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2663838 No.2663838 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2652991
(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

Image database



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! ##

Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

>> No.2663839


[09-04] The /newstuff Chronicles #480

[09-03] Danimator: a GUI tool for creating DECORATE offset animations

[09-02] The /vr/ Steam group admin asks anons to try Discord for voice chat.

[09-02] Doomero is making a total conversion of Doom 3 for GZDoom

[08-31] Portals in Vanilla Doom via BSP hacking

[08-31] Anon map release: Secret Nazi Moon Base v3a/b

[08-29] GZDoom-GPL - GPL'ed GZDoom for indies (not the same as GLOOME, staying much closer to GZDoom)

[08-27] The /newstuff Chronicles #479

[08-27] Doom has appeared on GOG.

[08-27] Anon map release: Vanillic Acid v1.2 / v1.3

[08-27] The Lazy Motherfuckers Quake Pack

[08-25] Hellscape: a reimagining of Doom2's hell maps, by Chris Lutz (wip)

[08-23] Anon mod release: MBF HUD for ZDoom

[08-23] Anon map release: Toxic Base

[08-22] Going Down bugfix update

[08-22] Simple Mutators: no hitscanners, toned down revenant fire, and more

[08-19] Don't Be A Bitch Remastered: 33 T/LMS maps

[08-19] Demonsteele: Sun Shihong beta test


To submit news, please reply to this post.

>> No.2663856
File: 1.19 MB, 1366x768, Screenshot_Doom_20150904_193332.png [View same] [iqdb] [saucenao] [google] [report]

this is normal

>> No.2663861


>Playing Complex Dumb

>> No.2663882 [DELETED] 

Brutal Doom is awesome and one of the best gameplay mods I've ever played.

>> No.2663889

Holy shit, man, that's fucking awesome

>> No.2663907

try project brutality

>> No.2663910

>not watching others get raped by legendary imps/barons & dark cardinals

>> No.2663919
File: 1.35 MB, 744x1051, v1440713626157.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2663920

I don't get why everyone hypes this derivative so much. It's everything people dislike about brutal x2

>> No.2663921

loved it

>> No.2663924

is there like a list with which map packs are best played with which gameplay mods if it makes sense?

like which campaigns are best for Trailblazer. official ones, scythe, plutonia etc.

>> No.2663928


>> No.2663946

All of this guy's covers sound the same, even though they are all right.
He's really weird too.

>> No.2663948

project brutality is fucking garbage.

>> No.2663964


Not really, a list like that would be pure complete >opinions

That being said, I'm sure there can be a list of mods with suggested mapsets next to them, either stuff that the modder personally suggested or had in mind, like DemonSteele to Scythe 2 or Nazis! to Epic/Epic 2.

>> No.2663969 [DELETED] 


why you little...

>> No.2663970


The only one that comes to mind is how everyone automatically says Epic 2 + WW Nazis! And that's mostly because it's very thematic.

The best way is to internalize what you consider vanilla balance, and mod a mod directly affects that. If Vanilla Doom is an arbitrary value of say, 7, like on a PH Scale, then put everything from 7+ -> 14 on a scale that infinitely approaches insane difficulty/impossible like Hideous Destructor; and everything that's 1 -> 7- on a scale of easier difficulty to complete baby insanity mode (Russian Overkill.)

Then just take what other people rate the levelset as (or test the waters of the first few levels) and rate it on the same scale. It's that simple. Just pick at match from there, the closer they work together, the better.

Russian Overkill is hella fun on big slaughtermaps that can be semi-tedious vanilla (Sunder), and Hideous Destructor works great on small, low-difficulty maps with plenty of cover (A lot of Scythe past Map01.) But the inverse is how you do it very wrong - Hideous Destructor is borderline impossible on Slaughtermaps and RO is boring with anything that isn't approaching NUTS-tier.
If you're talking purely about themes, that's pretty subjective and you need a much broader list. The aforementioned mix of Epic and Nazis is the only one I hear about a lot.

>> No.2663971


>> No.2663972

does Brutallity fixes brutal doom? difficulty, balance,less edgy obnoxious bullshit?

I like the gore when shooting not so much fatalities.

cool. previews of mods on YouTube help too.

>> No.2663978

I am kinda bored to download just separate maps. I prefer to play megawad maps (that's what I meant campaigns)

what am I missing for lot playing one shot maps?

>> No.2663979


Not really everyone, I think it's dumb. But I also think the original is dumb, so you know. Different strokes for different folks.

>how everyone automatically says Epic 2 + WW Nazis! And that's mostly because it's very thematic.

Well, it's also because Weasel said he specifically had Epic 2 in mind while making Nazis.

>> No.2663980



In fact,it makes it even worse.

>> No.2663983


He's not complaining about you preferring megawads, he's complaining about you using the word "campaign" to refer to them.

>> No.2663984
File: 76 KB, 1366x768, Screenshot_Doom_20150906_000331.png [View same] [iqdb] [saucenao] [google] [report]

So after a bit of wiki reading, I made my own MapArrow. I wanted to because I found the default is not visible well when zoomed out.

Here is wad


>> No.2663986 [DELETED] 

>liking project babbality
I refuse to believe that you're not underage morons or people with anything resembling good taste in music or doom modding in general if you genuinely ok'd the entire thing past that shit-tastic linkin park garbage that literally screams "I have autism" out loud at the very beginning.

>> No.2663992
File: 19 KB, 490x275, doggie-490x275.jpg [View same] [iqdb] [saucenao] [google] [report]


Yooooooo, I didn't even know this was even feasible.
I dig it.

>> No.2663995
File: 319 KB, 539x452, tumblr_ntt3ez0vKO1szcxzqo1_r1_540[1].png [View same] [iqdb] [saucenao] [google] [report]


Pretty cool, thanks for contributing

>> No.2663998
File: 18 KB, 1089x441, ss+(2015-09-05+at+06.11.09).png [View same] [iqdb] [saucenao] [google] [report]

fuck me, this is really all it entailed?
this is incredible.

>> No.2664000
File: 43 KB, 640x480, 1440594975483.jpg [View same] [iqdb] [saucenao] [google] [report]

>stop liking what i dislike

people like you still exist?

>> No.2664006



Just keep in mind that if you are use to (x,y) from highschool, that the engine rotates counter-clockwise by 90deg. So your (x, y) will become (y, -x). So if you write your own co-ords, rotate them right by 90 to compensate, (x,y) -> (-y,x)

>> No.2664007 [DELETED] 

10/10 this is hands down his most shruggingly autistic video yet, almost made me ashamed of liking Doom myself

>> No.2664014 [DELETED] 
File: 187 KB, 960x539, tfw1439566224914.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2664017 [DELETED] 

why is this shitty pseudo-defensive argument still going strong

>> No.2664037 [DELETED] 

Nah, I just get to laugh at you for being enough of an idiot to reply. But I'd suggest re-listening to Meteora of The Hybrid Theory again if it helps your anger.

>> No.2664058 [DELETED] 

most criticisms of brutal outside of autistic bitching about the gore or something is shit that can be applied to like any gameplay mod but only is a problem in brutal because it's the popular one
>not playing with the music off
its like you hate atmosphere or something

>> No.2664069

uuuh i think the shitty psuedo-defensive argument here is the autist stammering about linkin park and projecting about his mental disorder because people like a popular doom mod

>> No.2664071

don't worry i have plenty gameplay mods other than brutal doom

>> No.2664075 [DELETED] 

>but only is a problem in brutal because it's the popular one

>> No.2664078

I like the music in Doom, it's like half of the fun.
It helps build atmosphere in itself.

>> No.2664093 [DELETED] 

>reloading/headshots/executions break the flow of gameplay
no shit a gameplay mod used in levels made for vanilla somewhat breaks the gameplay flow. this is a problem with literally every gameplay mod
>it's too loud
it compliments the frantic gameplay and gore
>it's too gory
abloobloo a game about slaughtering demons have over-the-top gore ;o;

only actual problems with brutal are the hd blood textures in a non-hd game and no health bonus for smash mode executions. oh and afaik the middle finger thing has no point except it pisses off the cyberdemon or some dumb shit
i prefer it off but i think im the minority here. but if a gameplay mod introduces music you dont like than just shut it off and quit sperging like it affects the gameplay

>> No.2664095


>> No.2664097

Hi /tv/.

>> No.2664105 [DELETED] 


>> No.2664106 [DELETED] 

you might as well not posted

>> No.2664110
File: 980 KB, 450x248, IDCLEV.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2664118

how do i turn off the filtering in darkplaces quake?

>> No.2664120

>idclipping outside a level

>> No.2664121 [DELETED] 

It was a vital compromise, born after a whole minute of vaguely considering the subject in between eating my sandwich.
I was on the verge of writing a large carepost letting him know that his opinion was both bad and wrong, but I figured that nobody actually gives a shit about someone thinking people only hate burtl because of its popularity.

So a simple "No" would suffice and then we could all move on. Success!

>> No.2664123

>Just keep in mind that if you are use to (x,y) from highschool, that the engine rotates counter-clockwise by 90deg. So your (x, y) will become (y, -x). So if you write your own co-ords, rotate them right by 90 to compensate, (x,y) -> (-y,x)
Nah, what's actually happening is that the player's yaw is zero when he's facing east (which is the convention in mathematics) instead of when he's facing north (which is the convention in real-world navigation). Most games do it this way because it makes the programmers' lives easier to have their code match what's in their linear algebra textbooks.

>> No.2664126

a lot of people do hate brutal because its popular. its not something specific to doom mods but there is a standard of bitterness for the most popular thing on communities like this. vr's attitude to brutal seems to mirrior v's opinions on cod or halo. both have problems but most people are just parroting eachother because of prejudices about the people who play them and not really because of the games themselves

>> No.2664128

>but I figured that nobody actually gives a shit about someone thinking people only hate burtl because of its popularity.
i, for one, care extremely deeply about someone not liking that other people don't like a mod.
you disappoint me with your indecisiveness, anon. we could have had someone's opinion on the internet corrected.

>> No.2664129

Except we care less about your "No" post than what you were replying to.

>> No.2664131

In the console:
gl_texturemode GL_NEAREST

>> No.2664137
File: 278 KB, 1280x720, next gmota coop screenshot leaked.jpg [View same] [iqdb] [saucenao] [google] [report]

Just make sure to do it before late this month.
If all the spooky scary theorists are right, it's happening soon because of that portal the Hadron Collidor is supposed to open later this month.
They don't know what kind of portal the Collidor will open, they just know one is gonna open up if it all goes according to plan, and one common theory is a portal to Hell.
But that's just crazy introvert's conspiracies, right?
Right guys?

>> No.2664138

i care if people dislike mods for purely superficial reasons

>> No.2664142

I apologize for my mis-step, fellow anon. Next time I will be sure to let someone know in earnest that their opinion is a shit.

>> No.2664145
File: 63 KB, 490x368, gordon.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fuck, isn't that where the guy that looks JUST like Gordon Freeman works?
Holy fuck, we aren't going to have a Resonance Cascade, we're gonna get to watch Gordon Freeman's doppelganger single-handedly wipe out a Demon invasion.

>> No.2664146

then stop doing that

i care about the fact that this guy is just saying "no" and moving on than any dork complaining about imagined reasons for why people don't like his popular thing.

>> No.2664149

...i'm not doing that anon

good to know i'm the one lowering the level of dialogue here but posts like this are totally ok >>2663986

>> No.2664153

a lot of christians are saying revelation prophecy is fulfilled this month too

>> No.2664156

>i care if people dislike mods for purely superficial reasons

Why? That's stupid.
Like what you want to like and move on. And this is coming from someone that thinks Brutal is bad. If you like it, enjoy it. Don't get too fussed about me daring to not like it and start inventing reasons for why I possibly couldn't like it.

>but posts like this are totally ok

Nobody said that. But if it makes you feel better, he's stupid, too.

>> No.2664160

>Like what you want to like and move on.
y'all are the ones with this problem. the only reason i even started with this is because of all the assflustered anons replying to my project brutality recommendation because someone dared to say that brutal was the best gameplay mod

but i'm the one who needs to let people like what they like, right? fuck off

>> No.2664165
File: 2.18 MB, 1920x1080, ohshiet.jpg [View same] [iqdb] [saucenao] [google] [report]

This whole fucking place looks like the UAC and Black Mesa had a babby.
Just look up CERN.
This is the supposed place of the portal opening.

>> No.2664170

>but i'm the one who needs to let people like what they like, right?
Yes! Exactly!
Man, I'm so glad we're on the same page, that makes this so much easier.

>> No.2664174

>vr's attitude to brutal seems to mirrior v's opinions on cod or halo

if /vr/ had problems with Brutal, Sperglord Edition (SE) wouldn't had existed in the first place, because that BD variant was born here

>> No.2664175

except i never told anybody what they should like

>> No.2664178
File: 180 KB, 1200x803, cern-07.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking hate conspiracy shit, but this is spooky.
Their logo even has 666 in it, what the fuck man

>> No.2664179

i could never tell what was necessarily different about se. i think the ssg had a different sprite or some shit but other than that it seemed the same to me

>> No.2664183


It's all in the code. It's far more better organized compared to the original.

>> No.2664184


>there's people that still ignore SE was conceived in /vr/

>> No.2664189
File: 96 KB, 612x612, CERNHL_4.jpg [View same] [iqdb] [saucenao] [google] [report]

This photo isn't even shopped.
They have Lambda's tagged all throughout the lower portions of the labs and basement.

>> No.2664191

on a rail

>> No.2664192


Anon, I'm not sure why this isn't getting through to you. It's not one extreme or the other.
Original anon was stupid for saying Brutal is the best. Response-anon was stupid for having such a knee-jerk angry reaction to Project Brutality. You're being stupid for saying that the reasons people don't like BD lies on its popularity. And I'm being stupid for continuing to reply, though in my defense hah hah there is no defense.

>> No.2664196
File: 39 KB, 615x346, cern lambda.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2664197

>Original anon was stupid for saying Brutal is the best
but people should like what they want to like, right?

>> No.2664202

Right. We're making progress, friend!

>> No.2664205

your smug attitude doesn't help that you aren't making any sense

>> No.2664206

>because someone dared to say that brutal was the best gameplay mod

You actually though that post was serious and not low quality bait? oh wow

>> No.2664207
File: 57 KB, 1200x1550, PANIC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2664209


(For those curious to see proof, just Google Image these pics)

>> No.2664214
File: 88 KB, 500x307, what the shit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2664215

i thought the best way to deal with that was to give a recommendation but nope, had to get told by the "i don't like this" brigade for suggesting something that had jack shit to do with them anyway

>> No.2664217

the hardhat ruins the dignity

>> No.2664219
File: 54 KB, 594x388, kleiner.jpg [View same] [iqdb] [saucenao] [google] [report]

this fuckin place i swear

>> No.2664220

if you're really so upset about all of two people going "i don't understand why people like this" and one obvious shitpost, then the obvious solution is not to go "the only reason people don't like brutal is because it's POPULAR" in response.

>> No.2664224

>i thought the best way to deal with that was to give a recommendation

It is. That was a good response.
And someone even agreed with you, as compared to...oh, barely a handful of people not. So what's the issue?

What other recommendations do you like?

>> No.2664227

it was prob not entirely called for but i'm just sick of this mentality in general on 4chan
not sure about other brutal derivatives but i've been enjoying this wildweasel coldhardcash mod recently, works really well with equinox. needs a lot of work still though

>> No.2664236

i think what i'm getting at is that a recommendation and someone saying "i like this" shouldn't create any animosity even ironically but i guess thats too much to expect

>> No.2664237


Yeah, Cash is a great mod. Really looking forward to see what additional weapons get thrown in.

Honestly, shopping systems in a lot of mods tend to be really complicated, so they're rarely done, but I haven't seen any that were really...bad.
Psychic was great with it. Upgrading powers was fun.
Stronghold is a lot of fun being able to stock up.
And then, well, there's Cash.

Is the system really so complicated to do?

>> No.2664239

i'm guessing its moreso a bitch balancing a shop system in wads intended for vanilla doom. that and a lot acs

>> No.2664243

I suspect the big problem would actually be a user interface. The ACS would be incredibly easy to do:

if (buttons & (BT_USE|BT_ATTACK))
if (CheckInventory("gun") == 0)
if (CheckInventory("cash") > 100) { GiveInventory("gun",1); Print(s:"Hooray, gun!"); }
else { print(s:"Aw, no gun"); }
else { print(s:"You already have gun!"); }

>> No.2664248

yeah i'm not too hot on acs but i imagine intuitive controls for a menu system would be a bitch too. controlling the menu with the keys but buying/selling shit with the mouse doesn't feel right to me

>> No.2664249


my tummy feels weird

>> No.2664250
File: 132 KB, 550x304, spook.gif [View same] [iqdb] [saucenao] [google] [report]

I love conspiracy shit, they come up with stuff that even the maddest scifi writer couldn't muster up.
The Martian stuff recently has been brilliant, id could use it for Doom 4 and people would say it was too far out there.

>> No.2664263
File: 272 KB, 699x633, pcgamer.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2664268

>a.k.a. Brutal AEOD
It's like eating ice cream pizza of beans with tabasco. I'm cool with Brutal Doom on purist mode.

>> No.2664275


Yeah, I was surprised when that popped up.
I'm still not 100% happy with how the maps turned out. Ugh. If there's anything that's going to kill the game for people, it's how bad I am at mapping.
It's given me the itch to do more, at least. Can't improve if you don't work on it etc etc.

>> No.2664280

I really love the spritework and aesthetics, and the concepts for a lot of the levels, but in all of the streams I saw of it, most people did complain that the level design got agitating after a while.

>> No.2664282

It was pretty fun though, overall. And it served as a decent "proof of concept" for GLOOME, so that's something.

>> No.2664286

congrats. for a single month of work, it was pretty nice. hopefully this'll bring in more people interested in development and willing to check out a new engine.

agreed on the maps, though. if you do something else like this, either bring on-board a mapper or start polishing up your map skills.

>> No.2664305 [DELETED] 

lmao. fancy cusswords, shitlord.
>stop disliking what I like
back at ya.

>> No.2664307


Will do. Hopefully the latter.


Thanks. And yeah, Mike and Bloax went above and beyond for the spritework.
This and Nido Force should be decent for showing off what GLOOME can do.

>> No.2664319

>its like you hate atmosphere or something
I was referring to the music that plays in the main menu. Great job at having shit reading comprehension though.

>> No.2664321

thats a really stupid criticism

>> No.2664326
File: 2.86 MB, 500x280, gzdoom 2015-09-05 20-06-38-04.webm [View same] [iqdb] [saucenao] [google] [report]

The light-gun mod is finally starting to get a footing, after wrestling far too long with everything. Wow, it's been far too long.
Everyone's initial suspicions are confirmed, though, sector light distribution is simply way too random to be considered a reliable gameplay factor.

At the moment I've rehauled the gun to simply have more damage based upon the level of light, but the actual functions of the gun are relatively unchanged. Primary fire for a Quake-style shotgun, charge up Metroid style for a BURNING SHOTGUN, alt-fire to slug a bitch shamelessly ripped from DemonSteele's Iron Maiden.

I still want fire and lighting to be a part of the mod, but it's looking like I'm going to have to think outside of the box in regards to what it'll actually do.
In the meantime, if anyone else wants to do a Metroid-style gun charging, I've figured out a better method than the previous charging methods I've seen. Instead of putting the A_Refire at the end of the initial attack, put it at the very front, which leads to a one-tic loop that counts up. If it counts up to X, then the player is intentionally holding the key down and wants to charge up. If the Hold state ends before X is reached, then the player just tapped the button and you can jump to a firing state.

>> No.2664329

What are some good Doom 2 WADs with a difficulty around the same as Ultimate Doom on UV? I've been on a Doom kick lately, but I'm not really that great at the game. Scythe is the best I've played, but it starts stomping me in the nuts a little before MAP20 (and after MAP20, it just gets agitating sad).

Small levels and vanilla or boom compatible are pluses.

>> No.2664332


Demonfear. Inspired Scythe and has a lot of the same trappings, but without the fun difficulty jump at the end.

One controversial suggestion is Doom 2 Reloaded, which I think is the best of all the "let's rehaul Doom 2 in our own way" mappacks.

>> No.2664334

Most megawads that don't advertise themselves as difficult?

>> No.2664337

UAC Ultra

>> No.2664383

Still think the Doom(gloome) engine would be perfect for a first person bullet-hell zelda-esque. Get on it.

>> No.2664410
File: 568 KB, 2000x2000, AndHellFollowed.jpg [View same] [iqdb] [saucenao] [google] [report]

The Mastermind's plan has been set in motion. You will lead the vanguard forces on Phobos, while your eldest brother's army assaults Deimos. You have unruly platoon of imps and demons under your command with which to wipe out any resistance, if they even think to challenge your superiority you will not hesitate to put them in their place. The loathsome humans will bring up a desperate and cowardly defense, they will succumb under the might of a noble.

(playable demon invasion when)

>> No.2664462


How about the player has the ability to fire out portable suns at some cost or a cool down to provide light for extra power?

>> No.2664473

It could work, but as an RTS.

>> No.2664489 [DELETED] 

tbs tbh imo fam

>> No.2664514 [DELETED] 


Do you not know what RTS stands for?

>> No.2664518 [DELETED] 

You just had to reply

>> No.2664560

Why is the original Eric Harris wad not on idgames?

>> No.2664564


because why would it even be there in the first place?

>> No.2664570


I dunno man,ask Ty

>> No.2664573
File: 794 KB, 458x430, Build Engine doors.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2664585

i just watched someone die

>> No.2664612


I think he was just knocked unconscious.
I hope.

>> No.2664614

Well, suppose you made a 2.0 version where you polish up the thing or something?

>> No.2664615

>metal object hitting him at high speed whence upon he drops like a sack of potatoes
He might actually be dead, might.

>> No.2664617

or paralyzed

>> No.2664620
File: 114 KB, 647x341, world-cup-2014-brazil-v-germany-preview[1].jpg [View same] [iqdb] [saucenao] [google] [report]


It could be worse.

>> No.2664704
File: 647 KB, 1360x768, Screenshot_Doom_20150905_225840.png [View same] [iqdb] [saucenao] [google] [report]

Still working on this


>> No.2664706

>ask Ty

>> No.2664707
File: 116 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder how hard it would be to implement TES: Arena as a Doom mod.

>> No.2664709

ur cool

>> No.2664721


>> No.2664725


>> No.2664728

They don't want to associate with the columbine massacre.

>> No.2664737


Who the fuck would ever want to associate with that crap.

>> No.2664740


Yeah, a 2.0 might be nice down the line, and it's something we all want to do.
Not after a long, long, long rest, though. Bloax wants to do other art, Mike's got his other projects to get back to, and I've got Shihong/Push to finish. Then more mapping in order to build up any semblance of skills.

>> No.2664741

Outside of map07 and map31, Doom 2 Reloaded was anything but "lets rehaul Doom 2". The title was likely just the author being lazy.

>> No.2664742

I saw a kid get run over by a car and get back up. Humans are fragile but can take surprising out-of-nowhere amounts of punishment.

>> No.2664746


Edgy retards? Mark?

What's the difference

>> No.2664754

help me i'm gay

>> No.2664756
File: 367 KB, 1425x1425, Claude-CoverArt(Front).jpg [View same] [iqdb] [saucenao] [google] [report]

I heard there was a PWAD of the Dark Side of Phobos tracks (at least, those that can be made to loop) but I can't seem to find it. Any tips?

>> No.2664760 [DELETED] 

how about you make your own, nobody is gonna help you cause you hate yourself

>> No.2664763

By ultimate doom, did you mean E4? Or did you mean original doom (E1-3)?

>> No.2664775

>I heard there was a PWAD of the Dark Side of Phobos tracks

Never heard this before. I'd do a cursory search on best-ever, but aside from that the thing to do would be to open up slade and import the tracks in a new wad.

>> No.2664782
File: 8 KB, 256x240, Guardian Legend, The (USA)_004.png [View same] [iqdb] [saucenao] [google] [report]

I tought i was playing The Guardian Legend, not The Heretic Legend
>implying serpent riders can handle lasers

>> No.2664784

Why is the game flipping me off.

>> No.2664791

if by flipping off you mean you keep spinning, you are probably being hurt a lot. Which means death.

>> No.2664801

I mean the small octogonal ingrave in the ground matched with the blocks looks a hand bringing up the middle finger.

>> No.2664806

That's a good question, should've been more specific. I meant the original three episodes.

I have had Demonfear on my list to try for a bit, know Erik Alm also made it, just hadn't gotten around to it yet. Think I'll do so tonight when I get off work.

>> No.2664808

Does watching Doom the movie count?

>> No.2664810

Movie Fighters had a really scathing review of that and they don't even play Doom

>> No.2664813

Yes but does it count? Because I've played many a Doom but this movie is a shitfest.

>> No.2664823

Erik Alm didnt make Demonfear. It was made by Adam Windsor. It was a major influence behind Erik Alm's scythe though.

>> No.2664825 [DELETED] 

This is amazing! Visit http://psncodesonlinefree.com - you receive free PSN Card Codes instantly! Everybody uses this now!

>> No.2664830

It's awful and nobody has ever enjoyed it. It makes some very insincere efforts to justify being called "Doom" (mostly superficial references to Doom 3) and it's obvious that the writer had no idea what's fun, unique, or original about the series overall. The "demons" are now mutant zombies, and there's a weird notion of people being genetically good or evil no matter what choices they make in life. Also it's boring and it looks like shit.

>> No.2664832

Just watch Aliens and Evil Dead 2/Army of Darkness. They're more Doom than the Doom movie.

>> No.2664862


>> No.2664989
File: 42 KB, 386x530, 1325196093216.jpg [View same] [iqdb] [saucenao] [google] [report]

>Captcha is good for the site they said
>it'll stop all the spam they said

>> No.2665002
File: 48 KB, 405x540, 960x540.jpg [View same] [iqdb] [saucenao] [google] [report]

Best blood mod for Smooth Doom? droplets guy seems to have died and never made a compatible pack for v13

>> No.2665007

Despite how cool as cross platform compatibility is, I really want to know if there's going to be a full sdk for PC.

>> No.2665021

bloke at the bottom center doing the "I'm CIA" pose

>> No.2665029 [DELETED] 
File: 30 KB, 699x633, 1441531547.jpg [View same] [iqdb] [saucenao] [google] [report]

Term gettin all de credit for he self as usual

>> No.2665031

marrub had absolutely no involvement in nocturne in yellow

>> No.2665034

He made the engine I thought.
Oh well, whatever.

>> No.2665039

he did, but that doesn't include the game
but if we're going to do that, we may also want to put randy heit and graf zahl's name on there as well

>> No.2665043


Don't forget that ZDoom is based on ATBDoom.

So we'd get Nocturne in Yellow by TerminusEst13 and Marrub and TheZombieKiller and Randi and Graf Zahl and Andy Bay and John Carmack

>> No.2665045


Fair enough, my mistake

>> No.2665060


I'd be okay with that. The more credit we can pile on Carmack, the better.
Though technically it's less "I" made it and more "Laughing Chamber" made it. But I guess crediting groups is for squares.

We've seen articles where people talk about how I created GLOOME or how marrub made Nocturne or whatever. It's funny.

>> No.2665068

>by TerminusEst13
When he's on Zdoom or Zandronum forums
the same place he gets his igors from in the first place
Ole Termy is as magnanimous as they come
graciously giving out credit to the audience that is the same as the ones credited
but when it's time for the media
or the cacowards
the only name to be found is


solely and only, proud singular gamemaker
funny, that

>> No.2665073

oh hey, it's this again

>> No.2665075

prompted by another instance of the same
if the name
said "TerminusEst13 and Mike12 and Bloax"
I wouldn't have brought it up

>> No.2665076

he needs a circle name, you know like doujin authors have.

>> No.2665084

is your enter key broken or something

i thought you were doing some odd poetry thing at first but it doesn't seem like that anymore

>> No.2665087


I plan on doing this with Laughing Chamber, yeah.
If I do any more full-up games with GLOOME or other super-massive projects in the vein of DemonSteele, they'll be released under that name.

>> No.2665097

Gamejournos a shit and dont do research, news at 11. that aside, I dont get why this would even be considered an issue at all, when nearly all gameplay mods (and most mods period) are attributed to a single main author
Yholl's Drla
Wildweasel's Nazis
Pillowblaster's Russian Overkill
Marty's Space pirate
Etc etc

Why is it only suddenly now an issue?

>> No.2665120

Why have an actual reason to be angry at someone when you can just invent a reason?

That being said, attribution and ownership is a tricky thing in a community like this, especially when we're rife with free resources and "free" resources from commercial games.
Some people can do vital things but aren't quite capable of making something whole, and someone who has the drive to finish something but is lacking in some key areas can use these vital things to springboard to the finish. Who gets the credit for that?
Ideally, it wouldn't be an issue, since hopefully the first dude release his content free to use and the second dude threw in extensive credits for all his resources.
I think it really only starts being a problem when people start actively trying to claim ownership of a mod, like "Daedalus' Complex Doom" or the infamous Sgt Mk IV's Brutal Doom by Sgt Mk IV with sprites by Sgt Mk IV and assault rifles copyrighted by Sgt Mk IV.

Ultimately, though, I'm a big believer in free content and information distribution. People should be able to use each others' works in their own personal projects without fear of backlash, as long as they don't try to actively claim ownership.

>> No.2665127

how do I optimize gzdoom?
I can live with playing with pixels (texture filtering off) but there ate tons of other options that I don't know.

I loaded Xweapons on gzdoom and it lags.
I run doom on a celeron netbook toaster though and zDoom runs well(except when there is too much blood on the wall in front of me)

>> No.2665150
File: 84 KB, 1280x720, You're a big demon.jpg [View same] [iqdb] [saucenao] [google] [report]

I always wanted a wad where you played as a demon or hell even just a zombieman running through phobos or demimos slaughtering the resistence. Armed Security guards, scientists or hell even marines whatever.

I just want a mod where you are the bad guy for once it could be fun.

>> No.2665151

>I can live with playing with pixels

Thankgod you can, because if you couldn't there'd be nothing showing up on your screen.

>> No.2665159

Yeah it is brah, well spotted.

>> No.2665170

tacodemon makes me hungry

>> No.2665172

heh I remember playing the demo version of blood when I was around 9, I got into the tunnel but I got scared because of those messages and never found the courage to get to the end.

>> No.2665173

In Display Settings, you could lower the Number of Particles and Number of Decals to as low as possible. Turn off Rocket Trails. Screen Wipe to 'None'

Under OpenGL settings, you can set Fog Mode to 'Off', Rendering Quality to 'Speed.' That makes a huge difference, especially on shit like Intel Integrated Video, but can cause seams on linedef edges.

Under Texture Options, Precache GL Textures will help with ingame performance on wads that have High Resolution (Full Color PNG) Textures, but will cause some load times between levels. All Resize options to 'OFF'

Also turning off dynamic lights helps a lot in wads like Wolfenstein: BoA. But if you don't want them off completely, you can disable their ability to affect sprites and particles.

>> No.2665179

welcome to Taco Hell, may i take your order

>> No.2665208


>> No.2665213

I kept going and got splatted, but I was wise enough to have save scummed beforehand. I appreciated I was walking in a fucking train tunnel after all hah.

>> No.2665231
File: 420 KB, 480x361, tumblr_m4rocyT1XD1rn95k2o1_500.gif [View same] [iqdb] [saucenao] [google] [report]

The dream is over.


>> No.2665236
File: 575 KB, 1366x768, Screenshot_Doom_20150906_143210.png [View same] [iqdb] [saucenao] [google] [report]

This is the most convincing train level I've seen.

Phobos Anomaly Reborn, by the way.

Actually, the whole wad is full of convincing locales.

>> No.2665239
File: 481 KB, 200x150, 1441057584482.gif [View same] [iqdb] [saucenao] [google] [report]


>"Perhaps this isn't the right place to ask, but do you know if there's going to be a chance to play the newest update of Reelism in pre-2.0 GZDoom?"

>I haven’t checked and probably never will.

>> No.2665247
File: 140 KB, 1080x1080, 11881578_1602671723332171_1373023131_n.jpg [View same] [iqdb] [saucenao] [google] [report]


for fucks sake, not Reelism.

>> No.2665249
File: 135 KB, 813x577, 2FA9J6jKp.jpg [View same] [iqdb] [saucenao] [google] [report]


>I haven’t checked and probably never will.


>> No.2665254
File: 309 KB, 369x426, 1440062826688.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2665259


>do you know if there's going to be a chance to play the newest update of Reelism in pre-2.0 GZDoom?

>I haven’t checked and probably never will.

ahhh come on

>> No.2665261


tonight is not the time for that.

>> No.2665264
File: 18 KB, 159x205, 1440606360555.jpg [View same] [iqdb] [saucenao] [google] [report]


I am the one who sent him that question since an anon was wondering about it a couple of threads ago.

Well, I guess we now know the answer to that.

>> No.2665268

Why must it support pre 2.0?

>> No.2665269


Why the heck should we need a modern PC to play Doom?

>> No.2665275


good point

>> No.2665294

> or the cacowards


Do you have a problem with the way I wrote it, anon?

>> No.2665297

If it was literally any other author he wouldn't have had a problem

>> No.2665326
File: 1.99 MB, 372x323, 8n0fOqD.gif [View same] [iqdb] [saucenao] [google] [report]


For Christ's sake. Ahh well.


Hey, I'm here, thanks for taking the time (and the cahones) and sorry for being an annoyance.

>> No.2665328
File: 1.57 MB, 180x135, local deadman ruins chair.gif [View same] [iqdb] [saucenao] [google] [report]


>>I haven’t checked and probably never will.

>> No.2665336



>> No.2665339


>next gmota coop screenshot leaked.jpg

I still don't know when are we going to get that GMOTA/Donutsteele patch combo

>> No.2665351


Hi. I don't get the Term hate, is that guy on a mission? Of course articles in mainstream media would be simplistic, they're written by outsiders for outsiders.

>> No.2665353
File: 398 KB, 1403x1390, Inside.jpg [View same] [iqdb] [saucenao] [google] [report]

thnx this is wonderful I will try it.

>> No.2665363

It is remarkable how almost every single site to write anything about GLOOME has completely shafted marrub, usually crediting Term for it instead. But I know that's not Term's fault and he's always the one to complain about how much game journos suck whenever this happens.

>> No.2665384


Well, Romero was also the rockstar with much more publicity than the rest of the team when Doom came out. It just works that way.

>> No.2665390

At least Romero was the lead designer and wrote the editor and other tools to work with the engine. Term's self-admitted involvement with GLOOME amounts to little more than moral support for marrub. But his name is the one on the forum topic, so he gets all the glory because reading is hard.

>> No.2665391

life is a bitch isnt it?
info about him being mental support is in readme file but as we all know, nobody reads the fucking README file

>> No.2665414

remind me why there are so many people upset about this. it's more than just the number of users with computers which can't run gzdoom 2.0, isn't it?

>> No.2665451

I think this will be it and call it a day.
Also source release is out of the question.

>> No.2665465

Kinse actually said that he hasn't really tested it with an older version of the engine in a long time and he isn't really sure if It really works on it or not. You may have to see for yourself when it comes out.

>> No.2665531

You guys can always make an unofficial fork here for Reelism. It would be anonymous, after all.

>> No.2665595

How does the rocket launcher stack up in terms of DPS against monsters immune to splash damage like the cyberdemon? Is the SSG better?

>> No.2665616

it usually needs just short of 50 rockets, or just over 20 double shotgun blasts (twice that many shells of course).

in terms of absolute time taken, i believe the rocket launcher is a faster kill.

>> No.2665619

because it's not doom, it's a game engine called gzdoom running a mod called reelism, the entire superstructure of which is merely tangentially doom related

>> No.2665635


I'm philosophically opposed to the idea of a Doom mod requiring really advanced hardware to run.
Even keeping in mind that GZDoom has always been the super-high-tech top-of-the-line source port, I feel the entire idea of a source port is to make sure it works on more hardware, not to limit the pool.

I know that not everyone feels this way, but it's still real to me, dammit.

>> No.2665649
File: 20 KB, 490x331, guncasterfuck.png [View same] [iqdb] [saucenao] [google] [report]

Guys what am I doing wrong? I'm using GZDoom 1.8.10

>> No.2665658


Update your GZDoom. Guncaster is one of those cutting-edge mods.

>> No.2665664

You probably need a 2.x devbuild. Shouldn't really surprise you that not all modders are going to limit themselves to a now 10-month-old GZDoom version just for the sake of what is evidently a vocal minority.

>> No.2665679

See, I asked because in the newest DRD forum post the latest versions were 1.8.10 and 2.0.05 and neither of them worked, it didn't occur to me that I had to Google "gzdoom latest version" to ACTUALLY get the latest version (or a version that worked with the mod, anyways).

Thanks, though.

>> No.2665691

What makes you think it's a minority? Judging by the number of replies to that Reelism post it's hardly a minority here.

>> No.2665704


Judging by the complaints in the "how many of you can NOT run the GZDoom renderer" topic, it's not a vocal minority anywhere.

>> No.2665721

If it's such a widespread problem, why hasn't anyone made a fork that continues ZDoom updates with the 1.x renderer?

>> No.2665731


Also ZDoom itself does that, without use of the GL renderer.

>> No.2665737
File: 5 KB, 1010x185, 1441561125.png [View same] [iqdb] [saucenao] [google] [report]

a quarter of respondents.

>> No.2665745

The topic has been open since 2011.
The "no" shot up a lot after the openGL jump.

>> No.2665749 [DELETED] 


Not him, but that sounds like a lot of people to me, personally.

>> No.2665756

>23 votes
>a lot
HD has a bigger playerbase.

>> No.2665763


Were you expecting numbers in the hundreds or something? This is the Doom community we're talking about.

>> No.2665771

Yep. Less of a "definitely won't work ever, eat shit oldcomputerhavers" and more of a "I haven't checked, and if it doesn't work it's probably pretty easy to remove 2.0+ stuff without breaking much".

>> No.2665773

these threads get 100+ unique IPs and NONE of them can run the GZDoom 2.0 renderer. Open your EYES man!

>> No.2665780

>it's not a vocal minority
>here's a poll that dates back to 2011 that proves it
>by showing that a very small amount of people are having problems
There are 63 unique IPs in this thread right now. Even if every single person who answered "no" to that poll were in this thread right now, they would still be a minority.

>> No.2665791
File: 59 KB, 1288x750, ss+(2015-09-06+at+01.57.43).png [View same] [iqdb] [saucenao] [google] [report]


Devbuild of Reelism from a month ago, runs fine.
We'll see if there's been any upgrades once it's released.

>> No.2665801

I think the only recent feature that's been added since then is camera roll for the Hypertank. The wiki lists that as a devbuild feature only, so if that causes the old engine to choke it'll be pretty easy to comment out.

>> No.2665808

Actually, I just checked my changelogs. If Build 16 works fine it should be sweet.

>> No.2665812

>Even if every single person who answered "no" to that poll were in this thread right now, they would still be a minority.
23/64 is not an insubstantial minority.
Also I voted "yes" on the poll earlier before the jump and can't change my vote so I have to wonder how many people are in the same boat.

But to play devil's advocate to the other anon, there's no real way of solidly telling just how many people this actually affects.
Could be a vocal minority, could be a majority who don't say anything because talking with Graf Zahl is pointless, could be people who aren't on any of the forums at all. Only way to tell is with an impromptu "I can run it" or "I can't run it", but those would be incredibly easy to artificially skew.

Ultimately, though, it's a moot point. I think people should be allowed to use whatever engine they see fit. The reactionaries are just getting silly now.
And this is coming from someone who can't use the newer renderer.

>> No.2665815

I thought this was about whether it worked in 1.8.10. That screenshot is using a devbuild from last month.

>> No.2665819


>> No.2665824

Whats wrong with gzdoom 2.0 and up?

>> No.2665826

Put simply, older computers can't run it.

>> No.2665830


Ah, my mistake. I was running my own fork that upgrades functionality while keeping the old renderer.
Just tested, and >>2665801 is right, A_SetRoll is the problemmaker here.


An OpenGL renderer jump.
https://archive.moe/vr/thread/2192268/#2194127 More information.

>> No.2665832

Okay, I just checked the latest Reelism X3 build with 1.8.10 to sate my curiosity. It doesn't work out of the box, but if you comment out two A_SetRolls in one file, it works fine. I might comment them out before release.

They cleaned out the renderer so that it doesn't give the engine developers as many grey hairs, but in doing so made it incompatible with some pretty old GPUs and some integrated ones.

>> No.2665838

So buy a Gtx 750 and call it a day

>> No.2665857

It's incompatible with a lot of older computers, many modern computers have issues running it too.

>> No.2665860


The legitimate answer to that is: Dooming in Android devices is ugly. And no, bringing a controller alongside your Android device doesn't help only makes this even more true

If you STILL want to try, there's a PrBoom+ port in F-Droid

>> No.2665862

Because it used to do that perfectly fine, before being dropped because the dev felt like it.

Before that, GZDoom was very accessible, even if you didn't have a very good computer.

>> No.2665865

>I was running my own fork that upgrades functionality while keeping the old renderer.

Yo lads this guy has what everyone wants. Lets make him release it.

>> No.2665870


So are we truly in a "Let's just see where this goes" situation?

Shit, I'm actually a bit relieved because Kinsie also just announced the release date for the newest edition of Reelism, and this ain't trolling, but it's 9/11. Only 5 days to go

Quoting >>2663839 for quick reference

>> No.2665871

It'd be Gloome.

>> No.2665880

could i ask you to provide a link to the announcement?

>> No.2665884
File: 75 KB, 960x540, BaGQuhM[1].jpg [View same] [iqdb] [saucenao] [google] [report]


shit, sure


>> No.2665902


>> No.2665907



>> No.2665913


I like how he legit stopped the moment your post went up. I mean, he had to.

>> No.2665915

>But I know that's not Term's fault and he's always the one to complain about how much game journos suck whenever this happens.
You know what would do more good than complaining to lackeys in irc? Going to these sites and leaving comments and corrections to rectify the misinformation.

>> No.2665920

>muh boogeyman

At least I know I'm not the only one who's getting tired of all the moaning about the renderer


>> No.2665927


I have legitimately no freaking idea of what you're talking about.

>> No.2665931


It's just a knee-jerk reaction, pay him no heed.

>> No.2665937

not him but it seems perfectly clear; there are those who moan about their inability to run gz2.0 and there are others who are tired of hearing about it.

>> No.2665940


I was talking about the "boogeyman" bit.

>> No.2665945


>...And people on /vr/ are upset that this will not work for pre 2.0 GZDoom Versions. In other words, I'm looking forward to playing this!

Jesus Christ, Breezeep, you're a right little turd aren't you? Didn't he used to post here?

>> No.2665984

Let's get this clear, The Kins is da real MVP for adressing this issue as quickly as he did.

>> No.2665986

>complaining to lackeys in irc
i, too, am incredibly incensed about a man not being able to control what other people write on the internet about his work

>> No.2665990


Kinsie? Or maybe some other contributor that he's refusing to credit??? What is he hiding behind his legion of lackeys?!?!?!

Nah, kinsie's cool.

>> No.2665991


Couldn't agree more.

>> No.2665992

great post.

>> No.2666002

thank you
we need to stand tall against all mods that are credited to one singular developer and the damn lackeys that are furthering this

next up, kyle873's doom RPG mod

>> No.2666031

Anyone know what this gif is from?

>> No.2666034

Pretty kekworthy movie

>> No.2666042


It's also unfortunately a very true post though obviously needs a rephrase
With Doom rising more and more towards mainstream attention, the articles covering them and the mod scene have been shoddy at best.
Totalbiscuit credited Mark for half of the gzdoom features in Burtl. There was an article about Valiant talking about how jmickle was unsatisfied with Doom's levels and so DID THE UNTHINKABLE and made his own set.
And, yes, even Kyle873's own Doom RPG mod, now no longer even maintained by Kyle but kept going by assistants.

Blaming the modder for these is stupid. It's not their job to babysit the internet, and even if they did, there's an incredibly fine line between correcting misinformation and correcting opinions.

>> No.2666074

>With Doom rising more and more towards mainstream attention
Hope you're wrong about this. The last thing we need is another awful Doom movie.

>> No.2666083

This the interview with Romero posted in the last thread, Romero suggested that it might happen because the first was so bad.

>> No.2666085

I don't know man. If they could make it good, I'd see it opening night.
>people losing their shit over religious stuff
>space marines rappelling down to Hell from the missing moon base
>annoying people from earlier in the movie having their souls tormented by demons
>badass MC fighting his way out of Hell

>> No.2666102


If they could make it good, it'll be great.
The problem will be making it good.

Lots of gunplay, lots of demons, lots of combat. Don't try and make an artsy Resident Evil movie.

>> No.2666104

>>people losing their shit over religious stuff
tbh beside the point of doom tbh

>> No.2666119

What's bothering you about that, anon?

>> No.2666143

Do you work for the Redundancy Department of Redundancy?

>> No.2666191

>There was an article about Valiant talking about how jmickle was unsatisfied with Doom's levels and so DID THE UNTHINKABLE and made his own set.
wait what does jmickle have to do with Valiant?
or is that the point?
i didn't read the article obviously

>> No.2666201

>Totalbiscuit credited Mark for half of the gzdoom features in Burtl.
That in and of itself doesn't get under my skin, but the fact that so many people parrot it does.

>> No.2666225

Shit, I know what article he's talking about, but I can't find it to factcheck. It was some cringy clickbait title like "Unimpressed By Doom II, This Guy Made His Own Levelset 20 Years Later".

>> No.2666249

Hey I noticed they'res not a facebook or moddb for Nocturne, GLOOME or Demonsteele, if TerminusEst13 is here is it alright if I go ahead and make pages for them?

>> No.2666254
File: 968 KB, 475x268, tumblr_mktb03ofGD1s9o2o3o3_500[1].gif [View same] [iqdb] [saucenao] [google] [report]

Haha yeah man go ahead
most of the time I'm too busy programming these sick ass mods for y'all to enjoy so if someone has the time to do that for me I'd much appreciated it

>> No.2666259

Thanks TerminusEst13 I'll goa head and make those pages then
I love your Doom hacking, big fan for a long time
thanks for being so cool!!

>> No.2666263


"False flag" doesn't even begin to describe this thing

>> No.2666265


Well, there's nothing at all suspicious about this.

>> No.2666271

whats the best quake 2 sourceport?

>> No.2666274
File: 389 KB, 650x450, 5vu0f[1].png [View same] [iqdb] [saucenao] [google] [report]

>most of the time I'm too busy programming these sick ass mods

>> No.2666276

and this is the part where we need MODS

>> No.2666282

This didn't clue you in?


>> No.2666290

why is this question asked at least two times a week

>> No.2666294

because its not in the op

>> No.2666301

meh i use a quake 2 client mod to play quake i relay cant play quake with out a mod

>> No.2666305


I, for one, am completely convinced by this authentic display.

>> No.2666313


I nearly forgot about that. GMOTA has a lot of work ahead of it and I've been unable to work on it lately because my job is shit.

I need to fix the HUD for online play and the weapon desynch issues, I'm gonna need help on those. Plus I need to finish the monsters and at least add kustam before I look into a demonsteele crossover.

>> No.2666316

not really a valid excuse against ten people randomly asking the same question every two threads

>> No.2666508

Probably keeps getting asked because nobody answers.

>> No.2666523

It's actually because a good Quake 2 sourceport literally doesn't exist.

>> No.2666527

It has been answered, several times. "There isn't".

>> No.2666535

Yamagi ain't bad

>> No.2666548

quake II actually worked perfectly fine in modern OSs last time I checked

but if it is eye candy features you're looking for then I don't know jack really

>>2666535 would do I guess

>> No.2666559


>quake II actually worked perfectly fine in modern OSs last time I checked

Isn't the music broken? Or am I mistaken?

>> No.2666601

I think it still works as long as you have the CD with the audio on it, but I'm not certain.
NT-based Windows (the modern ones) uses the IOCTL interface to access CD Drives, and Windows 9x/ME uses the ASPI interface. If that is the issue, having 'wnaspi32.dll' in your PATH should fix it. It might also be that Quake II only checks drive D: for CDs (dunno if thats true either).

Honestly though, a lot less of a pain in the ass to just have Ogg Vorbis audio (which virtually every source port supports).

Also, since vanilla Quake II runs in 256 color mode by default, having Aero enabled would mess up the color palette with some video drivers. Replacing the ref_gl.dll with R1Q2 would be a workaround if that happens.

Seriously though, I would just use a source port.

Yamagi is more traditional, kind of like Quakespasm is for Quake 1. KMQuake2 is a source port for eye candy, like Darkplaces is for Quake 1.

>> No.2666680

is there a command to limit how far you can look up and down in gzdoom? i want freelook but don't want that paper mario effect sprites get when you look up/down 90 degrees

>> No.2666685

Software mode.

>> No.2666686

outside of that

>> No.2666712


Not outside of software mode, sorry.

>> No.2666713


>> No.2666796

You can set sprite billboarding to x/y to get rid of the "paper mario effect".

>> No.2666834

yeah i tried that but it looks weird in its own way

>> No.2666835
File: 23 KB, 640x480, 1435126707147.jpg [View same] [iqdb] [saucenao] [google] [report]

Lol, these are all just detectors, relatively passive in nature compared to the particle beam. They just sit and listen, not do anything nefarious. In fact ideally they interact as little as possible with the beam and particle jets to more accurately map out what they are watching.

>Source: I worked in a high energy physics particle detector laboratory with ties at CERN and the LHC.

>> No.2666847
File: 879 KB, 1280x1024, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

>particle beam

>> No.2667067
File: 68 KB, 200x200, credits_main.gif [View same] [iqdb] [saucenao] [google] [report]

Probably the Unofficial Patch http://www.markshan.com/knightmare/downloads.htm

It's basically identical to the base game on the surface (so no fancy new graphics features), but with better compatibility for modern (widescreen on intel integrated) and future (21:9, bitches!) screen resolutions, various little bug fixes here and there, and Ogg support for music so you don't need to have your totally legitimate original game CD in the drive to get your buttrock fix.

It's tiny, but it covers the little things.

>> No.2667069

Is the doom community full of harsh critics when it comes to maps?

>> No.2667071

What did you do? Sweep the floors??

>> No.2667089


Why do people get so defensive ?
I hope that at least hamuro anon will try to contain his smugness.

>> No.2667095

Defensive? It was a joke.

>> No.2667102

it depends if by "harsh" you mean the four or five typical shitlords who randomly spout "fucking terrible" or "it's fucking bullshit and it sucks ass" on nearly every wad review on /idgames, or "harsh" as in pointing out flaws and design/gameplay that might come off to you as crude for some reason

>> No.2667115

i'm a pretty harsh critic. i can point out things wrong with maps all day long. i have played doom for many years and thousands of maps. i have developed strong opinions over what works and what does not.

however i like to think my criticisms are constructive. i do not simply say "this is shit", i will explain why it is bad and how i think it should be fixed. if it is some technical issue - i.e. one where there is a right and a wrong answer, not just some subjective disagreement over design choices - i may even offer to fix it myself, as i did most recently with Vanillic Acid's monster teleporters.

>> No.2667173

I would say Yamagi Quake 2. http://www.yamagi.org/quake2/

Not that far from vanilla if you don't go fucking around with texture packs

>> No.2667210

I mean harsh as in, they judge something for what its not, rather than for what it is.

>> No.2667263
File: 18 KB, 418x186, 1434351717905.jpg [View same] [iqdb] [saucenao] [google] [report]


Phew. For one moment I thought ZDoom was going to take another victim.

I can't believe I reached a point in time where I was going to say the words "9/11 can't come soon enough", but look!

>> No.2667282


More Daibatana shit, complete with a bit of sound this time

>> No.2667350

lol at the two at 0:09 that get stuck on the ledge

then at 0:15 there's three still asleep - i take it this is a silent weapon even though it is clearly making noises (?!)

>> No.2667370

first, shouldn't be 7:3 ?
and second what the hell, that's way too fucking wide! i'm not even used to 16:9 yet

>> No.2667371

i want fucking 4:3 back

2048x1536 would be great for me

>> No.2667406

Reposting from last thread.

How do you play nuclear winter in eduke?

I can only ever seem to boot it by accident and I can't pinpoint how i even did it the few times i did.

>> No.2667412

Eduke's trying to save you from a terrible level set. Hell, the first two levels are just E1L2 and E1L1 in reverse!

>> No.2667425

Come on i want to shoot santa claus.

>> No.2667426

Holy shit, this. There's better maps in Duke!Zone

>> No.2667474

found a good mod combination.
dtwid wad xweapons.
will also try and add psx music wad.

>> No.2667481

I wonder what the story behind the development of that level set is.

>> No.2667507

If I had to guess, the words "suckers will buy anything" were uttered at one point.

>> No.2667551

>waiting for HDoom.jpg

>> No.2667667

Good wads for Hideous Destructor? I am feeling masochistic today

>> No.2667674


>> No.2667675


>> No.2667694

Any fun wads to try out? I've been gone from Doom for about a year

>> No.2667710

Valiant. Sunlust.

>> No.2667719

Allow me to clarify, by fun i mean not impossible. Working my way through doom 1 ep 1 right now but i need something for after

>> No.2667720


Are you looking for levelsets or gameplay mods?

>> No.2667723


>> No.2667820

It's time to get out of bed.
You don't want to be late for your first day at the UAC, do you?

>> No.2667823


but he doesn't have a boner


I now imagine doomguy shoving a piece of toast in his mouth and carrying his books and guns like an anime school girl. Someone please draw this or w/e.

>> No.2667890


>> No.2667908

>Doomero is making a total conversion of Doom 3 for GZDoom
Needs more fancy lighting. Looks cool though...

>> No.2667921
File: 173 KB, 800x800, doom_ii___cacodemon_by_artsymm-d98q3mi[1].jpg [View same] [iqdb] [saucenao] [google] [report]

And just like that, the cacodemon actually becomes scary

s/o to all of my trypophobic niggaz out there

>> No.2667938



>> No.2667952 [DELETED] 


God, no one cares about his furryness.

>> No.2667958 [DELETED] 



>> No.2667964 [DELETED] 


ah, cap'n J.

Nah, he's not a furfaggot, he's just a really weird dude.

>> No.2667978

Any good mods for Hexen/Heretic? Recently finished both and really liked them (Heretic more so than Hexen)

>> No.2667980


>Kins did some testing, and X3 is going to be compatible with 1.8.x versions of GZDoom. I'm still confused about what sort of ancient computers y'all are running, but you should be able to at least open this newest version.

That's really cool

>> No.2668018
File: 375 KB, 720x1280, Marine Athena.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I'm a big old school shooter collector, mostly Doom and I was wanting to share a bit of the stuff I found earlier this week. My local comic shop was selling Quake II action figures they got from a private collector, everything was $15 while the Tank was $30. I'm planning on buying them all for myself along with the extras to which I'll be shipping to a friend of mine. I have more stuff in my collection aside from these 2 figures which I'll try to share more of.

>> No.2668026
File: 348 KB, 720x1280, marine psycho.jpg [View same] [iqdb] [saucenao] [google] [report]

This marine was a previews exclusive so I bought him first along with the female marine since she came with the super shotgun. They also have the regular marine there too, same weapons and all.

>> No.2668027
File: 499 KB, 720x1280, back.jpg [View same] [iqdb] [saucenao] [google] [report]

and here's the back.

>> No.2668031

I used to have the Male Marine Major (the dude with hair) from this series. They were pretty cool, certainly better build quality than the Duke Nukem figures the same company made. Those things fell apart when you looked at them.

>> No.2668034

that's pretty cool
were they actually characters in the game though? i don't remember

>> No.2668035

I think they're sorta loosely based on the skins Id made for the multiplayer models. Well, except for the Tank and Iron Maiden models. Those were monsters.

>> No.2668037

I recall Quake II having different skins you could choose from, mostly for use in multiplayer since they made no difference in the singleplayer campaign. I definitely recall seeing those names.

>> No.2668041

right, fair enough. wasn't sure if they'd just been invented for the toy line.

>> No.2668049
File: 20 KB, 331x386, quake2_008.jpg [View same] [iqdb] [saucenao] [google] [report]

Not exactly the most faithful representations

>> No.2668090

What's a good FPS I can play with the gamepad?

>> No.2668094

i juat also tried PSX music wad along with dwid wad and Xweapon full (new monsters + guns).

the music is spooky ambient and very cool it makes your adventure dark as fuck. unfortunately it says it only works with Doom wad based levels.
not sure if it works on doom2 stuff.

the new xweapon monsters seem rather good and fitting and they are fast as hell.
the weapons have very satisfying punch them 3!! kinds of pistols

>> No.2668096

killzone 2

>> No.2668098


Probably old console-based shooters, like Goldeneye and Jet Force Gemini.

>> No.2668101

But anon thats not /vr/

>> No.2668106
File: 118 KB, 600x800, nat_fisheyecat.jpg [View same] [iqdb] [saucenao] [google] [report]

killyouareselfzone 2

>> No.2668107

Why not the old FPSes that were played with gamepads? The PS1 and N64 had a decent collection of shootybangs.

>> No.2668118

doom 64

>> No.2668137

who /pussy/ here?
just started playing doom 2 and i'm already shitting my pants because of the tension. theres a demon outside and i'm scared it'll come in.

>> No.2668143
File: 55 KB, 800x600, zzz.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2668154 [SPOILER] 
File: 3 KB, 63x66, 1441657516567.png [View same] [iqdb] [saucenao] [google] [report]

They're gonna get you.

>> No.2668159

hit the + key

>> No.2668183

don't worry, keep trying. you'll soon realise the monsters are quite slow to move and react and aren't that scary at all. (you're not playing Nightmare skill are you?)

>> No.2668189
File: 1.72 MB, 1790x1074, Screenshot_Doom_20150907_154633.png [View same] [iqdb] [saucenao] [google] [report]

What is this error and how do I fix it?

If I split or fuck with the geometry, it just reappears somewhere else nearby. It appears where there is no Linedef. That floor is one solid sector.

Via gzDoombuilder. Yes, there is a 3D floor above it.

>> No.2668191

It'd be fun to see a horror mod, or at least attachment for HD, to make monsters look drastically more horrifying than their standard sprites. Knock down the light levels and you're set up for major spooks.

>> No.2668194

Holy fuck press the + key you fucking retard

>> No.2668196
File: 62 KB, 640x767, blood cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello, I hope this is the right place to ask, does anyone know what source is best to run Blood on? I loved Duke3D and heard Blood is similar but the Steam version is not optimized

>> No.2668202

>what source is best

you poor thing.

You mean, the only source, right?

>> No.2668203

There literally isn't one so BLOOD fans can go fuck themselves

>> No.2668205

>does anyone know what source is best to run Blood on?

There isn't a source port for Blood, the only way to play is on Dosbox.

>> No.2668207
File: 10 KB, 200x200, +i+don+t+even+know+how+to+even+tackle+this+_41a86e0b214b9da25b5e4aeb0a44404f.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh ... well how bad can it be?

>> No.2668213


Not gonna lie, it's not gonna be easy.
Stay strong, brother.

>> No.2668216

Okay well, should I get it from Steam, GOG or just pirate it?

>> No.2668220


Running the GOG version just fine, just be sure to read up tips because it comes kinda with shitty optimization. I forgot what I changed (renderer to OpenGL?) that made it run twice as good.

>> No.2668224

holy shit how much are these worth these days

>> No.2668226


That's entirely up to you. If you buy it, just know that your money will be going to Atari.
This means either they'll know people are still interested, or they'll know they can still milk the existing fanbase.

I pirated because I hate Atari more than I hope Blood can get more attention.

>> No.2668238



it may help your confidence to watch someone else do it.

>> No.2668242

Well I don't have a beef against Atari, but I'm sure about paying for a lazy/unoptimized port

>> No.2668247

I do. I had an Atari ST. What a load of shite, you couldn't even program it without buying extra software. No better than a console with a keyboard

>> No.2668254

Use "make sector" thingy on it, or redraw all linedefs again.

>> No.2668256

Haven't you just described Doom 64?

>> No.2668274
File: 16 KB, 197x190, Nvg21aY.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anybody else noticed a weird bug with the chaisaw with the latest smooth doom?

>> No.2668287

Red Faction. Sorry if not /vr/. But I think PC one doesn't have the autoaim like the PlayStation.

>> No.2668290

With its idle animation? Yeah. Someone mentioned it to Gifty the other day.

>> No.2668293


Yeah, actually. I liked the Cacodemon edit though.

Good edits of standard sprites do really well because the hit that special comfort zone and then just fuck it up.

>> No.2668375

Thanks for the suugestions on Hideous Destructor. I realize it is not really doom in the classic sense but it is actually scary and tense, and doom has not made me feel like that since i first started.

>> No.2668391


It's good for bringing back the feeling, even if it's strenuously and sometimes impossibly hard.

>> No.2668397

Yeah. Once I either beat e1 or get impossibly stuck i am gonna move on to Doom the way ID did as the other anon3 suggested

>> No.2668429

No i mean the bug that if you select doom64 chainsaw when you actually fire the weapon it reverts back to the original chainsaw.

>> No.2668503 [DELETED] 
File: 33 KB, 305x350, 1391485101408.jpg [View same] [iqdb] [saucenao] [google] [report]


>mfw read this just straight out of discussing brutal doom for the hundredth time

>> No.2668634


I tried both of these. No luck. It seems to have unfucked itself, but I'm terrified it will return on it's own accord.

It's like a little mapping demon.

>> No.2668761

Valve have more money than god at this point, it's not surprising they are making Half-Life unfold in real life as an alternative to actually developing Half-Life 3 as programmers.

>> No.2668789
File: 30 KB, 240x228, 1366016657972.jpg [View same] [iqdb] [saucenao] [google] [report]

I had a dream that I made a turn-based Doom mod and nobody liked it. I wonder why.

>> No.2668809


A turn-based gameplay mod would be interesting, but would require so much rehauling that it's not even funny.

>> No.2668816

It had character classes a player party and everything, but when you really think about it, the idea just ends at "why the fuck are you using DOOM for it?"

>> No.2668821
File: 1.66 MB, 720x360, improvements to the power swing animation and new hit effects, neat.webm [View same] [iqdb] [saucenao] [google] [report]

as many cells as the melee attack uses, I'm gonna have to buff it I feel

>> No.2668827

I love making bouncing shit too but you need to admit you have a problem.

>> No.2668836


I can't help it, a BFG spray would be weird here.

Besides, we all have our addictions, Pillowblaster makes all manner of things that go boom, I make spammy rebounding projectiles that choke up rooms and shred everything into little pieces.

But you're right, I got issues. Though future projects won't involve such ridiculous weapons.

>> No.2668883

Whats the absolute worst wad/mod you ever played?

>> No.2668886

>"why the fuck are you using DOOM for it?"
or alternatively, "why the fuck are you not using DOOM for it?"

>> No.2668930

not counting terrywads, probably All Out war
>mostly played by stupid and autistic spics
>the balance is literally unexistent
>the mod revolves around teamwork, thing that is also doesn't exist
>maps lag like mad
>models look like shit and also move like shit
>weapons are all shit, classes are just different loadouts and the best weapons will make others votekick you whenever you snipe people from a distance
>playing Renegade X or even playing C&C Renegade will make you not even looking back to this broken dead mess of a mod.

>> No.2668960 [DELETED] 

>latinos are retarded
>their servers always lag
>they're literally an ocean away
no shit.

>> No.2669009
File: 2.60 MB, 800x450, Zandronum 2015-09-07 23-53-52-37-2.webm [View same] [iqdb] [saucenao] [google] [report]

Every animu character needs a giant oversized sword.
It's no Dragonslayer, but it's a start.

>> No.2669016

Transformation animation is a little sudden, but the little "blade meets hilt" metal thingy expanding is a cool touch.
The sword is my favorite weapon out of Shi-Hong's arsenal, so it getting more love is fine by me.

>> No.2669029

You know what I want?

I want a huge sword that's so heavy and weighty that you can just spin with it like a top, slicing enemies in half that are nearby.

>> No.2669046


This is a cool idea. I like it. Maybe charging up primary fire for a bit, then do a spin attack.


I'll see if I can polish up the animation a bit more, then.

>> No.2669068


>> No.2669086

>not counting terrywads

Terrywads are deliberately made to be bad, so they never count.

>> No.2669092

Maybe it's just not a spin, but a spin-pirouette-thing forward. so you spin *as* you dash forward.

>> No.2669101

is that Gravity?

>> No.2669127


Yeah, it's Gravity. It's a nice two-map set; for some reason it just feels so much...happier than other maps.

>> No.2669145

When GLOOME comes up with that 'global ticrate' thing I asked marrub about months ago for proper bullettime, I want to make a combo system.

A system where the higher your combo is, the slower time goes, until you're fighting monsters in complete slow motion.

>> No.2669227

the wide open grassy areas under a nice blue sky is a big part of it, but mostly it's the sunny summer day lighting. i had a similar vibe from dawn of the dead e1m9.

>> No.2669231

While I wouldn't say this is super prominent, I do find it annoying when someone criticises a 90's map, simply because it doesn't adhere to the mapping standards of the 2010's. I get that the community's general tastes has changed over the past 20 years, but that's not an excuse to dismiss the fact that 90's wads came from a different era of standards.

>> No.2669236

Doesn't matter

>> No.2669238

what is more prevalent is criticising new maps because they look like they're out of the nineties. as if we should all be making maps to modern fashions, even if the mapper doesn't like modern fashions and wants to make an old style doom map.

>> No.2669247

Yeah, this is pretty annoying too. I've even seen the occasional person miss the entire point behind DTWID and complain it didn't look "detailed" enough.

>> No.2669257

Hocus Doom just updated.

>> No.2669279


>I do find it annoying when someone criticises a 90's map, simply because it doesn't adhere to the mapping standards of the 2010's. I get that the community's general tastes has changed over the past 20 years, but that's not an excuse to dismiss the fact that 90's wads came from a different era of standards.

Holy shit THANK. YOU! I thought I was alone in this.

Also something that annoys me is the fact that they take a person's previous work as base for their newest wads, what if the author wants to try something different?

>> No.2669295
File: 21 KB, 183x164, idshiggy.png [View same] [iqdb] [saucenao] [google] [report]

>when you hit the switch but dont know wtf it did

>> No.2669296
File: 205 KB, 540x405, snnB5kd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2669321

>implying a dead roastporko can tell me what to do

>> No.2669323

in general anything with giant endless mazes especially if it's hidden on the automap.

the corn maze at the end of Hellfire:Reborn always springs to mind.

blocks your sight with middle textures, doesn't block monster sight or projectiles, invisible on automap. then when you reach the middle, a spiderdemon appears outside, from which of course you have no cover.

the rest of the wad is good though, even the rest of that map. it's just this one bit that's like "what the hell was the guy thinking, who could possibly find this any fun at all"

>> No.2669327

what in god's name...

>> No.2669337
File: 465 KB, 620x465, NR-GroupShot-WhiteHouseBG.png [View same] [iqdb] [saucenao] [google] [report]

There is no god here. http://www.moddb.com/mods/naferias-reign-the-dark-mistress/

>> No.2669345

that looks like it's had an impressive amount of effort put into it. is it truly terrible or is it just that you're all "eww pedo anime shit, get it away from me"?

>> No.2669346

Waiting for Mike12 to Mod

>> No.2669351

I recall playing this, and while it does have alot of work put into it..
I gotta say that it's like AEOD of Duke, with the addition of annoying UI-controls for the leveling and power-up sections. Stick to Attrition, innocent souls.

>> No.2669353

it's not looking good is it? he's even admitting to putting off working on it, pissing about with swimming pool maps instead of making a spiderdemon. this is a sign of burnout or other lack on enthusiasm, never good for project health.

>> No.2669357

Agreed. I saw the post on the swimming pool map myself along with the little hashtag, and it didn't help my assumption. Though, I can only but empathize with the amount of detail and work one must put in for that Spiderdemon. Shit has got to be tedious.

>> No.2669401

When BTSX finally gets finished in 2035, do you think it'll have its own subcategory on idgames?

>> No.2669406

If they're complaining about not enough Tormentor-style detail, fuck them anyway. That's obnoxious even in modern maps. Just because you can make a thousand tiny sectors in a map doesn't mean you should, especially when the player bumps into them all the time. It also won't save your map from being bland if it's still just another series of alternating corridors and large rooms.

>> No.2669415

/themes/btsx ? i hope so, that would be a great idea, especially if the texture set gets released separately and other people start making BTSX-themed mapsets.

>> No.2669449

Honestly, I'm surprised there isnt /themes/cchest/, or /themes/32in24/

>> No.2669494

That might just be worth my while if I can kill that motherfucker in deathmatch.

What is it?

>> No.2669537

>What is it?
see >>2669337

>> No.2669547

Any chance I could get some recommendations for any new boom mods? Preferably not hyper skill mode, ie having to run through 100s of monsters. Thanks!!!!!

>> No.2669571

Hard to really think of a new boom wad that isn't hard.

A non-hard example I can think of is Whispers of Satan, but thats from 2009.

>> No.2669591


i've been playing this, it's very good.
only limit removing though, no boom features.

>> No.2669605

someone send him this >>>/wsg/718976

>> No.2669609

that goes for all you mappers too, i know it's tedious as hell sometimes, having to do all this fiddly repetitive automation-unfriendly crap. but don't fucking give up.

>> No.2669652

>it's probably not a problem, probably...

>> No.2669669

The only way a turn based game could work is if combat was still real time, but the strategic turn based section determined the battles, locations, weapons and your strengths.

>> No.2669726

The turn based part is where segments of deimos is slowly being taken by the demon incursion, while you ship around your various marines, X-com style, to guard certain facilities. Each facility is its own map and combat zone, and gives you all a bonus like extra ammo each turn or produces a certain weapon every X turns. Then you spread that ammo and weapons to whichever marines you want.

Then when there's a fight, you choose which marine you play as. You enter the fight either solo or with the other marines as computer-controlled (or player controlled, if multiplayer) while the demon's numbers attack you. Each If your marines aren't there, or you play and die, you lose that marine/those dead marines and the base is conquered by the demons, preventing you from getting the bonus the facility has and allowing the demons to spend their own resource, Mana, to summon demons there.

At the start of the game, you're feeling good. You've got every territory except for the three seperate Portal Research Facilities, and you have all twelve marines. You're getting a BFG every twenty turns and shittons of ammo every turn.

But you don't have enough marines to guard every single facility, and it takes turns to move them. Every turn, the demons are coming inward, and you're losing your bonuses even if you spread your marines out to one man a squad- because there are 31 zones, and you only have 12 men.

But finally, finally, you close two portal facilities and you work your way to the last...

And that's when the demons use a colossal amount of mana to open up a new portal in your Medical Facility, preventing you from healing your marines between fights.

>> No.2669757

Anon who started working on that MBF hud pk3, are you still here? Have you made any progress?

I was the one who requested an upload a few weeks ago, now I'm wondering if you're still alive.

>> No.2669765

Use quakespasm

>> No.2669892

>Still swings it one handed when it grows big
That just makes it look weak.

>> No.2669905
File: 26 KB, 136x263, Roar+Tiger2.png [View same] [iqdb] [saucenao] [google] [report]


It's two-handed.
The hilt just doesn't get a lot of screentime, so it's not really clear that it's different.

The obvious choice would be to move the hilt up, but that would make the blade's animation wonky.

>> No.2669934
File: 456 KB, 480x350, 1401213990152.gif [View same] [iqdb] [saucenao] [google] [report]

I don't know if anybody here cares, but...



>> No.2669941

>I don't know if anybody here cares
half the thread's been about this mod. it doesn't support 1.8.10. no it's just not been tested with 1.8.10. actually it does work with 1.8.10! now there's a trailer. >>2663839 news post that shit please.

>> No.2669945

perhaps he was being sarcastic/facetious

>> No.2669948
File: 36 KB, 720x540, 1405523738512.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually only came in here to post the trailer for Reelism 3
I didn't really read the thread

>> No.2669953

thanks for the heads up.

>> No.2670140

how much different from chocolate doom is gzdoom?

>> No.2670149
File: 2.98 MB, 640x360, sanic.webm [View same] [iqdb] [saucenao] [google] [report]

Who /jumpmaze/ here?

>> No.2670150

Chocolate Doom is as close to the original DOS doom.exe as feasible, just transplanted to modern platforms. No real new features.

ZDoom/GZDoom... is very different in ways that make modders happy.

>> No.2670153

So vanilla is the same? I haven't tried any mods yet.

>> No.2670157

A lot.

GZDoom is a completely different beast underneath, that is just wearing Chocolate Doom's skin. Like the bug in Men In Black, it doesn't wear it very well, and is very unsettling to look at.

>> No.2670160


I don't like jumpmaze's playerbase, but the base concept is...okay-ish? I suppose?
I think it'd be better with a rehauled movement/physics system, though. Doom was not designed for z-axis movement and it shows.

>> No.2670168


>> No.2670183

Imo a balance between Jumpmaze and Cyberrunner would be great
Emphasis on speed and mobility, but without the crazy ludicrous tricks and engine-breaking speed

Slightly faster movement, a slightly higher jump, maybe a double jump, maybe a mid-air dash
That's it

>> No.2670184

>Doom was not designed for z-axis movement and it shows.
I recently tried this modified version of gz-qtilt and had feelings of motion sickness: https://www.mediafire.com/?1mp06lg338i6xhm

>> No.2670196

haha, i actually thought his video was cyberrunner

>> No.2670259

>but without the crazy ludicrous tricks
The only problem was the super speed boost mode. Wall jump + double jump + turnaround + boost is pretty much everything besides the turbo mode.

I agree with everything, but I don't know what you mean by "crazy ludicrous tricks" when you mention all the stuff in the second place.
I'd love it if CR's speed was toned down a little bit instead of Term going, "it breaks stuff," and using that as an excuse to shelf the fuck out of it because he can't map for it thus ded is ded because 2fast.

>> No.2670283

>but I don't know what you mean by "crazy ludicrous tricks" when you mention all the stuff in the second place.
You could use midair rocketjumping and edge jumping to do fucking insane things

>> No.2670315

Most of Hexen

>> No.2670331

>Warsaw: Doom Edition

>> No.2670364

qtilt and mousemove tilt aren't really the same thing.

>> No.2670539

Boktai meets Doom? Hell yes.

Adding a strategy layer to Doom? Could be fun.

>GZDoom wears Chocolate Doom's skin
GZDoom makes no claims of any connection to Chocolate, sperg.

>> No.2670557

I did notice that yeah. it only happens when you're wearing black gloves I think.

>> No.2670561

>GZDoom makes no claims of any connection to Chocolate, sperg.
It was a joke you humorless twat.

>> No.2670642

Maybe make it so her arms are out a bit further.

Just seeing it look one handed made it look rather lame despite it looking and feeling great one handed
Maybe add a hitspark or slashspark to the big sword version? Functionally it is exactly the same but with more power so that could also be what's making it not look so good

>> No.2670656

there's also a bug with the ssg firing sound not playing if you play with smooth bobbing and ssg gibbing enabled

fixed it on slade just two days ago though, A_PlayWeaponSound was missing from the ssg decorate file for some reason

I'd upload it here if anyone here wants to

>> No.2670780
File: 2.66 MB, 569x320, as.webm [View same] [iqdb] [saucenao] [google] [report]

I like DeFRaG better.
Did you mean Warsow or is Poland a lot different from what I think?

>> No.2670928
File: 73 KB, 428x200, wdlPIuk.gif [View same] [iqdb] [saucenao] [google] [report]


Sure, I'll try that. I might angle the swing a bit more, too, for more of a sudden impact (as well as lifting up the hands a bit)


How's this look?

>> No.2670978

The transformation is nice but it feels like something is missing and I can't place my finger on it. Maybe it's the angle that Shihong is transforming the sword?

>> No.2671184

Yeah, maybe the sword should be thrust/pointed forward towards the center of the screen/vanishing point rather than the upwards lift it currently is?

Also I think the angle of the powerdown animation is fine and you should keep it, though perhaps have her swish the sword sideways back to its idle position, rather than it fall off the bottom of the screen entirely.

>> No.2671197

One second thought I think you have it fall offscreen due to a limitation (the sword is actually two different weapons and the game is switching between them), though that would imply Shihong has a weaponswitch time, rather than instant like Hae Lin?

>> No.2671249

maybe if it also changed colour on enlarging? like it is normally bright white but gains a distinct bluish tinge (think, color temperature, the surface of stars, etc.)

>> No.2671282

Worst part of Project Brutality is the new sounds for the demons. Bleugh.

>> No.2671317

>messing around with slade practicing some decorate
>save pk3 to test
>go to boot it up
>errors up the ass
>all my pk3's files got saved as garbage data


>> No.2671319

Brutal Pack is pretty fucking nice.

>> No.2671327
File: 59 KB, 1366x768, Screenshot_Doom_20150908_213705.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2671332
File: 101 KB, 1366x768, Screenshot_Doom_20150908_232829.png [View same] [iqdb] [saucenao] [google] [report]

oh shit

>> No.2671334
File: 659 KB, 1366x768, Screenshot_Doom_20150908_213714.png [View same] [iqdb] [saucenao] [google] [report]

wrong pic, meant to post this first

>> No.2671340

Apparently it used to be even harder than it is now.

>> No.2671353

Is there some general consensus, guide, or good examples on placing Things for the various skill settings + co-op? When monsters, ammo and health can all be flagged for different skill settings I don't really know what to do that would be considered balanced/acceptable for each.

>> No.2671357

base your map around HMP and balance from that.

lets say you have a room with a baron, and player already has super shotgun.

on HMP you could have given total of 20 shells at this point which is not much, since UV can be a bitch, you could give player more shells, or you could be a dick wanting UV to be actually hard and give player 10 shells.

it really comes down to checking what plays good and you should balance around that. you could also post map here and have anons test it.

>Is there some general consensus, guide, or good examples on placing Things for the various skill settings + co-op?
if something like this existed, we would get a whole heap of samey maps.

>> No.2671364

but anon

Project Brutality is the way Brutal Doom was meant to be and what SGMIV intended to do in 2012.


>> No.2671381

HTNR, HMP and UV are exactly the same if the map maker doesn't change any skill flags, right?

>if something like this existed, we would get a whole heap of samey maps.
What I meant was more; "how hard is each difficulty in comparison to each other, and how is coop handled, considering the player number can vary". I guess you're right though, it's really up to the WAD, I was just hoping there was some sort of expectation of difficulty for each skill level.
Also I don't have a map right now, but play-testing sounds like a good idea, thanks.

>> No.2671387

In regards to coop, most authors tend to just do what Doom 2 and Final Doom did, and throw in a few Arch-viles/Cybers/Spiders on some maps.

>> No.2671390

ICW and HNTR are skill 1
HMP is skill 2, aka normal
UV and Nightmare are skill 3

if you mark things as coop thats the only mode they will appear on, helps with spawning more monsters, weapons, ammo and health

>> No.2671393


Huh? Don't you mean ITYTD?

>> No.2671398

oh yeah you are right, ICW was q3a difficulty

>> No.2671562

There's a few approaches I've seen:
>increase the number of enemies but keep the ammo/health constant (e.g. Doom, Doom 2)
>increase the number of enemies and change the nature of enemies but keep the ammo/health constant (e.g. Scythe 2)
>increase the number of enemies and decrease the ammo/health (e.g. Heretic, Demonfear)
>increase the number of enemies and the ammo/health (e.g. Alien Vendetta)

The original Id method is the most popular, probably because it's the least effort to make.

>> No.2671565

Doom 2 didnt always have the ammo/health constant.

>> No.2671569

Didn't it? My memory must be slipping. I think it's the case in the majority of levels though.

>> No.2671671

what i did once was this

- same monsters/ammo on every skill
- hmp has more health but can't go over 100%
- hntr has spheres

>> No.2671784
File: 278 KB, 630x946, gelada_fa_rszd.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2671798

wrong thread?

>> No.2671805

I want this. A lot.

>> No.2671947

>thread's almost at bump limit
>certain posts are still alive and not-deleted

mods confirmed dead.
it was a good run, /doom/

polite sage for unbelievably off-topic

>> No.2672001

Is this your first day on /vr/, possibly 4chan?

>> No.2672012

Doesn't mean the demon sounds aren't shit though.

>> No.2672016
File: 1 KB, 512x256, 1441824856.png [View same] [iqdb] [saucenao] [google] [report]

if you're referring to Fake Terminus et. al. up there then i agree it should have been deleted but consider that the mods would not recognise those posts as trolling unless they follow the threads and know the people/situation/circumstances. its like stealth shitposting, not obviously bad faith unless you're familiar with the topic.

>> No.2672039

nicely done
how many times did you save/reload?

>> No.2672084

honestly I think map makers should populate their maps with things / items from scratch for each difficulty setting

instead of having to think about "gee how should i flag or change shit to make this easier / harder" just hide all the things and start over

>> No.2672093
File: 467 KB, 507x416, tumblr_nuf8fw0P9U1szcxzqo1_540.png [View same] [iqdb] [saucenao] [google] [report]

im dying

>> No.2672110

that was sarcasm, anonbro.

>> No.2672204


Douk 64 prototype.

I'm just sharing it not because i want it in the news post, I simply want to discuss it here.

>> No.2672315

sadly way too much to be considered good

really fun map though

>> No.2672443

I like to lower the ammo given on lower difficulties (since ammo pickups give you more), but raise the health. Also change/lessen monsters in some cases.

>> No.2672467
File: 36 KB, 1024x800, window.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2672494

Waste Tunnels is an example of it not being constant in all difficulties.

>> No.2672718

has anybody made a super turbo hd remix mod for old 2d shooters that has all weapons and monsters from different games into one game?

>> No.2672734

Check out Samsara and the Samsara monster mixer

>> No.2672743

>read doomworld
>some newb goes on about how slaughtermaps are lazy map design
>TimeOfDeath tells him he needs stop being lazy and improve his skills
>newb challenges him to show a youtube of himself playing slaughtermaps and say he enjoyed them
>newb basically admits to not knowing who TimeOfDeath is

>> No.2672748

Is this the one I want? http://www.best-ever.org/download?file=samsara-v0.31-beta.pk3

I get errors loading it in gzdoom

>> No.2672751

Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 6:
Replaced type 'MaxArmorBonus' not found for MaxArmorBonus2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 13:
Replaced type 'MaxHealthBonus' not found for MaxHealthBonus2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 271:
Replaced type 'Turbosphere' not found for Turbosphere2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 317:
Replaced type 'TimeFreezeSphere' not found for TimeFreezeSphere2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 370:
Replaced type 'InvisibilitySphere' not found for InvisibilitySphere2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 438:
Replaced type 'Doomsphere' not found for Doomsphere2
Script error, "samsara-v0.31-beta.pk3:decorate/stdummies.dec" line 494:
Replaced type 'Guardsphere' not found for Guardsphere2

>> No.2672758


Who the fuck is TimeOfDeath?

>> No.2672762

A slaughtermapper, and demo recorder.

Slaughterfest 2011 and 2012 both have some maps from him.

>> No.2672770

Pretty sure samsara was designed for Zandronum alongside its hundreds of hacky ways to get things to work, so it might not work in ZDoom and its derivatives.

>> No.2672815

it says I have to be in a netgame when I click "new game". How can I even be in a game at that point? Regardless I was looking for a single player experience with different mobs, weapons etc..

>> No.2672828
File: 415 KB, 1600x900, Screenshot_Doom_20150909_222303.png [View same] [iqdb] [saucenao] [google] [report]

How's that level coming, anon?

>> No.2672850

that's really funny. "here's several hundred i made earlier, sorry mate, thanks for playing better luck next time"

>> No.2672851

>Replaced type 'Doomsphere' not found for Doomsphere2
maybe it needs skulltag actors .pk3 loaded with it

>> No.2672862

lol then I get an error with that:

Script error, "skulltag_actors.pk3:actors/skulltagweapons.txt" line 83:
You cannot pass parameters to 'A_FireRailgun'

>> No.2672871

hmm. i suppose in hindsight it's not surprising that gzdoom won't load skulltag_actors. sorry.

i don't have a copy of it available at the moment, so i can't give you a recipe, but i am certain you can play single player in zandronum without any fiddling about.

>> No.2672920
File: 753 KB, 1440x900, this looks familiar.png [View same] [iqdb] [saucenao] [google] [report]

>MSX + Doom II Reloaded
This is fucking awesome. I don't care what some butthead critic says about the maps not being challenging enough. They're really creative.

I'm kind of getting sick of the MSX monsters though. Are there other monster replacement mods that work with this one?

>> No.2672927


>> No.2673004

ahh, those times back then where I'd play the fuck out of Doom II Reloaded with Roguelike Arsenal to no end. So fucking fun

I always loved playing with the custom midis on.

>> No.2673027

>since ammo pickups give you more
Only on ITYTD, and who plays on that?

>> No.2673046

on nightmare ammo pickups are doubled too

>> No.2673135

>I don't care what some butthead critic says about the maps not being challenging enough
Really? I thought they were challenging enough.

Though I didn't find the mapset all that fun.

>> No.2673156



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