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/vr/ - Retro Games

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1999264 No.1999264 [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: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.1999268


[10-12] Realm667 returns: http://realm667.org/ Place your bets on how long before it gets hacked again.

[10-10] HDoom techdemo 6 released with all episode 1 monsters replaced.

[10-09] GZDoom has a new renderer which no one can run

[10-08] Subject_119 is still soliciting for an E1M9 replacement; see below for details

[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.

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
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

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

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

>> No.1999273

incidentally i believe the picture is of the cathedral map in deus vult 2. i found it from poking around alice's pixiv. hope the artist doesn't mind.

>> No.1999278

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.1999282
File: 439 KB, 640x480, explodewall.webm [View same] [iqdb] [saucenao] [google] [report]

all right this is about the best i know how to do

the hole in the wall can be made more natural by splitting the sector into more pieces


>> No.1999296
File: 224 KB, 640x480, Screenshot_Cyberdillo2_20141011_120511.png [View same] [iqdb] [saucenao] [google] [report]

I decided to start a developement blog for Cyberdillo 2, to keep the people who are intersted updated. It also has a link to the download for the beta.


As a small update on what I've been doing lately, I started implementing sprites for the Special Items, like this one.

>> No.1999298
File: 214 KB, 900x954, 1328977047950.jpg [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 too, so I might remake it again and use UDMF features I intend to use in the maps that I've always wanted to make, or make an entirely different map.

So thanks those who encouraged it, including the big comment in the other 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.

I'll be back with something else later and hopefully, better.

>> No.1999314

Just downloaded it then, I see what you're doing there so thanks for making that up.

What I'd be using though is more like how it was in Duke where there is a quake and a bunch of explosions happen over about a second and a half, your demo puts me on the right track though, I'm looking at it in Doombuilder now.

>> No.1999317

Maybe you could do an object that spawns explosion in decorate... Of course the map would require zdoom though

>> No.1999321

Yeah, I was wanting to use UDMF.

>> No.1999387

Why not spawn explosions using ACS? If you absolutely don't want to add any new decorate entities, then you could fire some rockets against the wall randomly with an ACS script. It's probably a cheap method, but it might work.

>> No.1999403

>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.

But that is exactly what BD does. Jesus, did you even played the mod?

>> No.1999414

I have played BD, I just think AtM looks and feels better.

>> No.1999419
File: 666 KB, 1920x1080, Screenshot_Doom_20141012_142308.jpg [View same] [iqdb] [saucenao] [google] [report]

Yesterday I was asking why Terminus did not include the Expander in Samsara and some of you guys told me it was too tedious and annoying to implement it in Samsara (Zandronum only), so I decided to make the weapon on my own.
Here's the first result, it doesn't support DM yet and it's only compatible with the DOOM IWADS.
(!!! It only works with the v0.31 beta version of Samsara. The Expander replaces the Freezer)

There might be bugs under certain conditions (Timefreezer or DM-mode).
If you guys approve, I'll finish it and try to fix all bugs.

>> No.1999421

it's .com not .org

>> No.1999423

That hud is such a goddamn mess.

>> No.1999428

>The page should work now pretty fine again being updated to secure and latest versions of our CMS (same goes to the components, modules and plugins)

i won't be surprised at all when this cms and its million plugins gets hacked again. reduce your attack surface, tormentor.

>> No.1999435

Why? Looks fine to me.

>> No.1999449

Don't think we're the ones to ask, m8.

Hit up Terminus himself so your work won't go to waste.

>> No.1999602
File: 52 KB, 429x410, 1383134655363.png [View same] [iqdb] [saucenao] [google] [report]

Guy wanting to figure out exploding walls in zdoom here, I was looking up tutorials and came upon this old thread.


Just what I wanted, so for the reference of anybody else that needs it....there are 3 demos in there.

>> No.1999624

Smooth Doom all the way. Otherwise, Polished Skull, either the original or with the vanilla addon that comes with it.

>> No.1999661

Flickers like hell online with higher ping, since latency always delays one tic slightly longer than it actually lasts.

>> No.1999665

what flickers? the monster sprites? the weapon?

>> No.1999669

Monster sprites when expanding.

>> No.1999675

Why doe HDoom exist

>> No.1999682

It's fun.

>> No.1999683


Heh I havent played it but even I will admit it's a fun idea.

>> No.1999684

Because why not?
The premise is funny as hell.

>> No.1999689


>> No.1999731
File: 548 KB, 560x1000, coconut gun.png [View same] [iqdb] [saucenao] [google] [report]

>Things I can run on my computer
Shadow Warrior, a 2013 remake of the 90s classic.
Rise of the Triad, a 2013 remake of the 90s classic WHOAH DEJA VU
Saint's Row IV, the 2013 climax of the Saint's Row series with massive environments.
Left 4 Dead 2, 2009 co-op zombie shooter with lots of advanced behavior.
Serious Sam 3: Before First Encounter, a 2011 shooter featuring tons upon tons of enemies filling the screen at once.
Starbound, the most poorly optimized 2D game in existence, released in 2013.
Tons of other games, most of which with relatively modern release dates.

>Things I can't run on my computer

>> No.1999758

Yeah what the fuck is this all abut really :\ Never understood it

>> No.1999771
File: 27 KB, 600x450, 1378240521153.jpg [View same] [iqdb] [saucenao] [google] [report]

>>1995776 here, I finished my first wad I hope some of you take the time out of your busy productive day to play it. It's set in a satanic monastery, I would like it if you posted how long it took you to beat it. I've only played it on gzdoom so I' sorry if you encounter any bugs on other sourceports.


>> No.1999780


...who are you?

>> No.1999794 [DELETED] 


Ah come on now, it's just a harmless mod, it's not like it's going to be people's first experience with Doom or something

Also why is it that almost every person energically questioning hdoom is always related to something even more questionable, like diaper fetishes?

>> No.1999795
File: 634 KB, 1280x720, princess-carry.webm [View same] [iqdb] [saucenao] [google] [report]

Because it's fun.
Also, I'm not a monstergirl kind of guy, but Imp-Tan is just 2cute

>> No.1999803

Because muh dik

>> No.1999806

That picture made me realize that as of yet I've never seen a WH40K doom wad.

>> No.1999808

Why do you ask

>> No.1999809

I forgot to say, it's for Ultimate DooM e1m1

>> No.1999810


Why I shouldn't?

>> No.1999813

Someone made a Spacehulk TC like 18-20 years ago.

>> No.1999819

Well, if you really want to know, I'm Anonymous, just the same as you.

>> No.1999823 [DELETED] 

Gee I dunno I just think it's a bit freaky having a doom wad made with extensive spritework... where you bone monsters. I think diaper fetishes are just as weird.

I mean if my dad caught me playing this wad it'd be like "O H HEY DAD IT'S JUST HARMLESS FUN...." and then he'd beat the shit out of me

>> No.1999824 [DELETED] 

dont believe him

>> No.1999826 [DELETED] 

i thought 4chan was for grown ups.

>> No.1999829 [DELETED] 

>a bit freaky

ah come on now. we've had ultra-detailed demon ass since 1993 (see: cyberdemon) and gaping assholes (caco, pain elemental) and people stop the presses for boobs?

>> No.1999834

Shit man. How is it? Have you played it?

>> No.1999835 [DELETED] 

Hey guys, could someone please post the copypasta image for Quake sourceports? I want to play Quake 1 coop with my friend.

>> No.1999836
File: 47 KB, 1092x179, 1368897140802.png [View same] [iqdb] [saucenao] [google] [report]


Oh man, there's...there's...PORN on the internet!
I...I don't know how to handle this! My penis is reacting in unexpected ways!

>> No.1999837 [DELETED] 

no i just forget that 4chan is for sexual deviants sometimes never mind

you're not having sex with cyberdemon ass in the original game!!! :(

besides it's nothing on the imp encounter wad...that was a classic.

>> No.1999840 [DELETED] 

I just think it's bizarre people will make porn out of anything

damn, i also keep forgetting that there were a lot of trannies in the doom community so maybe i should just keep an open mind with regard to doomers turn-ons and sexualities

>> No.1999849 [DELETED] 

damn he sure told us

>> No.1999851 [DELETED] 
File: 521 KB, 660x1000, 1370663286659-2.png [View same] [iqdb] [saucenao] [google] [report]

>I just think it's bizarre people will make porn out of anything

>> No.1999852 [DELETED] 
File: 14 KB, 232x185, 1396224359326.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1999861 [DELETED] 

Haha holy shit
I just kinda realised how much it must suck being a woman.

>> No.1999862 [DELETED] 


>> No.1999863 [DELETED] 

oh fo fuck sake.

>> No.1999864 [DELETED] 


>> No.1999868 [DELETED] 

>no tears

>> No.1999873 [DELETED] 

I'd burst her watermelon.

>> No.1999880

Didn't play it, but it didn't look too spectacular.
You can probably find it on IdGames archive.

>> No.1999925
File: 42 KB, 640x480, 1413138552.png [View same] [iqdb] [saucenao] [google] [report]

first attempt demo, two deaths*, final time 9:38, total time 15:24. i reach the exit at 8:00 in the third attempt then go back to look for secrets (and to read the secret message :) ). i still missed one.


this map is compatible with vanilla game physics (the demo is -complevel 3). i think i saw a bit of HOM on a door somewhere, some unpegged doortracks in the red key corridor, and a lot of texture misalignment

anyway i thought it was good, thanks for making it.
* i am terrible at first attempt demos

>> No.1999927 [DELETED] 


>> No.1999943


Interesting. I can't really say much since I'm not much of a mapper, but I enjoyed this.
Sorry for the lack of criticism.

>> No.1999969
File: 346 KB, 1280x720, Screenshot_Doom_20141012_135324.png [View same] [iqdb] [saucenao] [google] [report]

anyone here with a taste for green brick castle themed maps?

I played this one years ago, still has a place in my heart.


>> No.2000000


Huh... Someone drew part of Deus Vult II I see...

Anyone know any weapon mods like Nali Weapons 3 or Russian Overkill?

Overpowered, but still wacky and fun weapons

>> No.2000003 [DELETED] 


>> No.2000004 [DELETED] 
File: 40 KB, 2000x2000, bonehead.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2000010 [DELETED] 

I don't have any pictures of Patrick Bateman but just know I'm pointing at your post number.

>> No.2000014 [DELETED] 

nice get bitch

but I dunno, maybe some of Xaser's mods?

>> No.2000017

Please someone help.

>> No.2000018 [DELETED] 
File: 44 KB, 837x361, pbm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000025 [DELETED] 
File: 118 KB, 500x500, 1411943327417.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000028 [DELETED] 
File: 35 KB, 258x280, aaa.png [View same] [iqdb] [saucenao] [google] [report]

Here we go

>> No.2000038 [DELETED] 
File: 996 KB, 360x359, 1381006568760.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2000040


You just listed one, anon. Russian Overkill is overpowered, wacky, and fun.

>> No.2000051 [DELETED] 
File: 994 KB, 499x374, probe me good bby.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2000053 [DELETED] 
File: 112 KB, 541x318, Check them.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2000054
File: 110 KB, 256x256, j61sVzZA9AO5v.png [View same] [iqdb] [saucenao] [google] [report]

are these textures unique to the first doom? I can only remember brown on Doom 2.

I loved this kind of maps.

>> No.2000060

Did my map remind you of your love green textures anon?

>> No.2000062 [DELETED] 
File: 102 KB, 400x395, 1411763017649.png [View same] [iqdb] [saucenao] [google] [report]

>tfw instinctively saving skeleton pictures in my doom folder even when they're not doom related

>> No.2000067

what map? I HAVE TO PLAY IT.

>> No.2000069 [DELETED] 

thats so kewl xD

>> No.2000070 [DELETED] 
File: 79 KB, 700x474, as you can see.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000073 [DELETED] 

such a waste

>> No.2000078


I know, I'm generally asking for new things to play with

>> No.2000082 [DELETED] 
File: 87 KB, 106x147, hugecthulhu.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2000085
File: 419 KB, 731x1135, 1410002198112.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000092


Eweps? Zharkov goes to the store? Necrodoom? Guncaster? Wait, that last one's shit, nevermind.

>> No.2000096 [DELETED] 
File: 229 KB, 955x634, skelly is scared.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000097 [DELETED] 
File: 82 KB, 615x411, doom-3_.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000098 [DELETED] 
File: 1.52 MB, 640x360, I COULD RIP JOHN ROMERO IN HALF.gif [View same] [iqdb] [saucenao] [google] [report]

Oh god why must you post on the boards I like why can't you stay on your containment board where you belong

>> No.2000102

gstone and marble? they're all over the place in doom2.

>> No.2000117 [DELETED] 

dont start shit noone like tripfags but you dont have to turn this into an argument, just ignore them and move on

>> No.2000119 [DELETED] 
File: 1.90 MB, 1000x1000, 1412431081995.png [View same] [iqdb] [saucenao] [google] [report]

holy shit

>> No.2000120 [DELETED] 
File: 37 KB, 633x758, tfw boners.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2000125
File: 72 KB, 640x360, Screenshot_Doom_20141012_143606.png [View same] [iqdb] [saucenao] [google] [report]


I'm not a mapper nor I have any background or experience in design, but I can bitch about almost anything.

the first thing to point out is that the first two rooms could've been bigger and more chaotic, being that this is a hell church. I loved the little pool of water, though.

Second is the texture alignment, it was nice for the most part with those windows were awful. (pic related) seriously, don't sacrifice texture alignment for muh blasphemy.

Third the red brick corridor could've been a cell corridor for the shotgun guys, this is hell man, zombies don't have private quarters.

>> No.2000127
File: 88 KB, 640x360, Screenshot_Doom_20141012_143901.png [View same] [iqdb] [saucenao] [google] [report]

and what the fuck is this holy shit.

>> No.2000137

Good secrets.

>> No.2000138

zombie Sargents gotta sleep too

>> No.2000141 [DELETED] 

mods so mad

>> No.2000147
File: 2.89 MB, 320x240, Monastery_of_Apostasy_and_Sin_0129.webm [View same] [iqdb] [saucenao] [google] [report]

and now i've learned the map, here is a speedrun in 1:29.


>> No.2000154

if you were quick enough i reckon you could jump on those rising pillars as they go up

>> No.2000158 [DELETED] 

>implying gets are not mod gets

>> No.2000161

oh yes i remember this well, it's weird, it seems like an indoor map but then there's another entire castle out the back. i remember trying to max it unsaved, and dying several times to the cyberdemon, which was frustrating because you encounter it right at the end.

>> No.2000170

after you press the red switch you should runt he other way towards the teleporter

>> No.2000174

In Hideous Destructor you start to get dizzy when enemies hit you too much it seems.
How do I fix that? Will stimpacks do the trick, or should I find a medikit?

>> No.2000191

it's surreal watching a stranger on the internet speed run my level. well done you beat my time 1:32.

>> No.2000197

If screen is flashing black, you are bleeding out and should fix that asap with a medikit. If it is flashing red, you are just in pain / whatever and probably will stumble around a lot. Stimpacks will do then.

>> No.2000217

Where did the rest of those videos on the Funhouse map go?

>> No.2000231 [DELETED] 
File: 371 KB, 1240x1256, 1393367626813.jpg [View same] [iqdb] [saucenao] [google] [report]

you like it dont you? you dirty slut.

>> No.2000235

Well I fixed some stuff, and you can test now the Expander in DM if you add the BJ bot. Still have to test this fix in multiplayer.

>> No.2000246 [DELETED] 
File: 39 KB, 649x536, 1378163170036.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2000249

watching someone else playing through your level is one of life's great pleasures imo

>> No.2000264 [DELETED] 
File: 14 KB, 315x367, 1390973080193.jpg [View same] [iqdb] [saucenao] [google] [report]

Shit's about to get serious

>> No.2000304
File: 53 KB, 680x757, explosions_comparison.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody else just love Duke Nukems explosions over Doom's?

Something is so much more satisfying about the way it sounds, to me, am I the only one? Particularly for environmental destruction.

Even when you hear other shit blowing up, it's just better to imagine DN3D's explosion sound....something about it, I don't know what.

>> No.2000309
File: 48 KB, 500x294, 1395704443860.gif [View same] [iqdb] [saucenao] [google] [report]

the sprites and animations are clearly better, but Doom sound has more punch than Duke's crude soft sounds.

I never like Duke as much as Doom because of the shitty sound quality.

>> No.2000317

Agreed on the sound, but I dunno......it's just something about *that* explosion sound that really appeals to me. I was wondering if anybody else had it.

>> No.2000318

A repost from last thread because I'm a retard and didn't see the new thread before posting:

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?

>> No.2000329

what version of brutal doom? the latest BDSE?

>> No.2000331
File: 2.77 MB, 307x232, edge.gif [View same] [iqdb] [saucenao] [google] [report]

>shoot imp-tan and she falls under a door
>quit so she wouldn't be crushed

>> No.2000340

Yeah. 19, I think.

>> No.2000342

Build Engine explosions look more satisfying.
My problem with doom's is that they're only 3 frames and the sprites look meat ball-ish.
Duke explosions have that cinematic vibe to them, like you're watching a Michael Bay movie or something. It's like you're really blowing shit up

>> No.2000352

Yeah, that's a good way to put it.
I'm just working on a level where the player can blow up parts of it and I realized that in Duke Nukem blowing up the level looked and sounded so much more satisfying that I might port it's sprites and sounds over.

The worry is, will anybody care seeing a Doom explosion and DN3D explosion(s) next to eachother?

>> No.2000367

the palette clash always bothered me, but that's about it

>> No.2000372

Same here.

I'm determined to use them though, got any ideas on making it work?

>> No.2000378

try to adjust the duke explosion to the doom explosion palette?

>> No.2000384


Extreme Weapons Pack
Shooting Monsters With Guns
GMOTA at some extent

>> No.2000394

Was thinking that, might also try having the duke explosions spawn in front of where the doom rocket would hit so it's hidden away/barely visible.

>> No.2000403

I thought the latest Smooth Doom had the option for Duke-style explosions? You can look into that if you want.

>> No.2000406


What do you mean by to some extent?

>> No.2000440

That might be just what I want to use, thanks bro.

>> No.2000461

Guess what, a pre-2.x GZDoom with newest ZDoom features isn't difficult to frankenstein together:

>git clone https://github.com/coelckers/gzdoom.git
>cd gzdoom
>git checkout -b pre2x 2ed287428c
This creates a local branch 'pre2x' out of the last commit before 2.x and switches to it
>git config user.name "Your Name"
>git config user.email "[email protected]"
Git insists on having these to make any commits including local ones... put whatever
>git pull https://github.com/rheit/zdoom.git
Done. Proceed with compiling as normally. Of course this assumes being able to handle compiling. I'm out of help with that.

My machine can actually run the 2.x version but with terrible framerate, less than half of what it used to be (testing without vsync limiting it). Until/unless either the Mesa OpenGL driver for my card or the new GZDoom renderer -- whichever is sucking -- get their performance on par with the old one, that's what I'll keep using. I also have a couple of old machines lying around with AGP-era cards which I don't intend to get rid of any time soon. There's no saying for sure I'd never want to run GZDoom on them.

>> No.2000573
File: 1.20 MB, 320x232, 1410472142593.gif [View same] [iqdb] [saucenao] [google] [report]

>never played E3M9 until now


>> No.2000585
File: 867 KB, 1097x887, tfw6.png [View same] [iqdb] [saucenao] [google] [report]

Oh god!

D-do you think she's alright?

T-there has to be a flag to prevent that, right?

>> No.2000596

The flag to prevent that is +DONTGIB.
And it looks like they have it.

>> No.2000627


Blood beats both of them cleanly.

>> No.2000668

Best source ports for the build engine, faggot?

>> No.2000669

Is this just some sort of preview for upcoming content or is this actually in the wad? If it is in the wad, I may have to give Hdoom a try.

>> No.2000678
File: 1.66 MB, 2711x4093, UltimateDoomPoster.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else feel the endgame music would suit pretty damn well as the nonexistent "Doom Theme"?


>> No.2000683

It's an upcoming feature as I understand.

>> No.2000725

Just to carry any demon girl?

>> No.2000727

What purpose does it serve, though?

Will there be some kind of mechanic or goal associated with it, or is it just for funsies?

>> No.2000729
File: 9 KB, 631x68, heh.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of which.
Circa 1994

>> No.2000736
File: 1.18 MB, 1122x1600, Descartes.jpg [View same] [iqdb] [saucenao] [google] [report]

The dick truly does transcend time and space.

>> No.2000746

that sounds fucking rad

>> No.2000763

What does GZDoom offer over ZDoom?

>> No.2000774

I'd play it in a heartbeat.

Sounds like it'd work out pretty well with Hdoom, honestly.

>> No.2000778

Good mouselook
Unlimited Colors
3D Floors

>> No.2000782
File: 37 KB, 241x438, Shin_Megami_Tensei_The_First[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Whoever wrote that was born in the wrong country.

>> No.2000792


A mechanic? Oh man what if some ladies get off if you do it in front of others? What if some monsters react if you do it in front of them? This would make carrying them around useful

>> No.2000804

>~ fly

>> No.2000820

Not exactly Doom, or even remotely similar aside from the fact that it has "demons" in it.

>> No.2000823

yeah but the whole "talk/ally with demons and fight them" is there

>> No.2000828

That's true, you've got a point.

Still way off the mark of what that fella was wanting, methinks. Doom with talky-talk, not a turn-based RPG with a giant chariot-riding penis for a boss and a story that makes no sense.

>> No.2000830

How do I get a mod working with zdoom?>

>> No.2000834
File: 2.10 MB, 320x240, BARREL.gif [View same] [iqdb] [saucenao] [google] [report]



for shaking


>> No.2000836

>Yesterday I was asking why Terminus did not include the Expander in Samsara and some of you guys told me it was too tedious and annoying to implement it in Samsara (Zandronum only),

I think all the people telling you it was too tedious were talking about the shrink ray, not the expander.

>> No.2000857

>Zdoom doesn't support 3D Floors

People need to stop saying that. Standard ZDoom has supported 3D floors for like 2 years. It can't show 3D slopes, but I haven't played a single map that has those yet.

>> No.2000868

Why dont we make a wad where Mancubi ride around a walmart on little scooters?

>> No.2000886

add the segway zombies from r667

>> No.2000892

I see...
Well there's always the Doom kart project :p

>> No.2000914

Are there any mods that just improve the sound effects of the game?

>> No.2000923
File: 705 KB, 785x1015, Duke Nukem by Bisart.jpg [View same] [iqdb] [saucenao] [google] [report]

But anon, someone already made a Shrinker/Expander for Duke (among other things)


Looks like it could be out of date, though. Post title says 0.30

>> No.2000924


Perkristian's sound effects.

>> No.2000941

Hot damn, that's pretty excellent. Thanks.

>> No.2001008

Has anyone thought about adding Simon Bukner to Samsara?

>> No.2001015

Simon who?

>> No.2001023

Strange Journey.

>> No.2001026

Character from an average FPS released in 2009.

>> No.2001030


It's also ZDoom only

>> No.2001042

Is Strange Journey a shooter?

>> No.2001045

You shoot demons, yes.

>> No.2001049


Main chara of necrovision

>> No.2001051

It's a turn RPG that takes place from a first person perspective. You navigate in first person.

>> No.2001082

how difficult would it be to implement a leveling system in doom?

>> No.2001084

Well, we already have DoomRPG

>> No.2001086

Not that I'm saying you shouldn't be making this, cuz it's awsome. Just ask the dude who made DoomRPG for some pointers maybe?

>> No.2001090

i don't think anything fancy like dual wielding any weapon and poise would be doable right

>> No.2001098

Is that a DaS mod?

>> No.2001102

I'm sure something like poise would be possible, but not too sure about dual wielding. Maybe take a look at Shooting Monsters With Guns to see how it's done there.

>> No.2001103


That is some slow-ass movement.

>> No.2001108


>make weapons give inventory items as well as their weapon slot
>cycle through inventory to select offhand weapon
>fancy code to display flipped weapon sprite of selected offhand weapon/fire said offhand weapon

>> No.2001131

SMWG doesn't let you dual wield any gun, it forces pairings.

>> No.2001139

I'm pretty sure ANYTHING is doable on the doom engine. You just have to figure out how.

>> No.2001141

I know, I was just thinking about that. Probably have to make new weapons for each different combinations. Maybe create a whole weapon system in ACS.

>> No.2001143


Except vehicles.

>> No.2001146

>3d mapping

>> No.2001151

>what are 3D floors

>what is SgtMrk12's motorcycle mod


>> No.2001157

>what is SgtMrk12's motorcycle mod

Complete shit.

>> No.2001160 [DELETED] 



>yeah I know, mods, feel free to delete my retaliatory shitposting

>> No.2001161

Point taken. Vehicles can be done in DOOM, but they're hard.

>> No.2001167

Hopefully someday someone will make a vehicle worth a damn.
Holding out hope for that ZKart thing.

>> No.2001170 [DELETED] 


Holy shit, does someone having a contrary opinion trigger you or something?
Lighten the fuck up, sometimes people don't like a wad.

>> No.2001174

Don't go full UDMF unless you want to close your port to G/ZDoom specifically. Shoot for limit-removing or Boom compatible.

>> No.2001182


It's a shame the ZKart is going ZDoom-only because it looks to be the very first promising "actually handles like a fucking vehicle" mod, and kart racing is always perfect to break around at parties.

>> No.2001192

>ZKart is going ZDoom-only
>A total of 10 people will get to play it with friends

Such a shame.

>> No.2001206



I humbly request a wad that replaces the bossbrain death sound with this

>> No.2001225
File: 63 KB, 506x383, tfw will never be sexually tortured by an femimp who ends up turning you into a cute trap imp.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to load zandromonsterrandomiser_ce_v47.pk3 and I keep getting this error, any solutions?

>> No.2001239

Try loading skulltag_data.pk3 and skulltag_actors.pk3 before those.

>> No.2001240

Still doesn't work.

>> No.2001254

When people are compelled to shitpost at the mention of his name/mod(s), like so often happens in these threads, yes, I'm annoyed by it.

Wouldn't the physics be done mostly clientside? So shitty netcode wouldn't really be a major problem online, unless I'm wildly misunderstanding the issue.

>> No.2001258


Saying you don't like a mod is shitposting. Duly noted.

>> No.2001261

When it reaches a certain critical threshold and consists of "It's shit", yes.

inb4 whiteknight, the faggot that does it with Terminus' shit, BD, or, really about anything, also shitposting.

Don't like it? Maybe, provide a reason, so it can be discussed, maybe someone knows a way around, or can recommend something you like.

>> No.2001365

>playing doom the way id did
>starts at level 1
>hm this is pretty good
>level 2
>okay not bad pretty cool levels
>level 3
>hm? Something seems a bit off here but it's still pretty good
>level 4
>why are all of these levels like giant mazes for?
>level 5
really? can I please get something a little different here?
>level 6
>level 7
>fast forward here a bit
>have now gone through a few shores of hell levels

Okay why the hell did they make all of these levels feel so big and similar to one another? It started out pretty cool but I don't know if it's just me but the levels don't really feel like Doom the way id did to me. They look like them but that's it. They are all feeling too big and maze like to me. A bit disappointed here but I guess I'll finish.

>> No.2001394 [DELETED] 

that get tho

>> No.2001416 [DELETED] 

Kill yourself

What? Looks pretty straightforward actually
>Do hate topbars though...

>> No.2001417


If you want something a little bit more id-ish, play the Episode 1 of Switcheroom instead. Yes, it's a little bit cheating since the project consists of switched IWAD levels and thus it'll feel like id software did it, but hey

>> No.2001436

Do you think Doom E1M7 is also a giant maze?

>> No.2001438


Yeah, not a fan of the topbar, but thank God it can be disabled.

>> No.2001459

I'm trying to add the ability to two hand weapons, but the player isn't getting the two hand item to check if he's trying to two hand attack. At the moment the weapon works the same as before.

>> No.2001464
File: 204 KB, 500x561, 1368057276369.png [View same] [iqdb] [saucenao] [google] [report]

I'm using UDMF because I want exploding walls, like players can really go to town on the level and blow it to bits....that's what I'm hoping for anyway. Plus there are elements of rooms over rooms.

While I've seen explosions in Boom and have played around with them, in UDMF I can make the destruction a bit more dramatic with scripting (like having things quake). I'll probably want to give a boss a health meter too.

Though I'm going to try it for the earlier versions of GZDoom because so many players have been cut out in the most recent update. I just hope I finish it before too long as next year I'm moving far away and might not have time.

>> No.2001483

>actor ClaymoreTwoHanded : CustomInventory 20038
Why custominventory? Do you want to execute a script or do some calculations?

>> No.2001485

I want to print out on the debug if claymoretwohanded is in the inventory with ACS.
If that's the problem then what should I change it to then?

>> No.2001487

Make sure do add +INVENTORY.IGNORESKILL, because the nightmare skill tends to fuck gameplay up with custom inventory items.

>> No.2001492

I changed it, it somewhat helped since I can actually give myself the item and debug registers it as well it changes the animation, but pressing reload still does not make the weapon 1 handed or 2 handed.
I also noticed a misspelling on line 38 but that didn't affect anything

>> No.2001498

can you upload the wad pls, I'll test and fix it on my own

>> No.2001508


>> No.2001530

What mod is this even for?

>> No.2001540

Why do you check for one single stamina item when it looks like you need 20 to use fire / 25 for altfire? Is this on purpose?
I still fail to see where the problem is, what do you want to do? Press both fire and altfire to trigger an attack?

>> No.2001542

I want the player to still be able to swing even if they don't meet the stamina requirements, that's what poopy swing is for, the swing comes out slower because you didn't meet stamina req, but I also don't want them to swing with 0 stamina.

For the 2 handing system, I wanted to make it so you have your weapon out, by default it starts 1 handed, but if you press reload, it switches it to 2 handed mode.

I was trying to make it so the reload gives the player the 2handedweapon item, and then once he presses reload again it will remove the item and return the weapon to the default 1 handed mode.

>> No.2001552
File: 43 KB, 258x213, sweaty vampire.jpg [View same] [iqdb] [saucenao] [google] [report]

But anon, now the code makes even less sense. You never enter the Reload state, thus, the player never gets the TwoHandItem. And the PoopySwing shit is the same as the Fire state, so the Stamina is useless, because even if you dont have enough stamina, you still perform the same attack.

Protip: Use Ogg vorbis, the filesize is killing me.

>> No.2001556

Would you rather be gunned down by the gatling gun or the plasma gun?

>> No.2001560

I was under the impression that if you press the reload key on any weapon it will try to do a reload state. If it doesn't then how can I make it enter the reload state.

Poopyswing is supposed to be the same, it just comes out slower, if you deplete your stamina from swinging too much then your stamina gets a cooldown where it doesn't regen and you can't swing anymore until its over

>> No.2001562

FSRD A 1 A_JumpIfInventory("Stamina",20,1)
FSRD A 1 A_JumpIfInventory("Stamina",1,"PoopySwing")
Goto Ready

Try this, then. If you got at least 20 Stamina, you perform a normal attack, less performs the slow attack and if you're exhausted you cant attack

>> No.2001563
File: 1.74 MB, 1280x720, 1413091953402.png [View same] [iqdb] [saucenao] [google] [report]

I've fixed most of the window textures to the best of my ability, made a few minor changes here and there. The biggest being the rocket launcher and chainsaw have changed places and I fixed the grammar error on the secret message. I think this might be the final version unless one of you lads find something. It's the same link as before but for the sake of convenience I'll post it again. I had a lot of fun making this level, I had a few difficulties along the way mostly with those damn doors but i think it was all worth it in the end, I might make another one someday. I hope you have just as much fun playing it as i did making it and remember anons Rin is best F/SN girl


>> No.2001565

plasma gun it would be a new experience

>> No.2001568

Looks good, but how does this help fixing the reload not activating 2 handed firing mode?

>> No.2001576

Map feels average, not too bad, but the secrets are way too obvious.
Hide the switches in different locations, not right next to the secret.

>> No.2001581

You've had experience getting shot by a gatling gun?

>> No.2001583
File: 88 KB, 475x582, 1409969105553.jpg [View same] [iqdb] [saucenao] [google] [report]

If GZDoom is so shit now, then why can't someone just try to port bits of GZ to Zandro to maintain mod compatibility?

>> No.2001585

>Zandronums Netcode + ZDooms mod compatibility
This will never happen, thank god

>> No.2001586

Maybe he fought on the side of the Confederates in the Civil War?

>> No.2001589


Why is that a good thing?

>> No.2001592

What? That would be fucking amazing.
I'm certainly in favor of forking our own port of GZDoom, it would remain as up to date to regular GZDoom as possible, except without the OpenGL 4.0 bullshit, and instead of the absolutely retarded P2P multiplayer that ZDoom has, we could have actually reliable and functional multiplayer coded and maintained by someone who's not a raging assgoblin.

What would we call it? EinZDoom?

>> No.2001595

Why make yet another fork when you could support existing ones?

>> No.2001615

I followed your advice anon and made the secrets less obvious, the link is updated.

>> No.2001643

This is how I feel. I really like how in Brutal Doom, things killed by the plasma gun look all charred. It'd be soooo cool to be able to feel that for yourself.

>> No.2001665
File: 60 KB, 600x450, waiting for Half-Life episode 3.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you could support existing ones?
Why? Like Zandronum? Yeah that'll be great, I'm sure their Dev Team are finishing up making Zandronum up to date with the previous build of ZDoom any day now!

>> No.2001667

Because existing forks don't have the features we want in one package.

Think about it, Anon. If you could have either a BFG or a chainsaw, you'd just pick whichever weapon you'd need to use, and that'd be balanced. But if you could use a BFG that IS ALSO A CHAINSAW, and even incorporates shottygun elements, you'd never need any other weapon.

>> No.2001672

>a BFG that IS ALSO A CHAINSAW, and even incorporates shottygun elements

Please, I can only become so erect.

>> No.2001675
File: 897 KB, 500x281, krieger thinks this is too lewd.gif [View same] [iqdb] [saucenao] [google] [report]

And it has a chaingun attachment.

>> No.2001678
File: 69 KB, 1280x720, 1413180422251.jpg [View same] [iqdb] [saucenao] [google] [report]

>chaingun attachment
>every barrel on the gun has a grenade spigot
>load a rifle grenade on every barrel
>the grenades have bullet traps so you can launch them safely with live ammunition
>fire off a six round burst of grenades

>> No.2001679
File: 1.35 MB, 500x313, doomguy dancin'.gif [View same] [iqdb] [saucenao] [google] [report]

We need a DECORATEfag

>> No.2001682

I need to become a decoratefag :(

So many ideas, so much free time, so little talent/work ethic

>> No.2001723

Decorate isn't actually too hard, the problem is finding graphics to make things look like what you want.

Some ideas are easier than others to illustrate and animate.

>> No.2001743
File: 1.97 MB, 395x298, 1309330493063.gif [View same] [iqdb] [saucenao] [google] [report]

>OpenGL 4.0

I thought we only needed to be able to run 3.0 because GZ used some elements of 4.0 but didn't port it all over?

>> No.2001746

where's the video version of this again?

>> No.2001747

I can actually draw pretty well on pen/pencil/paper terms, wonder how hard it is to get that to transfer to a draw tablet, for example...

>> No.2001749


>> No.2001752

From what I hear, not all that hard.

It's easier and cheaper (though not as cool, for lack of a better term) to scan your pencil/paper drawings and do the computer artwork over that.

>> No.2001765



>> No.2001803
File: 10 KB, 138x128, 1350313284705.jpg [View same] [iqdb] [saucenao] [google] [report]

Since a new batch of people are reading this, what do you guys think about Dukes explosion sound V Doom's?

Am I the only one that thinks it's better?

>> No.2002025


But what would we call it? The Great Communicator?

Please, anons, I want this to be.

>> No.2002048

is there a realm667 siterip already?

>> No.2002096 [DELETED] 

what a lame get...

>> No.2002121

The site's up now.

>> No.2002127
File: 646 KB, 1024x768, 8000demonsdead.png [View same] [iqdb] [saucenao] [google] [report]

Nothing gets me more relaxed than killing 8000 demons in a moment.

>> No.2002164

gzdoom screenshots, the new way to brag subtlely about the power of your graphics card

>> No.2002170

gzdoom on nuts.wad, no less

>> No.2002174

So I just updated my gzdoom, and I'm not getting any problems with it. What's the big fuss about? It works just fine for me.

>> No.2002181

basically: it no longer runs on toasters

>> No.2002193
File: 38 KB, 694x568, fu.jpg [View same] [iqdb] [saucenao] [google] [report]

You mean hardware that's at least half a year old?

>> No.2002265

I expect he knows that, and wants a site rip in case it dies again.

>> No.2002371
File: 122 KB, 466x492, 1410428542820.png [View same] [iqdb] [saucenao] [google] [report]

Where the hell do I get the Doom64 IWAD?

>> No.2002374


I can run a ton of modern games perfectly fine.
But now I can't run GZDoom.

Toaster my ass.

>> No.2002376

not aviable yet, best you can do is get the rom and use doom64ex

>> No.2002401
File: 34 KB, 800x600, 1313.full.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2002420

One of these days when the thread reaches it's limit, we should just switch to all Doom 3 only for as long as it lasts in a thread, even if it's not retro.
For no rhyme or reason, just into Doom 3 and then back to retro Doom.

>> No.2002447



>> No.2002452

To upset everyone. Like not just because it's not retro, but because there might've actually been people scrambling to get their Doom 3 screenshots and memes prepared for the next thread, and then their efforts to be wasted only for the mods to say lelno keep it retro. <3

>> No.2002460



>> No.2002463

i only posted it because humorous picture of skeleton...

>> No.2002485
File: 117 KB, 383x472, 1411164088775.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw not enough free time to make a Doom wad like I've always wanted to

>> No.2002592
File: 2.76 MB, 1536x2048, Jung_unicorn_-2.jpg [View same] [iqdb] [saucenao] [google] [report]

happy birthday, terminus

here, have something silly for demonsteele

>> No.2002594

Don't unicorns hang around virgins?

>> No.2002598
File: 676 KB, 800x800, ejaculating_rainbows.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2002604
File: 355 KB, 600x800, tumblr_ncop9xwDfd1rsmw8oo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

It's beautiful.

>> No.2002645

Demonsteele seems to be getting popular.
I am happy for Terminus.

>> No.2002754 [DELETED] 

kill yourselves

>> No.2002768

If Ultima 7 taught me anything it's that every time you travel to a new world/dimension your virginity is magically restored.

Besides, the only point of interest for me is Jung's pointy teeth. Man I wanna whip out my bulging bag of skittles and stick it in her face until she can't resist anymore and opens her toothy maw in order to tear the bag open with her mouth until it's overflowing with fruit candy and make her taste the rainbow.

>> No.2002787
File: 71 KB, 400x279, 1397196181729.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2002790 [DELETED] 

You first.

>> No.2002798 [DELETED] 

Report and ignore.

Kill yourself, IMX.

>> No.2002804


Magnificent in every possible way.


Apparently not.


I'm pretty glad. DemonSteele's been the most fun I've had in a long time in making something, and it's incredibly rewarding to do something different.



>> No.2002809

shut up and upload more vrack

>> No.2002823

So what's planned next for Demonsteele?

>> No.2002830

Fuck Demonsteele, finish Samsara and Cyberrunner first.

>> No.2002835

Cyberrunner is completely dead anon.
No chance of returning.

Samsara is currently in stasis until Mike stops being spread between like a million projects.

>> No.2002846 [SPOILER] 
File: 20 KB, 300x300, 1413242552004.jpg [View same] [iqdb] [saucenao] [google] [report]

They're all pink to me, baby.

>> No.2002856

>muh Mike12
He's a fag, yeah. What's gonna be new in the next update of samsara?

>> No.2002861


I've got a big ol' to-do list.


I can't guarantee all of it (or even half of it) will be done, and I can't guarantee it anytime soon, but it's definitely stuff I'd like to do.

>> No.2002864

I think Mike12 is pretty swell for wanting to do so many things for so many people.

>> No.2002876

Since you're here, how did you go about getting all the lines for Duke?

So many of them I hadn't heard before, the DN3D expansions I can understand but what about the rest?

Did you just pay John St John for a bunch more?

>> No.2002882


I went through just about every single Douk game there was and edited the files to match Duke 3D's bitrate.
There's some from Time to Kill, some from Zero Hour, some from (ugh) Forever, some from Manhattan Project, some from Land of the Babes, and one or two personally made by Jon St. John because he's a bro.

>> No.2002886

Shit ey, that's real effort.....I'm picturing you going on some long hunt for many of these games and fucking about using editors you're unfamiliar with, that about right?

>> No.2002893

>70: Some kind of "don't mash the button for more powerful strikes" system.
>An upper slash
Don't even need air combos.

>Making Iron Maiden punches cause enemies to explode and deal damage to those around them
Isn't it kind of like this right now?
The punches take out groups of enemies on hit thanks to what I'm assuming is a small AoE on each punch.

I kinda feel specials for Iron maiden mode should be a bit more unique, it's my favorite thing in Demonsteele right now but I don't even really touch the specials while using it.

Love to dash punch though.

>> No.2002906
File: 85 KB, 253x258, gZzrRWg.png [View same] [iqdb] [saucenao] [google] [report]


It was extremely painful and probably was the biggest stumbling block during Duke's development, but I think it's worth it.
Pretty much every other Duke mod or mod including Duke that I'd played had the same old roulette of one-liners, often with a whole ton of clips hamhanded in areas where they didn't fit and were just included for the sake of having more. It's a really, really damn good feel to have avoided that.


Yeah, it's like that now, but a few lads were talking about the bones shooting out of enemies to shred through more.
Which is an interesting idea, but after more consideration isn't really practical (especially with the less-effects cvar coming in).

I do want to give Iron Maiden some tweaked specials, though. They'll mostly be the same, but I think they could benefit from being beefed up in some way--like the forward special becoming a dash punch that explodes, the side specials launching out the wave in a longer direction, and back...uh...

>> No.2002912

what demon would you summon to pal around with

>> No.2002919

Yeah it was certainly worth it, adds a lot of life to it. Blowing shit up with Duke reminds me why build games had so much character, the guys in it comment so much on what happens.

Anyway, that's all the questions I have so thanks.

>> No.2002925

Actually, there are some other hold-ups going on with Samsara, I think.

I pretty much said Term should just go on and do his thing and I'll have the nightmare gore stuff done some other time when i have less stuff on my backlog.

y-you too

>> No.2002926

Whenever I try to play zdoom wars I, I can't regenerate mana. I tried the cvars, but it doesn't work as soon as I enter a doom 2 map.

>> No.2002935

When will we exterminate shitwads from Z&?



>> No.2002945

I don't think that we'll be able to remove that until the RPers have a different outlet.
>mfw seeing first RP server for MMDM

>> No.2002950



>In doom engine

>In a fucking megaman

literally why

>> No.2002951

I really like the sound of the explosive dash punch.
Sounds like something out of God Hand even.
The current forward dash kick doesn't make much sense though so it feels kind of iffy.

I think the side spin kick works fairly well since you could say the kick was so sharp it cut everything.
An explosive ground punch or something could also be kinda cool as a replacement.

>> No.2002952

>The current forward dash kick doesn't make much sense
isn't she korean?
korean martial arts are all about kicks

>> No.2002953

Yeah but she sticks her foot out and then a wave shoots.

That's what doesn't really make sense.
Not to mention Iron Maiden is focused a lot on punches

>> No.2002958

Probably never.
They've been around since skulltag days and people still flock to the servers like flies to a pile of shit.

>> No.2002969
File: 107 KB, 450x540, ssireum.jpg [View same] [iqdb] [saucenao] [google] [report]


Aye, she's Korean.
If you wanna be a gigantic nerd about lore like me, though, she's studied Gong-Kwon Yusul since she was a wee lass, which is a Korean mixed martial arts system with an emphasis on boxing and mobile footwork.
She's also done a lot of Ssireum (Korean wrestling) for fun growing up, but I don't think it's possible to do grappling in the Doom engine so not a lot of chance of that.

>explosive ground punch

That is a good idea, anon. I'll have to experiment with that and see what happens.

>> No.2002985 [DELETED] 
File: 173 KB, 1024x685, privcheckbot.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2002986 [DELETED] 
File: 153 KB, 640x480, filecdn.jpg [View same] [iqdb] [saucenao] [google] [report]

>halt, cis scum

>> No.2003009

what does this have to do with anything

>> No.2003016

Websiteguy here.
Sorry for dropping off the face of the earth for a while. Kind of needed a break from Doom.

Will add Demonsteele beta to the site when I get the chance.

>> No.2003017

RP? What?

>> No.2003021


You know, what all of /tg/ is dedicated to.

>> No.2003025

Well I fucking know that, what I'm asking is, what the fuck are they doing on their servers?

>> No.2003026

"Excuse me, X" and quest threads?

>> No.2003045
File: 132 KB, 492x462, 1344198651002.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing as Duke in Samsara
>Been on the computer for ages, hungry
>Dinner is ready
>Get up to go and get it, leave game running
>Come back, set it down, about to start eating
>Duke (to me): "You're pissing me off".
>On reflex, say "dude, i was getting something to eat!"
>Realize I'm talking to nobody
>Pause until I finish dinner so he leaves me alone

>> No.2003047

I confess, I actually like playing MMBM+Classes with friends, but RP? That's crossing the line.You're kidding, right?

>> No.2003049

Only once someone makes mods that are more popular, then those will become the new shitwads until another set dethrone them, etc.

Once I joined an 'RP' mm8bdm server and from what I could tell it was just people running around normally playing deathmatch. Then again it wasn't passworded so anyone could just have jumped in and ignored the whole RP thing.

>> No.2003073

:: [BE] Montreal :: /vr/ decides to have a few laughs

password: feelboss

come play a shitty, shitty, 128+ megabyte wad with us

>> No.2003082

>a 3d barrel model that isn't horse shit
what where

>> No.2003086

The magic of voxels.

>> No.2003107

It's not a model or a voxel, it's map architecture.

Link is in that post.

>> No.2003108

You are seriously lucky to find a regular DM in a RP server of MM8BDM
I once played a DM dedicated MM8BDM[justified tbms] and i found a chilean furry roleplayer and his butt buddy ganking my ass because i didn't followed the "rules", i kicked their asses anyway but i got votekicked in the process. Big irony, the furry was slashman

>> No.2003124

Make Sonic DM and take for sure EVERYONE[or at least 80% of the userbase] will move there and shit it harder than MMDM
Make it more unbalanced and everyone will hate it, belive me, i've seen full rooms where everyone is spectating because they are arguring about balance
The only people who play this are stupid spics
Remove the bagels
RGA2ref is alright imo, and its mostly used for coop instead of DM/anything else

>> No.2003131


Whats that?

>> No.2003134

You DON'T want to know what is it.

>> No.2003191

they should make voxel weapuns as well.

>> No.2003205

1) there's already a series of voxel mods for various mods/vanilla doom

2) that isn't actually voxels, that's a barrel made out of linedefs

>> No.2003212 [DELETED] 
File: 112 KB, 652x398, new11.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2003214

this >>2003205, the link is in the post

>> No.2003220


>> No.2003228

You mean the HUD sprites of the guns?
I my humble opinion it would look like shit.

>> No.2003261

Perhaps, it's because you need... uh... original doom wads to run them? gzdoom suppose to run on any platform or os.

>> No.2003263

>not knowing about the OpenGL 4.0 fiasco

Or, yaknow, you might be trolling.

>> No.2003268
File: 15 KB, 280x412, 1347470992027.jpg [View same] [iqdb] [saucenao] [google] [report]

Just loaded this up in DoomBuilder 2.

No sector effects, no linedef effects, just some ACS scripting......man, how did you do this? Just walk me through the script.

>> No.2003271

check the decorate

there's an actor down in the barrel thats slightly larger than the barrel, when it gets destroyed it triggers the acs script that makes the change

if you're on irc I can walk you through it if you want

>> No.2003273

Why is it that when i play doom on Zandronum my pc can do a bunch of other shit but when i play GZDoom (The port that people seem to favor) i must absolutely have nothing running at the same time or my frame rate becomes super erratic. Why the FUCK would doom have frame rate issues on a modern pc?

>> No.2003274

Not the guy who posted it, but here's what I think happened:

>linedefs trigger on damage
>lowers all sectors to floor
>changes floor texture to match surroundings
>spawns explosion

Or the guy who actually did it might be here. Nevermind.

>> No.2003281

If you're using the new version of GZdoom, it's likely because it runs badly on a lot of computers.
We have been talking about it non-stop since it's release.

>> No.2003284

Oh yeah i remember now. But i fail to see how a doom port requieres the latest version of opengl.
Did they ever offer an explanation?

>> No.2003289

>linedefs trigger on damage
>"no linedef effects"
I understand you saw how it's actually done but goddamn, read that shit first.

>> No.2003297

The defs probably have future plans for it, maybe features or something. But as of now it's just been a pain in the ass. I'm glad I didn't update it.

>> No.2003304

I simply got it yesterday because i wanted to try Smooth doom. Now its anything but.

>> No.2003315

RIP server

too boss to live

>> No.2003317

Now I want to make a church-themed invasion level.

>> No.2003328

>When will we exterminate shitwads from Z&?

When Zandro 2.0 comes.


>> No.2003373 [DELETED] 
File: 516 KB, 750x1712, blush.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2003401

cause its funny. i don't know how people can actually get off to it though

>> No.2003423

Waiting forever for new versions of DoomRL Arsenal and DoomRPG because they're the only things I'm playing as of the past month. Also because the missions in DoomRPG are bugged in the latest master version and only gives me very easy ones

>> No.2003484

Sorry m8 I don't use the IRC, I hang on here with the cool kids.

Thanks for the offer though :3

>> No.2003486


you got the gist of what its doing now though?

>> No.2003498


H-hey I'm a c-cool kid


>> No.2003504


I'm not

>> No.2003543

>wee lass
Are you from Yorkshire?

>> No.2003547

what happened to the authors? did they leave or are they still here but stopped using the name field?

>> No.2003553
File: 39 KB, 480x306, i am in hell.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Hideous Destructor for the first time
>playing through 'no rest for the living'
>hell knights vomiting their goo projectile
>midget revenant
>cacodemons with almost hitscan attack that does splash damage and spams thunder balls
>doom wimpy keeps staggering because of the pain
>shotgun needs to reload after every single shot

This is fucking intense, but it's oddly adicting

>> No.2003561


No, but I'm second-generation Scottish/Irish, so my family used the terms constantly and I kind of adopted them. My accent's Midwestern American as can be, though.

I'm a bit of a cultural mutt, honestly.

>> No.2003575

>I'm second-generation Scottish/Irish
>My accent's Midwestern American as can be
>I'm a bit of a cultural mutt, honestly.
Are you me?

>> No.2003578

Is there a gameplay mod that recreates the doom bible arsenal?

>> No.2003579
File: 13 KB, 194x200, 1334216830374.jpg [View same] [iqdb] [saucenao] [google] [report]

Kind of, yeah. The actor goes outside the barrel so thats what gives the illusion of the hit points.

I'm just wondering where you learned ACS as I'm wanting to learn some for a level I'm making, some people use it so easily.

>> No.2003581

Just use the zdoom wiki

>> No.2003587

ZDoom wiki, pretty much, yeah.
Wikis/references are about how I learn any language really.
>Start with one of your average shitty-made tutorials that teach you how to Hello World
>Start experimenting
>Every time you ask "How do I do this?" check reference material
>Repeat until you know everything by heart.

>> No.2003590
File: 5 KB, 190x186, 1356882866093.png [View same] [iqdb] [saucenao] [google] [report]

I wish I had that image of some youtuber being like "I've never been to Scotland but my great grandad was scottish, the blood of the scots seethes through my veins!".

What is it with Americans and having to say how they're a quarter this and quarter that, and sometimes later on throwing their hands up and saying "oh we're not anything".

>> No.2003591

Figures, I'm reminded of when I did programming in high school, some people just sort of got it while others had to fuck about.

I got one of the better marks in class for mine but that was through tenacity more than just getting it......I think I'll be more patient this time in trying to figure it all out.

>> No.2003592


Yes, actually.

>> No.2003593

Amerifats are all mutts.
Pretty much none of us are native so we're all imported blood from your Euro countries.
Sage for off topic.

>> No.2003601

Okay, who in here actually has bought a copy of Doom or Doom 2?

Bonus points if you bought it when it came out.

>> No.2003603

I have the floppy disks for Doom 2. They don't work anymore, though.

>> No.2003606

I'm one too but I don't bang on about being descended from squatting slavs and tea sipping bongs.
It's a real failure of societies that say they're there for everyone, nobody really feels attached to them as much because anybody can be there so it means less, so people go on about the old country as a means of finding attachment.

PS: Sage hasn't worked in ages m8 but we can leave this here since you're right, it's off topic.

Yes. Even remember installing it.

>> No.2003610

My parents got it while I was a babby. Didnt take me long to sneak a go on it while my father was washing dishes. I was 1 or 2 at the time.

>> No.2003627

>PS: Sage hasn't worked in ages m8 but we can leave this here since you're right, it's off topic.
i think it still works in the sense that it doesn't bump the thread

>> No.2003629


It does, he's just being a ponce for the sake of being a ponce.

>> No.2003631

Gonna be honest here, I'm liking the fully-wrapped hands.

>> No.2003636

how is it being a ponce

>> No.2003639


It's faggotry

>> No.2003642

for saying sage doesn't work?

>> No.2003643

Shareware Doom and Ultimate Doom, in 1994 and 1997 respectively.

>> No.2003649


If you want, we could just say newfag.

>> No.2003656

got big box copies of ultimate doom, doom 2, and final doom. also got doom collectors edition with all three on one disc with a bonus disc with doom 3 preview

>> No.2003657

then we can watch the mod delete your posts for being deliberately incendiary

>> No.2003662


Which is exactly why I used the sillier, funnier term, to avoid being incendiary.
Are we going to keep doing this?

>> No.2003667

I have Doom and Doom 2 and Ultimate Doom and got them when they came out.

I also bought Doom and Doom 2 on GBA because the concept of portable Doom blew my mind, even if it kind of controls poorly.

>> No.2003668

Because "American", unlike basically every other nationality worth mentioning, isn't also an ethnicity. Unless you count Indians, which you probably shouldn't since they're more or less extinct.

>> No.2003670

sure is oldfags in here.

;) <3

>> No.2003671 [DELETED] 

this is the reply you were waiting for

>> No.2003673

>There will never be an hdoom version with trap imps.

>> No.2003679
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google] [report]

underrated post

>> No.2003680

I'm not even 30 yet you whippersnapper.

Seriously though I grew up with Doom and I still play it.
I just get it for everything I can.

On an unrelated note I hope Doom 4 is good.

>> No.2003684

> Douk Nookum will never hang out at your house making wisecracks about your daily life and ploughing your wife/sister/mum

>> No.2003691
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

has anyone tried that Prodoomer mod yet?

It's uh, it's something alright


>> No.2003694

I'm game for it.

I'd love a wide variety of genders and specifications to dick.

>> No.2003710

>wide variety of genders

>> No.2003714

They're demons. They aren't bound to petty mortal things like biology.

>> No.2003724

>Futa baron with two dicks one is human the other is horse cock

>> No.2003729
File: 338 KB, 500x281, 1371456111755.gif [View same] [iqdb] [saucenao] [google] [report]

>Resident Evil 4
>Devil may cry

>mah english too bad :(

top kek

>> No.2003731

>CoC: the shooter

Holy fuck I would pay AAA prices for this.

>> No.2003737

But why?

>> No.2003757

>They're able to port your character data to the game and properly generate a character model for it
>Open world level design
Although the time to make all those sprites for all the enemies,objects and transformations would be astronomical.

But I'd imagine a huge, huge group of people willing to play that.
Why not?

>> No.2003759

The more dicks the more fun, anon.

It's for variety.

>> No.2003763

Well, not literally CoC. I wouldn't trust Fenoxo or his cronies to do that properly; especially since he basically goes full mercenary and puts shit in according to who pays him the most, which means that furries get all of the fucking content because nobody else is willing to blow the level of dosh they do on smutnot that I really mind, but some fucking variety would be nice but something in the same vein.

Hell, you could probably build it off Doom.

>> No.2003765

Well if it's an over-under design the bigger cock is going to be the one that gets used all the time.

And if it's side by side everyone's going to favor half of it and shit will get too busy down there.

It just doesn't make much sense on any level and would be more of a hassle than anything.

>> No.2003776

It's not that hard to imagine Wrath of Cronos with HDoom sprites and throw in sprite changes over certain affects and then you have something resembling CoC
You're right.
The baron needs 5 dicks.

>> No.2003778

Different cocks for different purposes, anon. You're not thinking laterally enough.

The smaller cock gets used in more delicate situations, for orifices that can't take the full-size one--also for double-penetration in the case of those that have the right configuration of holes.

>> No.2003780

That's just too much and it's not even going to be arousing to look at.

Let's just keep it at a one penis rule, and put them on girls maybe.

>> No.2003783

>Limiting yourself to one purpose
>Trying to make all of the content conform to your own fetishes

For what purpose

Everybody needs to get their rocks off too, bruv. Gotta have something for everybody.

>> No.2003784

60 dicks.
It is final.

>> No.2003785

One cock*, sorry.

>> No.2003786

Then maybe a two limit.

5 is too much and that isn't going to work in pretty much any scenario.

And animating that?
Geez. That would definitely be a huge hassle.

>> No.2003793

I'll agree for practical purposes.

>> No.2003798

So anyways back on topic, what do you think is the most fun Doom enemy/boss you've ever fought in any mod?

My money would be on Demonsteele's Mastermind replacement.
Makes the Cyberdemon kind of come off as lazy though.

>> No.2003804
File: 22 KB, 261x398, 1384968817768.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't really have one, but I'd tell you what I really hate
That fucking green and black cyberdemon
>Someone actually thought it was a good idea to give a boss a tracking attack that does a crazy amount of damage and still has an aoe

>> No.2003807

I don't know, but I can tell you what my LEAST favorite is, and that's anything in Brutal Doom that's at a different elevation than me.

Seriously I can't even fucking hit pain elementals or cacodemons unless I bait them into a doorway and I get absolutely shit on by imps and zombies that have zero trouble firing down/up at me when I'm stuck firing on a single plane.

>> No.2003808

That would be Thamuz.

That attack is annoying but you can jump and the tracking will usually force it to go up a little and then bump the floor.
This still hurts a tad at default Doomguy speeds

We can talk about annoying/bad Doom enemies too.

My vote would be those Lion guys with the shields.
Too much invincibility like a Centaur from Hexen, but then they can also fire while invincible.

>> No.2003813


I'd like to give the Cyberdemon a few tweaks down the line (hopefully graphically as well), because you're right. It really feels kind of deflating to have these enemies with new/tweaked behavior, and then you go to the Cyberdemon and...it has a long range rapid-laser.

>> No.2003814

Oh I was playing with this with WoC so my only options was to die and die harder.

>> No.2003818

Not sure what WoC is at the moment.

I don't really mind the Cyberdemon being simple, but I would definitely like to have a battle that is pretty engaging.

Like maybe a chance of a spread shot or something, something to keep the player on their toes.
Or maybe a scatter shot pattern when in laser mode.
Or something new altogether.

As is the dash kinda trivializes him and the rockets don't always do 2 life tokens worth of damage but sometimes it does. Don't know if it's a glitch.

>> No.2003823


Wrath of Cronos, an RPG mod for Hexen, can be played with doom too

>> No.2003835

Can't move fast enough I guess?
Not even as Fighter? Assuming he's an option that is.

Since Fighter was much much faster than Doomguy.

>> No.2003839

Wrath of Chronos.
This was with UAC Invasion Part 5.
I usually play necromancer but you really can't outrun/properly dodge boss homing attacks unless you've buffed the shit out of agility.

>> No.2003849
File: 136 KB, 1352x822, DUKE.jpg [View same] [iqdb] [saucenao] [google] [report]

Another Samsara Duke story.

>Jetpacking around double kicking cyberdemons in the face

>> No.2003852

>Doing it at the same time so the legs look all goofy, like he's crossing his legs
>Not alternating so you can do the Cossack Dance of Death

>> No.2003854

But I dive from the heavens and do both at once before he blasts me.

Cossack dance is for achviles because they get stunlocked.

>> No.2003857
File: 126 KB, 1344x810, Duke2.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.

>> No.2003858

sod map20?

>> No.2003859

>Duke is just lounging around on Cyberdemons
That's just rude.

>> No.2003864

You the map guessing guy from the other day?

>> No.2003867


Where's a fucking drawfriend when you need one

>> No.2003869

yes probably. recently i failed to recognise AV 14. not sure i can live with the shame

>> No.2003876

>My vote would be those Lion guys with the shields.
Those fucking imp things with the shields in Zen Dynamics.

I actually don't like Zen Dynamics. Maybe I'm just weird.

>> No.2003880

>Special Thanks:

>> No.2003881

Freedoom 0.9


>> No.2003883

Ebola aka Kristus, co-author of RTC-3057 et al?

>> No.2003884

Ahh, gotcha

>> No.2003889

or do i mean NiMROD

i'm getting him confused with Shaviro

>> No.2003893

I like the belt fed double barrel shotgun and the machete combos but that's about it.

And the machete has been outdated for so long and more fun melee has popped up since then.

>> No.2003895
File: 38 KB, 1007x710, Samsara.jpg [View same] [iqdb] [saucenao] [google] [report]

Was this the image you recognized?

This is from an AV campaign as Duke a while back.

>> No.2003897


You forgot to mention that some monster sprites got changed for the fucking better thanks to a zdoomer who has been revamping the fuck out of them

>> No.2003898

>• New text font from Mechadon to replace the
> old one in all menus, in-game text, and status-
> bar HUD.
>• New zombie, shotgun zombie, and assault
> tripod sprites by a skilled pixel artist,
> raymoohawk.
>• More complete support for Final Doom mods,
> adding many more textures missing to support
> mods for both TNT: Evilution and The Plutonia
> Experiment, thanks to fraggle and
this expands dong

>> No.2003902

oh yes, i remember that. but i completely failed to identify map14 of the same damn wad from this picture https://archive.moe/vr/thread/1991579/#1998834 .

sorry i was just posting links as reminder for next threads news post. i don't see the point of copypasting the contents of a link i just posted.

>> No.2003903

Friendly reminder that Freedoom still has the best gibbing sound


>> No.2003904

There is a sort of smug satisfaction that comes from guessing maps by random screenshots, the less information you have to go on the better....that's why I was so impressed you guessed my AV one before.

>> No.2003905
File: 591 KB, 640x480, cantbeatit.png [View same] [iqdb] [saucenao] [google] [report]

Goddamn, I have hit brick wall in Scythe 2.

>> No.2003910

is that the end of map24? you've done well to get that far i think

>> No.2003915

If you are relying on Cyberdemon infighting remember to taunt him first so he won't die so easily trying to stomp every monster he angers.

>> No.2003917

Since she has no nose, would she always have a stuffy, head-cold voice?

>> No.2003920

I honestly dislike what Scythe 1 and 2 devolve into. They have a lot of great maps but it's mixed in with imo not so great maps and too much enemies.

>> No.2003927
File: 185 KB, 902x629, doombuilder26.jpg [View same] [iqdb] [saucenao] [google] [report]

Sup guys, need some help with DoomBuilder 2.

I'm trying to line up the green "rivers" with the shape of the part in the middle so it's all perfectly lined up, any advice on doing that?

Given the size of it it's starting to be a real pain and I just know when I start detailing that it wont quiiiite line up so I have to sort this out now.

>> No.2003945

>As a punishment for punching his superior officer, young handsome Marine Doomguy is exiled to a small moon. As someone who was left outside when the demons invaded, Doomguy has to adapt to bloodthirsty zombies, brown things covered in spikes, masses of muscle and teeth who never stop running around, annoying skeletons using his face as a punching bag, etc. Can this young marine handle all the crazy hardships? Find out in this wacky moon comedy full of ripping and tearing!!!

The plot of Barakamon is strangely familiar

>> No.2003956

Nvm, figured it out.

>> No.2003961

>free look
ugh. even with that humongous advantage you can't beat it? christ

>> No.2003962

that's because you suck

>> No.2003973

Nah Scythe was just overrated. I loved other wads I have played. BTSX knows how to throw a ton of enemies without being a glorified killfest of a wad.

>> No.2003979

If someone were to host a server playing Wrath of Cronos on BTSX 2, would you guys want to join in?

>> No.2003986

>you will never be a cacodemon


>> No.2003989
File: 19 KB, 75x75, 1365923033229.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2003991
File: 40 KB, 79x80, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2003994


If you guys are up for it, it's "/VR/ plays dungeons and dragons: Spelljammer edition"

password is vrtroopers

>> No.2004005
File: 6 KB, 80x80, 1399103409942.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2004042

I really wanna play as the Astral Dreadnought that inspired the Caco

>> No.2004057

Sorry, *fight the astral dreadnought

>> No.2004086
File: 7 KB, 189x198, 1407033597461.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2004095

>nvm fixed ;)
>thread closed

>> No.2004110

Scythe 1 has one truly hard map, and it's the final map.

Scythe 2 doesn't have a single map over 700 enemies until, once again, the final level.

I don't really get where the complaints are coming from.

>> No.2004113

anyone have "do not pet the caco"

>> No.2004119

I don't feel that enemy difficulty comes from the number count, but their placement.

>> No.2004130

So I've got two maps that are kind of beginning-of-maps without anywhere to go after that. I just merged the two together now and suddenly the entire map is breaking wide open and ideas are coalescing. That's a good feel.

>> No.2004131
File: 25 KB, 966x490, Doombuilder27.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody know how to make a sector based teleporter?

Linedef ones are a piece of cake but what I'm looking for is pic related, the idea is that the player falls down a huge pit and then (silently, so it looks like one seamless drop) they land in a whole new area, so it looks like they're somewhere directly under where just fell from.

Because a linedef teleporter would move them as soon as they cross the edge of the pit.

Thanks in advance.

>> No.2004134

that sound reminds me of my last hangover

>> No.2004156


Since Scythe and Scythe II are often one of the most-suggested mapsets to play, they often end up being the first slaughtermaps people encounter.
Even though they're, uh, really fucking easy as far as slaughtermaps go.

>> No.2004157

Unfortunately, this is not possible in vanilla; the game doesn't check whether or not the player is "standing" anywhere because it never refers to his height, it's not a property the vanilla game really checks for. I do see what you're doing though; DN3D did some similar stuff with this, with the first level and with Tier Drops, which is a great DM level.

What format are you using? UDMF and ZDoom in Hexen will be able to give you what you're looking for and MAYBE Boom will as well, but I'm not too clear on what Boom adds.

>> No.2004164 [DELETED] 
File: 21 KB, 560x385, 1307089769518.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry, really tired and forgot to add I'm in UDMF format.

>> No.2004168

Sorry, really tired and forgot to add I'm in UDMF format.

I was expecting a sector effect to be "activate script" and figured it would be easy from there but I see anything like that.

>> No.2004217

Thing Mode -> Sector Actions -> Actor hits floor
Set Action to Teleport, adjust parameters

>> No.2004218

Not possible in boom, it's just vanilla with some extra linedef functions.

>> No.2004223

i reckon you could fake it with silent line teleporters _inside_ the hole, not surrounding it, so they don't trigger until you're already falling.

>> No.2004230
File: 14 KB, 184x184, 1367106627129.png [View same] [iqdb] [saucenao] [google] [report]

Yes! Thanks buddy, never even though to check things since I've never used UDMF like this before. Worked this out right before I go to bed, too.

>> No.2004236

>over-under design
Girls got a butthole and a vagina don't they?

>> No.2004239 [DELETED] 

>It was extremely painful

>> No.2004242


>> No.2004243 [DELETED] 

epik meme brah

>> No.2004245

Figuratively why.

>> No.2004264

You can but i'd still look pretty weird and it can "break" if you don't cross the linedefs

>> No.2004280
File: 95 KB, 1024x768, do-not-pet-the-caco-demon.png [View same] [iqdb] [saucenao] [google] [report]

Please, learn to use the https://archive.moe/vr/ search facility.

>> No.2004291

>not warosu
Kill yourself, they dont even save the pics for a very long period of time.

>> No.2004293
File: 167 KB, 400x359, 1412957597063.png [View same] [iqdb] [saucenao] [google] [report]

>had aesthetic ideas that I wanted to incorporate into a video game for years
>been a doom fan for just as long
>discover doom builder
>discover the exact textures I need

>> No.2004297

>doomguy and terminus streaming swan fox 2 together
This needs to happen more often.

>> No.2004302

why wouldn't they post a link here

>> No.2004310

.. Tempted to draw..

>> No.2004314
File: 237 KB, 244x250, 1413303999.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2004321

Brutal Doom is meant to be used with freelook. Every weapon and monster was adjusted for it.

>> No.2004323

warosu's images all seem to be broken atm.

>> No.2004325
File: 750 KB, 1397x1048, TOTALLY REVOLTING.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2004330

are you one of those heretics that prefers to keep his vertical mouse axis for forward/backward movement? me too, i thought i was the only one.

>> No.2004347


>> No.2004370

I pulled an older version of GZDoom and merged it with ZDoom. I hope this works.

>> No.2004372

That's neat, I'll try it later.

>> No.2004378

I just disable vertical movement entirely. novert-style.

>> No.2004395


>> No.2004404

Did you beat vanilla Scythe 2 on UV (no BD)?

If you did I think that clearly ends the debate on what is the more difficult game :^)

>> No.2004406

interesting. so you eschew your entire vertical axis. that seems like an intentional handicap to me.

>> No.2004410

Well, I originally played on the keyboard only, so it's a step up from the "old days". Regardless, I don't see a need for it at all - vanilla Doom, at least, isn't built for vertical aiming, and I'm used to moving/strafing with the keyboard alone.

>> No.2004482

This made burst out laughing so fucking hard for some reason. Who made this masterpiece?

>> No.2004483

i see. i recall starting to use the mouse so i wasn't limited to discrete movement speeds of 0 and ±50; somehow, the precise aiming ability gleaned from mouse usage never occurred to me.

in particular i wanted to be able to creep round some corner carefully when just touching the forwards key would cause the player to charge ahead at full speed, waking up, and getting overwhelmed by, the entire ambush round the corner, instead of luring one monster at a time and killing it safely.

this was back in 1999, in crusades.wad, one of the earlier maps, 3 or 4, i think it was, i found it very low on health and ammo, and could not allow myself to take any damage at all. i do remember i played it about 8 years later and didn't find it anything like as nasty as i remembered it, though, so i must have improved a little bit at least.

>> No.2004487

"This made me*" god damn I'm tired.

>> No.2004497


>> No.2004521


With luck, they'll upload it on YouTube soon enough.

>> No.2004595

I got this to work by loading it in Doomseeker, for some weird reason it doesn't work while CTRL file loading but it does when loaded into DS

>> No.2004727

How the fuck do I shoot at things that are above or below me in Brutal Doom?

I'm stuck on a single flat plane for aiming and it means that Cacodemons and Pain Elementals are absolutely wrecking my goddamn shit.

>> No.2004748

Just use freelook. It's really not that big of a deal.

>> No.2004754


>Sonic DM
so SRB2?

Why don't we just make an unofficial update for these?

>> No.2004760

How does into freelook? I'm a scrub, m8. Halp.

>> No.2004764

you automatically shoot things on different elevations in doom...

>> No.2004769


I think Brutal Doom has noautoaim on its weapons.
Dumb, if true.

>> No.2004770

Brutal Doom, not vanilla.

'Cause you sure as shit don't in Brutal.

>> No.2004773

Go to mouse options and turn "always mouselook" on.

You'd be surprised how many different settings you can configure if you were to just... look.

>> No.2004778

Goddamn I'm a mongoloid. How the fuck did I miss that?


>> No.2004830
File: 2.63 MB, 320x240, monasteryoffast.webm [View same] [iqdb] [saucenao] [google] [report]

Even though webm-related is a 20 second improvement and first exit, it's shit nonetheless.

>> No.2004848

how? and why?

>> No.2004865
File: 15 KB, 320x200, Title.png [View same] [iqdb] [saucenao] [google] [report]

>Make Sonic DM
16 years too late for that.

Luckily for you it's incompatible with Z& because lol Doom Legacy lol

>> No.2004879

In GLBoom-Plus while in OpenGL video mode: Options -> General -> OpenGL options (4 times to the right) -> set "Health bar above monsters" to "yes". I was too lazy to change whatever settings I had before recording stuff. I switch video mode to OpenGL only to record stuff since Taksi doesn't like recording things with software renderer in fullscreen.

>> No.2004882
File: 76 KB, 400x281, 1350614520313.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's an obscure problem and that was the only guy who had the same problem and never shared the solution

>> No.2004894

whats with those health bars above the monsters

>> No.2004897

read the replies mate

>> No.2004916

has anybody actually ever played this

>> No.2004925

Yes actually and it'd pretty good.

>> No.2004929
File: 7 KB, 200x200, 1412813520744.jpg [View same] [iqdb] [saucenao] [google] [report]

There's a special place in Hell for people like that.

>> No.2004931

oh okay. i never see it talked about in doom forums despite it being doom engine-based.

>> No.2004937

hold on, why not just use a linedef (inside the hole, to make sure you don't trigger it accidentally) that is simply a delayed (silent) teleporter

>> No.2005023
File: 480 KB, 850x900, hand-over-your-money.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2005091

Forgive my ignorance, but I have a couple technical questions:

My servers never show up in Doomseeker, even when "broadcast to LAN" is ticked and the computers are connected via ethernet, on the same wireless network, and/or through hamachi. If I load the WADs in Zandronum through ZDL on every machine but the host PC, I can find the game in the internal browser, but oddly enough, setting up the WAD list and starting from Doomseeker will NOT show the game in the internal browser. Do I need to forward ports to get my servers to show up in Doomseeker?

Also, I just recently updated Zandronum to 1.3, and suddenly the analog triggers on my friends' controllers will only read as movement/look axes and cannot be used as fire buttons. Is there a way to get the triggers to read as buttons again?

>> No.2005098

>Do I need to forward ports to get my servers to show up in Doomseeker?

Basically, yes. Though if you have trouble, another option is the #bestever automated server hosting service on IRC.

>Is there a way to get the triggers to read as buttons again?

I don't believe so, sorry. This is probably a problem best reported to the Zandro admins/developers, sounds like a bug.

>> No.2005140

Thanks for the quick reply! I had no idea best-ever.org was even a thing. The Doom community is fucking awesome.

>> No.2005150

swelling properly

>> No.2005157

A property ascribed to Doomguy's Penis he is giving a monster sexual healing in HDoom

>> No.2005263

In the spirit of the season, what are everyone's favorite spooky WADs? Unloved is one of my favorite WADs, period.

>> No.2005293
File: 358 KB, 1920x1080, We are going Archvile hunting.png [View same] [iqdb] [saucenao] [google] [report]

this fucking map, 84 archies, goddam
arch violence of Plutonia 24

>> No.2005301
File: 1.85 MB, 1600x900, screenshothexen20121226.png [View same] [iqdb] [saucenao] [google] [report]

Just made a fresh server for everyone
Wrath of Cronos on Dark Tartarus version 4

Server: :: [BE] Montreal :: /vr/ plays Dungeons and Dragons: Tomb of Horros edition!
Pass: vrtroopers

>> No.2005370
File: 2.41 MB, 640x320, i'm not a skeleton yet.webm [View same] [iqdb] [saucenao] [google] [report]

I'm not dead.

>> No.2005378

Why is there a laser shield?

>> No.2005382


Becuase throwing the shield like captain america didn't pan out worth a shit and not giving the shield a POW up state would be retarded when every other subweapon has one.

>> No.2005385

Seems weird for it to be a constant laser stream like that.

Feels like it should be a burst of a cone laser at least.

>> No.2005387

A shield should be used for cover, goddammit.

>> No.2005390


a burst? Huh, I might look into that instead.


Yeah well you try coming up with a powered up version of a shield that grants you total invulnerability to begin with

>> No.2005393

basically, this >>2005385
maybe a bunch of lasers that act pretty much like the BFG hitscans

>> No.2005401

>Yeah well you try coming up with a powered up version of a shield that grants you total invulnerability to begin with

Thudding a barrier into the ground that your attacks can pass through and you can walk through but theirs can't.

>> No.2005403

Should be a shotgun-style soundwave/cone thing.

>> No.2005406

Oh, I like this.

>> No.2005409
File: 19 KB, 344x325, 1335665149714.jpg [View same] [iqdb] [saucenao] [google] [report]

>you try coming up with a powered up version of a shield

2: No longer total invulnerability, but instead getting hit heals you.
3: Deployable shield that blocks an area.
4: Every time you get hit, the force of the impact against your body rocks the earth around you, damaging anyone near.

>> No.2005431

This is pretty much the definitive shield placement that makes sense.

The burst cone laser idea would ideally just be a short range attack that you use to get everyone off you.

It's just a laser stream doesn't make too much sense as a defensive skill unless it's like OoT's mirror shield on Twinrova

>> No.2005467

what is this game?

>> No.2005470


Judging by the map, looks like Doom 2.

>> No.2005475


The shield by default is reflective
healing would be too campy
quaking doesn't sound very useful.


deplyable shield might work, and ghosting might be cool, when you're ghosted, can't you pass through entities?

>> No.2005481

What IWAD, smarty-pants?

>> No.2005483



>> No.2005484

>when you're ghosted, can't you pass through entities?

Only if the entities have +THRUGHOST as well.

>> No.2005487

Isn't that PWAD?

>> No.2005491


ah fuck it, I'll look into deployable shields.


Fucked if i know.

>> No.2005492

Doom 2, smarty-pants.

GMOTA isn't an IWAD.

>> No.2005502

The IWAD is Doom 2.

>> No.2005504
File: 54 KB, 517x388, help.jpg [View same] [iqdb] [saucenao] [google] [report]

What do I do?

>> No.2005506

First off, update that shit.

Secondly, ZDoom/GZDoom

>> No.2005509


Zandronum. That's your problem.

Use Zdoom or GZdoom

>> No.2005514

GMOTA isn't designed for Zandronum. It's a ZDoom/GZDoom mod.

>> No.2005539
File: 131 KB, 548x673, 1308220295890.jpg [View same] [iqdb] [saucenao] [google] [report]

Well sheez guys I figured it was easy and I was saying that before somebody called me dumb and said the solution.

Anyway what I did was make 1 river section, then copy it, then paste it, then rotate it so I knew it was always straight.

Hope that puts my karma back on the right track.

>> No.2005550


Nope, sorry.
Gotta post a cute cat gif.

>> No.2005592
File: 722 KB, 250x188, cute-cat2.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2005596

is Fluidsynth supposed to work with windows 8.1 and the latest 1.9gzdoom or am i doing something wrong?

>> No.2005597
File: 429 KB, 588x558, Hype.gif [View same] [iqdb] [saucenao] [google] [report]


hot damn

>> No.2005598
File: 5 KB, 205x91, Marathon Phoenix - Crossbow.png [View same] [iqdb] [saucenao] [google] [report]

I recognize the crossbow at 1:36 from a Marathon scenario. Is it from another game?

>> No.2005615

Shit, I remember that thing.

It was rapid fire too if I remember.

>> No.2005621


Yes, this will suffice wonderfully.

>> No.2005643

It's changed a few times over the years. In The Gray Incident (Phoenix's predecessor), I think it did have a pretty rapid fire rate and a decent magazine size. Phoenix cut the magazine considerably, and most recently, replaced the the explosive bolts with a shotgun/shrapnel sort of attack. (IIRC, the reason for this was that the explosions weren't actually affecting anything under certain conditions)

>> No.2005649

I remember when I went through a bit marathon period years ago. Loved "Marathon Evil".

>> No.2005697
File: 38 KB, 640x480, Skymaybe.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2005741

God, Sky May Be was a trip.

...has anyone ever killed the Great God Imp? Perhaps through gratuitous use of Russian Overkill?

>> No.2005794

God Imp is invincible.

>> No.2005807
File: 9 KB, 194x206, mein gott.jpg [View same] [iqdb] [saucenao] [google] [report]

...like, literally? There's a flag on him that makes it impossible to kill the Great God Imp?

>> No.2005812

He either has so much HP that he's borderline invincible or he's bonafide invincible.

>> No.2005817

Hey, what was that .pk3 that added the alt-fire special powers, Bioshock style?

>> No.2005849

Found it, it was Psychic.pk3

But there's no download for it!

>> No.2005854

Found the download inna broken mod downloads thread.

>> No.2005864 [SPOILER] 
File: 19 KB, 200x137, 1413353381431.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2005868


it needs an attack where it opens its mouth and vomits a swarm of little lost souls

>> No.2005947

I need some help, I'm trying to make a simple weapon block system, I made it so every melee weapon inherits from Meleewep in order to make it easier for me. For now I used a dummy sprite to check if its working. The problem is when I press the zoom button, the sprite comes up normally, but once the frames are over, the sprite disapears and then I can't use anything or swap to anything.

>> No.2006025

any zandronum rcon utility for linux terminal?

tried some skulltag ones because protocol is nearly identical but couldn't find one

>> No.2006029

how do you get the cumshots to happen in hdoom? are they random or do you have to wait?

>> No.2006031


>> No.2006040
File: 33 KB, 418x236, 1363671867834.jpg [View same] [iqdb] [saucenao] [google] [report]

>read this post
>see "cumshots"
>chuckle to myself, naturally he meant "screenshots"


>> No.2006090


Who is making these things? We've had Arch-Vile, Cyberdemon, Cacodemon, and now Spiderdemon, all clearly by the same artist.

>> No.2006092 [DELETED] 
File: 667 KB, 1050x1400, female_cyberdemon_getting_boned_by_a_midget.png [View same] [iqdb] [saucenao] [google] [report]

Who knows, but it has it's own weird appeal.

Like the "somebody really sat down to draw this and they actually know how to draw" sort of appeal.

>> No.2006096

delete that, fool, can't you see this is a blue board
still, MUH DICK, that's pretty well done

>> No.2006110

I think the drawings with the archvile and the mastermind are all really old, pre-dating H-Doom by years.

>> No.2006114


>> No.2006131

wrong thread

>> No.2006189

That's such a mindfuck

>> No.2006249
File: 27 KB, 966x490, Doombuilder27.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, me again.

You or anybody else wouldn't happen to know how to solve a new issue here would you?

I made the teleporter alright, but for detailing reasons I'd like it so when the player looks down, they teleport before they hit the *actual* ground of the pit as they silently transition into another one.

It's labeled in the image, (ii) is where they teleport from currently, (i) is where I would like it to be. I've tried making a solid floor with an alpha of zero and moving it there but that doesn't seem to work.

>> No.2006253


make it spawn revenants

call it an agitation mastermind

>> No.2006405

does it frighten anyone else that there is a revenant inside of us at all times

>> No.2006439

Oh yeah, and is there a way to transfer momentum from a long fall as well? The teleport resets it.

>> No.2006474
File: 50 KB, 669x513, Doombuilder29.jpg [View same] [iqdb] [saucenao] [google] [report]

Progress of a kind, using action 154 I was able to maintain the momentum, but I can't remove the teleport fog which just kills the illusion. I'll set "Fog" to "No" and it still appears.

It seems I can have either a silent teleport that has no momentum transfer, or a teleport that transfers momentum that has the fog.

>> No.2006475


You'll need to use ACS. Use variables to store the player's x, y, z momentum, teleport them silently to the new area, and then SetActorVelocity with the values you stored in the variables.

>> No.2006481

I think I've encountered a bug that others have had too.


Crap, I was hoping to make more of my map before hitting up ACS.
Do you think it would work despite that bug?

I'm imaging I'll have to do it like this
>execute script
>find momentum (how you do this?)
>transfer momentum

>> No.2006483

>find momentum (how you do this?)

int x = GetActorVelX(0);
int y = GetActorVelY(0);
int z = GetActorVelZ(0);


>> No.2006487

>not bro-ing it up with your skeleton
You guys don't know what you're missing.

I get it, your first instinct is to panic and revile it, I did that too, but if you become chums with your skeleton, you can really go places!

>> No.2006506


I guess you could say he's really supportive

>> No.2006528

i'm making a new thread

>> No.2006536



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