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2718078 No.2718078 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2709434
(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.2718079


[10-02] The /newstuff Chronicles #484

[09-26] Quake Live beta almost complete - keys available

[09-26] Monument (final version) released

[09-25] The /newstuff Chronicles #483

[09-25] Ultimate Doom II: An in-progress expanded remake of Doom II (Note: nothing to do with Ultimate Doom!)

[09-24] Public Service Announcement: Do not compile GZDoom with both FMOD and OpenAL, it will break.

[09-22] WadC v2.0 released

[09-21] DoomRL Arsenal v1.0 released

[09-20] Developer Opinion - Gun Feedback

[09-20] Anon's birthday cake >>2691441 >>2691447

[09-18] 50 Shades Of Graytall released (late news)

[09-18] The /newstuff Chronicles #482

[09-16] Doomworld now available via https

[09-14] Icar2015: a 11-map set for Icarus, by Eternal

[09-13] Strange Aeons v3.5

[09-12] Anon mod release: Mugshot / Ammo display HUD

[09-11] Reelism X3 released, right on schedule!

[09-10] The /newstuff Chronicles #481

[09-08] Hocus Doom update


To submit news, please reply to this post.

>> No.2718127
File: 87 KB, 578x844, infini.35770.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey I just wanted to let everyone know that Australia remade the Doom movie for some reason except they took out all the parts that pretended to be Doom

So, that's a thing that happened

>> No.2718132

The doom movie was bad, but not video game movie bad. I never figured out what the shit it had to do with the game series at all though, besides some very loose references.

>> No.2718136

The writer obviously had his own weird ideas he wanted to work with, regardless of what he was supposed to be doing

I figure he was just jumping on every opportunity he could get, and managed to talk someone into hiring him for a cash-grab project nobody actually cared about

Didn't the same guy write The Expendables later

>> No.2718162

source on the picture in the OP??

>> No.2718170

i can't remember, i saved it from an earlier incarnation of this thread. perhaps you can check the archives?

>> No.2718218
File: 286 KB, 1280x720, Screenshot_Doom_20151004_041046.png [View same] [iqdb] [saucenao] [google] [report]

I guess I should've expected this, but it looks like GZDoom's lighting systems are completely different from Zandronum's.
Darkening the areas is much more dramatic, and the flashlight gets turned into a fucking floodlamp.

What a pain.
I'll probably have to create different levels of lighting and have them togglable via menu option, so people can choose between Normal, Dark, Grimdark, and Doom 3 levels.

Though one neat thing.
If you see those little white lines in the image, that isn't screen tearing--it's an ACS script that pores through the map near the player and looks for areas that have F_SKY1 on the ceiling, and then makes it rain in those areas.
It's hard to capture in a screenshot, but it sure does make maps moodier.

>> No.2718236

>rain in sky areas
nice. seems possibly CPU intensive though...

>> No.2718241

>pores through the map near the player and looks for areas that have F_SKY1 on the ceiling, and then makes it rain in those areas
haha, is the player's name Rob McKenna?

>> No.2718271
File: 351 KB, 1280x720, Screenshot_Doom_20151004_052558.png [View same] [iqdb] [saucenao] [google] [report]


Hah, tempting.


I haven't tested on especially graphically-intensive maps, but on stuff like Whispers of Satan, Memento Mori, Unholy Realms, and Jenesis, it seems to handle fine. If you can suggest some really intense maps for me to grind on, I can do some checking on that with my older laptop.
It even handles fine in Zandronum netplay, too, which is a big surprise for me, since every single raindrop does an ACS call to check for the ceiling texture, and that theoretically would chew bandwidth like nothing else.

But hey, one +CLIENTSIDEONLY and everything's hunky-donkey.

>> No.2718327
File: 60 KB, 1023x600, CQQQUCqWUAAW8cK.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]

it begins

>> No.2718349

I actually like it but 6 bucks is way too much for it

>> No.2718352

few days ago I have posted about making a doom clone in unreal engine 4. this doom clone would work in similar way freedoom works:
>its free
>all graphical content is brand new
>no direct connection to doom
all these points are necessary so project does not get C&D from Bethesda.

so far I have been doing basic models and graphics and working on structure of the game itself, organization stuff and such. for instance, game will be released in episodes that will mimic their doom counterparts, so progression is more or less like : techbase>transformed techbase(deimos)>fire and brimstone hell>earth>transformed earth>medieval hellish earth>oldschool fire and brimstone hell, again.

I intend to work on this project on my own in my free time, so releasing something playable may take a while, and there is still some organization stuff to be written. current thing I have been wondering is how good looking this doom clone should be? UE4 can do quite a lot of fancy graphics, but I would personally not go for them for a simple reason: time. in the end, I will leave choice to you guys, I have made a strawpoll that you can vote on http://strawpoll.me/5649752 it refers to graphics FIDELITY, things like clarity for graphics are quite obvious, and I have already decided to remove some graphical effects from game such as lens flares, chromatic aberration and depth of field.

I will repeat this again, this is a project I am working on in my free time, dont expect fast progress on this.

and feedback and questions are appreciated

>> No.2718361

I just can't see the point honestly. It would take ages for you to do it, it's a huge project, and even when you're finished I don't think it's gonna be that popular, since Doom already has mods up the ass and runs in toasters and the new one is coming and also will have (admitedly limited) modding out of the bat

>> No.2718363

>I just can't see the point honestly.
making a portfolio is the main target for me, this game would be a great way to show off
> It would take ages for you to do it, it's a huge project
both yes and no. surprisingly working with ue4 is fast.
>and even when you're finished I don't think it's gonna be that popular, since Doom already has mods up the ass and runs in toasters and the new one is coming and also will have (admitedly limited) modding out of the bat
yeah that is true, my doom clone will probably never be as popular as other two, but unlike D4, it will offer full modding tools, and its free, and its closer to original.

I dont want to make a competition for classic doom or doom 4, I just want to make a clone that plays well and looks good

>> No.2718365

>making a portfolio is the main target for me, this game would be a great way to show off
Didn't think about that honestly.
>both yes and no. surprisingly working with ue4 is fast.
Modeling, texturing, and level design (particularly if there's any verticality to it) is gonna take a while. Sound could too, music in particular if you want to add it.

>> No.2718368

you're making a doom clone that has nothing to do with doom? then, how will it be recognisable as a doom clone?
probably, but let's not discourage him. :)

>> No.2718371

music is the biggest issue to be honest, I am no musician, and getting them on board could cost me. another option for me would be to get some CC music since my game will be free.

>Modeling, texturing, and level design (particularly if there's any verticality to it) is gonna take a while.
that is being made almost at the same time. process goes more or less like this:
>block out level with basic meshes in ue4
>export level into max
>create required geometry there
>add detail where needed
>bake normals/AO/spec/pbr stuff when needed
>assemble it again in ue4

also strawpoll again for better visibility

>> No.2718372

>then, how will it be recognisable as a doom clone?
I assume the same way things like Heretic did.
Moving fast, lots of weapons you can carry at once, focus on projectile dodging, complex level design, etc

>> No.2718376

>you're making a doom clone that has nothing to do with doom? then, how will it be recognisable as a doom clone?
its more like "totally not doom"
and like what >>2718372 said, reskin stuff and make it work a bit different. I just dont want to get C&D slapped on my face

>> No.2718383

How about the huge outside area in Frozen Time? Though that area by itself already has fps issues for me, hah...

>> No.2718405
File: 80 KB, 640x480, 1443958190.png [View same] [iqdb] [saucenao] [google] [report]

that's more to do with the vast quantities of sprites and masked middle textures on display at once. lots of both do not interact well, as, to clip a sprite R_DrawSprite loops over the entire list of masked textures. looping over tens of thousands of masked textures for each one of hundreds of sprites is punitive. there is sure to be some improvement that could be done here...

>> No.2718406
File: 164 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google] [report]


>4 FPS

>> No.2718424

>Always wanted to create maps
>learn about DOOM BUILDER
>start making maps
>try over a year
>that all feel cramped or plain or even just empty

The fact I never make a good map.. it hurts :(

>> No.2718428

gameplay > looks

shit looking map that plays good is better than good looking map that plays like shit

>> No.2718438

post the things youve made and we can try to tell you how to improve them

>> No.2718450
File: 387 B, 30x66, YVGFI0.png [View same] [iqdb] [saucenao] [google] [report]

Just tried making a Gungodz/Nuclear Throne mashup. So far so good, specially the bullet hell part.


>inb4 shit dodging skills. Haven't slept for 12 hours.

>> No.2718453

that looks really cool!

>> No.2718457

So it's gonna have NT's level progression or something?

>> No.2718486

Just use GZDB. It's better than DB in a lot of ways.
If you think your maps are bad then take a look at the couple wads /vr/ has made to see how good/bad some of them are. I know that tabula rasa wad was some anon taking their first maps and putting them together into a wad so you can see his learning progression.

Besides that you should upload your map so we can play it and possibly talk mad shit about it.

>> No.2718487

>haven't slept for 12 hours


>> No.2718519

NHB i have to nap twice a day to function

>> No.2718536

Are you a cat?

>> No.2718589

I read that as fap at first, and was intensely confused by >>2718536

>> No.2718614


>> No.2718641
File: 176 KB, 362x315, what a terrible time.png [View same] [iqdb] [saucenao] [google] [report]

>Want to play GunGodz
>Won't run properly on Windows 10
Guys, what do?

>> No.2718650

I'm on Windows 10 and it works fine for me. What issue are you getting?

By the way didn't it get an update to run on Windows 8 or something? Since 10 is based off of that, you might need that update, if it even exists.

>> No.2718657

I'm just going by what the website says.
It just says near the download link that it won't work properly on Windows 8, and I have no clue where the update is.

>> No.2718660

>It just says near the download link that it won't work properly on Windows 8
Crap, that's what I was thinking of. There probably isn't an update then. What issue are you getting anyway?

>> No.2718662

I'm downloading it now, trying just for the heck of it.

>> No.2718672
File: 6 KB, 306x290, hopes and dreams.png [View same] [iqdb] [saucenao] [google] [report]

fuck it, I give up on fucking SLADE. There's just no fucking plausible way to get it work on my PC again for some fucking reason. Not completely deleting it from the registry, not by killing any processes created by any other program running in the background in the task manager, not uninstalling and reinstalling it, nothing does it.

That's it, I give up on this shit. If it wants me to be the //only// person in the world to not be able to change the gun sounds in Accessories To Murder just because it has developed a fucking grudge towards me somehow, so be it.

Is there any other program out there that basically does the same thing SLADE does? Please don't say XWE because I will fucking piss straight into my eyeballs.

>> No.2718692

sorry to hear it. though, i'd like to say XWE just to see such a stunt performed.

>> No.2718693

XWE :^)

>> No.2718696

install linux, run linux version of slade.

>> No.2718705

It is no longer being updated, but you could try using SLumpED.

>> No.2718717


holy shit thank you

it's literally what slade does already but far far simpler and less intricate from what Im seeing so far aaaaaaaaaa;

what the fuck is slade anymore like it can go step in a vertical dry spiky dog turd like right now

>> No.2718732

I've got over 500 hours in NT and this sounds awesome.

>> No.2718734

Actually, I remember it was maybe the previous April Fools they added in a first person mode to NT. I think you can change it back to that in the beta builds.
Maybe it'll get fleshed out post release, by someone...

>> No.2718745
File: 500 KB, 1366x768, Screenshot_Doom_20151003_151037.png [View same] [iqdb] [saucenao] [google] [report]

i spent 2 hours making a short map


>> No.2718749

vanilla compatible

>> No.2718792
File: 2.97 MB, 320x240, speedmap1-fda-0252.webm [View same] [iqdb] [saucenao] [google] [report]

FDA, 2:52

very nice map, E2 themed. crushers reminded me of E2M2. the yellow key area reminded me of cheesewheel's 200mintech. no bugs spotted, you did a great job. easy though. and no secrets.

>> No.2718798

That rain is way too thin given we're in a world of fat pixels.

>> No.2718801

GZDoom has several options for lighting, some darker and some lighter. Perhaps Zandronum and GZDoom are set to different options.

>> No.2718809

well done, thanks a lot for the webm!

>> No.2718843

What's the best source port for Quake? I remember playing it with Darkplaces, but for some reason the recent built feels... different?

>> No.2718848

Darkplaces is shit
use Quakespasm

>> No.2718849

You sound like a giant spaz.

>> No.2718863

Okay. Is it normal that shootable buttons "bleed"? Well, they emit the particle effect for bleeding.

>> No.2718878

that gives me an idea.
fleshy wall texture should bleed when shot.
sounds like a DOOM RETRO feature.

>> No.2718880
File: 264 KB, 148x111, 1440948415683.gif [View same] [iqdb] [saucenao] [google] [report]

guess I'm just one hyperbolic permafag who says shit for comedic value then

anyways, I see SLumpED isnt able to play any other sounds besides WAVs and I highly doubt there's a solution to this, seeing as how the whole project got ported to fucking SLAYYYDE

ah well guess you just can't get everything you want sometimes

>> No.2718883

my pleasure, please make more maps i can record :)

>> No.2718886

Okay now, this is weird.

I downloaded a "Quake for Lazy People" pack that came with the PAKs for the the main game and extensions already configured with Quakespasm.

I take out the folders with the PAks, run it in Darkplaces, then put it back into Quakespasm and everything runs much better now, despite Quakespasm not offering the same options.

And then I realize that Darkplaces saved its config in the id1 folder that Quakespasm runs with now, including filtered textures.

Which, for some reason, I like more for Quake, but with DOOM I prefer the filter off.

>> No.2718894

there's no way a piece of software would suddenly decide to take exception to your computer. you are likely overlooking something silly. especially if you've had it working before.

>> No.2718919
File: 423 KB, 1280x720, Screenshot_Doom_20151004_145719.png [View same] [iqdb] [saucenao] [google] [report]


Oof. Not gonna lie, that made the old laptop chug. The map itself brought everything down to 8 FPS, the added rain only added a little more weight at 7 FPS.

Trying on my newer laptop, and it seems to be faring a bit better. Still staying well above 70 FPS, though without the rain it goes up to 80.
Because the rain keeps itself within 1024 units away from the player, I think that's going to make it manageable FPS-wise. If the entire sector(s) started spawning rain, then it'd definitely be an FPS hit, but right now it's only a localized instance around the player that moves with them.

>> No.2719000
File: 238 KB, 800x450, Bleeding Buttons.webm [View same] [iqdb] [saucenao] [google] [report]

Seriously, this is bugging the fuck out of me.

>> No.2719005
File: 1.34 MB, 1378x1538, babeh face.png [View same] [iqdb] [saucenao] [google] [report]

>mfw first time playing mm8-GvH crossover

regular GvH need to learn from this game that balancing & NOT making the ghouls op, matters.

>> No.2719032

Yes, it's normal. In normal quake, it'd just be red particles instead of grey, but because Darkplaces replaces those, you get straight up blood splatters from it. Your choice.

>> No.2719038

fairly sure the particles are suppossed to be gray, like when you hit a wall

>> No.2719039

Nope. Shootable switches and walls spit red particles when shot.

>> No.2719047


That's pretty metal.

>> No.2719059

I never noticed that before.

>> No.2719087


>> No.2719143

www.twitch tv/ownedwell

Unreal Tournament CTF showmatch

>> No.2719184

Are there any alternative downloads for last version of Blade of Agony? GitHub always seems to randomly freeze while also killing my internet connection.

>> No.2719193


>> No.2719209


I remember this. Zygo posted it before he got banned.

Maps are okay, but the Hexen approach definitely is not suitable for Blood, especially with the shitty writing and backtracking.
Gun sprites are neat, though. Code is still a complete mess and credits are nowhere to be found, but they shoot all right and blowing up parts of the environment is fun.

>> No.2719239
File: 626 KB, 450x350, tumblr_inline_nuwbcqIKuX1r95fgm_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2719248

Try qbism super8. http://www.qbism.com/

>> No.2719317


Quakespasm for ease of use, super8 for oldschool look

>> No.2719321
File: 214 KB, 562x523, 1409340654157.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2719325


The Doom movie is cute, it's a Predator/Aliens pastiche with a thin veneer of Doom 3. It's not as good as the movies it references but it's fun, lightweight, punchy, and doesn't have any burden of videogame continuity to contend with because who gives a fuck about the plot of Doom. Also the Rock's performance is great.

>> No.2719330

Any news on the QL update? When's it coming out?

>> No.2719341

No idea.
The beta is already feature complete though. So I'm guessing 1+ weeks from now.

>> No.2719368

Fair enough. Also Im kinda surprised there hasnt been much news coverage for this. Im not saying it should be making headlines but Id expect at least SOMEONE to bring it up.

>> No.2719375
File: 434 KB, 1280x768, Screenshot_Doom_20151004_154157.png [View same] [iqdb] [saucenao] [google] [report]

how to do make my own monsters and put them in doom

or take other monsters from different wads and put them in one big wad file?

>> No.2719376

This is the last week for people to get the Unreal Tournament alpha mask, by the way.
Only SyncError has tweeted about it and talked about it on IRC. It's understandable I think.

>> No.2719397


You can probably figure it out, Mac Tonight.

>> No.2719406

>how to do make my own monsters and put them in doom

Write Decorate.

>or take other monsters from different wads and put them in one big wad file?

Copy Decorate/sprites/sounds into wad.

>> No.2719425
File: 13 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

will you show me?

>> No.2719427

What's a good halloween/spooky wad I should try?

>> No.2719447

bloody grave yard


>> No.2719451

Gonna try now, thanks.
Would appreciate more, fucking love Halloween. Month-long for me.

>> No.2719461


castle nevermore

>> No.2719462

speaking of halloween is evil dead worth watching? which ones?

>> No.2719471

All three of them. Essential Doom-related viewing if you ask me.

>> No.2719472

my personal fav is evil dead 3 (army of darkness)

>> No.2719473

All of them.

>> No.2719483


So far i'm liking the music in bloody graveyard

downloading these too i guess. but my asusmption is they're more action movies than horror movies

>> No.2719485


First one is low-budget horror, second is horror-comedy, third is action-comedy.

>> No.2719490

The horror is fairly light.

>> No.2719491

>tfw not alone in the universe
for years I thought me and my family were the only ones in the vicinity of the milky way to legitimately enjoy the Doom movie

It's underrated as fuck, and it's not really that bad, and perhaps really entertaining and fun considering it's based on a videogame with little to no plot in it

>> No.2719506
File: 412 KB, 1366x768, Screenshot_Doom_MAYhem2048.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2719508
File: 72 KB, 333x184, best-grosseg[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2719514

alright cool, thanks guys

>> No.2719518



>> No.2719524

it's 404 you bitch

>> No.2719530
File: 22 KB, 883x220, ss+(2015-10-04+at+10.03.53).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2719567

use 7zip not winrar, anon http://seclists.org/fulldisclosure/2015/Sep/106

>> No.2719695
File: 3 KB, 400x800, imageedit_1_9621949508.png [View same] [iqdb] [saucenao] [google] [report]

do you like BIG ASS CHEEKS?

>> No.2719835

Not really.

>> No.2719889

i also enjoyed it

>> No.2719897
File: 1.13 MB, 1456x2592, IMG_20151004_210256720.jpg [View same] [iqdb] [saucenao] [google] [report]

Look what I found today while I was thrift store hunting!

>> No.2719915


>> No.2719929

Yeah I was surprised it had so little scratches, it ran just fine under dosbox.

>> No.2719953

I liked it. I remember going to the panel for it at Comic-Con years ago and being super excited for it. I was disappointed that they skirted the demon angle, again, just like the books, but whatever.

>> No.2719979

that looks weird. the left leg is a drainpipe.

>> No.2720108
File: 882 KB, 1266x680, tumblr_nvparxVkIN1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

yes i killed all your friends. stop crying about it already

>> No.2720196
File: 433 KB, 1280x1024, 0.png [View same] [iqdb] [saucenao] [google] [report]

I can't say I'm not a fan of hot ass. Animating those hips well is the tougher task, imo.

>> No.2720256

good choice. but moddb? come on, man, use the proper archive
i will also recommend crusades--much of it coming from an earlier series named "spooky"

>> No.2720343

How did you convert your demo into a webm or did you just record live?

>> No.2720467
File: 40 KB, 260x328, image.jpg [View same] [iqdb] [saucenao] [google] [report]

found this at my local dump, floppys and all.

>> No.2720476

Would you play a game like Chao Garden, but with Cacodemons?

>> No.2720506

>play Scourge of Armagon because I think I haven't played through it yet
>in the last third I remember that I actually did some time back
>start Dissolution of Eternity
>now have a feeling of uncertainty whether I have beaten it previously

>> No.2720508



this world has been run to the ground


>> No.2720525 [DELETED] 
File: 44 KB, 359x448, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

Do you think they'll like it?

>> No.2720530



>> No.2720534
File: 469 KB, 1280x768, Screenshot_Doom_20151004_192232.png [View same] [iqdb] [saucenao] [google] [report]


Just ONE blunt left

>> No.2720535

You know...


>> No.2720553

>knee-deep in the habbo
>hell's closed

>> No.2720635

Heh, I had that one. Good read.

>> No.2720643 [SPOILER] 
File: 300 KB, 681x361, 1444064972022.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2720687

Is there a way to change the player's resistances in ZDoom via ACS? I can only figure out how to change the resistance to all damage with
>SetActorProperty(0, APROP_DamageFactor, 0.8);
I'd like to be able to change the player's fire resistance or explosion resistance via script for a lil rpg thing I'm working on

>> No.2720694

I could help further but I haven't modded zdoom in a while. Sorry anon.
You should be able to use items or some other such hack to do what you want, though.

>> No.2720718

this would've looked so cool.


>> No.2720728


>> No.2720737

That's lame, makes me think it might make more sense to do this with Gloome

>> No.2720742

am I the only one who thoroughly hates it that Doom 64's super shotgun sounds wimpy as shit whereas the standard shotgun sounds like, really punchy

cause it was the other way around in the pc version where the shotgun sfx was like a laughable timid fart and the SSG reeked of pure sex

it will literally never stop bothering me, cause it took what was arguably one of the best FPS weapons to ever be conceived and turn it into an all around just shitty and bland weapon to use, its literally fucking beyond me

the fact that the DSDBCLOSE sfx is the only sound besides the firing sound to play and that its reload animation was completely nixed doesn't help either

>> No.2720747

Time to do some Googling and make a mod, Anon.

Come on, don't be a lazy little tit :)

>> No.2720749

Someone plays Project Brutality on Linux? I have problems running it...

>> No.2720762

literally what does that have to do with anything I just said

>> No.2720764

i think he's saying you should mod the ssg to use a better sound clip

>> No.2720779

my post was about how the SSG in Doom 64 being lackluster as a whole, I really don't get the relation between that and making a custom wad

if by changing the firing sound you mean dipping myself in SLumpED to do so, then yeah guess I can say Ive done that already

>> No.2720794

What purpose does the DEFAULTLISTMENU entry in a MENUDEF serve? Changing the selector in there doesn't anything, so right now it looks useless.

>> No.2720824

>the shotgun sfx was like a laughable timid fart
i can't agree with this at all.

>> No.2720931

So was there ever a devoted single player modding community to Quake 1 and 2? If so are there any good map packs or were they all shit compared to what came in the tin? I have been playing doom since like 05 and there has never been a time frame that there wasn't something interesting coming out, not sure if the same can be said for the Quake series outside of multiplayer stuff

>> No.2720939

func_msgboard is reasonably active

check out the recent map jams, some really excellent maps


>> No.2720975
File: 503 KB, 1280x768, Screenshot_Doom_20151004_154014.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2720978
File: 580 KB, 1280x768, Screenshot_Doom_20151004_154017.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2720981
File: 589 KB, 1280x768, Screenshot_Doom_20151004_154020.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2720982
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2720983
File: 518 KB, 1280x768, Screenshot_Doom_20151004_154022.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2720987
File: 571 KB, 1280x768, Screenshot_Doom_20151004_154026.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2720989

I'll check that stuff out after I beat quake 1 and 2, thanks anon

>> No.2720994
File: 173 KB, 461x346, 48237[1].jpg [View same] [iqdb] [saucenao] [google] [report]

what's /doom/'s opinion on Doomguy's Warzone?

>> No.2720998


It's shit.

>> No.2721000


that reminds me, does anybody still have a DL of hardcore doom wars? google gives me nothing.

>> No.2721008

the guy in the purple and black robe just looks so goofy, like he's doing a little jig

>> No.2721023

In comparison, yeah, I can actually see the point.

>> No.2721026

the shivering fuck is this?

>> No.2721031

Moon Man with Samara/Samara monster mixer, Brutal Doom, some fuck old doom wad with a bunch of random monsters and Project MSX

>> No.2721054

/doom/ was really shit, goddam.


>> No.2721059

Piratefall soon

>> No.2721061

Sounds like a bunch of random shit that shouldn't work together
Reminds me of when I mixed BDoom, Colorful Hell and Trailblazer together and it was amazing

>> No.2721075

ooh ooh

gimme some other wads i shouldn't put together but will anyway

>> No.2721080

Brutal Doom + HDoom

>> No.2721082

It's pretty shit now.

>> No.2721084

Does HudMessage never print semicolons? Even with backslash as an escape character?

>> No.2721086

those were glorious times compared to what we have now. Dead threads aren't any fun, anon.

But at least we still have that one guy who lingers around /vr/ to shitpost about people talking about Doom every once in a while

>> No.2721101

>Dead threads aren't any fun, anon.

You have a very strange definition of "dead", friend.

>> No.2721106

people often times have work and shit to do tbh

>> No.2721120

I'm gonna make their vaginal areas bleed

>> No.2721129

everything is relative. we've often enjoyed 12+ posts per hour. now it's like 5, or 6 if you're lucky.
NHB i appreciate that for some poor folks, their time is not their own.

i personally am no good at starting conversations so although i have the thread open all the time i don't post unless there's something to reply to.

>> No.2721138

>five or six posts an hour
even going by the most generous interpretation, i am having a very hard time seeing this as dead

>> No.2721143

well, it's an average over 500 posts. posts tend to come in flurries. the current rate fluctuates a lot. the worst is that often you get a dry period of several hours with next to no posts. this never used to happen a year or two ago.

>> No.2721154


It must be nice to be in a fandom where "dead" counts as simply "sometimes people don't post in an hour".

>> No.2721362
File: 125 KB, 640x480, 1442954992064.jpg [View same] [iqdb] [saucenao] [google] [report]

>Swim types grow sharp claws and Imp spikes. Can play with fireballs when bored.
>Fly types' heads progressively become fiery skulls. Loves running into walls.
>Run types grow horns and turn pink colored. Practices his invisibility when bored.
>Power types grow demonic jaws, horns and build sick-ass abs. Makes satanic goat sounds when bored.
>"Balanced" types become skeletical. They enjoy playing with their rockets as toys.
>Chaos version has cybernetic limbs.

Fuck you for making me want this.

>> No.2721367

Ya, and instead of playing shitty ass Sonic Adventure 2 to collect rings, you play awesome ass Doom to collect blood
Why are cacodemons so cute

>> No.2721371

Is there some kind of S.T.A.L.K.E.R. mod for Doom?

>> No.2721431
File: 1.99 MB, 320x240, Monster infighting.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2721432

How can I bind a key to turn on and off mouselook?

>> No.2721439

I might be talking out of my ass here but that's not possible afaik

what Im pretty sure you can do though, is bind two separate keys to enable and disable that function


bind n "-mlook"
bind m "+mlook"

>> No.2721448
File: 1.30 MB, 1280x768, Screenshot_Doom_20151005_185519.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2721451
File: 1.29 MB, 1280x768, Screenshot_Doom_20151005_185540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2721457
File: 1.27 MB, 1280x768, Screenshot_Doom_20151005_185239.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2721461
File: 1.52 MB, 1280x768, Screenshot_Doom_20151005_185542.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2721489

I want to make a mod where revetments are constantly skeletor laughing as long as they're alive.

>> No.2721514

Didn't work. Thanks though

>> No.2721527

Might be a weird question, but is there a sourceport for Quake 2 available that lets me use OpenGL mode's colored lighting with software mode's unfiltered textures?

Not a big fan of OpenGL's muddy textures.

>> No.2721554

You don't need a special source port just to disable texture filtering.
Here is a console command. This also works in GL versions of Quake 1 (e.g. Darkplaces):

gl_texturemode GL_NEAREST

Also, try GL_NEAREST_MIPMAP_NEAREST or GL_NEAREST_MIPMAP_LINEAR if you want anisotropic filtering for long distances, but still want texture filtering disabled.

>> No.2721689
File: 152 KB, 261x295, 1433588531362.png [View same] [iqdb] [saucenao] [google] [report]

Team TNT are cucks
>Playing Eternal Doom
>Get to the sections they took over
>Plays like complete ass
man it would have been better to have just left Eternal Doom unfinished rather than play those shitty levels. Yes they are that bad.

>> No.2721701

i've done exactly this with my shift key. i think the command was:

bind shift "toggle freelook ; centerview"

>> No.2721708

Suck a dick.

>> No.2721812
File: 541 B, 78x69, YVFHA0.png [View same] [iqdb] [saucenao] [google] [report]

I really needed that Sunday off. Updated the AI of the bodyguards to avoid melee combat and improved their aggressiveness. Enemy bullets no longer collide with their fellow comrades and made their hitbox smaller for better dodging. Added a mock custom made Rad Canister with 8 rotations and 4 frame animations to test the waters.


Yes. I'll have to figure out how to make a proper level progression before implementing NT's formula.

Thanks guys

>> No.2721829

i'll be honest: i hate the rap music. the rest is cool tho~

>> No.2721841

It's actually the main track of Y.V's mansion in Nuclear Throne.
Since I'm essentially recreating it in Doom, the only alternative would be to use Gungodz OST but it's also rap (and intentionally gibberish rap at that).

>> No.2721842


>> No.2721851

oh. well okay. thanks for the explanation. if it is accurate to the source, fair enough. plus, i don't play doom with the music on so if/when i get to play it, it won't be a problem.

>> No.2721854
File: 30 KB, 150x156, yv muny.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah I think hip hop is pretty important to the whole aesthetic and everything. I mean, you're still playing as Y.V right? What are you actually thinking of doing for the music then?
Using the OST would make sense, or other stuff from doseone or finding some finding suitable Real Trap Shit.
Also https://www.youtube.com/watch?v=54dZWDjZfas

>> No.2721859

I'm such an autistic. How do I contact with Doom4's developers team? I fail to find anything that leads to them in contacts.

>> No.2721874

Want to send them death threats?
They pretty much all have Twitter these days, try that.

>> No.2721880

They have a general enquiries on their website. You could also try their @idsoftware and @DOOM twitter accounts too.

>> No.2721897
File: 99 KB, 722x458, fug.jpg [View same] [iqdb] [saucenao] [google] [report]

wow I actaully have to buy the rest of the episodes to finish the game? fuckin jews this blows.

>> No.2721913
File: 101 KB, 941x849, cacodemon_by_highdarktemplar-d9c2zd2.jpg [View same] [iqdb] [saucenao] [google] [report]

This looks kinda cool.

>> No.2721916

>what is shareware

>> No.2721918

more quakeish than doomish? or am i way off base

>> No.2721919

I need some help setting up testing with GZDoom.

For my mod, I set up a directory that follows the pk3 layout, since I like having structure and order when it comes to these things. The problem is, if I want to test a map with GZDoombuilder, it does so without loading the mod's MAPINFO, located in the root directory. This is why I can still jump, despite me having set nojumping in MAPINFO. I did add the directory as a resource for the map, so I have no idea why it isn't working. It does work if I start a New Game after starting the test run, strangely enough.

It's probably a very easy thing to do, but I'm at a loss here.

>> No.2721920

The vagina mouth looked great on the Pain Elemental, but it really doesn't work on the cacodemon.

>> No.2721937
File: 464 KB, 1600x900, Screenshot_Doom_20151006_032036.png [View same] [iqdb] [saucenao] [google] [report]

I decided to un-fuck the hud. Good/bad?

>> No.2721957

"Munition" is a bit WTF

>> No.2721965

Why, exactly

>> No.2721976

I don't know, it just is. For all I know it might be a technically correct term, but it just sticks out and sounds odd in place of "ammunition". (What's the difference?)

>> No.2721979

It's not a very common word when it comes to shooters. Try it with "Ammo".

>> No.2721982

Why "life" instead of health? Why "defense" instead of (presumably, by process of elimination) armor? Why change all the terminology? Just to be different?

>> No.2721989

And what's wrong to try and change things up? Sure I could use Health/armor/Ammo but I Don't wanna?

>> No.2721991
File: 178 KB, 600x300, CSGO_hud_variants.png [View same] [iqdb] [saucenao] [google] [report]

I like it. I do wonder if it'd be possible to replace the wording on top with matching red icons next to them for a more minimalistic approach, possibly as a "fullscreen" hud with the "bar" hud replaced with the worded version.

It could also avoid the generic "ammo" tag by replacing the word with weapon-specific ones ("Buckshot", "Grenades", "9mm", ".40 S&W").

>> No.2721993
File: 2.17 MB, 290x290, 1386442610850.gif [View same] [iqdb] [saucenao] [google] [report]

It really ought to be 'munitions', plural.
But personally I think just 'ammunition' would be fine.

Also, I still think there ought to be some sort of rapid, medium powered rifle.

In my opinion, anyway.

>> No.2722005

Maybe I could. At the moment though GZdoom isn't even showing its hud for some strange reason.

Changed it to "Ammunition", thanks.

>> No.2722046

>It really ought to be 'munitions', plural.
That's probably why I thought it looked weird, thanks.

>> No.2722049

I wanna get my gun license to get a Chinese SKS and Mosin.
But it's so much trouble.

>> No.2722059
File: 130 KB, 1024x465, sks-folder1.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing wrong with the Chinese ones.
Well, the wood might not be very terrific quality, but that can easily be replaced.

Though I think there were some Chinese made SKS' which American GIs captured in Vietnam, which had been fitted with dark red plastic stocks.
I'm all fine with plastic stocks, of traditional shape or more tactical ones.

>> No.2722068
File: 384 KB, 1600x900, progress.jpg [View same] [iqdb] [saucenao] [google] [report]

How's the map coming along anon?

You are working on a map... aren't you?

>> No.2722071
File: 1.26 MB, 1920x1080, Screenshot_Doom_20151006_054952.png [View same] [iqdb] [saucenao] [google] [report]

This room makes me want to crawl up into a corner and commit sudoku. Holy fucking shit.

>> No.2722078

what's the wad/map?

>> No.2722083

why have you blacked out part of the name of GZDoom Builder

>> No.2722097

It's MAP06 of Community Chest 1. I'ts not as hard as the last time I played it since I'm using DoomRL but the map still sucks major ass.

>> No.2722103

oh, hmm, i've played that but it's been years and have forgotten/do not recognise it. time for a refresh.

>> No.2722121

The wad itself is OK. It's just that map really pisses me off because of how badly it's designed. DoomRL makes it really fun too, even the bad levels are a little fun.

>> No.2722124

Feeling the old Doom itch. I'm back Doom niggas.

What megawad should I play next? From what I've played, I rank 'em something like this:

Scythe 2 > Scythe > Alien Vendetta > BTSXE1 > Plutonia 2 = Hell Revealed

I tried Deux Vult II (I think?) but my shitty laptop couldn't handle it :(

What should I play now brahs? I ADORE Scythe 1&2 and if you got something similar to those I'm happy.

>> No.2722131

Eternal Doom III
Herian 2

>> No.2722152

You might also consider Momento Mori 1 and 2, they are old school and pretty fun.I've been playing momento mori 2 with doom rpg+RLA and it's been pretty fun

>> No.2722160
File: 2.52 MB, 300x203, 1425083536964.gif [View same] [iqdb] [saucenao] [google] [report]

Does this mod exist?

I swear I remember playing a zandronum mod a couple of years ago if anyone has a download or any info about it I'd love to hear it.

It was a sort of TF2 like mod with 2 teams and various classes.

One was a marine side each which were all usually slightly modified Doomguys.

The other team were doom demons and both teams had unique weapons.

Basically it was TF2 but in Doom you were stuck with your class specific guns and you could get ammo but nothing else.

>> No.2722169

Was running in Doom 1, I seem to recall that it wasn't but I've been wrong before. I just did a Doom 1 run without running once using smooth doom so I figured I would check and see if I was just limiting myself like an idiot or if I was right in remembering it that way

>> No.2722181

Sounds a lot like Ghouls Vs. Humans

>> No.2722186

Pretty sure it was Doom demons though not the ghouls forest guys.

>> No.2722189

Speed of Doom
Unholy Realms

>> No.2722193

Speed of Doom

>> No.2722209
File: 39 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think about this mod ?

>> No.2722217

It's all right. Not my cup of tea but there's lots of people here and on the ZDoom forums who like the mod.

>> No.2722218

I wish it had functional netplay under zandronum so I could bro-op it with some friends.

>> No.2722225


You'd figure with a mod like this multiplayer would be a must.

>> No.2722226

>Dat rocket dodge
Everything seems fine otherwise, gj.

>playing as Y.V
That'd be cool, that asshole makes guns appear out of nowhere.

>> No.2722235
File: 954 KB, 800x600, underdoom.webm [View same] [iqdb] [saucenao] [google] [report]

Working on something.

No real idea where to go with it though.

>> No.2722248
File: 144 KB, 500x500, 1444001894967.png [View same] [iqdb] [saucenao] [google] [report]


I was wondering when you were gonna post here with that. I saw you working on a title screen in /utg/

welcome to /doom/

>> No.2722249

Oh, I am here at least one longer period a year. Made my first map in August 2014. Was eh.

>> No.2722251


You got my support buddy, if you need help with weapons or anything, lemme know

granted making Undertale's encouraged pacifist playstyle work in Doom is gonna be interesting

>> No.2722269

Is this it? google is your friend.

>> No.2722272


Due to Undertale's different playstyles I'm not so sure where to go. It's not something I want to put too much energy in either since I expect interest to have waned by the end of the year unless a big content patch comes out, which I doubt and even then...

Weapons I think I could handle. They would most likely all be melee, and if I just do the Ruins there is no need for more than the stick and toy knife.

As far as enemies go, I ripped the spritesheets, but all possible opponents would only be visible from the front which I imagine to be awkward. Alternatively I thought of taking some monsters from Doom and turn them to black and white. But that's a workload even if I just posterize them, which is not the best method. I would give all of them projectile attacks and in the end; for pacifist you would then have to get through dodging as much as possible.

If the idea is to fusion Doom with Undertale, then it should be a mix while also tending to the former in my opinion. Pirate Doom didn't have you solve its problems like in Monkey Island either after all.

>> No.2722281

Speed of Doom it is. See this recommended a lot, thanks.

>> No.2722365

oooooooooooooooooooooooh a GZDoom rpg

>> No.2722426

If I could get some more seeding on the idgames torrent please, up to 84.29% now.

>> No.2722502

>Freedoom MAP06
Bloody hell that was somehow even worse than The Crusher, what a mess.

>> No.2722546
File: 29 KB, 1776x1000, Screenshot_Doom_20151007_062957.png [View same] [iqdb] [saucenao] [google] [report]

Where is the yellow key

>> No.2722554
File: 32 KB, 1776x1000, Screenshot_Doom_20151007_063404.png [View same] [iqdb] [saucenao] [google] [report]

For some reason this door randomly opened and I got the yellow key from inside it. I thought this as a yellow door though so I have no idea how it opened.

>> No.2722562

it's only yellow-locked on the inside. you can push on it from outside to go in, but if the door shuts behind you afterwards, you can't get back out without the key.

>> No.2722580
File: 221 KB, 1776x1000, Screenshot_Doom_20151007_065627.png [View same] [iqdb] [saucenao] [google] [report]

Ahhh, thanks.

>> No.2722590

it's quite common in old pwads. a related trick is to have a door that's locked on both sides but with different colour keys. so you unlock a new area, feel like you're doing well, go in, then have the smile wiped off your face as you find you're trapped until you've found the key to get out.

in later years as editors have become more streamlined mappers tend to go to the slight extra trouble of setting up fast-closing bars or similar instead of simply making each side of a door locked with a different colour.

>> No.2722602

Fun in small bursts. Favorite map is Deadly Simple

>> No.2722606
File: 1.13 MB, 1366x768, Screenshot_Doom_20151005_210627.png [View same] [iqdb] [saucenao] [google] [report]

nevermind, i found an equivalent

>> No.2722626

Has anyone screenshot ripped the Unreal Tournament 2004 weapons, centred?

They're kind of neat and it's interesting that some are held at an angle.

Except for the assault rifle, it just looks crooked.

>> No.2722629

Please share

>Gez will never put WAD tags in PNG screenshots

>> No.2722669

It sucks I keep getting lost in these levels and then have to spend ages figuring out what do do next. Think I'm just gonna have to look at a walkthough because this is too boring now.

>> No.2722670
File: 1.47 MB, 1366x768, Screenshot_Doom_20151005_213959.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2722680

Not that I know of.
MSX uses an angled Shock.

>> No.2722681

Fuck sake, on E3M4 you have to walk into this weird spot to make the unopenable door open.
Hate stuff like this when it's not for secrets.

>> No.2722708

God I've gotten rusty, I remember in my teenage years being able to clear hurt me plenty with ease, now I'm getting my ass handed to me on map 6, please send the spirit of Flynn Tagart into my body /vr/ so that I can feel the guddening again.

>> No.2722713

I forgot to specify, map 6 of doom 2, just regular old doom 2

>> No.2722745

Are you strafing and using a mouse?
Also Doom doesn't really start 'til you're on Ultra-Violence.

>> No.2722749

Yes I am, like a gigantic faggot.

>> No.2722753


>> No.2722761
File: 1.22 MB, 661x1765, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

I'm not surprised with the inevitable shitty FNAF/Doom crossover, but I am surprised that it was a Korean that did it.

I'd picturedump the entire thing, but it's fucking massive.

>> No.2722763

Doom is a hard thing to give advice for beyond saying 'git gud'.
Try keep your distance from enemies to give you time to dodge projectiles? Pop out quickly from behind cover to take out dudes before they can return fire? Have fast aim? Make sure you're sprinting when need be, especially to dodge stuff?

>> No.2722765

No you're not. I first played Doom 2 on HMP, mouselook on. I still play like that, just with autoaim so I maintain part of the original feel. For MAP06, try humping pillars in the first room. There's something good in one of them. I played it from UV on a pistol start when I saw your post, and needed the secret to get past the skeleton.

Also, prioritize hitscanners. 06 has quite a few chaingunners/shotgunners. If you see one, get rid of him before anything that isn't a pain elemental. Taggart bless you anon.

In other news, I just finished Requiem with DRLA/DRPG. I had fun, except when I lost my guns 2/3rds of the way through and the enemy levels stayed the same. Getting an arsenal back together strong enough to fight back was painful.

>> No.2722767

Nobody here speaks goolabool, though.

>> No.2722768

>I'd picturedump the entire thing

>> No.2722771

Yeah git gud is about the best advice, I cleared doom 1's first three episodes yesterday but today I am just getting wrecked
Thank you anon, I shall return to the halls of the damned after I eat something

>> No.2722773 [DELETED] 

why is everybody on this board so fucking shit at video games?

>> No.2722778

I'm more than halfway though the 3rd one now, you didn't do Thy Flesh Consumed?

Sounds like one older dude who has come back to it after a while. Probably not representative of the whole board.

>> No.2722783

it was fun until i got 4-4-4 (instant death) so fuck that

>> No.2722784

ZDoom dev.

>> No.2722786

koreafag here, i can.
not missing much, though, dialogue is mostly the same as the doom comic but with "light" substituted in and a few words jumbled

"light up!"
"who's a nightguard and a half? i'm a nightguard and a half!"
"there's nothing too scary that i can't chase away with my flashlight!" [slight transliteration here]
"i don't need a gun... guns are for wusses!"
"what's that? i like what I see! a door keeping them out? yeah, right!" [again, transliteration here]

>> No.2722804

Did you mean Graf Zahl? Gez develops Slade.

>> No.2722814

>not sprinting at all times

>> No.2722815 [SPOILER] 
File: 30 KB, 1280x720, 1444160623674.png [View same] [iqdb] [saucenao] [google] [report]

But that looks good tho

>> No.2722828

Do most people have sprint always on? I prefer to just have it on shift.

>> No.2722835

There's not much reason to ever not run, except maybe on The Chasm. Always Run was probably one of the first new features added by sourceports.

>> No.2722836

memories of putting something heavy on a shift key to hold it down

>> No.2722841

>>2722836 (me)
i didn't know about the joyb_speed trick. thank goodness C does not have array subscript range checking

>> No.2722843

Guess I just don't always like moving that fast, especially into a new area. Yeah, it's too much for me.

>> No.2722849

That reminds me, does anyone have a link to the youtube with the shia video greenscreened into do-it.wad

>> No.2722857 [DELETED] 

>Probably not representative of the whole board.
it is though
the shit I've read in this general is fucking pathetic and far too frequent
you guys are shitters

>> No.2722861

i don't think you'll improve much playing so timidly :)

>> No.2722868

if you're so good why aren't you recording demos to show us how good you are?

>> No.2722869

I think you're looking for Hell vs Marines

>> No.2722870
File: 411 KB, 1920x1080, screen111.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2722876

What's this? Looks interesting.

>> No.2722879

I was saving thy flesh consumed for after I beat doom 2, given that it is so much harder than regular doom.

>> No.2722880 [DELETED] 

i'm too busy being shocked by how shit you faggots are

>> No.2722979

Beat this noob

>> No.2723014

Thy Flesh Consumed is harder. First M1 I had to skip a buncha dudes and savescum more than usual.

>> No.2723049

>You are working on a map... aren't you?
I was until I realized how over-ambitious I was and how long I would have to spend on the project to even come near finishing it.

>> No.2723057

Does anyone have those fast weapon switch DeHackEd patches?

>> No.2723079


Now i'm tempted to make some kind of parody videos for this mod to give it publicity

>Meet the Imp
>Meet the Super Shotgunner

>> No.2723081

I can just imagine the demon's would be like pyros in a way

in his eyes he's running around eating giant pieces of rainbow spewing candy when really he's devouring marines running or their lives.

>> No.2723124

people that are good aren't posting about how easy the game is so all you see is people posting about being bad

now you understand why you see nothing but people bad at video games

>> No.2723127

Yeah I must mean Graf Zahl.

>> No.2723167

>I was until I realized how BADASS I was and how long I would have to spend on the project to even come near BLOWING EVERYONE'S BRAINS TO THEIR ASSHOLES

Sounds like you shouldn't stop.

>> No.2723216

haha what

>> No.2723250

Sounds like you should start working on it.
Who cares how long it would take? It's not like you're making this on someone else's time.

If you think you've got a good idea, and that other people would enjoy it, then fuck it; do it to it. Just because something takes awhile doesn't mean it's anything less worth doing. You think everything is insta-gratification with no long hours? Maybe that cup of ramen, but not the masterpiece you'll carve out of electrons.

>> No.2723259


...so what, I want like, Doom Builder 2 for making a map and Slade for replacing/adding monsters and weapons?

>> No.2723265

Preferably you'll want GZDoom Builder over Doom Builder 2 since GZDB makes some things a lot easier than DB2.

As for SLADE, yeah. You pretty much use it for everything else besides maps.

>> No.2723289

heh I wasn't that anon you were replying to but I very much appreciate the words

In all fairness, I really should get back to drawing all those requests I got asked to do back when the week began

>> No.2723297

i second the guy saying memento mori, it's been long enough where it feels nice to revisit it.

alternatively, try 50 shades of greytall

>> No.2723316

It was a Survival Horror style WAD I was working on loosely based on FNAF.
I'm afraid to continue it, or release it anywhere outside of the normal group I produce that kind of content for, since no matter the quality, making stuff loosely based around FNAF gets you crucified.

>> No.2723342

Played these, anymore?
Anything specifically with pumpkins or witches?

>> No.2723352


inquisitor 1 and 2

>> No.2723353

here are the links



>> No.2723356


[Thanks intensifies]

>> No.2723365
File: 2.50 MB, 1920x1080, Screenshot_Doom_20151006_210637.png [View same] [iqdb] [saucenao] [google] [report]

So I just finish Demonfear and it was pretty good. For such an old wad, I'd expect more than two or three things to annoy me. There was a slime maze on one level (suits on the other side). 31 and 32 use the same layout (but they're among my favorites in the set in spite of this). Other than that, I had fun. It certainly lives up to its reputation as Scythe's older cousin.

Pic related is the boss shooter. Like the rest of the wad, it's not visually impressive. Much like the end of Requiem, also by Adam Windsor, Romero's head isn't inside the icon. It's in a central cage instead. Unlike there, though, you do have to ride up to him to finish the wad off.

>> No.2723372

is Inq 1 framerate supposed to be low? This feels really weird playing doom without 60fps

I'm using GZDoom

>> No.2723379

so i'm having a bit 55 fps but im pretty ok so far

i'm also using gzdoom

>> No.2723406

It wouldn't, an old version of Reelism can be played RIGHT NOW in zandronum, guess what?
No one liked it. (this being the zanbabbies)

>> No.2723456

i remember playing it in gzdoom coop with a friend a while ago (2nd version)
it didn't work that well, but it was still pretty hilarious

>> No.2723647

>, guess what?
>No one liked it.

well, it also has to do with the fact that it's a heavily butchered version, anon.

>> No.2723650

this brother can't be serious


>> No.2723685

Yeah, don't think that is a real issue.

>> No.2723692


>> No.2723697


>> No.2723862


Progress on the grimdark mod is still going. A couple early weapons are replaced (pistol, shotgun, super shotgun, chaingun), low-tier items are replaced, low-tier enemies are replaced.
Have some footage of shitting around on pg-raw.wad's map01.

I don't like how obviously realm667 the enemies look. I might play around with them in Photoshop to make them look a little more unique.

>> No.2723898

i'm sorry, i must have missed this before. what's the grimdark mod?

>> No.2723934


I don't have a title for it, I'm just tentatively calling it "the grimdark mod" until someone can think of something better.

The main idea of the mod is twofold.
One, the idea is to create a more atmospheric gameplay experience, more akin to Doom 64, Quake, and Satanic. It's not survival horror (it's hard to be scared when you've got a shotgun), but it's oppressive and dark. A lot of mods as of late turn the player into a super-badass killmachine with fifteen weapons that pelvic thrusts BFGs and slaughters hordes, but here the weapons are very simple, straightforward, not too far removed from Doom.
Likewise, it's aiming to be a more difficult experience. I had a lot of fun with Hideous Destructor and Satanic, but the gameplay is way too far removed from Doom to easily suggest as a gameplay mod to people. Likewise, Complex Doom is reeeeally bloated with weird weapons, inventory items, and randomspawners that reduce encounters to luck rather than skill. So with this, while the weapons are very simple and Doom-esque, the enemies are not--the enemies are nastier, more aggressive, and have a lot more tricks up their sleeve. They still fall down to a shotgun blast to the face and I'm still trying to keep the original role of the monsters in mind, but aside from that, I'm hoping to make these guys really wicked.

It kind of started when we noticed a while back that there wasn't a lot of notable/solid/fun gameplay mods that debuted this year. There's a lot from last year that've gotten more updates, like DoomRLA, Guncaster, GMOTA, Smooth Doom, Aeod, etc, but not a lot of brand new mods.

>> No.2724016

I'm worried about enemy sight distance compared to the player, will the range they attack from be low, so as to not snipe the player through fog? I think the heavy fog isn't in software mode though, right?

>> No.2724027
File: 230 KB, 1280x720, Screenshot_Doom_20151007_060246.png [View same] [iqdb] [saucenao] [google] [report]


Yeah. In Software and Zandronum, it's dark, but not everything is black. Pic related.

If someone really wants to play in OpenGL but not have to deal with the fog, this morning I added a cvar to adjust the light levels, so people can make things slightly dimmer than normal instead of BLACKNESS EVERYWHERE.

>> No.2724030


Also to answer the sniping question, I'm not sure.
I've got two options, either I can reduce the distance of the attacks until they're within X distance of the player, or I can give the monsters brightmaps on certain frames/attack indicators so the player can know from a distance that they're there and about to attack.

I'm leaning towards the latter, since reducing the distance of attacks would give a massive advantage to Software/Zandronum/lower fog/lower darkness players, since they could fire away at them from a distance instead of waiting for them to come close.

>> No.2724041

>but here the weapons are very simple, straightforward, not too far removed from Doom.
as someone not normally interested in gameplay mods, this is very interesting to me

>> No.2724195

What's the name of the PS2 exclusive episode of Half-Life?

I heard somebody remade it or ported it as a PC mod. Is that version playable in Single Player or is it co-op only?

>> No.2724201


You can play the PC port in Single Player, but it's kind of clunky - there's a key to switch control between the two player characters, and the character you're not controlling just kinda stands there idly drooling. So if you wanna keep your characters together to reduce the length of yoour backtracking, you have to switch and do every single corridor twice...

>> No.2724214
File: 58 KB, 800x600, UT2004 2015-10-07 09-07-40-45.avi_snapshot_00.10_[2015.10.07_09.32.32].jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a mod for replacing the centred weapons in UT2004? Shit's terrible, I just want something Doom-like or maybe slightly to the side, while still level.

>> No.2724242

i beat chez quest
it was fun

>> No.2724248

Well okay, first map I got the two characters stuck in 2 different rooms with no way to go out for either.

First character was stuck in the room with the Doc in the wheelchair; the door to advance locked after the other character went in.

Other girl is stuck in the room where you get the crowbar.

Also there is no saving/loading; so this is not a promising start.

I guess I'm not playing this.

>> No.2724264



It's been a long time since I played but I don't remember 2k4 having any centered weapons. Hell, I can't remember any fps game having centered weapons past the 2000s

In that case I must ask you how the fuck you managed to get them centered.

>> No.2724271
File: 121 KB, 360x228, UT2004 2015-10-07 09-07-40-45.avi_snapshot_00.02_[2015.10.07_10.29.48].png [View same] [iqdb] [saucenao] [google] [report]

In Settings under Player where you can set your character model etc there's a dropdown for preferred hand for weapons. You can select right, left, none, or centred.

>> No.2724273

Sadly they're tilted like that because the polygons on the right side of the weapons in first person were removed, as the player's never meant to see them. The implementation of the centered weapon option must have been after that fact.

>> No.2724385
File: 1.07 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2724457


>> No.2724508


A shame, but thankfully not the only chan archival project.

>> No.2724530
File: 327 KB, 2432x720, powerup-pad.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2724538


>> No.2724558


>I have encountered numerous mistakes and issues which makes me
believe that I am no longer suitable to host the archives. The most recent
problem being a hardware failure resulting in the lost of our database and some

Yeah, and the Oregon thing too, buddy.

>> No.2724563

fuck yeah VOXELS

>> No.2724592


>> No.2724594

heh i must confess i thought it was some very detailed linedef work :)

>> No.2724609

What are some other notable chan archive sites?

>> No.2724626


Warosu and 4plebs are the first that come to mind, there's probably quite a few more.

>> No.2724634

all those broken links in threadops/newsposts though.

>> No.2724639

before anyone else says it, yes of course they can updated in future threads. next thread will change all op links to warosu. but archives of previous threads are all full of broken links.

>> No.2724665


If something was really important to save, then it probably will be good to set up an alternative backup for future posterity. No archive is going to stay online forever.

Friendly reminder that one day BestEver will go down like DRDteam and all those wads will be lost.

>> No.2724678

>Friendly reminder that one day BestEver will go down like DRDteam and all those wads will be lost.

too soon

>> No.2724689

there's a big thread on doomworld about how all our shit's disappearing because people post it on fly by night cloud hosting services

>> No.2724697


It's not like there's a lot of options.

Hosting on the idgames archive is clunky and applying updates to mods is a bitch and a half. Great for maps, not so great for gameplay mods. Not like Doomworld cares about gameplay mods.
Modarchive is a shitty place with a shitty userbase, and I only signed up to make sure my mods stay up to date and aren't uploaded by someone else.

>> No.2724706

That's why there are people out there who buy too much storage and download shit they don't need.
After I get my new 4TB drive I'm gonna get to DLing all the wads I can.

>> No.2724710

>Hosting on the idgames archive is clunky and applying updates to mods is a bitch and a half.
only for those who didn't grow up with ftp and usenet and stuff. i much prefer it to the modern way of putting everything behind an unscriptable web interface encrusted with pointless javascript.

>> No.2724712

Thank you for caring about us, anon.

>> No.2724714

yeah it's nice except is he going to run a web server in front of his hard drive? i doubt it.

it's all very well having your own archive but if nobody else can access it it may as well be lost to the world.

>> No.2724716

Well I mean, it's there y'know? Just in case. If something ever does happen then I can go "oh OK I need to figure out how to get this back to the people now" often times people come out of the wood work like that with archives of things after they go down.

I actually am quite interested in networking stuff like that though, so someday I do want to set up some things like that.

>> No.2724723


I'm a fan of FTP as well, but if a hosting server is only really usable by people that are already familiar with a certain method, then it's not really suitable for a community.

>> No.2724743
File: 65 KB, 800x600, Screenshot_Doom_20151007_152422.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2724770

Is Quake III Gold worth getting?

>> No.2724776


>> No.2724782

I'm finding Unreal slow.

>> No.2724828

I've seen DW people claiming they are thinking about adding a web-uploader interface to the idgames database, which would be nice.

>> No.2724880

How would one go about downloading the entire doom world levels archive? I know there's an old dump from a year ago, but I would really like to get some of the new stuff that's been put up.

Yes, I don't know much about computers or scripting or any of that shit. Just a digital hoarder trying to get by.

>> No.2724882

Yeah, I was hoping someone might have a wget for some wad sites.

>> No.2724902
File: 577 KB, 400x300, Untitled-4.gif [View same] [iqdb] [saucenao] [google] [report]

I've got four 0.25 alpha green orbs around the position of the medipack so that it can be lit up in software since it looks like the voxel is always rendered on top of everything else in the same place.

Could do the same with the particle animation by splitting it into four or three different sparser animations, or I could use the software particles.

Something went wrong with the recording speed of Fraps in ZDoom, it really isn't that fast.

>> No.2724908

looking good

>> No.2724936

If you mean the idgames archive, it's ludicrously simple

wget -m ftp://mirrors.syringanetworks.net/idgames/

>> No.2724954
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]

In honor of october i've been listening to dracula the musical...and I got a really fucking stupid idea that I knew I had to share here :^)

Would you guys ever watch or listen to Doom the musical?

Honestly though i'd totally listen to a musical on broadway about doomguy ripping and tearing things.

>> No.2724957
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google] [report]

>Doom the musical
Absolutely yes.

>> No.2724959

Doomguy: *Barotone singing* BECAUSE I LOVE RIPPING

Man in imp costume: * Cookie monster voice * AND I LOVE TEARING



Doomguy pulls off the imp's head

>> No.2724961

I think that's more of a thought than an idea.

>> No.2724972

I could see it working as a sort of rock opera but nothing much else. a straight up musical regular musical would be shit And i'd love it's stupidity and cheesiness unconditionally.

>> No.2724991

shit's super fun except for when it's like "yeah, you died for no reason"

it's not even that the odds are stacked against you
you just die for no good reason sometimes

I am!
it's going pretty well actually, except I haven't worked on it in forever
need to add some monster teleports in some spots where the encounters are way too predictable and I don't have room to add other traps in that area without heavy restructuring

>> No.2725015


>> No.2725025

I could get behind a Doom adaptation if it's all about the existential crisis the Doomguy is going through. Decent storytellers know you need some kind of psychological/philosophical excuse for that amount of gratuitous violence.

>Is this really hell? Are those really demons?
>What happens when I die? Am I going to hell because I touched a demon?
>What if I'm hallucinating and they're humans and I'm the demon?
>What if I'm already dead and I only think I've survived in combat so far as part of my eternal punishment in hell?
>What if they're real but they're actually angels and I'm getting myself in trouble with God?
>What if a demon has possessed me and is distorting my perception of reality?
>What if it's making me ask all these questions?

>> No.2725039

>Doom the musical?
As long as someone like Brandon Small directs it.

>> No.2725054

as long as Bethimax has nothing to do with it

>> No.2725063

trying to archive everything, including in particular the firehoses of /v/ and /a/, was ambitious, and, as it turns out, overreaching. the archive sites that don't try to swallow all of 4chan, but just a few of the slower boards, i feel will fare better, or at least, are less at risk.

the oregon thing?

the problem is you often have no idea what was important to save until well after the fact, so you have to obsessively-compulsively save everything or live with the consequences.

>> No.2725064
File: 92 KB, 450x500, KAKATTE KOI!.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2725065

The UCC shooting? By that robot?
Pls tell me you just didn't know it was in Oregon but have actually heard about it.

>> No.2725069

「Rocket Splash」

>> No.2725071

oh. i knew there was a shooting by a former 4chan poster. but you are right i didn't know where it happened or much other details. i only saw a bit about it in the paper.

>> No.2725074

>>2725071 (me)
but what did the archive.moe guy have to do with it?

>> No.2725075

Yeah, just Google anything dude. 4chan, r9k, UCC etc. put it into Twitter I dunno. There are lots of news stories and still more coming out because now a lot more people on r9k are making threats all the time against other Universities and stuff.
Heck, even in NZ someone made a thread against a Uni here on r9k, and two other Unis had other threats against them.
Kinda crazy.

>> No.2725081

I assume he was talking about the increase in traffic bought on by it and stuff.

>> No.2725089

>but you are right i didn't know where it happened or much other details.
tl;dr a poster on r9k a couple days ago said "some of you are all right, if you live in oregon don't go to school tomorrow". Next day, big ol' school shooting.
Media being media, people latched on to the fact that the shooter was a 4ch poster.
12-year-olds being edgelords, now a lot of dumbasses are coming in and posting a lot of similar shit on other boards.

All of this was archived on, well, archive.moe, and the single original topic alone exploded in ghost replies--thousands of ghost replies, last I checked.

Big question people are discussing now is whether it's related or whether it's a coincidence.

>> No.2725097

oh, of course.

thanks for the explanations, everyone. IRL has been busy lately, i haven't had so much chance to follow internet stuff.

>> No.2725151

Did anyone else read that as UAC?

>> No.2725187
File: 640 KB, 1280x720, Screenshot_Doom_20151007_195234.png [View same] [iqdb] [saucenao] [google] [report]

Remember the ancient Simpsons doom wad?

>> No.2725205

I played that back in like 2008 or so. I assume this wad is from the 90s?

>> No.2725228

Would love to see one done today with all the advancements in wad building

>> No.2725231

Well, it did get remade back in 2002 with better sounds and better sprites, not to mention texture replacements as Ultimate simpsons doom

The one pictured of course is the original from the mid 90's, with MS paint graphics

>> No.2725305

what the fuck does Bethesda or zenimax have anything to do with that

>> No.2725315

They own all the relevant IP.

>> No.2725328
File: 57 KB, 640x379, d95.jpg [View same] [iqdb] [saucenao] [google] [report]

What's your favorite bad source port?

>> No.2725329


>> No.2725341

great job, it looks great

talking about voxels, how bad do they affect the performance? i have a shitty laptop and i want to add some items as voxels, but i worry about performance issues, does somebody has more experience on this?

>> No.2725348

I haven't noticed any issues, but you might find comfort knowing that they were used in Duke Nukem 3D and Shadow Warrior. If your PC has the power to run those games you'll probably be okay.

>> No.2725358

deng/Doomsday post-rewrite (1.9.0).

It was bad enough pre-rewrite but it's taken them tons of new versions just to get it to where it's only as buggy as the pre-rewrite.

>> No.2725393


>> No.2725403
File: 65 KB, 1280x720, doomgles.jpg [View same] [iqdb] [saucenao] [google] [report]

DoomGLES for Android. It's a vanilla-limits source port with OpenGL rendering and a shitload of useless graphical effects like bloom, lens flare, motion blur, dynamic lighting and all that. And it even comes with "why am i holding gaijin piggu gun" models.

>> No.2725408

i haven't played any of those games, i'm just catching up with doom and quake first, where do they use voxels, on the items/enemies?

>> No.2725414

On items, a few decorations.

I may be remembering incorrectly with Duke 3D, I could be thinking of scrapped assets.

>> No.2725417

The one you posted.

>> No.2725459

that pistol looks pretty cool to me honestly

>> No.2725478

It's the Freedoom pistol; there's some good stuff in Freedom.

>> No.2725508

idgames seeds please

>> No.2725534


>> No.2725574


Someone looked up, found and screencapped the actual damned post prior to the shootings, and posted it online.

He forgot to blank the post number. Guess what happened.


Shaddap Graf

>> No.2725604

So am I fucked if I want to play gzdoom with sound on linux now?

>> No.2725605

Why would you be? Use OpenAL.

>> No.2725607
File: 606 KB, 625x899, 1442351489472.png [View same] [iqdb] [saucenao] [google] [report]

I'll try that out tomorrow

>> No.2725609

I never knew I wanted something so bad

>> No.2725718

>3 unique bullet spark animations
>Each can be flipped horizontally
>3 unique + 3 semi-unique bullet spark animations
>Each can be flipped vertically, horizontally and vertically, rotated 90 degrees, rotated 90 degrees and flipped vertically, rotated 90 degrees and flipped horizontally, rotated 90 degrees and flipped vertically and horizontally with Textures
>3 unique + 21 semi-unique bullet spark animations
>Actor count slashed down

>> No.2725750

Protip: Use Slices in Photoshop to export individual frames from a sprite sheet.

If every frame is the same size you can make one slice around the whole set, right click, go to divide, and set it up to cut it all up for you.

Then use Save for Web and it'll put them all in a directory named "images" within the directory you picked to save in.

Then you can use Bulk Rename Tool if it helps.

Saved my ass.

>> No.2725763
File: 152 KB, 800x600, Screenshot_Doom_20151008_013900.png [View same] [iqdb] [saucenao] [google] [report]

I rendered at 64px because it looked small with nothing to compare it to.

It's at 0.5 scale right now but I don't want to go too low; I like to see pixels.

>> No.2725765

Same. It wasn't awful. Something I'd be more likely to watch on TV though. Saw it in theaters and it wasn't really worth it.

>> No.2725776

If you make a voxel monster does it interpolate between map pixels? Because I imagine it would make it look a little shitty.

>> No.2725794


This actually works pretty well with Quake's idea of lovecraftian horror world.

>> No.2725796

I can't remember exactly when this was (somewhere between the end of elementary school and the beginning of middle school), but I managed to crash a friend's (more like his dad's) eMac by running deng on it. I decided to use it because it was the only braindead-simple source port (front-end included) I could find with pre-compiled Mac binaries accessibly displayed on its home page (I didn't know how to compile shit). I think their eMac might have already been kind of messed up. First time I tried to run it the framerate was unplayable. One of the next subsequent times I think the framerate just dropped to 0 and I couldn't even quit the game. We hard rebooted the computer to find it was permanently stuck booting into OSX. I think this was especially bad because my friend's dad was a writer who worked on his PC. I'm not even sure what came of this. My friend took the fall, bless him.

Needless to say, even back then, I didn't think a fucking Doom sourceport could wreck an eMac. For reference's sake I'm 21 and basically a 3rd year student now.

>> No.2725812

3rd year meaning college of course.

>> No.2725814

The voxel's movement is interpolated like every other object.

If you mean something like does VOXL A 1 blend into VOXL B 1 in an animation, no it doesn't.

>> No.2725825

my own, which was 10 years old recently but i've still nothing to show for it.

>> No.2725835

yes, especially so since the era of episodes from which the sound effects are taken is burnt into my brain from watching endless repeats of it on BBC2

>> No.2725838

exactly, so they'd have to sign off on it and be bound to shit it up.

>> No.2725851

Doomsday/Risen3d with models has some odd charm for me.
Also Doom95, it was the first port I ever used.

>> No.2725853
File: 2.00 MB, 352x326, aw yiss.gif [View same] [iqdb] [saucenao] [google] [report]

Oh man, I didn't know that you could do this

>> No.2725887

Yeah, but that is in a futuristic human military base.

>> No.2725987

Not really, no. MP is pretty dead, TA is not that good.
Better off with Quake Live or something.

>> No.2726068

looks neat. are you making a special effects mod?

>> No.2726120

indeed that does look pretty cool

>> No.2726189

No, I'm just creating some assets in case I do create a planned mod.

Even if the gameplay is weak, it ought to look pretty.

Plus maybe people will take graphics from it and I can see something other than that one smoke animation made from a rotating Photoshop cloud.

>> No.2726236

a suggestion:
I'd make the medikit bob a bit either using A_Weave calls or using the +FLOATBOB flag. Otherwise it just looks a bit too static imo

>> No.2726241
File: 982 KB, 320x287, 1368089793940.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Doom
>"Is that Minecraft?"

>> No.2726256

>playing quake
>"Is that Doom?"

>> No.2726297

heh back in 97 i was reading some doom site in the college computer lab and two lads a couple of computers over asked me if i was into quake

>> No.2726298
File: 91 KB, 337x425, bubblegum.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Duke Nukem 3D
>"Is that Duke Nukem?"

>> No.2726307

>Playing Minecraft
>"Is that Doom?"
My friend's dad swore up and down that it ran on the same engine.

>> No.2726310

if Carmack had Notch's money we'd all have function VR holosuites by now

>> No.2726323

Not really out of line.

>> No.2726330

What are some wads with noteworthy soundtracks? I've already got:
>IWADs, obviously
>2002 A Doom Odyssey
>BTSX E1/2
>CChest 4
>Eternal Doom
>Going Down
>Memento Mori 1/2
>Restoring Deimos
>Scythe 2
>Zone 300

>> No.2726341

sorry, didn't mean to imply it was

>> No.2726383

>No metal gear DOOM wads

>> No.2726385

no requiem?

also, in plain knowledge that my opinion is highly impopular and not very well regarded, Doom II Reloaded's OST is pretty cool imo

>> No.2726386

Stealth is very hard to code.

>> No.2726398
File: 65 KB, 640x480, 1444323529.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2726401

What would it take to change the pathfinding to use navigation points, and the ability to patrol routes. When discovered they could break back out into normal Doom AI.

Srsly asking, I know nothing about this. I figure you could use the sectors light level for visibility.

>> No.2726403

Doom isn't a very stealth driven game though and I can see how that would detract from the gameplay

>> No.2726405

Dude, Carmack made FAT DUCATS on the success of Doom and many other things he did at iD, he literally didn't know what to do with all his money, he conducted private space rocket research.

Notch made a pretty penny on Minecraft, but I doubt it's even comparable to all the mad dosh Carmack made.

>> No.2726408

I'm a fucking idiot. How do I build it with openal? Is there some kind of flag I need to add, or do I am I just premium fucked because I can't get Fmod

>> No.2726413

he made a lot, but, two billion?

>> No.2726416

Carmack's estimated net worth is $40M.

Notch's estimated net worth is $1.5B.

>> No.2726453

on the other hand if carmack had made that much from selling doom to microsoft we wouldn't have source ports and it's unlikely we'd be here today talking about this

maybe it's for the best

>> No.2726457

git clone https://github.com/coelckers/gzdoom
cd gzdoom
mkdir build
cd build

>> No.2726462

RelWithDebInfo or you won't get backtraces if you crash.

>> No.2726468

>>2726462 (me)
Also IIRC Release uses -O3 which is asking for trouble

>> No.2726491

I'll look into A_Weave.

+FLOATBOB was really extreme though. I just want a subtle bob ideally but I couldn't find anything for bob height, only bob speed.

>> No.2726746

Just came back from finishing Doom 3 for the first time.

>tries to be a story-driven game
>it's a blatant failure, all the elements needed to tell a actual living story either feel extremely ham-fisted or underdeveloped and/or underused
>tries to incorporate a slower, more thoughtful and inmersive type of gameplay into the series
>it feels and plays like a slugfest and all weapons and enemies feel like a chore to deal with, making it become an extremely repetitive and boring one-key experience that wears out its welcome by the time you reach the 10th level
>the environments are darker and have lower contrast in effort to make the game feel oppressive and for the sake of ambiance
>there are people out there who legitimately defend this game for being "the last pure FPS!!!1" alone

and we are the ones supposed to be "nostalgia blinded"? This was all-around average at best and I'm not even counting the times where there was just one type of enemy alone throughout one entire level.

so guys, is ROE better than this or is it just more from the same bucket? I really want to like this game but it just doesn't do it for me, I went in blind expecting to get legitimately spooked and all I got was a mediocre horror-esque shooter that doesn't even know what it wants to be.

>> No.2726756
File: 131 KB, 500x500, tookthatjapetoofar.png [View same] [iqdb] [saucenao] [google] [report]

>"that looks like minecraft, the walls are all pixel-y"

>> No.2726763

There is one supposdely in development on moddb but there hasn't been an update in a LONG while, chances are it's shitcanned sadly...

>> No.2726768

>Just came back from finishing Doom 3 for the first time.
thus, the remainder of your post is a dozen straight lines made of completely black space. rather fitting.

>> No.2726782
File: 7 KB, 158x153, 1362378505366.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2726807
File: 83 KB, 205x254, concerned blue yoshi.png [View same] [iqdb] [saucenao] [google] [report]


>Playing Doom 2016
>"Is that Rage?"

>> No.2726872

as if anyone remembers rage or played it enough to recognise it. you're more likely to get "is that Half Life 3"

>> No.2726874

ROE has more action in my opinion, but the game it's too small, it's just 9 levels if i remember right, and the last battle and ending sucks, they could have developed it further by adding some of those unused monsters, like the arachnotron or the spider mastermind they showed at some point before the release of the game, and adding more levels, the supershotgun it's okay, the artifact is hit & miss really, it does the job, and i love the effect it does to the player's hands, but i see it just as a scapegoat to avoid adding on the levels the soulsphere, the berserk and other items, the grabber gun is alright, never used it that much, just to kill the forgotten ones, beware of bruisers though, those cunts can fuck you up easily

in the end it's just my opinion, give it a try, it definitely has more action in it, and less "let's try to make the game spooky" situations, and obviously, if you play it on UV-Nightmare it gets funnier.

>> No.2726882

oh yes, forgot to add, avoid playing the last episode from the BFG Edition, it goes back to the D3 formula of "2spoopy"

>> No.2726925
File: 183 KB, 454x339, m9ywvagaxn1qfsh0ro1.gif [View same] [iqdb] [saucenao] [google] [report]

>playing through quake1
>in episode 4
>death can now be around any corner
>legit getting scared over everything all of a sudden
I think that's about enough for tonight.

>> No.2726953

I miss the times where Doom was mainly popular with university students and not 10 year olds and basement dwellers.

>> No.2726970

but anon, you are the basement dwellers.

>> No.2726973

Those university students had to be in somewhere.

>> No.2727080

Movement wise or progression wise?

>> No.2727116

Now to do the same with blood and hope it doesn't look too cartoony.

>> No.2727186
File: 960 KB, 400x300, New-blood-tweaking.gif [View same] [iqdb] [saucenao] [google] [report]

There's something about it that I don't quite like.

Maybe it doesn't spray out enough? Maybe it's too low res compared to the bullet sparks? I wonder if I would like the bullet sparks more at half res.

>> No.2727192

i went to university :(

>> No.2727195

The blood splats look too big and cartoony, at least they do to me.

>> No.2727206
File: 332 KB, 425x516, 1424803372710.png [View same] [iqdb] [saucenao] [google] [report]

holy shit, thank you for this

>> No.2727281
File: 10 KB, 344x331, 1443999675196.jpg [View same] [iqdb] [saucenao] [google] [report]

does anyone here by any chance have any list of assemblies for the current version of RLA?

I'm really fucking tired of waiting for higher-tier weapons to drop (seeing as they hardly ever do anymore) and I'm desperate to work up a anti-materiel rifle just so I can wreck shit again

>> No.2727284


>> No.2727529
File: 464 KB, 500x375, 1368286937716.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2727569

i concur with >>2727195 , the splats are too low res and simplistic compared with the sparks.
can you show some more of that green fire, that looks interesting and it was such a fleeting glimpse

>> No.2727580

very much appreciated kind anon!

>> No.2727607

i would also like to thank you for this.

>> No.2727615

If you have modern versions of Photoshop, you can also export individual elements (layers, layer folders etc.) out in one go, no slicing needed, using the element name as the filename.

It's nice to press a button and shoot everything out into a folder with the right filenames and format. :)

>> No.2727835

It's a much more fun game if you have a flashlight mod or if you try to play with the chainsaw as much as possible.

Still flawed though.

>> No.2727894

looks like absolute garbage.

>> No.2727969

Archer has virtually no background music.

One could... harvest a series of player sounds...

Danger zone

>> No.2727998

Icarus has pretty awesome music.

>> No.2728319
File: 16 KB, 1920x1080, gzdoom 2015-10-09 19-29-07-80.png [View same] [iqdb] [saucenao] [google] [report]

Is there any to change the Player name box?

The Zdoom wiki unfortunately doesn't elaborate on it at all.

>> No.2728324

well its defined in MENUDEFS so you have to override that somehow, i don't know the details

>> No.2728331

The entry is something like

PlayerNameBox <string>, <int>, <string>

The first one is just used to put "NAME" in front of it, but I have no idea with the other two. The second string seems to put in "Player" by default, but only if the string is set to "playerbox". With everything else the box will start out empty.

I looked through both DOOM 2's wad and gzdooms pak file to find the graphics file for the box, but it doesn't even appear to exist.

>> No.2728339

the box appears to be be composed of three lumps named M_LSLEFT M_LSCNTR and M_LSRGHT. these are in the IWADs.

the names appear to be hard coded in zdoom/src/menu/playermenu.cpp

>> No.2728347

Could the int be the maximum length of the name?

>> No.2728351

So, no dice then. A pity, but it's not a very requested feature I can imagine. Thank you for your help.

You wouldn't by any chance know how for MENUDEF, OptionValue and ValueText work together, would you? I know the former just pairs strings to numeric values for use in options, but I have no idea how TextValue does that, and the wiki just says "verification needed".

Probably not, as its set to 0 by in gzdoom's pak. It might have something to do with limiting the length maybe?

>> No.2728354

not a clue, sorry. i don't do zdoom modding, i just read the code.

>> No.2728359

Guess I should just sign up to the forums and ask there. But that might take a while. Ah, it's not liker there is plenty of other stuff to work on.

I don't even know why I'm working on menus before maps and actual gameplay. Might be because I know it's not a well documented part of modding, and wanted to get it out of the way first.

>> No.2728375

perhaps you merely felt the menus would be the lowest hanging fruit requiring the least time to complete. i am the same, i prefer to get the small stuff out the way first.

i would say to hang around as there are plenty of knowledgeable zdoom modders here but these threads are so dead now it might even be faster to go register on the zdoom forums. sad times.

>> No.2728380

>but these threads are so dead now

Here we go again.

>> No.2728409

when TSP died it took /doom/ with it

>> No.2728413

i reckon there's a dozen people who have these threads open all day waiting for someone else to post first

i'm one of them

>> No.2728421

>jumping back and forth from bump limit to less-than-500 posts

not again

>> No.2728426

I can't make anything of noteworthiness or contribute anything worthwhile to a discussion so I just lurk.

>> No.2728505

I'm just an old faggot getting back into doom after years of rest, I mean I could post about my progress under the blessings of Taggart but it would be boring and stupid so I don't.

>> No.2728541

What is the best way to play Quake? I'm currently using Darkplaces but I am open to suggestion.

Also is there a way to make the graphics look more pixelated? I find that a lot more appealing than hi-rez textures

>> No.2728569

Quakespasm seems to be the way to go now, but it has very barebones in-game options, so for graphics you gotta use the configs. Look up "gl_texturemode" and find the value you want.

>> No.2728573
File: 436 KB, 1600x900, fatty doo doo.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm one of them as well.

Why don't you post some stuff then? That way the thread would seem less "ded" than you percieve it to be.

I mean, I can only post so many screenshots of my maps before it'd be better to just play them.

>> No.2728581

Perfect! Many thanks, anon

>> No.2728590
File: 61 KB, 460x395, 1436117700353.jpg [View same] [iqdb] [saucenao] [google] [report]

>Censoring the Doomguy's face

Map looks nice though. Nice use of that trippy red blue fire texture.

>> No.2728604

Is switching weapons with the mousewheel fucked? It can switch to the next weapon no problem, but it can't switch to the previous weapon

>> No.2728616

It should work fine for the main games, but some maps and mods will use the impulse command for that for something else.

MWHEELUP is next weapon for me, which is impulse 10. MWHEELDOWN is the previous weapon, which I bound to impulse 12, which is the usual command.

>> No.2728632

What are some of the more visually unique Quake custom levels?

I'm not really a fan of the usual doom and gloom textures the game usually has.

Are there also levels that are less abstract and feel more like actual places?

>> No.2728650
File: 790 KB, 1920x1080, 2014-07-02_00010.jpg [View same] [iqdb] [saucenao] [google] [report]

If you want some visual variety you could always try the func_msgboard Map Jam packs. Jam2 is a personal favourite of mine.
As for more "realistic" maps, one of my favourites is pic related, The Marcher Fortress.
it's a lot bigger than it looks

>> No.2728651

Thanks. A lot of nigs like to hate on FIREBLU but I think it's got its place.

FIREBLU still isn't a substitute for a waterfall texture though.

>> No.2728668

Has anyone ever tried Doom Rouge-like Arsenal with the OBLIGE level maker?

>> No.2728672


Aww dude imagine strafe jumping down a long ass bridge like that whilst fragging the biggest badasses of the underworld at mach 69.

If only there were a map like that.

>> No.2728675

ayup, and it's pretty awesome

>> No.2728678


>> No.2728679


>> No.2728685

I don't know actually i was just curious of how this combo would turn out mostly i haven't tried the rouge like arsenal.

>> No.2728690

play the map
you'd be surprise

>> No.2728695

nice sky texture. who said quake was 100% brown??

>> No.2728705

DRLA + Oblige is a decent combo but it still suffers from the same problem that oblige always has: redundant predictability.

I'm actually playing through this combo now, and I've had multiple levels (two of them back to back) that were identical other than different item/monster placement. It's cool that you can have a megawad whipped up in a minute to play through, but the quality of oblige generation is so bland that it has problems doing things differently. The recent update was a good one, and it fixed some of its closet/secret generation along with the caves, but it seems like even oblige is trying to be lazy when it comes to generating levels.

That's why, personally, I encourage the fuck out of anyone who is like, "I make maps but they suck," since whatever they make is going to have more personality and unique-ness over an oblige generated map; however, there's still nothing that beats oblige when you want a megawad to play through but don't know what to pick.

Now if only Bossifyer worked with DRLA monster pack.

>> No.2728709
File: 367 KB, 1920x1080, 2014-08-03_00012.jpg [View same] [iqdb] [saucenao] [google] [report]

not me

>> No.2728715

that's not what i meant
>rouge like
you did it again

>> No.2728720

what do you mean?

>> No.2728727

it's roguelike
not rougelike
or rouge like
or rouge-like

i'm being an ass but it triggers my autism

>> No.2728731

sorry my mistake

>> No.2728765

NHB rouge is makeup for whores.

>> No.2728782


>> No.2728790

not him but.

it seems there is this convention here to assume that if someone replies to your reply, it must be the original poster. thus so many posts start with "not him, but".

i got sick of typing this over and over again and abbreviated it.

>> No.2728804
File: 1.51 MB, 320x240, 24.webm [View same] [iqdb] [saucenao] [google] [report]

>Why don't you post some stuff then? That way the thread would seem less "ded" than you percieve it to be.
>I mean, I can only post so many screenshots of my maps before it'd be better to just play them.
i have little to show but this failed map24 speedrun. most of my recent effort would not have made for good imageboard posts.

>> No.2728810

my most hated map in game

>> No.2728881

I grew tired of typing "to be honest" all the damn time whenever I post my opinion somewhere that I just eventually ended up with "tbh"

which for some damn perchance turned out to be a recent meme that triggers a suprisingly high amount of people for some reason

>> No.2728894

Hm... I guess it would have to now that I think about it, due to non 90 degree angles

>> No.2728980
File: 1013 KB, 1280x720, Screenshot_Doom_20151009_202736.png [View same] [iqdb] [saucenao] [google] [report]

:: [BE] Montreal :: FRIDAY NIGHT FRAGFEST #291: Push!

Let's rock, everybody.

>> No.2729009


>> No.2729234


Random lurker here. In the hopes that someone may find it useful, at least as a basis, I have a bash alias I use for upgrading the git versions of {g}zdoom, assuming the pre-reqs are already met and fmodex is installed (I assume code tags don't work on /vr/):

alias zupgrade='cd /home/anon/Downloads/Source/ZDoomGit/ && git pull && mkdir release ; cd release && rm -rf * && cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo DFMOD_LIBRARY=/usr/local/lib/libfmodex64-4.28.07.so .. && make -j 9 && cd ../../GZDoomGit/ && git pull && mkdir release ; cd release && rm -rf * && cmake DCMAKE_BUILD_TYPE=RelWithDebInfo -DFMOD_LIBRARY=/usr/local/lib/libfmodex64-4.28.07.so -DNO_OPENAL=ON .. && make -j 9 && notify-send ZUpgrade "(G)ZDoom git updates complete"'

My version of libfmodex is probably old as shit, but I generally don't bother upgrading it until it breaks. In the above example with GZDoom, I have OpenAL disabled in favour of FMOD, if it's not obvious. -O3 causes strange behaviours in very specific instances; I started using RelWithDebInfo after a WAD specifically crashed on -O3 and never on any other setting, since RelWithDebInfo uses -O2. Regarding "make -j", the general rule of thumb is usually "number of cores + 1", so adjust that and the paths as necessary.

>> No.2729304



>> No.2729341

So, Smooth Doom aside, what are some good mods that "Enhance" the doom experience, while mostly retaining the classic gameplay?

>> No.2729380

Comfy Doom makes small changes that you won't notice, I don't know why, but I feel better playing it

>> No.2729413



>> No.2730370
File: 26 KB, 94x94, vrdoom151010.png [View same] [iqdb] [saucenao] [google] [report]

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