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2371836 No.2371836 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2364198
(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
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?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.2371838


[04-27] Marathon Skins v0.8

[04-26] HDoom techdemo 7 released

[04-26] Some more Doom / Mario crossovers you may not have seen

[04-24] The /newstuff Chronicles #475

[04-23] The effects of having Doom's RNG return a constant value

[04-22] Romero's spring-cleaning: DoomEd source, unused maps, graphics

[04-22] Contra Doom (a new one modelling Contra III, not the one from the pastebin)

[04-21] Push v0.7 is out. 70 maps -- /vr/ debates if the term "gigawad" is deserved.

[04-21] TheZombieKiller's resource collection, now all in one thread

[04-19] At Doom's Gate (E1M1) remade entirely from Mario 64 samples

[04-18] Aeons of Death v6.06 update

[04-16] Metal Slug Doom beta release

[04-15] Valiant final release (/idgames link pending)

[04-13] Smooth Doom update

[04-12] Scans of Final Doom / Doom64 content from issues of GamePro dated 1996-7


Please reply to this post with news.

>> No.2371858

First for achvilles

>> No.2371863


Fuck archviles.

>> No.2371865


Wait what the fuck is an achville

>> No.2371869

>Headcannon typed out as far as I can think to include stuff, in case anyone would like to read it.

all right so which monsters are Devils and which are Demons?

>> No.2371884

pls respond

>> No.2371910


>> No.2371915

It's fucking Sophie's Choice.

>> No.2371923

Well both did have huge ego crisis' when working on the first Quake

>> No.2371925

Romero's ego crisis started way before Quake, though.

>> No.2371928

way before id too

>> No.2371939

It's an archvile you can only hurt by shooting it in the ankles.

>> No.2371952

Arguably, but the worst of it began with the success of Doom, culminating with the absolute failure of Dai-Katana.

I'm certain it was a very humbling experience if anything.

>> No.2371961

What are some maps that make heavy use of Arch-viles, but aren't "Hunted" clones?

>> No.2371965

forgot to mention, but I'm also not interested in maps where the Arch-viles act as "security" or whatever. I already know of Valiant map07, and D2Reloadeed map18.

>> No.2371972
File: 18 KB, 130x133, no.png [View same] [iqdb] [saucenao] [google] [report]


"fuck you too"

>> No.2371984


My favourite BTSX midi is in the episode that isn't even out yet.

>> No.2372000

I also like https://www.youtube.com/watch?v=YAq8v5Lkmt4

E3 isn't too far off...right? ;_;

>> No.2372013
File: 80 KB, 320x200, episode1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2372015
File: 78 KB, 320x200, episode2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2372016
File: 105 KB, 320x200, episode3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2372018

E1: december 2012
E2: september 2014
E3: ...june 2016?

>> No.2372035

Heil friends

I've decided to play through Quake 1
I installed the game (GLQuake) and the Darkplaces engine and it's running perfectly

However I would also like to play the mission packs but I can't find them anywhere in working condition for a 64-bit OS

>> No.2372037

You just drop the mission pack directories (rogue/hipnotic) beside your ID1 directory and run your engine with either -rogue or -hipnotic

>> No.2372039

Oh my, that worked wonders!
Thank you!

>> No.2372043


I have a shitter netbook from like 2008 that I keep around expressly for the purpose of running old 32-bit, winXP/earlier games. It's really the easiest way of doing things compared to fucking around with ports and such, most of the time.

>> No.2372046

>Having to swap to another machine every time you want to play a game is more convenient than spending a minute or two of additional setup to play it on your normal machine

>> No.2372047


Yes, actually.

>> No.2372048

You are a strange, strange man.

>> No.2372070
File: 1.13 MB, 1600x900, zandronum new monsters.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2372072
File: 2.15 MB, 960x540, spooky.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2372073

Hay guiz, how do I get it so that I can use the skull keys as well as keycards in my map? I am a shitty designer and three keys is not enough to prop up my poorly thought out pathing. I have resorted to switch-hunts for two doors already.

>> No.2372074


Depends on the game dude. There are some games out there that simply don't work well at all on modern operating systems no matter what you do with them.

Also they tend to look better on that tiny, crisp-ass 1024x600 screen instead of on my main monitor.

>> No.2372078


Is that Complex Shit?


Just put skull keys on your maps. Depending on the format you're using, you can specify whether doors will accept skull keys or key cards.
Iirc it's Hexen and/or UDMF format that can do that.

>> No.2372080

>new monsters
>recolors and monsters ripped from DRLA
Yeah, it's a zandronum mod alright.

>> No.2372089

also boom generalized locked doors. in fact vanilla is the only format that can't distinguish cards and skulls

>> No.2372092

what's that little red sphere do? the text was too small and blurred by resizing to read

>> No.2372106

looks like complete doom
in which the little red orb is a health pickup

>> No.2372109
File: 388 KB, 960x540, zandronum 2015-04-25 21-12-45-89.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2372110


Yeah, Complex Shit stole a slew of monsters from DRLA.
As if you wanted any more evidence that Daedalus is completely out of ideas and is piggybacking on everyone else.

>> No.2372117

>getting mad over doom mods being implemented into other doom mods
get over yourself
I make photoshops, I like seeing my photoshops being passed around and modified.
I don't make money on it and same with the doom modders.
They most likely don't give a shit and you're making a stinky over nothing.

>> No.2372132


Boy, you're sure defensive about Complex Doom.
Sorry, it's still a shitty mod.

>> No.2372137

>Most WADs are designed for the standard software renderer and look best in it, anyway.

What is he talking about?

>> No.2372140

>0 results

I think you're forgetting a link, friend.

>> No.2372163

I don't really care if you think it's shitty, but its obvious that you're upset over content from a different mod being implemented.
Do you even know what the opinion of the DRLA guy is?
You probably don't
Same as I don't care for the name of the guy that made whichever map I'm currently playing on.

>> No.2372179

artists who say "don't reuse my work without permission" are mocked. "original content do not steal" is even a meme.

but then, modders who ignore artists' wishes and reuse their work anyway are also derided.

which is it? you can't have both.

>> No.2372180

>Do you even know what the opinion of the DRLA guy is? You probably don't
Yes, I do. He doesn't like it.

>its obvious that you're upset over content from a different mod being implemented
Kek. You say it's obvious but can't even guess the way out of a wet paper bag. Tell me what I'm thinking next, please?

I'm amused at how completely out of ideas Daedalus is and how he has to grab content from everyone else in order to stay hip and cool.

>> No.2372183

Doesn't matter what you're thinking now, you already shared your piece of mind.

And no you don't know what DRLA guy thinks

>> No.2372189 [DELETED] 

>And no you don't know what DRLA guy thinks
Yes, I do. He doesn't like it.
Come on, it's not like he's difficult to reach. You're acting like he's some enigmatic entity that can't be talked to. He's even talked to Daedalus before about removing DRLA monsters from Complex Doom.

>> No.2372191

>>2372183 linked to wrong post O DERR
>And no you don't know what DRLA guy thinks
Yes, I do. He doesn't like it.
Come on, it's not like he's difficult to reach. You're acting like he's some enigmatic entity that can't be talked to. He's even talked to Daedalus before about removing DRLA monsters from Complex Doom.

>> No.2372193

>artists who say "don't reuse my work without permission" are mocked.
Maybe around here, but in the Doom community, it's generally well-respected. Esselfortium has made it clear that he doesn't want anyone using BTSX's assets until Episode 3 is out, at which time an official texture resource pack will be released. Nobody's tried to go against that. Nobody uses Cory Whittle's work, and I don't think he's been around for over a decade. People only get mocked when they try to pull that shit with resources that aren't actually original. See Super Skulltag. The author tried to lock down his mod while claiming that it contained "95% original content". Not only did his "lock" not work, once people got it open they found that, surprise, 95% of the content was not only not original, it wasn't even stuff that he had permission to use. Unfortunately, I don't think the video detailing it exists anymore.

>> No.2372196

Take a moment and realize you're not commenting on the complex mod, you're just mad that someone took content and mashed it all together.
Someone did something good with trash mods.
You have no real opinion here, your opinion is based on the guy himself, not the mod.
But hey, thanks for making it completely obvious for anyone else who wants to comment on the mods quality in terms of how enjoyable it is.

Anyone who dislikes it is probably mad about how it was created, and it's probably never on the quality of the mod itself

>> No.2372197

>artists who say "don't reuse my work without permission" are mocked
not really, it's only when they get super-faggoty about it then they start getting mocked.

case in point: shivers generally likes people using his work but wants you to let him know if only so he can check it out. that's cool. no mockery there.
pillowblaster did a massive tl;dr for guncaster saying don't touch my code, my sounds, my anything, or i will hunt you down and gut you. that's laughable. i mean sure it's still polite to respect his wishes, but if he seriously thinks that it's intimidating, it really isn't.

>> No.2372205 [SPOILER] 
File: 97 KB, 410x324, 1430249479743.gif [View same] [iqdb] [saucenao] [google] [report]


Please, continue to tell me more about what I really think.
You're still completely wrong on all accounts, but it's really funny to hear that I'm mad about its creator and how it's created.

Oh, oh, call me jealous next.

>> No.2372209

with btsx i believe the textures were made from scratch, so it seems fair for the author to assert some kind of control over them.

on the other hand, from what i could see of the monsters in >>2372070 , they are all just modified id graphics already. so its like saying "don't steal this stuff i stole already", which is a bit dubious to say the least.

>> No.2372221

first time here

why you all playing Doom and not some Quake

>> No.2372223

>with btsx i believe the textures were made from scratch

The textures were still made by utilizing a program that anyone with any artistic capabilities can recreate easily with a bit of time and effort, so it really just seems weird to needlessly bar off anyone from taking it just because you spent a few more minutes creating them than anyone else.
Especially since you're releasing it for everyone to download and distribute freely, you don't and shouldn't have a say in how people use those things.

This post is intentionally facetious, I'm just really sick of the whole permissions and legality in Doom mods debate and wanted to post something silly.

>> No.2372225

Vanilla Doom is a better game
And Doom has better mods

>> No.2372236

Quake 1 a shit

>> No.2372245

>Complex Doom
Pick One

Things Doom does better than Quake:
Overall visual design
Overall bestiary
Overall weapon design

Things Quake does better than Doom:
DAT Movement
DAT Momentum Maintaining Teleportation
DAT Level design that's consistently great from E1 to E4
DAT Quad Damage
DAT Super Nailgun

>> No.2372246

i don't know, i just never got into it. i got doom and quake at about the same time, but my computer back then could not run the latter very well, so i just never paid much attention to it. then doom's source came out which made it far more interesting for me (i am more of a programmer than a gamer) and i pretty much forgot about quake. now at this point i've spent 17+ years immersed in doom's universe, i don't really care about much else.

>> No.2372247

You forgot one thing Doom did a million times better:


>> No.2372258

There is an ugly workaround that exists and was created (but ultimately never used) for Push. Basically each player has their own damagetype and each actor has a custom pain state for each actor damagetype (64 in total) multiplied by the different amounts of kickback you want. Then when each player fires a projectile the angle and pitch of the player when they fired is stored in an array and then recalled in the painstate at which point that information can be used to thrust the actor.

If you have a chain of inheritance set up it's pretty easy to do. Either way you end up putting all the painstates in another file and then having inheritance use the painstates that way you don't have to scroll past 64*n painstates every time you edit stuff.

It's an unwieldy system, but it's pretty much either that or nothing. A lot of Zandronum workarounds are that way.

>I know the feel.
What are you talking about you donut I'm the one that ported TSP to TSP neo.

If you aren't still mad at me I could help with porting in like 3 days when I'll have more free time.

>> No.2372262

>it's pretty easy to do
That explanation went completely over my head and I'm pretty familiar with Decorate/ACS, so you really need to work on your definition of "easy".

>> No.2372267

>i mean sure it's still polite to respect his wishes
A lot of times for code it's not.
People will try to claim ownership over code that is too broad; when there is only a certain method or handful of methods of doing something, claiming ownership over that stuff means that you're actively harming the modding community by preventing others from doing something that is integral to getting a lot of stuff working. Furthermore most of the coding functions were created by others with the express intent of making it easy for people to get the code to do exactly what they want it to do, and saying (c) original code do not steal goes against that.

For instance imagine if I went ahead and happened to be the first person to use A_Warp when it was first introduced with an angle parameter that changes every tic to cause something to orbit another actor.

A_Warp orbit (c) me, nobody else can use A_Warp to make things orbit without my permission.

>> No.2372279

I probably just explained it poorly, it's not difficult.

The issue is that in Zandronum (unless it changed in 2.0, but I don't believe it did) you can't get a projectile to reliably reference the actor it hit, nor can you get an actor to reliably reference the projectile that just hit it. Because of that, you can't have things thrust the actor hit by a projectile in line with the angle of the projectile hitting the actor, since you can't get the angle and pitch information from the projectile.

You get around this by having custom pain states which reflect which player fired the projectile. Player 1 fires a projectile, simultaneously his angle and pitch are stored in angle[0] and pitch[0], where both are 64-large mapwide ACS arrays. The projectile's damagetype is "P1D[SomeExtraIdentifyingPart]" (the damagetype name is much smaller, but used longer name to explain what it's purpose is) so when it hits an actor, the actor enters it's "Pain.P1D[SomeExtraIdentifyingPart]" pain state, which runs an ACS script that recalls the angle and pitch of the projectile from angle[0] and pitch[0] and then uses that information to thrust the actor.

>> No.2372280

I play CPM as well.
Who said people here don't play both?

>> No.2372291
File: 31 KB, 580x639, in-5__oPt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2372302

Or since this is monsters we're dealing with and not players, just have the monster a_facetarget on the player and then a_recoil back.

No need to go the excessively and needlessly complicated route for minimal gain when a simple one will suffice, bro.

>> No.2372304

i think i understood that. it seems like a really disgusting hack. :)

but why can't the actor know about the projectile that hit it? i mean, even in vanilla doom, when a missile strikes a target, P_DamageMobj is called with a pointer to the target, the missile, and the source, which is the actor that launched the missile. is it just that the ACS machine doesn't expose this information to the code it runs?

>> No.2372312

>Or since this is monsters we're dealing with and not players, just have the monster a_facetarget on the player and then a_recoil back.
While monsters usually target the player that just hit them, they don't always. Especially not in multiplayer, where multiple players will probably be hitting them, especially for things with larger health.
While that method would probably work 80% of the time, the other 20% they'd be getting thrust in a direction completely different from the direction they should be thrust in. Even directly towards the player that just shot them, so you shoot a monster and it gets thrust into your face.

>it seems like a really disgusting hack. :)
It is. It's gross and it's awful but there's no other option that I've found. I wouldn't bring it up or recommend it if I knew a better way of doing it.
>is it just that the ACS machine doesn't expose this information to the code it runs?
That's the exact reason; the engine knows what hit what but ACS or Decorate can't get ahold of this information.

Is it just the grossness of the solution or did I explain it poorly again?

>> No.2372317

>While monsters usually target the player that just hit them, they don't always.

If an enemy is put in Pain state, they always target whoever invoked that. When we're dealing with unique damagetypes that put monsters in that pain state, yes, they do always.

>> No.2372319

First time player here

Do I miss out on any neat mods by using GZDoom instead of ZDoom?

>> No.2372324

you gain them, if anything

>> No.2372331

Nope, but if you were using ZDoom instead of GZDoom then yeah you'd be missing out.

>> No.2372337

>If an enemy is put in Pain state, they always target whoever invoked that.
They usually do, because there is usually enough time between pain states, not always. There is a limit to monsters (except for ones that have +QUICKTORETALIATE) on how often they can switch targets.
From the ZDoom wiki:
>Normally, when an actor acquires a target, it is prevented from switching to a new target for a set period of time (Specifically, it sets a counter at 100 and counts down by 1 for every A_Chase call the actor makes).
For monsters, most vanilla monsters call A_Chase every 4 tics (some more often, some less), so they'd need about 11 seconds of time spent in their See state to be able to target a new target (less for ones that call it more often) and if they were hit by a different player during that time the direction they were thrust would be incorrect.

>> No.2372347


And the ZDoom wiki is completely wrong.
I mean, come on, this is easily demonstratable. Put A_GiveToTarget in the death sequence of a monster, make it go after one player, have another player kill it, the second player will get the item.

>> No.2372349

Aren't deaths handled differently from pain states though with regard to switching targets?

>> No.2372405

Do ZDoom things work with GZDoom?

Or at least the wads?

>> No.2372408

gzdoom is zdoom with an opengl renderer
so yes

>> No.2372410

GZDoom is just ZDoom with an OpenGL renderer. Unlike Zandronum, GZDoom actually manages to stay up to date with the latest ZDoom versions. You can even turn the renderer off and use ZDoom's software renderer instead, without needing ZDoom itself. There's really no reason to have both, unless you can't run GZDoom 2.x.

>> No.2372415

Which version of GZDoom should I use there's a bunch on the link the pastebin gives.

>> No.2372416


>> No.2372418

That's not on the page the pastebin has

>> No.2372420

The one with the most recent date here. If you can't run it, use 1.8.10 (found here: http://forum.drdteam.org/viewtopic.php?f=23&t=6482) instead, it's the last GZDoom version prior to the OpenGL version upgrade.

And as I said, if you can't run the 2.x builds (it requires OpenGL 4.0, so you need a fairly recent PC), you should keep the latest ZDoom devbuild around too. That can be found here: http://devbuilds.drdteam.org/zdoom/

>> No.2372423


What's the reason to use GZDoom 2.x?, it really runs like shit...

>> No.2372426

The last 1.x build won't be updated with new ZDoom features anymore. There are already mods that use features that aren't in it, such as Hideous Destructor and Re-Exhumed. The new renderer provides little benefit to those who can run it, and locks out everyone who can't. It's a pretty shitty decision, but it's Graf's port, so he gets to do whatever he wants with it.

>> No.2372430

Plus it's so poorly optimized that even with a top of the line computer, your chances of actually running it are low.

>> No.2372439

It's really not that bad. It will run slightly better than 1.x if you have a GL 4.0 card. Problem is, if you have a GL 4.0 card, chances are you already had stable 100+ FPS in most if not all situations. And if your card can't do GL 4.0, you're completely fucked.

>> No.2372441


> ATI 5870
> OpenGL 3.2

I'm a nigger..

>> No.2372442

CurrencyAnon here, can anyone upload a high-res png of the items/weapons from Doom 1/2? Resizing sprites from other pngs aren't doing it justice.

>> No.2372448


And for the record I can't use SLADE on my class's computer.

>> No.2372450

>It's really not that bad.
true - if it were, wouldn't there be long threads full of complaints on the official forums?

>> No.2372469

I have a feeling that's less to do with the problem not being widespread and more to do with the people who've been shafted already being familiar with Graf "[No]" Zahl's general attitude and recognize the futility in complaining about anything he does with his port.

However, it is more telling that nobody's forked GZDoom 1.8.10 and continued updating its ZDoom base. Marrub did it, but he only made like one build and then stopped, and he worked off the last 1.9pre devbuild, which is older than 1.8.10.

>> No.2372474
File: 132 KB, 550x304, boners-on-mars.gif [View same] [iqdb] [saucenao] [google] [report]

Was Doom 3 right all along?


>> No.2372476


>> No.2372481

Oh boy

>> No.2372485

is there a way to have oblige generate levels for heretic or hexen?

>> No.2372504

>if it were, wouldn't there be long threads full of complaints on the official forums?

You mean the "how many of you cannot run GZDoom's OpenGL renderer" topic, which is still being updated about as people post in it, to which Graf's/Edward's only response is "fuck off"?

>> No.2372512
File: 903 KB, 1000x671, indigestion.png [View same] [iqdb] [saucenao] [google] [report]

Hell is where the Lawful Evil Devils live.
The Abyss is where the Chaotic Evil Demons live.

>> No.2372520

Did we ever find any weird shit on the moon ever?

>> No.2372534

by that headcanon every monster you fight in doom is a demon

>> No.2372539

>the tentacles are also used for other various purposes

>> No.2372543

Oh, I read your post wrong.

Pinkies, imps, knights, barons, and cyberdemons (before they get the Bunnie Rabbot treatment) are Hell-native. After the IoS takeover, the Abyssals recruited Mancubi, a group of the Damned of Hell, and outfitted them with bastardized military/UAC weaponry.

The invading force from the Abyss includes cacodemons, pain elementals, lost souls, arachnotrons, masterminds, and archies. After taking over the IoS, they were able to get revenants through the portal and outfit them as well.

>> No.2372548

Could you explain? I'm a little lost on that one.

>> No.2372628



>> No.2372636
File: 83 KB, 454x873, ladygunnar.png [View same] [iqdb] [saucenao] [google] [report]

Should I continue?

I am doing a female chaingunner in a close as possible colour palette as the original.

I know HDooM conveniently leaves out the zombie men, but I think the chaingunner is cool.

>> No.2372639

sounds like a fun project, go on

and at "worst" maybe a censored version could end up in doomRLA monsters, maybe

>> No.2372641


I don't know why it leaves out zombie men anyway.

>> No.2372647

probably because if they're alive and possesed it's rapey and if they're dead it's gross

>> No.2372654

idk, demonic possession that turns girls into sexy sluts sounds pretty good to me and not even very rapey.

What's wrong with rapey anyway.

>> No.2372658

that's some shitty armor but yes please
>What's wrong with rapey anyway.

>> No.2372662

>not even very rapey.
literally taking control of their bodies and using it for sexual gratification
sounds pretty rapey
>What's wrong with rapey anyway.
the devs don't like it, first and foremost

>> No.2372669

Which is totally different from how you physically take control of the demon's bodies and use them for sexual gratification?

>> No.2372670


>> No.2372672

yes, because that doesn't happen
devs said it's a game for the demons, they willingly submit to you when you prove you're worthy

>> No.2372674

Please tell me what's wrong with rapey. You know we're talking about lewd video games, right?

I'm really not into rape at all, but this still sounds pretty good which is why I feel it's not that rapey, but idk.

If the devs aren't down though, I guess that's all the reason you need.

>> No.2372676

Theey could just completely throw former humans out of the setting, and replace them with demons, which would make it totally okay.

>> No.2372680

i mean yeah in the context of a doom wad it doesnt mean much but uhhh if rape gives you a boner then you probably need counseling

>> No.2372682

>On an undead

Next you're going to tell me that the spikes on the imps aren't enough protection from plasma.

Anon, pls...

>> No.2372683


Yeah, just make them humanoid demons with guns.

>> No.2372685

that's what they are already doing you dummy
rape fantasies are pretty common m8, don't demonize (heh) the guy

>> No.2372686

And how is that different from a zombie willingly submitting?

>> No.2372687

50% of the human population schlicks to rape fantasies.

>> No.2372693

yeah i guess but considering you can kill the zombies with bullets in doom it'd prob be helpful

>> No.2372694

see >>2372647
if they are possesed they aren't willingly submitting

>> No.2372696

w/e makes you feel better

>> No.2372701

Are you retarded? Rape is a pretty common fetish. Play Club came out friday and it's entirely about rape. Loads of people fap to (fake) rape porn or play out rape fantasies with their partners.

You know people can fantasize about stuff without actually wanting to do it right? It's no different from playing video games about killing people.

>> No.2372702

Looks cool as hell - maybe you'd be interested in the red imp's actual armored design at some point

. I'm keeping em demons, but i'm hoping to at least give them some armor to designate their 'zombiemen replacement' status at somep oint.

>> No.2372706

Best victorian mansion/spoopy haunted house WADs? Want something on the far side from techbases and cyberhell

>> No.2372707

So zombiemen aren't actually evil, and you're just killing them in cold blood.

>> No.2372708

They shouldn't just be colored imps though.

You should actually make them based off the zombiemen, but just get around the whole rape/dead thing by saying they are actually just humanoid demons.

>> No.2372709

Make her thong a sexy ammo belt type deal

>> No.2372710

No, they're already dead.

>> No.2372716

So it would be necrophilia, not rape.

>> No.2372717
File: 242 KB, 639x480, clean as fuck.png [View same] [iqdb] [saucenao] [google] [report]

Just take out the rape, and replace is with mind break.

>> No.2372719

is that or they're dead
and if they're dead then it's too gross for hdoom, i would guess
which was in my first post

>> No.2372720


>> No.2372721


>> No.2372723
File: 14 KB, 222x372, impgnr-wip9-upscale.png [View same] [iqdb] [saucenao] [google] [report]

This is basically the endgame for the colored imps - they'll be imp variants, but they'll have armor that bears some resembelance to their original zombiemen counterparts (and maybe weapons too, not sure)

>> No.2372725

Yeah have you seen the caco? Not really too gross for HDoom.

>> No.2372726

which was already discussed
you dense motherfucker

>> No.2372728

w/e makes you feel better. are you too fucked up to realize that it being a consensual fantasy means it has nothing to actually do with rape? wanting to rape things is weird anon. ffs.

>> No.2372729

The guys making HDoom don't want it to be rapey.
They want it to be lighthearted and lewd.

So having rapey stuff clashes with the tone they're going with.

>> No.2372734

>weird = bad

Why are you here? I'm sure there's a Doom subreddit for you.

>> No.2372736

>it has nothing to actually do with rape
kinda what he was saying don't you think

>> No.2372737

rape isn't "bad" in the context of a video game i guess. it's just a weird thing to want in a mod already about fucking everything and especially a weird thing to defend

>> No.2372739


I just really want some mostly human demons now like >>2372636

>> No.2372741

I don't even want it, and I'm not even into it, you're just being a fucking faggot.

There is literally nothing wrong with someone getting off on rape fantasies.

rape = bad
pretend rape = nothing

>> No.2372745

Anon, you're posting in a thread full of adults discussing a game explicitly about killing people. If you can talk about first person shooters and somehow not see how that same cognitive dissonance can apply to sex, I think you're the one with the problem.

Granted, Doom is probably one of the most guilt-free shooters by design, but the point stands.

>> No.2372750

but it's like games about killing people aren't fun because you can kill people, they're fun because of the interesting scenarios that puts you in. i'm tired of shitting up the thread with rape-talk but i don't think rape has a place in a light-hearted anime doom mod

>> No.2372757

or atleast as lighthearted as a porn mod can get??

>> No.2372759

I think everyone agrees we shouldn't have rape in HDoom, but you (or whoever started this argument) was arguing that if you were into rape you were weird and needed counseling.

If you'll stop backpedaling and we can just agree that the original argument was retarded, then there'd be no more reason to shit up the thread.

>> No.2372763

killing =/= virtual killing
rape =/= virtual rape

>> No.2372768

sorry, change it to

>if you were into rape fantasies

>> No.2372771

Mike has already confirmed the next set of weapons will be "love bullets" that arouse/seduce demons.

We're already at pretty fucking creepy drug-induced rape-y levels, whether or not the dead consents to it is a drop in the bucket in comparison.

>> No.2372776

except it's also confirmed that the demons will have their way with you when you lose. Given that their intent is to fuck you in the first place, anything that simply speeds that process along isn't exactly 'creepy drug induced rapy'

>> No.2372781

So basically if the zombiemen were replaced with zombiewomen instead of recolored imps, they would be mind controlled and raped, and raping you as well. So it'd be one giant MGSV style forced rape clusterfuck

>> No.2372783

I'm still not sure how the ethics of fucking seduced girl demons is in dispute when the overall concept of Doom itself is to end the lives of millions of sentient creatures in gory ways. Feels a little like a double standard.

>> No.2372784

So how about that GMOTA guys?

>> No.2372785
File: 8 KB, 138x144, ss (2015-04-28 at 09.04.59).jpg [View same] [iqdb] [saucenao] [google] [report]

Any love in here for Chocolate Doom?

>> No.2372787

That's not actually in yet, though, and considering Mike's speed of work, probably won't be in for a long time, while he's working on the guns now.

If he wants to explain it as that, fair enough, but I think the water guns were better, funnier, simpler, and resulted in much less questions about everything.

>> No.2372790

No, it's more that there is a mutual intent for fucking - the only thing really in dispute is whose 'on top'

>> No.2372792

edge pls go

they're literally demons and they struck first

>> No.2372795

>they struck first
So did the HDoom demons.

>> No.2372801

not really - people could have asked plenty of questions about the water guns too if they really wanted to try and stir things up.

>> No.2372802
File: 1.37 MB, 193x135, 1427375533788.gif [View same] [iqdb] [saucenao] [google] [report]

>This fucking topic

>> No.2372803

and nobody's trying to dispute that

>> No.2372804

on top of that, the wording of it has really made it clear the effect of the new weapons aren't set in stone, other than it'll be nonlethal

>> No.2372807 [SPOILER] 
File: 113 KB, 800x660, 1430269937775.png [View same] [iqdb] [saucenao] [google] [report]


please do continue her.

>> No.2372808
File: 35 KB, 250x188, Straps.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone up for posting Berstrips instead of talking about hdoom?

>> No.2372813

My point is that none of this shit is real. If we were talking about actual rape and actual murder then the ethical points brought up so far would be of some validity. But it's literally simulated pixels on a screen. Anything that isn't harming real people is of no real-world consequence, and it's up to your personal taste to decide whether you want to partake in it.

>> No.2372814

no because that's offtopic

>> No.2372817
File: 94 KB, 325x244, 1369906601196.gif [View same] [iqdb] [saucenao] [google] [report]

>Man, I'm so fucking overpowered in DoomRPG/DoomRLA
>Maybe I should go play on Armageddon mode
>Get killed by a swarm of "The Hungry" assholes while chaingun guys make swiss cheese out of my cyberwarrior armor

>> No.2372818

did you feel smart writing that
that's been discussed
>and it's up to your personal taste to decide whether you want to partake in it.
the devs don't want to partake on it

>> No.2372824

I'd do it if i had them, but because i don't i am going to say this.

Arguing about H-Doom's consent and other stuff? Fucking really?
H-Doom is basically Doom but with sexy finishers, there is no context into the fucking mod, NONE. The lack of Human girls was just making place holders, not that H-Doom'd Zombie soldiers could be considered rape, this is a fucking dumb topic and its as bad and shit and stupid and faggot and idiotic as calling H-Doom a disgrace to doom when fucking shit like terrywads, ocean TC and many other shit that uses one-angled images of sexy anime girls and Swan Fox exists. But suddenly Mike12 is now worse than hitler for making a PROPER AND NOT SHIT xxx doom mod?
Pathetic as shit.

>> No.2372825

>the devs don't want to partake on it
Well then good for them. The important thing is that it should be their desicion, rather than getting pressured in to some moral quandary by butthurt idiots.

>> No.2372829

Also for the guy who thinks that the devs decided to not add Zombie-girls, i want a screenshot where Mike12 said that there won't be zombie girls.

>> No.2372831

The removal of zombies had nothing to do with rape, it was just that they didn't really fit the tone we're going for.

We're not doing rape - not because of some moral dillemma thing, but just because it's not my cup of tea and it wouldn't fit the mod's tone.

>> No.2372841

Oh, and an additional we went with imp variants (eventually imp soldiers) over zombies is because we'd have a bit of a consistency issue otherwise. If we went with just edits of the normal female zombie/marine sprites, it'd clash with the whole animu thing everything else has. If we changed the heads and such to fit the whole animu look, they'd obviously be bigger than Doomguy's helmeted head in-game, which would seem a bit odd since they're supposed to be the same species.

>> No.2372842

Fair enough.

>> No.2372846

Go to the Oblige website. It specifically says you need an older version for that, and you can download it there too.

Hexen maps suck ass though. No bosses, weird mana placement (main hub with no mana, enter a portal and there are 400 pickups right in front of you), most items dont spawn, absolutely no clear way to where you're supposed to go first, so you can end with 2~3 pieces of your ultimate weapon while still using your starting one (dont pick Parias, at least not without mods).
It also sometimes generates useless extra keys at the end of pointless side hubs.

>> No.2372849

i always thought they were cum guns

>> No.2372853

That would dry up/clog pretty fast

>> No.2372857

maybe its watered down cum

>> No.2372903
File: 333 KB, 1280x960, icantseeshitcaptain.png [View same] [iqdb] [saucenao] [google] [report]

here I wanted to make the black imp variant for colourful hell one smoking devil but I ended up over doing it again

>> No.2372905

ok, thanks
but what about heretic? it was a lot closer to doom than hexen from what i remember

i just want to try WoC in coop with a friend

>> No.2372912

WoC works on Doom maps anyways
Search for a gothic map or some shit

>> No.2372931
File: 2 KB, 290x44, fuckin hell.png [View same] [iqdb] [saucenao] [google] [report]

Is there anywhere else to download the main iwad pack?

Every fucking time I try to download the damn thing this happens.

>> No.2372941

>spriting carnival thread

what's the fucking point of spamming weapon pickups if you're not doing the actual weapon sprites goddamn

also raymoohawk is stepping up his game and i like that.

>> No.2373015

is it me or is the DHTP site kill?

>> No.2373017

Chocolate Doom is great for nostalgia, and playtesting.

I don't use it for regular play, though. I use Eternity for that.

>> No.2373053

I saw someone mentioning Doom and Quake so, why not both?
Why don't you guys try the Quake Stuff mod? It includes most (if not all) Quake weapons and monsters for Doom. Combine that with the Quake view tilting and you will have a nice minimod.

Its also all 3D models and is compatible with lots of other wads.

>> No.2373070
File: 402 KB, 211x199, Disgusting.gif [View same] [iqdb] [saucenao] [google] [report]


> why not both?

>> No.2373126
File: 1 KB, 76x47, demon.png [View same] [iqdb] [saucenao] [google] [report]

I'd rather have a 2.5d Quake.

>> No.2373127

I wish someone did a OpenGL 2.0 fork of GZDoom that kept up to date with ZDoom.

>> No.2373128

>quake weapons and monsters

>> No.2373146

I'd rather have 32-bit true-color Software render, that is mainly why i don't play on software.

>> No.2373183

True color software renderer would be neat. I'm not that bothered by the limited, though.

>> No.2373186

limited palette*

>> No.2373221

You know the RNG hates you when you play Colorful Hell with Trailblazer on Going Down, and every single map spawns a Black tier enemy.

>> No.2373228

Rape fantasies are incredibly common, it's really no case for alarm.
Not everyone likes them, and many would be disgusted with the thought, but it's really not at all unusual for a person to have a sexual fantasy involving rape or rape-like elements, without being a rapist or otherwise being mentally deficient.

Now, if he said, actually went and raped people, we would have to shoot him.

Mike doesn't want any rape in relation to H-Doom, or any other violence either, because that's not what he wants it to be. I can respect that.

>> No.2373237

>We're already at pretty fucking creepy drug-induced rape-y levels

You're reading a lot into this considering it's supposed to be a playful sexgame retrofitted from a violent shooter.

It's really just a way for making the mechanics of the base game fit the mod.

>> No.2373240

apparently i did. i've been looking for this for a while: i don't follow the zdoom forums and a few cursory searches had not turned up anything like the amount of complaining i see on /vr/ about the gzdoom renderer issue. this led me to suspect it was just one or two malcontents spewing a lot of hot air on a forum where they could get away with it. :)

thanks for the link, i shall keep an eye on it. for anyone playing along at home, here's a link to the last page (the first goes all the way back to 2011, irrelevantly)


>> No.2373242
File: 126 KB, 800x600, Screenshot_Doom_20150429_010659.png [View same] [iqdb] [saucenao] [google] [report]

>And the ZDoom wiki is completely wrong.
>I mean, come on, this is easily demonstratable. Put A_GiveToTarget in the death sequence of a monster, make it go after one player, have another player kill it, the second player will get the item.

I was busy earlier, but now I'm not, so I had a chance to throw together a test wad to check this.

You are incorrect. While that is true of Death states it's not true of Pain states. The actor does not switch targets just from entering it's pain state. In fact, it's even less reliable of a method than I thought. See for yourself:


The imp on the right is the one that has a check in it's pain states that will log hits and tally the number of matches between what hit it and what it's targeting, the imp on the left is a friendly one. Hit the switch to remove the barrier between them. Tested in both ZDoom and Zandronum.

>> No.2373243

the first thing i noticed was the ahoge :)

shouldn't she have afro-caribbean hair? chaingunners are black.

>> No.2373246

right so the more humanoid-looking monsters are lawful and the rest chaotic. except, no, revenants and archviles seem to violate that. the ones that look like traditional horned goat heads are lawful and the more outlandish shapes chaotic. still seems a bit inconsistent. and revenants are an actual type of demon, not just reanimated bones?

>> No.2373252

Revenants are reanimated bones, and archies resurrect the dead. Decidedly unlawful.

Imps are traditionally native to hell, and the royal goatmen can't be native to anthing but Hell. Cyberdemons are dead bodies of goatmen killed in the invasion, put back together with bastardized military tech, and resurrected under Archie control.

>> No.2373261

Average GMOTA Gameplay.webm part 2


>> No.2373304

I never even thought chaingunners were black. I just assumed they were brown without really thinking about it.

>> No.2373370

Though it's missing strife.wad and all iwads for fan-made stuff like hacx, harmony, etc.

>> No.2373381

They could be mixed.

HacX was kind of a retail thing.
Or meant to be.

>> No.2373405
File: 62 KB, 244x384, Groovy.jpg [View same] [iqdb] [saucenao] [google] [report]

What map packs have great soundtracks /vr/?

>> No.2373408

They look hispanic to me

>> No.2373412

The 32in24 series have some fantastic MIDI beats, even if they are based on music from real life or vidya. Be sure to get BassMIDI and a good soundfont.

I haven't even played competitively on them, I just download them and go to all the maps to listen to the individual tracks.

>> No.2373418

I thought he looked like an old asian guy. He's got squinty eyes, high cheekbones and a Chinese-style mustachio. So I gave him an asian girl haircut.

I am still working on her "costume" but I am considering it.

I'd rather it be some sort of demonic glowing floaty orb armor instead of the regular fare. Or even chainmail or something a bit more bikini-armor like. I like it when the only hard things are the spikes and the rest is soft. :3c

>> No.2373432
File: 2.41 MB, 720x360, give em the boot.webm [View same] [iqdb] [saucenao] [google] [report]

Sgt Shivers is doing things again

>> No.2373437 [DELETED] 

Why do people prefer this garbage over software mode again?

>> No.2373439 [DELETED] 

Whoops, didn't mean to post that. Sorry.

>> No.2373474

I literally cannot stop laughing. Can you please kick arch-vile for me? I hate those assholes

>> No.2373476

what are some cool retro FPS games similar to doom? btw doom port for gameboy isnt half bad.. although not the best way to play

>> No.2373483
File: 80 KB, 789x619, wat.png [View same] [iqdb] [saucenao] [google] [report]

newfag here
what am i doing wrong?
C: is my SSD so i dont want to use it

>> No.2373484
File: 177 KB, 555x563, gotta be kidding me.png [View same] [iqdb] [saucenao] [google] [report]

>C: is my SSD so i dont want to use it
You could download WADs all day and not use 100MB.

Also, it's fine. It's just telling you that it will look in the path you gave it.

>> No.2373485
File: 1.59 MB, 720x360, sending those martians back where they came from, one swift kick to the ass at a time.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2373486

Yay! Take that, martian!

>> No.2373487

100% chance of triggering pain state?

>> No.2373490


Yeah, Pull Guy's boot is pretty mighty.

>> No.2373492
File: 422 KB, 479x472, 0006.png [View same] [iqdb] [saucenao] [google] [report]

okay. i was just clicking on apply and when i cliked on Ok it stopped saying that

im new and this all seems pretty scary to me. i tried to join a server and it told me to download doom so i got freedoom and put the wads on zandronum folder just like they asked me... now i just need to set my resolution properly

>> No.2373494


>> No.2373495 [SPOILER] 
File: 448 KB, 3840x2160, 1430306480973.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2373497
File: 127 KB, 1920x1080, zandronum 2015-04-29 13-23-31-98.png [View same] [iqdb] [saucenao] [google] [report]

is it supposed to look like this at 1920x1080?
please tell me what im doing wrong

>> No.2373498

may i just say.

the way it's gone from 1080p (vertical resolution) to 4k (horizontal resolution, and an approximation, because it can sometimes mean 3840 and can sometimes mean 4096) is ==utterly stupid==.

sorry, i needed to get that off my chest.
carry on.

>> No.2373501

Looks fine.

Doom was meant to run at 320x200.

>> No.2373502

It's from Digital Cinema terminology. The scanners have a certain resolution across the (fixed) width of the film, and then the picture height depends on the format of the frames on the film.

>> No.2373503

Oh mama

>> No.2373504

i suggest you pirate the original game instead of trying to live with freedoom as your main game data.

i think the only ports that have tried to increase the font resolution for high res are DOOM RETRO which has some custom thing based on the original game and ZDaemon which uses truetype rendering or some such.

is that right? it just seems like marketer's bullshit. well, never mind, this is getting way off topic.

>> No.2373507

whats wrong with freedom? is there a better free source alternative? btw it looks so wierd when i look up, like if the FOV was too big so surfaces look "curvy"

>> No.2373508

Depends on your definition of "free," anon.

>> No.2373512

Just pirate the game. Literally none of the original doom devs work at id now, your money is going straight into zenimax's pockets.

>> No.2373514

>[04-23] The effects of having Doom's RNG return a constant value
there's a video now.

>> No.2373515

oh okay... then i guess its allright to do it
i always thought it just came from the fact that 4 1080p screens equal 1 4k screen

>> No.2373516

>whats wrong with freedom?
ITYM freedoom. :)

there's nothing wrong with it as a project by itself. but as a replacement for the original games, it's simply never going to measure up.

plus, almost everyone you play online with will have the original game data themselves, so it will reduce communication impedance mismatch for you to run the same. a network effect, basically.

>> No.2373517

Is there a way to play Freedoom with the actual Doom iwads so I don't have to stare at the godawful spriting?

>> No.2373518

The whole point of Freedoom is to replace the copyrighted sprites, textures and levels with free alternatives. It stops being Freedoom the second you start using the original content.

>> No.2373520
File: 609 KB, 2160x1620, 1368195560012.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play with psx sfx and music. I have a wad of the soundtrack - how do I use this with zdoom? And how do I find/use the sfx as well?

Would I be better off trying to straight emulate a psx iso instead? pls help

>> No.2373521

Is there a way to get GZDoom to store save files in the folder of the WAD I'm playing?

>> No.2373523

yes of course but it will need some wad editing.

take a freedoom iwad and delete all the sprites out of it (everything between S_START/END). sounds too presumably (DS*, DP*). then change its type to pwad if necessary, load it with -file as normal, with -iwad pointed to doom/doom2.wad.

i suggest you leave the textures intact as freedoom has more textures than doom and you will be left with missing textures everywhere if you delete them and try to play the levels.

>> No.2373525

it's also meant to be a free content resource you can mix with the original game and use in mods etc. so there's nothing wrong with playing the levels with the original graphics.

you can pull the levels out of freedoom and put them in your own project if you want, although nobody's done it because it would be incredibly lame. it's not like unique maps are hard to come by.

>> No.2373531

literally just drag the wad onto ZDoom.

>> No.2373536

Anything involving Mark Klem and David Shaw

BTSX also has great music.

>> No.2373537
File: 24 KB, 181x121, Tealdeer.gif [View same] [iqdb] [saucenao] [google] [report]

Would anybody be interested in a TL;DR of a story-based megawad/TC I have? The basic leveldesign descriptions, mechanics and ideas, story and the like.

>> No.2373540
File: 436 KB, 200x206, 1365317005669.gif [View same] [iqdb] [saucenao] [google] [report]

Oh, fuck. For some reason I that wasn't working for me last night.

>> No.2373541
File: 32 KB, 512x384, getting closer.png [View same] [iqdb] [saucenao] [google] [report]

Good news: GMOTA boots in Zandronum

bad news: This shit breaks and crashes when I start.

Also I'm getting some script error messages like this as well:

script warning "" line 0:
icon ' ' for 'bootprotection' not found

Progress IS being made though

>> No.2373546
File: 548 KB, 1618x945, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2373569

Up to E1M24 in BTSX, now.

That slaughter pit caught me off guard. Might attempt it again tomorrow

>> No.2373603
File: 107 KB, 326x335, 1422325044509.png [View same] [iqdb] [saucenao] [google] [report]

I was just thinking...

There must have been a ton of WADs blown for HDooM already.

>> No.2373621

>What's the reason to use GZDoom 2.x?, it really runs like shit...

It runs fine on modern NVIDIA hardware (I've ran it on both my 550 ti, and 770, and did not run into any problems). AMD might have issues, though.

>> No.2373638

Spit it out anon.

>> No.2373708
File: 56 KB, 500x458, washington.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2373726


Download hiresdoomfont_plushud.wad.

>> No.2373728


>> No.2373757

TNT Evilution
Plutonia 2 had excellent soundtrack, particularly the tracks by Jimmy Paddock, he's gr8 m8, also check out Jenesis
BTSX all have fantastic music all over the place (BTSX is probably one of my most favorite series in years due to how much effort they put into EVERYTHING)
Anything by Lainos involving his after the end kind of levels, fantastic atmosphere.
Double Impact had a particularly amazing rendition of an original track.
Epic 2 had some great shit if you don't mind a bit of slaughter.

>> No.2373818

Any soundfont recommendations for bassmidi? Just been using timbres of heaven to start out, and it sounds really good.

>> No.2373834

It's best not to put too much activity on SSDs even if 100MB of WADs wouldn't do much.

>> No.2373838

>a few wads
>any kind of real activity
Do you just have your SSD sitting there completely blank not being used for anything or something?

Having your wads on it is fucking nothing.

>> No.2373846
File: 47 KB, 250x300, 1420171022231.jpg [View same] [iqdb] [saucenao] [google] [report]

And you cry over MBs. They are there to be used.

>> No.2373856


or just use any of the Roland SC soundfonts.

>> No.2373859

What's the maximum rate of fire that Doom can handle?

>> No.2373860

As high as you damn well please, although infinite values do cause lockups for obvious reasons.

>> No.2373861

If I had to "guess", somewhere along the lines of 2.4 billion a tic (1/35th of a second) as long as it doesn't also crash due to your CPU utterly dying in the process.
If not that, at least 32k/tic.

>> No.2373863

hmm. the game world runs at 35Hz. A_FireShotgun2 (super shotgun) fires 20 pellets. so if you can arrange to have that called every gametic you get 20*35=700 bullets per second. you can increase this by messing with zero-length tics to have A_FIreShotgun2 called more than once per tic, i suppose.

the super weapons patch suprwep8.deh which comes with dehacked does this to as optimized a degree as the dehacked author could manage.

>> No.2373864

The Sky May Be more than one-up'd that with the chaingun dumping it's entire load in a single tic.

>> No.2373883

ah yes that unbounded recursion that only works by chance. in fact it outright crashes / loops infinitely in Boom because of the way weapon switching changed there. P_SetMobjState and P_SetPsprite aren't the best thought out functions in the world.

>> No.2373894
File: 243 KB, 461x871, chaingannur.png [View same] [iqdb] [saucenao] [google] [report]

Here is an update. She is nearly done now.

>> No.2373896


>> No.2373898
File: 174 KB, 800x585, dynamite.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2373902
File: 95 KB, 315x572, 1414316487464.gif [View same] [iqdb] [saucenao] [google] [report]

>those thighs

>> No.2373905

Awesome, I'm digging arachno. Thank you.

>> No.2373915

Heard Smooth Doom is looking for Chaingunner Variants...
Fuck, now I want female variants for all monsters for non-h-doom.

>> No.2373916

all you have to do is:
>open the freedoom wad in slade
>filter lumps by "map"
>make a new wad
>ctrl+v all that data into a new wad
>save it
>run with the correct iwad

Since I'm going to assume you're lazy as fuck, imma upload what I did. Run Freemaps1.wad with DOOMU.WAD as the iwad, and free_maps2.wad with doom2.wad as the iwad.
it should work. Bear in mind that Freedoom is pretty much all around shit, though. Not only is the spriting bad, but they're not great as megawads either.
It literally was designed so that people could basically play shit like BTSX or Memento Mori without having to pirate doom.

Freemaps1.wad (DOOMU.WAD)

Free_maps2.wad (doom2.wad)

again, freedoom's sprites aren't the only thing shitty about them. Actually playing the maps with non-free resources kinda defeats the purpose of the entire project...

>> No.2373927

>Since I'm going to assume you're lazy as fuck, imma upload what I did. Run Freemaps1.wad with DOOMU.WAD as the iwad, and free_maps2.wad with doom2.wad as the iwad.
>it should work.

as i explained earlier, you will likely also need the textures to avoid lots of missing texture errors.

>It literally was designed so that people could basically play shit like BTSX or Memento Mori without having to pirate doom.

no it wasn't, it was meant to be the libre game data counterpart to the then recently released-as-gpl doom source, to create an entirely free-as-in-freedom doom engine game.

>Actually playing the maps with non-free resources kinda defeats the purpose of the entire project...

but you just said its only purpose is to run btsx without needing to buy doom. so which is it?

>> No.2373928

Messing with midi and soundfonts seem to have fucked with my zdoom 2.6.1 a bit. When I quit the game, the launcher crashes and I have to close it via task manager. Also, going straight to sound options after startup causes a crash. But I can change sound options once I'm in game. Not too big of a deal, just kind of annoying. Should I reinstall zdoom or leave it be?

>> No.2373948
File: 250 KB, 724x1024, chaingunnardonefornow.png [View same] [iqdb] [saucenao] [google] [report]

And she's done!

I know now I did some silly decisions when I started making it and I should have changed it (like the hard outlines), but I don't have much time for this so I'll just let it be for now.

>> No.2373949

>as i explained earlier, you will likely also need the textures to avoid lots of missing texture errors.

I looked into those "texture errors" and can't seem to figure out what's actually going on.

Crispy doom runs it relatively normally, but renders a lot of flats with some pretty bad tutti frutti looking errors. It also has unknown linedef types, so I'm assuming it has some boom-only shit to it.
In zdoom/gzdoom, the same tutti-frutti flats fail to render at all. I'm not sure they're "missing", per se, but rather, I'm pretty sure it's just another case of the libre software movement being utterly incompetant again. They render (albeit, broken) in one engine, but not at all in another? that smells like a poorly made wad rather than outright missing textures.
Prboom and Prboom+ fail to load the maps at all, which makes sense, given that there are some obviously zdoom-only features in certain maps (specifically, e1m2 has some weird 3d floor + transparancy thing going on. not cool)

tl;dr I'm not seeing outright missing content at all; just poorly formatted content.

>but you just said its only purpose is to run btsx without needing to buy doom. so which is it?

right, the purpose is to have an iwad to run pwads that serve as game replacements (megawads, basically). Actually playing the maps without the freetard content doesn't make sense.
You're violating the libre sprit of it by just playing the maps, but stealing id's iwad resources. If you were using it as an iwad to play pwads that require an iwad to run, but otherwise have all needed resources (btsx is a good example), then it would make sense, as you'd be
>playing on a libre engine
>with a libre iwad
>that allows you to play community created content that you can judge the software ethics of independantly

I see no contradiction in my terms or intent, though.

>> No.2373951
File: 1.49 MB, 1440x810, 1mill.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2373953


Well now I'm imagining a horror mod where you're going through a maze of mannequins and several turn to look at you.

>> No.2373956

what am I looking at and why does it make my penis feel the same way marathon with HD sprites does?

>> No.2373959

Is this fake 2.5d? It looks interesting.

>> No.2373961
File: 767 KB, 1440x810, ayy.webm [View same] [iqdb] [saucenao] [google] [report]


It's a game i'm working with very similar doom mechanics.

>> No.2373963 [DELETED] 

>fake 2.5d

although he doesn't pitch and give away the signs of y-shearing, the framerate and color quality make me want to say that he's in gzdoom, which means he's technically in a true 3d environment.

>> No.2373964

Why did you post a gray deer?

>> No.2373967

i guess the skimpy outfit means it is meant to be cheesecake more than an actual zombified female heavy weapon dude (female dude? err..) that would make sense if it showed up in the game, but it's good, nicely coloured and if you do any of the other zombies i look forward to it

>> No.2373969

maybe his megawad idea ended up being
"cabela's ectoplasmic hunts: ghost deer hunter 2015".

>> No.2373974

It's teal.
T L; D R


>> No.2373975


>> No.2373978

Is this a sprite with a heightmap or a model? The video before would have me say that it is a sprite, but now Im unsure.

If you're making a game, make sure to make it moddable :P

>> No.2373981


It's actually a Sprite with a normal and specular map.

>> No.2373982

no, he's trying to pretend to be Our Lad Kegan by faking color blindness. so, it is fact you upon whom the joke is.

nice try but El Keganito doesn't format his posts that way.

>> No.2373994

You're looking too much into it.

>> No.2373995 [DELETED] 
File: 36 KB, 512x384, quakeworld team fortress.jpg [View same] [iqdb] [saucenao] [google] [report]

why does /vr/ hate quake and the original quake team fortress?

>> No.2373997 [DELETED] 

Omg TF on quake was so fucking hilarious.

>> No.2374001 [DELETED] 

Because you touch yourself at night? I don't know, stop asking questions based on false presumptions.

>> No.2374002 [DELETED] 

/vr/ doesn't hate Quake, you're just retarded.

>> No.2374004 [DELETED] 


Wait, we do?

>> No.2374005 [DELETED] 

then how come the last 3 times i tried to make a quake team fortress thread and bring up a server, i get told to fuck off to /v/ and that quake is shit? does everyone really like tf2 or tfc that much?

>> No.2374009 [DELETED] 


I don't know. Most of us probably don't know. Why don't you ask them?
A few posters does not represent the entirety of /vr/, and the fact that you really think it does says more about you than it does /vr/.

>> No.2374012 [DELETED] 

>A few posters does not represent the entirety of /vr/

Do you even know where we are?

>> No.2374015 [DELETED] 

>then how come the last 3 times i tried to make a quake team fortress thread and bring up a server, i get told to fuck off to /v/ and that quake is shit?
>check on archive
>last thread is completely clean aside from a total of one shitpost
>second thread is completely clean aside from one shitpost

Anon, you are either retarded or have the thinnest fucking skin in the world.

>> No.2374030 [DELETED] 

none of those are my threads, and also

>thinking archives are legitimate

>> No.2374034 [DELETED] 

>>>thinking archives are legitimate
What do you think theres an army of like 500 autists that edit each and every threads to make it completely different for archival?

>> No.2374039 [DELETED] 

well yes, there are people who control what content is on the archives

let's not forget that EVERY SINGLE 4CHAN ARCHIVE is unreliable, as none of them have any old posts, none of them even have anything from 2005 DONATE OR DIE, nothing about MrSpooky, etc. what good is an "archive" if someone is controlling what can be added to it, and it only contains content from the recent few years?

Regardless, that's not the point. The point is that every time I've tried to get QTF servers hosted, my threads get ruined by sperglords, and I'm trying to figure out why, because Quake Team Fortress is the best team-based multiplayer shooter of all time, and I simply can't see why anyone would hate it so much.

>> No.2374041 [DELETED] 

Oh my god are you actually trying to say the archives filtered your topics because of a conspiracy.

>> No.2374046 [DELETED] 

no, i'm simply saying archives are unreliable and every single thread is not available on them

saying that there are people who control the archives is not the same as saying "they're specifically fucking removing all my threads!'

i'm saying that it's very foolish to look in the archives for some quake team fortress threads made by an underage little squirt (admitted by him in the OP) and then attribute them to me.

>> No.2374047 [DELETED] 
File: 47 KB, 640x400, e1m1chemtrail.png [View same] [iqdb] [saucenao] [google] [report]

The Doominati are clearly after you.

>> No.2374050 [DELETED] 
File: 12 KB, 582x215, ff3.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you telling me that 4chan is censoring your posts?

>> No.2374053 [DELETED] 

no, i'm saying you're all stupid for not realizing that the archives only accept threads that have a minimum amount of posts

ergo they wouldnt show my threads who die in under 10 posts with people stopping by simply to say "quake is shit" before leaving

i still haven't gotten a solid answer as to why /vr/ hates quake and quake team fortress so much, though.

>> No.2374057 [DELETED] 
File: 137 KB, 1600x900, 1408411888623.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2374058


Doom is in this thing, pls vote for it.

>> No.2374059
File: 15 KB, 980x254, ss+(2015-04-29+at+03.41.48).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2374062 [DELETED] 

>nothing about MrSpooky
...Why do you care? The dude was demodded and mostly spends his time playing fucking League of Legends.

>> No.2374063


There's a poll at the front page, far right

>> No.2374065


Oh. Well now I feel dumb.
Thanks, anon.

>> No.2374074

>no, i'm saying you're all stupid for not realizing that the archives only accept threads that have a minimum amount of posts
>ergo they wouldnt show my threads who die in under 10 posts with people stopping by simply to say "quake is shit" before leaving
This is all just from the first page of search results with "only opening posts" selected:
>i'm saying you're all stupid
The archives are all just bots grabbing threads as they appear without regard for number of replies or content. The only time a human does anything is when they have to delete CP.

>> No.2374075 [DELETED] 
File: 49 KB, 640x480, qwtf.jpg [View same] [iqdb] [saucenao] [google] [report]

back on topic after illuminati derailment, still waiting to hear why everyone hates this glorious masterpiece

>> No.2374076

/VR/ does not hate quake. Simple as that.

...In other news, Retro Jam 3 for quake has been released. Go grab it here: http://www.celephais.net/board/view_thread.php?id=61203

>> No.2374078

>I looked into those "texture errors" and can't seem to figure out what's actually going on.
>Crispy doom runs it relatively normally, but renders a lot of flats with some pretty bad tutti frutti looking errors. It also has unknown linedef types, so I'm assuming it has some boom-only shit to it.
freedoom maps require boom compatibility, yes.

>In zdoom/gzdoom, the same tutti-frutti flats fail to render at all. I'm not sure they're "missing", per se, but rather, I'm pretty sure it's just another case of the libre software movement being utterly incompetant again. They render (albeit, broken) in one engine, but not at all in another? that smells like a poorly made wad rather than outright missing textures.
both freedoom wads come with the same set of textures, unlike doom where there is some overlap, but, for example, many of the space base textures from Doom1 are missing in Doom2. freedoom made them all available with no messing around.

you seem both highly misinformed and intent on blaming others for errors that you created yourself by separating the maps from the textures.

>Prboom and Prboom+ fail to load the maps at all, which makes sense, given that there are some obviously zdoom-only features in certain maps (specifically, e1m2 has some weird 3d floor + transparancy thing going on. not cool)
this is false, there is no zdoom specific mapping features in freedoom maps. more likely you are seeing visual glitches from missing textures as i explained already. e.g. you're trying to run freedoom e1m2 which uses textures that aren't present in doom.wad.

>right, the purpose is to have an iwad to run pwads that serve as game replacements (megawads, basically). Actually playing the maps without the freetard content doesn't make sense.
no, the purpose as i said already is to make a completely free FPS game based on the GPL doom source code. being able to run other megawads with freedoom is a secondary goal but does not drive the project.

>> No.2374082 [DELETED] 

then why does nobody here want to play qtf on a private server to keep normalfags and mudskins out? 64 player MegaTF, at that. I'm not recruiting on fucking reddit or SJW SA, this is the only place I could think of where i'd have a group of other thirty-somethings who want to replay one of the greatest multiplayer games of all time, but instead I get scorn and hatred.

>> No.2374083 [DELETED] 


>i still haven't gotten a solid answer as to why /vr/ hates quake and quake team fortress so much, though.

My educated guess is because of assholes being assholes; don't pay attention to them.

>> No.2374091

you're thinking of that site that archives /b/ that requires threads to be nominated manually for archiving by having users vote for them while they're still in progress.

sites such as archives.moe are automatic and slurp up everything (except in the rare cases a post is deleted within a minute or two of its being posted, in which case the archiver may miss it before it is deleted.) this is possible to do for slower boards (although i am surprised they manage to capture all of /v/ and /a/)

>> No.2374104

>The archives are all just bots grabbing threads as they appear without regard for number of replies or content. The only time a human does anything is when they have to delete CP.
yeah this
maybe dude is confused with the archives where you vote for threads

>> No.2374107 [DELETED] 

>i still haven't gotten a solid answer as to why /vr/ hates quake and quake team fortress so much, though.
you won't get a sane reason for a false premise. if you asked "why does 2+2=5" what do you expect to hear?

>> No.2374108 [DELETED] 

i don't want to play with someone who refers to people as mudskins

>> No.2374114 [DELETED] 

>wahhh muh racism
why are you on 4chan then?

and do you really want some vine swinging BR with a ping of 800 on the server, ruining it for everyone else? I don't.

still doesn't explain why nobody will join my dedicated qtf server whenever i bring it up, except high ping jungle dwellers who are not welcome

>> No.2374116

Having done this myself once, they don't look right. Some of the textures are too different from the ones they're replacing.

>> No.2374119 [DELETED] 

>why are you on 4chan then?
because i understand that boards are not a single person or a reddit tier hivemind
which you can't do, apparently

>> No.2374120 [DELETED] 

probably has to do with how overly hostile you're being

this isn't /v/, there's no need for that shit here

>> No.2374126 [DELETED] 

>still doesn't explain why nobody will join my dedicated qtf server whenever i bring it up

i like qtf and am not going to ever set foot in your server.
you seem like a monumental cuntwad and would not be fun to play with.

>> No.2374127 [DELETED] 

pretty much
the "start a thread with a loaded question" shit doesn't fly here

>> No.2374130 [DELETED] 

dude you seem to be kind of agitated
>nobody plays with me
>Iam a complete jerk

>> No.2374138 [DELETED] 

Anybody who wants to play QTF already has a server or two they play on. Nobody who's welcome on a server is looking for new servers.

>> No.2374140

yes, exactly. that's the point i was trying to make a few posts ago. you can play freedoom's levels with doom's sprites and sounds, but you can't separate the maps from the textures and flats they were made with. it just won't look right.

>> No.2374141 [DELETED] 
File: 198 KB, 768x1066, quake ad.jpg [View same] [iqdb] [saucenao] [google] [report]

you won't be setting foot in any servers then, it seems

I try to be the nice guy and revive a dead game by putting up a 64 player dedicated server on a separate machine specifically for QTF, with the most popular mod (MegaTF), and all i get is a bunch of whining and complaining. I guess it's a meme to hate on quake over here. Enjoy your no servers, I suppose.

>> No.2374143 [DELETED] 

that seems a bit unfair. what if i were a new player? the community can't be that insular. i suppose you'd have to go on a forum or in some irc channel and say "hi i'm a new player" (and risk the inevitable hazing)

>> No.2374151

fan service. like a pin up. the male equivalent is beefcake.

>> No.2374153 [DELETED] 
File: 69 KB, 386x503, 1365399710496.jpg [View same] [iqdb] [saucenao] [google] [report]

>you won't be setting foot in any servers then


>> No.2374157 [DELETED] 

>i'm trying to be the nice guy

>fucking mudskins and normalfags
>you're all idiots
>you all clearly hate qtf

This ladies and gentlemen is what we call a shitposter.

>> No.2374163 [DELETED] 

Stop enabling the German.

>> No.2374169 [DELETED] 
File: 14 KB, 448x333, trollcromartie.jpg [View same] [iqdb] [saucenao] [google] [report]

It's moreso the fact that there are no more quake team fortress servers that are constantly populated at all hours of the day, or even have people playing on weekends for that matter.

the only one i know of plays the casual style of red attackers, blue defenders, and you get banned if you attack someone's base on blue, for example. this is not how quake is played and it's an utter travesty, so in my mind, there are no real quake team fortress servers that exist anymore. The death of Gamespy killed off the last public ones.

It's really sad when /v/, the board full of tripfags, trolls, and redditors is more apt to playing an almost 20 year old game, than the retro video games board is.

>> No.2374178
File: 341 KB, 500x617, hyperkek.png [View same] [iqdb] [saucenao] [google] [report]


Looks like we've been had

>> No.2374180 [DELETED] 
File: 48 KB, 480x720, 87323.jpg [View same] [iqdb] [saucenao] [google] [report]

>enabling the German.

>> No.2374228 [DELETED] 



>> No.2374241 [DELETED] 

Why not? Too racist for you?

>> No.2374242
File: 161 KB, 640x819, duke.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I have a question concerning the "Redrum/Shining 2" mod for Duke Nukem 3D (already tried google). I have the steam version on my mac but cant figure out how to get the files to run as the readme file instructs.

The instructions say to drop the .GRP and .CON files into the duke folder and then drag the files onto the startup icon. So far I have tried placing the files in the "data" and "maps" folders but nothing happens. I don't see why it shouldn't work but maybe the files are incompatible. Any Ideas?

>> No.2374265

I'm pretty excited to start playing Doom for the first time ever. Unmodded first playthrough right?

>> No.2374270


It's best to start playing unmodded Doom 1 and 2 first. Once you're done or have done a sizable chunk of those, then move on to mods.

>> No.2374271

yeah, unmodded
i'd say try at least E1 without mouselook, but honestly it's a pain

>> No.2374272

Sounds good, people always say first playthroughs should be vanilla so you can appreciate the game more.

I'll try no mouselook but I'll probably gouge my fingres out

>> No.2374273

Eh, something like Smooth Doom is just fine imo

>> No.2374275

by no mouselook he means no Y axis aiming, using the mouse to look around is fine

>> No.2374282

What's smooth Doom do?

Oh, so you basically have to be on the same level as enemies to shoot them?

>> No.2374284

>Oh, so you basically have to be on the same level as enemies to shoot them?
no there's a basic form of autoaim. you just look straight at them and if they're at a different height and close enough your guns will shoot upwards automatically.

>> No.2374287


Nah. In order to accomodate for lack of vertical mouselook, there was autoaim which shoots vertically for you.
Personally I don't like autoaim in any form, but at least for Doom it kind of sort of makes sense.

>> No.2374293

I see.

Now that you mention it, I do remember playing a bit of Doom on a friend's Xbox360 like 5 years ago. I thought it was fun as shit.

Now I get to play the whole thing.

>> No.2374305
File: 919 KB, 1004x715, huge guts tale.png [View same] [iqdb] [saucenao] [google] [report]

playing scythe X with weapons of saturn and a gore mod and in the fucking level with the cyberdemon the bars locking the way dont come up after you killed him.
I know for a fucking fact after hes ded the bars should come up and let you go through.
what the fuck is wrong with this shite.

>> No.2374307


>> No.2374312
File: 1.04 MB, 4200x3300, 1392825504174.jpg [View same] [iqdb] [saucenao] [google] [report]

This might be a stupid question, but I am trying to co-op Back to Saturn X episode 1 with a buddy and there's multiplayer spawns, in the very first level there is a revenant and a spider mastermind right at the beginning. Is there any way to disable multiplayer monster and weapon spawns? A setting somewhere? I appreciate any help.

>> No.2374313

Its just a WEAPONS mod for the player only.
It doesnt do absolutely fucking anything to monsters or difficulty levels or spawns.

>> No.2374317


You just said it's a gore mod. Now it's a weapons mod?


sv_coop_spactorspawn 1, reset map.

>> No.2374323

Thanks man.

>> No.2374330

Gore mod is causing the issue anon.

>> No.2374334

>smooth doom

doubles the number of frames in most of the game's animations (making them appear smoother), and adds a few options for stuff like visually swapping sprites for stuff like doom64 sprites, etc.

it plays kinda like vanilla, but just makes the animations better.

>> No.2374351

aight /vr/ what map pack should i try out with nazis!?

>> No.2374363


It was designed with Epic and Epic 2 in mind.

>> No.2374418

Anyone got a link to that thread where some crappy foreign doom modder posted a bunch of music videos or something from his country for Terminus to see? I thought it was hilarious.

>> No.2374442

>tried out 200minutesof/vr/ in testing
>want to run through it again
>map balancing is obviously non-existant because speedmaps
>don't want to skip through maps just to progress
>resetting on maps makes many unfinishable
>playing on ITYTD is just insulting
I wish someone would compile the speedmaps into one coherent setup with better map balancing and slap a story on it for funsies

>> No.2374453

How do I set up DOSbox? I have it opened but where do I find options?

>> No.2374458

First of all, is there a particular reason you want to use DOSbox? If you want a vanilla experience then the Chocolate Doom sourceport is way, way more practical.

>> No.2374459
File: 103 KB, 600x539, 1404790739562.png [View same] [iqdb] [saucenao] [google] [report]


All that nazi talk in the thread makes me wonder.
Since every human in HDoom is replaced by a different Imp-tan then Nazis are the same?
I'd love if we got a sexy genetically superior female Nazi soldier instead of another imp with boobs.

>> No.2374462

Oh. It thought you needed both. My mistake.

Now I just got to figure out how to get Choco Doom to recognize the IWADs

>> No.2374465

Dragging the iwad onto the .exe should do the trick.

>> No.2374473

Thanks man, it worked.

>> No.2374515

Yes, and you when defeat them they call you a schweinhund and probably a bunch of other German swears.

>> No.2374532

And they're not possessed, so there's no necrophilia/rape thing going on.

>> No.2374542

Any good megawads for Heretic?

>> No.2374554

Nah man, playing Vanilla colorful hell is where the true pain is. Ever fought a orange mastermind + 4 elementals (blue, green, purple and normal) in a very small room with no BFG?

>> No.2374557

me back again

Holy shit this game is addicting. I don't want to play anything else.

>> No.2374562

Mein labia

>> No.2374603

Q: Years ago I used to play really trippy total conversions, but now I can't remember the names of them for the life of me and I wanna play it again. What's the weirdest/most uncanny WAD you've played

>> No.2374607

The Sky May Be

>> No.2374614

Yeah, that's one, but it ranges on the "hey let's shit on the mapmaker and see what happens" side of the spectrum.

I remember seeing some really weird and introspective stuff, one of them was one where you were a pixel and could fly, and another one that looking like giant floating islands and was really eerie, with little to no enemies iirc.

>> No.2374621 [DELETED] 
File: 1.17 MB, 200x200, 123452352456.gif [View same] [iqdb] [saucenao] [google] [report]

>Remember, DemonSteele was inspired by Shadow Warrior.

yay, time for revisionist history

>> No.2374639


mayhem mansion

>> No.2374645 [DELETED] 

try harder, shitposter-kun

>> No.2374649 [DELETED] 


no need to try when the credits section puts someone else first before shadow warrior (which by the way isn't even the original one)

>> No.2374653 [DELETED] 

a mod has more than one inspiration? holy shitttttttt

>> No.2374658 [DELETED] 


That's not what I'm trying to say by any means. And you know it.

>> No.2374660 [DELETED] 

What's wrong with having multiple inspirations? I mean GMOTA's inspired by Magic Sword, the D&D beat em ups, Ghosts n Goblins, Castlevania, Megaman, and a little bit of Ys too

>> No.2374667 [DELETED] 


No fucking way he's only referencing DW as the only source of inspiration, link?

>> No.2374670 [DELETED] 

The original SW's swordplay sucked compared to 2013's swordplay.

>> No.2374673 [DELETED] 


nvm I found it, it's his tumblr.

Yeah what the frick, suddenly Shiga95 stopped existing or what?

>> No.2374674 [DELETED] 

Do not respond, do not even acknowledge their existence.

>> No.2374678 [DELETED] 


Some people just have to stir shit out of any tiny issue, I suppose, even if they have to make up issues.

>> No.2374681 [DELETED] 

>asking for someone to be credited is now considered shitposting

fuck me sideways

>> No.2374685 [DELETED] 

>making a big deal pretending that someone isn't already credited is shitposting

fuck me upside-down

>> No.2374689

4 way tie between The Sky May Be, Everhood or whatever it was called (The one with the ghost people), ZamZam and Massmouth.

The 5th is Doom Rampage Edition by virtue of "Sweet Christ's cock crucifix this is fucking terrible".

>> No.2374690 [DELETED] 


>> No.2374691


I still hate the fact that some people refuse to to give ZDoom maps a try because of this "it must be like Doom: Rampage/KDIZD!" mentality.

Not every ZDoom map has overdetail and bad custom monster placement.

>> No.2374692

Hell Ground starts out pretty standard, but it gets weird around Map04.

>> No.2374693

why has no one bothered with something like versus mode in left 4 dead but with marines vs player-controlled demons in z&?

>> No.2374698

Apparently, quote "You are banned from the channel #vr," even though I've never even gone there before and the name I chose wasn't registered.
The fuck?

>> No.2374701


Because they hate having fun.

And they probably ragequit in L4D when they get TankGang'd

>> No.2374708


1: Are you using mibbit?
2: What name are you using?

>> No.2374710

>what is master of puppets

>> No.2374712

either someone with your ip was banned before, or you're caught in the mibbit ban.
either smack someone else near you, or use a better irc client.

or let the ops know your name so that they can invite you

>> No.2374714

Man, Everhood, that one's beautiful.

It's like OFF but in 3D

>> No.2374715


Not L4D Survival Mode, that's for sure.

>> No.2374718

>Mibbit ban
...Why is that a thing?

>> No.2374720


Mibbit sucks albino monkey ass

>> No.2374725
File: 350 KB, 1600x814, 1425079340583.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Mibbit ban
>...Why is that a thing?

>> No.2374726


Because it's too easy to jump on mibbit and start stirring shit and then connect with another mibbit host to stir more shit.
Also mibbit is turbo-pleb-shit tier.

>> No.2374728

Am I going to be banned from using the IRC because I have the wrong brand of mouse and keyboard too?

>> No.2374730


Mouse and keyboard don't have any impact on chats or networking, so no.

>> No.2374735

post your nick and i'll add an exception just 4 u bby

>> No.2374736



>> No.2374761
File: 53 KB, 513x398, ohgodimfuckingretarded.png [View same] [iqdb] [saucenao] [google] [report]

See this is why I didn't want to download a client I have no idea what any of this means holy shit I'm fucking stupid how can I expect to learn how to code when I can't fucking figure this shit out somebody please kill me already

>> No.2374763

nigga just get mirc, it's to IRC what winrar is to archivers

>> No.2374764

so, obsolete nagware used only by plebs?

>> No.2374765


Welcome to the lingo-filled world of IRC.
Most of those are perfectly fine to install, though you may want to disable translations if you're only an English speaker.

Once you're done and the program's up, post and we'll guide you on how2connect.

>> No.2374785
File: 32 KB, 332x431, ohgodimfuckingretarded.png [View same] [iqdb] [saucenao] [google] [report]

Uh, what now?

>> No.2374792

Meant that for >>2374765, whatever

>> No.2374793

Look for irc.zandronum.com

If it's not there, add it. Then add it to favourites.

Click edit and put go for the third tab iirc, there you can add on channel "#vr" so it autojoins on startup, also remember to add the password, its on the pastebin

Optional: join Rizon IRC, register, join #4chan and hang out with the rad dudes

Then click show favourites only to save you the pain of finding them again.

Also explore nigga, the PC won't explore for clicking buttons at random

>> No.2374794

I'm not entirely sure as I don't use HexChat, but I believe what you have to do is click Add, and then where it asks for an address, put in irc://irc.zandronum.com. If it asks for a port, 6667 is the default.

>> No.2374807

Okay, I think I got it figured out, kinda.
Now I'm getting "Cannot join #vr (Requires keyword)" even though I'm entering in the password.

>> No.2374812

Screencap what you are doing

>> No.2374815

I was misspelling it

>> No.2374824

Just passed E4M1 and E4M2 with Brutal Doom in Black Metal, I felt violated..

>> No.2374843

Mph, seems I can't run it on Windows 7, ZDL doesn't detect it either. how do I play it?

>> No.2374845
File: 215 KB, 600x480, 43vOVKm.png [View same] [iqdb] [saucenao] [google] [report]


There will never be a shortage of good WADs to play.

Void is an awesome one, surprised no one has mentioned it.

>> No.2374849

I know it's been repacked for newer sourceports.
I played it not too long ago, I still have it saved. Try searching for SKYMAYBE.WAD.
If you can't find anything, I might be assed to upload it. Maybe.

>> No.2374926

>>map balancing is obviously non-existant because speedmaps
not sure what you mean. each map was designed to be played from a pistol start. it's the only sane way a community project can be made.
>>resetting on maps makes many unfinishable
hmm, really? a few, maybe. but many? hardly.

>> No.2374930


>> No.2374936
File: 296 KB, 750x3579, how_to_irc_hexchat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2374940
File: 188 KB, 534x400, sonic-robo-blast-2-8792-1.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's you guy's opinion on Sonic Robo Blast 2?

>> No.2374942

Just finished it. Get Out Of My Stations is a great megawad, if a bit on the easy side in the early/mid maps. The difficulty did pick up in the late maps, though. 24 I actually saved after I finished the slaughter area, as I was a bit over it after dying a few times.

Onward to Tower In The Fountain Of Sparks

>> No.2374946

So im a purest and have no problems with chocolate doom.

Unfortunatly when trying to play quake 1 through darkplaces sourceport i noticed differences in the single player game. Notibly the beginning where theres one grunt some armor and the super nail gun. I want to play the campaign in its unaltered state. You guys got a purest sourceport for quake that will work for a win 8 x64 system?

>> No.2374949


It's okay, for a Sonic game.

>> No.2374950


>> No.2375027

Okay so we tested GMOTA on Zandronum today. Shit works, it's not perfect no, but it fucking works, today has been a great day.

>> No.2375031

Up to E2M04, and already this has gotten quite challenging.

>> No.2375035

remind me, are you doing pistol starts, or continuous?

>> No.2375041

Continous, but restarting the map through pistol start if I die.

E1M24 is the only map I've quicksaved in the middle of the level.

>> No.2375049

doesn't that make the easy levels even easier (since you have already collected a ton of weapons/ammo/health on top of the map being easy) and the hard levels harder (because if you die you have to then do it over without the weapons/ammo/health you collected from previous maps)?

if i were you i'd be saving once at the end of each level so any map i die on i would reload and play it with the same initial weapons/ammo/health as the first failed attempt.

>> No.2375060

>if i were you i'd be saving once at the end of each level so any map i die on i would reload and play it with the same initial weapons/ammo/health as the first failed attempt.

But I want to restart the level with nothing when I die. If it makes a hard level harder, so be it.

I might actually redo e1m24 from pistol start, without saving, as I'm kinda regretting quicksaving on it, now.

>> No.2375085

>But I want to restart the level with nothing when I die. If it makes a hard level harder, so be it.
fair enough. i look forward to hearing on which level you get completely stuck :)

>I might actually redo e1m24 from pistol start, without saving, as I'm kinda regretting quicksaving on it, now.
heh, i've tried it a bunch of times. i only got past the jungle teleporter once, and then died to the half dozen archviles in the harbour at the end.

>> No.2375131
File: 538 KB, 320x240, 1394674818150.gif [View same] [iqdb] [saucenao] [google] [report]

Much appreciated!

>> No.2375186

I don't suppose anyone knows why gzdoom is missing items from levels like the invulnerabilitiy sphere and light amplification goggles when I warp to an map (specifically in my test case DII/map05). They exist on chocolatedoom in the back tunnel/monster closet.

>> No.2375195

screenshot please, i don't know of any light goggles on map05 unless you mean the ones by the red key which only appear on multiplayer. which makes me wonder how you're spawning multiplayer items in chocolate doom, you must have set some option and forgot about it, presumably.

>> No.2375196


Ninjoe action anyone?

>> No.2375214

>screenshot please, i don't know of any light goggles on map05 unless you mean the ones by the red key which only appear on multiplayer.
Derp, that's the case. I did use the setup to warp there in multiplayer. It's not there with -warp 05

>> No.2375247
File: 234 KB, 1440x1080, 2015-04-30_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, now I can feel better about myself. Just did map24 from pistol start without saving

>> No.2375248


Damn, I think this is my best hammer video yet

>> No.2375267

i wish you'd demo'ed it. :)

>> No.2375318

My only problem with this is the item crash. It looks like the hammer is coming back at you instead of growing.

I had no idea you could wall jump like that after seeing the last webm, I assumed using the hammer while on air would always ground pound. This looks fucking amazing.

How rare is this subweapon exactly?

>> No.2375319


any ideas on how to make it -not- look like it's coming back?

and it's pretty damn rare, so if the Omen pops up, you're probably going to want to hold onto it.

>> No.2375334
File: 999 KB, 250x251, we just don't know.gif [View same] [iqdb] [saucenao] [google] [report]

I remember seeing my cousin play DOOM back when I was about 9. He wouldn't let me play it.
Fast forward to now.
I saw this thread about four months ago and decided to play some DOOM and it felt... amazing. There was no bullshit.
You just jump in the game, you are shooting demons n shit. The objective is quite clear. It's pure gameplay with a nice aesthetic. I felt like a badass.
Friend went into the hospital (heroin overdose), which made me completely forget about DOOM. He eventually came out fine, but it was a very worrisome part of my life.
Just remembered DOOM again a few days ago and haven't stopped playing it since.
Why didn't my cousin let me play this?

>> No.2375337

He didn't want to stop.

>> No.2375338


Because you were a dumb younger cousin and younger siblings don't get to play the cool stuff. Simple as that.

>> No.2375341

Yeah, these seem about right.
I've had to deal with the dumb younger cousin thing before.
Do the words "Delete Save" look like a bunch of candy canes and smiley faces to younger cousin types?

>> No.2375418

- Stop moving completely, which would probably require more growth frames and not be as cool
- Constantly emit tiny sparks while its spinning in place, so you have a reference of where the projectile is
- Hammer flying straight up while its growing, so it doesnt resemble the path of a hammer flying back at your face
- Spins slower and slower than usual when growing

>> No.2375428


I spent quite a bit of time making larger rotating sprites, so I wanna use them.

So how about sparks and a steadily slowing spin?

>> No.2375470
File: 104 KB, 1280x800, spectres.png [View same] [iqdb] [saucenao] [google] [report]

The original ports like chocolatedoom are harder because of aiming issues and the biggest one is the low resolution and low lighting combined with the spectres who can be dangerous as fuck in groups and you can't see them. They stand out like a sore with modern source ports that aren't using proper lighting and high resolution. The shimmer effect is actually extremely difficult to make out in the original Doom. It's worth giving it a shot just so you can get a feel for the original.

While live motion helps to see them, as your moving they basically 'appear' to disappear. Try to pick out the two live ones and the other dead ones in this picture for example. It helps get a sense of how much stronger of an enemy they are in the original rather than the sourceports where they're downgraded to being pretty much exactly on par with pinkies.

>> No.2375506

Any neat gameplay ideas for a hellscape map. /vg/?

I wanna try do something a bit more creative than having it just be a series of slaughterfest arena fights or maze with damaging floor puzzles, but still be challenging.

>> No.2375538


>> No.2375549

Does chocolate have horizontal mouselook?

>> No.2375564

I believe so.

>> No.2375582

Yeah, it does.

>> No.2375640
File: 3.68 MB, 1543x4500, 1409905231987.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever made one of these for Quake?

>> No.2375642

I saw one but it only had sourceports

>> No.2375656

I'm still disappointed and disturbed by the fact that UAC Labs is on this list.

He should be forgotten and never discussed again by the Doom community. Instead, it's almost like he's shamefully celebrated.

>> No.2375701

Yeah, I agree.

His maps honestly aren't even that remarkable in my opinion. I've seen much better 90s Doom maps.

>> No.2375706

It's historically relevant due to media scare back in the 90's. It's not that it's a great wad (though for the time it was okay.) Probably the only decent thing he ever popped out too.

>> No.2375712

new people will constnatly come along and ask about the maps. might as well put up a big sign saying "here you are, knock yourself out" instead of increasing their mystique by pretending they don't exist

>> No.2375713

I wonder if Sergeant Mark will try to top Columbine kids one day

>> No.2375714
File: 40 KB, 500x500, 1427513328697.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw I not only play Doom too but also share his taste in music

>> No.2375716

>Instead, it's almost like he's shamefully celebrated.
it's not on some must play list or something
just historically notable

>> No.2375735

If it's just for historical relevance, then the picture should say that we'd really all rather forget him, and even downplay UAC Labs, and not praise him by saying that he might have been a good mapper.

He murdered children and killed himself to avoid the consequences. UAC Labs should be kept in a back room and displayed exclusively as an example of what not to do and who not to be.

>> No.2375736

How's the difficulty curve in BTSX?

>> No.2375737

the picture says he was fucked in the head and calls him a murderer

seems like you can't separate creator from creation

>> No.2375743

>one action devalues another earlier action
But anon no.
Not defending him, he was a psychopath and a failure of a human but that doesn't make his map awful or worth throwing away, especially since it's incredibly significant to Doom's history. You're getting ultra assblasted over something you're not even involved in/affected by and you fucking reek of Tumblr.
The best thing we can do is stop hyping this maniac's 'legacy' by moving the fuck on. We're discussing Doom's history, not his.

>> No.2375746

>the picture says he was fucked in the head and calls him a murderer
And then turns around and praises his mapping ability.

>> No.2375749

It conjectures on what he could have gone on to do in a very mocking, jaded sarcasm stereotypical of 4chan.
Take your anal irritation elsewhere, wheredoyouthinkweare.wad

>> No.2375750

yes, because those are 2 different things
reread my second sentence in the post you quoted

>> No.2375756

What if we went back in time and showed FOX News Brutal Doom? The shitstorm would be beautiful.

>> No.2375759

yeah, he's a failure
his bomb plan sounded much better, but he fucked up

>> No.2375760
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2375763

Hey, I saw you in /agdg/
Looks like a neat idea. Hopefully you pull it off.

>> No.2375765

What if we went back in time and showed FOX News how Sergeant Mark acts on the internet? Video games would've been banned after that

>> No.2375813
File: 79 KB, 215x315, someone's squeakin' for a deakin'.png [View same] [iqdb] [saucenao] [google] [report]

>>2375640 here

Guess I'm going to have to make one myself.


>> No.2375837
File: 24 KB, 500x372, 1429049698563.jpg [View same] [iqdb] [saucenao] [google] [report]

How about a demon city? Whether it be primitive or complex I think it would be cool.

>> No.2375842
File: 13 KB, 285x287, 1427335617205.jpg [View same] [iqdb] [saucenao] [google] [report]

That sounds cool as heck.

>> No.2375849

>UAC Labs should be kept in a back room and displayed exclusively as an example of what not to do and who not to be.

This sounds reasonable.
Do not be a .wad, ladies and gentlemen. I, for one, aspire to not be a .wad. And I think you all should try not to be a .wad as well.

>> No.2375852

>5. (vulgar, slang) An ejaculate of semen.

Well... I guess I wouldn't want to be that.

>> No.2375854

>getting offended or even surprised by 4chan's guide on notable .wads having UAC Labs on it

>> No.2375859


Even Doomworld has UAC Labs in its historically infamous list. It's kind of THE historically notable wad.

>> No.2375861

if you're worried about chocolate being TOO hard due to mouselook issues, bear in mind that crispy-doom is pretty much the same as chocolate-doom, but has full mouselook (horiz + vert).

Although I use chocolate-doom for testing, crispy-doom is how I typically play doom anymore if I want that old 320x200 look and accurate software rendering.

>> No.2375875
File: 1.65 MB, 800x3848, 1418438124023.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2375879

Sweet, thanks.

>> No.2375880

Has anyone ever made a deus ex weapons pack for Doom? Or even a mod that gives the augs? Feels like it'd make a decent weapon mod.

>> No.2375903

Nah. Deus Ex's gunplay was clunky.
And you'd want to keep "clunky" and "Doom" separate.

>> No.2375906

It wouldn't be possible to backport Quake code to Doom code, would it?

>> No.2375907


Doom is a raycaster engine..

>> No.2375909

That picture may need an update, the link it provides for quake is Dead.

>> No.2375918

Uploaded Tenebrae to Mediafire. I used to use it all the time when it was new. Would be a shame to see it disappear from the net.

>> No.2375920

yes of course you can backport Quake code to Doom. ZDaemon's predecessor used Quakeworld code.

>> No.2375924


The console from Quake is already backported in all major engines, for example.
But anything graphically and most gameplay won't work, because Quake is a 3D engine while Doom is a raycaster engine.

>> No.2375925

No, if you're talking renderer/3d BSP code.
Yes, if you're talking net code, but you might as well just use Zandronum for that.
What's worse is someone (I'm not going to name n-- COUGH FUCKING SMOKE_FUMUS COUGH) argued for hours on end that it was a good idea and was totally possible to several source port developers.

>> No.2375926

Also check out blinkyquake. It's got a neat surround-vision thing going that I'd like to see implemented for multiple monitor setups.

Look distorted as hell on a single monitor, but it's fun to play with non-the-less

>> No.2375930

So it would be possible to give Doom 1/2 Doom 3's lighti- >>2375924 >>2375925

>> No.2375932

On the subject of Quake. I don't suppose anyone knows why a Quake II server would be failing to switch to the next map because it always thinks the next map is an empty string and complains about it being non-existent (as it tries 'maps/.bsp')?

>> No.2375934

I kinda don't understand why Doomworld has UAC Labs and The Sky May Be in the same list.

>> No.2375937

Someone did a partial port of Doom into Gmod, that allows for real time lighting and what-have-you. It's kinda cool.


>> No.2375938

>No, if you're talking renderer/3d BSP code.
>But anything graphically and most gameplay won't work, because Quake is a 3D engine while Doom is a raycaster engine.
Wasn't Vavoom's major gimmick that it was a Doom port that used Quake's renderer?

>> No.2375941

Yes, and it was mostly terrible.
Although it did have some cool shit it is also very excruciating to use.

>> No.2375946

What does /vrdoom/ think of Omegalore?

>> No.2375950


There's only a small subset of people that care about him, the rest go "huh, what a moron" and move on.

>> No.2375952

there was a whole thread about him in october but now nobody cares and rightly so. your post will probably be deleted for importing drama, btw.

>> No.2375954

oh you're one of THEM. let me guess, you want ZDoom with JDoom's renderer as well. of course it's not impossible, it's software, nothing's impossible. but it's far too much work for anyone to bother.

>> No.2375963
File: 41 KB, 640x480, 1387171008698.jpg [View same] [iqdb] [saucenao] [google] [report]

>one of THEM
...Am I? Who are they in this case?
>ZDoom with JDoom's renderer
I don't know, does JDoom have a nice renderer? I just saw that Quake 1 can run Doom 3's lighting, and Doom 3's lighting is pretty as fuck, and I thought it would be pretty in Doom.

>> No.2375967


Don't worry, part of anonymous culture is trying to accuse random anons of being part of nebulous and vaguely-defined groups and/or specific people.

>> No.2375994

it's a common request from the, ah, how shall i put it, graphically challenged. weaned on more advanced games, they're introduced to this old game Doom, and find it's really fun - if only it had a fancy modern renderer, with models, specularitis, and bloom out the ass.

i apologise if i confused you with one of them, but it's always a fair bet for a player who thinks doom (the game) is great, but would be so much better with a massive graphical upgrade using technology 10 years newer than the original game.

seriously, if you stick around for long enough, you'll realise you don't need any of that rubbish. i guarantee it.

>> No.2375996

And G/ZDoom doesn't use any modern advancements either then?

>> No.2376000

>graphically challenged

This sounds like it could be a PC alternative to an offensive slur of some kind. For some reason that makes me giggle.

>> No.2376015

How do I deathmatch, /vr/?

I know I need Zdaemon or Zandronum, but other than that no idea. I just want to play vanilla-ass deathmatch with like 4-8 random strangers, like the old days.

>> No.2376018

Can someone explain to me why people hate the Brutal Doom dev? What did he do?

>> No.2376021

google it or check the archives

>> No.2376026

Hang out in the IRC for zandro, ask around if anyone's game for vanilla dm.

It doesn't exactly happen every day anymore. Just be warned, Eric will stomp you.

A pinch of ego, a teaspoon of casual racism, a drop of horrible coding and three whole spoonfuls of fuckbrained fanbase.

That's pretty much it. He's getting better though, code and humility wise.

>> No.2376027

seriously, you might think >>2376021 is a rude reply, but we've had this conversation here more times than i can count and i don't think anyone wants to repeat it again.

>> No.2376028

Can we please... not start this again? I'm so sick of seeing some new guy bring this up in every single thread.

>> No.2376029

>He's getting better though, code and humility wise.


>> No.2376042

What maps do you guys play along with DoomRPG/RLA?
I've been messing with OBLIGE but gets kinda boring after a while.

>> No.2376049


>> No.2376079


Should be sticked tbh..

>> No.2376082


It's completely irrelevant to the rest of the /vr/ board.

>> No.2376086


I mean, in the Op..

>> No.2376092

it's true some of the faqs could do with updating, but i can't be arsed

>> No.2376114

you monster

>> No.2376116
File: 586 KB, 1024x768, retrojam3.jpg [View same] [iqdb] [saucenao] [google] [report]

New release for Quake. https://www.quaddicted.com/reviews/retrojam3.html

>> No.2376121

Much obliged, anon. Will check out.

>> No.2376124
File: 22 KB, 500x344, CD2-MFwXIAAn1Uj.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2376125

i don't even know if it's my responsibility, i just post new threads
i'm not sure if anybody maintains the faqs, honestly.

>> No.2376126
File: 66 KB, 226x379, BNFS2zQ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2376129
File: 15 KB, 320x200, CD2-MDYWYAAdV2y.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2376130




>> No.2376132


Wait nevermind. Kaiser did it again, that sonovabitch.

>> No.2376140 [DELETED] 


>> No.2376141


We are totally going to get the name of the actual gun in the evening for sure.

>> No.2376153


>> No.2376165
File: 77 KB, 351x351, agitation blue.jpg [View same] [iqdb] [saucenao] [google] [report]

All my hopes and dreams have been violently crushed.

>> No.2376167


Dude come on, it's no secret they used toy guns for most of the stuff in Doom.

>> No.2376171
File: 6 KB, 80x92, 1429721780723.jpg [View same] [iqdb] [saucenao] [google] [report]

In case nobody read it.


>Originally Posted by Romero
>Both Quake and DOOM are heavy influences on my new shooter’s design.

>> No.2376173


>> No.2376181

>I absolutely love the source ports of Quake. Darkplaces is my fave so far.
>his Doom port of choice is Doomsday
>tfw Romero is a grafics pleb

>> No.2376182

>I wouldn’t have made Rage because Fallout 3 was already out, and a post-apocalyptic future is an overdone setting.

>> No.2376185

Makes sense, he's a dudebro and can't design levels for shit

>> No.2376202

>can't design levels for shit

There are not enough keks in the world to adequately respond to a post this wrong.

>> No.2376204

I have the feeling he's just talking like a jackass on purpose.

>> No.2376207
File: 3.81 MB, 250x200, 1427664246194.gif [View same] [iqdb] [saucenao] [google] [report]

>what does romero think how the future of ID (after quake) wouldve looked like if he hadnt left?
>We would not have made endless sequels of our games, we would have kept making new games where we release a shareware version and a full-price version. Our business model would have changed at some point, but we would have kept making brand-new games.

Oh, what could have been...

>> No.2376218

Both Romero and Carmack kind of lost their way when they stopped working together, Carmack needs an idea guy and Romero needs someone to contain his madness.

>> No.2376241


Pretty much this. And it's upsetting knowing these guys split, they made for an amazing team.

This world needs another dynamic duo

>> No.2376296
File: 423 KB, 600x338, 1426132945763.gif [View same] [iqdb] [saucenao] [google] [report]

sup /vr/, I decided to update an old-ass gameplay mod I made a decade ago, feel free to check out the new version and shit on it


>> No.2376310


>> No.2376326

E1 starts off easy, and moves into the medium category by the second cluster. Only two maps in the third cluster came across as Hard, IMO.

I haven't actually given E2 a playthrough (only just started), but I imagine it trades away easy maps for hard ones. It already feels like medium territory on E2M04.

>> No.2376339


Fuck yes.

>> No.2376342

This might be a little out of /vr/'s range, but is there one of these for Quake 2?

>> No.2376348

Quake 2 was released in 1997. It's /vr/

>> No.2376349

Quake 2 is right in /vr/'s range. But not that I've seen, no...

It'd be nice to see one for all the old FPS's/etc. So far I've seen Quake, Doom, Thief, and Duke. Would be cool to see Unreal, Quake 2, and a few others tossed in. Hexen/Heretic/Chex could probably share one.

>> No.2376354

Well if someone does make one of these for Quake 2, I just want to put it out there that tastyspleen.net is pretty much the one-stop hub for everything Q2 related.

>> No.2376369

Has anyone ever made custom monsters for quake? I'd play it a lot more probably if someone created 3D versions of the Doom monsters.

>> No.2376376

>Has anyone ever made custom monsters for quake?
no doom monsters though afaik

>> No.2376382

You guys have never heard of Doomsday?

>> No.2376385
File: 389 KB, 1600x1377, Giger-The_Spell_I.jpg [View same] [iqdb] [saucenao] [google] [report]

>custom monsters

Battling some shambling giger-esque horrors would be pretty fucking awesome.

I mean something other than xenomorphs for a change.

>> No.2376390

Doomsday is Doom, not Quake.

>> No.2376392

It has 3D versions of the Doom monsters though. Just drop them into Quake and there you go.

>> No.2376393


Topic doesn't exist. What was it

>> No.2376394

Does it really work like that?

>> No.2376396


>J U S T

>> No.2376397


Oh fuck. Wait.

I just checked the ZDoom forums. Is it OMGWPNS?

>> No.2376398

>I mean something other than xenomorphs for a change.

So we'll be fighting syphillitic babies and walls made out of vaginas?

>> No.2376403

>So we'll be fighting syphillitic babies and walls made out of vaginas?

*vaginas and penises. Lots of penises.

>> No.2376404
File: 89 KB, 304x471, 1427735082682.jpg [View same] [iqdb] [saucenao] [google] [report]

You say that like it's a bad thing.

>> No.2376406

SJW's are everywhere...

>> No.2376412

Yeah, I hope someone does put one together. Maybe we can start gathering info for it in this thread and the next to start making one? I've always wanted to play through Quake 2 but the information out there is all over the place on how to set it up properly, as well as what your options are for engines, mods, etc.

>> No.2376414 [SPOILER] 
File: 80 KB, 1024x768, 1430445287588.jpg [View same] [iqdb] [saucenao] [google] [report]

time for the fight of the century then...

>> No.2376416

Yeah. I don't know much about Quake 2 myself (didn't like it that much. Fun for a bit, but wears on me). So I'll leave that up to other people.

>> No.2376418


it is indeed OMGWPNS

>> No.2376421

>Just drop them into Quake
sure thing bro just give me like five mins

>> No.2376423


Nice. Though I hope Deathzor is still considering my plasma pistol and fist removal suggestion

>> No.2376425


yeah I'll make those changes for Endless Survival, no need for OMGWPNS itself though

>> No.2376428

waiting eagerly

>> No.2376441
File: 31 KB, 640x472, MUH IMMERSHUN.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a list of source ports

Berserker and Q2 Evolved seem to be the most popular aside from vanilla.

>> No.2376446


Shit man for reals? And yeah the weapons are fine as is everywhere else. It's just in your survival mode is where shit gets hairy fast

>> No.2376474


it's a legit request that's good enough to throw into the default config for Endless, I might just make it a new weapon unique for Endless that is given immediately on spawn that has a weaker projectile, either slot 1, 2 or 0? I'm open for suggestions for which slot to put it in

>> No.2376485


I'd say 2. If the vanilla pistol and fist are being removed. That leaves the chainsaw in 1, and the plasma pistol has its own slot

Looking forward to getting home and talking more about this and maybe test it

>> No.2376508


Download the iwads up in the OP. Grab a source port, the two big ones are GZDoom and Zandronum. Put the iwads in a folder inside the source port folder. Launch it, point it towards the iwads

Then have fun

>> No.2376546

Thanks, there's a Steam guide to Q2 as well, though I don't know how up to date it all is:

>> No.2376547


>> No.2376583




>> No.2376589


does anybody happens to have that picture of a cacodemon looking at a screen and then looking at you?

>> No.2376618


>> No.2376619

Oh man muh dick
I love these jam packs so much

>> No.2376628
File: 137 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]

nvm found it

>> No.2376667

Needs more Loomis. Actually only the tits looks bad. Very bad. Please look read about tit physics.

>> No.2376669

use the eduke32 port, not the steam one

>> No.2376676

That stopped being a thing after indies became a thing dude.

>> No.2376680
File: 5 KB, 405x393, 1350176061233.png [View same] [iqdb] [saucenao] [google] [report]

Just finished The Sky May Be. Fun little thing.

>> No.2376681

I might do one if I get a bit of spare time later.

I don't think either of those are actually particularly popular within the community.

Yamagi is probably the most popular for SP/Coop. It's basically the Chocolate Doom of Q2.
R1Q2 and Q2PRO are both popular for multiplayer. aprq2 has a userbase as well.

>> No.2376682


>> No.2376684


the joke

your head

your mom

>> No.2376690

I know you're joking. That meme's just so fucking overdone, though.

>> No.2376751

it's not, Wolf was

>> No.2376756

I just realised that 1:30 into the stats intermission from BTSX actually uses the tune from Guided By Voices - Back To Saturn X

>> No.2376785
File: 346 KB, 1440x900, Screenshot_Doom_20150430_220605.png [View same] [iqdb] [saucenao] [google] [report]

So I'm playing Problematique as per >>2375640
How do I max out my prettiness in Doom?

>> No.2376794

Smooth Doom and, if you're into it,
Smooth Doom also links to some other stuff

>> No.2376796
File: 990 KB, 400x225, 1426132905033.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2376798


Doom isn't really a game you play to be pretty.
But if you really want to, it'd be Smooth Doom and http://forum.zdoom.org/viewtopic.php?f=4&t=34585

>> No.2376806

I'm honestly shocked that >>2375640
doesnt have Speed of Doom in it. Like, really?

>> No.2376828

hey it's deathz0r. hello!
thanks for the backlink, hardly anybody bothers these days :(
another victim of the accursed 4chan URLifier?
did you use god mode? i found the thing impossible (or at least, far beyond annoying) without it
know that a huge argument is inevitable every time updating that image is discussed. everyone on the board seems to have several "how the hell is wad X not on the list, it's the best" and "why the fuck is wad Y on the list, it's the worst" opinions.

>> No.2376835

Yeah I put Smooth Doom on and while I appreciated the fresh new look I still prefer the more blocky, rough look of Vanilla.

>> No.2376838

>know that a huge argument is inevitable every time updating that image is discussed.

I don't really mind. It's natural for any suggestion list about Things To Try, be it for movies or film or games. It's never gonna be a 100% cohesive list.

Though the v6 version has been lying half-finished in this folder for a while, I really need to put the final touches on it.

>> No.2376853



>> No.2377062

I-I kind of liked Rage though ;_;

>> No.2377127

Quoth has plently of new monsters and they totally fit the original artstyle (Lovecraftian as fuck and new Base monsters are great too).

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