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2336154 No.2336154 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2327592
(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.2336156


[04-09] Colourful Hell

[04-08] Demonsteele v0.82, a maintenance update for Zandronum 2.0

[04-07] Wrath of Cronos updated to 1.8A (changelog in first post)

[04-06] An amusing video of Russian Overkill played online

[04-02] Nuclear Halls, a new map by Adam Windsor (MM2, Requiem, Dmonfear, CChest4 etc.)

[03-30] Valiant (skillsaw's MBF megawad) RC3 is available, only minor bugfixes left.

[03-29] Not an April Fools' joke: Zandronum 2.0 has been finally released.

[03-28] Estranged, a new 32 map Boom-compatible megawad, by Foodles.

[03-27] The /newstuff Chronicles #474

[03-20] The /newstuff Chronicles #473

[03-18] The Golden Boner Awards: GMOTA/DemonSteele/HDoom/LOVELY.WAD/200minvr/MoAaS
>>2296201 >>2296203

[03-16] Plutonia 64, a remake of Plutonia for Doom 64 EX.

[03-14] Another episode in the Favillesco series, by Nicholas Monti, of Eviltech fame.

[03-13] As promised: Tabula Rasa, a 5-map wad for any source port, by Dewce.

[03-13] Zero-Master retakes the Doom2 speed record by an astonishing 83 (eighty-three!) seconds.


Please reply to this post with news.

>> No.2336164
File: 167 KB, 1152x1152, 1407969518229.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking summer.

>> No.2336210


New Guncaster release.

>> No.2336217
File: 258 KB, 1024x768, Screenshot_Doom_20140824_220213.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2336227

isn't that the psijic rippoff with the oc donut steel dragon furry thing...?
>that spoiler

>> No.2336228
File: 2.92 MB, 640x360, gzdoom 2015-04-09 14-53-42-548.avi.webm [View same] [iqdb] [saucenao] [google] [report]

[spaghetti western noises]

>> No.2336231


>> No.2336234

>I kinda admire Joe's attitude of "fuck modern conventions, I do what I want."
Jesus Christ.

>> No.2336242


OP may want to shove "DRLA" up into the /vr/ category, as Yholl has posted here frequently now.

>> No.2336249
File: 2.27 MB, 853x480, BloodywutEnforcer.webm [View same] [iqdb] [saucenao] [google] [report]

I didn't mess this up at all. Nope, totally intended behavior.

>> No.2336259

I've been out of it for a while, is there a recent link to ZDL available?

>> No.2336262

Nevermind, I went to google and found it easily. I assumed it would still be a pain to find as it used to be.

>> No.2336275
File: 580 KB, 540x720, hue.png [View same] [iqdb] [saucenao] [google] [report]


John Carmack is giving a talk at my school.
They gave us Q&A cards.
What should I ask him?

>> No.2336278


How do you handle futureproofing? Trying to predict the future is obviously impossible, but any good codebase or code system will still have several avenues in preparation for future developments. How do you anticipate problems that might arise in technology that you have no idea will even exist?

>> No.2336281

Getting bored of UAC bases and hellish dungeons.

Any good WADs that place you in completely new environments?

>> No.2336282

Something related to Facebook

>> No.2336297

ROOT PAIN. It's about ur mom lol

>> No.2336317


You already answered the question.

>> No.2336347

Looking for good "cinematic" or "story told through maps" mapsets. Want to run them with DRLA.

I already know of Hellground and Going down, so...

>> No.2336389


>> No.2336391

"when are you getting back together with romero, can't you see you were meant for each other"

>> No.2336395

i've been saying that about TimeOfDeath for years, Ilya is nothing new.

>> No.2336419


not really what i mean

>> No.2336502

>Get all the way to unholy cathedral
>Get hit ONCE in the cathedral

For fuck sakes. This should not be that annoying. Why the hell. I used to be able to get the dragonslayer blade all the time, yet as soon as I figured out how to pick it up, it won't pop up at all.

>> No.2336515
File: 41 KB, 550x407, RIP Robin Williams.jpg [View same] [iqdb] [saucenao] [google] [report]

Ask about idtech6's technology. During an earlier quakecon he mentioned several possibilities, such as voxels and such however said that they were too expesive to render to be usable.

Also, if possible, could you ask about the id Software and Trent Reznor stuff? They seemed to have a pretty damaging break up.

>> No.2336516

i don't think that's a great idea, it didn't originate here and we get enough shit from outside for apparently thinking we're the centre of the community, e.g.


so unless yholl comes out and says yes this is a /vr/ mod now i don't think it should move. (same for kyle873 and doomrpg, he posts here sometimes)


i was thinking about adding colourful hell though. is that popular enough yet?

>> No.2336523


>whiney bitches whine

Let them.

>> No.2336538

>and we get enough shit from outside for apparently thinking we're the centre of the community, e.g.

I'm pretty sure the only people who actually do that are the same people that want to post about how stupid we are for thinking like that.
I mean, come the fuck on, we're an anonymous board on a 'chan that's been active for all of one year. Trying to say that we're "influential" is only something either a genuine dumbass or a shit-stirrer would do.

Besides, #doomtwid would find something else to talk shit about us with anyway.

>> No.2336546
File: 44 KB, 263x307, AND YOU COULD HAVE IT ALL, MY EMPIRE OF DIRT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2336552


>> No.2336634

Is it still a replacement for longinus when playing N! undamaged? I heard they changed the requirements and I've seen the damn thing spawn on Angel of 100 when playing on HMP.

>> No.2336659

last I checked the recreuitment how to make dragonslayer spawn in cathedral 100% surely was to play on N! and to beat hell's arena undamaged, not cathedral

>> No.2336661 [DELETED] 


>The usage or modification without permission is explicitly forbidden by default for mine, Cage's (unless you'll ask Cage himself and he'll be okay with that),
>DoomNukem's graphic work (this doesn't however work here, you must gain permission from both me and DN.), the decorate, and the ACS (unless it's stated otherwise in the ACS source file).

>If you want to make a balance, addition, 'brutalization', reference, or personal taste reasons-mod\addon, and release it to the public - ask me first.
>If you plan on making changes in the content, especially drastic ones, I'll already warn you that it's probably gonna receive instant "No.".
>If you look for a reason, it just feels like somebody strips you off your own mod in excuse of "Enchancing" it.
>I've had seen enough Brutal Doom variations to see where that might go. (Not that all of them are bad, no no! But if a variation would indeed happen, I'd rather give the keys to someone I can trust. :P)

>(No, seriously, if I'll find you using even a little bit of any weapon, especially the revolver or the super quadshotgun, I swear on me mum that I'll punch you in the gabber.
And strangle you with your own intestines. And that's only beginning of the things I'd most likely do.)

>> No.2336665
File: 65 KB, 900x900, 1422613095603.jpg [View same] [iqdb] [saucenao] [google] [report]

Been playing the new Demonsteele (single-player only, custom WADs) and here are my thoughts so far:

>Steel Demons/Pinkies hidden in corners and such are pretty much a guaranteed life-token loss. Their movement speed is fine, their reaction time is not, unless you know the mapset you're playing by heart and know exactly where they hide and can react
>Devil Driver. I know that its supposed to be the big ultimate baddie, but if you dont have Iron Saviour and there are several of them then you are pretty much screwed. I wish they could telegraph their attacks a bit better because now its just a spam of projectiles
>Blackened are fine, maybe tweak their reaction time a bit. Its pretty much the same story as with Steel Demons, if you dont knew where they are beforehand then kiss your token goodbye, which is critical in higher difficulties
>Im really liking firearms changes so far, Testament is pretty much my go to weapon now. Charge attack on Sabbath is kinda weak though, I assume its used when you are surrounded by lots of weak guys but even then its better to just use charge on sword
>Fun addition would be to add a combo indicator like in other action titles, like the number of hits and kills, which will reset after a few seconds. Of course this would change nothing gameplay-wise but it would be cool.

I think thats it for now, everything else is pretty much spot-on for me personally.

>> No.2336667
File: 35 KB, 486x546, honk3.jpg [View same] [iqdb] [saucenao] [google] [report]


>The usage or modification without permission is explicitly forbidden by default for mine, Cage's (unless you'll ask Cage himself and he'll be okay with that),
>DoomNukem's graphic work (this doesn't however work here, you must gain permission from both me and DN.), the decorate, and the ACS (unless it's stated otherwise in the ACS source file).

>If you want to make a balance, addition, 'brutalization', reference, or personal taste reasons-mod\addon, and release it to the public - ask me first.
>If you plan on making changes in the content, especially drastic ones, I'll already warn you that it's probably gonna receive instant "No.".
>If you look for a reason, it just feels like somebody strips you off your own mod in excuse of "Enchancing" it.
>I've had seen enough Brutal Doom variations to see where that might go. (Not that all of them are bad, no no! But if a variation would indeed happen, I'd rather give the keys to someone I can trust. :P)

>(No, seriously, if I'll find you using even a little bit of any weapon, especially the revolver or the super quadshotgun, I swear on me mum that I'll punch you in the gabber.
>And strangle you with your own intestines. And that's only beginning of the things I'd most likely do.)

>> No.2336668 [DELETED] 
File: 165 KB, 265x370, Chief-of-the-Edge-Khans-of-Tarkir-Spoiler.png [View same] [iqdb] [saucenao] [google] [report]


wew lad

Furries, not even once.

>> No.2336682

The ORIGINAL CODE, DO NOT STEAL bit gets me in particular because (everything that brought Doom to the point that he can code in a pretend coding language rather than having to do more difficult coding aside) protections for code are generally either so permissive that they have no meaning or are restrictive to the point that nobody can do anything remotely similar because they'd be using "someone else's code", even if the code in question is just the implementation of existing formulas or mathematics, or code ported from another language, and hence not really that person's to begin with. This is doubly true in both decorate and ACS, which are restricted languages compared to actual languages, so there are less workarounds to do the same thing and so more chances for the person that simply does something first to prevent others from doing the same because it's "their" code.

>> No.2336684
File: 36 KB, 640x480, dg_blossom_playing_doom_by_doomguy2nd-d49rxvi.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2336695 [DELETED] 

Internet tough guy alert.

AND it's a furry? Top fucking kek. How typical.

>> No.2336707

What are the other 3 other quotes from?

>> No.2336710

The Guncaster.txt. file that comes with the mod

>> No.2336721


I don't see what's wrong with this. He's saying "ask permission before using my stuff". That's kind of the basic procedure everyone should do.
I mean, sure, there's the fucking retarded "I'll strangle you with your intestines", but aside from that it's just basic courtesy 101.

>> No.2336728


>> No.2336729 [DELETED] 


>> No.2336730 [DELETED] 


Shut the fuck up cyber__demon

>> No.2336732


And if he's talking about the sprites?

>> No.2336736

Pretty sure its just how he is saying this.
Most modders seem to sperg out similarly whenever someone touches their shit without permission.

The forum spoiler is pretty okay, but oh boy that extended rage on the .txt.

>> No.2336738

What, are we not allowed to express our opinions anymore?

>> No.2336739

Then if they're from scratch then fine--though I'd question why they're restricting usage forever for resources in an at-will modding community.

If they're recolors or recolors of a recolor or recolors^x then it's still technically fine but hilarious and just as bad as deviantart sonic recolors bearing the ORIGINAL CHARACTER DO NOT STEEL

>> No.2336750


Eehh, that works.
I usually don't care about such things (all my mods have open-source code and people are free to nick what they want), was just wondering why this was supposed to be laughed at.

>> No.2336765

Its funny because you could easily get banned on /v/ by expressing the wrong opinions about a certain gate.
But really, there is no need to drag this to the lowest common fagginator. Seems like whenever /vr/ talks about guncaster half of the posts are about the winged donut/author.

>> No.2336773

>>2336739 (me)
To add to this, while I disagree with the sentiment of keeping people from using your graphical resources (past the release or final release date, basically if it's "do not use forever" or "contact me before using" which in most cases defaults to "do not use forever" as time passes), it's wasting opportunities but isn't outright harmful the way restrictions on code can be.

For people that don't code, imagine if Sgt. Mark IV's "Assault Rifles (c) Sgt. Mark IV" was enforced and also applied to all assault rifles--not just ones based on the NAM assault rifle. (The reverse of that, having the restrictions be so lax they don't do anything, would be as if changing a single pixel was enough to get around that.)

For code the best practice is generally to ask for credit but not require permission to use, even better if you require people using your code to do the same with theirs. Promotes learning and new works and others will usually find crazy ways to use your code you never even thought of, and others will do the same with their code, etc, etc. There's also the fact that most good programmers (in both the real world and the doom community) ascribe to this philosophy and are probably on to something, while it's usually the mid-tier coders that try to hoard code.

>> No.2336775

On a somewhat related note, fuck the higher level achievements man. Most are ungodly hard.

>> No.2336780

>Its funny because you could easily get banned on /v/ by expressing the wrong opinions about a certain gate.
Everytime I go on /v/ there's a thread or two related to that, and I've never seen them banned or deleted.

>> No.2336790

It was mostly during the exodus to that other chan.
I got permabanned just by asking what was happening.

>> No.2336797

Reminder to vote for the living end, we can't let these crate-fuckers win.

>> No.2336814



>> No.2336823
File: 2 KB, 125x73, The UAC didn't train me for this.jpg [View same] [iqdb] [saucenao] [google] [report]

Vote E2M2: Containment Area.

We have boxes and abstract industrial machines.

>> No.2336835

>That is a great idea, but powered attacks are already a gigantic waste of mana compared to sword throw followed by a shinning knight instead of reload. This would make people even less willing to touch it unless they have under 100 hp.
>IMO it would be better if it either healed up just a little but up to 200 or if it filled your armor if you have 100 health already.

I don't want to get armor bonuses involved, Yholl mentioned there can be some SEVERE weirdness with getting armor on demand like that, and I fear I might be risking an issue with the new armor amulet anyway.

I'll play around with the healing effects and see what feels comfortable though.

and I'll lower the golden armor spawn rate, it -is- pretty silly right now

>> No.2336862
File: 2.86 MB, 640x480, E2M2.webm [View same] [iqdb] [saucenao] [google] [report]

I've decided to tart up gzdoom.
How'd I do?

Also, what mod could I get for the explosions? PFEnh isn't compatible with smooth doom.

>> No.2336880 [DELETED] 


>assblasted furries
>in my DOOM general

Go blog about your tortured dragonkin soul somewhere else, Nancy.

>> No.2336910


Dude, pillowblaster doesn't even post in the 4chan threads.

Also it's the same guy that made fucking RO. He's not a furry.

>> No.2336945
File: 42 KB, 310x365, turnaround.gif [View same] [iqdb] [saucenao] [google] [report]

Taking that anon's advice and working on ice arrows

please be blue please be blue please be blue please be blue

>> No.2336949 [DELETED] 


It's blue.

Reminds me of the frost archers from Portal of Praevus.

>> No.2336950

Why is it purple?

>> No.2336956

It's the perfect shade of ___blue.

>> No.2336960
File: 135 KB, 600x600, friggin pizza.jpg [View same] [iqdb] [saucenao] [google] [report]


Thank goodness


as for you, you are a bad person.

>> No.2336961
File: 19 KB, 75x75, cacospin.gif [View same] [iqdb] [saucenao] [google] [report]

Bluer than the sky

>> No.2336969 [DELETED] 


>h-he's not a furry! And I'm not either! The fursona mod thing is just a joke, h-honest!

Shouldn't you be on /lgbt/ trying to convince them of the legitimacy of your struggle to be accepted as an otterhearted foxkin with demieagle aspects?

>> No.2336971

A very nice shade of blue

>> No.2336984


Looks cyan to me.

>> No.2336989

The difference is that TimeOfDeath isnt a bad mapper.

>> No.2336990 [DELETED] 


Fuck you that's lake if I ever saw it.

>> No.2337018


>fursona mod

literally what are you talking about.

Oh I get it. Pancakefags.

>> No.2337025

Blue, but not icy. Its a very dark blue.
Looks pretty neat tho.

>> No.2337042

Looking from the side, its actually icy

>> No.2337045


if I make it any lighter it'd look on the weird side, so let's roll with this.

also I'm contemplating different arrows, tell me what you guys think of this:

Green = regular ass arrows

red = fire maybe, leaves little smouldering fires that burn the shit out of your feet

blue = ice, get slowed nerd, less damage than green

white = fan shot, less damage than green

I kinda don't want to do purple because my eyes would probably have issues telling the difference mid-game

>> No.2337063

Well, if you don't wanna use purple, then go with electric arrows.

>> No.2337067


What color would I use there? Yellow? Because uh, yellow and green don't like my eyes very much either

>> No.2337069

White because your fan shot is dumb

>> No.2337071 [DELETED] 


Why not give them nifty particles to differentiate them? That'll be helpful for colorblind people.

>> No.2337072


You're dumb.

But okay, electric arrow, but what would it do?

>> No.2337080


I could do that too, green arrows would have the classic after image effect, red ones would have flames rolling off it, blue could have icy particles falling down from it, white (if I go with electricity) could have neato electrical effects

>> No.2337081

Make extra damage after it hits

>> No.2337085

or stun you for half second

>> No.2337087


that'd be the same as the red arrows right now though and >>2337085 I'm not sure if taking all movement from a player is particularly fun

>> No.2337093 [DELETED] 


Could make the extra damage different. You mentioned red leaves flames near the player's feet, which means they could avoid it, while electric could be sticky on the player and have some alternate means of stopping it early.

Or you could have a brief series of lightning bolts chase the struck player so they gotta go fast to avoid it.

>> No.2337095


I was thinking about mini lightning bolts that home in for a very short range, kinda like what the rocket lance and hammer does, just, you know, an enemy version.

>> No.2337119

That seems like a good idea, but I don't think it jives too well with the archer's role.
Maybe an alternate attack for a different enemy.

>> No.2337124


How about an 8 way spread of short range lightning bolts then? Like what the big shot does for Mage Gunners, but a severely lessened effect in comparison?

>> No.2337139

Why did you delete your posts?

>> No.2337171

tfw gmota still doesn't work with zandronum for medieval multiplayer with friends

>> No.2337176
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm working on it, eventually.

>> No.2337178


It's ok. We will wait patiently. Love your work.

>> No.2337180



i-it's not like i wanted to play with my friends
i-i guess i can play with myself...

>> No.2337187


I'm gonna make damn sure it works, thank you.


anon please I want to at least finish up these damn monsters, I have Term treading on my testicles enough as is

>> No.2337207

>anon please I want to at least finish up these damn monsters

w-well i guess i can wait a-another year

>> No.2337213
File: 77 KB, 1366x768, 1315250392722.jpg [View same] [iqdb] [saucenao] [google] [report]

>I have Term treading on my testicles enough as is

>> No.2337253
File: 55 KB, 640x480, 1427681443990.jpg [View same] [iqdb] [saucenao] [google] [report]

way back I was planning to remake the GBA DOOM DM maps with new areas and fixes.

the problem is that I don't got much time on my hands to make all the maps re-imagined.

so as of now the first map is almost finished and I need some help to make it better


ignore the filesize as I was trying to see what fits or not so it has a lot of unused textures that may come in later if I get back on it.

>> No.2337256


Sure, I'll add a few more telegraphs to the DevilDriver and slow down the Pinky's/Steele Beast's reaction time a little.

A combo counter would be fun as hell, though I have no clue how it'd count for explosives and rippers.
Still, I'll give it a shot.

>> No.2337276


not >>2336665

but i was wondering, could you make a weapon for the pump action shotty? I know another ranged weapon isnt something you'd probably like, but it sucks when I play a map with no super shottys and I have full shotgun ammo :(

>> No.2337337


There's already a shotgun replacement in, actually.
After the first map, Testament starts spawning in the SG slot as well as the SSG slot.

>> No.2337358

hue around 60%/216°, very nice

>> No.2337374


huh, guess i need to replay some maps. btsx1 didnt spawn it in last time i played, was weeks ago tho. ill try again. thanks.

>> No.2337380


yeah just tried btsx_e1 and testament isnt outside of spawn. any idea why that would be?

>> No.2337386


If you're outside of map01 and it's still not spawning, is dst_noshotgun on? That might be blocking the spawns.

>> No.2337424


no, its off (0)

im playing through zandronum, if that helps.

>> No.2337426
File: 14 KB, 1540x816, dilate.png [View same] [iqdb] [saucenao] [google] [report]

>>2334392 >>2334408
refinement: dilate the edges outwards into the space

>> No.2337428


i checked in cvarinfo.txt. unless im looking in the wrong file.

>> No.2337449


Try checking in-game in the ~ console, please.
Also should be a dumb question but just in case, are you playing offline or online?

>> No.2337460


offline, and im checking right now

>> No.2337462

yeah, in game it's set to 0 as well.

this has happened to me in doom 1 vanilla as well. no Testament ever doom vanilla.

>> No.2337464

So uh, I didn't even think about how to go about giving this iced debuff to players, can anyone think of a monster the administers projectile-based debuffs so I can figure out how THEY did it?

Like I get I can use powerspeed to reduce the player's movespeed, but I need to figure out a safe and effective means of giving it to the player

>> No.2337465


I have to go to bed now. I appreciate you trying to help with my shotty issues. I'll hop on tomorrow and mess with some other wads, see if Testament appears. Thanks again.

>> No.2337482


This is weird and incredibly worrying--it sounds like the spawner just isn't working.
I'll dive around in the source code and see if I can figure out what's causing it and fix it for the next version.

Sorry for the issues, anon.

>> No.2337513

what is this for?

>> No.2337514

you could probably do it with hidden item tokens, i think

>> No.2337520
File: 183 KB, 625x435, kutta.png [View same] [iqdb] [saucenao] [google] [report]

Blaz can't into ramen

>> No.2337521

I tried to contact you over irc, but if the thing is fired by a monster the player is in the projectile's tracer pointer, so you could either run a script from there or have it give an item to them from there via decorate.

>> No.2337525

alice a best

>> No.2337535

>Full recharge!

>> No.2337558
File: 7 KB, 1152x444, 1428654732.png [View same] [iqdb] [saucenao] [google] [report]

allow me to quote >>2334410

>PrBoom really needs to fix its software renderer. Weapons have artifacts on them on most resolutions. Most noticable on the chaingun fire and chainsaw.

who amusingly felt the need to inform me of the exact problem i was already working on. :)

what i have is more of a workaround than a fix; the bug is caused by off-by-one rounding error in the column drawers from trying to scale to non-integer multiples of the original resolution.

>> No.2337568


>> No.2337592
File: 46 KB, 225x225, 9nnnw4D.gif [View same] [iqdb] [saucenao] [google] [report]

>Play Colorful Doom
>Man this is so good, it's fun to play without any mods
But wait
>Monsters are all recolors
>Sudden realization
>Eonweapons are all recolored weapon
Now all we need is a mod that makes Health, Armor and Power up pickups with different colors and effects and BOOM, you get Rainbow Doom

>> No.2337602
File: 1.30 MB, 640x320, chill out manlet.webm [View same] [iqdb] [saucenao] [google] [report]

I'll probably need to make a simple ACS script instead of using the default timer for a powerup seeing as I don't want this obnoxious blinking.

But yeah, getting shot with an ice arrow sucks

>> No.2337606

Or use A_SetBlend.

>> No.2337612



well then

>> No.2337650

>Playing the new Guncaster
>Magic feels pretty lame
>Guns are sex
That revolver, holy shit.

>> No.2337660

Reminds me of the Knight in Rusty Armor.

>> No.2337670
File: 32 KB, 679x427, 1428349107045.png [View same] [iqdb] [saucenao] [google] [report]

>such as voxels and such however said that they were too expesive to render to be usable.

Why do normies(in this case gamers) believe voxels are these magical things that make everything better? Every agdg thread there's some person screaming about "sparse voxel octrees" trying to sound smart pretending he actually fully understood the Nvidia docs on the subject. It's so weird to me, is it because it sounds cool?

>> No.2337687

dunno mate. but wow you sound like a bit of a twat. what the hell is an agdg thread and why should we care?

>> No.2337691


not him, but agdg is amateur game dev general over at /vg/

Some good things are made there, lot of no-dev whiners are there, and then there's that loli-sim guy who some idiots defend to no end.

>> No.2337695

2D pixels are cool, right?
now make them 3D, you have both the modern 3D and the charm of pixelated stuff

i think that's it?

>> No.2337709

voxels appeal to people who can't model

>> No.2337836
File: 429 KB, 1430x1024, buildings_eaten4.jpg [View same] [iqdb] [saucenao] [google] [report]

In the talk I was referring to he explained that everything would still be modelled as usual, but would be rendered as voxels for per pixel culling.

Also the 2012 leaked hi res models for doom 4 were apparently made in 3d coat, a voxel sculpting program.

>> No.2337837

How can I do this workaround? I'm very interested, as I play PrBoom in software mode.

>> No.2337851

Where can I get this HUD?

>> No.2337853

that's NC-HUD I think
it's on the zdoom forums

>> No.2337869
File: 72 KB, 800x600, nchud-icons.png [View same] [iqdb] [saucenao] [google] [report]

How do you get the par time and such on it?

>> No.2337873

options menu, under hud
can't open doom atm but i'm fairly sure it was there

>> No.2337879
File: 12 KB, 232x185, 1413136364735.jpg [View same] [iqdb] [saucenao] [google] [report]

So I just caught a massive exploit in GMOTA.

Due to how losing mana/damaging POW/equipment, and now getting the ice debuff works, it's all done using pain states, jumping to the specific state, and then adding/subtracting items as it goes.

The problem is if you're attacking with the Blazter, you don't go to the pain state. Meaning your shit doesn't get affected.

Oooh boy

>> No.2337883

I can't find anything for it there, only for the minimal hud on screen size 11.

I'm using the latest build of gzdoom, could it have been removed?

>> No.2337884

Make a new state if the arm cannon is out.
Make it freeze your gun.

>> No.2337887

are you under alternate hud options
check there
i vaguely recall nchud having it's own option submenu but maybe i was wrong

>> No.2337889


This goes far deeper though, you can make thief knives 100% harmless if you just shoot a bunch, you'll skip the drain state.

You can avoid losing POW, or equipment, if you just keep shooting.

This is bad, really bad.

>> No.2337904

those settings only affect the size 11 hud, which nc hud doesn't change.
I can't find it's own menu in either gzdoom or regular zdoom.

>> No.2337926

So you need to rework the Blazter shot spam or everything else that deals depends on painstates?
Seems like something you could've seen coming a mile away when first thinking about how to make the magebane work.

>> No.2337929


everything else the deals with painstains, I had no idea you could actually skip painstates.

>> No.2337930



fuck me I'm sleep deprived and really up shit creek without a paddle.

>> No.2337931

screw it, I just used the console.
nchud_toggletally true
nchud_toggleammo true

>> No.2337932

Imagine if you crush a pain elemental into a generic blood puddle, but then it shrieks and damages you whenever you step on it.

>> No.2337934


Np man, i still play Demonsteele and enjoy it. Thx for the awesome work.

>> No.2337937

Ok so why exactly dont you go into painstates while firing?

>> No.2337938


Because there's a sprite animation when Blaz fires his gun, you never go into the flinch animation while firing rapidly.

the flinch animation is where the effects start taking place

>> No.2337954

chucking daggers for example doesnt do this as well?

>> No.2337973
File: 84 KB, 1024x790, BHqoBUFh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2337978

I bet the Doomluminati did this

>> No.2337991

this is a work in progress version


can you apply patches and compile from source? it would be good to get some testing from others i suppose.

>> No.2338006
File: 2.41 MB, 854x480, Fist-loving Cratefucker.webm [View same] [iqdb] [saucenao] [google] [report]

Cratefucker and proud.

>> No.2338018
File: 2.32 MB, 640x480, e2m2.webm [View same] [iqdb] [saucenao] [google] [report]

>>2338006 >>2337978 >>2337973
pshaw! what a load of cobblers.

>> No.2338043

I wouldnt lose my head over it, really. Its not a massive exploit.
This only seems to happen (testing on the draining daggers) when using red pellets, I get drained during dart spam/charging shots.

Getting hit on the face while using one of Blaz's weakest attacks resulting in "only" damage taken is not exploitable at all, specially if restoring health from a safe range will stop being a thing.
Who is going to walk into a bullet storm while firing tiny bullets just so they can retain their POW while they could be blowing the source of said storm just as easily?

>> No.2338092


>> No.2338107

Makes destroying shit easier to design for, although realistic destruction, not so much.

I can see voxel like units being useful in simulating building materials, for example.

>> No.2338260
File: 1.09 MB, 1920x1080, MapJam5.jpg [View same] [iqdb] [saucenao] [google] [report]

It's here. http://www.celephais.net/board/view_thread.php?id=61200

>> No.2338283

>lights coming from windows illuminating the face of the wall the window is on

>> No.2338287
File: 95 KB, 189x221, 1427682951116.png [View same] [iqdb] [saucenao] [google] [report]

oh god muh dick

>> No.2338313

Quake Map Jam 5 Released.

>> No.2338314
File: 411 KB, 504x676, JohnRomero.png [View same] [iqdb] [saucenao] [google] [report]

>tfw your childhood hero has to work at a gas station to support his family

If only Doom fame didn't get to his head. If only he didn't waste all that money on Daikatana.

>> No.2338315

Shit, that reminds me, what's the sourceport you fellas like?

>> No.2338316

Nice try we all know he's just showing off his memorabilia collection.

>> No.2338318

>I am going to repost the same shitty bait until it works

>> No.2338323

It's more of an injoke now imo

>> No.2338331

Did you record these videos with potato and toaster?

>> No.2338356


It's not an injoke if only two people find it funny.

>> No.2338362

where were you when bestever was kill

>> No.2338373

Quakespasm and nothing else.

>> No.2338398
File: 391 KB, 1280x960, Screenshot_Doom_20150404_200347.png [View same] [iqdb] [saucenao] [google] [report]

Well I think I maybe "finished" speed mapping this generator map.
tho to be honest, I lost all my mood half way through and then it just went to hell.
I kinda wanted to make it a lot better but oh well, hopefully it'll be a fun small map tho.

>> No.2338440

How DARE you. I used a fairly powerful microwave over!

>> No.2338468

Map on the middle left really, really looks like Pillbox.

>> No.2338552

What's psijic? The only thing I find on google is Psijic Order.

>> No.2338553


Im pretty sure that anon mispelled Psychic, which is a gameplay mod. To say that Guncaster was inspired by it is an understatement.

>> No.2338580

jezuz. That Spider Mastermind and Cyberdemon room.

>> No.2338648

Are you shooting for diamonds or angelics?

>> No.2338691

Where's the picture he adresses the haters?

>> No.2338778
File: 656 KB, 1920x1080, Screenshot_Doom_20150410_215931.png [View same] [iqdb] [saucenao] [google] [report]

I've been out of the loop about DoomRPG for a while now, but may I ask what the fuck is this?
I hope you like getting telefragged. Is the Github wiki not even being updated now, or is there something better?

>> No.2338852
File: 1.68 MB, 1500x1862, 1398867154928.png [View same] [iqdb] [saucenao] [google] [report]

Which wad/map has the coolest name, in your opinion?
Hard mode: No E4

>> No.2338853
File: 311 KB, 1280x720, gzdoom 2015-03-28 22-11-17-121.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a Pandora's Box. Open it, grab whatever godlike item comes out and run like mad. Baron Blasters, nanomachic Missile Launchers, the works.

Oh. And don't try to exit the map without doing that.

>> No.2338862

I personally like Accessories to Murder.

>> No.2338887

It didn't work out too well for me on E1M7. Took far too many tries. Thanks for the answer. A whole lot's changed since I last played.

>> No.2339026


Darkplaces is the only correct answer..

>> No.2339029

damage nearby players when it makes contact with an initial player.

>> No.2339062


So kinda like what the mage gunner's charge ball does, but at a lessened range?

>> No.2339085
File: 40 KB, 447x599, 447px-Manlytears3.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it just me or has /vr/ gotten really slow?

This general also seems a lot slower than it used to be.

>> No.2339089

darkplaces is the only wrong answer, actually

>> No.2339095

Nah, i think it got faster. I called GMOTA_guy a noodlebrain and he replied fast. I also gave him the suggestions for the actual monsters to be a bit better. Point is, the topic went fast and /vr/ is a slow-ish board anyway. Its as slow as /tg/ actually.

>> No.2339106

>I called GMOTA_guy a noodlebrain and he replied fast.

That's because I'm lurking this thread as long as I'm awake and not working.

>> No.2339156


We go through a thread every few days.
That's pretty fast for /vr/.

Unless you're going by the "thread a day" pace back from when /vr/ was still in its early inception, but now that the new fanciness has worn off this is still a pretty good pace.

>> No.2339162

I mostly mean /vr/ in general. Board seems to be half as fast as it used to be a year ago.

Actually I don't come to the Doom general very often but this seems slower to me, too.

>> No.2339175


Oh, yeah. The entire site's never really recovered from the mass exodus to 8ch, we've generally just been slow since.
But hey, we're getting into summer. We'll have more people soon.

>> No.2339184

Tarnsman is doing some bullshit literally blind run of Doom on and off.

Its on [twitch]

>> No.2339189

no e4 but pwads are allowed? that's hardly hard mode!

as a first attempt i will say Vestibule of Plague from HC20.

>> No.2339205

>The entire site's never really recovered from the mass exodus to 8ch
Lol that's BS dude.

8ch has like 4000-5000 users tops. 4chan has millions.

/v/ is faster than ever and I doubt many people on /vr/ cared about that GG bullshit anyway. There's no way the 'exodus' affected posting rates on /vr/.

>> No.2339214
File: 80 KB, 622x714, 1372219571852.jpg [View same] [iqdb] [saucenao] [google] [report]

>download and start playing in PrBoom+ some months ago
>start doing most of my Dooming in it because it runs better than even ZDoom on my POS toaster
>also noticeably harder than playing ZDoom, assume it's because things are more likely to hit me or something
>decide to keep playing in it to get better
>still stutters slightly though
>realize this shouldn't happen since it's known for being very performance friendly
>put up with it anyway, it's still better than ZDoom
>finally get fed up with it today, resolve to figure out what's causing it or at least confirm it's my toaster that's the culprit
>after an hour or so of fucking around with options I realize that I I set realtic_clock_rate to 150 for some reason
>I've been playing Doom at 1.5x speed for half a year now and didn't notice

>> No.2339241

haha, nice, that might actually make you a better player in the long run. if you practice at +50% speed the normal game will seem very easy. you're on your way to becoming a top speedrunner :)

>> No.2339254

there's no one more aware of the rate we go through threads than me, because i post them

and i can tell you that recently it's gone in fits and starts, when gmota 098 was being tested that made a lot of posts, but then it slowed again. often you get 100-200 posts in a few hours because someone says something controversial, that happened fairly recently with zandro2's release which caused an argument over what it actually brought to the table for half a thread.

i suggest you use the following link
which finds most if not all of our threads (in particular it won't get the april fools one, sorry about that) and compare the successive post times of each thread.

>> No.2339307

Atm it seems it's made me worse at regular speed, since I keep dodging stuff that's going slower than what I'm used to so my rhythm is off and I dodge out of the way then back into the way and get hit. Maybe after I get used to regular speed again.

>> No.2339345
File: 107 KB, 640x400, JxA3Y0v.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2339362
File: 514 KB, 944x579, Finger of Death.png [View same] [iqdb] [saucenao] [google] [report]

Progress, baby!

It's part of a powerup

>> No.2339405


>> No.2339414

looks fun but slightly unpractical

>> No.2339417

It only lasts for as long as the power lasts, plus the tip of the finger is the zero.

>> No.2339426


>> No.2339440

So for shits and giggles I set realtic_clock_rate to 25 (1/4 normal speed) and played through E1 on Nightmare. Here it is if anyone wants to see:

(just play it at normal speed, like a non-retarded prboom+ demo)

>> No.2339709

>can you apply patches and compile from source?

I've never done this before, unfortunately. How do you do that?

>> No.2339713
File: 125 KB, 640x480, infernal dysfunction.jpg [View same] [iqdb] [saucenao] [google] [report]

While experiementing with Player.ViewHeight I discovered that monsters shrink as they turn away.

>> No.2339724
File: 2.81 MB, 640x480, e3m5demo.webm [View same] [iqdb] [saucenao] [google] [report]

What ever happened to Ultimate Doom 64 anyway?

>> No.2339726

im wondering for some time at how low the system requirements are for doom, yet modern games require hundreds times more resources but are obviously not hundreds times more graphically impressive which leads to me thinking that modern games are massively unoptimized, like devs dont even look at binary data or opcodes

>> No.2339727

ah man

>> No.2339939

wat mod

what's so bad about DarkPlaces? I've heard that it "breaks muh physics", but what exactly is broken there? What are the better alternatives besides Quakespasm? What about Tenebrae?

Which one supports more mods?

>> No.2339960

>wat mod
Not him, but it seems like Smooth Doom with NC-HUD.

>> No.2339967

>yet modern games require hundreds times more resources but are obviously not hundreds times more graphically impressive
Drawing a pixel in Doom involves copying a single 8-bit value from a texture onto the framebuffer.

Drawing a pixel in a modern game usually requires 3 or more trilinear filtered gamma-correct texture lookups, multiple 32-bit 3- or 4-component dot products, possibly nonlinear functions like cosines or square roots, and a 24-bit truecolor output (or more).

Not to mention, Doom runs at [email protected], while modern games are expected to run at [email protected] minimum.

>> No.2339983

i thought doom runs at 60 fps

>> No.2339984

Original doom.exe ran at 35fps
Most sourceports unlock the framerate though.

>> No.2339985

Doom was a 320x200 VGA game; the screen refreshed at 70hz, and Doom updated every other refresh cycle.

>> No.2339989

and i thought it is easy to spot the difference between 30 and 60 fps

and there are 144 hz monitors

>> No.2340003
File: 2.97 MB, 640x480, E1M7.webm [View same] [iqdb] [saucenao] [google] [report]


Smooth Doom
Dark Doom (its an addon for sneaky doom)
Brightmaps with monster sprites commented out from GLDEFS (not the stock gzdoom ones, can't find source)
Glowing flats ripped from Brutal Doom's GLDEFS (a few changes made)
Stock gzdoom lights (it doesn't get auto loaded)

For post processing I use ReShade, I've messed around with it and settled on a dirty helmet visor look with bloom and lens distortion, it does a fantastic job highlighting brightness contrast from Dark Doom but it is horrid with any skybox with pure white. It's far better than QeffectsGL but it's gl4.0 only

>> No.2340016

do i see a zombie with a marine helmet on in there? at 0:08

>> No.2340021

Yes, you do. I believe that's Smooth Doom's doing; it has multiple sprite sets for individual enemies, so the same enemy type can spawn multiple times with many slight variations from one another.

>> No.2340024


what is the best framerate for doom and does it change from version to version?

>> No.2340025

It's the alternative skins that smooth doom randomly give them. Imps also have slight variation.

>> No.2340039
File: 835 KB, 280x189, 1406700968459.gif [View same] [iqdb] [saucenao] [google] [report]

The original engine ran at 35fps, with the ai refresh at 10hz.
The standard refresh rate at the time was 70hz, and so Wolf3d ran at 70fps. Doom on the other hand wouldn't get a constant 70fps, so it was halved to 35 fps.

MFW Doom may be responsible for the fps non-debate. However at least they never claimed it was to make it more "cinematic"

>> No.2340042

You didn't really answer my questions, maybe you meant to reply to one of the other posts.

>> No.2340046

>The original engine ran at 35fps, with the ai refresh at 10hz.
where do you get the figure of 10hz from, it's the first i've heard of it.

>> No.2340057

How does ReShade work with games? I thought it only worked with images.

>> No.2340059

Just run ReShade Setup and select your game.
reshade (dot) me

>> No.2340061
File: 40 KB, 255x196, 1425225225630.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh! Thanks! Here's RIP AND TEAR Gutsman for you.

>> No.2340063 [DELETED] 

Any news on Doom 4?

>> No.2340068 [DELETED] 


Answer hasn't changed since last time.

>> No.2340069 [DELETED] 
File: 153 KB, 1600x1200, Z1cdSsv.jpg [View same] [iqdb] [saucenao] [google] [report]

Non at all.
It's such a shame nobody manages to leak anything, not even audio. I'd love to be able to hear the crowd go wild just for some peace of mind.

Also I found this image a few days ago.
It looks like it's from the "Call of Doom" version that was scrapped.
I'm not sure if it's legit, but it really shows how poor Doom 4 must have been doing before the reboot.

>> No.2340072 [DELETED] 

>I'm not sure if it's legit

It isn't.

>> No.2340074 [DELETED] 

Does that line suggest there were RPG-like features in the previous scenario?

>> No.2340076

>The original engine ran at 35fps, with the ai refresh at 10hz.
I've read this game logic at 10hz thing a few times and I think I even saw Romero say it once. But it's totally not true, I don't know how it got started.

>> No.2340080

>The original engine ran at 35fps, with the ai refresh at 10hz.

What kinda shitposting is that? Stop spreading disinformation, please get your facts stragiht before speaking.

>> No.2340082

What's the MB size limit for webms?

>> No.2340085 [DELETED] 

No, it suggests that it's a hoax and that you're a gullible mcfly.

>> No.2340087 [DELETED] 

maybe it was supposed to be something a bit like alien: isolation but with more ammo?

>> No.2340090

3MB in non-gif boards, also not sound allowed.
4MB in both gif boards, sound allowed.

>> No.2340103

Somebody should make Funky Doom. Which is entirely shiny lasers and discos. Maybe some Rock 'n Roll too.

>> No.2340105
File: 987 KB, 1920x1080, gzdoom 2015-04-11 21-04-46-70.webm [View same] [iqdb] [saucenao] [google] [report]

Clickable Things: soon coming to a wad near you

Unfortunately it can only log one at a time at the moment :^)

>> No.2340115 [DELETED] 


Not sure if serious(ly misguisded) or just trolling.

Looks like trolling, that pic is your hint, thanks and reported.

>> No.2340132

I had no idea it was wrong. I can't find anything about the original performance on the wiki, I was just repeating what Romero said.

>> No.2340145

>where do you get the figure of 10hz from, it's the first i've heard of it.
I'd like to know this as well. I'm sure I've heard the "10hz AI" figure somewhere before, but I just spent ~30 minutes looking through the source code and I can't find anything about it.

>> No.2340209

why did all of these get deleted

>> No.2340212

maybe because doom4 isn't retro?

>> No.2340214

Doom 4 isn't retro

>> No.2340218

neither is doomrl and it's apparently allowed

>> No.2340224

I haven't seen it posted in a while though. Also it's up to whether or not people decide to report it, mods/jannys aren't omniscient beings of pure microwave energy.

>> No.2340228


Though I guess you're right

>> No.2340230 [DELETED] 

Not the guy you're replying to but in that case since you faggots won't let us have Doom 4 I'll start reporting DoomRL every time I see it.

>> No.2340231

It's also probably not as obviously non-retro as Doom 4 discussion is

>> No.2340237 [DELETED] 


may as well report all doom mods too, they may be for a retro game but the mods themselves aren't

>> No.2340239

oh so that's what those posts were about!

>> No.2340241 [DELETED] 

mods for a retro game still count as a retro game.
even ZDoom is retro

>> No.2340247
File: 469 KB, 1440x2009, Doom - Playstation 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2340248 [DELETED] 

"you faggots" == the majority of the board's population, who come to /vr/ precisely to get away from the shit of modern video games.
"us" == some minority who fail to understand the meaning of "off-topic" and want to talk about modern video games on the retro video games board.

>> No.2340253

Probably. In non tiles mode the game looks as old if not older than Doom itself
Ha, I can see why you were confused.
Not at all.
>sergeant on the same level as a soldier
>baron on the same level as a knight
>demon higher than spectre
>lost soul on the same level than caco
>imp higher than BoH and KoH
>cyberdemon higher than Mastermind is how it should be, but it's not sadly so

>> No.2340261

the issue is more subtle. DoomRL is pretty niche. a couple of folks having a conversation about it won't make much difference (although i for one would appreciate it if they would actually say they're talking about DoomRL, because otherwise i wonder what the heck the posts were about!)

however Doom4 is a mainstream triple A title or however these things are classified, with all the marketing that goes along with that, and talking about it here is likely to bring in hordes of modern video game players who know next to nothing of the current state of classic Doom and who will drown out the threads. this actually happened to a certain extent last summer around quakecon.

>> No.2340294


A DOOM point and click type wad?

Somebody's going to love this.

>> No.2340320

I doubt the doom community is very interested, it's a pretty niche project. It's mostly for my personal enjoyment. Really just focusing on the codebase and assets right now, if an actual game is to be made I'll need to find a team.

>> No.2340373


I'd be interested. I loved the shit out of Myst.

>> No.2340394

Shit, would an Ultima Underworld type game be possible when this works?

>> No.2340409

I haven't actually played a single game in the myst series. I love the absolute hell out of Indiana Jones and the Fate of Atlantis which is my main inspiration.
>Shit, would an Ultima Underworld type game be possible when this works?
Yes, absolutely. The idea is to make the code modular, documented and adaptable so it can be used for projects like that. I'll release an open source "devkit" of sorts long before an actual game is done. I do want to include a tech demo with every feature represented though.

>> No.2340410

Alright, that's awesome, can't wait to see how it goes.

>> No.2340472

I'll be playing Doom for the first time later tonight. what am I in for?

>> No.2340473


Fun, run and gun, lots of mods, fast action, some iffy levels.

>> No.2340491
File: 41 KB, 1904x853, 1404607341831.png [View same] [iqdb] [saucenao] [google] [report]

I hope you enjoy it, I wish I could play it for the first time all over again.
Also, strafe. A lot. I didn't know how to strafe until the cyberdemon.

>> No.2340493

I was quite surprised to see the community alive when I checked this thread, made me remember playing Quake multiplayer in the mid 2000s and got the rush of nostalgia.

>> No.2340505

Gameplay based on movement and reaction rather than cover and aim like in most modern games, very good level design with good amount of secrets and exploration.

I personally suggest using the GZDoom engine and playing with mouselook enabled to ease into the experience. Kinda makes it play less authentic, but the core experience is identical while feeling much more comfortable to play.

>> No.2340507

If you're gonna use GZDoom I would recommend disabling the texture filters and loading the lights.pk3 and brightmaps.pk3 files that come with it (select them both then drag them over the executable, or put them in the autoload ini file)

>> No.2340510

I followed the pastebin and it said zdoom was the single player one. What's the difference between GZDoom and zdoom?

>> No.2340518

>I followed the pastebin and it said zdoom was the single player one
That's correct. It has by far the most mods available for it.
>What's the difference between GZDoom and zdoom?
GZDoom is the exact same thing except is has an OpenGL renderer - that means it renders level architecture in true 3d, which allows you to look up and down without the odd warping that'd give you in ZDoom. Other than that it also supports a bunch of graphical effects like nice dynamic lights, fog and all sorts of weird things the modders cook up. If authenticity is the most important thing for you I suggest using Chocolate Doom instead, which plays and looks exactly like the original.

Yeah the texture filters are awful. Lights and brightmaps are a tad to far from the original game for a first time player imho.

>> No.2340532

hmmm now that you put it that way, the gzdoom sounds quite tasty. Guess I'll try both and see what looks best, although that thing about being able to look up and down sounds like the most practical option.

>> No.2340554

Also, set sector lightning to Doom or Software. Otherwise it's kind of too bright and less spooky in certain parts.

>> No.2340560
File: 1.98 MB, 1920x1080, Screenshot_Doom_20131113_225619.png [View same] [iqdb] [saucenao] [google] [report]

Here's an example of what gzdoom is capable of with a fan made level and a buttload of effects.

>although that thing about being able to look up and down sounds like the most practical option.
I think so too, even though the original game didn't have that. Instead it had vertical auto-aim which didn't even work that well back then.

It defaults to Doom style lighting AFAIK. I prefer Dark myself, unless the map includes 100% pitch black areas of course.

>> No.2340590

Not sure if Serious Sam is allowed here but it's only half related
Have 10 dollars on steam, Serious Sam Classic 1 and 2, or Duke Nukem 3D Megaton?

>> No.2340612

I'd go with the serious sams and pirate dn3d. Serious sam: the second encounter is by far the best in that series and I suggest you start with it.

>> No.2340631


What WAD? Also that pic kinda reminds me of that map from Unreal Tournament 2015.

>> No.2340680

Winter's Fury, I think.

>> No.2340695
File: 688 KB, 1920x1080, Screenshot_Doom_20131119_014743.png [View same] [iqdb] [saucenao] [google] [report]

Yup, winter's fury

>> No.2340758

>because it runs better than even ZDoom on my POS toaster
The reason is that PrBoom is a Boom port, which has exceptionally efficient rendering, you can literally run nuts.wad with these ports without much issue.

ZDoom, meanwhile, has a fairly clunky renderer.

I wish there was a ZDoom variant that rendered as efficient as a Boom port except in OpenGL 2.0

>> No.2340776

Quick question: Does the GMOTA mod work in multiplayer and if it does, how would one go about setting that up?

>> No.2340804
File: 270 KB, 800x600, 1409185365527.png [View same] [iqdb] [saucenao] [google] [report]

It should be Zandronum compatible soon if Kegan changes focus (he's focusing on new monsters before Z& compat)

In the meantime, I guess you and some buddies can set up a netplay game. Everyone has to manually get and load up the same files or it'll catch fire, but it works if everyone's not too far from each other/on crappy internet. I just wouldn't go above 4 players, even 3's pushing it if international. All the info you really need is here:


>> No.2340812

The link you posted is pretty confusing to me but I'm sure I'll figure it out. Thanks for the detailed answer mate!

>> No.2340820

The monster efficiency isn't really possible in ZDoom though because it parses decorate at startup for monster behavior.

>> No.2340825


Just finished playing that.

The fuck. You don't even get to kill the diabloist, and for fuck sakes, korax just fucks off for the rest of the map.

Then useless mc cloud shit teleports you to god knows where.

In other words, shit ending.

>> No.2340842


GZDoom's netplay is so shitty that it makes me want to make Zandronum compatibility out of spite. Fucking Graf Zahl

>> No.2340843

That shotgun edit is so fucking terrible.

>> No.2340851

Are there any other maps that imitate E4M1's NIN room? (easter egg band reference)

>> No.2340870

It died.

>> No.2340908

With the Cyberdemon you can avoid the rockets, but with the Spider's wall of hitscan you can only pop out between cover.

>> No.2340937
File: 255 KB, 961x1327, mjxh7.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2340963

>No SSG for monsters on Hard
>No BFG for the Archvile

>> No.2340965
File: 9 KB, 71x132, HUNTF1.png [View same] [iqdb] [saucenao] [google] [report]

Just finished an update to vrskins.wad for Zandronum: Head on over to Best-Ever's site (best-ever.org), click "wads" on the top bar and search for 'vrskins', updated version 3.7 . Stick it in a folder called "skins" in your Zandronum directory and head online!

Note: other players will need the same file in order to see your player skins.

-Added GMOTA's Lord Blaz!
-Added Hunter and Fighter enemy skins from Marathon
-Added Pyro Succubus (with Flying version)
-Added Cirno skin
-Added status bar images for Purgatori, Lacrimosa and Demoness
-Updated taunt sounds for Purgatori and Demoness
-Redid Lacrimosa sprites, added colored "clothes" and lowered sprite size

Let me know what you like, what you don't like, if Lacrimosa is still making your computer lag, etc.

>> No.2340968


A single shotty can usually take down a chaingunner in one hit for the record.

>> No.2340974

That reminds me of that flash game using the monster heirarchy where you had to line up groups of same monsters to keep them from filling up a 4x4 playing field. Eventually stronger monsters started popping up making it harder to clear out all the varieties.

>> No.2340992
File: 10 KB, 184x184, 1420587931101.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody has that reaction image of a skeleton laying on his side and saying "I accept it"?
I need it and you are the first guys I could think of when wondering about who may have it.

>> No.2340994
File: 60 KB, 480x410, 1416954981357.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2340996

Thank you mr skeltal...

>> No.2341027
File: 120 KB, 900x658, dead_cacodemon.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I adjust the offset in floor and ceiling textures?..

(Doom Builder)

>> No.2341052

Only in like UDMP format, I think.

>> No.2341131

>BFG for ach-vile

Thats only if theres a bunch of them, IMO.

Agreed about SSG for hard. I'll also take it up a notch and say that SSG is good against bosses, too.

>> No.2341145

It can, but because the chaingunner has 70 hitpoints, and shotgun fires 7 pellets each doing around 5-15 damage, Its not uncommon for one shot to not kill them, due to pellets missing him, or damage not being on your side.

>> No.2341149

It is all situational. Also a Chaingun is VERY good at mowing down a horde of Former Soldiers, Sergeants, and Chaingunners. Chainsaw can stun lock a Cacodemon and the chainsaw will mess up a Pain Elemental one on one due to it not being able to attack. Also Super Shotgun is a big gun, does a bit more than double the damage of the regular shotgun and can take down guys quickly at close range or a horde of them at medium range. And no chainsaw on the Demon/Specter? I think you can chainsaw an Arachotron one on one without it being able to fire, or at least have a high success in that since that is how I kill all of them that are guarding the area in the Factory level in Doom II.

>> No.2341153




>> No.2341212

>you can literally run nuts.wad with these ports without much issue.

I can run Nuts.wad on any port with no issue. Even zdoom.

>> No.2341220

>I think you can chainsaw an Arachotron one on one without it being able to fire
this is a zdoomism

>> No.2341227


>> No.2341231

this chart appears to be going almost entirely off monster hit points, which is a little inaccurate

i would instead order the thing by target priority; prioritizing over the likelihood the thing is going to cause serious damage. for example

- sergeants are quite dangerous and should be prioritized over demons and spectres

- similarly one should prioritize chaingunners as they can eat up your health rather quickly if left unchecked; in fact let's just say anything with a hitscan attack should be targeted first

- pain elementals are summoners, which are invariably priority targets; any summoner can quickly cause a situation to get out of hand

- barons are slow and their fire easy to dodge, so they can usually be left alone for a while

- i might even say to prioritize an archvile over a cyberdemon, as the former both can act as a summoner and has an undodgable attack that blinds you and takes ~90% health, while the latter is just like a more dangerous baron, all hitpoints and dodgable projectiles; in fact cyberdemons often act more like an ally, doing tons of damage and distracting other opponents if handled correctly

>> No.2341234

>I can run Nuts.wad on any port with no issue. Even zdoom.
don't you have better things to be doing like putting satellites into orbit and planning missions to Mars?

>> No.2341235
File: 13 KB, 285x285, CacoPlush.jpg [View same] [iqdb] [saucenao] [google] [report]


What maps should I see to have an idea of what is possible to achieve with this editor?..

Also, good looking maps are welcome..

>> No.2341239
File: 198 KB, 480x272, FWyXkLC.png [View same] [iqdb] [saucenao] [google] [report]


> Not running nuts.wad on the PSP port of Doom

It can't display every enemy sprite, so it flickers between sets, sorta like Pac Man on the 2600. Moving too far from the starting area or looking in the wrong direction causes it to lock up.

>> No.2341262

> >>2341149
>>I think you can chainsaw an Arachotron one on one without it being able to fire
>this is a zdoomism


>> No.2341264






Senpai's ashamed of me

>> No.2341268

finding a simple fix for a vexing bug is the best feeling. good to hear, congratulations

>> No.2341272 [DELETED] 








>> No.2341281
File: 33 KB, 670x496, 1414115202172.jpg [View same] [iqdb] [saucenao] [google] [report]

Technically speaking, anything using hitscan-based attacks should be prioritized first because you can't dodge their attacks, only take cover. True, an Archvile may not need to be dispatched with the BFG but it has a powerful and undodgeable attack only stopped by walls.
A good example of this is MAP01 of Doom 2, you may receive more damage from the former humans than you will from Imps.

Chaingunners are an special case. Their attack is hitscan, non-stop unless you break line of sight and are more resilent than the other former humans. Multiple Chaingunners can destroy any vanilla enemy with ease, as their concentrated fire triggers the "Hurt" state of their target often, rendering it constantly stunned.

The Pain Elementals are next because they produce enemies. However they can't really attack. The Lost Souls they produce can render a Rocket Launcher unusable for fear of an explosion in the face in cramped places and limits the player's damage output as well as contributing as cannon fodder.

Everything else relies on projectiles and reduces their damage potential, the most dangerous could be the Arachnotron for constant fire and powerful projectile, then the Revenant for possible homing rockets that can stack, quick movement and powerful melee.

At the bottom resides anything relying on close range attacks. At most they can overwhelm you.

>> No.2341287

Anything from Stronghold in my opinion. Mayan Mishap and the Doom 3 version of E1M1 are also cool.

>> No.2341290
File: 23 KB, 553x478, 1352236377230.png [View same] [iqdb] [saucenao] [google] [report]


Less ashamed and more worried about what the fuck will happen if I let you loose in a mall.
We've already established you can't be trusted around shovels, and now this.

>> No.2341293

i guess this is some irc in-joke?

>> No.2341303


It has absolutely nothing to do with IRC at all.
What are you talking about?

>> No.2341308


No. I shovel people when playing co-op Nazis.

and I wait til people are near edges.

>> No.2341309

what are *you* talking about? this post >>2341290 makes absolutely no sense, so i guessed it was some injoke from some offsite location, which based on previous incidents is most likely the /vr/ irc channel.

>> No.2341312

fuck you and your fucking in-jokes

>> No.2341314

er, i mean the /doom/ irc channel, sorry.

>> No.2341316

i see. well, thanks for the explanation, and for realisiing there are more people here than those few who have shared a server with you.

>> No.2341331


A post not making sense to you strikes me as a very weird thing to make a fuss over, but okay.

>> No.2341337

i apologise in asking for an explanation for seeming to make a fuss.

>> No.2341348


Thanks, any more recommendations?..

>> No.2341351

i wonder why this was never an issue with the dragonslayer posts.


>> No.2341352


Because you're talking about giant swords.

and giant swords are cool

>> No.2341354

>modern hardware = nasa computer

never change

>> No.2341368

>modern hardware = nsa computer

>> No.2341383

>Technically speaking, anything using hitscan-based attacks should be prioritized first because you can't dodge their attacks, only take cover.
They should be prioritized second because the spidermastermind is still inferior to the cyberdemon even if it has hitscanners and also, E3M8 was too open and had places to take cover. Meanwhile on dot[Dimensions of Time] MAP10, you fight 1 Mastermind and 4 Pain Elementals in a very short room and your only cover is 4 small pillars. Hitscanners are a pain in the ass if you have little cover but they are easy to deal. Like, very easy to deal with however it depends 100% on the level's design. Also take in mind something more important, hitscanner enemies die fast.

>Multiple Chaingunners can destroy any vanilla enemy with ease
Not true, a single baron can deal with 6 chaingunners

>The Pain Elementals are next because they produce enemies.
NNNNOPE, Pain Elementals should not be high ranker, the only thing that has is making you stop using the rocket launcher for 5 seconds so you can kill it and its lost souls [Pray to the heavens that you don't get a map that is a tight space and all you got is rockets].

If anything, that list is a bit correct but i'd rank the Nazi in the same rank as the Chaingunner because both are rapid fire hitscanners.

>> No.2341410

I agree. The first time I realized the true power of a chaingunner was when I started to play Plutonia on the first map. Walking up to the door and a monster closet opens behind you with two chaingunners. Without knowing that trap and you have full health chances are you will have at least 50% HP missing from that trap. They eat up HP like nothing, and when they start firing you have to hide to make them stop.

>> No.2341462
File: 20 KB, 100x100, 1405753793871.gif [View same] [iqdb] [saucenao] [google] [report]

>open doomseker
>3 servers running Russian Overkill
>With chillax. All three.

Oh come on! What the fuck is it with chillax? It's one of the shittiest slaughterwads. Why not something that's actually fun?

>> No.2341467

>Hell Revealed II in progress

Hey, another thing I suggested.

Hope he does Scythe 2, PL2, and Kama Sutra not too long after.

>> No.2341480

How do you anons feel about the console Doom games? Such as the following:

>Doom 64
>Final Doom for PS1
>Doom 3 console version

>> No.2341482

Absolutely pointless.

>> No.2341483


Doom 64 is great

PSX Doom is fucking neat because it's like a weird hybrid of Doom 1 and 2 and still its own thing

Doom 3 is unfun regardless of what platform you play it on

>> No.2341485

I know. I only wanted to bring it up here because I would rather not make a separate thread. For /v/ you need to find the right times to post certain topics. Plus many console versions have unique levels in them.
I agree with you except for the last part. Doom 64 would be the best of the ones I listed.

>> No.2341487
File: 2.07 MB, 1024x3768, Test Results.png [View same] [iqdb] [saucenao] [google] [report]

Please excuse my relentless autism guys. I'm a NEET with too much time on my hands and decided to run a few tests regarding how OP the chaingun guy is.

For this experiment:
>Use the first map of Doom 2
>"Kill monsters" on console
>Noclip and god, run into the part in pic related
>Spawn 6 chaingunners close eachother
>Spawn a baron of hell REALLY close to the chaingunners
>Get in front of them
>Make a save
>Toggle NOTARGET off
>Observe infighting
>Take note of results
>Load save and repeat.

I loaded the save 5 times to make sure the initial hypothesis is correct. The baron distances himself alot from the chaingunners and killed 2 chaingunners in average, I can try even giving a prediction model of this and statistics but it would really get out of hand for something as simple as a monster "hierarchy".

IMO anything with a hitscan should be killed first, doesn't matter if you have a Cyberdemon infront of you, it's better to kill knowing there isn't a distance health-chipper around.

>> No.2341490

>I agree with you except for the last part

I respect your opinion. I'm just not keen on Doom 3's slower pace and wimpier feeling/sounding weapons.

That said, the Chainsaw in Doom 3 is fucking -fierce-

>> No.2341491

>I'm just not keen on Doom 3's slower pace and wimpier feeling/sounding weapons.

I mostly agree with this as well. Also would have been cool if monsters stayed on floor and a lot less of them teleported all the time. I would love to see a modern take on the game. Since imo tech would help Doom 3 a lot more than it would for Doom 1 and 2.

>> No.2341495

>Doom 64 would be the best of the ones I listed.
It's kind of "the real doom 3".

Actual doom 3 had a few good ideas going for it and excellent monster design (imho) but arcadey action and claustrophobic horror didn't mesh well. I much preferred Quake 4.

>> No.2341524
File: 1.90 MB, 704x480, fire joke goes here.webm [View same] [iqdb] [saucenao] [google] [report]

it still needs to be refined a little but I think the fire arrows are coming along well

and by well I mean "fuck these things"

also trying a new resolution out

>> No.2341534

ah, a man after my own heart!

however the problem here is the chaingunners are more likely to get into fights with each other than they are to focus on the baron.

>> No.2341552
File: 2.14 MB, 640x480, bc1.webm [View same] [iqdb] [saucenao] [google] [report]

okay i (>>2341487) made a test level


>> No.2341557

er, i meant "i (>>2341534)" of course

>> No.2341559

The map Nirvana puts a super shotgun in front of you at the start.
I was talking more in ranks that make sense within the game world's logic, not really difficulty.

>> No.2341560

Do you go to UTD, anon?

>> No.2341563

Cool. Thanks.

>> No.2341626

and here's a fiddled savegame for that wad in which the chaingunners are all targeted on the baron and have high thresholds so they don't immediately change target


>> No.2341629

so far the baron has won five times out of six

>> No.2341631
File: 111 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google] [report]

two out of eight

>> No.2341632

>two out of eight
(chaingunner victories)

anyway i'm fed up of this now

>> No.2341638

Is there any way to make more weapons viable in the mid-to-end game of DoomRPG? A lot of the time, you can't keep with even high-tier shotguns due to the low damage they do, and not even mod packs work well, either, since you can't use them on a lot of ones, and they don't make much of a difference.

>> No.2341661


>Not using the SSG on all types of monsters.

It's incredibly effective and will be your best friend until you pick up your BFG9000

>> No.2341664


Just slap an infinite ammo aura or stim on

Watch as your quadshotty reduces everything into USELESS FUCKING NOTHING

>> No.2341679

It's been a while since I played rpg+rla, but is high-power minigun still the best weapon against practically anything? I remember that nano rocket launcher with speed+damage increase depending on distance travelled was pretty amazing as well.

>> No.2341715

Thoughts on the wad Lunatic? I liked the new rocket launcher enemies.

>> No.2341717

http://a.pomf.se/tulbzr.webm http://a.pomf.se/phhyan.webm

These may be a bit OP, not really sure though.

>> No.2341726


Does anyone have a copy of hardcore doom wars? It got taken down before I could try it

>> No.2341729

Is that Doom RPG + DRLA? What hud is that?

>> No.2341804

It's just the standard hud, though scaled. But I do have the DoomRL Weapons Hud enabled; it's included in the download of DoomRL weapons.

>> No.2341825
File: 98 KB, 1068x603, Capture.png [View same] [iqdb] [saucenao] [google] [report]

How do I get DoomRPG working? If I run it under these settings I get this error, and if I go into the folder inside of DoomRPG it just runs Doom 2 like normal.

The installation process isn't very helpful.

>> No.2341830

There's your problem. DoomRPG almost makes it a point to use bleeding-edge features.

Get a devbuild here: http://devbuilds.drdteam.org/gzdoom/

>> No.2341838

This, and Vanguard, feel like Prequels to Valiant. Good stuff.

>> No.2341842

That did it, thanks hoss.

>> No.2341845

phmlspd > chillax

>> No.2341876

is that you ispook?
these babies look fucking based, they'd probaby suck in an horror wad but in a badass one they'd be perfect

>> No.2341882

Yeah it's me, but shh. It's supposed to b-- Oh wait.

Yeah but this isn't going to be horror-based. Also have another webm involving those pistols, Eric helped with the code to make them better: http://a.pomf.se/jyibro.webm

>> No.2341892

Kinda dislike the firing animation, not sure why. Maybe too stiff or something, dunno.

>> No.2341894

Yeah but when I go over to 8ch's /v/ there were a lot of doom threads imitating on how /vr/ does it over here. Terminus and some other guy have started posting over there too.

>> No.2341897

Can't be helped, just working with the sprites I have at the moment.

>> No.2341959


There's not really a "lot". It's just a thread that pops up every now and then that needs to be constantly bumped because of how low activity there is.

This discussion is also completely irrelevant.

>> No.2342076

How do you guys Doom while keeping your hands from not hurting after awhile?

>> No.2342081


I rest my hands low and my wrists have a comfy cushion.
I also do an old writers-cramp technique if I can feel myself getting stiff.

>hold hand out in a stop position, fingers all outstretched and up high
>hold it for five seconds
>lower hand down and clenching a fist tight, fingers pointing down
>hold for five seconds
>rest for three seconds

>> No.2342103

High desk with the mouse and keyboard pushed far away from me so I can rest my elbows/forearms on the table.

I never get hand cramps, but my lower back starts hurting after I've been sitting still for long. Have to rather violently crack my back and sacroilical joint once every two hours or so.

>> No.2342147

I axed u dis in irc and u said u alrdy dun it I swr m8

>> No.2342152

use "summonfriend" on things in the group

>> No.2342236
File: 75 KB, 640x480, Screenshot_Doom_20150412_152531.png [View same] [iqdb] [saucenao] [google] [report]

I know I could just play Shogo but are there any anime-esque total conversion mods?

>> No.2342261


Anime-esque mods are mostly unexplored territory for Doom.

Well, let me rephrase, anime-style gameplay is mostly unexplored territory.
Weeaboo mods and references and weapons can be seen dripping from the seams (Dragondoom Z, Sailor Moon Doom, Hokuto no Doom, etc), but they're mostly graphics changes and what gameplay changes there are play like complete shit.

Off the top of my head, only...two seriously change the gameplay, The Stranger and Demonsteele. Both are bretty good, but neither are Shogo-style--both of them deal with urban-fantasy demons-and-heroes, rather than robots or cyberpunk.

>> No.2342271

Demonsteele, in a way.

>> No.2342272

i remember playing a mod once where you were Battle Waitress Mikuru from TMoHS and the bfg was MIKURU BEEEAAAAM!

no idea where i got it from, i think it was a youtube with a download link

>> No.2342280

The Stranger was a rad mod but is seriously showing its age. There's so many extraneous weapons, unpolished effects, and a lot of inefficient code.

I would pay weasel cash money to redo the mod up to his current design standards.

>> No.2342326

chibi star wars doom

>> No.2342356

Let's face it: HDoom is pretty anime

>> No.2342361

I don't think he wants to fuck up the demons in that way.

>> No.2342390

I like to pretend HDoom doesn't exist.

>> No.2342421

Aww. Does it hurt your sensibilities? But seriously, I saw this posted here some time ago http://doom667shogun.cyber-ninja.jp/wadstand.html

>> No.2342447

You know, I'm not under any position to judge other people's hobbies, but the fact that FNAF is getting its own movie before Masters of Doom makes me wonder what did we do to deserve this...

>> No.2342448

Fuck I haven't played that since it was current and my PC was a potato, despite owning it, time to pirate, 'cuz I have fucking NO clue where the disc is.

>> No.2342449

Any updates on that Psychic Doom mod upgrade that guy was working on?

>> No.2342471
File: 36 KB, 640x360, bl2q3oTl.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know why my DoomRL has half the HUD this has? I don't have the mod information or the weapon name at the top of my screen.

>> No.2342473

Considering how the last Doom related movie went, I'm okay with it.

>> No.2342474
File: 57 KB, 337x350, Poke1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2342475

check the alternate hud options my man
you gotta activate it (or deactivate it, not sure)

>> No.2342484

well that makes sense, thanks

>> No.2342486
File: 207 KB, 1280x720, Screenshot_Doom_20150412_182729.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, sorry, I haven't been working on it much recently.
Been working on a lot of other things, if I remember correctly just about everything on the todo before release is done.

>> No.2342489

is there a decent quake speedrunning guide?

>> No.2342494

Those pistols look so wimpy

>> No.2342498
File: 28 KB, 302x420, Hank_Hill.jpg [View same] [iqdb] [saucenao] [google] [report]

KOTH Doom When?

>> No.2342554 [SPOILER] 
File: 261 KB, 1280x960, 1428879603867.png [View same] [iqdb] [saucenao] [google] [report]

its a good thing ultimate doom didnt have hell knights, these guys could've been very awkward spawn otherwise.

I'm hoping to get some more white tier spawns in the next colourfulhell release so benellus wont have to be lonely

>> No.2342582
File: 42 KB, 500x700, 1428680612301.jpg [View same] [iqdb] [saucenao] [google] [report]

A-anon, don't surf by Cinnabar Island like that.

>> No.2342598
File: 689 KB, 1600x900, Screenshot_Doom_20150412_192158.png [View same] [iqdb] [saucenao] [google] [report]

So, I decided that Uzis should, for some reason, fire Nail/flachette/Idunno sorta rounds, instead of standard 'bullets'. Mostly as an excuse to have bullet trails for their projectiles.

>> No.2342616

Don't know if you care, but in real life, Flechettes absolutely suck out of a gun barrel (they work great when used in bombs though).
In -perfect- wind conditions, they can produce absolutely ATROCIOUS wounding on a persons body, but they're so sensitive to wind that they easily miss and cause minimal wounding most of the time.

What you could do is turn them into tracers, not that there's much of a practical reason for that, all it does is give away your position but it'll look cool as shit with a full mag of tracers.
They're more likely to start a fire I suppose. I guess you can say that they're special incendiary tracers that exist in whatever future Doom is set in.

Sometimes at gunshows you can find old Israeli made 9mm tracers from like the 1970's, that were specifically designed for the Uzi (don't always want to work consistently in all modern pistols because the primers are realy hard as they were made with the Uzi in mind, which has a fixed firing-pin that hits the primer with a lot of force)

>> No.2342619

so I have a physical copy of SHOGO, is there anything I should be aware of before installing and running it on a Windows 8 laptop?(not thread relevant but my copy came in a two-pack with an RPG Septerra Core, anyone know if that game is any good?)

>> No.2342630

Apparently it uses a 16-bit installer so that won't run on 64-bit operating systems. However according to a thread at VOGONS you can just copy the game files over and use a No-CD patch.

Thread link

>> No.2342635

I did not know this, while I can't say I'm an ass enough to straight up say "I don't care", to be honest it's just an excuse for a "Smoke tracer" sorta effect.

Thank you for information though.

>> No.2342640


>> No.2342646

A gyrojet Uzi?
Anon, that sounds just outrageous enough to be perfect for Doom!

>> No.2342657

Anyone know how to disassemble as Technician in DoomRL?

>> No.2342659

So what are we looking at here, an Uzi that's an Astartes Bolter?
Gyrojets never really worked well in reality (which is why it completely flopped and the company went under, rendering them a goofy collectible today), but you could just say that it's a radical new experimental UAC technology and they're using some slightly modified Uzis as a testbed for this new rocket ammo.

>> No.2342664

thanks that seems to work

>> No.2342667

Pretty sure you press once to drop your weapon or something, then a screen prompt tells you the button you need to scavenge it, as well drop and cancel action.

>> No.2342671

wait, doomrla or doomrl?
in doom the roguelike, try to unload a weapon that is already empty

>> No.2342672

actually now I've run into a new issue, tried launching the game and it's asking to install something called DirectPlay, anyone know what's up with that?

>> No.2342673

unload an empty weapon

>> No.2342679


>> No.2342689
File: 570 KB, 1600x900, Screenshot_Doom_20150412_195110.png [View same] [iqdb] [saucenao] [google] [report]

This is a better Idea, Thank you.

>> No.2342696


Press drop item button once, then alt fire to scavenge.

>> No.2342762

>DirectPlay is a deprecated API that was part of Microsoft's DirectX API. DirectPlay is a network communication library intended for computer game development, although its general nature certainly allows it to be used for other purposes.

>> No.2342768
File: 155 KB, 569x1252, CCbYDdGWIAEZ81A.jpg [View same] [iqdb] [saucenao] [google] [report]

Saw this on Junk boy's twitter feed just now

>> No.2342772


Looks rad.

>> No.2342773

Looks nice, I like that it has the normal shotty and the pg.
Dislike the exposed stomach thing. It looks like a deliberate armor design decision, instead of, you know, that part of it getting ripped by demons.

>> No.2342792


A lot of people think it's part of the armor, for some reason.

>> No.2342834
File: 823 KB, 569x1252, tumblr_nmpqwi7Jh11qh142io1_1280[3].jpg [View same] [iqdb] [saucenao] [google] [report]


Seems to me that twitter slightly fucks up the quality of some images when you upload them.

Here's that same picture sourced from tumblr

>> No.2342959
File: 303 KB, 644x786, 1399690387576.png [View same] [iqdb] [saucenao] [google] [report]

So when is Yholl going to release the update to DoomRL arsenal? It has been ages.

>> No.2343007


The answer's still the same, when it's ready to be released.

He's been posting about progress so this isn't an MSX case where the author's vanished and we don't know if the project's still being worked on. There's really nothing other to it than to wait patiently.

>> No.2343013

I'm personally convinced that MSX died because Graf Zhal started "helping" with it.

>> No.2343015

speaking of things getting released, when is TSP Mk2 coming out? Any news?

>> No.2343031

those brightmaps are fucking awesome

>> No.2343040

Colourfulhell is awesome.... but difficult! Anyone beat hell revealed with it? I just started trying, and after a bunch of early deaths I'm playing super cautiously!

>> No.2343051
File: 806 KB, 1600x900, Screenshot_Doom_20150412_214231.png [View same] [iqdb] [saucenao] [google] [report]

What in the FUCK am I missing here?

>> No.2343069

proper lighting.

>> No.2343093

yeah I figured that out, after I decided to just buy a copy off GOG since that was simpler, although it's not even remotely a playable, game runs like a stuttering piece of crap, probably just going to uninstall it, kinda ticked off now

>> No.2343103

heh i've answered this one before i think


>> No.2343105


There is nothing wrong with DP beyond the obvious requirements, download Quake Epsilon and check for yourself..

>> No.2343108

I've been playing on dot.wad and boy, map19 was an experience
>Beat map18, too fucking hard.
>Souls cry red tears, we're so sorry.
>Red Cyberdemon on a small area.
I fucking felt an orgasm when i could beat it thanks to the invulnsphere in the room with the 2 Masterminds but then i saw true horror

Red colors, never again.

>> No.2343112

Ah really? I got it on GOG but have yet to try it out, have you checked in the GOG forums for any additional user fixes?

>> No.2343129

nothing that seemed simple enough for me to bother trying(don't got the patience right now to do anything super fancy), decided to cut my losses and try something else(hopefully Unreal Tournament, UT2K4, and the Redneck Rampage collection will run better)

>> No.2343146
File: 1.70 MB, 320x240, d9.webm [View same] [iqdb] [saucenao] [google] [report]

>>2343103 (me)
but now i can make a video of it!

>> No.2343167

>tfw gzdoom no longer uses zdoom.ini and now has a gzdoom.ini

I legit thought my gzdoom was bugged all week.

>> No.2343181

They should've had support for both for the sake of backwards compatibility.

>> No.2343191

its easily fixed by just renaming zdoom.ini to gzdoom.ini.

>> No.2343195


Ah holy fuck:

* I'm clearly a colourfulhell noob. I just found out the (regular!) cyberdemon accounts for your motion on its final shot... (found out the hard way)

* haven't played dot.wad before... trying it out, I got owned by a red cacodemon (as in, the SPECIAL red color, this guy has three eyes...)

I'm playing on ultraviolence of course, getting my ass kicked.

>> No.2343208

Sucks for users of both engines now having to manually keep configs in sync.

>> No.2343210

dot.wad is pretty cool. Matt Tropiano made it back when he was 13, IIRC.

>> No.2343227


> go to level 19
> as always, check for best secret: entryway!
> megasphere + bfg!

this is going to be okay, right anon....

Also I'm really happy that different colored spider masterminds will fight each other...

>> No.2343231
File: 182 KB, 650x481, ihlew31.jpg [View same] [iqdb] [saucenao] [google] [report]


"looks horrible :D" -- Memfis

>> No.2343235
File: 98 KB, 800x298, 50m_map21shots.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2343237
File: 124 KB, 800x450, 8hb2Vmo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2343247
File: 4 KB, 666x107, 1428907301.png [View same] [iqdb] [saucenao] [google] [report]


a mapping tutorial in the style of PRO DOOM STRATS would be the best thing ever.

>> No.2343249


Oh yes please.

>> No.2343253

I wonder if thats for 50 Monsters...

>> No.2343254
File: 187 KB, 640x480, Carma2_HW 2015-04-13 03-44-52-54.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no yellow key.

>> No.2343256

oh wait, just read filename. I'm dumb

>> No.2343258

heh, yeah the linked post says
>Small speedmap I made about a week ago, which I decided to convert to MAP21 of my mapset.
and AD79 is the 50 monsters guy as i recall

>> No.2343267

I noticed that in his 50 monsters wad, Mr X and the Afrit are in it. I'm guessing they'll be used in E3.

>> No.2343323

>Mr X and the Afrit
this needs to be a buddy cop movie or somethin'.

>> No.2343330

Okay so. I've decided to skip the thunder arrows, so the archer'll have:

normal ass green arrows
fire arrows that do more damage and leave lingering fires
ice arrows that slow you

and now I'm currently working on the black viper's grenade attack, to keep the bullshit to a low level, you'll have to be awfully close before they fire one, they bounce off you harmlessly, and it requires a cooldown before they can shoot another.

>> No.2343352

yea it's like he forgot to put a shirt on under the armor

>> No.2343358


Actual answer: aaaaaaaa I've done sooooo much already, and I still have sooo much to do. Rewrite all armors and boots, add stuff to all weapons, add all the missing shit... The list is eternal and all consuming.

Also I burnt myself out so I'm not working on Doom right now.

>> No.2343367

>rewrite all armor and boots
moddable armor/boots confirmed?

>> No.2343369

>Also I burnt myself out
is it necessary to do all the work by yourself?

>> No.2343374

Alright now that this thread will be winding down soon before the next one, what is your absolute most favorite wad?

I will play the first response as long as I haven't played the wad yet.

>> No.2343382


cyber dreams


>> No.2343386

Damn I guess I got to play that then.

>> No.2343394


I'll fire it along with you (I'm from >>2343382 ). I think I haven't played it since it was made...

>> No.2343396


where do I find this fucking carmageddon wad?

>> No.2343403

No actually. This rewrite will help integrate a lot of DRPG compatibility things into them, as well as make it a thousand times easier to update. Like, dear god so much easier. 1.1 is intended to have a lot of new armors and boots, so that'll make my life so much easier in the long run.

Well, yeah. Who else could do it? I'm the only one who fully understands all my mod's inner workings, and I'm the only one who knows what direction I'm taking things. Also... I'm the only one with the patience to do the mindless tediousness this sometimes involves.

Also I'm very very protective of my stuff, there's actually only two other people who I've let add code stuff to it without me redoing it myself or whatever, Kyle873 and amv2k9.

>> No.2343408

don't forget to fix that one armor supposed to negate splash damage not protecting you from the mother-in-law's

>> No.2343412
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]

So hey guys, now any time a chaos revenant does any sort of bone-based throwing attack, there'll always at least be -one- homing boner after you.

Homing boners are thankfully shootable, but you still better watch the fuck out.

I'm having fun buffing my monsters.

>> No.2343416

Technically not actually a bug or fixable.

Regardless, I've removed the flag that causes that from the Mother-In-Law, with the slight downside that it won't do splash damage to non-DRLA bosses.

Thar ye go, you won't explode anymore.

>> No.2343417


>> No.2343449

Constipation Station

>> No.2343458
File: 202 KB, 640x480, kCX7Ja9.png [View same] [iqdb] [saucenao] [google] [report]

It's a conversion.

>> No.2343461


Recorded some (horrible quality) gameplay of something I've been working on.

The maps you see in the video are Doom Center and Doom Center Advance 2
At the end of the video you'll get to see a car sprite that Mystical made for the mod, although it's not programmed in properly yet, so I don't bother attempting to drive it. The truck I drove just before it was just a vehicle that comes with Doom Center, and is unrelated to this mod.

>> No.2343465
File: 215 KB, 500x394, 1408056489057.png [View same] [iqdb] [saucenao] [google] [report]

>challenge missions in Carma 2

>> No.2343475


>> No.2343505
File: 149 KB, 640x320, average GMOTA Gameplay.webm [View same] [iqdb] [saucenao] [google] [report]


More fucking skeletons for GMOTA, coming right up

>> No.2343514

>implying Doomguy doesn't wear a sexy midriff to show off his abs for the ladies
C'mon now, he gotta show off his gains.

>> No.2343521
File: 10 KB, 477x269, tumblr_inline_n4rplzQmFm1sreg5n.png [View same] [iqdb] [saucenao] [google] [report]

What if it's for emergency tummy rubs ?

>> No.2343529

i realise that is chibi doomguy making snow angels in blood. but it looks like the sad scene from films where a dead child (monster in this case) has dropped her favourite doll. the camera focuses on the doll as it floats away.

>> No.2343547

Man I'm such fan of your coding skillz. Do you have a collection of projects you've released?

>> No.2343553

I haven't really released any "projects", I've only really released bits of code and some resources for other people to use in their own projects.

I have one mod I released called "Zombie's Mod" which was sorta a way for me to mess around with various ideas I had. You can check it out here: http://forum.zdoom.org/viewtopic.php?f=19&t=37590

>> No.2343564

I mean stuff like your footsteps scripts and various other tidbits.

>> No.2343571

Oh, no I don't think there's a list for that stuff. I'll see if I can prepare one tomorrow, since I'm off to bed now

>> No.2343582

I'd appreciate it. Thanks.

>> No.2343609
File: 175 KB, 1800x1198, Pandemonium.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any good city themed Hell levels?
Or demonic cathedrals?

>> No.2343614

>city themed Hell levels?

Plutonia 2 map29.

>> No.2343623

Ksutra map29 maybe? Original plutonia 29? Scythe 29, ish.. well it's not particularly hellish

>> No.2343672

Is there some magical way to make the DoomRPG menu not total dogshit? There is just too much shit and I can't even see my health, what the hell gives.

>> No.2343675

I thought that was kinda bullshit. D2 didn't have anything that awkward in it.

>> No.2343730

there's a vaguely similar thing in an optional part of map19, but point taken

>> No.2343741
File: 32 KB, 126x150, non linear maps.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is ZDL doing this all of a sudden?

>> No.2343753

are you playing with a new wad? maybe it just doesn't sort the maps in the wad and up until now you've never played a wad that doesn't have them in order anyway

>> No.2343773

Have you tried either adjusting the screen size or turning on ( or off) alternate HUD?

>> No.2343796

Ok guys, I decided to follow your advice, so I finally learned CVARs. There are two of them on BD v20, one to replace the janitor, and one to control how much gore it has. I'm planning to add one that disables the advanced enemy behavior and change their damage values back to vanilla.


- Fixed bugs related to dual wielding weapons. Now the ammo is shared with the regular weapons, and by firing the right rifle or the left plasma gun (or reloading them), will subtract/add ammo from the individual guns, and vice-versa.
- Fixed a bug with pinky demons breaking elevators.
- Shotgun will no longer play the pump animation during reloads if you already have a shell in the chamber.
- Added CVARs.
- "bloodammount" 1 to 4 (default 2): Defines how much blood is spawned. 1 is "realistic", with almost no blood, only spawned when there is a messy death, 4 is animu level of blood.
- "lowgraphicsmode" 0 or 1 (default 0): If it's on, projectiles will spawn less particles, and gibs and bloodspots will disappear after 30 seconds. Now you can play stuff like HR2 with acceptable FPS.

>> No.2343818


>> No.2343830

>4 is animu level of blood.
this should be interesting...

>> No.2343838

hell yeah

>> No.2343846

>Ok guys, I decided to follow your advice, so I finally learned CVARs

About fucking time.

>> No.2343849

Is there a chance for an option for us to set our own "clean up" timer?

>> No.2343862

how to CVAR?

>> No.2343880

oh yeah, i know they're pretty much bonus content, but it always bothered me that you couldn't see the ammo left in your mp40
talking about these babies, will we be able to dual-wield them too?

>> No.2343885

how about a CVAR to disable certain types of deaths or injuries, such as the screaming ones.
I don't think demons would care about pain.

>> No.2343909

I think he removed those kinds of deaths this version? Not sure, haven't played the betas

>> No.2343919

weird, you can get the rifle (and dual rifle) in purist mode, that's not intended, is it?

>> No.2343932

it occurs to me that i've misunderstood something, i thought these test versions were pre-release betas but huge new features are still being added

>> No.2343971
File: 233 KB, 1440x900, Screenshot_Doom_20150413_154400.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to get ColorfulHell monsters to drop credits while using DoomRPG? For some reason when I use CH they'll never drop custom items, like the machine gun ammo from tsp, red coins from psychic and other stuff.

Also why when I use custom monsters they always glitch out when they're behind something?

>> No.2344006

Most weapon mods use modified monsters as well.

>> No.2344018

You have to manually edit the monster's decorate so they run DRPG's scripts.

>> No.2344059
File: 51 KB, 640x400, zdaemon-gamma.png [View same] [iqdb] [saucenao] [google] [report]

Should I switch from ZDaemon to Zandronum?

>> No.2344062


Do you want to branch out into non-vanilla gameplay and gamemodes and go outside the confines of Doom? Then yes.
Do you want more maps and more traditional Doom play? Then no.

>> No.2344078
File: 220 KB, 500x359, 2spooky_42533a_4337883.gif [View same] [iqdb] [saucenao] [google] [report]

script "foginc" enter
for (int x = 1 ; x <=255; x+= 1)
sector_setfade(1, x, 0, 0);
acs_namedexecute("fogdec", 0);

script "fogdec" (void)
for (int x = 255 ; x >=1; x-=1)
sector_setfade(1, x, 0, 0);
acs_namedexecute("foginc", 0);

>> No.2344087
File: 541 KB, 1600x900, Screenshot_Doom_20150413_165433.png [View same] [iqdb] [saucenao] [google] [report]

Kegan called me a Weenie for having no Melee weapons in this thing I'm working on, and I'm too lazy to make a proper 'fist' weapon, so have a Quick-melee button.

>> No.2344089
File: 885 KB, 1024x768, muh gamma.png [View same] [iqdb] [saucenao] [google] [report]

I kind of want the fancy new features and mods.
But Zandronum looks so dark though.

>> No.2344095

pools of blood on water look pretty weird/unnatural

would it be possible to have the water just get red around the corpse instead?

>> No.2344106


You can crank up the gamma/brightness on Zandronum as well.
I don't know how you can possibly play at those settings, but they're there.

>> No.2344107

maybe he has screen/eyes issues

>> No.2344112

or maybe he's making a joke you double ding dongs

>> No.2344113

Looks pretty neato. However, it seems that pinkies with arms removed never flinch.

>> No.2344116
File: 668 KB, 1920x1080, Screenshot_Doom_20150413_140356.png [View same] [iqdb] [saucenao] [google] [report]

Is it bad that I can't really play on UV without running out of ammo always?

>> No.2344117

This sounds cool, how do you use it?

>> No.2344120
File: 86 KB, 400x300, contrast.png [View same] [iqdb] [saucenao] [google] [report]

What are you guys talking about, my gamma looks alright, doesn't it?

>> No.2344123

that map can be somewhat stingy with ammunition, especially if pistol-starting

>> No.2344125

i assume the next one will be a pure white rectangle.

>> No.2344127
File: 421 KB, 1024x509, 1403775979191.png [View same] [iqdb] [saucenao] [google] [report]

try and get them to infight more often.

>> No.2344129
File: 264 KB, 260x146, 1403180459306.gif [View same] [iqdb] [saucenao] [google] [report]

Sweet ENB, where'd you get it from?

>> No.2344135

you just put paste it in the script window of doom builder after #include "zcommon.acs"
and tag your rooms with "1"

>> No.2344137

its mostly me expending a bunch of ammo to deal with lost souls and chaingunners because I get overwhelmed so quick.

>> No.2344160

Didn't have limited lost souls from pain elementals on durr

>> No.2344171 [SPOILER] 
File: 19 KB, 486x311, 1428961220917.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2344174


This is fine.

>> No.2344179

Alt hud does nothing, adjusting screen size gets rid of my health and ammo values.

It sucks because it looks like fun but the hud is killing me

>> No.2344180


Firing left weapon on akimbo when running resets the sprites off-set, making it all jiggly.

Also kicking while akimbo with plasma guns turns the left weapon into an assault rifle (also those sprites have some white pixels and incomplete transparency)

Removing blood poles (and blood foot-steps) or making them spawn in small-size when using bloodammount 1 could be a nice idea.

>> No.2344209
File: 788 KB, 1680x1050, Screenshot_Doom_20150413_180409.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the CVARS Mark. Really good stuff. I'm looking forward to the vanilla like enemies as well.

Just wondering, will the barons ever have green blood?

>> No.2344214

If I dig this so much, I ended in hell

>> No.2344270
File: 781 KB, 1680x1050, Screenshot_Doom_20150413_184404.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2344272

>Deus Vult
Dude you just reminded me
Mark pls make the lowgraphicsmode remove the smoke and shit from fire that stays after a mancubus attack

>> No.2344289
File: 495 KB, 1680x1050, Screenshot_Doom_20150413_185552.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit you weren't kidding when you said animu gore

Will this be in ketchup doom?

>> No.2344327

Help i'm stupid I don't know how to use your cvars.

>> No.2344339
File: 1.76 MB, 1920x1080, zandronum 2015-04-13 20-26-21-61.png [View same] [iqdb] [saucenao] [google] [report]

Maybe someday, but not on v20 for sure.

It already does. (Doesn't removes smoke completely, but reduces it by 50%)

Yes, and on Brutal Hexen too probably.

Just open the console and type them (pic related).

>> No.2344341
File: 120 KB, 256x256, 6b521d31.png [View same] [iqdb] [saucenao] [google] [report]

>Yes, and on Brutal Hexen too probably.

Mark you're my hero.

>> No.2344345
File: 24 KB, 315x309, 1417765328567.png [View same] [iqdb] [saucenao] [google] [report]

Hey peeps. So...

After about a month of playing, I've finally beaten all of DooM with the BD mod playing in 12 in a 10pt scale of bad. Except for Cyberden and Go 2 It, I beat those on UV.

Where do I go? What do I do now? What's the next play?

I found myself really enjoying the feel of Cyberden and G2I. I'd probably say that Go 2 it was my favorite level overall. It was an oddly intimate dialogue with the level designer. God bless him.

I thought about playing 1 monster, but I can't find a live link. Can someone help me out?

Also tell me what to play! Memento Mori? Hell Revealed?

>> No.2344354

Hey Mark! I think you're awesome.

I've been playing the last test version since you dropped it here.

I was wondering, would it be possible to slip in either a mutator or an option in the config to swap out the current assault rifle for the old one?

I think the old jet black one looks much better, and falls within the artistic style of the other guns.

>> No.2344356


Why aren't your cvars prefixed so people can easily find them?

>> No.2344363

Yeah, I think bd_ would be a pretty good prefix.

>> No.2344364

>Yes, and on Brutal Hexen too probably.
Aw yiss
Also I agree with >>2344356, a prefix for the cvars isn't absolutely necessary but it would be a nice addition.

>> No.2344375
File: 2.86 MB, 638x398, bwootal.webm [View same] [iqdb] [saucenao] [google] [report]

Recommended music wad for new brutal test is Madonna.wad.

>> No.2344386

Is Mark aware that he totally bork'd Purist mode in GZDoom 2.0.5? The weapon system is a mess.

>> No.2344450

It's not just GZDoom. Purist is stil buggy as fuck in general.

>> No.2344473

>Play WiiQuake
Why is the weapon selection so bad?
Shotgun feels like its suppose to punch, but it doesn't against any enemy stronger than Knights.
Nailgun is okay, but it has no ammo.
Grenade Launcher feels okay, except its suicidal to use, and very hard to even aim. And it doesn't arc vertically like it does depth wise.
Rocket Launcher feels fine, except the game is built around Fiends, corridor 90 degree turns and teleporting enemies.

It just feels so weird compared to Doom, where all weapons at the least feel useful.

>> No.2344483
File: 353 KB, 1280x960, biggerblackermonster.png [View same] [iqdb] [saucenao] [google] [report]

man i hate that sometimes when i see big and intimidating sprites on realm667 that are "hey these could work for this x monster", then they just animate awkwardly when in action

>> No.2344486


Not to mention extremely dumb, but that's neither here nor there.

>> No.2344513
File: 430 KB, 800x600, 1396306027443.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2344523
File: 575 KB, 800x600, 1396306092341.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2344528
File: 145 KB, 1024x768, slipsupernail_shots.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly you'll have a better time playing it on PC anyway.

Quake's weapon selection isn't as varied, yeah. Quick breakdown of how to use each weapon:
Shotgun = pistol
Double Shotgun = shotgun
Nailgun = chaingun
Super Nailgun = plasma gun, use on the tough guys. This is important because some bosses take only half damage from explosions
Grenades = SSG and zombie gibber. Does more DPS than rocket launcher since it's faster
Rockets = rockets, except they can snipe
Thunderbolt = your BFG with limited ammo, use with quad damage for best payoff

I'd say stick with the double shotgun as a general arm and swap to the most appropriate weapon when it's needed.

For a source port go with Quakespasm, it's GLQuake with all the bugs fixed. If you want things like modified physics and high-res-texture and particle eyecandy out the ass, try Darkplaces (though it's not optimized very well).

>> No.2344564
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>> No.2344570
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>> No.2344573
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>Honestly you'll have a better time playing it on PC anyway.
Why would I have that? I tried to play it on PC, but it just comes out as.... too floaty?
And weird. There is something terribly wrong about it, and i don't know what. Its unplayable.

No, also for weapons? God no. No weapon carries over between Quake and Doom.
In Doom, all weapons deals decent damage, and Pistol is only shit because Chaingun has a decent rate of fire.
I also got the Thunderbolt, and I got to say: Its also a horrible weapon.
In Doom, if you wanted to open a door and clear a room, you have options. In Quake? Well, if you don't got rocket ammo, then go fuck yourself. No nailgun ammo either? Especially go fuck yourself.
Added bonus of moving slower? Rooms are smaller. Which makes rocket worse. I feel like every time there is a room full of
I think the idea is that instead of a weapon progression, there is a weapon curve. The reality is that it feels really bad, because neither the Nail Gun nor the 2x Shotgun is any form of upgrade over the Shotty.

There is also all the rooms with 3-4 ogres in them, I don't fucking even.

>> No.2344579
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>> No.2344586

Here you go: http://pastebin.com/zTCD8gt9

That should be everything I've released so far, code resource-wise

>> No.2344618 [SPOILER] 
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>> No.2344656
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>> No.2344706

That's a pretty agitated ass

>> No.2344760

No offense intended. I just figured you'd have less trouble with a mouse since Wii aiming is a bit shakier, and it's game where precision is very important. Missing a lot can mean being short on ammo, like nails. I played WiiQuake before and it felt clumsier: especially the quick turns and snapshots you'll need to make when ambushed or surrounded.

My experience is that the game throws rocket and nail ammo at you by the armful past episode 1 and I had no trouble with ammo on Hard. The weapons have a steep linear curve of DPS, and an important habit is to use a weapon that is not overkill on the particular enemy you're fighting so you can kill a more threatening monster faster down the line.

Try using shells on a knight (2 db shots), grenades on ogres (2), nails on a fiend (34), and 20 cells can down a Shambler in 2 seconds. If you use your cells on all of the zombies then you'll be strapped when the Shambler shows up.
And then there's Quad Damage. Not sure how you can see such weapons as weak, and the progression is there: shells can do 80dps, nails 180, rockets 200 and cells 300.

I don't really get how you can have so much trouble not blowing yourself up, since many fights end up in either hallways or open spaces, too.

I'm just confused since I've never had issue with any of what you're describing, having played through Quake 1-4. Hope it helps, try giving it another shot and see how it works out.

>> No.2344763
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Can someone explain how the credit system works? I have enough credits to buy a certain weapon but it still says I'm unable to purchase it.

>> No.2344776


...is that a voxel tech pillar?

>> No.2344780

Yeah, Xweapons/Xmonsters uses them.

There's also voxel skull torches, voxel candles etc

>> No.2344787

You can't purchase Unique/assembled weapons. They're there to taunt you, mostly.

>> No.2344807

if you don't want the xweapon stuff and just voxels, check the stuff voxelbro made/added

>> No.2344824
File: 2.96 MB, 391x220, 1418984590299.gif [View same] [iqdb] [saucenao] [google] [report]

>I will never use frag shotgun
>I will never gently caress the soft curves of the demolition minigun

>> No.2344861

Wow, that's totally not completely fucking retarded.

>> No.2344867

The frag shotty's pretty shitty for a unique, actually. The DMG is death given form though.

>> No.2344901

Why isn't there a brutal blake stone?

>> No.2344909
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Because you can't top the brutality of the "STOP" gun.

>> No.2344927

Last time I checked you could get a minigun really easy by just playing on nightmare difficulty, but assembling a demolition version there wouldnt be that good. Fire/splash is shit against bosses and nightmare archies.
Frag shotgun is only good if you're low on shells, its really underwhelming compared to most shotgun assemblies.

>> No.2344961



>> No.2345023

There's a bug when de-armed pinkie suddenly grows his arm back, playing a regular pinkie death.

>> No.2345451
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There's a secret in Doom 64 that no one has found yet! I have yet to unlock it, but maybe you can. Here's what Tim has said about it, word for word:

The secret we can't remember how to do in Doom64 was in the level "Breakdown". All I remember is that there were 3 (i think) 'switches' you had to hit in order, then go to the room with the Red Key. That's where it played I believe. The last switch may even be in that room... I think another invisible switch was in the small (hidden?) room with the BFG. Again, the switch is invisible, it was on a wall that looked normal, but functioned like a switch. Perhaps when you've found a 'switch' wall, the character does not go "mmph!" ?? Would be a good indicator that you found it if it's true. The other was indeed most likely in the red key room. Probably on one of the pillars facing the 'secret' message. I can't remember where the other was - but i think i'm at least 80% sure the other 2 I mentioned are correct.

If you find it, please let me know. The Doom Community would love to hear who unlocked this one! :)
Did anybody ever find this secret?

>> No.2346224

bury me with my money

>> No.2346238


>tfw no sunset riders doom mod

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