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2393805 No.2393805 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2384906
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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



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

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


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2393808


[05-08] Another SUAB update, v0.2c

[05-04] Interview with Kaiser regarding Powerslave EX

[05-01] Endless Survival (Invasion with continuous spawns) v0.4

[04-30] OMG Weapons and Monsters! V3 - THE REBIRTH

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc found

[04-29] Retro Jam 3 for Quake has been released

[04-29] GMOTA Zandronum port in preliminary stages

[04-29] Deterministic Doom (effects of constant RNG) now with video

[04-27] Marathon Skins v0.8

[04-26] HDoom techdemo 7 released

[04-26] Doom / Mario crossovers

[04-24] The /newstuff Chronicles #475

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

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

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

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

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


Please reply to this post with news.

>> No.2393825

Yo, replace the ZDF link for suab with this one:

This one has the most up to date version.

>> No.2393829

Anyone know of any decent Youtube playlists of Doom related material?

I just watched all of that Atima Mantoid dude's UVMax let's play series, now I crave more doom to watch for when I'm not playing Doom or mapping for Doom.

>> No.2393856

okay. you want it to stay under Other?

>> No.2393876

Of course.

>> No.2393882


have you checked the most recent versions? this raymoohawk guy is doing a good job at making the sprites not suck too much

>> No.2393887

lots of speedrunners seem to have channels.

>> No.2393941
File: 2.12 MB, 700x394, Zandronum+2015-05-09+16-53-15-72.webm [View same] [iqdb] [saucenao] [google] [report]

This little thing is more useful than I expected.

>> No.2393961
File: 618 KB, 290x231, 1377585586685.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2393963


Unlimited ammo? Why?

>> No.2393974
File: 863 KB, 1920x1080, Screenshot_Doom_20150509_195457.png [View same] [iqdb] [saucenao] [google] [report]

Doing some testing for _Sink's Aliens wad i'm that helping out with - come give it a try

:: [BE] Montreal :: Darkening Bug Hunt

>> No.2393979


While I find that HUD a bit questionable the rest is just damn fine. That gun looks rad too

>> No.2393991

What's all this now?

Is there a Gunslinger mode for Demonsteele?
Is this a new character?

>> No.2393994

personally i think both gun and hud look like arse

>> No.2394005

>Doom-themed Space Hulk


>> No.2394007

There's way way way too many little whatsits coming off that HUD

>> No.2394010

>he doesn't already know
granted its more doom 3 but still

>> No.2394014


Because testing. It won't be infinite in the final build.


Just a little something I've been fiddling with.

>> No.2394016

there's gonna be more minimalist version of the hud like what you have between the doom statusbar and the barebones hud, without any of the extra stuff.

also probably going to make the light blue on the hud/number to make it a little less eyeblazing

>> No.2394036

No no, the HUD is decent but the way there's little + and pixels coming off everything looks like cack

>> No.2394040

yeah not sure what's up with that, some kinda aspect ratio fuckery?

>> No.2394045

I can't wait to hear more about it.

I pretty much just play /vr/ gameplay mods exclusively now so I look forward to any sort of updates
Kind of wish there was a bit more mapping going on to go along with it though.

>> No.2394097
File: 1.89 MB, 640x360, penetrator.webm [View same] [iqdb] [saucenao] [google] [report]

New BD test is up

- Added ammo counter for SSG.
- Fixed some bugs introduced on may 5 test (Arachnotron Plasmaballs passing thru player and Marines multiplying themselves at map start)
- Testing a bullet physics system: Projectiles can pierce thin walls of 24 pixels or smaller. (Purist's guns can't do this)
- Temporaly removed destructible bodies.

>> No.2394120

Are they able to shoot through thin walls too?
I noticed you took a hit.

>> No.2394131

Yes. They can notice that you are behind the wall shooting at them, and they will shoot back.

>> No.2394138

Mark have you considered maybe taking all of these ideas and putting them into another project? Because at this point you're spinning your goddamn wheels. It doesn't hurt to maybe try making another project or a mapset

>> No.2394139

How does over-penetration work? I've got a weapon idea that this would be useful for.

>> No.2394141

That's pretty neat.

I'm assuming only zombies will be able to shoot back successfully though.

>> No.2394148
File: 525 KB, 1920x1080, Screenshot_Doom_20150509_213353.png [View same] [iqdb] [saucenao] [google] [report]

something in the code seems to be causing servers to fuck up, so that was a bust. since _sink went to bed i decided to fix up the gore effects a tiny bit + make the hud a bit less eyesearing

>> No.2394152

While playing on the Darken mapset at level 2 the game just got progressively slower and slower until it couldn't play anymore(It reached like 1 frame per 15-20 seconds)

Maybe it has something to do with enemy spawns somehow.

>Dat gore
This mod is pretty great.

>> No.2394158

>Testing a bullet physics system: Projectiles can pierce thin walls of 24 pixels or smaller. (Purist's guns can't do this)

For what purpose.

>> No.2394160


>> No.2394164

To shoot enemies through doors.

Shotguns probably shouldn't be able to do this unless they have slug shots at the very least but it wouldn't make much sense either way since most Doom doors are made of metal regardless.

Probably shouldn't think too much of it unless you don't like the feature, and if you don't then maybe a CVAR would get added that enables/disable this.

>> No.2394165

not him, but I could imagine this sequence breaking/cheesing some maps.

>> No.2394172
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google] [report]

I like the SKS suggested for SUAB so far, is Spook (or if it's someone else), interested in implementing it?

Someone made a TC in the very early days of Doom modding.
It looked like shite.

>> No.2394173

i could also see it waking up monsters in rooms you haven't visited yet, and that's always fun

>> No.2394179

Brutal Doom already allows quite a bit of cheesing so you probably shouldn't worry too much about it and just play how you'd prefer.

After all, jump kicks is a feature.

>> No.2394180

not him, but this means that
>players can shoot zombies before they can get out of monster closets
>zombies might shoot players before they get out of monster closets depending upon how mark implements this
>players might shoot zombies before they can see the player
>parts of maps that mappers intended to provide cover (for players and zombies) no longer provide cover
>there's really no way for mark to know whether a wall is 24 thick or the monster is shooting the back side of a wall that is between walls (in the void space between walls, I mean)
there's just an awful lot that can be broken with this, for an unusual gimmic that's not really Doomy or really FPSy since I haven't seen it in any games other than firaxis turn based squad strategy games

>> No.2394189

Meh, its it's a nice feature for /k/ wads. I can't wait to fuck off with it.

>> No.2394196

Just because it hasn't been done doesn't mean it's not appropriate for this application.

It's considered inappropriate in most multiplayer FPS games specifically because people tend to prefer walls to be perfectly safe. There's still some few that have wall-piercing in some circumstances or even destructible environments.

...certainly didn't stop the Farsight in Perfect Dark, which was wallhacking in a can.

>> No.2394201

After piercing a wall, the bullets deals less than half damage. They aren't really usefull for killing anything but zombies and imps, as seen in the gif, it took near 200 bullets to kill 3 zombies and an imp. If you enter every room and start shooting at the walls randomly trying to kill enemies without seeing, you will run out of ammo pretty fast.

>parts of maps that mappers intended to provide cover (for players and zombies) no longer provide cover
The zombies will only shoot through walls if you shoot through the wall first. And they are only able to shoot once.

>not really Doomy or really FPSy
I got the idea from Counter-Strike, so yes, it is FPSy.

Basically a projectile that spawns another one in front of it. Check the TRACERS lump if you need the code.

Yes, I plan to finish Extermination Day (which will have around 25 of it's maps featured on the Starter Pack), my AvPvT mod, remake ArmageDoom, and maybe even make a Hotline Miami 2-based mod, but I need to finish BD first. Also, with BD finished, it will become a repository of resources, containing everything I will need to make my other mods.

>> No.2394210

>There's still some few that have wall-piercing in some circumstances or even destructible environments.
Those really have that built into the design from the ground up though. It's not the same as a Doom mod.
I don't see it being very milsim since it doesn't take into account the wall composition. 26" of Hell Flesh will shield you but 24" of solid steel won't.
>And they are only able to shoot once.
Then after you shoot them they can only return fire once? Is it a once per shot or once at all? Either way you can still cheese everything unless you start making monster pain states wake up zombies and give them the ability to shoot through walls, and anything that isn't a zombie is at the player's mercy.

>> No.2394216

>>zombies might shoot players before they get out of monster closets depending upon how mark implements this
Enemies lose track of you after awhile and go into a wandering state.

However with the bullet physics two issues pop up.

>Peeking out from cover and hiding from zombies that spot you still results in you getting hit immediately with 100% accuracy
>They can track you perfectly no matter how you move

It feels like they should get some shot deviancy when you're behind a door or wall.
It's a potentially neat feature but it needs a little tweaking.
Supressing fire like what HD has would also be a good substitute if these can't be adjusted.

>> No.2394218

Also, STALKER has it, and so do a couple CoD games IIRC.

>> No.2394221

How many versions are planned for Brutal Doom?

Like where do you plan on stop working on it?

>> No.2394223

He'll probably keep working on it forever.

>> No.2394229

I can confirm that there will be a v21, but I can't be sure if it will be final. I just know that after v20 I want to take a long break on Brutal Doom and any other brutal mods, and work on new stuff.

It's not a 100% accuracy hit. First, the zombies already have a natural innacuracy, so it is not likely that will always hit the exact spot that you are hiding. Second, they can only shoot you when they are not seeing you if do the same first. Third, after you fire at them, trigger their pain state, they are only able to shoot at you behind the cover once.

>Then after you shoot them they can only return fire once? Is it a once per shot or once at all?
If you hit them from behind the wall, they will have 75% chance of aiming at you and shooting once.

>anything that isn't a zombie is at the player's mercy.
Good luck wasting 4 rifle magazines to kill a Hell Knight behind the wall.

>> No.2394230

>STALKER has it

STALKER also has a physics engine that's used for modeling engineering prototypes.

Really funny anecdote on this whole mechanic, though:

>trying to learn basic STALKER weapons modding
>rolling through forums related to STALKER
>see noobs to STALKER complaining about being shot through cover
>they think it's a bug

It's fucking hilarious...one of those "feature, not bug" moments.

I can't see it working in doom outside of highly specialised mapsets.

>zombies might shoot players before they get out of monster closets depending upon how mark implements this

aren't most closet monsters flagged "deaf"? You could shoot them, but unless the wall is transparent, they wouldn't have a clue.

>> No.2394232

>take a long break on Brutal Doom and any other brutal mods, and work on new stuff.

You should about face and make something like Fluffy Doom, where the imps shit glitter and fart rainbows.

>> No.2394235

>I just know that after v20 I want to take a long break on Brutal Doom and any other brutal mods, and work on new stuff.

We've heard this song and dance before.

>> No.2394237

>they can only shoot you when they are not seeing you if do the same first. Third, after you fire at them, trigger their pain state, they are only able to shoot at you behind the cover once.
So they're being polite?

>Good luck wasting 4 rifle magazines to kill a Hell Knight behind the wall.
Unless there's some kind of damage reduction, it'll be the same as hitting them normally, so I don't see how this improves things.

It's also worth noting that even if the player doesn't try to kill anything through the wall, they can go ahead and trigger traps before they're supposed to or just get info about an upcoming monster trap before it springs (spray a wall, hear 3 AAAAAAAAAAAAAAAs, etc) which is why most mods don't give monsters (like lost souls, say) dynamic lights in their Spawn state.

>> No.2394239

>I just know that after v20 I want to take a long break on Brutal Doom and any other brutal mods, and work on new stuff.
You've been saying this since 2011, yet here we are.

>> No.2394242

>It's not a 100% accuracy hit.
Must be at the range I was at then, it was pretty close(E1M4 starting door just to test the shot through walls on corners)

> they can only shoot you when they are not seeing you if do the same first
From what I saw if they start shooting at you and then you go around a corner they keep shooting and it can still hit you even with cover.

What do you plan on doing during your break from BD?

>> No.2394243

>all of this stuff about bullet penetration

we need a mod that allows for low velocity rounds and shot bouncing off of walls.

>> No.2394246

He said that bullets going through walls deal 50% damage.

>> No.2394247


This really isn't anything new, Mark's approach to design direction has always been "let's throw random features at a wall and see what sticks".

I, for one, am less interested in these new features and am more interested in how long until he feels the need to remove them in a new build.

>> No.2394253

Couldn't get purist mode to work in the BD settings in GZD. Tbh i liked the Doomguy or Purist choice from older beta better

>> No.2394259

>So they're being polite?
No, let's just say that they don't have a good guess of where you moved, and they do rather save their ammo (remember that they have to reload too) than blindly keep shooting walls.

>It's also worth noting that even if the player doesn't try to kill anything through the wall, they can go ahead and trigger traps before they're supposed to or just get info about an upcoming monster trap before it springs (spray a wall, hear 3 AAAAAAAAAAAAAAAs, etc) which is why most mods don't give monsters (like lost souls, say) dynamic lights in their Spawn state.
That's a good point. Maybe I should make this feature a CVAR, and make it disabled by default?

>From what I saw if they start shooting at you and then you go around a corner they keep shooting and it can still hit you even with cover.

How close you were to them? The zombie AI makes them shoot repeatedly if you are close to them, there must have been a conflict between the AI.

>What do you plan on doing during your break from BD?
First I want to finish my Aliens Versus Predator Versus Terminator mod that has been on hiatus for 2 years.
Then I want to remake ArmageDoom, at least release a one level demo wad.
Then maybe make a Hotline Miami 2 war-themed wad about Beard and the Ghost Wolves levels.

The Purist is no longer selectable on the New Game screen. You must go to Options and change your player class.

>> No.2394260

>The Purist is no longer selectable on the New Game screen. You must go to Options and change your player class.
no, seriously, why

>> No.2394262

I wasn't too far from the zombies, they are not very far off in the second room of E1M4 and when they started shooting they fire pretty constantly.

Then when I go around the corner they continued their burst of fire so the damage added up a little.

>> No.2394276

God I hope he does. Having the SKS in a game is a big kick for me...

>> No.2394283

any plan to work on that bike mod you were messing around a while ago? i'm sure that with a heavy amount of maths you could make the jumps feel more real

>> No.2394394
File: 45 KB, 620x349, Quake_3_Rally35720p_HQ.mp4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2394427

I know this is probably a shit question, but what is the best "retro" AvP shooter?
Alien Trilogy?
Alien Resurrection?
AvP 2 + Primal Hunt PC?
or AvP for Jaguar?
I already have Alien3: The Gun, even though I will never own Aliens:Extermination

>> No.2394430
File: 126 KB, 640x480, tdhoeomm.png [View same] [iqdb] [saucenao] [google] [report]

Let's try again...


>> No.2394438

what is even ghost quest?
i never cared much about [email protected] because while the story seems well made, jumpscare get boring/annoying pretty quick
while we're on the subject, has anyone tried to recreate the game in (z)doom? i assume it must be trivial

>> No.2394439

I got an Axe wad off Realm667 to play with and make a shitty Castlevania whip, but this error comes up on Zandronum:

Script error, "Axe.wad:DECORATE" line 53:
Unexpected token string constant "Axe charge"

any ideas?

>> No.2394441
File: 36 KB, 420x285, WHPGB0.png [View same] [iqdb] [saucenao] [google] [report]

Pic related btw

>> No.2394443


Nice sprite work bro. Did you do that?

>> No.2394445

FNAF? Yes, yes they have.

>> No.2394449


There's been like 4 [email protected] mods already

>> No.2394451

Yeah, I just Photoshopped a whip icon I found on Google into his hand. I'm a digital painter, so it was no biggy. Too lazy to make my own though. For now...

>> No.2394452

>has anyone tried to recreate the game in (z)doom?

3 weeks as soon as the game hit.

...okay so it takes like almost 10 years to get a slightly decent Doom 3 imp sprite, and FNAF gets ported to doom in fucking record time?

>> No.2394457

castlevaina mod when?

>> No.2394458

what engine is FNAF running on anyway? unity?
i assume ripping off a model and turning it into (decent?) sprites is easier in some formats than others

>> No.2394460


There was one awhile ago that used assets taken from GMOTA. It was pretty shitty

>> No.2394462

>it takes like almost 10 years to get a slightly decent Doom 3 imp sprite, and FNAF gets ported to doom in fucking record time?


>> No.2394463

Probably never because of my ADD, but I'll keep you guys posted. My long term goal is to do a mod where you go through spooky gothic locales and fight spooky Castlevania stuff and such. Melee focused with a scarcity of ranged weapons/ammo.

>> No.2394472


I would assume that in the DECORATE file on line 53, there is a string called "Axe charge" in a place Zandronum doesn't recognize.
You'd be better off pasting the code on Pastebin or sending us the mod.

>> No.2394474


FNAF is actually a sprite-based game, so it's not really that surprising that it can be ported to Doom.

...what, did you think it was 3D?

>> No.2394479


Preach it, brother

>> No.2394482

You should track down Scroton and get his whip, or find Kegan and see if he still has the file.

>> No.2394485

>You should track down Scroton and get his whip

whoa there

>> No.2394489

What? Did I commit a faux pas?

>> No.2394490

I'll do a little digging, I didn't search very hard to see if there were already any Doom whips made. Now I'm looking for a grappling hook, actually hah

Line 54 is my error, I replaced every instance of "axe" with "whip" btw

>> No.2394493


nah it's cool; just banter and double entendre

>> No.2394494

FNAF is all pre-rendered, it's PRETTY MUCH a FMV game through and through.

>> No.2394495

Is whip a double entendre even? I thought whip meant car.

>> No.2394497


Here's your problem. You can't do CallACS in Zandro.
Remove both instances of "* CallACS("Whipcharge")", and you'll have to find another method to do charge-up damage.

>> No.2394501

Oh, and I believe it's Clickteam Fusion it's running on.

>> No.2394502
File: 405 KB, 606x943, them.png [View same] [iqdb] [saucenao] [google] [report]


Ah, you're wondering what "ghost quest" is, huh?

This >>2394430 would be "Them", Or, at least one of Them.

http://pastebin.com/cVUZugiE GhostQuest pastelog, outdated.

Beware /[email protected]/, for you might never leave.

help me

>> No.2394503
File: 2.83 MB, 1600x3700, 64481.png [View same] [iqdb] [saucenao] [google] [report]


Not even pre-rendered videos, it's pre-rendered sprites and a few animations.
It's pretty much a perfect fit for Doom modding.

Confession: Completely blew my fucking mind to learn it wasn't 3D. I seriously had trouble believing it.

>> No.2394506

He can just replace "CallACS" with ACS_ExecuteWithResult and replace the script name "Whipcharge" with a script number and he'll be fine.

>> No.2394507

Oh ok, what if I use it in GZDoom? GZ lets me start the game and pick it up and use it, but when I charge it, that error pops up on the screen.

>> No.2394509


What? I'm not Scroton.
And what error are you getting?

>> No.2394520

It is 3D though, they're just rendered frames of modelled scenes

>> No.2394523

Yeah, but it isn't rendered in real time. Though, things like The Office in the first game is kinda "wrapped" to look more 3d than it actually is.

>> No.2394524

if they're rendered frames, then they're not 3d. they're 2d. shadow warrior uses rendered 3d models, but it's still a 2d game.

>> No.2394525

>it takes like almost 10 years to get a slightly decent Doom 3 imp sprite, and FNAF gets ported to doom in fucking record time?

that's less than 140 characters!

wink wink nudge nudge

>> No.2394528

Don't know why Scroton was greened

Anyway, GZdoom gives me
p_startscript : unknown script "whipcharge"

>> No.2394534

I got purist to work, and just have some general questions from last beta too. Is it intended to also be playable in no freelook mode? Last beta I was able to do it just fine but with this, I keep shooting the enemies feet. Is this due to hitboxes? Are they still in effect in Purist? If so what else?

Also I do prefer the class choice when making a new game, this movement of the option makes it seem like a small extra but I really think its a worthwhile improvement that doesnt take much away from a "brutal vanilla" experience

>> No.2394538

No, that's true; I can't remember the program used to compile everything but it's not something I'd heard of until FNAF

Well then, I've been lied to terribly for the past few years

>> No.2394547


Sounds like you still have some calls checking for whipcharge. Do a search for anything with ACS_Execute or CallACS or anything of the sort, anywhere.

>> No.2394549

What do I replace it with? I am absolutely new to Doom modding, I followed the GunLab tutorial to get this far and just started a few hours ago.

>> No.2394552

You'd remove it.

The problem that's happening is that because you don't have a script implemented, it's calling for a script that doesn't exist.

Writing a blank script would be faster and probably the better way to go, but if you're new to modding then removing it would be MUCH easier than learning about how to do, modify, and implement scripts.

>> No.2394564

>Don't know why Scroton was greened
If you have text highlighted when you bring up the reply box it automatically quotes it in the reply for you.

>> No.2394569
File: 307 KB, 437x900, sladescrn.jpg [View same] [iqdb] [saucenao] [google] [report]

That Axe wad I got from Realm667 should have a script in there though.

I looked, and there's a file in the wad called AXE (or in this case WHIP) that is a CompiledACS (Zdoom), at least according to Slade.

>> No.2394578


The problem is, it's not named WhipCharge. You didn't edit the script itself, just the Decorate.
It's probably still named "AxeCharge" or "Axe Charge" or something.

>> No.2394580

That would make sense, but I get the same error when using the original wad. Here's the link:


>> No.2394583

Same here man, it just fucking blew my mind.

>> No.2394584

[?] WHIP | 244 | Unknown
file is the source for the compiled ACS

>> No.2394591

That went over my head bro. Are you saying there's no script at all and the compiledACS is pointing to a script that's not there or something?

>> No.2394592

one day i met this guy who told me he liked doom 2 more than the first doom because it wasnt boring

he also used to put ketchup on his pizza

>> No.2394601


Well that's interesting.
Whoever made the original file did a dumb thing by putting the script name with spaces. ACS doesn't parse spaces in strings very well.
It also crashed my Slade several times in a row trying to open it, so I suspect the file is cursed by ancient voodoo.

Honestly, this ACS situation is a mess, and would be better solved by rewriting the thing entirely. But since you're new, again, the better solution would be to remove all calls to the ACS.

>> No.2394606

Gotcha. I'm heading to bed now, but I'll try and mess with it tomorrow. As an aside, I found Scroton's whip he extracted from some other Wad he was no longer a part of it. The file was called "leftover whip item" and I have no idea how to use it, since he had it set up as a sub-weapon. I'd post the link, but I lost it :[

>> No.2394634
File: 258 KB, 800x600, Screenshot_Doom_20150501_235838.png [View same] [iqdb] [saucenao] [google] [report]

Cool spot

>> No.2394639


>> No.2394743

I can't wait to unintentionally shoot a caco through a wall and have it travel all the way across the map and back to shoot me in the dick by surprise.

>> No.2394827
File: 432 KB, 1600x900, Screenshot_Doom_20150510_065807.png [View same] [iqdb] [saucenao] [google] [report]

So, uh. I got the Demon alternative monster done (for the most part), but I'm lacking a proper name for it, anyone got ideas?

>> No.2394831

Reminds me of one of the goat demons from Diablo 2.

Moon Clan/Night Clan?

>> No.2394832

which roughly translates to "Misery"

>> No.2394836

shade of baphomet?
aspect of the goat?

>> No.2394840

Yeah the Demon replacement Is a satyr type monster

Thanks for the idea guys, I'm probably going to ask the same thing in the future.

>> No.2394841

I haven't read good things about that board game either.

I find the trouble of emulating Doom in a board game is that Doom relies heavily on players being able to dodge slowish things which do some astronomical amounts of damage when they hit (ie. Rev rockets being 10d8 IIRC). That's the reason that enemies like Chaingunners can't be piled up, their fast projectiles break the Doom schema.

You'd need some element of dodging, and it'd need to be fairly controlled as leaving huge amounts of damage entirely up to luck would be too offending to the sensibilities of players.

>> No.2394850

What does it do?

>> No.2394852

>aspect of the goat
heh that's great

>> No.2394858

It acts sorta like it's original counter part; it tries to maul you. It has a bit more health

>> No.2394859

Same attack pattern with no change?
I think it should at least leap forward with a slash once in awhile at random, to differentiate it a bit. Or maybe just more likely to lash out when hurt but that's just me.

>> No.2394863

bit dark isn't it

>> No.2394946

>I find the trouble of emulating Doom in a board game is that Doom relies heavily on players being able to dodge slowish things which do some astronomical amounts of damage when they hit (ie. Rev rockets being 10d8 IIRC). That's the reason that enemies like Chaingunners can't be piled up, their fast projectiles break the Doom schema.
>You'd need some element of dodging, and it'd need to be fairly controlled as leaving huge amounts of damage entirely up to luck would be too offending to the sensibilities of players.
And this is why DoomRL (the actual game, not the doom wad) is fucking awful.

>> No.2394956 [DELETED] 

Amen, brother.

>> No.2394961

What if DoomRL was a Top-down Roguelite shooter instead?

>> No.2394962

You can sidestrafe in DoomRL though
That said, yeah, it's not a good game imo
There's Nuclear Throne but it's not really the same

>> No.2394968

I was thinking more of a Teleglitch, but I don't think that quite fits either. I feel like someone could really tap into a nice ground that's been next to already treaded ground.

>> No.2394972

There's that Enter the Gungeon shit that I've seen some people hype about, seems rather good

>> No.2394992

Would rather play Regular Day myself

>> No.2395001

it's certainly why god mode is a boring cheat. removing the need to dodge makes the game very dull.

>> No.2395007

>removing the need to dodge makes the game very dull.
More like making dodging rng or literally impossible (in case of HITSCAN REVENANT MISSILES), so the actual core tactic you have to use is shooting blindly around corners instead.

>> No.2395010

that's roguelikes for you. i can't think how one would implement doom dodging in a turn-based game.

>> No.2395015

>And this is why DoomRL (the actual game, not the doom wad) is fucking awful.
No, it's a great roguelike with a doom skin/theme. That doesn't make it worse in any way.

>> No.2395018


Yeah but seeing as it has the Doom name, setting, weapons, and monsters. It makes for a shitty doom game.

Pretty good roguelike though

>> No.2395019

ToME is a roguelike with actual projectiles and dodging.
The Doom skin kind of misleads people.
Personally I don't really like it much anyways. It doesn't really have much going for it, imo. There are better roguelikes out there.

>> No.2395034

As already said, tome4 considers all projectiles separate objects with travel speed. Dungeon Crawl Removal Soup also has a spell that has a travel time, and actually the way it works is almost like an agitated missile.

An another thing about DRL is how slow the player character is compared to the monsters, there's silly shit like lost souls are basically permanently moving at ramming speed and bump-attack like any other roguelike monsters.

And sometimes the map generation fucks you so badly and there's too much snowballing mechanics, it kind of isn't all that great as a roguelike either.

>> No.2395042
File: 974 KB, 2048x1242, Torchlit%20staircase.png [View same] [iqdb] [saucenao] [google] [report]

So true about the slowness of the player character. Like, getting into a monster face, blasting them with a super shotgun and then backing off is common bussiness in Doom but almost impossible to pull off in the RL.

And true about the level generation. It's too simplistic, and afaik the only "set pieces" are the preset branches which are always the same. It's always just square rooms after square rooms, with the ocasional cave or barrel level. It's just boring for a modern roguelike. And random level generation is no excuse. Just look at Brogue, pic related. Open level, chasms you can jump into or levitate over, shallow and deep water where you can swim, grass that can be burnt, etc. And it's only a fraction of the enviromental variance.

>> No.2395101

heh, yes, last i checked, dcss had hellknights, revenants, cacodemons, and lost souls, none of which resembled their doom counterparts in the slightest

>> No.2395225

Oh it still has the charge too.

>> No.2395232


>> No.2395271

That ^

>> No.2395280

Can someone post the deal with it picture with the old lady but with her face covered with a powerup

>> No.2395290

Anybody gonna make a castlevania wad??? Gameplay wad?? TC??

>> No.2395304
File: 36 KB, 500x498, 1405913487032.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2395306


I dunno?????

>> No.2395341

I'm the guy who was making the whip last night. So me? Maybe? I wouldn't do a straight CV mod, just something inspired by it, with some other Gothic horror shit in it.

But the whip and cross as weapons I plan to do. Grappling hook too, when I figure this shit out. I've only done Quake engine mapping really, so these Doom mods are new to me.

>> No.2395349

Also, I do illustration, which is mainly why I have any interest in doing Doom mods since I can just draw 2d shit and plop it in. I am waaaaay too lazy to do maps any more (I've never actually finished one), so if anyone was interested in collaborating on some spooky Castlevania-ish maps, that would be awesome.

>> No.2395385 [SPOILER] 
File: 272 KB, 560x560, 1431283354320.png [View same] [iqdb] [saucenao] [google] [report]

I'm busy for today and probably tomorrow but I can whip up something tuesday or later.
Do you want a whip or a grappling hook? Also the 3D whip can be animated (as in the curve has several positions before it actually hits) but quickly looking at simon belmont sprites it looks like the all the animation would be behind the player. Do you want to just do it anyway and keep it like that, or forgo the animation, or do a new animation in front, or base it off of actual whip trajectories or what?

>> No.2395394






>> No.2395396 [DELETED] 

>open up mod file to see what the code is like
>see pic related


>> No.2395403

It would have in-line comments and easily changeable variables to modify it's behavior at the start of the script, like the lightning script, so it'd be understandable.

>> No.2395408
File: 23 KB, 686x617, ss+(2015-05-10+at+02.45.41).png [View same] [iqdb] [saucenao] [google] [report]

>open up mod file to see what the code is like
>see pic related


>> No.2395414

It looks like either they hate spacing or somewhere along the way the spacing was removed.

If you're new to decorate then note that things like swlr and tnt1 and swpi are all sprite names, not obtusely named functions or anything like that.

>> No.2395415

kill me, it hurts to live

>> No.2395417


bloody hell

>> No.2395436

Sweet christ this is even worse than what was in Samsara Addon Heroes.

>> No.2395438
File: 40 KB, 834x600, 1285364184700.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make a script that spawns an ambient sound thing and makes it play sound 1 or 2 depending on whether the player is outdoors.


It's not working, but I have no idea why.
I used the same script for reverb that does the same kind of thing and it worked fine.

>> No.2395440

Whip and grappling hook, separately. Eventually. But for the whip, I really would just like a ranged melee attack with a secondary attack that hits in a horizontal line or something maybe.

>> No.2395442

And for the grappling hook, I'd like primary to pull the player towards something and secondary fire pulls an enemy towards the player.

>> No.2395449

Aight I'll get on it later and have something prolly by wednesday.

>> No.2395454


It's possible that Spawn isn't actually spawning the object. If something's in the way or there's no reasonable area for the object, it won't Spawn.

To get around this, use SpawnForced, but if you're going for Zandro support then kiss it goodbye.

>> No.2395460

I'd rather a map/tc over a gameplay mod.

I also wish Metroid Dreadnaught was a TC, too.

>> No.2395462


Not every gameplay mod needs to be a TC.

That being said, Dreadnought would've been rad as a TC.

>> No.2395464

Hey, I really appreciate it!

>> No.2395467

>Not every gameplay mod needs to be a TC

I never said they did. I was saying I'd prefer a Castlevania Map/TC over simply a gameplay mod. And that Metroid could easily work wonders as a TC.

>> No.2395468


Yeah, you're right, sorry.

Just been a lot of people in communities insisting as of late that gameplay mods need their own dedicated mapset, which is a pretty fucking dumb idea.

>> No.2395472

im looking for a mod i saw, it had a ton of realistic weapons. There was a couple of sweet handguns in it. I thought it was russian overkill but it doesnt have those handguns.....

anyone know what im talking about?

>> No.2395473

more description pls?

>> No.2395516

This one is pretty good, especially on the later levels when the difficulty ramps up from "very hard" to "insane"


>> No.2395521

speaking of, what's the progress on the /board/ wads?
I know we got /pol/, who else?

>> No.2395523

I got a name for the monster I shown, but I will use it for one of the other monsters I'm working on, though.

Thanks all the same.

>> No.2395525


>> No.2395543

really? God damn it.

We don't have to do EVERY board.

Is seriously no one interested in it? I had some ideas for the v one, I could get started on it after finals tomorrow.

What would the /k/ one be? Bunch of different guns and gunplay, the type of which a .wad might not cover?

>> No.2395554

>Is seriously no one interested in it?

Plenty of people are interested in it.
But the amount of idea guys to people actually willing to do things is unbelievably skewed. And even if they're actually willing to do things, the chance of it coming out being good, interesting, or fun is small. This is even assuming they don't have their own ideas or projects that they'd like to work on instead.

It's a fraction of a chance already within a fraction of a chance.

>> No.2395558


i found it, it was an older version of russian overkill. this video has that sweet handgun in it.


>> No.2395567

>Russian Overkill
>doesnt have those handguns

But it has handguns - different for each of its classes. Revolver belongs to Marty.

>> No.2395575
File: 352 KB, 575x852, page16.jpg [View same] [iqdb] [saucenao] [google] [report]

Well I'm interested in actual execution.
I've never done a map, but I'll figure it out.

>> No.2395580
File: 403 KB, 390x219, 1425659958409.gif [View same] [iqdb] [saucenao] [google] [report]

>playing h-doom with demonsteele for some reason
>fucking Imp-tan against the wall
>imagination running wild
>sex-scene thing doesn't stop weapons from playing idle animations
>k i'm done *presses e*
>suddenly, Hae-Lin is showing off her CQC skills
>mfw a succubus just got cunt-punt after being violated by Korean girl

>> No.2395621
File: 21 KB, 600x450, power armor.jpg [View same] [iqdb] [saucenao] [google] [report]

>Well I'm interested in actual execution.

>> No.2395637


Script 1 flat out isn't spawning the AmbientSound, but it works fine with other things. Is the class name something else?

Script 2 should fade the volume in and out just like the red fog, but it doesn't work.


>> No.2395641
File: 88 KB, 400x489, 006eaddfce362278aebd3371b017dc4f.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck 'em and chuck 'em
bitches are fine but ain't no big d

>> No.2395739

I remember ther was a lightning effect code posted somewhere here a thread or so ago, and recently, I had an idea on how to do "straight" lightning algorithm wise
1. Shoot a hitscan, or a melee that always does a poof even if it did not hit. Poof is invisible.
2.ACS uses math to go along the line of shooter and PUFF and places SFX actors regularily along the line, with deviations of random lengths to the sides of the line (lightning's width)
3. ACS then puts actual lightning SFX sprites between SFX actors (like in a lightning sfx script posted)

Branching lightning - SFX actors too do a melee with a puff along the direction they were placed at semi-random angle and the script goes again, this time with SFX actor as a shooter, the main branch script is set back a tick so the actions go in-synch

For additional spice: add veocity to SFX sprites that go between actors, so they would "float" for a few tics in the direction perpendicularly opposite to the shooter-puff line.
Sort of like it was made in Skyrim's lightning sfx.

>got too tired on a job, so brain is numb and goes to a halt when trying to actually code this
>had to deal with stupid for 10 hrs straight

>> No.2395861

has anybody ever tried to adapt the sprites from Build games (Duke, Redneck Rampage, ShadowWarrior and Blood) so they wouldn't look out of place in Doom palette and resolution?

>> No.2395884

That's basically what the code that got posted does, and for the straight lightning there's someone that did that (just a straight line with random offsets) quite a while ago.

>> No.2395928

I think City of the Damned had those cultists from Blood, not sure what else since I didn't get very far. They looked fine it though.

>> No.2396026
File: 2.53 MB, 800x600, blood_001.webm [View same] [iqdb] [saucenao] [google] [report]

Blood version of build is derping again, this time with slopes and room-over, placing character in the wrong sector.

>> No.2396065

If I recall, early versions of Duke 3D had that same issue too, and apparently it was fun to use in multiplayer.

>> No.2396071

Build is a pretty awesomely buggy engine. Check this out: room folds on itself:

Skip to 24:45


>> No.2396081

I actually have a little bit of time tonight, so lemme see what I can come up with.

>Is seriously no one interested in it?
I actually had some ideas for the /v/ and /k/ ones too, but I'm tied up in a ton of other stuff both Doom and non-Doom so the chance of me getting to it is basically nil. Basically >>2395554
>I had some ideas for the v one, I could get started on it after finals tomorrow.
This is how all the completed /board/ wads got done; /tg/, /pol/ and /g/. It's one of those things where you have to be the change you wish to see in the world.

>To get around this, use SpawnForced, but if you're going for Zandro support then kiss it goodbye.
Not the guy you're replying to and off topic, but I had no idea SpawnForced was non-Zandro. Zandro compatible lightning incoming.

I think he wants a bolt of lightning that branches part of the way through. This would be possible with the current code with a slight bit of modification.

The straight lightning guy you're talking about is InsanityBringer, he did a straight lightning gun that was (I think) a recreation or reimagining of a Quake weapon and also a straight beam. Here's a forum link: http://forum.zdoom.org/viewtopic.php?f=3&t=32072

>> No.2396086

>Build is a pretty awesomely buggy engine
>played that Douk mod that randomizes levels from a big pool and lets your weapons level up
>a map has a detailed kitchen with sinks with water in them
>maybe there's a secret there, that sink kinda looks like I can fit in there
>jump in the sink
>here lies Duke Nukem, killed by folding himself into a sink

>> No.2396095

What mod was that?
I don't remember any weaponRPG type a mods for douk

>> No.2396104

Sadly, no continuous beam weapon ever look good in ZDoom, because the beam sfx are tied to 35 tics per second refresh.
Until somebody finds a way around that fps limitation
Or was it already found and I'm not aware? Is it possible to place sfx into the world in-between tics via ACS?

>> No.2396112

Yeah, it's been possible to add things between tics via acs for a while. Thousands of actors in a single script.

The only thing is when the player strafes fast while firing the beam lags a bit, much like projectiles with a high fire rate do (for instance the plasma.)

What I'm going to try next will be beams (whether a space beam or chain thing or whatever) that warp along with the player for the tic they are visible so that the stutter doesn't appear.

>> No.2396118


>> No.2396120

samsara's thunderbolt looks gr8 imo

>> No.2396123

I can't remember the name but I remember some of the weapon upgrades.

The kick would get a roundhouse kick, the pistol would get like dual wielding, piercing, regenerating ammo and a damage over time effect by max level, the rocket launcher got a secondary fire that shot a much bigger rocket, the freeze gun got a secondary fire that was like a shotgun that shot spikes, the upgraded shrinker would become a crazy WMD that makes a vortex that shrinks almost everything in the area, I think the chaingun would get poison bullets and some kind of a flamethrower/firebomb secondary fire.

>> No.2396126

Weapons of Mass Destruction.

>> No.2396130

That doesn't look familiar, the mod I played had a large pool of custom maps that would get randomized and would get progressively harder random enemies.

>> No.2396138


You're thinking of War of Attrition.


It's great.

>> No.2396150

Yeah, that's the one.

There were a couple of problems that I remember though, there are some levels that are either straight up broken, or functioning but so incredibly cryptic that I couldn't figure out how to progress, and secondly if you play the score attack mode that lets you continue the game as long as you like the enemy randomization difficulty algorithm kind of breaks and starts spawning way too many of the top tier xenomorph palette swap guys.

>> No.2396217
File: 6 KB, 250x178, 1431292284835s.jpg [View same] [iqdb] [saucenao] [google] [report]

Join My New Server On Zandronum Its called
1 Life Survival
Its Pretty Much Just Survival With Different Gun Wads And Maps Made By The Community
I Am Active And I Run My Server Everyday
Tryin To Get Everyone Playing Doom 2 Online Again So If You Like Doom As Much as I Do
Visit My Server My Screen Name In Zandronum is S6ulless

>> No.2396228

Didn't like how nobody was biting in your topic, huh?

>> No.2396258
File: 73 KB, 600x874, are_you_even_trying.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2396262
File: 84 KB, 466x492, 1430505378042.png [View same] [iqdb] [saucenao] [google] [report]


reminds me of this pic

>So... does anyone else switch off infighting for OBLIGE?

I don't think you can't. What you can do, however, is to create a dummy WAD in SLADE with a MAPINFO lump, and then you should manually edit every map so that it turns off infighting

OR, you can open the console (assuming you're using zdoom) and type 'infighting -1'

>> No.2396317
File: 67 KB, 600x1250, 084.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing zero tolerance
>level up flare gun to level 9

This is seriously one of my favorite guns ever in a doom mod

>> No.2396321
File: 123 KB, 800x600, Screenshot_Doom_20150510_223720.png [View same] [iqdb] [saucenao] [google] [report]

So I finally finished what I thought would be a quick little fix to the zand version. It works now.

It turns out SpawnForced is in Zandronum as of 2.0, so that wasn't the issue.

It was that I was using VectorLength instead of magnitudeTwo_f to figure out the distance, which returned 0 and the loop to spawn the actors was never entered as a result. I went ahead and fixed that, and during testing discovered Zand's runaway script warning is a bit more picky than ZDoom's so I went ahead and added a max_dist clamp on to the script. From the script comments:

>Note: zandronum starts throwing "runaway script" errors for distance 732 and above; this is related not only to the max_dist but also to how many actors are being spawned (and having offsets calculated) per map unit, which how_close and div_mapunit are responsible for. With how_close at 1, div_mapunit at 2, and max_dist at 732 this means that 1464 actors is the threshold for this error. To be on the safe side I've set it to 720 even though singleplayer testing pointed to 731 not throwing the error. Note that if you aren't familiar with such errors that it means text in the top left screen, not a crash.

I also went ahead and added a test chain gun that fires a shorter duration (the actors that make up the arc exist for only 3 tics instead of 10) arc every 4 tics with an altfire that fires two every 4 tics. It made my toaster lag but not come to a complete halt, which means it should be fine for the rest of you.


>> No.2396328

Forgot to mention that the reason that this was a problem is because VectorLength is ZDoom-only.

>> No.2396353

pagb66. massive autist uploads like 10 60fps gameplay videos a day. dude is the hero we don't deserve

>> No.2396356

sweet, thanks for the quick fix on marines multiplying

>> No.2396362

brutal quake nigga. we need better animations and sounds

>> No.2396385


Problem is, apparently 3d modellers are hard to find.

>> No.2396401

just use darkplaces you fucking plebs

>> No.2396459

What are some good Heretic levels?

Been feeling up to Heretic but I've already played all the official levels quite a bit.

>> No.2396489

darkplaces doesnt replace assets you fucking idiot. fitzquake is better anyway

>> No.2396492

isn't quakespasm the sucesor to fitz

>> No.2396497

Alright, test version is done.
From the ABOUT in the pk3:

This is test code for spawning warping actors that adhere to a static pattern. Right now it's just a line that is in front of the player and extends upwards and outwards but it can be used for any number of more complex spawning patterns, from bezier curves to structures around the player, etc.

There is a test fist weapon given to the player and selected upon level entry. The primary fire spawns warping actors in the
described linear pattern. The altfire spawns non-warping actors in the same described linear pattern for comparison.

ZDoom only.

Free to use for anything as long as credit is given.


>> No.2396541
File: 281 KB, 1600x900, Screenshot_Doom_20150511_004520.png [View same] [iqdb] [saucenao] [google] [report]

Gimme dat burger

>> No.2396542

demonsteele crossover confirmed

>> No.2396543

Have there ever been any mods with custom interfaces like Ultima Underworld?

>> No.2396635

>Just been a lot of people in communities insisting as of late that gameplay mods need their own dedicated mapset
>which is a pretty fucking dumb idea.

It really depends on the gameplay mod. Some actually do have the potential to be an amazing TC. While others are clearly intended to simply enhance the gameplay, and making maps for these would seem almost pointless.

>> No.2396652

There are mods that simply enhance gameplay. These do not need mappacks.
And there are mods that also add new abilities to the player - like morphball in Metroid Dread, or change monsters and their behaviours (like GMOTA), which alters gameplay on vanilla maps too heavily
The latter ones are the ones I'd like to see mappacks for.

>> No.2396667

>or change monsters and their behaviours (like GMOTA), which alters gameplay on vanilla maps too heavily

Please explain how a map dedicated specifically for GMOTA play would be any different from a map dedicated specifically for ZDoom play.

>> No.2396673


Jumping, alternate paths utilizing the different hero's abilities (Once I get them in), maybe some kinda specific puzzle things you drag around with the hookshot/punt around

>> No.2396674

It wouldn't.
And that's the big problem with arguments like these, any mapsets made specifically for a mod would play barely any differently than a ZDoom map with ZDoom features.

You can definitely make an argument for something like Dreadnought because there's so many unique and interesting abilities that are just begging for its own Metroidvania approach, but with something like Gmota, Demonsteele, Doom RPG, or whatever, the most radical difference from Doom-style maps would be...

Most of the time it seems like the "needs its own mapset" complaints are just clamoring for something negative to pick at

>> No.2396679

>would be any different from a map dedicated specifically for ZDoom play.

I was not aware Zdoom maps did not have jumping.

>> No.2396681

Monster placement and battle orchestration with monster abilities taken into account

>> No.2396682


>> No.2396690


Conan the Barbarian mod.
Hack and slashy mods seem to be getting pretty popular as of late.

>> No.2396706

Hmm maybe you're right. Well, I'm convinced. Why does Push have its own maps again?

>> No.2396713


Because it's a multiplayer deathmatch mod catered towards knocking players into the abyss you fartknocker.

That and because of this simple mechanic it's piss easy to make maps for it

>> No.2396714


Because Push is about knocking people into deathpits, which not a lot of DM maps are about.

>> No.2396718

So a minute ago gameplay mods didn't need their own maps, now they do? This is highly illogical.

>> No.2396720


Your massive leap in logic is indeed highly illogical.

>> No.2396723

Okay I'll stop making specious leaps of reasoning when you admit the idea of a map specifically made to take account of Demonsteele's additional gameplay features isn't an unreasonable idea.

>> No.2396724

> the most radical difference from Doom-style maps would be...jumping?
And this is where stuff like DBZone or Invasion UAC works cool with some gameplay mods like Demonsteele or MSX
Maps with jumping in mind in general work well for gameplay mods that are on that style

And there is no argument with Dreadnaught, that shit needs its own maps. I mean, if Infirnex could port quake 3's Longest Yard map to push in at least 1 or 2 days and all from memory, why can't someone else do the same with Metroid Prime Hunters multiplayer maps? Just emulate that shit and look at the maps then draw the layout in doombuilder and presto, you got new maps for Dreadnaught DM.

>> No.2396726

i never understood this argument.

for something that changes all of the enemies in ways that dramatically overhauls their original purposes, then yeah, monster placement and orchestrated encounters would be life or death.
with something like brutal doom giving zombiemen grenades (why?), turning a harmless cannon fodder enemy that you fire at and forget into a sudden aoe deathfest that can spread death into a wide area, enemy encounters are suddenly something that needs a massive overhaul.
with an ability like this, it would be appropriate for an enemy to be in higher areas to lob down on, harassing players with dangerous projectiles while minimizing the chance of catching themselves/their allies in a single blast. instead, mark gave it to the cannon fodder enemy. this is dumb and completely reworks the way all encounters are handled.

compare this to gmota's arachnotron replacement. the vanilla arachnotron is a walking turret that rapid-fires blasts at long range and is an enemy suitable for distant battery, pelting the player with (avoidable) fire at long distance.
gmota's arachnotron has rapid-fire blasts at long range, along with a homing blast, making it an enemy suitable for distant battery, pelting the player with avoidable fire at long distance. gmota's arachnotron recognizes the purpose and role of the original enemy and recreates it with new behaviors, and can easily be slotted in an encounter that would call for a normal arachnotron.

there is a big difference between "cooperative/singleplayer gameplay mods that adhere to doom-style run-and-kill-monsters gameplay" and "competitive player-versus-player mods that do not play in the same way doom does at all".
but i suspect you know this and are still playing dumb.

>> No.2396728
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


>gmota's arachnotron has rapid-fire blasts at long range, along with a homing blast, making it an enemy suitable for distant battery,

>Homing blast

Uhm... Actually no, no he doesn't, he's got rapid fire, the big reflectable sphere, and the missile

>> No.2396731

Not him but again, what special features make demonsteele needs its own maps?

>> No.2396732

>but i suspect you know this and are still playing dumb.
Well yes, you have me. But the argument that a gameplay mod couldn't benefit from maps made specifically for it is itself dumb. I am simply playing as dumb as that is.

>> No.2396734
File: 4 KB, 320x312, 1369788288820.png [View same] [iqdb] [saucenao] [google] [report]

my mistake, i was thinking of the reflecting sphere. :)
regardless, the point still stands.

>> No.2396735

> But the argument that a gameplay mod couldn't benefit from maps made specifically for it is itself dumb.
Except nobody said this, people are just telling you that some gameplay mods do not need their own mapset because it doesn't have a big overhaul that alters gameplay in unique ways, which isn't the case of majority of the gameplay mods.

>> No.2396736


Jumping. Destroying props. That's about it.

>> No.2396738

Since this is so simple and easy, do it then. We'll play them. Do it.

>> No.2396739

1)Doom Barracks Zone(normal, alt or the remake, either of all work), Invasion UAC and other maps that are designed with jumping in mind fix that
2)Pointless, some maps already have enough props.

>> No.2396742

Not him but I guess think of something you can do in DS that you can't in regular Doom and how to design map geometry that lets him exploit it? Like >>2393941 you can jump up onto walls and hang on to them. You can't think of any map layout that could take advantage of such a thing? I don't know, use your imagination.

>> No.2396746

Air dashing and double jumps.

Wall hanging with that recent webm.
Demonsteele could also benefit from real boss fights but then again I feel every gameplay mod can

>> No.2396749

>never understood this argument
>provides reasons why this argument is solid bringing up replacement that changes monster's role in monster placement

>> No.2396750

Can't wait this wall-hanging to be made into actual prince-of-persia-like wallrun.
There was a ledge-skimming and ledge-climbing mods already.

This all combined can make for a decent acrobatic exploration + combat mod.

>> No.2396751

where can I get commercial quake pk files?

>> No.2396754


>> No.2396756
File: 416 KB, 1600x900, Screenshot_Doom_20150511_042451.png [View same] [iqdb] [saucenao] [google] [report]

so for the sake of placeholder I finally made the mastermind not shoot hitscans

Good luck dealing with this shit

>> No.2396758

oh, did you want to completely ditch hitscans then?

>> No.2396759


Yeah, now all monsters in GMOTA are all projectile based. Hitscans are generally a pain in the ass and while they serve a very good (if annoying) purpose in vanilla doom, for the sake of GMOTA I want big fat projectiles and shit.

Wait til you see the Cyberdemon.

>> No.2396805

Why didn't you dorks tell me about Claustrophobia 1024? It's awesome.

You should do something like that for the next 200min megawad. Call it "Claustrophobic /vr/"

It's just zombiemen trying to breath down your neck.

>> No.2396807
File: 253 KB, 1915x600, potential boomstick.png [View same] [iqdb] [saucenao] [google] [report]

Should I try making this a weapon?

>> No.2396834
File: 27 KB, 145x189, ohgodwhat.png [View same] [iqdb] [saucenao] [google] [report]


Someone stop me I have no clue what the fuck I'm doing

>> No.2396837


at least you gave that weapon a fitting hand

if i had a dollar for every unfitting doomguy hand some people put in weapon rips...

>> No.2396851
File: 149 KB, 2997x648, An attempt was made.png [View same] [iqdb] [saucenao] [google] [report]


I tried.

>> No.2396857


I'll try to reshoot the first two frames later, but I'm pretty happy with the actual pump.

This might be the new shotgun for that stupid weapon set I'm making

>> No.2396867


>> No.2396878


No. I'm the guy making the /vr/oomer's arsenal. Which needs a new name nowadays.

>> No.2396879

I smell plastic zombi clock.

>> No.2396880

Congestion 1024 is better, IMO. Claustrophibia 1&2 are still cool, though.

But I'd rather not have yet another 1024 type project. Its been done enough times already.

>> No.2396882


Wait what?

>> No.2396930


What game is that gun from anyway?

>> No.2396990

>never understood this argument
>provides reasons why this argument is dumb, bringing up replacement that doesn't change monster's role in monster placement

>> No.2396997

Late as fuck reply but the Lost Souls received an AI change a while ago that made them function more like Doom's.
They wander around aimlessly at normal speed and charge straight at you after seeing you, then wander slightly before charging again.
As long as you have room to move, it doesnt matter how fast you are, you can dodge them every time.

>Like, getting into a monster face, blasting them with a super shotgun and then backing off is common bussiness in Doom but almost impossible to pull off in the RL.
You can get your movement speed under 0,3s with hellrunner + running/berserk + A modded armors, plus shottyman trait that reloads shotguns/rocket launchers whenever you move, then 45% firing time reduction (without mods) on top of -2/3 firing time from that Scout master trait. Or just a Nano shotgun/Jackhammer.
You can kill, or knockback way past your vision, non-bosses before they even react.

There is also the juggler trait that lets you equip basic weapons instantly, so you can carry like 10 shotguns and fire all of them without reloading. You can get this as early as level 2.
Its not exactly hard to wreck shit with shotguns.

Biggest problem with DoomRL is that it has the Doom name in it.
Combat has virtually nothing to do with Doom, you can destroy walls, enemies dont infight, projectiles move instantaneously, you start as a total wimp that cannot outrun and usually dies to a single Demon, if you dont know exactly what you're doing you will be dead as soon as you see your first Mancubus, etc.

As a Doom game, its shit.
As a Roguelike, its really simple, fast paced and easy to pick up, just learn how FoV and corner shooting works and you can start having fun.

>> No.2397020

What's the best way to beat nuts.wad?

I can make it past the first arena by sneaking around all ~5,000 monsters, but in the second one, I get stunlocked by archviles until I lose my invincibility. I have infinity tall actors enabled because you can just crowdsurf to the exit otherwise.

>> No.2397041

Hey, Mark, can we have an ironsight CVAR? I hate them in doom, and I prefer just slight zoom and slow down just like in v19. Also:
>map 2 - the crushers part
>run dry on ammo, last shotgunner aiming me down
>shit, panic
>kick him in the guts
>right under the crusher
neat as fuck, just wanted to share this.

>> No.2397054

>rail mount with cartoonishly thick and widely spaced lugs fitted to the receiver with large hexagon bolts
Is this from Team Fortress 2?

>> No.2397071
File: 2.90 MB, 320x240, nuts150511.webm [View same] [iqdb] [saucenao] [google] [report]

do not make a sound after you press the button to open the second room. you don't want to wake the monsters up, so there's still room to get between them, instead of them all crowding together.

press the button, stay quiet, grab a sphere, hurl yourself off the ledge, you will get blown high in the air into one of the corners, but you can then just run along the back wall to the exit in the middle, shielded by a line of infighting spiders, before the sphere wears off.

>> No.2397085

>- Testing a bullet physics system: Projectiles can pierce thin walls of 24 pixels or smaller. (Purist's guns can't do this)

Hey Mark, this was a shitty feature in rga2 and it's a shitty feature here.

I get that you have no clue what to do with Brutal Doom now, but at least think for a little bit before going full-on feature creep mode. This is something that's going to punish the player completely on accident.
In the average gunfight, half of the time players don't hit targets they're shooting at because of enemy movement or their own movement. Missed shots are going to be careening straight through walls, and quite likely they're going to hit dudes beyond that wall, aggroing them onto the player before the player's even finished with the current encounter.

Even worse, because of how they do less than 50% damage when they pierce through walls, they're not just going to be aggro, they're going to be aggro and near full health.

>> No.2397147

yes i am surprised that significant new features are still being added. i thought the first appearance of v20 test versions back in december was an indication v20 was feature complete and just needed bug testing/removal, so i happily tested the first few and reported several bugs which were fixed. but after three or four test versions the feature set seemed to begin to go back into flux and now i find i am suffering from test version fatigue and lack the interest to try out yet another with another bunch of apparently random ideas, which due to my earlier perception of v20 being almost ready, seem like ill-advised last minute changes. he said in >>2394229 there will be a v21 but it seems like v20 is morphing into v21 slowly already.

>> No.2397261

Is it possible to get 100% kills though?

>> No.2397271


I think the question should be "Was it intended to get 100% kills?"

>> No.2397279


It wasn't even intended to be completable, so I doubt it.

>> No.2397285

no, there's too many cyberdemons. UV max demos on the DSDA either get 92% kills or use suprwep8.deh.


>> No.2397298

What if you Tyson all the remaining cyberdemons when you run out of ammo?

>> No.2397303

Not possible.

>> No.2397306


Good luck.

>> No.2397308

Better make that wall penetration an OPTION turned OFF by DEFAULT, or it may ruin a lot of wads.
BD AI changes already ruin some of the Scythe maps (monster wanders into a teleporter, kills Cyberdemon, ends a level. In 11 seconds)

>> No.2397368

what should i use to run hexen?

>> No.2397381


Holy shit that made me laugh.

>> No.2397382


I'm not sure why you're replying to them, but Chocolate Hexen or GZDoom can't fail you.

>> No.2397443
File: 553 KB, 1920x1080, Screenshot_Doom_20150511_163840.png [View same] [iqdb] [saucenao] [google] [report]

Doing another Aliens Mod test server - now with less shit breaking

:: [BE] Montreal :: Darkening Bug Hunt: Round 2!

>> No.2397457


>> No.2397474

I really think you should ditch those cyan dots around letters - they hinder readability way too much.

>> No.2397490

i'm really not fan of that font you use in your HUD

i think this could be a fairly good one

>> No.2397515
File: 8 KB, 259x194, healthpotions.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2397568

Does anyone know what's going on with Doomworld lately? because I think it's experiencing some sort of server issue, probably being DDOS'ed?

>> No.2397645

Here's how you beat Nuts.wad with 100% kills

>> No.2397662


It's a custom TF2 model

>> No.2397668


Yep. I think it'll look nice once I make the first two frames not shitty

>> No.2397865


>> No.2398062

Facepunch user making this item, why are you here? you know the treaty forbids you from being here.

>> No.2398080


I just grabbed it off the Gmod workshop

>> No.2398094

yes you're right i always forget that

>> No.2398098

any thoughts on the beta release of the new wolfendoom wad? ive never played the original wolfendoom as it is

>> No.2398104


Nobody gives a shit where else on the internet you post.

>> No.2398112


Ask some of the spazzes around here anon. Some people lose their fucking minds

>> No.2398121


Then that's their loss. No skin off my back.

>> No.2398168

Go to the archive and search for Chronoteeth.
- get out of 4chan (or at least pretend to)
- drop the mod entirely and lose weeks of work
- get banned from every doom forum that cares about theft
Pick one.

>> No.2398186

What are you even saying? Is it supposed to be some kind of threat?

>> No.2398189

nah, it's just that as -apparently- the shotgun was made by some whiny purmisshun sperg, said sperg could try to mess with you

at least that's what i understood

>> No.2398193


As requested, here's an SKS that replaces the Crossbow in SUAB.

Functionally, it's still the crossbow, but fires faster and is a hitscan.

Note that I haven't replaced the pickup sprites for the gun nor ammo, so it still looks like a crossbow/bolts when on the ground.

Anyway, have fun.


>> No.2398203

what the literal fuck are you going on about

why don't you talk about doom instead of trying to import drama about what you think might possibly somehow could maybe be a potential threat to ???

>> No.2398209



>> No.2398261


I grabbed it from the Gmod workshop. I'm gonna make sprites out of it.

and I don't give a fuck.

>> No.2398262

that's a good mentality to have

>> No.2398264


Under other circumstances I might be inclined to respect the guy's wishes, but the way I see it: It's up on the Gmod workshop, and I'm gonna put it to good use, because the odds of it becoming an actual TF2 weapon are slim.

>> No.2398307
File: 376 KB, 800x660, dook1.png [View same] [iqdb] [saucenao] [google] [report]

Where is charcola? I miss his cute drawings..

>> No.2398324
File: 156 KB, 1280x1216, scrap918_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Haven't been drawing a lot lately, and been sick the past few days too. Feeling a lot better now though, stomach and sleep disorders suck.

>> No.2398328


Glad to hear you're feeling better.

>> No.2398332
File: 27 KB, 255x193, Crying Caco.jpg [View same] [iqdb] [saucenao] [google] [report]

Get well soon, Char.

>> No.2398334
File: 29 KB, 924x542, whip_animation_numbered.png [View same] [iqdb] [saucenao] [google] [report]

Do these whip animation frames for castlevania mod whip look correct?

>> No.2398335

So i boot up Colorful Hell and Metroid Dreadnaught considering that Metroid Dread doesn't have custom enemies besides Space Pirates (which replace Nazis) and it's been a damn while since i played Metroid Dread and found some very bad things about the mod that should...nah, that need to be fixed

-The Desyncing HUD
Health, Missiles, S.Missiles and Power Bomb counters get really fucking nasty that not even changing Hud size or morphing fix them, the only way (that i've seen) to fix the desyncing is to pick a tank of whatever desynced thing to fix it. That and the fact that the P.Bomb and S.Missile Counters are placed in spots that can be blocked by Zandronum's Co-op draw info (I don't care if you can turn that off, nobody does turn out the coop draw info for whatever reason, those counters could be placed nearby the missile counter)

-The Unpolished charge shots
The charging shots are very unpolished and they feel sluggish and slow because of this
>Press Fire button
>Then Hold Fire button
>Shot starts charging
>Release Fire button
>Then quickly Hold fire button
>uh oh, it's not charging
>Have to double tap Fire button then hold it in order to AT LEAST, do some charge shot spam.
Everything else that uses charge shots (mm8bdm, Security Officer in Samsara, Cyberrunner's Celestial Hammer, etc) are not unpolished and if someone is bringing a balancing argument, take in mind that in the mentioned things, they have a delay or aren't as good as other weapons from the respective mods. And even in the original Metroid games you could charge shot spam so why does Metroid Dreadnought doesn't?

-Custom Enemies aren't friendly
They never drop items, no health no missiles, no nothing. Colorful hell is already a pain in ass and this just made it worse.

This mod needs at least a damn hotfix to polish things up even if the author is interested or not.

>> No.2398336


Castlevania Bro, do you need sounds for the whips? I got super CV IV whip sounds you could use

>> No.2398337

I'm not actually castlevania bro, I'm just the guy doing the whip. But I'm sure he'd appreciate it.

>> No.2398338
File: 3 KB, 100x100, bitter pill.gif [View same] [iqdb] [saucenao] [google] [report]

Take two of these and call me in the morning.

>> No.2398341



I'll just leave this here.

And whenever you get around to reading this castlevania bro: this was originally a usable inventory item but you can rework the sounds and all that shit at your leisure

>> No.2398350
File: 395 KB, 2432x2496, scrap919_a.jpg [View same] [iqdb] [saucenao] [google] [report]


Thanks for all the concern!

>> No.2398357

>load up two completely unrelated and incompatible mods
>things are broken!

Why are you surprised?

>> No.2398370

Dread USES custom enemies to make them drop items. Now, if Dread uses inheritance all you have to do is load it after Colorful hell, if not - you'll have to add those drops to the colorful enemies yourself, which is not that hard.

tl;dr - wand a compat patch? DIY faggot!

>> No.2398372


You do realize Metrood effects vanilla monsters for those drops right? So sadly Metrood is a gameplay+monsters mod

>> No.2398374

>Now, if Dread uses inheritance all you have to do is load it after Colorful hell

even if it used inheritance, the colorful hell monsters are completely different and wouldn't be inherited from anyway
plus it sounds like there's some script conflicts going on so

>> No.2398375

Oh you're just being a big jerk for bringing that point. In case you don't know, Colorful hell ONLY replaces monsters and Metroid Dreadnought DOESN'T replace monsters besides Nazis(Space pirates) and Nazis aren't replaced in Colorful Hell.
Shows you how much of an uninformated, moronic and stupid idiotic faggot face you are.

>> No.2398376
File: 406 KB, 756x512, 8-qyfZP.png [View same] [iqdb] [saucenao] [google] [report]

But anon, Dreadnought technically DOES have custom enemies, they just look like the Doom monsters. Loading another wad with custom enemies in it will replace them, and their health/ammo dropping states as well.

>> No.2398379

It does replace monsters, dillweed. It replaces the vanilla monsters with ones that are affected with breadnut's weapons.

>> No.2398380

And also, the other points regarding Desynched hud and sluggish charged points are true even if colorful hell isn't loaded and i tested without colorful hell after i tought i broke the mod

>> No.2398381
File: 31 KB, 684x615, ss+(2015-05-12+at+03.36.18).png [View same] [iqdb] [saucenao] [google] [report]

>and Metroid Dreadnought DOESN'T replace monsters besides Nazis(Space pirates)

>> No.2398384

>Shows you how much of an uninformated, moronic and stupid idiotic faggot face you are.
there's no need for this kind of aggressive comment. please be civil.

>> No.2398437

Idiocy and retardation
idiocy and retardation everywhere

>> No.2398448

Considering who posted that, there is literally no chance of that ever happening.

>> No.2398538
File: 174 KB, 1992x600, Do over.png [View same] [iqdb] [saucenao] [google] [report]

I wasn't happy with any of the angles after awhile

so mulligan, time to try it again.

>> No.2398545

>Shows you how much of an uninformated, moronic and stupid idiotic faggot face you are.

Oh the irony

>> No.2398583
File: 106 KB, 3508x556, an attempt was made 2.png [View same] [iqdb] [saucenao] [google] [report]


I can't into anti aliasing on GIMP

>> No.2398596
File: 429 KB, 775x735, nowinmotion.gif [View same] [iqdb] [saucenao] [google] [report]


It's kinda rough.

>> No.2398597

Looking good.

>> No.2398598

We should do a fist mod where every frame of the animation is from a different /doom/ anon's arms

>> No.2398602

>Romero releases DoomEd source code
>turns out Fraggle had it almost a year beforehand and he was working on a MacOS port

shit like this makes me wonder what else they have a hold of that we don't.

>> No.2398617

Today I learned I'm not the only one in the thread with fucked guts/sleep.

Sadly I didn't get the artistic drive/ability part you seemed to, but I sure got the stomach issues and turbo insomnia! :p

Give megasphere irl please

>> No.2398637
File: 158 KB, 3508x556, HOLY SHIT LEVITATING HANDS.png [View same] [iqdb] [saucenao] [google] [report]


It looks nice, except for the fact that Doomguy seems to be missing his arm on the pumping frames. Here's an edit of your sprite.

>> No.2398658
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


Hey nice, I can use these. I added an arm for frame 3 and was stumped for 4, but I'll use these instead.

I'll try and get this in game later today

>> No.2398765

Casltevania Bro here, I was trying to track down the sounds from IV, and couldn't so yeah they would be appreciated.

>> No.2398783

Is it possible to make a "generic intermission" map that would work for any wad? Like I want an RPG mod with actual shops, and I want it so the shop zone would load after every level, and the mod still be playable with vanilla maps.

Other options:

a) Make some weapons spawn shop vendors instead with random chance

b) Give player an ability to summon a shop vendor (that would remain there) once per level.

>> No.2398787

how about spawning the player in a "shop state" with godmode and notarget, once he exits the shop, the map resumes normally?

>> No.2398802

Oh we've got the 0.1 and 0.3 alphas, they're amazing, so much never before seen content

>> No.2398814

>I want an RPG mod with actual shops
I meant actual physical vendor NPCs, not just "buy menues"

>> No.2398821
File: 2.38 MB, 1166x736, 1111.webm [View same] [iqdb] [saucenao] [google] [report]

A friend and I are completing the Doom arcade. And I'm looking for a good mod, with graphics that support this setting:

Gigabyt Motherboard 8VM533M-RZ
2.00 Ghz p4 micropporosesador
512 MB DDR 266mhz
256 mb geforce agp
Matrox 10Gb hard disk Windows xp

I hope you like this project and you do not know what to do with your old pc ... this is a good idea.

>> No.2398842

What engine are you using? If it's not necessarily decided, are you going for authenticity or features/graphics/eye candy etc?

>> No.2398847

I think you should increase the contrast on the gun, it doesn't really match up with the doom hands. Or better yet, try to convert it to the doom palette.I love the design of the gun though.

>> No.2398861

BTSX is great.

I like AtM, but I'm not sure the recoil will be easy with an arcade stick, might wanna comment out those lines in the code if it's bothersome.

>> No.2398864


Here you go bro


>> No.2398868

Action Doom is probably the most thematically fitting mod for a cabinet.

>> No.2398881

thats cool as fuck man, cant wait to see it in action when its finished

>> No.2398890


Action Doom, Contra Doom, or GMOTA seem the obvious choice to me.

>> No.2398907

Have an actor shoot something like this straight up/and/or down:
A_RailAttack (0,0,0,"none","f0 f0 f0",RGF_FULLBRIGHT,90,0, 0,0,0,4, 0.2,0.0,0 )

>> No.2398910

Should be a_customrailgun since railattack is for weapons, my bad.

>> No.2398949


Got this when trying to drag and drop test it:
"Script warning, "" line 0:
Icon 'LWICN' for 'leatherwhipitem' not found

Script warning, "" line 0:
Icon 'CWICN' for 'chainwhipitem' not found

Script warning, "" line 0:
Icon 'HWICN' for 'heavywhipitem' not found

Script warning, "" line 0:
Icon 'FWICN' for 'flamewhipitem' not found

Execution could not continue.

Script error, "leftover whip item.pk3:decorate.txt" line 194:
Invalid state parameter a_setscale"

>> No.2398952


It's not a zandro mod.
It doesn't give it to you in gzdoom either, i checked

>> No.2398953
File: 117 KB, 224x167, tumblr_inline_mna576riKj1qz4rgp.gif [View same] [iqdb] [saucenao] [google] [report]

I'm looking for something more true to the original Doom, but with improved graphics using OpenGL or similar motor if it exists, I use this site to hear different opinions.
I will consider I am now writing several mods to add to the game menu.
Thanks friend, sorry I could not upload it with sound, it sounds like the devil in a concert, many onlookers have approached my local amazed behind the window.

>> No.2398957

what about smooth doom or beautiful doom?

>> No.2398971
File: 1000 KB, 500x202, tumblr_naoxubbAJW1t229ato1_500.gif [View same] [iqdb] [saucenao] [google] [report]

>beautiful doom
I think I got a winner, thank you very much!

>> No.2398987

>Thanks friend, sorry I could not upload it with sound

What you can do is upload it to the /gif/ board and then crosslink it here.

>> No.2398992



>> No.2398994
File: 159 KB, 419x500, 1399574524086.png [View same] [iqdb] [saucenao] [google] [report]

>beautiful doom
>with its retarded autoaim settings

>> No.2398996
File: 199 KB, 1920x1080, gzdoom 2015-04-16 00-38-44.png [View same] [iqdb] [saucenao] [google] [report]

Smooth doom is a bit better since beautful doom has some stuff that doesn't fit aeshetically, changes actor behaviour and whatnot.

Well GZDoom is your best bet then. If you want to crank up the eye candy even further consider using reshade/sweetfx with it for some subtle to not-so-subtle filters and post processing effects.

>> No.2398998
File: 150 KB, 120x98, 1365214415376.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2399013
File: 81 KB, 540x720, 10994876_953020684731121_1036899495529322621_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm a little anxious as a child in a toy store. I hope my old hardware take on.

>> No.2399019

Don't worry - you'll never get to play on it.

>> No.2399020

If you were to limit or turn of dynamic lights it's extremely unlikely you'll get lags except for maps with stupid amounts of monsters (all those constant AI calculations eat your cpu) but you probably don't even have to do that.

>> No.2399026

I'm not even kidding. Being forced to use sv_autoaim 3 breaks the original gameplay in a big way. If keeping a graphically updated vanilla experience is your goal then using Beautiful Doom will render all the work you've put into the project so far worthless.

>> No.2399035

>I'm not even kidding
Then allow me to suggest that if you want to be taken seriously refrain from reactionface/greentext replies. It doesn't matter if you're not shit posting if too all appearances you look like you are.

>> No.2399040

Sorry, I forgot we're all mature gamers here.

>> No.2399042

So did I. Anyway, I've got the basic whip mostly figured out, but it's not playing my custom weapon pick up sound, here's what I have in the Decorate:

Inventory.PickupSound "WHPGET"

Here's the SNDINFO:

weapons/whipcut SPLICE
weapons/whipbang CLANG
weapons/whipswing SWISH
weapons/whipget WHPGET
silent DSEMPTY //only in new Zdooms

The sounds are in the pk3 under a "sounds" folder, and they all work except the pickup sound.

>> No.2399048

How can I make a weapon attack in a horizontal line to hit multiple enemies?

>> No.2399052

>Inventory.PickupSound "WHPGET"

this needs to be inventory.pickupsound "weapons/whipget"

>> No.2399087

Awesome, that fixed it.
I'm still trying to figure this one out though, why can't it find the icons in this, and can I just get rid of a_setscale?


Got this when trying to drag and drop test it:
"Script warning, "" line 0:
Icon 'LWICN' for 'leatherwhipitem' not found

Script warning, "" line 0:
Icon 'CWICN' for 'chainwhipitem' not found

Script warning, "" line 0:
Icon 'HWICN' for 'heavywhipitem' not found

Script warning, "" line 0:
Icon 'FWICN' for 'flamewhipitem' not found

Execution could not continue.

Script error, "leftover whip item.pk3:decorate.txt" line 194:
Invalid state parameter a_setscale"

>> No.2399089

Like a damaging wave that rips through enemies? Depends on whether you want it to be instantaneous/a projectile and whether the line should expand as it travels.

>> No.2399106

I was going to have it be the whip's secondary attack, so an instantaneous wave. Expansion would probably make sense, but it sounds like it would be complicated.

>> No.2399109

I recommend Prboom+ for semi-authenticity, limit removing, and smooth operation.

>> No.2399127

>What's the best way to beat nuts.wad?


>> No.2399141

If you can stand having a Z dimension to the attack, you could just spawn an invisible exploding actor [radius] distance away from the the player. That's the way most RTS's deal with "cleaving" attacks.

>> No.2399147

That's a good idea actually. I'd prefer it to be a cone shape though.

>> No.2399156


The icons need to be in the graphics/ folder.
And you probably can, but you'll need to check the code to see what A_SetScale is used for and if it's for anything you think is vital.

>> No.2399157

Then spawn many explosive actors with increasing radius, but find some way to avoid damage overlap. That way you'd get an approximate cone.

>> No.2399168

Ok, I'll give that a shot then. Thanks.

>> No.2399412

IIRC what he gave you requires GMOTA to be loaded with it, that's probably what's causing the errors.

Also can I get your feedback on whether >>2398334
looks correct? If it all looks good I'll probably code it later tonight when I have a chance.

>> No.2399449

IIRC it've been put in there because author was tired of getting the same question again and again and the question was: how the fuck do I make it stop autoaiming at all the decals & gore?
Sadly enough with that setting autoaim forgets how to aim at barrels. Also it doesn't check if you set your autoaim setting to "never" which makes smartaim useless anyway. But if you're playing with maximum freelook you can set sv_smartaim to 3 to make it shut up and use magic command "AUTOAIM 0" it's not like you won't have it set like that if you play with freelook and no autoaim and continue your Beautiful Doom experience.

>> No.2399472

>how the fuck do I make it stop autoaiming at all the decals & gore?
aren't there ways to tag actors to not be auto-aim targettables?

>> No.2399534
File: 12 KB, 621x128, soundfonts.png [View same] [iqdb] [saucenao] [google] [report]

Can I some recommendations on soundfonts to use with bassmidi? Here's what I have. I've mainly been sticking to patch93's sc-55.

>> No.2399587

Does anybody know some good megawads? I'm looking for something atmospheric, and maybe something that takes advantage of source ports such as Zdoom's scripting or GZdoom's lighting. I already know about Alien Vendetta, Scythe 2, Valiant, and Hellbound.

Something like Doom 64 but a full megawad with that kind atmosphere/aesthetic for Doom 2, or something like a 32 level version of something like Hellgrounds.

>> No.2399620

Silverspring, Arachno, SGM, GenesiSF, SC-55, WeedsGM, Chorium, 8bitSF/Famicom, and DOOMSND (which you can get by digging in the files for Doom64EX after feeding the rom for Doom 64 through it.

You'll only use Silverspring though, because it sounds the best by far.

>> No.2399624

What are some good Megawads that have a Serious Sam feel to them?

>> No.2399669

Thanks, I'll try those out

>> No.2399693

What's the quickest and easiest way to set up a quick deathmatch with bots?

>> No.2399701

best ever irc?

>> No.2399716

Offline Skirmish
Map 07
Set Up Bots
Run game

>> No.2399718 [DELETED] 


>> No.2399721

no, doom

>> No.2399724

no, .wad

>> No.2399779


As the creator of GMOTA. I'd say it doesn't belong in an arcade cabinet because of how convoluted and unintuitive I made the controls.

Demonsteele would work better in a cabinet before GMOTA would

>> No.2399984

Suspended in Dusk
Back to Saturn X
Going Down
Pirate Doom

>> No.2399985

Yeah, that looks accurate. But if you're only seeing it from the front, what's the difference in how the whip behaves behind you?

>> No.2399998

You'll see it if you use a 3rd person view, it's not much extra work to add extra frames once it's wokring, and without it it would probably look silly.

>> No.2400006

Also I can actually start working on it now so I should have something in a couple of hours.

>> No.2400012

Cool, I'll be looking forward to it.

>> No.2400058

What are some Limit Removing/Boom wads that have vanilla-ish detailing?

>> No.2400063

Phobos: Anomaly Reborn

>> No.2400078
File: 137 KB, 640x480, Screenshot_Doom_20150513_003317.png [View same] [iqdb] [saucenao] [google] [report]

made some slight updates to the suab sks:


>added sprites for ammo and pickup
>fixed weapon damage to be based on d4 rather than d8 random factor
>altered reload anim somewhat to look a bit better.


>> No.2400120

So I made a decent looking spear with some Photoshop magic that mostly works the way I want it to, but is it possible to make it go through multiple enemies?

>> No.2400138 [DELETED] 

Ispoop here.[/sub]

Tried this... the Reloading animation is a bit weird at the beginning, the weapon bobs back like it's experiencing recoil when it's bolt is pulled back. And I thought the sks was a stripper-clip fed weapon?

At any rate it's an alright addon. 5/10 I managed to have a little fun gunning down all the zoms on map32.

>> No.2400142

Ispoop here.

Tried this... the Reloading animation is a bit weird at the beginning, the weapon bobs back like it's experiencing recoil when it's bolt is pulled back. And I thought the sks was a stripper-clip fed weapon?

At any rate it's an alright addon. 5/10 I managed to have a little fun gunning down all the zoms on map32.

>> No.2400187
File: 439 KB, 1600x900, Screenshot_Doom_20150513_014009.png [View same] [iqdb] [saucenao] [google] [report]

So, uh. Progress have been rather slow. Currently I have all the stock monsters Wander about now and I have alt-enemies made for everything up to Revenants.

This fucker? it replaces the Revenant (I know it's strange to give a Revenant-replacer flying powers, but it looks dumb without +Float)

Currently the thing that makes me sorta 'meh' was that I can't come up with anything too unique; currently it either throws a homing projectile that will 'curse' Rocco with double damage for 5 seconds (projectile is pictured.) and throws a barrage of non-homing yellow projectiles.

I would like to have a bit of feed back on this.

>> No.2400195
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]


>Work with color related things

Anon I'd need some help with that one

>> No.2400203

P:AR was the poster child for excessive detail and Vanguard is almost a complete paint job. i'm not sure why you're claiming either have "vanilla-ish detailing" unless i misunderstood the question.

>> No.2400210

that missile is a delightful colour
>(I know it's strange to give a Revenant-replacer flying powers, but it looks dumb without +Float)
the lost soul in the doom press release beta was made before the engine supported floating monsters, so it was made to appear to float by using sprite offsets. it appeared to float, but always at the same height above the ground. perhaps you could try the same for your creature.

>> No.2400216

Is it possible to have unlimited saveslots in PRBoom?

>> No.2400224

anything is possible if you program it yourself. in other words, no. not unless someone programs it in.

>> No.2400268
File: 21 KB, 556x444, BANGSHOOTY.png [View same] [iqdb] [saucenao] [google] [report]


Actually... huh.

>> No.2400271

Guy who asked question here. I mean something thats not mainly using those formats for detailing purposes. Anything thats close to SiD and BTSX detail is perfectly fine, as they both are vanilla compatible types of detailing.

Phobos Anomaly Reborn is not exactly what I'm looking for.

Vanguard is closer to what I want.

>> No.2400281


Should probably try to replicate that blue-metal look the non-middle frames have.

Looks nice.

>> No.2400283

>that sweet gunmetal shade of blue

>> No.2400284
File: 26 KB, 196x200, spear2handsm.png [View same] [iqdb] [saucenao] [google] [report]

I made a spear that has a melee attack as the primary and the secondary attack throws spears. Could anyone tell me why
1. the animation looks like it's blinking each frame
2. how to keep any animation from playing when you try to use secondary fire after you've used up all the ammo for secondary fire


>> No.2400286

use "give spear", it goes in Weapon Slot 4 btw

>> No.2400293
File: 379 B, 63x12, that rifle thing.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2400318

>barely cleaned image rips
my eyes are bleeding

>> No.2400326

thanks bro.

kek, weird, but the spacings in the gas tube handguard make your sprite look like a rare albanian SKS

>> No.2400332

good point. just edit them out if you want.

>> No.2400340
File: 393 B, 63x12, that rifle thing2.png [View same] [iqdb] [saucenao] [google] [report]

eh fuck it heres a touchup

>> No.2400343

yeah, it does look shitty atm.
I'm working on it, though.

>> No.2400346
File: 1.11 MB, 720x360, it needs work.webm [View same] [iqdb] [saucenao] [google] [report]

It's nice but it stands out like a sore thumb compared to the really nice Sgt Shivers sprites.

>> No.2400353

yeah, this one looks like a big plasic prop

>> No.2400358


Well I tried. I'll stick with other model rips when making sprites. I can't into shotguns.

>> No.2400361

nah, i think it's because of the source material.
i mean, TF2 has a pretty cartoony style, that usually clashes with everything

with a bit of luck you'll find a lot of "do whatever nonprofit with these, just give credit" weapons on the FO3/NV nexus

>> No.2400368

so rather than fussing with shotgun sprites, how about someone give me a different idea for one of these weapons because I'm not sure if I should go forward with them:

Rocket Launcher: HEAT missile launcher, primary fires fast flying rockets with a strong hit, but a weak and small splash, secondary fires a lobbing grenade with a weak hit but a strong and big splash.

and a different plasma rifle of some kind. I'm up for ideas on what it should be.


I wouldn't know how to go about using those though, I just use GMOD and pose models in an attempt to make sprites

>> No.2400372

rocket launcher from UT works like that

>> No.2400375

>and a different plasma rifle of some kind. I'm up for ideas on what it should be.

a good old charge buster? you can probably base it off the megaman zero one

and for using FO3/NV models you'd probably only need BSAunpacker (to get the models) and something like blender

>> No.2400379


>a good old charge buster? you can probably base it off the megaman zero one

Hm, a buster-style weapon might be good, what would the altfire do though?

>> No.2400387

i'd say rapid fire but it'd probably be way too generic

but, i remeber that with some buster upgrade in one of the early MMX games you could do some pretty kickass combo shot, so maybe having a dual/pair of busters...

>> No.2400396
File: 3 KB, 240x110, UACPlasmaticRifle.png [View same] [iqdb] [saucenao] [google] [report]


Well I'm starting to visualize this weapon as a rifle. So I figure primary fire lets you rattle off weak buster shots or charge it up for varying flavors of death.

Not sure how well a combo shot would transition into an altfire, keep thinking anon!

>> No.2400406

how about "sticky" balls of plasma ?
you know, like some kind of caltrops (or landmine?)

>> No.2400413


I'm not sure how practical sticky proximity shots would be though, especially for co-op purposes (which is what I'd like to see this weaponset be used for once I get it wrapped up)

Any other ideas? I'm still writing this shit down but you've -really- got me warmed up to the idea of a Buster Rifle now.

>> No.2400415

maybe a really close range shotgun/melee attack?

a bit like a Tesla coil or something

>> No.2400416


Tempting, but that might cause overlap with the shotgun which packs a baton/pipe to bash monsters/projectiles or the particle smasher shotgun.

Here's what I've got so far actually made.


>> No.2400419

not sure if i'd overlap, it could be something with a limited range that stuns the enemies in front of you for a sec and deals some damage [and you can "hold" the attack to keep the enemies locked in]

>> No.2400420


Wouldn't that require doing some damage-type fuckery for the monsters themselves? I was hoping to make this a simple weaponset that's friendly with maps and custom monsters.

>> No.2400423


Then again... Some emperor palapatine style arc-lightning would be cool... like when you shoot one monster with it, it sprays out lighting in a 360 degree spray that zaps other monsters when in turn zaps more monsters.

>> No.2400424

i don't think so? (but then again i don't know much about decorate)
just give your attack a big pain chance and make it rapidfire?
it'd just be a limited range hitscan in a cone that starts from you

so basicallynshort (and a lot less painful) BFG rays, i think

>> No.2400425


See now painchance is actually directly linked to the monsters themselves.

Would you be satisfied with this idea though? >>2400423

>> No.2400427

ah, crap
well it's your mod after all, and your idea does sounds pretty cool

>> No.2400428

You can just use forcepain or use a_radiusgive to simulate pain chance

>> No.2400430


It may be my mod, but the whole point of this little project was to ask people "What would you replace from the vanilla doom arsenal"

Though the idea I just mentioned is awfully similar to yours


Is forcepain in Zandybam yet? I keep forgetting, and wouldn't radiusgive require to actually edit states so that monsters actually react to whatever they're being given?

>> No.2400431


iSpock here, again
Decided to tinker with Recoil to make it less "Vertical only"-ish, like how it is now.

>> No.2400432

I dunno if forcepain is in, I assumed you were making it for ZDoom compatibility.

And you don't need to alter their states to have them react to what they're given, you just have them call a script in the item pickup state.

>> No.2400436
File: 1.17 MB, 400x300, whip1.webm [View same] [iqdb] [saucenao] [google] [report]

The whip is coming along, here it is in first person.
It's smoother in game, my toaster just has issues with running fraps and ZDoom at the same time.

>> No.2400437


Nah, I want this to be Zandybam friendly so we can all fuck around and bro-op it up.

Because to be quite frank I'm fucking upset at how little variety there is to gameplay mods right now online.

>> No.2400438
File: 2.14 MB, 400x300, whip2.webm [View same] [iqdb] [saucenao] [google] [report]

Here it is in third person.

>> No.2400439


Ah shit, scroton's at it again. This is looking pretty good thus far.

>> No.2400441
File: 955 KB, 400x300, whip3.webm [View same] [iqdb] [saucenao] [google] [report]

Here are all the frames of animation spawned at once so you can see.

Multiplayer will be fun.
Good news is the script on pickup thing works in Zandronum too.

>> No.2400442

fug i made a better one and then scroton accidentally a post

>> No.2400445

Go see this one, marrub's webbum is much better than my buttery smooth 8fps one.

>> No.2400448

looks pretty cool
but a bit as if it was made from legos

>> No.2400451

I used the whip sprites from >>2398341 since they look kinda like belmont's whip.

You could use whatever sprites you wanted, though, and the script is set up so that you can have as many actors as you want making up the arcs and animation--thousands if you wanted.

>> No.2400457


Also I'm hurting really bad for a name for this weapon project I'm doing.

I WAS going to call it the /vr/oomer's arsenal, but I realized I can't really do that seeing as several weapon ideas were submitted by non /vr/ fags.

Anyone have any idea what the hell I should call this thing?

>> No.2400462

ShootyBangers 3: Deathly Gun

>> No.2400472

IMO you should shift the spawning position to the right (where his actual arms are) so the whip doesent look like it's being thrown by your chest.
Also it will allow the player see the animation better from 1st person.

>> No.2400487

Jikan no Murder

>> No.2400497

HurDur: MurDur tiem

>> No.2400502

For some time I thought of making a
"Advanced Multi-Purpose Weapon Pack" aka "AMP weapons".
I still think of making it sometimes, but so far it looks more like "Moslty Unreal Guns with More Firing Modes"

>> No.2400510

I like the idea. Could make for a versatile weapon.

>> No.2400605

It would be cool to have a custom animation that splits the enemies down the middle upon death.

>> No.2400617
File: 1.45 MB, 720x360, my spear is designed for MAX penetration.webm [View same] [iqdb] [saucenao] [google] [report]

>1. the animation looks like it's blinking each frame

You're using TNT1 in your animation frames, fartknocker. TNT1 is essentially an empty frame to be used to make things invisible and shit. if you want to extend a frame, use the same frame and just make it last a few more tics, but the spear should jab fast and maybe pull back a little slow, as seen here.

Keep working with this, because I feel like this could be some cool shit

>> No.2400618

Is there a way to turn state jump action functions like A_JumpIfInTargetLos into the inverse, making it jump if the return is false?

>> No.2400639
File: 1.33 MB, 2475x2318, sks-collection.jpg [View same] [iqdb] [saucenao] [google] [report]

Has spritebro done any more headway on that there SKS?

>> No.2400667

Here's an idea /vr/
A deathmatch centric game, focusing on free-for-all instead of team deathmatch, with instead of classes, "Champions", as they're characters. They have the same basic 7 weapons, but they all have their own personal twists on the themes. Think an expanded, original Deathmatch-centric Samsara.

>> No.2400737

So much this, I will learn to mod just to make this a .pk3 for abuse it every time I play.

>> No.2400743
File: 1.21 MB, 1360x768, blastem.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2400745

That's stupid, because IRL reloading empty is longer because you have to make additional movements to load first round into the chamber.

The more logical way of punishing premature reload is a mag-based reloading, implemented in some of WW's mods - you have a mag counter instead of ammo counter and all the leftover ammo in a current mag are discarded when you drop it - so you save ammo while not reloading, but it will be harder to reload mid-fight.

>> No.2400747

The way they puffdown when die is just silly.
Also you should consider reconfiguring your screencapper/recorder to get better FPS.

>> No.2400763
File: 2.86 MB, 1360x768, gzdoom 2015-05-12 21-24-23-96.webm [View same] [iqdb] [saucenao] [google] [report]

i took the advice of >>2390163, but i haven't recorded yet. this was my last recording before reconfigurating.

>> No.2400772

mite b cool

>> No.2400779

You should try different codecs too. Some affect CPU more than the other.

>> No.2400782

My idea was to modify the time for recharging (mostly pistols and rifles) accordingly to how much ammo is left (in this example let's say a mag with 16 rounds):
>15-8 rounds: you to drop the magazine, add rounds and re-use it, removing said rounds from the ammo pool.
Each added bullet gives you near 1s more of recharging time per bullet so you shouldn't do it during a pinch.
>7-1 rounds: you remove the mag and put the rounds in your ammo pool.
This uses the standard reloading speed + 1.5s for the weapon. You save the remaining rounds in the mag but still got penalized for fights.

In any case, when quickly reloading twice you discard the mag but use the standard reloading time.

>> No.2400786
File: 815 KB, 1920x1080, gzdoom 2015-05-13 18-33-09-17.webm [View same] [iqdb] [saucenao] [google] [report]

- finally -
I have actors automatically add and remove themselves from a list of viewed items which all have their screen coordinates calculated and recorded, so soon the mouse cursor will actually be able to interact with objects in the world.

>> No.2400801

Are you going to make a puzzle/quest out of this?

>> No.2400807

Yeah. Primarily it'll be a codebase/engine for others to use, but I'll try to complete a little tech demo game myself. eventually..

>> No.2400820

Ohhhhh that TNT 1 thing was in all the mods I ripped the ideas from and I had no idea what it did. Cool, I can take that out.

>> No.2400837

Try switching your video recording program? I'm using Nvidia Shadowplay, and it's a thousand times better than Fraps or Bandicam, and it's free!

>> No.2400847

TNT1 thing is usually used in empty frames that last 0 tics to do stuff (usually add special effects and execute scripts) at the same time as the previous actual frame of animation goes off. It's ZDooms way of doing several different things simultaneously.

Also for a spear weapon that's a pretty short range, shorter than chainsaw, which is not good at all.

Last thing: when ripping a sprite from Morrowind you squished it sideways too much, making it off-perspective. I have a keen eye for such things and its distracting to me.

>> No.2400850

He has a single-core 1.5 Ghz toaster that would be unable to run it tho. Even my 200$ laptop is more powerful than that. I'm amazed he's even able to play Brütal

>> No.2400857

I use OBS.

>> No.2400864

What would be a good range? It seemed decent to me, 96 units I think. And yeah, too lazy to make a new sprite, but if I get balls deep into this little project, I'll probably actually redo all the sprites (I have that skill). This spear was more a proof of concept for me.

End goal: thrown spears can be recovered.

>> No.2400868

Also, after you use all the ammo, the AltFire attack plays the primary attack animation, how do I stop that?

>> No.2400883

Make a check for ammo, and if ammo is 0 then make it jump back to a ready state.

>> No.2400895

This is my first weapon, I understand GoTo Ready, but how do I make it check for ammo?

>> No.2400906

I played around with A_JumpIfNoAmmo (attempting "Ready", "Select", and even "Deselect"), but it still does plays the animation from the primary attack without actually making an attack,

>> No.2400910

Look for a weapon mod that does what you want. Dissect it. See how that mod does what it does.
Do same.

>> No.2400930

A_JumpIfNoAmmo defaults to checking for primary fire when called outside of the alt-fire state.

>> No.2400934

I put next to the first line of the AltFire

>> No.2400951

GOT IT! Fucking Zandronum doesn't allow alot of the flags that Zdoom does apparently, so I had to use A_CheckReload. GIF soon

>> No.2401016

>Fucking Zandronum doesn't allow alot of the flags that Zdoom does apparently

Well, yes. Zandronum is based on an older version of ZDoom.
Didn't you know, anon?

>> No.2401018

This is why people usually use special items and item checks for altfire ammo

>> No.2401034

I told you this is my first time modding Doom. Or did I? Anyway, so I got these bitchin' spears that you can throw and they stick in walls and such (on Death, the projectile spawns a new sprite with NoGravity). You can also shoot the spears (which spawns a spear with Gravity so you can pick it up). This all works great. Is there a way to spawn a different sprite if the projectile hits a ceiling or floor? Or is there a sprite file name that would tell doom to draw a different sprite if you're above/below a sprite?

>> No.2401057

>Is there a way to spawn a different sprite if the projectile hits a ceiling or floor?

The short of the matter is that on the death state, you'll want to do an A_JumpIf checking for the actor's ceilingz or floorz, and if so jump to a new frame.

It sounds intimidating, but it's actually pretty simple. Check it:

>> No.2401069



Am I missing something here?

>> No.2401084


Nope. He played the Chasm and thought it was a wad.
Someone corrected him later on.

>> No.2401086
File: 90 KB, 640x480, 1431549760.png [View same] [iqdb] [saucenao] [google] [report]

the opening of the wad in fact looks like this.

it appears the reviewer failed to load the wad, and having clearly never played the original map24, failed to realise this.

insert your favourite word for clueless neophyte here. not someone who should be reviewing doom wads.

>> No.2401091


Ah, fair enough.

>> No.2401093

He couldn't tell that was The Chasm?

>> No.2401095


I don't think anyone wants to remember the Chasm.

>> No.2401096

As I said before best way learning how to mod is to look how others do it. And fiddling around.

>> No.2401097

>Someone corrected him later on.

i wanted to see this, it turned out to be the next post:

>The WAD file claims that it’s on MAP24 but nope, and a quick peek at the non-fixed version (for Doom 1) shows that it isn’t anything like the Chasm.
but it does replace map24, so i still don't know what he did.

he also remarked:
>I honestly haven’t played that far into Doom 2 for so long that I completely forgot that existed.

>> No.2401098

I've been digging in Brutal Doom and looking at the blood drips from the ceiling stuff. Am I on the right track?

>> No.2401103

>digging in Brutal Doom

>> No.2401105

What I've come up with is something involving ForceBillboard, but I'm still not sure how to get the projectile to detect whether it's hit a ceiling or floor. I'm really surprised how little documentation there is online about doing shit like this, Half Life, Unreal, and Quake all have massive amounts of resources and tutorials for random modding shit,

>> No.2401112

the chasm is a good map, very atmospheric. its only problem is an excess of ledge running. i'd much rather forget about nirvana or bloodfalls.

>> No.2401117

There is an absolute buttload of documentation anon.
Anyhow, if you want bullet holes or something that works like them on floors and ceilings you need to use actual models.

>> No.2401119

Y-you mean like 3d models? Are there any wads that have examples of that? I just want my spears to stick straight up and down in ceilings (maybe in floors too, I dunno).

>> No.2401136

Aforementioned Brutal Doom does exactly that. Itspawns a single-polygon flat model with a texture if the surface hit was wall/ceiling.

Also BD is infamous for being a total spagetti mess in terms of code. Buttload of bad formatting, jumps, inconsistencies and leftovers from previous versions that do nothing - like that ACTLIKEBRIDGE flag that caused gibs and some bodies to block elevators until recently.

Look at Eriance's weapon packs for clean and simple code that gets things done, or WildWeasel's for more advanced, but still neatly packed stuff.

>> No.2401139

For being a late game Doom 2 map, it's certainly among the better ones, Nirvana was mentioned as a bad map, and I wholly agree. Monster Condo was pretty shit in my opinion, at least compared to the other maps.

None of the maps in Doom 2 are outright terrible, but quality definitively starts to drop after about map 10 or so.

>> No.2401140

>I'm really surprised how little documentation there is online about doing shit
The zdoom wiki and the zdoom forums are your friend
you can also google "[thing I want to do] zdoom " and most times something relevant will pop up.

You can use voxels too. The mod TSP's crossbow bolt does this.

>> No.2401141

>None of the maps in Doom 2 are outright terrible

>> No.2401146

Shame voxels are such a memory hog, or I'd like them more. Making moving objects with voxels is also a very difficult task.

I love Accessories To Murder, but I cut out the voxel models with every new version because they simply use too much memory for my computer to be able to run the game smoothly, AtM uses way too many voxel objects, such as the casings, they become a problem fast.

I much better like voxels used sparsely as special decorations and switches.

>> No.2401147

I recently replayed KDITD all the way through and was quite taken by how the level design is actually really fucking good, and that's without nostalgia shades.

>> No.2401151

Don't get me wrong, some of them I don't like at all, but they're all playable, they're all cohesive. Some of them aren't particularly fun to play, but they can be played.

Terrible, to me, is shit like Terryfaggotry or Omegalore.

>> No.2401154

yeah, that's an understandable definition

personally, i follow a (n extremely subjective) definition of "if it's fun, it's good" and "if it's not fun, it's bad"

>> No.2401159
File: 78 KB, 320x200, 1430239694322.png [View same] [iqdb] [saucenao] [google] [report]

Doom 1 has a lot more interesting and fun to play maps than Doom 2 does, it has much better atmosphere, much more visually appealing architecture and texturing, much more interesting exploration.

Knee Deep In The Dead and Shores Of Hell are by far the best parts of the original games in my own infallible opinion.

>> No.2401161

I think E2 is the most atmospheric and thematically cool episode, but except for e2m2 e1 is just so much prettier and more well designed gameplay-wise.

>> No.2401169

Voxels are only really a problem if you're using GZDoom, and then you should be using models anyway.

As for moving, do you mean animating?

>> No.2401175

I just need a way to DETECT if my projectile is hitting a ceiling. I looked at the BD decals and stuff and still can't find anything that shows how the game knows whether it's a ceiling or wall.

>> No.2401191
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

>I think E2 is the most atmospheric and thematically cool episode
Exactomundo, by far the comfiest part, the atmosphere of a derelict spacebase infested by demons is near impenetrable to me.

Yeah, animating. Voxel monsters look like SHIT.

>> No.2401195

>that pic
this is barely a WIP

>> No.2401202

Anyone have the pic of Duke Nukem 3d's original voxel monsters?

>> No.2401203

Should be what you need. Just compare the values.

In other news, when creating a script for the whip to spawn all the animations at once so that I could have that instead of the hacky method I was using before, I found out that I had forgot to give the whip actors +NOGRAVITY, which meant that after their initial A_Warp to set their position, instead of holding it they fell to to floor.

It ended up looking like a bunch of spaghetti. Like the player actor was just dropping spaghetti all over the place.

Should I make that into an addon weapon for H-Doom? Either a spaghetti gun or just dropping it directly next to the player. Whoever's planned to do the voice for the bad poetry could even record some awkward pickup lines for it or something.

>> No.2401206

It's the only voxel monster I've ever seen.

>> No.2401215

Voxel monsters would only work with turning interpolation.

>> No.2401216

>Either a spaghetti gun or just dropping it directly next to the player
Sounds more like a death animation for deathcam, with spaghetting instead of blood spilling.

>> No.2401220

well either way, we can spawn 3d animated spaghetti now
maybe even with spaghetti physics

>> No.2401227

Since I've got this in a releaseable state (for a test version) now, here it is:


Feel free to use it for anything, check the ABOUT&CREDITS.txt file in the pk3 for more info.
Note that this method for animating a bunch of actors could be used for anything, not just a whip.
Feel free to ask questions about the code here or on irc.

>> No.2401249

Doesn't seem to work in GZdoom or Zandronum.

>> No.2401253

It's (G)ZDoom only, and requires a recent SVN.

>> No.2401273

Actually just checked, cause I thought it might be a single decorate flag preventing it from working in older GZDoom svns, but it's also incompatible because it uses script-level arrays.
I can change that later when I have some more time available if people want one that runs in an older svn of GZDoom.

>> No.2401285

Figured it out. A_CheckCeiling and A_CheckFloor.

>> No.2401296

So what sourceport and version should I be using for modding then? It seems like there are a ton.

>> No.2401298

GZdoom 1.9 or latest

>> No.2401304

ZDoom/GZDoom for gameplay mods.
Zandronum for multiplayer mods.
PRBoom+ for maps.

>> No.2401308
File: 1.89 MB, 672x403, Speartime low.webm [View same] [iqdb] [saucenao] [google] [report]

Shitty webm, but here's the spear, finished, aside from it needing better sprites. As you may or may not be able to see, spears stick in ceilings and floors correctly, walls from where they were thrown. Shooting a spear dislodges it and drops it to the ground. Spears can be picked up as long as you can reach them. Melee doesn't work after the spear supply has been exhausted.

>> No.2401309

Pretty rad, mate.

>> No.2401310

Thanks, took me two long days, but it's my first go at a Doom mod.

>> No.2401315

I wonder if someone is gonna make a ZDoom variant that runs off of the Vulkan API, whenever that comes out and considering it's following in the footsteps of OpenGL. VZDoom

>> No.2401336

One bug I noticed in Zandronum, when I die, the game crashes.

>> No.2401345


Eh, Doomguy? You got a little...GBA on your face.

>> No.2401402


>> No.2401457
File: 148 KB, 693x708, caratula.jpg [View same] [iqdb] [saucenao] [google] [report]

whats the best way i can play some doom wads with my buddies?

>> No.2401475

I have a larger sprite that I made from a Wikipedia image. the small sprites clashed with suab.

as for the ammo, I cleaned up the sprites a bit, so it looks a bit better, and as spook suggested to me in IRC, I tweaked the reload a bit too.

gimme an hour or so to wake up, get dressed and go to work and I'll upload something to show for it...I just rolled out of bed so I'm not in "lol do doom stuff" mode yet.

>> No.2401478

Zandronum is very easy to set up for online play or local play.

>> No.2401479

Best Ever, Zandronum.

>> No.2401489

with an SKS, reloading on empty technically is no more movements complex than reloading from half full (actually, its simpler from empty)

empty reload
>bolt is automatically open due to last round hold open
>insert clip
>charge mag
>release bolt

half empty
>open bolt
>lose one round (the one that was in the chamber)
>awkwardly hold open bolt because bolt hold open doesn't function is mag has rounds in it
>jam in rounds one at a time because the clip isn't going to work that well without the bolt hold open
>release bolt when you're done

>> No.2401541
File: 369 KB, 555x627, 1431122293096.png [View same] [iqdb] [saucenao] [google] [report]

I'm having trouble with combining Doom RPG and DoomRL Arsenal / Monsters. Are the versions not currently synced or something? And yes, I made sure I had the latest GZDoom dev kit.

>> No.2401552 [SPOILER] 
File: 550 KB, 812x449, 1431571992287.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2401558



>> No.2401563

That Pico dating game that was uploaded to Newgrounds for this year's Pico day.

>> No.2401564


>> No.2401571

does anyone else get scared playing the space pirate? All the noises freak me out

>> No.2401591

depends what you want to do and how many buddies you have
if you're like 2~4 relatively close by you can just use GZdoom.
the netcode is shit but it's enough sometimes
you'll just have to open a port and give them your IP.
it werks, but it can desynch (in that case, you're fucked) so save often (manually)

>> No.2401610

HOLY FUCK, I finally played btsx ep1, what a nicely made mapset!

>> No.2401619

How do I play the Wolfenstein levels with Samsara? The new WolfenDoom for ZDoom doesn't let you get shotgun weapons, even if you try to cheat them in.

>> No.2401634

You have another to go, I think you'll like it.
The third is still on the way.

What a wonderful time for .wads

>> No.2401645


I didn't even play all the levels of btsx! super excited.

I'm blown away by map quality these days. I'm playing doom again after a hiatus of roughly a decade? Back then, I really liked hell revealed.. now it seems lackluster next to these new wads I'm playing!

lastly, I love colourful hell, and am sad it doesn't play nice with zandronum... some day...

>> No.2401676

Is there a way to add a custom RocketTrail to a weapon? Or how would I replace the existing one?

>> No.2401712

you can replace the rocket smoke trail sprite. I don't know about the particles, but you could always manually do that by having the rocket spawn your particle every X tics as it flies.

>> No.2401731
File: 181 KB, 800x660, ask28.png [View same] [iqdb] [saucenao] [google] [report]

requesting hardcore doom wars meme thing pretty please!

>> No.2401747
File: 1.53 MB, 1748x2550, you're not a medikit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2401764 [SPOILER] 
File: 264 KB, 800x660, 1431580250871.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2401772

So I managed to track down a grappling hook finally, but it's all ACS code. If anyone cares to take a look at it, I replaced some sprites (press X to launch it). I like how it works, but I need to know how to limit the time between launching hookshots, because right now you can spam the shit out of them. Also, I can't figure out where in the code it even picked the sprite it's using, and the spacing of the sprites (I'd want them to be spaced a little further apart).


>> No.2401778


Are you the guy who posted this on the ZDoom forums? If so, your hookshot is pretty cool.

>> No.2401780

I'm not, I stole it off there and messed with it.

Also I'd like to know how to limit the distance you can use it at, right now it seems to be unlimited.

>> No.2401861
File: 27 KB, 434x458, clip+(2015-05-13+at+11.06.43).png [View same] [iqdb] [saucenao] [google] [report]

Shame for no replies, I'll try. Are you using the DRPG Launcher Kyle has in the OP in the DRPG ZDoom thread?

If so, update DRPG from the Master branch, select the DRPG compatibility patches and then launch with DRLA 7.94/DRLA Monsters Beta 5.2. Cheers.

>> No.2401869

So far as I know they're synced and working, but I'll check 'em when I get done fucking around reinstalling windows.

It'll be a minute though, repartitioning things.

>> No.2401912


We should have a series of these for notable wads.

Could be fun.

>> No.2401924



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