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/vr/ - Retro Games

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(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

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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
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Channel: #vr

TUTORIALS/UTILITIES
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So You Want To Play Some Fucking Doom? (v5)
https://data.archive.moe/board/vr/image/1408/04/1408049162719.png

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

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

 >> Anonymous Mon Jul 6 18:39:25 2015 No.2520521 File: 146 KB, 1280x716, Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report] What difficulty and settings do you have DOOM and/or DOOM II on?For me? Ultra-Violence with Fast Monsters enabled.
 >> Anonymous Mon Jul 6 18:40:55 2015 No.2520526 File: 320 KB, 800x600, Screenshot_Doom_20140426_130549.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Mon Jul 6 18:42:53 2015 No.2520528 File: 373 KB, 800x600, Screenshot_Doom_20140426_130829.png [View same] [iqdb] [saucenao] [google] [report] >>2520526Fuuuck I meant to post deathlamp of death.
 >> Anonymous Mon Jul 6 18:43:30 2015 No.2520531 >That's one doomed space marine
 >> Anonymous Mon Jul 6 18:45:38 2015 No.2520538 File: 119 KB, 1366x768, Screenshot_Doom_20150707_004515.png [View same] [iqdb] [saucenao] [google] [report] I'm in for a world of hurt, aren't I?
 >> Anonymous Mon Jul 6 18:50:39 2015 No.2520543 >>2520521I use a custom difficulty where monsters only have a fourth of their total health and I take five times damage. HMP spawns since UV would be a bit too much for me. Revenant rockets and Baron/Hellknight fireballs can pretty much one-shot me if I don't have mega armor and topped health.
 >> Anonymous Mon Jul 6 18:56:21 2015 No.2520554 >>2520538Sigh. No. Another IOS boss that can be easily beaten with freelook. Yeah, I know I'm not suppose to use freelook and I normally wouldn't have, but I've done so many of these fights. You would think by Alien Vendetta's time they would have realised how goddamn cliched IOS is. Pretty disappointing, map29 should have been the last.
 >> Anonymous Mon Jul 6 18:59:54 2015 No.2520559 >>2520538>numbers filtered to Hell and back>letters aren't?????
 >> Anonymous Mon Jul 6 19:07:50 2015 No.2520576 File: 173 KB, 753x1024, Hellraiser_1991_ad_zps4e1bed09.jpg [View same] [iqdb] [saucenao] [google] [report] >>2520512>[06-30] Origins of Super Noah's Ark 3DThe description of that Hellraiser FPS gives me chills everytime due to how amazing it could have been. It's just a shame that it never saw the light of day, would kill to have that prototype leak
 >> Anonymous Mon Jul 6 19:12:31 2015 No.2520583 >>2520543That actually sounds fun. How do you do it?
 >> Anonymous Mon Jul 6 19:16:18 2015 No.2520591 File: 955 KB, 360x360, 1387530188652.gif [View same] [iqdb] [saucenao] [google] [report] You guys remember DECK, right? The project trying to tweak and adjust the GZDoom/ZDoom engine so that it could be commercially viable and people could make things in it? Yeah, it was cool. Unfortunately, it kind of flopped over due to issues and problems.http://forum.zdoom.org/viewtopic.php?f=19&t=48994Marrub's been working on a way to make it even more viable, and as it stands right now the engine is completely detached from its Doom origins.Considering the sheer amount of massive-scale projects the community has already put out, and considering a lot of people have made some unbelievably promising TCs, hopefully we can get some massive projects underway and get some more imagination flowing.
 >> Anonymous Mon Jul 6 19:17:04 2015 No.2520593 >>2520583I used SLADE, and basically made a wad solely consisting of a MapInfo file. Copy-pasted things so that the vanilla Doom difficulties are there, and then replaced Nightmare with my new one that I derived from Brutal Doom v20. I'm the same guy that made a Jung Must Die difficulty a week or so ago for Demonsteele. In a sense credit goes to Sgt Mark on that.skill Realism{ DamageFactor = 5.0 MonsterHealth = 0.4 FriendlyHealth = 0.4 //DisableCheats SpawnFilter = normal name = "Realism Mode" mustconfirm = "Nothing lives forever. Press Y or N"}You don't have to replace Nightmare, that's just what I did; removing the // from DisableCheats will make cheats actually be disabled. I don't have any upload methods so I can't really just put the wad up for you.
 >> Anonymous Mon Jul 6 19:22:08 2015 No.2520607 >>2520591Yoooooooo this looks promising as hellI was super excited for DECKGood luck, bros
 >> Anonymous Mon Jul 6 19:50:59 2015 No.2520660 >>2520521When playing on PC i usually go for UV.When on phone it's HNTR and ITYTD because it's already becomes a horror game.
 >> Anonymous Mon Jul 6 19:58:15 2015 No.2520669 File: 6 KB, 232x301, Doomguy looks for his hands.png [View same] [iqdb] [saucenao] [google] [report] So I know it's probably not the most appropriate place to ask, I had a question regarding Thief, which I asked last thread, but never really got a response. It's just something that's been bugging me about one of the levels.My question is in regards to the level "Undercover" (the Thief Gold version) where you have to get the Air Talisman. I found the location of the air talisman, but not how to open the gate to get to it. I ran aimlessly around the level for about an hour trying to figure out how to get it. The only lead I found was a switch in the cellar, I got impatient, and ended up watching a video playthrough of what to do. It turns out there are 5 switches you have to through, and a couple of them are very well hidden. I beat the level using that video, but there's one thing still bugging me, there was nothing at all that hinted at throwing switches, or even little hints on where to go or what to do, there is no way I could have found some of those switches without the guide. I went back to the level to see if there was a note or something I was missing, I read every piece of text I could find, but I couldn't find a single scrap of information that could have helped me, unlike the previous levels in the game which gave you little bits of helpful info. How could I have known what to do?
 >> Anonymous Mon Jul 6 20:22:27 2015 No.2520720 >>2520669you're supposed to shoot at enemies until they die
 >> Anonymous Mon Jul 6 20:23:27 2015 No.2520721 >>2520669>I read every piece of text I could find, but I couldn't find a single scrap of information that could have helped meWell that's your fault because obviously there is one that tells you what to do and you missed it. It was in a locked chest off near the reliquary.
 >> Anonymous Mon Jul 6 20:28:05 2015 No.2520735 >>2520528>>2520526Is that a ceiling texture used as a night sky?Why didn't the author just replace the sky texture itself?
 >> Anonymous Mon Jul 6 20:57:56 2015 No.2520775 >>2520721Right, that's what I was asking, basically, if I missed something. I could have phrased it better. I thought I found every piece. Where was the reliquary?
 >> Anonymous Mon Jul 6 21:04:22 2015 No.2520784 >>2520660Phone Doom gets really weird sometimes but I'm glad shit runs well.I'm trying Phone UV on Ultimate and E1M3 fucks me over pretty bad while trying to adjust with the controls.
 >> Anonymous Mon Jul 6 21:07:01 2015 No.2520791 >>2520775Nevermind, found it. Had to use a key to open a chest in the library, which contained a scroll. I have no fucking clue how I missed that.
 >> Anonymous Mon Jul 6 21:31:43 2015 No.2520840 >>2520512>[07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)thanks for the mega link! for some reason, moddb is blocked on my campus but mega isnt
 >> Anonymous Mon Jul 6 21:39:41 2015 No.2520862 I go look up Oblige because I want to dick around, and naturally I realize it's on Sourceforge and back the fuck out immediately.Goddammit.
 >> 80.82.64.117/1cc/ (visit this (...) Mon Jul 6 21:41:03 2015 No.2520863 >>2520862What's wrong with sourceforge?
 >> Anonymous Mon Jul 6 21:44:45 2015 No.2520869 >>2520863I recall they used to spread malware at some point.
 >> Anonymous Mon Jul 6 21:47:46 2015 No.2520876 >>2520591this is cool>>2520512http://forum.zdoom.org/viewtopic.php?f=19&t=48994gloome, a commercially-compatible gzdoom fork in the vein of deck, has come out
 >> Anonymous Mon Jul 6 21:51:12 2015 No.2520881 >>2520856Holy shit that sky is beautiful.
 >> Anonymous Mon Jul 6 22:42:28 2015 No.2520983 File: 391 KB, 1920x1080, Screenshot_Doom_20150706_213224.png [View same] [iqdb] [saucenao] [google] [report] Been with Doom almost as long as Doom's been around, but never bothered mapping for it. Every time I picked up an editor, even back in the day, I could never get my ideas transferred to map form.http://www.jmickle.com/genrerator/maptheme.htmlThen someone gave me this website, and now I'm actually starting one. Kinda happy because this is the farthest I've ever gotten in working on a map. (I know, that's sad.)
 >> Anonymous Mon Jul 6 22:59:29 2015 No.2521021 >>2520869Only the .exe installers, which Oblige's Sourceforge page does not use.Only .zip archives and tarballs.If you're still concerned, you can pull from the git repository and compile it yourself.http://sourceforge.net/projects/oblige/files/Oblige/6.20/You'll be fine.
 >> Anonymous Mon Jul 6 23:43:48 2015 No.2521103 >>2520856That's a pretty bitchin' soundtrack.
 >> Anonymous Mon Jul 6 23:55:49 2015 No.2521132 File: 27 KB, 190x178, logo-current.png [View same] [iqdb] [saucenao] [google] [report] >>2520591>>2520876Very cool.I've been using the OpenAL audio backend exclusively because the proprietary FMOD Ex sound library is a pain in the ass, especially on Linux. Works well, and I'm glad to see it has been implemented in GLOOME.However, looks like Marrub or Terminus forgot to merge FindMPG123.cmake from upstream. Sure, one can define the lib and include directories for mpg123 themselves, but why?It's not like this small CMake config file will incur any legal issue. Anyway, I'm sure it was just an oversight. It was a recent addition from Randy.
 >> Anonymous Mon Jul 6 23:59:07 2015 No.2521142 >>2520591>Unfortunately, it kind of flopped over due to issues and problemsSuch as, out of interest?(You remind me of when people say "I need this because reasons")
 >> Anonymous Tue Jul 7 00:05:32 2015 No.2521157 >>2521142exact quote>The call for art assets last July led to some excellent submissions from several talented contributors. High in quality as the submissions were, it became clear after a while that in total number they did not form a large enough content base needed for the simple standalone example game as originally outlined below. Also the stylistic differences between each submission might have proven difficult for DECK users to work with.>I thought about this for a while, and determined another way to meet the project's goals: find one or two skilled pixel artist(s) who'd be willing to do all the work and pay them for their work via crowdfunding. The amount of work would be very clear cut, and the target funding amount would be based entirely on their rate for the work to be done - no stretch goals or uncertainty beyond funding itself.>The profile and portfolio of the artist(s) enlisted would be a nice, clear proposition to potential crowdfunders: a talented artist, whose prior work you can assess for yourself, will produce this content, which will be released into the public domain for anyone to use once the target funding is reached. As before, my own role in this I'd do for free on my own time: assembling these assets into a small example game, collecting everything into a distributable form, documentation, etc.>Right now I'm busy with other projects, but I do definitely want to revive DECK in the way described above once I have more time. The next step would be to find artist(s) who are interested in doing the somewhat substantial work required as a paid gig, so if you are such an artist or know of one who would be a good fit, email [email protected] Like I said I'm busy with other projects now, but the art is the bottleneck so any leads on that would be a great thing!>Thanks again for the support and interest.it's very nonspecific but generally points to the artistic side.
 >> Anonymous Tue Jul 7 00:08:48 2015 No.2521163 >>2521157I see, thank you.
 >> Anonymous Tue Jul 7 00:15:56 2015 No.2521174 >>2521132Terminus has only contributed placeholder sprites and sounds, and moral support.Sorry about that.I actually had no idea master had FindSndFile and FindMPG123, thank you for the heads up. I'll go get them now.
 >> Anonymous Tue Jul 7 00:22:25 2015 No.2521187 >>2521174>>2521132Pretty much. Marrub's been the one doing the brunt of the muscle work.
 >> Anonymous Tue Jul 7 00:33:00 2015 No.2521206 >>2521157Where do I sign up as a candidate for making textures? (can't make animated sprites for shit though)
 >> Anonymous Tue Jul 7 00:34:21 2015 No.2521210 >>2521206> Where do I sign up as a candidate for making textures?> > Right now I'm busy with other projects, but I do definitely want to revive DECK in the way described above once I have more time. The next step would be to find artist(s) who are interested in doing the somewhat substantial work required as a paid gig, so if you are such an artist or know of one who would be a good fit, email [email protected] Like I said I'm busy with other projects now, but the art is the bottleneck so any leads on that would be a great thing!
 >> Anonymous Tue Jul 7 00:34:21 2015 No.2521212 >>2520554>but I've done so many of these fights.There is no excuse for using Freelook for the boss. It is still 100% cheating. AV may have basically redid the original map30, but they changed it so that you actually had to climb back up to the switch every time to lower the platform, but you ruined the map for yourself by bypassing this.
 >> Anonymous Tue Jul 7 00:36:21 2015 No.2521216 >>2521210Oh right, to my defence I just woke up.
 >> Anonymous Tue Jul 7 00:37:18 2015 No.2521218 >>2521216No worries, mate.
 >> Anonymous Tue Jul 7 00:51:23 2015 No.2521234 >>2521212>they changed it so that you actually had to climb back up to the switch every time to lower the platformheh, so in other words it's a map30 clone that manages to be even more irritating than the original :)
 >> Anonymous Tue Jul 7 02:18:26 2015 No.2521372 >>2521174>>2521187No prob, and thank you.Also something to be aware of: GCC 5.x (the newer compiler. Assuming the process described in the ZDoom Wiki is used, they are still on 4.x) is really anal when it comes to standards compliance. The build fails for me when it starts to compile the actual zdoom.dir.After cleaning, deleting cache and redoing CMake, I tried "make -i" to ignore errors.error: cast from ‘short int*’ to ‘DWORD {aka unsigned int}’ loses precision [-fpermissive]For every fucking file for ZDoom code.I'll fuck around with some CFLAGS before I tackle the actual source. I'll try --std=c89,c99,etc. first, because GCC 5 has c11 as default. Then I will try -fpermissive. Will report back once I have a build that works.I can build GZDoom 1.8 from Git just fine.
 >> Anonymous Tue Jul 7 04:03:31 2015 No.2521493 >>2521372Gahah.Fuck.That's definitely my basicinlines.h replacement, I use some hacks to make it work. MSVC 2010 Express doesn't complain one bit to me, so I thought it would work on other systems...
 >> Anonymous Tue Jul 7 04:08:23 2015 No.2521496 >>2521493Heh, I was actually going to fire up a Windows VM and try it in Visual C Express. I'll take a crack at it after sleep, as its past 1 am and I need to get to work early tomorrow.
 >> Anonymous Tue Jul 7 04:39:36 2015 No.2521534 File: 546 KB, 256x192, 1420938288950.gif [View same] [iqdb] [saucenao] [google] [report] Reposting from last thread.ITT: Samsara>Who do you main?>Why?>Do you play co-op or deathmatch servers?>Are you good?>Any stories?
 >> Anonymous Tue Jul 7 04:46:21 2015 No.2521538 >>2521534>Who do you main?Strife Guy>Why?I love his grenade launcher and I love the mauler>deathmatch servers?Coop because no one EVER plays samsara death match>Are you good?Unless suicide by grenade launcher and occasionally getting through a level when I'm the last alive counts as good, then no.
 >> Anonymous Tue Jul 7 05:10:36 2015 No.2521563 >>2521534-Parias-Because i fucking love HeXen and because he has almost every weapon from said game-Mostly Invasion because as >>2521538 said, nobody every plays DM. And if they do they suck-Sort off.
 >> Anonymous Tue Jul 7 06:03:11 2015 No.2521615 >>2521534>Who do you main?Doomguy>Why?I don't play samsara>Do you play co-op or deathmatch servers?I don't play online>Are you good?decent
 >> Anonymous Tue Jul 7 06:15:17 2015 No.2521629 >>2521534>Who do you main?Sec, but not exclusively. All of them are fun to play>Why?He's a quirky yet powerful fighter to play with specialized weapons and a lot to learn, which is addicting>Do you play co-op or deathmatch servers?I used to play both, but deathmatch servers stopped showing up once the skill gap grew and the vet players were bored with always winning and the new players were bored with never standing a chanceCo-op is fairly boring with lots of players, survival is frustrating with randoms, so it only leaves singleplayer mastery and squadding up with friends in surv.>Are you good?Not notably
 >> Anonymous Tue Jul 7 07:44:39 2015 No.2521726 File: 2.52 MB, 300x203, 1425083536964.gif [View same] [iqdb] [saucenao] [google] [report] >>2521534>ITT:Samsara>>2521615>I don't play samsaraYou had one job.
 >> Anonymous Tue Jul 7 07:54:19 2015 No.2521729 >>2520791You playing on expert?
 >> Anonymous Tue Jul 7 08:08:59 2015 No.2521743 File: 322 KB, 605x705, Flynn Taggart.png [View same] [iqdb] [saucenao] [google] [report] http://doomwiki.org/wiki/Doom_BibleIs anyone else a little sad that Tom Hall fucked off and Carmack went with a very minimalist story?Maybe not to the extent Hall was planning since it mentions fucking cutscenes and shit but still.Maybe it's just because it isn't what we got but....I always wonder.Fun fact the unmaker which was originally planned for the PC version of doom eventually found it's way into doom 64
 >> Anonymous Tue Jul 7 08:09:45 2015 No.2521746 >>2520856Not bad, texture work is gorgeous. So you got castlevania, thunder force and I'm not sure what the first level music is but they all fit pretty nicely.
 >> Anonymous Tue Jul 7 08:29:16 2015 No.2521757 >>2521743not really no. maybe in the first few months. but that was years ago. now i don't care about anything except what i have to deal with inside the current map i'm on.learning the technical side (dehacked, map editors, the source code) took all the "magic" out of it, but honestly i think i prefer it that way.
 >> Anonymous Tue Jul 7 08:34:40 2015 No.2521761 >>2521726Heh.
 >> Anonymous Tue Jul 7 09:01:07 2015 No.2521778 >>2521743Tom Hall was a fucking delusionist who never understood how Carmack likes to work. Doom wouldn't be as sublime as it is if Hall had managed to complete his protect. People like Doom not because it's a gritty action fps, but because we can put ourselves into it.
 >> Anonymous Tue Jul 7 09:07:19 2015 No.2521784 >>2521743I've never even read the in-game text between chapters, let alone an actual story.
 >> Anonymous Tue Jul 7 09:21:25 2015 No.2521804 File: 37 KB, 640x480, 1436274772.png [View same] [iqdb] [saucenao] [google] [report] >>2520113thanks for the recommendation, i am enjoying this. using savegames at first, looking forward to seeing what the total cumulative time will be. this is after two maps.
 >> Anonymous Tue Jul 7 09:47:20 2015 No.2521853 File: 638 KB, 1024x576, Doom 64 Eye of the Storm.png [View same] [iqdb] [saucenao] [google] [report] Good god Doom 64 is fucking spooks central.Look at this level.Look at it.Let it's music penetrate your earholehttps://www.youtube.com/watch?v=o6gwzyqUc3k
 >> Anonymous Tue Jul 7 09:52:29 2015 No.2521859 File: 272 KB, 510x478, Scared.png [View same] [iqdb] [saucenao] [google] [report] >>2521853God NORMAL doom scared me as a fucking kid and it had a kickass soundtrack too!If I had played this game as a kid I probably would have been traumatized for years to come...or at the very least I would have cried in the corner and never played it again until years later when I realized how irrational it all was. Then slap myself and probably play it finally.
 >> Anonymous Tue Jul 7 09:56:41 2015 No.2521864 >>2521853There was one level that sounded like babies crying at random pitches. Some levels just sounded like buzzing and screeching/grinding metal. What was wrong with the composer? I wasn't prepared for this crash course in experimental dark ambient.
 >> Anonymous Tue Jul 7 10:01:37 2015 No.2521871 File: 666 KB, 300x340, Scared black man.gif [View same] [iqdb] [saucenao] [google] [report] >>2521864I didn't like that level at all.For some reason I just imagined those cries as the souls of the damned crying out for help.Shit was wack yo.Not to mention it fucking drives you crazy the longer you listen to it.
 >> Anonymous Tue Jul 7 10:04:46 2015 No.2521881 File: 37 KB, 640x480, 1436277808.png [View same] [iqdb] [saucenao] [google] [report] >>2521804don't think i'd have liked to do this one from a pistol start. also, author seems to have a habit of leaving inaccessible secrets.
 >> Anonymous Tue Jul 7 10:07:03 2015 No.2521885 File: 167 KB, 296x360, [Seat Offering Intensifies].gif [View same] [iqdb] [saucenao] [google] [report] >>2521859You know I actually got this game as a kid.My uncle bought it for my birthday since my mom was a pansy and wouldn't let dad buy anything like it.Mom tried to convince dad to let her throw it out but convinced her that would be rude since it was his brothers gift to me.So I played it....let's just say my mom got her way afterwards.I eventually bought a copy off of ebay years later and finally played the game again. it's still creepy at times.But yeah I had fucking nightmares from that shit.Uncle was a bit disappointed but he's happy i'm back into the game.
 >> Anonymous Tue Jul 7 10:10:08 2015 No.2521887 >>2521864This one.https://www.youtube.com/watch?v=leUcIpcMZRs>>2521871People were discussing if doomguy was crazy or not in other threads. I don't think he was until Doom 64. He was a little off his rocker in that one, but I can't blame him seeing how freaky Doom 64 was. I thought 64 was way more frightening than Doom 3. For me, the scariest part of Doom 3 was towards the end. Not because of the game, but because my friend decided to call me and my phone started vibrating across the table.
 >> Anonymous Tue Jul 7 10:11:28 2015 No.2521890 >>2521853Wish Doom 64 didnt cut some enemies. Imagine if they did an arch-vile level, it'd have been spooky as fuck.
 >> Anonymous Tue Jul 7 10:12:28 2015 No.2521891 >>2521887>For me, the scariest part of Doom 3 was towards the end. Not because of the game, but because my friend decided to call me and my phone started vibrating across the table.hahaha
 >> Anonymous Tue Jul 7 10:13:01 2015 No.2521892 >>2521859I was 9 years old when I first owned it on the n64. I wasn't really scarred, to be honest.
 >> Anonymous Tue Jul 7 10:13:44 2015 No.2521893 >>2521887>Altar of Painpretty sure that's the first level you obtain the Unmaker in too.
 >> Anonymous Tue Jul 7 10:21:15 2015 No.2521902 File: 308 KB, 546x706, 1418782792581.jpg [View same] [iqdb] [saucenao] [google] [report] >>2521885>Parents throwing away games.Truly there is no greater rage in this world or the next.
 >> Anonymous Tue Jul 7 10:22:35 2015 No.2521904 >>2521902This.My parents never did stupid shit like that. They would just hide the game somewhere until I was old and rational enough to play them and not soil myself.
 >> Anonymous Tue Jul 7 10:22:51 2015 No.2521905 >>2521891Seriously, I almost had a heart attack. I had the phone on vibrate on its max setting because it rarely leaves my pocket. I had been marathoning it and was determined to finish Doom 3 by Halloween. I had the lights off to soak up the atmosphere. Suddenly my phone starts freaking out and flies across my desk. This all happened around midnight as well. Who calls someone at midnight?
 >> Anonymous Tue Jul 7 11:14:02 2015 No.2521965 File: 37 KB, 640x480, 1436281943.png [View same] [iqdb] [saucenao] [google] [report] >>2521881only map02 so far has been excessively long.
 >> Anonymous Tue Jul 7 11:29:46 2015 No.2521994 rushed the shit out of making this trailer for OMGWPNS v5, but it gets the point acrosshttps://www.youtube.com/watch?v=8kM814MlGZMshould be released July 14th as long as nothing screws up massively
 >> Anonymous Tue Jul 7 11:38:19 2015 No.2522005 >>2521994Is that an Itano Revenant?
 >> Anonymous Tue Jul 7 12:24:44 2015 No.2522064 >>2521994>that remade melee revenantHahah holy shitPlease tell me the macross revenant attack has a player weapon version
 >> Anonymous Tue Jul 7 12:27:11 2015 No.2522070 File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report] >>2521853fuck I never knew this track was from doom.I first heard it in gojira's reading of the nes godzilla creepypasta. Neat I guess.Speaking of i'm amazed there's little to no doom creepypastas besides one shitty one about this kid who was really edgy.Hell if I wasn't shit at writing i have a few ideas, hell i'm amazed this isn't either one about the cliched as hell>Doom guy was insane all along>Demuns were nevar reel>It wuz all a prt of duum goy's minedthat or>Le Doom Guy is actually in Le Purgatory.
 >> Anonymous Tue Jul 7 12:28:39 2015 No.2522071 >>2522070>Hell i'm amazed this isn't either one about the cliched as hell>Meant to say>Hell i'm amazed there isn't one about the cliche as hell.I need a nap.
 >> Anonymous Tue Jul 7 12:31:10 2015 No.2522074 File: 164 KB, 1366x768, samsara in a nutshell.png [View same] [iqdb] [saucenao] [google] [report] >wanted to make a new thread with pic related>adding some new links on where people can get wads>one of them was a banned url>got kicked from 4chan for the rest of the daywhy is that rule allowed?
 >> Anonymous Tue Jul 7 12:35:52 2015 No.2522083 >>2522074Becuase moot was a faggot.Also 4chin administrators h8 anything that doesn't get them money for hot pockets and hookers.
 >> Anonymous Tue Jul 7 12:37:58 2015 No.2522091 >>2522074It should've given you a warning, not a ban.What was the banned site, anyways?
 >> Anonymous Tue Jul 7 12:42:00 2015 No.2522096 anyone know a good texture format for opengl on zandronum and gzdoom? I never really bothered with it but I want to make doom look the best it can be.
 >> Anonymous Tue Jul 7 13:24:58 2015 No.2522157 File: 205 KB, 315x480, Doom 64 Guy.png [View same] [iqdb] [saucenao] [google] [report] Is the original or doom 64 doomguy design better?
 >> Anonymous Tue Jul 7 13:41:55 2015 No.2522171 >>2522157Doom 64 guy is nice, but you can't top the original.
 >> Anonymous Tue Jul 7 13:54:55 2015 No.2522182 >>2522074>calebsiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigh
 >> Anonymous Tue Jul 7 13:56:23 2015 No.2522184 File: 546 KB, 901x900, 1433011853064.png [View same] [iqdb] [saucenao] [google] [report] Ded thread.LIVE DAMNITWhat is a good song that could serve as a theme for Doom Guy or Doom in general?1 rule however: No songs from doom itself because obvious is obvious.You can still post songs that inspired the music in doom but it's still obvious.
 >> Anonymous Tue Jul 7 13:58:34 2015 No.2522189 File: 92 KB, 353x215, Doom Guy.png [View same] [iqdb] [saucenao] [google] [report] >>2522184If anything it fits Doom II what with the earth being taken over by demons.https://www.youtube.com/watch?v=viKo_mAqsLE
 >> Anonymous Tue Jul 7 14:01:21 2015 No.2522192 >>2520660New here. Phone Doom?
 >> Anonymous Tue Jul 7 14:02:24 2015 No.2522194 File: 164 KB, 240x246, 1423676713187.gif [View same] [iqdb] [saucenao] [google] [report] For you wolfenstein fans.I knew someone had to have done these ideas.https://www.youtube.com/watch?v=yQdzexzbumchttps://www.youtube.com/watch?v=xgNYZriDJkU
 >> Anonymous Tue Jul 7 14:03:55 2015 No.2522195 >>2522184>Ded thread.>last reply was two minutes ago?????
 >> Anonymous Tue Jul 7 14:08:05 2015 No.2522203 >>2522184It's so hard chosing one because doom is different things. Thematically it's gothic sci fi horror, but the gameplay is fast-paced and arcadey.
 >> Anonymous Tue Jul 7 14:09:28 2015 No.2522204 >>2522184didn't we have this discussion one or two threads ago
 >> Anonymous Tue Jul 7 14:13:26 2015 No.2522213 >>2522194>No angry hitler dialogue during their fight.>8/10
 >> Anonymous Tue Jul 7 14:24:55 2015 No.2522228 >>2522157Doom 64's design looks like a security guard rather than a space marine.
 >> Anonymous Tue Jul 7 14:25:00 2015 No.2522229 File: 9 KB, 178x199, Blazkowicz2.gif [View same] [iqdb] [saucenao] [google] [report] I gotta say i'm really digging the new order's soundtrack.https://www.youtube.com/watch?v=0B-WbbkIZTI
 >> Anonymous Tue Jul 7 14:28:39 2015 No.2522232 >>2522229I wasn't fond of the battle music. However I loved the emotional music that played during the cutscenes.Two best music tracks were during gameplay though.https://www.youtube.com/watch?v=RhUINujrrwYhttps://www.youtube.com/watch?v=rcrn8Gng9NY
 >> Anonymous Tue Jul 7 14:43:34 2015 No.2522250 >>2522074>>one of them was a banned urlonemandoom's blog?
 >> Anonymous Tue Jul 7 14:57:26 2015 No.2522268 File: 49 KB, 1024x768, CHgHucNUEAAcCvW.jpg [View same] [iqdb] [saucenao] [google] [report] How do you all feel about the weapon attachments in Doom 4?Are they necessary?Will they add anything to the gameplay?Are they just there for the sake of it?
 >> Anonymous Tue Jul 7 15:00:22 2015 No.2522270 >>2522268I think they'll be like the attachements in The New Order. Fun, but not exactly necessary.
 >> Anonymous Tue Jul 7 15:09:11 2015 No.2522284 >>2522268I'm a sucker for gadgetry. It's basically back to Unreal style alt fire modes except with some gimmicks, and that's cool by me.
 >> Anonymous Tue Jul 7 15:14:33 2015 No.2522291 >>2522195it's bloody slow you have to agree
 >> Anonymous Tue Jul 7 15:20:09 2015 No.2522301 >>2522291Are you from /v/?
 >> Anonymous Tue Jul 7 15:23:12 2015 No.2522305 >>2522301no.105 posts in 21 hours is 5 posts per hour. this is really slow for a doom thread. twice that rate is common.
 >> Anonymous Tue Jul 7 15:25:28 2015 No.2522308 >>2522305I can't speak for everyone else, but I've been more interested in working on things than posting.
 >> Anonymous Tue Jul 7 15:28:49 2015 No.2522316 >>2522305I usually post a ton but I'm to exhausted to post, play, or mod after mowing grass and digging up weeds 8 hours a day. I just watch neflix and lurk /vr/ and zdoom forums
 >> Anonymous Tue Jul 7 15:31:36 2015 No.2522325 >>2522305things are always slower in the summer
 >> Anonymous Tue Jul 7 15:52:59 2015 No.2522356
 >> Anonymous Tue Jul 7 15:55:15 2015 No.2522359 File: 20 KB, 640x480, 1436298840.png [View same] [iqdb] [saucenao] [google] [report] spooky
 >> Anonymous Tue Jul 7 15:55:58 2015 No.2522361 >>2522308Maybe post what you're working on if it's Doom related? That'll give the thread some life.
 >> Anonymous Tue Jul 7 15:56:46 2015 No.2522365 >>2522359there's spectres in here too, i can hear themi think they're on the other track though(map is city of doom map05)
 >> Anonymous Tue Jul 7 15:59:25 2015 No.2522369 >>2522325summer 2013 was horribly slow. summer 2014 was not, we were going through new threads every other day.curiously, christmas 2013 was fast, but christmas 2014 was very slow.
 >> Anonymous Tue Jul 7 16:01:29 2015 No.2522372 File: 83 KB, 640x480, 1436299235.png [View same] [iqdb] [saucenao] [google] [report] >>2522365haha never mind, it was stuck on the edge of a lift
 >> Anonymous Tue Jul 7 16:03:49 2015 No.2522375 >>2522369>summer 2014 was notIt was also horrible too.>christmas 2013 was fastFor good measure, it was the 20th anniversary and the cacowards got delayed a little bit.
 >> Anonymous Tue Jul 7 16:51:35 2015 No.2522458 >>2522375I don't know what to say other than DOOM's awesome. What else is there left to say?
 >> MadoKage Tue Jul 7 16:53:51 2015 No.2522465 >>2521746MAP01 : Vapor Trail, Stage 1MAP02 : 3DO DOOM : SuspenseMAP03 : CastleVania Chronicles : Thrashard in the Cave (Arranged)MAP04 :Herzog Zewi : There is no time to lose
 >> Anonymous Tue Jul 7 18:09:41 2015 No.2522623 File: 710 KB, 1280x720, Screenshot_Doom_20150707_180111.png [View same] [iqdb] [saucenao] [google] [report] >>2522361I doubt it'll give it much life, but here's what I'm working on.A few threads ago, I was talking about a Castlevania-inspired mod set in Russia during WW1, where you head into dark castles and fight off enemies from myth and lore. Today I start actual development--previously I've just been kind of copy-pasting a whole ton of other resources from previous mods and Realm667 stuff to form a sort of vague shell of gameplay.The basic idea is that your main weapon is an enchanted bow passed down through your family's timeline, with infinite ammo.As you go through and defeat monsters, though, they sometimes drop little enchanted artifacts. Each of these artifacts can be applied (one at a time) to the bow in order to give it different gameplay effects--a wind artifact will cause a wide spread of shots like a shotgun, a fire artifact will make it burn and rip through enemies, etc. However, all of these artifact-powered attacks burn through mana ammo, which is in short supply and if you abuse it too much will force you to go back to the basic infinite-ammo attack. Or a spear, which is powerful and doesn't care for this artifact malarky but is melee range only.Go through levels, defeat bosses, fight off not-Count-Dracula. Plain and simple.It's fairly small in scope, so I'm hoping to make it within a month in time for a competition.
 >> Anonymous Tue Jul 7 18:21:17 2015 No.2522645 File: 150 KB, 1325x515, 14.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Tue Jul 7 18:23:08 2015 No.2522648 >>2522645E1M5 was a cool map.
 >> Anonymous Tue Jul 7 18:25:06 2015 No.2522651 >>2522623Sounds interesting.
 >> Anonymous Tue Jul 7 18:29:37 2015 No.2522658 File: 25 KB, 320x200, 14a.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Tue Jul 7 18:29:59 2015 No.2522660 >>2522623What artifacts are there and what effects do they have?
 >> Anonymous Tue Jul 7 18:31:07 2015 No.2522662 File: 35 KB, 320x200, 14b.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Tue Jul 7 18:32:51 2015 No.2522667 File: 26 KB, 320x200, 14c.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Tue Jul 7 18:34:18 2015 No.2522671 File: 98 KB, 654x391, jjba_doom.png [View same] [iqdb] [saucenao] [google] [report] From Doomworld's screenshots thread.
 >> Anonymous Tue Jul 7 18:35:16 2015 No.2522674   File: 30 KB, 320x200, 14d.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Tue Jul 7 18:42:30 2015 No.2522690 File: 37 KB, 320x200, 14e.png [View same] [iqdb] [saucenao] [google] [report] >>2522674I dunno why the skull switch is used here
 >> Anonymous Tue Jul 7 18:43:02 2015 No.2522692 >implying this doesn't look much better in comparison to the filter bullshit.
 >> Anonymous Tue Jul 7 18:43:24 2015 No.2522694 >>2522458while i don't agree with the "doom general is a circlejerk" sentiment i have seen expressed in other /vr/ threads, i do think we have become too insular.the "regulars" here all seem to be players of months/years experience and are thus long past talking about the basic game and its maps, having moved on to plumbing the depths of user-made mods, or even making their own. i suspect increasingly they may be visitors from other large doom forums who, as these threads have become more well known in the wider doom community, find they enjoy the anonymity and freedom to express views and ideas without fear of consequence.then they leave for whatever reason and are not replaced. potential new posters look in here and see a load of impenetrable jargon only familiar to those who have already spent long times playing and modding the game.i am part of this problem because i do not enjoy answering "how do i set the game up" or "where do i get the files" (iwads) or "oh my god E4M2 is so hard" for the umpteenth time and usually end up flat out ignoring newbie posts.i don't have a solution.
 >> Anonymous Tue Jul 7 18:45:00 2015 No.2522695 >>2522651Thanks. Hopefully I can put out something physical to play soon-ish.>>2522660So far there's a holy crucifix (default, infinite ammo), dragon scale (wind, spreadshot), white coal (fire, more damage and +ripper), antique coin (arcane, rapid auto-fire), pallid mask (shadow, homing shots), and burial belt (death, undecided effect).
 >> Anonymous Tue Jul 7 18:46:26 2015 No.2522698 >>2522671What would be his stand's name?
 >> Anonymous Tue Jul 7 18:46:50 2015 No.2522701 File: 1.87 MB, 187x155, 1419870878392.gif [View same] [iqdb] [saucenao] [google] [report] >>2522692What doesn't?I think you forgot a vital part of your post anon.
 >> Anonymous Tue Jul 7 18:48:41 2015 No.2522707 File: 65 KB, 640x480, 1436309243.png [View same] [iqdb] [saucenao] [google] [report] >>2522671haha that made me laugh>>2522690that looks really odd with E2 textures, is it from an alpha version or something?
 >> Anonymous Tue Jul 7 18:51:00 2015 No.2522718 File: 26 KB, 320x200, 14f.png [View same] [iqdb] [saucenao] [google] [report] >>2522690Glad this shit was changed
 >> Anonymous Tue Jul 7 18:51:49 2015 No.2522720 >>2522707not him but I vaguely remember that being an earlier .exe version
 >> Anonymous Tue Jul 7 19:03:30 2015 No.2522737 >>2521864N64 couldn't handle 20+ tracks of complex midi like in the pc games. So they hired a dark ambient composer to make several tracks using samples for the ps1 version of Doom and Doom 64.This style was later used in later ID games like all the Quake games and Doom 3, and it also influenced the Half-Life series and Portal 1 when Kelly Bailey was working on it. (Half-Life 1 had several people from Doom 64 working on it)So, yes, Doom 64 and Aubury Hodges is pretty much the reason for that signature dark atmosphere found in the Half-Life games and especially in Portal 1https://www.youtube.com/watch?v=aqGXCQ_5WOchttps://www.youtube.com/watch?v=bUtX2LHXJ3khttps://www.youtube.com/watch?v=t9nocjg2OLIIt's actually creepy how similar in tone Portal 1's soundtrack is to Doom 64's. This is the game that spawned a sequel that tried way too hard with memes and was overall way easier compared to the original Portal.
 >> Anonymous Tue Jul 7 19:09:11 2015 No.2522754 >>2522737>Half-Life 1 had several people from Doom 64 working on itShit, I didn't know about this.
 >> Anonymous Tue Jul 7 19:39:38 2015 No.2522802 File: 504 KB, 1258x768, craGgvI.jpg [View same] [iqdb] [saucenao] [google] [report] >>2522701I think you're right.
 >> Anonymous Tue Jul 7 19:45:35 2015 No.2522814 >>2522623been interested in seeing a bow in a mod for a while
 >> Anonymous Tue Jul 7 19:56:29 2015 No.2522843 >>2522694who all has left? I don't notice anybody leaving, just posting less is all
 >> Anonymous Tue Jul 7 20:03:19 2015 No.2522862 >>2522694Anyone can hop in and talk about Doom at any point and it's fine.
 >> Anonymous Tue Jul 7 20:17:05 2015 No.2522893
 >> Anonymous Tue Jul 7 20:21:51 2015 No.2522902 File: 38 KB, 319x400, Redneckrampage.jpg [View same] [iqdb] [saucenao] [google] [report] Leonard in Samsara when?
 >> Anonymous Tue Jul 7 20:36:42 2015 No.2522936 >>2522893>>2522754http://5years.doomworld.com/interviews/harryteasley/This is one person of the few who worked on both. I think there's an influence t\in it in term of the whole Half-Life series including Portal 1's dark tone. http://5years.doomworld.com/interviews/harryteasley/
 >> Anonymous Tue Jul 7 20:36:56 2015 No.2522937 File: 498 KB, 400x346, 1421784400862.gif [View same] [iqdb] [saucenao] [google] [report] We should set up a /fps/ doom server in zandronum or something.Deathmatch. Co-op. Something, I think it'd be neat. We also wouldn't have to sacrifice our anonymity either since we can change player names on a whim.>Inb4 everyone sets their player name to "Anonymous".
 >> Anonymous Tue Jul 7 20:38:10 2015 No.2522940 >>2522937>implying shitties in /vr/ actually play gamesheh, really though I think I dmd one guy from this board a couple years ago. He was pretty dece
 >> Anonymous Tue Jul 7 21:17:59 2015 No.2523018 >>2522194The first link there is the most perfect Hitler Reaction ever. Even better than him getting pissed off at the launch GT-R's Launch Control or the five-part series where DmC was announced.I still watch it to this day.
 >> Anonymous Tue Jul 7 21:51:10 2015 No.2523070 >>2522937Don't mind people knowing I go on this thread. Don't want them to know which posts are mine though, obviously.
 >> Anonymous Tue Jul 7 22:01:37 2015 No.2523085 >>2522843I haven't left. Been tempted to several times, with the generally decreased feedback people deliver to projects now, but I still like you guys and still like to hang around.Of course, I'm just an anon, so that reassurance probably means nothing.
 >> Anonymous Tue Jul 7 22:04:07 2015 No.2523091 >>2522902Normal Samsara? Never. Addons? I dunno, maybe?
 >> Anonymous Tue Jul 7 22:17:41 2015 No.2523119 >>2522902Apparently this game has level design worse than Raven's own, is that true?
 >> Anonymous Tue Jul 7 22:42:38 2015 No.2523173 Is realm667 the only place I can find freely available monster .wads?
 >> Anonymous Tue Jul 7 23:25:16 2015 No.2523232 File: 2.80 MB, 1000x1372, knee deep in the dream.png [View same] [iqdb] [saucenao] [google] [report] someone on /g/ made this with the new google deepdream image processor Looks cool thought you guys would enjoy
 >> Anonymous Tue Jul 7 23:51:09 2015 No.2523291 >>2522754Dario Casali also worked on HL1
 >> Anonymous Tue Jul 7 23:52:51 2015 No.2523301 >>2523232>DOOG
 >> Anonymous Tue Jul 7 23:53:42 2015 No.2523305 File: 22 KB, 178x202, help me.jpg [View same] [iqdb] [saucenao] [google] [report] >>2523232That's some fucked up shit.>>2522754Reminds me of reading about how Gaben worked on Doom 95.
 >> Anonymous Wed Jul 8 01:07:48 2015 No.2523470 Been playing Colorful Hell with Doom 1 recently. Really have to adjust your tactics quite a bit when you can't use the SSG on everything.Anyone rely on the SSG too much that it makes you worse in some ways?
 >> Anonymous Wed Jul 8 01:11:16 2015 No.2523473 >>2523232No, John.YOU ARE THE CORGIS
 >> Anonymous Wed Jul 8 01:23:50 2015 No.2523490 >>2522064I'm not going to lie, I get tempted to add AltFire to weapons with each passing day and I feel like it's not going to wreck the KISS principle that I'm adhering tothe problem is making ideas for AltFire for some of the weapons close to the release date, but at least it'll consolidate almost redundant weapons like the Railgun/Auto Railgunand you know, wanting monsters to have unique attacks that the player doesn't have
 >> Anonymous Wed Jul 8 01:24:27 2015 No.2523491 >>2523470Well, weapon use is often tailored to the map you're playing on. It'd mostly be painful on a map where they are very stingy with shotgun ammo; the shotguns in general deal solid damage at decent ranges without needing tons of ammo to do so.Playing OMGweapons (I think?) and getting a shotgun that loads with cells at the start is really nasty.
 >> Anonymous Wed Jul 8 01:28:44 2015 No.2523495 >>2523491yeah, after watching people play in SNS I decided it was best to have a CVAR that changes all weapons to use the same ammo type as their vanilla counterpart, the V5 trailer mentions that explicitlyI still like playing with Shotguns that eat Cells, but I'm fine with people playing either way
 >> Anonymous Wed Jul 8 01:54:53 2015 No.2523535 >>2523491Just playing that mod with Doom 1 made me realize the power gap between the SSG and regular shotgun easilly when you throw in monsters that you cant one shot like usual.Reminds me, Doom II gave you the weapons way too fast. You could have every weapon in the game by the middle of Tricks and Traps.
 >> Anonymous Wed Jul 8 02:17:08 2015 No.2523570 File: 54 KB, 300x395, romero jojo.jpg [View same] [iqdb] [saucenao] [google] [report] >>2522671brilliant.
 >> Anonymous Wed Jul 8 02:30:02 2015 No.2523590 >>2523535The SSG gives you like 1.5 extra pellets for each shell of ammo (for about 3x pellets per shot for 2 ammo), does it in a similar spread, and the only 'downside' is that it takes longer between each reload.It's overpowered.I fixed it in my own personal 'mostly vanilla' mod, by making it simply have two vanilla shotgun shots before you load more shells in. With each shot skewed for a certain side, of course. Means you can spam it and fire 2x as fast, or you selectively shoot twice.
 >> Anonymous Wed Jul 8 02:40:23 2015 No.2523603 >>2522194The first one is still the funniest Der Untergang translation I've ever seen.
 >> Anonymous Wed Jul 8 02:42:12 2015 No.2523604 File: 85 KB, 588x960, pissed off martian and suck it down man.jpg [View same] [iqdb] [saucenao] [google] [report] >>2522671I thought it would be more like this
 >> Anonymous Wed Jul 8 02:47:44 2015 No.2523612 >>2523590hoiw much does that affect playing the game? everything takes 1.5x as many shots, so archviles take 6 double shots for example? what kind of difficulty of maps do you use it on? (doom2, plutonia, hr, ...)
 >> Anonymous Wed Jul 8 02:50:02 2015 No.2523615 >>2523612It's definitely different, but I'm not sure how it effects things, really. And I just play whatever I have, honestly.
 >> Anonymous Wed Jul 8 02:54:31 2015 No.2523626 >>2523535I always kinda wished they saved introducing the SSG until after the first story intermission. Or at least, had it secret only until then. Its completely unnecessary in the first 6 maps.
 >> Anonymous Wed Jul 8 03:03:12 2015 No.2523640 Hey guys, I wanna know. What's the most visually impressive gzdoom mod? I mean hi-red textures, 3D models and stuff that feels much more modern like. I'm curious about this because I've seen Total chaos and I wanna know if something like that has been done before
 >> Anonymous Wed Jul 8 03:08:20 2015 No.2523646 >>2523640total c- oh
 >> Anonymous Wed Jul 8 03:12:51 2015 No.2523650 >>2523640The Island looks good, but nowhere near that.
 >> Anonymous Wed Jul 8 03:13:21 2015 No.2523652 File: 30 KB, 536x235, doom.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Wed Jul 8 03:14:20 2015 No.2523653 >>2523640Putrefier's definitely up there. Doesn't replace any enemy or weapon sprites, but the map itself doesn't even look like it belongs on the Doom engine.
 >> Anonymous Wed Jul 8 04:24:51 2015 No.2523720 >>2523615>Not sure how it effects thingsBy giving it a double rapid shot you are effectively negating the use of the Shotgun and Chaingun.Why use the shotgun? You have a double burstWhy use the chaingun? You have a rapid fire double blast for the SSG.In short you weakened it one way(Shell efficiency) but have powered it another way(SSG fires at the speed you want, SSG reload is the same as two shotgun pumps anyways)
 >> Anonymous Wed Jul 8 04:26:13 2015 No.2523724 how do i get into these old fps games because for some reason they just don't click for me. i know taste differ but it just feels like there is something i am missing
 >> Anonymous Wed Jul 8 05:34:50 2015 No.2523778 >>2520526How do you look up in DOOM?
 >> Anonymous Wed Jul 8 05:37:02 2015 No.2523781 >>2523724What are your favourite modern FPSs?
 >> Anonymous Wed Jul 8 05:43:10 2015 No.2523795 >>2523781i don't play much single player fps i used to enjoy tf2 though but it turned shit for me nowi really play more rpgs of all kinds more than anything but i hope you were not expecting me to say something like cod or battlefield
 >> Anonymous Wed Jul 8 06:01:56 2015 No.2523809 >>2523778in the original game, you don't.in some source ports, it is an option you can enable.
 >> Anonymous Wed Jul 8 06:04:24 2015 No.2523814 >>2523720>Why use the chaingun?NHB it can still keep arachnotrons and various others, which are not oneshottable, in pain state
 >> Anonymous Wed Jul 8 06:08:37 2015 No.2523817 >>2523720The difference is that the shotgun is more accurate, since you don't have to adapt to having one shot firing to the right, and the second firing to the left. And as for the chaingun, the SSG is no faster than it was before- it's only that it fires only half of what it does per click, so that you can click twice. Two shots before a reload does not negate a weapon that you can just mow things down and/or semi-auto snipe.Here's one thing I don't understand either. Once you have the chaingun, what use is the pistol? It does no more damage, the chaingun is a magic sniping weapon anyway, and they use the same ammo.
 >> Anonymous Wed Jul 8 06:16:10 2015 No.2523823 >>2523817i believe the pistol is not intended to have a use at all, once you have another weapon of any kind. there's nothing to understand.
 >> Anonymous Wed Jul 8 06:51:22 2015 No.2523854 >>2523823This. The pistol is by design a piece of shit, so that you're encouraged to explore for something better.
 >> Anonymous Wed Jul 8 06:52:24 2015 No.2523857 >>2520509Man, that pic is 2qt.
 >> Anonymous Wed Jul 8 06:57:45 2015 No.2523860 >>2523814I guess that's true but Mancubi don't like to flinch that often to the chaingun.>>2523817>Accuracy The shotgun's accuracy is only ever relevant in Doom 1. Damage is more important than accuracy and the Chaingun has better accuracy(Pin point) and damage output over the Shotgun.It's nice that the shotgun is accurate but it's ultimately irrelevant as it lacks the stopping power of the SSG and the accuracy of the chaingun.Pistol has zero use
 >> Anonymous Wed Jul 8 07:17:24 2015 No.2523879 >>2523724Try out duke nukem. It's got pretty amazing level design and exciting gameplay.
 >> Anonymous Wed Jul 8 07:27:11 2015 No.2523885 >>2522694I mainly post about modding but I really enjoy helping newbies out with acs and the intricacies of 3d floors and whatnot.
 >> Anonymous Wed Jul 8 08:01:20 2015 No.2523907 File: 460 KB, 2560x1440, AV-MAP20.jpg [View same] [iqdb] [saucenao] [google] [report] The fuck is thisDid I download an unfinished version or something?
 >> Anonymous Wed Jul 8 08:04:59 2015 No.2523910 >>2523907did you load avmovfix.wad as well?the text files i believe explain why that exists and when you should use it.
 >> Anonymous Wed Jul 8 08:06:00 2015 No.2523913 >>2523910>when you should use it.(which in short is "almost never")
 >> Anonymous Wed Jul 8 08:07:49 2015 No.2523915 >>2523910>>2523913Goddammit.I guess reading text files can be useful after all.
 >> Anonymous Wed Jul 8 08:10:45 2015 No.2523917 > [1.8 Avmovfix.wad]>> Unfortunately we discovered a limmitation regarding map20 and demorecording.> If you attempt a full game run with doom2.exe it will bomb out in map20> with an error message if the -maxdemo parameter is set high enough.> To avoid this we included an altered version of map20 as avmovfix.wad,> its basically map20 w/o the hughe mountain area. Such a high -maxdemo> valu is only of interest for a possible maxkill movie run, even episode> recordings work fine with no fix added.>> Note that his one is only of interest for demorecorders in compet-N context,> and should be ignored if using a port such as zdoom.
 >> Anonymous Wed Jul 8 08:14:00 2015 No.2523920 [unpopular opinion]tbh i prefer av20 without the mountain area. it's a long enough map already. plus the mountain climb is essentially one long curving corridor which you can fall off the side of and have to run all the way around again, which i didn't find very fun.
 >> Anonymous Wed Jul 8 08:18:46 2015 No.2523930 >>2523920although i should say the view does look rather attractive. so it's worth doing once. but on replays, i generally have just not been bothered, and loaded movfix.
 >> Anonymous Wed Jul 8 08:26:26 2015 No.2523937 I like that in normal play, map04 of BTSXE2 is pretty lengthy. But if you know how the map works, you can actually bypass both the keys, and reach the exit in around a minute
 >> Anonymous Wed Jul 8 08:29:44 2015 No.2523940 >>2523937I imagine that less than a minute is indeed possible, too.
 >> Anonymous Wed Jul 8 08:39:25 2015 No.2523952 File: 55 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google] [report] >Tfw you get a Berserk pack.
 >> Anonymous Wed Jul 8 08:46:06 2015 No.2523958 File: 2.03 MB, 320x240, btsx2m04o36.webm [View same] [iqdb] [saucenao] [google] [report] >>2523937>>2523940haha, you're right. here is a 0:36+34 recorded just now with -nomonsters. full of mistakes too, could save another second or two with better running.http://temp-host.com/download.php?file=yp50sv
 >> Anonymous Wed Jul 8 08:47:56 2015 No.2523961 >>2522737>N64 couldn't handle 20+ tracks of complex midi like in the pc games.The hell are you talking about?
 >> Anonymous Wed Jul 8 09:00:24 2015 No.2523979 >>2523937>>2523940>>2523958I wonder if the next release of E2 will fix this.
 >> Anonymous Wed Jul 8 09:02:37 2015 No.2523981 File: 532 KB, 2560x1440, lost.jpg [View same] [iqdb] [saucenao] [google] [report] Well so much for that.The mountain area was a boring slog and to top it all I still have no idea where the fuck to go now.
 >> Anonymous Wed Jul 8 09:33:09 2015 No.2524005 File: 180 KB, 1024x641, WolfenDooM.png [View same] [iqdb] [saucenao] [google] [report] I really dig WolfenDoom.It feels like a sort of proper remake of wolfenstein on the doom engine.
 >> Anonymous Wed Jul 8 09:36:32 2015 No.2524009 >>2524005That's not a remake, a mere lifting at best. You can achieve the exact same result using the SOD engine.
 >> Anonymous Wed Jul 8 09:52:15 2015 No.2524030 >>2522737The SNES handled the Doom soundtrack just fine, why wouldn't the N64 be able to do it?
 >> Anonymous Wed Jul 8 09:57:52 2015 No.2524031 File: 3.65 MB, 1878x2531, doom-7.jpg [View same] [iqdb] [saucenao] [google] [report] http://www.lazygamer.net/genre/shooters/the-gloves-are-off-when-it-comes-to-violence-in-doom/>That’s going to define the game, as the closest real-world equivalent we have of of chainsawing a demon in half in that game>They [the execution moves] actually tie into the core gameplay mechanics, as Stratton explained>they play a big part in the actual gameplay. That is really what comes first. >Look, as long as I get a shooter with enough violence that every single bullet fired and skull ripped off voids the warranty on my organ donor’s card, I’m happy.
 >> Anonymous Wed Jul 8 10:10:22 2015 No.2524050 File: 744 KB, 1023x640, Doom 64 monster replacement.png [View same] [iqdb] [saucenao] [google] [report] Alright.Does anyone know a Doom 64 weapon and music replacement mod?I already have a mod for doom that replaces all the default monsters with their doom 64 designs. Now I want to replace my guns with their 64 counterparts and replace the music with the spoopy 64 soundtrack.Anyone got anything for me?Ignore the texture filter, just experimenting.
 >> Anonymous Wed Jul 8 10:13:29 2015 No.2524056 God damn it every time I see this thread on the front page I want to play Doom.Looks like i'll be buying some beer and playing through it again for the 64375637th time.Not complaining though, I know i'll have a great time. It's just, shit, I've played it so much, yet it never gets boring. It's like the FPS version of Mega Man X or Super Castlevania IV.
 >> Anonymous Wed Jul 8 10:14:22 2015 No.2524057 >>2524056Get yourself some megawads m8. I recommend Alien Vendetta and Speed of Doom.
 >> Anonymous Wed Jul 8 11:00:00 2015 No.2524119 >>2523937>>2523940>>2523958>>2523979I still don't know who the hell allowed that map to get away with hitscanners sniping you the moment you start while the player is completely unaware of where they areThat's a damn rookie mistake.
 >> Anonymous Wed Jul 8 11:32:45 2015 No.2524169 >>2523979>I wonder if the next release of E2 will fix this.yes i can't imagine that it is intentional. most large maps with quick exit routes for speedrunners, the shortcut is more difficult to achieve. that said, dew, who was btsx2's playtester, is a highly skilled speedrunner and i can't imagine he missed the shortcut in map04, so perhaps it is intentional.>>2524119heh. so if monsters attacking you from tic 1 is a mistake, but (as has been stated many times in past threads) monsters starting facing away from you is also unacceptable, which is it to be..? :)
 >> Anonymous Wed Jul 8 11:38:29 2015 No.2524183 >>2524119>I still don't know who the hell allowed that map to get away with hitscanners sniping you the moment you start while the player is completely unaware of where they areSay what? They're literally in plain sight as soon as you start. And they're merely just a couple shotgunners, too.Sounds like you're the rookie, here.
 >> Anonymous Wed Jul 8 11:42:01 2015 No.2524196 >>2524183>just a couple shotgunners>justgood to know people who play on -fast doesnt exist
 >> Anonymous Wed Jul 8 11:46:32 2015 No.2524205   >>2524196>implying -fast is an excuseGetting shot instantly as you start comes with the territory, mate. Get used to it.
 >> Anonymous Wed Jul 8 11:47:57 2015 No.2524208 >>2524169both are retarded mistakes. having the player suffer unavoidable damage is shittier to do, in my opinion.
 >> Anonymous Wed Jul 8 11:53:19 2015 No.2524217 >>2524205Honestly, he shouldn't be playing -fast at all, if he whinges about getting shot from the beginning. Especially when in this map, theres a plasma rifle in front of you, and cover literally next to you.
 >> Anonymous Wed Jul 8 12:21:08 2015 No.2524256 >>2524205it just seems a variation on the theme of the well-known "UV is too hard, but i won't play on a lower skill" fallacy.
 >> Anonymous Wed Jul 8 12:27:37 2015 No.2524263 >>2522091sorry i got kicked again. must've been this >>2522250. how did you know btw?
 >> Anonymous Wed Jul 8 12:31:59 2015 No.2524269 >>2524263heh, i knew it.yeah, that one blogging site made it on to the wordban list because people abused the google ad revenue system. thousands of threads in /b/ with people sharing links to their own blogs and getting a dollar richer each monthooohh those were the times
 >> Anonymous Wed Jul 8 12:37:35 2015 No.2524279 >>2524263>>2524269ISTR trying to put a link to 1MD's review of 200minvr into the news post, which obviously didn't work. i forget how we did it now, maybe by linking to http://doomwads.tumblr.com instead.
 >> Anonymous Wed Jul 8 12:53:05 2015 No.2524301 File: 202 KB, 1366x768, murder on the dance floor.png [View same] [iqdb] [saucenao] [google] [report] >>2524269fucking dark ages of 4chan faggotry i swear.well that's a place where people can get wads. they can find it their own damn selves i not getting perma'ed>>2524279i'll keep it in mind if i'm not rekt.
 >> Anonymous Wed Jul 8 13:15:07 2015 No.2524343 File: 1.06 MB, 919x720, 1369162349390.png [View same] [iqdb] [saucenao] [google] [report] >want to make a map>realize I have to make a map
 >> Anonymous Wed Jul 8 13:17:48 2015 No.2524348 >>2524343What's the matter anon?
 >> Anonymous Wed Jul 8 13:19:54 2015 No.2524351 >>2524343heh. in my case it's more "i want to make a map, but that means having to use a map editor"
 >> Anonymous Wed Jul 8 13:24:34 2015 No.2524356 >>2524351UDMF is a text format anon, why don't you write your maps? Are you a casual?
 >> Anonymous Wed Jul 8 13:28:17 2015 No.2524361 >>2524356>there are people in this thread>right now>who don't write their own map formatsFuckin' casuals, I swear.
 >> Anonymous Wed Jul 8 13:30:59 2015 No.2524369 >>2524361>there are people in this thread that don't compile their own builds and play in a text parser
 >> Anonymous Wed Jul 8 13:36:16 2015 No.2524380 >>2524369>there are people in this thread who have not written their own linux os, compiled their own Doom build from the source, written their own source port in assembly, written their own map format, and written a conversion script to convert all other maps to their own map format, in order to play wadsI swear, the fucking entitlement in this community.
 >> Anonymous Wed Jul 8 13:36:33 2015 No.2524381 -Perdition's gate (Doom 2)-Hell to Pay. (Doom 2)What was /vr/'s consensus to these? Are they worth a playthrough?
 >> Anonymous Wed Jul 8 13:39:34 2015 No.2524386 >>2524381perdgate is very good, at least to begin with. but i think the last half of the wad was rather rushed and the maps become less varied.
 >> Anonymous Wed Jul 8 13:46:28 2015 No.2524392 >>2524381Perdition is actually pretty good and has a decent challenge.Hell to Pay I havent played enough to form a decent opinion, but its more of a big DEHACKED replacement of nearly everything. With unique maps and the same OST as PGate.
 >> Anonymous Wed Jul 8 14:04:38 2015 No.2524417 >>2524356>>2524361haha, very good, but that's not what i meant, i just don't get on with map editors. too much fiddly stuff to remember to take care of. getting really obsessive and perfectionist over texture choice/alignment. i'd just rather not start in the first place.i did write a program to convert a map to a text format and back once, but i don't know if that counts as inventing your own map format
 >> Anonymous Wed Jul 8 14:09:12 2015 No.2524427 >>2524050Someone posted this awhile back. Super Doom 64 replaces monsters, textures, weapons, items, and sound effects. It is non vanilla because it was made for Zandronum. The weapons have different firing rates/animations and the bfg can hurt you. D64stuff only replaces weapons and enemies. The weapons are correct, but the Revenant is replaced with the slow ass playstation version. This completely negates any difficulty that the enemy had. If you can't find it online here's a mega link. This is the best I know of. I don't know of any weapon replacements only.https://mega.co.nz/#F!KVMjiAZb!b7Yt6Krj_fLuKjKMrsd6TQ
 >> Anonymous Wed Jul 8 14:13:54 2015 No.2524434 File: 849 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report] >>2524417What I do is get a general idea for the theme I want my map to be and just slap a texture over the entire thing, I just find STARTAN to be too ugly to work with. Then I lay out the rooms and get an idea for where I want the keys and monsters to be as I'm doing that. I only really worry about alignment after all my layouts and architecture is done.
 >> Anonymous Wed Jul 8 14:15:46 2015 No.2524440 >try to compile GLOOME>error: cast from ‘short int*’ to ‘DWORD {aka unsigned int}’ loses precision [-fpermissive]how the fuck do I fix thisIt's not like I need to download a lib, there's no lib to download. Do I need to set the "fpermissive" tag, and if so, how do I go about doing so?
 >> Anonymous Wed Jul 8 14:19:50 2015 No.2524451 >>2524440Post in the thread?
 >> Anonymous Wed Jul 8 14:20:14 2015 No.2524452 File: 40 KB, 415x150, cupcakes.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Wed Jul 8 14:23:36 2015 No.2524460 >>2524451Hang on, might have forgotten to install OpenALSoft.It'd be weird if that's what caused the error, but I should do it anyway.
 >> Anonymous Wed Jul 8 14:27:21 2015 No.2524469 >>2524460Nope, that ain't it. Time to forumpost.
 >> Anonymous Wed Jul 8 14:29:08 2015 No.2524472 >>2524440known issue, see >>2521372 >>2521493
 >> Anonymous Wed Jul 8 14:30:16 2015 No.2524475 >>2524472Son of a bitch.Any word on what works?
 >> Anonymous Wed Jul 8 14:43:02 2015 No.2524505 >>2524475Tried -fpermissive. No dice. Same if I try +fpermissive.God *DAMMIT*.
 >> Anonymous Wed Jul 8 14:44:24 2015 No.2524507 File: 27 KB, 346x162, tryty.jpg [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Wed Jul 8 14:56:52 2015 No.2524527 Has anyone noticed an increasing interest for Doom as of lately? I don't mean it as *only following one mod and only one mod* but the community as a whole.
 >> Anonymous Wed Jul 8 15:05:00 2015 No.2524542 >>2524527Probably the amount of crazy good Doom mods as of late. Things like Demonsteele. I'm not the biggest fan of Brutal Doom, but I think that v20 is way better than v19. Brutality i even better. I've been playing doom for a long time and have always had a ton of fun with it. GMOTA is the most fun I've ever had in doom. I always grin from ear to ear when I play it.
 >> Anonymous Wed Jul 8 15:07:38 2015 No.2524546 File: 980 KB, 375x279, 18098.gif [View same] [iqdb] [saucenao] [google] [report] Why is Doom constantly associated with loads of gore and guts everywhere? Bar some death animations in the original it was pretty clean for the most part. Even Doom 3 wasn't THAT gorey.
 >> Anonymous Wed Jul 8 15:08:15 2015 No.2524548 >>2524527yes the same thing happened around the time of doom3. as you can see from the datestamps, /idgames uploads are on the rise.% zcat fullsort.gz | awk -F/ '$1~/^[12]/ {print$1}' | uniq -c 450 2015 1009 2014 642 2013 598 2012 673 2011 641 2010 732 2009 707 2008 891 2007 1260 2006 1962 2005 1364 2004 1041 2003 644 2002 795 2001 1000 2000 1195 1999 2053 1998 2703 1997 6506 1996 6236 1995 2411 1994 18 1993
 >> Anonymous Wed Jul 8 15:09:17 2015 No.2524549 >>2524546when it first came out it was seen as incredibly gory.
 >> Anonymous Wed Jul 8 15:11:43 2015 No.2524557 File: 72 KB, 640x480, 1436382193.png [View same] [iqdb] [saucenao] [google] [report] >>2524434all right i've made a map and proved it is beatable. i've hardly bothered with textures at all and just slapped ashwall3 on everything. i will go add skill levels, then i will post it.
 >> Anonymous Wed Jul 8 15:23:16 2015 No.2524568 >>2524546>>2524549It's what I like to call the "Mortal Kombat effect". In the day, it was only a few splatters and a body part or two getting separated, but with the market being mostly tame non-violence (enemies turning into smoke when you jump on them, or simply falling over), that was enough to really set it out.Nowadays, practically every game has a small splatter or two on hit with an enemy, blood is everywhere and splattered across levels, so of course the originals look goofy in comparison.Of course, Doom had FAR MORE going for it than just blood and gore, which is why trying to distill the essence of gameplay down to RIP AND TEAR is fucking stupid. But it's still a vital part of its place in gaming history.
 >> Anonymous Wed Jul 8 15:24:09 2015 No.2524570 File: 77 KB, 960x540, DOOM-4-4.jpg [View same] [iqdb] [saucenao] [google] [report] >>2524546It is pretty gory even now. it was especially for the time.I think that Doom 4 is focusing too much on the gore though. It seems to be there just for shock value.I'd like gore to illustrate the power of the weapons, but being able to punch people to death constantly could make it very tedious.I'd also rather have the demons be far more visceral and unrelenting than they at E3. Seeing them on their knees in pain or exhaustion ruins the idea of them being the powerful troops of Hell. Seeing a one armed baron/knight still throwing fire at me or a pinky try to chew through a chainsaw would make them far more intimidating.
 >> Anonymous Wed Jul 8 15:37:42 2015 No.2524583 >>2524169Yea that shortcut on 04, I kinda dropped the ball there. That can't stay that way, but I can imagine leaving in a less embarrassing sequence break that would let you skip our most eternal-doomish switch hell map. So many people just stumbled into it, because it's easier to find than the intended progression at the ruined throne room. That's just wrong.
 >> Anonymous Wed Jul 8 15:50:44 2015 No.2524596 >>2524527yeah, it's not just you, and also on social media.
 >> Anonymous Wed Jul 8 15:52:12 2015 No.2524602 >>2524548>/idgames uploads are on the rise.Good
 >> Anonymous Wed Jul 8 15:53:13 2015 No.2524603 >>2524548>1260 wads - 2006>891 wads - 2007>707 wads - 2008Damn.
 >> Anonymous Wed Jul 8 15:54:31 2015 No.2524604 >>2524583i seem to recall reading a significant number of players of doom2 map15 found the teleporter on the far side of the lava gap, instead of the intended route with the red key.so yeah, you're not the only one.
 >> Anonymous Wed Jul 8 16:02:33 2015 No.2524618 File: 191 KB, 640x480, tumblr_nqex129pbl1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report] >>2524527>>2524527>Has anyone noticed an increasing interest for Doom as of lately?Yep, lots of Doom blogs on the internet also help with that a lot.
 >> Anonymous Wed Jul 8 16:09:18 2015 No.2524630 >>2524527speaking of mainstream attention, here's two more doom articles on big websites. (hopefully none of them are in the wordban list...!)http://www.eurogamer.net/articles/2015-07-06-22-years-on-doom-retains-the-ability-to-shockhttp://www.playboy.com/articles/6-crazy-new-ways-to-play-the-original-doom
 >> Anonymous Wed Jul 8 16:09:25 2015 No.2524631 File: 1.06 MB, 5000x5000, 1428269110770.jpg [View same] [iqdb] [saucenao] [google] [report] >TobyGames uploads gameplay of Ultimate Doom>Gameplay is meh>Comment section filled wih brats saying he should play Brutal Doom>mfw
 >> Anonymous Wed Jul 8 16:10:23 2015 No.2524635 >>2524546The original Doom is gory as fuck, the graphics are just low-res. I can't think of many games with as gruesome death animations as some of the enemies the original games. Gibbing the smaller enemies makes them turn into a heap of bloody mush, and cacos, HKs/barons and mancubi all collapse into a mess of blood and internal organs when they die.
 >> Anonymous Wed Jul 8 16:11:38 2015 No.2524637 >>2524631Are you really surprised?
 >> Anonymous Wed Jul 8 16:11:40 2015 No.2524638 >>2524635lemmings had some pretty gory deaths - the rock fall trap on mayhem 30 springs to mind - but they didn't leave behind corpses
 >> Anonymous Wed Jul 8 16:13:07 2015 No.2524639 File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report] >>2524631>Brutal Doom>Not Project Brutality
 >> Anonymous Wed Jul 8 16:13:21 2015 No.2524640
 >> Anonymous Wed Jul 8 16:14:22 2015 No.2524641 >>2524630It's July of 2015, and Doom made its way on to Playboy. At least, on the website.
 >> Anonymous Wed Jul 8 16:14:54 2015 No.2524647 >>2520512>[07-04] Valiant's Pistol and Chaingun, for other map setsHuh, this got in the news? Neat. Glad to know you guys like it.
 >> Anonymous Wed Jul 8 16:15:21 2015 No.2524649 File: 13 KB, 294x294, 1425017301392.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Wed Jul 8 16:23:45 2015 No.2524675 >>2524630>Playboy writing about Doom mods>doesn't mention H-Doom
 >> Anonymous Wed Jul 8 16:24:18 2015 No.2524680 >>2524637Nah im not, is normal to see that type of comments in that type of videos.
 >> Anonymous Wed Jul 8 16:26:20 2015 No.2524685 >>2524675gotta go with the mainstream and appeal to the normies, anonthe only gameplay mod that matters is brutal doomeverything else doesn't exist, or something
 >> Anonymous Wed Jul 8 16:28:16 2015 No.2524689 >>2524685Thanks for proving you never clicked the article.
 >> Anonymous Wed Jul 8 16:31:09 2015 No.2524695 who's up for edgy simulator 1999?https://www.youtube.com/watch?v=dtKV8Z7-oPg
 >> Anonymous Wed Jul 8 16:31:46 2015 No.2524698 >>2524695>less than 200 playsstop shilling your fucking video.
 >> Anonymous Wed Jul 8 16:31:56 2015 No.2524701 >>2524689yes, i did, it has four maps, a tc, and a gameplay mod.i think you're taking my joke a bit too seriously.
 >> Anonymous Wed Jul 8 16:32:56 2015 No.2524703 >>2524701>jokeThat's some pretty lame shit, to be quite honest.
 >> Anonymous Wed Jul 8 16:33:59 2015 No.2524705     File: 2.86 MB, 1360x768, 1436387639456.webm [View same] [iqdb] [saucenao] [google] [report] >>2524698nigga that isn't mine. this is
 >> Anonymous Wed Jul 8 16:34:26 2015 No.2524707 If you have any respect for this community, you're going to report that video and that post. And pray for that guy's sorry ass so that he doesn't end up in jail, lynched by a mob, or both.
 >> Anonymous Wed Jul 8 16:35:30 2015 No.2524710 File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google] [report] >>2524703sorry you didn't find it funny, i guess, but i'm not gonna lose sleep over you getting angry with it.
 >> Anonymous Wed Jul 8 16:36:41 2015 No.2524714 >>2524710ironic shitposting about brutal doom stopped being funny since a year ago.
 >> Anonymous Wed Jul 8 16:38:43 2015 No.2524719 >>2524698it's unlisted. not to condone it or anything but that's likely the reason it has a low view count
 >> Anonymous Wed Jul 8 16:39:02 2015 No.2524720   >>2524714nah.
 >> Anonymous Wed Jul 8 16:40:42 2015 No.2524723 >>2524719i am willing to bet anything that the only place he has shared that video is here in /vr/. having it unlisted proves it even further, because the youtube code wouldn't appear elsewhere.
 >> Anonymous Wed Jul 8 16:42:14 2015 No.2524726 >>2524723https://archive.moe/vr/search/text/dtKV8Z7-oPg/survey says yes.
 >> Anonymous Wed Jul 8 16:42:53 2015 No.2524727 >>2524726Son of a fucking bitch.
 >> Anonymous Wed Jul 8 16:44:47 2015 No.2524731 >>2524719>>2524723it's not the first time that video has been posted here. and google only brings warosu in the resultshttps://archive.moe/vr/search/text/dtKV8Z7-oPg/http://lmgtfy.com/?q=dtKV8Z7-oPgburn that fucker down
 >> Anonymous Wed Jul 8 16:46:35 2015 No.2524735 What's wrong with it?
 >> Anonymous Wed Jul 8 16:46:38 2015 No.2524736   >>2524723>>2524726>>2524727>>2524731>reminder that every post is a repost of a post
 >> Anonymous Wed Jul 8 16:49:59 2015 No.2524746 >>2524735>what's wrong with a mod that glorifies a crime commited by some fuckheads where PEOPLE actually diedI can let terryfags and brutalkiddies slide, because at some extend, they actually play Doom. Columbiners are the worst fucking scum on earth.
 >> Anonymous Wed Jul 8 16:51:42 2015 No.2524750 >>2524746his youtube in general screams tryhard
 >> Anonymous Wed Jul 8 16:52:27 2015 No.2524751 >>2524726lol, that edgy faggot got exposed.
 >> Anonymous Wed Jul 8 16:53:14 2015 No.2524754 >>2524746what about grezz0? it main tutorial has you shooting up a school. hell, they probably ripped it from that.
 >> Anonymous Wed Jul 8 16:53:30 2015 No.2524756 >>2524746did you ever see dorner.wadthis seems to be exactly the same thing
 >> Anonymous Wed Jul 8 16:54:34 2015 No.2524758 >>2524756>did you ever see dorner.wadFuck if I didn't! Even the author posted here trying to get his mod in the "So You Want To Play Doom" picture.
 >> Anonymous Wed Jul 8 16:56:01 2015 No.2524762 >>2524756who didn't? it made it to the news
 >> Anonymous Wed Jul 8 17:02:11 2015 No.2524780 Hory Sheet! PSX Doom with Project Brutality is a lesson in hubris; chaingunners and a pain elemental on e1m1, fucking revenants on e2m2, my body was not ready.....
 >> Anonymous Wed Jul 8 17:03:41 2015 No.2524790 File: 30 KB, 481x234, dont need it.png [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Wed Jul 8 17:05:10 2015 No.2524793 >>2524780I believe that the game will break a bit since some objects used as decoration use the Archvile's "slot", meaning you'll get random ass archviles where they don't belong.
 >> Anonymous Wed Jul 8 17:06:05 2015 No.2524797 >>2524756and, like dorner.wad, it's a dumb piece of shit
 >> Anonymous Wed Jul 8 17:07:40 2015 No.2524807 >>2524649not sure how to feel about the lyrics since it touches too much on the meta of the game which is just far too obvious and predictable. Dude does a great cover of the guitar though.
 >> Anonymous Wed Jul 8 17:12:37 2015 No.2524818 >>2522268IIRC they showed one with the shotgun that made it a burst fire shotgun.If anything they will be either gimmicky or serve a certain purpose.
 >> Anonymous Wed Jul 8 17:12:58 2015 No.2524821 >>2524790DOOM does what ApogeeDON'T
 >> Anonymous Wed Jul 8 17:21:24 2015 No.2524849 >>2523604>romerowithbayy.jpg
 >> Anonymous Wed Jul 8 17:36:14 2015 No.2524876   >>2524746dude, terry wads are built on deception and ear destruction, at least an edgy wad would have some gameplay
 >> Anonymous Wed Jul 8 17:50:43 2015 No.2524912 >>2524876at least two terryfaggots have converted and they've been developing serious, and actually cool shit since then. next.
 >> Anonymous Wed Jul 8 17:56:53 2015 No.2524918 >>2524912yeah, unironically looking forward to nambona's next work.
 >> Anonymous Wed Jul 8 17:57:47 2015 No.2524921 >>2524918he may have realized about his error a little wee bit too late, though
 >> Anonymous Wed Jul 8 18:29:35 2015 No.2524974 >>2524570>Weapons feel powerful because they can gib enemies>Suddenly your hands can too at all timesHow to make weapons feel weak as piss 101
 >> Anonymous Wed Jul 8 18:42:23 2015 No.2524989 File: 2 KB, 25x25, a.wad.png [View same] [iqdb] [saucenao] [google] [report] >>2524557all right here it is. sorry for the delay, had some technical difficulties. tested in doom2 complevel. it is beatable on uv but you can probably forget -fast.http://temp-host.com/download.php?file=eq26cjhint for the start: know your pro doom stratsbigger hint for the start: to avoid blowing yourself up instantly, run up to the demons, let them start biting you then run back, so there is space in front of you when the weapon change completes
 >> Anonymous Wed Jul 8 18:45:14 2015 No.2524994 >>2524548What exactly happened after 2006 that turned people off?
 >> Anonymous Wed Jul 8 18:45:58 2015 No.2524995 >>2524505Sorry about that, Anon.It should be fixed now.
 >> Anonymous Wed Jul 8 18:47:10 2015 No.2524998 >>2524618Damn, now I'm hungry
 >> Anonymous Wed Jul 8 18:55:12 2015 No.2525009 >>2524793Huh, not encountered that yet but I have found a most annoying bug where I can pick up a keycard, try to open it's corresponding door only to get "you need the x key" thrown back at me. Running thw latest build of GZDoom, latest PB and the most recent PSX doom, if anyone could help me that'd be great
 >> Anonymous Wed Jul 8 18:59:05 2015 No.2525018 >>2524994I think it was just burn-out.
 >> Anonymous Wed Jul 8 18:59:27 2015 No.2525020 File: 268 KB, 1366x768, Screenshot_Doom_20150709_005655.png [View same] [iqdb] [saucenao] [google] [report] Have any of you encountered this bug in map07 of cc2? It looks like the key should continue along the conveyor but it's stuck.May be SmoothDoom or SmoothTextures.
 >> Anonymous Wed Jul 8 19:05:52 2015 No.2525040 >>2524205Why was this deleted?
 >> Anonymous Wed Jul 8 19:08:34 2015 No.2525045 >>2525040Maybe he deleted it himself.
 >> Anonymous Wed Jul 8 19:09:37 2015 No.2525047 >>2524618>2 3 9>5 6 7>9OCD kickin' in...
 >> Anonymous Wed Jul 8 19:13:58 2015 No.2525053 >>2525045No, it was my post.
 >> Anonymous Wed Jul 8 19:14:22 2015 No.2525056 File: 594 KB, 1366x768, Screenshot_Doom_20150709_011328.png [View same] [iqdb] [saucenao] [google] [report] >>2525020Well, whatever. This was an awesome fight.
 >> Anonymous Wed Jul 8 19:31:42 2015 No.2525092 >>2525047Oh wow, didnt even notice till now.
 >> Anonymous Wed Jul 8 19:44:53 2015 No.2525116 >>2524050https://www.youtube.com/watch?v=k57D9q8WJ74Even comes with a Fluidsynth for perfect D64 MIDI goodness. It wasn't quite finished, though, which means it's not only imperfect, but the Mother Demon can replace Cyberdemons.
 >> Anonymous Wed Jul 8 19:47:46 2015 No.2525119 >>2524705what weapon mod is that?
 >> Anonymous Wed Jul 8 21:02:44 2015 No.2525237 Anyone having SSG Gibbing not working in Smooth Doom?
 >> Anonymous Wed Jul 8 22:35:24 2015 No.2525457 File: 372 KB, 1920x1080, Screenshot_Doom_20150708_211011.png [View same] [iqdb] [saucenao] [google] [report] There, finished my first ever wad despite being with Doom for as long as it's been around.I broke a lot of important rules (vanilla compatible; nope, needs zDoom - and it's bloated due to songs from Please Don't Touch Anything.)It's only 30 seconds or so, once you know what to do.The music might be loud.It's a simple switch hunt followed by a timed semi-repeat of the same. (I am not a clever man.)I made it according to Jmickle's map theme generator, which is fucking amazing. I got stuck with the rules:>"The Structure">2 Textures, 2 Flats>No MonstersLink is here: https://mega.co.nz/#!9twgQCKL!g_sIrk3RYbfo-_62cvXNSVEbKF-AU2uwNMBeHxKvUwsIt's probably a waste of everyone's time, but I'm proud I made a map that can actually be beat rather than just fucking around with other people's maps and going nowhere super fast in Doombuilder.
 >> Anonymous Wed Jul 8 22:37:47 2015 No.2525468 https://www.youtube.com/watch?v=DeLpCw0JqKsEnjoy while you can
 >> Anonymous Wed Jul 8 22:43:20 2015 No.2525478 >>2525457Very brutalist. Actually kind of bleak and depressing, in a way.I like it.
 >> Anonymous Wed Jul 8 22:44:00 2015 No.2525479 >>2524618>Yep, lots of Doom blogs on the internet also help with that a lotcarne to name a few?
 >> Anonymous Wed Jul 8 22:48:15 2015 No.2525490 File: 44 KB, 353x332, unf.png [View same] [iqdb] [saucenao] [google] [report] >>2525479Not him but the blog mentioned in >>2524279 and >>2522250 is a good start, also here's some other Doom blogshttp://doomwads.tumblr.com/ (maintained by the same dude)http://imx-doomer.tumblr.com/http://the-goddamn-doomguy.tumblr.com/http://sgt-shivers.tumblr.com/These ones post Doom fan art from time to time. Be careful with the last two as they're NSFW. Specially the fourth one.http://nankakurashiki.tumblr.com/http://doommonsters.tumblr.com/http://hdoomguy.tumblr.com/http://caco-bro.tumblr.com/
 >> Anonymous Wed Jul 8 23:09:09 2015 No.2525521 >>2525490>crash course part 4 is outHYPE
 >> Anonymous Wed Jul 8 23:11:27 2015 No.2525534 >>2525457Already found a bug with a group of linedefs raising a platform multiple times. I'm the greatest. Least it doesn't break the level.
 >> Anonymous Wed Jul 8 23:19:32 2015 No.2525550 >>2525468Wow, this looks like garbage.
 >> Anonymous Wed Jul 8 23:24:12 2015 No.2525558 ETA on DOOM RL Arsenal 1.0? It seems close from what i've read in the thread, but I dunno
 >> Anonymous Thu Jul 9 00:07:34 2015 No.2525629 File: 21 KB, 500x373, Waste 'em.jpg [View same] [iqdb] [saucenao] [google] [report] >>2522074>>2522182Eh, no one will notice their undead guy with dual shotguns was switched for another undead guy with dual shotguns.
 >> Anonymous Thu Jul 9 00:28:16 2015 No.2525658 >>2524995>try compiling again>a file called "sdlglvideo.h" does not existAm I just missing a step? Is there a config script I forgot to use?
 >> Anonymous Thu Jul 9 00:42:41 2015 No.2525685 File: 150 KB, 300x300, 1427566714217.png [View same] [iqdb] [saucenao] [google] [report] >>2525468>Playthrough of Doom2 Map01-Map02I'm sufficiently bored, thanks for saving me the trouble of ever having to play with this sounds pack
 >> Anonymous Thu Jul 9 01:25:05 2015 No.2525727 >pull out my dad's old copy of duke3d so i can copy over the files for eduke32>find rules and regulations for an old locally hosted mapping contest in the boxshit, now i kind of want to see if he actually made any duke 3d maps
 >> Anonymous Thu Jul 9 01:51:06 2015 No.2525754 >>2525457I actually liked it a lot, though I would've liked it more if there was more to it than a simple two-room area.
 >> Anonymous Thu Jul 9 02:01:06 2015 No.2525770 >>2525020it should go round the conveyor, but it looks like it has skipped the teleporter line.strange because zdoom is generally more robust with conveyor systems. boom's implementation is not particularly great - it's one of the reasons ndcp2 has so many unintentionally zdoom-only maps.the worst bug i had on that level was when one of the mancubi in the final section skipped all of its teleporter lines, including all the failsafes, and got stuck. this broke the exit, since you have to kill all the mancubi to trigger tag 666 lowering. so i'd played carefully through this huge intricate map, survived it for 40 minutes, only to get stuck by a stupid bug right at the end.
 >> Anonymous Thu Jul 9 02:14:35 2015 No.2525783 >>2525658Yeah, fuck it, I'll fix the gcc compile tomorrow when I get on my linux partition. Sorry.
 >> Anonymous Thu Jul 9 02:48:39 2015 No.2525825 File: 39 KB, 640x480, 1436423297.png [View same] [iqdb] [saucenao] [google] [report] >>2525457here is a first attempt demo. about five minutes long, two deaths before i figured it out.http://temp-host.com/download.php?file=om47zcnote that in software mode the things in the floor are visible before they pop up.
 >> Anonymous Thu Jul 9 08:04:57 2015 No.2526142 >>2525754I've never made a map before so I wanted to make it quite short. Also having no monsters really limited what I could do. I would love to make more maps in a kind of bleak, grey/marble style. Always loved Doom for it's ability to do surreal architecture.>>2525825Thanks for telling me and the Demo. I know it likely was going to be all kinds of broke outside OpenGL and zDoom. I have literally zero experience making maps besides that one, so I'll do more research in how to make software compatible map tricks.I've always wanted (in my mind), my maps to be vanilla compatible, but zDoom's ability for mid-level music changing is far too useful for me to not abuse.
 >> Anonymous Thu Jul 9 08:24:46 2015 No.2526157 File: 215 KB, 652x584, 00139625.jpg [View same] [iqdb] [saucenao] [google] [report] >>2526142And then I remembered I had a 8-bit version of Meglomaniac floating around.I want to make an actual with-baddies level next with some kind of high contrast red/black scheme ala Adrian Hughes. I'll try for actual vanilla compatibility and software tricks. The only technical hurdle is that I would like better ports to use an actual mp3 or ogg lump, but actual Doom to use the midi (which might not sound as good on various soundfonts. I think that could be accomplished with a mapinfo lump to redirect Map01 to a different song, but leave the midi as a d_runnin replacement?
 >> Anonymous Thu Jul 9 08:29:45 2015 No.2526162 File: 7 KB, 228x221, Do ya punk.jpg [View same] [iqdb] [saucenao] [google] [report] >>2526142>>2526142>vanilla compatible>vanilla compatible>vanilla compatibleI've been triggered. Seriously though, don't worry about being "vanilla compatible" since that phrase holds different meanings between /vr/, doomworld, and zdoom's forums; there's actually posts about this on doomworld, and the kind of random shit that makes a map not "vanilla compatible" is pretty dumb.It includes things like:>Can't have too much hanging decoration>Can't have certain linedef actions with too many neighboring linedefs/sectors>Can't be too creative since creativity isn't vanilla compatible>Can't do silent teleport - not a big deal unless you really want it>Can't be vanilla compatible despite trying to be vanilla compatibleJust don't worry about being too "vanilla compatible" at this point.
 >> Anonymous Thu Jul 9 08:37:31 2015 No.2526174 >>2526162>Just don't worry about being too "vanilla compatible" at this point.I'm thinking more "works with any limit removing port" and "works with Chocolate Doom" in an extreme case. I can't be assed to actually run it through DosBox or dig out my old early 90s tangeine iMac and run Doom II through that. I didn't know there was a big hubbub about it between all the various communities.
 >> Anonymous Thu Jul 9 08:46:09 2015 No.2526183 >>2526162Vanilla compatible means that the map is compatible with the original Doom 1 or 2 executable. It doesn't have different meanings to different people because compatibility either works or it doesn't.
 >> Anonymous Thu Jul 9 09:13:14 2015 No.2526206 >>2526183I don't care about anyone's definition of "vanilla compatible" but I'll let you know that not everyone shares the same sentiment as you. Also, by the logic of your post, almost everything is vanilla compatible.
 >> Anonymous Thu Jul 9 09:23:12 2015 No.2526217 >>2526162That's not how it works, dingus.
 >> Anonymous Thu Jul 9 09:29:27 2015 No.2526228 >Dark Doom CreaturesThis seems like a pretty good challenging monster replacement mod usable for DRLA while I wait for DRLA Monsters to get updated with a bit more content i.e. never ever. Those shotgun zombies with high pain resistance are annoying though.
 >> Anonymous Thu Jul 9 09:37:10 2015 No.2526239 >>2526162>>2526206Vanilla means the original DOS engine. The doom community agreed on this way back in the 90's. Therefore, Vanilla Compatible specifically refers to being compatible to the original DOS "Vanilla" engine. Theres never been a major dispute on this between different sections of the Doom community. The only people who think Vanilla means otherwise are new enough that they don't know any better.>Also, by the logic of your post, almost everything is vanilla compatible.I'm not him, but how on earth did you even reach this conclusion?
 >> Anonymous Thu Jul 9 09:39:59 2015 No.2526245 >>2526162>>Can't have certain linedef actions with too many neighboring linedefs/sectorsthat's a pretty obscure vanilla issue. certainly not the first thing i'd have thought of as an irritation of working under doom2.exe limits. that said i do remember it came up in a certain /vr/ wad earlier this year.
 >> Anonymous Thu Jul 9 10:20:10 2015 No.2526297 what gameplay wads are considered better than brutal doom? not that there is anything inherently wrong with brutal doom
 >> Anonymous Thu Jul 9 10:21:36 2015 No.2526301 >>2526297>what gameplay wads are considered better than brutal doom?anything that requires a non-stable g/zdoom build
 >> Anonymous Thu Jul 9 10:22:17 2015 No.2526302 >>2526206http://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_referenceHere you go, exactly what Vanilla Doom means, laid out for you in no uncertain terms.>by the logic of your post, almost everything is vanilla compatibleYeah, those Boom and ZDoom projects sure run great in the vanilla engine, right?
 >> Anonymous Thu Jul 9 10:22:59 2015 No.2526303 >>2526301im looking for actual suggestions here
 >> Anonymous Thu Jul 9 10:23:59 2015 No.2526304 >>2526303I find burl tumd more engaging than BD, so give that a try if you haven't already.
 >> Anonymous Thu Jul 9 10:24:42 2015 No.2526306 >>2526303Well, everything that is about to get mentioned requires more or less a development build, so he pretty much /thread'd your question
 >> Anonymous Thu Jul 9 10:54:45 2015 No.2526340 >>2526303BTW fuck project MSX >hurr lets take out auto reload and auto weapon switch
 >> Anonymous Thu Jul 9 10:55:35 2015 No.2526341 File: 601 KB, 1920x1080, putrefier1.jpg [View same] [iqdb] [saucenao] [google] [report] putrefier looks pretty damn sexy
 >> Anonymous Thu Jul 9 10:56:45 2015 No.2526342 >>2526303>>2526340Project MSX and Demonsteele are some of the best you'll find.>hurr lets take out auto reload and auto weapon switchscrub
 >> Anonymous Thu Jul 9 10:58:28 2015 No.2526345 >>2526342>remove features 99 percent of shooters have
 >> Anonymous Thu Jul 9 11:00:47 2015 No.2526347 File: 298 KB, 325x720, 1434928061212.gif [View same] [iqdb] [saucenao] [google] [report] >>2526340>Doom>Reload
 >> Anonymous Thu Jul 9 11:00:59 2015 No.2526348 >>2526206>>2526302>>2526239>I don't care about anyone's definition of "vanilla compatible" but I'll let you know that not everyone shares the same sentiment as you.I still don't care, but to act like everyone has the same concept of "vanilla compatible" is silly.
 >> Anonymous Thu Jul 9 11:01:51 2015 No.2526349 >>2526341Looks kinda like Quake 2.
 >> Anonymous Thu Jul 9 11:06:27 2015 No.2526354 >>2526348>but to act like everyone has the same concept of "vanilla compatible" is silly.I already explained this to you. The only people who have a different concept of what "vanilla compatible" means are newbs who don't know any better.
 >> Anonymous Thu Jul 9 11:07:17 2015 No.2526357 File: 575 KB, 1920x1080, putrefier2.jpg [View same] [iqdb] [saucenao] [google] [report] >>2526349It feels like mostly like UT99's grimy gothic sci-fi
 >> Anonymous Thu Jul 9 11:07:48 2015 No.2526359 >>2526345It's still scrubby.
 >> Anonymous Thu Jul 9 11:09:33 2015 No.2526363 >>2526348There is only one definition of vanilla. How you're too stupid to comprehend that vanilla compatible means that it is compatible with vanilla Doom is beyond me.
 >> Anonymous Thu Jul 9 11:13:12 2015 No.2526370 >>2526359>making me relearn something that was set in my head for years >not a bad decision
 >> Anonymous Thu Jul 9 11:14:01 2015 No.2526371 File: 432 KB, 500x394, 1364527273940.gif [View same] [iqdb] [saucenao] [google] [report] https://www.youtube.com/watch?v=I9QuO09z-SIFucking hellFUCKING HELL
 >> Anonymous Thu Jul 9 11:14:33 2015 No.2526372 File: 196 KB, 816x638, psx_hud.png [View same] [iqdb] [saucenao] [google] [report] Anyone know if there's a working PSX HUD out there? I have this one and it looks perfect but any map that has text show up on the screen, it breaks and doesn't appear
 >> Anonymous Thu Jul 9 11:17:33 2015 No.2526375 File: 14 KB, 423x279, cancer-patient.jpg [View same] [iqdb] [saucenao] [google] [report] >mfw running brutal doom and hdoom at the same time
 >> Anonymous Thu Jul 9 11:20:12 2015 No.2526382 >>2526372>I have this one and it looks perfect but any map that has text show up on the screen, it breaks and doesn't appearThat means it's an ACS based hud and the creator used ID/layer 0-30 or something, naturally the most commonly used in any mapset with messages. Either that or he uses "script 1 enter [...]". It should be fixable.
 >> Anonymous Thu Jul 9 11:24:43 2015 No.2526391 >>2526382Any idea on how to fix it? I'd like to try my hand at it but I don't know shit about coding or modding. I suppose I could attempt to open a HUD that doesn't shit itself when messages appear and try to import it.http://puu sh/iSSYH.PK3Here's the HUD if anyone wants it, by the way
 >> Anonymous Thu Jul 9 11:34:09 2015 No.2526404 >>2526391DL link doesn't work for me. Anyway if it's the layer thing that's causing trouble, you need to take the ACS source file, find every instance of the command "HudMessage(stuff)" and find the number right after the message's type (likely "HUDMSG_PLAIN") and just add like 1000 to that number in each instance of the command.
 >> Anonymous Thu Jul 9 11:38:25 2015 No.2526412 >>2526404Oh and then compile that file with ACC and put it in the right folder. Should be able to google how to do that.
 >> Anonymous Thu Jul 9 11:50:41 2015 No.2526436 >>2526341>>2526357Check out Valhalla if you haven't already.
 >> Anonymous Thu Jul 9 12:05:33 2015 No.2526454 >>2526436I have it dl'd but haven't played it yet. That guy sure does pretty geometry.
 >> Anonymous Thu Jul 9 12:06:36 2015 No.2526458 Started playing unreal gold again after who knows how long with the community patch with the new renderers and such. Wanted to ask what's the best renderer/audio combo to use since the cave reverb sounds off and i'm getting ambient light bleeding through walls (section right outside the alerts when the first skarrj assaults you).Anyway to get rid of that, or was that a general Unreal Engine 1 quirk? Other alternative is just to play it with Oldskool in UT99.
 >> Anonymous Thu Jul 9 12:37:25 2015 No.2526512 >>2526354>>2526363The original point was that different people have different concepts of "vanilla compatible," that's it. I don't know why you guys are sperging out over the idea that not everyone thinks the same way; especially when that wasn't even part of the original point.>>2526363Do you know how to read? You seem to know how words form sentences, but on the other hand you don't seem to know how those words form ideas. I never said, "there's multiple definitions," I said, "different people have different ideas." And if that's a mindblowing idea, that people could have different thoughts, you might want to get checked for autism, seriously.
 >> Anonymous Thu Jul 9 12:47:32 2015 No.2526538 So whats going on with gzdoom development ?The last svn build update was on 4th of July, if I recall correctly it used to be updated much more often, almost every day, anyone knows whats going on ?
 >> Anonymous Thu Jul 9 12:49:18 2015 No.2526546 >>2526538>he last svn build update was on 4th of JulySorry, meant to say Jun the 4th.
 >> Anonymous Thu Jul 9 12:58:28 2015 No.2526583 >>2526512Because vanilla compatible means one specific thing. It isn't open to interpretation.Does something run in the vanilla engine? yes? Then it's vanilla compatible. If not, then it is not compatible with the vanilla engine. It's a technical question, not one that is up to different people. Something like Suspended in Dusk is vanilla compatible. Something like Going Down is not. How hard is it to understand that vanilla compatible means that the project works with vanilla Doom? Your original point was that people interpret something being vanilla compatible differently. The only way anyone could interpret vanilla compatibility as meaning anything other than what I've been saying the entire time is if they have no idea how map formats and source ports differ from the vanilla engine.
 >> Anonymous Thu Jul 9 12:59:17 2015 No.2526587 >>2526371That would be something very interesting to incorporate into a doom mod. Maybe it could scare some of the main demon solider grunts (not the shotgun ones) into retreating?
 >> Anonymous Thu Jul 9 13:11:16 2015 No.2526617 I hate to post such a noob question here, but I couldn't find the answer or any obvious clues as to what to try next.I wanted to check out the Doom Hi-res Texture pack from the news post, but can't get it to take effect on the Ultimate Doom I have. I tried just dropping the pk3 onto the gzdoom 1.8.2 executable, and it seems like something is changing because when it opens I get a flash of what looks like Daisy's head - but only for a split second, not as long as I would expect it to appear if it were loading 100+ mb of textures. Everything looks normal once I open any episode, though.I tried to look for a log of some sort or through the console when it opens, but I don't see any sort of clue. Am I missing something major here?
 >> Anonymous Thu Jul 9 13:13:44 2015 No.2526627 >>2526371The stampeding horseback aztecs sounded more like a packed stadium. Also, aztecs didn't have horses.
 >> Anonymous Thu Jul 9 13:23:38 2015 No.2526649 >>2526538I think graf is on vacation.
 >> Anonymous Thu Jul 9 13:26:42 2015 No.2526656 >>2526583>Your original point was that people interpret something being vanilla compatible differently. The only way anyone could interpret vanilla compatibility as meaning anything other than what I've been saying the entire time is if they have no idea how map formats and source ports differ from the vanilla engine.I don't know if you're the same guy pointing out the differences that make things different, but good job, you've double clarified why people hold different views on vanilla comp.My original point of it all: vanilla compatible isn't something to be concerned about when making starter maps.I don't know how, "some people have different ideas on what is vanilla comp," got flipped into, "there are multiple objective definitions of vanilla comp," but that's fucking retarded and really is borderline autistic.
 >> Anonymous Thu Jul 9 14:06:02 2015 No.2526745   >>2526656you sure are throwing around autismal accusations a lot, something on your mind?
 >> Anonymous Thu Jul 9 14:20:09 2015 No.2526773 >>2526371>aztecs>horsebackAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 >> Anonymous Thu Jul 9 14:27:46 2015 No.2526787 >>2526371That's absolutely fucking terrifying.>>2526773>The Aztec Death Whistle. (The use of horse stampede audio recreates how the opposing Spanish invading army would sound).
 >> Anonymous Thu Jul 9 14:32:41 2015 No.2526796 Does eduke32 patch out that amazing "kicking with both legs while walking" bug? I'm using an original v1.3d version of Duke 3d and I'm not able to do it
 >> Anonymous Thu Jul 9 14:34:26 2015 No.2526801 >>2526796That was patched out in Atomic Edition. On the plus side you can now kick protozoids off instead of having to shoot.
 >> Anonymous Thu Jul 9 14:37:24 2015 No.2526806 File: 64 KB, 300x418, 1384491088848.jpg [View same] [iqdb] [saucenao] [google] [report] >>2526375>running more than one gameplay mod simultaneouslyYou brought this on yourself.
 >> Anonymous Thu Jul 9 14:38:43 2015 No.2526809 >>2526806Well that's fucking terrifying.
 >> Anonymous Thu Jul 9 14:43:12 2015 No.2526815 >>2526801I know that, but I'm using a DUKE3D.GRP and DUKE.RTS pulled from a v1.3d CD, so I assumed I'd be able to it.
 >> Anonymous Thu Jul 9 14:50:55 2015 No.2526829 >>2526815You sure you got mighty boot equipped and holding quick kick at the same time? Dunno if the source port itself fixes it. I remember using 1.3d with eduke32 and couldnt kick slimers off.
 >> Anonymous Thu Jul 9 14:56:33 2015 No.2526836 >>2526809Japanese myths were fucked up, dude.
 >> Anonymous Thu Jul 9 14:58:50 2015 No.2526841 >>2526836well yeah but I had no idea they had a dick bone skeleton. That's fucking amazing.terrifying, but definitely amazing too
 >> Anonymous Thu Jul 9 15:04:29 2015 No.2526849 File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google] [report] >Playing Wolf3D for the first time>First episode is easy, even manage to kill Grosse in his main room>Start EP 2>Suddenly undead robot people with gun-chests>Killing me instantly >Holy shit finally made it to E2M2>Die>Out of lives>Last save was Hans Grosse battleThis game got really fucking sadistic out of no where, holy shit
 >> Anonymous Thu Jul 9 15:08:45 2015 No.2526854 >>2526849It's mainly only the levels with the mutants. The problem is that they're silent and have just about no startup time to shoot and do big damage.Once you're out of those, its a lot easier.
 >> Anonymous Thu Jul 9 15:22:14 2015 No.2526881 >>2526371The guy does seem to actually be screaming into the instrument though, here's someone simply blowing into it:https://www.youtube.com/watch?v=Y4T9sYbRzcQSounds pretty much exactly like a revenant.
 >> Anonymous Thu Jul 9 15:33:07 2015 No.2526901 >>2526371>>2526881Someone should send this to RomeroSomeone should REALLY fucking tell Romero about this
 >> Anonymous Thu Jul 9 15:37:04 2015 No.2526908 >>2526773>>aztecs>>horsebackwell, if Age of Conquerors is to be believed, they stole a bunch of them to have a couple of trained units.Still, they got their asses kicked by the spaniards
 >> Anonymous Thu Jul 9 16:01:09 2015 No.2526908,1   Brutal Doom,Coop,Maps of ChaosBest coop-night we've had!
 >> Anonymous Thu Jul 9 16:30:01 2015 No.2527034 >>2526849Keep your distance, and abuse strafe's speed.Wait 'till you see; Hitler clones by E3M8 behind every door, E4M9 start and E6M1 officers. I can't remember anything noticeable at the eps5, but I think Gretel Grosse was enough of a challenge.
 >> Anonymous Thu Jul 9 17:11:42 2015 No.2527164 any tips on hwo I can play wolfendoom?I´ve got GZDoom and the .zip for wolfendoom
 >> Anonymous Thu Jul 9 17:26:40 2015 No.2527201 Is it normal for Satanic to not have a hud?
 >> Anonymous Thu Jul 9 17:36:35 2015 No.2527239 >>2527164what is inside the zipif there is a pk3 in it, extract it, and drag it onto gzdoom.exe
 >> Anonymous Thu Jul 9 17:53:47 2015 No.2527284 >>2527164>>2527239And if it's just files inside, just drag and drop the zip.
 >> Anonymous Thu Jul 9 17:58:21 2015 No.2527293   >>2526901For what purpose? You think he still gives a shit about DOOM?
 >> Anonymous Thu Jul 9 18:00:14 2015 No.2527298 >>2527293He does though
 >> Anonymous Thu Jul 9 18:00:33 2015 No.2527302 >>2527293fucking hell get a load of this guy
 >> Anonymous Thu Jul 9 18:06:07 2015 No.2527308 >>2527201Adjust the size or switch from the alternate one if you're using it.
 >> Anonymous Thu Jul 9 18:14:08 2015 No.2527319 >>2527293Wrong John, buddy
 >> Anonymous Thu Jul 9 18:15:55 2015 No.2527324 File: 40 KB, 505x378, WolfenDOOM error.jpg [View same] [iqdb] [saucenao] [google] [report] >>2527239>>2527284that´s my problemthere isn´t any .pk3 file inside, but if I drag and drop the .zip I just get pic related
 >> Anonymous Thu Jul 9 18:18:33 2015 No.2527326
 >> Anonymous Thu Jul 9 18:19:54 2015 No.2527329 File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google] [report] >>2527324also, I just completed episode 1 of BLOODholy fucking shitit´s fun as fuckit took me some time to config everything, but it was worth itI LOVE the shotgun in this game
 >> Anonymous Thu Jul 9 18:22:00 2015 No.2527338 File: 52 KB, 800x481, 1400720528064.jpg [View same] [iqdb] [saucenao] [google] [report] >>2527329>there will never be a Blood sourceport
 >> Anonymous Thu Jul 9 18:23:14 2015 No.2527342 >>2527338Atari needs to hurry up and die.
 >> Anonymous Thu Jul 9 18:28:44 2015 No.2527356 >>2527329My niggaI've been having a craving for Blood myself lately and have been playing the French Meat mod. Holy shit, the level design is absolutely amazing.I wish I could find some people to try out the multiplayer though. From what I've heard it was incredibly fun n
 >> Anonymous Thu Jul 9 18:34:25 2015 No.2527364 A bumped thread in zdf reminded me of DRDTeamoh man the memories...
 >> Anonymous Thu Jul 9 18:35:30 2015 No.2527368 >>2527338> all those posibilitiesdon´t make me suffer even more anon>>2527356> French Meat Modnever heard of that, I´ll give it a try> multiplayerwell, tomorrow is fridayif you´re in this thread tomorrow, we can try it outbut I´m european, so keep the clock in mind
 >> Anonymous Thu Jul 9 18:38:08 2015 No.2527370 File: 41 KB, 437x300, castle_wolfenstein_computer_game_cover.jpg [View same] [iqdb] [saucenao] [google] [report] >>2527326many, MANY thanks to you anon
 >> Anonymous Thu Jul 9 18:38:17 2015 No.2527371   >>2527298>>2527302>>2527319If we're talking about John Romero, then he hasn't been associated with DOOM since 2 and is currently more interested in making his little mobile games and waxing philosophic about Commander Keen.At any rate I hardly think he'd like to hear about death whistles from some breathless DOOM groupies.
 >> Anonymous Thu Jul 9 18:42:03 2015 No.2527374 File: 92 KB, 620x465, shot_426_2[1].jpg [View same] [iqdb] [saucenao] [google] [report] >>2527368>never heard of that, I´ll give it a tryI think you won't be disappointed. I'm only halfway through and it's been crazy good so far>This mod was made by two newcomers who just picked up mapedit one day and decided to have some fun with itJesus christ, I wish I could level design for shitAlso, tomorrow's my day off and I'm yuropoor too! Just name an hour and it's on!
 >> Anonymous Thu Jul 9 18:52:30 2015 No.2527394 >>2527371He has a fucking shrine to DOOM in his house that he's constantly adding on to. He very clearly still cares.
 >> Anonymous Thu Jul 9 19:02:57 2015 No.2527423 >>2527394Don't pay attention to him, it's pretty clear he's trying to troll.
 >> Anonymous Thu Jul 9 19:03:12 2015 No.2527425 File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google] [report] >>2527371>then he hasn't been associated with DOOM since 2GET A LOAD OF THIS FUCKING GUY
 >> Anonymous Thu Jul 9 19:07:00 2015 No.2527436 File: 3.00 MB, 640x480, dynamite.webm [View same] [iqdb] [saucenao] [google] [report] >>2527329blow shit up
 >> Anonymous Thu Jul 9 19:08:49 2015 No.2527438 File: 348 KB, 720x960, jomero.jpg [View same] [iqdb] [saucenao] [google] [report] >>2527371Have you checked the news post at all in the past 4 months?
 >> Anonymous Thu Jul 9 19:15:42 2015 No.2527454 Please tell me someone screencap'd those 2 piece of "gold"posts.
 >> Anonymous Thu Jul 9 19:17:43 2015 No.2527458 >>2527454why? there's an archive for a raisin.
 >> Anonymous Thu Jul 9 19:19:30 2015 No.2527460 >>2527454he was just talking about John Romero and his shrine
 >> Anonymous Thu Jul 9 19:25:50 2015 No.2527472 File: 2.86 MB, 1280x720, 80knives.webm [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Thu Jul 9 19:26:55 2015 No.2527478 >>2527472Shit, wrong board. delete this.
 >> Anonymous Thu Jul 9 19:30:58 2015 No.2527482 >>2527472leaked demonsteele update.webm
 >> Anonymous Thu Jul 9 19:31:44 2015 No.2527485 >>2527472How can you play something like this? It doesn't even make any sense. Like, how?
 >> Anonymous Thu Jul 9 19:32:26 2015 No.2527486 >>2527472What the fuck, this looks like earth defense 2017 with Touhou
 >> Anonymous Thu Jul 9 19:33:42 2015 No.2527490 File: 29 KB, 492x640, romero-drink.jpg [View same] [iqdb] [saucenao] [google] [report]
 >> Anonymous Thu Jul 9 19:34:26 2015 No.2527492 >>2527472I'll played that when it came out.It's so fucking bland. Killing waves upon waves of "monsters" is not fun at all to me.
 >> Anonymous Thu Jul 9 20:23:20 2015 No.2527614 >>2527329Tone down your expectations. The next episodes doesn't matches up the greatness of the first.
 >> Anonymous Thu Jul 9 20:28:06 2015 No.2527628 hey guys I just released a new mapset check it out: http://www.doomworld.com/idgames/?file=levels/doom/Ports/p-r/proto.zip
 >> Anonymous Thu Jul 9 21:06:21 2015 No.2527698 >>2527614Except episode 2 is the best.
 >> Anonymous Thu Jul 9 21:14:08 2015 No.2527712 >>2527628E4M1:First off, love the elevator with the pinkies, though I think it could've been a bit slower, and maybe you could've added a few more pinkies in there. Also love the teleporter room. Imp mountain range (The area in the picture) seemed like just a thing you run past, and wasn't very fun. It was actually kind of annoying. Might be better if you added a few rocks to make stairs up to each separate layer, needing you to go from one side of the ridge to the other to go up a floor, with some kind of goodie or secret at the top.Upstairs, past the baron, is where things started to get bad. Well, started to get not as good. It was all very thematic and all, but it seemed like it was just tons and tons of monsters for you to mow down, with no thought other than to dive into cover. Though that might just be because I was playing in difficulty 3- I notice you made sure there were less monsters on easier difficulties, so that's good.Moreover, I always like being able to get up to the places where monsters once were- even if they're just imps, my impulse is to figure out 'how the hell do I get up there?'Speaking of which, I could never figure out how to get the first secret- the shotgun just past the start of - no wait, I figured it out as I typed this, doing one last once-over before I went to the exit.Time: 10:40, though at least two minutes was looking for that last secret.In short:Cramped in the lower levels, enemy placement in the upper levels needs help, and I would totally put another secret in one of those large shipping crates. Love the atmosphere and design. 8.5/10.Now onto M2.
 >> Anonymous Thu Jul 9 21:15:15 2015 No.2527714 File: 426 KB, 1280x800, Screenshot_Doom_20150709_180402.png [View same] [iqdb] [saucenao] [google] [report] >>2527712Aaand I forgot the 'imp mountains' picture. Whoops.
 >> Matsilag Thu Jul 9 21:24:48 2015 No.2527727 >>2522268If those gets sold, i would buy the hell of them.My other gun replicas needs some sci-fi company, and the Mass Effect ones are too expensive.
 >> Anonymous Thu Jul 9 21:31:02 2015 No.2527739 >>2527329Any chance of sharing your cfg file anon?
 >> Anonymous Thu Jul 9 21:36:36 2015 No.2527750 >>2527628E4M2:I expected the river of blood (The one inside, not outside) to actually hurt me. It didn't, and that was disconcerting. I also dislike your habit of teleporting in cacodemons, because I just plain hate cacodemons in general and because it seems like that's all you teleport in. The titular 'lion's den', full of bodies and tortured people, is AMAZING. I love it, I love the way it works, the way it looks, makes fighting fun, etc.Took me a bit to find the yellow key, but that's because I didn't know there were two teleporters after the second switch. Once I did, I was surprised a lot by that caco who appeared in the 'den' on my way back. Wasn't expecting it, and it was a pleasant surprise.Have I mentioned yet how much I LOVE your asthetics? A lot? I love the asthetics of this and the previous map, by the way.Anyway, after getting the yellow key and diving into the bloodmaze, I like how you give us an enviro-suit just before you enter. But once I go down there, it's full of cacos. Just more cacos. All the cacos. And when you kill the cacos, more cacos appear. It's like there's a fucking archvile stealing the corpses of the previous giant swollen plasma-spitting berries I killed to reanimate and teleport them at me, ad infinitium. Too many cacodemons.I like the area, though, though I think you added too many suits. Used all mine up trying to enter the secret area in there, but that was because I'm examining everything closely.Final thoughts on the level: Why is there no way to lower the exit-elevator if you decide 'hey, I want to search the map for secrets!'Time: OH SHIT THAT WAS NOT THE EXIT BUTTON AND THERE IS A WAY BACK FORGET WHAT I SAIDNevermind, I opened up that last secret.Love the twist.Time: 12:10In short: Love love love your environments. TOO MANY CACODEMONS. 7/10.
 >> Anonymous Thu Jul 9 21:41:36 2015 No.2527765 >>2527614I actually enjoyed the later episodes more than E1, myself. E2 was especially memorable. Maybe you're thinking of the wrong game?
 >> Anonymous Thu Jul 9 21:44:05 2015 No.2527773 Haven't checked out the community in a while, I'm gonna guess a lot of people are pretty assblasted that Doom 4 is basically "Brutal Doom HD" right?
 >> Anonymous Thu Jul 9 21:48:43 2015 No.2527786 >>2527773Its brutal doom without the stupid shit added, personally I find that a good thing.Actually IIRC from older posts the only guy who got assblasted was the creator of brutal doom himself
 >> Anonymous Thu Jul 9 21:51:20 2015 No.2527792 >>2527436What engine was Blood on? Was it in house or was it the same one used for Shadow Warrior/Duke Nukem?
 >> Anonymous Thu Jul 9 21:53:31 2015 No.2527795 >>2527628E4M3: Cavern looks and plays amazingly. Here's the first place you get the shotgun if you didn't get it on M1. I think it looks too much like you sneezed out loot/ammo everywhere, though, with no thought as to where it is. Makes the area look cluttered, though you did give me enough rockets to deal with all those fucking cacodemons, though. Also, as a sidenote, all of your elevators are visible from the map, even if they look simply like walls outside of it. There was one in the main cavern with all the pillars, and one on M1 at the very start.Lots of monsters. Lots of them. This isn't a good or a bad thing, it just is. I accidentally made plenty of things angry at me. But I love the floaty nothingness room, though I think the 'outer area' that the cacodemons are limited to could have a floor much much further below, so that when the bodies fall, they fall ALL THE WAY.Almost died after getting the blue key. This level seems like it's very full of 'SUDDENLY MONSTERS'. I love fighting pinkies, though.Getting from pillar to pillar is a challenge, in the main chamber, and I like it a lot. You could have expanded the concept some more, but all the monsters around means that the pillars make perfect cover.Time: 10:23In short: Like the chamber, love the floating-in-the-sky effect. 6.5/10
 >> Anonymous Thu Jul 9 21:54:40 2015 No.2527801 >>2527792Build Engine nigger, same thing that powered Duke, Shadow Warrior and a bunch of other shit I can't remember.
 >> Anonymous Thu Jul 9 22:00:11 2015 No.2527815
 >> Anonymous Thu Jul 9 22:12:11 2015 No.2527839 >>2527815Illuminati Doom mod when?
 >> Anonymous Thu Jul 9 22:18:41 2015 No.2527849 E4M4: Rockin' music. Shotgun secret is extensive in just the best way.This map is pretty complex, all criss-crossy and such, with tons of elevators. Yellow key room was fun, though. Was running from a caco, accidentally strafed through the window into the room, and had to fistfight a baron with fireballs whirling all around me. Survived, barely.The titular 'belly' is amazing. All fleshy, impossible to navigate, plenty of undead and cacodemons, etc. Lots of fun, in the way challenging yourself should be. Making the zeds infight is much too easy, but they couldn't be weaponized against the cacodemons at all because of the way it was shaped, which was a good deal. Now I'm standing in front of hte plasma rifle, with a godsphere not far from me, and I have a creeping feeling about what's going to happen.Cyberdemon was too easy. Just stood at the top of the ledge, while the demon just kind of ambled around and shot the ledge below me, while I slammed bullets down into his noggin.Got the final secret (The blue sphere) via rocketjumping. Not sure how you're supposed to get there normally, assuming you can't jump. Unless rocketjumping after finding that illusory wall area IS the solution.The final area is fun, especially with all the lowering/raising walls and pinkies, especially if you got the berserkpack near the beginning of the level.Finally, what's with this 'silent, invisible teleportation'? It's always silent and invisible. There's never the 'vwoosh' or the green space/time flame. That bothers me, because of thematics.Time: 15:18In Short: Good, solid level. Cyberdemon was obvious, slightly anti-climactic. Maybe put him in a cage at the start, facing away from you, but once you get his attention he walks toward you, crosses a linedef, and teleports up at the top area? That way he'll shoot DOWN at you because there's no fucking way you'll stay up there with a cyberdemon.
 >> Anonymous Thu Jul 9 22:20:04 2015 No.2527850 >>2527815INB4 signed by doomguy
 >> Anonymous Thu Jul 9 22:21:31 2015 No.2527853 >>2527628E4M5: This level is pretty good. Too hard, though. I couldn't beat it no matter what I did.
 >> Anonymous Thu Jul 9 22:25:09 2015 No.2527854 >>2527849>>2527628Whoops, forgot to link.
 >> Anonymous Thu Jul 9 22:36:59 2015 No.2527878 >>2527628>>2527712>>2527714>>2527750>>2527795>>2527849>>2527853All in all, I'd say that this entire mapset is 8/10 taken all together. Could be better with some tweaking, and with more maps. I love it, and I'm going to be looking forward to playing other things you make.I was playing with mouselook, and clearing all secrets and killing all monsters. I did NOT use pistol start, picking up and using everything I could find. The wad took a total of 48:31, and it was a really fun 48:31.
 >> Anonymous Thu Jul 9 22:42:17 2015 No.2527890 I just played Doom for the first time and holy shit was it great I used chocolate doom and a mouse. Now I'm playing some mods using Gzdoom and I notice that the mouse movement doesn't feel as good as original Doom it's too smooth just doesn't feel as good, could it be because it's running at 60fps? How do I replicate the same feeling in Gzdoom? Thans.
 >> Anonymous Thu Jul 9 22:45:02 2015 No.2527898 >>2527890cl_capfps 1 in the console will cap the framerate back to vanilla's 35 FPS.
 >> Anonymous Thu Jul 9 22:50:52 2015 No.2527912 >>2527792It's BUILD, like Duke 3D and SW, but they were all modified in their own way. eDuke32 doesn't run Blood.
 >> Anonymous Thu Jul 9 23:21:55 2015 No.2527969 >>2527436That Shotgun is fucking amazing.It's also equally amazing in Bloodbath: Transfusion too.
 >> Anonymous Thu Jul 9 23:24:05 2015 No.2527971 >>2527898Thanks but it still doesn't feel the same, oh well.
 >> Anonymous Thu Jul 9 23:26:39 2015 No.2527979 >>2525237Never mind, I should have mentioned I was running Belokko's D-Touch and was trying out mods and shit. Apparently the GZDoom there needs an update for those delicious, delicious SSG Gibs to work.Outside of that Smooth Doom works really great there.
 >> Anonymous Thu Jul 9 23:42:25 2015 No.2528007 Doom 64. Secret Level Hectic. The blue key room, trying to kill the hell knights on either side from the TINY FUCKING NARROW LITTLE BRIDGE is PISSING ME OFF. when EVERY ROCKET sends me backwards and EVERY GREEN BLOB sends me more backwards. Just saying.
 >> Anonymous Fri Jul 10 00:12:08 2015 No.2528043 File: 150 KB, 683x768, hexen.jpg [View same] [iqdb] [saucenao] [google] [report] Does ZDoom support letterboxing?Pic related; top is what Hexen looks like, bottom is what I want it to look like.
 >> Anonymous Fri Jul 10 00:14:58 2015 No.2528048 >>2528043Look in the display options, there should be resolutions with LB next to them.
 >> Anonymous Fri Jul 10 00:29:45 2015 No.2528063 >>2528043What you're after is actually called Pillarboxing.This is achieved by playing in a 4:3 resolution. Make sure your drivers are set to not stretch the image.
 >> Anonymous Fri Jul 10 00:32:14 2015 No.2528067 >>2527971Set the lighting mode to "software" and turn of monster interpolation too.
 >> Anonymous Fri Jul 10 00:42:59 2015 No.2528079 >>2527472Who the fuck ruined EDF 2017?
 >> Anonymous Fri Jul 10 01:30:23 2015 No.2528132   File: 18 KB, 256x256, heavy breathing.jpg [View same] [iqdb] [saucenao] [google] [report] Am I the only one who gets turned on by Doom maps? I don't usually play because they are fun, I just get a raging hard on because of the skyboxed and flat maps, there is something about walking around in them when everything is dead, or even when there are no enemies around, its the vastness that surrounds me that makes my heart pound like crazy often flowing blood to the my dick and, well you can guess the rest. No other scenery in real life or modern games achieve this for me.
 >> Anonymous Fri Jul 10 01:32:22 2015 No.2528135 >>2528132I need to make a map for you. A large, flat map, random angular features in the distance. No living monsters, no movement, and 80's porn music in the background.Bring tissues.
 >> Anonymous Fri Jul 10 01:41:52 2015 No.2528149 >try to build GZDoom>errors with FMOD>try to build GLOOME>errors with FMOD>i have FMOD installedfor fucks sake
 >> Anonymous Fri Jul 10 01:45:02 2015 No.2528154 >>2528149When you tried building GZDoom, was it the current git master or one of the older 1.8/1.9 builds.Master and probably another branch or two have support for OpenAL, so FMOD is no longer required. That's how I'm running it. Fuck FMOD.
 >> Anonymous Fri Jul 10 01:47:07 2015 No.2528159 >>2528154Current git master. Don't know how to make it not do stupid FMOD shit, though. And it's nearly 1 AM.
 >> Anonymous Fri Jul 10 01:52:52 2015 No.2528172 >>2528149>try to build GLOOME>errors with FMODthat's very interesting, considering fmod doesn't exist in gloome
 >> Anonymous Fri Jul 10 01:54:13 2015 No.2528176 >>2528172I don't even fucking know anymore. My head's spinning with missing-file errors.
 >> Anonymous Fri Jul 10 01:57:54 2015 No.2528180 >>2528159>>2528176first off, remove all of the CMake cache and makefiles that have been made.Now:cmake -DNO_FMOD=true [path_to_source]
 >> marrub Fri Jul 10 02:00:34 2015 No.2528183 File: 302 KB, 1600x900, oops.png [View same] [iqdb] [saucenao] [google] [report] >>2528149>>2528172The Linux build for GLOOME does not work as of now. I'm trying to fix it.. right now, actually!
 >> Anonymous Fri Jul 10 02:04:08 2015 No.2528191 >>2528183I've gotta wonder why it is that the header file would be missing on Linux but not on any other system. Perhaps it looks in different directories?
 >> Anonymous Fri Jul 10 02:04:28 2015 No.2528192 >>2528183That occurs on actual GZDoom 1.8 as well with some newer distros.https://aur4.archlinux.org/cgit/aur.git/snapshot/gzdoom1-git.tar.gzThis tarball contains some patches to apply to your source tree to fix it.
 >> marrub Fri Jul 10 02:05:54 2015 No.2528195 >>2528192Thank you very much, anon!
 >> Anonymous Fri Jul 10 02:09:07 2015 No.2528197 >>2528180That built it, thank you.But now GZDoom won't recognize the playerstarts in maps. I just wanna play some fucking Hideous Destructor.
 >> Anonymous Fri Jul 10 02:10:45 2015 No.2528202 >>2528197Scratch that, I didn't move all the files into place properly.
 >> Anonymous Fri Jul 10 02:11:07 2015 No.2528204 >>2528195No problem, and I just recognized your name, you maintain the git repo for GLOOME!Hey, I'm the same guy who mentioned FindMPG123.cmake missing earlier.Cool project.Also, out of curiosity, what distro are you running? I recognize KDE4.
 >> Anonymous Fri Jul 10 02:11:34 2015 No.2528206 File: 71 KB, 1251x800, 00madonn.jpg [View same] [iqdb] [saucenao] [google] [report] They're actually promoting this perception of Doom?https://twitter.com/Bethblog/status/618571095021629440https://www.youtube.com/watch?v=ke_PJcqYQHY
 >> marrub Fri Jul 10 02:13:50 2015 No.2528210 >>2528204Thank you.Arch, actually. I'm running KDE4 with it.
 >> Anonymous Fri Jul 10 02:17:24 2015 No.2528213 File: 135 KB, 1366x768, dammit.jpg [View same] [iqdb] [saucenao] [google] [report] Now Hideous Destructor is giving me shit.Latest download of HD.
 >> Anonymous Fri Jul 10 02:20:19 2015 No.2528217 >>2526157KMFDM sucks!
 >> Anonymous Fri Jul 10 02:22:11 2015 No.2528221 >>2528213And then I realized that I was opening the wrong goddamn file. AAAAAAAAAAAAAAAAAAA
 >> Anonymous Fri Jul 10 02:22:37 2015 No.2528223 >>2528213>Latest download of HD.try an older version if you can find one. HD is one of those mods that won't run unless you've updated your gzdoom in the last 5 minutes.
 >> Anonymous Fri Jul 10 02:31:35 2015 No.2528234 >>2528210Heh, Arch here as well, as you could probably tell from the link. Xfce here, though.Coincidentally, I tried KDE Plasma 5 this morning. Buggy as fuck, the new Breeze theme sucks, and its missing functionalty and applications SC 4 had.Rip and tear, my friend.
 >> Anonymous Fri Jul 10 02:34:11 2015 No.2528235 >>2522270I hated the New Order attachments because they were toggleable firing modes instead of instant secondary fire functions.
 >> Anonymous Fri Jul 10 02:42:27 2015 No.2528249 >>2528223I goofed, Anon. I was using my oldest download of hd, not my newest one. It works now.
 >> marrub Fri Jul 10 03:27:38 2015 No.2528295 File: 286 KB, 1600x900, oops2.png [View same] [iqdb] [saucenao] [google] [report] >>2528183Okay, this is an interesting one. This file is up-to-date with gzdoom/master, and it's entirely dependant on FMOD.Either I'll have to rewrite it myself, or by some kind of otherworldy magic someone will already have a replacement. The former is more likely.
 >> marrub Fri Jul 10 03:35:14 2015 No.2528304 >>2528295Okay, my bad. Removed it from the CMakeLists, and now it compiles and runs just fine.
 >> Anonymous Fri Jul 10 03:39:36 2015 No.2528312 >>2528304Yeah, I thought that was weird. I just compiled this on my laptop, which doesn't even have FMOD libraries installed, and it works fine.
 >> Anonymous Fri Jul 10 03:53:16 2015 No.2528323 >>2528304if it isn't needed at all, perhaps you should git rm the file. i mean, since you are promoting your project as a commercializable GZDoom, purging all references to FMOD might save awkward questions later.
 >> Anonymous Fri Jul 10 03:58:57 2015 No.2528324 >>2528183Dude, just bind your printscreen key to "scrot ~/whatever.png".
 >> Anonymous Fri Jul 10 03:59:13 2015 No.2528325 >>2526617I'd recommend using ZDL to launch the game, or add the high res texture pk3 to the command line example c:\games\Gzdoom\gzdoom.exe filename.pk3 Then drag and drop your WAD of choice onto the EXE
 >> marrub Fri Jul 10 04:00:12 2015 No.2528326 >>2528323I already have, and committed/pushed the changes.I'm currently weeding out warnings, so it'll be a completely clean compile.>>2528324I'm pretty sure I do have that, actually. I haven't checked my keybinds in a long time.
 >> Anonymous Fri Jul 10 06:54:23 2015 No.2528460 >>2520512Quake II Touch from Beloko is now on Amazon and free for limited timehttp://www.amazon.com/Beloko-Games-Q2-Touch/dp/B010T7DN2U/
 >> Anonymous Fri Jul 10 07:18:03 2015 No.2528502 >>2527969yeah. one of blood's very best features is how satisfying the weaponry is.
 >> Anonymous Fri Jul 10 07:26:57 2015 No.2528516 >>2528217Best song.
 >> Anonymous Fri Jul 10 07:56:57 2015 No.2528570 File: 100 KB, 317x288, 16l9pww[1].jpg [View same] [iqdb] [saucenao] [google] [report] Well, just finished playing through French Meat, and man, what a ride that wasAny other great Blood mods you guys would recommend? I already played Death Wish btw.
 >> Anonymous Fri Jul 10 09:08:46 2015 No.2528651 >install the new AMD drivers>OpenGL shading language version now shows up as 4.40 instead of 4.30 in GZDoom>gun smoke from mods like Trailblazer and Weapons of Saturn cause a less significant framerate drop>Gutrot Island in Reelism is playableHoly shit.
 >> Anonymous Fri Jul 10 09:29:39 2015 No.2528667 >>2528460Speaking of which, any place to grab the mission packs? I'd hit up the torrents, but i'm about to hit the sack, and don't want to start up my computer.
 >> Anonymous Fri Jul 10 09:50:49 2015 No.2528690 I recently bought an ibook G4 off ebay and I can't for the life o me get Doom to work! ZDoom.dmg doesn't open and PrBoom just closes itself a second after opening. What do??
 >> Anonymous Fri Jul 10 11:23:41 2015 No.2528778 File: 254 KB, 401x455, 2.0% Mad.png [View same] [iqdb] [saucenao] [google] [report] So, I made a trip to /v/ after practically a year of not going there.Remembered immediately why I left and left again.It's times like this i'm glad /vr/ is slow otherwise it would just be /v/ 2.0.Not to mention I got alot of people saying>Lol Doom was that good grandpa take off yur ebin nostalgia goggles.same case with hexen, strife. Really any FPS that wasn't post medal of honor 1.Fuck that place man.
 >> Anonymous Fri Jul 10 11:24:53 2015 No.2528779 >>2528778Excuse me>Wasn't that good.I need to lie down in a full bath tub.
 >> Anonymous Fri Jul 10 11:32:36 2015 No.2528793   >>2528778That's why I don't go to /v/ anymore either, also all the furshit as well. Besides, this place is better at discussing Doom. /v/ would likely be nothing but Grezzo 2, Brutal Doom and/or H-Doom.
 >> Anonymous Fri Jul 10 11:44:32 2015 No.2528813 >>2527739for you>>2527374mp still standing?
 >> Anonymous Fri Jul 10 12:12:03 2015 No.2528840 >>2528667Dunno. I have all id games on Steam for like 5 years at least.
 >> Anonymous Fri Jul 10 12:47:31 2015 No.2528901 What are some fun wads?I had a lot in push with friends, looking for something else to do as well. The 24 series maps also seem alright, and I remember cyberrunner if that was the name was pretty nice.
 >> Anonymous Fri Jul 10 12:50:45 2015 No.2528906 >>2528813You bet! Sorry bout the late response, I was out for a bit.
 >> Anonymous Fri Jul 10 12:55:49 2015 No.2528918 >>2528778I saw that thread and well, just immediately fucked off. Trying to be reasonable about D44M isn't gonna work at all. Not even good KOF threads make me wanna go to /v/ that much.Go enjoy that bath anon. It's fucking cold from where I am so none of that for me I guess.
 >> Anonymous Fri Jul 10 13:08:51 2015 No.2528935 >>2528901reelism is pretty fun, but not exactly multiplayer compatible
 >> Anonymous Fri Jul 10 13:27:58 2015 No.2528969 >>2528651Is it really that good?Wish zDoom didn't have DECORATE AI. Really fucking destroys my rig on some good slaughter maps even though here I am playing Witcher 3 on high.
 >> Anonymous Fri Jul 10 13:29:47 2015 No.2528970 >>2528325Just got the chance to test both of these options. They work for Smooth Doom just fine, but still no luck for the high res texture pack. I'm using the "zdoom-" version of the texture pack, surely that is compatible with gzdoom 1.8.2?
 >> Anonymous Fri Jul 10 13:31:02 2015 No.2528973 >>2528918>Go enjoy that bath anon.>Lying down>In a bathtubPretty sure he's saying he needs to drown himself anon.
 >> Anonymous Fri Jul 10 14:22:26 2015 No.2529090 >>2528778Great. Now you're back here and can get back to circle jerking all day.Seriously though you shouldn't take /v/ so seriously and personally. They'll pretty much shit on any game just to get a rise out of people like you. It's literally just fanboy wars and trolls trolling trolls are day. Also gaming news shit storms and 'politics'. That's about it.
 >> Anonymous Fri Jul 10 14:29:29 2015 No.2529104 >>2529090>trolls trolling trollsShitposting is not trolling. It's just blunt vitriol. There's nothing to it.
 >> Anonymous Fri Jul 10 14:31:25 2015 No.2529108 >Plutonia 2 map11Yeah I think I'm done here
 >> Anonymous Fri Jul 10 14:38:40 2015 No.2529120 >>2529108the map cheat trivializes it
 >> Anonymous Fri Jul 10 14:57:28 2015 No.2529147 File: 101 KB, 640x480, 1436554459.png [View same] [iqdb] [saucenao] [google] [report] >>2529108keep practising anon, one day you will get through it without a scratch.
 >> Anonymous Fri Jul 10 17:08:08 2015 No.2529425 File: 282 KB, 1023x638, Aliens The Ultimate Doom.png [View same] [iqdb] [saucenao] [google] [report] I really enjoy Aliens The Ultimate Doom.It's essentially what Doom would have been had the whole licensed alien franchise game thing never got dropped.
 >> Anonymous Fri Jul 10 17:26:50 2015 No.2529456 >>2529425>It's essentially what Doom would have been had the whole licensed alien franchise game thing never got dropped.Shit?
 >> Anonymous Fri Jul 10 17:34:00 2015 No.2529480 >>2528906sorry, but I was out with friendscan we try out the MP tomorrow?
 >> Anonymous Fri Jul 10 17:35:32 2015 No.2529487 >>2529090that he admitted to going there in the first place unironically is cause for concern
 >> Anonymous Fri Jul 10 17:36:35 2015 No.2529492 File: 85 KB, 1280x720, ACM_DOOM2.jpg [View same] [iqdb] [saucenao] [google] [report] >>2529425> not ACM_DOOM2https://www.youtube.com/watch?v=_qbH_J7Od4M
 >> Anonymous Fri Jul 10 17:38:38 2015 No.2529505 >>2529480Sure thing man. I should be available all day this time.
 >> Anonymous Fri Jul 10 18:04:49 2015 No.2529587 NEW THREAD>>2529582>>2529582>>2529582
 >> Anonymous Sun Jul 12 16:54:22 2015 No.2529587,1   >>2524685no, there are many other mods.But Brutal Doom is actually THAT good!Whatever floats your boat.Just stop crying because your favorite mod doesn't that much attention!
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