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

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 141 KB, 681x1024, e4207a8d-31c7-4df6-b28a-40c2f0a75b07.jpg [View same] [iqdb] [saucenao] [google] [report]
3151932 No.3151932 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3146316

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3151935


[04-19] Current version of Lydia, by Spritenoob
>>3147752 >>3150485

[04-18] BFG 9000 made from Lego

[04-17] The /newstuff Chronicles #493

[04-17] Toilet of the Gods, a Boom map with a new palette

[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.

[04-16] New version of The Port (city map)

[04-16] "If Doomguy was a Mechwarrior"

[04-15] Dark Arena textures

[04-14] Anon mod release: "replaces chaingunners with super shotgun guys"

[04-11] kLazer - 3d laser beam

[04-10] The /newstuff Chronicles #491 and #492

[04-10] Gun Godz v1.0 released

[04-08] Durex Waste Disposal updated

[04-07] 3DO Doom overclocked

[04-07] Anon mod release: gachigasms.wad

[04-06] DUMP 2 Test Build 2


To submit news, please reply to this post.

>> No.3151959

I know that Doom has /idgames and Doomworld and Quake has Quaddicted, but what does Duke Nukem 3D have for map archiving? Wanna sink my teeth into Duke's custom maps.

>> No.3151965

best thread

>> No.3151992

>no missing tile detail
3/10 won't upload to realm667

>> No.3152002

Is Hdoom any good? I've seen some of the sprite gifs, and they looks pretty smooth

>> No.3152010

If you're looking for a pornographic Doom gameplay mod, it's the best you're gonna get.

>> No.3152015

I want to do this:
>TNT1 A 0 acs_namedexecute("drawgun",0,"PLSGA0")
Where "PLSGAO" could be any sprite name. But apparently using strings as arguments for ACS doesn't work, even with strparam.

Is there any way to solve this or parse the weird-ass number I get if I do this:
script "drawgun" (int sprite)

>> No.3152046

From DECORATE? Use an array lookup, because that's the only option you got.

>> No.3152048

Unfortunately strings can't be passed directly like that from decorate to an ACS script because of how strings are handled in ZDoom.
Strings in ACS are actually integer values that tell which string to return in a string table, which is compiled into the ACS library. So since the string table cannot be edited on the fly, passing a new string into the table from a decorate call cannot be done.
I assume the number you're getting is the integer value for that string location in the table.

>> No.3152059

If you really want to get crazy you can have a number, convert it into base [#, prolly 35 or more depending upon what punctuation and numbers you want, 35 because 26 + 10 then use 0 as 1] on the acs end and have each digit in the different base correspond to a number and create a string from that.

>> No.3152062
File: 50 KB, 1189x250, eduke sued.png [View same] [iqdb] [saucenao] [google] [report]

Welp, apparently Gearbox is suing EDuke32, and actively trying to get all related entities off the internet.
Fuck them.
Like, seriously.


>> No.3152065

Yes Gearbox, make yourself look even more terrible when most people hate you already. What a crap company.

>> No.3152068

but you only get four arguments

I mean I guess you only need two (8 bytes, can fit 8 characters) but that's just no fun to deal with at all

>> No.3152071
File: 793 KB, 300x169, [blistering fury intensifies].gif [View same] [iqdb] [saucenao] [google] [report]

It's only a matter of time before Gearbox sinks into the ground, right?
They haven't made anything really good in at least 12 years, maybe more.

>> No.3152081

time to archive everything i guess.

>> No.3152089

So what have Gearbox done recently? That me-too Overwatch/Smite clone or whatever? Duke Nukem Forever which should've honestly never been released? Why are they doing this?

Guess I gotta keep my EDuke32 install safe just in case this blows up.

>> No.3152093

Thanks for the explanation. I knew ACS represented strings with integers, but exactly how it does so has been a mystery until now.
>So since the string table cannot be edited on the fly
Isn't that what strparam() does? I've been making very heavy use of it before, but not with arguments passed from Decorate.

>because of how [...] are handled in ZDoom.
ugh I'm getting more and more tired of these limitations the more I learn about modding.

I'm not exactly sure if this is what you're saying here, but my plan right now is to type out every sprite I'll be using in an array and use numbers corresponding to the index of the sprite name string I need for that particular ACS call.

>> No.3152094
File: 16 KB, 490x670, Image4.jpg [View same] [iqdb] [saucenao] [google] [report]

After seeing so much Lydia last thread I decided to futz around with Purgatori a little.

>> No.3152097

On it.

Wish they allowed anonymous FTP though so I wouldn't have to recursive wget it.

>> No.3152102


I love me some playboy bunny outfits, but the low poly really doesn't do this any favors.

>> No.3152106

I consider Borderlands 1 good story-wise. And Borderlands 2 good gameplay-wise (1st play throguh, because after you reach level 50 balance goes out of the window)

>> No.3152112

Battleborn was actually somewhat decent from what I played of the Open Beta, not perfect, but reasonably enjoyable

>> No.3152115

well I'm throttling this down to 1MB/s because I don't want to feel like an asshole

>> No.3152127

Oh wait I dumbed for a second and base 36 would already use 0, so base 36 not 35 derp.

What's the max value for arguments passed to acs via decorate?

>I'm not exactly sure if this is what you're saying here, but my plan right now is to type out every sprite I'll be using in an array and use numbers corresponding to the index of the sprite name string I need for that particular ACS call.
That's what he's talking about, which unless you need a bunch of things that you can't put them into an array is what you should do.

What I'm talking about is less useful but you could still do.

Take a number to a different base so you have more characters, in base 36, 0-9 are as in base 10 then a-f are characters 10-35, then convert to base 10 so you can pass as arg, then convert back to base 36 on the acs side so you can get the extra characters.

>> No.3152134

>What's the max value for arguments passed to acs via decorate?

the arguments are signed four-byte integers

>> No.3152146

>Isn't that what strparam() does?
I'm assuming the new resulting string from StrParam() would also be compiled into the string table.

>If you really want to get crazy you can have a number, convert it into base [#, prolly 35 or more depending upon what punctuation and numbers you want, 35 because 26 + 10 then use 0 as 1] on the acs end and have each digit in the different base correspond to a number and create a string from that.
I believe what this means is that you can assemble the actual string name (ex "PLSGA0") be having an array that contains every letter (and other characters if you need them, like numbers) and assemble a string that way, using base 26 (if you want to assign a letter to each number) instead of base 10. A bigger base would allow for more characters.

>> No.3152157

seriously if you're going to go down this route, just pack in the characters into two arguments using their ASCII codes

"POSS" -> 0x50 0x4F 0x53 0x53 -> 0x504F5353 -> 1347375955
"A2A8" -> 0x41 0x32 0x41 0x38 -> 0x41324138 -> 1093812536

then do something like StrParam(c:(arg1 >> 24) & 0xFF, c:(arg1 >> 16) & 0xFF, c:(arg1 >> 8) & 0xFF, c:arg1 & 0xFF, c:(arg2 >> 24) & 0xFF, c:(arg2 >> 16) & 0xFF, c:(arg2 >> 8) & 0xFF, c:arg2 & 0xFF)

>> No.3152168

Fuck gearbox, seriously. Honestly I think every gearbox product has been, if not shit, then terribly mediocre.

>> No.3152170

That method is definitely more efficient and elegant, but not as hilariously silly and nuts.

>> No.3152174
File: 433 KB, 1920x1080, Screenshot_Doom_20160419_151957.png [View same] [iqdb] [saucenao] [google] [report]

I decided to run my current project in GZDoom just for giggles and noticed this. Anyone happen to know what might cause the textures above my wall monitors to be misaligned like this? It looks fine when ran in Boom+ and when GZDoom is in software rendering. Making it in Boom format if that helps.

>> No.3152176

>Take a number to a different base so you have more characters, in base 36, 0-9 are as in base 10 then a-f are characters 10-35, then convert to base 10 so you can pass as arg, then convert back to base 36 on the acs side so you can get the extra characters.

I think I understand what you're saying now.
It's a shame there are only 3 arguments for acs_namedexecute, because otherwise I could have used global decorate constants like

const int A_ = 1;
const int B_ = 2;
const int C_ = 3;
const int D_ = 4;

and used those as the arguments for the script. Perhaps it can be done anyway by using some of the str/int parsing functions from ACS.NET? If it's at all possible to make the decorate side readable at a glance that'd be nice.

The funny thing is that I wouldn't have needed to do any of these things if only the sprite Offset parameter supported CallAcs or variables as arguments :^)

>> No.3152184

Thank you anon :3

>> No.3152185

now that i think about it... if gearbox died, who would inherit the rights to the games they currently own?

>> No.3152208
File: 99 KB, 325x320, 4443621235.png [View same] [iqdb] [saucenao] [google] [report]

Everything I love is going to get ruined at some point, isn't it?

>> No.3152330
File: 974 KB, 750x600, 1452661554877.gif [View same] [iqdb] [saucenao] [google] [report]

Never knew I could get angry to the point of nausea before.

>> No.3152363

>So what have Gearbox done recently?

Battleborn has been their main deal lately; which probably explains why Borderlands:TPS was handled by a third party. other than that, there's only been Bombshell, as far as I know.

>> No.3152387

i don't see how you can sue a source port that's apparently been developed for 10+ years in public as free/open software. i am sure you would get laughed out of court. but i am not a lawyer, so shrug.

>> No.3152401

You can't, but Gearbox is literally made of absolute fucking madmen who have no idea what they're doing, or what the law is.

Technically, Nintendo takes down and gets rid of a ton of shit that should be protected by copyright and parody laws, but they don't give three fucks, and they can get away with it because they're Nintendo.
Unlike Nintendo though, Gearbox doesn't have a single fucking leg to stand on, so they probably will get laughed out of court.

>> No.3152404

Opposing Force was great, but that's literally the only thing i can think of that they made that was above average.

And even then it was just an expansion/conversion for an existing game, not a standalone product.

>> No.3152414

I'm of the opinion that while Opposing Force was entertaining, the lore for it was absolutely fucking retarded.
A second invasion by a totally separate alien race happening in the midst of the first one, black-ops soldiers being sent to silence the normal grunts who were sent to silence the scientists.
Who wrote this shit?

>> No.3152415

New video of "Doom" running on shit that was never meant to run Doom


>> No.3152420

You don't have to make something good.
You only have to make something that sells.

Gearbox makes stuff that sells.
DLC lines their pockets up with more cash.

They aren't going anywhere.

>> No.3152421

>on shit that was never meant to run Doom

But this is where you're wrong, because *everything* is meant for Doom

Gotta port Doom to the abacus

>> No.3152429 [DELETED] 









>> No.3152437
File: 51 KB, 640x480, lotus.jpg [View same] [iqdb] [saucenao] [google] [report]

Kinda reminds me of Lotus from Deathtrap Dungeon. Shit, if I had the time, I'd make a spriteset of her and make her a playable hexen character. She'd fit right in.

>> No.3152460

neat but it's not really doom is it? i mean, there are no floor height changes, or texture-mapped walls. the weapon sprite and players are recognisable facsimilies, but i don't think a few remade sprites and music make a thing qualify as doom. let's hope it improves in time..

>> No.3152469

suing anything that even looks like it might shave off anything from your revenue stream is the actions of a dying company. it's probably got a name like "consolidation" or "protecting assets"

>> No.3152472

>That music
I need Uzebox Sign of Evil right this second.

>> No.3152482

Weren't 3D realms working on a Bombshell 'prequel' that would run under Eduke32?

Methinks this is Gearbox attempting to rub 3DR's nose in it.

>> No.3152491

Burn in Hell, Gearbox.

It's about Duke Nukem 3D: Hail to the King Collection, a collection of Duke Nukem 3D games / content running on EDuke32. Terminix has a contract saying he can sell it, Gearbox isn't happy because THEY want to sell Duke Nukem 3D and the better release will hurt their sales.

This is what I've gleaned at least.

>> No.3152495
File: 71 KB, 221x348, stone cold.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking hope someone firebombs their fucking headquarters. No remorse for these fucking scum.

>> No.3152501

Nintendo does this all the time and they aren't "dying"

>> No.3152503

you know i had the exact same thought but i was worried about the fbi coming to my house if it actually happens

Not that I would firebomb their headquarters.

>> No.3152504

all right, i retract my statement.

>> No.3152514

it's sad that people are actively concerned with their hyperbolic statements being perceived as terroristic threats

>> No.3152520 [DELETED] 
File: 1.99 MB, 320x362, 1387428891890.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw I read this in his voice

>> No.3152521

(sorry for late reply, was afk a while)

Ah. So in base 36 that would be ZIK0ZJ max, or 6 characters so long as the first char isn't Z, and 5 if it is.

So something like "PLSGA0" could be passed in a single sprite name.

And if you broke the first up into letters only and used base 26, you get 6OJ8ION, or 6 guaranteed characters with the first one (the largest value digit) being pretty useless, then you could break the args into two, six letters and a regular number and basically pass any sprite name and tic duration combination you want, or just use one arg and pass any sprite name you want with a single arg .

Yeah this.

You're limited to 4 chars though, right? Unless I'm not understanding correctly, which might be the case.

Something like 0x504F535353 or "POSSS" is 344928244563.

It may be more unwieldy initially, but once you write the function to convert from dec to base 36 or base 26 in acs, you only have to do that once and can use it for whatever other scripts you want to use in the future. Even easier if you're using GDCC. And then you get one or two extra digits.

>> No.3152534

>You're limited to 4 chars though, right? Unless I'm not understanding correctly, which might be the case.
yeah you missed the part where I'm using two arguments

>> No.3152540

Hardly. Just a lot of people making a lot of fuss about a few closed fan projects and playing conspiracy theory about why Nintendo shut them down.

>> No.3152546

Also forgot that frame names can use [, \ or ] as well, so you'd probably want to use base 29 in which case your max is 3HK7987, so in base 26 again you'd get 6 digits for use. Can't find a handy base 39 converter though so I can't give you what that would be.

Yeah, but you're still getting a digit or two less per argument.

For what the guy wants it may work out that he needs to use two args regardless, so the digit or two extra may not matter.

But still, 1-2 extra digits.

>> No.3152562
File: 81 KB, 520x426, DOOM_Cyberdemon_Close_1437988256.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you ready for him?

>> No.3152563

you only ever need six or eight characters for sprite names

>> No.3152565

I'm ready for all five inches

>> No.3152576
File: 61 KB, 640x400, wQw2YCv.png [View same] [iqdb] [saucenao] [google] [report]

129thVisplane hasn't done anything with it yet though.

>> No.3152579

>It may be more unwieldy initially, but once you write the function to convert from dec to base 36 or base 26 in acs, you only have to do that once and can use it for whatever other scripts you want to use in the future.

Just making sure I got this right: I'd still have to precalculate the integer to send from decorate to ACS for parsing and displaying right?

>> No.3152581
File: 876 KB, 200x111, AWESOME.gif [View same] [iqdb] [saucenao] [google] [report]

>That status bar

>> No.3152584

Right, and in the case of the six he can send it all in one arg instead of two.

Granted, your method allows more characters than the 26 + 3 that base 29 allows, but it's a matter of what he he is using it for that determines which one is better suited for the situation.

Yeah, but there are handy converters for that:
That guy goes up to base 36.

>> No.3152590

on a sem-related note, remember all the chrono trigger related fan projects that got shut down?

fucking bullshit if you ask me

>> No.3152594

What the actual fuck. I hated Gearbox before, but this is just fucking sickening bullshit.

>> No.3152614

Duke4 and Dukeworld I guess.

>> No.3152615
File: 297 KB, 500x281, 1408479376190.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3152620

You, uh, hit alt-fire.

>> No.3152627

well here's a nice benefit of just using plain ascii codes

when switching to little-endian, here's what the super shotgun states break down into (and since the original questionman mentioned Offset(), we're using weapon sprites so this is especially handy):

SHT2A0 -> (844384339, 12353)
SHT2B0 -> (844384339, 12354)
SHT2C0 -> (844384339, 12355)
SHT2D0 -> (844384339, 12356)
SHT2E0 -> (844384339, 12357)
SHT2F0 -> (844384339, 12358)
SHT2G0 -> (844384339, 12359)
SHT2H0 -> (844384339, 12360)

notice how the first part stays constant and the second part just goes up by one with each new state? it's really really nice

>> No.3152629
File: 90 KB, 808x579, cyberpinky.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit, one of the variations of the Pinky in the new game is the Cyber Pinky.
It looks fucking rad as shit.

>> No.3152638

So if I play quakespasm at 1080p my aspect ratio wouldn't be fucked up, right?

>> No.3152639
File: 477 KB, 600x450, 1457541653394.png [View same] [iqdb] [saucenao] [google] [report]

Bind alt-fire to RMB or something and do that.

>> No.3152640
File: 476 KB, 800x800, doom shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

The secondary fire fires your gun tho. I've tried assigning all different actions to keys and none of them work. Oh well.

Time to go through Doom 1 with Demonsteele.

>> No.3152641

>Yeah, but there are handy converters for that
Oh, okay. That's the main issue though, I wanted the arguments to be human-readable so it doesn't take ages doing this for all weapons. The end game is to achieve an x-axis weapon sprite offset (through displaying the weapons with HudMessage because the decorate Offset apparently only accepts actual numbers and not variables or expressions)

>> No.3152645

Where do you find those?

>> No.3152648

Altough this might sound stupid, does this mean that the megaton edition is Resting In Piss to never come back?

>> No.3152656

oh right and I know DECORATE supports hex codes (I've used mass 0x7FFFFFFF a lot), so you could literally just pass it in as (going back to big endian):

>ACS_NamedExecuteWithResult("my arse", 0x53485432, 0x48300000) // "SHT2H0" - eight 8-bit ASCII characters, big-endian

which while not as easy to read as just passing "SHT2H0" is at least damn easy to decode

without using indexes in a big-ass array in the ACS, this is probably about as good as you're going to get

>> No.3152659

Is there a reason they changed Pinky from a monster to like a dog?

>> No.3152660
File: 363 KB, 800x946, 35234413_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

I think he's cute.

>> No.3152662

I meant in Doom 3 too

>> No.3152665

i don't think i've ever seen a cool modernized doom(2) pinky and i think that's why

pinky demon is too cartoony

cyber hellhound is cool though

>> No.3152673
File: 1.44 MB, 1280x1238, file.png [View same] [iqdb] [saucenao] [google] [report]

I mean, yeah, it would be hard to do a straight up remake of it without looking like this. Still, I think there are better ideas than just a demon dog

>> No.3152675

Probably the same thing as with imps, they look nice in their current form in low-def sprites, but as 3D-models they're hard to make into something that looks... right.

>> No.3152683

>oh right and I know DECORATE supports hex codes
huh. Intredasting.
>without using indexes in a big-ass array in the ACS, this is probably about as good as you're going to get
Oh well. I really appreciate the effort you and the other guys put into answering and debating the question and also I learned a few things I guess.

..would it be really stupid to represent "SHTH"
as 19 08 20 08 and parse that shit in ACS?

>> No.3152690
File: 18 KB, 420x300, 1460899210510.jpg [View same] [iqdb] [saucenao] [google] [report]

So when I play final doom do I do TnT first? I'm playing Quake through atm, want to go back to Doom 1 and 2 and finish the non-main stuff

>> No.3152694

Either one is fine, though a lot of people say that Plutonia is harder.

>> No.3152695

if you mean the gun special attacks, hold fire as if doing a special move, and hit alt fire
uses ammo as well as meter, so make sure you have enough of both

>> No.3152696

(x / 1000000) % 100 for char 1
(x / 10000) % 100 for char 2
(x / 100) % 100 for char 3
x % 100 for char 4

just make sure to account for 1-0 and [/]

no way in hell you're accounting for the "----" and "####" special states

>> No.3152698

er, 0-9

bringing the thread closer to the bump limit one dumb mistake at a time!

>> No.3152741 [DELETED] 

ZDoom had a complaint about the Super Shotgun's speed being wrong, right? I could have sworn I read it and that a dev explained why it's like that, but I can't find it.

>> No.3152754

You need to press and hold the Primary Fire key/button, then press the Secondary Fire key/button. It's not "altfire" as much as it is a special attack; performing one consumes several units of ammo and Soul Meter. The only exception to this is the Kharon special, which is free to use.

This is also how you perform Hadokens in Iron Maiden form

Also, I should probably also point out that only Hae-Lin gets weapon specials, so don't waste your time trying to pull one off with Shihong.

>> No.3152768

Chocolate Doom, PRBoom+, and ZDoom are consistent here, so whoever said that is wrong.

>> No.3152770

Doom uses a table of predefined numbers for its RNG, so who decided those numbers?

Who sat down and tried their best to come up with the most random numbers possible?

Or was it a generated by a computer?

>> No.3152774

Cool thanks guys. Yea it's kinda finicky to get working but it might just be me.
Also is ZDL the go to WAD/PK3 manager?

>> No.3152779



>> No.3152785

Yours is gonna definitely be easier than mine, I'm just by instinct
compressing as much as possible into args because decorate into acs is
always gonna be a shitty bottleneck.


He/you could could use a decorate define, just put prefix before each
char to make sure it doesn't pick up other stuff, eg ascii_S gets
parsed as 54. Also I don't think decorate parses spaces iirc so you
can have as many as you please, and if not then put space into define. This would only work for his ascii method.

Posting from phone now so post might be fucked up.

>> No.3152797

Who else kind of wants a tattoo of Doom's RNG table?

0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66 ,
74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36 ,
95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188 ,
52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224 ,
149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242 ,
145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0 ,
175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235 ,
25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113 ,
94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75 ,
136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196 ,
135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113 ,
80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241 ,
24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224 ,
145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95 ,
28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226 ,
71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36 ,
17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106 ,
197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136 ,
120, 163, 236, 249

It's so beautiful.

>> No.3152814


>> No.3152819
File: 90 KB, 1024x775, CgRj6M-UkAEubyZ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3152820

What are you talking about? All I ever see of the Doom 4 pinky is it running on two legs and having two arms.

>> No.3152881
File: 122 KB, 500x453, 1447545806923.png [View same] [iqdb] [saucenao] [google] [report]

Is this real life?
What the fuck?

>> No.3152901

So to elaborate on last post put in decorate early on

(ascii_ can be whatever you want so long as it will ensure its not gonna show up elsewhere)

For ijon's ascii

const int ascii_P = 50;
const int ascii_O = 4f;
const int ascii_S = 53; (heh, forgot its 53 not 54 in my last post)

Then the arg would be

Or for your thing

const int ascii_S = 19;
const int ascii_H = 08;
const int ascii_T = 20;

Then the arg would be

Both of which are pretty readable.

Unless of course decorate's const int doesn't support that/work like that (still on phone so no way to check) in which case I dunno lol.

>> No.3152906

is this what i think it is?
where's the rest?

>> No.3152912

won't work like that

you'd actually need to do something like

const int LET_O = 0x4F;
const int LET_P = 0x50;
const int LET_S = 0x53;

"(LET_P << 24) + (LET_O << 16) + (LET_S << 8) + (LET_S)"

>> No.3152914


HDoom HD confirmed

>> No.3152919

>>3152912 >>3152901
also goddamn is my punctuation abstinence and allergy to capital letters that recognizable

>> No.3152930
File: 17 KB, 322x181, danvs-season1-09.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, Gearbox is joining Atari on my shitlist

>> No.3152937

Ah, thanks for clearing that up then.

So for his version if he reading then

"ascii_S *1000000 + ascii_H * 10000 + ascii_T * 100 + ascii_H"

It may just be for me and others that have talked to you a bunch (this is scroton btw), but yeah I can usually tell when you post. It may also be that there are very few people that post hex other than you on here.

I'm sure there are people that tell when I post based upon style and my rube codeberg suggestions too if it makes you feel better.

>> No.3152942


>> No.3152945

Custom music from 90s WADs (like Hell Revealed or Memento Mori) are not playing, and instead I get the default doom 2 music. What should I do to fix this?

>> No.3152947

hell revealed needs hrmus.wad

memento mori probably has a similar deal going on, can't recall right now

>> No.3152950


Memento Mori 1 & 2, Hell Revealed and Requiem require seperate music wads that should be included in the zipfiles.

>> No.3152963

JMGN posts on /ic/

>> No.3152978

Seconded. I don't like Alien, so Colonial Marines didn't matter to me. Borderlands put me to sleep when I tried to get into it. But if they try to mess with Duke, fuck em.

>> No.3152980

You are right, I needed to manually select a "MMMUS.wad" file. Thanks anons.

>> No.3153000

The Bombshell prequel is being made by the same guys making HTTKC. Maybe Gearbox has a vendetta against them for working with 3DR?

>> No.3153008

Not to mention that the two main Eduke32 developers are the leaders of Voidpoint, the group making the Bombshell prequel and HTTKC. I definitely think Gearbox has it out for them.

>> No.3153037

Can we just put Randy Pitchford on the electric chair already?

>> No.3153045
File: 116 KB, 1600x1200, E1M1_imps.png [View same] [iqdb] [saucenao] [google] [report]

Anyone here enjoyed Doom instead of Doom II? Doom II is good with the super shotgun and more monsters, but the level design and atmosphere seems overused. All I think of Doom II is the colors brown, black, and red. Also, some of the maps seem like mazes.

>> No.3153085

I agree with your general opinion. Doom had better level design (at least the high points), but the legacy would be much, much worse if Doom II never existed. The super-shotgun and the new enemies (specially arch-vile, revenant and mancubus) are a central part of what makes doom as great as it is.

>> No.3153131
File: 64 KB, 300x300, 1458090352633.png [View same] [iqdb] [saucenao] [google] [report]

Why anon?

>> No.3153173
File: 2.86 MB, 960x540, dynamiccockpit.webm [View same] [iqdb] [saucenao] [google] [report]

Testing out dynamic "laggy" cockpit

>> No.3153178


Well that's real fuckin neato too

>> No.3153224

looks great

>> No.3153232

Can it zoom the cockpit in when jetting forward, and zoom it out when jetting backward? I think that'll help with the sense of momentum.

Also, is jetting for speedy movement going to be possible? It was really fun in Hawken, but it wasn't just hold down the jet button and go. It only let you jet for a short burst, or whatever your equipment allowed, and there was a little delay for doing the same direction twice. So, what we did to move quickly was jet dodge forward, to the side, forward, side, forward, side, and once you learned that you were fast as Hell and out-manoeuvred everyone, except for the better players. You also had the normal flying jets but they were slow and made you a target.

I miss playing Hawken, I don't mind that it would take me a month or so to unlock a new mech or upgrades, playing with the same mech over and over was fine. I even maxed out my Reaper on an exp boost weekend. The feeling of being in a good squad where everyone rolls together, exquisite.

>> No.3153238

Also, you could turn to the side before jet-strafing so that you're constantly going in the same general direction instead of making a staircase shape.

>> No.3153278

>Also, some of the maps seem like mazes.

Eh, I'd argue that Doom 1 was more offensive in this regard. Just look at Tom Hall's maps.

Doom 2 is a bit more puzzly than 1 in some maps, though.

>> No.3153296

Holy fuck I just played Quake 1 deathmatch with a friend for the first time and I can't believe that they actaully made the Thunderbolt kill you when you shoot it in the water. That's fucking genius.

>> No.3153301

Wow, fuck Gearbox.

>> No.3153302

if you fire it in the water while invincible, it kills everyone *else* instead!

>> No.3153303
File: 232 KB, 708x650, doomrage.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3153323

At 250 health and 200 armor you'll actually survive a waterbolt if the person who fired it used 4 or less cells.

>> No.3153326

Addendum, as long as the person who fired it wasn't you, that is. You will never survive your own bolt without a pentagram.

>> No.3153349
File: 1.19 MB, 720x360, I think this looks okay in motion.webm [View same] [iqdb] [saucenao] [google] [report]

Wave fisting.

>> No.3153352


I love causing mass gibbings in DM3's water with the Lightning Gun.

>> No.3153364
File: 2.93 MB, 750x560, huntingWabbits.webm [View same] [iqdb] [saucenao] [google] [report]

might as well post this.

Heretic had chickens, Hexen had pigs. Seeing as how REKKR isn't a real "game" (in the standalone sense) it gets a not-real animal. Jackalopes. Kill them for health.

>> No.3153365
File: 478 KB, 1280x720, Screenshot_Doom_20160419_234225.png [View same] [iqdb] [saucenao] [google] [report]

Absolutely no idea how to get no bar behind the status bar (currently it has a height of 1) without setting the height to 0 which makes the status bar become tiny and 1:1 instead of scaled up.

The end goal is to edit the status bar graphic so that the sides fill up 16:9 but until then I'd like it to be a little unobtrusive.

>> No.3153369

but they're so cute

>> No.3153372

>implying Jackalopes aren't real
Those look awesome by the way

>> No.3153373

Are there still regularly populated servers out there for any of the Quake games? (Quake Live not included). I kinda wanna get 'em again but I don't know if they'll be worth it if no one's playing.

>> No.3153376

You don't need to kill them. They don't count toward the end-level percentage. But if you NEED health...

I wish there could be a weapon/cheat that turns you into a jackalope, like heretic/hexen, but not using dehacked anyway.

Thanks. Still need to do a proper death animation, but otherwise they're done. They only have 4 rotations (3 really, but one is mirrored). I don't think I'm going to do the other 2.

We actually have a stuffed jackalope head up on the wall here. It's a fake one though - deer antlers. The real ones are some sort of growth induced by a virus, or fungus or something iirc.

>> No.3153395

That's cool, but you need to finish that fist, either a gauntlet, or if you're up for it, a complete arm.

>> No.3153397

>We actually have a stuffed jackalope head up on the wall here. It's a fake one though

You're talking like there are actual real ones.

>> No.3153406

Always worth it if you can kill more than one person, I say.

>> No.3153412
File: 206 KB, 332x647, imissvidya.jpg [View same] [iqdb] [saucenao] [google] [report]

What did you piece together to make that? How many kilo-bizzles are you at?

Well like I said there's a virus that gives rabbits horns, but they're not real horns. Most of the time they grow all over their face and shit. But they exist, kinda.

>> No.3153414
File: 300 KB, 150x256, skeletwister.gif [View same] [iqdb] [saucenao] [google] [report]

Whoops. Second half was meant for >>3153397

>> No.3153425

I'm not entirely sure, but I think not using the Height command in the first place makes it fully transparent.

>> No.3153432

Nope, I tried it and it looks like it just went to 32 height with the height command commented out.

That would have been such a nice solution.

>> No.3153437


>> No.3153486

I have a question: Why exactly ae you sticking to DEH compatibility?

Also imo that thing would've worked better as chaingun replacement.
>there are no wooden parts on this gun
it bothers me for some reason.

>> No.3153489


I don't think I have the parts to make a full gauntlet, so a glove is as good as I can get.


the cyberdemon's robot leg, and 30 kb right now

>> No.3153490

>Black Jackalope of Inlé when

>> No.3153507

Sticking with DEH for fun, and vanilla compatibility. Mostly fun, though. I dunno.

There is no hit-scan chaingun in this. And no hitscan monsters either, except maybe the last boss - haven't decided yet, it's the last monster to do. Waiting to balance the rest of the game first... Sorry about the lack of wood. Every other weapon has some though (except the bfg replacement which isn't at a show-able state yet)

>> No.3153521
File: 18 KB, 405x227, 227738.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sorry about the lack of wood

>> No.3153545

Huh.. I'm not sure then, I can't see anything that stands out in my own SBARINFO about this.

>> No.3153558

I tried again after thinking that "Base Doom;" was importing some settings from the Doom status bar since height doesn't have a listed default on the wiki and now when I comment out "Height 32;" and I set Base to None or I comment it out completely, I get the same result as just setting "Height 0;" which is there isn't a stone background border, but also the status bar is tiny and not scaled up.

>> No.3153565

On the other hand, I got it to work as "StatusBar Fullscreen", but now if this is ever used I've forced everyone to use this HUD and nothing else, not even the cool ZDoom fullscreen HUD, unless I have some sort of ACS option with menus or something but that's pretty out of the way for a user.

>> No.3153581

"StatusBar Normal, forcescaled", Height set to 0 and Base set to Doom got me it working the way I wanted, and ZDoom's fullscreen HUD still works.

I think you were right, it just didn't work as expected because I must have scaling disabled for something, even though the normal Doom HUD is scaled up. I don't get it but it works now.

>> No.3153596
File: 1.42 MB, 720x360, Rocket punch.webm [View same] [iqdb] [saucenao] [google] [report]

I can't stop making rocket punches

>> No.3153598

i can't stop wanting more

>> No.3153606

That rocket is hard to follow with that shadow...

>> No.3153609


I think I'll make it expire faster.

>> No.3153641

Looks great overall though. Makes me want a bomberman mod for mp. Grid based explosions and all.

>> No.3153664
File: 49 KB, 230x192, catodemon.png [View same] [iqdb] [saucenao] [google] [report]

Glad you got it working Anon!

>> No.3153678
File: 440 KB, 790x765, 1459654135055.jpg [View same] [iqdb] [saucenao] [google] [report]

reposting from old thread... Watching this iD documentary

https://www.youtube.com/watch?v=JCafnH_eisA [Embed]

And it made me think...doom vs quake.

I dunno about you all, but I am overall disappointed in quake. Never played doom or quake for multiplayer (I know I know) but played hundreds of hours of doom singleplayer WADs and such.

Quake's SP never sucked me in, and I played half way through 1 & 2 before giving up on it and going back to Doom.

Is anyone else with me? Is it common to love Doom but think Quake is meh?

>> No.3153691

Perhaps try some stellar q1sp like rubicon rumble pack, arcane dimensions, and do it all on skill 2, the way quake should be played.

>> No.3153695

Seconding these. The Arcane Dimensions levels are real adventures. There's a ton of good Quake singleplayer levels if you just check the Quaddicted archives by user score.

>> No.3153720

Nah I'm in the same boat.

I think Quake just suffers from being early-3D so enemies and animations aren't all there yet, whereas Q2 just felt boring to me. Maybe because the guns had no muzzle flash, which made them really boring to shoot

>> No.3153731


I'm in the opposite boat; Quake 1 is more better than Doom 1 and 2. The last time I played Doom was almost three years ago, and I found it kinda dull because of how slow enemies were compared to you.

Quake's enemies are a lot faster and the game overall just feels more intense than Doom.

>> No.3153746

It's thanks to the change to gothic horror from sci-fi horror and the droning ambient soundtrack from metal music midis. Quake's atmosphere is much more oppressive and it's monsters are more frightening and less goofy.

Still, Doom is a fantastic game.

>> No.3153760

random question, if I'm using Zandronum offline, how do I bring up the multiplayer "Join" interface, version of Samsara I'm messing around with doesn't have all of it's characters available in the normal character select screen, just the join interface

>> No.3153761

wait, atari's alive again?
what the fuck i thought they died out a couple of years back

>> No.3153765

Atari isn't Atari, they're Infogrames with an Atari mask. Remember when they tried to milk all the old Atari properties and every game was terrible?

>> No.3153767

Type Spectate in console.

>> No.3153771

thanks(kinda obvious in retrospect)

>> No.3153782

Archived just in case : http://archive.is/YxYdw

>> No.3153790

I've always preferred quake over doom. I like the gritty more realistic setting and textures, I like the sound design, the enemies, the level design, everything. Vanilla Doom is meh as fuck, but it comes into its own with the TNT and Plutonia wads

>> No.3153791

TNT and Plutonia were iwads, and therefore, vanilla.

>> No.3153793

What's HTTKC?

>> No.3153801

Why do some people on these threads use "vanilla" to refer to the iwads? Everywhere else, I always see it used to refer to the original unmodified engine.

>> No.3153804

>I just wanted to clarify: Gearbox hasn't said anything to imply they want to get rid of EDuke32 itself, they've just told us that our license to commercially exploit the game data is invalid, that we must cancel Duke Nukem 3D: Hail to the King Collection, and that something bad will happen to us if we were to exercise said rights. However, the distinction is a bit of a technicality as EDuke32 would clearly be collateral damage.

>> No.3153805


Because people are silly and like to misuse terms when you can still understand what they mean despite that.

>> No.3153814

you know what I mean. They're not the original doom and doom 2 maps

>> No.3153817

I dunno. I still raise my eyebrow at some comments here, because of the misuse.

Like I remember someone once said that even if you play memento mori or alien vendetta, you're no longer playing vanilla. Which to me, just sounds silly, because both of those are vanilla wads.

>> No.3153823

When I say vanilla I mean doom 1 and 2 out of the box.

>> No.3153826

>As a result of the distinction between the official and fan-made engines, the name vanilla Doom (or vanilla Heretic, etc.) is sometimes used by fans, especially by regular source port users and developers, to describe the original executables themselves, the act of playing with the original executables, or a feature, phenomenon, or add-on that complies with the standard engine to one degree or another (either being strictly compatible, or not having or using characteristics found only in source ports).

>> No.3153836

Well, since AVand MM are strictly compatible with vanilla engine, Im pretty sure it should be okay to call them vanilla wads.

>> No.3153837 [DELETED] 
File: 38 KB, 222x229, GW222H229.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the deal with doom babbies?

>> No.3153840 [DELETED] 

Since now on, I declare you "babby-queer". the local retard of /doom/.

>> No.3153841
File: 107 KB, 969x499, crates.png [View same] [iqdb] [saucenao] [google] [report]

What is the superior crate lads, "flat top" or "symmetric cube"

>> No.3153845
File: 1.08 MB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]

So, im playing through Vela Pax, as it got mentioned here and pickued my interest, and I must say, the music in the first level absolutely kick ass.
Question is: what are the other wads with kickass music, or maybe there's a download with great midis/mod music like this?

>> No.3153849

"flat top", because intermittent rotated crates are sexy.

>> No.3153853

>... is sometimes used by fans... to describe the executables themselves
"sometimes" being the operative word. some of us use the word vanilla just for the original games. for me plutonia and TNT aren't vanilla doom, even if they would be considered "vanilla compatible" by modders and those in the know about different source ports.

>> No.3153860

Map packs by the author Skillsaw usually have fantastic music, like Lunatic or Valiant. Also 90s WADs which have custom music, most of the time it's quite good if a bit silly but charming when they use 90s pop songs.

>> No.3153872
File: 1.09 MB, 720x360, The first aug of many.webm [View same] [iqdb] [saucenao] [google] [report]

Does this look okay?

>> No.3153876

Yeah! Punch it in the butt!

>> No.3153891


hey kegan, do you realize tumblr allows videos with sound? stop uploading webms without sound, you double weirdo

>> No.3153894


I don't have any good sounds for this right now and I've been constantly talking with people while making this webms.

Besides they're all stock Doom sounds you dingle

>> No.3153910

you know what really bothers me?

you can see doomguy's hand holding the bombgun without his glove
and yeah, it looks like there's a missing part in the glove near the bottom somehow

>> No.3153913
File: 87 KB, 537x160, glove.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't really look like a glove, more that Doomguy's hand was amputated and the stump got metally bits glued to the side of it. I think if you flesh out the base of the thumb and lengthen the "glove" to the wrist it'd look like Doomguy's wearing it. (I know you're using TEXTURES and this might be too difficult, I'm just giving opinion)

>> No.3153920

Also apologies for the crappy doodling.

>> No.3153930


I know, and I'm not about to make adjustments for 60+ frames to add the wave glove. That's a shitload more coding and TEXTURES sorcery, which potentially might bloat the filesize.


That's actually a really good doodle, and I'm frantically digging through the stock sprites of Doom in hopes of finding something.

>> No.3153946
File: 790 KB, 1590x851, rotate how.png [View same] [iqdb] [saucenao] [google] [report]

Now you mention it, how do I rotate texture? I'm sure I've done it before but I don't remember how

>> No.3153952
File: 561 KB, 720x360, Don't interrupt me.webm [View same] [iqdb] [saucenao] [google] [report]


I tried.

>> No.3153959

Looks definitely better than before.

>> No.3153965

That looks a hundred times better!

>> No.3153967
File: 73 KB, 100x82, redneck-leonardhead-anim[1].gif [View same] [iqdb] [saucenao] [google] [report]


Your game is really looking better and better by the webm. I hope we see a release/demo soon.

>> No.3153986


Thanks guys. Now onto the next augment

either shell regenerator, super blast gun (pretty much a bigger spray of projectiles, and I'm toying with the idea of adding an augment that changes the bombs into some kinda direct attack projectile.

>> No.3153994

Only Shareware Doom is vanilla for me

>> No.3153997

Rotating textures, like the crate so it's sideways? Uhh, I have no idea, is that a ZDoom thing? Otherwise you'd have to make a new version of the texture where it's rotated to the side I think.

>> No.3154001

Whoa that's looking heaps better, especially with the dark underlayer(?) for the hand to fit in. It looks questionable if you pause on its frames (due to being made using TEXTURES), but that doesn't matter as it looks good in motion.

>> No.3154007


Only the 0.2 alpha is vanilla for me.

>> No.3154009

Bullshit, only the 3DO version is vanilla

>> No.3154010

Hey keegs, could you talk a bit about your TEXTURES workflow?

>> No.3154012
File: 1.08 MB, 680x680, b49.gif [View same] [iqdb] [saucenao] [google] [report]

>not 0.1 alpha

>> No.3154013

You need to set the upper texture to both lower and upper unpegged, then align it with another texture on the side

>> No.3154015

well, the 0.2 alpha had some interesting weapon designs.

>> No.3154018

set height to 0, use forcescaled

>> No.3154021
File: 214 KB, 1919x1023, This is where the magic happens.png [View same] [iqdb] [saucenao] [google] [report]


Whaddya mean exactly? Cus really my workflow consists of listening to Mario Paint music and wracking my brain trying to figure out what works well, use of imagination is strongly recommended when working with limitations like the one I'm in.

I've realized that when working with TEXTURES you either have to get really clever when working with stock Doom assets, or REALLY patient, for example, the hand holding the laser pistol is actually made up of the same hand holding the normal pistol but cut up into like, 20 pieces and then reassmbled holding the laser gun.

Also as a good pro-tip for modding in general, take a break every once in awhile and do something that makes you laugh. I just use skeletons as my outlet. Make sure to record/catalogue anything particularly funny like that weird trail effect error I had with the lance in GMOTA, where the after images were falling to the floor.

>> No.3154024
File: 302 KB, 547x440, 1458875104494.png [View same] [iqdb] [saucenao] [google] [report]

>boner mod

hdoom 2 confirmed?

>> No.3154025
File: 1.16 MB, 720x360, HOUR WELL SPENT.webm [View same] [iqdb] [saucenao] [google] [report]


You wish, this is actually gonna get finished.

>> No.3154028

I mean having to start the game up to see what all these offsets and shit are actually producing every time you make a change seems like a chore.

>> No.3154029


Yeah, that's just par for the course with this sorta development, and game development in general.

I've realized I genuinely enjoy it because I'm sick in the head.

>> No.3154032

..I think im gonna try chaosedit or that thing bundled with danimator instead :|

>> No.3154035


Good luck anon, you might have to like, export the images into those programs though, I'm pretty sure the method I'm using is the fastest and most straightforward method.

>> No.3154061
File: 343 KB, 1680x1050, Unreal 2016-02-01 17-48-03-79.png [View same] [iqdb] [saucenao] [google] [report]

>he doesn't like delicious low poly torpedo tits

What the fuck is wrong with you?

>> No.3154064

vanilla is an engine description, it means DOS doom.exe, nothing to do with the maps/wads you are playing other than "vanilla wads" mean wads compatible with the vanilla engine e.g. tnt plutonia mm mm2 hr av etcetcetc.

>> No.3154078

But TNT and Plutonia were among the original games.

>> No.3154082

Quake 1's deathmatch is the best in the series, seriously.

The introduction of the railgun later ruined everything. Q3A wishes it was as fast as Q1.

>> No.3154091

ha that kinda reminds me of a an old game natural fawn killers where you kill a bunch of bunnies with a Gatling gun in one level
anybody else remember it?

>> No.3154095
File: 379 KB, 1700x2400, disco_infernal_by_razielart.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's monsters are more frightening and less goofy.
And then there's the Shambler who manages to be goofy as shit as it's shuffling around swiping at enemies and then pants-shittingly frightening once it starts chasing after you at fucking mach 6 while hurling lightning bolts at your ass trying to find cover to hide behind.

I agree. Quake is my jam. Doomguy is technically faster than Ranger, but Quake is faster overall.

>> No.3154120

The people that find Shamblers cute I will never understand. It's easy to find Doom monsters cute, but with Quake it's a multitude of times harder.

>> No.3154141
File: 2.92 MB, 1280x720, Desktop 03.24.2016 - [View same] [iqdb] [saucenao] [google] [report]

Shamblers just want a hug.

>> No.3154145

You could make a shambler stuffy and it would be cute in a sort of ironic fashion, but as designed everything in that game is nightmare sauce. Except the piddly knights, I suppose.

>> No.3154146

>ou could make a shambler stuffy and it would be cute in a sort of ironic fashion,
they're already supposed to be fluffy according to romero, just the graphics couldn't show it at the time

>> No.3154148

i did think they looked like they were meant to be covered in fur

>> No.3154159
File: 71 KB, 600x794, Shambler_Plushie_by_KornKidSam[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>You could make a shambler stuffy and it would be cute in a sort of ironic fashion,
There's nothing ironic about cute plushies.

This one isn't that great, though, the head is too tall and the mouth needs to take up more of it.

>> No.3154167

heh was waiting for this to show up again

>> No.3154176

That just looks like a generic yeti doll without eyes and a bloody mouth.

>> No.3154189

Exactly. It seems like no one can ever get the Shambler's proportions just right, especially compared to the oodles of Doom fanart.

Maybe it's the whole head-neck-torso thing with the weird little legs compared to the generally pretty humanoid and sprite-based (so no odd model deformation) Doom enemies.

>> No.3154192

Forget the head, they missed the part where its arms are so long it can drag its knuckles on the ground.

>> No.3154193

>>3152097 >>3152081 >>3152062

Did it. Doubt anything's gonna go down, but y'know, JUST IN CASE.


>> No.3154203

Well that's good. I bet nothing serious will go down, but it's good to have insurance.

>> No.3154206

Yes, more Purgatori.

>> No.3154217

Eh, I more interpreted that "is sometimes used by fans" as meaning some fans use a different term to refer to the original DOS engine, like simply Doom Engine, or id tech 1.

I can't find anywhere that suggests the meaning "the levels id software made" for Vanilla was commonly used among the community's lifespan.

>> No.3154234
File: 1.52 MB, 1067x1800, quakeratio.png [View same] [iqdb] [saucenao] [google] [report]

On top of that Quake enemies are just really stumpy in general.

It seems like Quake really should use the same intentionally-stretched-aspect-ratio thing Doom does- and for all the oldest screenshots of Q1 I can find (game mags, previews etc) some screenshots are stretched but others aren't- but everywhere I've looked says that it was meant to be played 1:1.

I don't know why no one has made a fuss about this before, because now I can't un-notice it.

>> No.3154263
File: 1.60 MB, 1067x1200, quakeratio2.png [View same] [iqdb] [saucenao] [google] [report]

On one hand, all the square buttons, door switches, etc. become taller and rectangular and the round teleports become ovals, but on the other hand stuff like the red stained glass ovals become actual circles (something that shows up even in new mapsets like Arcane Dimensions) and most enemies look less midget-like.

Maybe I should just accept that Quake is wonky as fuck in general and not worry about it too much.

>> No.3154265

Interesting. It's never bothered me too much though.

>> No.3154271

Even Ranger's face looks better! It's a Christmas miracle!

>> No.3154275

>stuff like the red stained glass ovals become actual circles

But that's not how perspective works. You should see a circle as being elliptical if viewed from a low angle.

>> No.3154279
File: 771 KB, 1920x1080, quakespasm-sdl2 2016-04-20 10-57-50-44.png [View same] [iqdb] [saucenao] [google] [report]

I'm well aware of that, but the oval in E1M2 (and everywhere else) is still elliptical if viewed from a straight-on angle with a 1:1 render res.

>> No.3154286

And yet the pentagram bas relief is a perfect circle. Looks like those stain glass windows were meant to be elliptical.

>> No.3154302
File: 22 KB, 512x384, carch03.png [View same] [iqdb] [saucenao] [google] [report]

On top of that, the texture itself is oblong- as are lots of other curved textures like other round ceiling bits, end of level arches, and so on- which leads to further questions.

I noticed that afterwards, yeah, but there's also the BIG big red circle- the one that's made from four smaller 192x192 (IIRC) textures just rotated around themselves, and that one is definitely big and long with nothing to say otherwise. There's also Ranger's face like >>3154271 said, similar to Doomguy's squished face when using a non-stretched resolution, and multiple textures that make squares when stretched but rectangles when standard, and that some enemies (Grunts, Zombies, other humanoids) look like midgets normally but like normal-sized humans when stretched, and other enemies (Vores, Shamblers) look like toothpicks when stretched.

I'm almost willing to guess that some of the art assets in Quake were designed to be played in a stretched resolution- like when making them for Doom- and others were designed to be used with no stretching required, like later true 3d engines. If nothing else, it would go hand in hand with how rushed and cobbled-together Quake was and the stories about not wanting to throw away stuff the art guys had made even as the game changed theme.

'course, you can probably handwave it all by pointing out that when you're dealing with the Great Old Ones, you shouldn't expect the architecture to make sense anyway so why not make it a meta example?

>> No.3154305
File: 390 KB, 800x1316, 1460841258426.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Chocolate Heretic/Hexen ok? Any issues?

>> No.3154306

What's the best laser you've seen in (G)ZDoom? Looking to have this thing look nice and not awful, maybe just good. Alternatively, comfy.

Any comfy laser effects?

>> No.3154307

It's as close to DOS as you can get.

>> No.3154310
File: 36 KB, 411x330, circ.png [View same] [iqdb] [saucenao] [google] [report]

Also as it turns out the little circle with the pentagram isn't actually a perfect circle. Close, but not quite, not that there's a big difference when talking about such a small scale.

But enough about this nonsense. Quake V when?

>> No.3154312

Yeah, chocolate doom was good. Wasn't sure if it was as good as that though. Ill use it after I'm done quake 1 and 2

>> No.3154314

anon you know quake v will just be another doom iv

>tfw no vr stroggification

>> No.3154315
File: 503 KB, 800x600, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

It's MORE circular, but still not quite actually circular.

>> No.3154317

Other guy here
How do I get iwad images to show up in the visual textures editor?

>> No.3154318

who else got hard in the stroggification scene

>> No.3154319
File: 53 KB, 277x244, ugh.png [View same] [iqdb] [saucenao] [google] [report]

I shudder to think what Quake V would be seeing the direction Doom's going.

>> No.3154320

Was Quake 4 memorable in any way aside from the stroggification sequence?

>> No.3154324

I want art of Ranger with a protractor and set of French curves meticulously measuring archways and Quad Damage powerups to see if they're circular enough.

>> No.3154325

the big guy

metal shout woman

green rifle

john marine--space marine, now strogg marine, to save space

>> No.3154326

It'll be better than Quake 4. Mostly.

>> No.3154331

I enjoyed it more than Doom 3 if that means anything.

>> No.3154332
File: 337 KB, 1281x721, CreateEpitaphs1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3154334
File: 18 KB, 400x400, cacos_blue_heart.jpg [View same] [iqdb] [saucenao] [google] [report]

Got a good chuckle out of that.

>> No.3154337

"The real madness is in these proportions. Seriously, whoever made this place should be fired!"

>> No.3154341
File: 94 KB, 494x537, quakespasm-sdl2 2016-04-20 11-30-31-52.png [View same] [iqdb] [saucenao] [google] [report]

Good news! The Quad Damage is in fact circular! Or as circular as you can get with eight sides that don't even make an enclosed shape.

MATH IS NOTHING TO LAUGH ABOUT, especially when it comes to aspect ratios and units of measurement for game maps and enemies and the associated fucked-up scaling that usually goes hand in hand with them.

Hell, you want an example of really bad scaling issues, replace Return to Castle Wolfenstein- all the enemies are half your height and are barely tall enough to reach the levers, signs, tables and other details, and all the doors have the door handles a foot off the ground and then seven feet of nothing.

>> No.3154345

*replay, shit

>> No.3154346

>especially when it comes to aspect ratios and units of measurement for game maps and enemies and the associated fucked-up scaling that usually goes hand in hand with them.

No, that someone genuinely cares about this is something to laugh about.

>> No.3154351

If it revisited Quake 1 in any form that'd be a step in the right direction.

Unfortunately it will probably just be Quake 2 Episode 3.

>> No.3154352
File: 11 KB, 208x240, 1369491872713.jpg [View same] [iqdb] [saucenao] [google] [report]

Please don't laugh at my autism.

>> No.3154354

It's weird how different Quake's sequels are compared to it.

>> No.3154359

It makes sense if you consider that Quake 1 was a mishmash of ideas from the start and turned out nothing like the RPG concepts they had made- Quake started as a mess and every subsequent game bearing the title has little to no relation to the other titles.

Quake is id's recycling bin.

>> No.3154362

You would think the siblings of the eons-old Great One would actually notice when one of the slave race made by a slave race made by their own slave race manages to kill one, and do something about it.

Or whatever, just keep ignoring everything ever, they seem pretty good at that.

Nyarlathotep for Quake 5.

>> No.3154363
File: 322 KB, 1280x720, 2016-04-20-1742-30.webm [View same] [iqdb] [saucenao] [google] [report]

Why do my walls still look like they're "falling". I've tried lower unpegged, upper unpegged, both unpegged, but nada.

>> No.3154365

Is there a way to change the way shooting a gun lights up a room in Quakespasm? I don't like the solid orange color that goes over the screen when you do.

>> No.3154368

Are those the subtitles that show up to "HUUUGH HUUUGH HUUUGH HUUUGH HUUUGH"?

>> No.3154369

>every subsequent game bearing the title has little to no relation to the other titles.

2, 4 and Wars are all related. Only 1 and 3 are self-contained, and only 1 has any actual story or lore.

>> No.3154372

Try making a sector behind those walls, so the moving sectors have something behind them that stays still..

Lower unpegged should work though. kind of odd

>> No.3154374

3 has lore! It's a bunch of inter-dimensional warriors brought together to shoot each other with rockets! That's enough lore for me, really.

>> No.3154376
File: 1.68 MB, 265x149, 1351500649242.gif [View same] [iqdb] [saucenao] [google] [report]

You mean the flare from the muzzle flash? I don't think so, but it certainly shouldn't be orange, Quake doesn't have support for colored lighting outside of lighting in maps and that's only supported by sourceports, not the vanilla game. It should also only be lighting up a foot or so around you, not the whole screen; can you get a screenshot of it?

I forgot Quake Wars even existed.

>> No.3154380

>inter-dimensional warriors brought together to shoot each other with rockets
Including the Quake 1 protag (Ranger), Quake 2 protag (Bitterman) and Doomguy (Doomguy).

Does Quake have the deepest lore?

>> No.3154382

When I shoot any gun, a translucent orange color goes over the screen then quickly disappears. I feel like it isn't suppose to do that. What's the button to screenshot in Quakespasm?

>> No.3154384

>3 has lore!

Dream matches aren't lore. Quake 3 is the FPS equivalent of KOF '98.

>> No.3154391

Default Quake binding is F12 to snap a .tga file that shows up in your game directory. You'll have to convert it to jpg/png to post it, though.

If you're having trouble getting a freezeframe of it, try entering host_timescale 0.01 in the console to slow down time beforehand.

>> No.3154392


anyone understand how to adjust the offset for the beam on the player side? i've been swapping numbers and not a damn thing is happening as far as i can see.

>> No.3154393

Hmm, so what we're seeing here is that games about Dream matches are the coolest in the series.

>> No.3154395

0.01 might be too slow, actually, 0.1 should be fine.

But an orange tint over the whole screen is definitely something that isn't supposed to happen.

>> No.3154404
File: 154 KB, 1366x768, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

It doesn't seem noticeable, but there's a slight orange tint over everything as I'm shooting the nailgun.

>> No.3154408

>Hell, you want an example of really bad scaling issues, replace Return to Castle Wolfenstein- all the enemies are half your height and are barely tall enough to reach the levers, signs, tables and other details, and all the doors have the door handles a foot off the ground and then seven feet of nothing.

I'd been meaning to replay it because it's a rad game and now you've probably gone and ruined it for me


>> No.3154409

Perhaps ecause you're using an elevator action senpai

>> No.3154410
File: 2.91 MB, 640x360, thanks anon.webm [View same] [iqdb] [saucenao] [google] [report]

Made a sector behind it that doesn't need to be lowered and it works now, thanks.

Webm related, it's the secret area that is now finished script/geometry wise. Textures are still all default things. I generally don't mix texturing with "carving/sculpting" the map.

>> No.3154418

The way you made it look like the ceiling was collapsing looks really cool.

>> No.3154419
File: 1.30 MB, 1920x1080, quakespasm-sdl2 2016-04-20 12-11-03-38.png [View same] [iqdb] [saucenao] [google] [report]

It's noticeable enough to see compared to what it should look like. That's very strange and definitely unintended, like it's taking the muzzle flash light and applying it everywhere while also somehow giving it color.

No idea what would be causing it, unfortunately. I'm assuming you're using the latest version of QS and your drivers are all up to date?

>> No.3154421

>perfectly looping webm

>> No.3154423

It's "Floor and Ceiling lower by value"


Oh shit, it's basically looping indeed. Shweeeeeeet

>> No.3154424

Oooh, that first part is very cool, I agree with the other anon.

>> No.3154432

I have the latest drivers, dunno what's wrong.
I tried using that other engine DirectQ and the gun flashes seemed pretty normal in that. Might be something wrong with my OpenGL stuff?

Is there some option where you can change how the gun flashes look anyway?

>> No.3154438

>Might be something wrong with my OpenGL stuff?
Possibly, although unlikely. Try reinstalling Quakespasm and/or trying a different download of the id1 folder?

>Is there some option where you can change how the gun flashes look anyway?
Maybe in Darkplaces, but Quakespasm lacks most options like that in its strive for a vanilla experience- your graphical options are pretty much "screen on" and "screen off" aside from resolution and HUD size.

>> No.3154456
File: 959 KB, 642x1397, doom sp sm.png [View same] [iqdb] [saucenao] [google] [report]

And next week we're finally getting the D44M "looks" that matter

>> No.3154458
File: 163 KB, 985x811, 1407111197412.jpg [View same] [iqdb] [saucenao] [google] [report]

These streams are gonna be the final deciding factor in whether or not I wait until the game's $40 or less before buying, they better be pretty goddamned impressive.

>> No.3154459


>> No.3154463


What are you trying to do, specifically?

>> No.3154464
File: 68 KB, 408x470, castlevaniaharmonyofdissonance_armors_sheet.jpg [View same] [iqdb] [saucenao] [google] [report]

>Really want to do a Castlevania TC

Damn. Try to talk me out of it? or steer me to any Castlevania textures or previous attempts at a doom / heretic / hexen TC?

I have the complete map of symphony of the night that I could use for textures, but it would take some ripping. Beautiful textures though. I'm sure they would work great in doom tech 1

>> No.3154468

Do it anon

>> No.3154469

I really hope it'll be at least fun looking. This is goona hurt if it ends up bad.

>> No.3154470

>Castlevania TC for Doom

Fucking yeah do it. Just having Castlevania music itself would be fantastic in Doom.

>> No.3154472

So I've got a bullet tracer actor that spawns between the puff and the actor firing, and in order to get a bullet whiz-by sound I made them all loop a whiz-by sound with a small radius.

It works well enough, though the choice of which actor gets to make a noise in the string of actors that make up the tracer seems random, and I can hear my own tracer's whiz-by at full volume.

I figure the two things I can do are play another copy of the sound, inverted, with a Doomguy-sized radius so that up close and potentially close enough to hit it's silent / very quiet, or I can create a lookup table for a custom rolloff that fades up close, then loud, then fades again. Neither of these sound that great but I'm going to try them.

I just want the tracer to start a little higher on the player, it looks like it's coming from my genitals.

>> No.3154478




>> No.3154479


>> No.3154482

Just tried running my ID1 folder through Darkplaces and the gun flashes looked fine. This is so strange.

>> No.3154485
File: 290 KB, 653x542, 1395700634379.png [View same] [iqdb] [saucenao] [google] [report]

>it looks like it's coming from my genitals.

This doesn't sound like a problem, frankly.

>> No.3154489
File: 188 KB, 491x502, fuck me.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3154490

Oh yeah, music was the first thing I grabbed. I think it could work, although it would take me a while to work out a dynamic and whip up all the weapons.

>> No.3154491

You do know those russians leaked stuff related to idStudio months back ri- oh wait, that doesn't fit the narrative, my bad.

>> No.3154492

Huh, very odd. I've got no idea what could be causing the issue then unless it's an odd bug with that specific version of Quakespasm not playing nice with your system.

>> No.3154493

That's also just what the internal development suite is called. It does not confirm mod tools at all.

>> No.3154510 [DELETED] 

not retro

>> No.3154514
File: 75 KB, 400x300, 1459785563176.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Powerslave EX
>Having a great time
>Get to the Amun Mines

This level is horrible. It's like the game suddenly wants me to hate it.
Insta-death floors and pits everywhere, even very late into the level.

>> No.3154516

Thanks Judge Anon, I'm glad you're kipping Megacity /vr/ from scum like us.

>> No.3154520

Can you not infect the thread with your T/v/B? Thanks.

>> No.3154523

Holy fuck I just now realized the SSG frames are frankensprite edits of the normal SG's frames

>> No.3154538
File: 384 KB, 467x555, 1458375216256.png [View same] [iqdb] [saucenao] [google] [report]

>caring about Doom 4

>> No.3154549

>Not caring about the way Bethesda is slowly shoving its arm up our asses and methodically ripping out our prostates individually.

>> No.3154551

300 bucks.

>> No.3154562

I'm not paying for the Fix My Prostate DLC

>> No.3154563
File: 29 KB, 225x220, agitating.png [View same] [iqdb] [saucenao] [google] [report]

Some people were hopeful anon

Also holy kek, this autist/shill/faggot. I can't believe I watched it all. What else can I expect from a vid found on the doom plebbit

>> No.3154570
File: 1010 KB, 1400x1050, death.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit I'm mad again

>> No.3154596
File: 9 KB, 210x210, 0006645466_41.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doesn't look like Halo or COD
Granted it looks like Halo more than COD. But on Earth is he saying that Doom4 looks nothing like those games?

>> No.3154604
File: 870 KB, 1920x1080, WAD COLLECTED3 at 2016.04.20 19-54-44.511 [R2590].jpg [View same] [iqdb] [saucenao] [google] [report]

Anyway, to retro it up a bit more, here's PROGRESS. Nothing quite like starting a map with the exit (Colosseum Bossfight) and then working backwards into the void.

>> No.3154610

Starting at the end of your map then finishing it up at the start is a very good way of doing things. Same with making megawads. Last level first, first level last.

>> No.3154636

>Open thumbnail
>Pile of Shit Emoji
Not even watching it.

>> No.3154640

That's not how you do it at all.
If you do this, the last level is underwhelming as fuck.
What you should do is:
Do the mid-section of your mapset/game first, then do the last level, then do the first level last.

>> No.3154645
File: 9 KB, 200x150, scena_01m.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any resources or guides on producing character sprites based on figures/models? I'm not even sure what this technique is called. Any help is appreciated.

Found this while looking at Gloom resources:

>> No.3154651

they're only doing that if you care about doom4. in which case, see >>3154538.

>> No.3154708
File: 72 KB, 475x325, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3154736
File: 56 KB, 778x426, textures.png [View same] [iqdb] [saucenao] [google] [report]

Hey, this wasn't so hard.

>> No.3154738

Remember Rage mod tools?

Yeah, I didn't think so. Expect any idtech6 SDK to be as inaccessible as that. There's still a small chance of certain modifications being possible without an SDK(The alpha got "Modded" already), but don't count on an SDK producing anything useful even if it is released.

>> No.3154762


This is why I'm grateful for them making snapmap and glad it exists. Without it nobody would ever make any custom content for the game on account of it being too fucking tedious. I hear RAGE was notoriously hard to mod for even with the SDK.

>> No.3154787

You mean there could be a possibility to make other mods like custom weapons n shit with either SnapMap or something else? Cus it'd be cool in general if there was a weapon equivalent of SM.

>> No.3154795

Snapmap is still pretty limited, unless they intend to build it up to a doombuilder/SLADE equivalent. As it is now, it's a touched up Forge mode from halo.

>> No.3154798
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google] [report]

For the level making Anons here, how long do you think it usually take you from conception to completion to make a level that you feel is suitable for release for the general public?

>> No.3154805

11 years and counting

>> No.3154816

Depends on level size and how much I can make myself work on it. A day for a smaller level which I can already visualize quite well, week(s) for larger levels which are still rather abstractly shaped in my mind.

>> No.3154818

Wasn't Duke3D like, open sourced or something?

>> No.3154832


Why does Duke get decent 3D models and Doom nothing?

>> No.3154841

Because with DOUK, its easier to deal with 3D models than gzdoom.

>> No.3154845
File: 1.21 MB, 640x480, gzdoom 2016-04-20 22-13-11-44.webm [View same] [iqdb] [saucenao] [google] [report]

This is turning out pretty cool. Next up is finishing the decorate for the rest of the weapons and making a nice hud.

~15kb so far.

>> No.3154846


Why is that?

>> No.3154851


I am 100% sure that GZDoom starts shitting the bed if there's a big load of 3D models, and also GZDoom, or the doom engine in general (as in, sourceports that support 3d models) make the 3d modeled monsters move like fucking ass.

>> No.3154852

GZDoom doesn't have shading or even fucking angle interpolation for it's models. It's atrocious.

>> No.3154853

watching that i realised there is a map in the hell on earth starter pack that is remarkably similar

>> No.3154860

>Why does Duke get decent 3D models

I dunno senpai, those still look like shit.

>> No.3154863


They look fine. Even rather pointless as they look just like the 2D sprites. No better, no worse.

>> No.3154871

>look just like the 2D sprites

You cannot honestly be looking at those animations and be thinking "Yup looks just like the original".
The pistol reload alone is one of the most horrifying things I've ever seen.

>> No.3154879


It's still better than nothing at all. It might even be better than if just the SDK itself was released, because at least with snapmap we won't have to wait a year for somebody to create even a small sized level. Games made with better technology become increasingly harder to mod for as an unfortunate side-effect.

I do hope they add onto snapmap and remove the limitations for PC.

>> No.3154881

Holy shit! This is rad as fuck!

>> No.3154883

Why do the weapons in Quake feel so weak?

>> No.3154886
File: 223 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3154898

Custom weapons with custom graphics? I doubt it, not in Snapmap. Being able to modify weapon properties? Possibly. Wait a week.

It's hard to make something that manages to be both as deep and easy to use as Doombuilder/SLADE with modern AAA graphics and AI being involved, and just snapping prefabbed rooms together both solves all that and lets them keep maps at a low filesize to be hosted on their user content network and downloaded/uploaded in seconds.

>> No.3154902

Most likely due to beefier health for enemies combined with less than stellar looking weapon animations.

>> No.3154905

>beefier health for enemies
enemy health in quake is much lower than doom
MUCH lower

>> No.3154908

Also it's to do with the shotgun being the starter with near doom pistol damage, but being more useful than the pistol.

>> No.3154912

Im playing on hard. The shotgun just doesn't feel as good as Doom, the super nail gun is alright, the rocket launcher seems like more of a tool than a weapon, the grenade seems better than the rocket launcher cause you can bounce it around corners.

Just got the lighting gun and it seems alright.

>> No.3154916

You have to look at it from the perspective of the weapon damage, the hp values themselves are arbitrary.

>> No.3154923

heh, that guy's deleting all comments critical of him


>> No.3154947


Fair enough about weapon properties. I'll prolly ask via the Twitch Chat (if I can at the time) whether or not weapon modding will be possible in SnapMap, and whether or not we'll get something separate for custom weapons.

>> No.3154958

sensible chuckle

>> No.3154964
File: 131 KB, 648x484, 1432101193447.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like that wacky Romero man is starting a newsletter about his new game and company. The email I got says the first edition of the newsletter heads in on friday.

>> No.3154980

If you go to a page that doesn't exist, like http://www.nightworkgames.com/index.html , Squarespace (the host) will ask if you want to search for the content you failed to find down at the bottom.

>You can return to our homepage by clicking here, or you can try searching for the content you are seeking by clicking here.

Let's see if we can find something.

>> No.3154982

>first picture

>> No.3154989

Bertruger 2.0: Boobs Edition.

>> No.3154993

On-rails shooter mod when?

>> No.3155000

John Romero was right, ID isn't going to innovate anymore.

Doom 3.5 confirmed

>> No.3155014

When someone takes the source code from that thing once it's released and makes one. I find on-rails shooters quite boring desu senpai

>> No.3155024

ROMERO'S BACK (with Adrian as his sidekick)

>> No.3155028
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

I can't believe this is real.
This is the most beautiful thing I've seen in years.

>> No.3155038




He's going to make the good monsters!!

>> No.3155047
File: 3 KB, 112x136, ouchface.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3155052

They looked so chummy in that twitter pic where they met up at adrians hotel.

>> No.3155057 [DELETED] 

this is getting shilled here for the next two years isn't it. fucking great

>> No.3155058

ah yeah

>> No.3155061

>The scenery
>Historical characters
>The return in itself

>The star wars joke

It's perfect

>> No.3155062 [DELETED] 


>> No.3155068

The clash of the upboats

>> No.3155069
File: 980 KB, 450x248, IDCLEV.gif [View same] [iqdb] [saucenao] [google] [report]

>Adrian Carmack is doing the art direction again
This is going to be amazing

>> No.3155082
File: 96 KB, 250x250, doom lewd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3155093
File: 68 KB, 338x294, 1460072807400.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3155098

Get that gay faggot off of my /doom/.
I don't care how cute he is.

>> No.3155107
File: 773 KB, 245x145, filename.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3155114
File: 2.86 MB, 960x540, layeredcockpit.webm [View same] [iqdb] [saucenao] [google] [report]

Testing out a layered dynamic "laggy" cockpit

>> No.3155118


Why does everyone test things in Doom 2's Entryway?

>> No.3155121

see the webm. the large secret open area is perfect for spawning monsters/custom monsters to test out weapon mods with

>> No.3155126
File: 8 KB, 188x200, Guy+in+purple+fw+_b5f53d7fb0e61ea9b833567b85f42daf.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3155130
File: 38 KB, 344x256, 42341054235.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3155134

adrian carmack isn't going to be involved, he's just in the video to cause people to freak out. lol if you think your overreaction isn't exactly what romero was intending to happen.

>> No.3155142

Have you considered using map32. all the weapons are there already (except the shotgun), it's a bigger open space than out back of map01, and you don't have to noclip to reach the space quickly.

>> No.3155146

I dont know what's going on, I can't get through the video because of feelings of acute embarrassment.

>> No.3155150

the large flat area is a damaging floor

>> No.3155156
File: 982 KB, 300x225, everything looks the same.gif [View same] [iqdb] [saucenao] [google] [report]

What in the name of fuck are you on about?

>> No.3155159

how do you know that?

>> No.3155174



>> No.3155176

Stop it this instant.
I will not tolerate this cute on my board.
This is a manly place for manly things.

>> No.3155178 [DELETED] 


That looks a bit odd. What effect is that supposed to represent ?

>> No.3155183


That looks a bit odd. What effect is that supposed to represent ?

>> No.3155184

there aren't any damaging floors in map01. or map32, for that matter.

>> No.3155189

before posting please check the thread to see if your item has been posted already. see >>3155024. thank you.

>> No.3155191

the mech equivalent of shotgun testicles

>> No.3155192

A delayed cockpit that turns with the player's viewpoint. Like in Mechwarrior and Metroid Prime.
I was seeing how it would look with a static portion and a dynamic portion under it.

>> No.3155194
File: 30 KB, 620x413, FKA6XMQG68H9LBS.MEDIUM.jpg [View same] [iqdb] [saucenao] [google] [report]

Coming from someone who has no nostalgia for Quake 1 and just started playing it.

This game looks great. The art style and particle (?) Effects are really nice.

>> No.3155195

i have no idea why was i thinking about map29 when it clearly says map32
i'm dumb

but map32 has terrible music
also map01 has height variation in case of anything

>> No.3155196
File: 46 KB, 665x598, 1379232754931.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't you have shitposting on /v/ to do?

>> No.3155197


Did you play Doom? I think Doom has better aestetics and art style. More colors, better monsters. Quake is too brown for me.

>> No.3155198
File: 100 KB, 1024x768, adrian and romero.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm excited to see what Adrian will be doing.

>> No.3155202

>Why do the weapons in Quake feel so weak?

The weapons barely move. So tehre's little visual and audio proof they're even firing. With the Doom wapons they're loud and there's a big animation.


And the enemies take more shots to kill.

>> No.3155203

Why has Adrian slowly turned into a bridge troll?

>> No.3155204

Yeah. As far as true early 3D games go Quake looks good. It's not very colorful, The enemies, gore, and weapon effects (Smoke trails and stuff) look good.

>> No.3155209
File: 86 KB, 650x488, MI+The+Irish+Pub+Atom+Films.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a side effect of being in Ireland

>> No.3155212

>i have no idea why was i thinking about map29 when it clearly says map32
heh, okay, that's cleared that up.

>but map32 has terrible music
>also map01 has height variation in case of anything
oh, well fair enough. map32 was a good place to test dehacked patches. but i guess now you just summon anything the map doesn't give you. i don't have the music on so i couldn't care less about it.

>> No.3155215

if you're me and have noclip bound to N, getting to the back of map01 is faster

>> No.3155216


Because it's what's loaded when I double-click a mod to test it.
It'd take more time to load up map32 than it would to just go to the back of map01.

>> No.3155218

I don't get it at all. You say it's a reference to the new star wars (which i haven't seen)?

>> No.3155230

what? game designers? don't tell me i'm still on that feckin' island!

>> No.3155232
File: 267 KB, 640x480, 1460911366835.png [View same] [iqdb] [saucenao] [google] [report]

what there are working on?

>> No.3155235

> i don't have the music on while playing doom

reasons to not live #17

>> No.3155236

**they are

>> No.3155238


an unnamed FPS

that's literally all we know

>> No.3155240
File: 12 KB, 200x200, MINOA1.png [View same] [iqdb] [saucenao] [google] [report]

Cows go moo.

>> No.3155267

I signed up for updates. We'll see.

>> No.3155293


>> No.3155295



>> No.3155296
File: 298 KB, 1600x1200, Screenshot_Doom_20160420_193841.png [View same] [iqdb] [saucenao] [google] [report]

>grab red key
>instantly surrounded by six chaingunners at point-blank range

>> No.3155305

is that from the master levels

>> No.3155310

>The Pit
>grab rocket launcher
>flanked by 8 shotgunners
>back up
>flanked again by 6 chaingunners and 6 lost souls


>> No.3155318
File: 231 KB, 1600x1200, Screenshot_Doom_20160420_194833.png [View same] [iqdb] [saucenao] [google] [report]

>grab blue key
>eight chaingunners

No, it's Eviltech: Soul of Megawad.

The dangerously cheesy 90s midis keep me going but the gameplay is just one kick in the dick after another starting from map12. Each map takes like 30 minutes to complete and has a whole lot of shitty little encounters like this that'll kill you in an instant if you don't expect them.

>> No.3155320


>> No.3155328

"welcome to map09, btw we hate you"

>> No.3155378
File: 156 KB, 270x270, SAVE ME.png [View same] [iqdb] [saucenao] [google] [report]

>Night Work Games Ltd. is the dark and violent subsidiary of Romero Games Ltd.

I like the sound of this.
A lot.

>> No.3155386
File: 2 KB, 162x336, Dynamic pose practice revision big.png [View same] [iqdb] [saucenao] [google] [report]

>People are playing my mod in software mode
Dang, I'd better resist temptation to use truecolors. Man I wish Doom's pallet had more blue and less brown. Not mucking around with custom pallets either.

>> No.3155387


Depending on what sorts of blue you want, you could maybe twist the blue range into having them. Then at the very least your true colour graphics could fall into a similar colour range when ZDoom renders them with a palette.

>> No.3155389
File: 63 KB, 436x842, $_57 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

So if I want to play Thief all I need is Tfix and Tafferpatcher with the Steam versions? I only have the Steam releases

>> No.3155392

I hope there's a single player because tbqh I'm sick of having dead online games filling up my shit

>> No.3155396

Tfix, Tafferpatcher, Tfnord, Taflex, Tbex, Teflon, Tpatch, and then it'll be ready to go.

>> No.3155401
File: 134 KB, 764x764, 1443690319144.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3155404

>twist the blue range into having them
I'm not sure I understand.

>> No.3155416

I forget, what shit do I have to do to play the quake expansions with quakespasm?

>> No.3155418


Fuck sorry for the late reply, but you'll need to change your base resource. You can see it above the texture editor tab in this picture here >>3154021

Keep in mind that when you switch the base resource, any edits you've done with a different IWAD will most likely be invisible until you switch back.

>> No.3155426


Make a shortcut to the quakespasm .exe and add -hipnotic at the end of the target for Scourge of Armagon, and a shortcut with -rogue at the end for Dissolution of Eternity

>> No.3155428

Maybe you want cyan or teal, adjust the hue of the blues so that the brighter or darker sections go toward that colour. Or just all the blue. It won't be perfect but it should add a bit for ZDoom to choose from.

>> No.3155430


That pistol is amazing. Far nicer looking than the one I cobbled together

>> No.3155431

fuck off TheGameShitter.

are you using the GOG or Steam versions?

>> No.3155435


Alright I'll write that down

>> No.3155436

System Shock AS FUCK

>> No.3155438


I'm lazy, it's easier to load up the mod I'm making, mash enter, and backpedal into the secret area

>> No.3155442
File: 78 KB, 1007x783, 1458583262062.png [View same] [iqdb] [saucenao] [google] [report]


Is dat some space pirate? Show me more, Marty-o

>> No.3155448
File: 46 KB, 569x571, MAXIMIZE.png [View same] [iqdb] [saucenao] [google] [report]

>Strange Aeons
>That fucking blue key nightmare trap


>> No.3155451
File: 1.85 MB, 250x188, welp.gif [View same] [iqdb] [saucenao] [google] [report]

>HusbanDoom never

>> No.3155464

>Kane Bloodmax
Who the fuck?

>> No.3155502

Anyone know where I can find the master levels in seperate wads? The only downloads I can find come in like a dat and batch file and I dunno what to do with that.

>> No.3155549

Personally I use MAP13 for long distance testing. I also have a key bound to "kill monsters" and another to spawn the monster/item I'm iterating on.

>> No.3155587

So guys, I'm just wondering, if SnapMap turns out to be fairly complex enough to stand out from other ingame level editors from other games, do you have any ideas for stuff you'd like to make?

boy howdy lemme guess someones gonna bring up the idea of recreating a famous megawad

>> No.3155591

Does SnapMap include single player? If it does then I'm interested in what the game might turn into with fan content

>> No.3155598

Yeah it does. It also has a playlist feature so you can make your own pseudo-wads. I.e. string multiple maps together.

>> No.3155602

Sounds interesting. I'm not really going to judge the game off an outsourced tacked on MP mode. I think it'll be a better Doom than 3 was at least.

>> No.3155614

I'd probably remake some of my TimeSplitters maps with it.

>> No.3155621

If the rumored 4 player limit turns out to be bullshit I'm going to try to make a team mode where the demon rune is always up and you have to play tug-of-war trying to walk a mancubus into the enemy team's goal, in a map that players can traverse easily but the manc can't.
If the 4 player limit is definite, then I'll port the idea to zandronum I guess.

>> No.3155627

i just create my level big enough for testing

>> No.3155629
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]

So, Bombing Run: Fat Edition? I can dig it.

>> No.3155630

How do I make a music wad? Is programming involved?

>> No.3155632
File: 155 KB, 1795x1021, K26EHqw.jpg [View same] [iqdb] [saucenao] [google] [report]

GZDoom Builder plugin generates shadows / light


>> No.3155638
File: 113 KB, 262x313, Oh I know EXACTLY why I have this boner (It's because I'm a goddamn skeleton).png [View same] [iqdb] [saucenao] [google] [report]


Holy fuck, this is amazing if it works

>> No.3155639
File: 1.42 MB, 300x170, 1456554082643.gif [View same] [iqdb] [saucenao] [google] [report]


holy shit

>> No.3155641

Wotta time to be a mapmaker.

>> No.3155642
File: 312 KB, 843x1235, roxie gasp.png [View same] [iqdb] [saucenao] [google] [report]

Well goddamn, it's good to see them boys at it again, gonna keep a lookout for that!

Hell, Adrian has been gone from gaming for a long while, it'll be interesting to see what he'll do after all this time, and I know that Romero, for his fuck ups and personal flaws, is a very creative and gifted person, who can achieve great things when he works hard.

Here's hoping they don't Dai-Katana the entire thing!

>ID isn't going to innovate anymore.
When the fuck was the last time iD actually DID innovate? For all it's flaws (and there were quite many), I had fun with Rage, but that's about as innovative they got after Doom and Quake in my opinion.

Like, John Carmack is a genius, but he isn't a creative person in the same sense of John Romero, Adrian Carmack, or Tom Hall, and he was pretty much the last hanging remnant of old iD, I came to terms with this shit several years ago, him leaving neo-iD was never going to have a huge impact on how their games would play (save for vetoing the cowwadoodie build of Doom 4, and thank fuck he did that)

>Doom 3.5 confirmed
Good, I kinda liked Doom 3, if they can make a much better and exciting version of it, I'll settle for that.

I try to have realistic expectations.

>> No.3155650
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google] [report]

>Here's hoping they don't Dai-Katana the entire thing!

I would like to believe that Romero has learned his lesson after the catastrophe that was Ion Storm

He wanted too much too fast and completely bungled his own efforts because of assumptions, ego, and ignorance. If he's tempered himself after the fire I think he could make another hell of a game.

>> No.3155652

best gym leader

>> No.3155656

is this a trap

>> No.3155658
File: 132 KB, 1024x683, image.jpg [View same] [iqdb] [saucenao] [google] [report]

What's he thinking about /vr/?

>> No.3155662
File: 64 KB, 791x822, roxie-koffing.jpg [View same] [iqdb] [saucenao] [google] [report]

You shoulda seen him in his youth, when working at iD, he was fat and the long hair didn't look good on him at all.

I think he looks "adult" now, if that makes sense.

>I would like to believe that Romero has learned his lesson after the catastrophe that was Ion Storm
Yeah, I'm pretty sure he knows what went wrong, he's had a long time to reflect on that.

I know, right?

All girl, there's no fagshenanigans here.

>> No.3155663

>Why are my boots so big

>> No.3155664
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]


Demon stuff, maybe

>> No.3155667

>I don't know man. Some times it's like, is rip and tearing even worth it?

>> No.3155668

>I wish my shotgun wasn't broken

>> No.3155670

>i think i left my stove on

>> No.3155671

>no lo wang

>> No.3155672

Not to mention that IF he screws up again (which honestly, it's been so long that I doubt he will), he'll never hear the end of it.

>> No.3155674

just get newdark for both.

>> No.3155675
File: 43 KB, 1280x720, edgy romero.jpg [View same] [iqdb] [saucenao] [google] [report]

Leave the Doom threads to me...

>> No.3155678

>man, earth had some fuckin' terrible level design

>> No.3155679

Oh that is just the fucking COOLEST!

>> No.3155690

Neat. What's this for?

>> No.3155691

>i miss my old uniform

>> No.3155694


>> No.3155695

>I sure hope no one shoots these barrels

>> No.3155704
File: 27 KB, 386x530, pffft.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3155707

waiting for doom 5 hell on earth

>> No.3155710

>What if its possible to go in the suit too many times
>Where does it all go if I have one of those bouts of travellers diarrhea
>Fuckin glad I got these barrels, I'll say that much

>> No.3155713
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

actually lo wang /is/ there

it's one of those image files that has another image hidden and encrypted inside of it

open it in 7zip, the pasword is i'm a dirty liar

>> No.3155716
File: 92 KB, 450x500, tumblr_inline_nvol39E9Xv1r95fgm_500.gif [View same] [iqdb] [saucenao] [google] [report]

>Tfw I'll never be a fabulous flying screaming skeleton

>> No.3155727

Kinda felt a bit more natural when screens and buttons lagged too. Is it possible for you to make them lag as well, but when in the lag, place them between points of real center (the point where everything snaps back to) and steel frame center (the thing that lags right now)
This should create a sort of - parallaxy effect, where it would be percieved that cockpit controls are closer to you than the outer shell.

>> No.3155740

I usually don't give a shit about multiplayer, so this stream is going to make or break whether or not I pick it up.
That and whether or not I can play my snapmaps offline with monsters/bots(if I'm understanding correctly you can make both SP and MP content) or if it's a forced online thing.

I am a little optimistic though, given how Certain Affinity had nothing to do with the single player and snapmap portions of the game.

>> No.3155746

I agree with other guy. Make the buttons lag just a tad. And maybe lessen the window lag.

This is pretty cool the by way.

>> No.3155759
File: 26 KB, 493x402, 1379491216808.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3155762

>These skeletons are too loud
>My feet hurt
>I'm out of ammo
>I wish I was back on earth petting my rabbit

>> No.3155769

>I'm out of ammo

You say that like it'd slow Doomguy down at all.

>> No.3155808
File: 113 KB, 1862x840, E1-Hospital (edit area) at 2016.04.20 23-36-02.790 [R2592].jpg [View same] [iqdb] [saucenao] [google] [report]

That's some good shit; I'll have to keep tabs on it's development.

>current version slices through doors


>> No.3155860

>I hope no one finds out I've been using these barrels as toilets...

>> No.3155874
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google] [report]

>Free Hissy when?

>> No.3155879

Those thighs though.

>> No.3155883
File: 125 KB, 848x397, VUAx2T.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else find the Spider Mastermind and Arachnotron more ayylien then demon?

>> No.3155886

>why can't i go fast

>> No.3155907
File: 42 KB, 456x411, patchy.png [View same] [iqdb] [saucenao] [google] [report]

I just pasted two of of these over the normal pistol sprite and got lucky with the perspective. Nothing compared to the crazy shit you're pulling off with the barrel gun :V

I was briefly considering replicating the over 9000 stances in SS for shits and giggles, but decided against it. There'll be rear-view mirrors though

>> No.3155908
File: 9 KB, 320x320, pulls a moldy jpeg from giantbomb.jpg [View same] [iqdb] [saucenao] [google] [report]

crash for top id software waifu

>> No.3155909
File: 249 KB, 1024x768, video games.jpg [View same] [iqdb] [saucenao] [google] [report]

So what are people's opinions on Doomsday and Risen3D? Good, bad, or ugly?

>> No.3155914

64kb tip: extract the PK3 with 7zip, then re-zip it with 7zip to get better compression. Try different settings. Try using .7z instead of .zip and rename it to .pk7

>> No.3155917
File: 115 KB, 1231x809, snap.png [View same] [iqdb] [saucenao] [google] [report]


Funny, I took the same part of the BFG, just more narrow, I just put it inside the hand rather than over the pistol.

>> No.3155921

the other day some guy downloaded a bunch of doom mods and strongly believed that he had to run with doomsday because it was included in the babby's first exposure to doom mods package and i was upset that he was actually going to use that damn thing, damning his future mod experiences by not using gzdoom or zandronum

as if doomsday has any mods aside from 5 or 6 that weren't done better somewhere else or weren't worth doing at all

>> No.3155924

I want to hold Crash's hand.

>> No.3155926

It's funny cause Doomsday was the first port I used for Doom before I knew any others existed. Then I discovered ZDoom. Never went back after that.

>> No.3155932

Pretty much pointless at this point. Shit terrible 3D can be done in GZDoom, and the amount of notable wads for doomsday or risen3D is non-existent.

IMO, the only ports doomers should be actively using at all these days are Chocolate/Crispy Doom, PrBoom+, GZDoom and Zandronum. Everything else is only for curiosity's sake.

>> No.3155953 [SPOILER] 
File: 152 KB, 568x1000, 1461215664697.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3155975
File: 677 KB, 1280x720, tumblr_o14m4pz9i51rizftjo4_1280.png [View same] [iqdb] [saucenao] [google] [report]


Doom 64 / Doom HD stuff.

>> No.3155981
File: 137 KB, 623x527, 1452938337450.png [View same] [iqdb] [saucenao] [google] [report]

Why would you do this?

>> No.3155987

Why not?

>> No.3155994

Yes. I don't like them.
They're good designs, but they're not good demon designs, if that makes sense.

>> No.3156000

Fat is disgusting.

>> No.3156002

You are disgusting and your trips prove nothing.

>> No.3156003
File: 41 KB, 302x314, 1361273427882.png [View same] [iqdb] [saucenao] [google] [report]

>not THICC

doomguy already runs faster than a cheetah while carrying a few hundred pounds of weapons and ammo, crash would be fine with an extra fifty around the middle

>> No.3156012
File: 2.93 MB, 640x360, 1455057373666.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3156014

>weebshit posters
i don't even know what emotion this plate-eyed, noseless chink fantasy is supposed to be conveying

>> No.3156023
File: 10 KB, 204x136, image.gif [View same] [iqdb] [saucenao] [google] [report]

trips confirm
but my boner doesn't listen

>> No.3156043

This. Those four only.
There's also Eternity though. It hasn't been worked on for 2 years, but that Vaporwave Demo wad that was exclusive to it had very nice looking environments that showed what that engine could do.

>> No.3156046

>tfw can't unsee the Arachnatron's eyes as soul spheres

>> No.3156059
File: 70 KB, 509x767, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

There's only one explanation.

>> No.3156063
File: 407 KB, 1000x700, 15-d4yr7rr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3156067

Oh Manny

>> No.3156098
File: 519 KB, 500x715, tumblr_o53850POWf1uw9rpwo1_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3156102

Womancubus when?

>> No.3156110

Is that supposed to be a Mancubus roar or a fart?

>> No.3156116 [SPOILER] 
File: 1.71 MB, 500x500, 1461219891540.gif [View same] [iqdb] [saucenao] [google] [report]

its a fart

>> No.3156127

other than that it looks nice enough...

>> No.3156132

testing in map 01 is mostly for the "let's see if this works and and its not bugged"
Testing on other maps would be for making sure whatever thing you coded doesn't break the game.

>> No.3156157

>tfw thicc crash will never release a sweltering, rancid fart onto your willing, eager face

>> No.3156163 [SPOILER] 
File: 162 KB, 877x960, 1461221942926.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3156164

Every day I thank god for this.

>> No.3156176

Huh.I can change it up a bit if you feel like I'm copying your pistol since it's a competition and all. Don't wanna feel like a dick.

>> No.3156213

Eternity is pretty cool, but it kinda suffers from slow development.

>> No.3156214
File: 537 KB, 792x550, BobPageIntro2.png [View same] [iqdb] [saucenao] [google] [report]

Aquinas spoke of the mythical city on the hill, soon that city will be real, and we will be made it's bitches.

>> No.3156215

Maybe a dedicated zoo/playground map needs to be made for gameplay mod playtesting.

>> No.3156218

To be fair to both of you, WildWeasel did a similar edit in his mutator mod from way back. It was a cannon rather than a pistol though.

>> No.3156220

That's what Demonsteele's MAPTEST is. If one is needed one gets made.

>> No.3156227


No way dude, your pistol is fucking rad, don't change it.

>> No.3156234

It's still just a curio. Other engines like GZDoom and PrBoom+ are more user friendly and run better. Eternity's basically another Boom/MBF derivative anyway.

>> No.3156272


this is a bunch of test maps used by freedoom

>> No.3156276

Yeah, pretty much.

>> No.3156303
File: 264 KB, 1038x800, Macabre waltz.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think of the Doom clones in the iwad download, like Chex and Heretic. Good as Doom?

>> No.3156306

Chex Quest was fantastic for a free game you got in a cereal box. I personally don't like Heretic very much because I think it gets kinda boring pretty fast. The textures and sound/music make me fall asleep.

>> No.3156312

What's the point of the fist or the chainsaw in Strange Aeons? The bone staff thing the player starts with is so damn good.

>> No.3156313

Chex Quest doesn't really get good until the third episode.

Heretic suffers from boring level design that often has too much symmetry.

>> No.3156314

as obnoxious as they are, mark's things look pretty cool

>> No.3156319

Heretic is great. I bet it'd be a blast to dm in.

>> No.3156326
File: 28 KB, 250x351, HAFRSFJORD VIKINGSVERD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3156327

tastyspleen.net if you wnt to quake some 2

>> No.3156331
File: 101 KB, 620x480, Mutilate torment.jpg [View same] [iqdb] [saucenao] [google] [report]

Would you say all the games in the iwad file are worth checking out?

>> No.3156332

Can't comment on chex and hexen gets frustrating/boring fairly fast but otherwise yes.

>> No.3156334

Quake 2's 4096^2 limitation on map size makes it difficult for me to spend more than a few days per map, but right nw I am attempting a Quake 2-map with Quake 3's level of detail so it's taking a bit longer to get finished.

>> No.3156335

Checking out, sure. Playing to completion, not necessarily. It depends on your taste.

>> No.3156336

Q1 has the same limit (4096 units from 0,0,0) but lots of sourceports include options to remove that or have increased limits from the start; Q2 doesn't have any ports like that?

>> No.3156340

Of course. There's no reason not to check all the other IWADs out.

>> No.3156342

>Hell has changed

>> No.3156345
File: 835 KB, 950x800, 1453988971569.jpg [View same] [iqdb] [saucenao] [google] [report]

I tried to play Strife and I didn't even get out of the first map before giving up

>> No.3156354

No, also there's the hardcoded 65536-limit for lighting patches which makes larger maps look ugly.

I'd really like it if I could create massive maps for Quake 2. The last map I did was almost impossible to render lighting for towards the end because of the lighting limitation.

>> No.3156360

the lighting limitation sounds interesting, can you go into more detail about that? (only made maps for doom, don't know how lighting in quake works)

>> No.3156364

http://quark.sourceforge.net/forums/index.php?topic=682.0;wap2 (it was 65000, not 65536)

Also here is my map:

>> No.3156367

huh, interesting

does quake 1 have any odd limits like that? i know it has less advanced lighting (i.e. only point lights, no brush face lights, no colored lights in the vanilla engine, etc)

>> No.3156373


>> No.3156379

I don't remember Quake 1, but I know that there's a certain minimum size for objects that creates mayhem if trespassed.

As for Quake 3, after Team Arena the only limitation was that if you made really large maps you couldn't use bots anymore.

>> No.3156380

Strife is a good concept but is in dire need of a remake

i mean, with modern AI mechanics (stealth reactions, paths...) and maybe advanced forms of movement (like a grappling hook?) it would be great

i remember the first time i played it and tried to find "the right entrance" to the prison because the main one has some kind of detector gate
(spoiler: there's none, you can't be stealthy for that mission)

>> No.3156408 [DELETED] 

settle down doom babbies

>> No.3156413

>I want ice cream

>> No.3156428

Doom Chaingun gameplay:


>> No.3156431

This is the worst announcer of All Time.

>constant jelly screen when low on health
>big fucking LOW HEALTH conksuck thing at the bottom the whole time in case you somehow forgot

This looks more like a fucking parody of itself than an actual game. I can't believe how generic it is.

>> No.3156439


>> No.3156440
File: 136 KB, 408x335, quack.png [View same] [iqdb] [saucenao] [google] [report]


>those chaingun sounds

That looks really satisfying to use.

>combined with haste


It's still fun though, and I've seen far worse bastardizations of IPs before. I mean yeah it's not a good mindset to say "Well they didn't COMPLETELY ruin it." But as retarded as the AAA scene is, I'd say Doom's MP could have turned out far, far worse.

>> No.3156448

what kind of fucking shit video streaming is this?

>> No.3156457

Does anyone here have a copy of Immoral Cumbat they might like to upload?
I think the only way you were able to get the full game was by Mail order or something

>> No.3156458
File: 117 KB, 861x754, WAD COLLECTED3 (Script Editor) at 2016.04.21 13-30-26.171 [R2592].jpg [View same] [iqdb] [saucenao] [google] [report]

Is there such a thing as too many scripts? Does Zdoom have a limit?

>> No.3156463

Where are these actually going? A HD Texture/Sprite pack or complete remake?

>> No.3156474 [DELETED] 

babby-queer is back!
Hide yo children!

>> No.3156475

I agree, that announcer sounds so bored and generic.

>> No.3156476 [DELETED] 

don't reply, please.

>> No.3156481

I would assume that 255 is the limit.

I've had a map with 99 scripts before.

>> No.3156482 [DELETED] 

Do not acknowledge the existence of the babbyman.

>> No.3156492

You can only have 1000 numbered scripts.

Named scripts, not sure but probably up to 32768. It's one of the few ACS limits you won't reach.

>> No.3156496

>The few that you won't reach
What would be some ACS limits I can/will reach then? I don't know of any besides this one.

>> No.3156502

map variable limit (128), global variable limit (32), instruction limit (2,000,000, and actually a lot easier to reach than you'd think when using GDCC), fixed-point value limit (range is [-32768.0, 32768.0) ), and those are the big ones that I've run into

>> No.3156539

Is there a way to make a single pickup cycle through different states and make it change what it actually gives to the player when they pick it up?

Like for example could I have an item that cycles between a shotgun and SSG every few seconds, and depending on when the player picks it up, that's what they get?

>> No.3156545

The easiest way would be taking advantage of either WeaponGiver or CustomInventory.

Have the Spawn state of the actor last for 105 tics, then spawn the next item in the cycle and disappear, transferring position, velocity, TID, and pointers in the process. Then just add the weapon to the WeaponGiver's DropItem list (if it's a WeaponGiver) or give the item in the Pickup state (if using CustomInventory).


>> No.3156547

Is the pickup sprite supposed to change? If so, you could put all the things it's supposed to cycle through in a dummy sector, then have a script teleport them in order/randomly to where you want the pickup to be, and every one of those items has as action (=on pickup) that the script is stopped.

>> No.3156548
File: 278 KB, 895x801, progress.png [View same] [iqdb] [saucenao] [google] [report]

Satisfied with the yellow key geometry. Red geometry finished too. Now to add the blue key, some more sectors/areas just for exploring, and then to texturing and proper monsters/items/decorations,

>> No.3156554

Looking good, anon.

>> No.3156593

It's neat.
I like Q1's MP a surprising amount.
Railgun is definitely fucky in a lot of ways.

>> No.3156608
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]


>just have the item spawn the next item in the cycle and then disappear

That's fucking brilliant, why didn't I think of that? Thanks anon


That sounds more like a mapping thing, this is a gameplay mod, sadly.

>> No.3156626

I dig it. Haste made it better.
I wonder if triple chaingun is in the MP.
Low health thing seems actually pretty useful, I suck at keeping an eye on stuff, depending on the game. UT was always the worst at this, the new HUD on 4 is great though.9

>> No.3156635

>Low health thing seems actually pretty useful, I suck at keeping an eye on stuff, depending on the game.

It'd help if there were pain sounds and blood flashes in Doom 4. Also if you were able to scale up the HUD.

>> No.3156636



>> No.3156653

literally who?

>> No.3156670
File: 30 KB, 618x338, article_post_width_Hatred[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>dating Not Important

>> No.3156673

brutal doom

>> No.3156674


>> No.3156681

hell yeah my man

>> No.3156682

Project MSX

>> No.3156685


>> No.3156686

Action Doom

>> No.3156689

Zero Tolerance

>> No.3156690


>> No.3156691

that mod's been in beta longer than a game on steam

>> No.3156692

Fractal doom

>> No.3156694

Demon Eclipse

>> No.3156696

Who Dun It

>> No.3156701

Accessories to Murder

>> No.3156706

Zan Zan

>> No.3156713
File: 13 KB, 160x102, Preview.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3156714


>> No.3156716

wrack city bitch

>> No.3156717

Hard Doom

>> No.3156721
File: 1.93 MB, 320x224, Zero Tolerance.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3156738



>> No.3156740

Doom 3

>> No.3156743

Wouldn't it make more sense to make Doom TC for Build Endine, and then use Duke 32 from then on?

>> No.3156745

apparently build is a bitch to make maps in, so no

>> No.3156746

Then why for that. Why not for Quake 1/2. At that point you're just arbitrarily limiting yourself to whatever engine.

>> No.3156750

>Build engine

For what purpose?

>> No.3156754

Doom 4

>> No.3156759

>instruction limit (2,000,000, and actually a lot easier to reach than you'd think when using GDCC
Also happens easily if you do complex string handling with long messages.

>> No.3156760


More advanced. Duke32 can make DN3D look really great. Allows for more 3D models and other enhancements. Inventory and other features of DN3D.

>> No.3156765

PSX Doom.

That's good creepy music.

Twisted Beyond Reason (Limbo) is my favorite track. It really unnerves me.

>> No.3156767

Doom RL Arsenal

>> No.3156770
File: 19 KB, 573x789, Whip.png [View same] [iqdb] [saucenao] [google] [report]


Fucking around with this Castlevania idea.

So far I've got a whip, whippable candlesticks and a bunch of textures. Trying to stick to 2D strips like the original games. Map has some issues, not really happy with some of the lines between translucent textures and the purple fog might get cut too.

I've replaced all the classes with the single player character (using hexen as a base), but they still dont start with the whip. pic is my actor definitions in DECORATE. It should replace the mace with the whip, but the player still starts with a whip (I had to give the whip through console for this playtest)

Any ideas what I've done wrong here?

>> No.3156773

But you can do a lot with GZDoom anyway.

>> No.3156774

If there's any reason PS1/N64 Doom can matter, it's in it's dark ambient soundtrack which is just fantastic.

>> No.3156776


GZ Doom itself is dead though. They just keep it compatible with the latest zdoom.

>> No.3156784

Thats because Graf Zahl contributes to ZDoom itself nowadays.

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