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3160032 No.3160032 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3156804

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.3160034


[04-22] Dark Arena ROM dump

[04-22] Visual Doom AI Contest (bots that plays Doom by sight)

[04-21] DUMP 2 released (68 maps for ZDoom)

[04-21] Webpages now average size of Shareware Doom download

[04-21] New TNT2 screenshots

[04-20] Automatic Lighting Generator plugin (for GZDB) enhanced

[04-20] The Return [of Romero, and the other Carmack]

[04-20] EDuke32 developers in dispute with Gearbox over Duke3D contracts

[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


To submit news, please reply to this post.

>> No.3160038
File: 146 KB, 500x500, 37793075_p0.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3160041


I have the sudden urge to get a Super Nailgun and Lightning Gun.

>> No.3160043

i'd seriously kill for some shambler pajamas

>> No.3160047

but the shambler's cute!

>> No.3160048


Me too.

>> No.3160049


>> No.3160052

Yeah. Since I reversed the load order of Demonsteel and Russian Overkill, it runs fucking perfectly. It's basically Demonsteele plus every weapon you love from Russian Overkill, although I'm not 100% on how to get Russian Overkill weapons legitimately since weapon spawns are Demonsteele-style.

>> No.3160054

it is the exception not the rule though

>> No.3160058

The link to Quake files in the OP doesn't work any more, could somebody please reupload?

>> No.3160059

And? I'm not gonna try mixing all gameplay mods ever, I just chose these because I remembered one of Term's posts on the matter.

>> No.3160061

haha I thought that was Kyubey
i guess they are both eldritch abominations

>> No.3160069

and it's a point worth emphasising so other readers don't get any funny ideas or expectations. don't be so defensive

>> No.3160071
File: 542 KB, 1267x713, tspscreen9.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3160074

leave him alone

>> No.3160075

this is the best you're gonna get


>> No.3160079
File: 151 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Terra Nova: Strike Force Centauri still worth playing? It's on sale on Steam right now.

>> No.3160082
File: 138 KB, 1680x1050, WS.png.png [View same] [iqdb] [saucenao] [google] [report]

level was named "die,Fuhrer, die"

>> No.3160086
File: 461 KB, 1267x713, fuck-this-giant-squid.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3160090
File: 4 KB, 254x234, 1409714170775.png [View same] [iqdb] [saucenao] [google] [report]


>giant terrifying squid

>> No.3160091

his explosions aren't even rendered at full brightness, he has it hard enough

>> No.3160130

Something about this is actually really fucking scary and unsettling.

>> No.3160153
File: 194 KB, 1267x713, surviveadaptovercome.png [View same] [iqdb] [saucenao] [google] [report]

face your fears anon

>> No.3160154

The scariest thing about it is how fucking terrible it looks.

>> No.3160161

i know it isn't done yet but just to be sure

if it's surrounded by energy you'll see the light effects on both sides of the blade

>> No.3160171
File: 1.00 MB, 499x310, berserk pack.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3160173
File: 11 KB, 296x131, cute.png [View same] [iqdb] [saucenao] [google] [report]

Don't hurt him! He looks cute.

>> No.3160175

reply with "i love you giant squid" if you would calm his anger

ignore to let him steam

>> No.3160202
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

gonna need some wasabi for all that sushi

>> No.3160212
File: 120 KB, 500x392, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_48679330.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3160236

Hey guys, I'm trying to find a rare Doom engine game that I'm not sure actually exists. Late 90s fantasy RPG (Ultima Underworld style) and I think somebody on SomethingAwful did a LP of it and was talking about how it sold less than 100 copies, but I can't for the life of me remember what it was called.

Does anybody know what I'm talking about?

>> No.3160251
File: 20 KB, 626x354, 1460703636033.jpg [View same] [iqdb] [saucenao] [google] [report]

what do the score rewards in Dakka do?

my screen pulses light blue and there's a thrumming noise, but that eventually goes away... what's going on?

>> No.3160260

look at your ammo

the titlemap also explains it

>> No.3160263
File: 18 KB, 480x360, wolf3d.jpg [View same] [iqdb] [saucenao] [google] [report]

Are Wolf3D mods/fan maps generally worth playing, compared to their equivalents for Doom/Quake etc?

I liked the original and Spear of Destiny, but the second and third episodes feel like they're really scraping the bottom of the barrel in terms of what the engine is capable of.

>> No.3160271

Any good gameplay mod I can play without mouse look? I'm too tired to aim

>> No.3160272

thanks senpai

>> No.3160276

Amulets and Armor, but it's not Doom engine. It's a custom engine similar to Doom.


>> No.3160283
File: 5 KB, 104x272, o.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to disable the 1.2x vertical sprite stretching in-game?

>> No.3160287

you gotta pick a funny aspect ratio from the video settings in (G)ZDoom

>> No.3160289
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

Why in the fuck would you want to do that?

>> No.3160291

Don't use GZDoom for now till someones tell the dev to fix his crap.

>> No.3160294


>> No.3160301
File: 5 KB, 104x544, oo.png [View same] [iqdb] [saucenao] [google] [report]

Is that the only way? I thought there was an option.


>> No.3160303

if it's just for a few graphics you can set the scale for the actors that use the graphics to YScale 0.83 to shrink it down or XScale 1.2 to make it wider to match the vertical scaling

you'll want the latter if you sized your sprites to match some stuff already in Doom

if it's a weapon you gotta use TEXTURES

wonder if GLOOME has an option for the scaling since it's made for things that aren't Doom

>> No.3160304


>> No.3160306



>> No.3160314

is doomguy a woke bae as fuck

>> No.3160325


being the demons is suffering

>> No.3160329

Yes, that shit is great

>> No.3160386

why would you want to do this? Doom's graphics were designed to stretch that way.

>> No.3160392

Speaking of Quake, found this a few days ago: https://www.youtube.com/watch?v=Lgo5BNbiGMo

>> No.3160393

Would it be possible to make a doom port of Immoral Cumbat?

>> No.3160406


>Guns that are rented for real money for a week
>Pay 4 win system
>Endless grind on the same maps for a month to get access to the next map

>> No.3160428
File: 572 KB, 2048x1536, i sawed the fine art.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3160430
File: 32 KB, 284x337, 1459456613336.png [View same] [iqdb] [saucenao] [google] [report]

>100% UNCUT

>> No.3160445
File: 1.86 MB, 581x542, 1459715585750.gif [View same] [iqdb] [saucenao] [google] [report]

So, saying this from the previous thread, I'm planning to stream D44M when it comes out/when I get the chance to do so. I plan on doing a basic cover of the SP, MP and SnapMap and in general showing my initial reaction to all three. At the risk of sounding an Attention Arch-vile, I was wondering if anyone would be interested to watch me stream when I do so? It's been a while since I streamed due to college work and an overall lack of interest (due to how hard it was for me back then to get anyone watching) up until now.

>> No.3160449

I'm sure all the people who would be interested are over at >>>/v/

>> No.3160450

where you getting that info from senpai, can't find it anywhere

>> No.3160454

Well, if you're being serious, if I were to pull off a self-promoting post like this over at /v/ I'd basically get a lot of responses that involve others telling me to fuck off or kill myself, not that it upsets me ofc but it'd be pretty counter-intuitive and ergo pointless.

besides you guys are like family to me, and /v/ is the abusive uncle that only rarely wants to talk about video games when he's not wasted

>> No.3160462

what if... /vg/?

maybe someone will see the stream if you tag it as doom4 an hour or so earlier to talk about doom / id / real id history

>> No.3160464


Many of Doom's skies are from stock photos.

Adrian Carmack, the artist that made every pixel in the game, later teamed up with John Romero for a new game.

All of the website's graphics are stock photos.

An interesting factoid.

>> No.3160468


Eh, never considered posting to /vg/ before, but would I have to make a thread dedicated to the stream? If so I dunno if that would go with the boards rules. That being said, starting off the stream stating some opinions, facts and personal experience with id's stuff would be a neato way to go.

>> No.3160471

idk, i thought there'd be a doom 4 thread but there's nothing

not much to talk about other than how about that movement speed i suppose

what's your favorite loadout

post your paintjob

>> No.3160473

I suppose I could risk making a thread dedicated to the stream in /vg/ as well as here.

Kinda wish there was a board for streams now that I think of it.

if you're reading this asian moot, get in on that

>> No.3160474

get some throwaway content ready so that you can be talking while only a few people join at first so that they don't leave, but the later people don't miss anything

>> No.3160484

They're supposed to be stretched, you A B S O L U T E M A D M A N

>> No.3160486

Their previous games.
Any game touched by Nexon turns into an epithome of korean grind and RNG.
They all sound great on paper, and when you start playing them, you might feel that P2W aspect is not that bad... And then you hit a ridiculous grindwall that has a pricetag underneath it.

>> No.3160490

>Sound Options
>Announcer (Default, None)
...Is it possible to get other announcers via add-on?

>> No.3160496

very easily, but someone would have to make one first

>> No.3160503

found this on leddit, combat shotty gameplay:


>> No.3160507

One of the comments regarding the ADS incase anyone actually gets triggered by it:

>This is a pretty old version of the shotgun. It looks and sounds very different from the model they have now. Also the secondary fire in the actual game will not be ads at least in the single player.

>> No.3160510

does anyone else sometimes think that, perhaps, you deserve everything bad that happens to you

>> No.3160512
File: 29 KB, 358x105, stretchedforareason.png [View same] [iqdb] [saucenao] [google] [report]

The graphics were intentionally designed with 1.2x vertical stretching.

Notice that the unstretched version does not match with the front cover.

>> No.3160523

Dunno if you saw this yet but: https://bethesda.net/#en/events/game/doom-on-pc/2016/04/22/113

Basic stuff about the port we prolly expected, but...

>We also know many of you are interested in some deeper insight into the types of fundamental changes we’ve made to our engine technology over the last few years. In the coming weeks, we’ll be giving you an inside look at idTech 6 engine architecture, our rendering pipeline, our customization tech and other initiatives we have underway to broaden our minimum PC spec even further than our current expectations.
>customization tech

I could be wrong but mod tools confirmed?

>> No.3160525
File: 839 KB, 630x360, weeee.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3160527

>customization tech
inb4 paintjobs

>> No.3160528

wee bit op

>> No.3160529

mod tools have been confirmed (pretty much anyways) since the first leak im sure

>> No.3160535

anyone have that infographic, i think it was from rekkr, about modelling an angry skull orb and rigging it and making it into sprites

>> No.3160536

I'm not sure why you're telling me this but yes, this is correct.

>> No.3160537

because you didn't specify that it was for something that isn't doom and we all assumed the worst

>> No.3160539

I'm not sure why you're asking to disable something the games graphics were designed with in mind.

>> No.3160540

More like "name of the tools Developers used to make the game was extracted".
It is unknowne whether or not it will be available to the public.

>> No.3160549

nhb if game options were restricted entirely to what assets was designed for, there would be very few options at all

>> No.3160560

Thats not even true, though.

>> No.3160575

Theres a difference between having an option for special effects and additional features on things, and having an option to disable something for no reason other than to make things look squished.

When making mods, if you don't want 1.2x scaling to distort a graphic of yours, you'll have to rely on workarounds as >>3160303 says.

>> No.3160584

I will say that it would be nice if modders did have this option as part of a lump to apply to chosen things, or everything, if they're using entirely their own assets,

But I really do not think its a good idea to have it as an in-game togglable option.

>> No.3160586
File: 21 KB, 142x107, whrrzzzz.png [View same] [iqdb] [saucenao] [google] [report]

>mfw I noticed Ranger is in that image

>> No.3160589
File: 68 KB, 400x345, quake__shambllama_by_zxoqwikl-d9h8sig.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3160590

>When making mods, if you don't want 1.2x scaling to distort a graphic of yours, you'll have to rely on workarounds as >>3160303 says.
GZDoom allows the modder to set the pixel aspect ratio in MAPINFO.


>> No.3160593

Good to know. Too bad it only works in GL rendere.

>> No.3160594


>> No.3160623

Excellent. That's exactly what I was looking for, thank you.

>> No.3160625


That is fucking awesome.

>> No.3160626

Shambler pajamas = Shamblamas (Sham-blam-as)
Shambler llamas = Shambllamas (Shomb-lom-oz)

>> No.3160629

This is how Old Ones get summoned.

>> No.3160636

>Dump 2
>That final boss
>"John Romero made Anon his bitch"

Nice one

>> No.3160649

the final boss is worth the price of download alone, imo

>> No.3160681

Why is Doom 2 level design all over the place compared with Doom 1?

>First few levels start out pretty good, similar to Doom 1
>Suddenly it starts experimenting with a lot of weird shit
>Then when you reach the city It's mostly open levels

>> No.3160693
File: 594 KB, 800x2750, spriteFun.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3160697

would you prefer if it was one long samey same ness, map after map?

Personally I like variety in my levels.

>> No.3160701
File: 9 KB, 128x128, P200.TIM[0]_p00.png [View same] [iqdb] [saucenao] [google] [report]


here's a bit of a game i'm going through in return

>> No.3160703

It was a rushed out "sequel" aka: level pack with an added weapon and monsters to a ultra popular game. It's good as a custom map pack resource but not as good as an actual game as the level design is so messy.

>> No.3160706


>> No.3160707
File: 2.17 MB, 286x210, 1455320952948.gif [View same] [iqdb] [saucenao] [google] [report]

>Dump 2
>that slaughtershit map

even playing through it with Dakka, that was fucking frustrating

>> No.3160717
File: 364 KB, 960x960, 1461360283605.jpg [View same] [iqdb] [saucenao] [google] [report]

I know it's the 1911 from Return To Castle Wolfenstein, but the complete nonsense that goes on with it becomes very apparent when you try to turn it into a sprite and try to make sense of it

>> No.3160721

i don't think you know what slaughter means

>> No.3160724
File: 9 KB, 128x128, P201.TIM[0]_p00.png [View same] [iqdb] [saucenao] [google] [report]

this game is from 1997 anon

you're 86 years off

>> No.3160730
File: 57 KB, 1200x755, 13828131_3.jpg [View same] [iqdb] [saucenao] [google] [report]

No, I mean, the dual .45 pistols in Return To Castle Wolfenstein, they're meant to be M1911A1 pistols which were the US Army standard issue sidearm (between 1911 and sometime until the 1980's).

It's just that the way weapons were rendered in Return To Castle Wolfenstein are really crude, and it becomes very apparent when one tries to turn the models into sprites.

I really love the game, but I wish there was a model pack or something which made the models less awful.

>> No.3160735

which map was it?

>> No.3160737

as long as all the sprites are equally crude it'll be fine, if model quality is all that's stopping you

When you shrink an image, you're effectively doubling the polygons.

>> No.3160750

Petersen should've held back on his traps and puzzly elements until his E3 maps, with maybe mild hints in E2.

Its what he did in Doom 1.

>> No.3160769
File: 6 KB, 240x206, mug.png [View same] [iqdb] [saucenao] [google] [report]

workn on rekkr mugs

>> No.3160816
File: 2.87 MB, 700x394, Pirate Adventures Ho (Modern Re 2016-04-23 03-51-36-39.webm [View same] [iqdb] [saucenao] [google] [report]

Have you ever gotten so drunk you thought you were a dragon?

>> No.3160823

Make a mapinfo lump in a pk3 file and put
pixelratio 1.0 in the gameinfo block.

>> No.3160824 [DELETED] 

>indulging that terrible furfag wad

You yiffy bastard.

>> No.3160826
File: 239 KB, 625x348, 6a00d8341bf67c53ef015436c9902b970c-800wi[1].png [View same] [iqdb] [saucenao] [google] [report]


can't be unseen

>> No.3160827

wew lad

>> No.3160830

Doom 2 was basically just quick a cash grab. The debug version even admits it in the form of jokes in its quit messages.

With very little coding to do, they basically funneled all of their energy into getting experimental with the maps, some of which pays off and some of which doesn't.

>> No.3160837

>Doom 2 was basically just quick a cash grab
Basically true, but I think we can all agree that what the community has used it for over the years is worth it's weight in gold.

>> No.3160838

Very true. The extra weapon, monsters and textures were a big help in custom creation.

>> No.3160841

Sure, but if Doom 2 had never happened, would anything have really changed? People would have just based their mods off Doom.wad instead of Doom2.wad

>> No.3160842

>Sure, but if Doom 2 had never happened, would anything have really changed?

less room for change via dehacked
zdoom's decorate language would've been received as a godsend

>> No.3160848

I think there would have been a lot of changes.

No Doom 2 means not only a lack of assets, but also no Final Doom, which featured further assets, and also widely introduced mapping standards and understanding of the engine at the time.
And probably no Thy Flesh Consumed either, which provided a greater challenge for those that desired it.

And not to talk about the substantial loss in Dehacked power, many mods and levelsets would just not have been possible, at least in the same way, as they would with Doom 2.

>> No.3160851

There would be no super shotgun, nor any of the monsters they introduced.

Although surely someone would have modded a double barreled shotgun by now

>> No.3160857

SSG drastically changed multiplayer.

>> No.3160860


drastically fucked it up, you mean.

>> No.3160875

I'd be more then fine with the Chaingunner never existing.

>> No.3160881 [DELETED] 


You're too retarded to post here, please go to reddit's r/doom instead. Thanks.

>> No.3160886 [DELETED] 

Wow rude.

>> No.3160892

SSG is terribly balanced, but without its speed the mp could be too boring for the community to stay that strong after Quake hit.

>> No.3160895 [DELETED] 
File: 904 KB, 200x160, 1457451550961.gif [View same] [iqdb] [saucenao] [google] [report]

>defending illiteracy

>> No.3160896

>Quake is gonna be 20 this year


>> No.3160898

And Doom will be 23. How the time flies by.

>> No.3160908

have you played through the chaingunner replacement wad? Where he's replaced by SSG guys?

>> No.3160926

Hitscan whiners everyone!

>> No.3160952
File: 1011 KB, 500x394, CRITICAL AGITATION.gif [View same] [iqdb] [saucenao] [google] [report]


>no doom 2
>no revenants


>> No.3160957

talking about Quake (both 1 & 2) which are your favourite enemy designs?

>> No.3160958


>> No.3160962
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3160964


>> No.3160965

Shamblers and Knights are my favorites.

>> No.3160968


I see your spook and raise you agitation.


>> No.3160972

and what about quake 2 ones?
i mean both games, not only the first. (not counting quake 3 and 4)

>> No.3160982

Ogre definitely. That grenade launcher + chainsaw combo is too good. All the unusual level architecture also allows the grenades to bounce off in all sorts of unexpected ways that keep you on your toes. You just have to think about all the work that level designers put into designing encounters with them to make sure their grenades bounce in the right places.

I never got far in Quake 2 before quitting out of boredom.

>> No.3161000
File: 41 KB, 554x447, muh textures.png [View same] [iqdb] [saucenao] [google] [report]

Turning the chaingun into a grenade launcher with TEXTURES. The lower part (drum) spins between shots.

>> No.3161001
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3161006

Shit, that's cool. Good job anon.

>> No.3161007

>I never got far in Quake 2 before quitting out of boredom.

I've never gotten more than half way through it either.

I did however, play the PSX version all the way through - a lot of the levels are substantially shorter and most of the lame puzzles are gone. There's no stupid fucking COMPUTER. UPDATE. bugging you every 5 minutes, either.

>> No.3161009

Shame you're limited to Textures, those two extra frames for smoother animation would have made that perfect.

>> No.3161020


>> No.3161028
File: 15 KB, 617x331, cgpatch.png [View same] [iqdb] [saucenao] [google] [report]

If either of you aren't doing this yourself right now you should. SO MUCH FUN

p.s this vitally important patch amuses me.

I've never even tried "real" spriting. Using textures A) is fun as heck and b) gives me an excuse for sloppiness. Limitations are inspiring!

>> No.3161031

>If either of you aren't doing this yourself right now you should. SO MUCH FUN

Oh I am anon.

and I'm so thrilled to see my handiwork inspired you to pick up TEXTURES.

>> No.3161036

You're already in the creds list for that!

for the longest time I didn't even know about the visual TEXTURES editor and thought you made the barrel gun by manually typing in the patches and offsets in the text editor

>> No.3161038
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]

>You're already in the creds list for that!

Glad I could help in some way then. Keep going with this.

>> No.3161049
File: 201 KB, 640x480, smooth chaingun.webm [View same] [iqdb] [saucenao] [google] [report]

No, I mean there exists two extra frames someone made for the chaingun a long time ago, and when used with the two original chaingun frames the spinning looks very smooth, they'd look great if used with the grenade launcher you made there.

>> No.3161068
File: 1.15 MB, 1280x960, gltest.webm [View same] [iqdb] [saucenao] [google] [report]

Oh I see. Yeah it's always been a mystery to me why they only made 2 frames when 3 is the "magic number" for conveying motion like that. Also that hud is neat as heck.

Here's the GL in action:

>> No.3161072


God that is so fucking rad. Also I'm sure you could make a pipe and rapier with some creative trickery, try looking at the other sprites other than the first person weapons, that's how I came up with the mechanical glove made of cyberdemon legs

>> No.3161079

The big issue is that it's impossible to rotate patches at anything but right angles. I guess I could just cave in and make the sprite for real though. Plenty of space left.

> that's how I came up with the mechanical glove made of cyberdemon legs
So that's what it is apart from arcane space magic! Seriously the glove is very impressive.

>> No.3161082


>> No.3161083


Doesn't have to be a full set of rotations, you can make a convincing melee weapon with three separate frames and then sweep it across the screen

>> No.3161087

My favorite from Doom 2

>> No.3161091
File: 597 KB, 1920x2400, 1461415337.jpg [View same] [iqdb] [saucenao] [google] [report]

Extremal Doom
extremal.zip (755 KB, 2006-02-03) - Mikle Ilyin

This is a three episode replacement for Doom.


- small, scythe-style maps, 50-100 monsters
- nice layouts, well-interconnected
- proper old school mid nineties texturing
- comfy blue / starry sky textures


- very limited ammunition (especially if played from pistol starts)
- predilection for crowds of barons
- some maps are very dark, hard to see what you are fighting

>> No.3161102
File: 151 KB, 490x300, difficulties.png [View same] [iqdb] [saucenao] [google] [report]

When making my wads I make the "default" UV difficulty first. What are some good ways to change the map for ITYTD/HNTR/HMP/NM. Should I stick to just changing the monsters? Or pickups too, eg stimpacks -> medkits, shells -> box of ammo, soulsphere -> megasphere. (And vice versa for nightmare).

>> No.3161103

Looks cool. Might play later.

>> No.3161106

Did anyone get past this since yesterday?

I've tried many words and it doesn't budge.

An anon sent out emails to various addresses on the website. Did he get any new info pertaining to the ARG since then?

>> No.3161108
File: 5 KB, 325x64, cAcpi7g.png [View same] [iqdb] [saucenao] [google] [report]

Also there's this from ribbit

>> No.3161114
File: 728 KB, 1024x768, +_35dc2b1d473655b519f5af95ba115462.png [View same] [iqdb] [saucenao] [google] [report]


Huh, John Romero's pretty chill

>> No.3161119

i think it depends on what kind of map you are doing, and also if you feel like tripling your playtesting time

>> No.3161120

ok forums666 page is dead now

>> No.3161128


Daikatana humbled him something fierce.

I agree with his feelings of frustration on Quake just having Doom weapons again though. It would have been so fucking cool to be a melee centric thing

>> No.3161132

What was in it when it was stil up?

>> No.3161135

"fake" forums section that had replies from 3 personnel on bugs that this "vr" system had. Like guns or people appearing out of nowhere. Something like a tester forum.

>> No.3161138

Man, no one archived it or saved the text?

>> No.3161141

Well it didn't look like there there was any information with much significance in the long run.

>> No.3161156

Man some of these maps in DUMP 2 are confusing. I found myself trapped in map 28 - the volcanic oasis. Killed a mancubus and a bunch of imps and theres no way out.

>> No.3161175


>> No.3161181

more ammo for easier difficulties, change monsters to easier enemies, and then for the easiest also lower the enemy count

i wouldn't think less of you for just having it UV-only

>> No.3161186

oh does he mean stuff like


Scottsdale, AZ — April 20, 2016: HOXAR, Inc. announced today that it would be suspending early closed beta tests of its predictive memory technology due to technical issues experienced by several clients during the firm’s April 14, 2016 invite-only preview.

Confirming reports which first appeared in local media, Kelly Burns, HOXAR’s Director of Corporate Communications, acknowledged that the preview resulted in some “unexpected and unfortunate feedback”, but stressed that no one was physically hurt and that the tests had otherwise been considered successful.

“Any new technology, especially something as revolutionary as PMT, goes through various iterations before its launch to the public,” she said. “We expect our participants to recover fully, and we are working with authorities as they investigate this matter.”

PMT is HOXAR’s latest technology. It allows the simulations within Blackroom to access the memories of those within the simulation and, based upon those memories, predict what a client next needs to experience or encounter. PMT already has several high-profile accounts in the entertainment and military sectors.

Dr. Santiago Sonora, Chief hNode Engineer, likewise expressed concern over the technical issues, and gratitude that those who experienced the anomaly were trained military simulation testers and know that the technology is not yet without its issues.

“We believe PMT is an incredibly important technology,” said Dr. Sonora, “not just for the military, but for the future of simulated reality in general. We are working to investigate what went wrong, and expect to be back online within a matter of weeks.”

http://www.hoxar-inc.com/press/ view source

>> No.3161197


Required format for open issues:

Bug Title: Should be a one-line such as “Incorrect texture on mailbox #5F In Happy Lane”
Status: Should be either Open / FIXED / Test (test means the bug has theoretically been fixed, but is waiting for confirmation. ← you guys should only have open or test bugs
Bug Description: What happ#AN0M4LY^ened, repro steps if applicable. This is the initial bug report and should contain the core detail.

Bug Comments: These are comments people have added to the initial description. You can begin these with: EMPLOYEE_NAME: Comment text. There can be as many of these comments as you like. In one of the bugs below, you are trying to escalate the issue. So, that would be one of the comments on the issue. Feel free to have the comments in reverse chronological order so that the most recent comment is listed first. So:

1 // TOM SMITH: here is Tom’s issue text
2 // CINDY TOPPS: here is Cindy’s issue text
3 // TOM SMITH: text
4 // TOM SMITH: text
5 // TOM SMITH: text
6 // TOM SMITH: text



>> No.3161205

http://www.hoxar-inc.com/updates/ The story about Trisha Reyes on this page was planned in the source for this page http://www.hoxar-inc.com/technology/

I'm going to stop pasting the whole thing because you all know how to view source.

Differences in the stories:

Draft: “We are still in the development phase,” said Dr. Santiago Sonora, Chief Engineer on the project.
Final: “We are still in the development phase,” said Dr. Santiago Sonora, Chief hNode Engineer on the project.

Draft: Using PMT, we can createscenarios
Final: Using PMT, we can creates cenarios

This may actually be notes for the people running the website in real life.

>> No.3161208

was the password to the Predictive Memory thing

>> No.3161210


link me man

>> No.3161215

-> hoxar-inc.com/reporting
-> Predictive Memory brings you to hoxar-inc.com/new-page
-> enter password #AN0M4LY^

So now we are further

>> No.3161216

hey cool, should have been looking at the source of the pages earlier i guess

but now we know where the juicy info is--it's in html <!--comments toward the top after all the squarespace scripts

>> No.3161227

"fucking monsters" confirmed

>> No.3161231

>ISSUE 30 Add Strafe Jumping to BEAR HUNTER 2036
>Status: FIXED


>> No.3161235

are you hunting bears or are you a bear that's hunting

>> No.3161237

>strafe jumping bears

>> No.3161245

>Cienaga Pozo Azul
>It's a swamp IRL
>Swamp level confirmed
>Swamps confirmed

>> No.3161247

>Hero Brine still appearing in CURSE webbed-up closet.
>The Minecraft creepypasta
>The Minecraft forum

>> No.3161250

>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED
>Removed weapon loadouts due to player feedback

>> No.3161254

while minecraft is shitty and i say that as someone who plays it and curse is a really horrible company, maybe there's more to it...

what was the basis of that creepypasta already?

>> No.3161263
File: 303 KB, 852x1398, 1283223082465.jpg [View same] [iqdb] [saucenao] [google] [report]

From the original creepy-pasta, Herobrine creates random constructions, such as sand pyramids in oceans and long 2×2 tunnels. He also cuts off all the leaves from trees.

Herobrine first appeared in a single image detailing an encounter. It was posted on the 4chan's /v/ board, and gained very little attention. It stated how Herobrine had appeared in someone's single-player game, littering the map with various pyramids and tunnels. It is the first media to name him as Herobrine.


>> No.3161265

>ISSUE 28 Military sim: Rerecord/master VO for general announcer. Status: FIXED

>ISSUE 22 Military sim: Remove “flying damage” numbers in Cienaga Pozo Azul. Status: FIXED

>ISSUE 19 Military sim: Remove celebratory “dance” after kill in military sims. Status: FIXED

>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED

>ISSUE 01 Military sim: Removed extreme melee damage. Status: FIXED

Looks like someone's been playing the Doom 4 Beta

>> No.3161269



>> No.3161276

>>the HoloSim suddenly switched to the Curse of the Ebon Raven scene -- you know, the one with the CRUSHING ROOF.

>>he experienced a malformed AI anomaly (described by the soldier as “a fucking monster” to Dr. Shane Barrett

>ISSUE 27 Was testing the clubbing speed of the Mastordogon boss in KRUSS; a bug turned its club into lightsaber. Had to halt sim. Status: FIXED

>ISSUE 14 “Sphere of Annihilation” trap needs to be removed from CURSE cellar. Status: FIXED

>> No.3161278

inb4it's every bit as bad as the Marsh level in Daikatana

>> No.3161280

>ISSUE 14 “Sphere of Annihilation” trap needs to be removed from CURSE cellar. Status: FIXED

Hehhh. Still a DnD nerd. Never change, Romero.

>> No.3161286


pls no

Among the traps in Doom, I hated those the most and I was glad that there was maybe only one or two instances of them in Quake.

>> No.3161291
File: 118 KB, 615x369, ca6031ca-a1c7-40c7-a404-2256e10640ff-bestSizeAvailable[1].gif [View same] [iqdb] [saucenao] [google] [report]

>The floating head in CURSE is overly frightening. Suggest mounting on spike

>> No.3161294

I liked the one in Quake where you think it's gonna be a crushing roof and then the floor drops out from under you and you're fine.

>> No.3161295

is that a 1.2:1 pixel ratio

>> No.3161296

Grabbed it off google images, but it does feel stretched

>> No.3161301

The first crushing roof in E1M3 will crush you unless you shoot a switch that will open up a path in the floor below you. The second one is the fake crushing roof where the roof splits into two and slides into the wall at the last moment when you think there's no way out and you're going to get crushed.

>> No.3161302
File: 444 KB, 1017x830, progress.png [View same] [iqdb] [saucenao] [google] [report]

Geometry 1.0 finished (with the exception of secret areas that I might want to add). Texturing and filling the map has commenced. Hopefully done by the end of the weekend, or at least well underway.

>Colorcoded for your convenience:
>Blue/Red/Yellow sectors = Blue/Red/Yellow Skull areas
>Green Sectors = "Open Traverse/connecting"
>Blue/Yellow/Red X = door/switch with Blue/Yellow/Red skull lock
>Other color Xs = teleports
>Orange sector = Bossfight
>White = skybox

>> No.3161304

It's the second one I was thinking of, then, I thought the floor split and not the ceiling. Oops.

>> No.3161306

>Rusty's revolvers

whew lad

>> No.3161325

I hope there will be a dump 3. I really would like to contribute something this time.

>> No.3161328
File: 945 KB, 229x140, 1402521165073.gif [View same] [iqdb] [saucenao] [google] [report]

I'm so ready for this mod.

>> No.3161330
File: 4 KB, 220x224, nut but she still suckin.png [View same] [iqdb] [saucenao] [google] [report]

In the meantime does anyone have a link to the first dump?


>> No.3161332


Remind me, what is this for, again?

>> No.3161341

if they hadn't made Doom 2, the WAD making community would have died much, much sooner. The new Doom 2 monsters are indispensable for coming up with varied and interesting combat scenarios.

>> No.3161380
File: 3 KB, 100x156, dha-bigger.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3161402

I'm having a weird bug where altfiring my weapon instead makes it play the rais animation. Any idea as how to this is happening?

MVRK Z 1 A_WeaponReady
MVRK Z 1 A_Raise
MVRK Z 1 A_Lower
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-40,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,40,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-40,110)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,40,110)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-50,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,50,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
Goto Ready
MVRK Y 0 A_Log("Pew!")
MVRK Y 16 Bright A_FireBullets(1,1,1,90,"EnergyPuff")
Goto Ready

Port is Zandro, if it helps.

>> No.3161454
File: 501 KB, 1280x476, i can be your icon.png [View same] [iqdb] [saucenao] [google] [report]

>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED
>ISSUE 30 add Strafe Jumping
>His livestream is on April 25th
>DOOM's livestream is on April 25th

Holy fuck.
John Romero is savage.

>> No.3161456
File: 400 KB, 488x519, 1412482896108.gif [View same] [iqdb] [saucenao] [google] [report]

My god.

>> No.3161457


>> No.3161464

>John Romero making a game to fight back at a sequel to a series he started, in an attempt to out-do the company he help found
The absolute fucking madman.

>> No.3161474

He's gonna make us his bitch, and my body is ready.

>> No.3161476

>Removed "Fun". Status: FIXED

>> No.3161501

I swear, the amount of mapsets for doom are hard to keep up with. Thought I never saw this before, but after I download it, turns out I already have it in my doom folder.

>> No.3161520

If anyone's into tracker music, here's some samples I ripped from a PSX game's VB/VH files. Most of them should have the proper root pitch and sample loops, except for drum loops and drum kits due to the MIDI mapping.


And here's the music in MP3 and PSF that they're used in https://www.sendspace.com/file/5w3ewd

>> No.3161558

System Shock-esque gameplay mod for the 64k contest.

>> No.3161560
File: 45 KB, 1280x720, maxresdefault[3].jpg [View same] [iqdb] [saucenao] [google] [report]

>ISSUE 18 Opposing CRIMSON pirate entity Dung Willets on the GHOSTLY SEADOG is missing his hair. Status: FIXED

So Romero promises that by 2036 hair loss will be fixable?

>> No.3161564
File: 55 KB, 1106x800, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Gun Sprites (Pistols, SMGs, BFGs, Rockets, with reloads), Sounds, Character Sounds, Misc Graphics

Music in MP3 and PSF

Samples used in the music

That concludes my rip of Hybrid, the relatively unknown FPS for the Playstation.

>> No.3161574

I love your work with these rips anon.

>> No.3161578



Romero is taking no fucking prisoners up in this bitch

>> No.3161586

Is there a decent source port for Android? I checked the market and they all look pretty shit, anything on par with the iOS port John "because I was bored" Carmack made for iOS?

>> No.3161589 [DELETED] 

This is pretty metal (albeit with some missing sounds)


>> No.3161598
File: 514 KB, 1277x990, 2016-04-23 13_49_05-tt1re.map - TrenchBroom.png [View same] [iqdb] [saucenao] [google] [report]

I have been working on a Quake how-to everything pastebin for over a month now and was advised to mention it here. Releasing alongside it is my updated map tt1 with it's accompanying .map file for rooting through for those interested. picture related is of my outside walls, which i have converted all i could to triangles and also reused ceilings from different rooms to lower polygon count for sweet, sweet additional frames. check out the optimization section if you are interested. I want to redo the armor room, but I also wanted to hurry and push this update out as I fixed some errors I have made in the previous versions.

To do:
1. figure out how the fuck to start a hosted server (IM STILL STUCK ON THIS, /READY DOES NOT WORK WHAT THE FUCK DO I DO BROS)
2. redo armor room in tt1
nothing else on the radar, please give suggestions and I will try and hammer it into the pasta. i notice a quake compilation image in the OP, i would like to link the image in the pasta if that is okay with the creator.

>> No.3161603

>figure out how the fuck to start a hosted server (IM STILL STUCK ON THIS, /READY DOES NOT WORK WHAT THE FUCK DO I DO BROS)

Just turn off DMZ filtering in your router and give us your IP, I'll join your server with absolutely no malicious intent whatsoever

>> No.3161604


Hahaha, this is good. I fucking hate Tim Willits.

>> No.3161609

I know people would be able to join the server, the problem is you can not ready up. i have only tried with ezquake however. if you still wanna try i would be willing to give it a shot

>> No.3161630

I was just joking, please don't post your IP with DMZ turned off, you're basically leaving the front door to your PC wide open

>> No.3161646

I read this someplace else. /v/ maybe? I dunno but I remember the optimization bits and didn't realize what you meant by splitting walls into triangles until I opened the .map myself. I thought you meant taking every brush and dividing it in two and just leaving both there and was wondering why the fuck you would do that.

For the section about loading game mods that require execing quake.rc you should add a piece about just making a shortcut to your sourceport of choice and adding the "-game <modfolder>" launch option.

>> No.3161660
File: 139 KB, 810x363, health.png [View same] [iqdb] [saucenao] [google] [report]


>"How can I make a mega health?"
>Create a health box and select it, then go to it's respective entity page. Select "spawnflags" and change it from 0 to 1.

Megahealth is spawnflag 2. Spawnflag 1 is the 'rotten' healthkit (the one without the glowing light that heals 15 health instead of 25).

>> No.3161661

how are you prepared to stop me

You did, I mentioned it I think yesterday actually. may have been two days ago. i also frequent several other chans and you would possibly see me there as well. i mentioned the quake injector and also made sure the reader knew nquake was a free way to play as was recommended by the anon in the thread on /v/. i will mention that in the next version.

>> No.3161665

>rotten healthkit

The concept intrigues me.

>> No.3161668

Someone broke the glowing red light, and we all know things that don't glow are less effective than things that do.

>> No.3161670

Huh, so that's how you tell 15 and 25 health items apart. I somehow never figured that out.

>> No.3161672


This sounds like really shitty marketing on the Red Cross' part.

>> No.3161679

fixed, also went ahead and mentioned the smaller healthpack as i was curious how to change it myself

>> No.3161681

Normal healthkits are filled with replacement organs and skin grafts. Rotten healthkits have their preservative power systems disabled, so the replacement parts have started rotting away.

Megahealths obviously have a bunch of genetically modified parts. Eventually they run down due to rejection from your body, but for a while you're stronger and faster!

>> No.3161691

>Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png

Link is 404

>> No.3161693
File: 996 KB, 1920x1080, quakespasm-sdl2 2016-04-23 16-14-58-32.png [View same] [iqdb] [saucenao] [google] [report]

It's barely noticeable ingame because no one stands around staring at health kits unless they need them in which case they pick them up. Small health has a different sound when you use it, too- a kind of squishy sound lower pitched than the usual bsheorrp 25-health pickup sound or the BZEOOOMMMM Megahealth sound.

I like the light idea more. What's Ranger gonna do with a box of lungs and livers?

>> No.3161696
File: 52 KB, 949x550, DP12.jpg [View same] [iqdb] [saucenao] [google] [report]

>pump action
>readies two separate shots with each pump
>6+6+1+1 capacity
>built like a tank
This thing would be radical in Doom

>> No.3161701

Stick them inside of him to replace the parts that had been damaged. Obviously.

>> No.3161703

He's not a doctor, he's a Ranger.

Whatever that is.

>> No.3161708

Rangers get divine spell slots just like clerics do, and get first aid as a class skill. They can act as medics in an emergency.

>> No.3161710

But it's a pretty bad gun. And I see doomguy like more of a traditionalist, he'd probably like an old fashioned mossberg or remington more

>> No.3161713
File: 77 KB, 570x505, 1411371689319.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll accept it.

>> No.3161729

>HEIGHT:1.96 m
>WEIGHT:104 kg
>Originally a slipgate explorer, the man called Ranger has faced and escaped certain death a thousand times on a thousand worlds. His experiences have left him more alien than human now.

>After saving the earth during the Slipgate Affair, Ranger embarked upon an endless travelogue of blood and destruction. Now that he's ended up in the Arenas, he is resigned to his future of eternal combat. He enjoys a good challenge and becomes nasty if his opponents are weak.

>> No.3161737

man why doesn't quake have wands of cure light wounds then

>> No.3161738
File: 2.93 MB, 640x360, Waves.webm [View same] [iqdb] [saucenao] [google] [report]

The "trippy" room. The frequency is 32 and each ring you get closer to center adds 1, so they are slightly out of phase but eventually "link up".

>> No.3161739

Is there anyway to make the comms louder in Quake 2? I can barely hear the guy talking and I dont think the volume sliders are working for me

>> No.3161743
File: 171 KB, 400x619, 1381978941927.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Ranger went crazy and got a bad end after all

It isn't fair.

>> No.3161752


Maybe the Ranger does, but he needs the Medkits to power it up so he can use it.

Think about it.

>> No.3161757

You could interpret his endless travelogue as being one traveling through the endless other dimensions, especially given that he did save the earth, but it's not really as clearcut as Doomguy or a lot of the other Q3 contestants.

>> No.3161765
File: 2 KB, 410x59, 1461444518.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3161767
File: 56 KB, 498x490, 545684534.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3161769
File: 535 KB, 3072x1728, 1367994609982.jpg [View same] [iqdb] [saucenao] [google] [report]

>But it's a pretty bad gun
In what sense? I've seen only one guy have issues with his in a video.

As for traditionalist shotgun, I figure he'd go for something like an 1897 Trench Gun or Ithaca M37, something he could slamfire, if he's old fashioned, I figure he'd be oldschool tacticool

>> No.3161770
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

That image is horrifying, and I mean actually terrifying not "ha ha scary overreaction" horrifying.

>> No.3161778

So are the Duke and Thief ones. The link in the Quake image is broken/removed from mega.

>> No.3161779

I'm playing through all id games, so for right now not playing expansions not made by them. How are the quake expansions? Should I check 'em out when I'm done?

>> No.3161780




>> No.3161791
File: 572 KB, 840x789, HUUUH.png [View same] [iqdb] [saucenao] [google] [report]

It's worth it for completion's sake.

The first one, Scourge of Armagon, actually has some really cool ideas, engine additions (rotating brushes!) and some new weapons for you to have fun with; level quality is average to good. The second one, Disolveratulutionation of Eternity, has modified stock weapons as 'new' weapons (Lava nails and multi-rockets) that can be fun to use, but map quality is all OVER the fucking place and the new enemies are downright infuriating.

Once you finish those you get to move on to fanmade stuff and play the really fun stuff like Arcane Dimensions to prolong having to play Quake 2.

>> No.3161795

i don't think anyone who kills an Old One would just return to normality very well
or someone who's got a taste of quad damage

>> No.3161805

hipnotic is really fun, rogue has it's moments but sometimes can be really, really fucking shit. like those earthquake sections, what the fuck. but it has a bunch of new weapons that really feel powerful and like i said, sometimes it really is fucking fun

>> No.3161813

top kek anon

>> No.3161818

Playing Quake 2 in Opengl, people seem to say Software is better (At least some) but I can't get that shit to work

>> No.3161821
File: 545 KB, 4000x500, in_hell_by_zebes-d30jfto.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, Doomguy went to Hell and turned out fine. Ranger didn't seem to have any issues with mowing down Shrub-nigger's hordes, and he didn't even have to dabble with weird glowing helmets, vials of demon semen and souls trapped in spheres to do it, just weird runic symbols and lots of armor.

Then again, it's not really a bad end, more a foregone conclusion- that's the spirit of Lovecraft, even when you've won you've still lost and if you're not dead then you're completely off your fucking rocker and possibly reduced to a babbling retard. Ranger was pretty much fucked the instant he went through the second slipgate and wound up face to face with a hulking cannibal with a chainsaw for an arm and a grenade launcher to boot.

The best you can hope for is that Ranger was already off in some godforsaken shithole of the Old Ones when his mind went kablooey and he decided everything must die; hell, you could even say he's one of the few recurring id characters who would have their canon end in Q3A (despite it being non canon) due to having no ties to other games like the whole Doomguy/BJ Blazcowicz/Billy Blaze thing.

>> No.3161823

looks made of icing sugar. would be nice for the top of a cake

>> No.3161825

i want to know what level that's on

>> No.3161826

Is it a rotten cake, and is a ranger trained in the usage of it?

>> No.3161830
File: 413 KB, 449x600, 44274419_m.jpg [View same] [iqdb] [saucenao] [google] [report]

>"to prolong having to play Quake 2"
>tfw everyone hates Quake 2 but you

>> No.3161831

software should work on any setup, after all it's using the cpu to do graphical calculations. Is your installation right?

>> No.3161832

people say that because opengl forces texture filtering by default. you can turn that off though.

1.) Open your text editor
2.) Type in gl_texturemode gl_nearest
3.) Save the file as autoexec.cfg
4.) Place the autoexec.cfg file into your BaseQ2 folder which will be found in your game's parent directory
You can also sample this in-game by simply typing in the console gl_texturemode gl_nearest

as a side project i am also creating a website specifically for turning off texture filters in games so be on the lookout anon

>> No.3161834

>Oh man that looks like it could be a neat 2monitor desktop wallpa-

>> No.3161835
File: 158 KB, 1024x600, 1401672303quake20.gif [View same] [iqdb] [saucenao] [google] [report]

Use this one https://github.com/qbism/Quake2-colored-refsoft/releases

>> No.3161839

Before I play Q2 myself, does Quake 2 OpenGL have the same problems as Quake 1 GLQuake such as getting rid of the palette and removing fullbrights?

>> No.3161841
File: 1.21 MB, 1920x1080, quack.png [View same] [iqdb] [saucenao] [google] [report]

try running it through waifu2x, might look pretty good

>> No.3161847
File: 149 KB, 900x620, quake___castle_of_the_damned_1_by_corax2009-d47d3d8.jpg [View same] [iqdb] [saucenao] [google] [report]

i do not know, i am sure there is a command for fullbright however

>> No.3161848
File: 474 KB, 1131x800, bruhh_by_catwell-d5d6g2b.jpg [View same] [iqdb] [saucenao] [google] [report]

That was the biggest size available, sorry.

>> No.3161849

ERROR: image size exceeds maximum allowable size.

>> No.3161850
File: 50 KB, 900x636, Lord_of_the_underworld_by_harry_the_fox-d31at45[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>bro hey wait
>where you going man
>i wanna tell you a story
>no don't shoot me come back
>bro pls
>shit's on fire yo

>> No.3161863

what do i do with this

>> No.3161864
File: 1.38 MB, 1280x800, titlepic_waifu2x_art_scale_waifu2x_art_scale.png [View same] [iqdb] [saucenao] [google] [report]

interesting effect...

>> No.3161867
File: 1.18 MB, 1634x922, 80721-2_waifu2x_photo_noise3_scale.png [View same] [iqdb] [saucenao] [google] [report]

if you have an nvidia gpu (apparently a depends) you should be able to run it locally which probably wouldn't have those limits

i was going to do it for you but i fell for the amd meme. probably isn't worth installing for that honestly, 500 resolution isn't going to get you SHIT.

>> No.3161869

Don't forget that at the start of each episode you've gotta kill your way through the former troops at the slipgate base who got zombified/strogg'd after the gate was turned on.

>> No.3161870

waifu2x is trained on anime so other cartoons might not look too well

>> No.3161871

turn off noise reduction, if there is no noise it will have an opposite effect

>> No.3161875
File: 72 KB, 680x544, 8ad[1].jpg [View same] [iqdb] [saucenao] [google] [report]

And their dogs, too, so whatever evil shit's seeping out of the slipgates affects pretty much everything and Ranger somehow holds out against it at least long enough to kill the shrubnigg.

Probably because he's too FUCKING PISSED to give in to some lame mindwarp shit.

>> No.3161879

Replace the ref_soft.dll and chose software in video

>> No.3161941
File: 36 KB, 683x536, FUCKING PISSED.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3161945


>> No.3161947

My thoughts exactly.

>> No.3161952
File: 1.79 MB, 1280x720, 24355695.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3161963
File: 53 KB, 534x400, ror.jpg [View same] [iqdb] [saucenao] [google] [report]

This day has been redeemed. Thank you good sir.

>> No.3161971


>> No.3161986 [SPOILER] 
File: 19 KB, 683x536, 1461449494789.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3161991
File: 2.68 MB, 320x220, 4567856.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3161993

above cec

>> No.3161997

An invisibility ring isn't too great when your eyeballs are still visible.

Do a quad damage and pentagram edit as well?

>> No.3162002
File: 1.29 MB, 557x605, 1458600907349.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3162003

and i fucked up a teleporter, jesus christ. another thing for next version. definitely need to add more space for the spiral teleporter anyways

>> No.3162004

We need a "Q2 isn't that bad" copypasta or something like that

doom 3 at least has that dude that likes the chainsaw defending it, but q2 has no one ready at all times

>> No.3162008
File: 19 KB, 683x536, FUCKING INVISIBLE.png [View same] [iqdb] [saucenao] [google] [report]

Nahhh. Take the joke too far and it stops being funny, really.

I realized I did forget the bloodshot part of the eyes, though. So here.

>> No.3162009


>> No.3162013

It might also be that Q2 is kinda hard to get up and running properly and doesn't have an amazing set of source ports. Q1 is just put ID1 folder in source port folder and run source port BOOM you're playing Q1.

>> No.3162014


>> No.3162015
File: 297 KB, 500x281, 1408479376190.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3162016

Sounds like that would make for a good passage in some kind of sequel to Masters of Doom.

>> No.3162018

i might create a quake 2 pasta one of these days. i recommend the sourceport yamagiq2, you would run it the same as you would quake, plug baseq2 into the sourceport folder and voila. there is a program called qsb (quake server browser) which is like quake 2's doom explorer/seeker

i love quake 2 but haven't played it in awhile

>> No.3162023

Add downloads for all the bits needed to play it and you got a deal. I might actually try Quake 2 yet.

>> No.3162025

the fuck

>> No.3162027


>> No.3162028


You know I find it interesting that so many people draw the ranger with his axe. Like it's his signature weapon, when in reality you'd have to be brain damaged or extremely desperate to use the fucking thing.

>> No.3162034

I need a Quake 2 install as well

>> No.3162036


What's not to get? He wants another good game to mmake mods for and he's holding out hope Romero will pull it off.

I hope he does too because another fall from grace would be really shitty to watch in this day in age

>> No.3162038
File: 16 KB, 575x397, DAMN YOU TEXTURES.png [View same] [iqdb] [saucenao] [google] [report]

I figured out how to make sprites in TEXTURES now.

Now I can't come back, HELP

>> No.3162040

>brain damaged

There you go.

>> No.3162041


>those mastermind legs

That's fucking brilliant too, goddamn

>> No.3162042


>> No.3162043

Wait, what?
What's this franken-spriting I've been seeing people doing, and how can I do it?

>> No.3162046
File: 820 KB, 680x510, Rainy day.gif [View same] [iqdb] [saucenao] [google] [report]

I haven't made any wads cause I'm a dumb scrub. But in general really.

Also I've never played Quake other than Q3A and Q4 (Shut up I liked it).

Is it as simple as getting Doom to run with a sourceport? It supports 1080 right?

>> No.3162049


You're a cheeky cunt m8

one day I wanna make a mod where the player's starting weapon is the quake 1 axe, but good, and in the other hand it'd be the quake 2 blaster

>> No.3162051

Running Quake 1 is easy as. All you need is the main game folder (ID1). Put that in a folder where you unzipped a source port into (I recommend Quakespasm) and run the source port exe.

>> No.3162052

That would be fucking awesome, but good luck implementing synthfires.

>> No.3162053

just treat ID1 as if it were DOOM2.WAD.

>> No.3162061

Where do I get this ID1? Torrents?

>> No.3162063

Download a Quake GoG torrent.

>> No.3162064

it is a unique weapon that is easy to draw

also while not very good in multiplayer the axe can be very useful in singleplayer. for example, zombies take two shots with the regular shotgun, yet the first shot is guaranteed to stun them. so, instead of using two shells, you can safely use one and take down the opponent. its also really good against knights and ogres i have found. i personally use it on zombies as well because it isn't always worth destroying them

>> No.3162068

It's the folder where all the Pakfiles (PAK0.PAK, PAK1.PAK) are contained, but yeah, >>3162063 is right.

>> No.3162069

Install F-Droid and download PrBoom+. Crashes for me, though, especially when I try using on-screen controls.

>> No.3162070

i literally spent a month writing a guide with downloads to the games in it WHAT ARE YOU DOING

>> No.3162073

that is the most correct thing in this thread

>> No.3162075

Oh shit I remember that. Should be added to the OP if it hasn't yet.
A Quake 2 version of this pasta would be lovely as well.

>> No.3162078

How do I set up a private co op game on using doomseeker/zandronum? Last time I tried using a password it said my password was wrong and my friend couldnt find my server

>> No.3162087

1. Admin password, server password and join password are three separate things, maybe you mixed it up?
2. Forward your ports m8

>> No.3162091


>> No.3162094

okay i've replaced the quake infographic link with that pastebin in my thread op template. please let us know if there are any more updates, and thank you for your work.

>> No.3162115
File: 211 KB, 779x649, Broshake.jpg [View same] [iqdb] [saucenao] [google] [report]

You da man anon.
What are these optional addons?

>> No.3162121
File: 2.92 MB, 720x360, vid.webm [View same] [iqdb] [saucenao] [google] [report]

i don't know what i did
i wish i knew what i did

>> No.3162130

looks like that one great plague of egypt with the bug swarms

it's probably the projectiles getting attracted to eachother, no?

>> No.3162131

Scourge of Armagon and Dissolution of Eternity. Both are official Expansion packs.

>> No.3162140

ew its like an insect storm. that's scythe2 map32 right?

>> No.3162146
File: 281 KB, 500x430, Capture.png [View same] [iqdb] [saucenao] [google] [report]

here's my new monster

>> No.3162148


>> No.3162149

ok, what's it called?

>> No.3162151

>His experiences have left him more alien than human now.
well that fits in with the replacing organs bit.

>> No.3162152

if you skinned a mancubus that's probably what it'd look like inside out

>> No.3162154

ok then

>> No.3162176

Thank you, Sir.

>> No.3162180
File: 8 KB, 666x574, temp.png [View same] [iqdb] [saucenao] [google] [report]

Oh dear.
I'm guessing it's a pelvis of sorts?

>> No.3162181

Any _good_ noob guides for making custom WADs?

>> No.3162185


>> No.3162187

i gag you

>> No.3162191
File: 1.84 MB, 325x244, 1454537405017.gif [View same] [iqdb] [saucenao] [google] [report]

>tacticool rail
>on a double-barreled shotgun

literally the funniest thing i've seen all day

>> No.3162201

fucking cool, anon

>> No.3162206
File: 25 KB, 1002x456, Clipboard.jpg [View same] [iqdb] [saucenao] [google] [report]

uh, this is antler ham

he's a ham dinner left in hell for too long and now he's, uh, he's going to kill doomguy

>> No.3162209


>> No.3162212

Holy fucking shit. Is this going to be a pinky replacement? How big are we talking?

>> No.3162218

as big as a ham

>> No.3162226

Please tell me it's called "Hamtler"

>> No.3162228


>> No.3162229
File: 21 KB, 936x119, file.png [View same] [iqdb] [saucenao] [google] [report]

Uh, I'm using this and the game just crashes

>> No.3162241

That means something fucked up your registry and broke DirectDraw
I have no idea how to fix it
>you idiot its just his graphics card
no otherwise it would have defaulted to software

>> No.3162246


>> No.3162250
File: 64 KB, 1024x768, quake2 2016-04-23 20-01-51-05.jpg [View same] [iqdb] [saucenao] [google] [report]

Software works fine with a reinstall and without using that. Is this how the game is supposed to look? Im using this now >>3161835

>> No.3162257

i did not tell you to use anything

>> No.3162268

I got it working now, that screenshot was wrong. It reset to opengl. Just don't see the custom resolution config people post about, using the GOG version.

>> No.3162270

Should I turn stipple alpha on?

>> No.3162272

only if you have a pentium II

>> No.3162276
File: 261 KB, 432x575, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3162280


>> No.3162287
File: 501 KB, 1589x997, quke.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow there's an entire fucking area that leads to a shotgun in the first level I didn't notice because of how dark the opengl version is. This look normal?

>> No.3162291


>> No.3162294

You mean the Heavy Weapon Dude?

>> No.3162295

What's the best way to get it at 1080p? What I tried earlier worked but only opengl worked. I have no file with custom height and width

>> No.3162305

well duh

>> No.3162312

im sorry but:
this Source Port should solve all your problems

>> No.3162313


You mean Former Sergent?

>> No.3162314

Is that still a vanilla experience? I just want to be able to full screen the game

>> No.3162316

oh and it not just uses SDL (meaning it wont just flop on its arse) but it has Multi-Sample Anti-Aliasing so GL mode is actually playable

>> No.3162320
File: 73 KB, 414x426, 1435537299373.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3162321

and yes, just read the webpage.

>> No.3162324


>> No.3162335


>> No.3162345

It depends.

1. Did you design the map to be tight on health or ammo? Loosen those restraints for HMP.

2. Is there a section much harder than the rest of the level? Give more health there.

3. Are there tough crossfires in some areas? Change the monsters involved to make it less lethal.

I've never balanced lower than HMP myself, and I do what you do: UV first then rebalance at the end. I playtest so heavily that I know which parts of the map need softening. It's just a matter of realizing it at the end and making sure I didn't delete a wall by mistake in the process.

People that can't handle HMP get other benefits from the lower difficulties anyway, more damage dealt/less taken if I recall correctly.

>> No.3162352

I like how you're taking the time to color these.
Pick a different material though. Something less shiny.

>> No.3162359

Also the crease tool in sculptris is great by sculpting standards. Ctrl click for edges and that sort of thing... Also set your brush to "lazy" for extra control.

>> No.3162363

I remember seeing two weapons in the Demonsteele trailer that I can't seem to figure out how to get in the actual mod.

How do?

>> No.3162369

What I do to balance lower difficulty levels is to play the level with keyboard only, without running or some other handicap. I balance accordingly.

Then I ask some friends that are complete crap in FPSs to playtest the level to see if it's still too difficult or if it's boring now.

But in the end depends in what you want. I like the idea of giving more powerful powerups/weapons in higher difficulty levels as a reward to the player, but with an exponential increase in monster difficulty (like E1M1 gives you the shotgun in the earliest encounters in UV and not in a secret)

>> No.3162397

Every time I start Map01 in Doom 2 with Demonsteele, a revenant spawns right on top of me. What option did I accidentally change to cause this?

>> No.3162405

i think it was OH FUCK SKELETONS

>> No.3162407

did you get a recent version of demonsteele? i remember i and some other people had the issue and term fixed it, or at least it didn't happen for us after that

>> No.3162421

No, that causes a million invincible gold skeletons to show up and punch me forever unless I move.

This is a single, killable revenant.

v0.9. Never happened even on this new version 'til a couple days ago though, although maybe I was just playing Shihong since she doesn't seem to spawn revenants.

Also what exactly does the Ghost of Perdition's forward special do? I know it seems to rile enemies up, and I think one time I noticed some imps stopped attacking, but I'm still not perfectly clear.

>> No.3162429

>a single, killable revenant
then i have no fucking idea.
oh, and does it only happen on map01?

>> No.3162434

Are you using the jukebox? If so, update it

>> No.3162447

Happens on Map01, yeah, but it also happened when I loaded e1m8 in the new romero map wad in doom 2.

Yes, I've got the jukebox.

Are there ways to play more high quality music, or am I limited to midis?

>> No.3162451
File: 216 KB, 1280x1024, Screenshot_Doom_20160423_211123.png [View same] [iqdb] [saucenao] [google] [report]

I'm going to murder Nicolas Monti.

>> No.3162453

You can use any format GZDoom supports, including FLAC and MP3, but you'll have to open it up and replace the files yourself. There's probably a thread about making your own jukebox edit on the ZDoom forum if you need more direction.

>> No.3162459
File: 1.19 MB, 1152x720, QUAD SHOTGUN.webm [View same] [iqdb] [saucenao] [google] [report]

Making TEXTURES guns is going to consume me.

>> No.3162467
File: 6 KB, 98x136, WhispySmoke.png [View same] [iqdb] [saucenao] [google] [report]

Some whispy smoke on black and on transparent.

What about the TEXTURES special effects like bullet sparks and smoke and ejected casings?

>> No.3162478


Is Daikatana worth playing?

>> No.3162479

only on these two maps?

>> No.3162486

I haven't gone through and tested map by map.

>> No.3162491

this video describes it quite well:

>> No.3162496

and why would you, i mean just open say, DUMP 2 and check for agitation

>> No.3162516
File: 2.86 MB, 960x540, parallaxcock.webm [View same] [iqdb] [saucenao] [google] [report]

Return of the bitmaps! A look at the pseudo-parallax bitmap cockpit.

>> No.3162531

Looks neat but I think it's more the bitmaps and less the current state of the parallax that's got my attention.

Just looks like it's sort of jittering.

Add onto the sides a bit and have it sway some more if at all.

>> No.3162535

I find it more worthwhile than the likes of Quake II.

The game is basically more interesting than "good". The weapons all have weaknesses that make them clumsy and sometimes even suicidal to use compared to Doom's or Quake's standard arsenal. The levels are not very well-designed gameplay-wise but the setting and the assets used keep changing at a rapid and drastic pace. Thematically speaking, imagine if every level within an episode is a Doom episode and each episode is like a different game entirely.

The sidekick thing ranges from cumbersome to outright roadblocking your progress due to bugs, but the unofficial 1.3 patch gives you an option to disable them.

>> No.3162546
File: 302 KB, 547x440, 1458875104494.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3162547

The parallax looked more natural before, but I think that's just because you're crouching? The first parallax video was neat. If you'd done that, but make the interior shift about half as much it would've looked great. Maybe that's what you've done, but with the crouching and all it's hard to get a feel for it.

>> No.3162550

stop disliking things i like

>> No.3162573


>> No.3162695
File: 922 KB, 630x360, pistol panic.webm [View same] [iqdb] [saucenao] [google] [report]

Saturday Night Space Piracy is always fun!

>> No.3162703

how many times did you redo that sequence

>> No.3162706

Just once!

>> No.3162712

That's some stylish imp fucking-up.

>> No.3162717
File: 1.39 MB, 478x360, 1453521989434.gif [View same] [iqdb] [saucenao] [google] [report]

top tier fetish

>> No.3162727


>> No.3162761

tsp lives?

>> No.3162821

I'm not happy with it, but here's a free 24-frame looping smoke animation, already in a PK3. Maybe you'll use it better.

Fire to plant focused smoke, alt-fire to plant wide smoke.


>> No.3162834
File: 26 KB, 300x372, Strife_box_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

So Strife sounds like a proper Doom ARPG. Is it worth 5 bucks?

And yes I get the whole abandonware argument but I think Night Dive is a pretty awesome Publisher, after all they took the time to build a new engine for Turok. They do more for retro games than Gog.

>> No.3162840

Strife's definitely not for me, but it is basically an ARPG with Doom controls. I feel it didn't have enough direction.

>> No.3162864

i really appreciate that term sets his dropbox links to ?dl=1 instead of ?dl=0 so that the download starts immediately

thank you term

>> No.3162880

something i learned from dump too

>> No.3162934

What's the best Doom source port between Z/GZDoom, PrBoom+ and Chocolate Doom?

>> No.3162939
File: 957 KB, 630x360, It's the little things!.webm [View same] [iqdb] [saucenao] [google] [report]

It does!

Last mini-snippet for Saturday Night Space Piracy, the pistol has some new recoil animation and it's own melee combo now!

>> No.3162941

I posted this on V but nobody seems to care, but it appears that John Romero and Adrian Carmack are doing an ARG for their new game. http://www.hoxar-inc.com/ seems to be the website for it.

>> No.3162945

We know. Some people have been trying to crack it.

>> No.3162946

GZDoom for gameplay mods
Chocolate Doom for faithfulness to the original game, along with all the limitations and bugs that goes with it
PrBoom+ for faithfulness to the original game + bug fixes and compatibility for most megawads

>> No.3162947

we are well aware at this point, a lot of the upper half of the thread was dedicated to it

>> No.3162948

ctrl+f hoxar and also romero

lots of celebrating romero's doom 4 bashing on the secret hoxar page

>> No.3162951

I've gone with basically running everything that's a WAD file with PrBoom+ and PK3s with GZDoom.

>> No.3162956

Well fuck me boys, I was an eager beaver with posting this a bit quickly. Checking it out now

>> No.3162957

action doom pistol
propably not in the auto-mode

>> No.3162963

that'll teach you not to be excited

>> No.3162976
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

I'm so glad to see you still working on this, friendo. The pistol looks incredible.

>> No.3162983

We live and we learn, but what I did read is pretty interesting. Should be an interesting reveal on Monday.

>> No.3162985

what wad is this?

>> No.3162986
File: 79 KB, 1756x967, like this.png [View same] [iqdb] [saucenao] [google] [report]


That is amazing.


Open up SLADE, make a new .pk3 like normal, then click archive, textures editor, when prompted, click yes to make a new one, choose ZDOOM (TEXTURES), then create a new empty one, then go up and click the archive and textures edtior again, you'll get get this window. From there click on the button the arrow is pointing at, and then go from there and just play around with TEXTURES stuff.

Make sure to save your sprite edits as sprites by the way. You'll learn as you mess around.


This is also fucking amazing, you should be proud of it.

>> No.3162997

any cool Doom64EX mods? not just maps

>> No.3163003

I don't think there is any.

>> No.3163020

Doom-Touch is payware (like $2.65 or so), but it has Chocolate, prBoom, GZDoom 1.8.7 and GZDoom 2.1 in it. Yes, it can play Turdal Boom on a phone.

>> No.3163036

There is no "best", as they all have different goals and purposes.

Chocolate Doom's goal is to be as accurate as possible to the Vanilla engine, bugs included.
PrBoom+'s goal is to have strong compatibility with demos, and offer TAS features for recorders.
(G)ZDoom's goal is to greatly expand the modability of Doom, and other doom engine games.

>> No.3163049

post code

>> No.3163051


>> No.3163058

Multiplayer with more modern advanced features.

>> No.3163060

Should Doom64EX be added to OP?

>Latest release

>Verified good rom dump

Just use the inclued WadGen on the N64 rom and you're good to go.

>> No.3163075

I think GLBoom+ is just as good as GZDoom.

>> No.3163076
File: 1.74 MB, 630x360, mp5 action.webm [View same] [iqdb] [saucenao] [google] [report]

Last post for Saturday Night Space Piracy!

Sgt. Shivers made a neat add-on weapon for TSP that I've added HUD support to, as long as fixing up the Melee Quick Switch functionality on it! You can download it here!

The latest GitHub version of TSP will spit some errors when this is loaded but it seems to work just fine besides that.

>> No.3163078

Can it run Bruta Doom?

>> No.3163080

pls respond

>> No.3163081

This is my project The Space Pirate running on Map 01 of Eternal's Hell Ground mapset.

>> No.3163083
File: 172 KB, 364x410, 1461414862276.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Brutal Doom

>> No.3163092
File: 483 KB, 529x470, 1435270274028.png [View same] [iqdb] [saucenao] [google] [report]

I don't see the problem, it's a pump-shotgun.

>doom 3 at least has that dude that likes the chainsaw defending it, but q2 has no one ready at all times

>> No.3163101


I like Quake 2's blaster. A lot.

>> No.3163103

back in the day, if a wad had the quake 2 shotgun then it was the shit

need me a modernized quake 2 sprite

>> No.3163105

i don't see what's so great about it

Q2 did give us the railgun

>> No.3163108


It's a fun little infinite ammo weapon. If it had a melee attack of some kind it'd be just fine.

Hence why I want to pair the blaster with Quake 1's axe, alone they are weak, together they'd make for a pretty flexible starter weapon

>> No.3163145
File: 305 KB, 256x192, Witty file name.gif [View same] [iqdb] [saucenao] [google] [report]

I was worried I had lost this gif

>> No.3163162

Doom Gutshoe.

>> No.3163176
File: 19 KB, 516x384, 1455478515630.jpg [View same] [iqdb] [saucenao] [google] [report]

gumshoe's hair is emerging beyond the doomguy's head-sprite dimensions

>> No.3163189


What were the weapons?


Please update your jukebox. That's an old bug.


Welcome. It's a little feature, but it's made things so much more efficient.

>> No.3163191

>Satan: "Well if it isn't the legendary Dumbshoe from UAC!"

>> No.3163194

Freeze ray and something else. Hae-lin weapons. They go on the right two spikes.

>> No.3163201

Those are secret weapons, the Arrogant weapons. Kind of a fancy way of crediting people that really helped out, they get to design their own weapon.

If you want to spoil how to get them, they're enabled via a cvar in the menu, and then either replace Skulltag weapons or spawn randomly.

>> No.3163208

Ah, I was wondering what the arrogant weapons were about. I feel like I probably should have made the connection.

>> No.3163217
File: 225 KB, 1536x1344, aba.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3163242

and thus started the decline of quake. railgun is the most broken weapon in every game. i hit 50 percent of all my rails, sometimes even 60. and anyone else who has the railgun including complete noobs could easily get 40 percent. dominance in multiplayer doesn't bother me at all but rail gun is just not fun to use and makes every other combat situation a peaking pixel sniper.

>> No.3163249

grenade launcher is a lot better if you can master it (in quake live, before it... changed)

>> No.3163258

no way. not only is it's usefulness determined by how far gravity will have it go, but it's hitbox is so fucking ridiculously tiny anyone beyond t3 could easily dodge almost every single grenade in any situation including concentrated spam

in quake 1 however the grenade launcher has more use as it both fires faster and has a bigger hitbox but i wouldn't say it is more versatile and useful than a railgun would be. grenade launchers have always been a less effective rocket launcher

>> No.3163261

I kinda wanna play RuneQuake.

>> No.3163293

Then I go and chop the ?dl=1 off for newsposts, to save precious characters.

oops, sorry.

>> No.3163314

If it makes you feel better I played Doom 3 after reading your posts months ago and played with the chainsaw almost exclusively after I got it, it was much more fun than normal Doom 3.

>> No.3163317 [DELETED] 

Does anyone have that picture of the revenant angrily typing on a keyboard and telling people to grow some balls?

>> No.3163323
File: 222 KB, 997x632, 1454705371987.jpg [View same] [iqdb] [saucenao] [google] [report]

Nevermind I'm retarded. I have it

>> No.3163329

I think its kinda funny that Eternity still doesn't have UDMF support, despite the format being Quasar's idea in the first place.

>> No.3163337

just noticed tnc 494 is out

>> No.3163342

No one uses Eternity, that's why. Why fix up an engine no one uses?

>> No.3163363
File: 73 KB, 640x360, poke.webm [View same] [iqdb] [saucenao] [google] [report]

It's a crime that they didn't include the chainsaw in RoE or that bonus mission in BFG Edition.

>> No.3163365


Yeah, remove the chainsaw for a lameass gravity gun knockoff that's situational in use

>> No.3163380

No one using Eternity is the result of how they maintain it, not the reason why its slowly maintained.

>> No.3163381

I could imagine this in a wad where all the maps are scale cities, and all the enemies are robotic giants. Or godzilla.

>> No.3163384

i get you like to shit on game companies because they charge you too much money for badly written software, but i don't see why shitting on volunteers whose time and work is given for free can be justified.

>> No.3163393

They haven't updated their engine in two years. With GZDoom and PrBoom+ as good as they are, It's a curio now. Nothing more.

Well, you still need it to play Vaporware Demo at least. That's a pretty cool map.

>> No.3163404

Except they still maintain it even to this day. The problem is that the engine has conflicting goals. On one hand, it wants 100% vanilla demo compatability, but on the other hand, it wants to have an advanced cross-compatible mapping format on par with zdoom (Which was the point of UDMF). Unfortunately, this slows the development of the UDMF support for Eternity, because anything can easily break vanilla demo compatability, if things like movement codes have to be changed. ZDoom implemented UDMF very shortly after it was in a usable state, because it doesn't have things like vanilla demo compatability getting in the way of its implementation.

>> No.3163405

>They haven't updated their engine in two years.

Pretty sure 23 April 2016 is not two years ago.

>> No.3163408

Well shut my mouth. I didn't know about dev builds.
Still, why would you use it over GZDoom or PrBoom+?

>> No.3163410

I'm not really "shitting" on them. I think its a good port, and I respect the people behind it. I just think they have the wrong priorities for it.

>> No.3163415

and it'll stay as a "curio" because of people like you going round telling everyone it's rubbish and not to bother with it. this kind of thing is highly demotivating for developers. i know this from personal experience.

>> No.3163419

>Still, why would you use it over GZDoom or PrBoom+?
it has both advanced mapping features and demo compatibility.

>> No.3163491
File: 13 KB, 200x200, MINOI2.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got a good solution for batch cropping png's by alpha?

>> No.3163512

I think you can make a photoshop macrot that selects everything non-transparent (non-contigous magic wand in corner+invert selection?), copies the selection, makes a new document from clipboard, saves it as a png, closes the new document, closes the old document then does the same for the next tab until it runs out.

>> No.3163513


>> No.3163523

in imagemagick

% mogrify -trim *.png

(not tested. back up first, this will modify all the files)

>> No.3163560


It's not OFFICIALLY dead!

>> No.3163573
File: 57 KB, 438x429, DH.gif [View same] [iqdb] [saucenao] [google] [report]


A good lot of Doom shovelware CDs are on Archive.org

>> No.3163579

Since I haven't looked up how to do it in ImageMagick and it doesn't take long to setup and perform the following steps, the steps I'd take from sprite sheet to cropped alpha in Photoshop are

Slice tool set to divide the document to the number of sprites, assuming they're all evenly spaced, Save for Web as 24bit PNG, open all the resulting PNGs in Photoshop, create a new action that's just Ctrl+Click on the layer thumbnail, then crop, then save, then close, and then click Play on that action over and over until it's done.

>> No.3163584

There's so many, a treasure trove of trash 90s levels. The D!Zone CDs are the most famous though, no?

>> No.3163587

yeah i think so

>> No.3163605

I got a hunch it was you, that's why I said it, heh

shame doom 3 map making looks hard so there's not much done, and everyone thinks no ammo or life pickups is somehow acceptable in q2 maps

>> No.3163607
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]



You figure an idea like this would've happened much earlier.

>> No.3163610
File: 1.19 MB, 1280x960, swords n gunz.webm [View same] [iqdb] [saucenao] [google] [report]

Laser rapier and funky machinegun finished. The latter is pretty satisfying to use, and the former is OP with berserk pack.

>> No.3163612

Someone in here started making it just recently. It'll be cool when it's all done.

>> No.3163613


Several have tried and none have got it right yet, that whip is fucking awful.

>> No.3163614


>that laser rapier


Also goddamn that machinegun is fucking sexy.

>> No.3163620
File: 39 KB, 911x459, beam.png [View same] [iqdb] [saucenao] [google] [report]

I made pic related in photoshop, and tweaked the X and Y scale (plus position of course) for each frame in TEXTURES so it appears to change angle while it's swung.

>> No.3163623


Ah, shame it couldn't be done via stock Doom resources, but it looks great and I'm glad to see this going further.

What equipment does the player start with anyway

>> No.3163629

I would have used BFE1E0 as the base sprite if 45 degree rotation had been possible. An animation like that doesn't work with sprites at right angles.

Right now the player starts with the standard fist and a slightly tweaked pistol. Zombiemen drop the dsRaifu though, which is an efficient and dependable gun.

I kind of want to do something interesting to the pistol to make it at least situationally useful, but I'm not sure what.

>> No.3163632
File: 22 KB, 640x640, Did someone say tubes.png [View same] [iqdb] [saucenao] [google] [report]


Have you considered giving it infinite or replenishing ammo? Perhaps an altfire attack that offers some utility like either a stunlock or a short range piercing beam

>> No.3163646

The rapier has infinite ammo. It's the chainsaw replacement and isn't much stronger really (except with berserk which makes it hit like a wall of bricks)

I'm trying to keep the balance and approximate tactical role of the weapons, they're just a bit better overall to offset the decreased agility of the player. The laser pistol replacement for the plasma gun is an exception though, since it's more of a precise sniper weapon.

Not sure what to do for the BFG though. Something fancy probably.

>> No.3163647
File: 512 KB, 1505x996, fancy 3d everything.png [View same] [iqdb] [saucenao] [google] [report]

There's going to be a limit as to how many 3D floors I can use, and I'm fast approaching it.

I've found lots of 3D floors can cause lag. Anyone experience similair things? like once you pass about 100 3D floors in one map?

Its a pity, this castlevania thing is totally do-able with just millions of 3D Floors. I might just have to start taking liberties or do some changing maps between rooms (which would be more castlevania-ish considering it would auto save between sections / rooms)

>> No.3163652

>that whip is fucking awful.
Agreed. I have a better sprite lined up, just waiting on permission to throw it in. there's a nice flame version too which could be cool as an upgrade.

If this guy never responds I'm probably just going to use his sprites anyway. Looks like his castlevania mod was put on permanent hold a couple of years ago

I played it and its pretty much a gameplay mod for heretic. Some nice whip sprites, but the animation isn't good. Animating a whip is harder than it looks, but once I get it right It'll be great.

Would love to have the "hold down fire and flay your whip in random directions" action, and would also love to implement being able to swing from your whip on special grab points.

>> No.3163653
File: 3.41 MB, 978x912, 1438839322717.png [View same] [iqdb] [saucenao] [google] [report]

>this castlevania thing is totally do-able with just millions of 3D Floors
I think it would help if you made it work on hubs and each area is it's own map (with it's own music track).

Also that's cool as shit.

>> No.3163654

You need 1-sided linedefs between the rooms so the entire map isn't rendered at all times.

>> No.3163658
File: 3 KB, 169x181, 1444251830026.png [View same] [iqdb] [saucenao] [google] [report]



Oh christ not this guy. He flat out copypasta'd a few resources from GMOTA and plopped them straight into his half-assed mod.

I really don't think the whip's attack should be based within the first person view, it'd be best if the whip was a physical thing that appeared in the map when the player attacks but that's a massive undertaking to make it work, and even when you DO make it work it's a fiddly bastard.

Scroton actually made an impressive whip attack where the whip was an object made of multiple segmented sprites and it actually lashed over your head before swinging out, but the level of math requires to make it work is mildly aneurysm inducing.

You're in for a hell of an ordeal let me tell you.

>> No.3163662

Nice, I'll try this out

Fuck If I can make a flayable whip that you can swing on and that looks cool, my life will be complete.

Each chain link SpawnItemEx's the next chain link.... Surely there's a way to half ass this without a dick ton of math... There probably isn't

>> No.3163664
File: 118 KB, 466x492, I feel inksecure about this.png [View same] [iqdb] [saucenao] [google] [report]

>Surely there's a way to half ass this without a dick ton of math.

Buddy I hope you know trig.

Have you considered forgoing a belmont character and instead going for a Sypha, Grant, Eric LeCarde and Alucard setup?

>> No.3163667

It looks like a new(er) thread was made for it after the one linked in >>3163652.


>> No.3163671

I'm pretty open to which characters to throw in, but the whip really is quintessential castlevania, and I'd like to at least give it a good try.

Alucard is one badass motherfucker though. Swords etc. are definitely on the cards for other weapons.

>> No.3163673
File: 472 KB, 1152x720, Oh_Shit!.webm [View same] [iqdb] [saucenao] [google] [report]

It keeps happening.

>> No.3163674
File: 39 KB, 640x360, Lzkyw6El.jpg [View same] [iqdb] [saucenao] [google] [report]


This does look better, this might a voxel based attack sprite.


That may be so, but getting the whip implemented in a satisfying manner isn't gonna be easy, at all.

>> No.3163679

If that's serious, it doesn't look like the rocket launcher is above the chaingun, it looks like the SSGs are coming out of the plasmaguns

>> No.3163680
File: 398 KB, 825x667, approval.png [View same] [iqdb] [saucenao] [google] [report]


I fucking love you. Are you the same guy who made that clever quad barreled SSG with the Mastermind legs? What all do you have planned right now?

make two chainsaw blades stick out too

>> No.3163689
File: 41 KB, 110x184, chex-fire.gif [View same] [iqdb] [saucenao] [google] [report]

morning thread! i cooked breakfast...

>> No.3163702
File: 1.73 MB, 1152x720, 2016-04-24 11-45-42.webm [View same] [iqdb] [saucenao] [google] [report]

Yes, im the same guy

>> No.3163703


Push that gun down after you fire, make it feel like you're firing a big fuck off ball of destruction and hurt.

What're the other weapons you're making?

>> No.3163705
File: 1.31 MB, 640x360, Lights.webm [View same] [iqdb] [saucenao] [google] [report]

I find something oddly comforting about this. Now just to fix the texture switch because that's actually 7 linedefs because of the lighting.

>> No.3163707

very nice lighting.
Might be easiest to put the switch in a place where it has even brightness across the face of it?

>> No.3163708
File: 1.47 MB, 480x270, jon-money.gif [View same] [iqdb] [saucenao] [google] [report]

>scatter BFG

>> No.3163710
File: 599 KB, 1152x720, 2016-04-24 11-52-39.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3163714



What about melee weapons?

>> No.3163717
File: 136 KB, 325x325, 498ed76be651cffb6bb9bac6a9bb75c3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3163718

I love the powering-up effect on the skulls.

But I think it'd be cooler to use the archvile fire effect for the stuff that the main ball spits out. And perhaps a fire ball graphic for the main projectile too.

>> No.3163721
File: 15 KB, 304x408, 1457742209645-2.jpg [View same] [iqdb] [saucenao] [google] [report]

That's some Russian Overkill shit right there.

It looks fun anon. Good job.

>> No.3163731

Trying to get a nice bullet whiz effect going and so far my best idea was a fastprojectile with a looping buzz in the spawn state and a tight rolloff. It has the fade in / out and doppler pitch, but it doesn't last long enough at the speeds required for a nice pitch shift, and the sound doesn't always start when fired or end when it enters the death state.

Any other ideas?

>> No.3163738
File: 44 KB, 640x480, 1243545597230.jpg [View same] [iqdb] [saucenao] [google] [report]

>John Romero replied to my fan mail

>> No.3163740

I know I can add a special blood actor for a bullet into flesh sound, and I think a theoretical way to get a whizby is an invisible actor around the player at all times via warp that bleeds whizby sounds, but I'd need to be able to put normal bullets through it into the player and special bullets on the whizbleeder and not in the player.

>> No.3163750

All these cool and creative TEXTURE weapons are making me envious, I've done jack crap.

>> No.3163768

He's been doing that for a very long time. I've been meaning to mail him soon myself.

>> No.3163778
File: 882 KB, 1152x720, Agitation Saw.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3163787
File: 26 KB, 252x346, 1243543134956.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3163818
File: 980 KB, 335x348, 1456085279711.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3163820

i just realized what you have said, do not replace the infographic. i do not cover many things that were covered in the image graphic.i mention no fancy clients, and i may have even gotten the network protocol compatibility wrong (as i have stated that quakeworld and netquake cannot interact ever, whereas the image says quakworld clients can play fitzquake but not vice versa). i will continue working on it and will mention more here when more is added. until i cover the subjects in the image i would recommend keeping it just in case as i am still learning a lot as i compile the information

>> No.3163823
File: 536 KB, 960x660, gduRC1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3163835


>> No.3163902


>> No.3163905

The world needs Quake mashups.


>> No.3163920


The first version of the TEXTURES guns I made is ready.

Includes the Bonesaw/Skelesaw/AgitationSaw, Quad Shotgun, Flamer and the super demonic big bio fucking force gun/scatter BFG.

>> No.3163927

>Have you considered giving it infinite or replenishing ammo?

Never change, Kegan.

>> No.3163931

yum, toasted waffle. my favorite.

>> No.3163938

AgitationSaw should have the normal melee punch puff and not the one with the yellow spark yeah, also why doesn't he AAAAAAAAAA

Little details

>> No.3163950

Could you have used a chunk of mastermind leg, and colored it? They're pretty close to 45 degrees. Not sure what your cropping limits are

>> No.3163965
File: 194 KB, 200x150, 1zxaagw.gif [View same] [iqdb] [saucenao] [google] [report]

>the rev sound is just a revenant going aaaaaaaaaaaaaaaaaaaaa
>the hit sound is the PSH when you get slapped

>> No.3163972

Photoshop has a trim function and a batch function. Crop edges or something... Can't remember what it's called...

Looks prettygood BTW. The lighting is maybe a bit too soft.

>> No.3163982

Quake 2 does lend itself well to mash ups.

Sonic Mayhem did a pretty alright soundtrack.

>> No.3164023

>Could you have used a chunk of mastermind leg, and colored it?
Huh, that's a pretty good idea anon. I'll try it for shits and giggles though I'm pretty happy with how the current animation turned out.

>> No.3164047

i thought it might stop the bithreadly complaints about the broken download link but okay

>> No.3164082

Cool. Wasn't sure if you were trying to keep the file size down or wut. Hope it works out

>> No.3164109


Formula 409 !

>> No.3164112

>boredly load up chex quest 3 with brutal doom
>it works fucking flawlessly
Blew my mind

>> No.3164171

If I end up using the spidey leg instead it will mostly be for bragging rights and "muh TEXTURES"

Anyway I'm having real trouble coming up with a bfg replacement. I don't want a generic huge gun made of bfg bits, it's gotta be something special. This stuff is hard.

>> No.3164195

barrel cannon, it shoots barrels and it is a barrel with, idk, some tech stuff on the sides. maybe spider legs for a barren metal framework

>> No.3164207

A "Plasma SSG"

>> No.3164218

surely someone has modded in cage's doom64 weapon sprites for doom64ex, surely

i mean i can't find it but, obviously, it has to exist


>> No.3164221
File: 17 KB, 531x406, prongs.png [View same] [iqdb] [saucenao] [google] [report]

Sounds like a lot of fun, but perhaps a bit too cartoonish for the feeling I'm going for.

Projectile shotguns always feel great. Sprite wise I have this so far, working on an animation where the prongs separate and the beam widens before the shot. Not sure if this is a good idea.

>> No.3164223

I don't think that'll fit, but it would be fun to see a normal cannon gun, like the one in Serious Sam, made with TEXTURES

>> No.3164236
File: 279 KB, 1280x720, Screenshot_Doom_20160424_041002.png [View same] [iqdb] [saucenao] [google] [report]

Lookin' good, boss.

>> No.3164246

It wasn't so much math, it was just a bunch of warping actors, here is link to download and stuff:

Lemme see if I can find webbum from forever ago.

>> No.3164264
File: 138 KB, 800x600, Screenshot_Doom_20150513_023219.png [View same] [iqdb] [saucenao] [google] [report]

Actually I think it may have been using bezier curves, I thought I used them to create the animation and entered in the offsets from that but I think it was actually calculating the bezier curve each time so that the animation could be adjusted if desired. Everything I do is bezier curves for some raisin. I'd have to look at the code again to be sure though, but that's too much work.

Still can't find the webm, here's a thing showing the animation, this isn't the final version though because the animation size was smaller and the one in that link used some sprites from GMOTA.

>> No.3164293

I remember digging through that pk3 while trying to spawn 3d models in a line like a laser a long time ago.

>bezier curves
Would you happen to know of any relatively understandable explanation for how to use those in programming? I'd like to do nice flight paths at some point and they seem like the best solution.

>> No.3164320

oh sweet, demonsteele is getting a new class and weapons!
oh wait, that's the booty map

>> No.3164331

Yeah, gimme a sec. I'm trying to find one of my old posts to copy+paste on it but the archives seem incomplete. If not then I'll go ahead and write up a new one real quick.

Also it looks like I just don't have that webm anymore, did a file search for it and it's not on the new pc, and it's no longer on the archive. For anyone interested it would probably be quicker to just download the thing and see for themselves anyway.

>> No.3164360
File: 955 KB, 400x300, 1431510223802[1].webm [View same] [iqdb] [saucenao] [google] [report]

Oh wait, I found the webm.

warosu > desustorage

This is from my old comp though, so it's very very choppy. That was from running zdoom and fraps at the same time, not the whip.

Another one here, same deal: https://i.warosu.org/data/vr/img/0023/93/1431510154547.webm

>> No.3164370
File: 181 KB, 361x361, Guncaster Logo Short PNG.png [View same] [iqdb] [saucenao] [google] [report]

The things I've had to do in this voice, whew!

>> No.3164383
File: 40 KB, 780x575, excite1.jpg [View same] [iqdb] [saucenao] [google] [report]

I just found out about the AI competition. Sounds super exciting if something will actually come out of it. What do you think of it? Will you or someone you know get involved with it? We should be posting and tracking submissions here in the threads as they come out.

>> No.3164386

The what now?

>> No.3164394

It's a competition to make an AI that can learn to play Doom only by viewing what's on the screen.

>> No.3164396

>[04-22] Visual Doom AI Contest (bots that plays Doom by sight)

>> No.3164403

i hope some fuck designs his AI to straferun at sr50

>> No.3164404

>What do you think of it?
It'll be fantastic from a testing perspective. Seeing someone other than you test your maps is invaluable, having a bot calculate the most efficient strategies and methods of play will give nothing but positive results.

>Will you or someone you know get involved with it?
Nope. Nobody I know is a programmer and the only thing I can do is mod and make sounds.

>> No.3164445
File: 2 KB, 293x298, PTriangle.gif [View same] [iqdb] [saucenao] [google] [report]

So here are bezier curves animated for playing around with them:
Each successive higher tier of bezier has more offset points between end points but they overall influence the curve less and less.

Actual equations here:

The un-simplified versions of the equations can seem more complex than they really are.

For the coefficients of the polynomials for an nth degree bezier curve, all you need is a pascal's triangle (pic related.)

You have start point and end point, say p_0 and p_1. The rate of change from start to end is t, and t must have a value between 0 and 1.

So a second degree bezier curve (just a straight line) is

(1 - t) * p_0 + t * p_1

And it's just the difference between the start and the end point progressed from 0 to 1. At 0 the value is p_0, and at 1 the value is p_n. The coefficients for that polynomial are 1 and 1, or the second level of the triangle.

In larger degrees all that's done is the addition of more control points, which are points the curve will approach but never reach.

To get the equations for an nth level curve you can either simplify the corresponding formula or there is a trick you can do instead, involving the triangle. The trick is as follows:

(continued in next post)

>> No.3164448

It'd be rad if the AIs could be adapted to gameplay mods.

>> No.3164453

Arrange points from least to greatest. So for 5 points:

p_0, p_1, p_2, p_3, p_4

p_0 and p_4 are the start and end points, respectively.

Then going from p_0 to p_4, add in t^n, n starts at 0 and ends at 4, increasing by 1.

t^0, t^1, t^2, t^3, t^4

Then the same with (1 - t)^n in reverse order.

(1 - t)^4, (1 - t)^3, (1 - t)]^2, (1 - t)^1, (1 - t)^0

For coefficients, again, you just look at Pascal's triangle. For a 5th degree curve you're using the 5th row, so

1, 4, 6, 4, 1

Multiply each term by the term in the same position in the list, and you construct your polynomial.

[ t^0 * (1 - t)^4 * p_0 * 1] + [ t^1 * (1 - t)^3 * p_1 * 4] + [ t^2 * (1 - t)^2 * p_2 * 6] + [ t^3 * (1 - t)^1 * p_3 * 4] + [ t^4 * (1 - t)^0 * p_4 * 1]

Here's the code for the beam spawning from tsp if you wanna take a look at it:
Go to the "tspbeamspawn" script.
This script is in a sorta sloppy state, and I didn't normalize the curve along the xy plane because I forgot that was a thing when I wrote it because I'm dumb. But the basics are there, and it's just looping the constructed polynomial for however many values of t between 0 and 1 you want to use.

I have to go do manual labor now, will be back later tonight to check thread and will be idling in irc if you have any questions, so I'll see them even if I don't respond for a couple of hours.

>> No.3164469

How does /vr/ feel about Shadow Warrior 2013?

Did you feel a little betrayed by it?

Do you prefer the original or the remake?

>> No.3164480


Nah, I don't feel betrayed. I prefer the original, but the remake was fun in it's own right.

Didn't bother to finish it though. I should get back to it someday.

>> No.3164483


It was cool.

>> No.3164485

Betrayed? What, did they switch out Lo Wang for Raiden after the first chatper?

>> No.3164490

Thanks man. I really appreciate you taking the time explaining these things.

>I have to go do manual labor now, will be back later tonight to check thread and will be idling in irc if you have any questions, so I'll see them even if I don't respond for a couple of hours.
Got a manual labor job as well. I really should be sleeping now to be in good form for it in the morning. Oh well.

>> No.3164492
File: 313 KB, 640x360, 1456740006648.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3164493
File: 414 KB, 680x850, topsnek.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3164495

its like being paid to work out

>> No.3164501

>"I need shurikens! 61!"

>> No.3164532
File: 6 KB, 111x200, grunt.jpg [View same] [iqdb] [saucenao] [google] [report]

Since Q1 Ranger and Q2 Bitterman sound strikingly similar, does that mean Q2 Bitterman's grunts are leftover Trent Reznor grunts unused in Q1?

>> No.3164565

Are you excited about John Romero's reveal tomorrow?

>> No.3164571


>> No.3164603

Not really. but I am a boring person with very few interests.

>> No.3164624

Haven't played the new one, but I never had any great love for the original (I much preferred Duke and Blood)

>> No.3164656

How do you make a pk3 in Slade? All I can see are options to make a wad or a zip

>> No.3164669

A pk3 /is/ a zip. Just with the extension changed to signify that you're supposed to run rather than extract it. GZDoom can run .zip files just as fine.

>> No.3164675

thanks senpai

>> No.3164702

So I'm fairly new to Doom modding, how can I run pk3 files on top of other WADs? I'm using smooth doom specifically, clicking on it brings up the GZDoom box asking what IWAD to use, so I can run those with smooth doom. Using control click to select both smooth doom and the WAD just runs the WAD without smooth doom.

>> No.3164718
File: 439 KB, 960x540, wrathogod.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3164745

You need to get you some ZDL, son. Lets you launch in a much more controlled manner, and lets you dictate load order when you're playing multiple mods at once.


>> No.3164746



>> No.3164747



>> No.3164751


>> No.3164765
File: 135 KB, 640x480, 1461539028.png [View same] [iqdb] [saucenao] [google] [report]

is that ksutra 12?... no, guess not, got my satyrs and gargoyles confused

>> No.3164790


fuck your anus right?

hello marty its me portal

>> No.3164812

fuck off, portalfreak

>> No.3164840


>> No.3164849
File: 2.90 MB, 249x249, skeletonbate.gif [View same] [iqdb] [saucenao] [google] [report]

Jesus fuck that's funny shit.

>> No.3164931
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]

...but how do you actually edit the sprites?

i can rotate things and change their aspect ratio, tint, etc. but how do i actually /edit/ them? Also how do i change the dimensions of a single patch without altering the dimensions of all patches?

>> No.3165363

anybody? i know it's HBO sunday but i can't do anything without an answer to this question

do i just edit sprites in paint or another program and then cobble them together in the textures editor?

do i write ACS in the TEXTURES.txt to govern weapon behaviour?

i'm totally lost here

>> No.3165553


I fucking love you. Seriously.

>> No.3165632

Should I just buy Doom from Steam to avoid the hassle of all the setup in the pastebin?

>> No.3165648
File: 1.10 MB, 1920x1080, Screenshot_Doom_20160424_191802_01.png [View same] [iqdb] [saucenao] [google] [report]

Volcanic Oasis had a fun gimmick but some of the sections were a real pain in the ass. Eventually decided to just save prior to certain points.

>> No.3165653


I wouldn't bother, the Steam version is just the original DOS executable being ran in DOSBox which is probably the worst way you can play DOOM nowadays short of some of the console ports.

If you want idiot-proof setup, just grab Chocolate Doom and the DOOM IWADs, and click and drag whichever you want to play onto Chocolate's executable.

>> No.3165836

if you legit think that setting up doom is a hassle, it may not be for you

>> No.3167162

if you're autistic like me (high functioning autistic but have wife and large salary) you can set ZDL to run for the steam version so you can track hours

I have autism

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