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2401920 No.2401920 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2393805
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

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

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

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

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

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

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

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

===POPULAR MODS===

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

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Shut Up And Bleed: http://zandronum.com/forum/showthread.php?tid=5530

>> No.2401923

===NEWS===

[05-08] Another SUAB update, v0.2c
>>2391928

[05-04] Interview with Kaiser regarding Powerslave EX
https://powerslaveex.wordpress.com/2015/05/04/techraptor-interview/

[05-01] Endless Survival (Invasion with continuous spawns) v0.4
http://zandronum.com/forum/showthread.php?tid=5811#pid80814

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

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc found
http://www.doomworld.com/vb/doom-general/72599-

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

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

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

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

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

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

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

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

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

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

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

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

===

Please reply to this post with news.

>> No.2401925

first for shotguns

>> No.2401926
File: 84 KB, 194x106, Sgt Shivers - augh.png [View same] [iqdb] [saucenao] [google] [report]
2401926

>>2401925
Second for Nightmare Fuel.

>> No.2401937

>>2401747
>>2401731

waitaminute what the fuck bro. are you a mind reader?

i was literally going to ask about this and his author and then two minutes later you did that post. this is some creepy shit.

what's the deal with hardcore doom wars and what was it about?

>> No.2401942

>tfw you will never be a medikit

>> No.2401950
File: 127 KB, 257x250, Willkommen. Hier findest du nur dein grab.png [View same] [iqdb] [saucenao] [google] [report]
2401950

>>2401926
>implying angles

>> No.2402012
File: 96 KB, 1664x1024, scrap925_a.jpg [View same] [iqdb] [saucenao] [google] [report]
2402012

>>2401942

>> No.2402013

>>2401937

Jeez.

Links to original posts?

>> No.2402020

>>2402013

what are you talking about?

>> No.2402025

>>2402013
>>2401937
Anybody still has those wads? Would like to
cheat through

>> No.2402063
File: 2.71 MB, 320x240, smellyV2.webm [View same] [iqdb] [saucenao] [google] [report]
2402063

>>2401069 >>2401084 >>2401086 (me) >>2401091 >>2401093 >>2401097 (me)

The Smelly Part of Hell (fixed version) - http://www.doomworld.com/idgames/?id=1701

this map isn't very good. although there are only 99 monsters the layout is cramped and mazelike so it ends up dragging on. i liked the secret red great hall and fight in the nukage room for the red key. the room with the blue door and ledges over lava was annoying because it's easy to fall off and no way out.

>> No.2402065
File: 1.27 MB, 720x360, early buster rifle work.webm [View same] [iqdb] [saucenao] [google] [report]
2402065

I think I might keep the second stage of this rifle a railgun shot for the sake of extra utility.

So it'll go:

pew pew
rail gun
plasma rocket (I'll get a proper sprite for this)

I'll also add little graphics down there on the screen of the rifle instead of the entire gun morphing, that's just silly.

>> No.2402069

>>2402065
not sure if that's in your capacities, but a discrete but neat indicator could use these four "pins" on your gun.
maybe have them pop out as you charge, or light on, or turn red

>> No.2402071

>>2402069

I was thinking about having the pins extend, yeah.

Like the two bottom pins would first just out when you hit the railgun stage, and then the top two would stick out when you're at max.

I'd still want to add icons or something on the screen though.

>> No.2402073

>>2402071
fun, we had the same idea about those pins, just not in the same order

and yeah, icons could be good

>> No.2402201

>>2402065
are you using the railgun function or are you spawning that with acs?

>> No.2402203

>>2402201

Just a railgun function. I'm gonna either use that and maybe make it a different color, or just use a fast ripping projectile

>> No.2402206

>>2402025
Seconded

>> No.2402245
File: 27 KB, 370x315, chargin.gif [View same] [iqdb] [saucenao] [google] [report]
2402245

neat

>> No.2402248

>>2402245
neat indeed

>> No.2402353

Yo, I just installed Quakespasm on Ubuntu, and I have no idea where the fuck I'm supposed to put the pak files. I tried putting them in /usr/local/games/quake/id1/ as root, and I even changed the names to be all lowercase, but whenever I try to run it, it says "QUAKE ERROR: W_LoadWadFile: couldn't load gfx.wad"

What am I doing wrong?

>> No.2402409

>holy shit where am I going
>doesn't matter time to run through anyway
>trigger only every fucking enemy on the map
>AAHHHHHHHH intensifies
>found the last key
>see the door on the map
>run to the door at full speed while hundreds of revenants and cacodemons teleport in
>drill a hole through revenants with the bfg and open the door
>open faster you piece of shit
>stumble through the door while approximately one million projectiles are about to hit me
>level completed
Saved by the bell bitches

There's no better way to play wads than to incoherently stumble through at full speed like some kind of a deranged Mister Bean on cocaine.

>> No.2402415

Repostan from last thread:

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).

https://www.dropbox.com/s/nhdvas2wt7bds9z/HOOKSHOTmodded.pk3?dl=0

>> No.2402428

Anybody still play ezquake? Also, any good doom wads like Hellbound out there? I like that the feel is like a whole new doom campaign.

>> No.2402448
File: 414 KB, 2048x2048, goodsheet.png [View same] [iqdb] [saucenao] [google] [report]
2402448

Hey guys. I'm working on a Doom clone for Unity. Here's a sprite sheet for my game if you would like to try it out in Doom. I would like to see what it looks like in the doom engine.

>> No.2402470

>>2402203
Make it a lightning bolt, a rail shot with no rings, low sparsity and high maxdiff that is. Anyway set your particle style to "square" rather than "smooth" in your opengl preferences, I think it looks way better in doom at least.

>> No.2402471

>>2402448
That gun just looks like a piece of pipe. What is it?

>> No.2402474
File: 146 KB, 1920x1080, final.webm [View same] [iqdb] [saucenao] [google] [report]
2402474

>>2402471

A trench gun. Looks weird from that perspective.

>> No.2402484
File: 547 KB, 1440x810, broken.png [View same] [iqdb] [saucenao] [google] [report]
2402484

>>2402474

Looks weird from that perspective too. Well, it's a shotgun.

>> No.2402495

>>2402474
It's really pretty anon, and I like the centered perspective. I always use console commands in CS:GO for example to bring the gun as close to the middle as possible, feels more realistic.

Anyway the idea that you have to bring a shotgun up a mile to pump it like in your animation as well as in Doom and most FPS games isn't really true. Example: https://youtu.be/Z3m-WNk44hI?t=81

I like it as it is, but it could be something to consider.

>> No.2402498

Just finished BTSX E2M15

Well, this was a long ass map. Took me just under 45 minutes to complete.

Now onto E2M31...

>> No.2402507

>>2402495
Bringing the shotgun upwards adds to the impact of the animation, though.
While it isn't realistic at all, it can make the gun feel more powerful by accentuating the pumping movement.

Basically, you know that curved line you had to look at in English class? The rising and falling action thing? It applies to animations, too. The tension rises as the character pumps the shotgun, the climax is the actual shot, and the falling action is the return to center from the recoil.

>> No.2402516
File: 198 KB, 960x540, wat.webm [View same] [iqdb] [saucenao] [google] [report]
2402516

>>2402507
>While it isn't realistic at all, it can make the gun feel more powerful by accentuating the pumping movement.

Yes, this is what i was going for. I'm aware that it's not a realistic motion, it's just more "visceral" and makes it more satisfying to shoot.

>> No.2402531

>>2402507
>>2402516
Yes, I'm aware of the stylistic aspect. I just mean the animator should be conscious of how it works in real life. Apparently he is in this case and that's good.

Recoil, sound and muzzle flash is the most important part for it to feel visceral anyway, and I that's that's where most games fail to make their shotguns feel strong. F.E.A.R did it well.

>> No.2402541

>>2402531

>Recoil, sound and muzzle flash is the most important part for it to feel visceral anyway

I 100% agree, Killing Floor 2 did a good job on this as well. Does anyone know where i can download a meaty shotgun sound file?

>> No.2402557

>>2402474
Oh OK, I love trench guns, just the sprite looked flat black, like there was no surface detail.

>> No.2402560

>>2402541
Try googling up some Counterstrike: Source soundpacks or skins containing sound files. I remember hearing gunshot recordings of marvelous quality in those back in the day.

>> No.2402604

>>2402498
>Now onto E2M31...

Well, this is certainly hectic as fuck. Feels like a Poison Ivy map, and I like that the midi even shares some similarities to sod23's midi.

>> No.2402605
File: 505 KB, 1024x768, egaduke5.jpg [View same] [iqdb] [saucenao] [google] [report]
2402605

What is the best map? and why is it Deimos Anomaly?

>> No.2402613

>>2402498

Pack your bags, you're going to die.

>> No.2402617

>>2402605
e2m2 Containment Area or e1m3 Toxin Refinery are amazingly well designed maps.

>> No.2402620

>>2402605
E2M5: Command Center is easily the best map Sandy Petersen made (that wasnt a Tom Hall touch up) for the Dooms.

A nonlinear layout, with no keys, and two exits. Whats not to love?

>> No.2402625

>>2402605
The community had a vote about this. E2M2 is objectively the best map.

>> No.2402632

>>2402625
Also a pretty good map

>> No.2402636
File: 50 KB, 320x200, CityPreview.gif [View same] [iqdb] [saucenao] [google] [report]
2402636

I am working on Doom 1-styled animated intermission screens for Extermination Day (that will also be used on the Starter Pack). Currently working on the episode 2 screen. Does anybody know where to find a good smoke pillar sprite that will fit this image's angle?

>> No.2402642

>>2402636

Render your own in Blender.

>> No.2402648

>>2402605
I like E2M2 and E2M7 much better, by far the best maps in the game.

>> No.2402649

>>2402636
>sim city 2000 buildings
Kek.

The perspective of that image seems kind of... uneven sort of.

>> No.2402669

>>2402636
Maybe replace that sky with water or something. It looks odd.

>> No.2402681
File: 11 KB, 700x600, qs3vvm[1].png [View same] [iqdb] [saucenao] [google] [report]
2402681

>>2401159
>tfw someone saves something you made.

>> No.2402692

>>2402669

Or preferably replace the entire image with something suitable for Doom, rather than a post-apocalyptic sim game.

>> No.2402702

>>2402692
>Or preferably replace the entire image

No. Thats being rude. The rest of it looks perfectly fine for a D1 styled intermission screen.

>> No.2402704

>>2402636
Maybe stop stealing assets from SC2K.

>> No.2402707
File: 85 KB, 1152x1152, impse blue.jpg [View same] [iqdb] [saucenao] [google] [report]
2402707

I want to make some reaction images.
So who wants some impse ?

>> No.2402709
File: 105 KB, 400x345, 943567324679234.jpg [View same] [iqdb] [saucenao] [google] [report]
2402709

>>2402704
>stealing.

>> No.2402710

>>2402702
>The rest of it looks perfectly fine

It really doesn't.

It's not being rude, being rude would be saying that what he's doing is absolutely pointless, or that this is a retarded idea, or he has absolutely no talent in design or art and that he has to rely on resources nicked from other ill-fitting games to pretend to make up for these complete gaps in any sort of meritable skills.

>> No.2402712

>>2402710
>It really doesn't.

Sorry, but I'm not seeing it.

>> No.2402714

>>2402712

Fair enough, then. Different strokes for different folks.

>> No.2402715
File: 390 KB, 1297x759, satanic.png [View same] [iqdb] [saucenao] [google] [report]
2402715

Satanic + Hellbound is a fun combination.

>> No.2402723
File: 122 KB, 320x200, citynosky.png [View same] [iqdb] [saucenao] [google] [report]
2402723

>>2402669
Tried this. Looks better?

>>2402710
>>2402702
Yeah, maybe I should give up on this, take a shot from Google Earth, add some photoshop filters to it, and call it original work like somebody else did. Surely this will look 110% more doom-ish.
There is no such as thing as "Doomish" resources. Doom used a mix of pics of real places, pics of toy guns, clay model stop motion, a dev's hairy chubby arm, and even a pic of a real wound. Stop being an ass.

>> No.2402724

>>2402613
This is certainly the biggest difficulty spike so far. Understandably so, since its a secret map.

It certainly does a good job at what it was aiming for. E1's secret slaughter was underwhelmingly easy, on the other hand.

>> No.2402725

>>2402723
>Yeah, maybe I should give up on this, take a shot from Google Earth, add some photoshop filters to it, and call it original work like somebody else did. Surely this will look 110% more doom-ish.

Actually, yes.

>> No.2402726

>>2402723
I like that when you're trying to be sarcastic, you come up with better ideas than your actual one.

>> No.2402727

>>2402723
that sounds like it would be leagues better

>> No.2402729

>>2402723
>people are criticizing my flawless work! stop being an ass!

M8 if you think they were being an ass then you have the thinnest fucking skin in the world

>> No.2402730

>>2402723
Loving the boat that's the size of a city block.
Also resources from other games were not used in doom, but images were, so your sarcastic idea is not only better but more valid.

>> No.2402734

Currently playing Project: MSX. It strikes me how incredibly cohesive and thought through both gameplay aspects and visuals are. It's a great mix of modern and classic fps styles, kind of reminds me a little of RTCW in that aspect.

>> No.2402735

>>2402729
I will not bite it.

>>2402730
>resources from other games were not used in doom

Good. So let's all start removing every sprite and texture taken from Heretic, Duke Nukem, Shadow Warrior, Hexen, and any other game ever used in any other mod ever made because an anon thinks that ripping stuff from other games is shit.

>> No.2402741

>>2402723
I like the sprites; they should stay. Water looks way better than sky, but it' should be a smooth gradient like in this example image:http://www.enjoyourholiday.com/wp-content/uploads/2014/05/cocoa-island-air-view.jpg

The water you have now is a closeup and gives no feeling of depth. I get that it may be a mockup though.

As for the smoke pillars, do you have after effects?

>> No.2402743

>>2402735
>I am working on Doom 1-styled intermission screen
>that doesn't look like Doom
>stop being an ass!
>resources from other games were not used in doom
>So let's all start removing every sprite and texture taken from any other game ever used in any other mod ever made

Holy shit, dude.
If you're going for Doom 1 style, then accept it when people say it doesn't fucking look like Doom 1 instead of throwing a temper tantrum.

>> No.2402748
File: 134 KB, 320x200, citynoskywatertest.png [View same] [iqdb] [saucenao] [google] [report]
2402748

>>2402741
Like this?
Yes, I have After Effects installed, but I never used it.

>>2402743
When I said Doom 1 style, I mean't the intermission screen system itself, not the art style. I am not even remotely trying to do something that resembles Doom 1's art style. Then sorry if I didn't explained it better.

>> No.2402775
File: 2.21 MB, 320x240, RgPzf.gif [View same] [iqdb] [saucenao] [google] [report]
2402775

>>2402748
>Like this?
Much better, but you see that webbing of lighter areas that represents highlighting on waves? They're accurate enough for water seen at the distance of a few feet, from a high altitude view like that they'd only be visible as faint lines or noise.

>Yes, I have After Effects installed, but I never used it.
Making a simple animated smoke effect is very easy in it, and you can have it render it as a series of alpha png's. There are tons of guides for smoke and simple effects like that. I learned it to make this very water effect.

>> No.2402776

>>2402743
>If you're going for Doom 1 style, then accept it when people say it doesn't fucking look like Doom 1

I'm pretty sure he meant the intermission screen style. Not the art style.

>> No.2402780

>busy renaming dark side of phobos so that zdoom plays it
>realise there's no e2m3
>realise it's the intermission
>listen to intermission
>oh hell no

not for an entire map

https://www.youtube.com/watch?v=Ieu9QKLUm0U

>> No.2402781

>>2402780
That doesnt even remotely sound like Doom's intermission. What were they thinking?

>> No.2402784

>>2402775
Interesting. I will surely take a look at it.

>> No.2402786
File: 913 KB, 800x450, Zandronum 2015-05-14 15-17-36-96.webm [View same] [iqdb] [saucenao] [google] [report]
2402786

Insert your own Power Glove joke here.

>> No.2402789

>>2402780
I like dark side of phobos, but very few tracks would actually work in the context of the game.

>> No.2402790

>>2402748

Dude, that looks great. Don't worry about the haters.

>> No.2402791

>>2402786
New character for Demonsteele?

Is it another girl?

>> No.2402795

>>2402786
We Raiden now.
ALIBABAEYYYYYYYYYYYYYY

>> No.2402801

>>2402795
JOHNNYS IN THE CAAAAAAR

>> No.2402815

>>2402786
irso bad I wanna get it nao.

Are you going to add skeletons for every monster? I wonder how pinky would look like.

>> No.2402834
File: 1.03 MB, 800x450, Zandronum 2015-05-14 15-38-38-98.webm [View same] [iqdb] [saucenao] [google] [report]
2402834

>>2402795
>>2402801

Webbum related.
This move probably will not actually be in.

>>2402815

Ideally, yes. I'm still a bad artist, though, so I'll have to try with a more unorthodox monster. I'll try the Nobles next.
At the moment (and probably for the test build), only the humanoid monsters have skeletons. Everyone else just flashes and lights up like a Christmas party parade.

>>2402791

Who knows?

Yes.

>> No.2402837

>>2402834
I was aboit to ask if this character could keep up with Hae Lin somehow.

I am interested in seeing more on how this develops

>> No.2402852

>>2402474
I prefer the slightly offset one myself. still thing the high res is going to look weird without a stylistic approach though.

Here's hoping it's fun if nothing else.

>> No.2402923

>>2402834
I can't help but notice the inspiration from Ocean going on here.

I LOVE IT!

>> No.2402952

>>2402715
>Zandronum 3.0
>Satanic co-op

yo what the fuck?

>> No.2402957

>>2402923
"Ocean"? I kno one Doom-related "Ocean" and it was a pretty fail-y marathon-wannabe

>> No.2402984

>>2402952
Magic. Satanic Magic

>> No.2402987

>>2402952
Probably a fake.

>> No.2403021

>>2402923
Isn't that the thing where you kill people by guarding your face?

>> No.2403035

>>2402636
Use Distort under Transform in Photoshop.

>> No.2403039

>>2402748
That looks miles better, the water looks a bit odd, in that it looks like water up close, also, it looks like it tiles a bit, but other than this, it looks really good.

>> No.2403045

>>2402834
If you need some sprite help, I don't mind lending a hand. I like Demon Steele enough. I can do the missing skelly parts you need probably.

>> No.2403048

>>2403045
Same goes for you Mark. I like BD enough that if you need some sprite work or whatever, shoot me an email.

>> No.2403061

>>2403045

I would sincerely appreciate that. I could definitely use a hand for this.
What's your e-mail?

>> No.2403103

>>2403048
I wonder what would Caco's skellie look like. Pretty sure it's different from normal skull =D

inb4 Skellington Doom where every character is an undead skeleton of a vanilla one, demons included.
Or better yet - an iteration on "fractal" - when you defeat a demon, there is a high chance that it's skeleton would get out of the flesh (in a gory way) and attack you.

>> No.2403169

>>2402789
Some of them are pretty great, but a lot of them... eh.

>> No.2403171

>>2403061
Should be in the name field, but if not it's artofjohnblaze at gmail

>> No.2403175

>>2403169
What do you mean?
Isn't it genius that somebody turned one of the most frantic tracks in Doom's soundtrack into elevator music?

https://www.youtube.com/watch?v=41tfDuWzO4M

>> No.2403185

>>2403103
>2spooky4u.wad
>A SKELETON POPPED OUT

>> No.2403210

>>2403175
From a technical point of view?
Yes.

Would I actually want to listen it while playing?
Never.

>> No.2403304

>>2403175
>d_e1m9

wow big loss

>> No.2403323

>>2402715
You seem to be using a newer version. Where'd you get it?

>> No.2403363
File: 374 KB, 1297x759, terrorists + rebirth.png [View same] [iqdb] [saucenao] [google] [report]
2403363

>>2402987
Nope.

>>2403323
I asked the devs to test it. It's a massive leap forward in ZDoom functionality. Not quite 100% up-to-date, but very close.
You can even play normal Project MSX in it.

>> No.2403375

>>2403363
No, I mean the version of Satanic that you're using. It looks new. Newer than the version I found in the idgames archives, anyway.

>> No.2403378

>>2403363
>You can even play normal Project MSX in it.
What
Prove it

Post webm

>> No.2403385

>>2403378
Uh. Okay.
Give me a mapset.

>> No.2403395

>>2403385
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/dwmmp1.zip

Here's a mapset that nobody in their right mind would have recorded before
Spin around to the left twice, then jump

>> No.2403407

Did anybody noticed the new nightmare monsters with Doom 64 EX?

It's a decently old feature ( a few months I think ) but there's an option where you can select a nightmare version of a monster, which replaces it with a pretty beefed up and nearly invisible pallet swap.

Left is a knight, right is an imp.

>> No.2403409
File: 586 KB, 979x552, 9.png [View same] [iqdb] [saucenao] [google] [report]
2403409

>>2403407

whoops

>> No.2403410

>>2403407
wow they are invisible

>> No.2403421
File: 2.86 MB, 550x309, Zandronum 2015-05-14 20-38-31-74.webm [View same] [iqdb] [saucenao] [google] [report]
2403421

>>2403395

Here.
Also featured, Zandronum-only in-game commands, spectate, join, and summoning the sphere for the Terminator game mode.

>> No.2403425

>>2403407
I see the knight, but I can't see the imp

>> No.2403437

is there STILL no news on DOOM4/DOOM-reboot?

I just want to see that footage so badly...

>> No.2403451

>>2403437

No. There isn't footage. Stop asking.

>> No.2403464

>>2403437

Juuuuuuuuust wait till E3 my friend. June isn't that far away.

>> No.2403480

They were thinking of this, most likely.
Just for some context, it comes in the middle of metal album.
https://www.youtube.com/watch?v=QSvtGQUqldA

>> No.2403483

Oops. Heh
>>2403480
.>>2402781

>> No.2403581
File: 2.19 MB, 640x360, Dmc combos.webm [View same] [iqdb] [saucenao] [google] [report]
2403581

How would a Doom may cry work?
Has it been done before?

>> No.2403589

>>2403581
>he hasn't played DemonSteele

>> No.2403596

>>2403581
Demonsteele is probably the closest thing despite the author not actually playing DMC before

>> No.2403602

>>2401920
>no brutal doom

>> No.2403603

>>2403581
In a more literal sense, Psychic lifts several of its gun designs and sounds directly from DMC. Demonsteele is a closer relative in terms of gameplay, though, with crazy sword+gun action, ranking systems, and all that fun stuff.

>> No.2403604
File: 825 KB, 500x203, Pizzaman.gif [View same] [iqdb] [saucenao] [google] [report]
2403604

>>2403596
Close as in how?

>> No.2403607

>>2403604
Sword is always available, guns are a side item.
Style meter is present; damage goes up as style goes up.
Your character is fragile, but fast and strong; run is replaced with a quick dash that can be used in midair.

>> No.2403608

>>2403604
Fast-paced action alternating between gun and sword, crazy special moves that do massive damage, ranking system that rates you as you go along, gotta constantly be aware of your environment because enemies are fast (but with telegraphed attacks) and can cut you down.
Also can launch dudes into the air to juggle them.

https://www.youtube.com/watch?v=RElfXigIe4c

>> No.2403632
File: 138 KB, 500x356, 1430091238235.png [View same] [iqdb] [saucenao] [google] [report]
2403632

>>2401747
Why do people find it funny to take text already in the image and enlarge it at random spots along with reaction images everywhere?

>> No.2403645

>>2403632
There aren't any reaction images in that though.

>> No.2403651

>>2403645
I just mentioned them for the sake of completion cause I'm a loser and find that shit annoying. The Doomguy faces in that image were actually fitting though, it's the random bits of text that are enlarged for no reason that's annoying me.

>> No.2403653
File: 470 KB, 500x203, meh.gif [View same] [iqdb] [saucenao] [google] [report]
2403653

>>2403604

>> No.2403659

Are there doom textures for Marathon...?

>> No.2403667

>>2403596
>despite the author not actually playing DMC before

are you serious? I mean, what other game has the same combo system that ranks you in C, B, A, S, etc?

>> No.2403681
File: 5 KB, 128x67, Xfhh3Cl.png [View same] [iqdb] [saucenao] [google] [report]
2403681

>>2403103

>> No.2403682
File: 338 KB, 1600x900, Screenshot_Doom_20150514_223954.png [View same] [iqdb] [saucenao] [google] [report]
2403682

Yo, Reworking the weapons so they're more coop friendly (Changing weapons from hitscan to projectiles so it passes through friendly players)

The picture included is the revolver spread; Left is hitscan shots, right are the fast projectiles. Which one seems best to you guys? (Tested damage, both seem to kill Turmoils in ~5 shots.)

>> No.2403686

>>2403667

According to C, B, A, S? I'm not sure. But practically every later-era arcade beat-'em-up ranked you according to your combos, and a massive amount of fighting games do too.

It's not really unique to DMC. In fact, aside from the titles, Demonsteele's system is practically the exact same as Sengoku 3's, down to giving you a damage bonus for more hits.

>> No.2403693

>>2403682
>The picture included is the revolver spread; Left is hitscan shots, right are the fast projectiles. Which one seems best to you guys?
mate, there are a whole bunch of things to ask for opinions on
revolver spread is not one of them

there are a whole bunch of ways to provide data to offer a comparison of averages on
one screenshot is not one of them

>> No.2403742

>>2403681
[dukevoice]: Cool.
Now for other 7 rotations.

>> No.2403770

>>2403742
for the caco you only need 4, the monster is symetrical

which reminds me
>Nobody makes the full 8 rotations for soldier enemies
>Chaingunner actually had the 8 rotations for all the sprites
>r667 chaingunner major only has 5 rotations
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

>> No.2403774

Sooo... Here's a question for the DECORATE/ACS savvy

What are the best ways to implement variably Firerate and reload speed?

I can think of several decorate ways: Rate and Reload are representated as numbers, firerate is aproximated down to tenths of a second , reload is tics.

For fire rate: make a Fire state do check each tics for the Rate, and if Rate is somethingsomething, jump back to refire/ready. Now, the consistent firerate in ZDoom is only possible for following ROFs that are 35 divided by integer (35 / 17,5 / 11,6 / 8,75 / 7 etc), so to make it account for ROF's inbetween, we'd have to make it inconsistent by adding additional counter that would increment in each Firing, and make it skip/play additional frame when it reaches the required ammount. That requires precalculation, and the code will be bloated with constant checks.

Reload is simpler (if there are 5-6 frames like in classic) , or harder - if we go for a smooth ride (helped by extensive use of offset commands). Simpler route would have a check and an incremental counter after each frame that would bounce animation back to that frame until the frames "quota" is fulfilled. Smoother route would require to make a reload animation of maximum length then smother it with jump states allover the place after each tic for every possible value from max to min - loads on loads of checks on that one.


I have little experience with optimisation as you can see, so my code ideas are pretty straightforward, and probbably resourcehoggy. If you know of a better way of doing such things please tell me.

>> No.2403815

>>2403774
No, you pretty much nailed it with the rate of fire thing; it's what wildweasel and others have used to achieve a given fire rate in their mods.

http://gunlabs.blogspot.ca/2013/04/tutorial-explanation-of-half-tic-trick.html

It's not really intensive, but it can get ugly.

>> No.2403834

Are there any Doom mods with Blood weapons that are good? I want a Doom mod that really gets the feel/satisfaction of Blood's weapons down, complete with secondary fire of course.

>> No.2403856
File: 14 KB, 191x255, OH... MY... GUTS....jpg [View same] [iqdb] [saucenao] [google] [report]
2403856

>>2403103
...sunnuvabitch I want this so badly now.
I wonder how this mod would handle revenants. Would they just strip off their armor?

>> No.2403868

>>2402625
toxin refinery is better

>> No.2403869
File: 15 KB, 668x252, Guns, now available in two flavors.png [View same] [iqdb] [saucenao] [google] [report]
2403869

Guns.

>> No.2403901

>>2403869
sweet.
red will be for the altfire, no?

>> No.2403906

>>2403774
>What are the best ways to implement variably Firerate and reload speed?
How do you want to implement them? Like just random, based upon player stats or something?

Don't listen to >>2403815, just because a lot of the gunlabs stuff is outdated; it will work but you'll have giant code.

>> No.2403909

>>2403901

Red is the cooldown, so it's blue when it's idle/charging up, and then it turns red after shooting as a cooldown state, with the pins sliding back in into the gun.

Altfire will probably be blue with all pins extended and lightning or some shit.

>> No.2403910

>>2403869
Can I use these sprites in a project?

>> No.2403912
File: 544 KB, 1920x1080, Screenshot_Doom_20150514_221112.png [View same] [iqdb] [saucenao] [google] [report]
2403912

Enjoying the new smooth doom version, its just enough vanilla to satisfy me.

>> No.2403913

>>2403910

These are just crude edits of a pre-existing gun, the UAC plasmatic rifle, go check Realm667

>> No.2403926

>>2403651
This is one of those cases when it's done incorrectly.

>> No.2403956
File: 7 KB, 207x265, Not a Medikit.png [View same] [iqdb] [saucenao] [google] [report]
2403956

>>2403926
Yeah, seems a bit redundant. I liked pic related, though

>> No.2403983
File: 50 KB, 800x600, Rev.jpg [View same] [iqdb] [saucenao] [google] [report]
2403983

>>2403856

It would just be another bonejangles. forever.

>> No.2404021
File: 34 KB, 370x315, charge states.gif [View same] [iqdb] [saucenao] [google] [report]
2404021

It's gonna be much faster in game. But... yeah.

>> No.2404039
File: 2.53 MB, 640x360, gzdoom 2015-05-15 02-41-53-72.webm [View same] [iqdb] [saucenao] [google] [report]
2404039

working on maps again, made a cool elevator effect

>> No.2404045

>>2404021
>>2404039

TIGHT

>> No.2404070
File: 117 KB, 1000x356, squats.jpg [View same] [iqdb] [saucenao] [google] [report]
2404070

Which WH40k faction would be more interesting to implement into Doom's gameplay?

>> No.2404073
File: 78 KB, 591x456, Angry_Marine_Rocket_fister_by_Waileem.jpg [View same] [iqdb] [saucenao] [google] [report]
2404073

>>2404070

Angry Marines.

Or Lazy Marines

>> No.2404087
File: 104 KB, 464x1464, 1268580935575.jpg [View same] [iqdb] [saucenao] [google] [report]
2404087

>>2404070
>>2404073

EVERSOR ASSASSIN
they are literally the closest thing to doomguy

>> No.2404093

>>2402723
Honestly? The city sprites look fine, really. You just need to learn to ignore people when they are trying to piss you off.

>> No.2404103
File: 103 KB, 701x700, Lazy_Marine_Dreadnought[1].jpg [View same] [iqdb] [saucenao] [google] [report]
2404103

>>2404073
>Not the Reasonable Marines

Still would like to see a practical to use Angry Marine launcher for co-op shenanigans though

I know a Imperial Guard-themed mod would practically be Hideous Destructor, what about xenos? Could a non-shit Fire Warrior game be sculpted from Doom?

>> No.2404114

>>2403681
That's amazing anon.

>> No.2404118

>>2404087
>they are literally the closest thing to doomguy
Nah in power, speed, and survivability it's the clan raukaan chapter master on a bike with thunderhammer, lightning claw, and chains of gorgon. Like the doomguy he's absurdly fast, nearly impossible to kill, and can single-handedly slaughter anything except for a select few named characters in the game.

>> No.2404120

>>2404093
>when they are trying to piss you off.

There's whiteknighting, and then there's "the people giving you criticism are all secretly trying to troll you!!!".

>> No.2404129
File: 68 KB, 296x252, rainbow.webm [View same] [iqdb] [saucenao] [google] [report]
2404129

>>2403869

>> No.2404161

>>2403103
>I wonder what would Caco's skellie look like.
i always thought they were more like jellyfish with horns. the way they collapse on death suggests a lack of bone structure, anyway. (disclaimer: i know next to nothing of biology)

>> No.2404175

>>2404161
Probably not jellyfish but an echinoderm

>> No.2404180
File: 70 KB, 640x480, 1431676800.png [View same] [iqdb] [saucenao] [google] [report]
2404180

>>2402605
did you really mean e2m1.

it's not without charm or redeeming quality. but the best map...?

>> No.2404181

>>2404129
rainbow gun, fueled by real unicorn juice

>> No.2404183

>>2402605
E4M6: Against Thee Wickedly

>> No.2404186

>>2404129

This upsets me for certain reasons.

>> No.2404187

>>2404186
sorry. i just really like hue rotation.

>> No.2404203

>>2404187

I'm colorblind, so a lot of these colors look the same to me. It does look cool though

fuck cyan, fuck it hard

>> No.2404231
File: 38 KB, 700x239, Kustom Shoota.jpg [View same] [iqdb] [saucenao] [google] [report]
2404231

>>2404070
Orks, because all of that Dakka.

>> No.2404237
File: 1.68 MB, 720x360, This came out way better than I thought.webm [View same] [iqdb] [saucenao] [google] [report]
2404237

Damn man, I surprised myself here

>> No.2404238 [SPOILER] 
File: 523 KB, 800x800, 1431678739575.png [View same] [iqdb] [saucenao] [google] [report]
2404238

>>2404203
What've you got against Cyan, dude?

>> No.2404240

>>2404237

Capn.J model rip

>> No.2404242

>>2404240

Uh. Okay?

>> No.2404245 [DELETED] 
File: 453 B, 600x100, rygcbm.png [View same] [iqdb] [saucenao] [google] [report]
2404245

>>2404203
fascinating. what do you see for each of these colors?

>> No.2404246 [DELETED] 
File: 646 B, 1200x100, r-y-g-c-b-m.png [View same] [iqdb] [saucenao] [google] [report]
2404246

>>2404245
and the same thing with the halfway points

>> No.2404248 [DELETED] 

>>2404245
>>2404246
actually never mind this is too off topic for a doom thread.

>> No.2404262

>>2404238
he has a masked biker on his chest

>> No.2404267

>>2402625
>The community had a vote about this. E2M2 is objectively the best map.

i disagree that the best map can be decided by a knockout tournament.

looking at the results:

http://doomwiki.org/wiki/April_Agitation

e2m2 defeated e2m3, map10, map15, e1m1, e1m7, and map29.

while that is an impressive list of victories, it avoided several others that could have been strong contenders because of the way the draw panned out.

this is the inherent problem of using a knockout tournament to decide the overall best.

also it is important to note that many of e2m2's victories were achieved by less than a single percentage point of the vote. the results do not take this into account.

this is an inherent problem of a first-past-the-post voting system.

there is no completely fair voting system (this has been proven mathematically, i believe). but there are better systems than a knockout tournament.

- for example a league, where every map faces off against every other map.

- or a voting system where the candidates are ranked for preference instead of picking a single winner for each round.

a knockout is simply the easiest to administrate (simplicity of vote counting) and has the shortest time to completion (compared with a league) and i imagine Linguica didn't want to spend all that much time on it. nevertheless the result of a more long term contest would be very interesting.

>> No.2404270

>>2404267

I was mostly being facetious. I hate E2M2.

>> No.2404280

>>2404270
oh. well, shucks.

i don't think that invalidates my point, but it does seem like i was blustering for nothing.

heh. never mind, carry on...

>> No.2404285

>>2404280
No, if anything your point is stronger.
E2m2 just isn't the best. It had a limited opposition, and since it only won by one vote each time it was struggling uphill the whole time.

>> No.2404291

I've decided that i'll allow myself to use saves during BTSX E2M31. I highly doubt I'll ever finish it, without them.

I'll resume back to my pistol restarts after this, though.

>> No.2404313

>>2404285
>only won by one vote each time it was struggling uphill the whole time.

This smells like it was rigged.

>> No.2404316

>>2404291
i don't blame you, i don't see how to get through it in one sitting, it's such a long slog and there's too many places where it can go horribly wrong and who'd want to start all over again after that?

>> No.2404335

>>2404316
So much arch-viles traps. Theres like 75 arch-viles in the map (87 if you count multiplayer)

>> No.2404359

>>2404231
>Z& mod
>Players are different types of Orks who have to salvage materials from enemies and around the map to survive against waves of enemies
>Weapons are modified like in DoomRL Arsenal

>> No.2404369

>>2403906
Based on both guns and player stats.

I'm fiddling with borderland-esque system where guns can have different ROFs, with increments of 0.1 rps.

ROF is affected by both player stats and gun stats. When player gets a gun ready, ACS does calculation based on gun parts and produces a series of variables that are actual weapon stats, which are being further influenced by player skills (like +10% rof +15 to reload speed, stuff like that)

>> No.2404373

>>2404335
yes. that is a huge number but by itself isn't such a big deal; i think the problem is more that it makes you fight anything up to a dozen of the wretched things, plus a horde of other monsters (which act as meat shields and keep getting resurrected), at once. too much for me to deal with. i haven't even managed to pistol start the map on HNTR.

>> No.2404391

>>2404373
>but by itself isn't such a big deal

Its a slaughtermap. This point is irrelevant.

>> No.2404413

>>2404369
Aight.

Then whenever you have something that should have a duration based upon acs, run a script that gives X number of counters, where X is how many tics you want it to take. Then have the state it goes to be like this

ThisState:
GUN1 A 1 A_TakeInventory("Counter",1)
TNT1 A 0 A_JumpIfInventory("Counter",1,"ThisState")
Goto StateAfterThisOne

>> No.2404435
File: 2.11 MB, 720x360, buster rifle testing.webm [View same] [iqdb] [saucenao] [google] [report]
2404435

Okay, just need some sounds for the pins sliding out, new plasma rocket sounds, and get around to making that lightning beam altfire, and this weapon'll be ready

>> No.2404437

>>2404435
i really like how it looks

and for the pin sounds, i'd say a "click" followed by some low humming

>> No.2404438

>>2404435
>Self damage
Not sure how to feel about that.

Really cool weapon besides that.

>> No.2404441

>>2404437

Yeah, I can probably cobble together some nice stuff from TF2 for that, I still can't believe how good those icons turned out all things considered.

>>2404438

Yeah I was just thinking that, the default projectiles this rifle originally had have splash damage that hurt -you-, I'm gonna remove that, and fine tune the rocket a little more to make it worth the cell cost.

>> No.2404446

>>2402025
>>2402206
I may be a little bit late and it may not be the correct version, but here's a mediafire link, don't tell anyone where you got this.

http://www.mediafire.com/download/zzv7ajezlx207hd/HARDCORE_DOOM_WARS_0_1_ZAN122_v3_5.pk3


ARE YOU READY TO RIP????
LOAD WITH BRUTAL DOOM V19 TO BEGIN YOUR JOURNEY INTO COOL DOOM :D

MAPS, MONSTERS, MASSIVELY MAMMARY BUSTING WEAPONS

>> No.2404459

>>2404413
>reads that one gunlabs article
>There's A_SetTics function that I haven't seen used anywhere yet
>tfw POSSIBILITIES
>immediately think of SUPERHOT doom

>> No.2404598
File: 168 KB, 736x1085, doom_by_sidharthchaturvedi-d8tf8m6.jpg [View same] [iqdb] [saucenao] [google] [report]
2404598

>Frazetta styled doom fan cover art made with actual oil paint and a canvas.
It's over, we have reached the limit of fan art. Everyone go home.
Could the OP make this the image for the next thread, please?

>> No.2404605

What are some good wads for co-op? Any good "horde mode" type ones?
And to play them over LAN I would just use the create a game thing in Doomseeker and set the Game mode to Cooperative? If I play with no additional wads can I just straight up play though Doom or Doom 2 coop in this way?
I am going to be finally introducing a friend to the game.

>> No.2404627
File: 142 KB, 537x416, 1429102394942.png [View same] [iqdb] [saucenao] [google] [report]
2404627

>>2403632
It's part of this culture. It's a meme. People find it funny. It's just accentuating certain parts someone has written for humorous effect.
It's kind of like a laugh track now that I think about it.

>> No.2404652

>>2404267
E2M2's win in April Agitation is about as legitimate is a New England Super Bowl win.

>> No.2404658

>>2404652

yooooooooooo

>> No.2404664

A couple of threads ago I asked whether anyone had an iso of a shovelware CD called Supercharged Xpansion. I couldn't find one.

So I bought a copy.

If anyone wants a copy, I'll upload it to some filehost.

Should I upload it to the internet archive? Are there any copyrights I have to sort out?

>> No.2404670
File: 21 KB, 324x340, whaat.jpg [View same] [iqdb] [saucenao] [google] [report]
2404670

>>2404270
>i hate E2M2

>> No.2404759

>>2404435
are you gonna use that acs script for lightning or something else?

>> No.2404783
File: 43 KB, 680x382, 9-25-ke.jpg [View same] [iqdb] [saucenao] [google] [report]
2404783

>>2404670

>> No.2404925

>>2404783
Really? I just think it's such a good level, it's large and sprawling, it has some quasi realistic elements to it while also being abstract, the pacing is good, the atmosphere is amazing (especially thanks to the music), I love the secrets.

I think E2M7 is just way better though. I wish there was a 32map megawad rife with E2 style levels like those.

>> No.2404932

http://forum.zdoom.org/viewtopic.php?f=19&t=37064&start=345
I... what? He's alive? When it'll come out?

>> No.2404964

>>2404932

Marty's last post in the topic was over two months ago and last content post was over three months.
You're acting like this is a new development.

>> No.2405168

is the black marine a random spawn in colourfulhell or a bug?

>> No.2405196

>>2405168
nevermind answered my own question

>> No.2405219

Sorry to ask a bunch of questions, but,
How does Samsara handle the weapons when playing in Hexen? I know that game usually only has 4 choices, so are you stuck with only 4 weapons, or are the pieces of the ultimate weapon their own weapons?

Also, how would one go about starting to make their own gameplay mod? Specifically to replace weapons.

>> No.2405268

>>2405219
>I know that game usually only has 4 choices, so are you stuck with only 4 weapons
keyconfig I imagine

Though they might do things differently these days.

>> No.2405345

>>2403602
this
who has a link to the fixed may 9th test version? I saw it get released but i forgot to download it then

>> No.2405348

>>2405219
>or are the pieces of the ultimate weapon their own weapons?

Yes.

>> No.2405349

>>2405345
nevermind, I did download it and here's marks trip for anyone who wants to search the archive

!!7AmZzMETkut

>> No.2405354
File: 574 KB, 1600x900, Screenshot_Doom_20150515_154315.png [View same] [iqdb] [saucenao] [google] [report]
2405354

>>2405345
http://www.mediafire.com/download/xjs4h7gnuwb8ann/brutal20test-may9.zip
Be careful when you try to knock a barrel over; doing so awakens a long-forgotten hatred towards barrels in your marine allies.

>> No.2405359

>>2405219
>How does Samsara handle the weapons when playing in Hexen?
The weapon pieces and each of the class-specific weapon spawns are replaced. For instance, Timon's Axe is replaced by Slot 2, the hammer is replaced by Slot 4, Firestorm is Slot 3, and the first weapon piece is slot 5.

>Also, how would one go about starting to make their own gameplay mod? Specifically to replace weapons.
Crack open other mods and see how they work and what happens when you change things. It's the best way to learn. Just avoid using Brutal Doom as a reference, because under the hood it's a real spaghetti fuckfest. And obviously don't release any modifications you make to other people's mods unless you have permission from the author.

>> No.2405367
File: 1.36 MB, 1920x1080, Screenshot_Doom_20150516_002446.png [View same] [iqdb] [saucenao] [google] [report]
2405367

Dicking around with post-processing. I think I've finally found a nice balance with the Bloom effect. Levels does a lot too.

>> No.2405372
File: 856 KB, 1920x1080, Screenshot_Doom_20150516_004630.png [View same] [iqdb] [saucenao] [google] [report]
2405372

>>2405367
It doesn't even go ballistic in ridiculously white areas.

>> No.2405379

>>2405367
>>2405372

That looks interesting.
What's your settings?

>> No.2405384

>>2405379
MasterEffects with:
Levels
>#define Levels_black_point 9
>#define Levels_white_point 230

Bloom
>#define iBloomMixmode 4
>#define fBloomThreshold 0.65
>#define fBloomAmount 0.4
>#define fBloomSaturation 1.6
>#define fBloomTint float3(1.0,1.0,1.0)

Next step would be some sort of color grading I think, preferrably tinting dark pixels ever so slightly blue.

>> No.2405413
File: 279 KB, 1360x768, Screenshot_Doom_20150515_180907.png [View same] [iqdb] [saucenao] [google] [report]
2405413

Major update

Some part of the map now has some areas from alpha 0.4 doom fully recreated

>> No.2405417
File: 301 KB, 1360x768, Screenshot_Doom_20150515_180914.png [View same] [iqdb] [saucenao] [google] [report]
2405417

>>2405413

also the lights are the only added while the rest is faithful

>> No.2405419
File: 286 KB, 1360x768, Screenshot_Doom_20150515_180921.png [View same] [iqdb] [saucenao] [google] [report]
2405419

>>2405417

meant to say only added part

>> No.2405420
File: 215 KB, 1360x768, Screenshot_Doom_20150515_181129.png [View same] [iqdb] [saucenao] [google] [report]
2405420

>>2405419

>> No.2405426
File: 287 KB, 1360x768, Screenshot_Doom_20150515_181135.png [View same] [iqdb] [saucenao] [google] [report]
2405426

>>2405420

here's the file

https://www.dropbox.com/s/5ph7u3dz3fj2xa5/gbadmplus_Map01and02.wad?dl=0

Each map will have some areas from early versions of doom recreated (maybe make the early weapons playable)

The first map is mostly complete while the second map is WIP

>> No.2405432
File: 327 KB, 1360x768, Screenshot_Doom_20150515_185421.png [View same] [iqdb] [saucenao] [google] [report]
2405432

>>2405426

>> No.2405436
File: 190 KB, 1360x768, Screenshot_Doom_20150515_185435.png [View same] [iqdb] [saucenao] [google] [report]
2405436

>>2405432

>> No.2405440
File: 352 KB, 1360x768, Screenshot_Doom_20150515_185937.png [View same] [iqdb] [saucenao] [google] [report]
2405440

>>2405436

and here's some shots of the second map (with no linedef)

>> No.2405441
File: 303 KB, 1360x768, Screenshot_Doom_20150515_190019.png [View same] [iqdb] [saucenao] [google] [report]
2405441

>>2405440

>> No.2405443
File: 233 KB, 1360x768, Screenshot_Doom_20150515_190111.png [View same] [iqdb] [saucenao] [google] [report]
2405443

>>2405441
and here's the sky

>> No.2405551

>>2404759

Nah. It's gonna shoot lightning beams that hit monsters and then spray outward. Real simple

>> No.2405693

>>2404670
Mad cratefucker detected

>> No.2405761

>>2405372
What WAD(s)?

>> No.2405769

>>2405761
CaH.

>> No.2405771

>>2405769
CaH? I've been living under a rock for a little while, Anon.

>> No.2405776

>>2405771
http://zdoom.org/wiki/Cold_as_Hell

>> No.2405806

>>2405367
i want to get into post process lighitng with gzdoom because there is no lighting setting that by default works satisfactory for me 100% of the time. when standard annoys me i go to software. when software annoys me i go to legacy. when legacy annoys me i go to doom, etc etc...

>> No.2405819

Anyone else not able to see the crosshair in Hideous Destructor? Also, is the HUD cut off for you too?

>> No.2405825

>>2405819

Crosshair is disabled in HD.

>> No.2405834
File: 93 KB, 500x526, the agitated skellington.png [View same] [iqdb] [saucenao] [google] [report]
2405834

>>2405776
Many thanks, Anon.

>> No.2405869
File: 428 KB, 500x322, what am I hearing.gif [View same] [iqdb] [saucenao] [google] [report]
2405869

Well, fuck. Looks like CaH isn't working too well with my GZDoom install.

And trying to install the git version doesn't work, at least not through the AUR.
>tfw linux
>tfw repos fail me

>> No.2405884

Okay, Cold As Hell is segfaulting every time I load it up.
What the fuck is going on.

>> No.2405925
File: 37 KB, 116x178, doomguy calls bullshit.png [View same] [iqdb] [saucenao] [google] [report]
2405925

GZDoom is segfaulting every time I launch it, period.

What the FUCK.

>> No.2405934

>>2405925
You do have Mesa installed, right?

>> No.2405937

>>2405426
that is an impressively poorly-maintained wad directory, there are 8 headerless maps in it. you have clearly tried to delete some old maps and only removed the labels -- the THINGS, LINEDEFS etc. lumps remain.

>> No.2405942

>>2405934
I *should* have it installed. Might not be updated, though.

>> No.2405946

>>2405942
Always make sure Mesa is completely up to date. Another thing to be sure of is your kernel architecture, so you get the right FMOD installation.
uname -a should tell you the kernel version, and you might have to get fmod's .so files manually if they aren't in the repo.

>> No.2405949

>>2405946
Well, Mesa is updated.
Kernel is 4.0.2.1-ARCH.
fmod is installed, and up-to-date, near as I can tell, from the official repos.
The console output is hilariously tiny.

GZDoom g2.0.05 - 2014-12-27 15:57:09 +0100 - SDL version
Compiled on May 16 2015
Using video driver x11

M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms


*** Fatal Error ***
!!! Failed to exec debug process
[1] 21386 segmentation fault (core dumped) gzdoom

>> No.2405969

>>2405949
That is quite amazing.
I'd try it myself since I do an Arch-Windows-Debian tripleboot and haven't used GZDoom on Arch in a while, but that does sound like Graf balls'd something up on Linux (he is a very big Windows fanboy) and nobody's reported it yet.
I'd recommend you try compiling ZDoom and see if it works. If it does, go to the DRDTeam forums (graf's gzdoom lair, essentially) and ask about it there.

>> No.2405972
File: 84 KB, 640x480, 1431756667.png [View same] [iqdb] [saucenao] [google] [report]
2405972

>>2405426
>>2405937
gameboy deathmatch levels? makes sense given the wad's filename

>> No.2405973

>>2405949
I too am running Arch Linux.
I found that appending the -iwad parameter allows it to launch.

Example

gzdoom any_pwad_you_want.wad -iwad DOOM2.WAD

I'm running the 1.9 branch before the whole OpenGL version fiasco, which generally works better.

I think the problem is that FMOD, being proprietary, was compiled on a system with a differing configuration than Arch. While Arch uses a specific kernel configuration, a newer version of GCC and GNU utilities, the latest systemd to manage daemons/services/etc., Ubuntu LTS has a different kernel config, upstart as its init system, and older GNU tools.
These minute changes can have effects on the libraries an executable binary dynamically links to and shit.

Also, Zandronum seems to work fine if all you need is GL rendering. If its ZDOOM SVN changes you need, you may be out of luck unless you figure out what needs patching

>> No.2405983

Did Heretic or Hexen get any interesting mods? I know Hexen has that Wrath of Cronus mod but i wasn't too impressed when I tried it.

>> No.2406016

will gzdoom run normally with this radeon r7 260x card in my new build?

>> No.2406026

>>2406016
I don't see why not.

>> No.2406031
File: 99 KB, 1024x768, doomsdayengyne.jpg [View same] [iqdb] [saucenao] [google] [report]
2406031

>>2401920
Find me a better model pack.
>You can't.

>> No.2406034

>>2406031

>not this shittu againu

>> No.2406035
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]
2406035

>>2406031

>> No.2406038

>>2406031
While it ain't good, i'm intrigued, where do I get this?

>> No.2406039

>>2406038
DOOMSDAY Doom model pack
>Google it. Stat.

>> No.2406040
File: 348 KB, 850x508, 2015-05-16-000658_850x508_scrot.png [View same] [iqdb] [saucenao] [google] [report]
2406040

>>2405949

HOLYSHIT
I'm this guy:
>>2405973

Within the last month, several major commits have been made both by Graf Zahl and edward-san that have fixed fucking everything.

Just compiled the latest master from the git repo (https://github.com/coelckers/gzdoom), last commit 9 days ago.

No problems, not a single compiler warning even. Also, FMOD is no longer required, and can use OpenAL to connect with ALSA under Linux instead.

I'm fucking stoked. Pic related, working fine.

>> No.2406046

>>2406040
>FMOD is no longer required
wow. if that's true, i'm impressed.

>> No.2406047

>>2406031
That is actually pretty good, I know most model packs tend to change things but that's pretty nice.

>> No.2406050
File: 405 KB, 850x508, 2015-05-16-001706_850x508_scrot.png [View same] [iqdb] [saucenao] [google] [report]
2406050

>>2406046
Happy to say it is true, friend.
Although you can still have FMOD support compiled in if you want.

There is a new setting in sound options, "Sound Backend," which allows you to change the Audio API used, as shown in this pic. GZDoom will automatically choose one your system has upon launch, too.

I'm really happy with the way GZDoom is turning out. Still kind of dumb it requires the newer OpenGL API it doesn't really take advantage of, but Graf Zahl seems to be more open to merging stuff from other devs lately.

>> No.2406051

>>2404664
doit
MEGA

>> No.2406069

>>2404664
>Should I upload it to the internet archive? Are there any copyrights I have to sort out?
For shovelware stuff? Likely not and guessing the company that put out the CD is long out of business too. Besides, Archive.org has special exemption from DMCA and whatnot.

>> No.2406073
File: 16 KB, 174x231, fug.png [View same] [iqdb] [saucenao] [google] [report]
2406073

>>2405937

Forgot to get rid of them since I convert them Doom to UDMF format, thanks for telling me.

here's the fix version

http://www.best-ever.org/download?file=gbadmplusv1c.wad

>> No.2406082
File: 347 KB, 1360x768, Screenshot_Doom_20150516_030807.png [View same] [iqdb] [saucenao] [google] [report]
2406082

>>2405972

I really have no idea how that got fucked up

>> No.2406087
File: 433 KB, 1360x768, Screenshot_Doom_20150516_030810.png [View same] [iqdb] [saucenao] [google] [report]
2406087

>>2406082

>> No.2406090

>>2406082
sorry for confusing you, i had restored the partially deleted levels and ran them in my own prboom-based engine to look at them. it is likely there were some texture incompatibilities, i saw some errors in the console. since you're doing zdoom-specific work, you can ignore my screenshot.

>> No.2406093

>>2406090

its fine

I deleted the levels since I'm doing one at a time.

I just linked the wad that got rid of them.

>> No.2406131

Gameboy version is the only version worth playing on my phone... Wish a port would take advantage of the xperia plays pad... though noone but be uses one anyway.

>> No.2406139

>>2406031
You're right I can't find you a model pack better than that steaming pile of donkey shit. You win.

>> No.2406225

Asking here too on the off-chance that anyone knows: Is there a way to align custom actors spawned instead of particles from a railgun attack?

>> No.2406234

>>2405825
Isn't there the crosshair for weapons that appears when you stand still? The grey one?

>> No.2406246

What are the best oblige settings for some permadeath DoomRLA + oblige sessions?

>> No.2406286

>>2405413
What's the name of your project? I've seen it once but then kinda forgot it.

>> No.2406312

>>2406246
Wait, how do you enable permadeath?

>> No.2406316

>>2406312
No permadeath feature Im afraid, just some self-discipline my friend.

>> No.2406318

>>2406312
self-discipline

>> No.2406325

Zandronum 3.0 is amazing. Just played TUTNT with marrub, and it was completely playable, for both of us, despite me being in Australia.

>> No.2406329

>>2406325
great, can't wait four and a half years for it to come out!!

[weren't you the guy porting zandronum netcode to modern gzdoom?]

>> No.2406340

>>2406329
Yeah, but I gave up because the Zandronum team are doing a much better (and faster) job themselves, at this rate, Zan 3.0 will be out much sooner than you'd expect.

>> No.2406349

>>2406325
Also note that the server was an impromptu local server I set up in 2 minutes.
I don't really want to fuel the flame of Zandronum versus ZDoom netplay, but...
The last time I tried doing an impromptu game of ZDoom with a friend, it resulted in about an hour of setup, and despite him being not but a town over, we had absolutely horrid lag, and many strange issues.

>> No.2406414
File: 784 KB, 1920x1080, Screenshot_Doom_20150516_155038.png [View same] [iqdb] [saucenao] [google] [report]
2406414

Alrighty, all necessary coordinate goes where it should, and there's a neat debug window to show it. Next step is simply to write some conditional statements for the mouse clicking script.

There's a problem when two interactable actors enters the players range of interaction at the same tic and one of them gets left out though.

>> No.2406476
File: 189 KB, 500x350, ZDoom netcode.png [View same] [iqdb] [saucenao] [google] [report]
2406476

>>2406349
I found your problem

>> No.2406528

>>2402636
hey mark, when are you go back to this again?

http://www.moddb.com/mods/brutal-doom/news/ultimate-brutal-arsenal-expansion-pack-first-beta-november-30th

>> No.2406561

>>2406286

GBA DOOM PLUS

I posted the link

>> No.2406574

Still trying to run Cold As Hell.

As soon as I get to MAP02, it crashes. Immediately. Segfault.
Installing ZDoom, gonna try and use that.

>> No.2406591
File: 174 KB, 800x800, DooM___Rip_and_Tear_by_freeeg.png [View same] [iqdb] [saucenao] [google] [report]
2406591

Let's test this shit out

GBA Doom Deathmatch Plus Testing (only one map completed)

keep in mind since MAP02 has no linedef you might wanna votemap back to MAP01

>> No.2406610

>>2406574
Update: Zandronum does it. Woo!

>> No.2406637

>>2406610
>finally get to play Cold As Hell
>fail miserably at it
dammit

>> No.2406639
File: 157 KB, 960x720, 11198607_811637225538016_2090254128_n.jpg [View same] [iqdb] [saucenao] [google] [report]
2406639

What are some good HUDs for GZDoom, bros?

>> No.2406648

>>2406325
>>2402715
>>2403323
>>2403363

So, it's a sooper sekrit build, huh?

Makes a lot of sense taking into account what just recently happened. HEH.

>> No.2406654

>>2406648
What?
It's a public test build. Watakid is providing up-to-date links.
https://www.dropbox.com/s/fbzeig6b802cc6z/zandronum-3.0-150516-1553-abdac7b-windows.zip?dl=0
You could have just asked instead of being a snarky asshole.

>> No.2406663

>>2406654
>You could have just asked

At least two different guys asked for a link yesterday.

>> No.2406664

>>2406654
Actually, sorry, just looked at the posts you linked. That warrants being a snarky asshole.

>> No.2406668

>>2406639
I don't feel like any of them suit my tastes. I want a minimal amount of clutter, and small but readable health/ammo etc. counters very close to the crosshair. Used to play quake live with a hud like that and it was amazing.

>> No.2406670

>>2406663
Uh, no. There were people asking what it was, but nobody was asking for a link.

>>2406664
Uh, no. There's nothing "sooper sekrit" about it. They're playing Zandro with mods. If you feel excluded, you can get in or fuck off.

>> No.2406671

>>2406654
>You could have just asked instead of being a snarky asshole.

That would require logic, which has no place in a shitposter's world.

>> No.2406672

>>2406670
>Uh, no. There's nothing "sooper sekrit" about it. They're playing Zandro with mods. If you feel excluded, you can get in or fuck off.
I think you misread my post, Anon. I've been testing Zandronum 3.0 as well.

>> No.2406679

>>2406672

Then how does it "warrant" being a snarky asshole?

>> No.2406683

>>2406679
Because he had asked before for a link (unspecifically) and gotten a vague reply.
To clarify, I've only made these posts in this thread:
>>2406349
>>2406654
>>2406664
>>2406672

>> No.2406684

>>2406683
>Because he had asked before for a link (unspecifically)

Please point out where he asked for a link to download and play.

>> No.2406686

>>2406684
This post right here:
>>2403323
As I said, he wasn't specific, but his intent was more or less obvious to me given the current context.

>> No.2406695

>>2406686
Anon...
See >>2403375

>> No.2406697
File: 37 KB, 528x480, Emtional-Skeleton19.jpg [View same] [iqdb] [saucenao] [google] [report]
2406697

pls no bully guise ;_;

>> No.2406698

>>2406695
Oh, that clarifies a lot. Sorry.

>> No.2406701

>>2406648
what just recently happened?

>> No.2406702

>>2406686

That's not really a vague reply. If anything, saying "The devs gave it to me" is a very specific reply.
Even then he wasn't even talking about Zandro 3.0, but he's already gotten the derail he wanted. Good job.

>> No.2406705

Responding to shitposters LITERALLY KILLS THREADS.

>> No.2406708

>>2406705

I really hope you're not who I think you are.

>> No.2406713

>>2406705

>overreacting this much over something you will forget the day after

>> No.2406714
File: 2.89 MB, 272x204, 1430046247797.gif [View same] [iqdb] [saucenao] [google] [report]
2406714

>>2406708
I'm not, thankfully. I'm just sad that person tainted basic advice so bad, people actually believe following it makes them like him.

>> No.2406716

>>2406714
>I'm just sad that person tainted basic advice so bad...

I wasn't talking about THAT guy...

>> No.2406746

>>2406654
>https://www.dropbox.com/s/fbzeig6b802cc6z/zandronum-3.0-150516-1553-abdac7b-windows.zip?dl=0

So is this based on 2.6 or...

>> No.2406749

>>2406746
2.7.0

>> No.2406750

>>2406746
2.7.0 as of now. They're still working on 2.7.1, and will stop there.

>> No.2406752

>>2406749
>>2406750

fucking LIES!

I mean, I should've expected it since Terminus became part of Zandro's staff, but jumping straight to the most recent stable ZDoom version?

#rare

>> No.2406753

>>2406749
>>2406750
>>2406752

so wait, Reelism should be playable as-is, right?

>> No.2406758

>>2406753

Yes.

>> No.2406775

>>2406749
>>2406750
impressive, and i had been led to believe it was supposed to be hard to make zdoom gameplay features work correctly over client/server.

>> No.2406780

>>2406752
turns out zandronum has its own alex jones

>AND IVE SEEN THROUGH YOUR LIES, BARRY TERMINUS, YOU WICKED, WICKED DEVIL! *screams like a revenant*

>> No.2406783

>>2406780
>turns out zandronum has its own alex jones

one_Two?

>> No.2406794

>>2406775

Why do you think it's taken this long to do it?

>> No.2406814

>>2406639
>>2406668
http://www.moddb.com/mods/brutal-doom/addons/simple-hud-v1
My go to HUD, simple, not the default microscopic text, and more importantly: Doomguy's face

>> No.2406828

Is there a mod that makes the invulnerability power up not eye killing? Or is there a ZDoom option?

>> No.2406838 [DELETED] 

>>2406794
to go from the release of 2.0 to a playable 3.0? seems like only a couple of months.

>> No.2406840

>>2406794
to go from the release of 2.0 (based on zdoom 2.5) to a playable 3.0 (based on zdoom 2.7)? seems like only a couple of months.

>> No.2406854

>>2406828
i don't think there's an option but i know it's possible to change because mods change it. maybe you can edit something in zdoom.pk3?

the definition of InvulnerabilitySphere is in doomartifacts.txt, try changing Powerup.Color from InverseMap to a color/alpha tuple

>> No.2406863

>>2406828 >>2406854
and some additional information here
http://zdoom.org/wiki/Powerup_properties
also, maybe its better to create an autoloaded add-on, instead of hacking your zdoom.pk3. i don't know really, i don't use zdoom much.

>> No.2406865 [DELETED] 
File: 15 KB, 193x225, 1430983278524.jpg [View same] [iqdb] [saucenao] [google] [report]
2406865

>>2406854
>edit something in zdoom.pk3?

>> No.2406871 [DELETED] 

reactionface/greentext posters to leave, please. you contribute nothing.

>> No.2406880 [DELETED] 

>>2406871
And I thought I was the one who was triggered here.

>> No.2406886

>>2406854
>>2406863

If you give me five minutes I can make a patch mod for that.
One moment.

>> No.2406887
File: 283 KB, 393x395, 1338452315470.png [View same] [iqdb] [saucenao] [google] [report]
2406887

>>2406871

>> No.2406904

fine, whatever

>> No.2406923

What is the worst WAD you have ever played? Preferably ones that are more than one level.

>> No.2406924

>>2406886

Okay so it took a little longer than five minutes WHOOPS

http://www.best-ever.org/download?file=altinvuln.wad

>> No.2406928

>>2406865
>>2406880
>trigger /v/ meme

not him but this is not, was not and will never be welcome on /vr/

>> No.2406930 [DELETED] 

>>2406928

Shut the fuck up cyber__demon

>> No.2406934

>>2406923
That reminds me, does anyone have the youtube link of the .wad where the level is a womb and the player gets attacked by a fetus? Truely the most magnificent pottery of our time.

>> No.2406936

>>2406923
OCEAN.
Term did a playthrough on it. Check it.
Basically EVERYTHING that is wrong with ZDoom modding and mapping condensed into one thing, while being completely serious non-mockawad.

>> No.2406940

>>2406930
>LOOK GUYS I MEME'D A NAMEDROP

Looking forward to seeing your meth lab explode.

>> No.2406941 [DELETED] 
File: 431 KB, 720x540, 1431466396007.png [View same] [iqdb] [saucenao] [google] [report]
2406941

>>2406928

>> No.2406942 [DELETED] 
File: 34 KB, 282x432, Birthmachine.jpg [View same] [iqdb] [saucenao] [google] [report]
2406942

>>2406865
GIGGERED

>> No.2406948 [DELETED] 

>>2406940
>I MEME'D A NAMEDROP

"Meme'd a namedrop"? Seriously?
Get out.

>> No.2406949

Can we ever get a special layer for the player hands (like we have for FLASH)? It would be really nice to have Classes with same weapons without making different weapon copies for each class to have different hands.

>> No.2406951
File: 315 KB, 1280x960, 1431806460.png [View same] [iqdb] [saucenao] [google] [report]
2406951

DMSEWER.WAD - http://www.doomworld.com/idgames/?id=13031

has an unusually large number of moving parts for a first wad; crushers, annoyingly slow lifts, even a stair builder, which seemed a little broken. one of the crushers was rather a surprise and killed me.

much of the map is unfortunately cramped and maze-like. it appears to have an area inspired by the lost soul maze on E2M3, which if you are going to copy part of the IWAD that is a strange choice of which part to mimic.

quite a few bugs too, BSP errors causing walls you can see through, use of transparent textures on single-sided lines, which i suppose is excusable given the age, but still, this isn't a map i can really recommend, not even to those who appreciate the really early stuff.

>> No.2406952 [DELETED] 

>>2406940

None of our business if you get triggered (BECAUSE THAT'S THE FUCKING WORD FOR IT) over stuff you have absolutely no control of. Someone found your twitter by mere accident and you overreacted to all hell and back, it's your fault for exposing yourself this hard on the internet.

If you don't like this place the door is completely open. It's the best for both sides, honestly.

>> No.2406959

>>2406952
I overreacted because I thought certain individuals would dox me. I like /vr/ and it legit fucking pisses me off to see /v/'s refuge leaking into it. Any element of /v/shit

>gratuitous console war bullshit (I'm aware this was very prevalent in the old days but I've seen nintenyearold used before on this board, sadly)
>/v/ culture like Chris-chan or Anthony B.
>needless /pol/ false flag feminism or muh heritage nigger nigger nigger nigger bullshit
>unrelated shit that only gets by because of either /v/ literally bribing it's mods or being technically vidya related like cringe threads or LOL threads

needs to be dealt with immediately lest it spreads and take over the board. It's already happened to /sp/, /v/ and /pol/ leakage have literally damaged that board beyond repair.

Don't give me that BUT WE CAME FROM /v/ bullshit, you came here to get away from their fucking filth and you fucking know it.

Too bad I'll be talked down for speaking the truth. Certain people don't like it when you tell the truth, in fact it has such an ill effect on them, they actually feel ill when they hear truth!

>> No.2406963

>>2406959

>Certain people don't like it when you tell the truth, in fact it has such an ill effect on them, they actually feel ill when they hear truth!

you tell me

>"AHAHAHAHAH THE MEME HAS FINLALLY BAOEVN PAOSETNE ADSIOFH AHHAHAHAHA HIT HAS MEMED NOW AHOAHHAHAHAHAH PARASIE JESSWU"

https://twitter.com/cyber__demon/status/597564046498537472

>> No.2406968

>>2406959
>Don't give me that BUT WE CAME FROM /v/ bullshit, you came here to get away from their fucking filth and you fucking know it.

I still post in /v/ from time to time. Sue me.

Label me for posting in places you don't like.

>> No.2406973

>>2406959
>>2406963
wait what the hell

i just wanted to call out bad practice

this wasn't supposed to happen :^(

>> No.2406975

>>2406959
I do not understand why you're getting upset over this.

>> No.2406979

>>2406973
>this wasn't supposed to happen :^(

his existence wasn't supposed to happen too, but hey, shit happens.

now we have to deal with losing his support over our mods.

>> No.2406981

>>2406959
>Too bad I'll be talked down for speaking the truth.

No, you'll be talked down by being a knee-jerk overreactionary, nonsensical, paranoid and shitposting cuck.
/vr/ is /vr/. /v/ is /v/. We're both 4chan. Hell, we're sibling boards.
Whining about what you don't like on one board is DARING to seep into another board is the height of autism.

If you really want there to be a change, don't sperg out to other people over what you think they're doing wrong. That's just going to piss them off and make you look retarded. You're not the police. You're not the mods.
You know how much everyone fucking hates backseat drivers? You do not dictate how the conversation fucking goes. You do not dictate what words are okay or not okay to use. You do not fucking dictate anything.

If you want to change things, be an example. Post the way you want. If people like it, they'll latch on and follow suit.
Whining about how people aren't posting the way you like on an anonymous message board in a topic that's going to die in maybe two days (in a conversation that's going to be deleted in maybe ten minutes) is only going to make you look like a tumblrina.

And yeah, I'm intentionally using "meme buzzwords" just to trigger you. Are you going to latch on to them and dismiss the entire point because of it? Or are you going to be the bigger man and look past them at the point I'm making?

>> No.2406985

>>2406968
i think the important point is to keep X in X. like if you post on $WEBSITE or in $FORUM and have fun doing it then go ahead, but please don't post like you're on $WEBSITE or $FORUM here.

this works the other way round too, e.g. people trying to greentext on doomworld or in an IRC channel. it just makes you look like a clown so don't do it.

>> No.2406987

>>2406981
>You know how much everyone fucking hates backseat drivers? You do not dictate how the conversation fucking goes. You do not dictate what words are okay or not okay to use. You do not fucking dictate anything.

The amount of perfectly fine conversations killed because he got triggered, man...

>WAAAHH, DELETE THE REST OF THE CRAP, MODS
>WAAAHH FINISH THE JOB

Thanks for calling him out on that, thank you so much.

>> No.2406993

>>2406963
That was just me taking the piss.


>>2406968
>imfuckingplying I can control who posts where

Hell you could point out a nice gem in that shithole.

>>2406973
Shit happens bro. I don't think any less of you I'm just pissed.


>>2406981
You don't need to worry about me. I just want /vr/ to be a better place. I've been in these threads for years and braved DKG's shit posting and bortal doem drama and the increasing laziness of the mods. If you want me to stop being a cunt I'll stop.

>>2406985
This. Keep /v/ in /v/, it's that simple.

>> No.2407001

>>2406993
>I've been in these threads for years and braved DKG's shit posting and bortal doem drama and the increasing laziness of the mods.

And guess what, nobody cares.
And they never will.

You only have control over what YOU post in this website. You won't get a medal for backseat moderation. You're not even entitled to GOOD moderation.

You can start making this a better place by minding your own business
Or you can yiff in SJW hell for all I care

>> No.2407029

>>2407001
I guess you're right. Very sorry to cause any trouble.

On another note, I thought you were trying to use memes to piss me off and not unironically use them?

>> No.2407037

>>2407001
>You can start making this a better place by minding your own business
i don't think this is true at all, i think all nondysfunctional communities self-police and i think if you do something and a lot of people tell you it's not appropriate behaviour and ask you to stop, then you stop. this is normal, unless you are a sociopath.

>> No.2407056

>>2407029

Different anon.

>> No.2407058

>>2407056
Oh, oops. Could've let me know.

>> No.2407095

>>2406936

I can't find OCEAN on either /idgames or Youtube.

>> No.2407105

>>2407095
http://www.moddb.com/games/sergei-savenkos-ocean
http://oceanhub.wikia.com/

Here you go, anon.
It's pretty fucking bad.

>> No.2407113
File: 412 KB, 1600x1200, MarinaFace.jpg [View same] [iqdb] [saucenao] [google] [report]
2407113

>>2407105
>Her facial expression is always upbeat and smiley, which depending on the situation may endear or creep out. Her ears look like tiny pointy fins ('io-mimi'). 75DD breast size.
what the fuck

>> No.2407115

I'm a huge moron that cant figure out how to pickup armor or boots in RL Arsenal, being able to switch out modpacks would be nice.

>> No.2407117
File: 432 KB, 396x191, marty screams in shock as he looks in the mirror and sees that he has suddenly become human.gif [View same] [iqdb] [saucenao] [google] [report]
2407117

>>2407113
What is this monstrosity.

>> No.2407118

>>2407105
>>2406936
>Basically EVERYTHING that is wrong with ZDoom modding and mapping

stolen resources?

last thing I knew half of his stuff was self-made.

>> No.2407121

>>2407115
when trying to drop armor it says I am not wearing any despite the fact that im am clearly wearing armor

>> No.2407126
File: 1.51 MB, 1366x768, Screenshot_Doom_20141001_122722.png [View same] [iqdb] [saucenao] [google] [report]
2407126

>>2407105
yeah, that looks like a shovelware FPS from the mid 90s

but it's an ambitious one man project so i'm not going to give it too much guff.

>> No.2407131

>>2407126
is that Murdoc?

>> No.2407141

>>2407118

nobody?

>> No.2407153

>>2407113

>75DD breast size.

That's not how bra sizes work.

>> No.2407162

>>2407113
There you go.
http://www.youtube.com/watch?v=Ivk5T_UJpmc
Term plays OCEAN
I hope some day he would do stream of PRODOOMER.
PD is not THAT bad, but it's pretty damn bad, regardless of how much effort went into it, it's just a disjuncted mess of content(both mobs and textures) from various games and ridiculously boring key-fetch maps

>> No.2407163

>>2407105
>>2407113
>>2407117

Also made by Russian doomer, while Russian Doom community is mostly unaware of both him and his project

>> No.2407173
File: 3.49 MB, 2230x3383, SvetaPoster.jpg [View same] [iqdb] [saucenao] [google] [report]
2407173

>>2407153
This guy is just obsessed with boobs, though.

>Very curvy figure with above average breast size.

I mean, I like some titties and all but come the fuck on I'm trying to play a Doom mod here.

>> No.2407176

>>2407173

You sound like you wouldn't enjoy HDoom then.

>> No.2407180

>>2407173
I dunno man, i'd play a Doom where all the monsters were female, but it was still a SHOOTer, not a Sex 'Em Up.

>> No.2407182

>>2407176

I don't, but not for the same reasons.

>> No.2407191
File: 668 KB, 1920x1080, Screenshot_Doom_20150517_013403.png [View same] [iqdb] [saucenao] [google] [report]
2407191

Clickable actors!

>> No.2407192

>>2407162

>he got the Jazz Jackrabbit/Unreal Tournament composer to make the music for an obscure Russian Doom mod

Fucking what

>> No.2407194

>>2407192
Turns out no, he just downloaded the music and slapped it in.

>> No.2407198

>>2407194

if he gave credits then its fine imo

>> No.2407234

whats the best program for making MIDI music? FL Studio has a template for it, but it keeps on janking out on me

>> No.2407247

>>2407234
You could check out tracker music software
https://en.wikipedia.org/wiki/Music_tracker#List_of_music_trackers

>> No.2407281
File: 46 KB, 330x330, they know.jpg [View same] [iqdb] [saucenao] [google] [report]
2407281

https://soundcloud.com/dreadengine/doom
>This song was written to be the main theme for DOOM 4. We were contracted by id Software to create some theme music for the game and this is what was created.

http://www.dreadengine.com/our-crew/
>Initially founded in 2013 to develop custom sound for id software and the DOOM video game...

>> No.2407295

>>2407281
>https://soundcloud.com/dreadengine/doom

I, uh, honestly don't know whether I like this or not.
It sounds like a corny tie-in metal song they'd make for a movie or something, and I'm not sure whether that's perfect for Doom or no.

>> No.2407298

>>2407295
>>2407281
Y'know, I don't see this being in-game or on the title screen.

I totally see it as trailer music though.

>> No.2407302
File: 320 KB, 1920x1080, Screenshot_Doom_20150516_180123.png [View same] [iqdb] [saucenao] [google] [report]
2407302

does anyone know how to trigger this?

>> No.2407309
File: 97 KB, 282x517, cage.png [View same] [iqdb] [saucenao] [google] [report]
2407309

>>2407281

>> No.2407330

>>2407281
The horrible clipping and instrument mixing makes me think this is an elaborate lie.

At least I hope so.

>> No.2407351

>>2407302

Go on its tumblr and say the word "retard."

>> No.2407380

>>2407351
how problematic of you, anon

>> No.2407446

>>>>2406934
It's called ROOTPAIN
and it really pissed off everyone on the ZDoom Forums, creator got banned.

If you can't find it, I think I have it on one of my many flash drives. I can upload it later tonight if I find it.

>> No.2407487

>>2407302

HUD tells me it's CC, but which one? what map?

>> No.2407520

>>2407487
Requiem map 6

>> No.2407526
File: 74 KB, 781x943, analpain the wad.png [View same] [iqdb] [saucenao] [google] [report]
2407526

>>2407446
So why did it irritate so many people? Just bad taste?

>> No.2407536

>>2407526

It was a bad mod presented in such an artsy, 2deep4u way, author's friends posted to shill the hell out of it, people said "nah this is shit", and he messaged them in PM to insult and talk shit about them rather than posting openly where the mods would see.

>> No.2407546

>>2407302
>>2407520

bam

https://www.youtube.com/watch?v=Tb4VEohytwM

>> No.2407635

>>2407487
>HUD tells me it's CC

But the CCs never used that HUD.

>> No.2407638
File: 31 KB, 650x491, 11164681_1566775133576336_348558323599771108_n.jpg [View same] [iqdb] [saucenao] [google] [report]
2407638

>>2407281
>Lyrics

>> No.2407648
File: 157 KB, 1239x745, No Talk.png [View same] [iqdb] [saucenao] [google] [report]
2407648

Anyone good at interior design? I finished the layout for a Hotline Miami map, but I don't have any imagination to help me with the colors here.

Any help will be appreciated.

>> No.2407651

>>2407648
If anyone wants the map and the resources, here:

http://www.mediafire.com/download/1xfgbc4z941jfpd/No_Talk_[WiP].rar

>> No.2407660

https://www.youtube.com/watch?v=jNAuK1imXKQ

I love Stuart Rynn midis

>> No.2407661

>>2407302
What is up with the coloring in this screenshot?

>> No.2407720

>>2407446

http://forum.zdoom.org/viewtopic.php?f=19&t=36738&hilit=rootpain&start=210#p700300

Why do people ask to be banned? Lack of emotional control?

>> No.2407730 [DELETED] 

>>2406934
>>2407446
>>2407526
>>2407536
>>2407720
Yes, Terminus has received quite a lot of credit, renown, hero worship and adulation for others' ideas and Ijon Tichy's work, hasn't he? Meanwhile Ijon doesn't even get a Cacoward credit for Samsara.
>Samsara,
Well to be fair, Terminus did do a lot of work on this one. But for 99% of the stuff that wasn't copy+pasting the ZDoom wiki onto the git he got Ijon Tichy to do it. Are any of you kiddos even old enough to remember Samsara pre-Ijon Tichy? It was fucking garbage, but Terminus persevered by having Ijon do all the work and then did The Right Thing and made sure Ijon received no credit in the Cacowards.
>push
Wow, what a revolutionary concept. Back in my day we called it "Ricochet" but who's keeping track? Apart from the maps made by Not-Terminus (aka his gang of irc lackeys) there's really nothing substantial or notable about it. But he made damn sure his name was front and center right in time for Cacowards, didn't he?
>cyberrunner
What a waste of time for everyone. For Ijon, for the professional 3D modeler who Terminus sucked probably a good couple hundred hours out of to model his robot waifu (Terminus is a HUGE anime mechfag, he probably made the porn of the robot himself and I know for a fact he jerked off to the robot at least once), but most of all for Terminus, who had to waste his time fruitlessly trying to learn how to code once he finally killed all of Ijon's Joy for Doom and sent him packing. Poor Terminus.
>Metroid dreadnaught
Another revolutionary concept: get Ijon Tichy to figure out to code all the stuff from Metroid Prime while Terminus rips graphics from Metroid and "oversees" while others do actual work and map for him (a recurrent theme from Cyberrunner that appeared again in Metroid and Push.)

>> No.2407735 [DELETED] 

>>2407730
>demonsteele
Wow, an actual original theme for once (that isn't "robot lady with big ass and tits I can jerk off to"), featuring a Korean (because Terminus is just too much of a wapanese hipster for Japanese) loli with shark teeth. Featuring the art of Mike12 and Sgt. Shivers and 90% of the code done by Not-Terminus, including Ijon Tichy and Term's gang of irc dicksuckers ("P-Please massa Terminus, let me have some of your fame if I code for you like a good house negro? P-Please massa Terminus?") ; Ijon Tichy of course was already done with Doom, his optimisim and joy for coding for Doom completely ran into the ground, killed and pissed on for good measure by Terminus, so his code was ripped by Terminus and resurrected in a cruel mockery of the life it once enjoyed previously. Term as always was "overseeing" the project, which mainly includes "overseeing" that he gets in good with the Cacoward committee (namely kmxexii--it's obvious to everyone else that isn't a blind fucking moron as well.)
>buttpain
What, you mean that half-assed abortion (see the two puns there kiddos) that is an undeserved swipe at other modders (God forbid someone wants to elevate Doom mods to something other than "shoot monster, hit switch, shoot more monsters, repeat") while being a subpar pitch-black jumpscare implemented virtually entirely by, again, Ijon Tichy with Terminus supplying next to nothing himself?
But I suppose it's better than an hour long PewDiePie-ripoff where he compares a mod last worked on in 2008 to one that received work at late as 2014. The only funny thing about that video was how much he sounded like a faggot while choking down spicy dic-I mean "peppers."
>90% of the /doom/ images, including "SYWTPSFD?" (which features no less then FIVE of his own works on it), the /doom/ comic, nearly all of the R&T images and his gay little no hands comics are also by Terminus
Can't have people forgetting who TerminusEst13® is, can we? Don't forget to Like and Subscribe!

>> No.2407741 [DELETED] 

>>2407730
>>2407735
god damn, dude, give it a rest already

>> No.2407743 [DELETED] 
File: 1.02 MB, 400x225, for what reason.gif [View same] [iqdb] [saucenao] [google] [report]
2407743

>>2407730
>>2407735

>> No.2407745

>>2406959
>I overreacted because I thought certain individuals would dox me.
Like 6 of the /vr/ people that mod and map for Doom were doxed a year (maybe a year and a half?) ago and they've been subjected to...

Nothing. Absolutely nothing.

It turns out that just being doxxed alone has no effect on people; you have to piss off enough people for an internet mob to come after you.

>>2407730
>>2407735
>this is now a copypasta
Term should feel honored. He's notable enough to generate copypastas.

>> No.2407752

>>2407730
>>2407735
Is this a copypasta. I swear I've seen this word for word in the threads before

>> No.2407759

>>2407752
https://archive.moe/vr/search/text/Terminus%20robot%20waifu/

>> No.2407781
File: 12 KB, 439x291, 1368266697058.jpg [View same] [iqdb] [saucenao] [google] [report]
2407781

>>2407730
>>2407735
>>2407741
>>2407743
>>2407752
/vr/, most of you should know this by now, but it needs to be said:

Shitposters only care that you care about something, so they can fuck with it.

That's it. That's all they want. Don't bother asking how someone could spam Hatred threads for months on end. Don't ask yourself why someone would force autistic children on youtube or grown adults mocking ten-year-olds in a videogame as "/v/ culture". Don't ask how someone could shit on the same general thread on /vg/ with the same post for two years straight, or why someone would spend an entire summer false-flagging janitor sweeps on /tg/.
Just know that the report function exists, and mods are in the fucking dark when it comes to specific goings-on in every board.

>> No.2407795 [DELETED] 
File: 179 KB, 800x1200, tumblr_mq0zgrRyYM1s745qdo1_r1_1280.png [View same] [iqdb] [saucenao] [google] [report]
2407795

>>2407730
>robot waifu
can I get some pics?

>> No.2407931

>>2407635

Yeah, a lapsus in there, sorry.

>>2407105
>>2407126

Same, he did all of that by himself, almost a full fledged TC, and I've barely finished my first map. Respect.

>> No.2407950

>>2407781
Like half of the shit in that copypasta is made up anyway, kek. Anyone the least bit familiar with any Doom going-ons would identify it as complete bullshit.

>> No.2407952

>>2407635
they commonly use that status bar font, if not the bar background.

>> No.2407957

>>2407781
>Just know that the report function exists, and mods are in the fucking dark when it comes to specific goings-on in every board.
yes it has occurred to me that half the posts i report would not be recognizable as trolls to someone who doesn't follow these threads regularly

>> No.2407964

>>2407952
The font is the same, yeah.

>> No.2408006 [DELETED] 

http://i.4cdn.org/wsg/1431851645571.webm

There we go, got all the sounds for the buster rifle, just need to make that lightning altfire a thing.

>> No.2408008

woops, good job me.

LEMME TRY THAT AGAIN

>>>/wsg/637677

Buster Rifle sounds are done, just gotta do the lightning thing

>> No.2408013

>>2408008
cool sound effects

is the colour of the shots (blue and white) meant to match the colour of the weapon's glow (a kind of greeny blue)?

also i look forward to finding out if the charge up time is prohibitive, doom isn't a game where you can often wait around for a weapon to charge up for long, so it might be that the player ends up using the least powerful shot all the time just because it fires instantly and quickly.

but that all comes later during public playtesting and tweaking i guess.

>> No.2408016

>>2408013

well the railgun charges up pretty damn fast, and if need be I can make the transition from railgun to rocket a little shorter.

and the shot colors are trying to match the pins, not the screen on the rifle

>> No.2408026

>>2405983

bump, I would like to know as well.

OTOH, doom has a wider variety of enemies and a vibrant modding scene; maybe the best bet is to go with doom mods that give close combat (e.g., gmota?)

>> No.2408038

>>2408026
Isn't GMOTA playable with Heretic?

>> No.2408046

>>2408038
Nope.

>> No.2408047

>>2408008
awesome.
if i can be a bitch and complain i'd say the railgun looks way too generic

>> No.2408054
File: 126 KB, 1170x1085, 1406781566208.jpg [View same] [iqdb] [saucenao] [google] [report]
2408054

About a year ago I asked this but the person who said they'd do it never came back with results so I'm gonna assume their house burnt down in the aftermath. Anyway now that enough time has passed I figured it'd be a good time to ask again without it feeling like it was too soon.

Is anyone here a bad enough dude to run nuts with fractal Doom?

>> No.2408068

>>2408054
i heard a japanese guy tried on his work computer
it was in a small city
ah, what was it called already...
fuku-something, i guess?

>> No.2408078
File: 210 KB, 1280x720, Screenshot_Doom_20150516_191929.png [View same] [iqdb] [saucenao] [google] [report]
2408078

Mmmm, pizza.

Sprite's a little high-res, but it suffices for now until I can get an alternative.

>> No.2408083

>>2408046
Damn, really should be, at least as a weapons pack. I can see why it wouldn't be, logically, but, it just kinda would "fit" there.

>>2408054
>>2408068
I have a recent, powerful system, imagine I still can't, and not because of my, or anyone's computer, but the limitations of gzdoom. It'll go slideshow mode when only using a fraction of available resources (cpu, memory, etc) when running crazy wad combinations.

For example, try nuts wad with DRPG/RLA. Which is a well-made, but script heavy mod, that adds a lot of calculation and interactions that aren't well handled at that level.

Now fire it up with Russian Overkill and Brutal Lite and try Nuts, over 100 fps at all times. Except with the ion cannon, and other slot 8s.

>> No.2408089

>>2406031
>You can't
I think i just did.
https://www.youtube.com/watch?v=Oddo7p12ZjY

>> No.2408096

>>2408047

I'll try to change it up soon.

>> No.2408102

>>2408096
i'd say use a blue tracer bullet (or hitscan?) and make it spawn a (cosmetic) ripple around the monsters it touches

>> No.2408105

>>2408102

If I did an actual hitscan it'd hit one and only one monster. I want a ripping beam. So I guess I'll have to make a very fast ripping projectile.

The problem with that of course is ripper projectiles can be a little brokenly powerful

>> No.2408114
File: 56 KB, 437x597, chenponder2.jpg [View same] [iqdb] [saucenao] [google] [report]
2408114

can the over the top carnage and ultra violence of Brutal Doom be successfully combined with the random elements and replayability of Doom RL?

>> No.2408117
File: 7 KB, 247x281, Doomguy wiping guts.png [View same] [iqdb] [saucenao] [google] [report]
2408117

I just made this edit of the guy wiping sweat thing. What do you think?

>> No.2408118

>>2408114
I had a similar thought, both mods would have to be changed dramatically for that to work, short answer is no, long answer is yes but it would be a metric fuckton of work.

RLM uses tons of custom monsters as replacements for default baddies, brutal uses a lot of custom monsters to be gibbable, and gore is often handled as a separate spawned actor.

That, and I adore the weapons in DRLA, but the Brutal ones are far more complex, most have custom spaghetti hack scripts, and all kinds of special effects and instructions for the pseudophysics etc to work

>> No.2408121
File: 26 KB, 243x190, chenponder.png [View same] [iqdb] [saucenao] [google] [report]
2408121

>>2408118
intredasting

i think it'd work on paper would probably be easier to branch from Brutal Doom and add RPG elements after the fact. i'm interested to see the levels in the megawad he promised, would add variety to have mixed weapon spawns with mixed properties and mostly random enemy placements once the maps have run their course on their own.

i think you could overcome the issue with custom enemies by just modifying the base properties of existing ones so you don't need to add a whole bunch of new sprites. in theory you could just do like classic JRPGs and do recolors to denote properties. like a green imp could poison you, or a blue cyberdemon would split into smaller copies of itself, etc. you could also just not reveal any of this to the player with recolors etc. so someone could run the first level a thousand times and it's different every single time.

i'm also talking out of my ass i haven't really played with an editor but one day i'll graduate beyond ideas guy

tbh i just want Brutal Heretic/Hexen with strong RPG and randomized elements.

>> No.2408135
File: 962 KB, 1600x900, Screenshot_Doom_20150517_204605.png [View same] [iqdb] [saucenao] [google] [report]
2408135

Woot, got the GTA2 player sprites.

Can't wait to get a multiplayer build of this out soon.

(The map is Doom Center Advance 2)

>> No.2408138

>>2408135
>mfw this turns out to be better than GTAO

i'd post another chen image but i'm not an avatarfag they're just very good pictures for the posts i'm making here for some reason

>> No.2408148

>>2408089
THat's weapon models, not monster models. And the clunky weapon animation looks atrocious.

INB4 DooM engines should use not Q1/Q2 model technology but Q3's (which is open source now)

>> No.2408154

>>2408121
That was my idea, posted a little about it here a few months ago.

If only there was a way to cram Brutal reactivity/kinesthetics with OBLIGE-ish random generations, DRPG/RLAM randomness and a leaderboard/co-op/versus and make it a retail product...

I can dream, damn it. Here, Kickstarter me enough money to just hire a team of devs to make my vision reality!

>> No.2408158

>>2408078
radioactive pizza

>> No.2408160

>>2408117
not sufficiently distinct from common version

>> No.2408167

How is one supposed to play DoomRL Arsenal? Is it played with Doom or Doom 2? I thought it would have to have had its own maps or some randomly generated thing, playing a couple levels of it just on Doom and Doom 2 the only thing different seemed like the guns being able to pickup and drop armour.
What am I doing wrong?

>> No.2408172

>>2408167
Play it with whatever you want. It doesn't come with its own maps. You can use OBLIGE for random generation, but unless you really care about the roguelike feeling you'll probably have a better time on a good handcrafted mapset.

>> No.2408174

>>2408167
>>2408167
>How is one supposed to play DoomRL Arsenal?
git gud
you can "cheat" and check the assemblies on the wiki, that helps
>Is it played with Doom or Doom 2?
doom2
>I thought it would have to have had its own maps
nah, any mapset will do
>some randomly generated thing
OBLIGE
it's pretty great now, even has basic monster closets now

>> No.2408175

>>2408167
you have to play about 15 maps in a row to have a chance of getting enough mod packs together to make anything decent. mod packs are way too rare and you can only use them once, so you can't experiment.

>> No.2408176

>>2408175
oh and good luck getting through the first few of those 15 maps because the basic weapons are utter shit compared with vanilla (imagine a rocket launcher that only fires once every 10 seconds on a plutonia level)

>> No.2408178

>>2408175
not really.
but having a technician in your team is almost mandatory (especially in solo)

>> No.2408179

>>2408175
But an episode is only 8 maps? Gear couldn't carry between episodes?

>> No.2408180

>>2408054
He did it and put up a video, IIRC it was like the very next thread he put it up, so I don't know how you missed it:
https://www.youtube.com/watch?v=SnhhbgX8Sq4

>> No.2408184
File: 68 KB, 640x360, ronnie-coleman-640x360[1].jpg [View same] [iqdb] [saucenao] [google] [report]
2408184

>>2408154
>Everybody wanna make their dream game/mod, but nobody wanna write all this tough ass code.

>> No.2408210

http://www.safareig.pangea.org/old-school-doom-wad-mod.htm

what is this doom page I can't tell what's happening on it or if it was written by a bot or a person

>> No.2408212
File: 362 KB, 1600x900, Screenshot_Doom_20150517_134037.png [View same] [iqdb] [saucenao] [google] [report]
2408212

Been playing quite a bit of Colorful Doom recently and then the RNG suddenly dropped this on me.

How worried should I be?

>> No.2408213

have any of you played the Doom WADS by the Columbine kids

were they any good?

>> No.2408215

>>2408212
rip

>> No.2408220

>>2408213
It was just one of the shooters, Eric Harris.

UACLABS was good. Really the only one worth playing.
The rest were really shitty deathmatch WADs.

>> No.2408223

>>2408220
>UACLABS was good
for some value of "good"...

>> No.2408230

>>2408213
They're not really that great.

If you want to play some classic Doom, check out Memento Mori, that blows their plebian shit out of the water.

>> No.2408235
File: 2.71 MB, 720x360, better drain effect.webm [View same] [iqdb] [saucenao] [google] [report]
2408235

Okay, just need to fiddle with -this- a little more and it's good

>> No.2408259

I made the stupid mistake of getting the quake pack on steam...I can't get music for quake 1 and when I use the mod to get the music and after I load it the demo plays for a second and them it locks up. any help?

>> No.2408264

>>2408212
Is this the Colorful Hell mod you're talking about?

>> No.2408328

>>2408213
Like the other said, UACLABS is probably the only one worth checking out.

A shame Eric had to go allahu akbar on his school, he could've probably become a great modder.

>> No.2408331

>>2408259
I've had exactly the same problem as you. You're using Darkplaces, right? It doesn't like the Steam overlay unfortunately, or the other way around, the only way is to disable the overlay in Quake's properties in your Steam library.

>> No.2408348

I used Oblige to generate "a few" maps to play, and then an hour later it was still going, more than 3 or 4 maps. After completing a map I got a screen of text about a Starport and the demons bringing their reality with them and I've got to do something to save Earth's population.
I just loaded up the wad in Doom Builder and it was actually only 4 maps, so after E1M4 did it carry on to E1M5 of Doom 2? I haven't played though Doom 2 yet so I'm not sure.

>> No.2408352

>>2408331
now that worked. thanks for that. I didn't like the overlay anywho

>> No.2408362

Will there be an alien vendetta 2 in the near future? I was rather disappointed by the first one. The maps looked so outdated. They look like something out of 2002 or something. Plus it uses a really primitive source port which is gay. The guy who made it should totally make a sequel for Zdoom so he can add slopes.

>> No.2408364

>>2408212
>>2408264

I tried running it through zandronum but it gave me an error? Can I play it in single player? How do I run it?

"
Script error, "colourfullHell70.pk3:decorate/revenants" line 77:
Unknown identifier 'SXF_SETTARGET'
Script error, "colourfullHell70.pk3:decorate/revenants" line 155:
Unknown identifier 'SXF_SETTARGET'

Execution could not continue.

Script error, "colourfullHell70.pk3:decorate/revenants" line 237:
Invalid state parameter a_setscale
"

>> No.2408365

>>2408364
It's G/ZDoom only

>> No.2408379

>>2408348
that message sounds like you were running normal doom2, try selecting doom as iwad
>>2408362
there was a zdoom sequel, alien defense

>> No.2408387

>>2408362
AV IS 2002 wad.
And yes, I don't get sarcasm.

>> No.2408389

>>2408387
i think you do but you are too sensible to bother to respond in kind

>> No.2408401
File: 1.61 MB, 360x203, FA09NMv.gif [View same] [iqdb] [saucenao] [google] [report]
2408401

I've noticed every custom level I play in megawads has starter weapons laid out for you, yet you always keep your weapons and ammo from the previous level so it seems pointless.

But, I want a challenge, so I'd like to wipe all my weapons and ammo upon level change... How could I accomplish this? (I use Zdoom btw)

>> No.2408418
File: 52 KB, 636x358, tumblr_no406hlZ6C1txx6x7o2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
2408418

>>2408401
I just.. type map [current map] in the console whenever I spawn in a new level.. would love a wad that auto strips you at every level

>> No.2408459
File: 2 KB, 74x39, ramenpizza.png [View same] [iqdb] [saucenao] [google] [report]
2408459

>>2408078
did someone say ramen pizza?

>> No.2408467

When a weapon mod adds in more weapons than just replacing the ones in the vanilla game, how does that work? The mod will be used with many different wads and the creator of the initial weapon mod isn't setting custom spawns in these other maps.
On a map where a weapon bound to the "3" key would normally spawn, is there now a chance for one of the "3" key weapons of the weapon mod to spawn?
Please enlighten me thanks.

>> No.2408469

>>2408078
I'm sure there's some pizza pick-up item in another videogame like Ninja Turtles or maybe final fight or some other beat em up that'd work.

>> No.2408482

>>2408467
Vanilla Weapon is replaced by a Spawner Actor that has a chance to spawn one of several weapons added by the mod. Or several weapons at once. Or a monster (like Hardcore Doom Wars does)

>> No.2408501

>>2408467
I'm assuming that you're talking about Zdoom, so I'll tell what I know for it.

They create new weapons and replace old ones via Decorate, the scripting language for new actors in Zdoom. They assign everything that the monster, item, or in our case, weapon does.

To make the random weapon to spawn where another would normally be, the mod maker creates and actor called a RandomSpawner and has it replace the '3' slot weapon. He assigns what weapons will be spawned at the map start on that spawner. For instance, a shotgun replacer would have shotgun, super shotgun, and maybe shells all assigned to drop on spawn.

So after the random spawner is set to replace a weapon, when the map starts a random weapon is selected from the possible ones, and the random spawner drops it. That's how new, non-vanilla-replacement weapons/actors spawn.

>> No.2408513

>>2408482
>>2408501
Thanks! I can't enjoy something if I don't know how it works.

>> No.2408557

>>2408401
>>2408418
i think there is a mod for zdoom to force pistol starts

http://forum.zdoom.org/viewtopic.php?t=47204

>> No.2408601

>>2401920
whats the best way to play doom coop?

>> No.2408606

>>2408601
Get Zandronum, fire up Doomseeker, join server.
Bam, that simple.

>> No.2408645

>>2408606
I am retarded do you think i can just USE doomseeker

>> No.2408668

>>2408645
Then don't use Doomseeker. Community could do with less retarded people running around.

But seriously: You download Zandro bundle - it comes with DoomSeeker. You load DS up and in the options set up paths to your:

1) Zandronum Directory
2) PWAD directory
3) IWAD directory

After that you check the ports to see if they are open, and chose a port that is.

In the main Doomseeker window press refresh and get a list of servers, then chose the one you want and doubleclick it - DS should download all the wads you need by itself (sans the IWADS - you should already have those in Zandro's dir)

>> No.2408696

>>2408212
I literally get black shotgunners or black marine twice every episode, its awful.

>> No.2408712

Brutal Doom v20 bugs/questionables:

fire the chaingun at a commander keen. the keen will go into its pain state as if it had been shot immediately, before the gun has spun up and fired.

the ammunition totals on the status bar (e.g. below the automap when althud is not enabled) do not seem to correspond with the amount of ammo you actually have.

picking up a super shotgun gives 4 shells (used to give 2) but the weapon doesn't fire until you explicitly reload it with the reload key, it doesn't automatically load when you press fire.

>> No.2408876
File: 275 KB, 1280x960, Screenshot_Doom_20150512_153320_01.png [View same] [iqdb] [saucenao] [google] [report]
2408876

>>2408696

If it makes you feel better the next version will significantly tweak the black monster spawn rates to stop the haiku effect from occuring so often.

These guys spawn way too much than intended.

>> No.2408920

>>2408264
Sorry yes, Colorful Hell.

The black shotgunners were right by the red door and the black hell knight was in the contained secret area next to them. Had to use all my BFG ammo to take the five shotgunners down without taking too much damage and could safely leave the black hell knight

>> No.2408928

>>2408876
That's good to hear, CactusHege, I've been really enjoying it recently - the enhanced Lost Souls and Pain Elementals really turn up the action.

PS: Blackdemon was a tough sunofabitch as he spawns those helldogs. The only way I could beat him when he spawned in Tricks & Traps in the rocket launcher room was to stunlock him with the plasma rifle - the payoff of backpack, blue armor, soul sphere and chainsaw was sweet!

>> No.2408929
File: 46 KB, 512x384, Capture.png [View same] [iqdb] [saucenao] [google] [report]
2408929

>>2408212
Every time I start Colourful Hell up I get this error.
Please tell me I don't need a newer version of GZDoom to make this run.

>> No.2408932
File: 68 KB, 580x100, UPDATEBANNER.gif [View same] [iqdb] [saucenao] [google] [report]
2408932

>>2408929

>> No.2408938

>>2408929
I had to download the new version of Zdoom for it to work, per the instructions here:

http://forum.zdoom.org/viewtopic.php?t=47980

"Note: You will need to use a dev build to run this mod, remember to grap one from http://devbuilds.drdteam.org/zdoom/"

>> No.2408951
File: 57 KB, 2560x1440, 2015-05-17_00002.jpg [View same] [iqdb] [saucenao] [google] [report]
2408951

>>2408938
Already tried it with ZDoom and it werks fine, but I'd really prefer to use GZDoom so I can run it with Trailblazer and acutal freelook.

>>2408932
Now I downloaded the latest dev build of GZ and all I get is this blank coloured screen with the title music.

I-I just wanted to play CH in GZDoom

>> No.2408957

>>2408929
You don't have to update to the very latest, those flags were added in like 2 weeks after the version you're using.
You can get the latest svns at two thresholds of opengl versions here:
https://github.com/BlueVertigo/indigoskyline/tree/master/GZDoom%20SVNs
you want the one under "Newest"
Note that even though you're using GZDoom-1.9pre-828 and the one in "Newest" is GZDoom-1-8-10, the 1-8-10 is actually more recent.

>> No.2408963

>>2408957
Also forgot to mention, for CactusHedge:

If you want to support the earlier threshold of GZDoom (gzdoom-g1.8.1-305-g0f8ed01), you can replace A_SetSpeed and the two A_SpawnItemEx flags with ACS scripts.

>> No.2409018

For some reason running DoomSeekre in portable mode returns less servers than running it in non-portable.

Also where does non-portable stores it's configs, and does anybody has a config with a lots of wad-sites written in because adding them all manually is a chore

>> No.2409028

>>2401926
is that a castlevania boss?

>> No.2409041

So I installed Timidity++ for (G)ZDoom, pointed zdoom.ini to the correct exe and configured all the soundfont shit. Still, not so much as a single note in-game.
It worked perfectly in GZ 1.9, what is different about 1.8.10?

>> No.2409080
File: 44 KB, 620x388, SBSHOT002[1].jpg [View same] [iqdb] [saucenao] [google] [report]
2409080

Here's an interesting mod that got released for Wolf3d today, it was inspired by Sokoban
http://www.moddb.com/mods/sokobanned
Only 8 levels for now, and it was pretty decent had nice puzzles except for the final level.

>> No.2409085
File: 711 KB, 1280x720, Screenshot_Doom_20150518_013958.png [View same] [iqdb] [saucenao] [google] [report]
2409085

Hey take a look at this:
https://yadi.sk/d/uPki8Bc3gAR2j

From IDDQD forums (Russian community), by mapper +Ku6EPyXOBEPTKA+

A GZD-touch up of the original Doom2:HOE with some reimagination, but not as drastic as KDiZD - the layout and main geometry is about 60% same.

Currently has 9 maps

Also mappers name means "CyberEarwig"

>> No.2409095
File: 722 KB, 1364x768, DOOM64 2015-05-17 23-42-28-11.png [View same] [iqdb] [saucenao] [google] [report]
2409095

I wish I had started playing Doom64Ex sooner. This shit is damn atmospheric.

>> No.2409108

Why cant people host a normal, vanilla co-op server nowadays? 99% of them are just spammed with mods and its a total clusterfuck.

>> No.2409115

>>2409108

Zandronum is specifically for mods, bro.
If you want a no-mods experience, consider ZDaemon.

>> No.2409118

>>2409108
Because vanilla coop got old

>> No.2409136

>>2409115
It's for both
>>2409108
Be the change you wish to see in the world; go make a BE account and host up to 5 servers simultaneously of whatever you want.

>> No.2409160

>>2409150
>The Right Thing
Kills itself?

>> No.2409169

>>2409150

>people should not consider ZDaemon until ZDaemon does The Right Thing

why was this deleted? there's nothing offensive in there

>>2409160

The Right Thing means source code release

>> No.2409174

>>2409169

Probably deleted it himself, especially considering how shortly after it was posted.

>> No.2409179

>>2409169
deleted it myself, it's not like anyone will stop playing zdaemon for ethical reasons and it just causes an argument. i shouldn't even bring it up except i feel strongly about it

>> No.2409183

>>2409179
>i shouldn't even bring it up except i feel strongly about it

Dude we all feel the same, there's nothing controversial about it, open source for Doom projects is the way to go, check every Doom program that was closed source, they're dead. And ZDaemon's excuse is one of the most lamest excuses for a closed source mentality.

>> No.2409185

new thread wen
this thread is kill

>> No.2409190

>>2409183
>Dude we all feel the same, there's nothing controversial about it

No, we don't.
We can't even decide on what mods/maps should be on the "So You Want To Play Some Doom" image, you think we can agree on something as intricate as source port politics and legality?

>>2409185

Page 6/7.

>> No.2409193

>>2409185
as this is a slow board we wait until the current one is near to expiration before posting a new one.

>> No.2409194

>>2409095
Doom64Ex is great, definitely one of my favorite Dooms. I wish people would make mods/maps for it, though.

>> No.2409196

>>2409190
>We can't even decide on what mods/maps should be on the "So You Want To Play Some Doom" image

And What Does That Have To Do With Anything?™ Romero and Carmack (especially John fucking Carmack) would've wanted it that way. They released the source code FOR FREE for the community, John just released a bunch of alpha/beta maps and tons of graphic resources for the community to use.

This isn't rocket science

>> No.2409201

So how do I get Brutal Doom inb4 >Brutal Doom to work?

I've already played through GZDoom's Doom and Doom II so I have the WADs and all that, but I can't seem to figure it out. I just get the normal start screen and nothing relating to Brutal Doom at all.

>> No.2409207

>>2409201
unzip the zip to get the pk3, drag the pk3 onto the gzdoom executable

>> No.2409208

>>2409207
Yea I tried that, and when I did I got "cannot find GZDoom.exe"

Lemme try again hold on. Maybe I forgot to unzip.

>> No.2409213

>>2409201
Have you tried using ZDoom Loader?

>> No.2409214

>>2409196

Thank you for so generously proving my point.

>> No.2409217

>>2409214

What point? That ZDaemon sucks ass and will remain dead?

>> No.2409219

>>2409207
>>2409208
Okay apparently I lost my small brain for a moment when I tried it last and forgot to unzip. It works now.

Thanks anon.

>> No.2409223

>>2409190
there's so much good stuff that's been made there's no way one single image can contain it all.

it's a nice problem to have.

>> No.2409225

>>2409190

a simple recommendation image from 4chan won't kill a multiplayer scene

>> No.2409226

>>2409223
That's one of the best things about the Doom community. Literally THE biggest mod scene throughout all of gaming history. Over 21 years of content.

>you will never be able to play even a fraction of all maps and mods people have made

>> No.2409235

>>2409217
he doesn't have one, he's just trying to troll

>> No.2409238

>>2409217
>>2409235
that people will make an argument out of literally nothing, which is why the anon deleted his post.
but good job doing it anyway.

>> No.2409245

>>2409238

congratulations for the landmarking achievement of winning an argument on the internet, then.

>> No.2409253

You know, it'd be a lot better if you kept working on the Samsara "fixes" or Hotline Miami Doom and actually released something instead of making a fuss about things that trigger your autism.

>> No.2409267

>>2409253
>Hotline Miami Doom

you can rest assured that he is not involved in said project.

>> No.2409268

>>2409253
>shout into the void

I kino there were some "school maps" of varying degrees of bad, but has anybody tried to recreate "generic anime school" yet? You know, the one with 3 flors, and shoeboxes at the entrance, a sport area separated by wire wall and a tool closet (where occasional Regular Schoolkid gets regularily trapped with his love interest), aka all anime school cliches rolled up into one and made into a wad?

>> No.2409347

>>2409268
I need to finish Persona 4 Golden.
Actually I should search for some Persona wads.

>> No.2409352

>>2409347
>Persona wads
Those exist!?

>> No.2409354
File: 71 KB, 937x299, 1407662604644.png [View same] [iqdb] [saucenao] [google] [report]
2409354

>>2409268
>imp-tan in a cute schoolgirl outfit

>> No.2409363

>>2409352
Damn it, didn't see any...

>> No.2409372

>>2409363
Curses!

>> No.2409378

What is a good map specifically made for coop play?
Are there any "horde mode"/survival type maps that work well in coop?

>> No.2409459

Anyone know texture replacing and sound replacing guides for boom/prboom ports?

>> No.2409461

>>2407281

Is...is that James Hetfield?

>> No.2409497
File: 593 KB, 957x537, doom41.png [View same] [iqdb] [saucenao] [google] [report]
2409497

o hai look what I found

>> No.2409510

>>2409497

I think I've seen that gun somewhere else

>> No.2409513

>>2409497
Reminds me of HL2 Episode 1.

>> No.2409520

>>2409497
woah what wad is that?

>> No.2409521

>>2409510
maybe because it looks really generic

>> No.2409539
File: 661 KB, 952x534, doom49.png [View same] [iqdb] [saucenao] [google] [report]
2409539

>>2409497

>> No.2409540

I was hoping to learn a little coding by attempting to compile and modify either Doom or Quake's source code. Could anyone point me in the right direction on how to do that? All I've heard says you need a very specific version of Visual Studio to do it, which I don't mind picking up, but I'd like to know which one beforehand.

>> No.2409543
File: 545 KB, 958x535, doom491.png [View same] [iqdb] [saucenao] [google] [report]
2409543

>>2409539

>> No.2409548

>>2409497
Sauce?

>> No.2409551

>>2409497
>>2409539
>>2409543

Where are you getting these from?

>> No.2409553

>>2409551
>>2409548

http://www.doomworld.com/vb/doom-4-general/72791-i-found-gameplay-footage-of-the-canned-version-of-doom-4/

>> No.2409557

>>2409553

NOT A SINGLE FUCKING DEMON

SMDH

>> No.2409559

Did the trailer or whatever from Quakecon 2014 get leaked?

>> No.2409560

>>2409559

No, what's being posted is one of the many scrapped concepts of Doom 4

>> No.2409562
File: 547 KB, 961x539, doom43.png [View same] [iqdb] [saucenao] [google] [report]
2409562

>>2409559

No it's the original version of Doom 4 that was canned in 2011.

>> No.2409564

>>2409539
>>2409543
Looking at these stills I'm kind of glad it got canned.

>> No.2409565

>>2409553

now the question is, how marnetmar (of all fucking people in the community) got it from

>> No.2409575
File: 575 KB, 954x536, doom492.png [View same] [iqdb] [saucenao] [google] [report]
2409575

>>2409565

Woah now. I felt that.

>> No.2409580
File: 4 KB, 405x80, Sweet stuff.png [View same] [iqdb] [saucenao] [google] [report]
2409580

>>2408078

if you're gonna do more food items use these

>> No.2409584
File: 231 KB, 1088x2304, scrap931_a.jpg [View same] [iqdb] [saucenao] [google] [report]
2409584

>>2409354

>> No.2409586

>>2409575

what about dee, how do they feel?

>> No.2409587
File: 48 KB, 1280x720, 1426016015276.jpg [View same] [iqdb] [saucenao] [google] [report]
2409587

>>2409584

>> No.2409598
File: 238 KB, 1152x2304, scrap931_b.jpg [View same] [iqdb] [saucenao] [google] [report]
2409598

>>2409584

>> No.2409834

>>2408026

Having played a lot of hexen (with various hexen-specific mods) and also a lot of GMOTA over the past few days, I'll definitely say that I'm getting a lot of the hexen feel by playing GMOTA, but... GMOTA + quality doom maps is just a lot more fun...

>> No.2409934
File: 304 KB, 1148x1022, 1430311649038.png [View same] [iqdb] [saucenao] [google] [report]
2409934

>Mfw playing Brutal Doom with COD 4 weapons on UAC Labs.wad

>> No.2409954 [DELETED] 
File: 1.51 MB, 425x481, 1427766508965.gif [View same] [iqdb] [saucenao] [google] [report]
2409954

>>2409934
Is there a pepe.wad? I want to make a wad where you kill a bunch of normies in some normie gathering center like a mall or something and have some sweet "REEEEEEE!!!!" soundbytes and maybe that "normies get out" beat boxing music.

>> No.2410029
File: 91 KB, 1280x720, DOOM64 2015-03-04 22-45-29-681.jpg [View same] [iqdb] [saucenao] [google] [report]
2410029

>>2409095
Yeah, it has its moments. Sometimes it gets way too saturated with brown, blue or red, though.

>> No.2410039
File: 86 KB, 121x142, Isaac's Objects of Desire.gif [View same] [iqdb] [saucenao] [google] [report]
2410039

I just finished my first map. Where should I upload it to let you guys try it out?
I know, I know, first map, but I'd like to get SOME feed back on it.

>> No.2410040

>>2410039
pomf.se? Can't remember if you can upload wads there.

>> No.2410045

>>2410040
http://a.pomf.se/zsxwcw.wad
Load it up on Doom 2.

>> No.2410075
File: 30 KB, 500x333, a8c.jpg [View same] [iqdb] [saucenao] [google] [report]
2410075

We running WoC on tartaru5.wad, come help us crash the server again

server: /vr/ plays Dungeons & Dragons: Tomb of Horrors Revisited edition!
Password: vrtroopers

>> No.2410081
File: 167 KB, 1024x768, Screenshot_Doom_20150517_224437.png [View same] [iqdb] [saucenao] [google] [report]
2410081

>>2410045
HOM on the sky when played in ZDOOM, doesn't show up in GZDOOM, map does not load in chocolate or crispy.

Pretty short, make the yellow key harder to get otherwise it's unnecessary.

>> No.2410082

>>2410081
Made it in UDMF, probably shouldn't have don ethat. No idea why the sky is fucked up on ZDoom though.
Thank you for the advice though!

>> No.2410084
File: 5 KB, 405x393, 1430451416789.png [View same] [iqdb] [saucenao] [google] [report]
2410084

>>2409575
>Woah now. I felt that.

Good. Maybe you should also stop feeling yourself and finish KDiKDiKDiZD

>> No.2410090

>>2410045
Not bad. A little too short and basic, but that's to be expected of a first map.

The berserk and clips at the start required a bit more effort to get than I expected, maybe either move them out more towards the edge or just put them on the floor.

I found the yellow key before I even knew there was a yellow door in the map. Kind of trivialized the point of the key.

The outside area could probably use some sort of indication as to how to get back in, I had to resort to wallhumping to find the door after it closed.

The red key room should only have one sector marked as secret, as it is you get quite the auditory assault when you enter it using ports that add a secret discovery sound.

The exit should have some sort of marking, especially for such a short map. I wasn't expecting it to end so soon.

>> No.2410098 [DELETED] 
File: 178 KB, 1145x788, final feel.png [View same] [iqdb] [saucenao] [google] [report]
2410098

>>2409954
I want to kill a bunch of Pepes as Feelguy

Just imagine the potential
>smug pepe heads on shotgunners, zombiemen, and chaingunners
>fullsize smug pepes as demons
>smug pepe heads as lost souls
>ultra large pepes as barons
>poo poo pee pee variants as cyberdemon and spidermind
>bullets fly out as a green >tfw
>feelguy's face looking out at you
Do you feel it now?

>> No.2410102
File: 232 KB, 1044x900, the end of smugness.png [View same] [iqdb] [saucenao] [google] [report]
2410102

>>2410098
oh and
>enemy death noise is REEEEEEE

>> No.2410103

>>2410090
Ah, thank you! Didn't mean to have the red key room have more than one secret marked as a secret. Fixed that. Working on the other things as well.
Wanted the map to be short, I love how short the early maps of Scythe were. Also, I felt like it would be a good start taking on something small rather than making something large.

>> No.2410104

>>2410082
You probably shouldn't use UDMF unless you're going to use all of its bells and whistles. To fix the sky, you should create a skybox by making a sector with a ceiling using F_SKY1 or whatever, and lower the ceiling height to the floor height, which will make it look like a sky. You don't need to texture the walls of it either. Sorry if I'm not explaining it that well, but I'm about to sleep.

>> No.2410109
File: 3 KB, 104x125, 1421453827855s.jpg [View same] [iqdb] [saucenao] [google] [report]
2410109

>>2410098
>>2410102
Yeah I'm feeling it.

>> No.2410117
File: 32 KB, 490x497, feelsdoom.jpg [View same] [iqdb] [saucenao] [google] [report]
2410117

>>2410109
If I had any experience with modding Doom I would totally try doing it as a summer project. But I don't have any experience at all. I think it would be hilariously fun.

Feelguy and sadfrog had such a good run together. But smug pepe smashed it all to pieces. Now it's time for feelguy to rip and tear his way back to find his old buddy.

>> No.2410126

>>2410117
I'll definitely "look into it", which means I'll probably think about it for a bit and then go back to playing wads instead of trying to make them.
But who knows what'll happen.

>> No.2410130
File: 24 KB, 350x267, sadfrog-feels-guy.jpg [View same] [iqdb] [saucenao] [google] [report]
2410130

>>2410126
I know the feeling, all those wads to play and so little time, but please do. I would be eternally grateful and I'm sure a ton of other anons would play the shit out of it.

>> No.2410132

>>2410104
Alright. Did that.
Quick question, can Zdoom do colored lighting?

>> No.2410145
File: 56 KB, 974x715, leaked doom 4 footage.png [View same] [iqdb] [saucenao] [google] [report]
2410145

>>2410098
>>2410102
Seems possible

>>2410117
>tfw Feels guy is now called Wojak for some retarded reason

>> No.2410158

>>2410145
Top kek, fucking perfect.

>I forgot about Mancubus, Cacos, Hellknights, and Pain Elementals
What's wrong with me

>> No.2410159
File: 116 KB, 668x712, 1426836011949.jpg [View same] [iqdb] [saucenao] [google] [report]
2410159

>>2410145
That was the filename for the first recorded instance of the character.
It was generally more "serious" r9k posters who used it or even knew about it, but I've seen it entering the mainstream vernacular for a while now.

Also, amazing pic.

>> No.2410182
File: 87 KB, 500x671, OH MY GOD WHY WOULD ANYONE DO SUCH A TERRIBLE THING.jpg [View same] [iqdb] [saucenao] [google] [report]
2410182

>>2409497
>>2409539
>>2409543
>>2409553
>>2409562
>>2409575
>someone at Zenimax and id agreed that people would like this
Who on the dev team sat down and thought that this would make a good doom game? Or a good game at all?
At least they scrapped it, this current one isn't perfect but it's doom. All they'd need to do for the new one is to bring back medkits and ammo pickups and restrict the take downs to if you have a berserk pack

>> No.2410187

NEW THREAD

>>2410184
>>2410184
>>2410184

>> No.2410204

>>2410187
I'll screencap the feelguy doom idea for the new thread just in case people are interested

>> No.2410231

>>2409954
I've been working on something like that for about a month now

>> No.2410270

>>2410231
Wanna tell us a bit about it?

>> No.2410282
File: 146 KB, 1024x768, Screenshot_Doom_20150518_034716.png [View same] [iqdb] [saucenao] [google] [report]
2410282

>>2410270
sure
After pepe was imprisoned for crimes against Normiedom, he must break out of prison to begin the beta uprising. He must use the UAC's teleportation technology to travel to areas with high concentrations of normies. Right now I've just got most of the first map done, but I've got a lot of ideas down, with some basic enemy swaps (e.g., the cacodemon being replaced with the head of the fat guy with a fedora, and he shoots fedoras)

>> No.2410292

>>2410282
Hahaha, that's awesome. I look forward to it. You could upload the first map in the new thread if you wanted, or sometime at least.

>> No.2410295
File: 236 KB, 1024x768, Screenshot_Doom_20150518_035750.png [View same] [iqdb] [saucenao] [google] [report]
2410295

>>2410292
I might might be done with it this week, there's a lot to it and I might need to break it up into two maps (first time mapping, so there's bound to be newbie mistakes), lots of textures still missing and broken features, but yeah it's got all the REEEs and some new music added, definitely will upload it to the new thread though once it's done

>> No.2410471

>>2409934
>>2409954
>>2410098
>>2410102
>>2410109
>>2410117
>>2410130
>>2410145
>>2410159
>>2410282
>>2410292
>>2410295
Kill yourself.

>> No.2410504 [DELETED] 
File: 25 KB, 499x499, 1424396163164.jpg [View same] [iqdb] [saucenao] [google] [report]
2410504

>>2410471
Can't take the bantz.

>> No.2410798 [DELETED] 
File: 15 KB, 320x240, 3748276398.jpg [View same] [iqdb] [saucenao] [google] [report]
2410798

Reposting from the last thread, maybe somebody can help me.
Is TiMidity++ support broken in GZDoom 1.8.10? I just switched from 1.9 where it worked beautifully, now I just get silence where there should be music. FMOD sucks donkey balls, I need muh custom soundfonts to enjoy Doom fully ;_;

>> No.2410951

How do I get DooM on my android phone? Thanks

>> No.2411003

GUYS

https://www.youtube.com/watch?v=ca1cHfu1cso
https://www.youtube.com/watch?v=ca1cHfu1cso
https://www.youtube.com/watch?v=ca1cHfu1cso
https://www.youtube.com/watch?v=ca1cHfu1cso

>> No.2411236

>>2409553
remember, it's not doom if you're not the last man on earth

>> No.2411483

>>2410951
If you cut it into thin strips then it should fit in the card slot.

>> No.2411659
File: 584 KB, 2000x1220, 1425692184625.jpg [View same] [iqdb] [saucenao] [google] [report]
2411659

I feel like a fucking idiot but I can't get Doom RPG to work

trying to run the uploader, launcher crashes

try to launch the game, get this

Unknown patch BOSFA0 in texture A-BROWN4
ANIMDEFS: Can't find PMARA1

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1


halp

>> No.2411672

So why are you people still posting in the old thread and not moving into the new thread?

>> No.2411675

>>2411672

it's not like there's going to be drug dealing and hookups, so why should we bother?

>> No.2411675,1 [INTERNAL] 

is it still legible to reply to this dead thread?

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