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3239648 No.3239648 [Reply] [Original] [archived.moe]


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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://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

Let's make proper OPs since now on together!

>> No.3239649


[05-23] Preliminary DUMP 3 info

[05-22] New, higher res scans of The Doom Comic

[05-22] /newstuff #498

[05-19] Original Chex Quest dev is remaking it in UE4

[05-19] Anon mod release:

[05-19] Midi covers by anon >>3224369

[05-19] Anon made speedmaps >>3223012

[05-18] Some madman tries to remake Doom in UE4

[05-15] DOM maps for UT

[05-15] Some details on the "Booty Project"

[05-13] RetroAhoy releases review of Quake

[05-12] DOOT

[05-10] Anon map release: Baal Hadad

[05-08] Ancient Aliens: new megawad by Skillsaw et al.

[05-08] Colourful Hell v0.85

[05-07] Quake 3 Revolution stuff:

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026

[05-06] Anon mod release: Impatience
>>3191379 >>3193741

[05-05] Anon map release: Olde1.BSP (Quake 2)



>> No.3239652

Doom is a good game

>> No.3239663


>> No.3239679

No. It's great

>> No.3239680

Doom is a game

>> No.3239683

as much as we are willing to say for certain until further investigation

>> No.3239684

Doom is.

>> No.3239685


>> No.3239687

Do you mean Doom or Doom?

>> No.3239691



>> No.3239692


>> No.3239693

Like, zoinks

>> No.3239697


>> No.3239701


>> No.3239708

Anybody else tried Contra Doom? I just found out about it through ICARUSLIV3S and damn, it's actually really good fun. Puts you on edge knowing that if you lose all your lives your game is done.

>> No.3239714
File: 33 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

Latest IMPatience, updated tonight (play through doom as an imp, using Doom and Doom2 maps):


18 maps now!

BFG marine and saw marine added, although BFG marine has only been used on one map so far... and when you kill him he respawns as normal old SSG marine, so dont worry too much!

>> No.3239718

any more WAD's like SCYTHE?
SCYTHE2 just feels to different.

>> No.3239740

The pacing and action of the maps in Going Down gave me a similar feeling to Scythe. GD is considerably harder on UV though; Scythe 1 had a "just right" difficulty curve for me.

>> No.3239749

>they haven't completed anything noteworthy
From the newspost:
>[05-19] Anon mod release:

>[05-19] Midi covers from anon >>3224369 → →

>[05-19] Anon made speedmaps >>3223012 → → (Cross-thread)
>[05-10] Anon map release: Baal Hadad

I disagree anon,I'd say we're pretty productive.

>> No.3239786

Demonfear. It was a major influence behind the original Scythe.

>> No.3239803
File: 207 KB, 1024x768, Screenshot_Doom_20160524_224107.png [View same] [iqdb] [saucenao] [google] [report]

There's a void into forever on MAP04.

>> No.3239806
File: 160 KB, 1024x768, Screenshot_Doom_20160524_224638.png [View same] [iqdb] [saucenao] [google] [report]

Also, the secret teleport in MAP05 doesn't work. :(

>> No.3239808
File: 188 KB, 1024x768, Screenshot_Doom_20160524_224756.png [View same] [iqdb] [saucenao] [google] [report]

(Neither does the regular teleport, unsure if that's intentional though)

>> No.3239815
File: 40 KB, 341x408, This doesn't look very good.png [View same] [iqdb] [saucenao] [google] [report]

Thank christ these attack frames are gonna whizz by quickly otherwise I'd be in real trouble

>> No.3239816

On Nightmare Doomguy doesn't move right and become a too easy prey.

>> No.3239830
File: 2.97 MB, 1516x2205, koume-cutie.jpg [View same] [iqdb] [saucenao] [google] [report]

They're both good.

>> No.3239838

I really like Deus Vult 2's first 2 maps. Too bad Demonsteele breaks them thanks to smaller hitbox. It really should be configurable...

>> No.3239839

The SNES music really helps with the atmosphere. It's a real mixed bag of a level pack though, it's all over the place.

>> No.3239840
File: 826 KB, 685x852, 1463802746957.png [View same] [iqdb] [saucenao] [google] [report]

Funny how the DUMP 3 post mentions the possibility of finishing work in progress maps. I had one about 2/3rds done when Doom 4 grabbed me. I don't think I'm going to finish it for the project though. I can do better, mainly because the unfinished map was meant for Boom. ZDoom means jumping and crouching, which I regret not utilizing last time.

Seconded. I've played it and thought it was really fun. Due to when it was made, it's much easier than Scythe, save for the secret levels. Those are frantic. Try it!

>> No.3239848

Thief had similar problems.

>> No.3239850

That is my main gripe with Deus Vult 2. It is really jumbled up mess of different themes. But it makes it up with some really great levels ( Unholy Cathedral, for example ).

It has really weak ones as well though. Hell's Vendetta, for example.

>> No.3239857

Damn I thought I fixed that!

I'll activate those

Nightmare should be the easiest difficulty, but is untested. The difficulties are reversed! I usually play on UV which is easy mode.

Also I found that map08 has no player start so sorry about that, I'll fix it and re upload. Just skip that map

I still need to set the health of the imp to 60 at the start of each level.... My script doesn't seem to be doing the job.

>> No.3239858

Also, I'm not sure if this is intentional, but you can pick up shotguns and use them.

>> No.3239869

yeah thats intentional, you can become a sergeant imp, using weapons, wearing armor, and getting supercharged.

The zdoom forum post is here

Will give you a bit more info as to what I'm going for. I'll update the link there, you'll see its the next version, probably Impatience_38.rar

Thanks for playtesting! hope its been fun apart from those errors.

>> No.3239872
File: 10 KB, 525x64, map08.png [View same] [iqdb] [saucenao] [google] [report]

See image.

On a few maps there are unfriendly monsters, there's a hostile imp in the sewers in MAP09, a Demon around the bend at the start of MAP10, an imp in the alcove next to an elevator in MAP11, a Zombieman in MAP12's red key area and an imp in the center of the maze on the east side of the map.

For some reason the normal shotgun marine is ridiculously overpowered compared to the SSG version.

Shotgun Marine:
accurate 6-20 pellets that do 5d5 damage each

SSG Marine:
A_CustomBulletAttack(11, 7, random(10,20), 2, "Bulletpuff")
inaccurate 10-20 pellets that do 2d5 damage each

Currently stuck on MAP13, I'll make another post later.

>> No.3239879

>playing slaughtershit

>> No.3239880

>the year is 2000+16
>still no fun mod for Doom
Well, except the Metroid dreadnought one. I really like this one.

>> No.3239882

>playing puzzle maps
this is doom not nintendo

>> No.3239885

>still no mod adding lore and backstory to doom
>no mod changing the AI to have them running away when other demons get killed
Even Diablo 2 had this.

>> No.3239887
File: 2.53 MB, 640x400, 2016-05-24 16-31-03.webm [View same] [iqdb] [saucenao] [google] [report]

>Nightmare should be the easiest difficulty, but is untested
In all Zdoom versions Doomguy runs fine on UV, but glitches out on Nightmare. Webm related.

>> No.3239889

>current year
>still no Blood sourceport

>> No.3239890

that sounds like the most annoying feature someone could earnestly come up with

>> No.3239891

What is having people running away from me in fear is what I want?

>> No.3239894

Why not just replacing the Doomguy by the imps and the enemies by UAC soldiers?

>> No.3239895

somthing to do fastmonsters no doubt

>> No.3239902

Doomguy with rockets runs fine, btw. Blows up himself like an idiot, but runs.

>> No.3239903

What is this?
Michael J Foxguy?

>> No.3239907

wow thats fucking weird... I guess I should warn people against playing on nightmare until I work out what's going on.

Yeah sorry about that, Will fix along with the other issues in the next version.
Thanks for the detective work on the marine issues, will look into that, although they're both still dicey as fuck to deal with. When you get to the point of both you and the marine having the SSG, its usually whoever shoots first kills. So not sure if It should be any more overpowered!

>> No.3239914

>Blows up himself like an idiot, but runs.
he really does. Not too sure what the solution to that is. I usually give him 200 health and green armor if he's going to start with a rocket launcher, but even then.... he's not the brightest rocket user!

>> No.3239916

Use the MeleeThreshold property so that he wont fire rockets within a certain range and will instead punch.

>> No.3239927

I'm finding MAP13 practically impossible without cheating on UV(what should be easy mode), please make the Marine less beefy or lower the required kills to 3, 5 kills on a super-fast plasma spamming enemy with 300 health is just too much.

>> No.3239930

>wow thats fucking weird... I guess I should warn people against playing on nightmare until I work out what's going on.
The shotgun marine is calling A_Chase multiple times in his missile state before the actual firing takes place, and in nightmare difficulty A_Chase's missile chance is basically 100%, so he gets stuck in an endless loop.

PLAY E 2 A_Facetarget
PLAY F 2 Bright A_CustomBulletAttack(4,4,random(6,20),5,"bulletpuff",670)
goto see

>> No.3239942

got it, seems to work

ah yes, map13. My finest work. I love how doomguy effortlessly dodges any and all projectiles and mows through everything on the map. I think I have beat it, but maybe I was dreaming... I'll look into this. This level was a challenge to get doomguy to survive. Really it should only be the player imp that stands between doomguy and and his victory.

Thanks, I'll change that to A_wander, which It should be anyway.

Mediafire is acting up, but I've uploaded the fixed version here:

>> No.3239975
File: 110 KB, 1024x768, Screenshot_Doom_20160525_000731.png [View same] [iqdb] [saucenao] [google] [report]

I can't get out of the starting area of MAP14.. I had to skip the map as the Marine killed everyone in his way and just danced around the map's exit forever.

The end of MAP15 led back to MAP12 for some reason?
The BFG Marine on MAP16 is insane without your rocket launcher.

And that's everything bug related for now, it's a really neat idea for a mod, I hope the best for it.

>> No.3239990

Thanks! fixed those too. I just played map 14 and I could get to the marine, its just a bit of a maze.

I also just played map 8 and couldn't finish it.... just not enough health to get 5 kills. Might have to bring it to 3 kills or something for the one map.

>> No.3239992
File: 344 KB, 472x699, Quintbqi.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240035

>tried Nightmare for the first time
>managed to reach level 3 before getting absolutely annihilated

>> No.3240037

How good the thread is here.

Anyone knows what happened to links at qrp.quakeone.com? Every single one seems dead, so does anyone knows where to find item/map textures for Quake and SoA? Or, alternatively, can someone upload them somewhere please?

>> No.3240038

Remember, that mode is not even remotely fair.

>> No.3240039

With an unbalanced wad like the Metroid one, it was fun.
Until I took a teleporter and instantly appeared in the middle of a bunch of chaingunners. It was violent.

>> No.3240043

Chaingunner spam spoils anyone's day.

>> No.3240047

Nightmare difficulty is supposed to be bullshit, it was a post-release addition when some players thought UV was too easy

>> No.3240048

True. But they have the best death animation.

>> No.3240052

Will Doomguy just run around, or will he actualy press switches ride elevators and complete levels?

>> No.3240069

what's your opinion about FreeDoom? is it a good start for making mods and stuff?

>> No.3240079

unholy realms, kinda.

>> No.3240082

It gives a whole range of textures, sprites and sound effects that you can change to your heart's content. The maps that come with it are OK too.

Unholy Realms has a good set of beginning levels, but if you don't enjoy Plutonia Experiment style level design, the levels after are torture.

>> No.3240085

the set only really finds its feet in e2 and e3 imo.

>> No.3240091

does it have the same modding systems as original doom? (for example DECORATE and such)

>> No.3240094

Its just an iwad. Its the engine that determines whether you have DECORATE or ACS and whatnot.

>> No.3240098

It uses the same texture names and such. It's just that the IWADs are open source and free to use instead of being a consumer product still like DOOM.WAD and DOOM2.WAD are.

>> No.3240117

>if you don't enjoy Plutonia Experiment style level design
And this is...?

>> No.3240128

FreeDoom is supposed to be a replacement IWAD of Doom 1 & 2. The only difference are the assets; sprites, textures, and maps.

If a developer wanted to make a Doom source port for something like Android but want to provide something playable, they could bundle FreeDoom with it.

>> No.3240168

Walking 10 feet and having a room full of chaingunners appear behind you for no reason?

>> No.3240171

Also shit like having large open areas filled to the brim with high damaging enemies plus Archviles in towers overlooking everything. No time to rest.

>> No.3240178

Okay, fuck that.

>> No.3240225

plutonia is a proto slaughter 1997 era faux dlc megawad

>> No.3240234

>All these casuals complaining about slaughterwads
Even a kid can clutch his way out on a slaughtermap in complex doom survival servers, why can't you enjoy them?

>> No.3240237

Because I have tastes.

>> No.3240239

how to play slaughter maps

step 1: load it with russian overkill
step 2: there is no step 2

>> No.3240250
File: 9 KB, 147x105, Nostalgia.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240252

Oh really?
Name your 10 favorite mapsets

>> No.3240253

Doom 2.

>> No.3240257
File: 68 KB, 240x240, 1413778103685.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240260
File: 9 KB, 131x117, EXTRA3.png [View same] [iqdb] [saucenao] [google] [report]


Shit, remember this shotgun?

>> No.3240282
File: 146 KB, 539x468, 1461431326843.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240284

he runs around killing things until he gets to the exit, then he just lingers. Sometimes he goes on killing sprees. Most platforms are walk-over activated for both doomguy and the players, so no one has to press any switches to travel around the map. 90% of the doors are opened too so levels are easy to move through.

In later levels doomguy gets health through scripts, unless you get him below 50 health in which case he's fucked.

latest version is here:

>> No.3240286

>try HDoom
>pretty much vanilla stuff
>then pinky arrives
>anal stuff
Nice. I wonder if the guy will add spanking later.

>> No.3240301
File: 41 KB, 466x249, 1441682380206.png [View same] [iqdb] [saucenao] [google] [report]

just why

>> No.3240307

those aspect ratios

>> No.3240309
File: 84 KB, 406x393, redneck_sprites1_by_mazmon7734-d99zmth.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240310

Currently early in my playthrough of DUMP2, entering each map feels like Deathz0r Online except not horrible.

>> No.3240325
File: 30 KB, 326x304, 1463677311095.jpg [View same] [iqdb] [saucenao] [google] [report]

Why boner, why?

>> No.3240345


>> No.3240385

>that imp chick


>> No.3240395

>he doesn't know

>> No.3240398

I was able to download the zips just fine, looks like an issue on your end

>> No.3240403

Go to /v/ if you want to post cringeshit.

>> No.3240432

but anon, people already do that when you walk outside

Have you seriously never played a game where you want/need to kill something but it runs away and hides? It tends to be annoying as shit, or boring.

Classic XCOM come to mind, as does rounds on certain Space Station 13 servers.

It could work, but you'd have to change gameplay (and level design) to encourage letting them get away (like killing enemy commanders to scatter an otherwise overwhelming amount of mooks), or use it as a small scripted thing after a boss battle to disperse the minions.

I can't see it working well merged into classic doom.

>> No.3240438

>no mod changing the AI to have them running away when other demons get killed
Type in anubis in console or mod in a sphere that enables it and make it drop on death or a chance to get it automatically on kills.

Doom already has a backstory and so do a lot of megawads.

>> No.3240474
File: 46 KB, 551x565, charcola-ss+(2014-10-29+at+08.45.14).jpg [View same] [iqdb] [saucenao] [google] [report]

>Too bad Demonsteele breaks them thanks to smaller hitbox. It really should be configurable...

It's not something that can be, unfortunately. Radius can't be changed on the go.
I tried to get around this by having the actor do a ClassifyActor check to see if it's the player and if not, morph it into a regular Doomguy actor with normal proportions, but that actually broke things even worse.

http://forum.zdoom.org/viewtopic.php?f=15&t=50187 - There's always this, which is honestly the only real solution I can think of that won't break things, so it's really up to Graf Zahl.
But even if Graf got off his ass and implemented it, it also wouldn't be put in Zandronum for umpteen years.

Real pain in the ass, especially since voodooscripting is getting a LOT more prominent in megawads lately.

>> No.3240481

DUMP 2 is pretty interesting.
There's a whole bunch of amateur hour stuff, but a lot of unique ideas. The whole "let's throw at the wall and see what sticks" approach is pretty fun when it comes to short maps.

There's a couple real shitters in there, though. The map where you have to find the key to your bathroom is fucking awful, as is the invasion maps.

>> No.3240502

>Make a big circle
>Put a floating platform in the center
>Four pillars along the outer ring
>Boring waves of enemies that aren't dangerous

You can just run in circles along the outer ring and they all kill themselves. This is not fun.

The green and purple invasion map was also fuck awful.

I sure hope DUMP 3 doesn't have anything like that again.
Same for that absolutely gigantic map that feels completely aimless that starts you off in a cabin.

>> No.3240519

>no mod changing the AI to have them running away when other demons get killed
tnt1 A 0 A_radiusgive("feartoken",[...])

TNT1 A 0 A_JumpIfInventory("feartoken",user_courage,"fear")

goto see

>> No.3240520

What are your favorite map tropes? Least favorite?

I'd have to say my favorite would be arenas with lots of monsters tping in.

Least: chain gunner closets

>> No.3240528

>tfw want to participate in mapmaking but too shitty at it to make doom maps

QUMP when?

>> No.3240532

You know, you could make all attacks pass through the playerpawn completely, but a_warp a hitbox actor along with him that transfers damage to the real player. In effect you'd get standard radius for geometry collision but an arbitrary one for projectiles

In theory, for a project already as complex as DS it'd be too much work I reckon.

>> No.3240535

that also sounds like it would be utter hell for online play

>> No.3240554

actually it wouldn't matter because damage calculation is entirely server side already

>> No.3240557

I know fuck-all about multiplayer and the limitations it imposes on scripting. I just felt compelled to post the technically possible workaround solution. I see "impossible" things as thought experiments in zdoom

>> No.3240572

Favorite tropes:

>Massive numbers of enemies with their backs turned. Your move doomguy!
>Mobs of screaming skeletons. AAAAAAAA.
>Intelligent use of the mancubus, arachnotron, and archvile to restrict movement. AAAAAAAAAYYYY.
>Invulnerability slaughter clusterfucks. Epic 2 MAP29 had a good one.
>Short maps. Respect my time! If it takes > 40 minutes, I start longing for the end.
>Ribbiks style macrotecture. In other words, gigantic spaces with detailed abstract architecture.
>Escape routes. Room choked with monsters? Run circles around them! Mouldy did a great job implementing this in Going Down.

Least favorite tropes:

>Dead simple clones. I feel sick every time I see one, but it's a fact of life for wads that are > 15 years old.
>Clausterphobic slaughter. If I'm going to be fighting hundreds of monsters, let me cut loose and run.
>Legions of hitscanners. I feel like crying when I see all sorts of ammo on the ground, but no health packs to patch me up.
>Special shout-out to putting chaingunners right behind doors. Fuck that. Wrong weapon out? You die.
>Mandatory guide dang it puzzles. Fuck eternal doom. Sunlust has a few wallbangers too, but they're optional. That's the way to go.
>Enemies teleporting right in front of you. Eternal loves to teleport skeletons right in the player's face. That's why I didn't like most of Epic 2, except the one level mentioned above.

>> No.3240578

I wish there was a doom mapping tropes wiki.

>> No.3240579

Sadly, dod.se keeps 403ing on me and bfeared link seems dead too. Are there any other places to get the packs?

>> No.3240583

Forget to tell, i am russian, so maybeit is my IP after all.

>> No.3240587

What's the definitive way to play DOOM 3 for the first time?

>> No.3240589
File: 262 KB, 1920x1200, Screenshot_Doom_20160524_222838.png [View same] [iqdb] [saucenao] [google] [report]

When you pick up a shotgun while injured, imp turns into Doomguy for a few seconds.
Also, how about enabling respawn for Nightmare difficulty, since other enemies respawn too.
Plus a button for making a noise would be a fun feature.

>> No.3240595

another test i've made using prerendered models.

>> No.3240620

What's the default Player.AttackZOffset for the DoomPlayer in zdoom?

>> No.3240637

The circling around mobs trope is best trope , especially making them in fight

>> No.3240656

Too loud.

>> No.3240663
File: 790 KB, 1920x1200, Screenshot_Doom_20160524_230531.png [View same] [iqdb] [saucenao] [google] [report]

Also, on map 17 Marine can't get out of the pit and just hangs out there until he dies. And map 13 is too difficult, this fucker is impossible to kill.

>> No.3240674

How exactly do I go to other places in Doom RPG? The teleporter at the reception desk shows absolutely nothing but the base and the documentation for the game is non-existent.

>> No.3240690

there's any legal way to get the ios doom rpg?

>> No.3240695

You need to have started the Hell on Earth campaign to unlock the first level. Its stupid. Remember that you can use Transport to get to the outpost.Once you complete a level you'll be able to access the others.

>> No.3240704

dump 1 and 2 are now on idgames

>> No.3240713

Care to quickly tell what is it?

>> No.3240728

Doom Upstart Mapping Project. Basically a learn mapping project by just doing it. Two weeks to make a map, one week to play all maps and comment, one week for revisions, and then they were all put together in one wad.

>> No.3240729

So just maps, okay.

>> No.3240731

Thanks. The mod is good (especially with roguelike) but god damn the guy needs to write a manual.

>> No.3240736

Fuck off, it's retro related. This is the asshat who tried to sneak a HUD face based on Eric Harris into Freedoom.

>> No.3240743

>This is the asshat who tried to sneak a HUD face based on Eric Harris into Freedoom.

Man, he fucked up ROYALLY on that one.

>"It was just a joke, man"

I must commend the Doomworld Bureau of Investigation for finding out the origin of that HUD face, though

>> No.3240756
File: 216 KB, 210x423, thanosscratchhead.png [View same] [iqdb] [saucenao] [google] [report]

Don't know where to post it but here it goes.

For a while I've been planning on making a Quake-like (but as a really amateurish game-dev who's only been modding Quake I'll be settling on making a top-down shooter with Doom's structure) with the same aesthetics of late 90's shooters (mostly Unreal/UT).
I figured using something close to the Quake1 engine would be the best deal because the player physics and movements are simply the best in the whole series, but just using the original idTech2 engine would be too limiting compared to what late 90's shooters were capable of.
I looked at the Darkplaces engine but it changes the player physics to the one in Quake3s, and changing the protocol back to Q1 adds too much complications.
So then there's Half Life's engine, which is essentially idTech2+. It seems to be the perfect candidate (and considering Deathmatch Classic as seen in >>3237716), but the texture filtering is so damn ugly compared to Quakespasm's and I don't think Valve allows people to make commercial games for GoldSRC.
But then I came across some sort of open-source version of GoldSRC: http://www.moddb.com/engines/xash3d-engine
Does that mean I can make a commercial game out of this, or will that bring me lots of legal trouble?

>> No.3240759

They get very old. They're just power fantasy.

>> No.3240760

meant "but as a really amateurish game-dev who's only been modding Quake I'll be settling on making a top-down shooter with Doom's structure -as for now-"

>> No.3240782
File: 1.22 MB, 1920x1080, hl 2016-05-24 17-10-54-01.png [View same] [iqdb] [saucenao] [google] [report]

>the texture filtering is so damn ugly compared to Quakespasm's
You can disable texture filtering on GoldSrc just like you can in id tech (gl_texturemode gl_nearest), actually.

Also to clear up a bit of oddity, the original Quake engine isn't called id tech, just the Quake engine- id tech 2 is Quake 2 and GoldSrc is directly derived from the Quake 1 engine with little bits of QuakeWorld and id tech 2 thrown in with the other stuff Valve coded themselves.

>> No.3240789
File: 21 KB, 530x464, 1459370322576.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Chocolate Doom the best source port for someone who wants an authentic Doom experience

>> No.3240795


>> No.3240796


The best option for someone who wants that would probably be playing it on a computer from the DOS era. But if you don't want to go that far, Chocolate Doom will serve you just fine.

>> No.3240797



>> No.3240801

Probably, if you don't mind the locked framerate and clunky mouse controls that come with said authenticity.

If you want away with those issues, I'd much sooner recommend PrBoom+, which has an uncapped framerate, improved mouse controls and the removal of engine limits which is necessary to play a lot of custom wads.

>> No.3240804

Sure but non-filtered textures just burn my eyes, I need some sort of filtering to not get my eyes murdered.
And thanks for the clarification, but I'd still like to know about wether making commercial games for xash3D is a yes or a no.

>> No.3240806

You can use linear mipmapping in both of them I think

>> No.3240809
File: 56 KB, 151x200, 4077833-6881720683-quake[1].gif [View same] [iqdb] [saucenao] [google] [report]

>non-filtered textures just burn my eyes,

>> No.3240817

no filtering looks awful at high resolution. In games not designed for it bilinear and over looks bad, but some form of mipmapping is very welcome

>> No.3240825


>playing doom at anything other than 320x200

>> No.3240845
File: 12 KB, 259x194, download.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to do this for a crafting menu for a thing, but the link I found this image at is broken. Does anyone have a basic conversation layout in ACS I can steal? I know how to do the crafting part, just not the menu.

>> No.3240846

what is the point of mipmapping

all it does is make far away shit look blurry as balls while keeping close up stuff pixelly and chunky

>> No.3240848
File: 3.38 MB, 1920x1080, gzdoom 2015-08-07 01-16-36.png [View same] [iqdb] [saucenao] [google] [report]

We were discussing quake, quake 2 and goldsrc.

And I quite enjoy doom at all resolutions thank you very much. 320*200 has comfyness going for it, but I'm one of those plebs who enjoy extra-everything GL features as well as long as assets are designed with good taste.

>> No.3240852
File: 37 KB, 540x317, pic05.jpg [View same] [iqdb] [saucenao] [google] [report]

Because everything turns into high contrast eye-searing noise otherwise.

>> No.3240856

Then how would we call Quakespasm's texture filter? It's smooth but it doesn't make the world looks too smooth or sterile.
Again, is it legally possible to make a commercial GoldSRC game, or is it better to just make a mod anyway because the legal implications would be too high?

>> No.3240864

That looks even worse, what the fuck. You don't get eye-searing noise like that with old 32x32 textures like in Quake but you DO get that shit blurriness if you enable mipmapping.

Which texture filter are you talking about? Quakespasm uses the same gl_nearest/gl_linear (_mipmap_nearest/linear) variable as other glquake versions.

>> No.3240865

>Again, is it legally possible to make a commercial GoldSRC game
Honestly, I'd just go with UE4 and tweak the physics and renderer settings to your liking. Even carmack tells people to use it these days.

Anyway if you're dead set on a id-derived engine, go with ioquake3 or darkplaces

>> No.3240868

That looks pretty awful tbqh

>> No.3240875

>That looks even worse
No. Especially not in motion.
> You don't get eye-searing noise like that with old 32x32 textures
yes you do. It's just that the effect first appears at longer distances than with a high res textures.

>> No.3240878

>No. Especially not in motion.
It totally does. You're a cock.

>> No.3240884

ITT: We forget that AF exists

>> No.3240896

>Shotgun or Supershotgun at the start of the level
>New textures and sounds (specially if they are taken from Quake 2)
>Custom enemies (but not abundance of them)
>Smart use of colors
>Shortcuts that make you avoid getting lost
>Balance of ammo and medkits

Least favorite
>Dark halls with no space
>Obligatory Cyberdemon at the end of the level
>Arachnotrons and mancubuses... everything about them
>Big spaces with nothing in them
>Small spaces with too much in them
>Activating a switch and looking all of the map to find what door did it open
>Archviles with no cover
>Not giving the shotgun or super shotgun at the start of the level

>> No.3240904

That's actually a Strife conversation menu.


>> No.3240910

It can be used from Doom2 and ACS and all?

>> No.3240912

New here. Thoughts on Brutal Doom? I'm liking it so far, if more for the new weapons and gameplay than the violence itself.

>> No.3240913

It's completely separate from ACS, and it's IWAD-independent.

>> No.3240915

Okay cool, I'll check that out. Wait, can I execute ACS scripts from within it?

>> No.3240917
File: 26 KB, 1000x600, gl_texturemode gl_huuuh..gif [View same] [iqdb] [saucenao] [google] [report]

don't bring that fancy modern technology into this

if you're going to use AF you might as well leave mipmapping off

>> No.3240920

Except the Ultimate Simpson mod, any other wad that changes the textures?

>> No.3240925

You'd have to give a CustomInventory that runs the script on pickup.

>> No.3240928

I must say, UV, while it is demanding, it is far from "hard". There should be something between UV and NM, that would be perfect.

>> No.3240938

NM without respawning monsters?

>> No.3240939

Works for me, thanks for the info!

>> No.3240941

Pretty sure that's just UV with fastmonsters turned on.

>> No.3240946

>Custom enemies
Agreed, even if it's some of the usual suspects from r667, they can add a lot of life to a map if used correctly.

>Activating a switch and looking all of the map to find what door did it open
This and switches with textures that stand out badly are the bane of my existance. Missing a switch or the thing it activates will usually be a fucking disaster.

>> No.3240949


Nightmare also gives you double ammo.

>> No.3240953

>not playing it at 800x640 in OpenGL
You're missing out, bro.

>> No.3240963
File: 128 KB, 1500x600, sourceport of the devil.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw so little Ranger OC compared to Doomguy

>> No.3240973

>Arachnotrons and mancubuses... everything about them
Oh come on, they're nowhere near as bad as fucking Chaingunners or Pain Elementals

>> No.3240981
File: 247 KB, 800x600, Screenshot_Doom_20160222_201220.png [View same] [iqdb] [saucenao] [google] [report]

I have a kind of really complex ACS dialogue system, but it'd require a decent bit of rewrites to separate it from the rest of the mod. It's conversations are completely defined in uncompiled plaintext in the LANGUAGE lump (other than scripts for checking conditions and performing actions of course).

I'd suggest checking out ww's Cold Hard Cash 2, or somehow get me to suck it up and resume work on my project :P

>> No.3240986
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google] [report]





>> No.3240987
File: 95 KB, 1024x768, Do not pet the cacodemon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3240995

I'd pet a cacodemon.

>> No.3240996

Progress just completely ground to a halt when the time came to actually write puzzles. The code was a cakewalk in comparison.

Still waiting for that spark of inspiration I guess.

>> No.3240998


I genuinely like the idea of a Cacodemon losing all sense of hostility and going completely docile if something starts petting it.

>> No.3241000
File: 468 KB, 798x798, 54171787_p3_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom's cacodemon are actually cute.

>> No.3241001
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

try playing some old text-based adventures like Zork maybe

>> No.3241002

How do I initiate the conversation, using the example from the wiki? And it says it needs to be done from an Actor?

My idea was to have a toolbox weapon that opens the dialogue options (repair, craft, etc) when you Fire it.

>> No.3241005

maybe they can be domesticated if you raise them that way from birth

>> No.3241008
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

caco a cute

>> No.3241019
File: 106 KB, 578x582, 1462381121934.png [View same] [iqdb] [saucenao] [google] [report]

caco a tasty?

>> No.3241038
File: 906 KB, 1000x2264, 47500965_p0.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3241039

>that picture
Amazing. Post more Ranger please

>> No.3241050

How do you get OUT of the vending machine menu in Cold Hard Cash 2?

>> No.3241051

i'm trying to make doomguy's gloves a different color and it comes out like hot garbage every time please help

>> No.3241067


Use Photoshop. Select the glove area. Use Hue and Saturation control to tweak it.

>> No.3241074

Which protagonist would be considered the strongest? I mean firepower aside doomguy seems to be more than capable of dealing with both magic and technological based creatures but the ranger has been through a lot of shit too

>> No.3241076

Doomguy is the glass cannon.
Ranger is the tanky speedster.

Both are equally powerful but their focuses are in different areas.

>> No.3241078


Suppose it would depend on whether you consider the forces of Hell or Shub-Niggurath to be a more powerful threat.

>> No.3241086

How about other guys like BJ, Duke, Corvus etc? They would all have their weapons with full ammo and maybe one or two inventory items depending of the character

>> No.3241087


According to Quake III, Doomguy is strongest.
According to Doom 4, which retroactively makes a shitton of levelsets and mapsets canon, Doomguy is far more experienced and capable.

>> No.3241090

duke is badass, but ultimately he's an average joe with a shotgun, a size 13 boot, and a smart mouth
BJ is badass, but mostly fights nazis and doesn't deal with demons or cosmic horrors much
corvus is badass but suffers far too much of a technology disadvantage

>> No.3241096

plus doomguy has the BFG, there is no way in hell any of them are going to walk out of that after getting hit twice

>> No.3241108

Are we ever going to see an update to ScoreDoom? Compatibility with stuff like Beautiful Doom would be nice to have for the source port.


>> No.3241125

im thinking of making a mech game prototype similar to earthsiege 2, but before i start i havent figured out how to do these 3 important features and i would appreciate some guidance on how to do them

group firing, like mech warrior and es2, where you can decide which weapons to fire specifically, or if you want to fire them all then the game will go down from top to bottom doing automatic firing

2: unlocked mouse, so the mouse doesnt affect where your aiming, at best it would be for interacting with HUD elements but im too dumb for that so itll probably be for aiming, but the point is to make it so you can move around independently from your aiming

3: using text menus to select weapons and stuff

>> No.3241128
File: 2.96 MB, 432x324, Shmupmame64_v42 2016-03-09 20-10-46-26.webm [View same] [iqdb] [saucenao] [google] [report]

Takumi mode when?

>> No.3241138

BJ has fought demons and ghosts and came out on top in Spear of Destiny.

>> No.3241145

>All those missed enemies
>Missing the multiplier item fountains

>> No.3241147
File: 13 KB, 232x185, 1450709119594.jpg [View same] [iqdb] [saucenao] [google] [report]

>spear of destiny vs BFG

>> No.3241167
File: 1.06 MB, 1203x850, interior crocodile alligator.png [View same] [iqdb] [saucenao] [google] [report]

Slowly taking shape. I gave the rooms all seperate floor textures as placeholder just so it doesn´t look like one continuous brown blob.

>> No.3241186
File: 138 KB, 584x490, Line Hell.png [View same] [iqdb] [saucenao] [google] [report]

How do these people utilize so many fucking lines?

>> No.3241194

Trying to rip the crossbow out of The Space Pirate. What a pain in the ass. I just want a crossbow that fires voxel bolts, damnit.

>> No.3241201

Don't forget the obligatory loss joke

>> No.3241205

Basically, lots of detailing.

>> No.3241228

>doesn't deal with demons much

>> No.3241230

I can barely imagine how difficult that must be. Fucking A, is this what Oblige has made people do? I hope to god the map-builder bots don't get upgraded any time soon.

>> No.3241239
File: 1.46 MB, 1847x859, angles.png [View same] [iqdb] [saucenao] [google] [report]

It's ok anon, not everyone feels obligated to make it all pretty and nice angles and parallel lines :^)

>> No.3241243

what is this from?

>> No.3241245
File: 406 KB, 640x480, Screenshot_Doom_20160524_180359.png [View same] [iqdb] [saucenao] [google] [report]

I did it. Its finally over.

UV difficulty

>> No.3241248

the succubus looks pretty fine, Fat Greta could easily pass if the guy didn't clearly have a fat girl fetish

the rest? bleh

>> No.3241259

I focus entirely on symmetry in my designs. If I made maps on a grander scale, I'd go fucking insane.
This thread. Looking at other people's designs is both awe-inspiring and soul-crushingly depressing.

>> No.3241267




It's very depressing, especially when people like skillsaw continue to raise the bar with cooler and cooler maps, and you're still struggling to string rooms together, much less detail them.
But hey, I'm gonna keep on going forward, anon. You better not stop, either.

>> No.3241293

i need help in finding a wad that someone posted here a while ago -

>had a medievally-feel
>you start near a castle and must climb a cliffside to get to it
>might had you start on a beach of sorts
>the enemies had custom sprites i think, not sure as i played gmota with it
>might have been on cacowards but im not sure

anyone remember it?

>> No.3241295

simple shit isn't bad. I'm of the opinion that if you can get the point across with 10-20 sectors, there's no reason to bump it up to 50. similarly, why use 10 lines for a wall when 2 or 3 would work just as well?

I like clean maps, low sector counts, that sort of thing. sector splurging and "yeah this one wall is like 50 lines" ain't my game.

>> No.3241305

I prefer detailed maps. "Getting the point across" is code for "I'm too lazy to make it look good".

>> No.3241313

when I try to load the latest UDV pack in ZDoom it fails and says the first part of it is "Bad Syntax" what does that mean?

>> No.3241329

That light looks so warm. I want to sit near it.

>> No.3241342

Question related to DUMP 3, what version of ZDoom is Zandronum 3.0 equivalent to? I don't know what DECORATE stuff can't be used.

>> No.3241345

oooooor maybe the person doesn't like having 100+ sectors per room

>> No.3241351


>> No.3241379

any way of being able to move around independently and uninfluenced by the mouse, but the mouse can aim anywhere it wants and is not locked to the middle of the screen?

>> No.3241390

Does that mean A_Warp/Warp is unusable? fuuuuuuuuudge.

>> No.3241405

A_Warp is very usable.
ACS's Warp is unusable.

>> No.3241406

A_Warp is in 2.7.1 tho

>> No.3241409

That's the only way to get any detail. If you have single sector rooms, then your map is going to look as bland as the original maps.

>> No.3241424

To the guy remaking the pistol start wad, please have it put in the newspost or something when it's done. I don't come to these threads often, but I use your mod pretty much exclusively, and I would love to have a new one.

Thanks for linking the other one too (https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/). I'm stoked to try it, and more stoked to use yours when you integrate his features,

>> No.3241430

>single sector
I said 10-20 sectors, not 1

>low sector count = bland
you don't need shit everywhere to make a map look good

stuff like e1m3 still looks good, and that was back when having more than like 30-40 sectors in a room meant you were gonna probably end up causing visplane overflows

>> No.3241439

How can I make a weapon not kick the enemy back? " ProjectileKickBack 0" doesn't do shit.

>> No.3241442


>> No.3241464

THANK YOU! Any idea how to check if the projectile is hitting an enemy or a wall? Death and Xdeath on a FastProjectile seem to have the same effect.

>> No.3241474 [DELETED] 

Crash state is for hitting level geometry

>> No.3241475
File: 379 KB, 1280x720, doom1-ultimate-017.png [View same] [iqdb] [saucenao] [google] [report]

>did a small bit of shilling for Doom 1
>Play it on Steam so my friends can see

>friend bought Doom 3 BFG to play Doom 1
>have to tell him about source ports and he doesn't seem impressed


>> No.3241476

whoops, fucked up

is the Death (walls)/XDeath (bleeders)/Crash (non-bleeders) thing not working? it should, it has since 2.3.1

>> No.3241479
File: 3.84 MB, 3120x2912, 20160524_212902_HDR~2.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm new to the whole doom mods thing and I just got the "hell on earth starter pack" mod which came with everything in the picture here, but from all the videos Ive seen people are using both brutal doom and hell on earth starter pack, I cant figure out to do this can anyone help? Im using zandronum btw

>> No.3241483
File: 473 KB, 1125x720, 1459997702458.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3241489

I'm being a dumbass never mind

>> No.3241495

Oh, okay, phew. Thanks.

>> No.3241505

No, but I think those don't work with FastProjectile or something. I'll try inheriting from Rocket and see if I can figure it out.

>> No.3241519
File: 510 KB, 1920x1200, Screenshot_Doom_20160525_054919.png [View same] [iqdb] [saucenao] [google] [report]

I've wanted to play levels from FreeDoom, but holy shit textures, monsters and sounds are horrible. So I've made it modular for myself.
freedoom1.wad - maps with necessary textures that don't exist in Doom 1.
freedoom1-decor.wad - decorations (torches, candles, barrels).
freedoom1-differenttextures.wad - textures that look somehow different from textures in Doom 1.
freedoom1-identicaltextures.wad - useless shit that looks worse than Doom 1 counterparts while looking very similar.
freedoom1-uaccensor.wad - textures that replace UAC with some shit.
freedoom1-music.wad - obviously, music.

No wad with monsters, items and weapons because I don't like them at all.
Meant to be loaded with Doom1.wad. Based on FreeDoom 0.10.1.
Also, you can use textures and decorations with Doom to make it look very strange, pic related.


>> No.3241534

Inheriting from Rocket made it so that it only detected walls occasionally I guess. I'm doing a crossbow with bolts you can recover. When I have it on FastProjectile, the bolts that should be sticking into the walls also float in midair when you kill an enemy with them. Got them to Grenade off the floors and ceilings at least though.

>> No.3241536

>Last night
>Steam notification pops up
>"Friend" is now playing Brutal Doom

How do I hide the body? I mean, it's not enough that he's playing Brutal Doom, he's actually added it to Steam.

>> No.3241539

Eh, kinda loses the purpose of even using Freedoom... being able to play Doom1/2 with Freedoom's assets sounds nice tho-
>No wad with monsters, items and weapons because I don't like them at all.
What is the point

>> No.3241547


I mean, if you just saw him play it once it doesn't necessarily mean he likes it. Maybe he just likes adding mods to Steam before playing.

>> No.3241551

To play levels from FreeDoom without using assets from FreeDoom.

>> No.3241556
File: 33 KB, 434x326, 1458042201027.jpg [View same] [iqdb] [saucenao] [google] [report]


Now beat Plutonia on UV.

>> No.3241557

neat, but as the other anon said, you should do it for monsters and weapons too just to make it complete

also, are you going to do this for freedoom phase two?

oh, and what about UAC rebranding?

you could have a look at doomcenter for "inspiration", i'm pretty sure that there's a crossbow in there...

can't go wrong with an acid bath

>> No.3241559

There's one in tsp, lemme go look at it rq

>> No.3241571

Checking the crossbow bolt, it looks like >>3241476 should be correct, the bolt inherits from fastprojectile and uses the death and xdeath states to differentiate whether it's hitting a wall or a monster, dunno what's going on on your end.

>> No.3241576
File: 59 KB, 531x467, 1456885582843.png [View same] [iqdb] [saucenao] [google] [report]

don't hide the body, kill him then call the police yourself and explain what happened

they'll understand completely and just let you go

>> No.3241596

Will do.
Also may be more like 2 weeks because I'm still not done with other real life stuff and trying for these last twenty minutes to organize shit on my pc has made me realize what a clusterfuck everything is, and I really want to get that done before I start working on things again.

>> No.3241603

Kegan, if you're there at the moment, I just wanted to let you know

I ship Kustam and Shihong

>> No.3241604
File: 394 KB, 1440x900, Screenshot 2014-08-27 23.35.03.png [View same] [iqdb] [saucenao] [google] [report]

who /marathon/ here?
I'm finally getting back to it

>> No.3241607
File: 352 KB, 4685x2457, Time well spent.png [View same] [iqdb] [saucenao] [google] [report]


How the fuck.

I mean like, Kustam's a warforged and ShiHong's a cyborg but what the fuck man

>> No.3241609


Dunno, sounds good to me.
Shihong now has a daki of Kustam. Canon.

>> No.3241618

So why shouldn't I play Brutal Doom

>> No.3241624

because you don't like it?
i dunno, why shouldn't you?

>> No.3241625

Try it, and if you don't like it, then you shouldn't play it.

>> No.3241626

Play it and make up your own mind, anon.

>> No.3241627

Figured it out. I forgot to put a 'Stop' at the end of one of my states.

>> No.3241631

Well actually I fucking love it so far. I was just wondering if it would exclude me from the cool kids' club. Making maps is fun as fuck too. But I'm new here so what do I know.

>> No.3241635

brutal doom has its problems, every gameplay mod does. but ultimately it really doesn't matter what someone plays.

the problem comes from saying either A: brutal doom is the way doom was meant to be, B: critics are jealous faggots, C: getting upset when something isn't compatible with burt lamb, D: #MarkDidNothingWrong

>> No.3241637

Just don't think of it as the be-all-end-all of gameplay/weapon mods and ask for it to be compatible with everything and you'll be fine.

>> No.3241640

>I was just wondering if it would exclude me from the cool kids' club.

Only if you get uppity about it.
Glad you're having fun with Doom. I'm not a fan of Brutal, but ultimately you're playing Doom and I'm happy about that.

Sit down, call someone a faggot, and let's have fun.

>> No.3241642

that said I always think it IS kinda neat when some one Does make their stuff compatible, especially monsters, that takes going an extra mile with animations

>> No.3241649

I'm trying to figure out how to cop this script here, but I keep getting errors compiling it. Any ideas?


"playerspeedmult : Identifier has not been declared."

>> No.3241652
File: 201 KB, 764x720, 1460596050564.jpg [View same] [iqdb] [saucenao] [google] [report]

>Implying E1M7, E4M2 and E4M6 aren't the worst maps in the entire game

>> No.3241654



>> No.3241656

That error is exactly what's happening.

playerspeedmult is a function that isn't defined but is being used several times in the script.

>> No.3241658

I have a question, is the Hell on earth Starter pack compatible with Sperglord edition?

>> No.3241676
File: 30 KB, 480x490, 1463826954676.jpg [View same] [iqdb] [saucenao] [google] [report]

>Computer Station

>> No.3241684

I fucking love GMOTA, any idea if it's ever gonna be updated?

>> No.3241685
File: 27 KB, 502x379, 3bqidUEl.jpg [View same] [iqdb] [saucenao] [google] [report]


E2M3 is literally the only good map in Doom. Period.

>> No.3241686


>> No.3241687


>> No.3241689


Never :^)

>> No.3241690



>> No.3241693

How exactly would I go about defining it? I understand the logic, but I'm no expert in ACS.

>> No.3241701

That looks like it'd have a pretty average line count per room if you zoomed right in on it though desu fampai.
Making something "Fresh" looking with default textures relies more on geometry than custom textures as well.

>> No.3241707
File: 126 KB, 1280x720, spearmint_x86 2016-05-25 00-10-17-55.jpg [View same] [iqdb] [saucenao] [google] [report]

Final level from Quake 3: Revolution, the Vadrigar level, in Quake 3 Arena. It's missing some textures.

I may have to install Windows XP on a virtual pc in order to run the program to convert the textures, but the fact that Q3A will load Q3R maps is great.

Models however, I'm not even sure where the fuck they are. I've got a big-ass file of some nonsense format I've never seen before and haven't found online. It'd be nice to get them into Q3A since Q3R added the Vadrigar / Vadrilow and Mistress as playable characters.

>> No.3241712
File: 53 KB, 905x442, 1464148872668.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3241718
File: 28 KB, 329x374, 1448154842795.jpg [View same] [iqdb] [saucenao] [google] [report]

>You'll never take Doomguy on a lovely date to the shooting range

>> No.3241721

>doom 4 guy needs a nap

didn't that motherfucker wake up from a centuries long sleep? he can stay up, fuck him

>> No.3241723

you got that from the doom porn thread on /v/ didn't you

>> No.3241724
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]


you little shits I'm working on an update right now.

Like literally right NOW, I just glanced at the damn thread

>> No.3241727

Doom4guy ain't taking a nap till Samuel's circuits and fluids are lining the halls.

>> No.3241728

you fucking LIE

>> No.3241730
File: 168 KB, 500x829, 1464150155487.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3241734
File: 277 KB, 1281x790, buttmunch.png [View same] [iqdb] [saucenao] [google] [report]


Spriting takes time son.

>> No.3241736

It should be compatible with most gameplay mods, even outside Brütal Doom.

>> No.3241737

that's not even a REAL PROGRAM

>> No.3241740


Don't you talk shit about GIMP.

Though Krita sounds tempting

>> No.3241741

is that a dick wearing a knight's helmet?

>> No.3241743
File: 1.95 MB, 1080x720, skeleton.webm [View same] [iqdb] [saucenao] [google] [report]

Keep up the good work

>> No.3241748

good to know, I generally like the SE versions of the weapons better then the Brutal or PB versions, but I was very curious about the Hell on earth levels

>> No.3241752
File: 555 KB, 1920x1200, Screenshot_Doom_20160525_071828.png [View same] [iqdb] [saucenao] [google] [report]

You are right, I should've done that.

Re-uploaded FreeDoom1 modules, now with every thing that was in Freedoom.

freedoom1.wad - maps with necessary textures that don't exist in Doom 1
freedoom1-decor.wad - decorations (torches, candles, barrels)
freedoom1-differenttextures.wad - textures that look somehow different from textures in Doom 1
freedoom1-identicaltextures.wad - useless stuff that looks worse than ones from Doom 1
freedoom1-music.wad - music from freedoom
freedoom1-player.wad - mugshot and "ugh" from freedoom
freedoom1-soundmisc.wad - various sounds like switches and elevators
freedoom1-uaccensor.wad - just removes UAC and replaces it with AGM
freedoom1-weapons.wad - weapons with sounds
freedoom1-monsters.wad - monsters with sounds
freedoom1-hud.wad - fonts and status bar without mugshot
freedoom1-items.wad - pickup items without weapons

Will make same thing for FreeDoom2 tomorrow.


>> No.3241756

So I'm gonna make a dumb, short, meme joke wad for my first map to practice making bigger and better stuff

How do I replace stage music with a .wav?

>> No.3241759
File: 506 KB, 1280x720, Screenshot_Doom_20160525_143722.png [View same] [iqdb] [saucenao] [google] [report]

I was curious, so I loaded Blastmaster with Freedoom.

That's the Wave Glove.

>> No.3241763


How fucking horrifying.
Just name the file after the stage song.

>> No.3241765

Looks like your robotic parrot fell apart.

>> No.3241772

What is Freedoom anyway?

>> No.3241775

A free and open source replacement for the commercial Doom and Doom 2 IWADs.

>> No.3241780

I'm looking for some good wads with Icy Hell for the lowest circle

>> No.3241784

thats a really good idea! I've been toying with introducing a "resurrect" button or suchlike, but definitely a respawn on nightmare should be implemented.

the marine does struggle a bit with that map, but will eventually get up the platforms. I probably need to fool with the timing a bit so he makes it up easier

>> No.3241791

yes it can

yes you can. Usually the player has to choose a dialog option and that option will trigger the script.

>> No.3241795

If this is part of an attack frame then maybe you should have the sword pointed away more

Otherwise at best it looks like you will be pommel bashing everything.

>> No.3241803
File: 17 KB, 320x240, rend2.png [View same] [iqdb] [saucenao] [google] [report]


Close, it's Lo-Wang's arm


It's the first frame, like as the guy raises the sword up to swing it, this is the actual swing frame where the pointy bit is cutting a bitch

>> No.3241804

Hexen has some good ice maps, so does necrosis.
there was a mapset called "Whitemare" you could check out too

>> No.3241827

I've been playing doom vanilla straight for probably a year now (as in I have played doom my whole life, but this last year had no mods), and I went to play mersers brutal doom plus Hell on Earth Pack, and holy fuck this is great shit. Play on nightmare and get your shit smashed, you don't even get time to do brutalities or stupid ironsight shit, you just have to bring your A game and have a fucking blast. Great level design too, I wish there were more levels like this.

Vanilla doom will always be the best, but its awesome to play a mod once in a while to refresh from getting burnt out from vanilla. I think Doom is great because it's new, not old. It's versatility is its strength that has allowed it to stay alive so long. Even if you are playing vanilla, chances are you have already been playing modern maps.

>> No.3241839
File: 334 KB, 1920x1080, Screenshot_Doom_20160525_011124.png [View same] [iqdb] [saucenao] [google] [report]

Is it just me, or does this imp look retarded?

>> No.3241848

he's got that neanderthal brow going

>> No.3241851


authenticity scale

1 - original doom game, on an actual DOS machine

2 - doom on DOSBox

3 - chocolate doom

4 - modern source ports

>> No.3241852

It looks like it's telling you that if you're too sick for school, you're too sick to play videogames.

>> No.3241853

He's just a musclehead imp. There's some mods that have randomised versions of vanillia enemies. I think I remember seeing at least 3 or 4 different imps at some point. There's also a much skinnier one.

>> No.3241857
File: 500 KB, 1920x1080, Screenshot_Doom_20160525_012354.png [View same] [iqdb] [saucenao] [google] [report]

I guess Accessories to Murder has a variety pack when it comes to imps then.

>> No.3241859

Can a DOS machine along with the original Doom floppy even run today?

>> No.3241862

Not-Doomguy can't say much with that ugly mug.

>> No.3241863

Sure it can, why would you think otherwise?

>> No.3241869

5 - "Doom in Unreal Engine"

>> No.3241870
File: 53 KB, 1280x720, when the acid hits.png [View same] [iqdb] [saucenao] [google] [report]

I don't really mind the beard, its the eyepatch/scar that bugs me about it, like he's trying to be Big Boss

>> No.3241882

I'm going for chronological doom, so which comes first, TNT Evilution or Plutonia 1-2?

>> No.3241885
File: 1.16 MB, 500x374, triggered.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3241889

TNT first, then Plutonia.

Just imagine how long that one centerpiece took to make.

>> No.3241895

That is the most aesthetic thing I've ever seen someone create

>> No.3241896

Cool, I always liked the set up of TNT

>> No.3241902
File: 1019 KB, 1920x1080, Screenshot_Doom_20160525_134521.png [View same] [iqdb] [saucenao] [google] [report]

How about now?

>> No.3241903

It's not actually decoration, though. If you play the map I mean.

>> No.3241905
File: 138 KB, 211x512, russian nesting anger.gif [View same] [iqdb] [saucenao] [google] [report]

Absolute Madman...

>> No.3241907

That makes it even better. What's the wad called?

>> No.3241909

>moving archvile cover
Extra cruel.

>> No.3241913

Bring your toughest pair of testicles and a sourceport that can handle 800 active monsters.

>> No.3241932

Doomguy looks like one of those long-haired hippie types. Give him a haircut.

>> No.3241959

Map in particular is 29 - "Go Fuck Yourself".

No, really.

>> No.3242004
File: 954 KB, 320x240, 1463677582508.gif [View same] [iqdb] [saucenao] [google] [report]

Why is most of the Doom porn out there about fat chicks or muscular dudes?

>> No.3242016

>he doesn't like either

>> No.3242025

Are there any ports floating around that can handle Sunder levels of retarded but still have ZDoom-levels of scrub friendliness ie mouselook and opengl?

>> No.3242026

Where are these fat chicks you talk of?

>> No.3242028
File: 60 KB, 537x720, 1463993397459.jpg [View same] [iqdb] [saucenao] [google] [report]

>fat girls

>> No.3242029

GLBoom+ I guess?

>> No.3242030

Maybe PrBoom or GlBoom
Boom is known for handling lots of actors very efficiently.

>> No.3242039

You're kidding, right?

>> No.3242041

I see the plebs are still around.

>> No.3242042

"le thicc" meme and demons are usually muscular and male, plus Doomguy is a muscly dude.

>> No.3242046

The OpenGL exe for PRBoom+ is what you need. It runs shit like Nuts 1/2/3 with an amazingly high framerate.

>> No.3242049
File: 29 KB, 500x363, hFMeCu0.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesn't like thicc

>> No.3242059
File: 37 KB, 301x209, hands are still hard.png [View same] [iqdb] [saucenao] [google] [report]

Boy am I glad this spin attack frame is gonna whizz by fairly quick, otherwise I'd be in trouble

>> No.3242061
File: 432 KB, 500x394, 1463557168879.gif [View same] [iqdb] [saucenao] [google] [report]

>DM-Underland is the name they went with

>> No.3242065

It feels like there's mouse accel. Is there any way to get rid of that?

>> No.3242074
File: 104 KB, 800x670, 1461570620855.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesn't like animals

>> No.3242082
File: 22 KB, 530x555, 1446989458448.jpg [View same] [iqdb] [saucenao] [google] [report]

>He likes animals

>> No.3242084

>demons are usually muscular and male
>and male

How do you know? None of them have visible genitalia.

>> No.3242090

do you really think a 60 health imp with lmited weapons can take on an army of 100 health marines with weapons? that would have to be some solid snake tier stealth imp.

ok now I'm thinking stealth imp could be a cool alternate version of this mod...

>> No.3242106

New doom mapper here. I'm really lost. How on earth do I use mapinfo? How do I include the mapinfo into the ,wad? Do I open up the wad in a text editor and say "include directory/mapinfo.txt"?

>> No.3242108

They don't have breasts.

>> No.3242112

>staelth imp
let's see...
O-S melee attack from behind/above
can crawl walk on ceilings
invisible when immobile
blursphere give him a few seconds of (moving) invisibility
can set up fire traps (classical d&d mine)
rotate/move (+anger?) other monsters to put them in an advantageous situations

what do you think about this?

>> No.3242121

I remember seeing this kind of imp from Reelism.

>> No.3242129 [DELETED] 
File: 393 KB, 500x500, contrast.png [View same] [iqdb] [saucenao] [google] [report]

how come this bitch does nothing but shitpost about how her port so oppressed, beg for help for her commercial 2004 deviantart animu project and post 80% of the posts in the selfie thread?

>> No.3242130

>you ain' gon' get thru here, white boi, nu-uh-uh

>> No.3242135

Maybe they're just flat

>> No.3242136 [DELETED] 


>> No.3242138 [DELETED] 


>> No.3242142 [DELETED] 

I don't even know what this 3DGE is
Some sort of source port engine?

>> No.3242143 [DELETED] 


I dunno why they're trying to take up residence on a ZDoom-focused forum anyway, but meh.
Just dumbasses being dumbasses.

>> No.3242145 [DELETED] 
File: 37 KB, 697x690, 1463039792490.jpg [View same] [iqdb] [saucenao] [google] [report]

>All this complaining
Well, you ARE posting a mod for the EDGE engine on the ZDoom forum. Don't cry and whinge when people say they want a ZDoom version.

That white knighting is a bit cringey.

>> No.3242148 [DELETED] 

Old 3D sourceport that used to be kind of cool because it had a real coding language for monsters, weapons, items and decorations, back when ZDoom still just had DeHacked.

These days though, it really doesn't do anything that ZDoom doesn't do much better, aside from having a few cool old mods that were never properly ported to ZDoom, such as Immoral Conduct.

I don't really know why anyone wants to use Edge these days, the renderer is ugly and ZDoom has better compatibility.

>> No.3242153


>> No.3242154 [DELETED] 
File: 44 KB, 645x511, 1454026560857.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3242156

sounds preeeeetty good.

Imp gear solid. It would need some kind of hell-radio too, to communicate with hell base.

imp? iimppp? iiiiiiiiiiiiiiiimp?

>> No.3242159

Is Doom a game one should be playing when they are depressed?

>> No.3242160 [DELETED] 

The retard saying to ignore criticism is even worse.
>"it's okay to suck because you're doing this for your circlejerk"

>> No.3242161 [DELETED] 
File: 43 KB, 600x800, IMG_20120806_221938.jpg [View same] [iqdb] [saucenao] [google] [report]

>and post 80% of the posts in the selfie thread?
This is an exaggeration, she's only the OP of the selfie thread and averages one post per page, not 80%.

>> No.3242162 [DELETED] 

this reply is the definition of "damned by faint praise"

>> No.3242163

Hmm, maybe. I'd try to play something happy like Kirby.

>> No.3242164 [DELETED] 

why are edge projects being posted on zdoom

>> No.3242167 [DELETED] 

Because some faggot think they're relevant.
My theory is that he sucked the admin's cock.

>> No.3242173 [DELETED] 

>first mod to ever use the D4 weapon sprites done in the classic style is a mod for the 3DGE engine

Look, I'm not saying it's the people's fault for being lazy asses, but the sprites have been there for a long time for anyone to use.

And please let's not kid ourselves here, the zdoom forums are plagued with a few lazy asses here and there. He took the opportunity to make it for 3DGE while nobody else did it for G/ZDoom, and the last thing people should do is complain when you could do it faster using DECORATE.

Just my two cents.

>> No.3242176

Been doing it for years so yes

>> No.3242178

I'm wondering if Zion will get to the point where they replace their sprites with the nicely done new ones and somehow add the sidearm stuff that Doom 4 has, like giving the HMG micro rockets and the plasma gun stun bombs. Probably would take quite a lot of script work.

>> No.3242181 [DELETED] 

> 3DGE
Why does this port trigger people to such a degree?
If it got a bit more development put into it to keep up with modern features it could be pretty good. Doesnt suffer from zdooms problem of having features and bugfixes piled haphazardly on top of each other over the years with old mod compatibility preventing sane rewrites to the same extent
Mapinfo is just a text file named mapinfo. You put it in the root folder, outside any markers.
I'd strongly recommend using the pk3(which are renamed zip archives) format instead. Much more convenient to work with.

>> No.3242182

Nah, not a fan of it. Nightmare in Dreamland was nice though.

Fair enough. Been trying to beat that recent map romero made on nightmare and it distracts me long enough.

>> No.3242183 [DELETED] 

>Why does this port trigger people to such a degree?
>literally the only question are the authors being weird

Anon, I...

>> No.3242184 [DELETED] 

>Why does this port trigger people to such a degree?
Fuck you, that's not what's happening and you know it.

>> No.3242185

The hacker/spammer at zdf is starting to piss me off

>> No.3242187 [DELETED] 
File: 31 KB, 300x400, IMG_20120607_182821 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

So wait, I went to the Doomworld selfie thread to see if they had the same trend, but Coraline is trans I guess?
This explains everything.
But she has a kid?

Also, jesus, Coraline's a snarky cunt to Randi:
>You, mister, are beautiful and photogenic

>> No.3242189 [DELETED] 

Hi NeuralStunner.

>> No.3242190 [DELETED] 

>> 3DGE
>Why does this port trigger people to such a degree?
Because the ratio of going onto unrelated forums to post about how 3DGE is a real port too and deserves your respect compared to actually updating the source port and creating content for it is quite high.
Like you can summon 3DGE people to the thread on zdf or doomworld by listing G/ZDoom or Eternity but not 3DGE.
It's almost as bad as ZDaemon, but not quite there yet.

>> No.3242193 [DELETED] 

So I checked out those two linked threads and now I really wish that these selfie threads didn't exist.
I used to think the people that made the things that I like and wish I could make were much cooler and better looking than I was but most of their current pictures look like the weird kid from middle school, just aged forward 10 years.

>> No.3242195

Yikes. Reading over my old posts were...whew! I was just a wee child back then.

A lot of these are really bad, it's kind of odd to see so much praise. I suppose back in the day we just didn't have a lot of sprite editors to go around.

>> No.3242196 [DELETED] 

yeah no we're all fuckin' dorks; just some of us are worse than others

>> No.3242198 [DELETED] 

A couple of them look exactly like you'd expect them to look.

>> No.3242205 [DELETED] 

im pretty sure the only reason coraline is allowed to post so much 3dge shit on zdoom is because of her and randi's trans bond.

not to mention the selfie threads are just bait for coraline to post pictures in. wish that shit would die already

>> No.3242208 [DELETED] 

From looking in those threads though, Coraline seems to snarkily praise every other trans in there. Like saying one on Doomworld is "handsome" rather than pretty when Coraline knows full fucking well they're trans.

Also kek there's a guy that registered in 2012 with the name DOOMSLAYER.

>> No.3242209 [DELETED] 
File: 101 KB, 600x850, get off scum.jpg [View same] [iqdb] [saucenao] [google] [report]

>thread has been invaded by drama whores

>> No.3242214 [DELETED] 
File: 588 KB, 723x964, Me-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3242215 [DELETED] 

Looks like a pedophile.

>> No.3242224 [DELETED] 

Half of the threads are just various mtf trans complimenting each other in ways that reinforce that they are all totally girls.
>I'm not into girls, but you're definitely a qt.
Except for Coraline apparently, who is always being a giant bitch holy shit.
It's like Coraline decided she's the only mtf allowed on the playground and fuck everyone else.
Also spoilers I literally haven't seen a single picture from an actual female in either thread, it's all mtf

>> No.3242226 [DELETED] 

Half of the threads are just various mtf trans complimenting each other in ways that reinforce that they are all totally girls.
>I'm not into girls, but you're definitely a qt.
Except for Coraline apparently, who is always being a giant bitch holy shit.
It's like Coraline decided she's the only mtf allowed on the playground and fuck everyone else.
Also I literally haven't seen a single picture from an actual female in either thread, it's all mtf.

>> No.3242236 [DELETED] 
File: 180 KB, 480x600, inforest_001.jpg [View same] [iqdb] [saucenao] [google] [report]

>jimmy wears 'that guy' shorts

>> No.3242241 [DELETED] 
File: 40 KB, 596x800, 485331_10151230530546415_1885871365_n_zps190f59c5.jpg [View same] [iqdb] [saucenao] [google] [report]

>Bam Margera posts on Doomworld

>> No.3242245 [DELETED] 

You have a bit of selection bias because the people in these threads aren't representative of the people that are in the Doom community, they're representative of the people that post selfies of themselves that are in the Doom community.

>> No.3242259

It gets better anon. There are monsters that flood the sides in order to block you from the cover. You either fight the viles and hope you can avoid the blasts/monsters or clear the side enemies out and pray you can stay in cover with the viles alive. Truly one of the hardest parts of the wad.

>> No.3242312 [DELETED] 

Check out any project thread for an 3dge mod and you'll see nothing but whining.
I'm not invested in the port and don't even play it much, but people taking a shit on modders irk me.

Neither zdoom nor 3dge has any devs I'd fancy sharing beers with exactly..

>> No.3242325 [DELETED] 

But muh ideological purity!

>> No.3242327 [DELETED] 

*Check out any project thread for an 3dge mod on ZDoom Forums

>> No.3242334 [DELETED] 

>Go onto a windows forum
>ask how to get Doom to run on a mac
>get answers for how to run Doom in windows
>wow can't any of you read I'm asking how to run Doom on a mac

>> No.3242340

What version of Zandronum 3.0 do we use for DUMP 3? Just whatever is the latest Development Build?

>> No.3242342 [DELETED] 

>Check out any project thread for an 3dge mod
Yeah, because the thread is on a ZDoom forum.

>> No.3242346 [DELETED] 

Must be from the Zandronum Forums. I swear to god, Doomworld and here are the best places for Doom discussion because there aren't as many faggots as ZDoom and Zandronum.

>> No.3242347 [DELETED] 

The mods are the same mods here that are still allowing these thread to exist


So it's unsurprising that dramafaggotry is being allowed here.

>> No.3242349

I've been playing through it today, and while it's nearly complete, it still needs work on the monsters. They're pretty inconsistent in both theme and quality.

>> No.3242357 [DELETED] 

It's like posting your singleplayer gzdoom mod on the zandronum forums and getting mad when people ask when you're gonna make it zandronum compatible

>> No.3242361


>> No.3242365

Mapinfo is just a text file named mapinfo. You put it in the root folder, outside any markers.
I'd strongly recommend using the pk3(which are renamed zip archives) format instead. Much more convenient to work with.

>> No.3242393

I should follow this up by noting that they seem to be working on just that, judging by the screenshot gallery on their site.

>> No.3242442

maybe even an holosexyimp to distract the marines for a while

what? MGS had porn mags you could use for that

>> No.3242449

MGS also had cardboard boxes.
I love them cardboard boxes.

>> No.3242453

>big UAC crate with "guaranteed imp-free" tagged on it
yes! yes!

>> No.3242456

But then you'd have to limit how quickly the marines can turn around, and give extra damage if hse's attacking from behind.

>> No.3242504

any mods about being a cyborg?
dunno why but i'm in the mood for being a roboman but i also want to shoot demons

>> No.3242507

>huh? what was that sound?
>hmm... its just a box

>> No.3242513

Zen Dynamics
Zero Tolerance

>> No.3242518

Laugh it up, but I did all the Phantom Pain with a water pistol and a cardboard box.

I wish there was more games with joke items that are actually very good.

>> No.3242537
File: 77 KB, 500x667, 1464000231317.jpg [View same] [iqdb] [saucenao] [google] [report]

There's no such thing as skeletons. Prove me wrong.

>> No.3242541

Check yourself.

>> No.3242542
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3242545
File: 747 KB, 426x240, Kid getting beaten up by spooky scary skeletons.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3242559

What's "accessories to murder"?

>> No.3242564

bones are a poor man's exoskeleton

>> No.3242565

A weapon mod. It's pretty alright.

>> No.3242573
File: 32 KB, 842x386, I disagree with this dink.png [View same] [iqdb] [saucenao] [google] [report]

I dunno about you guys but I still feel like this is a foolish mindset

>> No.3242576

Some quick notretro questions:

Is Toxikk dead before birth?

Is the new UT the only somewhat decent arena shooter made recently?

I play a lot of Dirty Bomb, and I've been looking for other current FPS with an oldschool gameplay feel. I like being able to boot up the original UT and still find servers but I long for something fresh.

>> No.3242578

Which one? The anons mindset? Because I agree with the STRAFE dev here.

>> No.3242579



dirtybomb is f2p skinner box trash my man just get unreal tournament it's free without the skinner box

>> No.3242580


I disagree with the STRAFE dev, at the end of the day randomly generated stages feel very samey and a computer can never beat the creative output of a mapper who actually gives a shit.

>> No.3242581

If that's true then explain THIS

>> No.3242583

STRAFE seems to basically be just OBLIGE but with a pixelly artstyle and hub.

>> No.3242584

Same here. Man-made levels rewards exploration with little details.
Random levels are just boring and, well, random.

>> No.3242592

I wholly disagree with the first point, its purely an issue of the quality of the algorithm being used to generate levels.

As per the second point, well, I would argue a computer can make a better map than maybe three quarters of mappers, if,again, programmed properly.

Plus,if what you want is endless challenge, the computer can make levels as quickly as you can finish them, unlike a human.

>> No.3242593


The only time I feel like randomly generated stages can complement gameplay is either if you're making a game where level design isn't AS important (like Diablo, actual roguelikes, or really arcadey games), or if you offer randomly generated stages as either an optional mode entirely or like, some random areas you visit during the actual hand crafted stages.

I feel like too many indie devs are using random generation as a crutch and I'd give nothing more to kick it out from underneath them.

>> No.3242595

I extremely disagree. Well-designed levels are, to me, the entire point of olded first person shooters.

>> No.3242596

The likely actual reason is probably he can't into level design and is too lazy to find someone who could map for a Quake style game.

>> No.3242597

Or maybe he's not "lazy" and likes the challenge of making a good level generator?

>> No.3242598

I'm going to take the bold and daring stance that both can be good for different reasons and applications.

>> No.3242604

My experience with random map generator is limited, but I can tell you that unless you have a lot of different palettes, I'm going to stop giving a fuck about your game very quickly.
It was okay for Diablo because it has a lot of variety (you could almost say where you were at a single glance), but nowayday, it's just used by lazy devs.
And the worse part is that it sometimes make the game totally unwinnable b-but it's okay b-b-because it's a roguelike.

>> No.3242605

I hope it's significantly better than typical OBLIGE megawads to warrant a pricetag too

>> No.3242608


I can't think of any game that uses random generation for their level design that actually comes up with GOOD levels. It's always either too chaotic or too safe, Spelunky was the only one that comes to mind that strikes a pretty good balance, and that was because Derek assembled a bunch of rooms himself and then assembled an algorithm that put that shit together in a pretty sensible manner.


Level design was everything in Doom 1, 2, and Quake.


That's what I feel like he went for too, and it's a shame because he got the aesthetic right.


That's going to be a hell of a feat to accomplish, a goal so lofty that it might have been better to just get some level designers on board instead.

>> No.3242614

So if something is difficult, it shouldn't be attempted? Got it.

>> No.3242621
File: 2.82 MB, 2560x1440, cool boner.jpg [View same] [iqdb] [saucenao] [google] [report]


I don't think that way at all, I just think if you're aiming for a 90s shooter aesthetic and gameplay style, you better go the extra mile to craft some levels yourself. This seems like the wrong theme to have a computer assemble your levels when your game is based off an era of shooters when level design was at its best.

>> No.3242625

I, for one, feel that random generation is pretty essential even as an alternate gameplay mode. For example, playing through levels you know like the back of your hand really defeats the point of mods like Hideous Destructor,for example, where your weakness would be doubled with not knowing what is on the other side of a wall, and if the end of a level is even near.

>> No.3242626


a DECORATE test i've made using prerendered models.
also (regarding the video), anyone of you ever played Angst Rahz Revenge? i've seen someone talking about it in the previous threads.

>> No.3242628


Oh no I totally agree, for an optional gameplay mode or special areas you can visit, random generation can add a LOT to a game.

I just get bummed out when random generation because the focus of level design, because more often than not the levels are pretty soulless.

>> No.3242634


>that super shotgun animation

Lordy at least add a few frames where the hand comes up to cram the shells in rather than just appearing, that's rough.

Did you make that model of the enemy yourself?

>> No.3242687

it was more like a test for using prerendered sprites, not actual complete stuff.

also, yeah the shotgun and enemies are made by me, well... based on the original ANGST enemy.

>> No.3242697
File: 90 KB, 500x237, pondering skeleton.jpg [View same] [iqdb] [saucenao] [google] [report]

It's summer again, anyone have any comfy boom-compatible beach/ocean-side maps?

>> No.3242701

It is summer but it's been nothing but rain and cold over here for the past several weeks.

Rerminds me though, I should play Dick Kickem: Life's a Bleach again

>> No.3242707

I think Duke Nukem 3D: Life's a Beach would probably be best. I don't think Doom does sunny beaches very well, maybe Pirate Doom?

>> No.3242715

I completely forgot about that, I got halfway through, but I left it since I burned out playing nearly all of douk megaton over a couple days.
Thanks anon!

Pirate Doom is breddy gud, sadly is Zdoom only. I prefer prboom+, and was hoping to learn how to do an ocean/shoreline with boom for a short level pack I'm messing about with

>> No.3242717

Maybe try your hand at making beach-themed textures? I dunno if there's any around.

>> No.3242720

I'm looking into rips/downscaling from other games, mainly duke 3d, and bioshock infinite. I *think* texmod still works for U3 games

>> No.3242732

So what's the last stable version on DoomRPG? Character saving doesn't seem to work in this version(v0.10.0 Beta).

>> No.3242756

Next time he gets on just show him your favorite wads.
or just tell him to run demonsteele with it

>> No.3242778

6 - Doom Classic Maps in NuDoom

>> No.3242784

Do you have the one where he's on the couch talking about Android or something?
I've been looking for that image.

>> No.3242787

7 - A custom map for any game that's just E1M1

AKA, a custom map for literally every PC game that has mod support.

>> No.3242802

The STRAFE dev isnt saying randomly-generated is better
He's saying when he goes back to play it, he wont know where everything is.

A game can easily have both

>> No.3242812

lmao holy shit, same here senpai, they even take screenshots and upload them and shit.

>> No.3242814

>dg 2.0
death grips reference?

>> No.3242821

Brutal Doom's a good mod, but a lot of people don't know there are other fun mods. Use it as a springboard to introduce your friend to other doom mods/megawads.

>> No.3242828

8.- Doom Retro

>> No.3242883

What's the file size for Doom demo files (lmps)? Is there a rate (bytes/tic or similar) that I could use to estimate?

>> No.3242886

AKA "literally why" - the port

>> No.3242946 [DELETED] 
File: 385 KB, 1000x1620, Autism_Awareness_Ribbon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3242952

Nobody said they were mammals

>> No.3242963
File: 2.96 MB, 320x240, barsgooutofalignmentveryeasily.webm [View same] [iqdb] [saucenao] [google] [report]

WIP ZDoom map. With all the time I have until DUMP 3's deadline, I could make two or three maps! Then I can just submit the one I like best. Since I have no idea how to RAISE a crusher back to its initial height instead of freezing it in place, I just decided to stick a secret in the permanently active killing chamber. Everything before the sergeants is more or less set. The naked walls on the right of the blood crater bug me. Maybe I'll bring some of the indoor area around so I can drill windows into the walls. I'll mess with the floor height there later too. I just want to make sure I don't want to raise pillars out of the blood later before I carve up the floor in that area.

Sounds lazy to me. Next thing you know he'll pull the artistic integrity card. "How dare you criticize me! You don't know anything about art!"

>> No.3242970

>Then I can just submit the one I like best.
why not submit them all

>> No.3242973

>I'm only allowed to submit ome

>> No.3242978

Because the last DUMP was 60 something maps with each person only submitting one. I know. I played them all. If this one is similarly long a week won't be enough for me to beta test everything.

>> No.3242985

>Making maps before you're supposed to start
Nothing we can do about it but reeeee

>> No.3242996

Well, can we submit a gun AND a map?
Also, talking of guns, whats the status on taking sounds from TV shows for the gun?

>> No.3243000
File: 190 KB, 1366x768, Screenshot_Doom_Genesis.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3243014

>I'm only allowed to submit ome
this doesn't seem to be anywhere in the rules

>with each person only submitting one
shivers made two and chookum made three

>> No.3243016


You're allowed to submit more than one.
Reasonably, I don't think people will submit a whole lot, but if someone started early (reeeeeeeeeee) and made like three then they'd all be in.
Well, unless one was ultra-shit and no-effort.

>> No.3243023

Huh. Didn't know that. I remember playing one by shivers that took place partially in cyberspace. That was really cool. I must've forgotten the others, unless they were submitted late.

Thanks for the choice, but I'd rather pick one. First, it slims the map set down. Second, it allows me to showcase what I think is my best work. I COULD just not submit anything worked on before the start date too if I like everything.

>> No.3243035

The only game that has really done procedural generation right is dwarf fortress, and even that game is a "fun" mess.

Games should go in that direction, even shooters. Have a hand-crafted level, with procedurally generated events within. Procedural levels themselves are retarded and gimmicky. Instead it should be like a randomizer WAD or someshit.

>> No.3243051

Has anyone ever made levels or gameplay mods inspired by the doom cover art?

>> No.3243056

you will never be able to create interesting encounters by going random unless by accident.

>> No.3243057

Are there any mods that increase the enemy count? If I turn it up in DoomRPG it causes major lag spikes until it spawns them all, and the spawns are more often than not things that will turn me into paste.

I tried searching around but the one I found seems to be only for brutal doom.

>> No.3243065

I can't wait for a year or two after STRAFE releases to see how many people are still playing it.

>> No.3243073

Neural Network Doom Mapper when

>> No.3243091

I want to make a classic dooms tyle version of Doom 3's Maledict, has some one beaten me to it?

>> No.3243101

I spotted a RoE monster pack but that was barely finished.

>> No.3243102 [DELETED] 

What's so wrong with Brutal Doom?

>> No.3243103
File: 2 KB, 100x148, 1399359497032.png [View same] [iqdb] [saucenao] [google] [report]

because randomly generated maps are always far superior to planned out ones
I only play oblige maps

>> No.3243113 [DELETED] 

it messes witht he balance in ways many disapprove of which is made more annoying by people claiming it is the "real" doom experience, further harmed by the makers ugly personality

>> No.3243118

>Next thing you know he'll pull the artistic integrity card
I read "autistic integrity card" and giggled.

>> No.3243120 [DELETED] 

What about the maker's personality?

>> No.3243124 [DELETED] 

>I can't hit ctrl+f

>> No.3243126 [DELETED] 

So less about the mod, and more about annoying fanboys?

>> No.3243127 [DELETED] 

>it messes with the balance
Doom is most certainly not balanced. It is slanted severely towards the player and rewards spray-and-pray over well-placed shots. It was never designed to be balanced in the first place.

>> No.3243130 [DELETED] 

you know EXACTLY what he's doing

>> No.3243131 [DELETED] 

What did just happen here?

>> No.3243134 [DELETED] 

Janny decided saying bad things about Brutal Doom was no longer allowed.

>> No.3243136 [DELETED] 

mods or jans probably saw some posts from the same IP and knew what was coming

>> No.3243137 [DELETED] 

Janitor is puppy-guarding the thread for shit he doesn't like. If he doesn't calm down I'm going to contact Hiro about it.

>> No.3243138 [DELETED] 

>bad things about Brutal Doom
But that wasn't even happening, lel.
Looks like your attempt got tripped up.

>> No.3243139 [DELETED] 


>> No.3243140 [DELETED] 


>> No.3243141 [DELETED] 

How is talking about a mod shitposting?

I mean, people never flinged insults at each other or anything like that.

>> No.3243146
File: 366 KB, 640x480, Screenshot_Doom_20150215_132529.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3243150

That was brutal.

>> No.3243154
File: 74 KB, 640x480, BFG9000inaction-HellRevelead-map32.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3243160

Why is the thumbnail so dark while the picture is a lot lighter?

>> No.3243165

PNGs can have a chunk that stores image gamma, and zdoom actually uses it

>> No.3243169

I'll just nod my head and pretend I understood everything you said just now.

>> No.3243174
File: 112 KB, 1297x759, mouse settings.png [View same] [iqdb] [saucenao] [google] [report]

What's the best mouse settings for Gzdoom?
should i keep prescale mouse movement on?

>> No.3243176

It's called metadata. The same thing that allows image files to store copyright notices, GPS location data, date etc

>> No.3243179

>allows image files to store copyright notices, GPS location data, date

>> No.3243181

>Setting this to true will use the raw mouse movements to control mouse input. Normally, the horizontal and vertical axes are multiplied by different scalars before being processed by the input code.

yeah keep that shit off

>> No.3243182

replied to the wrong post, meant >>3243174


>> No.3243183

Think of it like comments in code or an .ini file. Has zero impact on the end product but still contains data. The date and shit is often from the camera that took them.

>> No.3243190
File: 42 KB, 380x400, 1455481767876.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, that's new.

Now I wonder if it has something to do with GZDoom becoming a lot more darker all of a sudden.

>> No.3243195

>tfw it's a shit port, but the only one with an automap for a second monitor

>> No.3243206

It should be on, at least in widescreen

The GL renderer settings are the only settings that are tricky to get right imho

>> No.3243208

>click regex button

>> Gamma 1.2941
>>Software GZDoom g2.1.pre-562-g43ea025

this is neat

>> No.3243209

>Now I wonder if it has something to do with GZDoom becoming a lot more darker all of a sudden.
It could be to a sector lighting mode you set, or if you fiddled with brightness, gamma, ambient light scale, or even override settings in your GPU driver software

>> No.3243213

I know the SPAS-12 is common in games but for some reason this reminds me specifically of the Half Life HD pack.

>> No.3243220

Probably, it suddenly became darker after I updated my drivers.

>> No.3243251

That's because it was ripped from the Half Life HD pack.

>> No.3243297

Who /PlasmaGun/ here?

>> No.3243301

You have The Island for GZDoom which has beaches and a Serious Sam style gameplay (make sure you play the low texture version if you have a toaster)

>> No.3243302

>that fucker who never used it because he was "saving it for later"

>> No.3243308

Unfortunately the gameplay doesn't work at all. I love the looks of it but seriously it plays like shit with the way the fights are laid out. And I'm saying that as someone who loves SSTSE.

>> No.3243310
File: 61 KB, 540x429, 1454317176842.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw want to use the plasma gun but never can because of crippling ammo autism demanding that all cells be allocated to BFG shots that will be used exclusively to oneshot spider masterminds

>> No.3243312
File: 611 KB, 1276x872, map size.jpg [View same] [iqdb] [saucenao] [google] [report]

Map might be a bit bigger than I expected/hoped. At least interior decorating is starting to get some progress.
And for size reference, "square doors" 128 map units wide

>> No.3243313
File: 148 KB, 615x409, 1460728900821.jpg [View same] [iqdb] [saucenao] [google] [report]

Dr. Hayden, I'm UAC

>> No.3243323

That's me.
I always save up the ammo for the strongest gun but rarely end up using it for some reason.

I like that DOOM 2016 gave you just 3 shots, and lots of BFG ammo lying around, so you could actually use the thing without worrying about "later"

>> No.3243343


>> No.3243349
File: 7 KB, 312x321, 1403340030362.png [View same] [iqdb] [saucenao] [google] [report]

>tfw Quakespasm will never get updated to run Nehahra

>> No.3243354

The Brutal Doom one is really the only one there is.

>> No.3243356
File: 56 KB, 498x490, HUH UGH AUUGH WEEH UHH.jpg [View same] [iqdb] [saucenao] [google] [report]

>cool a whole movie made with Quake
>search the whole thing on Youtube
>4 hours in length

>> No.3243358


>> No.3243425


those were the days

>> No.3243437 [DELETED] 

Fuck off doomcucks.

>> No.3243439

God, I am way too paranoid about my ammo in shooters in general.

>Oh look, my ammo's running a little low
>Time to never use this weapon again ever

Game devs might as well cut the ammo I can carry in half, since I never use the second half of my ammo.

>> No.3243461

I should've been clear that I wanted one that would've worked with DoomRPG but thank you either way, anon. Gave it a whirl and it makes infighting a lot more useful than a funny quirk.

>> No.3243464
File: 104 KB, 300x250, steamworkshop_webupload_previewfile_287003631_preview.png [View same] [iqdb] [saucenao] [google] [report]

>telefragging, the most powerful destructive force in the universe

>> No.3243480

Are there any tutorials for making outdoor levels? If not, anyone have an tips for making such levels?

>> No.3243482

Areas that can be seen but not entered are a good way to make it look bigger than it actually is.

>> No.3243490

I know. I'm trying to make a level set mostly outdoors though, in a sort of swampy, gross place. I suppose the Hexen levels are okay for this, but they're also more complex than Doom.

>> No.3243496

Doesn't that go against Romero's recommendation?

>> No.3243504

I think I remember that. One of the rules he mentioned in the "We Play Doom with John Romero" video was to let the player get a look at an outdoor area, then let them find a way to reach it.

>> No.3243508


>> No.3243515

I once tried doing a map based on the tally screen for doom episode 1. The mars surface you're supposed to be in. I never finished it though. I'd definitely love to see a skilled mapper do it.

I only ever finished creating one map, and uploaded it to an old website whose name i can't remember, and it got a 7.8 score, so I'm not the best mapper around. It was my first try though.

>> No.3243516
File: 10 KB, 264x191, 1462497121234.jpg [View same] [iqdb] [saucenao] [google] [report]

>not cockodemon



>> No.3243517
File: 146 KB, 640x480, Imscrngo.png [View same] [iqdb] [saucenao] [google] [report]

stupid, I meant episode 3, not 1.

I remember I kept getting the distances and sizes wrong lol

>> No.3243518

What the fuck is the song used in that wad: https://www.youtube.com/watch?v=6ZLN4WOS1Ts ?

>> No.3243534

>his balls aren't smaller cacodemons
c'mon step it up sempai
>unholy oral

>> No.3243545

It literally says what song is on the video.

>> No.3243546

lum's love song from urusei yatsura

>> No.3243547

Trying to cop this item pickup script, but keep getting "itemtopickup : Identifier has not been declared." error. How do I declare the identifier?

#library "PickupScript"
#include "zcommon.acs"

// check if player hits use key and has valid itemtopickup
script 667 enter
// retrieve button input
int buttons = GetPlayerInput(-1, INPUT_BUTTONS);

// first, make sure there is an item under the crosshair and the item still exists
if (itemtopickup[PlayerNumber()] && ThingCount(T_NONE, itemtopickuptid[PlayerNumber()]))
// now press use to pick up item!
if ((buttons == BT_USE) && !pressonce[PlayerNumber()])
log(s: "You take the ", s: itemnames[itemtopickup[PlayerNumber()]]);

// now remove item from game world

// prevent holding down the use key
pressonce[PlayerNumber()] = 1;


// reset pressonce if not pressing use
if ((buttons != BT_USE))
pressonce[PlayerNumber()] = 0;


Pastebin wasn't working for some reason...

>> No.3243554


>> No.3243560
File: 76 KB, 640x640, outskilled.png [View same] [iqdb] [saucenao] [google] [report]

When two entities collide, speed beats mass. Why boolits hurt when they're just a dozen grams of lead.

So a ranger shaped ranger size boolit going at FTL speeds may well be enough to kill a god.

>> No.3243612

Shouldn't it break Ranger's body?

>> No.3243615

Nah Shub-bery had a mega health in him

>> No.3243667
File: 67 KB, 449x628, 1464214543837.jpg [View same] [iqdb] [saucenao] [google] [report]

What's everyone's top 3 wads of the past year?

>> No.3243671

Got this shit to compile, but it doesn't seem to do anything. Any ideas? It's supposed to make you have to press Use while looking at an item to pick it up.

#library "PickupScript"
#include "zcommon.acs"

// check if player hits use key and has valid itemtopickup
script 667 enter
// retrieve button input
int buttons = GetPlayerInput(-1, INPUT_BUTTONS);

// Get a unique TID to temporarily use.
int itemtopickuptid = UniqueTID();

// Attempt to pick an actor where the activator is looking at. Ony pickup actors are considered.
if (PickActor(0, GetActorAngle(0), GetActorPitch(0), 256.0, itemtopickuptid, MF_PICKUP)){
// now press use to pick up item!
if((GetPlayerInput(0, INPUT_BUTTONS) & BT_USE) && !(GetPlayerInput(0, INPUT_OLDBUTTONS) & BT_USE))
log(s: "You take the ", s: GetActorProperty(itemtopickuptid, APROP_NAMETAG));

// now remove item from game world
Thing_Destroy(itemtopickuptid, 0);


>> No.3243682
File: 60 KB, 768x560, 2016-05-25-202349_768x560_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Here's what I have done right now. This is my second attempt at such a map, the first attempt is absolute garbage. It still needs to be fleshed out, textures, enemies, everything. I'll put some rocks around in the swamp with enemies on them, maybe put some more primitive buildings in. The roofs look very strange, not sure how to make doors for such buildings either.

>> No.3243685
File: 63 KB, 640x480, 1451866858130.jpg [View same] [iqdb] [saucenao] [google] [report]


Ancient Aliens (just because it looks amazing)


Combined Arms

>> No.3243694
File: 76 KB, 624x479, 1462497200128.jpg [View same] [iqdb] [saucenao] [google] [report]


first off, why is that an ENTER script?

>> No.3243698

Because I have no idea what I'm doing. What should it be?

>> No.3243703

Ancient Ayylmaos
Combined Arms
Brutal Doom Starter Pack (deal with it nerds)

>> No.3243704


>> No.3243715

Interesting... is there a way to make pressing Use the ONLY way to pick shit up?

>> No.3243717


>> No.3243721

>I have no idea what I'm doing

well i'm frankly not too far away from that myself when it comes to scripting, but from my limited understanding that should be a (void) script if you want to run it every time someone presses a certain key

Enter scripts run when a player enters a level and never again

>> No.3243725

Speaking of Ancient Aliens
>we've officially reached full retard
>I repeat we've reached full retard

>> No.3243732
File: 194 KB, 768x560, 2016-05-25-203534_768x560_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Here's an example of the roofs.

>> No.3243735



>> No.3243738

Daggerfall did it well, but did the spelunky thing.

I think a good rmg would incorporate premade rooms as well as random areas.

>> No.3243741

Still didn't do anything, but I also realized I don't think there's anything in the script to actually give you the item. I was going off of this:

>> No.3243753
File: 318 KB, 1280x720, doom1-ultimate-010.png [View same] [iqdb] [saucenao] [google] [report]

FAQ in the OP says ZDoom is "the port to get for single player". But image in the OP says ZDoom is "ye olde" source port, and GZDoom is basically the same but with a more modern renderer (which it looks like it is). Which one is it?

Shit Tyrone, update your FAQ.

>> No.3243757

GZDoom is the one you want.

>> No.3243758

gzdoom is zdoom with a more modern renderer so it's the port to get for single player with a more modern renderer

>> No.3243772

You're not actually using a loop, use while(true){ or something

>> No.3243774
File: 162 KB, 1024x768, strogghyper_shots.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone here played Generations Arena? Thoughts?

I'm liking it so far, though I'm not sure if they added the anti-armor bonus for the Strogg energy weapons. I don't remember the hyperblaster having such a long TTK in Quake 2. Without that bonus, it's just an inferior plasma gun.

>> No.3243790

Is there any to dynamically access string variables that doesn't involve stuffing a bunch of string stuff into a cvar which really only works in zand? I know gdcc has pointers but ijon said it eats up instruction limit like nothing.

>> No.3243796
File: 425 KB, 1366x768, Screenshot_Doom_Hamlet.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3243798
File: 741 KB, 1280x1662, the-circles-of-hell-in-the-divine-comedy-by-dante-alighiery.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a WAD inspired by the divine comedy?

>> No.3243802
File: 304 KB, 1366x768, Screenshot_Doom_20160525_220518.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3243805
File: 272 KB, 1366x768, Screenshot_Doom_20160525_220717.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3243807
File: 253 KB, 1366x768, Screenshot_Doom_20160525_220722.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3243862

It has a level / chapter called Inferno, right?

>> No.3243864

Man, I can't even get this to compile. Says invalid statement on the last line.

Script "InstaGibButton" (void) {
int buttons;
buttons = GetPlayerInput(-1, INPUT_BUTTONS);
int tid = UniqueTID();
while ((GetPlayerInput(-1, INPUT_BUTTONS))){
if ((buttons & BT_USE) & (PickActor(0, GetActorAngle(0), GetActorPitch(0), 256.0, tid, MF_SOLID | MF_SHOOTABLE))) {
print(s:"Exploding knees!");
Thing_Damage2(tid, 9000, "Melee");
Thing_ChangeTID(tid, 0);

>> No.3243873

Shit, just noticed the extra '{'.
Still doesn't work though.

>> No.3243879

Holy shit. So a few of you were talking about Combined Arms, which I hadn't tried.
I looked us Icarus' video for it (https://www.youtube.com/watch?v=aGcyocW1wEE), and the super charged ability of the bricks weapon made me...shit a brick.

>> No.3243893

So I see on your first one you have a loop, you still need that in the second.
Tidtopickup isn't doing anything because you haven't assigned it to anything, you have to do that first before you can reference things with it.

What you probably want to do is use setactivator to set the activator under the players crosshairs, give it a unique tid, then set the activator back to the player, then from there do your pickup script.

Also note there is a decorate state called "active" for actors inheriting from switchabledecoration you can use but it doesn't require them to be looking right at them to do enter that state.

To do what you're trying to do using that method is more roundabout, but means you can do more in decorate I you decode to for whatever reason. You'd have an actor that first runs a script to assign itself a unique tid, stores that tid in a user var, then passes that tid to a script it calls which cycles through all the players using setactivator,checks if the actor under their crosshair is the actor originally calling the script, then picks the player closest to the actor that has the actor under their crosshair and is also within a certain distance, then if/when ot finds such a player does what you want it to do. The first method (the acs version) less that can go wrong with it.

>> No.3243895
File: 183 KB, 425x450, 1460294601606.png [View same] [iqdb] [saucenao] [google] [report]

Seriously, is there one?

>> No.3243902

I'm trying to avoid Decorate at all costs, in case I want to slap up Manual Pickups in a later mod. I'm just using the InstaGib example from the wiki to try and figure out how to target specific items.

>> No.3243906



>> No.3243907
File: 56 KB, 544x339, git gud.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3243914

well know i know what Kegan masturbates to

>> No.3243917
File: 614 KB, 1280x720, doom 1 16x9 hud mockup with original gameplay aspect ratio.png [View same] [iqdb] [saucenao] [google] [report]

every thread until someone else thinks it's a good idea

>> No.3243923

Gimme like 30-40 minutes and I can have something pastebinned for you.

>> No.3243926
File: 1.38 MB, 245x118, 1461513387967.gif [View same] [iqdb] [saucenao] [google] [report]

>the clipazine of exotic weaponry

>> No.3243931

Appreciate it.

>> No.3243935
File: 13 KB, 395x187, Brutaltard talks about Hdoom.png [View same] [iqdb] [saucenao] [google] [report]

Daily Reminder:

>> No.3243937

I think the hud looks dumb but I love the original aspect ratio of the original game, the limited sight range made some levels more spooky

>> No.3243941


>> No.3243943

>he hasn't seen that sweet, sweet pain elemental butthole

>> No.3243947

I thought I caught a glimpse of a Cacodemon anus, but they never keep their back to me long enough to know for sure.

Thanks for the feedback. How do you play Doom 1? What aspect ratio (for the gameplay view) and what HUD?

>> No.3243949

having to glance to the left / top left each time you want to check any information at all is bad

you might as well stop posting the zdaemon screenshot now

>> No.3243960

I usually just use zdoom and the original hud, I can't think of any engines that let you use the original resolution upscaled.

>> No.3243968

I don't get how that's any different from checking the bottom or bottom left any time you want HUD info. If we wanna get fancy, we can use a pro-FPS-style HUD that has info around the gun in the middle of the screen.

I think the superwide aspect ratio (16x9 in a source port plus original HUD on the bottom), with Doom's fast pace, makes me sick. I think narrowing it would help me.

>> No.3243969

I just grabbed a screenshot from the Internet. I want a high-resolution render of the gameplay area, I just don't like the aspect ratio on a widescreen monitor.

>> No.3243976

>ZDoom is "ye olde" source port
This is not what it says.

>> No.3243982

What are succubi

>> No.3243992


>get ZDoom (ye olde software renderere)

I was mistaken, but not far off.

>> No.3243997

fucking archviles, I think thats my cue to take a break

>> No.3244042
File: 9 KB, 190x201, 1447959195914.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone know how to do multiplayer inGZDOOM

>> No.3244060


You get Zandronum.

>> No.3244067

Yeah Zandronum is like 95% like GZDoom but with way better multiplayer.

>> No.3244097

Chocolate and Crispy Doom can upscale original resolution

>> No.3244098

Alright working on it now.
On phone though so no promises, since paste in jumps around when I enter text into it and my phone seems to want to add a period any time I hit space twice in a row and I have no way to troubleshoot tho for you if what I give you doesn't work.

>> No.3244106


>> No.3244113

>Game devs might as well cut the ammo I can carry in half, since I never use the second half of my ammo.
What do you do when you see a backpack in Doom?

>> No.3244120

uninstall the game immediately

>> No.3244141

>open port 5027 (i'm saying that from memory, double check on the wiki)
>give your ip to your bro (not your local ip, your internet one)
>launch the server using ZDL
>have him join using your IP
>pray it works and save often

>> No.3244143

That map screen is the worst of the 3...

>> No.3244148
File: 37 KB, 541x800, lillith_82.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh anon.

>> No.3244180

I'm not sure about the terminology, what does "dynamically access" mean?

I don't suppose you could just strparam( ) your strings into a big old array?

>> No.3244185

>if ((buttons & BT_USE) &
should be
>if ((buttons & BT_USE) &&
anyway I think

>> No.3244214

Brutal H-doom when

>> No.3244216

so H-Doom with more bukkake, faster motion and more positions

>> No.3244218

I thought it was hdoom with a billion revenants

>> No.3244248

Which sourceport is the best option for playing splitscreen?
Doom Legacy

>> No.3244274

I didn't know anything but legacy did split screen.

>> No.3244327

ReMooD had 4 player split screen, but Doom Legacy is the only one I've got to run properly. But I haven't tried in years.

>> No.3244336

What are the best Midi device and Soundfont for Doom and Heretic?

Which one has the best guitar riffs and basses?

Im not talking about most authenitc ones.

Right now using Fluidsynth with WeedsGM3

>> No.3244353

I use BASSmidi with a Roland SC-55 soundfont. Dunno about Heretic, but that's the MIDI module Doom's music was made with.

>> No.3244372

Goddamnit, I had my Crossbow working great, bolts bouncing off of or sticking into walls randomly etc. I lowered the damage so it can take more than one shot to kill a Zombieman and, if the thing hits but doesn't kill them, the bolt hangs in midair. It always bounces off when they die though, which is my intention.

>> No.3244375

pastebin your decorate for it so we can see what it really is you're doing

>> No.3244378

>slow-firing weapon
>doesn't one-shot the weakest enemy

>> No.3244384

>it's no slower than the pistol
>you can upgrade it to +Ripper bolts that deal double damage


>> No.3244385

>it's no slower than the pistol
Dude, a crossbow IS slower than a pistol.
Unless you decide to shit on realism, of course.

>> No.3244387

Not to mention, it's not even FOR Doom, it's for a totally separate thing. Speaking of which, it looks like either using weird teleport tricks or http://zdoom.org/wiki/Teleport_NewMap, I could make a hub that takes you to random levels, right? And once you enter that level from a certain location in the hub, it locks it in place for that playthrough..?

>> No.3244390

That sounds like Quake.

>> No.3244391

I mean more like this:
You start off at Hub, which has exits to the North, East, South, and West.

On one playthrough, going East would take you to City One. One the next playthrough, the East exit would take you to City Two or something. But if you return to the hub, and take the same exit, you'll end up at the same map, so it gets locked in until you start a new game.

>> No.3244392
File: 63 KB, 263x306, triggereddoomguy.png [View same] [iqdb] [saucenao] [google] [report]

when you see a sex joke in a doom wad

>> No.3244398

That sounds like Zork.

>> No.3244409

I wouldn't really be bothered about that.

>> No.3244410

Like Impse or something? I'd probably just shrug it off, maybe laugh for a second.

>> No.3244412
File: 527 KB, 1280x720, doom1-ultimate-018.png [View same] [iqdb] [saucenao] [google] [report]

Fuck this maze map. Too many pointless teleports that just make the level harder to understand without any improvement in the gameplay.

Just beat Doom 1 (first 3 chapters) for the first time in my life. This game is awesome.

>> No.3244415

How is your automap so ROUND

Which sourceport anon?

>> No.3244418

Road to Limbo is a bit of a chore, yes. I still don't remember what order you're suppose to go through the red key door teleports to open the exit.

>> No.3244420
File: 1.11 MB, 959x677, Capture (7).png [View same] [iqdb] [saucenao] [google] [report]

I decided to try out Doom Retro... The fuck is this shit?
Also, there's no music.

>> No.3244425
File: 362 KB, 1280x720, Screenshot_Doom_20160526_163422.png [View same] [iqdb] [saucenao] [google] [report]

>When a Cacodemon infights with a Lost Soul and knocks it backwards

>> No.3244426


Looks like ZDoom with an overlay automap.


For reasons that (I can only assume) amount to laziness, MIDI/MUS playback is broken in Doom Retro.

>> No.3244429

>Looks like ZDoom with an overlay automap.

I don't remember the automap getting filtering in ZDoom, or at least GZDoom

>> No.3244430

fly true caccer

>> No.3244432

>automap for a second monitor

I'd love more ports to have something like this.

>> No.3244436
File: 232 KB, 1280x720, doom1-ultimate-021.png [View same] [iqdb] [saucenao] [google] [report]

It's Doomsday. I had it all set up for the graphics settings I wanted and I was in the mood to play, not fuck around with settings.

Now that I finished the game, I'll probably get GZDoom up to similar settings. (Nearest neighbor scaling, no viewbob, etc.)

Only thing I really didn't like about the Doomsday that I configured was some shit like the HUD was still filtered, and it stretched what I assume was 4:3 art to 16:9. For what purpose.

Side effect of not knowing where to go: got 100% on Limbo.

What's the best strategy for the final spiderdemon boss? I just hid while it was shooting and poked out with the BFG(?) to fuck it up. Then went back to hiding.

>> No.3244438

Pro Tip: Shoot the Spider Mastermind until it dies.

>> No.3244439
File: 3 KB, 86x137, doomskullssbar.png [View same] [iqdb] [saucenao] [google] [report]

What happened to those poor skulls?

>> No.3244441

Shoot it until it does.

>> No.3244442

Don't get too... Buggered about it.

>> No.3244443

All I know about Doomsday was that John Romero used it to play Doom at Quakecon. Wonder why they didn't just use ZDoom or PRBoom+?

>> No.3244446

You probably have "Smart Filter" on for fonts or other surfaces. Turn it off to make things crisper.

>> No.3244449
File: 786 KB, 1010x720, how do i gun.png [View same] [iqdb] [saucenao] [google] [report]

B-but 3D models!

>> No.3244450

Because he's Romero.

>> No.3244451

Doomsday is more vanilla with it's bells and whistles being purely graphical

>> No.3244453


John Romero apparently prefers Doomsday over other source ports. I think it was for LAN play-related reasons, but I don't remember too well.

>> No.3244456

He looks like that fat bald bastard from Hotline Miami 2.

>> No.3244459

At the direction ZDoom's netcode is going that's not too surprising

>> No.3244460

Is there a console command in Zdoom for setting a flag on or off to the target you're looking at? If there isn't there bloody well should.

>> No.3244462

You want to make a Slenderman mod?

>> No.3244463

>it's time to chew ass

>> No.3244464

What does GZDoom / ZDoom do that Doomsday doesn't? Any features I'd miss if I did switch? What do the other automaps look like?
>>3244412 >>3244415

Strawpoll for what I should do next:


Bad scaling happened.

Thought of this as I was fighting him. Great advice.

>> No.3244465

okay just upload your whole fucking wad mate, and add notations to the value you modified that fucked you up

i've played around with what you gave me but it's either incomplete or i'm unable to help you

>> No.3244468

>What does GZDoom / ZDoom do that Doomsday doesn't?
It doesn't look like shit.

>> No.3244470

>Strawpoll for what I should do next:
Doom 2 with a different source port (prboom I suppose. Something most vanilla)

>> No.3244471


If you insist... Give Crossbow to test it out.

>> No.3244472

No, I just wanted to make a friendly cacodemon invincible. :'(

>> No.3244475 [SPOILER] 
File: 19 KB, 338x314, 1464246096804.jpg [View same] [iqdb] [saucenao] [google] [report]

If that's true then why is the game full of boners?

>> No.3244476
File: 319 KB, 1280x720, Screenshot_Doom_20160526_165846.png [View same] [iqdb] [saucenao] [google] [report]

>Invisible hole in floor that is actually lava and instakills you
How did this get through testing? (DUMP2 MAP28)

>> No.3244480
File: 40 KB, 640x480, beeg zordon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3244481

Fuck you Terry.

>> No.3244483
File: 518 KB, 1280x720, Screenshot_Doom_20160526_170346.png [View same] [iqdb] [saucenao] [google] [report]

The entire room is like this with glitched floors. Damn.. Yes I know I'm not using Zandronum.

>> No.3244485

Try Doom 2 on something like Chocolate Doom or PrBoom+

Use mods that aren't map packs on GZDoom

>> No.3244487
File: 599 KB, 1280x720, Screenshot_Doom_20160526_170506.png [View same] [iqdb] [saucenao] [google] [report]

Apparently this room was meant to be full of zombiemen, but they started the map dead.

>> No.3244491


kek, for a really simple solution add +RIPPER to the crossbow

aside from that the boot console has the following errors:

-tried to register class "crossbow" more than once

-editor number 12 defined twice for classes "boltpickup" and "ironboltquiverammo"

-r_installspritelump: bad frame characters in lump amm1bolt

>> No.3244494

>be playing Metroid Dreadnought
>have to stay away from the walls because ice bullets will hit them immediately
Fuck you too, game.

>> No.3244502
File: 332 KB, 1280x720, doom1-ultimate-007.png [View same] [iqdb] [saucenao] [google] [report]

I know it's /vr/, but that doesn't sound great.

I respect the pseudo-3D effect for the time period, but I think it would make me more nauseous.

I do want more moody lighting. Will GZDoom fill that need?

I think this is darker than Doomsday ever got:


>> No.3244503

nevermind, i can see your upgrade ammo

still looking at it

>> No.3244504

What port are you using?

I used GZDoom and had absolutely no issues with it.

>> No.3244507

>I respect the pseudo-3D effect for the time period, but I think it would make me more nauseous.
Every port you use is pseudo-3d. GZDoom is probably what you're looking for, though. Just fix the contrast and turn off sprite/texture filtering or you're a god damn pleb and your father will no longer love you.

>> No.3244508


>> No.3244512
File: 1.29 MB, 1280x720, how to give vr a heart attack.png [View same] [iqdb] [saucenao] [google] [report]

>I do want more moody lighting. Will GZDoom fill that need?

GZDoom has a few lighting features you can adjust in real time, depending how dark you want it. Freelook is subjective, if you're going to use it then disable all means of auto aim at least. Also try not to jump and break levels.

But ultimately, just stay away from texture/sprite filtering. Seriously, it looks hideous.

>> No.3244513

Doom is considered 2.5D It's 2D like a top down shooter, but rendered in 3D like... Doom..

>> No.3244517
File: 32 KB, 480x297, 4LbXnpO.jpg [View same] [iqdb] [saucenao] [google] [report]

>that pic

>> No.3244519

Does it have something to do with the Doom engine being unable to have several items at a same Y location?

>> No.3244524

GZDOOM g2.2pre-605-ge107d8f
Not sure if I missed a line trigger or something somewhere.

>> No.3244525
File: 477 KB, 1280x720, doom1-000.png [View same] [iqdb] [saucenao] [google] [report]

I managed to turn off most sprite filtering even in Doomsday. It does look like trash.

Maybe I'm off base but Chocolate Doom (and I assume regular Doom) looks more like fake 3D (like Super Mario Kart). All other source ports to me look like they're "actually" 3D, in the sense of future 3D games. For example Half-Life 1.

Maybe it's the shimmering wall edges?


>> No.3244526

That's not exactly it, no. That's the reason dooms collision was like that, but Hexen uses the same engine and doesn't suffer from that issue. It's why level geometry can't overlap (without a lot of fuckery in modern ports).

>> No.3244527
File: 1.05 MB, 1920x1080, gzdoom 2016-05-21 21-57-00-47.png [View same] [iqdb] [saucenao] [google] [report]

Hate spiders

>> No.3244532

>All other source ports to me look like they're "actually" 3D, in the sense of future 3D games.
They're just rendered differently. They're not any more or less 3D, really. Except for technical fuckery using dummy sectors to achieve rooms over rooms, but that doesn't affect vanilla wads any...

>> No.3244534

Okay, my mistake then.

>> No.3244539

ok, so I've decided that I'll try and make a Maledict Sprite, how should I translate it's gameplay, I'm going for Cyberdemon sized but more horizontal, the biggest trouble will be its ability to fly

>> No.3244552
File: 109 KB, 1018x792, temp.png [View same] [iqdb] [saucenao] [google] [report]

damn. i forgot people hated spiders so much. I coulda thrown some into rekkr...
slow few days, if anyone is curious. stole some textures from a high res thief pack i did a while back...

>> No.3244560

And dropped.

>> No.3244563
File: 25 KB, 420x300, aa69a28d63cc1d8515a7b3aeb43e50d14916b544.jpg [View same] [iqdb] [saucenao] [google] [report]

DamageFactor "BFGSplash", 0.0

>> No.3244564

are there any Quake source ports that are good for multiplayer but maintain the crunchy, software look?

>> No.3244567

>Hey look, its a cacodemon buried under the sand!

>> No.3244568

nQuake I think is the last thing I've used.

>> No.3244574
File: 539 KB, 640x575, 1459750026985.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3244575
File: 246 KB, 144x205, skullwiz.gif [View same] [iqdb] [saucenao] [google] [report]

>And dropped.
into a pit of spiders
If there's room in the states after the final boss I'll make one just for you ;-)

>> No.3244578

I really like the atmosphere in Ghoul's Forest 3 but the monsters are really shitty.

>> No.3244580

Found out how to make a hub, now I just need to figure out how to randomize the bitch.

>> No.3244582
File: 32 KB, 201x227, Untitled3.png [View same] [iqdb] [saucenao] [google] [report]

Okay that's the spin attack/side swipe frames done

>> No.3244586
File: 5 KB, 280x180, 1452451480629.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry anon, thought i was onto something but apparently not

>> No.3244591

derp, meant to reply to >>3244491

>> No.3244595

Real talk though I do have arachnophobia.
It's very hard to play Blood as a result.

But if you at least give some heads up that spiders are coming I can at least brace myself for it. Can't be as bad as Dark Messiah's spiders, right?

That looks like it could be used for a stab attack too.

>> No.3244598

Bitch please.
>Blood 2
>have to "use" them five times to get them off
>which isn't explained anywhere
I Alt+F4 the game, never replayed it.

>> No.3244603

How does one do a random teleport destination?

>> No.3244604

Those were leech things but yes that was also FUCKING HORRIBLE TO COPE WITH.

I didn't like 2 as much though, I at least kind of forced myself to play through Blood 1 and liked it outside of anything with a spider infestation.

2 wasn't clicking and then those shits popped up.

>> No.3244606

No, there are leeches (which gave me nightmares) AND spiders.

>> No.3244608
File: 191 KB, 640x480, Screenshot_Hexen_20160524_233307.png [View same] [iqdb] [saucenao] [google] [report]

At least those spiders aren't 20 times your size, jumping 100ft into the air at you, and healed by lava!

>> No.3244610

Nevermind, figured it out. Halfway to doing a totally random hub.

>> No.3244613

I don't remember the spiders.

Christ I don't want to go back and see what it was again.

System Shock 2's spiders were also hard.


>> No.3244617

There was spiders in System Shock 2? I remember Thief having some that were poorly animated but pretty horrible nonetheless.

>> No.3244620

Yes, and later on they were partially invisible.

All of them do poison and they hiss too.
System Shock 2 was pretty scary even if you took out spiders.

Still love it though.
Same for the first one, but that's more manageable

>> No.3244629

>they were partially invisible
I'm glad I never went far in System Shock 2.
At least Thief allowed me to snipe the spiders from afar.
Though Thief 2 has a strange "steak".

>> No.3244634

closest thing i can think about is a touhou doom level based on the seven sins but its from the shitty half of the game

>> No.3244641

Turok 2 has a lot of spiders spread throughout the middle levels, if you were planning to play that ever.

>> No.3244642

I learned a valuable lesson today, and that's to never ever to code on my phone. This was painful and took 5x as long as it otherwise would have. I'm a dumbass for even thinking this was any kind of good idea. It would have probably been faster to drive home, jump on my pc and then drive back.
Actually that's what I ended up doing because my piece of shit phone died while I was writing this post, good thing I stored it on pastebin because my phone eats posts. I'll go ahead and test it real quick after I make this post.
Also, if you go down the route of comparing the class name to do things, I would strongly recommend a multidimensional array as a sort of mini data file for storing what should be done based upon the class name.

It needs to be an enter script if the player is the one calling it continually.

No, && returns true only if the button by itself is pressed, & returns true even if other buttons are being pressed along with it.

Fastprojectiles sometimes stop behaving when they hit solid monsters under certain circumstances. Try setting your a_jump(256 actions to goto instead.

Yeah, ZDoom pistol start options does random maps so it's definitely possible, all you'd have to do is keep track of map connections in a global array, probably give each a number and then use a map string array to convert to/from the map names.

>> No.3244646

I am probably using the wrong terminology, but I meant like access a different array or variable from within an array. Structs would probably be best. I'm basically using a multi dimensional array as a data file within ACS. I thought about it more and decided I could do what I want by having extra dimensions and larger dimensions than I really need and then having set strings which, when found, point the script to different behavior and parts of the array instead of just using the string.

Say normally all I would need is string[8][2] to store strings for classes to spawn based upon what game mode, but under certain circumstances the class isn't the same for all difficulty levels, so I'd want the script to not use the string that's stored to spawn something, but instead do an entirely different thing. So what I'll do is instead of string[8][2] is use string[8][2][5] for five difficulty levels and if it reads string[2][0][2] instead of a class name being stored there it's something like "##Diff", and the if the script reads that it goes to string[2][1][0]-string[2][1][5] based upon what difficulty it is rather than using the string to spawn something. This does mean that string[*][0][3]-string[*][0][5] are not being used, but it shouldn't really matter.

>> No.3244647
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]

>It needs to be an enter script if the player is the one calling it continually

what? but the zdoom wiki says that enter scripts only activate when the player enters the level?

>> No.3244648

They're activated by the player upon entering the level, and then if they continually loop they keep doing whatever it is they're supposed to be doing.

>> No.3244649

I have played that and it hit me really hard during those segments.

On the bright side you can get some warning since some big spiders are visible from a distance and BEWAREOBLIVIONISATHAND helps a lot too.

Also I wrote down what sections had the spiders when I first saw them and every time I played it afterwards I refer to it so I can brace myself.
I wish I could just get over this though because the game is pretty good despite my fear.

Good enough that I'll stick with it despite all that.

>> No.3244651
File: 80 KB, 766x960, 1461975911310.jpg [View same] [iqdb] [saucenao] [google] [report]


wow the ambiguity of the wiki never ceases to surprise me

then again i've never tried doing any other sort of coding aside from basic html, so maybe it's just my own lack of inexperience that makes all of this so obtuse

>> No.3244652
File: 7 KB, 213x200, 1390857033013.jpg [View same] [iqdb] [saucenao] [google] [report]

Wad name?

>> No.3244657

Holy shit dude, thanks. I can't get it to compile though, is there anything I need to mess with in there?

>> No.3244661

I'm working on fixing it right now, I've got it to compile (there were a lot of typos) but it's not working lol, that's what I get for trying to code on my phone.


>> No.3244678

got it working, but it only works on monsters, give me a sec

>> No.3244679
File: 50 KB, 534x360, smug slut.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3244683

Figured out the crossbow thing. I gave the projectiles +ALLOWBOUNCEONACTOR and +BOUNCEONACTOR. Works like a charm :)

>> No.3244696

A morte, maybe?

>> No.3244713
File: 117 KB, 640x480, Screenshot_Hexen_20160315_160849.png [View same] [iqdb] [saucenao] [google] [report]

a morte


Its quite a ride. The korax-equivalent big baddie is a spider-demon, who doesn't mind unleashing a shit ton of spiders, and perhaps creating the odd vampire-arachnid hybrid, purely for your bemusement.

Hexen meets blood meets WW2 meets outlaws meets S.T.A.L.K.E.R. Not all at the same time though, it stretches all that out over 15 maps

keen eye and/or memory!

>> No.3244714

Anybody got a link to this mod that added detailed reload animations to the Doom64 weapons? I think this was it but the download links in this thread died:


>> No.3244715

Hey guys, I have a small decorate question, is it possible to have randomspawners to check for the current level you're in ?

The idea would be : you're in map01, randomspawner can only spawn "wimpyguy" and "WussazaurusRex" and when you reach map05, the spawner could spawn either of those guys PLUS "ShitWreckerMaximus".

The idea would be of course to introduce harder enemies as the player progresses through the game.

>> No.3244718

Oh, cool! Is there any documentation or tools on how to bust open LINKFILE.LNK and poke around at all of Bullfrog's stuff?

>> No.3244724

Well there aren't a lot of mods that use Hexen's layout.

Probably even less so with guns n stuff.

>> No.3244725

just have different random spawners for each difficulty you want to implement.

randomspawner_less easy
randomspawner_more hard
randomspawner_very hard

Personally I do all my spawning through ACS, tailoring it to each level, that way I can have a bunch of map spots and spawn a random monster from a random map spot, on a specific random timer.

>> No.3244732
File: 2 KB, 128x128, Schutzstaffel.gif [View same] [iqdb] [saucenao] [google] [report]

any non wolfenstein thematic wads that give these fuckers some love?

>> No.3244735
File: 188 KB, 640x480, Screenshot_Hexen_20160218_232130.png [View same] [iqdb] [saucenao] [google] [report]

I think I did a pretty good job. It starts out fully hexen, but with some new enemies, and then at the end of the first map you get an mp40 and discover a portal to WW2 berlin. Things kind of escalate from there. There's 3 hubs so each has its own feel. First hub is Hexen / WW2/rtcw, Second hub is more blood, with some outlaws and a bit of hexen dungeon grinding/puzzles. Last hub is all S.T.A.L.K.E.R. and horror and dialog.

I actually completed a full play through the other day. wasn't even that hard. I have some minor detail issues and very minor bugs to fix, but the thing works!

Oh yeah there's a decent Realms of the Haunting influence as well... used some textures from it too!

>> No.3244737

Someone's working on it right now. So far LINKFILE.LNK can be opened up and recently the compression has been identified and solved so that the files are actually useable, but the SSH graphics don't work with the one existing tool, and the program needed to create full palettes from the info in the SSH graphics is closed source so the "colour modulation" process to create a full palette has to be remade in order to convert all of the PS2 graphics to TGA.

I think I'm going to wait until the SSH files can be properly converted before posting them all around the Internet so that there aren't multiple outdated versions floating around.

>> No.3244738


But then I have to modify the maps so they call specific spawners, right ? No way you can have a generic version that would work with any standard megawad you throw at it ?

For my specific project, I can change the maps, it's not a big problem, but that sounds like an interesting idea to me and I might implement it later. Come to think of it, I'd love to do this for weapons. I hate finding the best weapon ever on the first level of a megawad and basically sticking to it until the end of the game because you found the game breaking weapon early... With a spawner that checks what level you're in, you could make sure players only get the amazing cannon of total annihilation towards the MAP 20+ mark. That'd be great. Just a thought.

>> No.3244742


There were official Firefly skins for Quake 3 Arena and Unreal Tournament, originally hosted on Fox's own website.

>> No.3244746

Awesome, thanks, keep us posted!

>> No.3244750
File: 18 KB, 500x258, skins_shot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3244756

I doubt you're here right now after 4chan stuffed up for so long, but..
Your BoltPickupGravity actors are getting stuck on the monsters' collision boxes, making them immediately stop and spawn a BoltPickup. give them the +THRUACTORS flag.

Also, I hear having a height and radius of 1 on your projectiles is bad, though I dunno if that's the case with FastProjectiles.

>> No.3244759


I didn't do anything, I'm asking if it's possible. I guess not. Looked through the documentation and searched on zdoom forums and found nothing.

I thought I'd ask you guys since you probably know a lot more than me.

>> No.3244760
File: 85 KB, 640x480, Screenshot_Doom_20160526_141321.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3244771

Sorry, I meant to reply to >>3244737 but I must have mis-clicked.

>> No.3244776


Quick translation :

"Congratulations, you have surrendered to the armies of hell. You made sure your white flag was held high and proudly as the satanic legions ravaged the lands around you. Time to go back home and feast on baguettes, wine and stinky cheese. Hon hon hon"

I'm french but I could'nt resist

>> No.3244839
File: 125 KB, 1697x664, 4U.png [View same] [iqdb] [saucenao] [google] [report]

Good we're back.

That's still a big fuckin sword

>> No.3244847


Hey guys, I have to ask

What differences in the duke nukem engine allow them to make those non-euclidean secret levels? I really fucking love non-euclidean design

>> No.3244860

I'm not sure what's going on with that perspective, like the blade's too short or the grip is at a different angle to the rest of the sword, or not foreshortened, and the way the hands are holding it doesn't help

>> No.3244861

Long story short, The Build engine works in such a way that spaces can physically overlap as long as you can only see one at a time. This means you can't really do "true" room over room with it, but non-euclidean funtimes are a-ok.

>> No.3244865


The problem is most likely the hands but I'm working with limited resources here, it'll look fine in motion though, that frame is for a side swipe and spin attack

>> No.3244869

>No, && returns true only if the button by itself is pressed, & returns true even if other buttons are being pressed along with it.

Yes but I meant the second &, the one before the pickactor clause

>> No.3244878
File: 272 KB, 1280x720, Screenshot_Doom_20160527_002911.png [View same] [iqdb] [saucenao] [google] [report]

>Sneak attacking the monster closet
I don't know if Sgt.Shivers frequents here but that secret was neat.

>> No.3244879


Neato, so you can make Mappers Nightmare type levels.

>> No.3244895

Now that 4chan is back up, and since my vampire schedule luckily has me here about to go to bed:
Here, this works for pickup items.
Turns out I forgot I had set max distances, that's what the issue was before I got it working on monsters.
I changed it to pickactor rather than the setactivator I was using because pickactor doesn't have to change activators to work, which is nice, and doesn't need another function to work. It isn't in zandronum though.
Also it turns out AAPTR_PLAYER_GETTARGET for SetActivator only works for either +SHOOTABLE or +ISMONSTER actors (I'm not sure which), which is undocumented behavior on the wiki. That, as best as I can tell, is why it was only working on monsters.
You probably want different handling of how things actually get done once it has an item under the crosshair, but this should get you started.

>> No.3244898

>is it possible to have randomspawners to check for the current level you're in ?
No. You can make your own in acs that do this though.
>But then I have to modify the maps so they call specific spawners, right
No, you just check the map name by grabbing it with strparam(n:-2), so like
str mapname = strparam(n:-2);
then compare it to stuff with strcmp to do things.
You could also just have an open script that increases a global variable by one each level to have a simple tally of how many levels have been played.
Spawners that depend upon level are something that is going in to DSH. Some of the enemies will also only spawn if there are certain weapons on the map (as this gives more info about level difficulty.)
>I'm asking if it's possible. I guess not.
It's totally possible, do it in acs.

>I hear having a height and radius of 1 on your projectiles is bad
This is true. The lowest I would go is 2, you can see the difference night and day if you compare some infinitely bouncing projectiles, the 1x1 projectiles will eventually go between walls and into space and the 2x2 will pretty much never do that. The last that I tested this was in a version of zand from two years ago, but from what I understand the collision detection in both are the same because nobody wants to mess with it.

Oh derp. You're correct. I was on my phone and reading quickly because phone was about to die when I read that. Sorry.

>> No.3244909

The wiki is correct though. They are only ever activated when the player first enters the map; the thing is you can set the script up to continually loop so that it never ends. Since it's started first thing by a player when they enter the map, it's a reliable way to constantly check the player for things.

>> No.3244931

(g)zdoom can do that now too http://forum.zdoom.org/viewtopic.php?f=3&t=52118#p909982

infinity.wad in latest build

>> No.3244937

I thought you were saying GZDoom suddenly supported Linguortals, welp.

>> No.3244939


I have to say I haven't touched ACS yet. sounds interesting though but I wouldn't even know where to begin.

I don't really understand decorate that well yet heh.

>> No.3244940

it can support most of that word

>> No.3244941
File: 117 KB, 636x603, I'm UAC.jpg [View same] [iqdb] [saucenao] [google] [report]

You don't get to bring friends.

>> No.3244942

Hey friends, Xentax removed the donation requirement for registration a few months back so if you're also interested in tearing a game down to its naughty bits, sign up before donations are turned back on.

>> No.3244946

They may or may not happen. A lot of people hate spiders in games so it would be funny to me to put them in. I probably shouldn't.

>> No.3244951

What I'm getting from all this is that we need a WAD with arachnophobia as the central theme.

>> No.3244956

There's that Strange Aeons megawad which has spiders as a main enemy, with a gigantic spider that shoots more spiders at you for the boss of the third episode.

>> No.3244962
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3244964

>"Well you got yourself caught, what's the next step of your master plan?"

>> No.3244968

>A: unf
>B: unf
>Y: *grin*
>X: *ouch face*

>> No.3244972

>What does GZDoom / ZDoom do that Doomsday doesn't?


>> No.3244976

Doomguy: If I pull you off of those legs, would you die?
Spider Mastermind: It would be extremely painful
Doomguy: You're a big brain
Spider Mastermind: For you

>> No.3244978


oh boi

>> No.3244984

>>3244972 (me)

OH FUCK, I read that completely wrong.

Even after the huge connection problems, I couldn't double-read my post

gg me

>> No.3244997


That's real fucking neato.

>> No.3245003

DM maps where you can shoot through portals when?

>> No.3245004

with some fancy ACS you can already do that for projectiles, although they're just gonna be regular line teleports, not anything you can see through

>> No.3245005


I can already see the maps where Archviles and Cyberdemons are surrounded by one way portals. Having eternal line of sight to the player.

>> No.3245012

Hey. Someone experiment with portals and voodoo dolls...

>> No.3245063

now you'rr thinking with porpals

>> No.3245071

wow they already made a sprite mod for Cacodemons to look like the 2016 variant


>> No.3245075

I think the ones for 1 and 2 are boring, it's just industrial buildings over a barren surface..
3 at least has hellish shit going on

that area would be cacodemon themed actually. you get close, and dozens of cacos start emerging from their fallen masters corpse... :^)
Other ideas I have include: every building should be themed for one kind of demon
-use parts of the actual level architechture from episode 3 and put them into their supposed locations on the intermission screen.

I have an old wad I started years ago with this idea but never finished, it shitty though.

will start working again on the map today, I downloaded doombuilder yesterday and started going through the tutorials. mind you, I'm not the best mapper around

>> No.3245082

Silly idea, take the Hung Baron wall texture and use then have barons teleport in after a bit and make the walls normal bricks, making it look like all the barons came back to life

>> No.3245090

How long do I have to wait until Doomero makes a Doom 4 mod in the style of his Doom 3 mod?

>> No.3245095

I'm new here, who and what mod?

>> No.3245097

>Hung Baron

>> No.3245104

thats... you know what I actually ment...

>> No.3245106

Doomero, the mad man who ported Donkey Kong Country and Mortal Kombat 2 to gzdoom.

>what mod
This mod

>> No.3245107

well some one DID make weapon sprites already though I don't know if they got animated

>> No.3245112

that's... a great idea actually
but those buried horns man, how the hell is one supposed to map those..

the absolute madman

>> No.3245115

>Smooth doom conflicts with all weapons mods

Why do you do this to me?

>> No.3245120

I'm pretty sure there's a monsters-only version

>> No.3245161

If someone somehow converts all the Doom 4 weapons plus their sidearm components and sounds into Doom 1/2, I'll be a happy dude.

>> No.3245184

DBThanatos is doing a pretty good job imo. I think I've seen someone trying to make glory kills too.

>> No.3245189

Doom as you've never seen it before: anatomically correct.

>> No.3245196
File: 40 KB, 835x539, door_notworking.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone explain what I'm doing wrong? I'm trying to make this item closet open, but when I activate the door, the door goes up by a tiny amount then stops, instead of fully raising.

>> No.3245197


That's going to take a lot of effort, this is G/ZDoom we're talking about

>> No.3245206

Doors will raise up to the closest ceiling. Put some void in the door track.

>> No.3245208

>Put some void in the door track.
??? You mean,like, a one-unit gap? Is there no other special that raises a ceiling with a configurable distance?

>> No.3245216

Is now appropriate to bake fresh bread

page 9, 760 posts (past /vg/ bumplimit)

>> No.3245218

Make 2 sectors around the door, and then delete them to make 1 sided lines. Your door should work perfectly after that.

>> No.3245230



>> No.3245237

Why wouldn't it? It replaces the scripting of the vanilla guns. You can't add two replacements together without manually made patch in loaded in between. Thankfully that's pretty easy to do if you now decorate.

>> No.3245243

Void as in non-playable area. If those sectors around the door are serving some purpose other than being solid walls you're going to have to either use a different special or add void or a higher ceiling on both sides of them. If not, you can just delete the sectors around it so that they're void. Hard to tell what those sectors are doing without a screenshot of that spot in-game.

If you're mapping for Vanilla doom or Boom there's no "Raise by X units" special.

>> No.3245310

>blurred out name
Sorry, Kegan, you still spoiled it. :^)

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