Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games


View post   

[ Toggle deleted replies ]
File: 732 KB, 541x814, plexperience.png [View same] [iqdb] [saucenao] [google] [report]
2376850 No.2376850 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2371836
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

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

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

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

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

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

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
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

Other:
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.2376852

===NEWS===

[04-30] OMG Weapons and Monsters! V3 - THE REBIRTH
http://forum.zdoom.org/viewtopic.php?t=48463

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc possibly found?
http://www.doomworld.com/vb/doom-general/72599-could-this-be-the-actual-toy-gun-used-for-the-bfg/

[04-29] Retro Jam 3 for Quake has been released
http://www.celephais.net/board/view_thread.php?id=61203
https://www.quaddicted.com/reviews/retrojam3.html

[04-29] GMOTA Zandronum port in preliminary stages
>>2373546

[04-29] Deterministic Doom (effects of constant RNG) now with video
http://jmtd.net/log/deterministic_doom/
https://www.youtube.com/watch?v=SvfJoy1rjmo

[04-27] Marathon Skins v0.8
http://zandronum.com/forum/showthread.php?tid=5897

[04-26] HDoom techdemo 7 released
http://hdoomguy.tumblr.com/post/117443743997

[04-26] Doom / Mario crossovers
https://www.youtube.com/watch?v=eTXXOG6u3M8
https://www.youtube.com/watch?v=cPQ9kRevYUU

[04-24] The /newstuff Chronicles #475
http://www.doomworld.com/php/topstory.php?id=4402

[04-22] Romero's spring-cleaning: DoomEd source, unused maps, graphics
http://www.doomworld.com/vb/doom-general/72509-
http://www.doomworld.com/vb/doomworld-news/72504-

[04-22] Contra Doom (a new one modelling Contra III, not the one from the pastebin)
http://forum.zdoom.org/viewtopic.php?t=48392

[04-21] Push v0.7 is out. 70 maps -- /vr/ debates if the term "gigawad" is deserved.
http://zandronum.com/forum/showthread.php?pid=80536#pid80536

[04-21] TheZombieKiller's resource collection, now all in one thread
http://forum.zdoom.org/viewtopic.php?t=48386

[04-19] At Doom's Gate (E1M1) remade entirely from Mario 64 samples
https://www.youtube.com/watch?v=3vxqtt8q8d4

[04-18] Aeons of Death v6.06 update
http://forum.zdoom.org/viewtopic.php?p=828246#p828246

[04-16] Metal Slug Doom beta release
https://www.dropbox.com/s/kq69epn51v85ab3/metalslug-i.zip?dl=0
http://zandronum.com/forum/showthread.php?tid=5888

===

Please reply to this post with news.

>> No.2376858

Give me dank soundfonts and shit, I have BASSMIDI if that helps anything at all since I'm retarded.

>> No.2376861

>>2376858
http://pastebin.com/y0Mnk9s4
he's a link to the pastebin

>> No.2376863

>>2376861
How is Arachno not in there?

>> No.2376867

>>2376863
maybe because it's outdated

>> No.2376869

>>2376867
Doom sounds good on it and that's what matters.

>> No.2376870

>>2376861
The supposed 8-bit soundfont leads to a site with an expired domain

>> No.2376873
File: 720 KB, 200x200, 1430456106267[1].gif [View same] [iqdb] [saucenao] [google] [report]
2376873

>>2376798
>Doom isn't really a game you play to be pretty.

that...yeah that is true

>> No.2376878

>>2376858
http://www.mediafire.com/download/g2wi5800snn7x78/Timbres+Of+Heaven+GM_GS_XG_SFX+V+3.1+Final+!X.7z

>> No.2376890

>>2376869
Think he meant the pastebin is outdated.

>> No.2376894
File: 54 KB, 1024x768, SC-55mkII.jpg [View same] [iqdb] [saucenao] [google] [report]
2376894

>>2376858
https://www.mediafire.com/folder/2xd3vr5x66ae6/GM_Soundfonts

Here's a few I keep backed up. All of them are in 7zip instead of sfark so none of that's needed.

Also Arachno sounds terrible to me on most songs.

>> No.2376897

>>2376894
>Also Arachno sounds terrible to me on most songs.

Most "high quality" soundfonts do.

Hell, even the SC-55 soundsfonts I've tried using have their bad moments thanks to not being fully accurate. If only someone would make a 100% accurate SC-55 soundfont.

>> No.2376898

How do I get GZDoom to launch on a different monitor or be in like borderless windowed mode?

I want to play it on my primary display but it always starts on my TV on the other wall away from by desk.

>> No.2376914

>>2376898
I don't think you can do borderless windowed, but you can use the vid_adapter console command to tell it which monitor to play on.

>> No.2376919

>>2376897
Due to the way the synth works a perfect soundfont is impossible. Don't most source ports support mp3 audio? Just use mp3s of Doom's soundtrack recorded from an actual SC-55, which you can get here:

http://sc55.duke4.net/

>> No.2376926

>>2376919
Too bad this doesn't cover the hundreds of midis used in numerous doom wads, and I doubt the guy behind these would even bother with that.

>> No.2376929

>>2376919
>Due to the way the synth works a perfect soundfont is impossible

Can you explain this in more detail?

>> No.2376931

>>2376926
I've found the perfect soundfont to be really hard to find though. It'll work fine with some games, and crappy with others.

>> No.2376938

>>2376931
IIRC, the music in Doom, Heretic, Duke 3D, and ROTT, were all made with the SC-55 in mind. I don't think it'd be that hard to make a soundfont that works for all of them.

>> No.2376943

>>2376938
A lot of those are on the site too.
http://sc55.duke4.net/

>> No.2376947

>>2376943
I know this, but as I said in >>2376926 it doesn't cover all the music in the mods for such games, and as such, I refuse to use them.

>> No.2376949

>>2376947
Then just use them when they can be used?

>> No.2376952

>>2376914
just try different numbers until I get my desired monitor or what?

>> No.2376954

>>2376949
But it'd be too much hassle for wads that go back on fourth between official midis and non-official. I'd rather just keep everything consistent.

>> No.2376957

What's the worst enemy you can make?

I think possibly the Agony Elemental from Doom Rogue Like, that spawns Pain Elementals like a Pain Elemental spawns Lost Souls.

>> No.2376958

>>2376957

The Hungry from DRLA.

little bastards nip you to death from 100 to 0 in nothing flat

>> No.2376959

>>2376957
something that one-shots you regardless of your health the very instant it sees you, making the game unwinnable

>> No.2376975

No ones mentioned the Weeds GM soundfont?

http://www.un4seen.com/download.php?extra/WeedsGM3

>> No.2376978

>>2376975
I've found the only stuff it sounds good on, are midis Rich Nagel made himself (Eternal Doom, Daedalus)

>> No.2376981

>>2376975
Of course not. It's not Silverspring.

>> No.2376983

https://www.youtube.com/watch?v=t9IRWOzs0T0
What is the best DOS sound card to play Doom on?

>> No.2376989

>>2376828
sup anon, sorry for not callbacking, went full plebshit there

>>2376852
I might as well pimp the Zandro project I've been working on for the past couple months that I released a major update for a couple days ago, I was going to wait until I had a trailer video but that one is just going to be difficult for me to make with other players to help due to timezone differences/IRL/etc

http://zandronum.com/forum/showthread.php?tid=5811#pid80814 (link goes to the post featuring the latest update, remove everything from # for the OP)

Endless Survival, a Survival Co-op mod that plays like an alternative version of Invasion; instead of monsters spawning in waves, they constantly spawn and they never stop spawning. shit will get intense _very quickly_ if you don't co-operate or get wrecked by RNG early on. most important feature of the current version is support for other gameplay mods (by default it uses OMGWPNS), I included a half-assed Complex Doom config that took me half a hour to make by just looking through DECORATE data and I didn't even bother testing to see if it's balanced, it was more an incentive to get people to make configs. servers are up on best-ever, casuals should stay away from the UV server unless you want to get absolutely murdered

>> No.2376995

>>2376983
BASSMIDI

>> No.2377054

E2M06 in BTSX E2 feels like it would more belong in E1, if it weren't for some of the ruins in the out of bounds areas, and the darker lighting.

>> No.2377056

>>2376806
wasn't it there on a previous version already

>> No.2377058

>>2377056

Nope.

>> No.2377071

Playing Epic 2 for the first time with Samsara as Corvus.
It fucking feels like an ADVENTURE, man!

>> No.2377104

What is the very best Hell based mod? I'm trying Scythe at the moment.

>> No.2377117

>>2377104
The third episode in Speed of Doom, Alien Vendetta, and Unholy Realms are pretty good.

>> No.2377136

>>2376897
The SGM 2.01 soundfont is good with pretty much everything meant to played with GM.

>> No.2377152

>>2376890
>>2376867
>>2376861
I've updated the pastebin with Arachno and fixed the 8bitsf link.
Any other requests?

>> No.2377161

I'm noticing that BTSX E2 loves using Arch Viles.

>> No.2377172

>>2377161
It gets worse. Much, much worse.

>> No.2377187

>not just buying a sc55
What are you, casul?

They are only about $150 with shipping on ebay.

>> No.2377226
File: 187 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
2377226

Does anybody remember Powerslave? (Exhumed in the UK)
I played a demo on the PS1 when I was a kid, what's the best way to play the DOS version nowadays?

>> No.2377249

>>2376983
>that cymbal in DOSBox

Holy shit, that is grating. It's just a constant high pitch whine.

>> No.2377265

>>2377136
>SGM

some drums sound like shit to me, i don't know what's wrong with them.

otherwise i would use the shit out of them

>> No.2377278 [SPOILER] 
File: 177 KB, 1440x900, 1430490711941.jpg [View same] [iqdb] [saucenao] [google] [report]
2377278

>>2377226
> what's the best way to play the DOS version nowadays?

You ignore it and wait for Kaiser to do his next thing.

>> No.2377285

>>2377226
If you want DOS, then you're only option is DOSBox.

The Doom 64 EX guy started working on Powerslave EX recently though
https://powerslaveex.wordpress.com/

And you could also play with a PS1 emulator right now which had slightly higher res graphics originally and can be enhanced through emulation too.

Is there any major differences between systems anyway though?

>> No.2377287

>>2377285
>Is there any major differences between systems anyway though?
There actually is. Apparently the Saturn/PSX version is a totally different game from the PC version. Powerslave EX will let you play both, from what I hear.

>> No.2377307

>>2377285
>https://powerslaveex.wordpress.com/
Oh man that looks great, can't wait for a public release.

>> No.2377325

It's kind of silly that I even have to ask this, but is there something I can do to make GZDoom to go into potato mode, it's too resorce-intense if I want to play it on a laptop.

>> No.2377327

So for something regarding GMOTA, how would you guys feel is stamina regenerated slower to further make those subweapon attacks count more? You'd still get stamina back from landing shots, just missing would be more costly than what it is now.

As a trade off I'd get rid of sword and fist attacks consuming stamina. I've been mulling this over all damned day and night and I feel this'd further make melee attacks better, as well as potentially lower the spam during co-op.

>> No.2377329

>>2377327
for what purpose

>> No.2377335

>>2377329

Man I mentioned the purpose right there in the second half of the post.

There's also an issue/exploit where you can generate a shitload of blue mana with your fists if you deplete your stamina and jab the shit out of monsters.

Also it's crazy easy to spam hammers right now given the current stamina regen speed

>> No.2377338 [DELETED] 

How different would BTSX be if tormentor667 was in charge, and it was for zdoom?

>> No.2377341

>>2377329
>>2377335

Oh and if I go through with this, stamina would regenerate regardless of your currently equipped weapon seeing as I'd use a little ACS wizardry.

Come to think of it I could make item crashes need a full bar of stamina to fire off to ensure players couldn't shit fury everywhere that quickly

>> No.2377360

>>2377335
>There's also an issue/exploit where you can generate a shitload of blue mana with your fists if you deplete your stamina and jab the shit out of monsters.
>Also it's crazy easy to spam hammers right now given the current stamina regen speed

It seems like it would be better to fix these, rather than rehaul an entire system that affects every other weapon available.

>> No.2377367

>>2377360

I can't fix either. Removing the ability to generate mana from jabs would gimp fists.

And there's no real elegant solution to the hammer spam, it consumes a full stamina bar, which regenerates so fast that you can throw it again very quickly

And this would only affect how fast you can spam subweapons without hitting anything

>> No.2377368

>>2377278
>>2377285

I'm glad to see Kaiser is distracted by another project before he could finish his other project that distracted him from fixing Doom 64 EX after he broke it.

>> No.2377369

Any good Android ports of Doom?

>> No.2377373

>>2377369
Probably not.

>> No.2377376

>>2377369
RetroArch has a Chocolate Doom core. No HD, but I don't know of any other good options.

>> No.2377382

>>2377369

I've heard good things about D-Touch. With that being said, playing Doom on smart phones isn't that much of a great experience, from what I've heard.

>> No.2377397

>>2377382
>not free
jewsish/10

Also, probably illegal.

>> No.2377405

>>2377367
>Removing the ability to generate mana from jabs would gimp fists.

Who said anything about removing? Just reduce it.
And if it's already at 1, do a simple exponential increase--multiply all instances of mana by two, or ten, or whichever is easiest, and keep the fist's mana regen the same.

>There's no real elegant solution to the hammer spam

Have the hammer keep stamina depleted for a little bit after throwing, instead of regenerating instantly.
Have it jump to a pseudo-Ready state that's exactly like the Ready state, except without the stamina regen, where it stays for 35 or 70 or 105 tics before going back to Ready.

>> No.2377417

>>2377397
>Also, probably illegal.
As long as he provides a copy of the GPL somewhere with the download, and makes it possible to get access to the source code he's completely in his rights to sell it.

>> No.2377418

>>2377417
Yeah, and he probably doesn't

>> No.2377421

>>2377418
I'm pretty sure the same guy that sells D-Touch did a Wolfenstein port that ended up having it's source merged in to the ECWolf tree.

It's no use throwing wild allegations around without any evidence.

>> No.2377428
File: 7 KB, 392x152, gz.png [View same] [iqdb] [saucenao] [google] [report]
2377428

I've done everything I can find that's supposed to fix this (dxdiag says everything's fine, drivers are apparently fully updated), but whenever I load any WAD with GZDoom Builder it still gives me this error. Help.

>> No.2377429

>>2377428

Does Doom Builder 2 give you the same error?

>> No.2377432

>>2377397

He's only asking for a small fee in order to keep maintaining it. Also, he shared news and info. about his port on Doomworld and people were okay with it, so make that of what you will.

>> No.2377441

>>2377429
Yes. It also gives me an "unhandled exception has occurred" popup after that, which GZB doesn't.

>> No.2377489

>>2377325
Uncheck the flares option, don't remember where exactly it was. Static lighting, and most light options are huge resource hogs. Also the basic: no vertical sync, no antialising, no fancy filters, etc.
IIRC compatibility options didn't affected performance.
Finally, I believe GZDoom 2.0.x isn't optimized like the 1.8.x versions, so go with these.

>> No.2377540

>>2377489
>vertical sync
I actually tried turning that on, because it was off by default and that fixed it. It was so shitty that the laptop's fan was switching to higher gears playing default Doom 2 iwad, I guess it was letting the game run at 9001 fps when it wasn't limited.

>> No.2377568
File: 781 KB, 1260x709, pic.png [View same] [iqdb] [saucenao] [google] [report]
2377568

I have no idea why people don't mod 64 more.

The lighting effects you can get with it are pretty great. Best version of the engine IMO.


http://z13.invisionfree.com/Doom64EX/index.php?showtopic=66&st=0#entry23173659

>> No.2377570

Ultra-Violence Endless Survival 0.4

doom.vixterra.com:10669

If anyone wants to join in.

>> No.2377572

wow

>> No.2377580
File: 84 KB, 466x492, 1234567890.png [View same] [iqdb] [saucenao] [google] [report]
2377580

Could someone please post "The Right Thing.png"? I forgot to save it on this phone

In return have this shitty edit I did the other day.

_______________________________________
*Feel free to save/edit/post it wherever the fuck you want. I don't care. No credit needed; if you insist, then credit Anonymous

>> No.2377583
File: 186 KB, 1325x745, The Right Thing.png [View same] [iqdb] [saucenao] [google] [report]
2377583

>>2377580

>> No.2377587

>>2377583

muchos gracios

>> No.2377593

>>2377583
Based Romero.

Why is so fucking rare for people to just be content making millions? If you already have more money then you could ever use, why do you have to keep jewing?

>> No.2377601

This is really late to ask this question, but what is the impact of Romero releasing the source for Doom? Does it change how things are made? What does this do for the creative part of Doom?

I have to ask, because I just play Doom; I have never look into making things for Doom.

>> No.2377605
File: 640 KB, 640x480, gzdoom 2015-05-01 19-52-11.png [View same] [iqdb] [saucenao] [google] [report]
2377605

>>2377568
you can get similar things in gzdoom now can't you.
Though it's not 100% the same it can be good.

>> No.2377607

>>2377593

A lot of companies have to pay off investors, and the work behind something like GTA V is much more than something like Doom.

>> No.2377609
File: 388 KB, 1131x811, Radical.png [View same] [iqdb] [saucenao] [google] [report]
2377609

>>2377583

>> No.2377618

>>2377601

It was more carmack releasing it, but Doom probably wouldn't be as alive as it is now (the community it has after 20 years is pretty impressive) because it's easy to mod Doom since the source code is released.

Doom will probably have a more alive community in 10 years than say, GTA V or even Minecraft.

Also did anybody go on the doomworld forums and see this?

http://www.doomworld.com/vb/doom-general/72509-more-goodies-from-romero-doomed-source-maps-graphics/

He basically released a bunch of beta assets, including a model for the pistol.

>> No.2377619

>>2377601
You mean DoomEd? It's not too big of a deal, more historically notable than anything else. Maybe when fraggle gets it running on modern OSes, Linux and Mac friends will have a better way to map than Slade. It supposedly works quite differently to what everyone's used to with Doom Builder, so I guess having more options is always nice.

>> No.2377628

>>2377619
>>2377618
Thanks for explaining. I thought it was like he released a better version of whatever people are using to make maps right now.

>> No.2377630
File: 34 KB, 500x305, 1366517114201.jpg [View same] [iqdb] [saucenao] [google] [report]
2377630

>>2377601

One, it was Carmack releasing the source for Doom.
Two, it changed gaming the way we know it. It would not be an understatement to say that Carmack is among the top geniuses in programming in the entire world, but more importantly whenever he moves on to a new project he releases the source code of whatever engine he previously worked on for everyone to pick apart as they want.

There are modern game engines today that use code he made 10, 15 years ago. Even now, porting Doom to some new hardware is a fantastic way for a programmer to learn more about how the hardware works and functions.
If it weren't for him, PC gaming would be radically different. At the risk of sounding reactionary, it would probably be far less advanced.
And what's the most amazing about this is that Carmack doesn't even care about the influence he's had and gets so little credit for. For him, it's just another day in his life. And for everyone else, whenever id Software gets credited as the biggest influence in gaming, clueless kids just roll their eyes, completely oblivious of the impact they've had.
To risk resurrecting an old, stale, dumbass meme, Carmack is the hero we needed, but not the hero we deserved.

Three, it was the catalyst for giving Doom the longevity it has today. People could take the engine and expand on it, change it, tweak it, make whatever adjustments they want. If they wanted more from the base game, they could expand on it. And if someone else wanted more, they could take someone else's expansion and expand on it more and more.
This hot-potato-expansion approach had a twofold effect--one, it brought so many budding developers into the community and gave them a single united focus to work on, and two, it continued keeping Doom in the public eye for many many years.

Basically Carmack fucking rules.

>> No.2377636

>>2377607
I'm only talking about individuals. Like Gaben being a giga-jew with Valve despite it still being privately owned.

Or multi-trillionaire musicians complaining about people pirating their shit.

That's ridiculous bullshit.

>> No.2377639

>>2377568
It's a lot trickier and time consuming to set up 5 different light/color values per sector compared to PC Doom's single light value. I'd love to see a full D64 megawad though

>> No.2377642

>>2377636
Maybe he has ambitious plans for the future and needs all the money he can muster.

>> No.2377649

>>2377642
Unless he spends all of that money on PR people, no one's going to buy the results of his ambitious plan at the rate he's going.

>> No.2377656

>>2377642
Yeah, he wants to kill windows.

Isn't that common knowledge?

>> No.2377659

>>2377593
He uses a lot of his money on his rocket company, Armadillo Aerospace.

>> No.2377661

>>2377656
do you think having the source for say, half life 1, released as gpl - so some hobbyist can port it to other operating systems - will hinder that?

>> No.2377671

>>2377630
Agree - John's one of a kind. Intelligent, humble and always up for a new challenge.

>> No.2377682

>>2377639

Go that link and send the creator your thanks to get him more motivation to keep up the project. EX in general has more potential to get some mods because the engine itself with the music and lighting effects puts you on edge for what the creator intends to throw at you next. Play map 32 of that beta wad to see what I mean. Regular Doom just doesn't provide that extra "oh, shit" moment because of those extra effects it lacks.

>> No.2377748

>>2377630
>At the risk of sounding reactionary, it would probably be far less advanced.
Eh, it'd probably still have advanced plenty. The biggest advancement of tech in Doom was BSP and any competent individual paying attention to the same things Carmack was about BSP would be able to implementing it. Really most of the optimizers under him and people at SIGGRAPH and other leading academics were the movers. Doom demonstrated it in a mainstream way but it's not like he invented BSP or even the optimized form of rendering with it. He basically ganked it out of a white paper in academics of computer graphics programming and implemented it. That is to say, he did what every good software engineer should be doing. Keeping up with the front line of academic research and making damn good use of it.
It would have come out at some point in time, Carmack and his crew just happened to be in the prime situation, the right people, the right education, the setup and they all made good on that opportunity.

While releasing the code is good for publicity and for hobbyists to kind of poke at honestly everything in there you can get from external sources the same way it got in there. Reading the books and papers for coding, optimizations and graphics. Less likely one person will implement them all because even id didn't implement them all. Optimizations for example were ganked by Abrash etc... Like any significant project it's not one guy it's large men standing on the shoulders of large men standing on the shoulders of giants. Carmack is damn smart but he didn't contribute to computer graphics in the same way other people have, he's not for example the Euler of computer graphics. While the landscape would be significantly different for gaming given id's influence all around, graphics technology would likely still have chugged along largely indifferent to his absence.

>> No.2377765

>>2377748
eh, medicine still would have advanced plenty even without the discovery of penicillin

>> No.2377783

Gimme some good SPOOK .wads.
Already played Unloved and City of the Damned 2. What's that clown one, happy circus or some shit. I need to replay that.

Also what word should I use if i'm looking for the large sized maps (like the above mentioned). Not really slaughter maps. High enemy count isn't bad but spending 15 minutes straight running around in circles waiting for monsters to kill each other isn't what i'm looking for.

>> No.2377794

>>2377659
That's Carmack, not Romero.

>> No.2377845

>>2377794
Oh, whoops, misread that post entirely.

>> No.2377868

>>2377783


Doom 64 EX

>> No.2377897

>>2377570
how many games do you host vix

>> No.2377954

>>2377897
Just CPMA and Doom right now, occasionally I put a CSGO server up.

I was attempting to get a Q2 server up recently as well, but there were some bugs that I couldn't fix so it's probably not going to happen.

>> No.2377957

>>2377954
the ut4 one ded?

>> No.2377959

>>2377957
Yeah, I wasn't playing it at all and so it always ended up being a version or two behind.

I might end up putting it back up later if I get back in to the game.

>> No.2378000

>>2377405

...huh. That's not a bad idea.

>> No.2378004
File: 11 KB, 298x86, Screen Shot 2015-05-01 at 3.16.32 PM.png [View same] [iqdb] [saucenao] [google] [report]
2378004

>>2377630
For Doomers, the day the source code was released was the most important day of their life.

For John Carmack, it was Tuesday.

>> No.2378034

>>2377682
>Play map 32 of that beta wad to see what I mean.
I'm trying, but the game crashes whenever I try to exitlevel to a different map.

>> No.2378061
File: 66 KB, 640x400, cygnus.png [View same] [iqdb] [saucenao] [google] [report]
2378061

>>2377618

This seems interesting...

>> No.2378068

>>2378034

Did you try copying the Beta 64 wad in the extracted Doom 64 EX file, then running the launcher with "-file Beta64.wad" in the Other parameters space?

>> No.2378073

>>2378034

also if you're directly going to a map like map 32 with the "Warp" option in the EX launcher, don't do that. Launch it as normal and then do idclev 32

>> No.2378083

>>2378068
That's exactly what I'm doing.
>>2378073
And the game says it doesn't recognize the "idclev" command.

>> No.2378090

>>2378083

You need to type idclev out as a cheat, not in the console

>> No.2378095

>>2378090
like "idkfa" for free weapons, "iddqd" for god mode, etc.

>> No.2378118

>lots of hitscanners in open spaces
>level geometry you can easily get stuck on in tight corridors
>Doom 3 -tier lighting
To what end

>> No.2378135

What are some good maps to play with Shut Up and Bleed?

>> No.2378145

>>2378135
As the person who ported said mod, I suggest a mapset with a smaller monster count, considering how some of the monsters are pure bullshit at times.

I also suggest using this version of Suab: https://copy.com/qfCUPew89avOSzIY

>> No.2378162

>>2377783
term's buttpain can be pretty unnerving, especially if you're a regular doomer and are playing it alone.

using the ambient sound track advertised with hideous destructor + darkdoom/DD_flashlight can make many wads take on spoop tones.

>> No.2378189

>>2378090
you can actually type it out in console, it just needs a space
for example
idclev 12

>> No.2378193

>>2377441
Sorry if I seem like an ass here, but I still could use help here.

>> No.2378195

>>2378162
if you play buttpain, do it on zandro.

>> No.2378356

>>2377605
too bad it's bullshitly resource intensive now. like yeah i need a modern gaming computer to play a 20 year old game. fuck you graf

>> No.2378359
File: 132 KB, 1212x733, 7xowhID.png [View same] [iqdb] [saucenao] [google] [report]
2378359

>>2377618
>all those badass unused hell decorations

if they were keeping modders in mind carmack should've at least put these in the source code

>> No.2378368

>>2378145
>V0.2a
holy shit why isnt this in the zdoom thread

>> No.2378369

>>2378368
Because I've been a lazy fuck, that's why.

>> No.2378374

>>2378369
what's new?

>> No.2378379

>>2378374

Change log:

Weapon's reload animations have been shortened a little bit
All weapon's shake animation has been reduced by another tic
The dryfire state has had it's shake animation removed and replaced with a 1-tic frame that happens after the frame that plays the sound.

both revolvers have had their spread increased (scoped fire is still accurate) and had their damage buffed by +2/shot
The rifle has had it's damage buffed by +15/shot
Stun blade's shock slash +8/slash
Cross bow has been reworked; it now only fires one bolt, that does double the old bolt's damage and travels faster. Magazine's been reduced to 10 bolts and max ammo has been reduced to 60 bolts
Calico does +1 more damage

Enemies now throw ammo on death, so it doesn't end up hiding under it's corpse
Low-teir enemies have a 45/255 chance to drop a half-pack of handgun ammo on death
Higher teir monsters no longer drop handgun ammos (well, sans Deagle ammo, of course)
Boss monsters have had their chance to drop their weapons lowered, and drop half-mags instead of loose ammo. They also have a small chance of dropping a Smaller ammo case instead of halfmags.
Mancubi replacements have had their health nerfed a bit.

>> No.2378380

>>2378356
> like yeah i need a modern gaming computer to play a 20 year old game.

This argument is retarded, because 20 year old hardware would never have been able to run GZDoom.

>> No.2378381

>>2378379
Oh and the case ammo pickups now Expand your ammo pool by 50%.

>> No.2378405

>>2378356
>i need a modern gaming computer to play a 20 year old game.

You don't NEED to use GZDoom to play a 20 year old game. You WANT to.

Also, a cheap low-end GPU from NVIDIA shouldn't be out of reach. I don't even have an income myself, and managed to save enough money for a mid-range card last year.

>> No.2378423

>>2378405

You need to if you wanna play all these mods

>> No.2378431

>>2377369
>>2377382
D-Touch has Chocolate, PRBoom++ and GZDoom support.
Yes, you can run GMOTA and Donutsteal on ur phone.

>> No.2378440

>>2378359
lol, this doesn't even make sense.

"if they cared about modders, they wouldn't have subjected themselves to an editing process"

>> No.2378446

>>2378423
Those mods arent 20 year old games.

>> No.2378450

>>2378405
>>2378380
Basically put, you can't play new GZDoom that well unless you are an owner of Nvidia card

GZDoom 1.8.10 runs fine (120-150) fps on a GZDoom specific map, namely Cheogsh, on my laptop with integrated ATI graphics.

GZDoom 2.0+ run same area with 25-30 fps.

That's how much of a difference it makes. With integrated Intel graphics? 1.8.10 runs 45-50, 2.0 won't even launch.


The only ones who could get a benefit from new renderer are the ones that never needed it in the first place, since their machines are already good enough to run it at 300+fps. Basically a pointless move and a waste of effort.

>> No.2378465

>>2378450
>using a laptop for gaming

The only one to blame for not having good performance on a laptop, is yourself.

>> No.2378476

>>2378359
Tried to get the Romero stuff via the doomword thread link and the links are dead. Anyone got a working link?

>> No.2378491

>>2378476
Linguica's post (right under Romero's) has the working links.

>> No.2378571

Just finished BTSX E2M09. I'm kinda surprised at how short this level was.

>> No.2378621

>>2378405
>You don't NEED to use GZDoom to play a 20 year old game. You WANT to.

This. People need to stop being so entitled to gzdoom. Boo hoo if your computer can't play a couple gameplay mods. Thats not graf zahl's problem, its yours.

The vast majority of wads and mods still work perfectly fine on the older version of gzdoom, and regular zdoom, anyway.

>> No.2378660 [SPOILER] 
File: 99 KB, 640x480, 1430552281535.png [View same] [iqdb] [saucenao] [google] [report]
2378660

extra secret in btsx2 25. seems to need a double archvile jump to reach, which i missed of course.

>> No.2378695

>>2378660
Playing BTSX E2M10. I'm surprised some people complain about the blue key section. Its tricky, but not that hard. The underground section after the yellow door with the cacodemon horde coupled with a group of arch-viles is pretty bullshit, though.

>> No.2378706

>>2378695
did not mean to quote >>2378660

>> No.2378718

>>2378450
>The only ones who could get a benefit from new renderer are the ones that never needed it in the first place, since their machines are already good enough to run it at 300+fps. Basically a pointless move and a waste of effort.
I wish Graf wasn't such a twat ( ._.)

>> No.2378734 [DELETED] 

>>2378450
>Basically a pointless move and a waste of effort.

I wonder if people felt the same when GZDoom dropped OpenGL 1 support

>> No.2378749
File: 648 KB, 302x146, Zandronum users experience GMOTA for the first time.webm [View same] [iqdb] [saucenao] [google] [report]
2378749

filename

>> No.2378820

>>2378695
> I'm surprised some people complain about the blue key section.
that was me.

the blue key section is indeed as you say mostly just tricky, right up up the very end when it locks you in a small room, with two archviles, an arachnotron, and a load of hitscanners, and there's no cover, you have 100% health and 100% green armor max, you can tank maybe one archvile blast or a half dozen arach plasmas. you can save the partial invis from the secret which slightly mitigates the hitscanners, except not very much because it's such a tiny space to get locked in. if you got through that first time, you got lucky; there's nothing to break archvile LOS, even if they're not behind a crowd of zombie meat shields.

and then that's only a third of the way through the map. there are several more sections where a similar amount of luck is required (archviles plus dozens of other lesser monsters in restricted movement areas). it just goes on and on, annoyingly linear as well - compare map15, which at least if you die you can say "okay i went north last time, this time let's try going the other way round" - map10 you have to do the same thing over and over again if you die.

>> No.2378839

>>2378820
>locks you in a small room

Huh? I didnt get locked in a room. In fact, I was luring them out of that area.

>> No.2378849

>>2378839
i could have sworn when i walked into the area, the wall lowered by the switch beyond the blue door sprang back up again.

i distinctly recall the first time i tried to play the map, trying to run away when the monsters popped out of the water and finding my way barred. dying tends to concentrate the memory.

sigh. i'm going to have to play this infernal map again, aren't i.

>> No.2378854

>>2378849
https://youtu.be/nSOz4N-Fdgg?t=6m55s

heres a video of someone doing it.

>> No.2378881

>>2378854
well, jesus hitler, fuck me. i'm going to go kill myself now.

>The underground section after the yellow door with the cacodemon horde coupled with a group of arch-viles is pretty bullshit, though.

incidentally there's an exploit for this part.

instead of running into the area with the flooded bookcase where the two archviles pop up out of the floor, you can stand outside and rocket the wall above them. it takes quite a few rockets but it's much safer than fighting three archviles at once.

you can also take the bite of the teleporting cacodemon horde by staying quiet and running back past them when you hear the door open. if you don't wake them all up they're too slow to move and block you in.

>> No.2378893
File: 275 KB, 1440x1080, 2015-05-02_00001.jpg [View same] [iqdb] [saucenao] [google] [report]
2378893

>>2378695
Just finished it. Actually pretty managable once you're aware of all the traps.

>> No.2378895

>>2378881
Yeah. I figured this out after retrying. Pretty much opened their closet while I was still upstairs, backtracked a bit, and rocketed all of them in the hallways before the section. Was a good thing I had 40 rockets.

>> No.2378912

Is there a way to play through Quake levels with Samsara?

>> No.2378917

>>2378912
you'd need to convert Quake levels to some format that ZDoom could run. i don't think this has ever been done.

ugh gettin well sick of picture captchas

>> No.2378920

>>2378893
>>2378895
yeah i had to play it again. got 3x100% from pistol start in 36:11. i'm sufficiently practised that it seemed easy, i even survived rocketing myself twice.

thanks for the tip anyway, still don't know how i managed to think i was locked into that one little part.

>> No.2378923

>>2378881
>>2378895
Apparently this exploit was unintended, and that Essel might fix it. At least, this is what I gathered from the dwmegawad club thread

>> No.2378926

Finished E2M12, now. Somewhat easy, but very fun.

>> No.2378928

>>2378923
i wouldn't be surprised, i figured you're intended to kill the pair that pop up quickly before the third one comes out of the back passage by the dead mancubus. spamming a dozen rockets into a wall above their heads felt, you know, cheesy.

>> No.2378930

>>2378928
>i figured you're intended to kill the pair that pop up quickly before the third one comes out of the back passage by the dead mancubus
Wait, I think we've confused Cacodemon situations. The part I was talking about had 12 of them, and they all come from behind.

>> No.2378936

>>2378917
Mostly asked this cause I find Quake's shotguns a bit... weak. Doom's shotguns have a lot more POW to them.

>> No.2378937

>>2378930
i'm talking about archviles, not cacodemons :)

>> No.2378942

>>2378937
Ah. The exploit I read that essel didnt intend on, and wanted to fix, was the cacodemons. He intended on them to force you to drop down, but you can easily just backtrack and kill them first without dropping down.

>> No.2378943

>>2378930
and yeah being able to backtrack past the teleporting cacos before they wake up seemed slightly exploitative, but on the other hand 12 in that tiny space would be ridiculous unless you'd saved up all the plasma on the level so far (you might have 40 rockets but good luck surviving the explosions!), so i was glad to be able to cheese them.

>> No.2378947

>>2378943
>you might have 40 rockets but good luck surviving the explosions!

It was a long enough hallway, that I didnt even need to worry about hurting myself. I was pretty safe.

>> No.2378956

>>2378942
funny, i thought abusing infinite height explosions to kill monsters stuck in the floor before their trap was triggered was far more exploitative. but oh well, i'll take what i can get

>> No.2378974

>>2378956
He might fix that, too, actually.

>> No.2378982

>>2378820
>annoyingly linear as well

Eh, its linearity doesn't bother me, too much. I like that it has a metroidvania element in that the map opens up as you progress, so backtracking for supplies doesn't take too long.

>> No.2378989

>>2378982
you can't have restarted it as much as i have. like all long maps, it gets extremely tedious playing the starting sections over and over again. when the part you actually want to practise is 3/4 through the map and you only reach that far on 1 in 6 attempts.

>> No.2378994

>>2378465
Sometimes ppl dont havea choice m8

>> No.2379019

>>2378989
Eh, It took me about 10-15 tries. I enjoyed the map overall, despite it, so I probably wasnt that bothered.

I can see your point though. E1M24's early sections got annoyingly tedious for me.

>> No.2379028

>>2378994
Unless you travel frequently rendering you unable to use a desktop, or have no job rendering you without an income, you always have a choice.

>> No.2379036

>>2379028
My job is a $8 a day job. And it's not a bad job for these parts.

>> No.2379038

>>2379036
>$8 a day job

Isn't that going against the minimum wage?

>> No.2379041

>>2379038
maybe the "these parts" he mentioned is Malaysia.

>> No.2379047

>>2379038
Our minimum wage is about $84-$85 lol.
Not lolmerican.

Also said laptop can run Skyrim at 30fps and Unreal Engine 3 games (like Borderlands) at 50-60.

Problem is, ATI can not into OpenGL 4.

For reference, my phone (1 ghz, single core, 512 ram) and D-Touch runs same area (Cheogsh 1, as you turn left from starting point) a bit faster than GZD 2.0 - 30-35 fps against 25-30

>> No.2379051 [DELETED] 

>>2379028
Zahl too has a choice; he chooses to be a NVIdia weenie. Why is he a NVidia shill?

>> No.2379053

>>2379041
Actually southern parts of Russia. Samara.

>> No.2379071

>>2379047
>Our minimum wage is about $84-$85 lol.

So wouldn't $8 a day still be against it?

>> No.2379176

>>2377765
That's not analagous. A better analogy would be medicine would be still similar if Florey, Chain and Heatley didn't develop penicillin medicinally. Someone likely would have taken Flemings discovery and done it and we'd likely be close to where we are. Because that's usually what happens and often enough people even invent or discover similar things independently in similar times based on similar available research and interest. It's kind of why you find things like two or three different countries come out with things like telephones or lightbulbs at the same time.

>> No.2379194

>>2379071
That's in a MONTH.
Oh, and they actually raised it up to about $105 since the last time I checked (was long ago)

>> No.2379202

>>2379019
>E1M24

I honestly think the whole section where you get the yellow key is boring. The Imp horde and the Cacodemon horde during this part are things I feel should be removed entirely in the finished version. They are not challenging in the slightest, and do nothing except pad out the level, and make restarts from dying later in the level generally unfun.

>> No.2379240

>>2379202
>The Imp horde and the Cacodemon horde during this part are things I feel should be removed entirely in the finished version.

Or at least, reduced in their size.

>> No.2379245

>>2379194
>That's in a MONTH.

Ouch.

>> No.2379402
File: 39 KB, 404x365, 1426805162451.jpg [View same] [iqdb] [saucenao] [google] [report]
2379402

Feel like hosting some Co-Op Server, primarily 4-man or some shit like that.

If anyone is interested, recommend me some good WADs for co-op as well.

>> No.2379409

>>2378621
What about for people that don't play in GZDoom but want to test shit in it because some of their audience will expect to play their work in GZDoom?

I don't feel the jump was necessary or really brought all that much benefit to the playerbase, like >>2378450 said.

>> No.2379425

>>2379409
If there is nothing exclusive to GZDoom being utilised, they could just test in regular ZDoom, couldn't they?

>> No.2379430

>>2379425
No, because you have to check how things look, just like you have to check how things look in software if you intend for something to be playable in software.

>> No.2379439

>>2379430
>>2379425
It also makes it hard to test how resource-intensive a certain effect is in GZDoom versus ZDoom, since in the old version you could still have a playable framerate and if it dropped to 1-2fps even though you had a toaster you would know that you should probably rework that effect since even for people that had better computers it would still cause a large hit in performance.

If you only get 1-2fps to begin with, or just can't launch GZDoom, then you can't really gauge how much a certain effect is impacting performance.

The way around this is to test in an older version of GZDoom, which I have been doing as well as not introducing newer stuff if there's a workaround, but if you're using newer stuff you end up having to have a test version of the file that takes out the new stuff while keeping the graphical effects in. So far I haven't had any features that have prevented that from being possible, but it is a hassle and there probably will be one that I can't do that with eventually.

>> No.2379452

>>2379430
No, because you have to check how things look

Huh? If its not specifically requiring OpenGL, then what does look have to do with anything?

>> No.2379454

>>2379452
bah, forgot to greentext.

>> No.2379468

>>2379452

Everything. OpenGL uses an entirely different rendering system.
A blinding screen of Additive white fog in ZDoom is just a minor puff of smoke in GZDoom.

>> No.2379472

>>2379452
What this anon said >>2379468
Also you generally end up using GZDoom specific stuff even in a project you're mostly testing in ZDoom; people expect there to be dynamic lights, for instance.

>> No.2379485

>>2379468
>>2379472
Well, okay then. Why not just get a computer that can run GZDoom 2.1?

>> No.2379487

>>2379485

Sure. You buying?

>> No.2379491

>>2379485
Because making things for (G)ZDoom is not the most important thing in my life at the moment.

>> No.2379504

>>2379487
>>2379491
You aren't entitled to making content for gzdoom. If you can't meet the minimum specifications then get a computer that can or find another hobby.

>> No.2379506

>>2379409
They can just not test in GZDoom and tell everyone so.

>> No.2379512

http://www.newegg.com/Product/Product.aspx?Item=N82E16814127829
>$30
>runs GZDoom 2.x without a hitch
What's your excuse?

>> No.2379519

>>2379491
Then why even bring up the argument of testing for GZDoom? You're kinda backpedaling here.

>> No.2379524

>>2379512
Because that doesn't take into account
>are you using a desktop?
and if you are
>your motherboard
>your power supply
>if the refurbished card works
>the potential cost of not having ANY computer or access to the files on your harddrive if something goes wrong during install or your power supply or motherboard shits the bed or something

>> No.2379529

>>2379452
>If its not specifically requiring OpenGL, then what does look have to do with anything?

Unless you specifically are making doom paletted, non-alpha blended sprites, you'll still want gzdoom to test how things look in truecolor.

For example, many mods that have smoke effects (accessories to murder, brutal doom, hideous destructor, etc) don't explicitly NEED gzdoom to be playable, but they look like ass without that truecolor renderer.

>> No.2379536

>>2379504

You aren't entitled to play content for GZDoom, but everyone and their brother has a metric shitton of issues and problems with every single mapset, mod, and issue that comes up--some of them absolutely game-breaking, killing your enjoyment in the entire mod.
And yet, it's not really your job to fix it, is it? It's up to the modder to fix the errors and the problems so that you can enjoy it.

This is just one step up on the chain. No, modders aren't entitled to make content for GZDoom, but it'd be REALLY FUCKING NICE to have these metric ton of issues, problems, and errors that pop up get fixed. Except the developer refuses to fix them.

>>2379519

What? What does that have to do with anything? Just because GZDoom is a hobby that I don't want to invest everything into, suddenly that invalidates the issues of checking to make sure things run and look fine in GZDoom?
How the hell do you make THAT leap in logic?

>> No.2379538

>>2379524
If your motherboard and power supply doesn't support a card like that, then its easily ancient enough that you should be getting a new computer anyway.

>> No.2379540

>>2379519
What I mean by "not the most important thing in my life" is that, while it is very important to me as a hobby and I spend more time on (G)ZDoom projects than a lot of other things I do in my free time (including playing Doom or playing other videogames) it isn't so important to me that I would do something drastic like skip a semester at college in order to use the money I would use to pay tuition to buy a new pc, or start feeding my dogs shitty food, or go sell my butt at the bus station, in order to get a pc that can run GZDoom 2.1.

There's also the issue that I don't want to get a pc that can just barely run GZDoom 2.1 because it will prove to be a waste of money since for just a couple hundred dollars more I can get a better pc that will have a better cost/performance ratio and won't need replacing again in a year when Graf upgrades GZDoom again.

>> No.2379543

>>2379538
Right, and then the cost isn't just $30.

>> No.2379548

>itt: can't run gzdoom? just upgrade your toaster!!!

why do you people still fucking respond to these morons

>> No.2379550 [DELETED] 

>>2379540
you could
>get a job
>go to a community college instead of a 4-year for the first two years to save money

>> No.2379554 [DELETED] 

>>2379550
are you seriously suggesting he rehaul his life plans and priorities just to be able to run a source port for a 20-year-old game

are you seriously suggesting that

>> No.2379557

>>2379548
But Its YOU people who keep bringing it up. Graf Zahl is NEVER going to change his mind about this move to requiring OpenGL 3 at the minimum. Get the fuck over it, already.

>> No.2379560 [DELETED] 

>>2379550
>get a job
I already have one, how do you think I am paying for college?
>go to a community college
I already am, and it's still ~2.5k per semester. It's still much cheaper than a 4-year, but it's by no means cheap.

>> No.2379567

>>2379554
>20-year-old game

But its not a source port for a 20-year-old-game. Its a source port for recent mods that require things that vanilla game did not even need 20 years ago.

>> No.2379568

>>2379557
>But Its YOU people who keep bringing it up.

Not him (and fuck that guy), but no, it's not.
It's brought up in every single topic, using with a different conversation starter, with different parties arguing each time, and I'm pretty sure there's at least a few people who swap opinions just for the sake of stirring up fights.

Trying to paint one single side as the aggressor here is kind of a dumb move, especially with an issue as completely inconsistent and nonsensical at this.

Besides, if we had to paint one person negatively, it would probably be OP is always a faggot.

>> No.2379573 [DELETED] 

>>2379567
so yes, you are seriously suggesting that?

>> No.2379580 [DELETED] 

>>2379560
maybe you should have studied harder in highschool or took tests seriously and been able to get a scholarship then.
also a reminder that such things as FAFSA exist

>> No.2379581 [DELETED] 

>>2379568
Honestly, I'm thinking we need to just ban the whole topic altogether. They lead to nowhere, and just shit up the threads.

>> No.2379587

>>2379567
The point is that they made a change that fucks a ton of people over for no reason, and the ones that didn't get fucked over didn't need the change in the first place.

>> No.2379591 [DELETED] 

>>2379580
I had very good standardized test scores and did well halfway through HS but extenuating circumstances made my home life hell and were not resolved until years after HS so I had a bad GPA.
>FAFSA
That's how I'm planning on finishing at the real school I'll end up transferring to, but I'm not going to do that for a CC, and certainly not just to be able to get a computer to fucking play GZDoom 2.1x

>> No.2379601

>>2379587
>the ones that didn't get fucked over
If it's affecting content creators then arguably they got fucked over too, since slightly better performance but less content probably works out to an overall negative.

>> No.2379612 [DELETED] 

>>2379591
>very good standardized test scores
define "very good"
>but extenuating circumstances
it's sounds like you're blaming others for your own shortcomings

>> No.2379620

I want to try my hands at Doom 64 EX ( I'm new to mapping) and remake a chapter from Half Life 1 using the colored lighting effects.

Which chapter should I remake, /vr/?

>> No.2379627

>>2379620
Make We've Got Hostiles. One of the better chapters map design wise, and more doable in doom.

>> No.2379631

I'm new at this, what does the new GZdoom due in terms of lighting effects? What happened to make it unoptimized?

>> No.2379641 [DELETED] 

>>2379612
Lang/Math/Writing were 800/700/I forget.
And I'm not going to go into specifics, but it did affect me. I don't resent other people for not having the same circumstances, but it is one of the reasons why I cannot right this instant afford a pc which will play GZDoom 2.1.x.
RETRO VIDEOGAMES
DOOM

>> No.2379649

>>2379631
It doesn't currently add any new features, but it provides slightly better performance for those that have newer NVIDIA gpus.

>> No.2379667 [DELETED] 

>>2379641
>800/700
sure they were ;-)

>> No.2379668

>>2379649
And the people with newer Nvidia gpus playing Doom didn't need a minor performance boost. Especially not at the expense of everyone else.

>> No.2379693

>>2379649
>>2379668
yeah but afaik he did it because it was a massive code cleanup, not for any minor performance boost

>> No.2379713

>>2378380
>>2378405
i never even used gzdoom, i actually like the software aesthetic. i just think its fuckin stupid that graf decided to alienate certain users with something he didn't even need to do. like i could run older gzdoom versions on my piece of shit slimline at 60+ easy but for some reason i can't run this new version (that doesn't even look any better as far as i can tell) gets like 20 on my not-even-shitty computer

>> No.2379715

Anyone know of any more mapsets that work with HD? I just finished Hatomo Battles the Yomi Demons and it's fuggin good.

>> No.2379716

>>2379713
pardon my shitty writing comprehension

>> No.2379717

>>2379715
try revolution. it's like a sloppy proto-hellbound that isnt nearly as hard http://www.doomworld.com/idgames/?file=levels/doom2/megawads/tvr.zip

>> No.2379736

>>2379717
>Hellbound
Not the guy you're replying to, maybe I'm just a fucking casul, but I've tried that after seeing on the recommendations and the first few maps pissed me off so badly I actually dropped it.

I don't remember ever just outright ragequitting a .wad. Even when I played TNT and spent like a hour searching for the shitty bugged keycard in the secret level before googling it and realizing I was being fucked, I played the wad to the end.

>> No.2379737
File: 34 KB, 706x706, sponge.jpg [View same] [iqdb] [saucenao] [google] [report]
2379737

>>2379717
I tried that a while back, but I was too retarded to know what to do on map06 and gave up. Thanks for reminding me about it

>> No.2379743

>>2379717
>comparing TVR to hellbound

How are they even remotely comparible?

>> No.2379745

>>2379736
people fight about whether Doom 2 Reloaded should be on there, but honestly I'd rather Hellbound get taken off before D2R is

>> No.2379746

>>2379743
semi-realistic environments that flow into eachother. i've never finished hellbound so maybe i'm off

>> No.2379752

>>2379746
Hellbound is a Victorian superscience setting that flows into twisted hellish landscapes. It's not 'realistic' at all

>> No.2379757

>>2379752
well yeah once you get to the hell maps you can't really use terms like "realism" but it's p easy to discern the practical purposes of the earlier maps as actual places. it's p realistic for a vanilla-compatible megawad

>> No.2379767

>>2379737
you mean at the beginning? just press 3 on the tube thing and the acid will start sinking. also prepare your ass for a few imps and a hell knight, i suggest using the roquette launcher if you've found it

>> No.2379769

>>2379767
>3
i meant 'e' or whatever open/activate is binded to

>> No.2379775

>>2379752
maybe "believable" or "credible" is a better word than "realistic". i mean the cathedral map in DVII is, well, a cathedral in hell, full of brimstone and evil magic, but you walk around it and it feels like a believable place.

>> No.2379776

>>2379745
Yeah. The author fell into style over substance trap of the Limit Removing format. It looks great, and some maps have a cool atmosphere. But the gameplay is just so painfully boring, that I cannot bring myself to continue playing it any further. Also, How in the actual fuck has Map14 gotten away with its broken elevator at the start?

Doom 2 Reloaded may not be a favourite of mine, but at least the gameplay was decent in most maps.

>> No.2379780

>>2379746
>semi-realistic environments that flow into eachother

Thats a pretty vague similarity. TNT and Icarus had a few maps like this.

>> No.2379782

>>2379780
but iirc all of them are like that in tvr and hellbound. and the semi-realism like i said

>> No.2379786

>>2379782
>all of them

Could've sworn TVR only went with the semi-realism in the first 6 or so levels.

>> No.2379789

>>2379786
its just got old-fashioned map sensibilities. still a lot more down-to-earth than other wads

>> No.2379797

I remember an anon ripping the lighting definitions of BD (dynamic lighting on floor/ceilings) so you can use it with anything, anyone got the link of it?

Or at least how to rip it.

>> No.2379807

>>2379786
it starts off on earth with cinemas and beach houses and a giant space rocket, then you long-range teleport to a planet named Utopia. eventually you end up in hell and at one point get swallowed by a giant worm.

>> No.2379858

Anyone know how to compile Chocolate DOOM in Ubuntu? I want to frag the CyberDemon!

>> No.2379867

What are some fun gameplay mods that isn't the standard GMOTA/Demonsteele/MSX/Brutal Doom selection?

I already tried Accessories to Murder and Trailblazer as well.

I had fun with each of the mods listed and I'm open to any sort of gameplay style

>> No.2379873

>>2379858
From what it says on the page, this applies to Ubuntu as well
http://www.chocolate-doom.org/wiki/index.php/Building_Chocolate_Doom_on_Debian

>> No.2379876

>>2379858
Do you even need to compile it? I think you can just install it from the repositories.

>> No.2379878

>>2379867
doomrla, hideous destructor, shut up and bleed, terrorists, samsara, etc.

>> No.2379884 [SPOILER]  [DELETED] 
File: 886 KB, 2568x3180, 1430605860581.jpg [View same] [iqdb] [saucenao] [google] [report]
2379884

>>2379667

>> No.2379890
File: 1.89 MB, 475x268, zdoom 2014-05-06 23-50-55-796.webm [View same] [iqdb] [saucenao] [google] [report]
2379890

>>2379867
Dr class, both the zdoom and zandro versions are fun if you like class base mods.

>> No.2379891 [DELETED] 

>>2379884

You're really going out of your way to prove yourself to a random asshole on the Internet.

>> No.2379897 [DELETED] 

>>2379884
I remember when I took my SATs. I couldn't get the scores to transfer from one college to another so I ended up wasting money for nothing.

>> No.2379898 [DELETED] 

>>2379891
I probably shouldn't have replied, but being doubted makes my blood boil. I probably shouldn't have even have posted this post either.

>> No.2379909

>>2379884
What kind of scores would DooMGuy have gotten?

>> No.2379939

I've really grown to hate cyberdemons. Some mappers should use them more sparingly.

It's like
>that was a tough fight after already going through hordes of agitated skeletons to get to this room, good thing all these dozens of barons and revenants helped me with the cyberdemons
>hot damn I've almost killed a tenth of the monsters so far, only fifty cyberdemons to go before I get to the next map

>> No.2379943

>>2379939
Sounds like you're playing more slaughter maps than you actually fancy.

>> No.2379957

>>2379873
>>2379876
I'm using Linux for the first time because it seems essential for using a Chromebook. I'm still figuring out the fundamental commands here but the Debian link looks just like what I need. Thanks anons!

>> No.2379958
File: 661 KB, 1525x896, 1429588265445.png [View same] [iqdb] [saucenao] [google] [report]
2379958

>>2379884
that's even better than if you were lying
>genius level smart
>25-30 years old
>going to a community college
>probably working a McJob
>can't even afford a pc that will run gzdoom
>STANFORD UNIVERSITY
my sides

>> No.2379964

>>2379909
same as what i would have got. because, he's me.

>> No.2379969

>>2379957
It's working. Time to game!!!!

>> No.2379971

>>2379958
it just goes to show, no matter how clever you are, unless you know the right people / are part of the right social class, you're fucked

>> No.2379974

>>2379943
Lots of wads tend to go full slaughtermap towards the end, even stuff like Unloved just goes "You know what fuck it, release the kraken".

>> No.2379984

>>2379971
A study of people from various income brackets showed that highly intelligent people from poor families tend to get about as far in life as stupid people from high income families. Monetarily anyway. In the end if you're smart you're far more likely to be a depressed alcoholic no matter what family you come from. Though if your pops has cash I guess you could afford a shrink anyway...

>> No.2379987

>>2379984
>In the end if you're smart you're far more likely to be a depressed alcoholic no matter what family you come from.
if you're smart and neurotic, maybe

>> No.2379992 [DELETED] 

>>2379958
>why didn't you do X thing, you should have done X thing like smart people like me do then you could have a better PC
>realize I'm smarter than you
>muh financial standing
You're hilarious. And no, I don't work a McJob.
I'm not even mad either.

>> No.2379995 [DELETED] 

>>2379987
It's a tendency that's all. Stupid people tend to be less depressed. They might not be happier (they could be constantly angry, or just an asshole) but they're not generally depressed.

>> No.2380032 [DELETED] 

>>2379995
doing nothing with that knowledge is what leads to depression

>> No.2380037

Any news on the Hotline Miami wad someone was making?

>> No.2380040

>>2380037
I think that was just a title screen or menu or mockup
AFAIK no work on an actual mod was completed

>> No.2380041

Remember when DoomGen was about retroFPS and not actual /v/-tier shitposting?
I do, and it was earlier today before you faggots arrived.

On-topic, what are some good spooky haunted mansion levels or megawads? Doomsylvania would be awesome and vampires are basically demons.

>> No.2380051

>>2380040
I hope it's an actual project, would be nice to see how it played

>> No.2380058

What in the hell are you idiots going on about?

Look let's get back to talking about doom and shit.

>>2380037

I actually seen gameplay of it.

on the other chan

>> No.2380067

>>2380058
>What in the hell are you idiots going on about?
>>2380041
>Remember when DoomGen was about retroFPS and not actual /v/-tier shitposting?
>I do, and it was earlier today before you faggots arrived.
Blame the people that are saying
>can't run gzdoom? just upgrade your toaster!
>if you make gzdoom your #1 priority in life you should be able to afford to upgrade just fine!
>graf zahl's decision didn't negatively affect the community!

>> No.2380072

Finish the fucking job mods and ban these jackasses

>> No.2380073

>>2380072
>Finish the fucking job mods
I don't think they started.

>> No.2380086

>>2380072
>>2380058
>>2380041
>gzdoom discussion is off topic

>> No.2380093

>>2379958
lmao if you think those test scores makes a person "genius level"

my SAT score was almost exactly the same (well, my writing score was higher, but otherwise basically the same) and I'm a total fuckup retard

>> No.2380097

>>2380093
it only makes the joke funnier if what you say is true then

>> No.2380147

>>2380086

it's the same shitter who can't stand people saying some words. pay no attention to him.

>>2380058
>on the other chan

oh boy

>> No.2380159

guys, i want to kill natzees
what wads do you recommend for that?

>> No.2380163

>>2380159

ww-nazis is perfect for what you want: http://forum.zdoom.org/viewtopic.php?t=29815

>> No.2380169

>>2379890
>Dr class
umm... LINK?

>> No.2380171

>>2380169
http://www.best-ever.org/download?file=dr6zn_beta3b.pk3

>>2380147
What's "oh boy"? It was on another website, so what?
It looked like just a run-and-stab crazy mess of colors and nonsense. Mite b cool, might not.

>> No.2380178

>>2380147
>having any reaction whatsoever to that chan being mentioned
The raging autist that flipped the fuck out over a few modders occasionally visiting there has already left. You can stop treating it like Voldemort now.

>> No.2380179

>>2380147
>oh boy.

It's funny because people there triggered like fucking tumblrites if 4chan is mentioned over there. I swear you people are so tsundere for each other it's sickening

>> No.2380180

>>2380058
>on the other chan
link?

>> No.2380181

>>2380163
oh sweet
i wonder what mappack i should play with this
the author recommends epic2, guess i'll start with this one, but i'm open to suggestions

>> No.2380184

>>2380181
Brotherhood of Ruin

>> No.2380185

>>2380169
>>2380171
>http://www.best-ever.org/download?file=dr6zn_beta3b.pk3

take note that is the zandro version of DR Class which works differently from the zdoom version.

http://ux.getuploader.com/SgW/download/75/d-radys_v62_fix.zip

>That feel when we might never get DR class v7

>> No.2380190

>>2380180

It's been a few threads and shit dies over there awfully quick. It had a pulsing technicolor nightmare of a sky though. It was kinda interesting that punch attacks and thrown weapons only knock down monsters. Forcing the player to go over and give them a good kick.

If it gets some proper maps and more polish, I can see it easily becoming a thing

>> No.2380202

>>2380190
Did anyone happen to save a copy of the .webm?

>> No.2380253
File: 173 KB, 1024x640, dr6d.png [View same] [iqdb] [saucenao] [google] [report]
2380253

>>2380185
>That feel when we might never get DR class v7

>That feel when you will never EVER get to lick Andlo's robo belly button.

>> No.2380271
File: 228 KB, 872x703, Capture.png [View same] [iqdb] [saucenao] [google] [report]
2380271

>>2380253
>This is the power... of the japanese DooM commity.

Woah...

>> No.2380275

>>2380271

Legit looking forward to the JPCP.

>> No.2380289
File: 2.52 MB, 640x360, SHITTER SHATTERED.webm [View same] [iqdb] [saucenao] [google] [report]
2380289

>mfw trying to do UV 100% pistol start Tricks and Traps

>> No.2380295

>>2380271

>>This is the power... of the japanese DooM commity.

that aint nothing, son

https://www.youtube.com/watch?v=8ymfl3MzqzI

>> No.2380373
File: 85 KB, 380x266, 1424138483206.png [View same] [iqdb] [saucenao] [google] [report]
2380373

>>2380253
>Etrian Odyssey Yggdroids

>> No.2380407

>>2380373
it is saturday night and I am drunk, but I still don't get what this post means.

>> No.2380413
File: 245 KB, 600x769, 135439.jpg [View same] [iqdb] [saucenao] [google] [report]
2380413

>>2380407
It's a(n?) yggdroid from Etrian Odyssey.

>> No.2380420

>>2380295
He made that shit look easy.

>That moment when I realized it was on Fast
Dayuuum

>> No.2380427
File: 397 KB, 1280x768, drv601.png [View same] [iqdb] [saucenao] [google] [report]
2380427

>>2380413
Oh that makes sense. I think the sniper girl is from some flash game, but I don't know the significance of it.

I guess it confirms my suspician that the DR Class mod is a collection of characters of different franchises/games being playable.

Andlo is pretty fun to play since her weapons are on both hands and you can switch them with alt fire.

>> No.2380429

>>2380295
>that 9 health save

>> No.2380431

>>2380427
Also forgot to ask, but does anyone have an older zip file of the DR class v6 mod? It has the map in that post and it was some test map with that same tv with random images you can cycle through.

Or at least know what .wad file that has that map?

>> No.2380456

>That feel when you can't be bothered to play DooM anymore because you don't want to have to go through hundred of mods you missed out over the years due to college.

It is horrible. Seeing>>2380295 made me realize just how long it has been since I seriously played DooM.


When will Internet DooM Explorer set categories for mods so you can separate them and mix and match based on type like mappack and gameplay mod?

>> No.2380471

>>2380456
The best I can recommend for you, is to just check out the Cacowards for now, and if you feel like it, find gameplay mods to use with them.

>> No.2380624

>>2380295
why is the music so piercingly loud? i can't watch this, it ruins it

>> No.2380625

>>2380295
oooh, this is the kind of shit i like
thanks for this anon

>> No.2380827

BLOOD question.
How the hell do you deal with "hand" enemy?
Every resource I found tells me mash "USE/OPEN" key fast untill they come off, then shoot them.
I do exactly that, but nothing happens and they choke me to death. Maybe the fact that my "use/open" is rebound to E throws the game off, but binding it back to "space" solved nothing.

>> No.2380831

>>2380827
Turn the cycles on Dosbox down.

>> No.2380834

>>2380827
Maybe you have a version of Blood that needs patching?

I have One Unit Whole Blood Version 1.21, and it works for me.

also, if you set yourself on fire, it sets the hand on fire, too. but if it already started choking you, you will still probably die before it does.

screwing around with the aerosol can is fun sometimes.

>> No.2380898
File: 96 KB, 1280x720, tumblr_nnelt3WlC31uswccyo1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]
2380898

Wadbot delivered this gem a few hours ago

>Description:
>Six EXCELLENT maps for Doom 2, ranging from Romero-esque E1MX levels to very unique hellish levels, ending in an exhilarating and intense battle with a new boss monster, created by me in DECORATE. A sure contender for best WAD of the year.

link
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/v-z/vilefury.zip

>> No.2380902

>>2380898

i almost forgot, thanks to whoever recommended Wadbot in the past thread.

>> No.2381025

Maybe you guys can help me?

>>2379149

>> No.2381031

>>2381025
Isn't it Torture Chambers?

>> No.2381042

>>2381031
Oh fuck, it is. It looked very familiar, but obviously wasn't q2dm1-8. That it could be a map from the single-player campaign somehow did not cross my mind. Thanks!

>> No.2381086

>that last switch that lowers the blue keycard in Scythe map30
>the teleporter takes you to the starting platform
>at that point the starting platform was full of enemies that were spilling over from the other area
Fuck everything

>> No.2381117

>>2381086
yeah it lets a bunch of revenants out of the walls on either side of the destination point.

>> No.2381159

>>2381117
No I mean the dudes from the big outdoor area were spilling over, I was literally surrounded by barons when I teleported and they ganked me instantly.

>> No.2381185

>>2381159
oh... i see. yeah, that's unfortunate. bit of a trap for the unspoiled. not sure how you would know you need to keep that area clear on a first play.

>> No.2381246

Anyone with some simple WAD knowledge to do something for me?

Seeing that Doom64 WMI isnt in progress anymore and Doom64StuffGZ is the most complete one, could someone add the horizontal bulletspread to the shotgun + fix the chaingun delay for me?

I need a good Doom 64 weaponset, but i could only find those 2.

>> No.2381260

Sometimes I wonder, what would happen if the topicstarter would post a "-fast" in the thread's subject?

>> No.2381261

>>2381260
we'd get hit with more fireballs

>> No.2381262

>>2381260

we'd acquire gud

>> No.2381268

>>2381246
You could do it yourself by altering properties (angle variable, the first one) of A_FireBullets function for shotgun, and by deleting the delaying frames for the chaingun.

>> No.2381279

400 sessions, never drew a dime

>> No.2381283

>>2381268
Actually, thats the problem, its firing speed is way too fast.

About the A_FireBullets, i will try, thanks a lot.

>> No.2381309

>>2381260
i don't understand. what would you expect to happen? does it trigger some kind of autoban function?

>> No.2381314

>>2381260
We'd reach the bump limit in half the time.

>> No.2381320

>>2381283
Then just add frames that are supposed to take longer. the number after the frame name tells you how many tics this frame would be shown for. add to this number to increase delay, and reduce firing rate.
Actually there are several ways of going about it - you can read the zdoom wiki

>>2381309
that was a joke about how slow this thread has gotten

>> No.2381323

I just beat Heretic E3 on NM, should I do E4 and E5 before Hexen, or after?
What can I expect from E4 and E5 In terms of difficulty?
Is Hexen NM like Heretic NM where it's just UV -Fast with more ammo?

>> No.2381345

>>2381323
>What can I expect from E4 and E5 In terms of difficulty?

IIRC, They're harder than the core game. Consistently harder, too, unlike Doom's E4.

>> No.2381346
File: 100 KB, 96x96, 1395098441423.gif [View same] [iqdb] [saucenao] [google] [report]
2381346

>>2380898
>Punching Archviles to death.
Even if the rest of the map was nothing special, it's worthwhile for this alone.

>> No.2381362

>>2381320
oh. sorry for my paranoia. but you wouldn't be surprised at an attempt to sneak something into the op that would get the thread deleted, would you?

>>2381314
it seems to me that recent threads have moved quickly not due to constructive discussion but from inflammatory remarks... i prefer a quiet thread to a hundred-post argument over gzdoom's renderer, the morality of hdoom, quake servers that lack "undesirables", sgtmark's latest outrageous post, or... you know, whatever else.

>> No.2381392

>>2381320
>that was a joke about how slow this thread has gotten

Ah, so you want activity? Let's wait till June, then.

If anything, this one thread has been faster compared to the previous two,just saying

>> No.2381410

>>2381392
i don't think doom 4 will be allowed here

>> No.2381418

>>2381410
lol i assumed he meant because kids will be on summer vacation

>> No.2381419
File: 241 KB, 1920x1080, Screenshot_Doom_20150503_130603.png [View same] [iqdb] [saucenao] [google] [report]
2381419

god fucking damn

Please tell me Doom II get easier

>> No.2381424

>>2381320
Ok, did what you said and it worked.
Apparently the shotgun didnt need fixes so i would call it done (sprite speed isnt the same but what bothered me the most was the delay).

It should work proper now, if someone wants a link, i can post it here.

>> No.2381427

>>2381419
that level's just an out of place gimmick.
Though the bullshit doesn't end there.
I've been playing doom for years and I still forget how to find the exit to map28

>> No.2381439

>>2381427
>I still forget how to find the exit
Atleast it's not as bad as one of the egyptian levels from Final Doom. I spent ages running around in a massive maze full of seemingly random series of switches and doors. And then towards the end I got teleported to already explored ground which somehow opened more ways to go which teleported me around more and I somehow finished the level.

>> No.2381450

>>2381439
you mean tnt map31, the infamously broken one with the missing yellow key?

>> No.2381459

>>2381450
It's not that one, I can't even remember if it was TNT or Plutonia, but it was a fucking huge egypt-themed level.

To this day it's one of the worst Doom levels I have ever played, excluding maps that are bugged.

>> No.2381480

>>2381459
but the only egypt themed level in either of the final doom iwads, is tnt map31.

i think you are confusing it with something else. either the theme of the map, or if it really is an egypt map, its source wad.

>> No.2381501

>>2381459
You're thinking Alien Vendetta.

TNT's Egypt level is tiny.

>> No.2381509

>>2381480
I must have misremembered then, it's been a long time. It could've been that it wasn't egypt-themed, but the architecture was very "ancient tomb"-ish.

Are there any retardedly huge maze levels in Plutonia or TNT you can recall?

>> No.2381514

>>2381323
Is Hexen NM like Heretic NM where it's just UV -Fast with more ammo?
Yes, but you get some respawning monsters too. 99,9% of the time its ettins, rarely a wendigo or afrit.

>What can I expect from E4 and E5 In terms of difficulty?
Overall harder, but final bosses are just loads of maulotaurs that you can run in large circles and never take a hit. IMO they dont really match up to D'Sparil.

>should I do E4 and E5 before Hexen, or after?
Finish Heretic first.
Hexen is much slower with a bigger focus on exploration and somewhat inventory use (you can keep up to 25 items, the cleric's flechette is insanely good compared to his starting weapon, your ultimate weapon can fully drain the mana of all your weapons in like 12 shots).
If you want something closer to Heretic speed, play Hexen deathkings of the dark citadel instead.

>> No.2381526

>>2381501
Oh fuck you're right, it must be this one:

http://doom.wikia.com/wiki/MAP20:_Misri_Halek_%28Alien_Vendetta%29

>> No.2381541

>>2381526

>To this day it's one of the worst Doom levels I have ever played
>AV's MAP 20


Look, I'm not saying that your opinion is shitty, but quite frankly you're going to get quite a few people angry with it.

It's not that you're going to cause thread derailment or some shit (because you won't) but prepare for a lot of hate

>> No.2381550

>>2381419
Favorite god damn level, and it only gets harder around the late 20's

>> No.2381564

>>2381541
Well I could be remembering wrong again, I even mixed up AV with Final Doom.

>> No.2381568

>>2381419
Yes, but the quality of the levels goes way down. As if it wasn't already crap. Ammo starvation becomes a thing in a few levels.

>> No.2381570

>>2380171
Thanks anon,now i can host a server with it

:: [BE] Montreal :: WHAT IN THE ACTUAL FUCK

>> No.2381668

>>2381526
it's far from the worst map ever but...
>>2381541
it's not some glorious thing beyond reproach either.

technically impressive, but plays slowly and at times confusingly

>> No.2381792

Why is the nanomech super shotgun so stupid in DRLA? Using it and some fireproof armor I could basically just hold LMB and W cruising through the whole wad.

>> No.2381803

What are some good Quake 1 styled map sets/mega wads for Doom?

>> No.2381809

>>2381803
Project Slipgate and Dissolution of Eternity

>> No.2381817

>>2381792
This happens with any Nano weaponry.
Because of the infinite ammo.

Don't play DRLA if you want it to stay balanced throughout.
The longer you play it the more overpowered you become.

>> No.2381820

>>2381817
>This happens with any Nano weaponry.
Because of the infinite ammo.
It's not the infinite ammo. Nano shotguns with just infinite ammo would be fine, it's that there's no reload animation and hence a ridiculous fire rate that's the problem.

>> No.2381832

>>2381820
Weapons don't get their reloads or any sort of pauses with the infinite ammo.

Even if they did there would be little reason not to hold the button down on most weapons because they don't have a pause between shots.

>> No.2381843

>>2381792
>>2381820
I haven't played DRLA since that super pain elemental thingy was introduced. Any new and interesting weapons/monsters?

>> No.2381847

>>2381832
An automatic weapon has it's DPS increased by something like 20% through skipping reload time, for a super shotgun it's closer to 300%.

>> No.2381858
File: 13 KB, 300x225, 7440__undertaker-story-sharon-vaca-blackfirexkane-58-photos.jpg [View same] [iqdb] [saucenao] [google] [report]
2381858

>>2380295
undertaker mod when

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

>> No.2381868
File: 655 KB, 1280x960, tumblr_nnr01bl5gq1qc4rd3o1_1280.png [View same] [iqdb] [saucenao] [google] [report]
2381868

>> No.2381870

>>2381868
lewd

>> No.2381876

>>2381868
she looks like the artist tried their hardest to not make the nose red

>> No.2381886

>>2381868
No idea what I am looking at.

Did you post this in the wrong thread?

>> No.2381891

>>2381868
>bedroom eyes
>juices dripping down chin
boner no

>> No.2381894

>>2381886

It's the protagonist of DemonSteele.
Kind of like how Mel and Blaz get their own art, too.

>> No.2381948

>>2381803
Nehahra, the Chapters levels and the Contract Revoked ones, Soul of Evil, A Roman Wilderness of Pai.
There was also a three-leveled map set in a mix between knave-fortress and a weird dimension, I think it was called Nyarlathotep.

>> No.2381971
File: 253 KB, 1280x720, zandronum 2015-01-05 23-57-54-820.jpg [View same] [iqdb] [saucenao] [google] [report]
2381971

Oops.

>> No.2381982

>>2381868

Boy she really loves her ramen.

Now I want someone to draw Blaz trying to eat a burger all sexy like in those Carl's Jr commercials and it's just him smooshing it into his visor

>> No.2381989

guys I have been thinking of making standalone Iwad

basically total conversion that is more about weapons and enemies.

got some questions tho
>can I have sprites locked on two axes?
this could be good for making some particle effects in decorate such as water splashes, grass, etc
>is it possible to have monster skip its death state
in this example, lets say I have chaingunner and he is armored, after he takes certain amount of damage, he dies, but without death animation, and on his death, he spawns chaingunner WITHOUT armor in exact same position as him.
I would like this to simulate armor being destroyed and then enemy taking serious damage.
>Jumping and crouching
opinions and ideas for it
>main menu
or more specifically, is it possible to change main menu and option screen layout, for example by moving buttons to left side of screen or removing some possible keybindings from options screen

>> No.2381994

>>2381989
More wads need to make use of Jumping. Crouching isn't necessary in my opinion, but I don't feel like it would ruin the game having it, and you could possibly make a wad where I felt like it was put to great use.

>> No.2381998

>>2381994
with crouching I was thinking of using it mostly for secrets and alternative routes that could reward player with "stealth"

stealth as in, go behind enemy lines and fuck them up from a better position

>> No.2382004

>>2381998
Could be cool.

>> No.2382010

>>2381989
>Jumping and crouching
I was actually thinking about this earlier today, you could have stuff like tables and shoulder-height pipes that will allow the player to have greatly increased mobility if they use crouch and jump properly. Or have gimmics like a horde of enemies on a slightly lower floor, which will allow the player to jump on them from the elevated floor and crowdsurf through.

Basically when I think about jump and crouch in Doom, I think the player going at crazy speeds, jumping over monsters and through windows, and doing manouvers that take Doomguy's already high agility to the next level.

>> No.2382037

>>2381989
>can I have sprites locked on two axes?
+FORCEXYBILLBOARD, I think.

>is it possible to have monster skip its death state
There are better ways to go around this, but yes.
Death:
TNT1 A 1 A_Spawn("Chaingunner")
Stop

>Jumping and crouching
Ysesss.

>main menu
MENUDEF.

I like you anon, and I'm not sure why.

>> No.2382038

What are some comfy vanilla .WADs to play? I just got my first laptop and I'm not used to the layout

>> No.2382039
File: 708 KB, 1280x720, Screenshot_2015-05-03-18-08-02.png [View same] [iqdb] [saucenao] [google] [report]
2382039

Excuse me im just trying to meme here.

>> No.2382041

>>2382037
Y-you too

anyway, got absolutely no idea about story to hamfist there
I just want to give player some cool guns, big mean monsters to shoot and some decent levels.

>> No.2382042

What are the best Doom WADs?

>> No.2382045

>>2382042

The iwads, obviously.
It's kind of hard to play anything else without them.

>> No.2382047

>>2382039
I'm not quite sure I understand what the last one is supposed to be conveying.

>> No.2382051

>>2382047
getting caught jacking off probably

>> No.2382060

>>2382042
TEETH.WAD

>> No.2382114

>>2382051
>getting caught jacking off

This is the true nightmare mode.

>> No.2382181
File: 117 KB, 640x480, slipgate_qstuff.png [View same] [iqdb] [saucenao] [google] [report]
2382181

>>2381809
>project slipgate

So I decided to run this with Quake Stuff Ultra...
I don't think I'm in the correct game anymore...

>> No.2382213

>>2382038
Demonfear

>> No.2382256

>>2381843
I believe that was the last public update, Yholl got a little burned out and had a fuckmassive update planned, so it might be a minute still.

>> No.2382302

>>2382042
Classics (96-05)
>2002: ADO
>Alien Vendetta
>Congestion 1024
>Crusades
>Darkening E1&2
>Deus Vult
>Eternal Doom
>Hell Revealed 1&2
>Icarus
>Kama Sutra
>Memento Mori 1&2
>Requiem
>Scythe 1&2
>Slayer
>Suspended In Dusk

Modern (06-15)
>Back To Saturn X E1&2
>Community Chest 3&4
>Epic 1&2
>Going Down
>Jenesis
>Lunatic
>Plutonia 2&Revisited
>Resurgence
>Reverie
>Scythe X
>Speed Of Doom
>UAC Ultra
>Vanguard
>Valiant
>Whispers Of Satan

>> No.2382325

>>2382213
Seems like just the ticket. Thanks, player!

>> No.2382406

I have a weird ZDOOM idea
Is it possible to apply palettes separately to ALL textures from ALL enemies, like "global texture palettes that affect all textures, but NOT sprites", and "global sprite palettes that affect all sprites, but not textures"?

What I want is world shifting between two modes - the vanilla, and the one where all walls are painted one color, while enemies are painted the other, and make that transition smooth by transition palettes that are somewhere in between. But global palettes that would affect textures also affect enemies - is there any way around that at least?

>> No.2382457

>>2381323
>Beat Heretic E3
Fucking how
Every single goddamn playthrough I've seen, D'Sparil just stands around in one place and lets you flame him, when literally every time I go through it, he teleports right before any projectile can hit him, and shits out more Disciples before I can even figure out where the fuck he is, and then literally the second I start firing at him again, boom, teleport.

>> No.2382471

>>2382457
He teleports more and more when he gets injured.

If he's moving too much then the Claw is your friend.
He is also more likely to teleport when you get close.

>> No.2382487

>>2382457
Okay, here's the pussyfooting way of beating him, which is the only way I ever managed. Basically, he can only summon mooks or teleport when he sees you, so what you want to do is pick up pretty much everything in the arena while he's still on his serpent, that way he's manageable while you can get everything. There's a ring of invincibility, an urn, and a tome of power, which is really all you need. Kill the serpent with whatever, and the second that he goes down, switch to the Phoenix rod, activate a tome, and a ring of invincibility, and get all up in his shit with it. His reaction and attacking speed increase with the damage he takes, so right in the beginning, you should be able to do crazy amounts with the Rod. Once the ring and tome wear off, hide in one of the nooks in the trident and wait for the disciples he summoned to get close enough to where you can safespot them with the claw. Once D'Sparil's the only enemy left, jump out and snipe him with the claw, going back into the nook once the disciples start to get around ten in number, rinse and repeat.

>> No.2382498

>E2L8
man, i don't know if it's because i'm using the TC, but this is such an huge clusterfuck

>> No.2382516
File: 731 KB, 1600x900, Screenshot_Doom_20150504_015901.png [View same] [iqdb] [saucenao] [google] [report]
2382516

Is it just me, or is Zandronum a bit blurrier than GZDoom? I don't know how else to explain it.

>> No.2382518

>>2382457
Every single goddamn playthrough you've seen just stunlocks his second form with the phoenix rod + tome of power for an extremely cheap kill.
It takes a fair ammount of skill to beat him in "N!" if you try doing anything else.

>> No.2382523

>>2382516
>I don't know how else to explain it.

Gonna have to think of another way, mate, because the only way I can think of Zandro being blurrier is with texture filtering on.

>> No.2382526

>>2382516
Gamma/contrast level differences?

>> No.2382534

>>2382498
am i stupid? is it obvious to everyone else here what game he's talking about?
>>2382516
what is that level? who would put in so many cyberdemons into a giant box?

>> No.2382535

>>2382534
I think its mock2, not 100% sure tho

>> No.2382536

>>2382535
makes sense.

>> No.2382550

>>2382534
>>2382535
Yeah, that's mock2. A little over 1,000 cyberdemons in a huge box, you start in one corner, the exit telepad is in the other corner.
Better run, fucker.

>> No.2382552

I read that someone was doing a Hotline Miami Doom mod.

Any idea if that was true or was it just sort of a random thing that popped up like Mike's Berserk sprites?

>> No.2382582

>>2382552
see
>>2380037

>> No.2382602

somewhat major question
can .zip .pk3 .pk7 etc files be used as an Iwad?

>> No.2382626

>>2382534
>>2382535
>>2382550
actually i was talking about wolfenstein 3D
but yeah, that mock2 level sounds like total bullshit

>> No.2382634

>>2382626
>actually i was talking about wolfenstein 3D
right, thanks.

i conflated two separate conversations by replying to both in the same post. sorry about that.

>> No.2382654

I hope we get more mapsets like Swift Death. Its a nice breathe of fresh air to have a hard mapset thats neither Plutonia styled nor Hell Revealed styled, and actually does it own style.

>> No.2382660

>>2382602
bumping with my question

couldnt find answer online so far

>> No.2382676

>>2382654
>Plutonia styled nor Hell Revealed styled
What are the distinctive styles? I played those years ago, and the best I can remember is that Plutonia-style means "Mr. Agitated Skeletal's Wild Archvile Ride".

>> No.2382716

>>2382676
Plutonia is about traps, and mean monster placements. Hell Revealed is about hordes, and choatic gameplay.

Swift Death is about short and tiny maps with a high monster density, usually with nearly everything eyeballing you as soon as you start. Monsters aren't the only problem, as level design is often tight, leaving little room to breathe, and inescapable pits are common.

>> No.2382739

https://youtu.be/XM1iULiBczA?t=22s

Wait, this ain't Quake II for the PlayStation...

>> No.2382802

>>2382676

Swift Death style is "trial and error"

>> No.2382818

>>2382739
>not using one of the q2 skins as placeholders
>not replacing diehi

Christ what are you even doing

>> No.2382834
File: 966 KB, 800x600, blood_000.webm [View same] [iqdb] [saucenao] [google] [report]
2382834

Blood question.
Was Blood always this buggy or is it just a DosBOX thing? I see this kind of shit, enemies and stuff sinking into the ground and all kind of weirdness.
Blood is 1.21 version.

>> No.2382851

>>2382834
Hmmm I don't think I've seen that one before. Blood is a kinda janky game though.

>> No.2382856

>>2382851
It happened several times to me already. Stuff that is supposed to be in sync goes out of sync.

>> No.2382882

I wonder if BTSX E3 will have a map entirely made up of purple textures.

>> No.2382885

>>2382856
Honestly haven't noticed that kind of glitch m8.

>> No.2382972

Is there a "timescale" command analogue for ZDoom? Like a thing to make "bullet time"?

>> No.2382975

>>2382972
Not at all.

You could theoretically simulate it by having some sort of script that changes all monster behavior when you get an item that forces nothing but custom slow attacks out of all of them.
You'd have to make it so it changes your weapons into a slow firing projectile shooting version as well.

>> No.2382985

http://strawpoll.me/4276941

>> No.2382987

>>2382716
Curious, which style does Epic 2 fit into? Haven't finished it yet, but I have been loving it.

>> No.2383001

>>2382834
Played the entire game (in DOSBox) and the two expansions and never noticed those kind of glitches you talk about. Don't remember the version though.

>> No.2383030

>cracked speading BS on Romero's malformed baby
eheheheh

>> No.2383032

>>2382975
How to slow special effects and bouncing things, so they would alco look right, because that method throws them off big time.

>> No.2383037

>>2382987
Haven't actually played much of Epic 2, actually. I'd imagine it some Eternal Doom influences, though, since its by Eternal.

>> No.2383084

>>2383030
where, nigga
and use donotlink

>> No.2383091

>>2383032
>Bouncy things
Don't have them
>Special effects
Custom bullet puffs is the most you can hope for really

>> No.2383096

>>2383084
http://www.donotlink.com/ezno
https://twitter.com/romero/status/595249271869345792
https://twitter.com/romero/status/595250126165159936

>> No.2383106

>>2382051
Its supposed to represent how foul the doom community is sometimes, and how ridiculous it feels to play doom on stupid mobile.

>> No.2383110

>>2382602
>>2382660

Nope. An iwad needs to be a wad.

>> No.2383113

>>2383110
well fuck

guess I will just keep this as a pwad

>> No.2383125

>>2383096
I've never heard of that website, but everything I see on that page is cringe worthy.
Romero must be fucking sick of people spreading shit about a mistake from over a decade ago.

>> No.2383143

>>2383125
It was once a fun site where you could laugh at stuff and learn something new.

Nowadays it's filled with the overly politically correct, SJW's and various other professionally offended types.

>> No.2383154

>>2383125
Its a popular entertainment site for uneducated.
They post lists like "5 videogames that will make you consider mass shooting" on regular basis now.

Used to be sort-of-decent up until 2 years ago, when most of their writers got fed up with BS and left. Now its just talentless hacks and sjw-approved clickbait.

>> No.2383162

Still looking for nice spoopy haunted mansion/dungeon/victorian themed maps.

>> No.2383169

>>2382302
>no Suspended in Dusk
Nigger

>> No.2383182

>>2383169
...but I did include it

>> No.2383190

>>2383169

It's right there, dumbass.

>> No.2383191

>>2383169
faggot

>> No.2383194

>>2383125
>Romero must be fucking sick of people spreading shit about a mistake from over a decade ago.

Man there's been worse games than Daikatana and there's been bigger flops than Daikatana but people still keep on telling him shit like "BUT THE ARTICLE STILL ISN'T AS INACCURATE AS YOU'RE CODING! LOL! BURN! INCINERATION!".

>> No.2383202

>>2383194
Honestly, Daikatana is nothing compared to Aliens Coloniel Marines

>> No.2383215

>>2382302
>Classics (96-05)
i don't think it's fair to lump all of these years together. it's more like

94-95: early vanilla, hardly anyone knows what they're doing. chaos and creativity

96-97: late, more advanced vanilla, maps become refined

98-01: slow rise of limit removing/boom; winxp in 2001 was death knell for dos-based engines

01-03: limit removing / boom era; some port-specific releases (legacy); many maps are enhanced by using zdoom but are basically still boom maps and degrade gracefully when run in less featureful engines

03-~09: zdoom starts to become incompatible with everything else. doom builder arrives and makes everyone forget how to map; modern maps begin filling with zdoomisms. many high profile zdoom projects dominate early cacowards.

~09 onwards: doomworld somehow turns back into a classic mapping forum; community splits up somewhat, zdoom modders go off to zdoom's own forums. gameplay mods that don't have their own maps start to become prominent in zdoom scene.

now: most maps made for limit-removing/boom; gameplay mods made for zdoom/zandronum to be combined with maps that will run with any port. some kind of equilibrium reached, for now.

>> No.2383223

>>2382302
>>2383169
I think Unloved and Phocas Island 2 deserve spots myself.

>> No.2383263

>>2383215
I agree that its not entirely accurate to lump the 90's with the early 00's. But that's way too many different categories.

>> No.2383270

>>2383223
Eh, I wasnt a fan of those, myself.

If I were to include zdoom stuff, I'd probably pick Thunderpeak, UTNT and Ultimate Simplicity.

>> No.2383296

>>2383110
Nah, for ZDoom it can be whatever, you just have to get one of the devs to make ZDoom recognize it as one.

>> No.2383312

>>2383215
>doomworld somehow turns back into a classic mapping forum

I think its because by that point, everyone had gotten sick of hyped and ambitious zdoom mapsets, after both KDiZD and Zpack turning out to be flops. Plutonia 2 finally releasing after 8 years and actually turning out good may have helped shift the interest back to classic mapping, too.

>> No.2383313

>>2383296
You know ZDoom is open source, right? You could just do it yourself.

>> No.2383319

I have this issue in Zandronum, where when I initially connect to a server sometimes the sound is just like white noise. It fixes itself after a few seconds but it's really annoying, and not entirely consistent.

Anyone know what is causing this?

>> No.2383320

>>2383313
Right, but unless you're making the iwad to be used by yourself only, or want to maintain a fork of ZDoom indefinitely, you'll want to have one of the devs put it in as an iwad so that that it can be used easily by others in current versions of ZDoom.

>> No.2383321

>>2383320
That's what pull requests are for.

>> No.2383323

>>2383321
I'd consider a pull request to be included under "have one of the devs put it in as an iwad."

>> No.2383327

>>2383312
>KDiZD and Zpack turning out to be flops.
I don't remember there being an overly negative reaction towards them.

>> No.2383331

>>2383323
>>I'd consider a pull request to be included under "have one of the devs put it in as an iwad."
That's retarded.

>> No.2383340

>>2383327
i don't think you can have been paying much attention, especially with regard to kdizd.

>> No.2383343

>>2383331
>That's retarded.
Why? It's up to the devs if it they accept the pull request.

>> No.2383349

>>2383327

KDIZD was a bunch of gimmicky, overly drawn out levels that just did nothing besides padding out and ruining the original tight, well paced flow of the original maps.

It would have been impressive as a technical achievement if it had been released ten years ago, but in the contemporary era it just seems totally redundant. If you wanted to play Doom with shitty scripting and contrived faux-realistic architecture, you could have just played any other shooter released since 1998.

>> No.2383352

>>2383327
What? KDiZD is practically infamous for being overhyped mediocrity.

ZPack wasnt quite as bad, but everyone at the time pretty much agreed that the only good maps were Vader's. Some of which, recieved standalone releases, like Thunderpeak.

>> No.2383363

>Heretic E4M1
What the fuck is this shit
I don't have enough ammo for this shit
I don't have enough health for this shit
Why do these secrets just have monsters to drain more ammo without any fucking rewards whatsoever?
Why has it suddenly gone all ammo starvation on me? E1-3 fucking gave me more than I'd ever need, and E4 isn't giving me enough on the difficulty that gives me extra ammo
What is this shit, how the fuck am I expected to fight a Maulotaur with fucking ten arrows and then a bunch of Ophidians in pitch black without a torch?

>> No.2383364

>>2383349
I think by having it be an expansion of the original levels it really gimped itself.

There are some clever ways they expanded upon the original map layouts and included them in the new maps, but overall the flow of the maps suffered and didn't play like the originals.

I think having levels that evoked atmosphere of the original levels, and played like/had the pacing of them without being directly tied to the original levels would have much better. For instance, have a giant fight at the beginning of the new E1M3, but don't have it be in a reskinned E1M3. Have a maze where it's hard to see stuff in E1M2, but don't have it be based off the original maze.

Also what the fuck was the bomb to blow up the wall in E1M1? Not only was it dumb but it seemed like stuff like that was going to be part of the levels and then it turned out that was the only time you did anything like that.

>> No.2383372

>>2383363
How good are you at conserving ammo?

>> No.2383376

Alright, weird ass shit time.
When I play doom, I usually play OpenGL renderer - Zandro or GZD.
However recently, I played through Blood, Redneck Rampage via DOSBox and some ZDoom wads.

The weird thing - when I browse internet pages, or just walk around, I get a sense of vertical panning effect column software renderer has.
But in real fucking life.
Shit's trippy as fuck.

>> No.2383382

>>2383363
Use artifacts when the situation calls for them. Don't conserve them. A common mistake for those used to Doom not having an inventory system.

>> No.2383384

>>2383376
Maybe don't multitask as you play then?

>> No.2383386

>>2383312

Which is a shame, because there's a whole ton that can be done for mapping with ACS and UDMF.
It just seems like the ZDoom mapping scene has become absolutely stagnant, and the general community's reaction to ZDoom mods as a whole is just disheartening.

If it's a gameplay mod, it needs its own maps.
If it's a mapset, it should be compatible with gameplay mods.
If a gameplay mod comes with a mapset, they should be standalone.

The divide is stupid.

>> No.2383393

>>2383372
Moderately, but the only things I have any room to conserve ammo on are Sabreclaws and Gargoyles, and the former are hard enough already considering practically nothing can be hitstunned reliably.

>>2383382
That doesn't help me get more ammo.

>> No.2383413

>>2383312
>Plutonia 2 finally releasing after 8 years and actually turning out good

Gusta was largely responsible for making it good, I'd say. He understood Plutonia perfectly. I remember looking at a lot of the old development maps from the years of 01-04, and most of them played nothing like Plutonia. In fact, only like one quarter of the maps in the final version are from the early days.

>> No.2383527

>>2382834
I just tried that map out and don't have that glitch. I've never seen it before. Something seems to be seriously wrong with your game if stuff like that is happening frequently.

>> No.2383537

So I did sudo apt-get install deutex and it came bundled with a lovely copy of freedm but how do I boot deutex itself? (Ubuntu trusty)

>> No.2383541
File: 556 KB, 1064x559, vr-quake-poll.png [View same] [iqdb] [saucenao] [google] [report]
2383541

>>2382985
Huh.

>> No.2383542

>>2383537
when i type in deutex in terminal it gives me

E AA96 No command given

>> No.2383548

>>2383541
/vr/ is too casual for quake 3

>> No.2383558

>>2383548
Q3 is too casual for me

>> No.2383560
File: 1 KB, 25x25, soula0.gif [View same] [iqdb] [saucenao] [google] [report]
2383560

>>2383537
>it came bundled with a lovely copy of freedm
heh you must have recommends installed by default. i always turn that shit off

>>2383542
deutex is a command-line program, you have to tell it what to do with CLI switches.

for example:

% deutex -gif -get soula0
i AA50 Saving pictures as GIF (.gif)
w GX10 GIF support may go away in the future
i WR19 Reading WAD /usr/share/games/doom/doom2.wad: (2919 entries)
i WR19 Reading WAD /usr/share/games/doom/doom2.wad: (2919 entries)
i PL05 Palette is Doom
i GE02 /usr/share/games/doom/doom2.wad: SOULA0: extracting
i GE04 Picture insertion point is (14,39)
i AA99 Normal exit

and then you will have a lovely picture of a soul sphere in the current directory.

>> No.2383561

>>2383560
(if you actually want to do anything useful with it, like build a wad, then there is a fair bit of setting up to do, creating directories, making a wadinfo.txt and so on.)

>> No.2383563

>>2383560
Oh okay. Sounds like I should do a lot of reading up then, I assumed it was just a generic Doom editing program. This sounds like some fun shit though

>> No.2383565

>>2383393
>That doesn't help me get more ammo.
So turning bulky enemies into chickens, using tome/ring + gauntlets and hourglass bombs dont help you conserve ammo? The fuck?

>> No.2383576

>>2383548
By the time I got to try Q3, I had already played UT and that had completely spoiled me with cool weapons.
>no secondary fire modes
>shotgun doesn't even launch grenades
>no ricocheting buzzsaw launcher
>no remote-controlled nuclear missile
>rocket launcher doesn't even have 4 different fire modes that can be charged up

>> No.2383579

>>2383541
Quake III has the best multiplayer (at least as long as you count mods), but it's unsurprising that it's not the most popular game on /vr/ given that it has no single player and people on /vr/ seem to tend more towards single player experiences.

>> No.2383586

>>2383579
Yeah that's what I was about to say too

>> No.2383591

>>2383576
UT was cool, but ultimately, it was way too slow compared to Q3

>> No.2383593
File: 228 KB, 1920x1080, Screenshot_Doom_20150218_004321.png [View same] [iqdb] [saucenao] [google] [report]
2383593

>>2382523
>>2382526
The only kind of filtering that I have on on both versions is linear filtering for mipmaps, and Anisotropic on top of the mipmapping. Otherwise, everything is nearest neighbor. If I can equate the blur i think I'm seeing to anything, it would be a slight upscale. Like when you blow up footage slightly to stabilize. Sorry if that makes no god damn sense.

>>2382626
Mock2 is total bullshit, but there's a few hidden gems here and there.

>> No.2383602

>>2383591
Fast or not, I just found the weapons way too boring to enjoy the game.

>> No.2383619

>>2383576
Same.
>>2383591
Movement in Q3 was faster and felt better in general but it was thank to a bug even Carmack didn't like, and UT was better in almost every other respect.

>> No.2383623

>>2383619
>bug even Carmack didn't like
more like bug from Q1 that got implemented as a feature that took skill to pull off?

>> No.2383626

>>2383619
>it was thank to a bug even Carmack didn't like
this sound interesting, what was the bug?

>> No.2383630

>>2383623
No, bug that even Carmack didn't like. He tried to fix it making jumping have a delay but he didn't like the gameplay effect that had.
Here, this was in his .plan file:
" Strafe jumping is an exploitable bug. Just because people have practiced hard to allow themselves to take advantage of it does not justify its existence. When I tried fixing the code so that it just didn’t work, I thought it changed the normal running movement in an unfortunate way.

In the absence of powerups or level features (wind tunnels, jump pads, etc), the game characters are supposed to be badasses with big guns. Arnold Schwarzenegger and Sigourney Weaver don’t get down a hallway by hopping like a bunny rabbit.

This is personal preference, but when I play online, I enjoy it more when people are running around dodging, rather than hopping.

My personal preference just counts a lot. :-)"

>>2383626
Strafejumping.

>> No.2383638

>>2383576

>b-but muh rocketjumping

UT is vastly superior of course, but there is no arguing with Quake fanboys. They were the CoD kiddies of their day.

>> No.2383646

>>2383630
>Here, this was in his .plan file:
hah, that's cool.

>>2383548
>>2383576
please try to remain civil.

>> No.2383650

>>2383646
>please try to remain civil.
Last guy you quoted was being civil tho

>> No.2383668
File: 107 KB, 1023x551, 1378711119725.jpg [View same] [iqdb] [saucenao] [google] [report]
2383668

>>2383638
>They were the CoD kiddies of their day

>> No.2383681

>>2376929
I'm not an expert, but I think its because a Roland sc-55 handles pitch differently. Either that or I just made myself sound retarded.

>> No.2383686

>>2383650
i quoted the wrong post, sorry. i meant >>2383638.

let's not bring "cod kiddies" into this and have some stupid argument, anyway.

>> No.2383712

>>2383576

Don't forget UT has far better music

>> No.2383720

Was I the only fucking person who played and enjoyed both Q3A and UT? People act like they're mutually exclusive, but I just switched depending on which I was in the mood for.

If I were forced to choose one, I'd have gone with UT, but I love Q3.

>> No.2383723

>>2383720
I enjoyed both, myself.

>> No.2383757

>>2383638
I've never gotten much good at either, so I'm not romanticizing some fond memories, but I respect Quake much more. It's like there's no skill ceiling in that game, which fascinates me both as a Doom duel player and a (Z)Doom rocketjumper.

>> No.2383823

>>2383593

Can you take screenshot of the same scenario in ZDoom and Zandro that you think demonstrates this the most and post them side by side?

>> No.2383862

>>2383593
afaik opengl render in gzdoom version from earlier last year matches doom software render quite closer than the opengl render of the old gzdoom version that zandronum still utilises

>> No.2383905

>>2383327
there was a shitstorm in the comments of the /newstuff thread with KDiZD when I had "unfairly" reviewed it, by being blatantly honest about ragequitting during E1M3 because of how unbearably bad it was. overhyped shit is still shit in the end

>> No.2383932

>>2383327

Were...you paying attention?
The ZDoom forum topic practically exploded when it released.

>> No.2383962
File: 3 KB, 239x258, 1346202344908.png [View same] [iqdb] [saucenao] [google] [report]
2383962

>pain elementals

>> No.2383969 [SPOILER] 
File: 121 KB, 1152x720, 1430787998226.webm [View same] [iqdb] [saucenao] [google] [report]
2383969

>>2383962
>he doesn't bully the shit out of them and make a fight

>> No.2383975

>>2383969
That doesn't help when there's four of them and/or they are floating really high.

Also, they still explode into a million little fuckers on death.

>> No.2383978
File: 329 KB, 1920x1080, Screenshot_Doom_20150504_154829.png [View same] [iqdb] [saucenao] [google] [report]
2383978

>>2383823
I'm a retard, it's running at 900p in fullscreen, I thought it was 1080.

>>2383862
That's legitimately interesting

>> No.2384013
File: 1.00 MB, 1280x1024, Screenshot_Doom_20150504_224723.png [View same] [iqdb] [saucenao] [google] [report]
2384013

Decided to post my modded versions of Super Doom64 and Doom64 Stuff.

https://mega.co.nz/#!BM0kjD4I!t6mrJyg_A178PWxDMY7TOSuXya1KnHezAxKZNy2oHC4

All i did was "kinda" fix the chaingun delay in it (I say kinda because i still find it pretty fast), and made SuperDoom 64 work in GZDoom.

Also included a Nosound version of SuperDoom 64 for those who will use it with Doom64 Stuff

Credits goes to their original creators, all i did was make them work with GZDoom/Fixing stuff

>> No.2384014

>>2384013
I dunno about that pic. D64 assets don't exactly look good with PC Dooms lighting, IMO. D64 made heavy use of colored lighting, IIRC.

>> No.2384015

>>2383962
PEs are nothing if theres only a couple of them, or if vanilla's 21 lost souls limit is enabled.

A whole horde of them without the 21 lost souls limit is batshit insane, though.

>> No.2384016

>>2383969

>dat gif

>in your head, automatic Semari Kuru Kiba

>> No.2384024

>>2384014
Yeah it did, however, i couldn't find any levelsets with colored lighting. I wanted to do something just to show how both would look when applied in the game.

>> No.2384026

>>2384015
Damn man, even like 6 lost souls causes me butt pain. It's so hard to take them out without wasting a bunch of ammo/health.

It's too much of a shitstorm to get them to infight if there's more than like two.

>> No.2384053

>>2377369
yes, beloko games are top notch so long as you have a controller or kb+m

>> No.2384054
File: 445 KB, 1920x1080, Screenshot_Doom_20150504_195054.png [View same] [iqdb] [saucenao] [google] [report]
2384054

Oh, this is a big map. Looks like there's a lit city off in the distance.

>> No.2384059

>>2384054
holy kek

>> No.2384060

>>2378465
>doesn't play low end games on his laptop
your loss nigga. some of the best games can be played on toasters and laptops are comfy as fuck to play on

>> No.2384064

>>2378465
It's Doom, dude.

People literally play it on their microwaves.

>> No.2384065
File: 579 KB, 1920x1080, Screenshot_Doom_20150504_195107.png [View same] [iqdb] [saucenao] [google] [report]
2384065

>>2384059
Whoa, a lava moat, that'll probably keep out unwanted people.

>> No.2384067

>>2384054
Can you walk to it?

>> No.2384068

>>2384065
It's like a first person shmup

>> No.2384073
File: 682 KB, 1920x1080, Screenshot_Doom_20150504_195118.png [View same] [iqdb] [saucenao] [google] [report]
2384073

>>2384067
>>2384068
Why yes I can, and apparently these people don't want me here. I wonder why?

>> No.2384081

>>2384073

43 HP, 20 shells?

You got this, champ.

>> No.2384085
File: 1.00 MB, 1920x1080, Screenshot_Doom_20150504_195137.png [View same] [iqdb] [saucenao] [google] [report]
2384085

>>2384081
Oh, oh my.

>> No.2384092

>>2383537
deutex is in the repos? cool. does deusf come with it?

>> No.2384112

>>2384013
Pretty cool, thanks. I noticed when I play with the SuperDoom 64 file the pistol and shotgun don't make any firing noises, but everything else seems fine. Is it supposed to do that?

>> No.2384156

proposing "CINCO DE DOOMYO" as next thread title

>> No.2384160
File: 245 KB, 550x500, AAAAAAAAAAAAAAAAAA-riba!.png [View same] [iqdb] [saucenao] [google] [report]
2384160

>>2384156

with this as the OP image

>> No.2384161

>>2384160
Holy shit, perfect.

Why do you even have this?

>> No.2384164

>>2384161

I think I made it last may for Cinco De Mayo

>> No.2384165

>>2384161
not our first rodeo

>> No.2384205

>>2384112

I forgot to say that you need to place SD64 to load first, then Doom64 stuff, that could cause that.

>> No.2384218

>>2384160
>AAAAAAAAAAAAAA-riba!.png
Please pick up my sides whenever you can get around to it, I appear to have dropped them.

>> No.2384224
File: 537 KB, 1920x1080, Screenshot_Doom_20150504_215710.png [View same] [iqdb] [saucenao] [google] [report]
2384224

>tfw I don't know what the fuck is going on

>> No.2384232

>>2384224
what mod are you using?

>> No.2384243
File: 162 KB, 1920x1080, Screenshot_Doom_20150504_221442.png [View same] [iqdb] [saucenao] [google] [report]
2384243

>>2384232
I don't even remember downloading it. All I know is that it has a god damn chain shotgun

>> No.2384246

>>2384085
god I can hear it in my head just looking at the pic...

>screeeeee..reee.reee....reeee
>fwoo-fwoo-fwoosh-fwoo-fwoo
>eeeerrrrscree-eee
>poouf-poou-poouf

>> No.2384270

>>2384243
toohoos and metroods everywhere...

>> No.2384279

>>2384205
Thanks, that gets the sounds working, but I think you end up losing the handed weapon sprites and such of Super D64, plus some extra sounds it seems to have like different enemy firing sounds.

>> No.2384323

So, how do I get Metroid Dreadnought up and running, I'm using the most recent GZdoom, and have managed to get it up and running, but can't seem to get in to anything but normal doom 2, and don;t have the prime HUD.

>> No.2384328

A new BD test is Up.

http://www.mediafire.com/download/nynohpeda5570s8/brutal20test-may5.zip

- Added Grenades. They can be droped by zombies or picked up with Backpacks. You can either use a bind to quick-toss them, or select them as an individual weapon on Slot 0.
- Added a grenade alt attack for zombiemen.
- Added a "Vanilla Monsters mode" that removes all the alt attacks, removes headshots from all monsters execpt the zombies and imps, and reverts most values back to Vanilla. Use the Cvar BD_ClassicMonsters to control it. (Requires to restart the Map)
- Even more improvements on friendly Marines. Improved navigation, fixed bugs causing them to respawn even after dying on the previous level, and many other stuff.
- Added Friendly Marine variations. After rescued, they can either come up with a rifle, shotgun, minigun, plasmagun, rocket launcher, or BFG.
- It's no longer required to kick/punch a captured marine to set it free. You can now release him by pressing Use.
- Marines can follow orders. Press the Use button in front of them to change between "Follow" and "Hold Position" modes.
- Fixed a bug with kicking with dual plasmaguns causing the rifle sprite to show up.
- Added a script will detect automatically if you are playing on SinglePlayer/Coop, and will automatically make your rockets and plasmaballs pass through other players/marines. This will also make any projectile of friendly marines to pass directly through you too.
- Due the way ZDoom and Zandronum handles client-sided CVARs, I needed to change them for Zdoom. Using bd_bloodamount or bd_lowGraphicsmode will not make any changes on Zdoom. Zdoom users must change these CVARs on the new "Brutal Doom Options" submenu.

>> No.2384336

>>2384323
>but can't seem to get in to anything but normal doom 2
What were you expecting, anon?

>and don;t have the prime HUD.
Hit -

>> No.2384339
File: 4 KB, 107x125, AND YOU COULD HAVE IT ALL... MY EMPIRE OF DIRT!!!.jpg [View same] [iqdb] [saucenao] [google] [report]
2384339

>>2384323
I personally use ZDL (ZDoomLauncher), and have the gameplay mods like Psychic, Demonsteele and Dreadnaught as the first wad selected before selecting map wads like Scythe 2.

>> No.2384343

>>2384328
sounds awesome
did you fix the "purist" mode zombies dropping rifles? i don't remember if i told you about that bug last time

>> No.2384348
File: 187 KB, 800x600, Screenshot_Doom_20150505_001801.png [View same] [iqdb] [saucenao] [google] [report]
2384348

Hi i'm Johnny Knoxville and welcome to Jackass

>> No.2384354

>>2382834
I've seen this glitch anon. It usually takes some time for it to set on too, at first it works fine...
I got no clue why it happens though

>> No.2384358

>>2384348
Dear
GOD

>> No.2384362

>>2384348
RIP

>> No.2384367

>>2384348
Here lies Anon's computer
Murdered by demons

>> No.2384371

>>2384092
yes.

>>2384156 >>2384160
sure, okay.

>> No.2384381
File: 1.66 MB, 1920x1080, Screenshot_Doom_20150505_000015.png [View same] [iqdb] [saucenao] [google] [report]
2384381

>>2384348

>> No.2384415

YEEHAAAAAAH

>>>/wsg/626983

>> No.2384418

>>2384328
cool beans

>> No.2384420

>>2384415
Might want to tone down the shuriken throwing speed.

I'm not seeing much of a reason to use the sword with that kind of firing rate and damage.

What mod is this exactly?

>> No.2384424

>>2384420

The faster shurikens have pretty shit range and don't block shots. I could further nerf their damage though, I like how spammy they are.

and this is Sgt Shivers ROTT-in-hell mod, that's his third character, Ninjoe, after I buffed the shit out of him and gave him some better sounds and sprites.

>> No.2384426

>>2384424
>The faster shurikens have pretty shit range and don't block shots
Well see the problem is that it has more range than the sword and since projectiles are pretty easy to dodge it could become the dominant weapon that makes the sword rather pointless.

Unless the sword hits REALLY REALLY HARD though.

Never heard of ROTT-in-hell before.

>> No.2384430

>>2384426

ROTT-In-Hell is gonna be a really simplified gameplay mod, with three characters each with one weapon and infinite ammo.

M60 guy: packs a machine gun and grenades (his grenades pushing people around was the inspiration for Push)

Pull guy (Father of Rick Facekick): wicked shotgun and a MIGHTY boot

Ninjoe: Redneck ninja guy

>> No.2384451

>>2384243
Do you have a link for this mod?

>> No.2384458

>>2384328
ok, playtested a few levels.
>dual wielding ammo double dip fixed
>in general much more polished, weapons all sound and play better
did you mean for the chaingun to switch while spinning and remember its position? if so dont change that. i like it
however
>blood still does damage and thus an enemy that spews a shitload of blood can kill you
>marines stack up way too fucking easily
my pc is retarded and cant take doom screenshots but by level 3 i had fucking 7 marines following me around. i think that they multiplied on their own. but even then, i dont really love how they follow you through each map. makes the game way too easy

>> No.2384467

>>2384458
>i think that they multiplied on their own.
Hdoom

>> No.2384468

>>2384467
kek, i know about that but i dont use hdoom. i was playing only with the dhtp. the marines seemed to multiply at the beginning of the map when they spawned to follow me

>> No.2384475

>>2384430
Sounds pretty fun, wouldn't mind running through some nice simple levels with these guys.

>> No.2384496 [DELETED] 
File: 1.44 MB, 1280x720, samsarass.png [View same] [iqdb] [saucenao] [google] [report]
2384496

>>2384348
https://www.youtube.com/watch?v=P_0CAPKdSPE

Haven't renamed Doomguy yet. I'm lazy.

>> No.2384516
File: 190 KB, 640x1920, 1430814962.png [View same] [iqdb] [saucenao] [google] [report]
2384516

>>2384328
arachnotron plasma seems to be passing straight through me.

>> No.2384520
File: 1.48 MB, 1280x720, samsarass.png [View same] [iqdb] [saucenao] [google] [report]
2384520

>>2384348
https://www.youtube.com/watch?v=P_0CAPKdSPE

>> No.2384534
File: 248 KB, 623x360, ba4.png [View same] [iqdb] [saucenao] [google] [report]
2384534

>>2384516
>mfw got to this map last night on doom rpg on my Armageddon file
>toxic atmosphere
>mfw
this shit is nuts.

>> No.2384571
File: 340 KB, 1280x960, packyourlubethiscacodoesnthaveany.png [View same] [iqdb] [saucenao] [google] [report]
2384571

so im currently tweaking black cacodemon variant, and I think this might so far be the most pure damage dealing wise worst black tier boss so far to meet in close spaces, as I gave it extra explosions on everything.

Gona be a fun release once I balance this guy.

>> No.2384573

>>2384571

well that looks terrifying

>> No.2384582

>>2384571
it kind of looks like it is sticking its tongue out?

>> No.2384587

>>2384571
What mod is this exactly?

I always see some colored demons but I don't know what it's about.

>> No.2384589

>>2384587
Colourful Hell, it's in the op.

>> No.2384590

>>2384587

Colorful hell, black monster spawns are totally unique and will ruin your shit

>> No.2384598
File: 449 KB, 656x410, Tommy Gun Reference.png [View same] [iqdb] [saucenao] [google] [report]
2384598

Which of these look like a better perspective for a centered Tommy Gun?
I'm going to redraw the whole thing to fit the style of the mod I have in mind, but I needed a reference, and I want to know which angle is better.

>> No.2384606

>>2384598

I prefer the one on the right

>> No.2384610

>>2384598
you want the one that looks more like it's being aimed forward. the one on left appears to be pointing halfway up in the air.

>> No.2384625

>>2384598

Use the right one. The one in the left looks something that eriance would sprite

>> No.2384628
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google] [report]
2384628

>>2384625

I like Eriance sprites

>> No.2384630

>>2384348
Mod name?

>> No.2384636

>>2384630

>>2384589
>>2384590

>>2376850

>> No.2384638

>>2384636
Thanks!

>> No.2384714 [SPOILER] 
File: 40 KB, 600x337, 1430832506909.jpg [View same] [iqdb] [saucenao] [google] [report]
2384714

>>2381858
Just play Doom2,
dont use the secret exit on map15
die on map30

>> No.2384760

>>2384085
Holy kek this is actually terrifying

>> No.2384818

>>2384085
Speedrun it with some Russian Overkill

>> No.2384841

Odd question, does anyone know how the doors in Doom work canonically? I'm sure one of the books explain this, right?
Do they use pressure locks like most scifi doors?

>> No.2384870

>>2384841
pressure or magnets, I am betting on either of these

>> No.2384910

NEW THREAD

>>2384906
>>2384906
>>2384906

>> No.2384997

>>2383154
True dat, anyone wanting to enjoy cracked I recommend reading anything older than two years.

>> No.2385010
File: 115 KB, 825x558, 3172629-doctah+doom.jpg [View same] [iqdb] [saucenao] [google] [report]
2385010

Was there any wads based on Fantastic Four and picrelated? So many years have passed, I'm sure someone did make some.

>> No.2385273 [DELETED] 

>>2383143
>>2383154
>sjw

Sorry but this is an 18+ board. Take it to /v/

>> No.2385289
File: 108 KB, 480x480, 1428806778108.png [View same] [iqdb] [saucenao] [google] [report]
2385289

>>2384065
>mfw I recognize the map

>> No.2385295

>>2385273

shut the fuck up cyber__demon

>> No.2385601

https://www.youtube.com/watch?v=3OT3eL3s43A

I fucking love this wad but fuck the platforming bullshit.

>> No.2385632

>>2385601
There's like only one platforming part isn't there?
Pretty sure you can just kind of run down and skip half the platforming too.

>> No.2385632,1 [INTERNAL] 

Just a silly complaint, Mark, but when dual-wielding the Assault rifle, it's bolt/charging handle shouldn't cycle when you pull the trigger on an empty mag. Otherwise not a single complaint! This thing is AWESOME!

>>
Name (leave empty)
Comment (leave empty)
Name
E-mail
Subject
Comment
Password [?]Password used for file deletion.
reCAPTCHA
Action