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/vr/ - Retro Games


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2145881 No.2145881 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2138084
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
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
http://pastebin.com/vPbiw4NR

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

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

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

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

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

Other:
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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2145882

===NEWS===

[12-27] Refrigerator Magnets: http://www.doomworld.com/vb/post/1332124

[12-26] In acknowledgement of its increasingly inaccurate date-based title, Slaughterfest 2013 has officially renamed to Slaughterfest 3. It seems to be a slow news week, or I am not looking hard enough.

[12-26] The /newstuff Chronicles #470: http://www.doomworld.com/php/topstory.php?id=4300

[12-24] Accessories to Murder "bleeding edge" version moves to Github, has dual wielding for pistols, new RL sprite and some new monster behavior: http://forum.zdoom.org/viewtopic.php?t=36877

[12-22] Strife VE 1.2 update: http://steamcommunity.com/games/317040/announcements/detail/215376355260428922

[12-22] New HDoom features http://hdoomguy.tumblr.com/post/105844089822 http://zombie-nsfw.tumblr.com/post/105843041741

[12-21] 32in24-14 single player: http://www.doomworld.com/vb/post/1330738

[12-18] Threshold of Pain II Act 2: http://www.doomworld.com/vb/post/1067497

[12-17] Doom Forever update: http://www.doomworld.com/vb/post/1329812

[12-16] Some modern gaming news site mentions the Cacowards: http://www.rockpapershotgun.com/2014/12/16/cacowards-2014-doom-awards/

[12-16] Vile Shatters update: http://www.doomworld.com/vb/post/1329566

[12-15] Looper beats Doom 2 in 21:55 http://www.doomworld.com/vb/post/1329250

[12-15] Shut Up And Bleed thread/download: http://forum.zdoom.org/viewtopic.php?t=47302
- DISCLAIMER: This mod has nothing to do with 4chan.

[12-14] DECK (Doom Engine Creators Kit) considers crowd-funding: http://forum.zdoom.org/viewtopic.php?p=800876#p800876

[12-13] Five Rooms Of Doom possibly final release: http://www.doomworld.com/vb/post/1328772

[12-12] 1993res, "a wad-ified collection of unused doom art": http://www.doomworld.com/vb/post/1328580

[12-11] Brutal Doom v20 beta release: http://www.mediafire.com/download/h49ahv6jy2go9ft/brutal20testdec10b-2014.zip

[12-10] Cacowards 11: http://www.doomworld.com/21years/

===

Please reply to this post with news.

>> No.2145892

>>2145882
https://www.youtube.com/watch?v=RkHomVPQNU4

>> No.2145895
File: 549 KB, 1280x720, Screenshot_Doom_20141227_192901.png [View same] [iqdb] [saucenao] [google]
2145895

Heh.

>> No.2145907 [DELETED] 

>>2145881
>Let's post like gentlemen
There's no need for this sort of exclusionary language. Are you just assuming that no women would ever be reading /vr/?

>> No.2145908 [DELETED] 

>>2145907
TRIGGER WARNING

>> No.2145913 [DELETED] 

and watch people respond, because that's the right thing to do huh?

>> No.2145924
File: 386 KB, 700x700, 1366335691176.png [View same] [iqdb] [saucenao] [google]
2145924

>>2145895
>i'm never this guy

fucking Dewce.

>> No.2145928

>>2145882
Wait, why do you point out that SUAB has nothing to do with 4chan?

>> No.2145929
File: 328 KB, 431x450, 1418692505035.png [View same] [iqdb] [saucenao] [google]
2145929

>>2145907
Even if you are female you should probably still post like a gentleman.

>> No.2145935

>>2145928
Because chronoteeth is a sperglord who thinks 4chan is EVIL HACKERS ON STEROIDS

>> No.2145941

>>2145935
Ah.

not exactly false.

also i'm not sgt mark but y'all already saw i don't have a tripcode

>> No.2145952 [DELETED] 

>>2145907
>implying grills play Doom

>> No.2145963 [DELETED] 
File: 43 KB, 400x458, Disconnect me. I can be reworked, but I'll never be top of the line again. I'd rather be nothing..jpg [View same] [iqdb] [saucenao] [google]
2145963

>>2145952
>tfw no female friend to just chill out and play doom with

>> No.2145978

How do I get Timidity++ to work with ZDoom/GZDoom?

I'm on Windows 8.1 if that helps

>> No.2145990
File: 757 KB, 1280x1331, tumblr_ngy4jzMNeu1rrgr0wo1_1280[1].png [View same] [iqdb] [saucenao] [google]
2145990

I pity the fools who can only see Doom's monsters as "pawns with specific AI" and can't no longer enjoy wads because of it

>> No.2145994
File: 10 KB, 211x300, whatsthepoint.jpg [View same] [iqdb] [saucenao] [google]
2145994

>>2145924

Dewce a shit who's better at hide and seek than push.

I still can't beat him.

>> No.2145996 [DELETED] 
File: 904 KB, 240x228, 1418370230521.gif [View same] [iqdb] [saucenao] [google]
2145996

>>2145990
I really hate that artist.

>> No.2146003

>>2145994
>>2145924
>you will never be as good as Fish

>> No.2146004 [SPOILER]  [DELETED] 
File: 252 KB, 1280x448, 1419730054971.png [View same] [iqdb] [saucenao] [google]
2146004

>>2145996
Whats wrong kid
How can you even hate him

>> No.2146009 [DELETED] 
File: 134 KB, 890x736, 1414021482834.jpg [View same] [iqdb] [saucenao] [google]
2146009

>>2146004
Christ I actually forgot they're a brony too.

>> No.2146010 [DELETED] 

mods help

>> No.2146015

>>2146003

That's not exactly hard to do.
All you have to do is not die shortly after the match begins.

>> No.2146026

>>2145990
>I pity the fools who can only see Doom's monsters as "pawns with specific AI"
you mean... see them as what they literally are? instead of some imaginary construct?

>> No.2146029 [DELETED] 
File: 40 KB, 500x500, ! Muh Leejuns.jpg [View same] [iqdb] [saucenao] [google]
2146029

>artist confirmed to be brony
>Rev up dat internet hate machine

>> No.2146032

>>2145990
that mancubus' head looks like a penis head

>> No.2146036

>>2145990
>cyberdemon, hell knight, and demon all have the same head shape

>> No.2146038

>>2145952
>What is OP picture's author

>> No.2146040

>>2146026

...let's make a test; what happens when you click the fire button repeatedly when holding the chaingun instead of holding the fire button as one would normally do?

don't worry, there's a reason I'm asking that, but I want to know someone's answer first

>> No.2146042

>>2146040
You mean 100% accuracy on first bullet = staggerfest 4ever?

>> No.2146045

>>2146040
It shoots more accurately?

>> No.2146047

>>2146040
Its always pin point accurate you nigger, because A_FireBullets always ignores the parameter for the first call, THEN uses the parameter.
So what? WHAT NOW?

>> No.2146050 [DELETED] 

doom babbies

>> No.2146056

You know what sort of mod needs to be made? A Kamen Rider one. If solely because we have a very easily modifiable kicking sprite/animation.

Also I want to be able to manually use belts.

>> No.2146057 [DELETED] 

>>2146029
>it's impossible to dislike an artist for their art and sense of humor
>disliking a subculture is automatically a bad thing
Did they hurt your feelings anon?

>> No.2146058

>>2146042
>>2146045

You both are correct. I'll wait a couple of minutes to expand on my reply until a few things get sorted out.

>> No.2146060 [DELETED] 

>>2146056
That's fucking gay.
We need a rugrats mod.

>> No.2146063 [DELETED] 

>>2146050
There is nothing more metal than a baby playing Doom.

>> No.2146064 [DELETED] 

>>2146063
epic xD

>> No.2146067 [DELETED] 
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2146067

>>2146063
This is technically true.

>> No.2146068

Playan Hexen right now. How do I get gud? Playing as fighter.

>> No.2146071 [DELETED] 

>>2146067
Could this general be more reddit? It's so fucking embarrassing. Why don't you queers fuck off back already with your absolute shit tier humour and shitty mods? The bandwagon can't run forever faggots.

>> No.2146075 [DELETED] 

>>2146071
What the hell's your problem?

>> No.2146076 [DELETED] 

gee i wonder who THIS guy is

>> No.2146078 [DELETED] 
File: 72 KB, 500x464, 1412557785138.jpg [View same] [iqdb] [saucenao] [google]
2146078

>>2146071

>> No.2146082 [DELETED] 
File: 305 KB, 500x405, 1316712015714.png [View same] [iqdb] [saucenao] [google]
2146082

>>2146071
>dislikes general
>posts in general

You're a special kind of retarded

>> No.2146084 [DELETED] 

>>2146075
>>2146078
>>2146082
>gives shitters attention

You're a special kind of retarded

>> No.2146086 [DELETED] 

>>2146084
Sorry.

>> No.2146090 [DELETED] 
File: 8 KB, 246x278, NotSoCoolAssburger.jpg [View same] [iqdb] [saucenao] [google]
2146090

Remember:
Report and ignore.

>> No.2146104

>>2146056

honest, are you trying to rile up Terminus on doing one because he lurks /m/?

I wooden mind

>> No.2146108

>>2146104
No I genuinely just imagined fighting fucktons of demons while Dead or Alive was playing while using the Faiz Gear pistol-thing. That or Lord of the Speed during Clock Up.

>> No.2146117

>>2146068

Hit things until they fall over.

Don't get hit

>> No.2146121

>>2145864

They do? What makes you say that?

>> No.2146128

>>2146068
Aim for the head.

>> No.2146132
File: 355 KB, 400x348, 1414055151947.png [View same] [iqdb] [saucenao] [google]
2146132

>>2146058
>>2146058
>>2146058
You about ready to elaborate now?

>> No.2146135

>>2145924

At least you're not so horrible that someone named a map with how often you die there.

Fuck you, term ;_;

>> No.2146140

>>2146042
>>2146045

Yeah, things are cool now. Like I was saying, that's correct

You see, that's the kind of stuff a specific kind of doom player crowd would know, it's usually (READ: USUALLY) the same crowd who can't no longer enjoy certain wads if they're not pushing their shit right in, which is common in wads like Sunder, SoD, Whales, Resurgence, and the SF series. The same crowd who likes "engaging wads" that throw ten archviles and five hundred revenants right in your face.

Hey, strokes and folks. Some people like atmospheric wads, other people like playing with mods and nothing else, and other people just like to play as if they were intended to work as robots when playing Doom. The thing is, you just can't go ahead and force people to play only certain kind of wads that happen to be the ones you like because that's the very essence of Doom, that you can play however the fuck you want because it was built around that concept.

The biggest problem is when that very crowd try to enforce their opinion on the community while rating several works and suggesting gameplay changes so they can fit their own vision. "Add more chaingunners or else this will still be crap and I'll tell my friends to shit on your /idgames upload". You can preach and tell about those who like BD and how they are annoying but we know too damn well they don't have a final input (or any input at all) in the community, while the crowd I'm talking about does.

I'm not saying you guys are from that crowd and I'm not shitting on them or you either, all I'm sayin is that people should let people be and work on their maps as how they please; not everything has to be a goddamn strategical slaughterfest. If they're not fitting a certain criteria, then fine, as long as they don't affect other projects by breaking the balance of the rest of the mapset I don't see a damn wrong thing about a comfy map every now and then.

>> No.2146167
File: 1.72 MB, 320x180, 1381698590710.gif [View same] [iqdb] [saucenao] [google]
2146167

>>2146104
>>2146108

Honestly, if I was to do a Doo/m/ project, it probably wouldn't be too much different from how the Iron Maiden is handled in DemonSteele.
Start off in unarmored form, fight a little bit bare-knuckle in order to build up momentum/ammo--once you get enough momentum, you can transform into a super-powered armored form, which lasts until either a heavy enough blow (like three rockets at once or something) sends you careening or you die.

Different weapon pickups would probably be different gear which all cost momentum/ammo to use (and can't be used while untransformed), while beating dudes up with your fists has a chance to keep it replenished.

If someone wanted to nick the Iron Maiden system and tweak it a bit in order to make their own Kamen Rider-style project, I'd be willing to help out a little. Obviously, DemonSteele and Push are my main projects at the moment so I wouldn't be able to drop everything to do everything, but I'd still be willing to help out where I can.

>> No.2146185

>>2146167
Maybe have numerous "difficulty" settings that only decide what Rider you use? Certain ones leave you vulnerable as you transform, but give you more boosts and whatnot. Or can only be transformed in certain conditions (Facing a "reflection" (You could just render the sprite looking down a ta blood splatter without making a reflection at all) that could be made from blood, manually putting on the belt, etc.)

>> No.2146193

>>2146140
And here I am thinking you where defending that tumblrshit you posted first.

I get what you say and I certainly enjoy comfy maps.
But the punchline was certainly strange.

>> No.2146201

>>2146140
Nigga I found out that I could snipe with the chaingun when I was like 7 years old.
You're one dumb motherfucker if you think something so basic is not common knowledge to everyone still playing doom.

>> No.2146210

>playing through epic2
>go through the literal monster hotel
>there's a monster hiding behind EVERY SINGLE CORNER
>BEHIND THE DOOR
>IN THE CLOSET
>UNDER THE BED
This sure keeps me on my toes and ready but holy shit it's annoying.

>> No.2146258

>>2146210
You mean the level that starts with that cube of 4 portals inside the alien spacethingy and then continues into a city?

>> No.2146337

Why are these threads always so dead at night?

>> No.2146345

>>2146337
>last post was only a little over half an hour ago
>dead

I'm sorry, are we not fucking posting often enough for your pleasure?

>> No.2146351

>>2146345
I'm sorry. I just noticed that people post a lot less frequently at this time of the day.

>> No.2146353

>>2146345
People ask the same thing literally every single thread.
Just ignore it already, fuck.

>> No.2146358

>>2146351
I dunno man, probably has something to do with the fact that most people sleep at night.

>> No.2146360

Ded thred is ded

>> No.2146396

>>2146337
Sleeping, playing Doom.

>> No.2146416

>>2146358
Someone asked why the thread was kill at 5am, december 24.
You can bet your ass that if aliens invade, someone will post in here asking why people arent talking about doom nonstop.

>> No.2146429

>>2146258
I think that's the one. It has a fountain and the exit door is opened by a red switch and there's a cyberdemon waiting for you.

>> No.2146474

I just downloaded Demonsteele because when I saw it I immediately thought it's pretty much exactly what I was looking for, what are some good maps for it?

>> No.2146485

>>2146474

Scythe 2, New Gothic, Dissolution, Hell Revealed 1/2, Vanguard, Dark Tartarus, Rlyaeh, Unloved (sort of).

>> No.2146487

>>2146485
Kick ass! Thanks.

>> No.2146518
File: 44 KB, 441x479, what.jpg [View same] [iqdb] [saucenao] [google]
2146518

What's the zDoom equivalent for Quake?

>> No.2146523

>>2146518
FTEQW for mods / Darkplaces for colorful graphics. Tenebrae for cool effects and broody mood,

>> No.2146570 [DELETED] 

>>2146068
Use the axe in melee. The hammer throw is basically the rocket launcher. Apply sword to face. Use your speed to go fast and dodge shit.

>> No.2146574

>>2146068
Use the axe in melee. The hammer throw is basically the rocket launcher. Apply sword to face. Use your speed to go fast and dodge shit.

Monster melee is like the demon in doom. You can easily bait it out and beat their asses. Ettins and non-shield laser centaurs are good to use it on, since you're all melee all the time as fighter. Take out shit that can shoot at you first.

>> No.2146598

>>2146523
What if I want to just play through vanilla Quake for the first time. I have it on Steam but it doesn't save my video settings so I'm just wondering what's considered the best way to play the original.

>> No.2146619

>>2146598

If you want vanilla Quake, then you definitely don't want the ZDoom equivalent.
Check out Engoo. It's what I've used for all my vanilla playthroughs and it's emulated everything wonderfully so far.

>> No.2146667

Kind of a random question, but would a prop hunt style mod be possible for douk or doom? I think it would be neat

>> No.2146682

>>2146667

there was a prop hunt mod for Doom. It was filled with a lot of memes

>> No.2146684

>>2146140
In my experience, the Slaughterfest people more or less keep to themselves. It's been a long time since I've seen someone go around unconstructively criticizing wads because they're not hard enough.

In fact I would say there are more cases of the converse situation, that is, people unconstructively criticizing slaughter maps for being too hard. However fortunately even those are on a decline these days.

>> No.2146717 [DELETED] 

>>2146523
>>2146598
Darkplaces is objectively the best Quake sourceport. Don't accept anything less.

>> No.2146719
File: 695 KB, 2560x1440, 2014-12-06_00001.jpg [View same] [iqdb] [saucenao] [google]
2146719

>>2146518
>>2146598
Quakespasm is objectively the best Quake sourceport. Don't accept anything less.

>> No.2146724

>>2146717
>>2146719
Quakeworld is objectively the best Quake sourceport. Don't accept anything less.

>> No.2146729
File: 367 KB, 1920x1080, 2014-08-03_00012.jpg [View same] [iqdb] [saucenao] [google]
2146729

>>2146724
Quakeworld is good for nothing but multiplayer. If you want vanilla-esque gameplay and the ability to play all the latest singleplayer maps then there's nothing better than Quakespasm.

>> No.2146763

>>2146667
Has been done: http://zandronum.com/forum/showthread.php?tid=4654

>> No.2146765
File: 69 KB, 640x480, Screenshot_Doom_20141227_135149.png [View same] [iqdb] [saucenao] [google]
2146765

crates

>> No.2146774 [DELETED] 

>>2146765
crates

>> No.2146778
File: 86 KB, 640x480, 1419763404.png [View same] [iqdb] [saucenao] [google]
2146778

>>2146765
crates

>> No.2146786

>>2146778

Cacodemon texture pack, eat your heart out

>> No.2146803

>>2145941
So, what exactly is the point of posting with mark's name?

>> No.2146820
File: 237 KB, 500x400, caco-cola.png [View same] [iqdb] [saucenao] [google]
2146820

>>2146786
>Cacodemon texture pack
Tell me more, stranger!

>> No.2146832

>>2146820
http://www.moddb.com/mods/cacodemon-textures

You asked for it.

>> No.2146838

Use DirectQ if you're playing Quake for the first time dude

>> No.2146851
File: 137 KB, 466x492, caco-monitor.png [View same] [iqdb] [saucenao] [google]
2146851

>>2146832
Thats... that's hideous, I expected every texture to be swapped out for some kind of caco facsimile, like walls made out of red caco texture, eyes being switches, etc.

I need a picture of a Caco with it's smile turned upside down to adequately present my emotions.

>> No.2146867
File: 36 KB, 233x223, sadcaco.jpg [View same] [iqdb] [saucenao] [google]
2146867

>>2146851
A bajillion picoseconds in mspaint

>> No.2146956

>>2146867
haha those upsidedown teeth look so wrong. like those pig things from star wars, perhaps.

>> No.2146968

>>2146719
I second that

>> No.2146989

>>2146851
>>2146867
How could Caco use the keyboard without hands? Would he just hump it with his body?

>> No.2147000

>>2146989
Hiss-to-Text Interface. Latest UAC technology

>> No.2147002

doomkart

>> No.2147004

>>2146989
tentacles below chin can be extended.

>> No.2147029
File: 313 KB, 988x1318, caco shitposting.jpg [View same] [iqdb] [saucenao] [google]
2147029

>>2146989

>> No.2147031

>>2147029
max kek
You should take time to draw a keyboard, complete with drool and teeth marks

>> No.2147063

>>2147029
Does caco have a 4chan pass?

>> No.2147142

>>2147029
this is too perfect

>> No.2147154

>>2146047
you're wrong on two counts
>concerning the behavior of a_firebullets
it doesn't always ignore the first call's accuracy. set numbullets to a negative number and it ignores it.

>about the chaingun
if you click the mouse to fast, it'll read as if it were being held.

>> No.2147178
File: 338 KB, 988x1318, caco shitposting.jpg [View same] [iqdb] [saucenao] [google]
2147178

>>2147031
Just for you, anon

>> No.2147179

>>2145853
>We mean Vanilla mapset, not vanilla Doom.

Vanilla ALWAYS means original DOS executable. Stop using that word, if what you mean is traditional styled gameplay.

>> No.2147181

>>2147178
>Snes controller
That just raises further questions!

>> No.2147183

>>2147181
It's a Gravis gamepad. When cacodemon isn't shitposting, he enjoys playing Jazz Jackrabbit.

Obviously.

>> No.2147241
File: 263 KB, 512x479, Hol_Horse_anime.png [View same] [iqdb] [saucenao] [google]
2147241

>always enjoyed doom while growing up
>due to some strange, unexplainable autismal drive, I decide it would be a good idea to speedrun it
>didnt play the game in years
>decide to do a few normal runs of the game just to wipe off the dust
>enjoying the hell out of myself from ultimate doom e1 to e3
>the challenge is perfect at UV, not impossibly hard, but certainly not easy either
>get to e4
>that first level
>that second level
I literally felt physically exhausted. I know these levels were added on later, but god damn.

>> No.2147253

>>2147241
It gets easier after those two.

They really brought out their A game for dishing out challenge on those two levels.

I haven't done E4M2 entirely in a long time, I just do the BFG skip because that level is fucking HARD

>> No.2147303

>>2145895
Push 0.6 when?

>> No.2147325
File: 415 KB, 488x519, doom-rage.gif [View same] [iqdb] [saucenao] [google]
2147325

>>2147241
>E4M2

>> No.2147336

https://www.youtube.com/watch?v=yOo-ucQ14c8

>> No.2147345

>>2147336
OH GOD MY EARS

>> No.2147350

>>2147303

Well anon, now that Christmas break is over, it's what I'm gonna be working on. So probably when I finish everything left to do on it.

>> No.2147353
File: 78 KB, 500x375, 102902.jpg [View same] [iqdb] [saucenao] [google]
2147353

>>2147336
>that guy's voice

>> No.2147389

>>2147241
e4m1 is nothing when compared to e4m2.

>> No.2147390

>>2147336
Of course his profile picture is a picture of him in a fedora

>> No.2147451

Anyone know of any youtube channels that plays though wads besides that one guy that plays crappy ones?

>> No.2147459

>>2146803
Why not? He's a recognized figure.

Maybe if I keep doing it, more people will start, and eventually the entirety of /doom/ will be Mark himself.

>> No.2147519

IS THERE A FUCKING DOOM SOURCEPORT ON THE 3DS YET.

>> No.2147534

>>2147459
I mean, what do you gain from pretending Mark is making those posts? They weren't even inflammatory

>> No.2147535

>>2147519
If there was I would already have it.

>> No.2147601
File: 59 KB, 1280x692, 1419560882066.jpg [View same] [iqdb] [saucenao] [google]
2147601

Reposting a list I did not too long ago regarding Doom sourceports. Changed a few terms to avoid being impaled by some people ;-)


Use ChocoDoom for a 1993 vanilla experience in modern times.
PrBoom+ for a much "modern" classic Doom experience and wide demo support (ranging from Doom2.exe to the program itself).
G/ZDoom for singleplayer with mods.
Zandronum for multiplayer. Never use this for SP unless you're trying to play KDIZD and/or some specific Zandro-only mods.
ZDaemon if you hate freedoms.
Dosbox if you hate yourself .

>> No.2147610

About the brutal doom haters.
its just a phase

>> No.2147649

what's the map you're most proud of beating?

>> No.2147665

>>2147601
>G/ZDoom for singleplayer with mods.
Or multiplayer with any popular mod from the last year, since most of those only run in (g)zDoom, anyway.

>> No.2147668

>>2147665

>G/ZDoom
>multiplayer

you have just unleashed a Kraken.

>> No.2147675

>>2147668
You'll unleash one too if you continue to respond to shitters.

>> No.2147676
File: 76 KB, 454x433, 1408059280320.jpg [View same] [iqdb] [saucenao] [google]
2147676

>playing shut up and bleed
>on Unloved.wad
Im sure its been done before, but god damn is it cool

>> No.2147680

>>2147668
>>2147675
Tell me how to run Doom RPG, Demonsteele, and GMOTA in Zandronum, and I will eat those words.

Otherwise it's not a shitpost and an actual provable fact.

>> No.2147684

>>2147649
Equinox's map 13

>> No.2147687

>>2147680
>Demonsteele in zandronum

Well,

-the author's port of choice is Zandro.
-the Doomworld thread states that it IS GZDoom/Zandro compatible.
-multiplayer Donutsteele testing has been done to hell and back in this place.

I'm not sure what you were trying to say.

>>2147649

E4M2, ultimate Doom. It's not that really hard to pistol start it if you know where to go.

>> No.2147693

>2.0 has been in beta for almost a year now
>the 2.0 testing sessions have gone and completed
>"if worst comes to worst, we'll release by the end of the year"
>any feature requests that would be cool for my mod are basically never going to be implemented
>zDoom will never have netplay that isn't shit

Multiplayer modding is suffering.

>> No.2147696

>>2147680
>tell me how to run Demonsteele in Zandronum
By fucking loading it.

>> No.2147702

>>2147684
that is impressive. you do it without saves? what skill setting? i've done it, but only with a lot of savegame reloads.

>> No.2147709

>>2147665
good luck with gmota or msx multiplayer m8 lemme know how that goes

>> No.2147715

can someone repost that rip and tear collage from last thread for me?

>> No.2147719

>>2147715
if you can especially cut out the Stallman/Free Software one I'll love you long time sailor

>> No.2147746

Is Quake Level design any good?
Is there anything I could do to improve my enjoyment of the game, like mods?

>> No.2147748

>>2147719
nevermind, did it myself

>> No.2147761

>>2147702
Ultra violence, one save after each of those 4 main switches.
Probably died a hundred times while attempting to use elevators. Fuck that map. No way I am doing it in one run.

>> No.2147764

>>2147696
>>2147687
I haven't tried the newer builods, but when I tried a month or two ago, Demonsteele would not run in Zandronum If it works in Zandronum now, that's great. I still don't see why it's so offensive to suggest that people play GZdoom multiplayer for mods that don't play in Zandronum. GZdoom netplay kind of blows, but it's all you have for those mods. DoomRPG only works in GZdoom, and only very specific builds, at that. (Anyone know of a pre-2.0 build that will run DRPG? My laptop can't handle the new GL renderer, and all the dfevbuilds I've tried just crash when I load DRPG.

>>2147709
It went great. Played DVII/GMOTA in GZdoom with two other people the other day. Mowing down a thousand imps in Minas Morgul was a notable high-point. Can't speak on MSX; I've never played it.

>> No.2147814

>>2147764
>I haven't tried the newer builods, but when I tried a month or two ago, Demonsteele would not run in Zandronum
Confirmed for full of shit, Demonsteele has been able to run in zandronum since day 1

>> No.2147819
File: 31 KB, 465x297, workbuyconsumeDIEsdsdsdsdsdsd.jpg [View same] [iqdb] [saucenao] [google]
2147819

So I like to listen to my backlist of albums while playing doom does anyone else shun the ost?
Also Aphex Twin is GOAT doom tunes

>> No.2147851

>>2147814
Fact: A month or two ago, I tried to run demonsteele in the latest stable Z&, and it did not work

Fact: I then tried the latest Z& devbuild at the time, only to achieve the same results

Fact: the /vr/ thread about my favorite game consistently has the most hostile and unfriendly posters in all of /vr/

Maybe something else was the matter with my setup that day, and it's great to know it works in Zandronum, because lord knows the netplay is better, but either way, fuck you. I'm going to go play Doom with my IRL friends that enjoy my company because I'm not insanely rude and mean-spirited without provocation.

>> No.2147872

>>2147851
>>2147764
>>2147680

Hi, I'm the creator, and I can verify that DemonSteele has and always could work in Zandronum--in fact, at the very start it was actually Zandronum-only, since it used several unique and exclusive features (hi A_FaceConsolePlayer).
If you really need verification, you can ask GMOTA_Guy or Mystical, since they were the very early testers back when it was just a melee experiment.

I can't run GZDoom, so not building for Zandronum is kind of a self-defeating option. If you encountered an error, then either your build was corrupted or your Zandronum was wonky.

It's a moot point either way, since my philosophy is "the player should use what they're the most comfortable with", and that extends to netplay.

>> No.2147907

>>2147872
Hey, what were the maps in the promo video on the release thread of Demonsteele? They look fun as fuck and I only have Hell Revealed right now.

Also you need more melee stuff in general. The sword and hammer are cool and all, but it'd be pretty great if there were more weapons to use.

Oh, and iaijutsu/draw strikes. I want to be Jetstream Sam in first person.

>> No.2147917
File: 236 KB, 1400x1050, Screenshot_Doom_20141229_203207.png [View same] [iqdb] [saucenao] [google]
2147917

does /vr/ want vikings in their doom?

>> No.2147918

>>2147917
I want ninjas in my doom

>> No.2147920

>>2147917

You have my attention.

>> No.2147923
File: 547 KB, 500x454, dimmy.jpg [View same] [iqdb] [saucenao] [google]
2147923

>>2147918
buh dimmeh only hab bikings

>> No.2147924

>>2147917
if you're making it then please please please can you make a swedish accent "unf"

>> No.2147926
File: 26 KB, 320x200, shild.png [View same] [iqdb] [saucenao] [google]
2147926

>>2147920
I don't have much more to be honest. literally only a single weapon (axe + a shield that let's a_setinvulnerable run for up to ~150 tics as AltFire).

I need ideas to be honest...

>> No.2147934

>>2147926
+1 armor pickups are viking helmets

>> No.2147935

>>2147924
But I'm not swedish...and how do you put an accent on an umph anyway?

>> No.2147936

>>2147907

The levels used, in order of appearance, were Dissolution (map01), Hellground (map07), Doom 2 (map18), HellCore (map02), ZPack (E1M6), Scythe 2 (map19), Jenesis (map12), Epic 2 (map01), Going Down (map02), Beyond Reality (map10), Deus Vult (map04), Hellcore (map07), Vanguard (map07), Sunder (map07), Dark7 (map06), Dark Tartarus (tat20), Equinox (map09), and Dark Tartarus (tat12).
If you want my own personal suggestions to compliment DemonSteele, I'd go with Hellcore, Scythe 2, and Dark Tartarus. Dissolution fits unbelievably well thematically, but gameplay is slow as balls and a lot of people tend to want balls to the walls action.
Well. Tits to the walls.

I wouldn't mind more melee weapons--I actually have a slot open for one right now, though it might be a while before it's seen due to plans. What did you have in mind?

>> No.2147939

>>2147851
>Fact: the /vr/ thread about my favorite game consistently has the most hostile and unfriendly posters in all of /vr/
If you take a look in the archives, doom threads also have the highest deleted post count.
I am here mostly to see what Kegan is doing and to grab some wad recommendations. Discussion is a shit more often than not.

>> No.2147941

>>2147934
oooh, maybe mjolnir icons? the hammer was a sign of protection...

>> No.2147946

>>2147939
>doom threads also have the highest deleted post count.

That would probably be the CRT threads, actually. Those guys get really angry really easily.

Though I'm not saying we don't have our shitters.
We're a pretty big community, so we have a lot of people who want to stir the pot because they feel we shouldn't be here, they don't agree with us, we're not doing what they want, or we're not posting how they want. Or sometimes just for larks.

>> No.2147957

>>2147680

How to run GMOTA in zandronum?

Help me find a crack team of nerdos who are willing to help me make it Zan friendly.

Also I'm planning on making Zan compatible mods in the future

>> No.2147959

>>2147935
just unf but with a swedish accent really don't know what else to say
Say "bork-a- bork" but just "unf"

>> No.2147961

>>2147939
>I am here mostly to see what Kegan is doing and to grab some wad recommendations.

I'm flattered you come here to see what I'm doing. But there's some other good modders here you know.

Also I'm currently futzing with the thief and skeleton. I removed the boomerang bone and replaced it with a homing bone to restore the classic agitation.

Later tonight I'll look into a new cacodemon. Maybe a little QT dragon thing if I can find something

>> No.2147963

>>2147936
I'm thinking maybe some sort of weapon that can hit multiple enemies at once, either in a line or in an arc. Or if you want to have like a triangular scale of speed/power/versatility or some such, just make a fancy bo-staff that you can pole vault with as a special attack. Good for lots of attacks and mobility, not very good for damage compared to your sword or hammer.

This may or may not basically be Dragon Form from Kamen Rider Kuuga.

>> No.2147979
File: 1 KB, 32x32, mjol.png [View same] [iqdb] [saucenao] [google]
2147979

weird. I spend 10000 hours in MS paint to come up with a replacement sprite but can't seem to get it to replace the original armorbonus sprites.

They are BON2 A - D, right?

>> No.2148000
File: 298 KB, 1400x1050, bon2.png [View same] [iqdb] [saucenao] [google]
2148000

>>2147979
got it...but they look dumb as hell for armour bonuses. >>2147934 is a much better plan...

>> No.2148085

>>2148000

Will we be able to throw axes on top of whacking shit with it?

>> No.2148106

>>2147241
I have played e4m1, and it was really tough for some reason. Why? It seems like a simple map, but it is hard

>> No.2148107

>>2148106
No health pickups, and barons in close-quarters without a plasma rifle.

>> No.2148110

>>2148106
Not a lot of healing to spare.
No cover from Shotgun guys.
Very cramped space.
Two barons of hell.
No shortcuts.

It's a very strict map.

>> No.2148118

>>2148107
The secret with the four Barons is particularly brutal.

>> No.2148128

>>2147649
Speed of Doom map32.

I've seen people call SoD map28 hard, but its nothing compared to map32.

>> No.2148134

>>2148110
>No cover from Shotgun guys.

You can easily use the starting room as cover from the starting shotgun guys.

>No shortcuts.

You can glitch the red key, and grab it through the caged window.

>> No.2148141

>>2148134
>You can glitch the red key

I wouldn't count glitches as shortcuts in normal gameplay. Whether or not they're possible also depends upon what port and what complevel you're playing at.

>>2148106
Like >>2148110 said, also if you're playing in ZDoom or a child port without vanilla complevel the hitscanners are much worse since a significantly larger portion of their shots hit you due to a bugfix.

>> No.2148168

>>2148141
The red key trick is used all the time by speedrunners, but whatever.

>> No.2148189

>>2148128
SoD 28 isnt even that difficult. People just call it hard because it has nearly 3000 monsters. Cells and Megaspheres being virtually everywhere, and the overall openness of the map makes it pretty easy by slaughtermap standards.

>> No.2148203

>>2147959
>>2147935
>>2147924
ünf
önf

>> No.2148234

>>2147534
No, exactly. Do we really need MORE inflammatory Mark posts?

>> No.2148328

>>2148141
>Whether or not they're possible also depends upon what port and what complevel you're playing at.

It can be done in Vanilla, dude. Just check the UV Speed demos on DSDA.

>> No.2148372

>>2148328
I know, but I'm saying that is a bug which is fixed in some source ports.

>> No.2148391

>>2148372
I think its mainly zdoom ports that fix it. PrBoom+ still has it intact.

>> No.2148398

>>2147819
yes i never have the game music on. almost always during gameplay i do not have music on at all.

>> No.2148409

>>2147819
I can't bring myself to turn doom music off, and listen to MP3s. the difference in audio quality between the music and sound effects is jarring. Hell, I actually hate it when mods include mp3/ogg's instead of midis.

>> No.2148418

>>2148189
much of sod 28's "difficulty" came from annoyances rather than monsters, i think.

the framerate drops when looking in a direction that takes in a lot of the map. loss of control, get hit by rocket.

pervasive low light level, especially under a fairly bright sky texture. contrast hurts the eyes.

uneven ground level of main area, restricting movement. have to watch where you're running to avoid being brought to a halt in the middle of a storm of fireballs.

whichever section you choose, the first teleport traps you in the middle of a dense population. for the remaining two, you start outside and fight your way in, which is easier as enemies approach from fewer directions. so it's top-heavy.

>> No.2148437

http://forum.zdoom.org/viewtopic.php?f=12&t=14126&p=803951#p803951

Woo Visual Novel systems!

>> No.2148459

>>2148437

Looks interesting.
I probably won't be making use of it since I'm more interested in running and gunning, but anything unique to stretch the engine beyond its boundaries is always accepted.

>> No.2148486

>>2148418
>the framerate drops when looking in a direction that takes in a lot of the map.

Hmm, I've never managed to have this myself. But then again, unlike a fair chunk of Doomers, I have modern high-end hardware.

>> No.2148502

>>2148486
I have a slightly above average laptop from before 2010 (can render New Vegas smooth as butter), but I do notice GZDoom slowing down if I look certain directions in really large maps.

You wouldn't have the same problem with a Boom renderer, as it's way more efficient in every single way (though obviously not OpenGL)

>> No.2148519

>>2148437
cooooool

>> No.2148541

What's the latest on that port of Blood to gzdoom?

>> No.2148546

>>2148541
Do you mean Randi making a ZDoom-based Blood port or one of the many ZBlood spinoffs?

>> No.2148553

>>2148546
The one Randi was making. I saw it a while back but forgot to follow along with the progress, I'd play the shit out of it.

>> No.2148558

>>2148553
Quote from Randi: "Don't get too excited. That was mostly just fixing what used to work but didn't anymore. Mostly."

From this thread: http://forum.zdoom.org/viewtopic.php?f=4&t=46403

>> No.2148625

>>2148085
I figure if I did that, it'd feel too much like gmota.
you have a shield, so you can get close to enemies pretty easy (I tested against the cyberdemon yesterday...even he's beatable with melee + shield).

shotgun guys are a killer though, so I threw together a somewhat wimpy bow and arrow to allow some degree of ranged fighting against minor demons

>> No.2148626

>>2148203
this is oddly helpful.

>> No.2148663

>>2148625
>I figure if I did that, it'd feel too much like gmota.

iirc demonsteele started out as "what if i made my own take on gmota"
there's hundreds of different ways you can have your own spin on the same concept

it just needs to be YOUR spin

>> No.2148673

>>2148663
apart from the gmota feel I was describing, throwing axes are just a sort of thing that never really sits well with me.
I mean, I can imagine a dude carrying like, what? 4-8 little franciscas at once, so they're what? rocket equivalents?
I know carrying capacity and doom aren't something o should worry about, but it just irks me to think about it...
I have a bow for now...maybe I'll implement Axe throwing if I can make it jive with how I think, but I don't have anything planned. maybe I can think of something tomorrow.

>> No.2148752

>>2148673
>I know carrying capacity and doom aren't something o should worry about, but it just irks me to think about it...
I have yet to see a single mod where carrying capacity makes sense. FUN beats not carrying 100 rockets any day of the week.
Besides, you are literally blocking rockets with a wooden shield and worrying about realism. Stop.

>> No.2148758

>>2148752
>I have yet to see a single mod where carrying capacity makes sense.

I unno, Accessories To Murder made the shotguns vastly more versatile, but compensated by letting you carry less and ammo spawning in smaller groups.
It made me appreciate the shotgun more, I was always delighted to see those few pairs of shotgun shells in a dark corner, because every single shell has so much power.

>> No.2148795

>>2148758
The shotgun feels awesome because the ammo is rare and effective, not because you can carry few of them.
Its not even a balance issue yet, its a concept of throwing axes and having extremely few of them just because it would look odd otherwise is a really stupid reason to do it.
There are more options besides carrying 100 weak ass axes or 4 strong ones.
One of them is rare and Charles-Martel-in-Age-of-Empires-2-sized axes that you can collect and reuse similar to GMOTA's hammer.

>> No.2148797
File: 594 KB, 1400x1050, bow.png [View same] [iqdb] [saucenao] [google]
2148797

>>2148752

I think I've figured out a good way to make it work and appease my throwing axe capacity autism.

>throwing axes do as much as the melee axe in damage (this is more than the bow)
>limited to 10 in inventory
>Death/Xdeath states of the axe projectile spawn 1 axe ammo.

I think it works, but I'll need to get to drawing throwing axes before I can do anything with it...

>> No.2148801

>>2146778

And what's the name of the wad, anyway?

>> No.2148807

>>2148797
Sounds good, but why is that bow so wonky?

>> No.2148809

>>2148801
Hangar 2001. the filename is hangar2k. it's a very simple remake of e1m1 using quake textures. the author has done far better.

>> No.2148810
File: 109 KB, 669x501, finishedbows-669x501.jpg [View same] [iqdb] [saucenao] [google]
2148810

>>2148807
I was trying to draw a fairly prmitive looking D bow, so I let it come out a bit crooked.

The arrow looks like shit, though.

>> No.2148813

>>2148797
Maybe you could have the axes bounce around when they're thrown, and push enemies little bit when they hit.

>> No.2148816

Besides Threshold of Pain, are there any other good PSX-style wads? Or just spooky atmospheric wads in general, preferably without any slendurman jumpscare crap.

>> No.2148821

>>2148816
don't know anything specific, but, playing with darkdoom, the flashlight mod for it and the ambience pack suggested on the hideous destructor forum page can make alot of wads go from being cheery to moody quick.

>> No.2148959

>>2145990
>cacodemon isn't santa

disappointed!

>> No.2149058

>>2148816
City of the Damned: Apocalypse is atmospheric as fuck, while retaining the gameplay. Not exactly PSX style, but certainly spooky.

>> No.2149147

Holy shit.

https://www.youtube.com/watch?v=aMli33ornEU

>> No.2149164

>>2149147
nice

>> No.2149167

>>2146832
So what are the major texture packs out right now? There's that one, the HDTP one, anything else?

>> No.2149389

>>2149147
Impressive.

>> No.2149425

been out for a few months what I miss?

>> No.2149429

>>2149425
news post m8

>> No.2149605
File: 183 KB, 800x600, Screenshot_Doom_20141226_232217.png [View same] [iqdb] [saucenao] [google]
2149605

Reaching E2M8, and having waded through all those fucking micro langoliers, the Cyberdemon replacement felt a little underwhelming (not that he was actually a very hard fight in Vanilla), the ballfucks were actually more infuriating, I was expecting some devilish trick. Maybe the Stinger launcher made him too easy?

Pic not related, this is just some reels from E2M7.

>> No.2149614
File: 125 KB, 800x600, Screenshot_Doom_20141226_234513.png [View same] [iqdb] [saucenao] [google]
2149614

>>2149605
Stock maps can sure be made spooky with some plain .pwad tweaks, I have to say.

Put on King's Field II soundtrack in background for Ep3, suitably gloomy.

>> No.2149628
File: 125 KB, 800x600, Screenshot_Doom_20141226_234824.png [View same] [iqdb] [saucenao] [google]
2149628

>>2149614
Barons...

>> No.2149631
File: 405 KB, 1600x870, doomguy's little helper.png [View same] [iqdb] [saucenao] [google]
2149631

Does someone perhaps have any experience with Blender248a md2 export plugin? When I load my model into Gzdoom Builder it's tiny no matter what scale I set and when I run map test it shows a <!> sign in the model's place, and the console says that the model has no frames.

>> No.2149634
File: 93 KB, 800x600, Screenshot_Doom_20141226_234851.png [View same] [iqdb] [saucenao] [google]
2149634

>>2149628
The Deagle Brand Deagle truly is the handiest "Baron medicine", shame you can't carry many magazines for it.

I also notice it's not really too precise at any distance past point blank, which is unfair to the real Deagle, because despite it's flaws, it's actually a *very* accurate pistol.

And still, the muzzleflash being a literal explosion is my favorite novelty.

>> No.2149639

>>2149634
I think it's more of a weapon balance thing to make it's accuracy bad.

Otherwise the Hunting Rifle would have zero point one you snag the Magnum.

>> No.2149647

>>2149639
Ammo for the rifle is ten times more common...
No one would snipe imps with a magnum even if they could.

>> No.2149651

>>2149631

Is that Edward Carnby from alone in the dark?

>> No.2149652

>>2149647
I was talking about it's accuracy.

Flamethrower and shotgun deals with imps way better than the rifle

>> No.2149661
File: 90 KB, 800x600, Screenshot_Doom_20141226_235001.png [View same] [iqdb] [saucenao] [google]
2149661

This compartment was 2spooky, the fucking imps and goatmen lurking in the dark, I kept thinking "Shit there's gonna be a dead marine body here somewhere, and he's gonna see me from the distant corner, get up, slowly make his way to me without me noticing him, and he's gonna surprise the fuck out of me and make me shit my pants!"

I really like the zombie marines and how unpredictable they are, they can make some areas insanely scary, but they're also a bit too rare, like I can find a body in the dark and be ready for it, I get out my iron pipe to get ready, and it's just lying there, because it's already stone dead and isn't going to raise, not sure if I like or dislike their scarcity yet.

>>2149647
>>2149639
I really wish Crono wasn't so anal about it, because you could truly make something fucking phenomenally fun out of this if you sorted out the messy core concept and cut/replaced one or two weapons.

>> No.2149668
File: 149 KB, 800x600, Screenshot_Doom_20141227_001130.png [View same] [iqdb] [saucenao] [google]
2149668

>>2149652
>>2149647
I find myself almost never using the rifle as a sniper rifle, I almost always bring it out to put out hard damage at a medium distance, sometimes even close combat because it's kinda handy, if only for it's power (though that might have been me giving it a nice buff)

>> No.2149672
File: 14 KB, 670x543, 1411062205721.png [View same] [iqdb] [saucenao] [google]
2149672

So how many of you guys consider GMOTA's porta-chests and cubes useful? Would you guys want something else instead of them? If so, what would YOU want?

>> No.2149683

>>2149668
What mapset/wad/whatever is this by the way?

>> No.2149691

>>2149652
>I was talking about it's accuracy.
Yeah, and? How does an accurate pistol translate into the sniper being pointless?
Even if the magnum was 100% accurate and had a zoom, the rifle would still be worth something since magnum ammo is rare.

>wasting flamethrower on imps

>> No.2149698
File: 151 KB, 800x600, Screenshot_Doom_20141226_185237.png [View same] [iqdb] [saucenao] [google]
2149698

>>2149683
Doom, Episode 2, Map 7, Spawning Vats

Gameplay mod is Shut Up And Bleed, a kind of fundamentally flawed mod that's still pretty damn fun and cool, some tweaking suggested if you know basic decorate.

>> No.2149704

>>2149672
I would prefer porta-subweapon.
Before the pow+ giving item existed I was using the chests exclusively to get pow+.
Now I collect them just in case I get another weapon by mistake.

Having reliable portable weapon pickups would make subweapons a whole more versatile imo. That way one could actually want to switch between then depending on the situation instead of hoarding a shield or your preferred weapon forever.
For me going through who knows how long without the shield/spear beats any kind of benefit that a situational torch could provide, specially since stronger enemies drop way less chests than zombie replacements.

>> No.2149708

>>2149704

I thought about flatout dropping subweapon pickups, but goddamn that could get messy fast.

But seeing as I've been adding my own custom monsters, I could always just give the tougher guys a drop list of items.

>> No.2149712

>>2149672
>what would YOU want?
An egg that hatches into many sexy imps when thrown on the ground.

>> No.2149721

>>2149147
What's with all the stupid comments jesus.

>> No.2149724

>>2149721
/v/'s raiding the video

>> No.2149734

Anyone got pdfs of the strategy guides for the doom engine games?

Thanks a bunch

>> No.2149747
File: 138 KB, 680x700, 983d711eab01949fcaa0dab27d37dbec.jpg [View same] [iqdb] [saucenao] [google]
2149747

>>2149672
>>2149708

...

All right, so, I remember all the way back when you were planning the carryable inventory item system. You had a nice little stock of things you were gonna use, but aside from the crash hammer and the whip, all of them were pretty questionable (the "flick wand" still makes me roll my eyes).
The crash hammer and the whip are both things that could easily be their own subweapon, but you don't want to do that because they should be usable by the other characters when/if you eventually get to them. Okay, fair enough I guess, even though there's nothing keeping you from just making them subweapons for them as well.

The problem is, at this point, you seem to be kind of desperate to try and make the carryable inventory items A Thing.
You've been brainstorming and asking for opinions on items to use, both in the topics, in #vr, and to other people, and you're still either coming up blank or not liking the suggestions that have been given. And the existing items...well. They sure are a thing. They're gimmicky and really kind of...eehhh. They exist pretty much solely to remind you that the inventory system is A Thing and that's about it.

It's not working, dude. It really isn't. And it's really starting to affect the rest of the mod, because things are getting shoehorned in to work around it, and you're getting upset because you can't think of stuff for it.

>> No.2149757

>>2149747

The wand was a pretty shit idea, and really I'm just trying to give players a reason to explore and try to find shit lying around, before I added any of these items, there was literally -no- reason whatsoever to explore maps seeing as you can generate ammo easily and find weapon pickups off fallen enemies.

in fact the only reason why I bring this up again is because someone's mentioned how the portable chests and cubes don't feel very useful, and I'm inclined to agree.

also there IS something keeping me from making them subweapons: There's too many of the fucking things already. I could always ditch the chests and cubes entirely, and leave it with the POW giver, hammer, and armor boost items.

or just remove the inventory items altogether. Really my biggest problem is just stemming from: There's no fucking reason to go out of your way to find secrets because the item drops are fucking bad and dumb.

>> No.2149782

>>2149058
>atmospheric as fuck
but goddamn if that revolver isnt the ugliest weapon sprite ever made.

I have never played through that wad literally because the revolver makes me vomit so hard that I just can't finish it,.

>> No.2149794

>>2149782
Is that seriously your reason for not playing through it? Not the absurd and tedious difficulty?

>> No.2149813

>>2149794
>>2149782

Confession time.

I can't play through Half Life 1 now because that revolver's been completely ruined for me.

>> No.2149815

>>2149813
The Oppossing Force expansion made it look better.
But yep, it sucks pretty badly. Looks so out of place.

>> No.2149828

>>2149757
You can always make temporary upgrades a thing.
Like area map = wings of wrath, BFG = the actual quietus with infinite ammo and faster aspd, both last until you complete the current level.
Things like that.

I dont use armor amulets unless its the last level or I absolutely need them, plus porta-things are just a backup.
Hammers are fun since they are silent, so you can fight stealthly for shits and giggles, but otherwise really meh. Slashing things is just as effective and less troublesome.

>> No.2149834

>>2149794
the only difficulty in the entire wad is reconciling how doomguy is shooting forward with a revolver he's holding sideways.

>> No.2149836

>>2149834
Cultists are fucking bullet sponges, that's what i'm mainly referring to.

>> No.2149837

>>2149828

I actually tried making temporary powerups AGES ago and I wound up making them a slightly broken mess. I'm sure I could probably bring them back and not have them be a mess nowadays

>> No.2149854

>>2149837
Not the guy you were talking with, but I feel that would be a good idea.
Also, I don't think focusing on the inventory is a good thing, like the others said. I never really use it, and there's no real reason to use anything else other than the hammers for a quick grenade-like crowd blender. So the hammers are basically sub-weapons, is what I think I'm saying.

>> No.2149862

>>2149757
>There's too many of the fucking things already

That's the main draw of the mod, dude. The CastleVania-esque sub weapons are really unique from a Doom gameplay perspective and the more there are doing different things, the more options you have.
It'd be like Aeod having less weapons, or HDoom having less sex, or toning down the sword in Demonsteele.

>> No.2149867

>>2149862
or taking out some reels in reelism because "there's too many"

>> No.2149870

>>2149854

Yeah, I think some trimming is in order, the armor boosters are kinda shit too, I ain't getting rid of the hammers though, they're 2good. But I don't want to make them a blaz subweapon either, as an inventory item, all heroes will be able to fling these things.

The only temporary powerups I've got right now is the arcane chicken and mystic wine. and I should probably look into maybe implementing some other cool pickups that -AREN'T- fucking inventory based.

>>2149862

I actually had more in previous versions, like the shoulder tackle, boomerang, and a few others. And I don't want to expand upon Blaz's arsenal too far out, because I'm planning on each character having unique subweapons.

Better to have a handful of useful subweapons than a shitload of worthless, situational ones, like the old shoulder tackle, or when I had the grappler as a subweapon

>> No.2149874

>>2149870
I'm >>2149854, you could make the hammer a sub-weapon shared by everyone. As in, the only one they share. Because aside from it, there's no real advantage of using the inventory.

>> No.2149879

>>2149870
>Shoulder tackle
>useless

BEEP BEEP RAPE TRAIN COMING THROUGH.

>> No.2149882

>>2149874

The other problem would be I have no idea what a powered hammer would be like in Blaz's hands.

But I'll think about it.

>> No.2149884

>>2149874
Except EVERYTHING about the hammer would have to be reworked to function as a sub-weapon.
Even if it was exactly as strong as it is now, it would still be a huge nerf since you cant pair a long range weapon/shield with it.

>> No.2149886

>>2149882
More earthquake-ish? The hammer spawns like 5 or 6 little hammers that deals a bit less damage.

>>2149884
Maybe we could have the option of choosing between the hookshot and the hammer?

>> No.2149895

>>2149879

The old shoulder tackle wasn't very good anon. All momentum stopped immediately when you came into contact with a monster, and unless your crosshair was dead on the enemy, your attack would whiff.

your attack would whiff a lot with cacodemons too.

>>2149886

That becomes more inventory fuckery and I feel things would get even more convoluted that it is right now, and that's really bad. I'd better just leave the hammer alone.

That said, temporary replacements/upgrades to pre-existing mechanics could make for an interesting set of powerups, like a grappler upgrade/replacement for blaz, super boots for Kuros, a super throwing glove for Samson, etc. Something crazy useful and/or fun that lasts for a stage

>> No.2149896
File: 120 KB, 543x411, hookhammershot.png [View same] [iqdb] [saucenao] [google]
2149896

>>2149886
>>2149884
>>2149882

>> No.2149901
File: 37 KB, 400x400, Only the dead can know peace from this sweating.jpg [View same] [iqdb] [saucenao] [google]
2149901

>>2149896

I never knew how badly I wanted this in my life til you showed me this anon.

>> No.2149904
File: 15 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
2149904

>>2149895
Kuros is this guy here right? Who's Samson, I'm drawing a blank.

>> No.2149907

>>2149904

Samson is going to be a pure OC, and probably the only one in GMOTA.

He's gonna be a rogue of sorts who managed to get his greedy mitts on some magical items alongside his crossbow.

He may or may not be a DnD lizardman breaking the mold of being a stereotypical water based thug. Of course that part's just aesthetic fluff and shit.

>> No.2149908

>>2149882
Maybe its just me, but Blaz needs an AoE subweapon.
The torch is extremely short range, wonky to use and better at dealing with large enemies than mobs.
Something like the fighter's flechette with a bigger arc + powered version being the old explosive sword throw would be fantastic.
Hell you could probably use the actual flechette and Zedek's glaive seal for the sprites.
Consider it just a placeholder until you add the alchemist.

>>2149886
>choosing between the hookshot and the hammer?
This is a great idea, but how many hammers would you have? The hook is REALLY REALLY good, specially vs viles, I probably wouldnt trade it for less than half a dozen hammers, but that is situationally OP compared to your subweapons.

>> No.2149913

>>2149908
>but how many hammers would you have?
I thought about having a cooldown on the hammer, similar to what we have now.

>> No.2149915
File: 95 KB, 852x480, bergzoid.png [View same] [iqdb] [saucenao] [google]
2149915

>>2149907
>DnD lizardman
Why not a kobold

>> No.2149919

>>2149915
I'm seconding this. Kobolds are pretty cool.

>> No.2149923
File: 74 KB, 515x557, 1289900257541.jpg [View same] [iqdb] [saucenao] [google]
2149923

>>2149896

>> No.2149927

>>2149913
Well, yeah, but how many at the same time?
Just one? Kinda weak.

>> No.2149928

>>2149915

Or that. I picture Samson being a short little bastard anyway.

On the subject of character heights, I actually want to tweak Blaz's height ever so slightly and make him a little shorter, Kuros will be the tallest, and Samson will be the shortest, if I had any drawing talent I'd doodle a crude height chart but I'm lazy so just read this post.

>> No.2149934

>>2149927
Oh, I dunno, maybe 3 or 4. The hammer is still pretty stronk remember.

>> No.2149941

>>2149928
I'll try to sketch one tomorrow if you don't mind. Be warned though, I don't promise anything on the quality.

>> No.2149943

>>2149941

>more GMOTA drawings

I'm certainly not going to object to that, friend

>> No.2149952

>>2149943
I've been making GMOTA doodles since it became a thing. It IS my favorite mod.

>> No.2149956

>>2149952

you haven't by any chance posted them elsewhere have you?

is that you, cacobro?

>> No.2149962

>>2149956
Nope, I'm not cacobro. And no, I never posted them anywhere. I could I guess, but I'd need a scanner to do that. But one day yeah I'll post them.

>> No.2149969

>>2149962

well now I'm REALLY curious, you're gonna have to share with us eventually

>> No.2149995

>>2149969
Wait, now that I'm thinking about it, I don't know what happened to my sketchbook. I hope it didn't get trashed, that would be agitating (no way for me to comfirm, I'm at the family's house for the holidays).
But I'll still do the size thing tomorrow.

>> No.2149998

>>2149995

I still don't have an idea on what I'm gonna do for Samson's design still, Kobold sounds great but I'm not sure about his outfit, maybe a hood or something.

>> No.2150004

>>2149998
Oh, I thought all of them would have helmets. I'm no good with hoods, but I'll try.

>> No.2150067
File: 72 KB, 600x1029, daily___enre_by_ruloc-d5j6hk7.jpg [View same] [iqdb] [saucenao] [google]
2150067

>>2149998
>Kobold sounds great but I'm not sure about his outfit

>> No.2150068

>>2150067

That's what I pictured kinda, hood and lighter armor of some kind. like either a leather breastplate or something lighter. Seeing as he's a rogue turned "alchemist"

>> No.2150073
File: 83 KB, 500x715, tumblr_m9wt7eNG9z1rf2ss5o1_500.jpg [View same] [iqdb] [saucenao] [google]
2150073

>>2150068

>> No.2150080

>>2150073

Yeah man there you go. Except shorter and unintentionally cuter because he's a fucking Kobold.

>> No.2150083
File: 18 KB, 527x410, Tell me about Jlaldus.png [View same] [iqdb] [saucenao] [google]
2150083

>>2149998

>> No.2150092
File: 188 KB, 600x540, goodasskobold.png [View same] [iqdb] [saucenao] [google]
2150092

>>2150080

>> No.2150093

>found a "new" animation while running through HDoom

Oh man I can't wait for the new update.

>> No.2150096

>>2150083
>>2150092

>/vr/ Doom thread, Kobold edition

>> No.2150102
File: 56 KB, 342x576, 127251546973.jpg [View same] [iqdb] [saucenao] [google]
2150102

>>2150096

HELLO, I'M FROM /tg/, LET ME TELL YOU WHAT WE THINK ABOUT KOBOLDS

>> No.2150108
File: 148 KB, 526x454, 324526.png [View same] [iqdb] [saucenao] [google]
2150108

>>2150102

>> No.2150110

>>2150083
we dwarf fortress now

>> No.2150127
File: 200 KB, 800x925, 1343201273871.jpg [View same] [iqdb] [saucenao] [google]
2150127

>> No.2150151
File: 93 KB, 709x626, 1330625606768.jpg [View same] [iqdb] [saucenao] [google]
2150151

>>2150110
I'd rather we Drakar och Demoner instead

>> No.2150335 [DELETED] 

Here's something somewhat doom related.
http://www.prdarkfox.com/tsattoa/archive.htm

>> No.2150398

>>2149896
By replacing that with a morning star head, with a big sharp spike on the top of it, this could be made to be a really amazing (if unrealistic) weapon, aside from a hookshot with an armor penetrating head, you could swing it around like a big old Fuck You Flail, remember how in A Link To The Past, when the knights with the flails would begin swinging it, and the chain would extend in reach? I'm almost imagining it here.

I say morning star head because it would be more aerodynamic, and you wouldn't be stuck sitting on the floor untangling the weapon from six dead bodies and a support beam.

Am I wrong in trying to inject a tiny bit of realism into this? I feel like maybe it is, or that maybe it's not.

>> No.2150404

>>2150398
>am I wrong in trying to inject reelism into a grapling hammer
YES

Might as well replace the tip with a lightsaber while you're at it.

>> No.2150412

>>2150404
>grappling light-saber whip
>it's like light-saber, but they're whips
>also they're segmented, like a whip-sword, when the whip-saber is retracted into it's handle, it's a series of connectors resting in the handle
>when you flick it out, the connectors throw out, and connect to each other with a length of light-saber whip

>> No.2150421

>>2150404

I dunno about you, but that sounds fucking rad.

>>2150398

I might end up doing a weapon like this. This interests me.
I'll need to crack open GMOTA to see how the whip is done there, but theoretically it wouldn't be much different--lash out a whip with a heavy head, causes quaking impacts and bone-breaking sound effects on hit.

>> No.2150427

How do I into Blood? Only through dosbox?

>>2147241
>perfect hatred
Truly an appropriate name.

>>2147926
>shild
I laughed more at this than I should. For some reason it looks better in the thumbnail than in the complete pic.

>> No.2150432

>>2150421
>I'll need to crack open GMOTA to see how the whip is done there

I never actually implemented the whip officially. However. Because I like you and you guys, have this

https://dl.dropboxusercontent.com/u/8380892/leftover%20whip%20item.pk3

It's kinda broken when I wound up extracting it but this is pretty much how I made the whip work, it's essentially just a fast projectile that left trails behind it.

>> No.2150434

>>2150427
>How do I into Blood? Only through dosbox?
Unless you have a Windows 95/98 or DOS machine running, yes, the only way to play it is with DOSBox.

>> No.2150458

>>2150427
>How do I into Blood? Only through dosbox?

Uanfortunately yes. Source code was never released, and Build engine is much more complicated to reverse engineer than doom engine, so theres no Source ports of any kind, I'm afraid.

>> No.2150467
File: 105 KB, 1024x722, get_over_here_bro.png [View same] [iqdb] [saucenao] [google]
2150467

>>2150421
>but theoretically it wouldn't be much different--lash out a whip with a heavy head,
>causes quaking impacts and bone-breaking sound effects on hit

That gives the edgy kid in me a boner, that would be the coolest thing to see, melee weapons should all have a significant kinetic impact, or at least feel like it.

Say, would it be at all possible for the player to grab a monster with the weapon, and then sling them around, knock them on shit in the level? Like use the monster as added weight to the flail head? And then beat the shit out of other monsters with your flail, with a monster on it?

>>2150432
>it's essentially just a fast projectile that left trails behind it.
Could one incorporate the sword throwing mechanic and have the mace-hook thing then retract and return to the wielder? Mainly as a visual effect I was thinking.

I'm imagining an almost Mortal Kombat-esque weapon where not only is the chain spring-loaded, but the player could use their own strength to haul in an enemy as an alternate attack.

>> No.2150470

>>2150467

I'm sure everything you mentioned there is possible, most of it wouldn't be TOO hard to implement, though the snatching monsters and hurling them around part would require some trickery.

I've actually got an extendo-fuck mace written down on my todo list whenever I get around to releasing v1.0 of GMOTA, as I will take a break from it and fuck around with some other projects and ideas kicking around in my head

>> No.2150483

>>2150470
>the snatching monsters and hurling them around part would require some trickery.
That's what I figure would be the hardest part, I only ever had basic knowledge on how to make weapons in Decorate, anything really fancy besides plain guns and launchers are way out of my reach.

>> No.2150486

>>2150483

well I figure one way to go about grabbing enemies and throwing them is either:

"killed" monsters are left in a dazed state before falling over dead where you can grab them/interact with them in some way that removes them from the map and puts them in your grasp, then you throw them and they die.

Or have a special attack that essentially one shots monsters and puts them into that grabbed state as mentioned above

>> No.2150517

>>2148409
>not using Perk's HD sounds

>> No.2150753

>>2150517
I've used that, and sorry, but the inconsistency and "unfinished"ness of it puts me off of using it.

>> No.2150823

>>2146719
>>2146729

How do you install Quakespasm? Am I copying these files into my Quake directory?

>> No.2150828

>>2150823

The magic of reading and googling have informed me that, yes, once you extract the archive, copy and paste all the contents into your quake directory (I have mine installed from Steam). Then start the Quakespasm exe file.

source:

https://www.quaddicted.com/quake/recommended_engines

>> No.2150843

>>2147241
perfect hatred is fucking slimy

>> No.2150893

>>2148128
Speed of Doom and Resurgence feel like a tier of their own, in regards to challenge.

A fair chunk of their maps are a LOT harder than HR/AV, but arent quite Sunder territory either.

>> No.2150905

>>2150753
let me tell you about doom 3 sounds.

>> No.2150917

>>2150458
>>2150434
So that's a big no no for blood right now. Any hopes of it ever being released?

>> No.2150919

>>2150917
not even one iota

>> No.2151297

>>2150917
Last I heard, the current holder is being a faggot and was planning on doing his own source port as opposed to just releasing the code.

>> No.2151326

>>2151297

You heard wrong. I don't think you could be any more wrong even if you tried.

>> No.2151332

Does anyone have a pdf of the Strategy guides for the Doom Engine games?

>> No.2151340

>>2151332
i may be misunderstanding, but i'm not even sure such things exist. what strategy is there in this game other than "shoot the monsters and dodge the fire they throw at you"?

>> No.2151357
File: 356 KB, 1263x1260, doom2-strategy-guide.jpg [View same] [iqdb] [saucenao] [google]
2151357

>>2151340

>> No.2151361
File: 18 KB, 249x250, l_1.jpg [View same] [iqdb] [saucenao] [google]
2151361

>>2151340
theres a heretic one too

>> No.2151368

>>2151357
hmm, okay, kind of interested myself now...

>> No.2151404

Does anyone know any good puzzle wads? With or without monsters, I'm not picky.

>> No.2151412

>>2151404
Destination Unknown?

>> No.2151418

>>2151404
scream.wad http://www.doomworld.com/idgames/?id=154
barrel.wad http://www.doomworld.com/idgames/?id=158
Evil Eye http://www.doomworld.com/idgames/?id=15752

>> No.2151567
File: 1.01 MB, 1920x1080, Screenshot_Doom_20141230_180125.png [View same] [iqdb] [saucenao] [google]
2151567

Am I the only one who puts on a silly skin wad and watch shit go down while in god mode?

>> No.2151575
File: 829 KB, 1920x1080, Screenshot_Doom_20141230_180156.png [View same] [iqdb] [saucenao] [google]
2151575

>>2151567
And yes, there are revanent Luigis in black clothing

>> No.2151582
File: 480 KB, 1920x1080, Screenshot_Doom_20141230_180053.png [View same] [iqdb] [saucenao] [google]
2151582

>>2151575
Also Yoshi as Pinky

>> No.2151591
File: 676 KB, 1920x1080, Screenshot_Doom_20141230_180813.png [View same] [iqdb] [saucenao] [google]
2151591

>>2151582

>> No.2151606
File: 1.27 MB, 1920x1080, Screenshot_Doom_20141230_180415.png [View same] [iqdb] [saucenao] [google]
2151606

>>2151591
And that should be it

Waluigi is the Archvile

>> No.2151608
File: 353 KB, 668x2703, 1404151787691.jpg [View same] [iqdb] [saucenao] [google]
2151608

>>2151567
>>2151575
>>2151582
>>2151591

>> No.2151620

>>2151591
They seem really out of place. More than they would usually be in a doom game.
Have you tried using Adventures of Square textures?

>> No.2151774 [DELETED] 

>>2148810
>>2148797
for a proper bow look at the Witchaven / Daggerfall sprites

>> No.2151782 [DELETED] 
File: 62 KB, 362x332, say wat now.gif [View same] [iqdb] [saucenao] [google]
2151782

>>2151567
>>2151575
>>2151582
>>2151591
>>2151606

Are you secretly shilling Doomkart?

>> No.2151810

>>2150905
Not him, but where can I find these "Doom 3 sounds" you speak of?

>> No.2151814

>>2151326
What's right?

>> No.2151823 [DELETED] 

>>2151782
Nice boogeyman. I guess you get triggered too by viewing a Donald Duck picture.

>> No.2151825 [DELETED] 

>TotalBiscuit on Demonsteele
>still skips through half the levels with jumping
>uses guns in close range
>"The Devil May Cry inspiration is obvious"
>"Mouse looking and jumping feel exactly the same as Brutal Doom, which is a good thing"
>"Glad to see the Doom community is coming to life again with the announcement of Doom 4"
>"Hope there will be more gameplay redesigns like this in the future"
>"Not a fan of the hammer, just seems the sword is just better in every way"

https://www.youtube.com/watch?v=YQD4xqBxaJg

post yfw

>> No.2151829

>>2151825

>gene chandler "I fooled you this time" (embed)

for once I kinda like appchan. You're a dirty liar anon

>> No.2151831 [DELETED] 

>GOOD LUCK I'M BEHIND SEVEN PROXIES
AH HAHAHA FAGGOT

>> No.2151878

>>2151782
No
http://wadhost.fathax.com/download.php?view.12

>> No.2151880
File: 109 KB, 780x720, IHAVENOLEGSANDIMUSTKICKPEOPLE.png [View same] [iqdb] [saucenao] [google]
2151880

>>2151825
This is sad.

>> No.2151937

>>2151829

>needing extra plugins

you just hover over the damn [embed] and it tells you what kind of video is

>> No.2152005

>>2151937
Doesn't tell you the title. I don't think anyone "needs" extra plugins, but there's no point in using the default extention when there are better alternatives.

>> No.2152009

>>2151825
Sad thing is this is a realistic description. For somebody who rails on how terrible modern shooters are, he sure seems to hate playing old-school ones.

>> No.2152017

>>2151825
>>TotalBiscuit on Demonsteele
I demand proof

>> No.2152018

>>2152005
>I don't think anyone "needs" extra plugins

I think >>2152017 does, tho.

>> No.2152113
File: 3 KB, 28x33, latest.gif [View same] [iqdb] [saucenao] [google]
2152113

>>2151825
I can't fucking stand that hack. He likes to think he's the bastion of PC gaming but he's just an ignorant twat who rants on about the good old days, and yet he never invests any time into learning more about modding for games like doom, duke and quake.
His videos of doom mods make my furious as he ignores the difference between features in source ports and features in mods.
And to think people look up to him and listen to his misinformed and ignorant bollocks.

>> No.2152212

>>2151567
I used to play Simpsons Doom (the 1995 versions), when I was a kid.

>> No.2152219

>>2150905
I'd rather not have sounds from a completely different game.

>> No.2152250

>>2151340
questions like
>where is the ____ key at?
>where is the exit?
>how do I shot web?

also general tips about gameplay that only comes with knowing the engine
>demons have a delayed melee attack and can be dodged by stepping away when their attack anim starts.
>the first two shots of the chaingun are always accurate, so fire in semi auto bursts.


and you would have never beaten e2m8 without knowing to shoot rockets at it until it dies...

>> No.2152262

>>2152113
>source port vs mod differences

outside of the videos by people here that I've watched, I've never seen a letsplayer acknowledge the difference.

>today
>wanting to make my mod compatible with hexen
>don't know hexen well
>decide to watch a let's play
>zdoom is a "mod"
>gzdoom is a mod of a mod
>decide to just play hexen instead...

>> No.2152267

>>2152113
I normally like TB's videos. But his Brutal Doom video was pretty cringeworthy. Particularly when he was jumping to skip some areas in default maps.

>> No.2152270

>>2152212
https://www.youtube.com/watch?v=u3nebQYtQEI

>> No.2152310
File: 551 KB, 1280x758, chest_buster_doom_guy_by_criticalhitsam-d6w09m8.jpg [View same] [iqdb] [saucenao] [google]
2152310

I have a couple (probably stupid) questions that I'm having a hard time finding answers for.

Is there a way to make per-PWAD configs in (g)zDoom and/or Zandronum, to avoid rebinding controls between different gameplay mods?

In Demonsteele, how do I Iron Maiden? I could swear the inputs were somewhere in the changelog, but I can't seem to find it.

In Doom RPG, how do I view the assembly recipes I find in-game?

>> No.2152337

https://www.youtube.com/watch?v=Km4-RCZFeFc

Matthias Worch doing a retrospective of his old maps.

>> No.2152342

In Doom RPG how do I summon things?
I've spent all my points in it and idk what's happening.

>> No.2152364
File: 7 KB, 359x862, doomingintensifiess.png [View same] [iqdb] [saucenao] [google]
2152364

Here, have some wet phannys. The sounds effect are dum, and I decide to become a scout girl at the end, because why not.

http://www.youtube.com/watch?v=Dlu30ZhuQxE

>> No.2152372

>>2152337
Cool stuff.

>> No.2152373

>mod about some shitty lets player on zd forums

>> No.2152381
File: 57 KB, 497x662, Macklemore.jpg [View same] [iqdb] [saucenao] [google]
2152381

Can somebody post the fucking /vr/ doom wad guide?

>> No.2152429

>>2152364
It looks and sounds exactly like something out of the 90s, but those are 3D floors and deep water sectors. How does this shit even happen?

>> No.2152437

>>2152429

It's from 2001.

>> No.2152447

>>2152381
If its the one that includes Doom 2 Reloaded, then no.

>> No.2152461
File: 68 KB, 640x480, Screenshot_Doom_20141230_225623.png [View same] [iqdb] [saucenao] [google]
2152461

>> No.2152468
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google]
2152468

>>2152381

>> No.2152539

>>2152468
Doom 2 Reloaded and 1994 tune up seriously need to be replaced with better megawads. They're not awful, but they're hardly notable either.

Kama Sutra, Speed of Doom, Unholy Realms, or Resurgence would make for better replacements, IMO.

>> No.2152551

>>2152468
I'm really tempted to try Doom 64 EX. I passed on Doom 64 when it came out because I thought it was just a port and only recently learned it was different.

>> No.2152569

>>2152539

1994 Tune-Up I think is seriously notable simply by virtue of its concept alone, but I'd love to have SoD and Unholy Realms on there. UR especially is really cool.

I'm just trying to have something where each of the levelsets stand out in an especially particular way, so new players can get a variety of different experiences.

>> No.2152602

>>2152310
Sorry for no one replying. I'll try:

1. GZDoom and ZDoom should do that themselves, right? They should save. If not, pop open the .ini and you can see how they do it.

2. Hold fire, then press your "use inventory" key. It says so in the F1 screen, iirc

3. No clue. Sorry.

>> No.2152605

>>2152310
>In Demonsteele, how do I Iron Maiden? I could swear the inputs were somewhere in the changelog, but I can't seem to find it.

The pickup message says to "Use Inventory". So whatever button you have bound to that, do it.

>> No.2152623

is Strife Veteran Edition worth it?

>> No.2152629

>>2151567
i used to waste hours organising giant monsterfights in god mode, i even made a thing that would generate a map and fill it with ten thousand random monsters.

>> No.2152650

>>2152337
I get the feeling Matthias Worch worshipped the Moeller brothers a lot. His mapping style was eerily similar.

>> No.2152668

>>2152551
do it. doom 64 is top notch atmosphere and a great game. EX is good if you want controls that don't suck

>> No.2152681

>>2152602
>>2152605
Thanks, Iron Maiden seems really obvious now. I guess I hadn't picked it up in this version yet. The last time I used it was in an older version, and it was something like fire+altfire+left+right.

Regarding config saves, I think they only save per-IWAD. I regularly play a few different gameplay mods, all with doom2.wad, and when I go from one to the other, the controls will still be set for whatever I was playing previously.

>> No.2152695

>>2152539
Reverie is fantastic, IMO, one of the best. They should put that in.

>> No.2152709

>>2152695
who is "they"?

>> No.2152718
File: 71 KB, 640x480, latest.png [View same] [iqdb] [saucenao] [google]
2152718

What do you think they taste like? I'd say blue raspberry.

>> No.2152720

>>2152695
>>2152709
"them what does the work makes the decisions". in other words, whoever can be arsed to remake the image gets to decide what wads go into it.

>> No.2152724
File: 111 KB, 707x2262, 2009-12-15-potions.png [View same] [iqdb] [saucenao] [google]
2152724

>>2152718

>> No.2152727

>>2152695
>>2152539
imo, demonsteele should definitely be on there
would push count as a /vr/ project?

>> No.2152729

>>2152720
not exactly. if someone remakes the image, there are two images. they then compete for attention. whichever gets reposted the most wins. the winner is likely to be the one that looks best aesthetically rather than the one which has the best information, because humans are stupid like that.

>> No.2152736

>>2152729
thankfully that hasn't happened yet, since other people's edits have been shitty both in information and aesthetics

>> No.2152742

>>2152695
>>2152709
>>2152720

I've been meaning to update the image for quite some time, I guess I should probably get on it.

>>2152727

I appreciate it, but I'd really rather not have the image become "Terminus shills all his mods". I mean, if worse comes to worse I could remove Metrood and put in DS/Push to replace it, but I'd rather have some other good /vr/ projects that someone else has done. I mean, we've been expanding out a bit, surely we've got something else done.

>>2152729

As far as I'm aware, the only attempt someone else has made to the image is trying to splice in half of the old SYWTPSFD image into this one, which was both ugly and very uninformative with links leading to dead URLs.

>> No.2152790

>>2152695
Jenesis is another pretty good one, too.

>> No.2152794

>>2152742
>dead URLs.
to be fair, who types the url in from the image, instead of typing the mod name into google?
point taken, though.

>> No.2152804

is there a way to detect what iwad is being used with decorate?

>> No.2152815

>>2152804

It's possible, but not easily, and definitely not possible in pure decorate.

>> No.2152818

>>2152668
And brightness settings that aren't complete ass.

>> No.2152830

>>2152815
its OK...I solved my issue either way without directly detecting the iwad.

issue was that I'm developing a mod to be compatible with doom/2 and hexen, but had SBARINFO displaying the hexen armor rating in doom which is stupid.
solved by changing the font I was using to hudfont_raven, so now there's no random "3" is the middle of the doom HUD.

dunno why I'm sharing...never into sbarinfo before so I guess I'm kinda proud of it.

>> No.2152840

I've been searching for SP maps for Quake lately and I found Quoth. What is it? A free remake of episodes 2-4 that only uses shareware data and its own custom shit, so you can basically play enhanced Quake for free? Is it good?

>> No.2152854

>>2152830
What kind of mod is that?

>> No.2152857

>>2147451
Tatsurdcacocaco. He's done UV-max play throughs of various wads like Epic2 and Claustrophobia 1024 2.

>> No.2152858

>>2147649
MAP27 from Claustrophobia 1024

>> No.2152861

>>2152854
I'm the viking mod guy from above.
since the last time I posted pics, I've
>redone bow sprite
>added throwing axes
>did things to make it work with hexen

its really coming along...maybe I'll post something later once I get in front of a real computer.

>> No.2152871
File: 283 KB, 640x320, cool trail.webm [View same] [iqdb] [saucenao] [google]
2152871

So I'm working on a new trailing effect for the POW'd lance.

I forgot to make the trail effects weightless. WOOPS

>> No.2152873

>>2152871
Useful for hdoom.

>> No.2152878

>>2152871

I feel vaguely dirty looking at this and I don't know why.

>> No.2152881

>>2152468
We need to put PrBoom+ as an option between shitty opengl dooms and "my eyes hurt" Chocolate
Chocolate would be my fav port if it allowed 640x480, as it stands I go for Prboom full comp

>> No.2152883

>>2152881

I'll include that in the next update, then, thanks.

>> No.2152885

>>2152881
>opengl dooms

why not just run zdoom? as in, vid_renderer 0 mode.

>> No.2152889
File: 1.18 MB, 640x320, Better trail.webm [View same] [iqdb] [saucenao] [google]
2152889

>>2152873
>>2152878

There, fixed it

>> No.2152890

>>2152881
>Chocolate would be my fav port if it allowed 640x480

CN Doom is basically that. Plus it has a milisecond timer for speedruns

>> No.2152893

>>2152881
Isn't there Crispy Chocolate Doom with 480p?

>> No.2152898

>>2152893
its just called crispy doom, but yes. its a fork of choco that adds limit removal, hi res and I think even jumping.

>> No.2152902

>>2152885
Because it's not faithful to the original no matter how many pointless "compatibilities" you put into it, it feels way off.
We don't need to get into this argument again, Zdoom is great for mods and maps, but it's not 90s Doom.

>> No.2152903

>>2152898
>its a fork of choco that adds limit removal
Umm...

>hi res
Good I guess?

>jumping
What the FUCK?

What's the point of that port then?

>> No.2152909

>>2152903
that's what I thought when I read the description
>hey guys, we took the most accurate source port around and added a few features to it!
>like 9000 things that take away all of the benefits of chocolate doom, but don't actually have any edge over other source ports!

>> No.2152914

>>2152903
I really don't understand why people keep making these ports with stupid additions, and often you have to get deep into the files to remove them from the game.

Like, isn't the original experience more important? First port that, and then make all your dream changes to the game.
I'm sure someone knowledgeable here can answer me, but it just bothers me with all 90s shooters, Quake etc. It took now to get a port of Doom that simply plays how it always played on newer Windows.

>> No.2152939
File: 1.34 MB, 640x320, Max charge burst.webm [View same] [iqdb] [saucenao] [google]
2152939

I really should find another map to do this shit in

>> No.2152940

>>2152939
Courtyard.

>> No.2152942

>>2152939
you should make a testmap that has various features of terrain variation so that you can test how different things behave in different situations.

>> No.2152953

>>2152909
>>2152914
the author isn't making it for you. he's making it for himself. however, he is generous enough to share his work with you if you are interested. if you're not, then you can just ignore it and carry on with whatever else.

simply put, this is how free software is meant to work. it is the hacker sharing ethic. carmack himself was a big proponent of it; masters of doom goes into that more.

>> No.2152990

viking mod guy again.

here's my wad as it stands:

>http://www.mediafire.com/download/0m67dap4t9940ef/einherjar_0.1.wad

stuff to know:
>slot one weapon
axe + shield combo. primary is swing axe, secondary is raise shield. Press zoom to throw an axe. You can carry up to 5. Axe ammo replaces chainguns in doom and green mana in hexen.

>slot two weapon
bow. nothing real fancy here. Primary shoots, no secondary. Arrow ammo replaces shotshells in doom and blue mana in hexen.

In hexen, you have Baratus' base armour stats, and his flechet throw. Bow replaces the slot 2 weapon in hexen.

I can't think of anything else that's different...hope you guys like it!

>> No.2152993

>>2152990

I feel the axe swing should go from right to left completely, the speed of it feels good though, nice and snappy.

I dislike the bow because of that slight windup before firing and there's no way to hold an arrow at the ready, but I feel like you can go places with this mod, keep it up

>> No.2153000

>>2152310
i think if a mod introduces its own keybinds via kEYCONF or whatever then such settings are stored per-mod in your zdoom.ini. but i don't think there's a way to set the standard keys on a per-mod basis. by standard i mean, forwards, backwards, left, right, turnleft, turnright, fire, jump, crouch, altfire, zoom, etcetc.

what exactly are you trying to do anyway? which mods do you want different key setups for?

>> No.2153013

>>2152993
did the balance feel ok? (and what game?)

That holding the bow thing is something I want too..i'm just too dumb to code it right now (working on it, though).

As of now, I took your advice on the axe, though. Looks better, I'll admit.

>> No.2153014
File: 221 KB, 396x534, erik.jpg [View same] [iqdb] [saucenao] [google]
2153014

>mfw every single guy I know knows me as "this guy obsessed about Doom"

Am I the only one? Or is it normal to be marked by normalfags in this community due to our tastes?

>> No.2153016

>>2153013

I just ran through a few doom 2 maps. You may want to consider some kinda easily replenish-able ranged option. Maybe a sling with rocks or something.

and the bow trick would be fairly easy, make it so tapping the fire button quickly strings back and shoots, but holding the fire button in one of those frames could make it go to a new state using a_refire ("bowhold") for example

then make bowhold just have the weapon strung back and as long as the player holds fire, the weapon stays ready, then when you let go, have it fire. easy.

Also a personal suggestion but if you go with the sling/rock idea, make them fast firing but kinda wimpy, and buff the damage arrows do. Obviously the axe should be the main face fucker-upper but not everything will be within axing range.

>> No.2153017

>>2153014
i'm sure this would be the case for me if i actually had any friends.

>> No.2153025

>>2152718
Toilet cleaner?

>> No.2153073

>>2153016
here, try this. I implemented some of the ideas you had:
>https://www.mediafire.com/?9ei5o6fgp5cbcfx

anyway.
>Maybe a sling with rocks or something.
that would be cool, but god if it wouldn't be hard as shit to make sprites for, so no...but I think that's ok for now.

>make them fast firing but kinda wimpy, and buff the damage arrows do

I've implemented arrow holding, and in doing so, I shortened the bow's refire cycle.
The bow is now slightly faster (thus filling both the roles of "weak fast" and "strong slow" ranged weapon by being the "medium medium" between both).

>> No.2153083
File: 155 KB, 800x500, RQBGsSF.png [View same] [iqdb] [saucenao] [google]
2153083

>>2145882

I'm not sure whether or not people agreed on ignoring its existance, but Jimmy posted a WIP wad called 'Jungle Spirits'. 8 new levels for Plutonia, new music, new monster sprites and new decorations.

He's aiming for 16 levels, Boom compatible

http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

>> No.2153112

Is there any hope of Doom 4 being good?

>> No.2153125

>>2153112
I'm more expecting it to be Decent at best, like with WolfTNO

>> No.2153131

>>2152903
Yeah. CN Doom is the better choice for "choc with 480p"

>> No.2153134

>>2153112
being honest: I'll be either boycotting or pirating it for ethical reasons because Id is owned by Bethesda, and I hate Bethesda for many many reasons.

Also, it's probably going to be shit.

>> No.2153138

>>2153112
Not really. I didn't see anything that made me think "doom" in there outside of doomguy and demons.

It'll be better than say, the new RCT, but I probably won't buy. In the meantime, the WAD makers sure aren't going anywhere.

>> No.2153143

>>2153112
I want to be cautiously optimistic, I don't expect it to be revolutionary, or as close to a cultural bombshell as the original, but I want it to be -at least- as fun as Doom 3 is (in that, once you adapt to Doom 3, it's pretty fun in it's own right, even if it's not nearly as good as it's predecessors).

Now, of course, it could turn out to be a turbo turd, but really, only the future will tell.

>> No.2153150

>>2153138
>>2153143
I don't even know what sort of game I'd want a Doom 4 to be. I sort of feel just trying to replicate Doom and Doom 2 would fail miserably, because it wouldn't translate right. I actually spent a night thinking about this and it got into weirdness territory. Mental images of a pinkie demon mob boss and shit like that. Because while you could just do "THE DEMONS ARE BACK. AGAIN. AGAIN. AGAIN." But if you're going to do that and try to play it seriously, it's an eye-roller. There comes a point where the camp rolls in.

>> No.2153154

>>2153083
thanks for passing this along. i checked the archives, it's only been mentioned once before* so i can't see why there'd be any such agreement.

____
* https://archive.moe/vr/thread/1470201/#1470865

>> No.2153159
File: 28 KB, 450x350, rabbit-from-a-hat-twilight-zone-the-movie.jpg [View same] [iqdb] [saucenao] [google]
2153159

>>2153150
To elaborate, it's sort of like there are three ways to go. Either you try to straight-lace it and have a serious shooter, you basically do the Brutal Doom thing, or you go fucking insane and have it be a whimsical adventure of horrors where you have a sort of rebuild Earth where surviving demons have been integrated into society and you have a weird grungy alienpunk scifi thing where some shit happens and the characters are moderately over the top and it turns out Daisy the Rabbit from Doom 1 has been ressurected and is the new cybernetically enhanced lord of Hell.

>> No.2153162

Is the N64 Version good?.
I have it somewhre in my home and i'm thinking of playing it.

>> No.2153165

>>2153014
A few years back, yes.

>> No.2153171

>>2153162
Yes. Though it's very different from the original games and does a bit of it's own thing, the Nintendo 64 version of Doom is considered one of the best home console ports.

>> No.2153174

>>2153112
It sounds like it's expanding the gameplay with more movement while staying away from Quake movement.
Honestly all it needs is excellent mod support for it to be good. If you could literally load in wads to it and play the maps, that would be sweet, but I'm not holding my breath for that.

All I really want is a base game that's exciting and feel like I'm fighting hell to save the world.
If they have good, simple modding then we can add or remove whatever we want and hopefully the engine will be more open to expansive levels and such than doom 3's forced tech demo level design.

>> No.2153175

>>2153159
>or you go fucking insane and have it be a whimsical adventure of horrors where you have a sort of rebuild Earth where surviving demons have been integrated into society and you have a weird grungy alienpunk scifi thing where some shit happens and the characters are moderately over the top and it turns out Daisy the Rabbit from Doom 1 has been ressurected and is the new cybernetically enhanced lord of Hell.

I take my post back, this is better than a straight Doom for 4. And a hell of a lot better than Brutal Doom. It would need an Hmod

Someone should use this idea for a WAD.

>> No.2153189

>>2153134
>and I hate Bethesda for many many reasons.

like what?

>> No.2153191

>>2153189
Not him, but I sort of hold a grudge with Zenimax and Bethesda if the rumors of them trying to squeeze Human Head until they'd give in and allow a cheap buyout are correct. I was so fucking pumped at the Prey 2 trailer.

https://www.youtube.com/watch?v=ufikwk7_AD0

>> No.2153197

>>2153112

Yes. Especially considering they said it's going to be similar to Brutal Doom.

I am full of hope.

BTW: Anyone knows why no one is implementing Doom-style level editors anymore? 2,5D editors are piss easy to learn when it comes to creating stuff. All you need to do is expand them for 3rd dimension - possibly by using scroll to zoom in/out between layers and you get super-easy to use level editor.

Seriously, learning how to use Doom Builder took me like 5 minutes or less.

>> No.2153203

>>2153159
For the story, I want a story arc like the originals.
The original story was fucking great if you think about it minus the awful presentation.

Bunny loving badass gets exiled and sent the space marines for being a hippy.
Super powerful corporation wants to create teleportation, fucks up and begins the apocalypse.
The shitty space marines go in and get slaughtered as you sit in the landing bay twiddling your thumbs.
You go in, slay your way through and find the teleporter which is now demonified and cannot be shut down.
The teleporter was booby trapped by Satan and he kills you like the cheap fuck he always is.
He obviously gets bored from winning in the apocalypse and so brings you, humanity's last hope, back to life just to fuck with you.
This backfires as he underestimates your abilities.
You go through HELL ITSELF, killing the big bastards with rocket launcher arms and a whole brain as a body mass he put in charge.
He freaks out and brings you back to the mortal world so you don't keep fucking everything up for him.

You arrive in an apocalyptic earth where the demons are on the borderline of victory and they killed you bunny to say 'fuck you'.
You collect the remaining survivors and get them into safety by sending them into space.
They send you to find the portal to hell to stop the invasion.
You go back into hell and hunt down Satan who fucked up and is somehow lodged into a fucking wall (maybe life support?).
You kill Satan, humanity wins and earth is rebuilt (hopefully in a utopian society because of the collective struggle against a superior foe).

>> No.2153206

>>2153203 cont

After a few years of humanity having won, they discover the demons have a plan B.
Basically Satan's wife or some shit is hiding on the edge of the galaxy and resurrecting them.
You get sent in, being the badass you are, and you stop them.
However this time yet gets so sick of their shit that you just fucking stay in hell.
You're such a badass you can't be bothered to commute to hell every time they try some shit, so you stay there.
Forever.

This is why Doomguy is the single most badass character ever.
Satan is scared of him and Doomguy is sick of their shit and just decides to dedicate the rest of his life to killing demons.

>> No.2153209

>>2153206
Painful, even for a 9 year old.

>> No.2153210

the bunny is a retcon. it was a random bunny in a field placed there for shock value at the end of the original doom1. then when they tried to graft in the plot of episode 4 they put in this stupid line about it actually being doomguy's pet bunny.

>> No.2153215

>>2149614
which wad please?

>> No.2153216

>>2152890
Do you have a link? The sourceforge and official page are both dead.

>> No.2153231

>>2153216
http://www.chocolate-doom.org/wiki/index.php/Cndoom-branch#Download

i haven't tried them, please report back

>> No.2153238

>>2153231
Tried those, no joy.

>> No.2153241

>>2153189
look into who owns/runs zenimax...they're literally a hollywood and wallstreet run company. Fuck that.

>> No.2153268

>>2149698
>>2153215

>> No.2153290

>>2152889
Noice.

>> No.2153293

>>2152953
I get what you're trying to say but I don't think that it's worth comparing Crispy to Chocolate Doom then.

>> No.2153329

>>2153203
>>>2153159
>The teleporter was booby trapped by Satan and he kills you like the cheap fuck he always is.
>He obviously gets bored from winning in the apocalypse and so brings you, humanity's last hope, back to life just to fuck with you.
What if the teleporter isn't booby trapped at all? What if the teleporters are a fuck up, and send you to Hell, while a clone ends up at the original destination? Like the teleporter in The Prestige?

That's why you die at the end of KDITD, you're the "original." That Doomguy dies (and becomes a demon). The one who wakes up on Deimos is a clone.

>> No.2153330

>>2153197
Modern games aren't built on the same kind of engine architecture. Just try making a Build level, it's already way harder

>> No.2153372

Wow, the SUAB thing is pretty good. The reload is pretty anno-
>Armless Korax
10/10 Cacowards 2k15
But seriously, the reload and scarce ammo can really fuck you over, like your own guns are an enemy. Nobody should be stuck beating a hell knight with a steel pipe.

>> No.2153376

>>2153372
>Wow, the SUAB thing is pretty good
Yeah, I mean, Spook did a pretty faithful job of porting it.

The ground concept is poorly balanced and clunky, and it could be vastly improved with a bit of polish, additions, removals, and improvements, I think it's a cool gameplay mod in concept, even if execution is far from waterproof.

>> No.2153398

Is anyone up for some dank New Year's eve (or not if you're in a different timezone) survival or coop? WAD/server of your choice, I dunno.

>> No.2153426

>>2153372
>>2153376

It's a cool port of an interesting mod held back by such a fucking sperg of a creator. If Chronoteeth would get rid of his "every change has to be run by me" attitude it would be so much better.

>>2153398

Yeah, I'd be down with playing with you guys.

>> No.2153430

>>2153426
Where or what do we play then? I suppose there's not many anons on the IRC channel now.

>> No.2153435
File: 59 KB, 1206x675, ss+(2014-12-31+at+06.55.57).png [View same] [iqdb] [saucenao] [google]
2153435

Graf Zahl hard at work.

>> No.2153438

>>2153430
>I suppose there's not many anons on the IRC channel now.
There's 30 people in the channel right now.

>> No.2153442

>>2153438
But how many of them are not ded?

>> No.2153443
File: 1.06 MB, 1920x1080, Screenshot_Doom_20141231_135235.png [View same] [iqdb] [saucenao] [google]
2153443

Hey, water you doing down there yoshi?

>> No.2153447

>>2153438
is it still less than half doom-related chatter?

>> No.2153452

>>2153435
>ripper property being adjustable
Now why the hell not? That actually seems like it would be a handy property to have, like you fill in a ripper value in the definitions, how many times it will rip, none at all (or leave blank), three times, five times, seven times, or just fill in always or use the old +Ripper flag for the old standard function.

>> No.2153453

>>2153398
I'm always down for some Push, a good game of Push, a relaxing game of Push, or if you're feeling frisky, then Push would be an excellent choice for the new year.

>> No.2153454

>>2153293
If it plays exactly the same when you dont load something that requires limit removal, what is the problem again?
You dont HAVE to jump if you dont want to, you know.

>> No.2153459

>>2153447

Just about all IRC channels are, anon, even Doom channels.

>> No.2153473

>>2153430
>Where or what do we play then?

Well, if we want survival or co-op, then there's two options: Either we do something tried and true that we know will work, or we try something new and different in the spirit of the new year.
I've got ideas for both, but which would you guys prefer?

>> No.2153478

>>2153473
I'd prefer the second. The last time I played Doom coop with /vr/ we played some WAD chokeful of stolen weapons and monsters from other WADs and shit and it was hilarious.

>> No.2153481

>>2153478
WOOPS

>> No.2153485

>>2153481
If it's the same WAD I'd still play it, if that's what you're talking about.

>> No.2153496

>>2153478

Off the top of my head, relatively new releases include 3 Hours of Agony II, Threshold of Pain 2, Doom EX v1.2, and Five Rooms of Doom.
Recent gameplay mod releases include Demonsteele, Deliverance, Death and Decay, Beast Incarnation, and the Zandro Project MSX port, or we could go vanilla.

>> No.2153506

>>2153496
I don't mind gameplay mods and I'd like to see what Doom EX looks like. But I'm down for anything, as long as it's survival/coop.

>> No.2153509
File: 1.36 MB, 1492x1200, sourceport-guide.png [View same] [iqdb] [saucenao] [google]
2153509

heres a picture i made using >>2147601 as base

feel free to redistribute it however and wherever you feel like it, credits not necessary.

>> No.2153516

https://www.youtube.com/watch?v=gsvvIut19uA

>> No.2153525

>>2153509
>those bright colors on that bright background

Do you have the .psd, anon? I'd like to tweak this a little bit to make it a bit more readable/aesthetically-friendly.

>> No.2153538 [DELETED] 

>>2153509
for ethical reasons i have to object to promoting zdaemon, but you can ignore me or call me a freetard if you want, i won't be offended.

>> No.2153547
File: 2.02 MB, 1920x1080, Screenshot_Doom_20141231_114235.png [View same] [iqdb] [saucenao] [google]
2153547

First time playing Brutal, doing the 20 Beta in GZdoom, Doom.wad.

>The elevator, it is stuck.

I'm thinking it's a quirk in the ragdoll physics.

Overall a pretty fun mod, not sure I'll ever get used to reloading in Doom though. That and recoil made me turn mouse look on... gah.

>> No.2153548

>>2153547
>ragdoll
what
Did they add THAT in Brutal?

>> No.2153553

>>2153547
>>2153548

There are no "ragdoll" physics, it's just getting thrust back when you hit someone. That's about as ragdoll as UT99.
And yes, since the gore is (stupidly) its own monster actor, the elevator considers it a person on it and stops when it rises upwards.

>> No.2153554
File: 1.84 MB, 1920x1080, Screenshot_Doom_20141231_114245.png [View same] [iqdb] [saucenao] [google]
2153554

>>2153547
Potentially the offending giblets and viscera.

>>2153548
Well, yeah. You go up and kick it,

>> No.2153558
File: 1.95 MB, 1920x1080, Screenshot_Doom_20141231_114252.png [View same] [iqdb] [saucenao] [google]
2153558

>>2153554
and shit will move and everything.

(auto send freaked the fuck out.)

>>2153553
Ah, that would explain it. I knew it wasn't literal ragdolls, but that seems kind of, you know, game breaking to include.

>> No.2153561

>>2153547
>>2153554
>>2153558
there was an issue a good while back in demonsteele when the buttshield would cause the same problem and get elevators to get stuck, but that was quickly fixed

terminus, if you're around, what causes it?

>> No.2153565

>>2153525

apologies, but i made it in gimp, hope you don't mind.
http://a.pomf.se/fbovfw.zip

>> No.2153572

>>2153565

Not at all, anon, this is perfectly fine. Would you be all right if I integrated it with the next "So You Want To Play Some Fucking Doom" image?

>>2153561

That was a good while back, I'm afraid I don't recall. I just looked through the history on github and it doesn't look like there were any related changes to it to take care of that, either.
Sorry.

>> No.2153579

>>2153572
>Would you be all right if I integrated it with the next "So You Want To Play Some Fucking Doom" image?

i spent a good chunk of time putting the shortest, to-the-point, descriptions i could fit for each port; putting it alongside the already-cluttered-to-the-maximum-fuck infopic would kind of kill its purpose

sorry but my answer is no. i would like it to be its own thing. thank you for offering, anyway

>> No.2153587

People who mod lost souls into competent enemies just don't get it.

>> No.2153596
File: 70 KB, 196x178, pout.png [View same] [iqdb] [saucenao] [google]
2153596

>>2153587

>> No.2153604

>>2153587
>People who mod lost souls into competent enemies just don't get it.
people who mod them to reduce their health where they can be reliably one-shotted with the single shotgun, on the other hand, are onto a good thing. they are annoyingly robust especially when combined with pain elementals.

>> No.2153608

>>2153587
Like in SUAB?
Honestly, the little turbo langioler niggers drive me crazy, but at the same time, they radically shift the balance of the game too and I've never seen an enemy like them for Doom before.

I would have made them a rare spawn for the lost soul than outright replace them.

>> No.2153628

So what about that survival/coop shit?

>> No.2153629

>>2153579

No worries.

>>2153587

I think Lost Souls are generally supposed to be the zerg rush enemy type--a whole bunch of small and weak units that try and overpower the player through sheer numbers. Giving them even the slightest bit of competence completely goes against that and makes them ten times more dangerous--not to mention makes a lot of encounters in maps awkward, since it's completely going against how they were designed.

>> No.2153639

>>2153628
Later tonight sure

>> No.2153838

>>2153587

What about lost souls that are immune to ripper projectiles and inflict massive knock back when they slam into you?

>> No.2153901

>>2147241
I consider HMP the right difficulty for E4. Just fuck that shit.

>> No.2153907 [DELETED] 

>>2153454
>you don't have to quicksave if you don't want to
>you don't have to take cover if you don't want to

This is how it starts

>> No.2153920 [DELETED] 

>>2153907
>someone asks for a Chocolate Doom with higher resolution
>hey this Crispy fork does this, but there are some extra useless features too
>NOOOOO ITS RUINED FOREVER IF YOU CAN SET A JUMP BUTTON IN IT, DONT EVEN COMPARE IT TO CHOCODOOM!

>> No.2153931

>>2153920
>Not just ignoring the jump button.

Come on guys, we've played this game enough that most of the difficulty we have with it is arbitrary...

>> No.2153938

>>2153931
I'm sorry, I'm an OCD purist. I can't get over that shit.

>> No.2153949

>>2153938
If I'm doing purism, I'll just do DosBox honestly. Chocdoom is objectively better, but once you start modding, I feel like purism goes out the window anyway.

>> No.2153957

>>2153938
You cant get over the existance of an extra line in the options menu that you will only even need see once?
That goes a little deeper than just plain OCD m8.

>> No.2153973

>>2153014
My friends call me Doom guy.

I don't think they mean Doomguy but either way I am cool with it.

They play Doom but only once in awhile and in co-op with me.

I'm happy.

>> No.2154114

>>2153561
So, um, how do I fix this?

>> No.2154115

>>2154114
You can begin by not making gibs into actors.

>> No.2154124

>>2154115
>>2154114
>Fuck
>There's commands for controlling 'fly'
>Hmmm
>I open up command line
>Type 'fly'
You Feel Lighter
>ThatWasEasy.png

>> No.2154129

>>2154115

Everything in the game is an actor, though. It's impossible to not make gibs actor.
Even decorative props are actors.

>> No.2154172

Have you guys heard about Brutal Doom? It's really good

>> No.2154180
File: 132 KB, 497x742, ss (2014-06-06 at 02.53.58).jpg [View same] [iqdb] [saucenao] [google]
2154180

:: [BE] Montreal :: New Year's Survival Run 1 - Three Hours of Agony 2

Hosting New Year's servers. Doing things "Rapid run" style, meaning every time we beat a megawad we're gonna move on to another one.

First up is 3 Hours of Agony.

Any suggestions for next up is appreciated.

>> No.2154214

>>2153547
>>2153553
>>2153554
>>2153558
>>2153561
>>2153572
Some solid or shootable actor is stuck inside another actor and that's causing the lift to stall when it hits them. This won't happen if the actors can actually pass through each other (like they have THRUSPECIES and they share a species or THRUGHOST and both are ghosts) so what probably happened is Mark made it so one of the two actors can pass through the other, but not the other way around.

He keeps them solid and having larger dimensions because he wants the player to be able to destroy gibs but what he really ought to do is make them all non-solid, give them all tiny heights and radii (like 2 x 2, smaller can cause issues) and have every weapon that can destroy gibs do a small damage explosion in addition to normal damage that has a damagetype that only harms the gibs. This would also prevent the gibs from blocking shots.

This has been suggested to him before but, like the oft-suggested use of CVars, brushed aside as baseless complaints from nobodies who are only suggesting bugfixes out of jealousy.

>>2154115
Everything is an actor.

>> No.2154253
File: 17 KB, 353x388, shitposting cacodemon.png [View same] [iqdb] [saucenao] [google]
2154253

>>2146140
What does this even have to do with anythng posted before?

>> No.2154270

>>2146140
>wah i can't use any other difficulty than UV, better ruin my fun over pride

This is what you and anyone else that acts like this sounds like, difficulty levels exist for a reason.

>> No.2154273

>>2154270

>implying non-hardcore/l33t players who don't play slaughterwads don't know about difficulty settings

they like comfy dooming, of course they're going to pick HNTR or HMP sometimes

>> No.2154276

>people suddenly hate speedmaps

what happened? why did 200minvr and other speedmaps got hate this year?

>> No.2154294

>>2154276
Because they are shit and you are shit.

>> No.2154303

>>2154276
200 minutes of /vr/ didn't get shit though.

>> No.2154323

>>2154303

it did. the first comment in the /idgames upload rated it 1 star but it has been deleted

and go check the most recent comments, someone is on an anti-speedmaps agenda

http://www.doomworld.com/idgames/index.php?file=levels/doom2/megawads/200minvr.zip

>> No.2154325

>>2154114
maybe +NOBLOCKMAP? what do the death and xdeath states of vanilla actors do to fix it?

>>2154129
technically, you're correct, but vanilla gibs aren't a separate actor from their parent (I.e. doomimp's "gib" is just its xDeath state iirc).

>> No.2154327

>>2154323
But the Doom community liked it for the most part, just because some people are going on about how they hate speedmaps doesn't change the overall positive reaction it got.

>> No.2154330
File: 154 KB, 1160x440, 5IDYVO6.jpg [View same] [iqdb] [saucenao] [google]
2154330

>>2154180

Thanks to everyone that came along for the first round. Next round is up!

:: [BE] Montreal :: New Year's Survival Run 2 - ZPack

>> No.2154351

If I'm running ZDoom, what midi device should I use in the sound settings? Is any one of them clearly better than the others or is it largely personal preference?

>> No.2154368

>>2154351
Actual SC-55 > SC-55 soundfont with Bassmidi > MS GS Wavetable Synth (Default on windows)

>> No.2154374

happy new year /doom/!

>> No.2154375

>>2154351
Are you talking about the Sound Output like [FMOD, FluidSynth, Timidity, etc] or the options that configure OPL Synthesis and GUS Emulation?

>> No.2154380

>>2154375
The sound output. I'm not very knowledgeable on sound, or really Doom settings for that matter, so any help would be appreciated.

>> No.2154384

>>2154380
I know a lot about the subject, so I'm going to write up a good guide on it.

ETA: <15mins

>> No.2154387

2014 Complete

Kills 100%
Item 100%
Secret 100%

Time Sucks

>> No.2154401

>>2154384
Thanks! I look forward to it.

>> No.2154404

>>2154374

Happy new year, anon!
What are your resolutions for 2015?

>> No.2154405

>>2154404
finishing crack-doom, doubt i'll be able to do it in this year, and doubt i'll be able to finish this mod alone

>> No.2154406

>>2154404

not hum but

640x400

>> No.2154407

>>2154404
1920x1080 and 1440x900, I got a new monitor for Christmas

>> No.2154431

>>2154406
>>2154407

These fuckin guys

>> No.2154459

>east coast

more like, lelcoast

loljk, happy new year guys

>> No.2154549
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
2154549

>>2154330

Whew, that was certainly interesting. Next round going up. I said it was Hellcore but I forgot the filename so I lied.

:: [BE] Montreal :: New Year's Survival Run 3 - Going Down

>> No.2154552
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google]
2154552

>>2154549
i like it !

>> No.2154559

>>2154401
Holy shit time passed.
Still working on it bud, sorry!

I'll finish up the ZDoom-specific stuff real quick and upload it.
I got caught up in explaining tons of technical details that you don't really need. I'm going to revise later though because I am having fun writing(typing).

>> No.2154596

>>2154323
>someone is on an anti-speedmaps agenda

I swear I've seen someone like that here in /doom/.

>> No.2154646

>>2154323
>anti speed map agenda

I've seen the shit you're talking about. I have to admit, I figured it was honest opinions, since the sentiment of the posts (actual gameplay > how the modder made the map) seemed legit.

>> No.2154671
File: 24 KB, 214x240, 1368065540223.gif [View same] [iqdb] [saucenao] [google]
2154671

>>2154549

Wow, that was fast. Not sure what happened in map28, but either way it's time for a more ZDoom-oriented mapset!

:: [BE] Montreal :: New Year's Survival Run 4 - Beyond Reality

>> No.2154672

there were a LOT of speedmaps this....last year. it is/was a fashion. as with all fashions, someone was bound to get fed up with it eventually.

>> No.2154693

>>2154401
It's nowhere near done, but you might find it useful in its current state:

http://markdownshare.com/view/acba6029-be31-4cfb-91ca-f3107b3bd9c7

>> No.2154698

>>2154672
I'm more fed up with 1024 projects personally.

>> No.2154704

https://www.youtube.com/watch?v=FiEC6fkBpT0&feature=youtu.be

I feel so lazy, looking back on what progress I had made on this.

>> No.2154705

>>2154698

not him but

>1024

yeah, I think everyone in the community had enough of them.

>> No.2154707
File: 91 KB, 200x200, 1412173949294.png [View same] [iqdb] [saucenao] [google]
2154707

>>2154704

>that fucking uppercut

>> No.2154709

>>2154707

That bad, eh? Makin' do with what I could find at the time, heh.

>> No.2154712

>>2154709

It's bad. But it's funny, do you have the big sheet of hands?

>> No.2154715

>>2154712

Not saved on my HDD, no.

>> No.2154719
File: 2.88 MB, 2000x4500, Big sheet of hands.png [View same] [iqdb] [saucenao] [google]
2154719

>>2154715

>> No.2154729

>>2154705
Yeah. I rolled my eyes when Plutinya got made.

>> No.2154747

>>2154719

Thanks, although there's nothing there that'd work as a replacement, as far as I can tell, but saved, regardless.

>> No.2154763

>>2154671

Man, Beyond Reality is so cool. Probably my favorite mapset for the night. Right now, though, we're gonna try something kind of untested and unfamiliar to a lot of people...

:: [BE] Montreal :: New Year's Survival Run 5 - Revenge of the 90s

>> No.2154774

>>2154404
Buy out NASA and other major companies to form the UAC and see what happens. :)

>> No.2154878

>>2154763

And that's it for the night.
Thanks for coming along, everybody. Was fun.

>> No.2154887

Anyone recommend BOOM specific maps?

Resurgence is great fun, even if after a few hours i'm only on level 3

>> No.2154958

So I've never been here before and I'm sorry if I sound ignorant or anything, but I found Demonsteele from a friend of mine and I really enjoy the gameplay, but just how do I change the music to be all metal and stuff?
I can't go fast and be a blender while listening to Doom 2's honestly pretty bland midi set..

>> No.2154963

>>2154958
Sounds like you need the Doom Metal pk3.

>> No.2154978

>>2154958
You could turn off the ingame music in the Options menu then put on the music you want in the background with Winamp or whatever.

>> No.2155009

>>2154693
Late reply because I had gone to bed, but thanks man. I appreciate it.

>> No.2155031

>>2154887
>>2153083

also try bloody steel

>> No.2155050

>>2154887
Speed of Doom. Same mappers.

Hadephobia is pretty decent, too.

>> No.2155064

>>2147241
I know that feel anon
>playing through DOOM with hard doom
>beat the first three episodes without much hassle
>Episode 4 changes EVERYTHING

>> No.2155123

>>2155031
>>2155050

thanks, downloading and will play tonight

>> No.2155143
File: 1.60 MB, 1920x1080, Screenshot_Doom_20150101_094441.png [View same] [iqdb] [saucenao] [google]
2155143

I have never felt so emasculated playing Doom before.

>> No.2155146
File: 1.78 MB, 1920x1080, Screenshot_Doom_20150101_093826.png [View same] [iqdb] [saucenao] [google]
2155146

No Marine, that gib is not alive any- GODDAMIT STOP SHOOTING THE FUCKING CORPSE!

>> No.2155206
File: 86 KB, 640x480, SHIELD BELT WHAT.jpg [View same] [iqdb] [saucenao] [google]
2155206

Okay, can someone help me out here? I just installed the original Unreal (not gold or tournament) on my PC and I installed the latest patch for it (226?) and now the Shield Belt gives me this weird and ugly gold texture? Is there anyway I can remove this because it's very jarring? Thanks in advance.

>> No.2155207

>>2154958

Load up the Doom metal .pk3 or the metal jukebox .pk3 along with it.

>> No.2155210

>>2155206
>and now the Shield Belt gives me this weird and ugly gold texture?

That's what the shield belt does, anon. No way to remove it.

>> No.2155221

>>2155210
Damn, the original unpatched version didn't have it. So the only way to not see it and also use the Belt is to simply play without any patches? That sucks.

>> No.2155243
File: 187 KB, 800x600, Screenshot_Doom_20150101_184340.png [View same] [iqdb] [saucenao] [google]
2155243

>> No.2155245
File: 165 KB, 800x600, Screenshot_Doom_20150101_184435.png [View same] [iqdb] [saucenao] [google]
2155245

>>2155243

>> No.2155250

>>2155221

The gold was added so that people could have an idea of when the shield belt was actually active. So, unfortunately, yes.

>> No.2155294

>>2155245
Ok anon we get it, the flare is a literal explosion. No need to say it every single day for the rest of your life.

>> No.2155304

>>2155294
Sorry, it's just that I finally got a picture of it this time.

>> No.2155392
File: 69 KB, 640x480, 1420144396.png [View same] [iqdb] [saucenao] [google]
2155392

>>2155243
>>2155245
took me far too long to work out that was plain old E3M3

>> No.2155404

>>2155245
isn't theire a flaag for this? To make it transparent? like A_Flash or something?

its been a long time i remember using EXW or soemthing like that back in the day

>> No.2155420

>>2155404
I think you could make the muzzleflash graphic tanslucent with photoshop if you import it as a .png or such, but honestly, the boom flashes by pretty fast so it's almost no point to that.

>> No.2155424

>>2155420
>photoshop
really? i thought it was a flag that does it for you. I Swore their was something to make it semi translucent.

I remember many mods used it improperly or after and update on skulltag it looked weird.

>> No.2155508

>>2155424
>i thought it was a flag that does it for you
Well, yeah, there's a thingflag with variables that will make an actor translucent.

But the explosion on the Deagle Brand Deagle is part of the sprite, you can't apply that flag on a hud graphic as far as I know, you need .png for that.

>> No.2155545
File: 462 KB, 1600x900, Screenshot_Doom_20150101_164441.png [View same] [iqdb] [saucenao] [google]
2155545

>>2155508

>Deagle Brand Deagle

Hah, that made me chuckle. Thanks

Screenshot unrelated: Marty showed me a better sprite earlier today, seems to work better in my opinion. Thoughts?

>> No.2155581

>>2155545
Looks better by far, but you'd have to see it in motion to judge.

>> No.2155662

>>2155508
you can separate it. Thank goodness doom runs on MSPAINT

>> No.2155695

>>2147957
there are non-public GMOTA-Zan builds, but Kegan is not interested in pursuing it, that's why it's not here yet.

>> No.2155720

>>2152623
if you like Strife, yes
so pretty much a no to everyone

>> No.2155731

>>2155695

By his own admission, it's not impossible to make it Zandronum friendly and both ijon and terminus had separate GMOTA-Zan builds.

https://www.youtube.com/watch?v=Fq2yySyASBQ

>> No.2155738

How do I run a WAD file and a pk3 mod at the same time on ZDoom?

>> No.2155739
File: 2.04 MB, 448x252, tears-welling-up.gif [View same] [iqdb] [saucenao] [google]
2155739

>>2155720
I-I liked S-Strife!
;_;

>> No.2155753

>>2155720
everyone with shit taste, you mean

>> No.2155790

>>2155581

https://www.youtube.com/watch?v=qq0sDOGiqg4&feature=youtu.be

Like this? Also I've done some things to make the fist's normal 'attack' not so random and added jump kicking.

>> No.2155994

>>2155790
i miss the punching dick..dick fist

>> No.2156018

>>2155738
use Zdl

>> No.2156032

New thread?

>> No.2156079
File: 196 KB, 1040x806, 78444860b9[1].jpg [View same] [iqdb] [saucenao] [google]
2156079

First time trying Doom with mods but can't seem to get them to work. Been trying to launch Metroid Dreadnought's .pk3 by dragging it over Zdoom and Zandoronum but all that changes is the UI and weapons but I can't play/choose the maps for it. What am I doing wrong?

>> No.2156081

>>2156079
Dreadnought doesn't have maps, you have to supply your own.

>> No.2156084

>>2156079
The maps are included in a separate pk3.

>> No.2156086

>>2156079
Use ZDL for ease of use.

>> No.2156094
File: 52 KB, 1016x508, 52edcfe555[1].png [View same] [iqdb] [saucenao] [google]
2156094

>>2156084
I found this inside of the .pk3 but I have no idea how to launch it.

>> No.2156096

>>2156094

That's the titlescreen, anon.

>> No.2156105

https://github.com/libretro/libretro-prboom/commit/a63ae5363dd51fb104f8fa238f7f103d2d3c3320

So it looks like Prboom libretro has been fixed for Windows. Finally. Anyone have a recent build to test it out? How does Prboom compare to Chocolate doom?

>> No.2156130

>>2155738
command line.
>cmd
>(path to)zdoom.exe -iwad (path to your selected iwad) -file (path to wad/pk3/7) -file (path to another wad/pk3/7)

its weird knowing most people don't do this...

>> No.2156142

>>2156130
>-file [...] -file
One -file is all you need.

>> No.2156145

>>2155404
>flag
the flags that effect alpha aren't what you want for a flash state.
rather, setup your flash state with a_settranslucent. it takes 2 args: alpha and mode...RTFM for details.

>> No.2156150

>>2156142
cool! are they comma or space separated?

>> No.2156152

>>2156150
Space.

>> No.2156173

>>2156145
Sorry its been a while man, i remember it was a state in the firing animation.

WXE doesnt work anymore does it?

>> No.2156191

>>2156173
XWE never fucking worked. It was always hilariously outdated, buggy as fuck, and could corrupt your entire wad.

Use SLADE.

>> No.2156247

>>2155031
>bloody steel

Isnt that an example of overdetailing?

>> No.2156347

New Thread When

>> No.2156398

>>2156347

Now.

>>2156394
>>2156394
>>2156394