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2884727 No.2884727 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2875387

Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~


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So You Want To Play Some Fucking Doom? (v6b)

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! ##

Make a Boom map for Doom 1.
>>https://warosu.org/vr/post/2811741 Announcement/Rules

>> No.2884728


[12-30] Anon map release: "just a big room with a cyber demon on steroids"

[12-29] Anon map release: Wait What

[12-27] Arcane Dimensions released (Quake)

[12-26] Anon map update: Buttghost, almost final version

[12-26] Doom on a Leapfrog TV

[12-25] Anon map release: vinterRunterland (deathmatch map)

[12-25] Demonsteele update

[12-25] Trailblazer update

[12-24] Combined Arms WIP6

[12-23] Freedoom v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)

[12-22] Anon map release: helloworld.wad

[12-21] Painkiller mod: monsters only version

[12-20] Several new versions of Beautiful Doom (, 3, 4, 5...)

[12-18] Freedoom will (eventually) become vanilla-compatible.

[12-15] Turok being re-released on the 17th

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.


To submit news, please reply to this post.

>> No.2884740

Do you know where I can get the TNT Evilution wad?

>> No.2884743

yes it's in iwads.zip linked from the pastebin

>> No.2884747


>> No.2884779

I'm not sure I understand, would you mind further explaining?

also just gonna repost for exposure for peeps

>> No.2884826
File: 2.90 MB, 640x400, gotta go fast.webm [View same] [iqdb] [saucenao] [google] [report]

Looking good, man, apologies for not catching it last thread. It's probably better looking when it's in motion.

Meanwhile, I'm messing around with everyone's favorite ghetto jetpack. It's probably a bit ridiculous right now, but fuck it, pre-release. Been cleaning up the CentCom map while adding miscellaneous weapon effects - most are extremely rudimentary but work similarly to the original. Some parts of the map aren't done yet (hence missing windows).

>> No.2884865

painkiller anon here if your wondering about the cyberdemon on steroids teleporting ?

That is because i set his speed to 999

>> No.2884870


WhoDunIt, maybe?

>> No.2884873

Just be mindful of how non-standard ways of moving the player works with prediction in multiplayer. I'm far from an expert on the subject but IIRC it might cause issues. The zero-gravity looks cool as heck anyhow. If zandybam has the view and sprite rolling from gzdoom/gloome you could perhaps even have infinite freedom of orientation and movement with enough horribly complicated ACS.

Do you have a full hd monitor? If so I could send you the eye damage wad for testing/eval purposes.

>> No.2884885

The zero-grav is pure native sector gravity at the moment, combined with Zand's "limit air movement" compatflag - I still haven't figured out how to force it in MAPINFO since the parser is apparently broken and doesn't recognize zadmflags. The heads-up on player movement prediction will be taken into consideration, thanks for the reminder. I don't think it'd cause many issues at the moment because it's a simple A_Recoil that takes into account player pitch.

I dunno about 6DOF, that's a post-1.0 feature if anything. Could be neat. Also, I'm working on a '96 CRT, but I could probably run in the required aspect ratio anyway, so that's your decision to make. Would be neat to try out.

>> No.2884917
File: 1.21 MB, 1606x2425, doomfolds.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2884927

I'll change some values around and see if I can make it resolution-independent.

>I dunno about 6DOF, that's a post-1.0 feature if anything
Shows what I know about zandronum..

>> No.2884943

You don't have to go too far out of your way to do something like that, but if you're gonna make it independent, at least make sure it works with 4:3 and 16:9/10. I think the renderer can handle the conversion from 4:3 to 5:4 itself, but I'm rusty on how HUD scaling works.

Doing God's work, anon. Need more effects for dem injuries.

>> No.2884990
File: 274 KB, 1515x1070, EngineeringDeck.png [View same] [iqdb] [saucenao] [google] [report]

Release of my map for the /vr/ boom project; Engineering Deck.

It currently replaces E1M9 for reasons, it has 4 player starts but still haven set different demons for each difficulty. If I have enough time I'll polish some things that still need work, but for now it's almost complete.

Tested extensively on PrBoom, Doom Retro, and (G)ZDoom.

Had to put a name in the wad because I had my work stolen a few times and don't want it to happen again (not that it was stolen here, mind you)

It was the first time I make a map for boom instead of vanilla and it was quite fun to mess around with the new linedefs.


>> No.2885004

Man imagine how full you would feel after drinking so many of those health pickups. And they only give you one health each jesus christ I wouldn't be able to walk after healing that much.

>> No.2885013

Turns out I only needed to change a FOV value. I think this should work.
Just a note: I'm pretty certain there's no real need to have super large single color image files like it currently does, it just seemed like the path of least resistance initially.

Link in email field because 4chan thinks I'm a spammer.

>> No.2885015

they're more like energy which is absorbed into the body, they don't fill your stomach.

like if you go round and pick up all the armour bonuses in E1M1 you don't leave the map wearing over two dozen helmets on top of each other.

>> No.2885019
File: 3 KB, 542x52, link.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2885021

>picking up armour bonuses
>wearing over two dozen helmets on top of each other.
someone draw this please

>> No.2885023

>email field

Does that even exist, still? I can't see shit, even with browser plugins turned off.

>> No.2885027

no, they should replace it with a "bump thread" checkbox

>> No.2885029

Maybe he just has a very small head.

>> No.2885032

putting a linebreak in a url usually defeats the filter. don't remove any characters and it can still be selected+visited via right click menu.

>> No.2885037


>> No.2885047

This is amazing, I wasn't aware you could do stuff like this with shaders. The documentation is a bit lacking there, although I'd assume it's because there are plenty of other resources to read about how the shaders work.

Will spend some time toying with it, very much appreciated. I might tweak things a bit, but credit where credit is due, man.

>> No.2885068

I have absolutely no idea how shaders work or how they're written myself. I just ripped the shader file out of an example wad "boris" posted on the zdoom forums. I don't even think there's a guide on how to write them, but they can apparently achieve magical things.
Glad you liked it anon, and tweak away - that's what it's meant for.

>> No.2885080

The GLSL syntax is nice and similar to C, I just haven't worked much with OpenGL yet even though I've been planning to. This is as good an opportunity as any to dig in and see what can be done.

At least people will be able to get dunked somewhat more properly in the melee combat demo now.

>> No.2885093
File: 87 KB, 800x577, welcome_to_hell_by_highdarktemplar.jpg [View same] [iqdb] [saucenao] [google] [report]

>The GLSL syntax is nice and similar to C, I just haven't worked much with OpenGL yet even though I've been planning to. This is as good an opportunity as any to dig in and see what can be done.
Be sure to post what you come up with somewhere public!

>At least people will be able to get dunked somewhat more properly in the melee combat demo now.
Are you referring to mine or have you made one too?

>> No.2885096

I'm sticking to yours at the moment while I freshen up on the shader stuff, so it's probably going to come a bit later. One drawback is that I don't exactly think software mode can handle them, but I've got plans for a couple of fallback effects there. Will keep updated.

>> No.2885105

I didn't think anyone really cared about that little swordfighting project. It's pretty, uh, unfinished.

>> No.2885110

What swordfighting project? I'm always on the lookout for stuff that does melee combat well. Most games have half-assed implementations.

>> No.2885115

the thumbnail kind of looks like a wolf wearing Gene Simmons makeup.

>> No.2885126

I thought that's what you referred to with "melee combat demo" and saying you meant my project, because I released something like that last summer. Guess we misunderstood each other.


>> No.2885136

Yeah, I was still talking about shaders, but I -am- trying to work towards a melee combat teaser, so both are correct. Lemme give this a spin and see how it works.

>> No.2885146

fire= horizontal swipe

Try hitting walls at different angles after the knight has rekt. The idea is to have the sword visually connect with game geometry and actors. Same goes for enemies.

>> No.2885152

Well, shit, I thought it was boring for about 10 seconds before I absent-mindedly typed "summon demon" into the console, then got shrekt. I really like how the parrying system works - it's a bit finicky, but with a laxer timing window it'd probably be fun in multiplayer.

>> No.2885162
File: 775 KB, 1920x1080, Screenshot_Doom_20150825_181159.png [View same] [iqdb] [saucenao] [google] [report]

If you load the wad and the pk3 at the same time there's a "demon" summoning button on the test map. Yeah it would need a lot of tuning to be playable, it's just a concept demo really.

>> No.2885170

Aw, yeah, now that's some Chivalry shit right there. Seeing it with the debug effects on makes it much more impressive. Good work, man.

I'll probably be focusing on unarmed combat with what I'm making to begin with - after that comes standard melee weapons, then some gimmick stuff at the end.

>> No.2885224
File: 1.80 MB, 1920x1080, gzdoom 2015-05-16 00-19-43.png [View same] [iqdb] [saucenao] [google] [report]

If Project: MSX was a standalone game and had good map design I would instantly buy it. It strikes a perfect balance of design elements of all eras of fps gaming.

>> No.2885230
File: 225 KB, 262x712, 438905uioj.png [View same] [iqdb] [saucenao] [google] [report]

>tfw the mod completely breaks at 2560x1440
I just want to use my native resolution for once

>> No.2885256

Roll up your sleeves, fire up SLADE and tweak it yourself! It has a fairly sane if complex structure IIRC, unlike the clusterfuck of brutal doom or temple of the lizardmen 3 (seriously opening this one will give you an aneurysm)

>> No.2885305

the one thing that project msx i would wish to have was the ground stomp from guncaster with parkhour

>> No.2885334

Not a bad idea. Personally I'd enjoy some dodging, sliding and action movie acrobatics in general.

>> No.2885372

How can I control how much damage puts an enemy into XDeath? I'm playing a mod where the shotgun gibs zombiemen and it's annoying me.

>> No.2885389

>It has a fairly sane if complex structure IIRC
Not the HUD.

I think there's a GibHealth or XDeathHealth value.

>> No.2885393

What's the best HUD?

>> No.2885394


>> No.2885405


The default bar HUD.

>> No.2885406
File: 116 KB, 792x514, 1382133965258.jpg [View same] [iqdb] [saucenao] [google] [report]

>play DOOM for the first time ever
>Act 1 Nightmare is just right for difficulty
>get to Act 2
>completely facefucked by the difficulty spike
>switch to Ultra-Violence
>it's too easy and not exciting

>> No.2885408

Play act 4 on UV, it's not easy.

>> No.2885409

try fast monsters only, without respawn

>> No.2885413

Try UVFast.

>> No.2885417


>> No.2885420
File: 229 KB, 401x332, 1428436039160.png [View same] [iqdb] [saucenao] [google] [report]

>play through DOOM for like the 30th time
>still playing on Hurt Me Plenty and feel like the difficulty curve is just right through the whole game

>> No.2885437

>temple of the lizardmen
Oh my god, I remember opening LMTemple. The indents were all spaces, and ALL RANDOM NUMBERS OF SPACES. From 10 to 16 tabs worth of spacing. On every line.

What the FUCK was that guy on.

>> No.2885442
File: 2.42 MB, 320x240, gravity-fda.webm [View same] [iqdb] [saucenao] [google] [report]

here is a demo for gravity control center or whatever its name was


disclaimer: i had played the early test version so i knew where the secret was. unfortunately i managed to fall for the broken entrance door right at the end of the map, so i couldn't finish. has this been fixed yet, do i have an old version of the map? also i don't care for invisible tightrope mazes at all, but at least the automap gave away the route.

>> No.2885468

And the pk3 actually just contains a shitload of wads, and there are a gazillion numbered scripts strewn across them with no rhyme or reason. I can't imagine how the guy manages to keep track of it all.

>The indents were all spaces
That's what happens when you type acs in doom builder and copy-paste it. It actually puts a shitload of spaces in there instead of real indentation.

>> No.2885475
File: 25 KB, 428x418, temple.png [View same] [iqdb] [saucenao] [google] [report]

Found the file.
This is NOT how you're supposed to do it. I've only seen one thing that's arguably worse and that's regular day

>> No.2885495
File: 100 KB, 96x96, 1367898614823.gif [View same] [iqdb] [saucenao] [google] [report]

>>2878764 [pic related]

So what exactly does id have to do with this, anyway?

>> No.2885512
File: 509 KB, 400x400, sawnoff.gif [View same] [iqdb] [saucenao] [google] [report]

try blood

>> No.2885519

i believe it was explained adequately in the previous thread

>> No.2885520

Yeah that did it, thanks guys. Now getting reamed by Inferno, feels good.

>> No.2885537

And all I wanted to do was make his weapons have some fucking reload keys.

Oh yeah,nand the DECORATE was all one file.

>> No.2885549

Are there any Metroid WADs?

>> No.2885552

In the hallway the other anon was complaining about, with the blue lights leading to the marble face thing at the end (the one that you liked the aesthetics of), if you instead put a room at the end of the hallway that used those marble textures, then it would look nicer.

>> No.2885560

I wish every pk3/wad was as neatly organized as say BoA. It'd help immensely for those just trying to learn how things work if nothing else.

But I'd feel like a total dick whining about something like that when a mod is perfectly functional and even good, like I honestly think TotLM3 is.

>> No.2885564

Metroid Dreadnought is a TC-in-progress, not sure how soon the maps will come along though.

>> No.2885569

I dunno which LMTemple I played, but it had great levels, and the gameplay was pretty good. The main issues were terrible sprite edits and spagooti code.

>> No.2885579

>not sure how soon the maps will come along though.


>> No.2885581

Alright, man.

>> No.2885582


Anon, I've got some bad news for you.

>> No.2885585

The first two are kind of haphazardly designed in general (nice looking levels though) but the third almost feels like a game of it's own. As a series they've had a lot of criticism for the (way overblown but still in poor taste) smut content. Apparently he's working on a 4th installment which will be free from lizardtits.

>> No.2885601

i recorded a demo. it's 14 and a half minutes long so i won't try to video it.


i got all the secrets, then died to the last monster. argh. well played, damnit.

it looked like there's a missing texture in front of the computer map when the lift is lowered. also there are a bunch of hanging bodies that are right high up on ceilings but block movement under them which is pretty annoying. otherwise -complevel doom2 is fine.

>> No.2885610

i know there was sliding in project brutality where you need to crouch and slide in the same time

>> No.2885623
File: 2.73 MB, 2711x4093, DoomDecrease.jpg [View same] [iqdb] [saucenao] [google] [report]

Best you'll get out of me for now. Maybe I'll come back to it.

>> No.2885632

>So what exactly does id have to do with this, anyway?
Nothing. Bethesda likely is handling any marketing, or could even be hiring and outside marketer. The sprite they used may have been from a googling of sprites, or from odd scaling. though the whole "i tried several rescalings" claims otherwise, I've had this sort of thing happen when rescaling sprites... And I can't imagine why someone would waste the time.

>> No.2885636
File: 248 KB, 1920x1080, New Bitmap Image (8).jpg [View same] [iqdb] [saucenao] [google] [report]


i hope this is hard enough.
zdoom and gzdoom i recomend sinced i did used it with this

>> No.2885654

>I've had this sort of thing happen when rescaling sprites...

I am calling bullshit on this, because this simply doesn't happen.

>> No.2885679

Looking at the image again you're right. It happening on multiple rows wouldn't happen.

Either way it's still irrelevant.

>> No.2885724
File: 676 KB, 1920x1080, Screenshot_Doom_20151231_024320.png [View same] [iqdb] [saucenao] [google] [report]

What's the community consensus about the level design in No Rest for the Living?

I think the gameplay is pretty good and traditional, the aesthetics are fine, even if a tad too conservative.

Well, there's an old meme. Exquisite!

>> No.2885748

>tfw HQX4 makes your game lag

>> No.2885772

so get rid of it

>> No.2885914

Ah i see what you mean. That would end up looking nicer thanks.

Thanks man Imma watch this. And really? In the dark room they block you? What engine are you using? I played on zandronum and they never stopped me.

>> No.2885927


What's the largest doom map ever made?

I always thought it would be awesome if there was a map that was simply gigantic and took an hour, or maybe even a few hours, to beat. Like just progressing enough to find the first key would take a long time.

>> No.2886013

>What's the largest doom map ever made?
Probably Planisphere 2.

>> No.2886046

Question about that Space Station 13 wad that cool guy is making

I never actually played SS13, is this gonna be an actual faithful recreation that would replace the original SS13 or just an inspired wad?

>> No.2886050

I'm going to be honest, I'm talking completely out of my ass here, but I don't think there is any way you could recreate the little details and intricacies of SS13 with any source port magic.

>> No.2886051

Memorial.wad All Doom 2 maps in one. HMP - original UV monster placement, UV - authors placement (lots of enemies replaced/moved)

If you want to play on ZDoom with mods, you have to build a reject table because author is dumb.

>> No.2886092


>it's the wad author's fault that his wad doesn't play correctly on a sourceport that can't handle boom maps

>> No.2886097

Is there any way to remove nanofiber skin armor in DoomRL arsenal?

>> No.2886098

Hey just got around to watching this. Cant believe you got every secret, I really enjoyed watching this. Thanks a million dude whoever you are.

>> No.2886109

Memorial would've been a lot cooler if the music changed per level instead of ever 3 or 4 or whatever, or if the levels were better integrated into a giant explorable complex. Rather than just being linked more-or-less linearly.

>> No.2886110

>tfw you're playing Doom and you don't worry about XP, login bonuses, monthly fees, paid DLC... the list goes on and on

>> No.2886173

It's the wad author's fault for not using a vanilla feature specifically made to optimise big maps when making a fuckhuge map.

>> No.2886196

>don't worry about XP, login bonuses

Are you talking about Warframe per chance? Cause that's an illness of mine =\

>> No.2886276

Last night I had a Doom dream.

The place was a warehouse of some sort. It was "obviously" a Doom 1/2 -style warehouse due to its architecture and textures, but the lighting and weapons were from Doom 3. I had a BFG that shot huge rotating green blobs that looked like human heads with an angry face (they looked a bit like the Carmack's head easter egg in Quake 2, but with someone else's face). When the blobs hit something, their explosions were black and purple, like the DMG cannon (or whatever it was) explosions in Quake 4. I kept firing the gun and laughing at the angry faces and wondering about them.

There were imps dressed in human clothes. I must have killed a hundred or so of them. They exploded and there were body parts flying around and lots of blood decals on the walls. Then a boss appeared and it tried to kill me with a screwdriver. My BFG disappeared, so I had to escape by bunnyhopping. I don't remember how the dream ended, but at some point I was outside, running on a snowy road, yelling "find and stop the spy among us!" to someone.

>> No.2886323

i used my own engine, but it's a vanilla demo. chocolate doom or prboom+ will play it.

being able to turn off infinite actor height is an advanced port feature.

>> No.2886324

i think it's excellent. can't speak for the community, but it did win a cacoward.

>> No.2886326

>even if a tad too conservative.

What do you mean by this?

>> No.2886331

thanks, regarding secrets though, i have to say the gift of an early computer map helped a lot. :)

>> No.2886349

>an old meme

What are you talking about? Do you even know what a meme is?

>> No.2886380

Too rational. Could've used more of the abstract mindfuckery Doom had.

I though it was a reference to that old /tv/ meme. Oh well.

>> No.2886381

isn't there a map that represents the whole island of Manhattan?

>> No.2886386

cf. >>2886013

>> No.2886418

Yeah, Planisphere 2 I think its called. It's on idgames.

It runs better in PrBoom-Plus than it does ZDoom, but needs to have nodes rebuilt with glbsp or zennode first. ZDoom builds them upon load.

>> No.2886437

finally, a Doom thread.
Can anybody tell me what engine and gameplay improvements Doom 2 had over Doom?

>> No.2886438

code added for extra weapon + about twice as many monsters. not a great deal else, to the extent that the same engine executable can be used for both IWADs.

>> No.2886443
File: 179 KB, 1600x1384, COBRAY_M11.jpg [View same] [iqdb] [saucenao] [google] [report]

Say, does anyone have some nice centered sprites for a MAC-11?
Something like pic related.

NC Hud is pretty good.

Try Shut Up And Bleed, it's pretty rough.
Or if you want unreasonable, try Hideous Destructor.

If you like challenging shooters, try out Blood too.

>> No.2886447

>code added for extra weapon
The alternative shotgun? Same mechanism as fists vs. chainsaw, isn't it?

>about twice as many monsters
Was that a limit of the engine in Doom 1, or did they "just" add more enemies? Meaning, was there a bit-size limit to the IDs for different monsters, or some other code aspects putting a hard limit on the number of monsters available, and that number was exhausted in Doom 1?

I'm not trying to belittle the engine or anything, it's good work. I'm just wondering if Doom 2 was more than a wad pack to an updated executable

>> No.2886454
File: 497 KB, 1920x1080, Screenshot_Doom_20151231_141102.png [View same] [iqdb] [saucenao] [google] [report]

Trying out more weird effects

>> No.2886465
File: 412 KB, 1920x1080, Screenshot_Doom_20151231_140811.png [View same] [iqdb] [saucenao] [google] [report]

the unintentional slight misspass between the camtex and the normal view almost makes it look cel-shaded.

This one is more instagram + DXHR's piss filter.

>> No.2886467

I would agree. Usually I get tired of gameplay mods but this and demonsteele keep me coming back.

>> No.2886470

What feature or features do you miss in current source ports?

>> No.2886479

OpenGL 2.0 support in GZDoom
Being able to rebind the menu button, or to be able to bind it to a second button besides Esc

>> No.2886481

>Meaning, was there a bit-size limit to the IDs for different monsters
not really, doomednums (thing types) are 16bit.

>I'm just wondering if Doom 2 was more than a wad pack to an updated executable
i'd have to say no. aside from the extra code to handle the super shotgun and the new monster types, the engine is pretty much the same.


>> No.2886486

I´m starting to work on one

but it won´t be finished in the next few weeks

>> No.2886487

>doomednums (thing types) are 16bit.
using them all should be quite a burden on RAM, unless Doom's really creative in streaming/loading the assets

>> No.2886492

I like demonsteele as well. There are a bunch of other gameplay mods that are cool as well but those two are a cut above. Smooth Doom too if it counts.

>> No.2886503

What's the WIP?
I'd only need the basic centered frames, I'd do the rest myself.

It's for a personal thing (for now), I'm reskinning a gun in a mod I'm playing.

>> No.2886507

well yes. very few represent a valid actor. in v1.9 i forget exactly how many different actor types there are internally. somewhere between 100-150

>> No.2886512

could the engine handle higher RAM requirements? After all, we got gigs now, not megs. Sounds kind of fun to have variants of mobs or items. Soldiers with different ranks, pre-wounded monsters, dozens of different entities.
Of course the whole burden of development of all these entities would probably be off the charts, got to draw them all, stat them all, and so on. But hey, people make huge maps. Making maps with tons of different assets sounds like an interesting alternative variant.

>> No.2886516
File: 1.54 MB, 2448x3264, 20151222_130445.jpg [View same] [iqdb] [saucenao] [google] [report]

I just started to take photos of my mac today
so, only the first steps

pic related, it´s the mac I´m using right now

>> No.2886580

there already exist giant randomizer mods with thousands of monsters, such as Aeons of Death or Complex Doom. people seem to either love them, or think they're a worthless clusterfuck.

>> No.2886591

>worthless clusterfuck.
Maybe just to clarify, I'm not talking about increasing density. I personally don't like the various kinds of challenge maps that just pack monsters densely and let the player figure it out. Think more along the lines of a zombified military base (cliche, but bear with me), where you won't just see the same soldier sprite over and over, but young recruits, veterans, soldiers wounded from infights, people not in uniform, people in lab coats, people in different uniforms and so on. Go as far as keeping certain people together on a theme, so you know for example by the kind of zombies you're facing, which sector of the base you're in.

>> No.2886609

super shotgun has vertical spread and a different spread pattern

all the guns in doom used the same spread pattern, so that's actually something

>> No.2886618

>all the guns in doom used the same spread pattern
I thought the BFG had some elaborate pattern? Interesting change though. Especially the vertical aspect. In my understanding all movement and impact math in Doom was entirely two dimensional. Was that not the case? Are there vertical "limits" to how far a target may be offset in line from the player, to be hit?

>> No.2886643
File: 415 KB, 488x519, 1450216983421.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone have an up-to-date infographic for Quake 1 & 2?

>> No.2886646
File: 619 KB, 1920x1080, Screenshot_Doom_20151231_164345.png [View same] [iqdb] [saucenao] [google] [report]

Whaddaya know, a minimap is actually possible in zdoom. Just have to scale world coordinates to the pixel coordinates of the map image.

>> No.2886651

my my, are we getting one step closer to a marathon remake?

>> No.2886657

I just enjoy making silly features. I could see a map like this being cool for large outdoor maps, since you could edit the image in photoshop to make it look like a real satellite map or something.

>> No.2886660

that ceiling begs for mipmapping or supersampling

>> No.2886672
File: 97 KB, 562x858, mipmap.jpg [View same] [iqdb] [saucenao] [google] [report]

That fixed the ceiling but made the walls look weird at tight angles.

>> No.2886678

Use anisotropic filtering nigga

>> No.2886680

to fix the walls you got to enable anisotropic filtering, at 8x or higher. It pushes these artifacts further into the distance, but may possibly re-introduce some of the moire artifacts on the ceiling

>> No.2886694

I 16x anisotropic. It does literally nothing about these artifacts. Is it perhaps only meant for use in trilinear mode?

>> No.2886696

I tried*

>> No.2886704

might be. You probably don't want trilinear filtering, as it implies bilinear filtering, which will smooth your textures. What you want is linear mipmap blending. The anisotropic filtering should in theory push the artifacts back, because of the way the mipmaps are used. Why it doesn't work this time, I don't know

>> No.2886710

16x anisotropic + Nearest Mipmap master race

>> No.2886716

>You probably don't want trilinear filtering, as it implies bilinear filtering, which will smooth your textures.
Yeah, I quite dislike it for anything that isn't a 3D model based TC.

>What you want is linear mipmap blending.
I enabled that at your suggestion and it does indeed look better than no filtering at all. The wall artifacts are less grating than the ceiling ones.
>The anisotropic filtering should in theory push the artifacts back, because of the way the mipmaps are used. Why it doesn't work this time, I don't know
It might either be a bug or one of those limitations that are just there in gzdoom. I'm using a version with the old 2.0 renderer though, since my good GPU died and I had to replace it with an old spare that doesn't support 3.0.

>> No.2886734

I've told people from the very start that it's not going to be an 1:1 port because even the most advanced ports don't support every single feature the original has.

I respect the skeptics because I've always wanted to port over as much functionality as /possible/, but beyond that, my goal is to make up for the loss of certain features by expanding the game in other directions. That, and since the source ports are open for contributions, I'm toying with the idea of going in and seeing if I can fix some of the more minor limitations, but outside of that, it'd be best if people don't expect BYOND SS13 in 3D. I like you guys here in /vr/ because you're more realistic as to what can be done, but still like the idea enough to give me motivation.

If you want an idea of the bare minimum I'm aiming for, think multiplayer System Shock 1.

>> No.2886739

yo check out
I think you could have use for this when it's finished. I think I'll do it proper and release it on zdf's Resources though, since it might be useful for any project.

>> No.2886751

>being able to turn off infinite actor height is an advanced port feature.

Shitt I had no idea. Its been so long since I played anything beyond zandronum

Haha, I was afraid if I didn't put it no one would ever find them

>> No.2886753

I dunno how you got the minimap, but I can confirm that playing around with textures in the HUD can give some pretty dank effects outside of zooming/FOV fuckery. I use it a lot for software mode compatibility.

I just wish I knew who to credit apart from boris

>> No.2886754

when in doubt, credit anon

>> No.2886757

>UAC Station 13, by Anon
>Everything - Anon

>> No.2886760

>I dunno how you got the minimap
Basically just using SetHudClipRect to clip any part of the image outside the minimap box, and using the player's X and Y coordinates to offset the hudmessage x/y for the map image. I'll upload it once it's finished and a bit more user friendly.

I don't know who you are either

>> No.2886763

I meant the fact that the minimap is from the unreleased pk3, but I figure you just used a crop of a screenshot for testing purposes. It's a pretty neat concept, I'm looking forward to the full thing. It'd probably need the map to be finished first to be useful, but I can think of a couple of situations.

I'm a real fuckin' spaceman.

>> No.2886768

>i used my own engine, but it's a vanilla demo. chocolate doom or prboom+ will play it.
kb1? is that you???

>> No.2886769

>the map image
wait, is it a static image representing the level map, or is it *actually* the level automap?

>> No.2886774

I don't think it'd be possible to display the automap directly in-game without changes to the underlying rendering code. The closest you'd get is probably the overlay option. Correct me if I'm wrong.

>> No.2886784

no, not him

>> No.2886834

Nah it's a static image that scrolls in the box according to player position, so it's always centered on your position.

>> No.2886884
File: 1.65 MB, 800x3848, 1440182630150.png [View same] [iqdb] [saucenao] [google] [report]

No idea if this is up to date but I have it lying around my downloads folder

>> No.2886898

Lol, whats the deal with doom dreams, hope you won't become a school shooter anon.

>> No.2886916

don't tell me you've never had a dream set inside your favourite computer game, i won't believe you.

>> No.2886919

don't tell me Doom's your favorite computer game

>> No.2886934
File: 64 KB, 791x822, roxie-koffing.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2886943



>> No.2886952

Doom thread, which makes it likely that most people in here enjoy Doom. I'd include myself. I'd be crazy though to call it my favorite. It's a great game, but, to me, its genre does not lend itself as a favorite above everything else.
That said, my post was moderately tongue-in-cheek.

>> No.2886961

>its genre does not lend itself as a favorite above everything else

What did he mean by this?

>> No.2886973

you skipped the "to me" part, either because you missed it, or because you're trying to cause trouble. In my experience, again, just my opinion, FPS are either single player, with a hint of story, but not as dense as for the story to be useful; or they're multiplayer. That means either you got content that is meant to be "played through" (and can't pull too much on an emotional level, thanks to the thin narrative), which I personally, in my opinion only, consider a bit of a problem for a game; or I depend on other people to contribute, which I personally, in my opinion, find unacceptable, since I'm a bit of a lonesome player and prefer my games to be the complete vision of a designer, or group of designers. Yes, I have the oddity, which people justifiably may call madness, that I don't like modding. I do enjoy my share of FPS, although Doom specifically is giving me a hard time (again personal reasons, and no fault of the game), but if I had to decide on just a single game above all else, an FPS would be very unlikely for me to be it.

>> No.2886981

Didn't see this at the archives
Notch played Doom and Quake some months back and he was pretty alright at it
twitch /notch/profile
>finally, a Doom thread.
We have had these since the board began

>> No.2886984

I wanted to drop that question for the last couple days, but didn't see a thread in the catalog. In my understanding the Doom general is not up 24/7, which is fine. Didn't want to create a new thread, since I didn't know the content of the OP, and frankly, didn't know the game even remotely well enough to be OP.

>> No.2886987

>In my understanding the Doom general is not up 24/7
it is

>> No.2886990

in that case, I just failed reading the catalog the last couple days. So please disregard that little remark.

>> No.2886992

there is always a thread: the first post always starts "DOOM THREAD / RETRO FPS THREAD" so you can find it in the catalog.

however by convention we do not create new threads until the current one falls sufficiently far down the board. this is to prevent flooding the board. it's probably less important now our threads have slowed down so much, but in years gone by if doom threads had been recreated as soon as they hit bump limit there would have flooded the board.

>> No.2887003
File: 103 KB, 1366x768, Screenshot_Doom_20151231_162211.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2887013
File: 360 KB, 1366x768, Screenshot_Doom_20151231_164313.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2887021

nope, thats the point.

>> No.2887070

apparently brutal doom v20b is due out today

>> No.2887074
File: 129 KB, 1124x1024, 1449140041632.jpg [View same] [iqdb] [saucenao] [google] [report]

>Server not found

>> No.2887093

Please don't mention that here.
You know, I'm not against or for the mod, I really have no opinions on it, or the creator.
But dear god, just please don't mention it, because I know someone's gonna get pissy, and this thread is going to derail and roll down a hill faster than you can imagine.

>> No.2887102

You literally fulfilled your own prophecy.

>> No.2887103

>this thread is going to derail and roll down a hill faster than you can imagine
Wow, that sounds brutal. Question is, will the thread just turn to pixelated blood and stop rolling, like the founding fathers intended, or will all its posts fly away graciously, exploding on impact, leaving behind excessive carnage and spreading their dripping red texts all over the board?

>> No.2887106

If I was to make a game using the Doom Engine but not using any assets from doom, and pushed for a physical release of this game in a limited print on say the Dreamcast, would I get in legal trouble for this?

>> No.2887110

Assuming only the physical versions aren't free.

>> No.2887134

I have no clue who would take you to court, and the DOOM engine is open source, so no, you'd be fine.

And if for some, unfathomable reason, id tried to take you to court, which they technically couldn't, they'd really be the laughingstock for being the shit for brains company that took a guy to court for making a fucking Dreamcast game.

>> No.2887139

GZDoom or ZDoom, that is the question.

>> No.2887148

do you want to use freelook without wanting to puke?
do you want to play huge levels with huge amounts of monsters without the game lagging to hell?
>ZDoom or prboom+

>> No.2887157

using the engine code is fine as long as you comply with the terms of the GPL (which amounts to you must give your program's source code to anyone to whom you give the program)

you obviously can't use anything from or derived from the IWAD but you seem to know that already.

incidentally PrBoom apparently has dreamcast support, it might have bitrotted though, i doubt anyone's tested it in years (i certainly never have)

>> No.2887164

i think that is a false dichotomy

>> No.2887165

Actually, could be just me but I feel like the thread has been handling mentions of brtldm a lot better lately. Personally, I used to love Brutal Doom, then hated its guts, but now I'm like "ehhh it's okay"

>> No.2887191

Porting the dam over is the easypart if PrBoom still has support for it.

So lets say I make a full fledged Doom-like game using the engine. ANd I do a Kickstarter for a physical release on the dreamcast, as long as I provided the source code I could do this?

>> No.2887212


I really don't like Burt Lamb. Started out okay and then got worse and worse with every subsequent release.
Ultimately, though, the beauty of Doom and the modding scene is that there's something for everyone. Anyone can find and pick up something that really appeals to them, and that's really the priority, not whether X mod is better than Y.

First and foremost, we play vidya to have fun.

>> No.2887232
File: 67 KB, 371x296, unf unf unf unf unf.png [View same] [iqdb] [saucenao] [google] [report]

post imp tan

>> No.2887235
File: 387 KB, 917x636, 1444661282719.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry man, I sent you what I had buried in my archive of mongolian paintings

>> No.2887275

Is it normal to have a bunch of error text in the console when launching a sourceport+mods with ZDL? Everything seems to be working fine.

>> No.2887284

sometimes, depends on the mod. e.g. DoomRLA refers to stuff in DoomRPG, so if you load the former by itself, you get a load of harmless errors.

>> No.2887296 [DELETED] 


>> No.2887412

Happy new year doomers

Post the config you are playing currently. Engine and wads

Tnt evilution
Hideous destructor
Sepulcher music wad

>> No.2887421
File: 274 KB, 1280x1024, yay.png [View same] [iqdb] [saucenao] [google] [report]

Toxic Waste Processing Plant

>> No.2887423

Ayylmao Vendetta
Project Brutality
Nowthatswhaticallmidi version something point something

>> No.2887426

prboom, pistol starting maps, alternating between jenesis and sunlust

>> No.2887429

ZDoom on strict compat
Whitemare 2
No gameplay mods
NowThatsWhatICallMidi (pretty much the only reason I'm using zdoom over prboom+ at the moment)

>> No.2887434
File: 666 KB, 975x660, DooM&M's.png [View same] [iqdb] [saucenao] [google] [report]

Got super bored, went to the M&M's website, and made Doom themed M&M's.

If you've got money to burn, you can buy em here

Oh, also, those aren't just stars. They're spooky demonic pentagrams!!!!!!111!!1!

>> No.2887435

lol at chocolate-doom.exe. very clever

>> No.2887438

also well played on getting the file size to 666 KB

>> No.2887446
File: 333 KB, 375x375, 1442080784903.png [View same] [iqdb] [saucenao] [google] [report]

That was completely on accident/a coincidence
...but I'll take credit for it anyway

>> No.2887447
File: 226 KB, 1280x720, Screenshot_Doom_20151231_191811.png [View same] [iqdb] [saucenao] [google] [report]

50 Shades of Graytall
No mods or added music.

>> No.2887449

>not grimacing as hard as possible

0/10 completely unfaithful to source material

>> No.2887465
File: 94 KB, 1080x1080, id goes back to the drawing board for doom 4.jpg [View same] [iqdb] [saucenao] [google] [report]

The Ultimate Doom
HQ sounds pack
Smooth Doom

yes, I am a n00b

>> No.2887467

>Doomguy head floating above HUD
>Lost Soul with 7 horns
>Weapon drawn in small box in corner
I feel like they got DOOM and some other game mixed together here, but I have no clue what the other one is.

>> No.2887472

curiously the last thread had a fake screenshot with a similarly placed weapon on status bar

>> No.2887473

The weapon looks like quake 3's plasma rifle almost.

>> No.2887481

Doom 2

>> No.2887484

Doom 2
Pistol Start Mod

>> No.2887485
File: 95 KB, 640x480, 1451608745.png [View same] [iqdb] [saucenao] [google] [report]

with apologies to other /vr/ E1 contributors, i admit defeat. this will not be finished by the end of the year. mapping remains too much tedious, fiddly, repetitive work. it takes so long to obtain a satisfactory result that burn-out kicks in, to the extent that in the past week all i've been able to force out is a standard E1 base entrance door. and it's never any good if you have to force it. so, yeah, sorry.

>> No.2887493

>Pistol Start Mod

>> No.2887497

How many maps have been made?

>> No.2887519

needs more caco chocos.

>> No.2887520
File: 26 KB, 528x512, HVmkd64.png [View same] [iqdb] [saucenao] [google] [report]

I'm noob

>> No.2887546

Doom RPG
Doom RL Arsenal
Scythe 2

>> No.2887574

There are two engine forks specificallly made for this - "Gloome" and "GZDoom GPLl". If you use one of those you are completely clear legally. The problem is that there's no software renderer, but they also have the most modding capability. I think the Eternity engine or some other one is GPL too.

>> No.2887578


>> No.2887601

What's some good wads to use Demonsteele 0.9 with? Want to play as Shihong

>> No.2887613

brutal doom v20b is out

>> No.2887616

Probably a dumb question, how do I use the Iron Maiden in Demonsteele?

>> No.2887619

Press the "inventory use" buttom

>> No.2887625

Goddammit, of course. Thanks.

One last question, not sure if it's implemented into the mod yet, but I saw footage on Terminus' tumblr of a fuckhueg BFG-like weapon for shihong. How do I use that?

>> No.2887626


Use Inventory.
It says how when you pick it up


I played it a lot on Equinox, though it causes a couple conflicts with decorations.
A friend swears by Eviltech: Soul of Megawad, or at least the first episode of it.

>> No.2887638 [SPOILER] 
File: 128 KB, 1600x900, 1451616451968.png [View same] [iqdb] [saucenao] [google] [report]

So I decided to clear the Starter Pack's final release to see what happens. A scrolling ending like Doom 1 as it pans from a burning city over to this.
Jesus fucking Christ.

>> No.2887650

That's hilarious

>> No.2887658


Not bad

>> No.2887660

Its like the doom version of that camouflaged Chinese guy

>> No.2887670

>mixed pixel ratios
>blurred pixels
>terrible edits

>> No.2887675
File: 3 KB, 109x109, 4657890.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2887817
File: 323 KB, 400x520, 1434729428783.png [View same] [iqdb] [saucenao] [google] [report]

First post of 2016
(fuck all your different time zones)

>> No.2887852

How was the pack itself?
That level with the whole UAC army helping you out seemed super fucking neato.

>> No.2887854

He thought this looked good?
That it was fine for a -final- release?

>> No.2887867

It's the same thing as before, but a few tweaks or improvements. The early rocket launcher in map 2 with a revenant in the room? That was inaccessible previously, period, but now the door's wide open. Some extra or altered details, some fixes, etc. I don't know any distinctly notable changes of big degrees yet beside different music choices occasionally.

>> No.2887873

Unless you mean as in the whole pack and didn't play the October test, whoopsie. Honestly, it's alright levels, albeit there's the occasional moment that makes you double-take, like a secret switch puzzle at the end of Map 4 or 5, can't remember which. While there's a lot of detail, it's nothing that will blow your mind and they're mostly pretty straightforward.

Fun play, but I recommend high-damage conversions if you're not Vanilla or Brutal Doom, because fighting a lot of these enemies with just the vanilla weapons will be time-consuming.

>> No.2887883

Do you think well get Zandro 3.0 this year?

>> No.2887885
File: 81 KB, 256x327, 1402531417448.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry about that.

>> No.2887908

That stupid puzzle at map05 was nerfed. Once the switches are pressed, the doors stays open forever.

>> No.2888019

In short, we didn't hit the deadline. Here's what we have:
>Submittable state
Buttghost's Map 1
>Needs more testing
Antigravity Testing Facility
Engineering Deck (I'll get around to this when I'm not still hungover and sick from bad guac)
>Work in progress
Buttghost's Map 2

We're still short 4 maps, including a boss-type map. Since progress still seems to be happening, like the sudden release of Engineering Deck, I think it's reasonable to extend the deadline - say by a fortnight.

To anyone thinking of mapping, it doesn't need to be as long as Engineering Deck or Buttghost's Map 1. Mainframe is short and Antigravity is super short. Someone has to take E1M1 after all.

If anyone has works in progress, please show them.

>> No.2888026

Holy Smokes, the architecture in Alternate Dimensions for Quake is great.

>> No.2888056
File: 118 KB, 1280x720, reis-a-victim.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy new years from you're painkiller anon!

>> No.2888059

What mods are good for 4-player co-op?
Is it worth doing limited lives or is most co-op not balanced for that?

>> No.2888076

Does anyone know of a mod for doom that involved time-travel from like the middle ages to a sci-fi style future?

I played this mod in the mid- 1990s. I think it was called Eternal Doom, or something like that?

If anyone else has seen this or knows it, I would appreciate it if you could point me in the right direction, or tell me if it no longer exists.

Thank you.

>> No.2888082

Nevermind, found it with some google

Get the eternal zip

>> No.2888218

The new Brutal DOOM v20b Starter Pack is pretty fun.

>> No.2888237
File: 98 KB, 1129x847, tumblr_nr1sdrE5AI1t9gay8o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have any nice centered assault rifle sprites? Like just any, I only need one frame.

Preferably something with a metal body and plastic furniture/grips/stock.

>> No.2888242
File: 128 KB, 500x500, Whispered_-_Thousand_Swords.jpg [View same] [iqdb] [saucenao] [google] [report]


Released a new version of DemonSteele, v0.9. New character, lots of bugfixes.

Still a whole ton left to do, but.

>> No.2888245

Go to realm 667, check out armory > doom style > page 2. There's an ar15 there.

>> No.2888246

I have Quakespasm and Quakeworld installed. Is it possible for those two to make love with each other and let me play Quakeworld with Quakespasm features? Quake: Worldspasm of sorts.

>> No.2888250

cool you met your time target

>> No.2888258
File: 400 KB, 488x519, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

I'm completely jealous with how well organized and lively DOOM's hacking community is on /vr/ Almost everyone in this thread does kick-ass work. I have great respect for John Carmak, and am glad he values what makes DOOM fun to play today (hint, it's you guys!), but have you ever gotten interested in hacking other games? Or developed your own DOOM-esque-in-complexity game? Or wanted to?

Typically there's a lot of lashback of the "how dare you have an idea" variety when talking full games or mechanics. However there's something about community map creation that's fantastic because people key in on interesting aspects of the game play and bring them out with good level design, the only merit being "are we having fun?" It's lots of fun to share with friends new levels that highlight interesting takes on what is essentially the same game, but said in new and refreshing ways.

I personally love to hack on games, and am trying to get people interested in the hacking because it's one major way I still connect with the retro games I grew up with. Just fishing the waters for the opinions of some passionate peeps that I'm jealous of in their sense of community. Anyway much respect to all those DOOMers out there.

>> No.2888261

> http://realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349?start=30

look for the M16

>> No.2888268

>no one does sprite work

>> No.2888269

The only way Master of Doom could be realized as a game is by making it a Visual Novel. Prove me wrong.

>> No.2888271

somone's asking for raw material for sprite work a handful of posts above you

>> No.2888272


Honestly, when compared to other regular generals (the CRT generals and shmup generals as of late have been utter shit), the Doom threads are practically heavenly.

>> No.2888282
File: 20 KB, 285x327, 1447360915895.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2888283

Wat? These threads are exemplary. Most other generals are cesspools. Some how this one stays above that level. I think it's because you can't troll people who are just into DOOM hacking as much as having fun with those hacks. you guys are /vr/.

I'll try to add something more on topic next post, but just wanted to give a shout out to y'all

>> No.2888285

He wanted an assault rifle sprite. I linked him to one.

>> No.2888291


I was agreeing with you, bro.

>> No.2888294

That one is really good, but I already have it.
I need another one.

There's at least half a dozen semi-regulars who come here who do spriting to some degree.
Mike sprites, Kegan sprites, Terminus sprites, I do some limited spriting, and then there's some more.

There's nothing wrong with R667 itself.

And it was a good one, had I not already had it, I would have gone for that.

>> No.2888304

Man if we have two more weeks then I can easily set up a boss map in that time. I'll start as soon as I get better.

>> No.2888306

sprites by Captain J

>> No.2888307

What's the most un-Doom-like WAD you're aware of? How does it deviate?

>> No.2888312

Foreverhood. It has no doom resources at all, is set in some kinda metaphysical dream world, and there's barely any combat. I like it though.

>> No.2888318

Wait, angled surfaces? Sprites that don't billboard? What is this nonsense?

>> No.2888324

ZDoom features?

>> No.2888328

Actually is hdoomguy the only one who does lewd sprites when it comes to doom?

>> No.2888329

gross, why would you do that?

>> No.2888334
File: 1.06 MB, 1920x1080, gzdoom 2015-08-02 21-38-50.png [View same] [iqdb] [saucenao] [google] [report]

ur mum is gross

>> No.2888337

Just my opinion, but to me at that point it stops looking like the Doom engine and starts to look like hobbyist polygon renderer #568926. I do not think that's doing the Doom engine, which is a pretty damn smart and stylish engine, any favors.

>> No.2888357
File: 438 KB, 800x450, ASHES_sceenshot#1.png [View same] [iqdb] [saucenao] [google] [report]

how does one into spriting?

> wolfendoom
my nigga

pic related, when will it be finished?

is it just me, or is Deamonsteele one of the most edgiest doom mods, that I´ve ever played?
don´t get me wrong, it sure is fun
but I don´t get it why it is so "high praised"

>> No.2888383
File: 710 KB, 1920x1080, Screenshot_Doom_20150817_224402.png [View same] [iqdb] [saucenao] [google] [report]

Becaus it isn't the doom engine. It's a modern port.
> I do not think that's doing the Doom engine, which is a pretty damn smart and stylish engine, any favors.
I think it's down to the the individual map. There are ugly and stylish maps for all levels of detail or features used. Isn't it natural that some people have desired more features and less limitations to work with over the course of 20 years of mapping?

>pic related, when will it be finished?
I have no idea. It seems to grow larger and larger in scope for every month, and they're making maps at breakneck speed. It's almost a shame all the copyright issues will keep it from having a wide release (like free on steam or whatever) since the quality is so high.

>> No.2888391

>Isn't it natural that some people have desired more features and less limitations to work with over the course of 20 years of mapping?
Ever since the Doom engine stopped being "current" (meaning, when it got replaced by more capable engines) I believe the limitations of the engine are part of the appeal. It's like trying to record an acoustic album, or writing a poem in some fixed meter. Limitations are appealing, and a lot of that appeal, even for the viewer/player disappears when they're arbitrarily bypassed. That also puts me into the needlessly obsessed group that firmly believes Doom engine games should not have free vertical look. It's part of the engine, and I'd rather see it and all the other aspects of the engine be embraced as an artistic challenge, rather than brushed away as limitations.

>> No.2888397

is there more then the short BETA online?
the tutorial is great, with the chopper and stuff, but the first real level is meh...
And am I to dumb, or why can´t I find the MP, AR and flamethrower?

>> No.2888406

>is Deamonsteele one of the most edgiest doom mods
No, that would be rootpain.wad

>> No.2888409

>It seems to grow larger and larger in scope for every month
Hmm, that can actually turn out bad if it goes on too long, scope creep is a dangerous thing for projects.

>> No.2888414

>It's part of the engine, and I'd rather see it and all the other aspects of the engine be embraced as an artistic challenge, rather than brushed away as limitations.
Well luckily for you there are still many vanilla-compatible maps being made.

As a GZDoom modder I personally find great satisfaction in doing things that "shouldn't be possible" with crazy hacks and exploits.
This for example: https://www.youtube.com/watch?v=OOg0BhlIvyQ
makes me absolutely giddy and I can't wait for the release.

>> No.2888417

>is there more then the short BETA online?
Short? It's already longer than almost all other TC's out there already. There many levels.

>> No.2888418

>that can actually turn out bad if
No if. Scope creep is always bad. Thanks to the easy distribution mechanisms on the internet the correct solution is to add all that stuff to the wishlist, yet DELIVER on what you originally planned. Do not let any additional features creep into that. Once you got a release, you can add the features for the next version. Only add a set you consider useful, then add nothing else. Release that. Wash, rinse and repeat until all your features are released. Otherwise you're just pulling another DNF.

>> No.2888423

>find great satisfaction in doing things that "shouldn't be possible" with crazy hacks and exploits
I'm all for working the original engine to its limits and beyond. That is, using smart textures and trickery to do stuff that is unexpected or seemingly impossible, and is fully in the spirit of /vr/ development.
When it requires new features on the side of the engine though, it bores me. That's no creative workarounds or tricks, that's just moving the goalposts.

From that linked vieo, the verticals in that preview image already aren't pixel columns, so to me it stops being Doom engine right away, and ends up just being a ridiculously low-poly and imposter-heavy random polygonal engine. They are a dime a dozen. Sure it may look "cool" to show skyscrapers like that, but it just doesn't have anything to do with the Doom engine. Not to me, anyway.

>> No.2888427

maybe to add: if you enjoy hacking around on a doom engine derivate, that's all cool and fun. To each their own, and there's a huge community and all that. I don't get the appeal personally, because of the aforementioned reasons

>> No.2888460

> There many levels

I´ve downloaded GZAshes040
and it contains the tutorial and the first level

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

it´s like 20 minutes in total

>> No.2888461

Oh, I didn't open your pic and thought you were talking about Blade of Agony (which is the one growing in scope and all that). Ashes only has one guy working on it AFAIK and I don't think it'll be 'finished' anytime soon.

>> No.2888470

I´ll give you that one

>> No.2888506

Most of the mods, maps etc. on advanced ports still tend to retain the core features of Doom's gameplay design, which isn't something you can find anywhere else in such an easily moddable form. There isn't much to "Get" outside of that.

Still, given that, I don't get the appeal of stuff like Total Chaos that changes the core of the game so much that they would've had an easier time just using a more modern engine. It's so far removed from Doom's gameplay or anything the established ports are good at doing at that point that there's nothing they really get out of using the engine aside from hacker rep.

>> No.2888526
File: 341 KB, 1024x768, whodunit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2888610

i don't know of any contemporaries but there have been such works in times past (e.g. sirens.wad on /idgames)

>> No.2888650
File: 314 KB, 529x471, oaQYcqi.png [View same] [iqdb] [saucenao] [google] [report]

yes, but in a very self-aware and parodic sense. i mean, just look at its forum topic. (linked earlier)

>> No.2888684
File: 489 KB, 1366x768, HOTLHELL.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2888741

Is there a way to save your doom options settings to load with different wads? For instance, I'm playing a wad that uses free aim + reticle, and another that doesn't etc.

>> No.2888756

I think you can put "-config MyModSpecificConfig.ini" in the "extra command line arguments" field in zdl.

>> No.2888772
File: 1.14 MB, 1078x829, Untitled.27.png [View same] [iqdb] [saucenao] [google] [report]

haha oh wow
"HQ 3D models" amirite

>> No.2888774

What? I thought GZDoom development version supports OpenGL 3.x+.

>> No.2888778

3.x+ would imply a lack of support for 2.0, wouldn't it? Some people don't want the bleeding edge, but support for older hardware, or drivers, or simpler devices

>> No.2888789

i guess it can see in the dark

>> No.2888796

i just played this. it started off well, with lots of low-health targets to shoot at and plenty of space to do it in. but past the yellow door it deteriorates significantly - i could do without cage mazes. it didn't help that before that i had gone through the yellow door before using the down elevator, and not found the rocket launcher and plasma gun. unfortunate.

it's okay, but the author has done better -- for example metro13 is one of my favourite maps.

>> No.2888848

i remember an artwork/wallpaper with a pretty great HQ pinky
i think there's a timelapse of how it was done on YT

>> No.2888872

Could be worst, at least the glowing eyes can be entertaining on dark maps

>> No.2888873

>is it just me, or is Deamonsteele one of the most edgiest doom mods, that I´ve ever played?

I don't think you know what edgy actually means.

>> No.2888879
File: 2.79 MB, 4800x3606, pinky.jpg [View same] [iqdb] [saucenao] [google] [report]



original is a 27MB 4800x3600 PNG
attached pic is a low quality JPG of it to fit 4chan's file requirements

>> No.2888883

yep, that's the one

>> No.2888887

And then someone tried to create an 'HD Monsters' thing by ripping this pinky from the image and literally having it flip between the feet back and forth via mirroring while always facing you

i swear some shits get their jollies with half-baked ideas

>> No.2888909

The Bleeding Tower Of Pisa is great.

>> No.2888929


>> No.2888941
File: 12 KB, 1280x720, super-metroid-is-awesome-stop-reading-my-image-file-names-dude-1280x720[1].png [View same] [iqdb] [saucenao] [google] [report]

How hard or tedious do you think it would be to remake pic related into ZDoom or GZDoom?

I feel it would require less vertical architecture, but it could work well if done right.

>> No.2888942
File: 216 KB, 800x600, Screenshot_Doom_20160101_195005.png [View same] [iqdb] [saucenao] [google] [report]

Goddamn this flashlight is really handy.
Thank you anon who linked me to that, it's been incredibly useful, it doesn't feel like I'm playing stock Doom 3

>> No.2888948

I could do with a good flashlight desu

>> No.2888954

Well doomero basically recreated Donkey Kong Country, Mortal Kombat, Mega Man X and Resident Evil 4 Mercenaries in Doom, so theoretically it's possible to create something Super Metroid accurate. The big problem would be the mapping and the sheer size of it all, unless you theoretically 'fake it' with making the camera actually be top-down and then directing gravity in a certain direction.

>> No.2888960

>2D platformer
It would be a pain in the ass, not impossible, just really pointless and hard

>> No.2888962


>> No.2888963


Gameplay? Easily. Already done, even.

>> No.2888967


>> No.2888968


>that filename


>> No.2888969
File: 153 KB, 800x600, Screenshot_Doom_20160101_202923.png [View same] [iqdb] [saucenao] [google] [report]


Basic, simple code, it should work with just about any mod.
Basically, it binds a flashlight function to whatever key you desire (check you key bindings list and scroll down), assign it to a key that feels like it makes sense.

It works by spawning invisible non-obstructive actors that emit dynamic light, not 100% graceful Z axis but it does the basic job for Doom.
It's nice to have for Hellbound because it's actually pretty goddamn dark a whole lot of the time.

>> No.2888979
File: 239 KB, 1366x768, Screenshot_Doom_Kill_Allah_5.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2888981
File: 267 KB, 1366x768, Screenshot_Doom_20160101_174255.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2888993
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


>Kegan sprites

I wouldn't say I sprite, all I've done is some model rips, and then crudely attempted to make it work within a Doom game.

I've done a few sprite edits too but come on.

To give myself credit though, that axe and those edits I did for the buster rifle turned out pretty good.

>> No.2888997

what a name

>> No.2888998
File: 959 KB, 1280x720, 1.png [View same] [iqdb] [saucenao] [google] [report]

>that switch
hold the fucking phone

>> No.2889001
File: 292 KB, 1366x768, Screenshot_Doom_caesar.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2889003
File: 297 KB, 1366x768, Screenshot_Doom_20160101_181838.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2889015

Whats so special about it?
Looks like your normal average everyday UAC switch.

>> No.2889020

what do you do in detail?
I want to start spriting too

>> No.2889028

I was actually thinking of a FPS style one, like Metroid Prime.

>> No.2889031
File: 2.46 MB, 1920x1080, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

Kind of like this.

>> No.2889043


>> No.2889056
File: 395 KB, 1366x768, Screenshot_Doom_Cronopia.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2889076
File: 1.37 MB, 1920x1080, super_metroid_zebes_wallpaper_by_billysan291[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I mean the world. Like, combining that mod with a wad that remakes Zebes.

It'd have to be Hub style like Hexen.

>> No.2889094


First I opened up Gmod, resized the game window to 800x600, get into a map, spawn a big square and give it a green screen texture, then I spawn and pose the prop I want to make a weapon out of, I also use Henry's Animation tool and the ragdoll mover tool for even more accurate movements than just the physgun alone.

After I get all my shit posed up, I used a tool to take screenshots, as the built in screenshot tool in GMOD will compress your images and make them look like shitgarbage. I personally use Dxtory to take the screenshots but there's a lot out there to choose from.

After I get all of my screenshots, I throw them into GIMP, remove the greenscreen effect and clean them up a little, then I resize images down to fit within a 320x240 window (Doom's default resolution) It doesn't hurt to have it a little bigger than that though if the weapon is big or it's a melee weapon so it doesn't get cut off in wide screen views.

The only other thing I can recommend is to use the fuzzy select tool/magic wand to select the blank area around your resized sprite to delete and sharpen the edges.

The rest just comes from playing around with the tools available. Good luck anon

>> No.2889126
File: 1.58 MB, 2448x3264, 20151222_130506.jpg [View same] [iqdb] [saucenao] [google] [report]

if I want to make a gun, pic related for example into a sprite, how many pictures and what pictures do I need?

> idle
> firing
> reloading

how many frames do I need for a propper reload animation?

>> No.2889131


Well, an IRL sorta thing I've never done, but the first question you should be asking is:

Do you want it centered or angled?

Afterwards, the idle frames is up to you, same thing with firing depending how much you want to simulate recoil.

Reloading frames is on a personal preference as well, just play around with it and take screenshots.

>> No.2889132

Knee-Deep in ZDoom
Zero Tolerance
Doom SNES Jukebox

>> No.2889136

have you opened any editor yet, to see what images the existing guns in vanilla Doom or mods contain? A lot of modding is simply looking at what others did before, and taking it from there.

>> No.2889142

a question I never got around to asking, do you or anyone for that matter ever tried taking centered weapon pics with brown gloves on?

tinted surgeon gloves are the closest irl equivalent to what I would guess Doomguy wears in the game so would posing with a couple of gloves like those be possible or would doom's palette thingamajig tinker that up somehow?

sorry if my question sounded dumb in anyway

>> No.2889162

that´s a good idea
I´ve already looked at blood´s sawn off shotgun pictures

> or would doom's palette thingamajig tinker that up somehow?
I understood everything up to that point

I´ll try it out in the next days

>> No.2889164

Yes you can. You'll need to do enemy sprites and textures yourself, but you can. You'll have to use lots of RoR tho and that fucks up with monster logic sometimes.

>> No.2889198
File: 2.35 MB, 1920x1080, Screenshot_Doom_20160102_001144.png [View same] [iqdb] [saucenao] [google] [report]

Almost have it working now. There's something fucked up with the scaling between the map-image and the actual game map and I can't figure out how to solve it.

>> No.2889206

are you trying to run vanilla doom 2?

>> No.2889217

I'm trying to make a minimap script in zdoom. Figured map01 is as good as any to test it with.

I just can't manage to figure out how to make a top-down view image file of the map where each pixel represents a single map unit (or 4, or 8)

>> No.2889273

That's pretty unique actually.

>> No.2889284

the question I was meaning to get through was basically 'would the default doom palette screw with the color of the gloves somehow'

but yeah it'd be really cool to see someone try it out, pleasd post pics when you can

>> No.2889285

No it isn't. It was the same as Doom 3, your colleagues pick you up and drag your half-beaten carcass to safety.
But even if it was "unique", how absolutely horrible it is doesn't change.

>> No.2889298
File: 582 KB, 2500x2250, macaction.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never seen a custom ending screen for doom 1 pull that twist.
Also it's a mod for a 22 year old game, of course it's not going to have the greatest artwork. Did you expect Craig Mullins to do the ending screen?

>> No.2889307


There are hundreds upon thousands upon millions of wads with custom titlescreens, intermission screens, and more
Expecting it to not be shit is not the same as expecting a professional artist to do it.

>> No.2889324

There is something like that submitted to ZDoom before, but it was rejected because it could not be made transparent , easily configurable or some other BS reason. The people discussing it concluded that it would be much cooler if you could transfer the minimap onto a cameratexture, because you can do much more with that.

>> No.2889326


that >>2889324 being said, I'd really like to see it done (if I, say, could make it stay in the corner of the screen no matter what resolution I chose, as well as change zoom level and line colors like in actual map settings)

>> No.2889334

pretty fun, liking shihong so far
hatesphere is op as fuck, tho

third char when?

>> No.2889337

thank you for remembering me to play marathon

>> No.2889339

Yeah, but that used the actual automap which would require editing the source code. I'm using purely ACS and a simple .png. The issue is that it seems virtually impossible to make that .png properly.

>The people discussing it concluded that it would be much cooler if you could transfer the minimap onto a cameratexture, because you can do much more with that.
Wasn't there even discussion about manually accessing the automap line drawing function to use it for other things than the map? Man, that'd be sweet.

>> No.2889353

So, for YOUR way to work, there needs to be an additional software that makes PNG out of WADs map files? You'd better make that PNG transparent then - that cyan background looks ugly.

It seems that it gonna be clunky, but then again you would probably be able to put some additional info there - like denote activateable walls, or key locations. Combined with enemy radar ACS script (lying around somewhere on ZDoom Resources) it can be a really good thing.

Anyway, I wish you look in this endeavour.

>> No.2889356

damnit. Its 5 in the morning here and my dyslexia's acting up :P

>> No.2889361

>so, for YOUR way to work, there needs to be an additional software that makes PNG out of WADs map files?
Yeah. Slade3 can do it, but it they're not scaled properly. I'll probably have to export the map as an .obj file and render it flat in some 3D modeling software. Ugh.
>It seems that it gonna be clunky, but then again you would probably be able to put some additional info there
What I really want to do is edit the png in photoshop and make it look like a satellite image, with terrain and stuff surrounding the playable areas.

>> No.2889362

Also if you tell us what you picture as "making a PNG properly" maybe then we can help you. BTW do you keep DooM's native AR correction in mind? because AFAIK it affects everything on screen, stuff printed by ACS functions included.

>> No.2889364

I can't get it to work, guess I'm retarded.

>> No.2889376

>Also if you tell us what you picture as "making a PNG properly" maybe then we can help you
Each pixel in the PNG has to represent an even number of map units.

>Also if you tell us what you picture as "making a PNG properly" maybe then we can help you
...I am not a clever man. But correct me if I'm wrong, shouldn't that only affect horizontal scaling? Because it's wrong vertically(north-south) too. Like if I stand on a line at one point in the map the minimap will be correct, but if I move north or south it becomes gradually more wrong.

>> No.2889382
File: 12 KB, 354x135, config.png [View same] [iqdb] [saucenao] [google] [report]

Wait, it might be this field.

I know it's possible because I use a line like that when I launch from doom builder, so zdl should be able to handle it too. Somehow.

>> No.2889385

err the second quote should be
>BTW do you keep DooM's native AR correction in mind?

I'm sleepy too.

>> No.2889401

Oh, so you're doing pixel-to-unit thing?

IMO you should try doing precentage-to-precentage comparison instead.

Like get the leftmost part of the map, then the rightmost, make the distance a 100% then move a PNG horizontally acording to the precentages, same thing with vertical distances - this should eliminate the errors, as well as allowing PNGs of various scale.

>> No.2889415

>Like get the leftmost part of the map, then the rightmost, make the distance a 100%
That sounds like a pretty brilliant idea anon. I can't think of a reason why it shouldn't work.

Thanks a lot for the help! I'll be posting it in Resources if/when I get it to work well.

>> No.2889494

>third char when?



>> No.2889507

third char 's the charm :D

make her a Daemonette :D

>> No.2889520
File: 455 KB, 900x1200, 1409316607932.png [View same] [iqdb] [saucenao] [google] [report]

>Imp-tan confirmed for Demonsteele
Not sure if want.
Yes want though.

>> No.2889525


>> No.2889543

My question is, what fucking mod is this.

Sorry if I look like a newfag

>> No.2889550

shut up and bleed + either the flashlight from dark doom or tzk's one

>> No.2889556

I thought I'd been here since pretty well the beginning of the Doom threads, but I don't get what you're getting at here.

Also thanks for reminding me, I used to have this poster, no idea where it is :(

>> No.2889731
File: 315 KB, 800x600, sshot013.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2889734

>shut up and bleed
no need to be rude, anon just asked. The thread's been pretty cool so far.

>> No.2889735
File: 523 KB, 800x600, sshot016.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2889737
File: 362 KB, 800x600, sshot020.png [View same] [iqdb] [saucenao] [google] [report]

i'd post more but i don't feel like shitting up the thread with my stuff

>> No.2889780
File: 621 KB, 1600x900, Screenshot_Doom_20160101_230214.png [View same] [iqdb] [saucenao] [google] [report]

Kinda wish there was a way to make PSX Doom have that moody, atmospheric 'factor' Doom 64 has like the previous anon's screenshots.

>> No.2889858
File: 517 KB, 800x600, sshot012.png [View same] [iqdb] [saucenao] [google] [report]

it's all in them sweet distance fog effects

>> No.2889953

Chivaldoom? Yessssssss please

>> No.2889985

There's fold lines on the poster. Like someone had it folded up for storage before they scanned it.

>> No.2889997

I really, really wish I could find mine.

Last I saw it it was in good condition (it did have a pinhole or 4 in the borders, but I made sure they were in the black parts)... RIP memorabilia

>> No.2890024
File: 484 KB, 400x400, psx.png [View same] [iqdb] [saucenao] [google] [report]

omg where do I download this from

>> No.2890025


Haha, no.

It came folded up in the Ultimate Doom box. I had this up in my childhood room.

>> No.2890030

I should say "had one" - I wasn't the one to scan the poster.

>> No.2890034
File: 256 KB, 800x1160, 1439429906376.jpg [View same] [iqdb] [saucenao] [google] [report]

Is idgames down for anyone else? All I see when I go there is a 404 page

>> No.2890040
File: 6 KB, 256x224, NES--Nightmare On Elm Street_May21 2_53_05.png [View same] [iqdb] [saucenao] [google] [report]

I really enjoy this game but who the fuck gave the greenlight to spoopy ghost Freddy?

Can we have a WTF moments in retro?

>> No.2890048

works for me

>> No.2890053

I literally took
And combined it with

>> No.2890058

Unfortunately Doom64 uses special sector lighting to get that moodiness. You could use Doom64Builder and build your levels with the correct colored sector light, but you'd be building for Doom64 instead of PSX doom.

you could try using the fade function in ACS. It can create fog-like moodiness Combined with careful lighting and colored sectors you could get pretty close with just standard doom builder.

>> No.2890062

I wonder if it's theoretically possible to port the PSX Doom maps to Doom64Builder or something? Granted, the lack of chaingunners, revenants, arachnotrons and spider masterminds complicates things a bit.

>> No.2890063
File: 103 KB, 640x480, Screenshot_Hexen_20160102_212050.png [View same] [iqdb] [saucenao] [google] [report]

>Imported blood-style giant spiders into Hexen

Ok these are terrifying. And this is just the mini version. The large one causes quakes and shoots fireballs at you, as well as spawning spiders pic sized.

Thanks Realm 667! Monster variety is just what Hexen needs!

>> No.2890079



>> No.2890112
File: 245 KB, 400x400, doom64.png [View same] [iqdb] [saucenao] [google] [report]

Can you upload the .pk3 you made to combined them, cause when I try the monsters are big and the hud is fucked

>> No.2890113

I didn't combine them. I loaded PSX Doom first followed by the WMI

>> No.2890131

>monster variety
>gigantic spiders

>> No.2890134
File: 907 KB, 900x1222, 1449962438165.jpg [View same] [iqdb] [saucenao] [google] [report]

how to take screenshots inna game?

there is a new version of brutal doom out

> https://www.youtube.com/watch?v=NW8AHt5dgpw
> http://www.moddb.com/mods/brutal-doom/downloads

and with a new Map Pack (32 Maps)
> http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

>> No.2890147

>playing brutal doom

with that being said, I might give the starter pack a go; sarge is relatively decent at mapping so i guess nothing can go wrong

>> No.2890148

Anybody regularly playing the original maps in single player?

>> No.2890151
File: 100 KB, 800x640, 1405747587085.jpg [View same] [iqdb] [saucenao] [google] [report]

What mod did you use for the blood?

>> No.2890152

I started Doom 1 on -fast recently as a bit of extra challenge. Surprisingly fun.

>> No.2890153

-fast ?

>> No.2890157

fast monsters, as a console command rather than an option, as it is on most saucepots now

>> No.2890158

not a vanilla switch, as far as I know. Normal monsters in Doom are too slow?

>> No.2890178
File: 115 KB, 640x480, Screenshot_Hexen_20160102_211950.png [View same] [iqdb] [saucenao] [google] [report]

its ok anon, I'm an arachnaphobe, and It was my idea! exposure is good for us.

He just wants to be your friend

g-gg-ood spidey

>> No.2890184

>Unfortunately Doom64 uses special sector lighting to get that moodiness
Fyi Gloome supports subtractive flat glow, so you could just make the ceiling and floor "glow black" a little and voila: Doom64 lighting. Kinda.

>> No.2890186

Fast is vanilla. It's only on in Nightmare by default.

>> No.2890187

cool to know, thanks

>> No.2890189

Nope. OpenGL is combatible with previous versions. Development version of GZDoom however have ditched that support and more. Fuck you, Graf Zahl. Fuck you.

>> No.2890191

I don't know if you are just joking or dense, but that is the mods name.

>> No.2890193

So, what you're saying is, they intentionally used 3.x+ features, that don't work on 2.0 or older drivers/hardware, although they could have avoided that, by using OpenGL's feature detection and stuff? Because that's pretty much what 3.x+ implies

>> No.2890194

joking. The thread's cool, and so are you folks

>> No.2890197

Yup, development version of GZDoom does have visual glitches on my rig. E.g HUD and weapon sprites are completely missing. 1.8.10 doesn't have these problems.

>> No.2890203

IIRC he said he had to gut the whole 2.0 render because it was a spaghetti-like mess. Other's who've worked with it imply the same. The new renderer is apparently better implemented fundamentally, so it's easier to maintain and add features to.

If you want to use fairly modern features/fixes with the old renderer gloome is your best bet ATM I think.

>> No.2890206

The excessive compatibility of OpenGL is a great feature, until you have to code with it. In my understanding OpenGL devs hate that aspect, because their engines are just covered in feature detection and fallback/alternative routines. >>2890203 seems to actually confirm that's the case here.
Compare with DirectX, which makes pretty hard requirements on the hardware. You want to use DirectX 11? You got to have hardware feature X, Y and Z, no excuses. For the developer that means, simply by committing to DirectX 11, they can use all the features at their disposal, without switches, alternatives or fallbacks. Really pisses off the users though, when their hardware effectively becomes "incompatible" every other year.

A middle way for OpenGL devs is to discard some of the backwards compatibility every now and then and make minimum requirements. Still pisses off users, as we can see, but the timeframes are more flexible.

>> No.2890217

You know, with how funky Blood's weapon set is, i'm suddenly imagining it in Hexen

>> No.2890223
File: 1.39 MB, 1360x768, Screenshot_Doom_20160102_113614.png [View same] [iqdb] [saucenao] [google] [report]

> whack a spider

> funky
why that?

some people like to play brutal doom
not me, but I know a few people who like it

> I might give the starter pack a go
it´s fun, but man, the first level in (I call it that way, because I forgot the name already) LA Madness is a pure clusterfuck
M2 was a piece of cake

it looks and sounds good IMO

pic related, I´ll post a few screenshots

played on GZDOOM with the mappack and the ASHes.pk3

>> No.2890225
File: 1.04 MB, 1360x768, Screenshot_Doom_20160102_113912.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890227

>why that?

Not him but a lot of Blood's weapons are pretty unconventional, the dynamite bundles and flaregun for example

>> No.2890228
File: 1.07 MB, 1360x768, Screenshot_Doom_20160102_120146.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890231
File: 692 KB, 1360x768, Screenshot_Doom_20160102_120716.png [View same] [iqdb] [saucenao] [google] [report]

yeah, that´s right, but I wouldn´t call that "funky"
they are still great weapons for a vanilla game

>> No.2890234
File: 887 KB, 1360x768, Screenshot_Doom_20160102_121609.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890236

3D objects really mess up Doom engine games for me, because a core aspect of the engine to me is that strict limitation to walls, floors, ceilings and billboards

>> No.2890237

funky can mean "cool in a fresh or unexpected way".

>> No.2890240

That doesn't look like actual 3d though, I think they're just middle textures just like dooms various bars and gratings. They're just used in a clever way and carefully aligned.

>> No.2890242

you might actually be correct. I suppose the sharpness of the outline confused me, but that can probably be achieved using high resolution textures

>> No.2890245
File: 256 KB, 800x600, Screenshot_Doom_20160101_205003.png [View same] [iqdb] [saucenao] [google] [report]

an old version of Shut Up And Bleed which I've mucked about with a lot in the code, replaced gun sounds, etc, to make it more fun for me

>> No.2890246
File: 1.45 MB, 1360x768, Screenshot_Doom_20160102_122509.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890248
File: 1.24 MB, 1360x768, Screenshot_Doom_20160102_122514.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890252
File: 1.10 MB, 1360x768, Screenshot_Doom_20160102_123723.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890253
File: 190 KB, 800x600, Screenshot_Doom_20160101_213854.png [View same] [iqdb] [saucenao] [google] [report]

In Blood, they actually could latch onto your face, so that's a powerful incentive to not fuck up around these guys when you're an arachnophobe like us.

I loved the hairspray.

>> No.2890257
File: 1.07 MB, 1360x768, Screenshot_Doom_20160102_124650.png [View same] [iqdb] [saucenao] [google] [report]

> the first time you encounter that freaking hand in blood

fuck those little fuckers

>> No.2890258
File: 1.16 MB, 1360x768, Screenshot_Doom_20160102_125058.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890260
File: 969 KB, 1360x768, Screenshot_Doom_20160102_125501.png [View same] [iqdb] [saucenao] [google] [report]

last one

>> No.2890261

Weapons like the vodoo doll our life leech would be perfect in Hexen.

Not so sure about the firearms though. Flare gun and Shotgun could be explained away as early firearms, maybe if the flare gun was more of a caplock pistol or something. Tommy gun, napalm cannon and tesla cannon would be a bit out of place imo.

Dynamite would be amazing, I defintely want to implement explodable walls like blood in my hexen levels. Just need to whip up a few "Cracked" textures for explodan.

>> No.2890262

that particular screenshot or scene would probably look better in 320x200. The composition of the environment is pretty solid, but due to the high resolution the repetition of the textures stands out, and the clash between the highly detailed doors in the distance and the washed out rock in the foreground is emphasized.

>> No.2890267

> that OP image

>DG's face was dark it looked like a suit poring liquid down it's neck

>The imp looks like it's burning its thigh with a lost soul.

>> No.2890271

that's a 200minvr map

>> No.2890272

pls explain

>> No.2890275

there's not much to explain. sgtmark reused/updated his 200minvr map for his starter pack.

>> No.2890294
File: 104 KB, 640x480, Screenshot_Hexen_20160102_212104.png [View same] [iqdb] [saucenao] [google] [report]

If anyone wants to try out some spiders in Hexen:


Runs in Zdoom in hexen mode

The second map is the one you want, so type "visit02" after you start a new game, that will take you to the "mausoleum", a claustrophobic tomb full of horrors.

Its a WIP so if you defeat the mega spider boss you've got as far as I've built.

>> No.2890295
File: 339 KB, 800x600, Screenshot_Doom_20160101_212343.png [View same] [iqdb] [saucenao] [google] [report]

Dead Cargo
It was actually pretty good.

I think Mark should make a vanilla or Boom map pack some day, he actually works quite well within those limits.

>> No.2890384
File: 934 KB, 1360x768, Screenshot_Doom_20160102_145047.png [View same] [iqdb] [saucenao] [google] [report]

got a few more

>> No.2890386
File: 680 KB, 1360x768, Screenshot_Doom_20160102_150000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890389
File: 1.02 MB, 1360x768, Screenshot_Doom_20160102_150307.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890392
File: 782 KB, 1360x768, Screenshot_Doom_20160102_150335.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890394
File: 1.15 MB, 1360x768, Screenshot_Doom_20160102_150852.png [View same] [iqdb] [saucenao] [google] [report]

I really hate those jump sections

>> No.2890398

ok, there are definitely some slanted walls in here, on the cars, the air duct and the dumpster. Are they smart texture uses or is that beyond vanilla doom?

>> No.2890404
File: 1.40 MB, 1360x768, Screenshot_Doom_20160102_152456.png [View same] [iqdb] [saucenao] [google] [report]

I do not know, but it feels like vanilla +

>> No.2890409
File: 1017 KB, 1360x768, Screenshot_Doom_20160102_152659.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890410
File: 1.14 MB, 1360x768, Screenshot_Doom_20160102_152907.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890412
File: 1.03 MB, 1360x768, Screenshot_Doom_20160102_153227.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890413
File: 1.12 MB, 1360x768, Screenshot_Doom_20160102_153307.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890415
File: 945 KB, 1360x768, Screenshot_Doom_20160102_153558.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890418
File: 923 KB, 1360x768, Screenshot_Doom_20160102_153742.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890425
File: 911 KB, 1360x768, Screenshot_Doom_20160102_153802.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890428
File: 982 KB, 1360x768, Screenshot_Doom_20160102_153836.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890429
File: 1.16 MB, 1360x768, Screenshot_Doom_20160102_153906.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890431
File: 1.04 MB, 1360x768, Screenshot_Doom_20160102_153918.png [View same] [iqdb] [saucenao] [google] [report]

> female doomguy

>> No.2890434
File: 1.05 MB, 1360x768, Screenshot_Doom_20160102_155406.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890435
File: 984 KB, 1360x768, Screenshot_Doom_20160102_161742.png [View same] [iqdb] [saucenao] [google] [report]

this bossfight sucked HUGE BALLS

>> No.2890436

There's a point lightsource in that one. As far as I know Doom only had sector lighting. Is this a thing of the engine the screenshot is taken in, or what does that area look like on the original engine?

And this one definitely has a slanted ceiling in the tunnel, no doubt beyond the abilities of Doom, and can not be brushed off as texture trickery.

>> No.2890446

>Decide to play samsara single player after a long time
>mfw Strife + Doom combo
Are there any other wads that work well with samsara? I am aware that games like Duke Nukem and Quake aren't compatible but i was really into the idea of total conversion wads that have their own enemies, it gives a special flavor when using any of the classes

>> No.2890448

What's the best christmas themed wad out there? It just started snowing here, and I want to get in the mood

>> No.2890453

christmas is more than 350 days away. You can start on december 1st, if you're impatient.

>> No.2890460
File: 5 KB, 172x155, drrr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2890481

not a wad, but I enjoy DN3D Nuclear Winter

> https://www.youtube.com/watch?v=FEtJTf00xS4

>> No.2890491


>> No.2890493


I'm very worried about how you can actually enjoy that.


Not specifically Christmas-themed, but try Whitemare 2.

>> No.2890512
File: 921 KB, 1920x1080, Screenshot_Doom_20160102_175303.png [View same] [iqdb] [saucenao] [google] [report]

I'mma make a fukken' snowy map. Skybox and snow texture test here. Too high contrast on the snow?

>> No.2890536

But Nuclear Winter is complete dogshit

>> No.2890537

I think you're looking for New Thread, instead of reply to thread

>> No.2890612

nah, that looks really good mate

>> No.2890658
File: 730 KB, 1920x1080, Screenshot_Doom_20160102_195309.png [View same] [iqdb] [saucenao] [google] [report]

I blurred and brightened a little bit.
This kind of environment is pretty fun to work with desu

>> No.2890669

too bright. Also, the extreme ambient lighting clashes with the strong contrast and dark edges of the hand, making the hand look like an unrelated overlay, instead of being part of the environment.

>> No.2890678

Always thought this looked kinda shit desu.

>> No.2890690

the pic has its problems, with overly strong smoothing of the textures, and a generally flat look of the environment. The lighting situation though, and the proximity to the source material is pretty good

>> No.2890701

i don't think that matters really. i'm too used to seeing doomguy's hand to notice anything wrong with it.

>> No.2890724

Anybody know of any safe places to get MIDIs?

>> No.2890726

I pushed the UDMF floor brightness up to the max between the pics which is what's causing the excessive brightness. The texture itself just slightly brighter in reality.

Anyway, I've found using high resolution textures (just larger, pixel density as normal) for open ground helps a lot to make it look more uniform and less flat.
All the standard sprites are made to look good in dark and moody maps, so it's a problem that comes with the territory of bright levels.

>> No.2890727


>> No.2890748

well yeah, but i mean i've played Frozen Time several, er, times and i've never been troubled by how the psprites clash with the snow or anything.

>> No.2890909

Thanks. Know of any sites to get MIDIs based on game, movie, etc music?

>> No.2890942

For video game music, http://vgmusic.com is your best bet. Make sure to check their new files section as well seeing as there's TONS of MIDIs still stuck there: http://vgmusic.com/new-files/

As for the rest, Google is your best friend. Searching the name of the song and adding "MIDI" at the end has treated me pretty well.

>> No.2891042

>All those shitty Undertale midis
This is an absolute goldmine.

>> No.2891050



>> No.2891067

Legit question, so excuse my ignorance.

What makes ZDoom/GZDoom preferable to, say, Doomsday for single player?

>> No.2891073


>> No.2891084

Vastly superior compatibility with custom maps and mods, and far more customization options.

>> No.2891086


Ah, yes, the Afrit, Magma Cacodemon, and Zombie Scientist. Well known original and unique creations for Project Brutality.

>> No.2891101

Those do have fatality and gib animations included, but yeah...

>> No.2891127

Mod support and customizability like the other guy said. Doomsday is a fine engine though. It has nice lighting.

>> No.2891152
File: 122 KB, 400x378, 1395200320386.png [View same] [iqdb] [saucenao] [google] [report]

The Pyro Baron is a straight rip from Valiant, too, I think.

>> No.2891157

Someone needs to tell them that this is a bad idea

>> No.2891170

It existed long before Valiant

>> No.2891174

Any wads that are superior gore-wise to Brutal Doom or Brutality Project?

>> No.2891190

Ah, sorry. In any case, who the hell are they trying to fool?

>> No.2891226

People unfamilliar with Doom Community

>> No.2891243

Gore-wise? Not really, that's their niche.

>> No.2891254

any idea on how to turn on auras & personal names back on in doomrpg? i did on a kama sutra run once.

>> No.2891256
File: 1.04 MB, 1360x768, Screenshot_Doom_20160102_161814.png [View same] [iqdb] [saucenao] [google] [report]

a few more screenshots

the new mappack is fun, but it´s lagging like shit sometimes

>> No.2891258
File: 1.17 MB, 1360x768, Screenshot_Doom_20160103_002907.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2891260

What's the mappack again?

>> No.2891265
File: 1.65 MB, 1360x768, Screenshot_Doom_20160103_004335.png [View same] [iqdb] [saucenao] [google] [report]

the new "starter Mappack" from mr brutal doom >>2890134

>> No.2891269
File: 680 KB, 1360x768, Screenshot_Doom_20160103_004826.png [View same] [iqdb] [saucenao] [google] [report]

oh, and I´m using the Ashes.pk3 for weapons
because fuck brutal dooms weapons, they look like ass

>> No.2891270
File: 990 KB, 1360x768, Screenshot_Doom_20160103_004900.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2891273

Anyone have a favorite WAD they'd like to share? I'm new to this scene, I've only recently replayed Doom and Doom 2, haven't tried any other maps.

>> No.2891275

2 to be exact

> http://www.moddb.com/mods/acm-2014
> http://www.moddb.com/mods/blade-of-agony/images/c1m31#imagebox

boa is really, really good stuff!

>> No.2891292

Try "smooth doom", "scythe2.wad", and perkristians sound mod.
The former is a mod that adds a lot more frames to monster and weapon animations along with some other optional effects and skins. Scythe2 is a map pack with fairly short levels of high quality. The sound mod replaces the sounds with uncompressed version from the exact same sound libraries ID used and/or otherwised enhanced and made clearer.

>> No.2891294

He should play Scythe 1 first, though.
Smooth Doom is pretty fucking good though.

>> No.2891295

Grabbing both, thanks.

>> No.2891298

>So You Want To Play Some Fucking Doom? (v6b)
you want this i think

>> No.2891310

Plutonia next, if you like a challenge.

>> No.2891312
File: 32 KB, 640x360, IKL7bXLl[1].jpg [View same] [iqdb] [saucenao] [google] [report]

like this.

>> No.2891375

That reminds me, I haven't played Doom RPG+RLA+RLM in ages. I heard something about RLA not being developped anymore or something? Either way, I need to check out what's new in it.

Playing DBZone with it alongside the roguelike arsenal and monsters resulted in what was roughly a 9-hour long gaming session around the beginning of summer 2014, probably the best session I had in many, many years.

>> No.2891397

DoomRLA 1.0 was released a few months ago.
I believe it is still being developed.

On the other hand I am not sure about DoomRPG.
IIRC its author may have left the community.

>> No.2891413

How the hell am I supposed to run Blade of Agony?

I click wolfenstein.wad but it just boots vanilla doom 2.

>> No.2891442

I'm getting a fatal error with GZDoom every way I try.

>> No.2891514

Are you using the latest development build or the old 1.8 or whatever?

>> No.2891515

Yeah, downloaded the newest build. Doesn't seem to matter.

>> No.2891524

But you can play vanilla doom 2 without error?

>> No.2891578


>> No.2891589


Can you post a screenshot of the error.
I have a hunch I know what it is.

>> No.2891671
File: 12 KB, 284x276, 1424057244004.jpg [View same] [iqdb] [saucenao] [google] [report]

>Middle Finger

>> No.2891690
File: 82 KB, 772x712, bumkin.jpg [View same] [iqdb] [saucenao] [google] [report]

>Did you expect Craig Mullins to do the ending screen?

Well, he did do a splash screen for a third-party scenario


>> No.2891708
File: 212 KB, 1515x1070, 1451504057833.png [View same] [iqdb] [saucenao] [google] [report]

Here's a demo: https://drive.google.com/file/d/0B8xWmOI7IYl3SHhWQVpWV0tPZFU/view?usp=sharing

Recorded in PrBoom+, complevel 9, UV.

There's some visual errors: pic related for where they occur. By bleeding I mean flat bleeding or slime trails or whatever you want to call them. In one I couldn't tell whether it was a small missing texture (I think it was) but it could have been bleeding.

It's very non-linear at the start, to the point of being a little confusing, but once I settled into a path it became more linear so I could just stick with it. It's very tense given the shotgun guys, barons, and general limited room to move. Possibly someone better than me could move faster but I was stuck down to a slow pace to survive.

I managed to miss both secrets as well as the plasma gun but it is beatable without those things, if not with 100% kills.

So far I think this is the hardest map submitted to the project, at least in my opinion.

>> No.2891762
File: 52 KB, 480x269, _480_poster.jpg [View same] [iqdb] [saucenao] [google] [report]


This is the most low-effort fucking rip. It's just a zip dump, that's it.

>> No.2891864

I like how he's abusing this huge, untapped loophole where you can just zip individual sprites and upload them directly to TSP; fuck organization, just open the mod, copy and paste the lumps in a zip file using SLADE.

There's a few other games in TSP where it is completely justified to have zipped sprites because they're either too big or too fucking many for a single sheet.

>> No.2891880

Do you know any notable retro multiplayer FPS other than UT and Q3?

>> No.2892040

Does Battlefield 2 count?

>> No.2892094

Action Duum 2 Urban Brawl all day every day

>> No.2892129

There is no other wad I come back to to test new gameplay mods than scythe and scythe 2. Though there is an astonishing amount of quality everywhere.

>> No.2892148

I bought dark forces today, gave it about 30mins.

Pretty damn dank, sad to see DarkXL will never be finished

>> No.2892191

dark forces is great, but jedi knight is when shit starts getting good. Still runs on Windows 7 / 8 too!

The level design in Jedi Knight is excellent

>> No.2892247

Yup, those where the things that I didn't fix at the project limit, but since I have a few more days I can fix them no problem. The thing was that since I wanted to make those hallways are diagonal I had some problems making them with correct lines and drawing some stuff.

Thanks for the demo, that way I can arrange the difficulty; I've been the only one playing and a couple of friends watching. Since I know most of the map I can breeze through it for most of it so I needed some input. Thanks again.

>> No.2892341
File: 1.57 MB, 720x360, PHOONT PHOONT CHICK-KA CLACK.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, that's one crate weapon down.

>> No.2892357

Have any of you map makers modelled existing locations? Why? Why not?

>> No.2892450

they should stick to the enemys like in blood

there is a wad named columbine

I had that problem too
you have to draw the whole zip folder onto gzdoom to open it, but you´ll need the newest version, if I recall correct

>> No.2892451


Blood's flaregun is too slow and awkward.

But this flaregun is a direct rip from Zero Tolerance's flaregun, so that's how it behaves

>> No.2892454

was it made before, for, or after the incident?

>> No.2892483

it´s pretty sarcastic, if you ask me

>> No.2892487

It's all great and all, but I think your mod needs:
A controlled redeemer-like rocket
And a pipe-bomb equivalent of controlled explosion grenade

Those weaps are always cool

>> No.2892497

the blood flaregun fire much faster than the one you posted.
The primary fire is the flare that sticks and burns, the secondary fire is the flare burst, similar to what you posted, will set a whole group of guys on fire.

You you do secondary / alt fires on doom?

>> No.2892498

How is it shooting twice per reload?

>> No.2892501


I do, the altfire reloads the flare gun, but only after you expend the ammunition, that's how it worked in Zero Tolerance.


Good question.

Video games.

>> No.2892524

Assuming you aren't autoloading any other wads or files, the only reason I can think of then is that your boa.pk3 is corrupted or your HDD is beginning to break down.

>> No.2892528

>Video games.

but my immersion is ruined forever now

>> No.2892535
File: 273 KB, 720x360, you're not even people.webm [View same] [iqdb] [saucenao] [google] [report]


Anon this is a mod where you can do this.

things like immersion and realism don't apply.

>> No.2892543


IMMERSION :(((((((

>> No.2892591

>538 posts
>page 7
This ship be sinkin'!

>> No.2892732
File: 366 KB, 1680x1050, Screenshot_Doom_20160103_065938.png [View same] [iqdb] [saucenao] [google] [report]

map in progress

probably gonna go all the way from (berserk) fist to BFG, depends on how many interesting encounters I can make

>> No.2892735

what's the theme or subject?

>> No.2892750

if you mean graphical theme... basically whatever sort of style looks good at the time

right now it's caves (that screenshot's of the second encounter, where you get the shotgun), it'll lead into techbases around the time you get the SSG, and beyond that I don't know right now

if you mean gameplay theme, then I'm basically just figuring out the best way to use each monster that doesn't require spamming 50 of them

>> No.2892757

everything with stock Doom 1/2 textures, or anything nonstandard?

>> No.2892759

I'm using cc4-tex.wad for rocky textures right now, which will probably lead into me using it for a bunch of other things

berserk fist is pretty neat to plan encounters around btw - it lets you be stricter with ammo because there's always a high-damage, if risky, option

>> No.2892787


>> No.2892797

don't knock it until you tried it. You can't do it often, but once you get over your mental limits, you can singlehandedly bring down anything.

>> No.2892823



>> No.2892908
File: 142 KB, 415x367, 1450435109247.png [View same] [iqdb] [saucenao] [google] [report]

>Scythe 1
>mfw playing 'o' of destruction on ultra violence for the first time
So this is what feels like to become a man huh?

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