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2175506 No.2175506 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2167502
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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



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)


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

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.2175509


[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.2175510

/newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

>> No.2175515

OP here, first time I make the doom thread. Let me know if I did anything wrong.

>> No.2175530

Looks good to me

>> No.2175534 [DELETED] 

What do you guys think of Brutal Doom?
What does Mark need to improve?

>> No.2175537

The shotguns seem to get worse every version...

>> No.2175538


You completely missed all news that happened in the last week.
I hope this isn't going to become a recurring thing.

>> No.2175539

>The addon classes are alright and are as close as they can get to their respective vanilla counterparts.

There is not a large enough laughing image in the world to adequately respond to this.

>> No.2175541

>You completely missed all news that happened in the last week.

to be fair, the OP of the past two threads did too

and the one who posted the news mid-thread also missed them while he was on his bitching parade

>> No.2175576

his code is an utter mess, needs an over haul there , I think he should make some more alien blooded monsters to break up the amount of read, like how the Hell knights used to bleed green, why not have cyber monsters bleed black oil or something, just things to break up the palette

other then that I dunno, find a place for the belfagor in the main game? its a cool enemy

>> No.2175579 [DELETED] 

the fact remains. if you don't want to spend hours scouring the forums for news and updates, you don't get to make new threads. them's the breaks.

>> No.2175582 [DELETED] 

>no counterarguments
stop shitposting

>> No.2175591
File: 154 KB, 1000x694, samsara-addons.png [View same] [iqdb] [saucenao] [google] [report]

>/topic. I would crop this for future reference if I could

here you go

>> No.2175602

Your only argument against >>2173831 has been "they're FUNN!!!!!111"

Sorry m8 your precious addons are shit and you're shit for using them

>> No.2175610

add >>2173831 to the image as well

>> No.2175617

>Dat font

Off topic, but what font do are you using, Anon?

>> No.2175626

dejavu sans

>> No.2175628

so a classic case of, why we cant have nice things

>> No.2175630

>post deleted
wow so leaving the news post to rot is mod-approved?

>> No.2175668

>Pissed-off martian
>Ayyy lmao
I always pictured any Ayyy lmao alien being a happy pothead not a hyperactive danger.

>> No.2175681
File: 246 KB, 285x224, 1391277948193.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw your picture is in the OP


>> No.2175695

I hate the arch vile. He still creeps me.

>> No.2175703

I still don't hate the archvile as much as I hate pain elementals or crowds of revenants. They're always threat priority 1.

>> No.2175707
File: 1.54 MB, 1720x1802, Lost Twin Soul.png [View same] [iqdb] [saucenao] [google] [report]

It depends on the battlefield though. I hate the archvile because hiding of him constanly gives me scares whenever I search for him again. Even the burning sound is creepy as fuck to me. Far up there with him are the lost souls.

>> No.2175713


Also I'm working on some but now that term's back to working as well I need to stop being lazy and do them

>> No.2175734
File: 18 KB, 435x419, 1355858786132.jpg [View same] [iqdb] [saucenao] [google] [report]

>trailblazer is out
>"OH BOY! I can finally play these hyped slaughterwads!"
>complete scythe, move onto Going Down
>got stuck at some parts but going smoothly
>MAP19: 200 Megahurtz
>on spaceship
>12 agitated martians in cages
>beat them in this cramped space
>check map
>12/200 enemies
>"now it should be normal horde"
>see teleport
>"I swear to god, if this map is 200 archviles I will find Cyriak and bash his skull in"

>> No.2175738

Bullshit. Revenant missiles and lost souls can be evaded, but if you don't dispose of archvile ASAP, you willl fight an uphill battle - even if you will evade his ass-toasting hitscan magic, then he will just revive every revenant again

>> No.2175745

Grenade launcher just wrecks everything on that map.
So does the minigun.

It's only 100 Archviles, the other 100 is Pain Elementals

>> No.2175746
File: 4 KB, 291x248, 1348257410885.png [View same] [iqdb] [saucenao] [google] [report]

>the other 100 is Pain Elementals

>> No.2175752

Don't worry anon, the Minigun tears through them like nothing.

It was a surprisingly tolerable level.
The next one will be very easy too.

>> No.2175762

Also considering that you should have Nutcracker you can kill groups of Archviles with a shot or three.

It's really not that bad of a level, the second half has so much Minigun ammo that you can tear through everything.

>> No.2175771

lol remind me how this fucktard won a cacoward again??

>> No.2175796

what is your dream mod?

>> No.2175797


Not its fault you're bad at Doom.

>> No.2175812

let's see you effortlessly beat 100 archviles and 100 pain elementals then. pistol start, no saves.

>> No.2175814

God Hand combat in Doom.

>> No.2175820

Cubeface did really well on that Blood run. Big surprise was that he did the E1M6 (The Great Temple) trick in one go, which skips the entire level, as well as the Dam jump in E3M6 (Monster Bait). Shame on his Duke run tho.

>> No.2175827
File: 24 KB, 665x652, Katawa Doomu.png [View same] [iqdb] [saucenao] [google] [report]

I swear I've seen this post before, with the same text/picture and everything; even down to the, "lol remind me how this fucktard won a cacoward again," response.

Why anon...? Why?

>> No.2175831

I dont think you did anon

>> No.2175836
File: 111 KB, 1366x768, Screenshot_Doom_20150112_180038.png [View same] [iqdb] [saucenao] [google] [report]

It's really not as hard as it seems. You run right for the BFG, then just keep grabbing the invuln spheres. Pain elemental part is even easier, despite not having invulnerability.

>> No.2175850

Gameplay mods are not always doable from pistol start.

For example, this wouldn't go much better in Demonsteel/MSX/GMOTA
It wouldn't go so good in Samsara unless you're Duke/Doomguy as well.

>> No.2175867

right. okay. well you didn't say there were tons of invulnerabilities, that changes everything. sorry for my earlier abrasive tone.

>> No.2175885
File: 195 KB, 1366x768, doom.png [View same] [iqdb] [saucenao] [google] [report]

HD is pretty fun. I should probably redo this level without saves though.

>> No.2175958
File: 82 KB, 480x640, 1420952251651.jpg [View same] [iqdb] [saucenao] [google] [report]

>Suddenly remember I have PrBoom+ installed from a few months back
>Sound playback is incredibly jittery now

Is it because I installed VirtualMIDISynth?

>> No.2176112

I guess this would be the place to post this.

If I hosted a WhoDunIt server some time Friday (between 7PM and midnight EST) would anyone here be up for it?
I'm sure I could wrangle a few people and a few randoms would show up, but the more the merrier I've found.

And on that note, does anyone else get freezing on Echo Ridge?

>> No.2176130
File: 64 KB, 720x537, 7987443.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah. Make the default system midi device the Windows GM Synth and/or switch from Native MIDI to GUS (Emulated) in the game options. Only way it worked jitter-free on my end. BASSMIDI did it too.

It does that to Chocolate Doom, too. Don't know why. Probs has to do with timing or something.

>> No.2176136 [DELETED] 

sure is meta in here

>> No.2176140

Funny thing with BASSMIDI I have on my Win7 is that if I forget -nomusic switch it starts to blast music at max in-game volume despite it being set to 0 as soon as song changes.

>> No.2176143
File: 438 KB, 960x718, Are you finished with those Barons.png [View same] [iqdb] [saucenao] [google] [report]

Ah well, at least the fix is easy.

>> No.2176147

I'm playing Duke 3D for the first time since I was young and I don't remember the game being so random with item drops. I can't even beat the first level on the hard difficulty because I'm running completely dry on ammo. Am I shit?

>> No.2176149
File: 3.13 MB, 1424x1230, E1M7.png [View same] [iqdb] [saucenao] [google] [report]

In source ports that support slopes, what are the constraints on sloped sectors?

>> No.2176150

How on Earth does that chair work?

>> No.2176153

Exact same thing happened to me a while ago. It gets better in later levels.

>> No.2176160

First level requires you to shoot and Mighty boot troopers at the same time.
You need to know the secrets too for any extra bit of ammo.

Build engine games like to make their ammo rare at the start then they throw too much as you go along.

>> No.2176168

>muh pistol start
Not every map ever made was intended to be doable from pistol start.

>> No.2176174

I don't think it does, which is why that person is on the floor in tears, with the screwdriver.

>> No.2176230
File: 10 KB, 100x100, dinosaur.gif [View same] [iqdb] [saucenao] [google] [report]

What mods are you hyped for?

I myself am hyped for the next version of freedoom with the new sprites.

>> No.2176248

>jittery sound on windows

Its in issue with SDL in some system configurations. Hard to pinpoint, exactly.
I think its something to do with the audio buffer sizes in DirectSound/XAudio2.

>> No.2176316

What is the context of this dinosaur?

>> No.2176329


That would be one of the aforementioned new sprites for the Freedoom monsters.

>> No.2176340
File: 1.19 MB, 1280x720, Screenshot_Doom_20150113_002418.png [View same] [iqdb] [saucenao] [google] [report]

This is going to be interesting.

>> No.2176342


Interesting isn't the word I'd use.

>> No.2176343

At first, I thought it was going to be new levels, but it's not going to be, is it?

>> No.2176345
File: 763 KB, 1281x721, Screenshot_Doom_20150113_002419.png [View same] [iqdb] [saucenao] [google] [report]


Wait what the fuck I don't remember anime girls in Deus Vult.

>> No.2176346

call me stupid but this is the first I heard of freedoom

>> No.2176347
File: 273 KB, 1280x720, Screenshot_Doom_20150113_002902.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2176348

Go, anon. Go be the magical girl you were always meant to be.

>> No.2176350


huh so this is one of those where we going to wait until you're done with the dumping to know the name of the mod

>> No.2176351 [DELETED] 

>I am a retard who can't read the very first fucking screenshot

>> No.2176352


*the download link. sorry, didn't want to cause you trouble. proceed

>> No.2176353
File: 223 KB, 1280x720, Screenshot_Doom_20150113_003118.png [View same] [iqdb] [saucenao] [google] [report]


I did a little baton spin and everyone died.


Are...are you capable of reading the titlescreen, anon?

>> No.2176356
File: 282 KB, 1280x720, Screenshot_Doom_20150113_003511.png [View same] [iqdb] [saucenao] [google] [report]


Fucking hell these damage numbers are insane.



>> No.2176358
File: 1.54 MB, 800x1350, hdoom_choices.png [View same] [iqdb] [saucenao] [google] [report]

So dialogue choices in HDoom are a thing now.
(I'm so happy that I got this to work without issues)

>> No.2176359
File: 317 KB, 1280x720, Screenshot_Doom_20150113_003742.png [View same] [iqdb] [saucenao] [google] [report]


Oh, I leveled up? I think?
I don't know what any of this does.

>> No.2176360

Well, shit. I accidentally uploaded the non-censored boobies version of the image.

>> No.2176362
File: 235 KB, 1281x724, Screenshot_Doom_20150113_003743.png [View same] [iqdb] [saucenao] [google] [report]


I...I don't know what any of these do, either.
Do you really expect me to bind all of these keys?

>> No.2176363
File: 209 KB, 1280x720, Screenshot_Doom_20150113_004137.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2176365


>> No.2176367
File: 98 KB, 1280x720, Screenshot_Doom_20150113_004348.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2176371
File: 317 KB, 1280x720, Screenshot_Doom_20150113_004650.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2176372

Hey guys how do you feel about FMOD midi? You know, the default one in G/ZDoom?

>> No.2176373
File: 234 KB, 1024x768, QugDY[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2176378
File: 192 KB, 1280x720, Screenshot_Doom_20150113_004955.png [View same] [iqdb] [saucenao] [google] [report]


Fuck it I'm just gonna give everything an
3d model rip weapons



>> No.2176381
File: 178 KB, 1280x720, Screenshot_Doom_20150113_005413.png [View same] [iqdb] [saucenao] [google] [report]


Pretty hefty arms for a lady.

>> No.2176382
File: 249 KB, 1280x720, Screenshot_Doom_20150113_005543.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2176383
File: 210 KB, 1280x720, Screenshot_Doom_20150113_005720.png [View same] [iqdb] [saucenao] [google] [report]


Fuck this. I'm done.

>> No.2176391
File: 1.66 MB, 800x1350, hdoom_choices_4chan.png [View same] [iqdb] [saucenao] [google] [report]

Okay, here's the 4chan-friendly version that I meant to upload before

>> No.2176398
File: 20 KB, 365x325, 1364933020471.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, what a qt
I can't wait to see what kind of dialogues you're gonna come with for all the demons

>> No.2176423

Can see the nipples on the sprite one on the lower picture. My pure Christian eyes have been tainted forever.

>> No.2176426

*jumps off the nearest cliff*

>> No.2176442

So I've beaten Ultimate, II, Final and Scythe 2. Where do I go from here?

>> No.2176459

it's not open source therefore i hate it on principle.

>> No.2176465

where did you find out about this thing? does it have a forum thread?

>> No.2176487

if you want to stay old school, play memento mori, its sequel, and hell revealed, or just start going through doomworld's top 100 wads and pick something that takes your fancy. if you want to go modern, pick a recent years' cacowards.


>> No.2176512
File: 906 KB, 800x600, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

einherjar (viking mod) updated just now from v0.5 to v0.5a


>fixed some bugs with invulnerability spheres
>tweaked some graphics
>added sweet new TITLEPIC and F1 screens
>changed arrows -- can not longer be recovered

that's about it. have fun.

>> No.2176535

the stone looks much better now. :)

>> No.2176540

yeah...I agree. you guys were right about it looking gayer than gay before.

the f1 screen finally spells shield correctly and actually gives information that's up to date with modern gameplay. even though this update added very little, I'm happy with it.

>> No.2176597


trigger warning: this video is bait, but it's quite funny. "you can't even aim down sights"

>> No.2176612
File: 148 KB, 385x450, tumblr_nhzb5faO5T1tlb4xko1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Why are the imp girls the most adorable ones?

>> No.2176629

I honestly have no idea

>> No.2176640

i don't think he was asking you specifically !

>> No.2176646

They're the most human in dimensions. The Baron girls are too tall, the Demon girls are hunched over, and the lost soul is just a head. Additionally, the tsundere personality given to them has an appeal that I guess a lot of people get attached to. Those are some reasons I can think of, anyway.

>> No.2176650

Oh I know that :p

>> No.2176675

Archviles should be threat priority 1 if they're part of crowds of revenants.

>> No.2176676

>black imp girl

>> No.2176678

She's in the current release in case you didn't know: http://static.best-ever.org/wads/m12-hdoom-techdemo6b.pk3

Note that dialogue choices aren't in the current version, and there is a bug that causes dialogue to appear for all players in multiplayer

>> No.2176686

I always find it funny that people consider E1M7 as non-linear, when it has a very specific path in which the level is progressed. You just backtrack through a couple hallways and thats it.

E2M5 on the other hand, literally requires you to explore to figure out where the exits are. No keys, yet a complex maze.

>> No.2176687
File: 75 KB, 680x684, abstract feel.jpg [View same] [iqdb] [saucenao] [google] [report]

I have yet to play HDoom. She's too cute though. >you'll never snuggle with a qt imp gf

>> No.2176690

E1L1 and E1L2 kinda requires you to reach the secrets. Ammo is more plentiful in the later half of E1, though.

>> No.2176695

>this fucked up HUD
No way to change this cluttered mess?

>> No.2176770

I like E1M7, but E2M2 and E2M7 are the best maps (though E1M2, E2M4 and E2M5 are also good)

>> No.2176793

who are you quoting?

>> No.2176810

Go back to your cancerous hole.

>> No.2176823

I REALLY hope TNT2 and TNT:Reviluition actually come out this year. I've been looking forward to them for years.

>> No.2176862

Scythe 1 if you havent already
Memento Mori
Memento Mori II
Eternal Doom
Plutonia 2 (Requires plutonia.wad)
Plutonia Revisited (Requires plutonia.wad)
Hell Revealed
Hell Revealed 2
Alien Vendetta
Kama Sutra
Speed of Doom
Unholy Realms
Going Down
Whispers of Satan
Back to Saturn X: Get Out of My Stations
Back to Saturn X: Tower in the Fountain of Sparks (Still in beta stages, though)

>> No.2176878

largest amount of fan art, other monsters have far less, also other monsters are portrayed by artists as "sexy" instead of "cute"

>> No.2176879

i mean "seductive"

>> No.2176882

I wonder if they'll require tnt.wad or not

I remember Plutonia 2 didnt start requiring plutonia.wad until later in development. I find it weird that early in development, it used TNTs sky2 as sky2, and Plutonia's sky2 as sky3.

>> No.2176885

i expect they will, it's silly to have to import half an iwad's worth of textures when you can just say "use -iwad tnt"

>> No.2176891

Oh yeah, I recall I played the demo to TNT2 and quite enjoyed it, really knew how to tease me because my heart sank after realizing there were no more levels yet.

How are they in development? How far are they gone?

>> No.2176891,1 [INTERNAL] 

"hud_scale 0" seems to make it look better. Don't know why it's set that way though.

>> No.2176939

Would an Ikaruga-style weapon system work well in an FPS?

>enemies come in "dark" or "light" variety
>you have a dark and light beam
>killing an enemy with its opposite makes it drop ammo of its own color

>> No.2176945

didn't metroid prime 2 do that?

>> No.2176959
File: 2.86 MB, 320x200, Hehe, what a mess.webm [View same] [iqdb] [saucenao] [google] [report]

Whou would have thought, it actually works and is a 99,9% correct replica of the original Expander, it even works online (yes, this is Zandronum).

>> No.2176962
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


That is fuckin awesome

>> No.2176973

what's the map?

>> No.2176975

Yes. Minus the "enemies come in dark and light varieties" part, he just described Metroid Prime 2's gimmick.

>> No.2176978

Chillax, map02

It even supports all IWADs, just have to finish DM support.

>> No.2176986


> monster gets wider if no room to stretch upwards


>> No.2177024

actually, mp2 had light and dark variants of all normal (I.e. not pure ing) enemies.

>> No.2177096

They're both pretty far. they're just being slow.

Also i believe the TNT2 demo's maps are not only outdated now, but a couple of its maps are also part of TNT Revilution now.

>> No.2177161

I believe they're hardly using any TNT textures. Mostly new ones in the theme of TNT. Think cause some of TNT's default textures look shit.

>> No.2177196
File: 401 KB, 1769x1250, 1404559207278.jpg [View same] [iqdb] [saucenao] [google] [report]


Well, more TNT for me, I loved the cock out of TNT. Will it have original music?

>> No.2177198

Huh. That was amusing.
>Playing Quake with retrojam2
>Find a weapon-on-a-pentagram
>grab weapon, run off platform
>Sound of teleport, gibs start spawning around me
>Realize I just telefragged the shambler set to spawn in

>> No.2177214

so it won't be much like TNT, then...

to be fair i don't care for the TNT textures because of the authors' propensity to emblazon every texture with their name. it's especially noticable in any map with lots of crates, such as Shipping/Respawning (map19).

>> No.2177250

>so it won't be much like TNT, then...

Well, I believe the new Textures are inspired by TNTs default textures, just better looking. There will still be "TNT" on textures.

>> No.2177254

>Will it have original music?

I believe so. I remember the Doomworld thread once asked for midis.

>> No.2177284
File: 134 KB, 1280x720, tnt2marcaek.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2177302

q1tex with TNT written on it?

>> No.2177316 [DELETED] 

Why is this general not in /vg/? I spent ages looking for it there

>> No.2177329

Because /vg/ is where the games go to die

>> No.2177331


Knights will always be top-tier to me.
>dat voice
>dat build
>dat elegance
>dem muscles
>nobody arts them
>nobody cares about them
>have never gotten an update
>will never be developed on

rip the dream

>> No.2177335

Anything that's not mobashit or flavor of the month dies on /vg/. Doom never goes out of style here.

>> No.2177338


Don't respond. He doesn't actually care, he just wants to stir up shit.

>> No.2177339

No sorry that's not the intention, I just wondered what the reason was since /vr/ is quite slow

>> No.2177348
File: 118 KB, 396x615, 1391145749419-2.png [View same] [iqdb] [saucenao] [google] [report]


Oh, and
>the sprite art will never match the original drawings


>> No.2177369

that's the original?

i heard hdoom came from a hellknight picture but i don't think i've ever seen it before

>> No.2177371

What's the best Doom port for Linux? Just switched to Linux recently and I want to see how Doom looks

It's not really mentioned on the pastebin

>> No.2177375
File: 399 KB, 806x1137, 1391145749419.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2177378

So did any of you guys play Bomberman+Doom?

As to what I'm talking about: http://factor-software.com/boom.php

>> No.2177430

Would definitely waifu/10

>> No.2177439

pretty much any modern source port works on linux, so take your pick.

>> No.2177542

the sprite comes out looking more chunky

>> No.2177652

> "Ah, tits... the greatest communicator! Allow me to communicate my wish to suck your tits!"

>> No.2177705


>> No.2177721
File: 99 KB, 644x475, 1408735710204.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2177724


>> No.2177761

Guys... I think Evolve's monsters are the only thing that would have (a tiny, insignificant in not-hell) any sort of chance against the Doomguy. Anyone else?

>> No.2177804

As in, what monsters could take on Doomguy?

Anything designed to be defeated, just like any video game character.

>> No.2177819
File: 890 KB, 893x976, 2654cd08617b1d00.png [View same] [iqdb] [saucenao] [google] [report]


I think they already encountered each other. Behemoth's HUGE GUTS are already ripped and teared as seen here

>> No.2177843

Any cool cosmetic weapon replacements? Want to play this again and I figured this would be the best place to ask. I've not played this in years and last good wad I recall for levels was memento mori, lots to catch up on.

>> No.2177863

There are lots of weapons mods, but I can't really think of many that are purely cosmetic.
Smoothdoom and the Doom 64 mods play more or less the same as vanilla, but have lots of cosmetic changes.

>> No.2177875

Here's the thing: /vr/ might be slow, but unlike /vg/, it's a board that people browse. People don't go to /vg/ if they're not looking for a specific general. We still get people totally new to Doom from time to time, and that wouldn't happen if we were on /vg/.

>> No.2177982

I'm playing Trailblazer and the smoke effects are absolutely killing my framerate, how can I disable them?

>> No.2177993

Is it me, or Trailblazer guns just don't feel right? It's like they have more bark than bite.

>> No.2178035 [DELETED] 


>> No.2178105


The machete is pretty badass though

>> No.2178107


>> No.2178187

Holy gamma Batman!

>> No.2178207
File: 140 KB, 1024x768, gamma2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2178221


Here we go

>> No.2178224

this mean i can communicate with my waifu soon?

>> No.2178232

Maybe :p

>> No.2178240

Played a bit with it and these are my gripes:
>If you hold RMB, LMB doesn't register. And vice-versa.
>Pushback effects on some guns is really annoying, not sure if they fuck up your momentum when you're running but something feels wrong.
>Some weapons auto-reload and some don't.
>Pump-action shotgun feels like shit with both fire types.
>Weapon recoil is really over the top, and for some reason, single firing the magnum does more recoil than the auto-fire secondary.

I didn't really like this mod since I hate reloading in Doom.
I did like the double sawed-off shotgun, the heavy machinegun, the machinegun, the machete and the magnum. The rest feels weak or is annoying.

>> No.2178245

RMB and LMB work together for the guns that need it.
Minigun pushback is annoying.

Pump action shotgun is getting a buff in the next update.
Magnum secondary deals the same damage range as primary, but the recoil keeps it from being relevant.

>> No.2178251

>authors' propensity to emblazon every texture with their name.

I'm pretty sure the reason why they were called TeamTNT in the first place was because TNT Evilution was their first project. They werent advertising their team. TNT was the actual name of the megawad.

>> No.2178260


There's no cvar to remove them currently so you'd have to remove them yourself

Not all the sprites of course, Theres probably some sort of A_SpawnItem("SmokeOrWhatever") in the weapon codes, you can just comment them out

>> No.2178335

>TNT Evilution was their first project
weird way to spell "Icarus: Alien Vanguard"

>> No.2178383

Icarus came out first, but they started developing it AFTER id software bought out TNT.

>> No.2178387

TNT was their first project, dude.

Back in 95, it was in competition with Memento Mori and H2H-Xmas to see which would come out first. But then id software bought it out. So they then started Icarus as an apology for the flak they were receiving.

>> No.2178563


Ha, that was easy. There was a text file called gunsmoke and I just deleted everything within the brackets of the spawners.

>> No.2178574

>I didn't really like this mod since I hate reloading in Doom.
you must hate almost every weapon mod ever made, then (as do I!)

>> No.2178601

i've never even heard of H2H-Xmas, it can't be very good

>> No.2178610

I'm not him, but I do think that reloading just does not fits Doom. The only mod with reloading that I can tolerate is DoomRL, and only because it helps with the balance. And the mod makers always choose the worst possible sounds for the reload.

Another thing that bugs me is that many mods include iron sights, but no one ever thinks about adding an accurate marksman weapon in their mods.

>> No.2178632

In the top 100 of all time, its listed under 1995.

Its okay for 1995, but its aged pretty badly.

>> No.2178646

Would a toggleable reloading or non-reloading be a feature you would want in a hypothetical mod? What would you want to have to balance it or just don't reload and let it be easier (and then potentially play at a higher difficulty to compensate)? Or do you think if it has reloading there's just no satisfying both crowds?

>> No.2178660

For the love of god, never, ever add the reload for pump-action shotgun. For some reason, it always feels too long and too inconvenient in Doom. I would accept it as part of alternate attack where you need to load a special extra-powerful shell into the shotty.

>> No.2178667

If it's already in, would you want not having it to be a toggleable option?

How would you want multiple shell types handled if reloading isn't a thing?

>> No.2178668

Even though it has Single Player implemented, most of its levels were clearly geared towards deathmatch, hence the H2H (Head 2 Head).

>> No.2178674
File: 8 KB, 408x286, 1410890134672.png [View same] [iqdb] [saucenao] [google] [report]


>I would accept it as part of alternate attack where you need to load a special extra-powerful shell into the shotty.

>Jam a KING-SIZE/EXTRA STRENGTH/DOUBLE DOSE shell into the shotgun, it's actually physically larger than the normal shells
>when fired, you shoot a shitload of firemace spheres in a scattergun blast

now there's an idea.

>> No.2178679

>For some reason, it always feels too long and too inconvenient in Doom.

Because most people insist on shell-by-shell reloads.

My next mod is going to have reloads, but they're going to be fast Goldeneye-style reloads with extended magazines, so reloading is quick, instant, and takes barely any time at all.
And I don't mean WildWeasel-style Goldeneye reloads, I mean actual Goldeneye-style reloads.

Weasel, I love Nazis, but if you stop making the reloads fast and add extra animations on to them, then they're not Goldeneye-style.

>> No.2178696
File: 12 KB, 450x332, Dominion Arms Grizzly.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably because everyone does it one shell at a time.

In Doom 3, you reloaded two shells at a time, one action, two shells. If you implemented this to a shotgun with a 5 round magazine tube, that's three loading motions and a pump, it can be made relatively quick, especially good is if the reloading process can be aborted, because that makes everything better, say you're in a pinch, and your gun is empty, but you only need one shell, no sense in waiting for the full reload.

I remember some old version of Brutal Doom tried to balance this out by giving the shotgun an 11 round magazine tube, and made the loading action much faster, and it looked goofy as shit with the player loading each and every single shell at Sanic speed. In my opinion, people should strive to emulate the Doom 3 style reload instead, and maybe not have such excessively long magazines for these guns.

Of course, there exist pump-action shotguns with detachable box magazines (they're fairly popular in Canada).

>> No.2178709


that delicious auto shotty from MSX springs to mind.

>> No.2178714
File: 3 KB, 233x32, BvfcFzA.png [View same] [iqdb] [saucenao] [google] [report]

I do this because I like shell by shell reloads. I think they're cool and I can boost the power of the shotgun to compensate for the reload time. Also, it's pretty neat because (in TSP anyway) you can switch shell types. But I can see why they would be considered bleh.

>> No.2178728

>but I do think that reloading just does not fits Doom

What exactly is the point in using a gameplay mod, if you're gonna use the "does not fit doom" excuse?

>> No.2178732

shells come in fours so reload four at once if you're going to do it at all which you should not because this is Doom not Realistic Firearm Simulator 2000

>> No.2178738

>this is Doom not Realistic Firearm Simulator 2000
I used to think this way too, but then I realized that Doom actually does quite a few things with its guns more realistically than most modern shooters. The shotgun's accuracy, the trigger weight (3-tic firing delay on both shotguns), bullet weapons only getting inaccurate if you spray like a retard, just to name a few. Things only get especially unrealistic when unrealistic weapons are introduced.

>> No.2178743

>bullet weapons only getting inaccurate if you spray like a retard

I should do this with the Sabbath.
I mean, of all things DemonSteele could lay claim to, realism ain't exactly at the top of the list, but come on. It's basic fucking discipline.

>> No.2178757

Haven't played Trailblazer, but if the magazine holds for, and you reload two shells at a time, that stuff is really not that inconvenient, just learn to plan your shooting a little.

>> No.2178758

But really, click-click, click-click, that goes fast, then chuck-chuck.

>> No.2178792

Uh, is it normal that Trailblazer displays no HUD whatsoever?

>> No.2178794

Press +

>> No.2178805

Ah, alright, thanks. Didn't expect it to only show up at a certain screen size. Also had to disable HUD stretching so that I can actually read it.

>> No.2178806
File: 307 KB, 1296x759, Expand bone.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2178807

>3tic delay
>trigger weight

what? weight means fuck all for how long it takes to pull the trigger. length of travel would have more to do with it.

>shotgun accuracy
I'm yet to see a shotgun that patterns a dead horizontal line.

besides...doom has a man portable chaingun. accuracy and realism just died

>> No.2178813

A chaingun that just shoots a bit faster than the normal pistol.

>> No.2178824

You still measure trigger pull by weight.
For instance, a trigger that weighs in at 22lbs (like a Nagant Revolver) would be heavy as balls and require you to strain your fingers significantly to pull it, you'll probably strain your wrist reflexively trying to pull the trigger, throwing off your aim.

>> No.2178828
File: 171 KB, 800x376, duckbill_choke.gif [View same] [iqdb] [saucenao] [google] [report]

>I'm yet to see a shotgun that patterns a dead horizontal line.
It is absolutely possible.

>> No.2178852

he means that the shotgun is still effective at medium to long range, as well you know

>> No.2178975

>doom has a man portable chaingun.
That fires almost as slow as a hand-cranked gatling gun. I do like that in most weapon mods I've tried, anything that goes in the chaingun slot tends to be a lot faster. I particularly like the FMG and Minigun in Trailblazer.

>> No.2178980
File: 603 KB, 2048x1536, how-to-doom-shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a better picture.

>> No.2178981


God damn, shotguns are beautiful weapons.

>> No.2178982

I think even Doom 64 boosted the speed of the Chaingun, which made it a much more satisfying weapon (especially with the sound, it kind of "rolled" with it so to speak).

>> No.2178990
File: 1.68 MB, 4416x3312, 1366673451679.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, and can be incredibly versatile, depending on the load you use, it can be used for hunting small, medium, or large game, fowl, varmint, home defense, combat, breaching, there's shells that fire off signal flares, which are handy in emergencies.

It also helps that shotguns are easy to make sturdy, and can be made incredibly cheap (you can find used single-shot guns for like 80 bucks all over North America and it'll never ever break), you don't even have to rifle the bore.

>> No.2178992


Shotguns are awesome. Keep posting this shit, it pleases the god of shotguns

>> No.2178998
File: 45 KB, 663x243, Benellis Fiocchi God of Shotguns.png [View same] [iqdb] [saucenao] [google] [report]

Our Lord and Savior.

>> No.2179094

laughed too hard

>> No.2179118



>> No.2179119

Single shot, is it doom approved?

Do they sell 'hammerless singleshit?

>> No.2179123
File: 96 KB, 475x582, LORD BELLENUS.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder who masterminded this.

Original image

>> No.2179127

I'd say, but it'd probably cause a shitstorm.

>> No.2179137

that OP title has me wondering about alternate lore for the Archvile as evil Martian wizards who worship satan

>> No.2179141

alternate to what?

>> No.2179143

Some guy posted a stock-looking image of a guy holding a shotgun with a shitload of shells, and it just sort of spiraled out of control from there.

>> No.2179146

hell wizard.

The great thing about doom lore, is user creativity and interpretation

>> No.2179154
File: 30 KB, 450x301, sawed_off_single.jpg [View same] [iqdb] [saucenao] [google] [report]

Most single-barrel shotguns use a hammer, and are single-action, because it's super simple, even the shoddiest factory can put out a single shot shotgun that's really durable and reliable.

You could find and old one, for 70 dollars, at a yard-sale, with a crooked sight, imported from Brazil, in the 50's or 60's, and it has no serial number (because there was no law requiring that yet) or manufacturer logo, just the importers name (who have been out of business for decades), and even if the stock has a big ugly crack in it and the finish is worn and a little rusted from being stored in a damp shed in Louisiana, the hammer will cock, the trigger will work, the breech will lock, safely, if it has an extractor, it will work, you couldn't fuck it up.

As for Doom approved? Well, a gun is a gun, though it holds only one shot, that's still a shotgun shell, that hurts. It's lightweight, so it would be easy to keep in a backpack as a backup, especially if you saw down the barrel (and Doomguy wouldn't have to worry about paperwork or taxes). It wouldn't be a hard-core combat weapon, but it'd be a handy and light backup, and it's sturdy enough that you could use it as a club without worrying about nothing.

>> No.2179189

Okay, guys, you need idea for mod? How about a mod where every weapon is shotgun, and every ammo type is shotgun shells of different caliber?

Taurus Judge instead of pistol, drum-fed .410 Saiga instead of chaingun, shotgun replacements are pretty straightforward, and BFG can be replaced with sawn-off punt gun. I'm not sure what to do with rocket launcher, but some possible replacements can include M79 or China Lake grenade launcher (they kinda look like oversized shotguns), russian KS-23 shotgun (it accepts special muzzle grenade launcher to fire various less-lethal grenades, but we can safely fire lethal ones in hell) and AA-12 with explosive shells (cool, but mainstream)

>> No.2179207


You mean Shotguns2: Shotlectric Shotaloo?

>> No.2179272
File: 690 KB, 320x200, Expander in DM.webm [View same] [iqdb] [saucenao] [google] [report]

It's finished now, feel free to download it from BE.
* Use samsara-v0.31beta.pk3
* It supports all IWADS (Doom, Heretic, Hexen, Strife, Chex 3)
* Supports Deathmatch
* Works online
* Zandronum only

>> No.2179306
File: 311 KB, 480x530, nerd2.png [View same] [iqdb] [saucenao] [google] [report]


If it'd cause a shitstorm, then you'd be wrong. I'm the original creator of it, though I wouldn't call it "masterminding" by any stretch of the imagination.
Of course, you have no clue who I am, so I'm just happy with that.


Yes, some nerd was going on about how an image of a guy holding shotgun shells looked "wrong" because the image was supposedly facing the wrong way.
So I photoshopped it to make fun of him.

>> No.2179308

Eriguns is not specifically just cosmetic but it might as well be

You can also gank the weapons from Stomper

>> No.2179309
File: 96 KB, 700x351, m1897k[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw no mod with a trench gun with a usable bayonet

>> No.2179543

There are some trenchgun shotgun sprites out there.
It wouldn't be hard to jab the sprite upward to emulate stabbing with a bayonet.

>> No.2179551

I'm pretty sure it's the same speed, just with a faster animation and sound.

>> No.2179556

It's a little faster but the visual effects(Screen shake) make it feel much more satisfying.

>> No.2179632

There was a mod on the zdoom fourms a while that made running around have more traction, but I lost it. Does anyone know where I can download it?

>> No.2179649
File: 84 KB, 480x530, imready.jpg [View same] [iqdb] [saucenao] [google] [report]

I didn't think it would end up turning into what it did.

Anyway, fixed the top of the head on the first one, I didn't even notice it first time around.

>> No.2179656

http://techraptor.net/content/you-can-make-a-doom-visual-novel-with-this-mod this seems to be a great thing

>> No.2179706

why is this any better than just using strife dialogues?

>> No.2179710

does it do shoot and boot like other duke weapons?

>> No.2179720

>just using strife dialogues?
>using strife dialogues

I dunno, how is it any better than nailing your feet to a brick and trying to ice skate?

>> No.2179738

so what...are strife dialogues supposed to be difficult?

>> No.2179825
File: 108 KB, 616x711, pcgmaer.jpg [View same] [iqdb] [saucenao] [google] [report]

PC Gamer is talking about us indirectly guys.


Prepare for the flood.

>> No.2179846

Eh. They could've used a beter picture. Adventures of Square is fine and all (surpassed my expectations) but yeah.

>> No.2179851

I moreso expect a general influx to the doom community in general rather than specifically to /vr/.

>> No.2179858

i live in cali, i want a single shot with extractor.

i seen a lot of hammered ones, internal/no hammer seems to be uncommon.

>> No.2179861 [DELETED] 

>The Adventures of Square, for instance, isn't recognisably Doom.
>It's the Adult Swim version of Doom
So, it's edgy, tryhard, lolsorandumb rehash that is trying to pass violence off as humor?

>> No.2179902 [DELETED] 


That would probably better apply to a certain other mod.

>> No.2179904


>> No.2179921


That doesn't even add up. The adventures of square is really lighthearted and tongue in cheek. I'd compare it more to like homestar runner

>> No.2179927


Wait a second, someone wrote an article about something I made? And THAT fast? I'm truly flattered

>> No.2179932 [DELETED] 

It's called "Sarcasm", anon.

Quick! Do something mysoginistic!

>> No.2179961

Pretty cool, anon. Pretty cool.

>> No.2180056


>> No.2180075
File: 229 KB, 800x600, Screenshot_Doom_20150114_193901.png [View same] [iqdb] [saucenao] [google] [report]

I made a joke slaughtermap for the secret level in my helloworld.wad and everything went beautifully horrible

>> No.2180095

what are some good patches for quake?
the ultimate quake patch doesn't work anymore.

>> No.2180101

strife dialogues are harder
I think

>> No.2180104

nvm i fixed it

>> No.2180117
File: 36 KB, 443x254, 1420855505189.jpg [View same] [iqdb] [saucenao] [google] [report]

>nvm I fixed it
>doesn't say how

>> No.2180120

Would you like to know how I fixed it?

>> No.2180129


I miss spritenoob.

>> No.2180135


>> No.2180164

has anyone made a blood dragon themed wad?

>> No.2180167
File: 60 KB, 640x498, [email protected]@._V1._SX640_SY498_.jpg [View same] [iqdb] [saucenao] [google] [report]

Well you see,I had installed The Ultimate Quake Patch to my steam version of Quake. Now I don't know if there's better patches available or whatever, but I've always used this in the past due to being easy to set up, and it re-adds the music and fixes the resolution and a bunch of other handy things.
In the past, it'd work no problem, but with this recent installation, the game would launch, all patched up pretty then promptly crash. An obvious problem.

Looking for additional help on the author's forums, I encountered other people with this problem, so I figured that at this point the patch was unsupported and abandoned.

But I can be quite tenacious and wanted to get this damn thing working so I could play some Quake, so I looked into my Steam directory.

Turns out, in my Quake files, there's an application titled "Winquake", naturally I started it up and it launched. And it was Quake, a patched up pretty Quake and more importantly, the game didn't crash. Knowing this, I created a desktop shortcut for Winquake to have access to the functioning version of the game at my finger tips.

Curiously, I never did see the author comment on this anywhere, but I suppose it doesn't matter.

>> No.2180170

The Ultimate Quake Patch still works fine, it's just that it installs to the wrong folder by default, because Steam's directory structure changed

>> No.2180181

it defaulted to the proper folder for me (Steamapps/Common/Quake)

>> No.2180183

>ultimate quake patch
Doesn't it come with DarkPlaces? Fucking garbage if it does.

>> No.2180195
File: 51 KB, 800x433, single_barrel.jpg [View same] [iqdb] [saucenao] [google] [report]

Most of them have just a regular exposed hammer, as that's easier in general, though I guess it wouldn't be at all impossible to have a concealed hammer (which would then have to be cocked by the breech being opened all the way, like on a hammer-less double-barrel), or, it can be striker fired, and have the same cock-on-open approach as the concealed hammer one.

Of course, it wouldn't be at all impossible to make a design that's double-action. Really though, they're all mostly with an exposed hammer as that's easier to make and use, and really hard to break.

Here's a .410 bore shotgun being abused:
And here they finally break it: https://www.youtube.com/watch?v=BwKydDPY8Xo

.410 is a small, mild shell, that happens to be the same circumference as a .45 Long Colt, meaning you can shoot .45's out of it, and because of how insanely robust this kind of mechanical design is, anything that fits reasonably in the chamber will fire without the gun exploding (though I wouldn't recommend it, that shit is never safe, I'd say only the .45 Long Colt is reasonably safe). Of course, being a shotgun, it has no rifling, so accuracy will be balls, but it'll work.

I think that a single-barrel gun, in 20 or 12 gauge, with a sawed off barrel (like shorten it down to the handguard), could be a neat little weapon for a gameplay mod, like you could start with it along with a pistol or revolver, and the secondary attack would be to swing the gun like a club.

>> No.2180220

THanks for the info! I know nothing about guns at all, so this is really helpful.

>> No.2180294
File: 12 KB, 250x242, 1398138901217.gif [View same] [iqdb] [saucenao] [google] [report]

There were some really fucking awesome retro fps runs at Awesome Games Done Quick this year.
I recommend you guys watch this: https://www.youtube.com/watch?v=YHJA1Z-nApM

It's the Jedi Knight: Dark Forces 2 run, and it's incredible. The runner is pretty informative and skilled, and the game is INCREDIBLY fast. Even if you haven't played JK:DF2 you really should watch it.

>> No.2180324
File: 567 KB, 600x600, Pinky_01.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2180325


God damn the pinkies have a big head.

>> No.2180326

That looks really good, nice work!

>> No.2180328

when you look at it from behind it looks like he has a huge ballsack

>> No.2180345


>> No.2180346

Would doomguy an over under or side by side?

I guessi can get a single shot 12 gauge and call it Daisy.

>> No.2180365

Well, the super shotgun is a side-by-side hammerless gun, with sawed off barrels (don't saw off the barrels on a coach gun below 18 inches in length like that though, it's super illegal without the right paperwork and tax).

>> No.2180367

I was so much better at that game when I was a kid...

>> No.2180405
File: 377 KB, 1600x900, Screenshot_Doom_20150115_040655.png [View same] [iqdb] [saucenao] [google] [report]

Guys, I'm playing Samsara as the Security Officer and every time I pick up a certain weapon, my weapon screen glitches out. It keeps displaying this error. Swapping to the fullscreen hud just makes my ammo meter go all crazy.

Does anyone know what causes this? Anyone know how to fix this?

>> No.2180409

if you're serious it's one of the two alien weapons, they did that in the original Marathon too because your HUD wasn't adapted for unknown weaponry

>> No.2180413

See http://marathongame.wikia.com/wiki/Alien_Weapon

>> No.2180414

Oh. That's actually kinda neat.

>> No.2180462
File: 93 KB, 640x480, 1421316836.png [View same] [iqdb] [saucenao] [google] [report]


5 maps from 1995, various styles (towns, hell caves, blood canyons) deathmatch+monsters for single player

pretty good except a few excessively dark tunnels. maps are top-heavy from pistol starts due to openness from deathmatch-friendly design.


>> No.2180465

Fuck it.

I'm getting Rossi single shot, can't find a recent 'hammerless' product, but i guess thats what practice is for

>> No.2180469

That reminds me, The basic shotgun in DRLA is apparently supposed to be a single shotgun like this, but instead uses the classic doom sprite and pump animation for it's reload.
It strikes me as weird since so many other weapons are slightly modded vanilla sprites or have modified animations. Couldn't someone mod the super shotgun animation to make a simple single shotgun?

>> No.2180493
File: 2.97 MB, 640x320, Big balls.webm [View same] [iqdb] [saucenao] [google] [report]

Well this was a fun experiment

>> No.2180494

Honestly, it doesn't seem to me like it's a thing that matters, it's not a weapon you'd fire very rapidly. Also, never carry a double barrel or single barrel shotgun in a sling with the hammer(s) cocked. There's an old story about a guy who carried his double-barrel in a sling, with the hammers cocked, as he jumped out of his truck, the gun hit the bed of the truck, on the hammers, and the gun discharged both barrels into the back of his head, killing him.

I think Scuba Steve made a full set of single barrel sprites out of the super shotgun back in the 90's, you could check to see if his old site is still hosted on Doomworld.

Then again, that could have been Cory Whittle.

>> No.2180504

why are they illegal, anyway? are they more likely to maim as opposed to outright kill, leading to an agonising inhumane death?

>> No.2180506

People have mentioned this before, but I have never seen anything official saying that the RL shotgun is any different from the Doom one.

Maybe I missed something.

>> No.2180507

It's just a logic thing to me. DRLA's Shotgun is a pump-action with a seemingly endless magazine tube, while the Combat Shotgun is your modern FPS shotgun with the single shell reloading. It isn't really a big deal.

>> No.2180508

The fact that you have to reload after every shot is the biggest indicator, I think. That, and the RL Pistol doesn't seem to be the normal Doom pistol either, being a six-shooter. I'd say the Combat versions of both weapons are the actual weapons used in Doom.

>> No.2180512

basically the point was to try to get rid of the types of weapons used by gangsters during prohibition

>> No.2180513

Basically, the Feds wanted to ban not just machineguns and silencers (mainly due to fear of poachers) but all types of concealable firearms, pistols, sawed off rifles and shotguns, etc, during Prohibition (basically to make it easier to put away dudes they suspected or didn't like, but otherwise had no evidence for, by making the kind of weapons they'd typically go for illegal)

But the NRA stepped in and lobbied to have pistols removed from the act, but sawed off rifles and shotguns still remain, even though they were probably more or less just about covering up potential loop-holes about pistols (basically, if pistols were illegal, they wanted to make it illegal to cut down a rifle into pistol size). You could argue for the banning of machineguns I guess (though I don't), but banning cutting down your rifle or shotgun to pistol size when pistols are legal makes precious little sense to me.

There's also a lot of strange loopholes and peculiarities regarding the definition of what constitutes a pistol. Say you have a lever-action rifle, if you cut that down without tax, that's a crime, but if you buy a lever-action pistol (a Mare's Leg) of the same make, that came that way from the factory and declared a pistol upon manufacture, that's legal and requires no special tax or paperwork. Basically, if it doesn't have a stock, and you say it's a pistol when you make it at the factory, it's a pistol, regardless of what it is (with some exceptions).

Strictly, it's not a ban, but back in 1934, 200 dollars was a substantial amount of money, and nobody was going to pay 200 dollars for the privilege of cutting down their 14 dollar duck gun to pistol size, so it was a De Facto ban. The tax hasn't been adjusted to inflation, so it's still 200 dollars, obviously way more affordable today. Machineguns have super high market prices though, since you're not allowed to register any more.

>> No.2180514

Nowadays, the justification would probably have altered to But Think About The Children, or some other such nonsense.

>> No.2180520

I think that the magazine limitations to the basic pistol and shotgun were to be faithful to the original DoomRL. From a logical standpoint, the Combat Pistol and Shotgun would be what you should normally run across when dealing with military (and zombies that used to be military).

Besides that, I also have a minor gripe with the "Assault" assemblies, as they seem more like "Marksman" weapons due to their more accurate and powerful single shot nature.

On that note, Could the "Battle Rifle" be simply renamed to "Rifle" for easier naming conventions? There aren't other basic rifle-type weapons that I ever came across, and stuff like "High Power Battle Rifle" seems a bit lengthy.

>> No.2180525

>I think that the magazine limitations to the basic pistol and shotgun were to be faithful to the original DoomRL.
I know that, I'm saying that what the original RL calls its "Pistol" and "Shotgun" are not what Doom calls its Pistol and Shotgun.

>> No.2180528

i see, thank you both very much.
yes it does seem to be typical reactionary law-making.

>> No.2180530
File: 411 KB, 1920x1080, On Your Marks.png [View same] [iqdb] [saucenao] [google] [report]

Eh, Assault is basically my interpretation of the assembly that didn't totally suck ass in Doom. Doesn't make sense name-wise, but whatever.

And renaming Battle Rifles is faaaaar too late now...

>> No.2180534

>Unique marksman rifle
Eh, you know what, I'm fine with this. How does that scope look when its in the usuall "middle of the screen" position? It kind of looks like it'll get in the way.

>Eh, Assault is basically my interpretation of the assembly that didn't totally suck ass in Doom. Doesn't make sense name-wise, but whatever.

I didn't play the original DoomRL. How does the Assault assembly work there?

>> No.2180539

Yeah but i want the hammerless feel. You know? doomguy putting in a new shell. close it and fire you know?

>> No.2180542

I guess a hammer shotty has an advantage

>> No.2180550
File: 42 KB, 700x363, savage_mod220_12ga_singleshot.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, you could look for a Savage Mod 220A, that's a hammerless single-shot gun, should be available in 12 Gauge. I don't know if Savage still makes them though, so you might have to look for one used.

>> No.2180551

It's fine, it just goes up quite high when reloading, your vision is unobstructed.
Also, heh, that's not a unique. Uniques are greeeeeen.

Assault Rifle basically doubles your damage (at least on the chaingun) and ammo usage, halves the amount of shots you fire, increases your accuracy and slows your reload speed. The increased damage looks good, but it still takes the same amount of time to fire half as many shots as on the original weapon. The accuracy boost is really good, but... you use agility mods to make it, which increase accuracy anyway.

It's basically a gun that only increases slightly, for the cost of three mods that could improve it far better if used differently.

I basically turfed the idea of copying it and did my own thing.

>> No.2180670
File: 1.18 MB, 640x320, Magic rifles are a thing now, shut up.webm [View same] [iqdb] [saucenao] [google] [report]

who's this asshole

>> No.2180671
File: 2.94 MB, 720x405, Nanomagic.webm [View same] [iqdb] [saucenao] [google] [report]

My second attempt at a webm, hopefully it's alright for you guys.

This is showing off the Nanomachic weapon effects that Sgt. Shivers made, and how absolutely fucking awesome they are.

Also contains explosions.

>> No.2180675

>A_Recoil on Nano SSG
That's gonna get annoying really quickly.

>> No.2180676

Please tell me the Mother In Law is given the same effect

>> No.2180682

Well why wouldn't they be?
If you can enchant a sword, you can enchant a rifle, a weapon is a weapon.

>> No.2180684
File: 370 KB, 638x476, this ain't my sword.png [View same] [iqdb] [saucenao] [google] [report]


I don't know I just needed a filename and that struck me as funny.

>> No.2180693

Better get some grappling boots then.

Nah, but I might try and spruce it up a bit sometime.

>> No.2180924

Guessing the Cluster Bomb Launcher is a Master assembly

>> No.2180964
File: 93 KB, 640x480, 1421349259.png [View same] [iqdb] [saucenao] [google] [report]


11 maps. bit basic but not bad.

some sound effects replaced. some annoying (player pain is simpsons "doh") some weird (arachnotrons sound like cyberdemon hoof + chainsaw, and die silently)

there is a cola machine on every level.


>> No.2180968
File: 71 KB, 500x461, 1413774325342.jpg [View same] [iqdb] [saucenao] [google] [report]

Goddamnit anon.

>> No.2180970

Is there any mod to play akimbo? Holding a gun in each hand, being able to independently switch them for others.

>> No.2180976
File: 90 KB, 1440x900, Screenshot_Doom_20150115_115216.png [View same] [iqdb] [saucenao] [google] [report]

I am in love with this chaingun, please don't tell quadshotgun anyone has any idea what mod it's from?

>> No.2180986
File: 139 KB, 640x1440, 1421350134.png [View same] [iqdb] [saucenao] [google] [report]

fury667 again

>> No.2180992


That's a pretty slow and clunky animation.

>> No.2180997

I think DoomNukem made it for his Brutal Doom metamod which is ded by now.

I know Accessories to Murder currently uses it, dunno about others.

>> No.2181002

I think that's the Accessories to Murder chaingun.

Speaking of which, I just downloaded the cutting-edge release, and everything in the game starts flickering and slows down when I fire the pistol. If I do that a couple times, it crashes GZDoom. Is there a fix or should I just go to the stable release?

>> No.2181005

Have you tried different revisions of Gzdoom?
Most problems I have come from a specific set of revisions, but I will test this right now and see if I get it.

>> No.2181015

The count, on top of things as usual.

>> No.2181087

it'd be hilarious if you trolled him into quitting doom forever

>> No.2181107

Why would I do that?
It's not that I don't appreciate work he's done, but he can really be a stubborn faggot, and he gets wild ideas that don't make sense, like fucking up the renderer, or letting an autistic monkey do his netcode.

>> No.2181163

I really wish AtM was out for zandronum and that there was a way to just get the weapons rather both weapons and monsters.

But Stomper+AtM gives me a good reason to be lazy and not do any of my work.

>> No.2181192

Looks breddy gud. Faithful to the originalos. Though the muscles and skin don't overlap properly. Looks too lumpy not enough fleshy.

Still though. Good shit.

>> No.2181231
File: 57 KB, 300x322, ID Software stares at you with mild contempt.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I'm only 2 years into loving doom so I don't know the history behind all the source ports.

Is there anyway to make the mouse movement 1:1 in Zandronum?

I had to put m_pitch to .5 and enable raw input in GZdoom, and it feels pretty great, but even when I use these settings in Zandronum it'll feel like I've got Vsync on.

And I'm guessing Zandronum and GZdoom will never be merged due to a combination of pissy drama and licenses right?

>> No.2181240

>And I'm guessing Zandronum and GZdoom will never be merged due to a combination of pissy drama and licenses right

It's the fact that it takes work to get the Zandronum netcode to work with the newer features, so GZDoom will always be more advanced than Zandronum but use worse netcode than it. You couldn't just merge them tomorrow and have stuff work.

>> No.2181253

>raw input in GZdoom
What? Where?

>> No.2181274 [DELETED] 

>a combination of pissy drama and licenses
i believe zandronum will always lag behind, simply because it takes a lot more careful programming to make new zdoom features work reliably and robustly over the network.

>> No.2181419

Where do I find the most recent version of Who Dun It?

>> No.2181460

What's the deal with Kharon's hilt in demonsteele?
Sometimes it one-shots enemies but on other times it hits like normal

>> No.2181473


Hilt? Do you mean the sheath?

>> No.2181476

Yes, I'm retarded

>> No.2181479


Custom enemies detected.

>> No.2181482

Yeah, I was playing on armageddon. What is it intended to do?

>> No.2181486
File: 258 KB, 480x640, 1374447350586.jpg [View same] [iqdb] [saucenao] [google] [report]


The short of the matter is that the Kharon's sheathe fires out a wide spray of +SHOOTABLE projectiles which are +SOLID and act as a barrier--a much more advanced version of the Kharon's own blocking ability. The enemies are normally immune to this damagetype, but custom enemies don't have resistance against this damagetype and ergo take a whole extra ton of damage.
It's the same deal with using Brutal Doom with custom enemies, you're able to kill them just by flipping them off.

Also the server is using an outdated version of DemonSteele, most of the Skulltag enemies are patched in the update. I don't know why, but the admin says they're trying to force a crash so ???

>> No.2181524
File: 588 KB, 320x200, cenadoom.gif [View same] [iqdb] [saucenao] [google] [report]

Super moves for Doom when

>> No.2181529
File: 3.90 MB, 519x283, 1411838725954.gif [View same] [iqdb] [saucenao] [google] [report]

Same time we get stands

>> No.2181551


You could always use a different source port.

>> No.2181587

Wait a second, did DW kill joe?

>> No.2181619


nope, he just got loser'd; took him WAY too long compared to other cases

>> No.2181635
File: 135 KB, 1600x900, 1513014-ryu_sf_4.jpg [View same] [iqdb] [saucenao] [google] [report]

Metsu Hadouken, but with BFG instead

>> No.2181641
File: 97 KB, 480x640, 1420491277451.jpg [View same] [iqdb] [saucenao] [google] [report]

I need this

>> No.2181643

Speaking of which.
I never figured out how to do the kamehamehadouken in Demonsteele. Or any consistency in the regular hadouken.

>> No.2181645

I think im gonna get hammered, cuz safety reasons.

Again practice operating should be no problem.

>> No.2181650

Theres been a lot of Doom related articles ever since Doom 4 was hyped at quakecon.

>> No.2181668


This looks pretty cool

>> No.2181669


I'm guessing they're challenging. Might give it a whirl

>> No.2181673


Same as executing normal special moves, but instead of double-tapping, you hit alt-fire.
Supposedly there's going to be special moves for the other guns in the same vein.

>> No.2181674

Still though, it's terrible that it's included. They should've included QuakeSpasm with all the necessary config changes to make it feel like DOS Quake.

>> No.2181710

why doesn't term simply apply +NODAMAGE and +NOPAIN (and whatever the flag for no bleeding is) to the kharon-sheath projectiles?

this is the basic concept behind coding simple flashlight beams, so why wouldn't it work here?

>> No.2181712

So in PrBoom+ can you retry a demo without having to close the game and open it back up again? Or does that just come with the territory.

Very annoying.

>> No.2181717

Looks pretty cool. I like that it looks to be done from scratch, rather than just filtering the default sprites.

>> No.2181718

i'm pretty sure the projectiles are meant to die instead of being an impenetrable shield, anon

>> No.2181729

I believe that's irrelevant, although I could be mistaken.

+NODAMAGE on a projectile causes the projectile to not cause damage to enemies; it can still die.

additionally, you could simply code the projectile with "(0)" as the "damage" property. {parenthesis indicating "explicit damage" rather than damage as factored by the RNG algo}

>> No.2181732

goddamn it...never mind, you're correct.

still, why would explicit 0 damage work?

>> No.2181738

Don't think you can. You'll just have to get used to it.

>> No.2181740


+NODAMAGE doesn't do anything for a projectile's damage (counterintuitively enough), but the lack of (0) damage is a holdover from all pre-v0.74 builds in which all of the projectiles had +SHOOTABLE on them and were blocked by damaging them.
Now that blocking is handled via a different means, I'll give (0) a shot and see what it's like.

>> No.2181753


Yeah, if I actually go forward with this in a future project I'll get some nicer looking animations/sprites. But the weapon itself is fun

>> No.2181863

unfortunately it's just annoying enough to program that nobody's ever bothered to do it. doom has always unceremoniously killed itself to end a demo recording session, and there's enough fiddly state that needs to be carefully reverted to initial values to ensure a re-recording synchronises correctly, compared to a quick F10, y, uparrow, enter from the user, as even 10 year old machines can restart the entire game process more or less instantly.

>> No.2181895
File: 111 KB, 557x397, 1421369174541.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2181912


If the Nuclear Plasma Shotgun can be assembled from a Nuclear Plasma Rifle, does that mean the ordinary Plasma Shotgun is now also an assembly instead of an exotic?

>> No.2181928


>> No.2181969

Am i supposed to be getting iron maiden music whilst playing demonsteele? I'm only getting normal music

>> No.2181991
File: 15 KB, 241x299, 1415226466167.jpg [View same] [iqdb] [saucenao] [google] [report]

>People actually enjoy this shit.

>> No.2181995

Is it possible to code strife style dialogue options into a doom wad?

>> No.2182002 [DELETED] 

>someone actually reposts the same image over and over again
is this a may may?

>> No.2182071
File: 307 KB, 800x600, Screenshot_Doom_20150106_011949.png [View same] [iqdb] [saucenao] [google] [report]

This mapset is funky.

>> No.2182093

Whats it called?

>> No.2182097

What set of mods are you using?

>> No.2182105


Looks like it's Shut up and bleed.

>> No.2182115
File: 389 KB, 800x600, Screenshot_Doom_20150105_214917.png [View same] [iqdb] [saucenao] [google] [report]

Going Down, it's made by that Cyriak guy, pretty much the entire mapset is set in a high-rise building, the roof, the insides, all the floors, the basement, and what lies beneath, really cool and uses almost all stock textures, but in really cool and creative ways I never would have thought of.

A modified version of Shut Up And Bleed, it actually becomes way more playable, even really fun (though still flawed) if you increase the damage on all weapons and attacks by 5 to 10 points each. I also made it so some of the more fun and satisfying weapons allows you to carry more reloads (with the backpack), like the Deagle Brand Deagle, the Flamethrower (one of the best flamethrowers ever made for Doom), the Colt Railgun (or whatever it is), and the full-auto converted .22 Calico

The monsters are really cool as they are though, like this thing here in pic relaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Sorry, that thing just terrifies me something fierce.

>> No.2182128

What about shotgun revolvers?

>> No.2182129


you mean like the mashers from Borderlands? Yes. Those are very acceptable

>> No.2182216

Any good iOS ports?

I liked Doom Classic, so touch controls aren't a big deal for me, but is there anything that supports PWADs?

>> No.2182227

Whats everyone's stance of level aesthetics/detail?

I personally am fine with anything, as long the layout works, and the gameplay flows well.

>> No.2182343


If you have the jukebox loaded or ds_cl_nomusic enabled, when you turn into Iron Maiden there won't be any music.

>> No.2182378

Here's a speedrunner trick: bind quit to Y. It's one of those "so obvious, why did I not think of that myself" ideas.

Btw, pressing Q in vanilla ends demo recording. Over the years it has caused nothing but grief to runners that interrupted their sweet runs with a finger slip.

>> No.2182416

Looks like a 3D model, but is it?

>> No.2182432

well it's either a 3d model or frames made from a 3d model. so there's really no difference.

>> No.2182437

Does Trailblazer's bio suit not protect against radiation?

>> No.2182450
File: 148 KB, 640x480, 1421438454.png [View same] [iqdb] [saucenao] [google] [report]

in The Eye, once you've jumped down through the three-key door into the middle, is there any way back up?

>> No.2182459
File: 23 KB, 500x224, striker.jpg [View same] [iqdb] [saucenao] [google] [report]

Shame they're shit IRL, because they look super cool.

>> No.2182464
File: 34 KB, 640x480, Shotgun revolver.jpg [View same] [iqdb] [saucenao] [google] [report]

That's not a shotgun revolver you dummy.

>> No.2182476

That is a drum not a revolver.

>> No.2182515

Trying to reload one of those in a combat situation must be hell

>> No.2182520

No, that's not a detachable box magazine or drum magazine, the Striker/Streetsweeper is literally a double-action revolver, that's a fixed cylinder that holds 12 shots.

>> No.2182524
File: 45 KB, 800x376, 23495-DEFAULT-L.jpg [View same] [iqdb] [saucenao] [google] [report]

>the Striker/Streetsweeper is literally a double-action revolver

No, the Striker/Streetsweeper is literally a shotgun.
This is literally a double-action revolver.

>> No.2182526

It's a shitty gun for a reason.

>> No.2182531

the magazine is detachable, it can be used as a landmine

>> No.2182539

Does your version of the mod make it too easy thought?
If not can you share it?

>> No.2182540

okay so

we have, at some extent, the Doom logo font and the text font.

what about wolfenstein?

>> No.2182543

That's the Jackhammer.

>> No.2182546
File: 19 KB, 350x323, streetsweeper cylinder.jpg [View same] [iqdb] [saucenao] [google] [report]

No, as in, the Striker is literally a revolver design, it's not a drum, it's literally a big 12 chamber cylinder in 12 gauge size, and the mechanism is a double-action only mechanism.

You can dissassemble the Striker, and remove the cylinder for cleaning, but it's not readily detachable, the Striker, or any of it's model, has no such feature, it's much too simplistic for that.

The gun you are thinking of is the Pancor Jackhammer, a rare prototype shotgun (and much more advanced than the Striker, the Jackhammer is actually automatic), though it too has it's roots in South Africa.

Pic related is the Striker cylinder removed from the drum housing that surrounds it.

>> No.2182547
File: 1.12 MB, 1891x1140, Wolfenstein_Wiki[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.2182549

What is with South Africa and shotguns anyway?

>> No.2182550
File: 490 KB, 230x230, loadsagutsprobly.gif [View same] [iqdb] [saucenao] [google] [report]

I thought those were birth control pills.

>> No.2182554



>> No.2182556

>The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064
Does that mod hates GZDoom or what?

>> No.2182557

Not sure, though I think in some parts of Africa, they have licensing systems where it's really hard to get anything but a shotgun, at least legally.

The idea with the Striker was basically to have a lot of shells ready really fast, once the drum is loaded, and the spring mechanism is wound up (if it's one of the clockwork guns), you have 12 shots ready, each with the pull of a trigger, back when the gun was designed, that was quite a lot in terms of a shotgun.

These days, it's just patently dated, as today there are reliable self-loading shotguns that use detachable 10 round magazines and 20 round drums, such as the Saiga and Vepr.

>> No.2182568

They don't have armor in Africa.

>> No.2182583
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google] [report]

Oh cool, MK is working on that again. I guess maybe it's time I got back to work too?

>> No.2182584
File: 20 KB, 393x377, 1371199602533.png [View same] [iqdb] [saucenao] [google] [report]




>> No.2182591

never leave us again it was so empty and cold without you

>> No.2182603

What do you guys think about Eduke32?

>> No.2182607

Sup, noob.

>> No.2182619

It's a pretty good source port for Duke 3d.

>> No.2182624
File: 2 KB, 104x132, awwgee.png [View same] [iqdb] [saucenao] [google] [report]

I wish I had something cool to show you guys, but I've been off the saddle for a while. I don't even recall what my distraction was this time, maybe it was building robots or moving. Too many hobbies going at once.

I'm gonna try to catch up with the few months of absence. How long have I been out now? Did I miss a big release?

>> No.2182628

>Did I miss a big release?

>> No.2182640

Uh, Trailblazer came out.

>> No.2182645


Demonsteele's out and it's pretty cool.

>> No.2182656

hehe, I somehow had a feeling this project would come along swimmingly.
Looks neat, gotta try this.
HNNNNG this makes me moist

I love this community.

>> No.2182701
File: 304 KB, 1034x1183, Mel by AlinaJames.jpg [View same] [iqdb] [saucenao] [google] [report]

No, I actually play using GZDoom. Right now there's a bug introduced in both ZDoom and GZDoom that prevents you from doing the Mag Sling.

YOU RETURN. I missed your presence!

>> No.2182706
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

I missed you too man! I need to see if I can remember the IRC information so we can chat it up.

>> No.2182709


>> No.2182715

About the upcoming HF Blade, will enemies have special deaths with it?

>> No.2182720
File: 1.22 MB, 1280x720, nikanaeffect.webm [View same] [iqdb] [saucenao] [google] [report]

I'm honestly kind of...well, screwed in doing this. I really REALLY want to add them, but I have like 10 zombie variants, 4 imp variants...it's gonna be a lot of work. So probably not right now, but I'll try working towards it in the future.

>> No.2182725

Well I guess I probably have an outdated version, the HUD is the vanilla one and it doesn't tell how much speshal ammo I have.

>> No.2182727

What you could do is just figure out a way to make them look like they're split in two.

Don't have to have more than two each.
It's still a lot though but if MGR is anything to go by the slices are so clean that it doesn't really leave a tear.

>> No.2182736
File: 834 KB, 540x810, Nikana-Teaser.png [View same] [iqdb] [saucenao] [google] [report]

Updated version should be in the main post in the thread! If not uh...well, lemme know and I'll fix that.

Ideally I would have like three separate death animations. A vertical going in one direction, then another, then a horizontal slice separating the top from the bottom. I think I'm going to add some pretty particle effects for the hits to give it some punch for this release, but believe me, I'll give it some death flair as soon as I'm not trying to put more guns/characters/stuff in.

>> No.2182738


Been playing a lot of Warframe?

>> No.2182743

That reminds me, are there still plans for melee weapons in DoomRLA?

>> No.2182819

did this general ever vote on the best source port? what was the result?

>> No.2182828


No, because there isn't a best source port. There's only what's suitable to your purposes.
If you want the most mods, use ZDoom/GZDoom. If you want multiplayer with mods, use Zandronum. If you want oldschool multiplayer, use ZDaemon. If you want a retro experience, use Chocolate Doom or PRBoom+.

>> No.2182876

>Does that mod hates GZDoom or what?
what do you mean, does it not work or something?

>> No.2182898

>If you want oldschool multiplayer, use ZDaemon
I wish there was a better option for this.
Like there was a multiplayer client based on Boom or PrBoom, specifically made for facilitating oldschool deathmatch, co-op and so forth, with maybe a few added modes, but all in vanilla style, like team deathmatch, last man standing.

Though, then again, maybe it would just be easier to make it an option for hosting Zandronum servers where you can forcibly restrict complevel and advanced features? Like, the server doesn't allow jumping, crouching, or vertical mouselook.

>> No.2182902


>> No.2182924
File: 1.25 MB, 640x320, bwoowoowooWOOOWOOPEEEEWW.webm [View same] [iqdb] [saucenao] [google] [report]

He's gonna shoot all kinds of neat magical shit in the near future

>> No.2182940

Oooh, Aghanim!

>> No.2182951


Yes. complete with the sounds and everything. You think it's gonna be jarring that people won't be able to swat that sphere away with their sword? It IS kinda hardcoded into people who've played enough Zelda

>> No.2182965

>implying I'm not going to throw a javelin up his ass, grapple his sorry corpse to me, and slash him in pieces

>> No.2183007

So, why *can't* we swat it away with a sword?

>> No.2183012


Because there'd be no way to reliably redirect the enemy's projectile, so all you'd be able to do is bat it away in a random direction, possibly into the floor

>> No.2183016

And if you destroy the enemy projectile and replace it by the player's projectiles, both being similar?

>> No.2183026

At the very least let us block it with the sword.
It'd be criminal to include that projectile but make it immune to swords.

>> No.2183047


Yeah, you're right. Though if I do this I'll have to make another projectile that does the splitting trick like in ALttP

>> No.2183114

Make it like Demonsteele, where you slash the projectile but instead of destroying them, make them do something like >>2183016 said

>> No.2183115


Wouldn't that require some extra trickery to implement correctly? Also can projectiles respond to specific damage types? Because I wouldn't want this deflectable with any other weapons other than the sword attack

>> No.2183120
File: 328 KB, 1031x263, 037ef4ff8d1d8b3f203c6d38430fb33c.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't help you with that, sorry. I'm only throwing ideas.

>> No.2183123
File: 64 KB, 450x417, 1410240460828.jpg [View same] [iqdb] [saucenao] [google] [report]


That comic is great.

>> No.2183137
File: 293 KB, 1036x262, tumblr_n9e37azdgh1t09dnqo1_r1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


I was wondering how we could do a Shovel Knight mod, but I guess GMOTA is pretty much close to that.

>> No.2183147
File: 283 KB, 1036x262, 35191b98ecb799089a1da024ad63ebbb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2183169
File: 175 KB, 1280x960, tumblr_moeuefXxXJ1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Where's that from?

>> No.2183191

>Because there'd be no way to reliably redirect the enemy's projectile
This can actually be done in acs pretty easily in zdoom.
like the z-axis whip

>> No.2183195

>like the z-axis whip
>pretty easily
scroton pls

>> No.2183198

It's actually much much easier than the z-axis whip, the only thing that prevents it being used in zand is zand doesn't have setactivator like zdoom.

You could always do what >>2183016 said and have them call a_cleartarget so they can still damage the player. You couldn't cause infighting with that though.

Actually you may even be able to get a decorate only method of what you could do in acs, but I'd have to look at it again to be sure. But even if you did go with acs it would be like a 10 line little thing, not hard to follow at all.

>> No.2183202
File: 2.86 MB, 640x320, I'm really bad at hitting this with my sword.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, I don't know, what do you guys think?



>> No.2183207

what is the behavior from zelda you would be aiming to emulate with this?

>> No.2183209

This might make them really really irrelevant in most battles because the player can do quite literally anything to deflect right now.

It should be the sword attack and only the sword that can deflect it.

>> No.2183210


Ideal scenario is the orb can be only swatted away with the sword, but I kinda like this too.

>> No.2183216

What happens if you shoot it with the grapple hook?

>> No.2183219

what about its speed, orientation, etc

>> No.2183220


It slams into the floor and dies. Very interesting honestly.

>> No.2183221


well in ALttP it retains its current speed and pings in the opposite direction of where you hit it. Doing that in the doom engine is kinda difficult. I think I'm going to just leave it like this.

>> No.2183224

>Doing that in the doom engine is kinda difficult. I think I'm going to just leave it like this.

Nah, you can even do this in decorate only if you want it to have 0 z speed after getting reflected (even if it was fired up or down by the firing monster) but keep it's normal speed. Otherwise it's literally a line or two to do in ACS brah.

>> No.2183228


Yeah but with the way the sphere is right now, the first time you strike it with the sword, it lazily drifts away from you, giving you time to hit it a second time in any other direction you want.

>> No.2183231

>Nah, you can even do this in decorate only if you want it to have 0 z speed after getting reflected
I just realized you can even do the zspeed easily in decorate only because zdoom has uservars.

Why not make some or one of the weapons have that effect, and another have perfect reflection where it retains its speed?

>> No.2183234


Because that sounds increasingly overelaborate and there's a good chance I might wind up breaking something. I just want a big fat sphere you can redirect with your attacks. It's not even the main attack for this enemy.

>> No.2183236

we don't need another mod filled with your work-around-everything hacks

>> No.2183251

It's not overelaborate though.
It's not a hack. It's really simple and what ACS was meant to do.

>> No.2183263

How do i load jukebox? I'm using GZdoom

>> No.2183271
File: 304 KB, 1051x586, diggingforfire.png [View same] [iqdb] [saucenao] [google] [report]

had a good run with gunkata scout in doomrl, but died fighting the lava elemental because i didn't realise it was completely immune to fire, incl my sexy hellsing pistol. wrecks my low HP scout in melee too.

does it have waifus? kek

>> No.2183279

v1.1 of my visual novel engine has been released: http://forum.zdoom.org/viewtopic.php?f=19&t=47550&p=807910

>> No.2183285

Stupid question from me:

I have Doom 2 on steam, but it doesn't run unless I mash the windows key then tab back in. It is stuck at a super small ass resolution and pressing alt+enter makes the game run slow.

I already tried modifying the config files, and they didn't help. Anyone know an easy fix to play full screen?

>> No.2183292

it's just a separate file
load along with

use a source port

>> No.2183293

Just take the .wad file from wherever your game is saved at (program files/steam/steamapps/common) and run it via a source port (chocolate doom if you want the classic feel, gzdoom if you want visual enhancements and other fixes)

>> No.2183294

Play on a sourceport instead. Refer to >>2182828.

You can download one of them and point it towards your doom2 iwad, it should be somewhere in your steam files.

>> No.2183304
File: 1.85 MB, 1492x1200, 1420190653820.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2183316
File: 2.04 MB, 1230x1115, DoomCommunities.png [View same] [iqdb] [saucenao] [google] [report]

Have this

>> No.2183317


Kills me every time.

>> No.2183320

>doesn't know anything about modding
>suggest a small thing
>it actually sounds like a good idea
Feels good man.

>> No.2183334

Odamex is a bit off. It may seem like no one uses it because theres hardly any active servers 24/7, but doomworld does arrange matches for it every week.

And some boom-format deathmatch/ctf wads are gameplay tested through odamex.

>> No.2183335


What's the thing friend?

>> No.2183374
File: 399 KB, 1280x720, Screenshot_Doom_20150117_005431.png [View same] [iqdb] [saucenao] [google] [report]

felt weird having the yakuza inhabit wolfenstein levels and not bases

>> No.2183379
File: 369 KB, 1280x720, Screenshot_Doom_20150117_005919.png [View same] [iqdb] [saucenao] [google] [report]

probably gonna mess with the textures later

>> No.2183383
File: 289 KB, 1280x720, Screenshot_Doom_20150117_010113.png [View same] [iqdb] [saucenao] [google] [report]

though i do like how this area looks

>> No.2183387
File: 256 KB, 1280x720, Screenshot_Doom_20150117_010403.png [View same] [iqdb] [saucenao] [google] [report]

and a whole bunch of destructable objects

>> No.2183404

Is this a mappack for Demonsteele? If so, count me hyped

>> No.2183405

We total conversion now?

>> No.2183429


I am extremely interested in this.
Hit me up on IRC, I can hook you up with a test build. I've been thinking of mini-campaign for DemonSteele for a while.

>> No.2183440
File: 19 KB, 256x146, Insanely_Yours.gif [View same] [iqdb] [saucenao] [google] [report]

>Marathon 1 pickup sprite is upside-down

I'd say this is M1A1's fault, but even then, the sprite isn't ever seen this way under normal circumstances. The items are always right-side-up unless you load a map with M2/M∞ item placements.

>In Marathon 2, the alien weapon can be found behind a secret door on Ex Cathedra. Otherwise, it cannot be obtained until Enforcers are first encountered, in Sorry Don't Make It So.

There's an alien weapon out in the open on Come And Take Your Medicine, two levels before Ex Cathedra. Granted, it's off the path Durandal plots for you, but we like to eat the path, as it were.

77/10 these guys sure did their research

>> No.2183464
File: 323 KB, 816x639, messingaround.png [View same] [iqdb] [saucenao] [google] [report]

Messing around with my VN engine

>> No.2183467

OH god, yes please.

>> No.2183470


>> No.2183474


Shadow warrior beta texture walls

>> No.2183480

so is it coming out jan 20th like you said? it's 3 days away

>> No.2183534

Man, Trailblazer smoke effects after explosions cause some annoying lag whenever it happens. Which options can I configure so that won't happen?

>> No.2183537

iirc that question was asked and answered in the last thread, i am sorry for not remembering said answer.

>> No.2183543

Actually it was in this thread.


That's a bummer. I really don't want to look it through with SLADE.

It wouldn't even be that much of an issue if I didn't decide to play Going Down with it.

>> No.2183546

argh I can't remember her name.. where was she from?

>> No.2183548

Monster Girl Quest

>> No.2183549

so it was. shows how slow our threads are now.

>> No.2183551

Probably. I'm not here that often either, since Fall there wasn't real that much that came out.

>> No.2183553

I actually prefer the slower threads

>> No.2183554

>meeting deadlines

>> No.2183563


YES! Thanks :)

>> No.2183565
File: 375 KB, 1616x939, ss+(2015-01-17+at+06.10.43).jpg [View same] [iqdb] [saucenao] [google] [report]

Still messing around. Looks like manual line breaks are still required sometimes, since the auto word wrap isn't perfect

Filtering is only on because the image for the portrait is 800x600, whilst the screenshot is 1600x900, I'll size it up in photoshop later so I don't need to use ugly filters

>> No.2183568

Wait, wait, the portrait is also how they appear outside of conversations?

>> No.2183570

Nope, they have normal sprites outside of conversations, but I decided to hide them when dialogue is triggered. The sprites I'm using here (the Alice in the background for example) were made by Mike12.

This isn't a serious MGQ TC btw, I'm just messing around with things.

>> No.2183572

Yeah, one can't do sprites by just downsizing the portraits.

At least it would look very wonky.

>> No.2183574
File: 7 KB, 40x56, ALICA0.png [View same] [iqdb] [saucenao] [google] [report]

Pretty much. Attached is the horrible result of downsizing Alice's portrait.

Btw, Mike12 posted the sprites he made here: http://hdoomguy.tumblr.com/post/100356714317/for-the-hell-of-it-heres-some-mgq-themed-sprites

>> No.2183579

How do I git gud at DoomRL?
I have a strategy I think is solid, (Scout, Reloader twice, Shottyman, Finese Twice, Whizkid, assemble a Focused Double Shotgun. Also a rocket launcher for back up.)
What else do I need to do to NOT die?

>> No.2183587

The thingy with the Aghanim-like ball. That instead of keeping the same projectile, you replace it by your own to create the impression that you're sending it back.

>> No.2183590


It's a good idea. But I'm not gonna use it.

That being said. I want SOMEONE to use it in the future

>> No.2183597

>have idea for something to try out weapon modding
>related to something that would brand me a leper

It's not arcane equines, but the thing that was considered obnoxious before it.

>> No.2183601

What's a good map pack? GMOTA doesn't really work with the vanilla maps, because if it teleports you in contact with imps, you're pretty much fucked. Plus I kinda became weary of it.

And don't suggest Alien Vendetta, it's even worse.

>> No.2183608
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]


>GMOTA doesn't really work with the vanilla maps, because if it teleports you in contact with imps, you're pretty much fucked.

Wait what?

>> No.2183609

this looks interesting

>> No.2183612

If its a problem with vanilla, and even worse with Alien Vendetta, then I'm afraid there isnt really any options.

>> No.2183613

>vanilla maps

I think you mean default maps

Vanilla = original DOS executable.

>> No.2183615

Anyone else feel the Knights and Barons are underwhelming? They have high hitpoints, and deal high damage, yet they're as basic as Imps as far as AI mechanics go. I feel they should at least move faster to make them a bigger threat in closed quarters.

>> No.2183619

I thought vanilla was "anything that comes from the unmodified game", either monsters, maps, or weapons.

The Factory level. You get in the small warehouse, slaughter the imps, kill the arachnotrons monsters, and reach another small warehouse with three imps and a cacodemon. It's the one with a hammer in the middle of the room, on a crate. Then you take the teleporter, and it brings you to a room where you're surrounded by 4 imps. That's instadeath for me.

>> No.2183623


Well, what if I reduce the speed of the melee attack?

>> No.2183630



Look for Actor Patriarch_Smoke and delete everything inside the brackets. It not only affects explosions from the Patriarch but the explosive barrels as well. There's probably a more elegant solution but this worked just fine. You can do the same process for Patriarch_Trail to get rid of the smoke trail when firing the Patriarch, and do the same thing for the actors in Decorate\Gunsmoke.txt to get rid of the smoke effects when firing weapons.

>> No.2183634

It may be just a case of "I need to git gud and stop trying to hoard crystals".
Anyone else went complaining that default maps were harder?

>> No.2183635

Plans/new features for the next release of my VN engine:
* Like the use key, attack and alt attack can now advance dialogue
* New "VN_HUD_CLIP_W" setting in language, for more control over word wrap
* Fade transitions for portraits if I can be bothered to implement it when I release 1.2
* Ability to change UI and graphic positions on the fly
* Ability to have two dialogue UI graphics, mainly for the RPG battle system that I MIGHT add to the project
* A semi-working RPG battle system (maybe)

>> No.2183636


Either way I've slowed the melee down just a little to make it a little more reasonable anon. Though my goal IS to make GMOTA a little harder.

>> No.2183639
File: 78 KB, 469x700, 1376651345483.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2183641

Nevermind, I managed to beat that part. It was damn close though, imps have a short reaction time. Someone else will get killed.

Through I got punched in the face by revenant just after that in downtown, but that one may be avoidable.
Through the skulls they're throwing are extremely small.

>> No.2183642

>Through the skulls they're throwing are extremely small.

I could always make them a little bigger both visually and hitbox wise

>> No.2183649

Thanks, I will comment it out later.

>> No.2183653

No, Vanilla in doom terminology specifically refers to the original engine. Vanilla maps refers to maps made to work in the original engine.

If we refer to the unmodified game, we say iwad, or default game.

>> No.2183663


Any map pack that can easily replace the iwad?

>> No.2183668
File: 2.95 MB, 720x405, Megaton Shotgun.webm [View same] [iqdb] [saucenao] [google] [report]

This is what happens whenever Ryan goes crazy with gun lust.

You end up with absolute fucking monsters of pure manliness that make you cry tears at their beauty.

It took me a while to get manly sounds to fit the manly sprites, but my god was it worth it.

>> No.2183676

Ah, those are Megawads
I'd recommend 1994 Tune Up Challenge

>> No.2183683

Okay, thanks. That'll bring some variety.

>> No.2183686


Benellis would be pleased with this modernized tribute to his teachings

>> No.2183704

Is there any mod where I can buy stuff? I like the idea of getting money in exchange for killing demons.

>> No.2183706


>> No.2183707

Shotgun Frenzy? I can't remember but I think Stronghold has that too

If you mean general gameplay, I remeber AEnima and wildweasel made some mods that had that

>> No.2183708

DoomRPG + DoomRL has all the buying you will ever need

If you want something smaller, try Psychic

>> No.2183710




>> No.2183712

Which one?

>> No.2183714
File: 76 KB, 640x480, 1421496846.png [View same] [iqdb] [saucenao] [google] [report]

there's a switch that raises those four imps up, make sure you've pressed it before you teleport. otherwise the imps have a good chance of killing you in regular doom, never mind gameplay mods.

>> No.2183715


This one

>> No.2183716
File: 45 KB, 124x140, 1412696351859.png [View same] [iqdb] [saucenao] [google] [report]

>that fucking avatar

>> No.2183717

I hope it's as good as it looks.
I also hope it's not another Skulltag mod.


>> No.2183727
File: 2.62 MB, 640x480, map12switch.webm [View same] [iqdb] [saucenao] [google] [report]

get the blue key, go in the room with the lowering floor, press the switch, teleport out, go to the small warehouse.

>> No.2183729

I always wondered what the fuck that switch was for!

>> No.2183734

So it's not an unbalance issue.

Damn that one's hard. Fucking spectres.

>> No.2183764
File: 2.76 MB, 640x480, map12switch2.webm [View same] [iqdb] [saucenao] [google] [report]

and now with monsters

>> No.2183768

Cool. Now do it with the GMOTA mod.

>> No.2183773

i am unable to record with zdoom. sorry.

>> No.2183776

I think Hell Knights are just fine. Their hp isn't so high as to be that annoying, but enough so that paired with their higher damage they are more of a threat than imps.

Barons are just annoying. They have the same damage output as the Knight but a shit tonne more health. They aren't a boss monster and take a while to just plink away at with anything below a SSG.

>> No.2183778

Oh gee, that's too bad

>> No.2183781

>Automatic shotgun with Triple shot secondary fire
The NC Jackhammer? Nice.

>> No.2183790
File: 236 KB, 640x480, Screenshot_Doom_20150117_150414.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, there's a small problem with the HUD here.

>> No.2183792


I really need someone competent to help me make a HUD that's not garbage

>> No.2183794

>They aren't a boss monster and take a while to just plink away at with anything below a SSG.
>not a boss monster
>literally the first bosses in series

>> No.2183796

Whoops, I meant they aren't used as boss monsters in user made maps too often.

>> No.2183802

Is there a wad with a similar atmosphere to Ghoul Forest 3, but WITHOUT the retarded jumpscares?
I really dig black forests.

>inb4 "doom isn't scary and can't be scary go play amnesia"

>> No.2183804


>>inb4 "doom isn't scary and can't be scary go play amnesia"

Who on earth would say that? Doom can be plenty scary and atmospheric. I don't know of any spooky forest levels though anon, sorry.

>> No.2183805

there's the chinese forest map in dvii and its remake in grid32

>> No.2183808

Hmm, I wanted to run DoomRPG with DRLA but I haven't done it in a while. I'm getting this error trying to run both together using the DoomRPG Launcher. Can anyone help?

Execution could not continue.

Script error, ":actors/doomrl/Player.txt" line 244:
"green" is an unknown actor property

>> No.2183810

Gameception ain't bad. There's Dropbox support among other things.

>> No.2183816

I'm not sure what I'm doing wrong, as both mods run fine separately and I'm not adding any other wads to it yet.

>> No.2183824

You need to use the compatibility patches too.

>> No.2183831

I'm running the compatibility patches. The game actually starts when I DON'T use them, weirdly enough. If I use them it runs into that problem and won't even start.

I'm also seeing a lot of "Attempt to get invalid state AfterModDrop from actor RLWeapon."

>> No.2183834

Is your source port updated?

>> No.2183836

OP here, is someone else willing to make the next thread and update the news post as well?

>> No.2183837

I totally forgot about that. Let me give that a shot and try again.

>> No.2183838

>out of money
>out lives
>each time I start a new map, I get thrown in jail
>can't even redo old map to get brouzoufs
I-is this game over?

>> No.2183841

Just checked, my source port is up to date. Tried redownloading it anyway and checking, still the same errors.

>> No.2183850

Thing is. They're basically just a bullet sponge version of the Imp with the attacks dealing more damage. Problem with that is that it means they're just as easy to deal with in most situations, only killing them isnt as quick. If they at least moved faster, I feel they'd pose a bigger threat in tighter situations than they currently do.

Revenants, for example, have less health than both of them, but pose a bigger threat because they run as fast as a pinkie and can throw homing missiles half the time. Its why they're the more popular choice among mappers who make hard maps.

>> No.2183878


Ok, I think I got it but now the game gives me a message when I start

"ACS: I don't know what DRPGDRLAACTIVE is."

The game seems to run fine despite this, but I'm wondering what that message is about?

>> No.2183891

What I heard it's involved with DRPG and DRLA Version 8, just ignore it.

>> No.2183906


Let's try this again. Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures


>> No.2183928

simply epic

>> No.2183938

put an archvile behind a baron or two

>> No.2183945

Using another enemy to enhance the threat doesnt change the fact that Knights and Barons are underwhelming as threats by themselves. And quite a lot of maps like to use them without arch-viles hanging around.

>> No.2183949

None of the enemies are particularly dangerous on their own.
It's all about how they are used and what they're paired up with.

>> No.2183963

You're missing the point. All a Baron really has going for them is hitpoints. It doesnt matter if they're paired with anything, they're still likely going to be the least priority threat because they're basically an imp with more health and damage.

>> No.2183973

that room in hell revealed where you pick up the super shotgun and it starts releasing barons one at a time with just enough time and ammo to kill one before the next one appears. only it's easier if you grab the gun, run off, and come back later when they're all out and you have a pile of rockets.

>> No.2183975

Which map?

>> No.2183987

12 i think. or 10. no, 12.

>> No.2184024

Why does the Doomguy have a bunny? Why can't he have a real pet like a dog or a cat?

>> No.2184025

it's a retcon

>> No.2184027

It follow the "tough guy acts tough but in facts like bunnies and wish to ride a unicorn into battle" cliché.

Be thankful My Little Poney wasn't a thing back then.

In all seriousness, the rabbit wasn't the Doomguy's to begin with.

>> No.2184049

How not to be seen is an hilarious mod.

>> No.2184237
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]

>Doom Golden Souls 2 announced
>the weapons are still shaping up to be horrible

>> No.2184239 [DELETED] 
File: 22 KB, 300x253, mlp_1992.jpg [View same] [iqdb] [saucenao] [google] [report]

>Be thankful My Little Poney wasn't a thing back then.

how wrong you are.

>> No.2184272

>tfw I loved the Over Under shotgun
>tfw I even made it standalone and replace the Super Shotgun
The funny thing about it is that it's MUCH STRONGER than the SSG but because of the HP walls of Golden Souls it felt weaker than it should have.

>> No.2184278

New thread? I don't really want to make the next one, unless you want the news post to be shit again.

>> No.2184302


Better a new thread with a shit news post than people clamoring over trying to gather up news and waiting until the tail end of page 10 again.

>> No.2184329

What fucking retcon?

>> No.2184343

it was retconned for ultimate doom

>> No.2184381
File: 83 KB, 800x406, over-under-supashotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

I really do love Golden Souls, but it does indeed have a problem with enemies simply having too much HP.

The over/under shotgun feels very nice though. I think it could be super neat with shortened barrels (and then a pair of chokes, to keep down spread)

>> No.2184398

the original game ended with a teaser for doom2: you arrive back on earth, seeing a pleasant scene with a bunny in a field, but it transitions to the world on fire, with the bunny torn apart by evil from beyond the dawn of time. thus, hell on earth. episode 4 was added to the end of doom1 after doom2 was created, so its "plot" was grafted between the two, and they slipped in a bad joke about the rabbit.

there's your "fucking" retcon. americans are the rudest people on earth, i swear.

>> No.2184407

What...what is that under ZDaemon's user content?

>> No.2184408

But I'm not American.

>> No.2184413

>"fucking" means he's rude
>people are usually never rude on 4chan
>only Americans are rude
Chill the fuck out, Osmund Saddler.

>> No.2184418

>Let's post like gentlemen

>> No.2184423
File: 426 KB, 1280x1737, tumblr_mq3s5sKRY41r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you upload it? I want to try it in normal Doom.

>> No.2184429

We're not the one's yelling stereotypes about nationalities.

>> No.2184430

If you have Golden Souls just look for the Redemption wad inside of the file, that's all the weapons standalone.

The O/U really really shows how terrible the Autoshotgun is and how not good the Crossbow is as well.

>> No.2184431

Probably not what you want, but Guncaster has money drops and a shop to buy items and magic from. No guns in the shop, though.

>> No.2184434

Give me 20 mins.

>> No.2184441

give me a doom-related pic, quick!

>> No.2184442


[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

[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


Please reply to this post with news.

>> No.2184445


>> No.2184446


>> No.2184448

or not, I guess

It's cool bro, go ahead

>> No.2184449

you can copypaste that. it's 1998 characters, too long to add any replies to other posts.

>> No.2184451

oh fine i'll do it myself then

>> No.2184452

>still no mention of the new Push release

>> No.2184459

>do a job nobody else can seemingly be bothered to do
>complainers come out of the woodwork to tell you how to do it

>> No.2184463

>point out something that's missing
>waaahhhhh complaining

>> No.2184465

you do the news post then

>> No.2184467

there is no reply to >>2175509 with a link. i don't have a link.

>> No.2184469

you really can't handle someone pointing out something that happened that you missed?

new push release, banners for everybody

>> No.2184470


not him but there is LITERALLY not a single post mentioning that Push got a new release. I ctrl + f'd and the only mention Push has is the permalink in the OP

get shrekt

>> No.2184471
File: 23 KB, 189x198, Nice-glasses.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2184472

Push got a new release

>> No.2184478


get owned

>> No.2184483


>archived thread

not my fault
not this OP's fault
and definitely not the next OP's either

>> No.2184486

if you're too lazy to volunteer yourself, then you can't tell other people that they're doing it wrong. this applies to any volunteer work. (it's different if you're paying someone to do it, obviously.)

>> No.2184490
File: 405 KB, 698x469, Untitled-7.png [View same] [iqdb] [saucenao] [google] [report]

why the nigger are you getting so defensive
there's a release you missed
we're pointing it out
link is given
now you know about it
what the fuck is the problem

>> No.2184493
File: 227 KB, 1280x800, tumblr_mpp8m1q8Ek1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'm kinda shit at this, but I guess I have to extract some files from the REDEMPTION wad? Because if I load it normally, it can't load map00 (this is the hub I'm guessing) and if I warp to 01 and pick up a weapon it's the original one, not those from Golden Souls.

>> No.2184494

>what the fuck is the problem
the problem is people being generous with other people's time

>> No.2184496

>if you're too lazy to volunteer yourself, then you can't tell other people that they're doing it wrong.

There is no amount of time to express all the ways of just how fucking wrong this mentality is.

>> No.2184498

Okay so what you want to do is delete anything referring to maps.

Then you have to list the weapons to replace the common Doom weapons. This is really easy provided you know the names for Doom's weaponry in Decorate. Which is a wiki search away.

>> No.2184507

Guess this is my evening project. Thanks for the help.

>> No.2184516

hmm, good point. perhaps if >>2184452 wasn't a greentext (with all the associated nuances of a put-down that comes with use of greentext) it wouldn't have been taken so badly, though.

>> No.2184523

It only takes like 10-15 minutes at most anon.

Here's the list of weapon names for Decorate:

>> No.2184525


[01-17] New Push release v0.6b. Banners for everybody. http://forum.zdoom.org/viewtopic.php?f=19&t=47076

[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

[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.


Please reply to this post with news.

>> No.2184526

all right, how's this >>2184525

>> No.2184529


If it'd started off like >>2184469's latter half this entire thing probably could've been avoided.

>> No.2184556

Final doom on ps1 is an interesting experience. There are less enemies and levels and the music is a weird silent hill ambience, I like it.
The PC version is obviously superiour but I'm having fun with it, not being able to save mid level makes it feel much more harrowing

>> No.2184558

Oh, wow, I remember playing this on my PsOne, too. It's what got me into Doom in the first place.

>> No.2184559
File: 2.01 MB, 4000x3246, me_in_doom_by_metalowy_metalowiec-d8e7plx.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2184846

looks pretty good

>> No.2184859

New thread


>> No.2184865

Push is so 2014, anyway.

>> No.2184958

I think they did the pet bunny thing because of the bunny head that was on a pike in Inferno's ending graphic.

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