYGUN.gif [View same] [iqdb] [saucenao] [google] [report]

I love that video, it's so fascinating!

>> No.1997245

Alright so uh I know realm was saved

but the what the hell is this? I'm seeing a german login screen, slightly concerned.


>> No.1997246
File: 1.24 MB, 1280x720, Screenshot_Doom_20141011_162549.png [View same] [iqdb] [saucenao] [google] [report]

Just did my first ever playthrough of Scythe 2 today. Fucking crazy haha. It's the first megawad I've played outside of the original main four. I couldn't have done it without savescumming in places though. I hate to reload even once during levels but I'd be fucked to keep restarting those last seven levels or so over and over from the beginning. I sailed through the first 20 levels in about 5 hours (UV) in the same day and then it suddenly took it up ridiculously. I still think Plutonia is the best but the guy who made Scythe 2 is clearly nothing short of genius. Lots of fun.

What megawad should I check out next? Is S2 considered the best? I haven't played the first Scythe. I've just played Plutonia after many years and Scythe 2 back to back so I'm gonna give Doom a break for now but will come back to it soon I'm sure.

>> No.1997248


>> No.1997249
File: 1.10 MB, 1280x720, Screenshot_Doom_20141011_161025.png [View same] [iqdb] [saucenao] [google] [report]

*I had to take this one screenshot of the chaos during the last level.

>> No.1997251


They're switching server hosts.

>> No.1997253

Google translated

>This site is down for maintenance.
>Please check back again later.

I guess they're tuning up the site a bit before reopening.

>> No.1997256


Scythe II is easily one of the best megawads out there in my eyes, and there's very few others like it.
The first Scythe is less detailed and intricate, but follows the same gameplay flow.
Unholy Realms is...kind of similar, I guess?

>> No.1997268


Oh all right, sorry for jumping the gun

>> No.1997270

How's Plutonia 2?

>> No.1997275


Plutonia 2 is very hard. It's definitely worth a look, but the gameplay and level design are (unsurprisingly) more like Plutonia and less like Scythe.

>> No.1997279

I thought Scythe 2 was way harder than Plutonia though. I didn't really have to savescum in Plutonia but I did in S2.

>> No.1997302


>> No.1997310

Let's play the RANDOM MAPS game!
I'll start.
Playing with PRODOOMER.

>> No.1997313

Wait shit PRODOOMER adds maps

Ah well. I wasn't really feelin' it anyway.

>> No.1997317

And PRODOOMER is ded. I guess the eye candy was all it had.

Back to ROPY.WAD, playin' with Smooth Doom instead.

>> No.1997319

...and now my mouse is broken. What the FUCK.

>> No.1997324
File: 1.75 MB, 560x349, kneedeepinrockets.webm [View same] [iqdb] [saucenao] [google] [report]

Beat Knee Deep in Dead on Hideous Destructor.
I suppose now it is time to enter Deimos and keep dying horribly to gunshot wounds.
That goddamn reflexive reload.

>> No.1997325
File: 135 KB, 400x422, 1349369604661.png [View same] [iqdb] [saucenao] [google] [report]

Torm is German himself and the guys he's getting the tech support from are German too

>> No.1997326

Can someone please post the "how to dooms" tutorial picture? I need it.

>> No.1997330
File: 206 KB, 1280x720, Screenshot_Doom_20141011_112712.png [View same] [iqdb] [saucenao] [google] [report]

Trying again, now that mouse support is back.

This started off pretty quickly. Tele'd to an elevator, elevated to a chaingunner. Then a shottyman around the corner!

>> No.1997335

That "HOW DO I?" thread on zdoom really, really needs an index.

No fucking way people want to go through that many unsorted pages just to possibly find something they might want.

>> No.1997338 [DELETED] 
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1997339 [DELETED] 

No, I was looking the one with shotgun.

>> No.1997341
File: 273 KB, 1280x720, Screenshot_Doom_20141011_113104.png [View same] [iqdb] [saucenao] [google] [report]

After clearing some more shottymen, I dropped into what appears to be someone's escape tunnel inside a prison...

>> No.1997342
File: 256 KB, 1280x720, Screenshot_Doom_20141011_113200.png [View same] [iqdb] [saucenao] [google] [report]

...and then killed a Hellknight with an ordinary shotty.

Magic, I tell you!

>> No.1997343
File: 164 KB, 1280x720, Screenshot_Doom_20141011_113247.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1997350
File: 294 KB, 1280x720, Screenshot_Doom_20141011_113702.png [View same] [iqdb] [saucenao] [google] [report]

After learning the importance of quicksaves, I took a slightly different path, opting to explore the cave a bit more instead of go straight for the knights.

Heheheh, what a mess.

>> No.1997351
File: 206 KB, 1280x720, Screenshot_Doom_20141011_113842.png [View same] [iqdb] [saucenao] [google] [report]

And then I made short work of the three hellknights that I totally didn't see coming no sir no clairvoyance here

>> No.1997352
File: 268 KB, 1280x720, Screenshot_Doom_20141011_113934.png [View same] [iqdb] [saucenao] [google] [report]

Now I just gotta head out the door...

>> No.1997353
File: 143 KB, 1280x720, Screenshot_Doom_20141011_113940.png [View same] [iqdb] [saucenao] [google] [report]

...what the fuck? The door closed on me!

>> No.1997358
File: 324 KB, 1280x720, Screenshot_Doom_20141011_114347.png [View same] [iqdb] [saucenao] [google] [report]

After solving the puzzle of that bitch-ass door, I came upon three Hell Barons and quickly learned the importance of quicksaving OFTEN.

>> No.1997359
File: 228 KB, 1280x720, Screenshot_Doom_20141011_114528.png [View same] [iqdb] [saucenao] [google] [report]

These skeltals did not quicksave.

They're pretty damn agitated about it.

>> No.1997360
File: 197 KB, 1280x720, Screenshot_Doom_20141011_114640.png [View same] [iqdb] [saucenao] [google] [report]

This isn't what I thought the opening for that blue key would be. I hope I don't get stuck in there.

>> No.1997361
File: 385 KB, 1280x720, Screenshot_Doom_20141011_114844.png [View same] [iqdb] [saucenao] [google] [report]

Don't be like Mr. Skeltal, folks. Press F6.

Also, remember to grab healthpacks. They're very rare in some places.

>> No.1997364
File: 185 KB, 1280x720, Screenshot_Doom_20141011_114941.png [View same] [iqdb] [saucenao] [google] [report]

And what's behind door number 2?

>captcha Spear Daizingl
No, it's not the Spear of Destiny, captcha. This is not wolfenstein.

>> No.1997365
File: 162 KB, 1280x720, Screenshot_Doom_20141011_115031.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1997370
File: 316 KB, 1280x720, Screenshot_Doom_20141011_115406.png [View same] [iqdb] [saucenao] [google] [report]

But now I gotta go have lunch and prepare for work.

>> No.1997371

heh i also always seem to get a final time for a megawad a few seconds past some number of hours

>> No.1997393

wow that takes me back. one of the first pwads i ever played.

i highly recommend ropy2 as well.

>> No.1997402

I've onyl played vainlla doom since the beginning and i've been replaying it vanilla ever since.

i dont' believe in this "mod" bullthist.

>> No.1997446

Thats probably because Scythe 2's harder maps are HR/AV influenced.

>> No.1997447

How does it feel to be living in a cave in 2014?

>> No.1997449

You've never even played a pwad?

>> No.1997454

You should at least try PrBoom-plus, though. Limits removed, and more mapping features, but still very true to the vanilla style gameplay. Demo compatibility, too.

Unless you hate custom maps, too. At which, I'll kindly ask you to leave.

>> No.1997493


I'm only kidding, but it's been a long while since I last booted it up.

The last megawad I played was Ultimate Simplicity. Which I consider is the panniacle of old school doom level design.

considering that, can you recommend anything similar?

>> No.1997504

Alien Vendetta

>> No.1997519

Alien Vendetta
Hell Revealed
Hell Revealed 2
Kama Sutra
Plutonia 2
Scythe 2

Are all compulsory playthroughs imo

>> No.1997534

i must admit i never played it because it required zdoom. can you tell me what i am missing out on?

>> No.1997536


Great retro level layout with modern decorating sensibilities and a really fucking shitty HUD.

>> No.1997538

And a new color pallette for blue.

It looks really nice.

Also, it is extremely well balanced on ultra violence. You'll have exactly the right amount of ammo always.

>> No.1997556

Based Bobby

>> No.1997567

You want to be as all-inclusive with your numeric booleans as possible. Try:

if(CheckInventory("Stamina") <= 0) {

>> No.1997613
File: 227 KB, 1024x768, deimoslab.png [View same] [iqdb] [saucenao] [google] [report]

Reached Deimos Lab. So far Shores of Hell has been kinda tough because lot of riflemen and shotgunners. Thankfully I managed to find a plasma rifle.
On top of all, Cacodemons can fire a charged projectile that explodes and can instantly kill you. And their corpses are harmful too...

>> No.1997632

>i dont' believe in this "mod" bullthist.
So you're a literal grognard?
Half of Doom's charm is how easy it is to mod.
I mean, you must at least have played level sets, right?

>> No.1997637

see >>1997493

>> No.1997638 [DELETED] 

>>1997632 see >>1997493

>> No.1997645 [DELETED] 

haha, i'll delete my post.

>> No.1997649 [SPOILER]  [DELETED] 
File: 7 KB, 400x390, 1413055517039.jpg [View same] [iqdb] [saucenao] [google] [report]

We know who's behind this

>> No.1997664
File: 530 KB, 1024x768, laughter.png [View same] [iqdb] [saucenao] [google] [report]

Chainsaw is being surprisingly effective against imps.
But those goddamn shotgun zombies wounding me from across the room, goddamn.

>> No.1997691

Playing Doom the first time?
Protip: Use chainsaw against Imps, Demons and Cacos, but only if its 1v1 or if enemies attack in a seq. order.
Also: >filters

>> No.1997710
File: 1.26 MB, 640x399, particlecannon.webm [View same] [iqdb] [saucenao] [google] [report]

No, playing Hideous Destructor, which makes the player character piss-weak regular human who bleeds, gets fatigued and can't aim perfectly. Regular zombies can kick your ass if you are not careful. Plus he isn't using auto-reloading cosmo-guns either ( reloading actually disregards your current clip so you can't recover the ammo if you do it too early ).

It's hella difficult.

However, there are some rather cool guns, like Particle Rifle ( plasma rifle ). It is difficult to operate but it is powerful and efficient as shit. Grenades are also god-sent, makes clearing some rooms a breeze.

>> No.1997713
File: 170 KB, 1487x1111, 1412648522646.jpg [View same] [iqdb] [saucenao] [google] [report]

How does one go about creating separate shortcuts for different IWADs?

>> No.1997721

ZDL you double revenant

>> No.1997734

Yeah this is true I also realized after I posted >>1996967 that zand does have APROP_ScaleX and APROP_ScaleY.

The reason I didn't use them for the poison gas clouds was because they needed offsets to bob slow without using A_PoisonBagDamage. They would work fine for the shrink ray though.

>> No.1997748
File: 40 KB, 257x337, aaaaaaa.png [View same] [iqdb] [saucenao] [google] [report]

>mfw using agitating skeleton as my appchan x mascot
i have seen the light

>> No.1997760

>You go around fucking demons to death?

It's like >>1997032 said, but to address this no the demons are not killed, you just sex them so good they fall asleep with a smile on their face.

>> No.1997761
File: 1.13 MB, 1690x1592, box0000.jpg [View same] [iqdb] [saucenao] [google] [report]

If you're playing Project MSX without blasting Front Line Assembly, you're doing it horribly wrong.

>> No.1997770

>reloading actually disregards your current clip so you can't recover the ammo if you do it too early
It depends on the weapon. You'll keep the rounds if you reload the pistol, SMG, or Liberator before they're empty, and if you have enough loose rounds, you can make new mags. Reloading the ZM66 before it's empty will just give you powder, which is used in conjunction with the Liberator's brass casings (which you can pick up) to make more loose Liberator rounds. I think cells do the same thing, but I'm not really sure. Cells are generally not a problem, as the BFG can be used to produce cells at the cost of releasing those little green particles you see coming out of the baron when it dies. Those aren't for show, if you hadn't realized that already. The little shits will float around the level, looking for enemies to resurrect. Sometimes they'll just spawn those little asshole cubes that randomly replace cell pickups, because fuck you.

>> No.1997779

I made a HUDless version of Ultimate Simplicity a while ago. Aside from the ROTT secret levels, it should be totally compatible with mods, if that's your thing.


>> No.1997804
File: 369 KB, 1000x1007, 132403-a[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Come on, Bill Leeb. I know you're still salty about getting kicked out of the band, but we're getting into the Halloween spirit by playing Unloved while blasting Skinny Puppy.

>> No.1997809

I did not actually know that, thanks.

>> No.1997821
File: 180 KB, 600x460, filters.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1997854
File: 1.92 MB, 300x225, 1407444526157.gif [View same] [iqdb] [saucenao] [google] [report]

>playing Unloved while blasting Skinny Puppy

Actually that's a pretty great idea.

>> No.1997862



>> No.1997878

son of a bitch.

>> No.1997923
File: 581 KB, 1360x768, Screenshot_Doom_20141011_170005.png [View same] [iqdb] [saucenao] [google] [report]

Hosting a server with the newly released Countergoat Initiative duel mapset.

:: [BE] Montreal :: /vr/ duels
password: WHOOPS

>> No.1997939
File: 477 KB, 640x480, ohdear.png [View same] [iqdb] [saucenao] [google] [report]

Oh dear, my Hideously Destructive adventures have brought me to Tower of Babel.
Time to eat some rocket cock I suppose.

>> No.1997942

I was always creeped out by the backgrounds in the doom games. even phobos gave me the creeps.

what the fuck is out there. omg.

>> No.1997967 [DELETED] 
File: 86 KB, 500x628, ngbbs5402b01fbb974.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1997998 [DELETED] 

See >>1997493

>> No.1998015 [DELETED] 
File: 9 KB, 600x518, 139811906776.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1998020 [DELETED] 

Holy shit, are people still doing this?

>> No.1998032

>what the fuck is out there
What, on Deimos and Phobos?
Beyond the base perimeters, probably nothing at all, it's a moon, there'd be mountains, craters, rocky, gravely, sandy stretches, going all the way around to the other side, because moons are small and barren.

The humans to kill are on the bases, thats where you'd find demons and monsters. I guess it'd be vast, dark and empty in a claustrophobic kind of way, so there's that.

>> No.1998050

>what the fuck is out there

On Phobos and Deimos?

Horror and terror respectively.

>> No.1998065

>I guess it'd be vast, dark and empty in a claustrophobic kind of way

Claustrophobia is fear of small areas. Fear of huge areas is called Agoraphobia.

>> No.1998083


Imagine alone on a dark, desolate moon, in a spacesuit, or in cramped, small, metal moonbase. The vacuum of space is a dangerous border, it could be claustrophobic by the reason that it's absolutely nothing out there, you're alone.

>> No.1998137
File: 20 KB, 370x278, plasma3.jpg [View same] [iqdb] [saucenao] [google] [report]


>TFW there is no plasma cannon mod

>> No.1998161

is lua used for scripting on the modern doom ports?

>> No.1998165


There's only one port that uses LUA, and it's a really really shitty proprietary Legacy fork used for a Sonic TC.

>> No.1998167

are there any that use a C-ish type scripting?

>> No.1998170

i have appchan already

>> No.1998175

You cheeky cunt.

>> No.1998183

Not familiar with C, but you could go look up Decorate and ACS, that's the coding languages for modding ZDoom and it's forks & daughter ports.

>> No.1998220
File: 379 KB, 640x480, ohdear.png [View same] [iqdb] [saucenao] [google] [report]

Finally beat the cyberdemon.

>Enter inferno
Jesus, I am in for some shit.

>> No.1998235
File: 1.78 MB, 240x192, 1379812279620.gif [View same] [iqdb] [saucenao] [google] [report]

I always hated that entrance.

It's so flat.

>> No.1998242
File: 4 KB, 225x224, turtle.jpg [View same] [iqdb] [saucenao] [google] [report]

>those hitscan rockets

>> No.1998289

So, Beautiful Doom, Polished Skull or Smooth Doom. Which does /vr/ like best of the "minor touch-ups" mods?

>> No.1998313
File: 2.81 MB, 320x180, zandronum 2014-10-11 19-02-11-649.avi.webm [View same] [iqdb] [saucenao] [google] [report]

This is the funniest duel map I've ever played.


>> No.1998314

None of those mods are minor touch-ups.
All of them are pretty hefty overhauls.

However I like Polished Skull a little after editing out a lot of the unnecessary changes and hate the rest

>> No.1998315

Minor touch-ups in that they basically just smooth out the graphics rather than overhauling gameplay.

>> No.1998331
File: 2.85 MB, 320x180, zandronum 2014-10-11 19-02-11-649.avi.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1998334

Each of the ones you listed change the gameplay quite a bit.

Polished Skull in particular boosts enemy HP and changes weapon functions, on top of adding weaknesses to enemies to try and cover the modified values.

>> No.1998378

Really? I thought the key appeal to polished skull and beautiful doom is that they don't fuck with gameplay particularly much.

Also isn't Smooth Doom mostly centered around improving the animations?

>> No.1998393

Polished skull changed the shotguns, the chaingun, added a new fire mode to the pistol and made the pistol hurt more, weakened the BFG, made the Plasma Rifle able to put enemies on fire(Zombies mostly, they will KILL anything that walks next to them if they're on fire)
Then there's monster behaviour changes.

Archviles are also resistant to rockets(This is HORRIBLE) and are weak to shotgun blasts(This only normalizes the damage). Archviles also flinch every single time they are hit with a shotgun.

Things like that are all over the place.
Beautiful Doom changes monster behaviour and how many rockets revenants shoot.
It also changes the super shotgun so it invalidates the default shotgun entirely.

And thinking back on Smooth Doom it is pretty much vanilla but I didn't like the extra effects on everything so much.

>> No.1998396

>Zombies mostly, they will KILL anything that walks next to them if they're on fire
that reminds me of some old version of BD (v18?)
man that sucked

>> No.1998410
File: 473 KB, 900x350, doom diner.png [View same] [iqdb] [saucenao] [google] [report]

good thing almost everything can be turned on/off

smooth doom makes revenant's homing projectiles different from normal ones, what nerfs revenants into oblivion

>> No.1998414

I guess I will give Smooth Doom a fair shake if you can turn things off like that.

To be honest the only one I really don't like is Beautiful Doom.

After normalizing Polished Skull I enjoyed it a lot more.

>> No.1998432
File: 348 KB, 1280x720, Screenshot_Doom_20141011_180530.png [View same] [iqdb] [saucenao] [google] [report]

I need some coding help, I've been trying to add a sprint function but it's really buggy. Even though debug says my speed is increasing, my velocity remains the same, and visually I'm not going faster either.

http://pastebin.com/7rniHsgZ here is the code

>> No.1998438
File: 2.89 MB, 320x180, zandronum 2014-10-11 19-02-11-649.avi.webm [View same] [iqdb] [saucenao] [google] [report]

whoops got distracted

>> No.1998468

>Estus flask

We praisin'?

>> No.1998487


Are you distracted again D:

>> No.1998495
File: 1.43 MB, 640x399, spiderdemon_is_kill.webm [View same] [iqdb] [saucenao] [google] [report]

Aaand Spiderdemon is kill.
Really fun and tense mod, although I was kinda impatient with Inferno. I skipped Erebus to Warrens and Warrens I could just cheese by grabbing invulnerability and sprinting/leaping through everything ( infinite energy during invulnerability ).
I thought I would have bigger problems with Spiderdemon.

>> No.1998516

Now roll up dat Hideous Destructor with Plutonia, on UV, that shit will be harsh!

>> No.1998542
File: 907 KB, 1024x768, fullrussian.png [View same] [iqdb] [saucenao] [google] [report]


>You can load Hideous Destructor with Russian Overkill

Jesus Christ whatever will happen.
I am going so fast that I take damage whenever I collide into something.

>> No.1998546

There was a guy here last week asking for someone to make his E1M9. You still around?

>> No.1998556
File: 2.84 MB, 320x180, zandronum 2014-10-11 19-02-11-649.avi.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.1998558


>> No.1998561

I MEAN THIS ONE>>1998542


>> No.1998569

That's Deus Vult II.

>> No.1998575


>> No.1998580
File: 122 KB, 640x480, wait a minute that keycard.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1998585

son of a bitch i wanted to post that.

>> No.1998618


Finally. A smart wad for smart people

>> No.1998621

Shit, now I'm thinking of Guy shouting something that's like "Rip and Tear"

>> No.1998624

How can I test whether the new GZDoom version has no problems on my PC? I mean, Doom 2 appears to run fine on it, but are there any other wads I should try for testing purposes?

>> No.1998626


Run brutal doom with nuts.wad

>> No.1998628
File: 857 KB, 1600x900, 1389373700942.jpg [View same] [iqdb] [saucenao] [google] [report]

New fag question: is there a wad that includes all of these monsters?

>> No.1998635

Pretty sure most of these are a part of Hard Doom

>> No.1998640

Just reversed image searched, pretty sure it's this

>> No.1998646
File: 167 KB, 600x900, Salma_Hayek_Hot4.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank yee

>> No.1998663

Good god, it's like they scooped up a bunch of stuff outta R667 and put it in without thought for coherence or theme.

>> No.1998675

>It's like they
It's exactly what they did anon.

>> No.1998687
File: 122 KB, 400x378, 1410822237503.png [View same] [iqdb] [saucenao] [google] [report]

Fractal Doom with nuts.wad

>> No.1998692

The Ultimate Torment & Torture uses a lot of these.

>> No.1998696

Oh, this *might* help. I've not looked at the code; pastebin's removed. They very recently added in A_SetSpeed to (G)Zdoom, but you need a very recent build. Might help, might not. Hope you get this sorted out. Seems pretty neat so far.

>> No.1998698

UT&T was also made by the R667 guy.

>> No.1998714

I'll it out right now, I can post another link for the code

>> No.1998718

>what do you guys think of Brutal Doom??
I like ww-doomnukem better in terms of stuff in that genre.

>not sure how to feel about modern stuff like iron sight and reloading

To me, the issue isn't that it's modern: it's really fucking out of place for that mod...BD, regardless of how "modern" people try to play it off as, it really is nothing more that a "traditional" doom weapons/actors mod. It just doesn't fit in terms of gameplay -- and I like games with irons.

A doom mod that could use irons correctly, imo, is probably hideous destructor, if they played it like STALKER (i.e. you don't hit shit without irons).

>> No.1998737
File: 216 KB, 800x600, Screenshot_Doom_20140930_130023.png [View same] [iqdb] [saucenao] [google] [report]

>A doom mod that could use irons correctly, imo, is probably hideous destructor, if they played it like STALKER (i.e. you don't hit shit without irons).

I like the way Accessories To Murder does it, where ironsights are not necessary, but can be an advantage to you should you chose to use them. And that they're for the rifle and shotgun only, I think that's fair enough.

>> No.1998751

Apart the aforementioned mods, various of those also show up in the DoomRL Monster pack, along some other new ones

Fucking Agony Elementals and Nightmare Elementals

>> No.1998808


>> No.1998826

hey, wasn't there a voxel addon for BDSE somewhere? i'm having a hard time finding it

>> No.1998834
File: 309 KB, 1280x960, 39.png [View same] [iqdb] [saucenao] [google] [report]

RGA2 (aka CoD guns in Doom) uses iron sights as well; they do tighten up the shots a good amount. It does seem like the kind of thing Hideous Destructor would be able to utilize well, but I'm not familiar with that mod besides the basics.

>> No.1998861

What is that map you are playing?

>> No.1998862

Hideous Destructor doesn't use irons as you know them; instead, you're basically considered to be looking down the sights CONSTANTLY.
Ya know, like you would if you were in the middle of a combat zone and were a trained soldier.

Instead of having a button for looking down the sights, you're assumed to be aiming down the sights whenever you're standing still. When you're moving, and for a short period after moving, the crosshair disappears, representing the fact that your gun's moving around too much to maintain a sight picture.
You can still aim and shoot without the crosshair, actually--but you're guessing at where the center of the screen is, and if you're still moving, you're gonna be inaccurate as fuck. And in a mod like HD, where the guns are balanced for shooting at things from a nice, long distance (like they are in real life), being inaccurate means you're gonna lose the fight.

>> No.1998873

I think that HD needs greatly increased friction. Kind of like that Crossfire mod had, the near-instant stopping. Else you just end up stopping, waiting to fully stop before firing so you can actually hit shit, and getting blasted by enemies 'cause they don't deal with that.

>> No.1998875

That might be something to post in their ZDoom thread.

>> No.1998887

Should be MAP14 of Alien Vendetta, with RGA2 of course

>> No.1998897

>can't launch the latest GZdoom on a 1 month old 1.000€ laptop
the fuck was this guy thinking?

>> No.1998913


>> No.1998956

why do you want smoothie ass faggoty textures anyway?

>> No.1998965

i don't, it's just that i just reinstalled doom today so i grabbed the most recent GZ version

>> No.1998989

Thanks, it looked familiar.

>> No.1998990

it should work on anything that supports opengl 3.0 or later. that's what the commit logs claim anyway

>> No.1999003

i just checked using GpuCapsViewer, my computer apparently has opengl 4.4.0, so i guess i'm doing something wrong
ah anyway, here's my crashlog in case somebody could use it for something. i don't mind using 1.9 if doomRLA(+monsters) still works


>> No.1999006

Alright, you guys won't shut the hell up about it, so what's changed in the new update?
Some said nothing, others said jack shit, and others claimed it broke the game. What gives?

>> No.1999007

turned the openGL requirements up to 11
for now, that's about it, i think

>> No.1999013


GL requirements changed from OpenGL 2.0 to OpenGL 4.4.
This is a hefty upgrade that not a lot of people actually have.

Any builds beyond 1.9 are simply unplayable for a good chunk of people.

>> No.1999031

i don't think it could possibly need as high as 4.4?

4.4 as a standard only came out two months ago

i stand by my original statement >>1998990 until conclusively proven otherwise

>> No.1999054

Hey, someone posted about it on the forums.

The dev's official response:
>Doom is largely inefficient for hardware renderers, and it's interesting to see people not remembering this, and instead just complaining about their 8+ year old hardware is (somehow just now) not running something. :P


These are the people in charge of development.

>> No.1999068
File: 904 KB, 150x150, 1411626666182.gif [View same] [iqdb] [saucenao] [google] [report]

>You can't always expect improvements without improving your own hardware. It's a two way street. ;-)

>> No.1999071


Boy, I sure can't wait to improve my hardware for a fucking 20-year-old game on improvements I never wanted, asked for, or needed.

>> No.1999072


>> No.1999076

The only real dangerous thing about the Demonsteele Revenants are when they are out in an open space with little cover.

>> No.1999079
File: 132 KB, 1600x900, 1386028672821.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1999082

Thanks Terminus for using a gay integer instead of string replacements to tell what kind of flags you used. 14 = 8 | 4 | 2, but what kind of flags are these?

>> No.1999086


it's not hard, dude.

>> No.1999087

So basically make the weapon bob, I guess.
Anyways, where did you look it up?

>> No.1999091

constants.txt in zdoom.pk3
i.e. where the flag came from in the first place


in case you don't want to open it up for some reason, though

>> No.1999094
File: 70 KB, 256x256, 1353236966858.png [View same] [iqdb] [saucenao] [google] [report]

If I was an eccentric multi millionaire I'd just wire GraphZahl a thousand bucks to make a "lite" version of gzdoom without the added bullshit but the other upgrades.

Easiest thousand he ever made.

>Implying he won't refuse it because sperg

>> No.1999096

How did you "Normalize" Polished Skull?

>> No.1999097
File: 206 KB, 960x820, 1410785348602.jpg [View same] [iqdb] [saucenao] [google] [report]


>there are no other sourceports to go to
>This idiot is in charge
>it will only get worse
>yfw doom mods will be kill one day because of this faggot

>> No.1999101
File: 4 KB, 88x67, 1365812787238.gif [View same] [iqdb] [saucenao] [google] [report]


Chillax guys, we can just use the older version........

Unless GZ goes full retard and removes all the older versions because "who needs this shit?"

>> No.1999103
File: 32 KB, 390x550, 1399577034696.jpg [View same] [iqdb] [saucenao] [google] [report]


Guess who's back

>> No.1999105


Newer versions have new features, and there are already mods that make use of them.

>> No.1999109

Shit man, already?

What ones?

>> No.1999110
File: 154 KB, 736x751, 1410757188791.jpg [View same] [iqdb] [saucenao] [google] [report]


>it's back

Welcome back old friend

>> No.1999114


Mario DM for one, it uses some kinda SPEED check for the hammer weapon, which is cool but it means most people will have to play it on Zdoom

>> No.1999116


what exactly is so great about realm667? I never knew what its purpose was

>> No.1999118


It's a nice little pool of resources to use as a base for other items/monsters, quite a few of GMOTA's monsters are modified creatures from Realm667

>> No.1999123

It's got heaps of resources, I like it for it's textures especially.

>> No.1999125


actually no. To be honest. All of GMOTA's monsters are edits from Realm667 monsters except for the golden boner.

>> No.1999127

Has lots of resources and stuff. And also covers some of the more interesting mods or things regarding doom and it's community, incase you're not much of a forum person.

>> No.1999129
File: 71 KB, 1361x490, blowing_shit_up.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'll ask 1 more time before trying myself (and probably cocking it up), but are there any modern wads that include heaps of shit blowing up and the level geometry changing? Ala Duke Nukem?

I'm sure it's possible, but it can't be a simple
>wall lowers
>summon explosions

I mean there are the shootable cracks and it's part of other rooms you can walk around in.

UDMF format is what I'm using, I'd love for players to be able to blow the fuck out of my map with rockets.

>> No.1999161

Put weapon damage values closer to the originals.
Got rid of enemy weaknesses and put their health back to normal.
Got rid of the 100% pain chance for Archviles when hitting them with shotguns.
Got rid of the fire effect on the Plasma rifle.
Made the BFG do it's actual real damage instead of the neutered version it had.

Making the numbers more normal.

The effects are nice, the guns are nice, shit like that.
But the gameplay changes were atrocious.

>> No.1999191

>>1991580 see >>1999103

to all readers: please make it easy for thread creators to keep the news post updated. thank you

>> No.1999195 [DELETED] 

grumbling about it here won't do any good.
it just makes /vr/ look bad to outsiders.

>> No.1999197

Is it possible to make a bulletpuff have the same angle as its owner?
I just can think of A_FaceTarget and A_SetAngle(angle+180). But the problem is: The puff is having a delay (displaying sprites), and the player could be running around the whole time, so the puff wont have the players true angle at the time it shot the bullet.

>> No.1999202

I don't think bulletpuffs are even directional to begin with m8

>> No.1999213
File: 11 KB, 319x374, srsly for what purpose.jpg [View same] [iqdb] [saucenao] [google] [report]

>renderer inefficient
>too retarded to write a completely new renderer, or at least improve the most inefficient parts without resorting to widely unsupported tech
>decides to breaks his own shit instead for about 95% of the players

I honestly don't know how to react to this...

>> No.1999214
File: 53 KB, 640x480, 1413091503.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1999219
File: 162 KB, 640x480, rip.png [View same] [iqdb] [saucenao] [google] [report]

Jump in! The water feels great!

>> No.1999226


quick, let's do backups!

>> No.1999229

>The dev's

A reminder that this is the dude in charge of the netcode (aka no 1's IRC darling, "ednerd")

we still have to read about this from the man himself Graf Zahl

>> No.1999230

Whats the Zdoom IRC?

A significantly less cooler version of /vr/?

>> No.1999231

Its a fascist IRC channel

>> No.1999234

And what happened to that ZDoom fork with good netcode that was being developed by a brony, anyway?

>> No.1999236

What do you mean? You have to suck mod dick and say how great everybody there is so you don't get banned and agree with all of their opinons?

>> No.1999238

and by opinons of course i mean opinions

>> No.1999240

Wow, this is a sound mod I made fkn WAY back in the day for Doom:


Looks like it's been modified a bit, but for the most part it is identical to how I originally created it.

Sorry the sound quality isn't perfect. I dubbed the sounds off of a VCR copy of FMJ back in the day.

Enjoy the fuck out of this. I can't play Doom anymore unless I use this wad now.

>> No.1999241

>we still have to read about this from the man himself Graf Zahl

ah, so it's not graf himself? good to know

i mean, what he said is still stupid but whatev.

>> No.1999247

new thread when

>> No.1999263

in a minute

>> No.1999270



>> No.1999303
File: 602 KB, 500x370, skeleptic siezure.gif [View same] [iqdb] [saucenao] [google] [report]

>Edward in charge of community relations

>> No.1999408

better late than never


look for Aspenger's and Tourette's download link

>> No.2000314

So I just downloaded Brutal Doom, and walked up to kick a de-armed zombie to death.

All of a sudden, my screen goes red and I'm down to zero health and in a bunch of bloody gibs on the floor.

Did that fucker go full martyrdom on me?

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