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

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

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 160 KB, 650x180, masters[1].png [View same] [iqdb] [saucenao] [google] [report]
2537853 No.2537853 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2529582
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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



So You Want To Play Some Fucking Doom? (v5)

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

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

>> No.2537856


[07-13] AtomicGamer (Doomworld's host) is shutting down, a move is planned.

[07-10] Quake II Touch, get it while it's free

[07-09] Prototype, 5 maps for Ultimate Doom's Episode 4

[07-08] Two more mainstream press articles on Doom

[07-07] OMGWPNS v5 trailer

[07-06] GLOOME, a commercially-compatible GZDoom fork in the vein of DECK

[07-04] Doom4 soundtrack teaser which disappeared from Instagram

[07-04] Valiant's Pistol and Chaingun, for other map sets

[07-04] The /newstuff Chronicles #477

[07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)

[07-02] Metro interviewed Marty Stratton about Doom 4.

[07-02] A GZDoom-based FPS clone of Mortal Kombat

[06-30] Gooberman has released a new WAD.

[06-30] History of Doom


Please reply to this post with news.

>> No.2537903

huge guts

>> No.2537950

why bzplasma so sad

>> No.2538006

Been playing the PSX Doom TC with SUAB. Fits the atmosphere pretty well, but there needs to be some serious ammo balancing and weapon placment. I end up with truckloads of all the cheap bullet weapons, yet find it a pain to just keep the flamethrower at a stable level. The wonky explosive weapons aren't helping much. And 17 maps with no energy or railgun wep.

>> No.2538019

How long do you think it'll be before a commercial GLOOME game comes out?

>> No.2538035

Just finished Masters of Doom last week. So fucking good. Been spending the time since then just replaying all of the major releases

>> No.2538074

What the hell does Charch's Null Pointer do?

>> No.2538110
File: 623 KB, 1280x720, Screenshot_Nocturne in Yellow_20150714_012709.png [View same] [iqdb] [saucenao] [google] [report]


Nocturne in Yellow technically counts as commercial, since I'm making it for a month-long "win cash as prize" contest. Mind the placeholder ripoff sprites.
Unless you mean commercial as in "being sold on a platform for cash", in which case probably not a while, since people would need to make the assets.

>> No.2538115

long enough for someone to steal some eriance sprites and btsx textures, slap some levels together, and shove them onto steam.

>> No.2538117

What the fuck is up with BZPlasma's voice today?
It's worse than normal, and he's doing that cough thing every 0.5 seconds rather than every 3 seconds.

>> No.2538121

>and btsx textures

Nah, Essel's got those under lock, so they'd have to use something else.
Maybe Freedoom textures. Maybe.

>> No.2538136

>steal btsx textures
>aka, how to get ostracised from most of the doom community

>> No.2538140


and more, since Essel did them all from zero.

>> No.2538152

Under lock how? As in anyone would know where they're from?

>> No.2538161

>As in anyone would know where they're from?


the community is so big, yet so small at the same time, that a lot of us can detect content from other projects being used on lots of mods.

btsx is probably the most amazing doom project we've had in years, at least graphic-wise. it's to be expected that a lot of people are simply waiting for the btsx team to finish episode 3 and release a proper texture pack to go crazy with them.

>> No.2538170

If someone were going to do it I doubt he would care what the community thinks of him.

>> No.2538171


>If someone were going to do it I doubt he would care what the community thinks of him.

So that explains why Tormentor did it

>> No.2538175

That was a low blow, anon.

>> No.2538178

I meant if someone were going to make a commercial game based off GLOOME and stolen assets. He would be selling to randoms who have never heard of the classic Doom community.

>> No.2538180


No, that's reality.

Because that dumb idiot actually attempted to snitch some cables off from a BTSX texture for his project.

>> No.2538181

I don't remember this, do you have a source?

>> No.2538192
File: 390 KB, 1600x900, Screenshot_Doom_20150713_233003.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing Brutal J20, and these marines are deafening.
They wipe out everything in seconds.
Every 15 seconds it's a Lebowski quote or "GOOOOD MORNING VIETNAM"
I love it.

>> No.2538202
File: 158 KB, 642x1284, b2d3f7d8-3b20-4ba1-874d-cd2a78878320.jpg [View same] [iqdb] [saucenao] [google] [report]


You're not the only person, but I feel like it shouldn't slow down the gameplay at all. A lot of people prefer the story-less approach to Doom, and even for those that really like story (like me) the focus should still be primarily on shooting demons/shooting more demons/how to more efficiently shoot demons/cool levels to shoot demons in.

Have them as, like, optional terminals in secret areas or NPCs you can save...or you can just move along and just kill demons, that's cool too.

>> No.2538229



after checking again, those weren't truly btsx textures, but they were indeed textures made by essel, so the precedent has been set.

>> No.2538230

Its kinda funny that Tormentor isn't part of the BTSX team. A lot of people who are, have worked in his projects before.

>> No.2538234

Actually, reading the thread in >>2538229 makes it seem essel and co don't like him anymore.

>> No.2538235

Half-life like storytelling wouldn't negatively affect doom storytelling imho

>> No.2538238


Kinda hard for that to happen, since one of BTSX's strong points is the doom2.exe compatibility, and Tormentor, well, yeah...

>> No.2538242

Heh, you're right. He's never released anything vanilla compatible.

>> No.2538258

they made that once

it was called doom 3 and it sucked

>> No.2538272

Doom 3 wasn't just taking after Half-life. It was also somewhat taking after System Shock 2 (The PDAs).

The problem was less that it was taking after them though. Doom 3 simply did a very poor job at them.

>> No.2538304

Thanks for the link, no wonder I missed it, it's not on a forum I read regullarly.

>> No.2538381

am I a pleb if I use chocolate doom to play

>> No.2538383


>> No.2538384

Its perfectly fine to use Chocolate Doom. Its the closest to Vanilla out of any source port. In fact, maps tested with Chocolate Doom are almost guaranteed to work in Vanilla.

>> No.2538392
File: 1.60 MB, 1680x1050, Screenshot_Doom_20150714_052719.png [View same] [iqdb] [saucenao] [google] [report]

I'm not super close to the Doom community, so I don't know if this question has been asked to death:

Is playing through each level of Doom 1 and 2 with pistol starts the "true" way to play them? The Ultimate Doom felt astonishingly more tense and way more fun when I decided to play it all the way through with pistol starts, which makes sense seeing that that's how the levels were playtested.

On the other hand, apparently Alien Vendetta can also be played fully through pistol starts, and I'm getting my balls busted even when I go into a level with maxed ammo and a megacharge. Am I not getting the megawad's "true" experience by playing it straight through?

>> No.2538395
File: 235 KB, 1776x1000, Screenshot_Doom_20150707_003128.png [View same] [iqdb] [saucenao] [google] [report]

FSDOD too OP, thankfully it is a cvar spawn and not a typical enemy.

>> No.2538398

You can play however you like, but going thru with a pistol start on each map makes you feel a bit more accomplished, instead of having the advantage using whatever you carried over.

It's neat but not really a huge deal, it's a challenge you can go for if you want to.

>> No.2538403

this is just a reflection of av being made to be much more difficult than doom1+2.

av on hntr is supposed to approximate the difficulty of doom1+2 on uv.

>> No.2538408

Well you miss out on a large amount of maps and content that require mods, but otherwise its fine of course.

>> No.2538417

So the intended way to play a hard wad like AV is all the way through? Like, the only people expected to pistol start it are hot shit motherfuckers that are looking for a better challenge?

Maybe I'm being dramatic, but playing through all four eps of Ultimate Doom with pistol start opened my eyes to how fun the normal campaign could be. Having to figure out where to get a better arsenal and rationing ammo for every level made me think more tactically than I normally did before, and Thy Flesh Consumed became a whole new ballgame. It felt like a different game, and I'd argue it's the way everyone should play Doom 1.

Also, what about quicksaves? Doom 1 and 2 are easy enough that saving in the middle of a level is overkill, but having to start an entire level over in something like AV because 15 Barons spawned around me out of nowhere and fucked my shit up before I could figure out what was going on seems unfair.

>> No.2538442

personally, with wads like AV, I like to fuck around with the map for a bit, see what tricks and traps are there, plan a strategy, see how ammo lasts and shit, and THEN attempt a pistol-start play without saving

>> No.2538446

no i think the way they meant you to play av, is to pistol start each map on a skill level that suits your ability

this is easier when you run the game from the command line and use -warp and -skill. since this is what demo recorders will be doing (av was made by demo recorders)

>> No.2538449

i mean you have typed this

doom2 -file av.wad -skill 2 -warp 7

and then you beat map7, so you quit the game, press up, change 7 to 8, and restart

if you're using a point and grunt interface you can't do this and have to faff with menus and IDCLEV

>> No.2538459

well unless you're using a launcher but i wouldn't know about that

>> No.2538523

OMG Weapons and Monsters! V5 - TENTH ANNIVERSARy EDITION


I am looking forward to taking a break from modding for the rest of the week


>> No.2538529


Nope. I play all the classic wads on chocolate and it's awesome. Just make sure you prefer ZDoom over GZDoom when it comes to mods.

>> No.2538553

>Just make sure you prefer ZDoom over GZDoom when it comes to mods.
Says who? GZDoom is better in every conceivable way. The only reason to use ZDoom is if you want software rendering, in which case you should be using PrB+ instead anyway.

>> No.2538652

Anyone up for a co-op server with fucked up gravity?

>> No.2538668

Doom 3 was aping Half Life, sure. However the storytelling was far more forced, with cutscenes and PDAs.
If there were environmental clues, radio chatter or background videos to tell story that would be okay.

>> No.2538714

something black hole or void -related?

>> No.2538724

It doesn't seem to pull people in, or anything like that, it just kinda wraps a bunch of dimensional stuff around someone and stunlocks them.

>> No.2538730

>in which case you should be using PrB+ instead anyway.
What if someone wants to play a zdoom map? Or use a gameplay mod.

>> No.2538882

I know I'm late but

I'm enjoying Pirate! Doom a lot. good map design, aesthetics, and music.
I really feel like im on a pirate adventure

>> No.2538953

Just finished "space station omega". Was that really all for the actual gameplay? Only a shotgun and a tiny amount of low-tier enemies?

>> No.2538968
File: 88 KB, 600x337, ss_62f72f5a97173306d2d21fd61806afafd9b0d0c2.600x338.jpg [View same] [iqdb] [saucenao] [google] [report]

What about a OMGWPNs style mod similar to how randomization works in borderlands?

>> No.2538975

Play Doom II Map 21 on GZDoom and tell me if you notice any issues.

>> No.2538994
File: 189 KB, 1024x440, Hell.jpg [View same] [iqdb] [saucenao] [google] [report]

>You are suddenly transported to hell.
>Due to hell logic you gain all the physical abilities of doom guy.
what do?

>> No.2538997

Grab a berserker pack and punch everything that moves, that would be the most logical thing to do.

>> No.2538998
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]

Is this even a question?

>> No.2539012

>Play Doom II Map 21
no, don't

>> No.2539016

Only issue I noticed is that it's a terribley shitty map, regardless of sourceport.


>> No.2539025 [DELETED] 
File: 166 KB, 480x1060, 1424475257613.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2539041
File: 125 KB, 640x496, 1426362387283.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2539056

the first part is awful. the part in the cave after the yellow bars is good, but you have to play the shit part to reach it

>> No.2539057

Look above the switch that raises the platforms/stairs in the Mancubus room. Regardless of the quality of the map, GZDoom has issues rendering even the vanilla levels right.

>> No.2539065

you mean the part where sectors 49 and 50 are blatantly unclosed? you can't expect engines with radically different renderers to draw broken levels exactly the same way. any program will screw up if you feed it invalid data.

>> No.2539068

i'm surprised the doom wiki doesn't mention this


>> No.2539070

RIP gunbooty, too hot for /vr/

>> No.2539075

ZDoom renders it fine.

>> No.2539093

where "fine" means "in approximately the same way as vanilla" - in other words vanilla and zdoom treat broken geometry in a similar way, which is hardly surprising as they're both software renderers, one originally derived from the other.

>> No.2539097


This is the wad I used to play through Ultimate Doom. It automatically sets you up with a pistol start every time you reach a new level.

So are you saying that if you didn't pistol start the whole game, you didn't really "beat" AV?

>> No.2539104
File: 2.93 MB, 683x384, zdoom 2015-07-14 15-20-14-156.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Looks pretty fucked up in Software, too.

>> No.2539105
File: 306 KB, 800x600, Screenshot_Doom_20150714_213921.png [View same] [iqdb] [saucenao] [google] [report]

Oh, You mean this part. Yeah, that's kind of shoddy, but as >>2539065 allready said, probably because of how those sectors are unclosed.

>> No.2539119
File: 63 KB, 490x497, 1428185499410.jpg [View same] [iqdb] [saucenao] [google] [report]

Kill everything in there of course.
>My dream comes true

>> No.2539124

>So are you saying that if you didn't pistol start the whole game, you didn't really "beat" AV?
no i am not. it seems you believe there should be one single rule to determine whether you have beaten a map set. i don't think there is such a "one true way". there are various different conventions, for example those used by speedrunners (UV Max, etc.) some (most?) people i think invent their own.

>> No.2539130

Hey, mappers. How do I make multiple sectors lights flicker simultaneously?

>> No.2539136

use sector types 12 and 13 instead of 2 and 3. although note that they're the opposite way round (2 fast 3 slow, but 12 slow 13 fast)

>> No.2539137

Just apply the effect on the sectors.

If you want them to sync, then I actually don't know. I think MAYBE tagging syncs flicker but don't take my word on this.
Alternatively it could depend on the light values in the sector.

>> No.2539138

Join them together.
If you can't do that, you're fucked.

>> No.2539142

I'm not necessarily saying there's "one true way," but I think there are varying levels of legitimacy in beating games in general. For an extreme example, if the only way you beat all of Ultimate Doom is using god mode and Russian Overkill, I think it's fair to say that you didn't experience Doom as it should have been, right? There are lots of ways you can make a playthrough harder than expected, such as those speedrunning conventions, but don't you think most people would agree there's a certain minimum needed to get the experience as "intended"?

As a non-/vr/ example, most players would say that an integral part of Dark Souls is exploring and figuring out how to play and what the game is asking for. If someone gets through the game by watching a Youtube video of every area before playing it and using a guide to minmax their character (like getting the Drake Sword), most would say they didn't experience the "true" DS experience.

>> No.2539143

That's not a realistic option if he needs those sectors to have different heights or flats.

>> No.2539150

>most people would agree there's a certain minimum needed to get the experience as "intended"?
yes. but they will surely, and reasonably, disagree on where exactly that minimum is. :)

>> No.2539151

Do everything ever with ACS. Fuck sector specials.

If you're running a zdoom-based engine that is.

>> No.2539156

Of course, but that's what we're doing now, right? I'm not looking for a hard and fast answer, but it is something I've been thinking about.

>> No.2539157

>like getting the Drake Sword
Jokes on the guides, I got a black knight greatsword from the first black knight in undead burg. It made kebab of everything I faced for a decent while

>> No.2539159
File: 77 KB, 351x351, end it.jpg [View same] [iqdb] [saucenao] [google] [report]

>have no guns
Run. I'd just fucking run and scream.

>> No.2539175

I swear MAP 21 was the part where they just said "fuck it". Either that or Citadel was when the maps got really experimental overall.

>> No.2539196

hmm okay. well i'll tell you my system. first of all i don't consider anything other than single levels beaten with 3x100% (or near as possible) from a pistol start, otherwise it's too complicated. then i have 9 categories which are abbreviated as a pair of letters: {s,p,u} × {u,v,w}

in the first group:

s = saved (meaning map was finished with savegames, deaths, and reloads)
p = "paranoid" (meaning i saved the game, thinking i would die, but never did - this is psychologically sufficiently different from not using savegames at all that i gave it its own category)
u = unsaved (meaning no savegames were used at all, like if you were recording a demo - although i still count it as unsaved if i save the game and immediately quit, then reload later and, if i die, i do not "rewind time")

second letter is just the skill level
u = ultra-violence
v = hurt me plenty (between u and w, see next line)
w = hey not too rough (aka "wimpy")

so for example uu is the same as the speedrunners' UV max category, pu means i saved in anticipation of a nasty battle but survived, su is where i got to the end eventually but only by reloading savegames.

obviously uu is the ideal to strive for, but i will cheerfully drop down skill level if need be.

>> No.2539197

Until you find a berserkpack, right?

>> No.2539205

or find a 90 degree corner rotated 45 degrees and use it to wallrun out into the void

>> No.2539210
File: 2.67 MB, 1920x1080, gzdoom 2015-07-14 22-52-32.png [View same] [iqdb] [saucenao] [google] [report]

HNNNGG ssg gibbing in smooth doom

>> No.2539214

that's btsx e1m15 right?

>> No.2539217
File: 551 KB, 1364x768, hallofseyiku.png [View same] [iqdb] [saucenao] [google] [report]

>do shitty dance because infinite stamina
>find guns or other weapons
>still dancing
>kill demons to funky music when they find me

>> No.2539223

what's this
is it the filename?

>> No.2539227


Another thing with smooth doom is how much more powerful the chaingun feels just from spinning with more frames.

>> No.2539230

Looks like one of the early Demonsteele builds

>> No.2539234
File: 37 KB, 162x170, seyiku muka2.jpg [View same] [iqdb] [saucenao] [google] [report]


Nice filename.

>> No.2539315

>Want to play with the Doom 64 SG and SSG
>Can't download the 64 sprites version of Smooth Doom

>> No.2539325

Look in the Smooth Doom Options menu. You can change individual weapon sprites there.

>> No.2539327
File: 7 KB, 312x321, 1403340030362.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no brightmaps fror Smooth Doom

>> No.2539330

Pair Smooth doom with Particle Fire enhancer mod, PFenh has some awesome brightmaps.

>> No.2539346

that will break everything in all likelyhood

>> No.2539352

An enhancer mod with extra gore but without a toxic fan community? Is Smooth Doom what Brutal Doom should be?

>> No.2539356

Just tried it. It's not entirely broken but you'd have to mess with PFenh a bit to make things not wonky.

>> No.2539357

Smooth Doom is nice.
>Is Smooth Doom what Brutal Doom should be?
This is a really stupid question.

>> No.2539358

Not exactly. Smooth Doom is mainly graphic enhancements with absolutely no gameplay changes.

>> No.2539361

Okay sorry
But the guy up there said it has super shotgun gibbing, that's a change surely?

>> No.2539362

The extra gore in smooth doom is entirely optional though. Brutal doom is a gameplay mod, Smooth Doom plays exactly like vanilla if SSG gibbing isn't turned on.

The improved monster animations are absolutely incredible.

>> No.2539363

>But the guy up there said it has super shotgun gibbing, that's a change surely?
That's not a gameplay change, it's aesthetic.

>> No.2539367

A minor one, but vanilla balance is still the exact same. It just makes doom look less choppy and gives the endless zombies and imps some appearence variation.

>> No.2539371

>That's not a gameplay change, it's aesthetic.
How does blowing bodies into little bits interact with the archvile ability to resurrect them?

>> No.2539378

It doesn't. Because archies can still resurrect gibbed enemies.

>> No.2539382

Right, so there must still be one main "piece" along with all the little blood splats?

>> No.2539384

Uh, what?
An archvile can resurrect any corpse as long as it doesn't disappear. End of story.
SSG Gibbing does not change gameplay.

>> No.2539395

It's in the main version?

I thought I had to get a different version of it from what I saw on the download links for it.

>> No.2539402

In the guy's picture up above there's tons of red bits. Which ones are the parts archviles can resurrect?

If you SSG gib something it leaves exactly one large piece of corpse which the archvile can resurrect, plus lots of little red bits?

Or does it split into lots of similarly sized pieces and exactly one chosen at random is the bit the archvile can resurrect? Or the archvile can resurrect all the medium sized pieces?

>> No.2539410


You are thinking about this wayyy too much.

>> No.2539456

I just spent the last hour playing Demonsteel on Scythe.

They're both amazing. So goddamn amazing you have no idea.

The arachno-knights or whatever hexen critter the arachnos turned into are super annoying though.

I assume that one piece changes into a 'main' piece and then then spawns more? Or something.

Though I suddenly hit an idea- how cool would it be to have two archies work together and open up a portal that starts spawning non-zombie enemies? Would that even be possible?

>> No.2539464

Yeah youre probably right. But it beats staring at the screen waiting for new posts

>> No.2539580

pretty sure normal zdoom doesn't fuck up the gamma settings on my monitor every time and is therefore practically unusable.

>> No.2539617

It does the same to mine.

>> No.2539637

That's how OpenGL works.

>> No.2539658
File: 32 KB, 640x480, wJFFK.jpg [View same] [iqdb] [saucenao] [google] [report]

What do y'all think of birdman?

>> No.2539668


if there was/is someone that deserved to go was BFGDoomer instead of coolkids

>> No.2539702
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google] [report]

>yfw Satoru Iwata is fighting his way through hell RIGHT NOW and is on his way to blow up the Icon of Sin to save Nintendo
>and from the Icon's debris will emerge a Rainbow Road for Iwata to follow into the heavens

>> No.2539716
File: 36 KB, 375x550, 18187609.jpg [View same] [iqdb] [saucenao] [google] [report]

>File: Doomguy is happy while sh(...).png (6 K

>> No.2539721


>> No.2539754


>implying he wouldn't be flying up out of hell with the balloon fighter suit


>> No.2539772

>not flying and popping demons out of his way.

At this point, we should make a Balloon Fight doom mod in honor of his death.

>> No.2539774
File: 746 KB, 215x215, 1419733697884.gif [View same] [iqdb] [saucenao] [google] [report]

Caco and Drawfrag have started streaming, if anybody wants to know.

>> No.2539776


I thought about that, it'd be similar to push in a way, just with an emphasis on bursting balloons above your opponent

and there'd be a scary ass fish in the water

>> No.2539850


Yeah, it's in the main one. Should be in the bottom-most part where you can swap certain weapons into their D64 versions.


Indeed it's fucking delicious.

>> No.2539852

giff link

>> No.2539858

Fine, if you insist on being lazy about it.

>> No.2539864
File: 43 KB, 508x119, Screen shot 2015-07-14 at 10.00.01 PM.png [View same] [iqdb] [saucenao] [google] [report]

>didn't mouse over for a tooltip

>> No.2539902


Purely aesthetic I believe.

If there's gonna be a change in gameplay, it's that maybe in (Ultimate) Doom you can select the SSG, but I mainly play it in Doom 2 anyway.

>> No.2540204


Say what?

>> No.2540242

I meant how the later maps in Doom 2 tried level styles that you normally never saw in Doom 1 at all. Maps like Tricks and Traps, Citadel, and Nirvana come to mind. Gotcha was also primarally a gimmick map with the Spiderdemon vs Cyberdemon thing.

The only weird maps from Doom 1 I can recall offhand were Slough of Despair and E2M9.

>> No.2540281


375 revenants on Scythe M30.
1253 when I finally beat it. (though that might be inflated by archviles and wraiths, because I was playing demonsteele)

>> No.2540296

But Citadel didnt really do anything gimmicky or experimental.

>> No.2540297


Scythe does not fuck around.
Scythe II, less so.

>> No.2540308


There is nothing more satisfying than getting a huge horde of agitated skeletons, dashing through by boosting forward with your sword, and then stop, turn around, and see a bunch of bottom halves still ambling about as their top halves fall from above.

>> No.2540320

It was mainly the odd layout of it for me at least.

>> No.2540328


Been working on a little something.

>> No.2540338

It was no weirder than an E2/E3 map from Doom 1, IMO. Only thing that really sets its layout apart from D1 was that it has an open outdoor area complete with a moat.

>> No.2540359

How the heck is it doing that? Simple Wolf 3d style PWAD map outside the bounds where the machine is controlled by a camera?

>> No.2540364

That's really neat. Anyway I hope that's a camtex or you're starting to worry me.

>> No.2540365

Wait until you get to Scythe 2's map30 m80

>> No.2540370
File: 377 KB, 1920x1040, nothingtoocomplex.png [View same] [iqdb] [saucenao] [google] [report]

Pretty much, yeah. Although it has two cameras instead of one, so that I can use weapon/HUD sprites.

It's nothing overly complex

>> No.2540381

Neat, seems like a nice way to have a little arcade style map. Anyway to make it work well with multiple machines attuned to different parts of the map?

>> No.2540382

>Anyway to make it work well with multiple machines attuned to different parts of the map?
That's the plan, actually. The code already supports multiple machines/players.

>> No.2540391

Neat, seems like a nice way for a bunch of in-engine mini games without going from map to map.

>> No.2540396
File: 12 KB, 213x138, gpspush03half.png [View same] [iqdb] [saucenao] [google] [report]

I was thinking about writing a hudmessage-based roguelike or something some day. I really enjoyed "overworld zero" in System Shock 2, which I actually finished.

>> No.2540521

Anyone have a problem where most of your keys stop working?

Using GZDoom and just went to play the same setup I've used before and now almost none of the keys work. The mouse works, but wasd doesn't..I can stand still and change weapons thats about it.

Downloaded newer versions and same shit.

>> No.2540559

Either your keymappings for moving were reset, or theres something wrong with your keyboard.

>> No.2540597

Keyboard works perfectly fine in all other programs. Key mappings display correctly and were not changed from the last time I played. And the same issue happened in a fresh copy.

>> No.2540607

Then I have no idea. I do not have this problem myself.

>> No.2540610

Figured it out. Apparently a previously working just fine mod decided to commit suicide and stop working properly. Rolled it back a version and it works fine. Shit makes no sense, as it worked before on the most update version.

>> No.2540659

What is the best nodebuilder for limit removing maps and boom format maps?

>> No.2540674

Does anyone ever actually just replay a level from pistol start when they die?

>> No.2540678

Why the fuck would anyone do that? Other than to stroke their E-peen and say 'YEAH I BEAT E1M5 ON UV WITH PISTOL START!'

>> No.2540682

On regular Doom or Doom 2, sure. I like the challenge. Without pistol start even Ultra Violence feels easy for me.

>> No.2540690

wow you must be pretty good

>> No.2540706

I can understand playing every level from pistol start. But only pistol starting on levels you die on feels incoherent. How does it make sense to make the game easier for a good player by letting them carry all their shit over levels but make the game harder for bad players by gimping them when they die?

>> No.2540707

I think it's the game's way of reminding you to save. If you don't save then you get punished

>> No.2540709

Yes, I do. I find losing weapons accumulated from previous levels on death is a needed punishment to keep the challenge going.

Its not about epeen. I just dont like using saves so that I always carrry over an entire arsenal through nearly every level. You can be very OP in some levels when you have a BFG and lots of ammo accumulated from the previous maps.

>> No.2540710

Sure, but then why don't you just pistol start every level?

>> No.2540716

>How does it make sense to make the game easier for a good player by letting them carry all their shit over levels but make the game harder for bad players by gimping them when they die?

I've often found that maps that I survive without restarting while having stuff from previous levels are still somewhat easy through pistol start, anyhow.

And the only types of maps that I ever found were too much to pistol restart, are maps that exceed an hour in length, and/or are Sunder levels of hard. In these cases, I use saves, but then start the next map through pistol start.

>> No.2540718

But that takes away the punishment aspect behind it, since I'm willingly starting every level from scratch.

>> No.2540747

I guess at this point it's just personal preference, but why do you like heavy punishment by a game rather than having consistent difficulty? Isn't having to start the level from the top punishment enough?

>> No.2540756

natural progression (keep weapons over intermission, death resets level and your inventory) is the "path of least resistance" in the sense that it's what the game does if you don't interfere (either with savegames or -warp / idclev)

that said i tend not to continue past intermission, instead i quit there and -warp to the next map.

on the rare occasions i play more than one map as a sequence, i will start again at the first map even if i died on a later map. i don't do this very often though, most maps i treat individually.

(all of the above assumes no savegame usage)

>> No.2540760 [SPOILER] 
File: 56 KB, 980x895, 1436958511738.png [View same] [iqdb] [saucenao] [google] [report]

here's some shitty mspaint art for you all

>> No.2540761

Ghost Caco And Funky Zombie Look On As Miniature Revenant Dances On My Machine Gun

>> No.2540768

i've always used zennode because its nodes are generally good and also it can build reject maps. i've never made a map large enough to need zdbsp extended nodes.

in an ideal world, if i did not care about vanilla support, i would use zdbsp extended nodes format for nodes. i would use them even for small maps, because of the precision increase. then i would use zennode just for the reject map, but zennode doesn't understand zdbsp nodes, and won't build reject maps without valid nodes.

>> No.2540769

>Isn't having to start the level from the top punishment enough?

Not if I had a BFG with lots of ammo, and some armour from the previous level. If the level still managed to kill me with all that, then I want to restart with the need to search for weapons and secrets again.

>> No.2540772

it sounds like you only go for 100% if you are forced to by death

>> No.2540802

but papi is a birdbrain.
carmack if anything would be suu on high grade mineral water.

>> No.2540808

>Secrets never contain any useful items
>They're only there for the sake of percentage

>> No.2540809

what? i never said that.

>> No.2540863

I never said I search secrets for 100%, either.

>> No.2540883

>pleb for playing vanilla doom

That's the patrician way, anon, are you kidding? Casuals play their GZDOOM with disgusting texture filtering and break the game with features like jumping and freeaim/look.

The only problem with Chocolate is bugs that crash the game, it's not too common but it happens. I usually play PrBoom+ with a fully vanilla setup, but the original maps are best experienced in Choc.

>> No.2540903

>The only problem with Chocolate is bugs that crash the game, it's not too common but it happens.

This is likely because Chocolate Doom is emulating Vanilla's bugs and limitations.

>> No.2540910
File: 53 KB, 320x240, PFUB2.png [View same] [iqdb] [saucenao] [google] [report]

If Daisy isn't in Doom 4 I'm not buying it.

>> No.2540912

I'm not that guy, but you reminded me of something. When discussing the merits of "old-school FPS design," secrets are almost always brought up, to the point that "classic-inspired" shooters like Serious Sam and the new ROTT and Shadow Warrior pride themselves on having tons of secrets.

So it makes me feel a little blasphemous saying that I honestly don't care for secrets. I generally hate puzzles in games, and hunting around for the misaligned texture or figuring out some logic puzzle is just tedious. There are some times where it feels great finding some hidden path that gives a key to a secret mother lode, but I never give a shit about finding 100% secrets if it takes more than 15 seconds to figure out where one is. No patience, I guess.

>> No.2540915

If he's the final boss, that'd be pretty fun.

>> No.2540920

shadow warrior secrets range from "almost in front of you" to "how the fuck am i supposed to find that without a guide"
or maybe i just really suck

>> No.2540931

I personally only look for secrets for their rewards. I can relate that looking for them for the sake of getting 100% is boring. I don't even have the map totals on display.

>> No.2540942

I felt like that too, but when you pistolstart maps finding secrets can simply increase your survivability. There are times where I run out of ammo/health pickups in a map and I find a secret, enabling me to get through. I agree that secrets for completion's sake are dumb.

>> No.2540976

Yo, sorry I've not been around lately. Been rather busy.

With the release of GLOOME I'm considering breaking off from ZDoom modding and making my combat mod into something a little more. I've gotta work on a lot of stuff beforehand but it's a possibility that this might become a whole game in itself.

I'm gonna get some concepts and sketches down and make a few test graphics etc but I'm excited by the prospect.

>> No.2540981

GLOOME seems to have given us modders a huge surge of inspiration. I sense a cacoward coming.

>> No.2540983

Meant to quote >>2540976

>> No.2540984


>GLOOME seems to have given us modders a huge surge of inspiration

I find myself torn. I love the idea of bringing my work to GLOOME, but I want people to play my mod via co-op without having to deal with GZDoom's garbage netcode.

>> No.2540987

Yeah definitely. If I can keep the momentum this might actually be something big. I entertained the idea briefly when I saw the thread about GLOOME but I just shrugged it off initially.

Perhaps in the future we can expect better Netcode for GLOOME? That would certainly be nice.

>> No.2540991


I'm considering moving to client/server when I do end up caring about MP. It would make the subsystems I've added much easier to maintain.

Speaking of GLOOME, I am probably going to be taking a break for a few days (or possibly weeks) unless somehow I gain quite a lot of motivation.
I don't like to tell people about my problems, and especially not publically, but this is important for anyone using the engine.

>> No.2540992

>Perhaps in the future we can expect better Netcode for GLOOME?

If we got better netcode you can bet your ass I'd move on over. That would be so fucking co-


>or possibly a few weeks

welp engine's dead, pack it in fellas.

>> No.2540993

You're right about secrets becoming necessary at higher levels of play, and that's a pretty unfortunate part of pistol starting on UV. I'm not really someone who replays maps to get better runs on them, so needing to hunt around for some secret medikit is just not fun. I don't have any remorse for setting the automap to automatically mark all secret rooms.

>> No.2541012

>needing to hunt around for some secret medikit is just not fun

I absolutely hate when secrets are filled with nothing but mundane items that have no place being hidden in the first place.

>> No.2541016

you know what's even worse? secrets filled with monsters you can't kill from somewhere else

>> No.2541018

Smooth doom is so fucking good, I can't believe I was wasting time with burtl DoM.

>> No.2541026
File: 574 B, 43x73, f12d57508a.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah thanks that totally helps me with my motivational issues.

>> No.2541029

Eh, I'm not really bothered by that so much.

>> No.2541034
File: 18 KB, 360x375, 1388271972680.gif [View same] [iqdb] [saucenao] [google] [report]

A bunch of strangers on the internet love you if that's any comfort. Take your time off if you
need it, or keep working on it if being occupied makes you feel good.

>> No.2541037


>> No.2541051

Not him, but it's mainly when said secret has quite a few mid-high tier monsters attack you right as you get the secret item. Worse if it's one of those very hidden ones that require work to get to in the first place.

>> No.2541068

you mean like the supershotgun on btsx_e1 map01?

>> No.2541075

My favourite instance of this is in SoD map24, where theres a secret narrow corridor that contains a Megasphere. As soon as you grab it, a cyberdemon is revealed.

>> No.2541090

Pretty much this yeah. A few low tier monsters in a secret is fine, but dont make it so that you can possibly lose more than you gained when you find it.

>> No.2541093

wow, i didn't expect >>2533853 to happen so quickly. from "i will do this for as many years as people want/use it" to "can't be arsed any more" in three days.

>> No.2541097

I do hope you're joking. I am not stopping development, and I have not gotten bored with development.
I've had a shitty day today. I'll be picking up the pace either tomorrow or the day after.

>> No.2541101

Eh. I actually like secrets that involve risks.

>> No.2541105

Man all the silly requests, demands and disinformation must be worse to deal with as a dev than the actual development. I've been avoiding suggesting any more features because by this time you must be drowning in "gif consolecommand plox" and pointless/overly complicated stuff

>> No.2541110

I don't mind any of it. I only get annoyed when people tell me there's an error and don't describe it. That boils my blood.
If you have feature requests, do make them. Now is probably a good time so when I get back to development I'll have more things to work on.

>> No.2541114

>I've had a shitty day today. I'll be picking up the pace either tomorrow or the day after.

I'm sorry to hear that, but why didn't you just say so, instead of making a song and dance about the project being on hold for days, or even weeks? (which, by the way if you didn't know, is a very good indicator of "it's dead, Jim").

I feared the worst when you started getting huge feature requests, many of which would take months or years by themselves, by the bucket load; I know from experience that having your mental todo list grow exponentially is an extremely effective way to kill all enthusiasm.

>> No.2541116

I guess I'm stupid or something.

>> No.2541120

It's mainly that the BTSX1 Map 1 SSG secret sends a small army of cacos, revenants, and arachnotrons at you for getting the SSG. Honestly a bit overkill, especially for something placed as Map 01.

>> No.2541132

Alrighty then.

A soundplaying function that can play from and to a specified time point (this would be amazing for a dynamic sountrack)

A dedicated function for drawing hudmessages that are actually graphics would be nice, particularly for newcomers. A more sane syntax and if possible, options to scale, rotate, and color tint (instead of translations).

Screen-to-world and a world-to-screen coordinate tracing ACS functions

Modify A_railattack and A_customrailgun so rail particle actors inherit not only their parent's angle, but pitch as well - that way flat plane 3d models with INHERITACTORPITCH used as rail particles become a convincing laser beam.

>> No.2541135

P.S thanks again for implementing subtractive flat glow. Hope whatever ails you gets better.

>> No.2541137

That small horde is a bit of a shock at first, but it really isn't that hard. If it bothers you so much, you could just opt to not go the SSG secret, then. Its not really needed in the first two maps anyway.

>> No.2541139

>A soundplaying function that can play from and to a specified time point (this would be amazing for a dynamic sountrack)
This is actually on the todo already, and I know a way to do it.

>A dedicated function for drawing hudmessages that are actually graphics would be nice, particularly for newcomers. A more sane syntax and if possible, options to scale, rotate, and color tint (instead of translations).
Definitely. I'm thinking of redoing HudMessages entirely, they're absolute garbage on both the inside and out.
>Screen-to-world and a world-to-screen coordinate tracing ACS functions
>Modify A_railattack and A_customrailgun so rail particle actors inherit not only their parent's angle, but pitch as well - that way flat plane 3d models with INHERITACTORPITCH used as rail particles become a convincing laser beam.
Not entirely sure how to do either of these, but I'll keep them in mind.

>> No.2541152

How do some classic wads do those enemies that just appear out of nowhere without the teleport effect?

>> No.2541156

>This is actually on the todo already, and I know a way to do it.
Glad to hear it.
>I'm thinking of redoing HudMessages entirely
Please do man. I've worked intimately with them and they're a cause of many headaches and wasted hours.
>Not entirely sure how to do either of these, but I'll keep them in mind.

Anyway: if you need any help with fonts, menu graphics and other 2d art I could help out with that.

>> No.2541160

I don't remember exactly, but it's a special lift that raises instantly from under the ground. You can also use a standard lift to simulate rising from water/ground.

>> No.2541162
File: 23 KB, 526x526, rko.jpg [View same] [iqdb] [saucenao] [google] [report]


That's a Boom thing, isn't it?

>> No.2541164

They are hidden within the floor, and are usually instantly lifted up as soon as you walkover a linedef trigger.

>> No.2541165

popup floors? you do 19 W1 Lower to HEF on a sector that's already lower than all of its surrounding sectors, it instantly pops up. set the lower textures around the inside of the hole to - or AASHITTY and the surrounding floor will bleed over the pit.

>> No.2541168

actual silent invisible orientation preserving teleporters are indeed a boom thing, the popup floor trick is vanilla but not completely silent (you get a single clunk of halting motion)

>> No.2541169

That would be great, if you have the time. I need replacements for the bigfont/stfbigfont and smallfont that aren't copyrighted by id.

>> No.2541172

I take it you hate Freedoom's versions.

>> No.2541174

Freedoom has no smallfont or strife bigfont as far as I know.
But yes, I don't like the bigfont it has.

>> No.2541183

anyone have the apk's for the various idtech touch apps?

>> No.2541189

Yeah. I didn't mind the PDA's in Doom 3 (thought doom 3 was okay in general) but there were too many people's PDA's, they didn't say anything interesting, and you were never invested in the people writing them. It was just a bunch of text to loosely tie together enough plot to make the progression of the game make sense.

>> No.2541191

example map

>> No.2541206

it has a smallfont otherwise how would you get the hud messages :) no strife stuff though. but, yeah, fair enough if you don't like them.

another option for a gpl-friendly bigfont is odamex.

>> No.2541207
File: 2 KB, 400x20, 1436980592.png [View same] [iqdb] [saucenao] [google] [report]

it has a smallfont otherwise how would you get the hud messages :) no strife stuff though. but, yeah, fair enough if you don't like them.

another option for a gpl-friendly bigfont is odamex.

>> No.2541215
File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google] [report]

> https://www.youtube.com/watch?v=K2rwxs1gH9w

wanna talk about it my dear friend?

I really appreciate your work.
Because of your work I think about makeing my own DOOM clone with a heavy influence from BLOOD.
I´m a brutal amateur, but I´ll try my best.

Thirst things I´ll do are some sprites and a small and compact story.

It´ll probably be set in the post chatholic late 1800s where priests have to save mankind from many types of heretics.

>> No.2541227

That sounds really cool.
Also, the graphic I posted will replace the unknown actor sprite. Eventually.

Having trouble finding images of said bigfont, though I am interested.
I don't like Freedoom's fonts because they aren't legible enough for me.

>> No.2541232

I'll get on with that. I've a lot of time from next week onward since I'll be unemployed. Message me on the zdoom forums if there's any other types of 2d graphics you need, like cursors or whatever.

>> No.2541293
File: 15 KB, 1280x864, 1436982773.png [View same] [iqdb] [saucenao] [google] [report]

from http://odamex.net/svn/root/trunk/wad/graphics/ . i will post a zip if you want it but i think you are capable of doing curl -O 'http://odamex.net/svn/root/trunk/wad/graphics/fontb[01-58].gif' yourself :)

>> No.2541295

Now that's a nice font. Thank you, anon.

>> No.2541375
File: 171 KB, 767x1001, CJ-WkDPUMAAOtv_.png:large.png [View same] [iqdb] [saucenao] [google] [report]

>[BTSX Ep2 hype flyer, unfinished. Scrapped due to fears that "some in the community will take this shit personally."]

>> No.2541402
File: 462 KB, 500x500, knee deep in the sweat.png [View same] [iqdb] [saucenao] [google] [report]

>36 different colors of crates
G-give it to me now!

>> No.2541408

> 2 hours of gameplay

>> No.2541409

>36 different colors of crates
oh my yes

>> No.2541416

anyone have any quake speedruns of newer maps?

>> No.2541570


*she you dingus

>> No.2541571

Starting a DOOM2 UV Chainsaw-only run now. I figure this will take like three years to finish.

>> No.2541593

Allow yourself berserk fist too, you'll hjave more fun

>> No.2541604

Cool Quake montage


>> No.2541621


Well you got the quake montage part right. #SICKBURN

>> No.2541629

I raise you this: https://www.youtube.com/watch?v=HVVVvVCD5Fo

>> No.2541635

what engine? that will be a lot easier in those with the blockmap fix

>> No.2541643

GZDoom. Fortunately the monsters are stupid when it comes to corners.

Not that I've gotten past map3 yet, mind you.

>> No.2541652

are you doing 100% kills or just exits?

>> No.2541658

i reckon i could reach the end of map06 in a vanilla complevel but chainsawing mancubi and arachnotrons is beyond my patience without the blockmap/intercept changes from zdoom

>> No.2541673

Cooller was streaming QL the other day, he fucking rekt everyone, I felt bad for them

>> No.2541684
File: 81 KB, 640x480, 1436996216.png [View same] [iqdb] [saucenao] [google] [report]

turns out i can't even survive map02

>> No.2541689
File: 1 KB, 128x128, Wolfenstein Machine Gun.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone here know what the gun from wolfenstein 3D is? specifically the one wielded by the SS officers?

I asked on /k/ and they just acted like faggots because I didn't make the thread their way.

>> No.2541702



Well why didn't you just post the image in the OP?

>> No.2541705
File: 3 KB, 438x82, c382d989b5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2541709
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google] [report]

It's an MP-40 you fucking faggot. Christ.

>> No.2541721
File: 192 KB, 192x192, Hans Grösse.gif [View same] [iqdb] [saucenao] [google] [report]


Now the question is were his guns based on anything.

>> No.2541731
File: 129 KB, 801x601, blood_shotgun reload#2.jpg [View same] [iqdb] [saucenao] [google] [report]

> not of knowing of nazi assault weapon

it´s a freaking mp40 my friend

just type "nazi machine gun" into google and you get your results

Back to topic,

what are some other good 90s FPS I should play?

I already have:

- DOOM 2
- Blood
- Powerslave EX

>> No.2541734

> chaingun
> gatling gun

it should be on his wiki I think

>> No.2541748
File: 40 KB, 477x379, 1364750258676.png [View same] [iqdb] [saucenao] [google] [report]

Duke Nukem, Shadow Warrior and Redneck Rampage

>> No.2541758

I know, but never played them.

any more?

>> No.2541762

quake, i guess
i fucking hate quake

>> No.2541768
File: 70 KB, 638x640, 1717210-slob_zone.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2541771
File: 5 KB, 265x211, 1364674206375.png [View same] [iqdb] [saucenao] [google] [report]

Strife's pretty cool and got a kickass port some time ago
Rise of the Triad is pretty fun too (As is the fan-made sequel/mod, Return of the Triad)

>> No.2541780

Everything from Raven. What a fucking great developer.

>> No.2541786

the chinese who remarketed alephone+m1a1 on the apple store as a for-profit app gave no fucks about the marathon community ostracising them...they gave ample fucks about the money they were making though.

>> No.2541791


>> No.2541794
File: 2 KB, 125x125, Like seriously, mang....jpg [View same] [iqdb] [saucenao] [google] [report]

I will contest Hexen 1 and 2 on the basis that they're too puzzle-heavy and lacking in combat.
I should not have to throw a switch in one map and spend the next hour scouring the other six maps in the level to see what minor pathway opened while having only three or four if you can solve the scavenger hunt weapons to deal with the neverending horde of ettins and centaurs spawning on my tits.

>> No.2541803

Exits. I figure I win when I get to map30.

I also don't know all the secrets, so nabbing 100% kills would likely be impossible for me at the moment.

>> No.2541804

weapons that feel like shit, basically

>> No.2541807

At least Hexen 2's give you an actual lead on what to find.

>> No.2541809

That's fair. I haven't played Hexen 2 yet, but Hexen 1 is pretty rough in terms of gameplay and level design. I feel like the incredible artwork makes up for it, though, and there's mods to make the gameplay more enjoyable. Nothing to be done for the levels though, for some reason Hexen megawads just don't seem to exist. Loads of single hubs out there, but no full replacements.

>> No.2541813

Use rocket launcher.

No other game has ever done a better rocket launcher than Quake 1.

>> No.2541818

>Gattling gun
No shirt sherlock. Pretty sure he meant if it was based off anything available at the time period of the game.

This anon got it >>>/k/26526255

>> No.2541924

Is there any kind of slow motion or bullet time mod for doom? Something that utilizes freeze, slows down tics, something like that?

Because it would be cool, especially if someone could hack it to work with other mods. (Like demonsteele. I've been trying, but I can't get it to constantly and consistently eat up all of my soulpower while time is frozen, and I can't simply slow down time)

>> No.2541925

I've never seen a gun that has four barrels when viewed at an angle and seven when viewed at the front.

And then I wonder what those six outer barrels are even for, if it's only the center one that fires at all.

>> No.2541935


Not easily. There's only one way to manipulate time, and that's with timefreezer.
You could theoretically freeze time every tic and then unfreeze the next tic but HOO BOY THAT WOULD BE HACKY AS SHIT.

>> No.2541945

Maybe instead you could make an entire second set of monster/weapon states, and lengthen their tics significantly, and have a 'pseudofreeze' command swap them from one to the other.

But then you wouldn't be able to just weld it into whatever other mod you're using.

>> No.2541951

Didn't John Romero outright admit that the weapons were copied from doom?

>> No.2541958

wouldn't that cause problems?

>fullspeed imp is attacking me
>i shoot; hit
>fullspeed imp is removed
>replaced with double tic imp
>this new instance has full health
>i shoot;hit
>slow imp is removed...

I've never done on the fly monster replacement, but it seems like it wouldn't work too well.

>> No.2541960

Not quite. From what I remember, he said that due to the general stress and exhaustion from the engine building and stuff for quake, everyone was just like "fuck it, just just make a doom-type game again" rather than the fantasy inspired one that Romero had in mind.

>> No.2541964

Doom Turbocharged Arcade had a slow motion section.

>> No.2541972

It wouldn't replace the monster.
The monster would have different states. It would be more like this, to be honest;

> NormalMissile:
> TROO EF 8 A_FaceTarget
> TROO G 6 A_TroopAttack

And then the timealtered would be the same, but named stuff like

> WarpedMissile
> TROO EF 80 A_FaceTarget
> TROO G 60 A_TroopAttack

I'm just not sure how to turn the normal creature's Missile and have it decide which state to jump to depending on a mapwide variable.

>> No.2541975

All part of the same creature, that is, with both versions of the same state.

>> No.2542013

I guess that makes sense considering that most of the environments had castles and such, but I think we can all say it was for the better as Quake pretty much defined multiplayer FPS

>> No.2542037


The Gatling Gun is a Civil War design, but it was hand-cranked. Multi-barrel rotary designs were basically abandoned until post WWII, 1949 at the earliest. The benefit was mostly in sustained fire/weapon cooling, as many aircraft machine guns had already achieved ridiculous rates of fire with modifications (though reliability often suffered.)

Russians beefed up their ShKAS 7.62mm aircraft MG into something called the Ultra ShKAS with 3000RPM in fucking 1939, and insane reliability issues. The M134 Minigun, for reference, has a max fire rate of 6000RPM. The reason these concepts were never seen in infantry weapons is that such a fire rate is extremely unsustainable without the ammo pool to back it up. The MG42 might have been Hitler's Buzzsaw, but the venerable M2HB firing at a lower rate of fire than it's aircraft variants, allowed a smaller amount of ammo to put down the suppressing hurt longer.

>> No.2542041


Also of note, been playing a lot of Plane Sims and I have this really weird idea of making a Doom weapon mod based on aircraft weapons. I have absolutely zero artistic ability though, so I'll likely never start. The other issue is that it's more or less a linear upgrade in caliber and RoF, which makes it rather boring.

>> No.2542047
File: 11 KB, 290x190, 14v3axs.jpg [View same] [iqdb] [saucenao] [google] [report]

Final note before I leave for awhile (and sorry for the triple post), the Minigun in Wolfenstein could be referenced to the Fokker-Leimberger minigun attempt in WWI. It had 12 barrels and a theoretical RoF of 7200RPM, but had major design flaws and has only since been adapted to very low pressure applications and not a 7.92x57mm cartridge. Looks scary, though.

>> No.2542048

Duke Nukem 3D and Quake are must-plays to add to that list. After that definitely check out Shadow Warrior. Original Half Life and its expansions (especially Opposing Force) are also great. I've never played Unreal but people hold it in regard.

>> No.2542050


Shadow Warrior is worth checking out just for the interesting improvements on the BUILD engine. Turrets and vehicles, while primitive, are useable on some levels and user levels.

>> No.2542051

*Oh shit, and Final Doom. Plutonia is the best out of the original Doom wads by far and puts the rest of them to shame.

>> No.2542053

Yes I love Shadow Warrior but I don't like it quite as much as Duke or Blood. I'd play Duke and Quake before playing SW but I'd still definitely play SW.

>> No.2542056

*I also forgot Quake II, fuck.

People don't like Quake II as much as the first one. Neither do I but it's still a solid as nails shooter. Make sure you play it with the soundtrack enabled (also true for the original Quake) as it makes it so much more pumping and awesome.

>> No.2542057


I like it from an engine standpoint. Duke is the one I still go to, as I don't find Shadow Warrior as engaging. I need to give Blood another try, but the lack of sourceports due to Atari being twats really holds it down. I played it a long time back via One Unit Whole Blood, and the mouse controls just felt janky and I had an ever harder time taking it seriously than I did Shadow Warrior. Maybe I'll pick it up on Steam to guilt myself into beating it due to spent money.

>> No.2542058


It is to be believed that Adrian Carmack photoscanned a WWII book during Wolfenstein's development (we need a post-mortem of it), who knows if he got hands on other war books and found that picture and said "fuck yeah i'm going to make them hold big ass miniguns"

>> No.2542062

well from an engine standpoint blood was pretty fucking awesome with the physics it had going for it. it also had the best lighting effects from the big 3 build trilogy.

>> No.2542174

So apparently Wolfenstein wasn't enough


>> No.2542193

this some day of the tentacle shit right here

>> No.2542201
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google] [report]


Now make an arcade machine where you're playing inside of that room you're in now with an arcade machine where you play doom inside of that

>> No.2542261


>> No.2542262
File: 1.44 MB, 5000x5000, cooller.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2542272
File: 332 KB, 590x601, ARk47.jpg [View same] [iqdb] [saucenao] [google] [report]

It's an AR 47

>> No.2542275

Not surprising, map02 is the only non-boss id map that has never been done pacifist (or maybe nightmare pacifist?)

>> No.2542293

The only way to make this crazier is either being able to play all of memorial.wad, or having Hexen or Strife in there.

>> No.2542361



>> No.2542364

just teleport to the level you were on and give yourself a chainsaw

>> No.2542402

Chainsaw-only would be Tyson, not Pacifist. Pacifist is when you speedrun a map, without ever directly or indirectly hurting any monsters.

>> No.2542421

And in the case of Underhalls not being done Pacifist, I imagine its probably thanks to the dark tunnels with barrels and monsters everywhere.

>> No.2542479

The map overall is densely populated with shotgunners, too

>> No.2542506

>Smooth Doom update
Finally, now I can go back to playing some classic wads without my console being spammed because the dynamic lighting for the armor bonuses was broken.

>> No.2542509

So, I'm using gzdoom on Linux...I launch with mods/wads through command line. How do I load a wad with Brutal Doom? I can't seem to launch a wad and Brutal Doom at the same time.

>> No.2542512

If you were talking about buying Blood I think the GOG version runs better than Steam.

SW Redux runs fine as long as you are using the old patch [sdl1].

>> No.2542515

yes I know, my point is that Map02 is surprisingly hard if you're trying to do it in a gimmick not-shooting-guns style

>> No.2542520

Point doesn't work when comparing apples to oranges.

I just did the map with a chainsaw myself, and survived.

>> No.2542550

How does a Pacifist do on Dead Simple? Rocketjump up to the button?

>> No.2542558
File: 101 KB, 800x600, omgwpns_7.jpg [View same] [iqdb] [saucenao] [google] [report]

So why do weapon and enemy randomizers exist? They make the game harder than it needs to be.

>> No.2542565

why is that a problem? some people prefer extra difficulty, myself included

>> No.2542568


>> No.2542569

Impossible without hurting the monsters, which you aren't supposed to do.

>> No.2542570

>Impossible without hurting the monsters
Nope. See >>2542568

>> No.2542576

is that a monster with a chainsaw stuck in it?

>> No.2542578

Yeah, OMGPWNS has a throwable chainsaw.

>> No.2542580

you just answered your question

>> No.2542581

They don't really have a proper scale with difficulty, they are pretty much the same regardless of which difficulty you play on.

>> No.2542586

chainsaw-only is a proper subset of tyson, which also allows you to use the pistol. thus tyson is easier on map02 in particular, as you can remove sergeants from cover. hitscanners hurt - hence their reputation as the most dangerous of the doom1 monsters to the experienced player - but they only take a couple of bullets. contrast running up to saw him, before he decides to fire, requires luck, and if unlucky you'll probably take more than a medikit's worth of damage. alternatively you can hang back and try to get an infight going but that only gets you so far and is equally luck-based.

>> No.2542587

what exactly would be "proper" scaling? I'm curious about this because it may or may not be something I'd look into implementing

>> No.2542593

Has anyone had a problem with the screen flashes in doom every time you pick up any item?

>> No.2542595

Harder monsters spawn more often on the later levels, and spawn less often on the earlier levels.

>> No.2542598

Technically chainsaw only on map02 requires you to play from map01, or use the idchoppers cheat, as there is no chainsaw to be found in the map itself.

But even then, I (not the guy attempting to chainsaw the entire game) still found map02 pretty doable with chainsaw only. Nowhere near the difficulty behind doing it pacifist style.

>> No.2542602
File: 225 KB, 500x738, 200% doomed.png [View same] [iqdb] [saucenao] [google] [report]

just spawn rates of certain harder enemies and better ammo drops would be nice. most the time I run out of ammo from killing trash enemies and dont have any for the big men.

>> No.2542609


Fixed that awful horizontal squishing.

>> No.2542610

Not since 1998.
I had stolen a PC from school
It had a PCChips M599LMR motherboard. I remember the specific model because no mobo since had given me such grief.
Once I had finally got it working, the onboard SiS VGA was soooo fucking slow. Even for the time. Hell, the entire system was slow, but I had at least expected Doom to work okay. Didn't matter whether it was DOS or Windows, Vanilla or Boom, it was balls. Tried UNIVBE/SciTech Display Doctor, all kinds of HIMEM/EMM386 tricks. Seriously, setting "Graphical Detail" to Low, and the screen size down a couple notches, it was playable, but still not full speed. But the screen flash on pickup, actually caused the game to dump out to DOS with an error sometimes as the in game speed crawled to a halt.

>> No.2542614

Isnt it possible to disable that in source ports?

I know it can be disabled in PrBoom+ at least.

>> No.2542623

So far I'm using Gzdoom but i can't seem to find it though

>> No.2542624

this is impossible to reasonably implement within ACS and DECORATE

I have plans to implement a more flexible spawn system for the next version of OMGWPNS (only reason I couldn't do anything more complex than what's in V5 is purely due to having a deadline for release for the only time ever) which can be user controlled

the idea I have in mind is using CVARs to control weighted options for which monsters to spawn, most likely using sliders with values ranging from 0-100

that said, I'm not sure if adding an extra 80 CVARs is an intuitive idea

>> No.2542626

The only thing i found during my searches is this forum.


What do think anon?

>> No.2542627

Project Brutality did it.

>> No.2542628

I like that idea, i'm just too shit to play OMGWPNs

>> No.2542639

as i understand it graphics cards don't bother to support 8bpp paletted surfaces so there's no palette uploading to do, it just has to be emulated in software.

the biggest problem with item pickup flashes in the game is that the amount of item flash is not capped to 100 tics in the way damage flash is. this means you can get stuck with goldscreen for entire minutes at a time if you pick up too many health bottles at once.

>> No.2542648

i did find this so far


What do think?

>> No.2542650

true, but spending 30 seconds in map01 is hardly a chore. also it actually helps because it means you can start map02 with a green armor.

i am sure it is doable, but on my one attempt yesterday i was likely under the misapprehension that it was easier than it actually is and was being too reckless as a result.

i assume you were playing in a vanilla complevel.

>> No.2542653

I haven't checked out Project Brutality yet but thinking about this a bit more, I have an idea on how to implement it (I was thinking of using map names as a reference previously, which is incredibly dumb for obvious reasons)

I'll have to look into this later, taking a break from OMGWPNS dev for now

>> No.2542728

that seems like it would need you to make a mod that subclasses and replaces every item in the game to add the noscreenflash flag. much more invasive than a zdoom.cfg option.

>> No.2542745

>i assume you were playing in a vanilla complevel.

Yeah I was.

>> No.2542748
File: 408 KB, 640x2400, 1437032153.png [View same] [iqdb] [saucenao] [google] [report]

bcs02.wad - http://www.doomworld.com/idgames/?id=1631

a church, under which hides a control room, leading to an underground river of blood. as you progress more switches open in the control room, so you keep having to go back to it. finally it ends up with a teleporter puzzle that at first appearance seems like you can lock yourself out of it but it turns out you need to go back to the control room yet again. although if you don't press the button in the pit you can just keep jumping off the central teleporter to the others.

not exactly thematically consistent, but, who cares. there's an early archvile which seems quite out of place, a totally invisible secret containing soulsphere + blue armour + rocket launcher, then shortly after a megasphere that seems entirely too much. in fact the thing placement reminds me of a doom1 wad that's had dm2conv run on it and tweaked afterwards.

not terrible, worth a go if you like this era of mapping.

>> No.2542760

darn I could never do that

>> No.2542772

Just FYI Quake II Touch is no longer free.

>> No.2542774

thanks for keeping an eye on it.

>> No.2542779
File: 2.84 MB, 320x240, sawfail02.webm [View same] [iqdb] [saucenao] [google] [report]

here's my latest pathetic attempt...

>> No.2542785

I liked this

>> No.2542824

Is it just me or is Doom 2 a lot more generous with shotgun grazes?
I've only ever played ultimate doom and doom 2 once before, but I think this is something I noticed both times

>> No.2542841

No probs. Wonder what'll be next. I want JKII so much!

>> No.2542845
File: 16 KB, 600x248, Fokker-Leimburger.jpg [View same] [iqdb] [saucenao] [google] [report]

It was probably not based on anything in particular, they just made up an SMG on the spot which was easy to draw.

At the times, the SMG they most commonly would have been using would have been the MP40. Though WW2 games frequently misrepresent how these were used, there were about 18 times as many Mauser rifles as there were MP40s, and on the battlefield the MP40 was typically only carried by the squad leader, regular infantry men would carry Mauser rifles.

Later Wolfenstein titles would feature actual real weapons (with varying degrees of accuracy, Wolf 09 gets the closest), aside from made up experimental weapons.

Now, as for the chainguns (gatling guns), during WW1 there actually existed an experimental 12 barreled gatling gun (in 7.92x57mm Mauser) powered by an electric motor, called something along the lines of Fokker Leimburger, so the concept of a motor powered gatling weapon was certainly a thing (hell, Dr. Gatling himself had once rigged up one of his guns to an electric motor as an experiment and achieved 3000 RPM). None of these were really conceived as man portable though, the Fokker was intended to be mounted to aircraft (and supposedly was, though it had fierce problems with ruptured cases and case-head separation so it never really worked well) and Dr. Gatling tried to sell his electric gun to the Navy (but they didn't want it).

The thing is, I kind of doubt that the guys at id Software had any knowledge of this and I'm pretty sure they just drew handheld gatling guns for Wolfenstein because they thought it would be cool (and it is).

In my opinion it would really have made much more sense to use an MG34 or MG42 if you wanted a high rate of fire and high power.

>> No.2542846
File: 75 KB, 915x687, Fokker-leimberger.jpg [View same] [iqdb] [saucenao] [google] [report]

Another picture.

Also, the FormGen sequels to Spear Of Destiny actually featured a fairly identifiable STG-44 in place of the regular old SMG, so I guess that's the earliest instance of that.
(as well as a very anachronistic Yugoslavian AK on the cover).

>> No.2542849

>shotgun grazes?

You'll have to elaborate on that, anon. I have no clue what you're referring to.

>> No.2542875
File: 119 KB, 1311x1187, MG-1-033-27.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess I could look at each element, the handguards/foreend look vaguely inspired by the M4, as does the front sight post (which is really tall and there doesn't seem to be any rear sight to go with it).
The receiver itself looks like a generic box at most, maybe like the body of a Browning 1919 or something if you squint.
Magazine looks generic, but could pass for an MP40 or Sten magazine. Pistol grip is generic as well.

Could be that it's some sort of ridged/corrugated outer cover over the four barrels? Not quite related but the first thing I thought about with 4 barrels was that old Civil War/WW1 era Hotchkiss light artillery with a hand-crank (commonly used on ships as a defensive gun against sappers). Impressive piece for it's time, one man aims and fires, the other cranks and keeps it loaded, could fire off quite a few shells a minute.

>> No.2542878

Which was kinda Romero's fault to begin with, he was supposed to lead the project but he was hardly present or doing much work, people had been churning out resources and shit for months with very little guidance from him, until finally they all said fuck it and decided to cobble together what they had into a Doom like shooter, as the deadline was beginning to draw near.

>> No.2542893

Yeah - heck, even the much more survival-horror oriented SS2 didn't force you to stop and read the entire damn PDA as it clogged up your screen and left you oblivious to any angry imp fireballs.

>> No.2542906

like if you shoot slightly to the side of an enemy, it will still damage it even if you weren't aiming for it directly.

in doom 2 it seems enemies die more from this

>> No.2542908

Probably just dumb luck.
Unless you're using the Super Shotgun, which fires off way more pellets than the regular Shotgun.

>> No.2542920

I don't want to sound like an idiot if I'm just not looking in the right places, but I'm trying to create an event for when you kill an enemy but most of what I'm reading is telling me to go into the Things properties of the enemy and click the Action tab but I don't seem to have that, just properties. I really think I'm just missing something really small.

>> No.2542961

What's the news on UAC Ultra 2?

>> No.2542969

Are you using UDMF or Doom in Hexen format? Because the Properties tab also includes the Actions to use in UDMF, but not in Doom in Hexen format if I remember correctly

>> No.2542971
File: 46 KB, 672x519, Should look like this in UDMF.png [View same] [iqdb] [saucenao] [google] [report]

It should look something like this in UDMF

>> No.2542973
File: 32 KB, 672x519, Should look like this in Doom in Hexen format.png [View same] [iqdb] [saucenao] [google] [report]

And it's there as well, in the Doom in Hexen format, and should look something like this.

>> No.2542979


I don't know, I've been too busy watching Gangnam Style for the 3rd time to bother checking.

>> No.2542981

And as a final post. The classic Doom format only has a Properties Tab, and no Tag/Action/Misc. Tab, So if you made your map in that format, you're gonna need some sort of convert tool to convert it to either Doom in Hexen, or UDMF Formats. Alltough the result isn't perfect and most tags and actions get fucked up in the process, so you'll need to redo those parts.

>> No.2542982

There is no functioning difference with the Shotgun between Doom 1 and 2. You're probably just imagining it.

>> No.2542990


Oh it's nothing big. Honestly I'm just trying and testing out different things to learn the ropes. Thanks though!>>2542971

I'll probably try using UDMF from now, I was using Doom 2

>> No.2543001

Looks like OP image material to me

>> No.2543139

>regular day is back on the Zdoom forums

Oooh boy.

>> No.2543178

I think hes made a version with all the furry porn axed.

>> No.2543181


There's still the special cards you "admire" for HP bonuses, and those are censored furry tits

>> No.2543185

And the fact that the levels, guns, enemies and everything else is awful

>> No.2543225

is there a master level loader for chocolate doom? I'm getting pretty tired of editing my shortcut every time I want to change levels

>> No.2543238

So awful the mods don't want us to talk about it, apparently...

>> No.2543239

Not sure about Chocolate Doom.

I do know that Eternity allows you to select Master Levels maps internally

>> No.2543296

"surprisingly hard for the second map in the game" not "impossible"

>> No.2543303

I can give you that its not as easy as playing normally, but its not that hard.

>> No.2543394
File: 29 KB, 455x220, Iamerror.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been trying to play doom rpg with doom rl arsenal, but I get this message every time I try to run them together. How do I fix it?

>> No.2543408

Frequently given answers:
1. Report and ignore;
2. Update your GZDoom;
3. No word on the Berserk mod.

>> No.2543429

Considering Hans was a fucking huge guy it was probably implied he was literally carrying 2 full sized turrets in his hands slightly modified for mobile use.

But yeah they're fake.

>> No.2543435

I had that problem too. I eventually just gave up and got the Doom RPG Launcher.

>> No.2543451

I don't know. But they feel weak. The sounds, the lack of animations, the fact that t takes so long to kill stuff. I think the last one is because of the limitations at the time. Couldn't have as many enemies on screen as in Doom, so they made them tankier.

>> No.2543483

I'm using the doom RPG Launcher, but it's still giving me this problem. What am I doing wrong?

>> No.2543495

I'm not sure. Are you using the latest of everything? Latest RL, latest RPG, latest GZDoom?

>> No.2543505

I could definitively see that, Hans is a big bad motherfucker, a super soldier, would fit the style of the setting to set him up with a pair of modernized Fokker guns.

>> No.2543508

What are the files you're trying to load?

>> No.2543541

It would have made the most sense if he wielded one gun and placed his otherhand behind it when firing atleast it would have gave a sort of illusion he was cranking the gun to fire.

Otherwise I have no fucking clue how he even fires the damn things or where the ammo is stored. I don't see any clips or ammo feeds on those guns. Let alone a trigger.

>> No.2543557

In deathmatch the damage scale is pretty brutal though. I wish the nailguns where remotely viable in mp anyway..

>> No.2543572

Is there a point to dehacked when we have ACS and DECORATE?

>> No.2543578

DeHacked works in all ports and not just ZDoom-based ports.

Related (open) question I guess, speaking of ZDoom, are there any gameplay mods that make Hexen's combat more fun?

>> No.2543583
File: 2.50 MB, 380x285, minigun-workings.gif [View same] [iqdb] [saucenao] [google] [report]

Though the original Gatling gun was hand-cranked, later weapons based on the same principle of multiple barrels and bolts in a rotating assembly taking turns firing, have been made with electric motors to drive the assembly (and thus trip the firing-pin for each chamber whenever it is rotated into place), you would only need to hold the trigger to drive the motor, making the gun fire.

The most common example is the famous M134 Minigun (called Mini because it's a scaled down 7.62mm variant of the 20mm Vulcan Cannon), however, the Fokker had an electric motor, as well, the concept of a motorized Gatling style weapon had existed since the days of the American Civil War, it just wasn't seen as having a practical purpose at the time (given how two people manned it, and the assistant loader would be able to load maybe about 20 cartridges in a block into the feed at a time, and the gun firing several times that in a second, keeping a good consistent rate of fire without interruption would be impossible even with the best gunner team in the world)

It's not unreasonable to assume that there's an electric motor on the gun, possibly powered by a battery pack he wears somewhere in his suit. Though they could be gas-powered, in that they use bled off gas from the fired cartridge to cycle to the next chamber. Would be hideously complex, but it can absolutely be done. That way it would actually even start out firing sort of slow and then speed up to top speed as it keeps firing.

I think it would have been neat if he was using his off-hand to hold the belt, which then linked/came out of a large pack on his back. Or a pair of feed-chutes going from both guns and into two packs on his back.

>> No.2543584


>> No.2543592 [SPOILER] 

Thank ee' anonymous.

>> No.2543603

Artists are weird.

>> No.2543604

what the fuck

>> No.2543613

attack on titan live action version

>> No.2543624


This is probably how a lot of kids got a vore fetish.

>> No.2543630

Kama Sutra map 30

>> No.2543631

that already exists
and titans don't have reproductory organs

>> No.2543638

Russian air force have used gas powered gatlings. Revolver cannons have replaced rotary (gatling) guns in many cases though, because of superior accuracy at the cost of overheating faster.

>> No.2543893

What's a good way to set a variable in DECORATE that actors use, but a variable that can be changed by picking up an item or using a weapon? One that would work globally?

I intend on using it with A_SetTics (for weapons and entities) and A_ScaleVelocity (for projectiles) to cause bullet time to be a thing.

>> No.2543909

Ooooh you got so close! The underground part is where I got tagged the most.

I should mention that this is the first UV run I've ever even done so mucho surprises in store for me.

I'm trying to see how long my playthrough takes (if I ever even finish.)

>> No.2543913

I don't suppose this would work? It merges all the .wad maps into MASTER.WAD which you can load with DOOM2.WAD

>> No.2543935

What you're describing would be easier to do with ACS.

>> No.2543945
File: 148 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

is this even real?


>> No.2543946


>> No.2543967
File: 1.04 MB, 312x176, JohnCenaShotsFired.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2543968

it's basically done like duke3d security cameras

>> No.2543973

Sheeeit, I got so lucky with the Gantlet and got the chaingunners to clear out the imps for me, then snagged the sphere/armor/invis combo in the well and breezed through the rest of the level.

Maybe I can do this.

>> No.2543976

i just realized it could open up some big stealth gameplay opportunities
stuff like remote controlled spy drones/tanks
or something related to turrets

>> No.2543981

Or possessing monsters!

>> No.2544013
File: 20 KB, 320x200, _backup_.png [View same] [iqdb] [saucenao] [google] [report]

i wonder if you can have enemies sticking to a wall after a particularly heavy shot, could be fun for a gore mod

>> No.2544031

Where the fuck is all the health in Blood?

I want to enjoy this thing, but I'm getting totally rekt because it's hitscan central and I'm always slogging around on 20HP. First time playing it really. Is there some mechanic I'm missing or something?

>> No.2544037

I suppose you could use some kind of special decal or maybe a flat 3D model with a texture on it, but I don't see it ever not looking awkward.

Blood is a quite hard game, I suggest playing on easiest for your first time.

>> No.2544063

>Blood is a quite hard game, I suggest playing on easiest for your first time.

It feels hard just because I haven't seen health anywhere, only one portable medkit in the first level. The enemies aren't too bad, but I'm getting whittled down majorly. It's a war of attrition in which you're giving me dynamite as a weapon - it just doesn't work out well.

Oh well, might give it a go on Easy. My ego will take a gutpunch, but I'm in it for sight seeing, not e-peen.

>> No.2544074
File: 63 KB, 586x587, Thats just dandy.jpg [View same] [iqdb] [saucenao] [google] [report]

>just finished watching the first 18 minutes of Doom4 gameplay
Besides the lack of color, I'm digging a lot of the new movement options as well as how they're keeping the gun dance of the original Doom. Some other things I was glad to see (because they often aren't in other games) was the ability to climb up onto shit. Being able to climb on top of once useless crates for a height advantage is very welcome.

The weapon wheel slowdown is a little lame but understandable due to console limitations. The executions look like they're contextual in that you can pick different parts of their body to perform different kinds of executions; also, the executions seemed quick and snappy, so there's no long time dicking around while waiting for an animation to finish. The chainsaw, which looked like it could be repetitious with its executions, actually looked like it was more fun than previous iterations while also adding variety to the usual 1-2 chainsaw animation. The levels seem very open, with the ability to jump from platform to platform with ease while using the environment to climb on unconventional surfaces.

Doom4 seems like it's shaping up to be a fantastic game. My hype is once again renewed.

>> No.2544101

I'm trying, but I can't figure out how to use ACS from the documentation. Or how other people use ACS for much of anything, other than hud messages.

>> No.2544123

Blood is really a very hard game, it's not like playing on easy is actually easy.

>> No.2544143

Yo, check it out. I'm basically a beginner at ACS, but I wrote this code right. Whenever activated, it gives the activator (usually the player, but can be other things) is giving an additonal 25 to their max life; i.e. you can reach 225 max, then 250 max, and so on.

There's some things you need to realize, but I'm just going to show you how easy it is once you start reading the wiki.

>script "HealthyUpgrade" (void)
if (GetActorProperty (0, APROP_MaxHealth) < 200)
SetActorProperty(0, APROP_MaxHealth, (GetActorProperty(0, APROP_MaxHealth) + 25));
Print(s:"You have reached your healthy limit.");

I wrote this in after about 30 minutes of looking up the best functions to use. I'll explain a bit more of what's what in this script if you want

>> No.2544171

I just finished Gantlet on UV too. First time going through Doom 2. Chaingunners are real tricky enemies. I think they tempt people to place them in good spots where they can pop up behind you or by your side.

I kind of goofed with Gantlet thinking I could start the level by clearing the second room and then "run jumping" over to get the armor but all that did was shove me right in the middle of the enemies. Taking the stairs in the second room was actually far easier. Did you feel like the song for that level was going to pull some Darth Vader theme?

>> No.2544185

I'm playing with DOOM's music off actually and have a playlist playing softly in the background. After several false starts with Focus, I had a fantastic run once I took care of the hitscanners.

Then I cleared The Waste Tunnels on my first try (!!) Of course, there are a couple of spheres and a berserk pack in there.

I'm actually really psyched that there are other people here trying out a chainsaw-run with me. We can do this, anon.

I'd like to keep going and give The Crusher a test run but my intestinal issues are acting up now and I think I'm gonna have to lie down for the night.

>> No.2544208

Oh, I'm not doing chainsaw runs yet though I did do the first level with it, that was pretty cool. I had trouble with the waste tunnels in general so that's pretty good you did it with a chainsaw only. I'll probably try a chainsaw run for some levels later tonight. Even though I just reached the first level with a Revenant, I feel like going back to the other levels.

>> No.2544214

That's actually pretty cool.

You could replace megaspheres with those.

But still, what I keep trying is to set a script that finds every entity with +MONSTER and without +CORPSE flags, and give them a uservariable so that I can do the rest of the timey-wimey stuff with DECORATE.

>> No.2544271
File: 53 KB, 586x441, 1436217094615.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying I won't start a co-op server
>implying I remember how to use IRC

>> No.2544275

Again, it reading through the wiki teaches you a lot of random stuff on top of finding what you need so when you go to do other stuff it's a little easier.

From what I understand you could write a script that checks for the conditions of with +MONSTER and without +CORPSE and then put that in a script to assign them an ID with ThingChange_TID and then do the rest of whatever.

Sometimes DECORATE and ACS don't want to play along, but there's ways around that.

>> No.2544283


What the fuck are you going on about?

>> No.2544332
File: 5 KB, 257x257, video.jpg [View same] [iqdb] [saucenao] [google] [report]

>Vanilla Doom 2 co-op server
>might fuck around with the gravity and shit
NAME: Dr. Amazing's House Of Wackyness
PASS: viddygame

>> No.2544352
File: 34 KB, 408x163, doomguy_chocolate_milk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2544460
File: 209 KB, 358x335, shit (2).png [View same] [iqdb] [saucenao] [google] [report]

People will port doom to everything. Damn

>> No.2544510
File: 6 KB, 200x229, give me a soma.jpg [View same] [iqdb] [saucenao] [google] [report]

>shoot a barrel on a ledge
>it falls towards me
>kills me

>> No.2544520


>> No.2544524
File: 28 KB, 280x450, 1396668409794.jpg [View same] [iqdb] [saucenao] [google] [report]

Requesting that screenshot of the Revenant in its early stages of development. (Or any other images that are related to it)

Looked something like pic related, I believe

>> No.2544527

Post weapon-tans.

>> No.2544545

I'm a monumental fuck-up who can't manage a server
pls join guys

>> No.2544547

yea well I think it looks like shit

>> No.2544562

on pc you can change the weapons without the retard wheel. he does that in the gameplay

>> No.2544569
File: 497 KB, 1024x640, John D Carmack.png [View same] [iqdb] [saucenao] [google] [report]

behold your savior of servers
I fixed amazing's cuck-up of a server, come join

>> No.2544578

>Connection failed

Serb is dead.

>> No.2544592

Haven't played multi before and only just got Zandronum, how do I join?

>> No.2544596

Use Doomseeker. Search for our server. You should have a shortcut called "Play Zandronum" on your desktop.

>> No.2544598

I literally just started Doom Builder today because I want to start mapping but I dont know where to start

Is there a good youtube Playlist you guys recommend

Also I'm learning coding on the side and I hop le to eventually use that for scripting and shit

>> No.2544602

Found it. Way too heckers for me m8s

>> No.2544614

Are you using GZDoom Builder? Doom Builder 2 is dead.

>> No.2544615
File: 26 KB, 510x546, tumblr_mqet5cRxVf1scpa70o1_540.png [View same] [iqdb] [saucenao] [google] [report]

>going through Doom 2 for the first time today
>always play on UV, nothing else satisfies
>reach Tricks and Traps

There is no god.

>> No.2544619

Is there a way to increase the amount of posts displayed per page on ZDoom forums? I can't find anything in user cp, and I hate having only 15 posts per page.

>> No.2544621


>DoomBuilder 2 is dead.

Do not listen to this anon. Use DB2 for mapping, SLADE for everything else. Also, I believe chubzdoomer has good videos for random stuff. It's all pretty simple once you start grasping the concepts.

>> No.2544626

>Do not listen to this anon.

But he's correct?
Doombuilder 2 is dead in the same way Skulltag is dead. You can use it, yes, but GZDoombuilder is its successor.

>> No.2544627

You fellas still playing? Can't seem to find the server on the list.

>> No.2544629

>Do not listen to this anon.
Except he's right. Doom Builder 2 hasn't been updated for years, where as GZDoom Builder is still actively maintained. GZDoom Builder has full support for doom and boom mapping formats, so the only reason to really use DB2 anymore is for the less popular mapping formats, such as Eternity, or Doomsday.

>> No.2544630

Don't forget to find the BFG in that map, anon.

>> No.2544632

Anything important happen in the past year in Doom modding?

(been gone for a while if you could not tell)

>> No.2544634

Where is it? I could sure as hell use it when I get the red skull key because I'm usually low on ammo except for pistol. For some reason the pain elementals no longer spawn and the chain gun doesn't show up. I guess I'm killing the cacodemons and specters too quickly or something.

>> No.2544635

32in24 14 (IMO this is their first successful Single Player attempt)

>> No.2544637

It's in the room where you get surrounded by Pinkies. Shoot one of the pentagrams.

>> No.2544638

Wow. I didn't even know pentagrams can be shot for secrets, that's neat. Thanks for the tip. I don't like using guides but tips from people is always welcomed. Gonna give the level another try.

>> No.2544639

Just be aware that some doors and switches have to be shot in order to work.

>> No.2544642

>I didn't even know pentagrams can be shot for secrets

This is why I shoot everything.

>> No.2544658
File: 2.50 MB, 320x240, bestdm.webm [View same] [iqdb] [saucenao] [google] [report]

good ol' vanilla doom 2 coop

>> No.2544659
File: 243 KB, 655x522, image.png [View same] [iqdb] [saucenao] [google] [report]

>pistol deathmatch with sv_fastweapons 2

>> No.2544675
File: 941 KB, 320x240, record speed doom run.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2544679

Well that was fun, anyone wanna do some mods?

>> No.2544683
File: 10 KB, 192x255, Springtime for Blazkowicz.jpg [View same] [iqdb] [saucenao] [google] [report]

Shiga making an RPG-Maker game based off of the DOOM community, for one.
Also infinity /v/ making a Moonman mod and Term making a new character for DemonSteele.

>> No.2544703

GLOOME is a new completely gpl GZDoom-based source port that lets people make their own GZDoom game from scratch and maybe sell it for money if they're so inclined

>> No.2544754

>Term making a new character for DemonSteele.
What? I just got the latest version, and it's still only one character available.

>> No.2544758

Probably should have said that he's in the process of making a new character. Check his Tumblr. He's made a few posts about his development of Sun Shihong, a lazy cyborg demon-hunter from China with a pizza fetish.

>> No.2544764

Making, not made.


>> No.2544795

Name: Dr. Amazing And Orangestar's House Of Wacky
Pass: Viddygame
Mods: Alien Vendetta, omgwpns
Fuckery with weapons and gravity

>> No.2544808
File: 842 KB, 320x240, omgweps.webm [View same] [iqdb] [saucenao] [google] [report]

so insane my net can't keep up

>> No.2544817
File: 1.67 MB, 504x376, please join.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2544819

Marrub, if you're around- what are the chances of having a launcher strapped into GLOOME? Something similar to ZDL, though a bit more streamlined.

>> No.2544821

Is Wolfenstein accepted too?

>> No.2544824

Well let's see...


I'd say it qualifies.

>> No.2544832

[spoier] just kidding

>> No.2544943

Considering it was Doom's father, I see no reason why it wouldn't be.

>> No.2544946
File: 2.13 MB, 3888x2592, 1435379107811.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good recently released mapsets?

I've checked out all of last years cacoward winners so I'm dry there and want something to shoot up over the weekend.

I don't even play modern games now, I like Doom for it's jump in - jump out nature.

>and listening to new retro wave to it

>> No.2544954

see >>2544635

>> No.2544995

Prototype was pretty good, actually.
Except for his obsession with cacodemons.

>> No.2545004
File: 2.09 MB, 1680x1050, Screenshot_Doom_20150717_050641.png [View same] [iqdb] [saucenao] [google] [report]

The rocket launcher doesn't show up in the weapons section of the alternative hud on GZDoom. Any way to fix this?

>> No.2545021

So, how much of a dumbass am I? Is it a lot? Am I a huge dumbass?

The answer is yes.


>> No.2545023

Dunno. I never liked the Alternative Hud

>> No.2545026

For me, the classic bar doesn't feel right at widescreen resolutions. Do you use any other hud?

>> No.2545030

what are you even trying to do?

>> No.2545036

you're probably missing an IF somewhere in your tickwarp

>> No.2545041

I don't usually play in widescreen, unless I'm playing Demonsteele.

>> No.2545042

Hit your middle mouse button, and it slows time! Everything except your weapons, that is.

Don't misunderstand, it's actually working. The if is the 'test $timecontrol tickwarp'.

I was just posting it because even though it works, it's still absolutely retarded.

>> No.2545047

so, bullet time?
it'd make a nice addition to
>brutal doom
with a little balance
like, each health bonus has 1 in 5 chance to be a red bottle that fills your bar (like 5 out of 30, each point lasts 1 sec)

>> No.2545051
File: 1.65 MB, 1920x1080, this town ain't big enough fer the two of us.webm [View same] [iqdb] [saucenao] [google] [report]

is there any reason they would do this?

>> No.2545057

One of them shot a barrel, which exploded and hurt the other.

>> No.2545058

That's their version of making out.

Real bullet time- as in, something meant to be part of a mod- wouldn't be as kludged together as that abomination.

>> No.2545064


>> No.2545070

>in Doom modding?

As you've been told, Valiant was released. Perhaps the first ever mapset with cross-port compatibility, which means that it will play in a different manner if you use PrBoom+ or ZDoom (you get to choose 'episodes' in ZDoom, while you get to play Valiant in a regular 'megawad' format in PrBoom+). This alone makes it Cacoward material for me.

Not a few months ago, John Romero released the equivalent of an entire pack of unreleased Michael Jackson songs, which consisted of unused Doom graphics, an entire font pack, development tools and even the missing rotations of some enemies; for free. This led to lots of mods and projects actively using said material.

As it's been posted previously, Doom in Doom finally happened.

Doomworld founder Linguica released a graphic mod called InstaDoom, which emulates Instagram filters in the Doom engine, sometimes in a better way compared to the originals. It also came bundled with a vanilla-compatible 'selfie stick' weapon mod aptly called SelfieDoom. The amount of mainstream attention it got led to the Doomworld forums having several server issues, something that no other gameplay mod, past or present, had ever done.

>> No.2545081

>you get to choose 'episodes' in ZDoom
You also can do this in Eternity

>> No.2545085


Well there you go.

>> No.2545117

>Not a few months ago, John Romero released the equivalent of an entire pack of unreleased Michael Jackson songs, which consisted of unused Doom graphics, an entire font pack, development tools and even the missing rotations of some enemies; for free. This led to lots of mods and projects actively using said material.

Could you link to some examples?

>> No.2545121

True, interesting though that they both do it to eachother, a rare occurrence.

I've seen knights and barons do it but their melee affects sametype so they tear eachother apart.

>> No.2545123
File: 143 KB, 672x434, 1431368553110.png [View same] [iqdb] [saucenao] [google] [report]

>Not a few months ago, John Romero released the equivalent of an entire pack of unreleased Michael Jackson songs, which consisted of unused Doom graphics, an entire font pack, development tools and even the missing rotations of some enemies; for free. This led to lots of mods and projects actively using said material.

Wow there homeslice.

I've seen unreleased songs but that's from a while back, the unused graphics intrudes me, especially textures.

>> No.2545138


Well, I'll be goddamned if Smooth Doom hasn't taken the missing frames and made extra frames for them; the project's objective is literally "add what was cut from the original game and add smooth sprite animations to everything". Same goes with the Sprite Offset Fix project. Both mods can be found in the ZDoom forums

Valiant took the missing frames from the undead soldiers; it's almost impossible to avoid.

Jungle Spirits made use of a couple of pre-alpha/omitted sprites and decorations. It's a project made by James Paddock (Square, Jenesis, 32-in-24) and can be found here


I can't find the original thread, but someone was discussing about how the community at the time didn't had access to DoomEd (the first ever Doom level editor made by id themselves); somehow John Romero took notice and began posting lots of stuff, and not only the program itself (plus its sourcecode)


Also, if it wasn't for a half drunk /vr/ user, we couldn't had access to the missing monster frames!

>> No.2545140

you guys may want to google "romero's epic springcleaning"

>> No.2545159

Good mapsets for brutal doom 2 player coop?

>> No.2545162

Blazkowicz, do not kill anyone unless you have to.

>> No.2545163
File: 586 KB, 853x420, Pipe Execution.png [View same] [iqdb] [saucenao] [google] [report]

What's that? Kill as many nazis as I can?

>> No.2545167

Newgothic Movement 1.

>> No.2545185

Wow, that teleporting blue imp in OMGWPNS is annoying.

>> No.2545197
File: 137 KB, 1024x768, 1376266664856.jpg [View same] [iqdb] [saucenao] [google] [report]


Sorry for late reply, was checking shit out.

It looks like I've seen some of these resources before, just recycled.

I can see why many of them were not used though, as cool as many are.

>> No.2545216
File: 159 KB, 620x466, latest[1].gif [View same] [iqdb] [saucenao] [google] [report]

It's a shame Scoredoom has been forgotten about. Having a score metagame almost always gets my dick hard, and some of the most fun I had in Doom multiplayer was screaming through episode 1 to try and grab keycards and finish levels before my friend could. Competitive co-op can be really fucking fun when done well, and it's weird that no one else seemed to carry on the torch once the dev gave up.

Now all that's left is a single player version based on an outdated GZDoom and a multiplayer version that still uses fucking Skulltag. RIP

>> No.2545267
File: 52 KB, 237x475, jobbin.png [View same] [iqdb] [saucenao] [google] [report]

>stuck with shitty laptop with mobile intel 4 series chipset that only supports opengl 2.1 so I can't play anything that requires gzdoom past version 1.8.7 because Intel stopped supporting this line of products 3 years ago
at least I still have Zandronum.

>> No.2545268

Anyone here know decorate? If you could write a spawn state of an actor which sets it's Angle to that of it's target as early as possible I'd be very grateful. I'm working on a really kickass gun.

>> No.2545302

You could learn decorate in less than an hour.

Do yourself a favor and look up "decorate tutorial zdoom wiki" and you're almost there.
I believe you're looking for goto:x in the states though.

>> No.2545308

>I believe you're looking for goto:x in the states though
I know about basic jump_if's and gotos, but acquiring and using information like target pitch is less obvious.

>> No.2545325

I wonder what it'd have been like MM1 was acquired by id instead of TNT

>> No.2545328


I actually downloaded gzDoombuilder as well and was gonna tinker with both

should iu still use slade

>> No.2545338

>should iu still use slade
Yeah slade 3 is the go-to for editing everything except maps.

>> No.2545340

SLADE is good for editing all the stuff that isn't maps. If you're going to want to add in custom music, fiddle with sprites, set up some title pics/intermissions, and a lot of other stuff then you'll need slade.

No matter what, always get slade, at least for the editing options; however, when slade comes to mapping it is absolute ass. I lost a whole level when I tried to squeeze a whole wad together and add custom music, then it crashed on me while trying to recover it, then it crashed on me trying to minimize it, and it was a pain in the ass when dealing with actually mapping.

>SLADE is super useful but can be a finicky bitch and spazz out; save often.

>> No.2545353

Yes. While (GZ)Doom Builder is good for the map making, SLADE is good for everything else.

>> No.2545364

At least you have Zandronum. I've tried reinstalling that fucker so many times, and always get told I'm missing certain files that are included with Zandronum.

>> No.2545365

I'd imagine they would have been forced to downplay the coop-only areas. Map29 and 31 possibly may have even been rejected, if not overhauled.

Plutonia could probably still be a thing, since the Casali's did stuff in MM1, too.

>> No.2545378


much thanks guys

>> No.2545380
File: 13 KB, 288x306, doom strategy.jpg [View same] [iqdb] [saucenao] [google] [report]

how do I set save directory in chocolate doom?

or does it always just put save files in the directory of the exe, no matter what you do?

I'm trying to make launcher shortcuts for doom 1, 2, tnt and plutonium, and I don't want saves from other games showing up in another

>> No.2545383
File: 2.82 MB, 800x450, i'm ripping off gmota guy.webm [View same] [iqdb] [saucenao] [google] [report]

Heh, looks like I'm on the right way.

>> No.2545386


How on earth are you ripping off me?

Also this looks cool as shit, what're you doing here anon?

>> No.2545391
File: 2.87 MB, 640x481, doom.webm [View same] [iqdb] [saucenao] [google] [report]

Sill webms with witty comments at the end that also may or may not contain skellies.

Basically, shmups inspired weapon mod. Like here's what chaingun is supposed to shoot like.

>> No.2545487

Does demonsteele shrink the player hitbox?

>> No.2545494



>> No.2545498

Probably wasnt a good idea, because I can now bypass sections in maps, now.

Noticed this in doom 2 map02 in that I can skip getting the red key.

>> No.2545510

Well when you're playing a mod like Demonsteele that changes the game that much it isnt really that big a deal.

And it was needed as with Doomguy's width you'd be getting hit a lot more.

>> No.2545515

>Well when you're playing a mod like Demonsteele that changes the game that much it isnt really that big a deal.

If it really is to that point where breaking maps is not a big deal to you guys, then I don't blame doomworld for wanting maps designed around these gameplay mods.

I was really liking Demonsteele, too. Oh well.

>> No.2545516

>Probably wasnt a good idea, because I can now bypass sections in maps, now.

So don't do that?
It's basically the same as jumping/crouching to bypass sections in maps, imo.

>> No.2545517

>So don't do that?

When the mod literally enables me to do without even thinking, Thats not good enough, I'm afraid.

>It's basically the same as jumping/crouching to bypass sections in maps, imo.

Except jumping and crouching can be disabled entirely, and when enabled require button presses that are not of the original doom setup.

>> No.2545521

>If it really is to that point where breaking maps is not a big deal to you guys, then I don't blame doomworld for wanting maps designed around these gameplay mods.

If it really is to that point where a change in radius is that big a deal to you, then I don't think any map would be enough for you.

>Thats not good enough, I'm afraid.

Oh well. Your loss.

>> No.2545523

>When the mod literally enables me to do without even thinking, Thats not good enough, I'm afraid.
that strikes me as a very weird thing to get hung up over, but then you might be better playing something else.

>> No.2545527

>If it really is to that point where a change in radius is that big a deal to you, then I don't think any map would be enough for you.

But the thing is, I'm not annoyed by the hitbox change in itself. If it was a TC that had levels designed around this change, I'd be perfectly fine. Urban Brawl is a good example.

But its not a TC. Its a gameplay mod, without any levels. Leaving me to believe its intended to be played with any map. The hitbox change unfortunately disregards that plenty of maps have gaps that normally wouldn't let a player through, wider than it.

>> No.2545540

All of the gameplay changes in the mod that plays nothing like Doom, and this one is the one that crosses the line?
You're weird, dude.

>> No.2545545

Example is that when I played Unholy Realms map03 for the first time with it, I thought that maybe I only need either the Blue or Yellow key to finish, as I could slip through the bars after opening one set of them. I later discovered through playing it unmodded, that such is not the case.

I find it funny that when I report something that breaks maps very easily (including iwad maps) with a gameplay mod I like, I should just put up with it, because "its a gameplay mod". What a joke.

>> No.2545549

you've obviously played map02 vanilla and are aware that gap is not meant to be traversible prior to opening the red bars, so why didn't you just return through it when you realised it had suddenly become skippable?

that's what i would have done, and this is why i always argue that one must play a map unmodded before playing it with a gameplay mod -- so later when you do play the map with the mod you know what is intended and what is a sequence break and can make an informed judgement.

>> No.2545550

Why are you playing a mapset for the first time with a mod like Demonsteele that changes the game that much?

Also FYI, you dont even need the red key in vanilla Doom 2 either in Map02. The gap is the exact same width as Doomguy, so you can actually slide through it with enough precision. Speedrunners do that.

>> No.2545558

case in point. i should've scrolled down further.
heh i've never managed that. can't do unguided glides at all.

>> No.2545561

>Its a gameplay mod, without any levels. Leaving me to believe its intended to be played with any map.

this is true of literally no gameplay mod except the most basic ones

>> No.2545563

>purists in charge of having even the slightest amount of self-control

>> No.2545568

I'm still not seeing the justification behind having a mapbreaking feature in a gameplay mod. It doesn't matter if "I know I'm not supposed to do it" or "I should've played the map unmodded first". It still breaks maps.

>The gap is the exact same width as Doomguy, so you can actually slide through it with enough precision. Speedrunners do that.

Big difference is that this speedrunning trick requires precision, and is nowhere near as effortless as it is in demonsteele.

>> No.2545570

If you bothered to read, it's because that makes dodging and manuvering between the fuckton of projectiles that much easier.

Having Hae Lin be the same width as Vanilla Doomguy would get your ass killed a lot faster, especially against spreadfire monsters like Mancubi and the Caco replacements.

>> No.2545571

If I really were a purist, I wouldn't even be playing with Demonsteele in the first place.

>> No.2545574
File: 31 KB, 640x480, 1437150871.png [View same] [iqdb] [saucenao] [google] [report]

okay i just did it but it took 2min game time (by which the monsters would have killed me) and i had to change mouse sensitivity which is highly dubious for demo recording (since i think opening the menus makes a demo recording desync in vanilla)

>> No.2545583

The bigger, real problem with the hitbox change is that it screws up some maps that use voodoo doll scripting, depending on the method used to keep the voodoo doll from advancing across a linedef before its time. That's something you as a player can't do anything about, and you often don't know when it's happening until a map ends far sooner than it should've.

>> No.2545595


Yeah, this is a problem I've been prodding at how to fix.
The only solution of the top of my head is to have the playerpawn check for an item given on an Enter script. If it isn't there, then the player is a voodoo doll, and so morphs into regular radius/height.

I don't think being able to bypass map blockades is that big an issue since it's entirely up to player discretion, but voodoo dolls breaking is a major, major issue.

>> No.2545598

Then what's the point?

>> No.2545602

no acs equivalent of if (mobj->player && mobj->player->mo != mobj) { /* is a voodoo doll */ } ?

>> No.2545610


Okay, to start with: Demonsteele's hitbox is tiny for a reason. It's because fucking bullet spam. The idea is to make it possible for the player to slip through a cloud of bullets (if the player is skilled enough). Increasing the size of the hitbox will ruin that.

So, basically, you should start editing maps to add uncrossable linedefs where necessary.

>> No.2545612


Sort of.
In Zandronum I can do a simple check of if ConsolePlayerNumber == PlayerNumber, which checks to see if the player in-game is the same as the client currently running, but...that's a Zandro-only feature.
ZDoom doesn't care about clients, oddly enough. Or perhaps appropriately enough.

>> No.2545613

i found this, is it any good? you can apparently test if a thing is a voodoo doll with it

>> No.2545626


Well fuck me standing, how long has this been a feature?
I am going to make extensive use of this, thank you very much.

>> No.2545628

I understand that its for dodging shit. But I really don't know what maps to play anymore. Maybe gameplay mods arent for me.

>So, basically, you should start editing maps to add uncrossable linedefs where necessary.
That's too much. And while I do remember the instances in the iwads, theres bound to be lots of other maps with these instances that I forgot.

>> No.2545629

That's too much work.*

Sorry, I'm tired.

>> No.2545632

haha, i don't even mod for zdoom, i just went to the wiki and typed "voodoo doll" into the search box :)

have fun!

>> No.2545635
File: 268 KB, 800x600, Screenshot_Doom_20150717_191216.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to the HOM Café, Home of the HOM Burger. Can I take your order please?

I think I made a terrible booboo. Never seen so many HOM's in one room. Strange thing is, it looks perfectly normal in GZDoom Builder's 3D Mode.

>> No.2545637

did you forget to run the node builder on it

>> No.2545645


For what it's worth, I'm sorry for the amount of frustration this is giving you.
I'm a big Metroid fanboy, so potential sequence-breaking is pretty much a non-issue for me. If we had ProjectilePassWidth to go along with ProjectilePassHeight, I could easily make an alternate mode where the player has normal height/radius while projectiles can still fly through.

>> No.2545647

I quickly found out the problem. For what ever reason the chairs got the same sector tag as one of the doors, causing the ceiling to come down once the actual door closes and thus causes this effect. How they got those tags in the first place is one of the bigger mysteries. Doom Builder did crash once while saving shortly after I made that area. Maybe that caused it?

>> No.2545648

could always make a feature reque[NO]

>> No.2545649

>Well fuck me standing, how long has this been a feature?
2008, apparently

>> No.2545656

>But I really don't know what maps to play anymore.

play whatever map you want and don't abuse the size changes. stop letting autism get the better of you.

>> No.2545713

>For what it's worth, I'm sorry for the amount of frustration this is giving you.
Hey, its okay. Sorry about my whinging.

>> No.2545715
File: 95 KB, 218x220, 1436402865236.png [View same] [iqdb] [saucenao] [google] [report]

We had fun last nite

>> No.2545721
File: 77 KB, 526x438, 730541610.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2545735


>> No.2545740



don't act dumb

>> No.2545757



>> No.2545778

I noticed the same problem with Scythe, but here's what I did about it:

I just didn't abuse things.

For example, yeah I jumped around during combat to dodge bullets and such, but I didn't jump up cliffs that you weren't supposed to jump up. I didn't slip through cracks you weren't supposed to slip through. I made a literal decision not to sequence break because that's no fun.

>> No.2545781

Stupid question, but how do you know what is a sequence break unless you've played the map before?

>> No.2545786

>does it require jumping
>does it require slipping through a space too small for doomguy to fit
Pretty simple, really.

>> No.2545817

Funny you say that, I was talking with a friend earlier about that and he mocked one up for me.
So, uh, yes.

>> No.2545916

What are some of the best wads to play with Shut Up and Bleed? Also has it been updated at all lately? I think I have an old version.

>> No.2545931

What version do you have? And to be honest? I'm roughly a few actors short of a proper new release, motivation has been sluggish (at best) lately.

>> No.2545957


What in the fuck are you even trying to imply?

>> No.2545973
File: 21 KB, 559x556, 1436807422017.jpg [View same] [iqdb] [saucenao] [google] [report]

>there are people who genuinely think Brutal Doom is the only way to play Doom

>> No.2546016
File: 509 KB, 400x400, sawnoff.gif [View same] [iqdb] [saucenao] [google] [report]

> there are people who olny played brutal doom

>> No.2546018

you haven't been here for two years or something, so you won't know that this is, thankfully, no longer the hot button topic of conversation it once was.

>> No.2546042
File: 33 KB, 400x266, unimpressed_baby[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>there are still old-timers who still think that playing with the mouse & wasd keys is wrong

>> No.2546064
File: 72 KB, 800x600, 1388163237885.jpg [View same] [iqdb] [saucenao] [google] [report]

I even played DOOM on my laptop with the arrow keys and the mousepad

>> No.2546114

I remember in 2013-2014 all the Doom threads had at least 15 Brutal Doom posts in them

also are there any /vroom/ games up

>> No.2546119

Doom 64, motherfucker

Best Doom

>> No.2546163



>> No.2547334

I played with the arrow keys for a long ass time and it wasn't until I started playing TF2 that I began using "WASD". For a while it was hard to untrain my brain, but now I can't imagine playing FPS' without it

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.