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3245224 No.3245224 [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


>> No.3245228


[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
https://www.youtube.com/watch?v=fG8Lb9G7ul8 [Embed]

[05-15] DOM maps for UT

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

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k [Embed]

[05-12] DOOT
https://www.youtube.com/watch?v=hzPpWInAiOg1 [Embed]

[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.3245234



>> No.3245241

>tfw no one to collaborate with on a great mod project idea

>> No.3245242
File: 200 KB, 650x367, marty yuri and alosha go into law enforcment.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't take you advice, but your explanation helped. Fixed the issue by making the closest sides by raised floors rather than lowered ceilings. Thanks!

>> No.3245250

>making walls by lowering ceilings or raising floors until the sector height is zero

pls don't

>> No.3245251

Then how else am I meant to make them?

>> No.3245261
File: 214 KB, 1280x960, demonsteele_in_nutshell.png [View same] [iqdb] [saucenao] [google] [report]

>Ancient Aliens is very mod-unfriendly.
Damn, everything I love ruins the palette.

>> No.3245263

Accessories to murder is pretty decent, it's like a balanced trailblazer, That or Trailblazer ripped off of it.

My only complaint so far is that revolver is considered a clip based weapon.

>> No.3245264
File: 550 KB, 1280x720, doom1-ultimate-004.png [View same] [iqdb] [saucenao] [google] [report]

What should someone who just finished Doom 1 for the first time do next?


A few questions:

Are there any side-by-side comparisons of Doom 1 sounds compared to this sound pack? Any way to only get the 1:1 recreations (rips from the original sound library Doom used) without having the non-exact recreations? Does the other SFX sound different enough to notice it's not authentic Doom sounds?

Are there any good level packs for Doom 1 that have combat and light puzzles / exploration, like early levels in Doom 1, but not a shitload of maze layouts, like later levels in Doom 1?

Is the "par time" in levels pretty much a speedrun & no secrets par time? Or are you supposed to be good enough to get secrets and still clear in time for par?

What HUD is this?

How does Chex Quest compare to Doom 1 & 2?

Am I supposed to be able to find every secret in Doom without a guide?

>> No.3245265

I don't know what editor you're using, but you're supposed to remove the sector (In doombuilder you just select it and hit delete) to make walls, which makes the lines one sided. The only reason to make walls out of actual sectors is to have a different texture on the upper and lower sections of the wall.

>> No.3245268

logic or gameplay as the reason for not liking the revolver's reload?

if it's logic then it can be explained away with speed loaders and not wanting to spend time inserting individual bullets

>> No.3245269

What the fuck? What the fuck?

>> No.3245276

I sure hope >>3241752 comes back.

>> No.3245279

Well, YES, Smooth Doom uses it's own Decorate enemies and weapons, of course trying to use another mod that replaces those same actors with something else is going to conflict, what did you think would happen?

>> No.3245280


On the par time, yeah par time is some straight up speed running. It's impossible on a majority of levels to get both Perfect and Par.

An average player should find enough secrets to keep their health armor and ammo up, though some secrets are worth more than others (Hello BFG...). And yeah there are a lot of secrets that are of the press wall on one side of the level to open up a passageway for 10 seconds on the other side of the level. So don't feel bad about missing secrets.

Chex Quest is... Interesting but I personally would pass.

>> No.3245293

Go for Doom 2. Level design is not that great, but it is worth checking out. At least for learning ropes with Super Shotgun and new enemies.

I'd suggest a wad to play, but I am drawing blank here. All the ones I love are bit trickier.
But anyway. Valiant, Ancient Aliens, Scythe 2, Deus Vult 2, Going Down, Sunlust, Freudian Slipgate...
As for gameplay mods, Smooth Doom, Demonsteele, Trailblazer.
Russian Overkill for slaughtermaps.

Mock 2, too.

>> No.3245294
File: 289 KB, 1280x1766, doom_fan_art__cyber_demon_by_chrislazzer-d9qj9z7.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good wad to pair with trailblazer? I feel more like blowing away monsters rather than extensively hunting keys. But I don't want just mindless waves of monsters either. Anything in the middle maybe? Right now playing Combat Shock 2.

>> No.3245301

>level design isn't that great
It's pretty damn good until map 12

>> No.3245303

I think it has its good maps, but there are lot of gimmicky or ugly maps.

>> No.3245307

Romero said he speedran each level, added 30 seconds to it, and made that the par time.


>> No.3245313

BTSX E1 pairs really well, probably E2 as well, though I haven't tried that yet.

>> No.3245314
File: 272 KB, 560x800, Hornyprofile_imgData_560x800_01.raw.png [View same] [iqdb] [saucenao] [google] [report]

Bullfrog Productions, the developers of Quake 3: Revolution, added Horny from their game Dungeon Keeper as a secret character.


They also added the Dark Mistress but she doesn't have a bio like Horny.


>> No.3245321

/vr/ didn't even exist when I got into Doomsday. Gave GZDoom a shot and couldn't quickly configure it how I wanted. Now that I finished Doom I'm willing to switch.

Don't worry, I turned off sprite filtering in Doomsday when I played it.

>> No.3245328

Thanks! I'll give it a play.

>> No.3245329

Doomrl monsters, apocalypse or nightmare mode

>> No.3245336

>Bullfrog Productions, the developers of Quake 3: Revolution

>> No.3245341

Yeah, id didn't develop it. They just sent Q3A over to them and they did whatever to it so that it would run on PS2 and have some new content. EA also supplied some tech.

>> No.3245347

rip Bullfrog ;_;

>> No.3245352

Whats the best 1P Doom 1 mod? i'm in the mood for something new

>> No.3245357

The studio that some of the developers transitioned into, Lionhead Studios, closed down about a month ago too.

Some of them are still kicking; one of them owns TrickyPixels, who remastered Journey for the PS2, and is "helping on" No Man's Sky.

>> No.3245363

*Journey for the PS4

>> No.3245394


I implemented both and I'm already having a lot of fun. Thanks a lot. There goes my productivity.

>> No.3245407

Pretty much anything hard as nails and/or full of monsters.

I like it, but it's one of those mods that utterly trivializes most WADs.

>> No.3245594
File: 111 KB, 400x400, 61210134.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing RPG with Roguelike mod
>Second-last level, get a heavy uzi and a firestorm mod

It took down the dukes of hell in three seconds each

>> No.3245609

RE: John Romero and sourceports.

John Romero picked Doomsday for the 20th anniversary because it obviously provided a simple setup for LAN play. He was seen playing Doom with Macs with his sons and played Episode 1 with a member of IGN with said sourceport.

John Romero picked Zandronum for that small Deathmatch event because it provided a simple setup for online play.

Not that hard to understand at all.

>> No.3245613
File: 15 KB, 214x278, PulseLaser.png [View same] [iqdb] [saucenao] [google] [report]

We'll never get a Syndicate Wars sequel, because ded Bullfrog, and because Peter Molyneux became retarded.
There's no other game with a design and aesthetic like Syndicate Wars, I love the UI it has.

At least there's Satellite Reign

>> No.3245625

Syndicate inspired wad when?

>> No.3245632
File: 191 KB, 742x991, 1441639768941.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing doomrl arsenal with rl monsters
>"hey this is pretty fun why did i stop using this?"
>"oh hey why does that barrel have a nuclear symbol on it-"
>insti-kills everything in a giant radius
>have to be extremely careful around any barrels just in case rng ruins everything

>> No.3245639

why is everyone complaining about big explosions that you can choose when or if to set off

>> No.3245641


>> No.3245642

bullet spray, people not used to https://www.youtube.com/watch?v=niHSDx4Y_zs around barrels, etc

>> No.3245647
File: 27 KB, 620x282, 1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

how does /vr/ feels about future shock? is it worth the free download?

>> No.3245654

is this music ironic?

>> No.3245661

no he genuinely enjoys what he does and i wish i could also be happy like him

>> No.3245680
File: 67 KB, 449x628, 1464222155758.jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone post their top 5 Doom tracks:


>> No.3245683
File: 34 KB, 234x236, chick and tract.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea. Let's post song better music.
Let's post songs that we thing would be Doomguy's entrance song if he were a wrestler.


>> No.3245692

>TNT tracks

good taste

>> No.3245706


In no particular order:

Hiding the Secrets
Sign of Evil
Nobody Told Me About id
Shawn's Got The Shotgun
Waiting For Romero To Play

I've never listened to TNT's soundtrack.

>> No.3245715
File: 2.95 MB, 640x480, ifsozl.gif [View same] [iqdb] [saucenao] [google] [report]

Lorcan's covers of the TNT soundtrack are GOAT

Mazedude's remixes are still my favourite.

>> No.3245759

Doom64/ Doom III guy.

>> No.3245793

fucking great game. Play it. Its hard though, be prepared to die. If you play on dos box, turn the cycles down to like 50% so the robots aren't TOO op

>> No.3245806


Hey Pickup code guy, you're code and commenting makes sense (to me, at least), but it doesn't seem to do anything in game.

>> No.3245826

That's pretty fucking terrible, and I like a lot of electronic music. This is how it's done:


>> No.3245846

Nevermind, I'm a retard. Thanks a shit ton for doing this!

>> No.3245870


Did Dave Mustaine go through hormone replacement therapy or something?

>> No.3245874
File: 50 KB, 413x449, 1407918592776.jpg [View same] [iqdb] [saucenao] [google] [report]

How do i get gud at Plutonia?

>> No.3245880

I've been messing with the max_dist and other distance settings and it doesn't seem to have any effect. I tried halving them, then halving them again and it seems exactly the same.

>> No.3245882


He was at one of the streams for the new game. If anything, he got fat.

>> No.3245884


>> No.3245904


Evil Incarnate
Shawn's Got the Shotgun
Message to Archvile
Getting to Tense
TNT Evilution Map 02

>> No.3245908


Oh yeah Honourable menton to METAL

>> No.3245921

is there a corridor 7 wad for doom?

>> No.3245926

I really like Plutmidi's music for the first level.
0:00:15 - 0:03:08

>> No.3246026

Honestly, I'd be hesitant for that, there already was one Syndicate inexplicably turned into a cowwadoodie game, I'm not sure it's fit for the FPS angle.

>> No.3246034 [DELETED] 

Since D44M canonized every game and every .wad, I think I've put together the pieces on parts of the entire Doom timeline. It all makes sense once you realize the .wad airing order is not the chronological order, and that the only timeline that matters is Doomguy's personal timeline since he's traveling through alternate timelines and universes.
>the original official games from Doom1 to Doom64/Final Doom happen first
>brutal doom happens when Doomguy has had to fight the demons again and again so he's completely lost it
>after that he reaches some sort of enlightenment and starts regarding the demon armies of endless parallel universes as his old pals who just communicate with violence, allowing him to tirelessly complete countless missions
>the more bizarre escapades, like becoming Batman or Pacman, becoming uncornerable and fighting the LAPD, and taking part in the "Extreme Doom Wars" happen one after the other when alternate realities bend like a sine wave and escalate to increasing strangeness
>hitlerkk.wad, all terrywads and wierd shit like rootpain happen one after the other when Doomguy reaches the very top of the multiversal wave motion
>on the way down the "wave" HDoom happens
>Imp Encounter happens a few realities after HDoom when Doomguy is frustrated about not being able to go back
>a handful of jumps after that he shortly lapses back to the brutal days, this is where brutal doom parody .wads happen

However, at this point the timeline gets a bit hazy. And of course the various .wads that haven't been mentioned can be hard to exactly place on the timeline.

>> No.3246042 [DELETED] 
File: 111 KB, 625x720, 1461282946937.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3246047 [DELETED] 

hmm...yes. interesting

>> No.3246052 [DELETED] 


thanks for reminding me that stupid thing existed, anon.

>> No.3246056

is there a version of this with TNT?

>> No.3246063 [DELETED] 

There's absolutely nothing in the D44M lore legitimizing the claim that it "Canonized" every game and .wad, at best you could argue that there's references to Doom 1 through to Doom64 happening but anything beyond that is material that has been written for the game that happened between the end of Doom 64 and Repercussions of Evil being canonized through the references to Doomguy being trapped in a collapsed temple.

>> No.3246064

Any time you go to do anything- pick up a key/weapon/powerup, open a door, press a switch, go through a teleporter, even just walk across a single fucking room- assume that doing so will cause a platoon of chaingunners/revenants/pain elementals/an archvile to pop into existence exactly 5 feet behind you. This is Plutonia's one and only means of presenting a challenge, and it compensates for its lack of any other form of difficulty by throwing it at you every ten seconds. The only way to Git Gud is to memorize where the various Fuck You traps are positioned and have an appropriate weapon ready when you spring them.

>> No.3246090 [DELETED] 
File: 67 KB, 371x296, unf unf unf unf unf.png [View same] [iqdb] [saucenao] [google] [report]

Interesting headcanon.
Personally, I prefer to see Doom 4 as separate from the other games due to the style and tone differences (just like how I feel Doom 64 and Doom 3 would each be separate, with Doom 64 being a possible followup to Doom 2 instead of Final Doom)

>on the way down the "wave" HDoom happens
>Imp Encounter happens a few realities after HDoom when Doomguy is frustrated about not being able to go back
Once you go brown, you'll never calm down.

>> No.3246094

Risk of Rain/Binding of Isaac mod when?

>> No.3246117

The first five midis in Scythe II, especially Rooftop Warzone's music.

>> No.3246131

After Cyberpunk Shootout being left alone like a 19th century british child we really need a cyberpunk oriented mod.

>> No.3246161

Was that really necessary

>> No.3246165

There's a custom class for Samsara. One of the better-quality ones, I think, but that doesn't really say much when the bar is set so low.

>> No.3246180

Having a little trouble getting a sound to play, it should play a random metal sound when this thing is destroyed. Here's a pastebin with all the relevant crap:


>> No.3246189

Maybe Shadowrun?
That could allow for technically more variation, you could use assets from Hexen/Heretic too at odd times, as well as Quake.

>> No.3246196


Here's the pk3/ wad. For whatever reason, my trashcan is also shooting out more scrap than I expected (it should only be 3 pieces max), and some of them you can't even pick up. Any help would be much appreciated.

>> No.3246198

the issue is your sndinfo

you list props/mcrash1 in the random list, but you define props/metalcrash1

>> No.3246202

Keep your gay elves and magic and trolls out of my Cyberpunk. You know what would make great source material for a Cyberpunk game? Fucking CYBERPUNK 2020. Make some sort of campaign where you assault various MegaCorps and shit, or do a free roam type thing more in line with an RPG.

>> No.3246212

i don't understand, it's a tabletop game?

why not a cool game that doesn't run on dice, like Hyper Iria, or X-Kaliber 2097, or whatever comes from the resources we have available

>> No.3246217
File: 202 KB, 705x461, wip.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys have a groove you get into when making maps? Began my first attempt at map making a few months ago and worked on it when I had time. I have a full map now, fixing up some of the acs stuff and going to detail the rooms as I figure out the exact monster placements. It got a little big.
Do any of you create like this? Or go one room at a time, polish it and then move on?

>> No.3246225

doom64guy is cyberpunk!doomguy

>> No.3246229
File: 76 KB, 640x640, 1462309798486.png [View same] [iqdb] [saucenao] [google] [report]

I make a few squares, stare at the editor for an hour or so then close it and try again in a few weeks.

>> No.3246237

Damn, sorry to hear. When I was just just starting I'd watch a video and then think about what I'd be able to do with what I learned, then try to do it. Maybe that could help?

>> No.3246240

I quickly blast out a burst of 4-8 maps in a short time, then realize they're not as good as anything in Scythe II, and are in fact worse than the average level. Then I procede to a massive pool of grief.

>> No.3246245

They are absurdly large, I set them to that so that I could test other things easily.

A reasonable distance would be their values minus 10000 (128.0, 64.0, 64.0) to show you what they can do but you'd actually probably want them smaller than that. Have you made a map in doombuilder before? The units in doombuilder and the units in acs are the same units, that will give you an idea of scale. Also look at actor heights and radii.

>> No.3246254

I'm a little worried about the quality of mine, might have been better to stop myself from getting too large.
You only learn by doing though! I bet your maps are more fun than you credit them anon

>> No.3246256

back on /p/ we would critique, or criticize, other people's photos and (ideally) people would go into detail, and that's often helpful

i think that it would be nice if we did that with maps here, but i don't think that many of us have a strong grasp on mapping theory so critiques may not end up being much more than "This area was hard" or "Misaligned texture here" or "Puzzle was obnoxious", but that's better than absolutely nothing

maybe we could develop a framework for map critique based on a list of questions about the potential map that can lead to more in-depth analysis and critique, like "Does the player have a clear place to go? / Does the player have direction? If not, is this on purpose? For what reason?" "Does the texture choice properly illustrate what can be interacted with? Does it have a consistent tone in each area? Does anything seem out of place?" "Can the composition of elements in a room be improved? What purpose do these elements serve?" maybe throw in some Romero quotes reworked into questions

>> No.3246257

I start by making a symmetrical room. Just a square first, then cut off the edges and add structure to it. Then I go into the 3D view and adjust ceilling height and pick a theme for the texturinig. From that point on it's just adding detail and repeating the process, while connecting the rooms with doors and short hallways.

>> No.3246258

>tfw understand how to not make a bad map, but not creative enough to make a good one


>> No.3246262

Shadowrun is a tabletop game... I'm not sure what you're confused about. You can cop the setting without using the rules, I've always wanted to do a game set in the SLA Industries universe.

>> No.3246263

I just went ahead and tested, the max_dists are working correctly.

Noticed during testing that I put a Thing_ChangeTID like three lines too early cause it was late last night, sometimes things that you picked up wouldn't disappear. Changed that. Pastebin updated, link is same as before:

>> No.3246271

>What HUD is this?
An ugly one. Blech.

>> No.3246273

just for shits and giggles, you should force yourself to not make a symmetrical room for a whole map. asymmetrical compositions can be very strong and feel more freeing once you let go of symmetry and focus on flow and balance of elements.

>> No.3246281

Fucking fantastic, thanks man!

>> No.3246284

Got it working, mostly, thanks.


Still having trouble with the scrap spawning thing I mentioned here >>3246196.
I added sounds to the metal pieces dropping but they don't seem to want to play.

>> No.3246285

I strike a balance, my poor planning often leads to making changes that mean radically changing a room and losing symmetry..
I like this idea. Too new myself to do anything but ask questions, but I see the value for newbies and reward for experienced mappers in having a system like this. I'm going to download an unofficial mapping guide form doomworld, but don't want to read it until my one map is at least playable to completion.

>> No.3246287
File: 204 KB, 294x324, 1448074175956.png [View same] [iqdb] [saucenao] [google] [report]

That Mr X level on Scythe 2 was actually scarier than most horror games I've played

>> No.3246292

I guess the only issue I noticed is that it will still destroy the item and give you one even if you can't use it (like a medkit when you're full HP). I'm sure there's some roundabout way to get around that, but is there some easy method? I think I might want to incorporate something along the lines of "if you try to pick up a box of shotgun shells, you only get enough to hit your max carry amount, and the rest fly out as single individual shells you can pick up later".

>> No.3246297

Finally put the bots on Hardcore in Q3A, got first place by 5 points.

>> No.3246316

This. Doom 2 is fun to play and the action is much more intense than 1, but the levels are all ugly as sin.

>> No.3246317

I have this idea for a tower map where you're being chased by a cyberdemon throughout the level and you have to hit a switch on 5 or so different floors while dodging his missiles to complete the level, but when I open the map editor and look at all the options and settings I get lost and close the editor, I just don't know where to start.

>> No.3246326

The protag of Corridor 7 is an optional playable character add-on for Samsara.

>> No.3246331

What happens in that level? I only vaguely remember it.

>> No.3246332

how do you make it clear the player is to run and not fight the cyberdemon?

>> No.3246334

give no guns, they'll see switches and press them on the hunt for guns and it might click

>> No.3246347
File: 26 KB, 128x128, jigglebill.png [View same] [iqdb] [saucenao] [google] [report]

>get to the end of Memento Mori II
>final map theme is the nutcracker suite

>> No.3246354

You'd need to start checking based upon what the calling actor has so use
compare that to
then based upon what that returns, give the player however much of the item, and if you want to drop leftover items use
from the inventory item before it's removed, probably in a loop to spawn however much of the default actor amount the remainder is divisible by, since if you set a single item to have different than normal amount the script if used on it again won't be able to differentiate the shell with 9 shells from a normal 4 shells.
Probably the best way to keep track of how much goes into each item would be to either have a map level 2d string array that has classnames in first part and second is numbers, then use one of the string number parsers (like in commonFuncs.h) to convert to number, or to just write one yourself, or have two separate arrays that have the corresponding data in the same location in each array.

So either

str ammo[4][2] = {
{ "Clip", "10" },
{ "ClipBox", "50" },
{ "Shell", "4" },
{ "ShellBox", "20" }, };


str ammo_name[4] = { "Clip", "Clipbox", "Shell", "Shellbox" };
str ammo_amt[4] = {10, 50, 4, 20 };

Keep in mind you'd also have to account for the skill's DropAmmoFactor, and there's no built in function to do this.
If you're doing this for vanilla or your own mod or whatever then just checking skill with
and then determining dropammofactor from there should be sufficient, if you're doing it for universal compatibility this gets more complicated.

Added the above to the end of the pastebin so you can find it again easily. I gotta head out now so I probably won't see anything until like 9-10am tomorrow.

>> No.3246358

what emotion is this

>> No.3246365
File: 123 KB, 640x480, Mem-Warning_imgData_512x512_01-640x480.png [View same] [iqdb] [saucenao] [google] [report]

Hey pals just dropping in to share some aesthetic.

>> No.3246372

>>What HUD is this?
It's in the video's title. Shooting Monsters With Textures.

>> No.3246373

Oh, forgot to mention, to group the actors that give a particular type of ammo, you'd want to use another 2d string array to do so, have all ammo types on one line with the different actors, and compare the actors to the actor names until you find a match, and then you know what the other actors of the same ammo type are, with the ammo type at a particular position in each set. Either have a corresponding int array for amounts, or have the actor names have the inventory amount on the end of the actor separated by some character so when you parse the string you can use that as an indication that what follows afterwards is not an actor name and is a number you need to convert, or add an additional dimension and have some empty/unused values in the array.

This might seem complicated but once you get it going it's far, far more manageable than having a million conditional statements to do the same thing. It can reduce something like 200 lines of code to 20.

>> No.3246375

Has anyone made a remake of Floral Shoppe's cover in Doom?

>> No.3246423
File: 1.06 MB, 1680x1050, Screenshot_Doom_20160526_220550.png [View same] [iqdb] [saucenao] [google] [report]

doin a thing for dump 3

>> No.3246425
File: 60 KB, 537x720, 1463993397459.jpg [View same] [iqdb] [saucenao] [google] [report]

>Keep your gay elves and magic and trolls out of my Cyberpunk.

>> No.3246456

ya, those bots are nasty, I was surprised after coming from quake live just how hard they are.

>> No.3246480

Neat. Right now i'm brainstorming ideas for my map. Thinking about actually utilizing zdoom shit this time around.

>> No.3246486


>> No.3246489

it's also pretty bad

>> No.3246508

Corridor 7 or the addon?

A lot of the post-release characters in Samsara aren't very good, but the novelty of being allowed to play as your favorite FPS hero is still kind of nice.

>> No.3246512

Alright guys, I'm pretty new to Doom mods.
I've completed the HoE Starter Pack, Maps of Chaos, BTSX-E1, and most of Equinox.
What map pack do you recommend next?

I'm considering:
Vanguard with Combined Arms & Ketchup,
Scythe 2 with Demonsteele,
Brotherhood of Ruin with GMOTA,
or... something else.

>> No.3246516

I suppose it's some sort of bewildered amusement or curiosity.

I just think the face is funny.

>> No.3246519

Vanguard and Scythe 2 are both pretty great map packs, Scythe 1 and Scythe X are also good. Vanguard doesn't behave with mods that change weapons cause it has a pistol and chaingun replacement built-in.

>> No.3246520

Hm, okay. Icarus showed the Combined Arms weapon mod with the Vanguard maps specifically in his video:
Maybe he just didn't showcase the weapon incompatibility...

>> No.3246524

Oh shit, I was thinking of Valiant when I typed Vanguard. Disregard what I said.

>> No.3246526

Oh, great then. So you'd recommend Vanguard and CA next?

>> No.3246528

>Scythe 2 with Demonsteele,


>> No.3246529

Yeah sure.

>> No.3246535

Cool. Thank you for spoon feeding me.

>> No.3246538
File: 87 KB, 772x397, 1452131639713.jpg [View same] [iqdb] [saucenao] [google] [report]

>platforms aren't stone, but callused layers of demonic flesh

>> No.3246618
File: 389 KB, 1280x720, Screenshot_Doom_20160527_153639.png [View same] [iqdb] [saucenao] [google] [report]

I know I'm playing DUMP2 in GZdoom, but it appears this sky textures is missing.

>> No.3246621
File: 9 KB, 266x199, john wayne.jpg [View same] [iqdb] [saucenao] [google] [report]

>Keep your gay elves and magic and trolls out of my Cyberpunk.
are you me?

>> No.3246627
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

if you don't like Shadowrun don't play it, faget

>> No.3246635 [DELETED] 

Shadowrun permanently fagged up the cyberpunk genre. Now whenever some faggot furry hears someone mention it, they're like "oh, let's play Shadowrun so I can be a faggoty elf with a sword". No. Fuck off. Go play D&D. There is nothing more immersion shattering in what's supposed to be a dystopian future setting as having fantasy horse shit forced into the anus of the setting so that even more faggots will play it. I have never played Shadowrun. I will never play Shadowrun. Cyberpunk 2020, all day erryday.

>> No.3246641

When making a ZDoom WAD, there is literally no reason to not use UDMF nowadays. Why do people even use Hexen format?

>> No.3246645

I'm not into shadow run either but you don't have to get butthurt

>> No.3246647

If you don't like Terry WADs, don't play them.

>> No.3246650 [DELETED] 


Are you saying that isn't good advice?

>> No.3246661


>> No.3246680
File: 926 KB, 1920x1200, Screenshot_Doom_20160527_085112.png [View same] [iqdb] [saucenao] [google] [report]

Your wish is my command.

I've finally sorted out FreeDoom textures and sounds. It's not perfect if you load FreeDoom without it's textures, but other way around it works great.
Freedoom1-2.wad - levels from FreeDoom. Load it with Doom1-2.wad. Freedoom1.wad contains FreeDoom textures that were missing from Doom1.wad
Freedoom1-Doom2textures.pk3 - Doom 2 textures required by FreeDoom Phase 1 that are missing from Doom.wad.
Freedoom-resources.pk3 - unique textures that don't appear in both Doom1 and Doom2.
Freedoom1-2-music.wad - music.
Freedoom-miscsounds.wad - sounds like switches, elevators and PCspeaker sounds
Freedoom-enemies.wad - enemies.
Freedoom-weapons.wad - weapons.
Freedoom-items.wad - items.
Freedoom-player.wad - mugshot, player sprite and player sounds
Freedoom-hud.wad - status bar, font and menu skull
Freedoom-decor.wad - decorations like candles, impaled bodies and barrels
Freedoom-differenttextures.pk3 - textures that look unique and somehow different
Freedoom-similartextures.pk3 - textures that look very similar to their Doom counterparts
Freedoom-uaccensor.pk3 - if you are tired of UAC and want some AGM

All stuff that starts with "Freedoom-*" works with both Doom1 and Doom2.


>> No.3246695

Freedoom's Icon of Sin looks so trashy.

>> No.3246708
File: 1.16 MB, 1920x1080, gzdoom 2016-05-10 19-34-22-32.png [View same] [iqdb] [saucenao] [google] [report]

I tried one of the OBLIGE builds on their forum that was tailored towards GZDoom.

God, fucking WHY?

>> No.3246712
File: 2 KB, 100x148, doomwhy.png [View same] [iqdb] [saucenao] [google] [report]

>Doom Retro

>> No.3246713
File: 302 KB, 1920x1200, Screenshot_Doom_20160527_094407.png [View same] [iqdb] [saucenao] [google] [report]

It also has Stallman inside.

>> No.3246718
File: 5 KB, 189x188, 1447303611504.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh fucking hell.

>> No.3246719
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google] [report]

is this a fucking trick question

>> No.3246720


>> No.3246723

Because the poor dude wanted to make another source port, so why not.

>> No.3246724

i think that edge is the more egregious port in 2016 because people mistakenly make mods that use its unique scripting, assuming people want to download another port for no benefit

>> No.3246732

It's 2016 and I see [3DGE] on the front page of the ZDoom forum.

This is the new terrywad.

>> No.3246735

>0:31 in
what is this shit

>> No.3246736

Can't you do basically everything you can do in 3DGE in ZDoom just fine?

>> No.3246737


>> No.3246739

Fucking hell it's the Duke 3D High Resolution Pack all over again. Who actually thinks this looks good?

>> No.3246741

People who like the HRP.

>> No.3246743
File: 26 KB, 510x546, doom still.png [View same] [iqdb] [saucenao] [google] [report]

>you have to pay for this

>> No.3246747

Honestly, it's even worse

>> No.3246748

I like the HRP. I don't like that. Not one bit.

>> No.3246749

Hi-Res pack is the Brutal Doom of DN3D.

>> No.3246753


What iwad are you using?

>> No.3246757

Is Doom 2 Reloaded a credible replacement for the Doom 2 IWAD levels? What "problems" (from the OP) hamper the regular Doom 2 levels?

>> No.3246760

This video editing is like I'm watching a student's Powerpoint presentation where they use ever transition and WordArt effect they can. It's kinda charming.
"Doomguy got something in his eyes" vision

>> No.3246762

why does anyone need freedoom? classic doom is basically abandonware and nobody gives a damn how you get it

>> No.3246763

...Doom 2? the IWADs share sky texture names anyway so it would be something custom

>> No.3246765

It's still sold on Steam by Bethesda, so it isn't abandonware yet. Every discussion hub that isn't this general always says to buy them.

>> No.3246768

For building off games or TCs with

>> No.3246771

Wait, does that make this plagiarism?

>> No.3246780

No, it's an entirely distinct megawad that goes for it's own thing.

>> No.3246791

I like how instead of using id's copyrighted artwork, these turds are just using someone else's copyrighted artwork.

Speaking of which....
I made a map using a ton of textures from the Hell on Earth Starter Pack. I have since gone through and just pulled out the textures I actually use and put them in a separate resource pk3. Even though the textures have the same name, when I try to get rid of the HoESP resource, it deletes all my texture information and I'm left with a bunch of blank terrain. Is there anyway to do this without having to retexture everything by hand?

>> No.3246798

>these turds are just using someone else's copyrighted artwork.
IIRC all of freedom's stuff has either been specifically made for the project or was explicitly released under a license that allows them to use it, it's not like they're stealing things.

Unrelatedly, taking a break and thinking about zdpso features: How should drla be handled in regards to player loadouts and banned weapons? Was going to remove all things that would spawn from a particular banned weapon, and for loadouts have random weapon within the slot given instead of being able to specifically select a particular weapon. This would be easier to code, keep options interface for drla the same as other supported mods and (hopefully) be within the roguelike spirit. Thoughts?

>> No.3246804

Nevermind, I got it.

>> No.3246805

When I finish the latest project I'm working on, I'm going to post it on the 3DGE site. Then get extremely offended when people ask if there will be an 3DGE version.

>> No.3246807

Please, post info how you did it.

>> No.3246818

Turns out I'm a dumbass and I didn't have all the textures I thought I did. If they have the same name there shouldn't be an issue.

New problem though:
I'm getting an error in GZDB saying that some of my custom shit can't inherit from classes like AMMO or MONSTER.

" DECORATE warning in "WASTELANDER5.pk3\Decorate\Crossbow.txt", line 19. Unable to find "Ammo" class to inherit from, while parsing "IronBoltAmmo:1700"."

>> No.3246819
File: 783 KB, 1280x960, ancientayys.png [View same] [iqdb] [saucenao] [google] [report]

Playing through Ancient Ayys slowly but surely. Tough, but an excellent wad, just judging by first 8 maps.

What just bothers me so immensely about Skillsaw's work is that they are very mod-unfriendly.

>> No.3246831

Ancient Aliens is fucking gorgeous. Skillsaw's one of the most talented mappers we still have.

>> No.3246835


would just a weapon mod work on Ancient Aliens? From my understanding, AA has some custom monsters and shit but I'm sure just a weapon mod would work

>> No.3246842

I'm playing it with burl tumd. Been enjoying it a lot with it, wish it got an update, at least make the Arch Viles not so stupidly annoying.

>> No.3246846

Brutal worked fine, some of the imps had darker sprites during some frames, but otherwise it seemed to work fine. I didn't get very far though.

>> No.3246850 [DELETED] 

>hurr durr bad thing = brutal doom
Eat a dick you fucking hipster faggot

>> No.3246861

I'll just list commercial WAD midis because it would be impossible otherwise for me.

Imps song
Soldier of Chaos
Into the Beats Belly
Dave D Taylor Blues
Kitchen Ace

>> No.3246865

Disregard errors, db doesn't know what it's talking about. If they also pop up when running it normally then pay attention, but unless things aren't showing up in the thing placement menu don't worry about it.

>> No.3246869

To add: the specific reason it's doing this is because ZDoom.pk3 isn't loaded as a resource, so it doesn't realize that there is an ammo class defined in it. Once zdoom actually runs it though it works fine. Don't add ZDoom.pk3 though, that will clutter up your thing placement menu unless that's been fixed.

>> No.3246871

The only issue I've had is that at least one of my custom actors doesn't show up in the editor.

>> No.3246876

Did you give the actor a doomednum or whatever it is/made sure it wasn't sharing the number as something else?

When you run it in normally are there any errors on startup?

Are any of the errors for the custom actor that isn't showing up?

>> No.3246879

free hissy

>> No.3246880
File: 101 KB, 1920x1080, 1456492651015.jpg [View same] [iqdb] [saucenao] [google] [report]

Screencap it if you do.

>> No.3246881

Will do, will probably get permbanned from zdf again.

>> No.3246892

>Last thread >>3235545 → →
OP, I..

>> No.3246894

Crossbow Anon, did you see this post? >>3244756

>> No.3246905

Yeah, I ended up giving the bolts BOUNCEONACTOR and it's working fine now.

Weird, it's my Rat spawner which might not be working because it's a temporary thing I guess that needs to be triggered. But they have a Doomed number and there are actually no errors coming up, All the shit with the errors is showing up normally.

>> No.3246908 [DELETED] 

>doom babbies

>> No.3246913 [DELETED] 
File: 88 KB, 1149x205, 1463439634807.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3246951
File: 1.79 MB, 720x360, I like where this is going.webm [View same] [iqdb] [saucenao] [google] [report]

Oh boy here we go.

I need some unique hit effects for the sword itself, and I might fiddle with the side swipe, but I'm liking this so far.

>> No.3246959

you can probably find a few good ones in final fantasy 6 (especially Cyan/Cayenne's skill)

>> No.3246962


I was actually thinking of Hexen's axe hit effects. Though I'm already using FF6 effects for Blaz's sword

>> No.3246965
File: 1.08 MB, 1920x1080, Screenshot_Doom_20160527_122730.png [View same] [iqdb] [saucenao] [google] [report]


Oh my god guys, I'm so happy I've gotta share.

So I'm working on the old Zombies TC for doom from the 90's, changing the weapons, adding zombies, give it a bit more of that "Romero" feel to it. One thing that has always bothered me is that bikers and zombies would cooperate to kill you, living in harmony. Since decorate has no function for multiple factions and "thing_hate" just doesnt work with multiple enemy types, I spent weeks trying to find a workaround. So here's what I did : I added a line to the zombies "see" state that shoots an invisible explosive object straight at the ground. The object explodes with a small radius, attracting infighting from nearby enemies. I then set all the zombies to belong to the same species so they wouldn't fight each other and all the humans to be immune to this damagetype so they don't lose health from it but still react by becoming agressive towards whoever emitted the damage.

I don't want to seem like I'm boasting, but I'm pretty new to decorate (I did a few things but that was years ago and much of my "work" was flat out stealing code from other authors) so I'm pretty fucking proud of myself. There's probably a more elegant way of doing it but... It works !

>> No.3246970

Neat. Does Thing Hate not work if you have one base zombie that is hated and then make the rest of the zombies inherit from him? Same with the bikers. I've never used Thing Hate so I'm curious how it works.

>> No.3246983


I've made plenty of recsarch on thing_hate and basically I've only found people that have given up on it because they couldn't achieve what they wanted. Something about multiple actors having to share tids or something. I don't understand it all, but from what I've seen on the zdoom forums, nobody really found a workaround so I thought "if they've not found a solution, I sure as fuck won't"

And a thing I like about my formula is that bikers do not actively "hunt" zombies, they only start shooting if zombies get too close. Seems sensible.

>> No.3246996

Sounds like something I may be able to use later. I'm working on a post apoc TC right now. I've got some cannibals and mutants as the two main enemy groups, I might consider making them hate each other if it's not too much work.

Since it's 4am and I'm about to hit the hay, I'll give you a quick run down. Randomized maps, crafting, randomized enemy spawns... uhh... that's all I got for now. The hardest part will be putting together enough maps.

>> No.3247001


My method is honestly easy as pie. The idea struck me last night as I was heading to bed and I thought "this is too simple to work, right ?" but after one hour of fiddling with it, I got it to work for one zombie, and then I just copied the function to all the other zombies, added +dontharmspecies and species zombie to all the zombies, damagefactor "stench" 0 for all the humans (including the player) and I was pretty much good to go.

Your TC sounds real interesting though.

Are you the guy who tried to educate me on map dependant randomspawners yesterday ? I've looked at acs a bit and I can't make sense of any of it. haha

>> No.3247010
File: 217 KB, 1397x874, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

This fucker was damn near impossible to kill because of him piling on auras that cursed me and depleted all my ammo, but clever trickery and shenanigans resulted in him dropping a ton of rockets I didn't need and 60k credits.

>> No.3247016

Also what does curse do in Doom RPG? I've got it for the next two hours.

>> No.3247018

AFAIR, you take more damage while curse is active.

>> No.3247024

That explains a lot

>> No.3247028

>Are you the guy who tried to educate me on map dependant randomspawners yesterday ? I've looked at acs a bit and I can't make sense of any of it. haha

that was me, just a friendly mapper.

here's how I spawn shit randomly in my maps:


This will randomly spawn a monster every 800 to 1000 tics

>> No.3247030

I thought this was meant to be a huge sword? it seems like a normal one to me.
Besides that it's looking good (also how does the hit detection work?).

>> No.3247031

>Are you the guy who tried to educate me on map dependant randomspawners yesterday ?
No, that's me. I'm that guy that was helping that other guy with the point thing.

You can actually use thing hate for this but you have to do things like give every monster a tid and check los in acs constantly to decide what to give the thing hate to. You could also use this in conjunction with your method, to have the decorate version a shorter range thing; eg the bikers see you first and don't start shooting at the zombies across the map, but if the zombies get close to them they switch targets to the zombies. Meanwhile the zombies see the bikers first with acs and so shamble towards them, but check with acs their proximity to players or bikers within a certain max range, so that if a player or biker gets too close they target them instead. Also consider adding flags to zombies like the drop off flag so they will run off of ledges. I'm using both target methods (well, radiusgive with script rather than painstates, but very similar except it doesn't interrupt monster with a painstate, but downside is its only really feasible when done from a very limited amount of monsters) for the mini marines in fractal doom so that monsters attack them if the see them. Also holy shit apparently there is a doom mod madness video for fractal doom
I had no idea people were still playing this dumb meme mod in 2011+5.

As for acs, it's basically just a limited version of C, so any tutorials for C will also be applicable to acs, more or less. It will make more sense than decorate once you learn it.

>> No.3247032


It's still pretty damn big, and depending on what swing animation plays, you "fire" melee projectiles in a

/ shape
\ shape
or - shape

>> No.3247034

I'd love for an actual faction system in ZDoom, too bad you have to resort to hacks like this as monsters only look for players.

>> No.3247041

who is that semen demon?

>> No.3247047
File: 60 KB, 812x938, 14longswordguards.jpg [View same] [iqdb] [saucenao] [google] [report]

The way it's being held in the idle state it looks like it's only half a metre long, it doesn't even reach past the centre horizontal line of player vision. When you see the rest of the sword when it's swinging it's implied that when the sword is idle it's actually being held at the height of doomguy's knee or lower.

>> No.3247050


Yeah, I had to take some serious liberties with the idle frame, I didn't want to take up a shitload of screen space.

>> No.3247053

>>3247047 (me)
Oh, also when I said it seems like a normal sword I also meant the swing speed almost being HaeLin-level with little weight to it.

>> No.3247056
File: 1.40 MB, 480x270, 285143_5ac9b5370f0840d49fc3d5ad4b7b0145.gif [View same] [iqdb] [saucenao] [google] [report]


I considered making the swings slower as well, but those would fuck the player over with how fast GMOTA's gameplay is. Just roll with it man. I mean the Master carries a pretty long sword and he swings it pretty fast.

>> No.3247065

>the Master carries a pretty long sword and he swings it pretty fast.

Try to swing more than once in ActRaiser. See what happens.

>> No.3247067


>> No.3247069


Fractal doom is pretty fun, I think.

I really like your +DROPOFF idea, I added it.

However, the ACS thing_hate thing... I'm not sure, I wouldn't want all monsters to murder each other before you even get the chance to get to them.

I might do another slightly larger radius thing for zombies to attack nearby bikers though.

>> No.3247072


To be fair Actraiser has a very specific flow for its gameplay, if I went for a slower swing rate in GMOTA, you'd get clobbered pretty quick. Even if the attacks were REALLY powerful, a longer delay between each swing would leave the player really vulnerable, and I want the Doomslayer to be a guy who wades in similar to Blaz

>> No.3247074

B-But it's a huge sword! ;_; What's the point of having a big fuck-off sword if it doesn't take up screen space.
My point is you can *say* it's a large sword, but unless it feels like one to the player the idea's kinda lost.
I'll roll with it though, I was just giving some feedback on it from what I've seen so far, not trying to muddle up what you're working on.

>> No.3247083
File: 257 KB, 550x690, see blaz, see blaz run, run blaz run.gif [View same] [iqdb] [saucenao] [google] [report]


and I appreciate that feedback, don't you fret.

I'll look into making a better idle frame for Doomslayer's blade, and I'll make sure the sound effects sound meaty.

and perhaps I can add an extra few tics here and there between each swing attack to add some more weight to it, but I'll have to be very careful there.

>> No.3247085


>> No.3247090
File: 68 KB, 1280x720, chivalrylongsword.jpg [View same] [iqdb] [saucenao] [google] [report]

Chivalry goes so far as to have the sword go offscreen, but I'm not sure if you want to do that.

Alright, also is that short-barreled double shotgun shown a little while ago related to this, or is it for something else?

>> No.3247093


The wrist breaking pocket super shotty is for a side project that I wanna start proper when I get this GMOTA update out. The doomslayer's getting a blunderbuss.

It'll be a like, a spin-off of Combined_Arms in a way, weird exotic weapons in apperance but pretty simplistic execution. Mainly as a test for myself to see if I can actually make a mod that's not ridiculously complex

>> No.3247101

To add to my post >>3247031, the way to do factions in acs would be, all monsters get user var in decorate that will be faction, then run script on spawn that passes arg to script that sets their faction var from arg (in case needed later) then gives them a unique tid and stores it in the global array, and increments entry count for faction by one.

Global array would be used since unlimited, but can't have multidimensional global array so array management would be needed. Array management would be: separate factions by largish number (say 1000) and first number in each faction (so faction[0], faction [1000], faction [2000], etc) is just the entry count for the faction, so if there are 52 monsters in faction 1, then faction[0] is set to 52, which is used so that the upper limit to check is known. You would also need an open script that continually checks if any particular faction is getting full, and if so shuffles everything in the array forward by 1000 (or whatever number) to make room, and a exit script to zero out the entire array.


>> No.3247104

Now, for the actual scripts, you'd have in the spawn state along with the a_look calls to a script that would use
to check line of sight between itself and monsters in enemy factions (after first checking that the tid does not reference a corpse) and then, for monsters that are in its line of sight, any max distance you would like to set. Either go with the first result that meets the above criteria or store them in a script level array until all are checked, at which point you can have them choose which to use
on, either something like go after the closest or maybe pick a random one from all of them so that all monsters in one faction don't all target the same monster from an enemy faction.

Then, during see state have a similar script that has a much smaller max distance and in addition checks players as well as monsters in enemy factions. Would also probably be a good idea for both scripts to limit how frequently a monster can pick a new target, like monsters do already. Easiest decorate way to do this would be to have a timer var that gets set to something like 100 or whatever when the targeting script successfully picks a target, then in the decorate this gets decremented every couple of tics and the targeting script immediately terminates whenever it gets called and the timer var is any value above 0.

That would pretty much be all you need to do factions in zdoom, I think. It probably wouldn't even take that long to implement, if you wanted to upload your mod someone here could do it.

>> No.3247117

>However, the ACS thing_hate thing... I'm not sure, I wouldn't want all monsters to murder each other before you even get the chance to get to them.
This is easy: just either don't call the script in the spawn state at all, or if you want the player to come upon scenes of bikers fighting zombies but not have them fight so soon that they kill each other off before the player sees them, either have a distance check in the spawn state script that stops it if no players are closer than a specified amount, or have the monster have two spawn states, the first doesn't do the script but checks for an item to send the monster to the second spawn state where the script is called, then the player actor states constantly a_radiusgive with the no line of sight flag the item that puts monsters in the second spawn state.

>> No.3247118


To be perfectly honest I'm pretty content with my current implementation I'm happy that I've been able to find such a stupidly hacky solution, if anybody wants to check my wad and try that ACS code for curiosity or experimentation's sake, I'll share it of course.

>> No.3247119
File: 2.67 MB, 720x360, [MUFFLED HEH HEEEENNNHHHH].webm [View same] [iqdb] [saucenao] [google] [report]


I dunno, what do you guys think?

>> No.3247123

Upload it and I may work on it tonight while listening to Term's stream instead of writing code he doesn't want and won't use.

>> No.3247125

Looks good to me.

>> No.3247126

You should make a voxel sword and use that, it will give a better sense of distance and impact.

>> No.3247128
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google] [report]



Please no. I don't want to strain people's computers.

Plus I don't think voxels would actually work for a HUD weapon.

>> No.3247130

I'd say a small delay between each swing would help with the feeling of weight. Looks good for length now, though.

>> No.3247134

It "works" but it's shit in practice.

>> No.3247138

I wonder if it's possible to abuse the "team" property for monsters if the game is run in MP mode

>> No.3247139


I'll add at least one more tic of a delay between each swing, but I don't wanna go slow mode here.


Yeah, I'm sticking with sprites. I think voxels can be fun but I don't think they'd work at all here.

>> No.3247140

> again
What did you do?

>> No.3247141

This is DOOM not Ace of Spades

>> No.3247142

They do, but you have to do what I suggested to that guy that used the hl pistol model that got it working, have the voxel warp to the player with weapon code just dictating what the offsets the code should use are. Easy!

Actually though I'm just joshing, the sword looks terrific. Though something that cyan is an odd color choice. No not really, color is fine.

>> No.3247143

Now we're talking! The swinging sprites look "larger" too since there's a better reference of size in the idle pose. Sweet.

>> No.3247152

Voxels, even in GZDoom, wouldn't be any issue in this case since there's only one voxel instead of however many voxel actors. In ZDoom they have pretty great performance.

They work fine from what I understand, in ZDoom anyway, as they don't have the same issue as constantly warping models do that the half life pistol anon tan into.

I'm not familiar enough with zandronum to know, but I would think those would only work for players. I might be wrong though, worth a look.

I filled some prescriptions.

>> No.3247153

I'm the guy with the hl pistol. It does not work in practice due to interpolatin issues. An absolute dead end right now.a model that isn't required to change angles dynamically can be rotated through changing offsets and angles in modeldef between each frame declaration of a static model though.

>> No.3247154

It wouldn't be a problem if 3DGE weren't the definition of a shit port.

>uncap framerate in 3DGE
>Doom 2 Map01 never goes over 62 FPS, looks and plays like complete ass on my 75hz display
>GZDoom gets consistently over 250, gameplay is smooth as butter and the lighting actually resembles Doom
And people bitch about GZDoom's "high" requirements. Once you're over the "having a video card from the past six years" hurdle, it's actually really good.

>> No.3247157

Aren't those issues only applicable to models in (G)ZDoom or voxels in GZDoom, and not voxels in ZDoom?

>> No.3247160

Try having a simple sprite warp in front of your face then walk up the map01 stairs. Yeah..

>> No.3247161

I'm on phone right now so can't check, but iirc when I played around with warping sprite actors in zdoom they conformed to player pitch and angle pretty flawlessly. Am I misremembering?

>> No.3247167
File: 2.91 MB, 720x360, More swording.webm [View same] [iqdb] [saucenao] [google] [report]


The other issue I would have with voxels is it'd probably result in a smoother animation, which would be detrimental to how snappy I want the sword to be.

Speaking of which, I added a few more tics between each swing and cleaned up the blade of the idle frame a little.

>> No.3247168



Have fun, the download is a bit meaty due to the absurd amount of flac sounds I crammed in there for the zombies. It's only designed to run with zombies.wad and will do some cooky shit if you try to run it with another mapset (a lot of the code is based on the dehacked trickery of the original TC). It's obviously very unfinished and is largely untested beyond the first two levels.

My code is bad, and so are my photoshop skillz so be gentle.

>> No.3247171

Also lemme add: I'm not doubting you, I just test everything pretty much exclusively in ZDoom, while from what I understand most other people use GZDoom, and I'm wondering if there might be a difference between them since sprites in GZDoom are flat models.

>> No.3247172

Will download when I get him and take a crack at it later tonight..

>> No.3247173


>> No.3247176

>made one map, shared it, got the reviews
>going on another
>want to do a big one
>ambition dying with the time and the creativity
>need to work on my thesis
>now make some small steps towards the finish, very sporadic
That's it.

>> No.3247180

What are these cyan things that fly out from the dead imps?

The sword's looking great!

>> No.3247181
File: 318 KB, 720x360, things.png [View same] [iqdb] [saucenao] [google] [report]

Oops, forgot picture.

>> No.3247182
File: 13 KB, 667x645, hey check it out.png [View same] [iqdb] [saucenao] [google] [report]


I'm gonna fix those bones.

>> No.3247183

X/y position of the actor based on your position, pitch and angle is fine. As is pitch and angle for 3d models. It's when you combine them or introduce the z dimension (stairs, jumping) that shit goes wacky

>> No.3247187

Huh. I may test it in zdoom when I get home for my own peace of mind, but that sucks to hear.

Is it any z-movement that fucks it up or just stairs and jumping? IIRC aren't stairs in Doom teleporty things that make you move without any momentum? If so I can see how that would fuck it up. I have no idea how jumping is handled internally.

Maybe you could make a wolfenstein type project with models for weapons, wouldn't run into any problems then.

>> No.3247192

Oh wait today is Friday. My vampire schedule has me all kinds of fucked up.

>> No.3247204

Silly wad ideas, classic doom style recreations of the events of the doom rpgs, maybe one for wolfenstine rpg too

>> No.3247209

Also memorize whether and where you can escape to cover so you don't lose all your health and armor within 5 seconds

t. someone playing Plutonia with the pistol start challenge

>> No.3247212


>Is it any z-movement that fucks it up or just stairs and jumping?
Any changes in player Z. I tried making a dynamic skybox camera with in a room with 1/8 scale geometry that appears to connect with stuff in the actual map, but I ran into the Z interpolation issue there as well. Worked flawlessly otherwise!

>> No.3247214
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google] [report]

Oh and
>Maybe you could make a wolfenstein type project with models for weapons, wouldn't run into any problems then.
As long as you don't need the model to dynamically change angle (webm related), you can just use and actual weapon with 3d model frames.

>> No.3247216

(picture unrelated)

>> No.3247217
File: 513 KB, 1920x1080, demonsteele_aliens.png [View same] [iqdb] [saucenao] [google] [report]

Valiant has a version designed to support mods (Vaccinated edition) and Ancient Aliens works just fine with them too. See picture. You just need to make sure you load the gameplay mod and the map pack in the right order.

>> No.3247220

>Aiming with sniper scope in a realistic shooter.webm

>> No.3247226


It's funny though.

>> No.3247234

It was certainly unexpected!

>> No.3247251

Playing No Rest For The Living (UV) for the first time, got to map 6 before dying and calling it a day there. So fucking awesome man, great maps. If this can be regarded as an 'official release' I'd say that so far it's easily the best of the official releases. Great wad.

>> No.3247268

Yeah, NRFTL is a great set of official maps. Nerve had some great map designers on hand.

>> No.3247270
File: 8 KB, 302x167, 2016-05-27-09-05-24--544156085.jpg [View same] [iqdb] [saucenao] [google] [report]

Im trying to make a map of this, but it would require different ceiling heights to make it accurate(the front door is a lowered ceiling with different height than the inner part ceiling) how can i do it? Ive heard of stacked sectors and skyboxes on doom builder but im clueless about them

>> No.3247275

Have they made anything else for Doom? Preferably a megawad? As great as these maps are it sucks that this thing is only 13 maps or whatever.

>> No.3247278

It's the only thing Nerve ever did.

>> No.3247283


>> No.3247285

what port are you targeting

>> No.3247292
File: 2.26 MB, 1606x2425, Doom Poster.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys i'm kinda new in the Doom modding stuff and i'd like to ask something.

I have a shitty videocard that can only go OpenGL 2.0, there's this mod i'd love to try, Project Brutality. But it says in the description that i must have a videocard that can at least use Open GL 3.0 or higher. My question is: There's a way i can use this mod with Open GL 2.0? I mean, Doom can run on ANYTHING, right?

>> No.3247298

I'm pretty sure this person is legitimately psychotic.

>> No.3247301

I assume you're using GZDoom right? Go into the .ini generated by it and edit the line with "vid_renderer=1" and change it to 0

>> No.3247305

Just download the latest gzdoom build from the 1.x fork and run it with that.

>> No.3247312
File: 3 KB, 252x290, wat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3247316
File: 12 KB, 232x185, 1413136364735.jpg [View same] [iqdb] [saucenao] [google] [report]


>the word salad that is that video's description

what in the everlasting fuck

>> No.3247317
File: 16 KB, 318x318, 1456898843360.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3247320
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>> No.3247321
File: 403 KB, 245x118, 1464287075031.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3247324

>Tfw playing scythe 2 for the first time, and you map map31 out of habit after map 15
>Wtf, 8 Marines?
>Start map16
totally ruined

>> No.3247326

How wonderfully autistic.

>> No.3247332
File: 547 KB, 680x400, 1450257403722.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3247338

How do you guys organize your wads/mods etc?

>> No.3247341

If you don't know what he's talking about in this instance then chances are you're full of shit and haven't played it. Either that or you're retarded.

>> No.3247342

I just put all the WADs I intend to keep in a folder alphabetized with shortcuts to the source ports I use inside the folder.

>> No.3247345

PWADs in a PWADs folder, IWADs in an IWADs folder. Command line to run the game. Don't need any more autism than that.

>> No.3247356

folder with mods
ctrl click the ones i want to use, drag and drop to shortcut on desktop

alternatively if load order shenanigans happen, load them up in slade and hit run

>> No.3247364

No, see, I did play Scythe 2, but exactly once when it first came out and then never again. Before it had the last maps added in, even.

I remember now, though. That level with the evil marine stalking you?

>> No.3247372

GZdoom (I just store my wads inside GZdoom's folder)
--Gameplay WADs
----GL (OpenGL)
----Skulltag (Requires Skulltag or Zandronum)
--Zdoom WADs (Zdoom and Boom compatible maps)
----Doom1 (uses Ultimate Doom IWAD)
----GL (OpenGL)
----Plutonia (uses Final Doom IWAD)
----Vanilla (can run in Chocolate Doom)

When I want to run multiple wads at once I either drag them into SLADE (since I have it open most of the time) or use ZDL.

>> No.3247375

>"I am very vulnerable if removed from my computer, which satan is trying to do. "


>> No.3247376
File: 12 KB, 214x300, 陳盈豪.jpg [View same] [iqdb] [saucenao] [google] [report]

The fuck am I watching senpai?

>> No.3247380
File: 21 KB, 372x260, Woj.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you ever laughed because you don't know how to respond to something? I just did.

>> No.3247382
File: 154 KB, 800x600, Yukkuri Shiteitte ne.jpg [View same] [iqdb] [saucenao] [google] [report]

Daily Reminder

>> No.3247385
File: 607 KB, 654x497, thousandyear.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3247386
File: 292 KB, 1280x1080, aaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3247389

anything really

>> No.3247406


>> No.3247426

> paper mario and the thousand yard stare

>> No.3247435
File: 207 KB, 1280x1440, 1464364495.jpg [View same] [iqdb] [saucenao] [google] [report]

The Sewers of Hell
sewers.zip (57 KB, 1994-09-12) - Krish Cane

not to be confused with the "sewers.wad" that was part of xbox doom. this one is better. while it has its fair share of thin tunnels as might be expected from a sewers map, less than half the map is that way. it's still a maze, but widens out and is more varied. the map is also pleasantly nonlinear, you can choose a route and just go where you like. there are few dead ends and only one place where you will find locked doors. the keys are distributed around the level and can be found in any order. there are no barriers with remote switches.

on UV the monster population is quite dense, nothing much by todays standards but plenty to keep you busy. ammunition is plentiful, especially shells. in fact a lot of my route choices were dictated by "i don't want to go down there because it will waste an entire box of shells / green armour". a computer map is available fairly soon after you start, a nice thing to have in a maze level. there is also a backpack which would have helped with excess ammunition but it was in a dark corner and i somehow missed it. there is a chaingun which i didn't find until quite late, and a plasma gun in a secret. no rockets though, perhaps the author felt the map was too cramped for them.

finally having all three keys the exit room can be accessed. this contains four barons and a switch which lowers the floor around you. do not fall off the ledge once you have pressed this button because there is no way back up, you will be stuck forever.

i enjoyed this though. if you are the type who would play a sewer map from 1994 then you may like it.

>> No.3247440

How can I participate in DUMP?
I am a newbie, but I have made a map I find rather neat where I was just learning the stuff. It is extremely small, but mean.

>> No.3247441
File: 562 KB, 1545x1012, INTERNALS.png [View same] [iqdb] [saucenao] [google] [report]

Time to create some gory sprites

>> No.3247446

Is that Kain? Or the Sheriff?

>> No.3247448

Is there something like Chocolate Strife, but for Blood?

>> No.3247450
File: 225 KB, 500x500, Knock knock knocin on heavens door.jpg [View same] [iqdb] [saucenao] [google] [report]

Truly, a modern Dante Algehiri!

>> No.3247452

There is nothing good for blood yet.

>> No.3247453

What a shame.

>> No.3247460

we're still waiting for blood to live again

>> No.3247464

Well I'd use 3d-floors then. You can easily find tutorials for those.

>> No.3247467

You the guy with the 2.5 unity thing?

>> No.3247476
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]

glad to see you still working on this anon, i'm the anon that fixed your pistol

felt great to use my limited decorate skills to fix someone else's problem and it taught me about importing sprites

>> No.3247481
File: 267 KB, 1366x768, Screenshot_Doom_20160527_121209.png [View same] [iqdb] [saucenao] [google] [report]

>>3246965 >>3246970 >>3246983
>>3246996 >>3247001 >>3247034
>>3247104 >>3247069 >>3247118
>>3247168 >>3247172

Got home finally, threw this together.

All zombiemen, shotgunners, and imps are now Team A, Team B, and Team C. respectively. All monsters on a team hate monsters that are on a team that isn't their team.

Will attack first member of enemy team they see, will attack player if player hits them, and will go back to being normal monsters that also look for enemy team members if they kill the enemy they attacked.

Very very basic at the moment, will add more behavior and distance checks and target saving and prioritization later, also gotta add array management so as of right now if there are more than 1000 monsters on a team shit will break but sleepy now.

Change args sent to all scripts in monster decorate to change their faction.

Factions start at 0, go up to 2 right now. Have to add more factions in acs, just increase array size and set index location.

Anybody feel free to use code for anything.


>> No.3247483




>> No.3247536

Is there a place where reviews like this of old obscure stuff from the idgames archive are, well, archived?

>> No.3247537

top 100 wads link is kill

>> No.3247538
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google] [report]

mental illness is a hell of a thing

>> No.3247542

Thought I recognized rubbersuit mcgee there

What's you're project gonna be like gameplay-wise?

>> No.3247545
File: 53 KB, 1280x720, 1451863855130.jpg [View same] [iqdb] [saucenao] [google] [report]

What I wanna know is, where's the caveman?

>> No.3247557
File: 53 KB, 1280x720, damn.............png [View same] [iqdb] [saucenao] [google] [report]

ohhhhh my fucking god

>> No.3247591
File: 209 KB, 510x346, 1450245240913.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3247592

So I'm drawing my guardian of hell plans, what sound effects should I use for it?

>> No.3247593

What the fuck did I just read?

>> No.3247594


Great stuff, I'm glad you made this, I'm sure it'll be of use to somebody.

As for me, i think I'll stick to my hacky way for no reason other than "OMG I DID THIS MYSELF"

Now I must find another hacky decorate way to make that randomspawner that depends on which map you're playing work... Can't say I look forward to learning ACS, so if I can find some kind of trick...

Wish me luck.

>> No.3247596
File: 43 KB, 680x449, 1463325906867.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3247604

>Now I must find another hacky decorate way to make that randomspawner that depends on which map you're playing work... Can't say I look forward to learning ACS, so if I can find some kind of trick...
>Wish me luck.
Decorate doesn't have access to map names, and doesn't have access to variables that are permanent between maps. It's not gonna happen without acs or individually placing different spawners on different maps.

>> No.3247606

Is that 10 fucking hours?

>> No.3247608

this is the nearest thing to an archive of my map reviews


>> No.3247609
File: 41 KB, 500x311, 1330464472814.jpg [View same] [iqdb] [saucenao] [google] [report]

>10 hours
>10 fucking hours

>> No.3247620
File: 51 KB, 415x392, 1464370931639.jpg [View same] [iqdb] [saucenao] [google] [report]

"This has nothing to do with Doom or Terry. This has to do with me making a deep pact with a real demon, and we used Doom and the computer to make note of it. It's something called VILE and it's proof for the DEMONs of who I am. This has nothing to do with being a member of any fuck-ass community named Zandronum or being important on the internet and everything to do with "sorcery." Like I said, this is between me and DEMON."

not sure if trolling or just batshit

>> No.3247625

10 fucking hours
If this is trolling, he's truly a demon god of trolling.

>> No.3247627

What about that autist that made Powerslave EX?

>> No.3247635

It's just some guy that wrote a bunch of word salad nonsense to be ebin weirdo, and then left his computer with fraps on overnight while his WoW afk bot ran.

Stop memeing so hard you morons.

>> No.3247636

That's still not technically blood. Its a reverse engineer so many behaviours will be off he said it himself.

>> No.3247638
File: 156 KB, 1280x720, spearmint_x86 2016-05-27 14-16-45-88.jpg [View same] [iqdb] [saucenao] [google] [report]

You can swap heads with headmodel character or headmodel character/skin if you want a specific skin

>> No.3247640

>it was me, bones
>it was me all along

>> No.3247642


Crushin' me dreams. I was wondering if there was any way t give the player a new custominventory item every level, that would gradually unlock new spawning objects... But if I'm fucked, I'm fucked.

>> No.3247650
File: 476 KB, 800x800, 1444690962067.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm downloading DOOM right now and I'm about to play it for the first time in my life
Unfortunately downloading it through my browser using the .zip link in the OP is going to take like 30 minutes

>> No.3247653

Does he have a blog or something?

>> No.3247661


I want powerslaveex to come back. He never explained what the FUCK happened to it.

>> No.3247662

Holy shit !!!

>> No.3247667

It got released, got patch 1.0.1 and DMCAd

>> No.3247668

It's pretty obvious that Night Dive asked him to stop work on it.

>> No.3247681

Okay, what exactly is the difference in GZDoomBuilder between the game configurations and which one should I take?
There is Doom: Doom 2 (Doom format) and GZDoom: Doom 2 (UDMF).
The second one has much more options, but do I need them? How do I git gud? And do any up to date tutorials exist?

>> No.3247694

>Unfortunately downloading it through my browser using the .zip link in the OP is going to take like 30 minutes
That's retro internet to get you in the right mindset

>> No.3247697

I don't know why this is happening man it's only two gigs it should have been downloaded in minutes but I guess my internet decided to shit itself

>> No.3247701
File: 29 KB, 682x530, full.png [View same] [iqdb] [saucenao] [google] [report]


But surely, the reason why they asked him to take it down is because they plan to release a retail version ? Powerslave is one of my absolute favourites and I'd gladly pay for it but we havent got any news in a year.

It's unfair, man.

>> No.3247702

doom format is literally the map format used in doom, with nothing else added. it's very limited, and IIRC doesn't even have a method of rudimentary scripting, due to a lack of sector scrollers.

boom format has more stuff (like sector scrollers, generalized line specials, etc), but is ultimately the doom format in the end with a couple extra bells and whistles

hexen format offers real scriptability in that you can use ACS with it, and now everything can have up to five parameters defined for its actions in the map. a lot more flags were added. scaling textures, rotating textures, and sector coloration is a pain in the ass with this format though. it's not got a lot of point anymore. hexen format also can't'have any parameter outside the range [0, 255], nor can it do string arguments.

UDMF supports everything zdoom supports.

so basically:

>mapping for chocodoom: use doom format
>want demo compatibility, or want to have some features but still keep things simple: use boom format
>actually mapping for vanilla/chocolate hexen: hexen format
>everyone else: UDMF

note that in hexen maps, jumping is assumed to exist. in UDMF maps, jumping and crouching. you can disable those in MAPINFO if you want.

>> No.3247705

>But surely, the reason why they asked him to take it down is because they plan to release a retail version ?
I don't see why Night Dive would have went through the effort of acquiring the rights to it to not release it. Especially considering that's pretty much their entire business model.

>> No.3247706
File: 69 KB, 668x668, Demon0000-0025.webm [View same] [iqdb] [saucenao] [google] [report]


Probably like a DOOM "Rogue like". Similar to the game Bunker Punks.

>> No.3247708

>the Doomslayer

Not even hiding it anymore, huh? :^)

>> No.3247709

No he said it in some blood thread on vr some time ago.

>> No.3247717

Thanks for the rundown, that helped a lot.

>> No.3247723

post in the zdoom thread once it's up, or post it here using the submission template i guess

>> No.3247724

To clarify, their business model is to buy up licenses some fan is developing a remake/sourceport for, legally massacre them, pry the fanproject from the mangled remains and cash in with it.

>> No.3247725

We need to get Doc Britton to narrate this guy


>> No.3247731

>"rogue like"
...you're not doing procedurally generated levels are you? Because if you're gonna do that I regret to inform you that I will completely lose interest.

That splatter looks great. Will feel amazing in-game if separate gib entities are sent flying all over the place, bouncing on walls and bloodying things up

>> No.3247732

Didn't they hire him?

>> No.3247734

You're downloading the wrong doom, any source port + doom.wad = 100 megabytes

>> No.3247735

Night dive didn't cause the issues with powerslave, the previous rights holder did.

kaiser is on good terms with night dive AFAIK and is probably working on turok 2-EX as we speak.

>> No.3247737

Speaking of procedurally generated levels, what was that site for generating maps for Doom? It got posted on /v/ a few years ago.

>> No.3247739

It's called Oblige

>> No.3247741

Oblige is the only procedural map generation for doom I'm aware of

>> No.3247743

>and then left his computer with fraps on overnight while his WoW afk bot ran.

that's oddly specific

>> No.3247746


>> No.3247758

OBLIGE v7.37 released for testing. Now with greatly improved map generation based on "shape grammars"

>> No.3247767

Sweet, gonna give that a go with LegenDoom later tonight.

>> No.3247770
File: 3 KB, 112x124, reddit-frog-hilarious.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3247775

Possibly, but crazy people do exist on the internet.

>> No.3247782

Tell me more, anon

>> No.3247796

>can't beat E2M4

>> No.3247798

lrn2 bob and weave

>> No.3247807

I'll need more information, what's killing you?

>> No.3247814


>> No.3247820

A tip: you'll need to make good use of the radiation suits. Don't pick one up unless you're ready to charge across the goop, and you've already looked at the map to know where you're going.

Make sure you pick up the map that's up the lift at the start.

Maybe look up a speedrun of the level? That might help.

>> No.3247828

Is there a doom level editor that has an interface that is basically the same as gtkradiant? Everything seems so obtuse to use in all the doom editors.

>> No.3247831
File: 22 KB, 720x540, PSXDoom.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is this more enjoyable than the original? When I first played it on the console, I thought it sucks. Now that I'm playing the TC on Zandronum (fuck GZDoom, doesn't work), I actually enjoy more the feel and lighting of the game, even knowing it's basically an inferior port.

Should I try Doom64 next?

>> No.3247841


No idea man, I like the original.

But Doom64ex is great, play it, if you like psxdoom, I'm sure you'll love it.

>> No.3247849

maybe he'll make an ancient aliens vaccinated edition?

>> No.3247853


>> No.3247861

Hey look, it's my map! I wonder why it's not working because it works in my single map version.

>> No.3247871

Using this post to shout out to stewboy for fantastic midis. These are so good they went in my folder with my other music.

>> No.3247875

soo... how is that mechwarrior thing going?

>> No.3247881

I read about LegenDoom and I played a few olbige maps. Can you tell me how those two go together?

>> No.3247884

I find it fun, but only when you make sure oblige spawns a shittonne of enemies. And you set the legendary spawn rate to several steps higher than default.

>> No.3247886
File: 845 KB, 3150x1140, 1461274429149.png [View same] [iqdb] [saucenao] [google] [report]

That map's sky was glitched for me too when I beta tested DUMP 2. It was really fun though. The initial mad dash for a weapon was one of the best in the wad. I got a kick out of the secret with the cyberdemon too. Harmful secrets are hilarious if they aren't overdone. Since this map only has one and the entirety of DUMP 2 only has one...that gives me an idea for my own DUMP 3 map. I think I'm going to be in double digit secrets after all.

I remember seeing that edit in some of the earliest doom threads back when I was still lurking. I remember a tripfag named IMX doing a lot of the OPs. But man, SKELETONS. I love revenant hordes. Have some more.

>> No.3247889

I just tried to comibine those two. The game crashed upon firing a weapon. Do I need any settings in oblige when generating?

>> No.3247904
File: 80 KB, 500x475, tumblr_inline_o6ikh0QVZn1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

Is that hidden arch-vile the princess?

>> No.3247909
File: 98 KB, 1114x642, pic rlated.png [View same] [iqdb] [saucenao] [google] [report]

It works fine for me. Did you not try to do something with an engine that doesn't support it. (I don't think legendoom works with chocolate doom, for example). Did you set the game settings up right in oblige? (I use doom2.wad, so I set game to Doom2, engine ZDoom because I use ZDoom).

Pic related, my settings (No PEs because fuck them, less chaingunners because chaingunners)

>> No.3247914

Nah just there to fuck you over.

>> No.3247924
File: 1.25 MB, 1834x944, muh vertices.png [View same] [iqdb] [saucenao] [google] [report]

Well this will take a fucking long time to get right.

Once the heights are in order I will scale it up to ~30k units in diagonal size and then multiply the vertext heights appropriately. With shrunk down player classes it should feel pretty big.

>> No.3247926

you're insane

>> No.3247927
File: 29 KB, 579x185, where is the shooty guy.jpg [View same] [iqdb] [saucenao] [google] [report]

hello friends
most likely I am retarded but in the OP it said the .zip downloads doom but infact these are just a bunch of mods with no actual doom to be found

>> No.3247928

What do doom fans prefer, BFG using cells or using its own ammo?

>> No.3247930

until someone writes a proper height map terrain generator, it's the only way

>> No.3247932

i like it the way it is

>> No.3247935

how would one acquire this new ammo type?

>> No.3247936


That's because those are for the pwads. You need to get your source port and the iwads.

>> No.3247937

the yadisk thing is for every mod mentioned in the so you want to play some doom image. i can see how this would be confusing. i actually thought it would have the iwads in it as well but apparently not.

>> No.3247938

You have to do a bit of setting up. I'll talk you through it.

Go into Ports, unzip one of them to its own folder. I recommend gzdoom 1.8.10 personally. Fire it up. It wont load but that's okay. Open the new file that appears, it will be called doom-<your windows name>.

Under the header [IWADSearch.Directories], put this line of code in and save it.

Path=C:\Program Files (x86)\Doom\iwads

If you didn't unzip it to program files, change that part appropriately, and save. Fire up gzdoom again and it will show all the iwads in that folder.

>> No.3247939

I don't know what either of those are I've never even played doom before man

>> No.3247942

Hold up just noticed you grabbed the mods only set. This is the link you want: https://yadi.sk/d/469ydBaLndVCJ

It lies about the DL speed limit. If you give me a moment I can upload the source and iwads to Mega for you.

>> No.3247943

yep, you done goof.
The download link for the iwads is in the "SO YOU WANT TO PLAY SOME DOOM" image.

>> No.3247947

Mostly seeded out like other ammo types, I'm asking partly because I want to add a gauss cannon and that would use cells too, so I'm wondering how to make this work with so many cell using weapons, initially this was just because it would be a secondary to the plasma slot much like how the super shotty is in the normal shotgun slot

>> No.3247952

DERP, sorry: https://dl.dropboxusercontent.com/u/27048651/iwads.zip

>> No.3247953


tl;dr: doom is an old game. It originally ran on DOS. Not a lot of people still use DOS.
Think of it (this is a horrible metaphor) as a console and a game cartridge. Doom is the game itself, but you need a console to plug it in to. The console is the source port, which allows it to run on things other than DOS. The iwad is the Doom game itself.

A source port allows Doom to run on things other than DOS.
Here's the Doom iwads http://tinyurl.com/doomiwads
For your source port, look at the "So You Want To Play Some Fucking Doom" image and pick your choice.

>> No.3247962

okay so I got GZdoom 1.8.10 and it gives me an error
this is because I dont have any iwads yea? which then means I want to extract the iwads to their own folder or something? do I want gzdoom in the same folder?

>> No.3247967
File: 239 KB, 848x848, 1456098986967.jpg [View same] [iqdb] [saucenao] [google] [report]

oh lads I figured it out
thanks for all your help
the game is working my dudes
unfortunately the resolution is all stretched to fit my screen but besides that it's good

>> No.3247969


You want GZDoom in the same folder as the iwads, yes.

>> No.3247971

you could replace cell pickups with combined ammo pickups that give both ammo types
then balance out amounts from there

>> No.3247973

>can't freely look around with my mouse

>> No.3247974


if you draw in photoshop then check this out, it smooths out your mouse / tablet so your lines are smoother

>> No.3247975

options, there's a ton of them.

>> No.3247976

Options menu my man

>> No.3247978
File: 100 KB, 854x640, 1453234584500.jpg [View same] [iqdb] [saucenao] [google] [report]

that's a rare doggo you got there anon

>> No.3247980


There's a shitton of options. Set your resolution to whatever fucking insane res you want, enable mouse and all sort of crazy gameplay tweaks if you need. Have fun rippin' and tearin'

>> No.3247981

what's the setup procedure for an animation like that?

>> No.3247984
File: 163 KB, 625x467, rare.jpg [View same] [iqdb] [saucenao] [google] [report]

how's this for a rare doggo

>> No.3247987

you're an absolute madman

>> No.3247991
File: 22 KB, 720x540, 1447644159474.jpg [View same] [iqdb] [saucenao] [google] [report]

we need to go rarer

>> No.3247994

You could use Teleport to Map between floor levels.

>> No.3247995

/newstuff chronicles #499

>> No.3248002

I do this, but instead of command lines, I use Rocket Launcher to load my shit.

>> No.3248006

Badass. I'm going to use this for my free roam apocalypse thingy later.

>> No.3248010


>> No.3248014

Hmm, then in that case Maybe instead of cells the canon can run on tungsten rods, and they come packed in with cell packs

>> No.3248026

Make it run on rockets instead, then you'll have two weapons to each ammotype.

>> No.3248029
File: 65 KB, 640x786, Mad Gasser.jpg [View same] [iqdb] [saucenao] [google] [report]

Make it a ctf map.

>> No.3248030

Hmmm! A rail gun that fires explosive rounds! That's a good idea

>> No.3248036

Fits a good role gameplay-wise too, there aren't really any long-range power weapons in Doom.

>> No.3248040
File: 2.73 MB, 3240x4320, dog wall.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3248051

so is this the new shitposting meme

>> No.3248068
File: 643 KB, 800x600, Screenshot_Doom_20160528_000613.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, with some additional tweaking this is gonna work. Figured out a way to "paint" heights so there's not much need to drag handles around individually.

>> No.3248069

Way better than anime smug girl

>> No.3248070
File: 2.46 MB, 512x512, 1459796706824.gif [View same] [iqdb] [saucenao] [google] [report]

holy shit this game is fucking radical
im fucking killing everything dude im an unstoppable machine of demon slaughter
ive been missing out on this for all these fucking years dude holy shit
fuck those invisible red big mouthed motherfuckers though

>> No.3248072

It's fluffy too as I was replacing the Rockets with RPGs, making for a more workable rapid fire explosive, and anow unite secondary for bounces, but gauss grenades would be both long ranged, presise and still feel like doom

>> No.3248075

*and an unlit secondary fire for bounces* damn phone

>> No.3248076

You'll get used to the spectres. Make sure to press use on walls with misaligned textures!

>> No.3248081

How many guns are you going to have, and what ammo types?

A rail/gauss gun would generally be considered an extremely powerful weapon in Doom, since there aren't really any long range weapons like that available for the player. If you had an another secondary weapon SSG-style for the plasma rifle slot, you could make the BFG and gauss cannon share 7-slot and use their own ammo type, like "high-power cells" or something, and have the plasma rifle and the other weapon in the 6-slot use normal cells.

>> No.3248090

Wanna share it again anon? I'd be curious to try it. You got one out the door so good for you. Motivation for me to get my first one done

>> No.3248094

The only new ammo type I was adding was Argent cells for an organic "Hell Beamer" and the Unmaker, I'm kinda sold on gauss as a late game rocket weapon, the unmaker is an 11th hour weapon and the hell beamer is something to loot off a new enemy, weaker then plasma but fires in a stream

>> No.3248104

>Mouse Options
>>Always Mouselook - On

As for resolution, that's in video options. There's a fuckton of options and you should also remap the controls as well. Doom is from when WASD wasn't the standard.

>> No.3248113
File: 378 KB, 550x600, 1459758303335.gif [View same] [iqdb] [saucenao] [google] [report]


>the animations for the guns are done in 60 frames per second (or seems like they do if not), as apposed to other weapon mods' animations being 30 or so due to the original doom's refresh rate

Holy shit I've never seen this before. They're all so fluid and nice to look at.

>> No.3248116

uh, you can't get higher than 1 frame a tic
and (g)zdoom runs at 35 tics a second

>> No.3248117

>the animations for the guns are done in 60 frames per second

bullshit. the only way you could do that is by using ANIMDEFS to make each sprite correspond to two frames, which I'm sure isn't the case because if it was, there'd be reports of the weapon jittering in the console.

and even if you did do that, it'd still have to be a multiple of 35fps, because otherwise the animation would look janky

>> No.3248119
File: 196 KB, 557x605, 1463400760723.png [View same] [iqdb] [saucenao] [google] [report]

The music for most of that vid was a bit to grind for my tastes but those weapon sprites are absolutely sexy

>> No.3248123

>the animations for the guns are done in 60 frames per second (or seems like they do if not)
literally impossible
can't even hack around it

>> No.3248125


Fair enough, I must've just been seeing things.

Mod looks amazing tho.

>> No.3248126

So you want to add hell razers too?

>> No.3248148

if you make a weapon only obtainable from enemies, you can get away with not having ammo pickups, all ammo comes from the dropped weapons instead
the unmaker has always been made to be very non-conformist to other weapons
in other words: it gets ammo from kills once you have it

>> No.3248162

Good take the hell razers are to be an imp Sargent level enemy, so somewhere between shotgunners and Chaingunners in terms of frequency

>> No.3248173

Would it be possible to have Doom 4 enemy AI in GZDoom? Or would it fuck up with 3d Floors?

>> No.3248179

no doom port even has real pathfinding, so no absolutely not

>> No.3248185

Well there are already jet Revenants, so maybe some tweeking

>> No.3248279

Kiwi, a degenerate tranny trip from /lgbt/.

>> No.3248312

Looking kind of Black Mesa there.

I like it.

>> No.3248323

should I play doom for the first time with zdoom or gzdoom

i want a faithful game without being the original 320x200 15fps

>> No.3248335

Use PrBoom+. Vanilla demo compatibility with modern video and contrrol options.

>> No.3248337
File: 2.99 MB, 768x480, 2016-05-28-0140-23.webm [View same] [iqdb] [saucenao] [google] [report]


Dishonored in Doom.

Pretty neat.


>> No.3248338

well okay

this is all very confusing to me, much more than "quakespasm is always the answer"

>> No.3248340

it sounds cool but i really don't like how blurry the texture is

>> No.3248349

so much screen tearing jesus christ

>> No.3248354


Seconding PrBoom+. Best option for people who want a faithful experience, but with some enhancements.

Protip: If you're using mouse control, turn the vertical sensitivity all the down. Else, moving the mouse back and forth will move YOU back and forth too.

>> No.3248363

> telefrag enemies with blink

totes balanced

>> No.3248364
File: 2.79 MB, 768x480, 2016-05-28-0200-44.webm [View same] [iqdb] [saucenao] [google] [report]

I didn't release the quality settings on Open Broadcaster were so low by default if that's what you are on about.

>> No.3248368

i was just about to ask how to turn off mouse-movement


>> No.3248386

>prboom has the same mouse stutter non-sdl quake ports have


>> No.3248408

You shouldn't have fucked with the registry, anon

>> No.3248409
File: 29 KB, 460x317, Quake_Supernailgun_Black.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I get good with nailguns/supernailguns in multiplayer?

>> No.3248426

The same way you get good at space invaders, only in 3 dimensions :^)

>> No.3248435

Holy shit.

That's actually really good advice. Thanks, anon.

>> No.3248453

I have been playing the Classic Doom collection in Doom 3: Ressurection of Evil on the original xbox.

I know nothing about hacking, modding, or programming, so bear with me here...

Theoretically, would it be possible to modify the Doom games in this collection?

Don't ask me why, but I have an autismal desire to see this happen. I'm wondering if via a modded xbox you could do something like inject code (i am using terminology i don't understand pls no bully) to play custom wads or do other outlandish stuff.

Has there ever been anything similar to this done? Modifying a console port of Doom, I mean.

I am so interested in this it's unreal, I don't even know why.

>> No.3248456
File: 1.42 MB, 300x170, 1456554082643.gif [View same] [iqdb] [saucenao] [google] [report]

>a version of dishonoured where you actually kill things without consequences and muh bad ending

what a refreshing concept

>> No.3248460

But I had to, otherwise other old games like Unreal (and Unreal engine games like Deus Ex) would force acceleration on anyway and I can't be dealing with that shit!

>> No.3248465
File: 59 KB, 531x467, 1456885582843.png [View same] [iqdb] [saucenao] [google] [report]

there might be ROM hacks out there of one or more Doom console games, but i'm having a hard time imagining who would bother attempting it when it's so much simpler to mod "real" Doom

>> No.3248470

i want to augment carmacks throat into a pussy

>> No.3248482


>> No.3248484

>take more mana to kill bigger enemies

>> No.3248489

So GMoTA is really fun, but are there any level sets that are designed for it?
Like, with a similar aesthetic?

>> No.3248504

> maps custom tailored for gameplay mods that aren't included in the mod itself

have not seen this happen yet

>> No.3248515

Herian 2 might work, in theory.

>> No.3248537

From what I've seen, there's no way to add an easy to implement quick kick to Doom, is there? All of the wads I've looked at that have it have a separate state in each weapon that involves doing a quick melee attack.

I guess you could just give and take a CustomInventory item that tracks whether you're in the middle of shooting or whatever, then allow you to kick if you're not. But to make the weapon lower for a second might be a problem, no?

>> No.3248538

So, I have been a lot of time without playing deathmatch, and I have seen the servers on zandronum and theyre either complex brutalist project 69 survival or mm8bdm deathmatch.

Does zdaemon have more deathmatch servers?

>> No.3248540

Oh wait, I could ForceState or whatever to force the weapon to a Lower state then when the kick is over, use a ForceState to the Raise state for the weapon... just thinking out loud.

>> No.3248548



>> No.3248557

Any good HUDS here? I am trying out Ultimate Doom Visor here but the Visor doesnt come up, just the health bar and stuff. Anyone know how to fix that?

>> No.3248562

My shit's calling that a virus. Dropbox it.

>> No.3248564

wouldn't it be faster to disable your shit

>> No.3248569

Visor HUDs are dumb man, they obscure your vision just so you can pretend to be wearing a visor that obscures your vision.


Doom64 had it right.

Try the - and = keys and see if that makes it come up.

>> No.3248570

Here, I remembered where I got it from, you paranoid turd

>> No.3248571

I would, but I actually use this computer for work and shit. I'll do it on my computer that already has a virus I'm too lazy to get rid of.

>> No.3248573

>not just linking to that thread in the first place

Appreciate it, either way.

>> No.3248574
File: 250 KB, 724x1024, THICC.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no qt undead girls in HDoom

>> No.3248575

them tits upside-down

>> No.3248579
File: 1.92 MB, 1280x720, it'll be our secret.webm [View same] [iqdb] [saucenao] [google] [report]

Oblige has worked for me for years
I get cool maps made for me, by me instantly

>> No.3248582


But it looks so tacticool!
Also, this worked, thanks a lot Anon.

>> No.3248585

She so fine she could make you shoot your load from the other side of the goddamn map.

>> No.3248589


>> No.3248590

click the surface, then scroll your wheel

>> No.3248597

Best maps for Project Brutality?

>> No.3248598

It's shit

>> No.3248603


>> No.3248605
File: 105 KB, 859x755, 1460314238318.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3248627

So I got the Brutal Kick out of the way, is there a way to make weapons droppable? Or is that already a thing?

>> No.3248663

Wouldn't it be faster to replace the textures, or find the snippet that creates OBLIGE's map watermarks

>> No.3248667

>it'll be our secret

no, it won't. people WILL find out.

>> No.3248680

Well, NRFTL was great but it was insanely short which is unfortunate. I thought I had like six more maps when it ended, so abrupt. Left a lot to be desired but w/e, the maps were great. It was also really easy unfortunately on UV skill. I guess that's because it was designed with the 360 controller in mind.

Still, fucking great. I still prefer Plutonia and TNT over it from the official releases though, mainly because they're longer. If this was a full 32 level megawad and maintained the same quality throughout (and a bit higher difficulty) it would have been absolutely godlike.

>> No.3248709


>For those who are unaware, I have been swamped with other projects (one of them being Turok2 EX) and has left me with little to no time to update Doom64EX.
>I have been swamped with other projects (one of them being Turok2 EX)
>(one of them being Turok2 EX)
>Turok2 EX

>> No.3248710

What's EX stand for anyway

Night Dive released Powerslave EX and Turok EX and couple others

>> No.3248714

Extra Xciting

He took the Powerslave EX public beta down though since it was not great, probably swamped with bug reports and complaints.

>> No.3248715

Ayy, at attic now but before I left, played around with it a bit. Realized the management needs to be done via a function called every time a new tid is added rather than a looping open script (not sure why I figured that would work, probably cause tired), got it mostly working except when the factions get shuffled forward something isn't being cleared right so one or two monsters in the last faction get attacked by monsters in the same faction; the cause is just me being dumb somewhere in the script, will be fixed later but ran out of time.

Once this is fixed, will mean you can have however many factions you want and the faction use of the global array will expand as needed rather than relying on huge static index offsets to work.

Also realized I can use TheZombieKiller's map wide a_radiusgive he uses for 10x to give script-running items continually rather than actually having to modify actors themselves, and can group monsters into factions at map start based on class name, so expect a "make every monster infight with the first different monster it sees" version sometime tomorrow, as well as such an option for zdoom pistol start options, since the classname faction method will work with any mod.

>> No.3248717
File: 69 KB, 1024x799, temp.png [View same] [iqdb] [saucenao] [google] [report]

Working on the soul bow... I'm not really positive how the muzzle flash thing works. Is there a way to attach it to the weapon ready/raise states instead of the fire states?

>> No.3248718
File: 356 KB, 747x1040, that's so 2014.jpg [View same] [iqdb] [saucenao] [google] [report]

>What's EX stand for anyway

Obvious it means whenever the project dies, he has to give up two prize cards

>> No.3248723

>He took the Powerslave EX public beta down though since it was not great

I thought he had taken it down because the publisher jewed him and released it without giving him credit for his hard work

>> No.3248725
File: 149 KB, 296x243, 1462680449507.png [View same] [iqdb] [saucenao] [google] [report]

I dunno, I thought it was pretty okay. I didn't experience any gamebreaking bugs, or any real bugs at all for that matter.
It definitely needs manual saving put in though. Amun Mines is hell without it.

>> No.3248727

>released it
They didn't even do that.

>> No.3248731

i don't see anything about this, what and where are your sources

>> No.3248736

I don't know, I just remember there being a huge shitstorm when it happened, and Kaiser was pretty upset for a while.

>> No.3248737


>> No.3248740

http://www.mediafire.com/download/vcfqkwjji7c3kwt/Powerslave+EX+Beta+1.02.zip Little newer.

>> No.3248748

Hey guys, here's my first ever WAD.
please no bully, I'm new to this.

>> No.3248749

How do you do that thing in Decorate where it will always jump to one of the random states you set? Not A_Jump, the other one.

>> No.3248750

Will check out.

>> No.3248754

This only seems to make it go to Fire3:

TNT1 A 0 A_Jump(85,"Fire3")
TNT1 A 0 A_Jump(85,"Fire2")
TNT1 A 0 A_Jump(85,"Fire1")
goto Fire1"

>> No.3248756

That looks mars as fuck! nice work

>> No.3248758

pretty sure you're thinking of A_Jump(256,state,state,state,etc)


>> No.3248759


A_Jump(255, "Fire1", "Fire2", "Fire3")

>> No.3248760
File: 39 KB, 800x600, turok-2-seeds-of-evil-big-4.jpg [View same] [iqdb] [saucenao] [google] [report]

tfw I can find all my old PC game discs except Turok 2's

>> No.3248761

zdoom does the job, so does GZDoom if you disable the sprite rounding

>> No.3248762

I forgot to add that it's best played on a source port that allows jumping. Since one of the secrets require jumping.

>> No.3248763

That's the ticket, thanks.

>> No.3248768
File: 85 KB, 600x893, 1447541983275.jpg [View same] [iqdb] [saucenao] [google] [report]

Is REKKR's PLAYPAL compatible with Doom? I kinda want to play Doom with all these nice colours.

>> No.3248769

or use vid_renderer 0 (which turns on the software renderer in gzdoom)

>> No.3248770

Where do I report Samsara bugs to Kinsie, aside for the ZDoom forums thread? I don't feel like signing up for an account there.

>> No.3248773

How could I make it so you can only carry one weapon of a certain type? I want to have big melee weapons that degrade with use, but you have to drop your current one to pick up a new one. The damage system is easy enough, I'm just confused on how to limit carrying.

>> No.3248774

Should be. It and the colormap should work fine. The colormap does it for me... I gotta edit a few bits though. Ill make a separate release when I toss it out I suppose.

>> No.3248785


Not here at least. I still wanna surprise the rest of the internet once I get this guy finished

>> No.3248787

i thought patch 1.01 was the last version?

>> No.3248790

And how could I make it so that the dropped weapon retains the damage it sustained?

>> No.3248804
File: 2.85 MB, 1280x720, don't mind me, just passing through.webm [View same] [iqdb] [saucenao] [google] [report]

>tfw there's a built in VP8 encoder in UT replay editor

>> No.3248826

these are some pretty sick explosions

>> No.3248828

You don't have to make it a separate release when the PLAYPAL and colormap can be extracted from the main .wad, but sure.

>> No.3248829

What's your mod idea anon?

>> No.3248832
File: 2.91 MB, 960x540, boosties.webm [View same] [iqdb] [saucenao] [google] [report]

Give 4 MB webms already

In other news, the new map (visual pass on old shell) is shit. Bio rifle even more useless despite their best (?) efforts.

/nuUT posting

>these are some pretty sick explosions
For 2005 maybe. Placeholders gonna placeholder. Now that you mention it, they removed visible splash radius from rockets, didn't notice that while playing.

>> No.3248835

Still better than MN9 explosions

>> No.3248851

I think people use CustomInventory actors to check when you walk over them to see if you're holding a specified item/s, then fail the Pickup state.
I'm not sure if the built-in "drop weapon" function in ZDoom supports weapons keeping internal variables, you might have to disable your weapons from using it and make your own drop command that spawns a special drop item that your weapon transfers its stats onto.

Hopefully someone else can give better answers.

>> No.3248859

Actually the CustomInventory idea sounds elegant as all hell. Thanks for that!

>> No.3248860

i'd say have a look at how DRLA does this, as it has both a weapon limit and weapons that keep some data (mods and ammo) when you drop them

>> No.3248861

What's with the random teammate trying to link you?

>> No.3248864

Give the player user vars for weapon slots, each has has 2 ints for switch for having a weapon and weapon durability respectively, 1 str for the weapon name, throwing weapon is done via script rather than normal throw function, that way can read weapon durability when throwing weapon. Throwing also clears all user vars associated with that weapon.

Now, the thrown pickup can be done several ways; you can have a normal decorate pickup with x versions of it where x is durability at time of being thrown, which corresponds to x being passed to script on pickup (required since you can't access pickup actors in pickup state), or a stationary actor that continually checks if players are near them, and if so initiates pickup (since it can access the durability, unlike normal inventory items), or you have actors that the player has to look at and press use to pickup, since the actor is accessed directly during this.

For the pickup decision, base it upon if the player has any open user vars, meaning they have an open weapon slot, then set durability depending upon pickup method used.

>> No.3248876

Link ray pushes players back, and since there's no friendly fire it's just a way of giving boosties to the flag runner. Hence the file name.

>> No.3248879

Custominventory will not work for this if you want to transfer durability, unless you go the route of having x actors that pass on x to a script during pickup. Eg if you have a weapon called "sword" and durability is a point value out of 100, you need 100 actors, so "sword_001" to "sword_100", otherwise it won't work.

>> No.3248884

I just took a look at DRLA and it doesn't actually track stuff on the individual weapon so much. If you have a pistol with 4 bullets in the magazine, and drop it, then go pick up a different pistol, it will also have 4 bullets in the mag. That's exactly what I'm trying to avoid. The easy way is to destroy the item when you drop it (ActionDoom or whatever does this), but I'd rather avoid that if I can.

>> No.3248886

That makes sense, unfortunately. Thank god for Inheritance!

I think that may actually be the easiest method.

>> No.3248892

Did drla add that? Last time I checked dropped weapons lost all mods and the way it kept track of ammo on guns was by using specific ammo types for each weapon (the ammo in the "magazine" of the gun, not the ammo it used to reload) so that it only kept track of how much ammo you had per gun type, not specific gun. As in, you have 4 shells in your shotgun, you drop the shotgun, then go pick up a completely different shotgun and this different shotgun also has 4 shells in it.

>> No.3248897

Ah, didn't see you had already checked and figured out what I said here >>3248892

>> No.3248898

yeah, since 1.0 weapons keep their mods (you even have numbers floating above the gun showing its mods if they have some
that plus beacons

>> No.3248905

Here's my thought: Either have each weapon have like 3 versions (to track the damage state) and each time it hits something there's a percentage chance it will go to the next version...


Just make a flat chance that the item breaks (A_Jump(32,"Broken"). The end result would be the same I think, unless you got some sort of hint that the weapon took damage (gun jams, melee weapon makes a cracking sound).

>> No.3248906

The actor that checks if players are within a certain distance is the easiest on that front, but then you either have to fake pickup text (which can overlap actual pickup text) or have dummy actors spawn on the player that has +ALWAYSPICKUP, which isn't really that much to do and probably easier to manage in the long run.

>> No.3248909

Are they separate actors for each combo possibility or do they do the acs proximity check thing or something else?

>> No.3248916

The first version sounds better, the more signs of durability the better, and the player could track in HUD what their weapon durability is.

If you aren't going to have sprite and other indications though, second would be easier to code. Downside is the player can't see weapon durability and there is a minute chance that the weapon would break on first hit.

>> No.3248936

I.. don't think it does anything to teammates, especially with friendly fire off. (certainly doesn't make a bot that's standing still budge at all) Looked like you were just sprinting to me.

>> No.3248937

Muzzle flash starts playing the moment you invoke it, and plays for as much frames as you told it to, placing it's frames on top of the weapon frames.

I don't know how to attach it in DEHACKED though, only in Decorate.

>> No.3248939

Night Dive saw the thing Kaiser was doing. Kaiser had an agreement with the rights holder so he could make Powerslave EX with no worries.

Night Dive saw this and bought out the rights to Powerslave, then forced Kaiser to either make port for them, or not make it at all.

Nothing was heard of Powerslave since then, and Kaiser is silent about the issue.

>> No.3248941

I'm only doing this on melee weapons for a mod, shit that would break under normal use like wood planks and stuff like that, but I was planning on having the ability to upgrade and repair your items, so the first idea is probably better for that.

>> No.3248945

I was sprinting slightly faster while being linked up the ass. It's an old strat, might have been fixed since, can't quite tell.

>> No.3248956

How can I detect if the weapon ACTUALLY hits something from Decorate? If you miss, it shouldn't hurt your stupid plank of wood.

>> No.3248959


Make the plank weapon shoot out invisible projectiles that act as melee hitboxes, and then use the xdeath state for the melee hitboxes to take away durability on your plank, death is for when it hits walls and shit

>> No.3248975

Hell on earth starter if you must

>> No.3248979

Good idea. How do I limit the range though? I'm assuming I should use A_FireCustomMissile and make the projectile inherit from Missile, right?

>> No.3248983

have the projectile's Spawn state only last one tic, then disappear

>> No.3248984


make the missile invisible with TNT1, and make it REALLY fast. Then just do like this:


That'll make the projectile fly out really fast and then vanish. You can use BAL1 to help gauge distances though, good debugging

>> No.3249001

You have to have at least one tic though or it won't go anywhere.

You can also use hitscan with puffs that get owner or whatever the flag is.

>> No.3249006
File: 163 KB, 247x257, Cunt destroyer.png [View same] [iqdb] [saucenao] [google] [report]


Fuck my bad it's been awhile since I've referenced my own shit.

that's pretty sad because I'm working on a sword RIGHT now.

>> No.3249020

Thanks. I don't think I can have a weapon ready action and a light action at the same time though, so it's going to have to just fade in the dark I guess.
Fair enough.

>> No.3249023

>I'm that guy that was helping that other guy with the point thing.
I'm not the person you were making that for but are you going to finish that? It would work for a project I'm working on that I want to have like Metro 2033 but right now it doesn't work and picks up items even if you have them.

>> No.3249024
File: 42 KB, 743x690, ss+(2015-12-12+at+11.57.14).jpg [View same] [iqdb] [saucenao] [google] [report]

>Shotgun fires 7 pellets per shot
>Each pellet does the same damage as a bullet
>Shell pickup gives 4 shells
>Shell pickup is worth 28 bullets
>Super shotgun fires 10 pellets for each shell
>Shell pickup is now worth 40 bullets
>Shell box is worth 200 bullets when you have the Super Shotgun
>100 Shotgun shells is worth 1000 bullets

>> No.3249032

SSG is unbalanced, more news at 11

>> No.3249037

spread is greater though. and pump action uses less ammo so it's good for former humans and imps
The 10 o'clock strangler could be in YOUR neighborhood. More at 11.

>> No.3249040

>More at 11.

but I'm supposed to get strangled at 10

>> No.3249048

It mostly works, I'm just not sure what projectile my invisible projectiles should be inheriting from. Right now it's MeleeDetector : Missile, but that's making the fucking missile sound when it fires.

Also, CustomInventory always gives me shit. In this case, my DamageTokens apparently weren't be added to my inventory, but when I switch them to inherit from Ammo, they fucking work fine.

>> No.3249050

It's more about how gypped the Pistol and Chaingun are when it comes to ammo.

>> No.3249053 [DELETED] 

>tfw have great idea for standalone indie tc I'm sure is unique
>tfw nobody to do coding for me
>tfw too afraid of my idea being stolen to share it
Is there such a thing as people that will code things without having exact details but enough details to do general coding?
I don't really have the time or ability to learn coding, but I have written out what I want the code to do so it should be pretty easy to put into code.
What's the best Doom editor to use for udmf GZDoom format?

>> No.3249057

>SSG is unbalanced, more news at 11
It's ballanced just fine for doom 2. Playing doom 1 with super shotty will make nightmare 1CC run a joke.

>> No.3249062

That says more about Doom 2's awful levels than Doom 1's difficulty.

>> No.3249065

doom 1 is pretty piss-easy though

>> No.3249068

Try fastprojectile, needed for speeds above 50, set sounds of actor to ("")
I might add those things in the pastebin to it at some point if bored, but it's not really a project. It's just something for demonstration. Everything you need to do what you want is in the pastebin, and there's the zdoom wiki too.

>> No.3249070

What are some good wads with some neat looking environments? Anything like snow levels, space, towns/urban areas, things a little bit different. As great as hell and hellified areas are, I'd like to see what else is out there.

>> No.3249071 [DELETED] 

That's not how coding works.
Coding is basically making up an equation or sequence of actions that achieves a Known Result.
In your case there is no known result, and thus no coding is possible. " written out what I want the code to do " doesen't quite cut it.

>> No.3249073

Monster Hunter Limited, Blood Steel

>> No.3249074

Yeah, I can't seem to get the invisible projectiles to actually give me an item on death. If I give them myself using the console, everything else works as intended.

>> No.3249075

And...I don't know why I'm quoting that post. Sorry.

>> No.3249083

The SuperShotgun does the same amount of damage as a rocketlauncher assuming all pellets hit.

Supershotgun changes the balance of the other weapons, and makes the previous weapons geometrically underpowered relatively. But the plasma weapons and rocket launcher are still useful. In fact the rocket launcher is pretty much a faster supershotgun that can deliver a full payload across the map.

I look at it from map design, having a SSG in a map will change the balance, because you make the shotgun and pistol obsolete, and you relegate the chaingun to a convenient mop-up tool.

The SSG is broken if you really think about it, but the game has evolved to adapt with this in a very polished way I feel.

If you can't code then your ideas are garbage. I hope you understand what I mean by this.

>> No.3249094


If you give the player a permanent PowerDoubleFiringSpeed there are 70 weapon tics rather than 35.

>> No.3249097

>People say SSG is overpowered
>Ammo economy on it really only makes it shine on strong enemies and zombies to imps are all easily dealt with using the Chaingun instead
The only weapon it busts is the standard Shotgun, which gets invalidated by the SSG/Chaingun combo.

>> No.3249101

How are they giving you the item? If decorate, are you having them givetotarget? Target is you, the firer. If yes, is there any thing like a_cleartarget being called that might muck things up? Are you calling this from the correct death state? Have you considered doing it in acs?

>> No.3249103

Isn't only 35 of them will be displayed, and the rest would run the logic parts assigned for them but do not display?

>> No.3249104


No, all PowerDoubleFiringSpeed does is halve the tics, rounding down.
It won't work if there's a weapon animation done entirely with 1-tic frames.

>> No.3249105


>> No.3249107

I was just using A_GiveInventory. Do I have to specify the player with GivetoTarget? How would I do that?

>> No.3249109

Whoops, yeah GivetoTarget did the trick!

>> No.3249115 [DELETED] 

Even if I have everything exactly specified what I'm wanting to do? Everything I wrote is basically already in if/else format so that should be easy to turn to code.

That's pretty rude, and I thought these generals were full of helpful people.

Could anyone that actually wants to help me give me their aim or msn so I can explain some of my ideas in a non public area? This could be the FTL of Doom engine game, I'm not kidding.

>> No.3249116 [DELETED] 

>This could be the FTL of Doom engine game, I'm not kidding.

you're being an ideas guy, stop it

>> No.3249120 [DELETED] 

What's wrong with ideas? All great endeavors started as ideas. I have the inspiration and are willing to put the perspiration, I just need someone that can code.

>> No.3249123 [DELETED] 

Idea guys never do anything, and literally everyone has their own ideas. So far this is "make the game I want lol" kind of a post.

>> No.3249124 [DELETED] 

>and I thought these generals were full of helpful people.
Yes, and if you don't have anything to contribute other than "ideas" then you can toss off.
Telling you that ideas are a dime a dozen and nobody is willing to be your coding bitch is helpful.
Telling you to do it yourself is extremely helpful.

>> No.3249125
File: 7 KB, 247x281, doomsweat.png [View same] [iqdb] [saucenao] [google] [report]

Finally finished the left wing of DUMP 2. Only 37 maps to go.

>> No.3249129 [DELETED] 

>All great endeavors started as ideas
ideas which were then turned into an tangible demonstration

>> No.3249131

Well try ZDoom then, but open up the "compatibility options" and "game options" menus and set everything to vanilla

>> No.3249134 [DELETED] 

Yes but as I said above I have an entire project outline already, it's literally almost 8.000 characters and I took a couple weeks of a basic language programming class so it is partially already code. I have dozens of concept art sketch of game things too, ready to be turned into art. I am choosing this method because the doom engine is easiest to do this in, so would be even less work for coders.

>> No.3249137 [DELETED] 

Toe reiterate >>3249123
Only big companies that make AAA titles can afford having idea guys that generate ideas. Even then, those ideas are then filtered out by programmers and artists that say if something possible or not.

In smaller teams everyone has their own ideas and you have to work together to make a game. What else can you bring to the table aside of ideas? Can you do art to support your ideas? Can you do sound? If not, then you are 5th wheel on a car and nobody needs you on their team.

>> No.3249138

Why is Quakespasm the best Quake source port?

>> No.3249139 [DELETED] 

>just beat the first level of the ultimate doom

What the fuck was that unfair bullshit? Enemy's kept on spawning on in and kicking my ass.

Does Episode 4 get better or should I just go and play doom 2?

>> No.3249140 [DELETED] 

>it's literally almost 8.000 characters
That's cute, it's not even a lot.
I think I have almost 8000 words on my current TC project, and that's still skimping on a lot of details.

>and I took a couple weeks of a basic language programming class so it is partially already code
But how much of that is not "partially" code but is "actually" code?
None? Then it's effectively 8000 characters of dead weight.

>> No.3249141 [DELETED] 

>I have the inspiration and are willing to put the perspiration
okay, i'll bite
what the fuck would you "put the perspiration" towards? what would you actually contribute?

>> No.3249143 [DELETED] 

Yes but I have tried severs times to edit doom mods I see and am completely unsuccessful, I think a large part of being mature is acknowledging when you have a limits, and coding and math seems to be mine. I am a more people and team oriented person anyway, so I think I am better suited to managing anyway. I want to collaborate with others to make this a reality and the very best doom project.

>> No.3249145

Every Doom 2 map after MAP11 is shit.

>> No.3249146 [DELETED] 

>so I think I am better suited to managing anyway

You can't manage something you know nothing about.

>and the very best doom project


>> No.3249147 [DELETED] 

>so I think I am better suited to managing a

>> No.3249150 [DELETED] 

Report and filter here.

>> No.3249151 [DELETED] 

I have a 4x6 inch index card with most of my ideas on them and I'm actually making a TC. Figure it out, if you have any knowledge of coding, doing ACS and Decorate are piss easy.

>> No.3249153 [DELETED] 
File: 11 KB, 216x198, Purification in progress....png [View same] [iqdb] [saucenao] [google] [report]


>I'm better suited to manag-

Bring something to the table, whether it be art, programming, or money, or you can fuck off.

>> No.3249154 [DELETED] 

Just fucking report him.

>> No.3249157

E4M1 and E4M2 are the hardest levels in Thy Flesh Consumed.

The rest are much much more manageable without hassle.
Even E4M6 once you realize where a secret is.

If you've never played Doom 2 or Ultimate Doom before then you should play through it all anyways just so you know what the baseline Doom and Doom 2 experience is like.

E4M1 and E4M2 are both good maps for the player to learn how to deal with tough challenges in later maps like something out of Plutonia.

>> No.3249161

Cause it's one of the most stable. It's basically just a version of the original GLQuake exe but with some tune ups and all the bugs taken out.

>> No.3249168

The zdoom irc chat maybe?

>> No.3249172 [DELETED] 

If you are recruiting for a project then you need to set up the foundation for it yourself.

Anyone can have ideas, there is a reason you are getting backlash for this right now.
And that's because you have nothing to present.

All modding communities and gaming communities have idea guys who just want to have other people do the work for them.
You need to show that you are willing to put in the time and effort as well instead of being that guy who gets to boss other people around.

It's not "I can do pen and paper art", it should be
>Here is pen and paper art.
>Here is my voice work
>Here is me setting things up
>Here is my work so far
>Here is me learning to make game art
You need to prove to others that you are more than just the ideas guy.

When you make a post like >>3249120 you are showing that you are taking shortcuts.

When you take something like >>3249115 you are saying that someone really needs to do what you want to make because it's revolutionary.

That's just not good enough for most people except other idealistic people who are also probably just idea guys. It will crumple before getting off the ground.

>> No.3249174 [DELETED] 

If you have an idea outline, write a design document, copyright it, then pitch it up to companies or teams or indie devs or whoever you want. "Project outline" doesent' cut it.

I personally have 5.

For instance on /tesg/ there was a guy with about 200 page DesignDoc detailing a TES-like RPG system that would've been hundreds of times more fun than TES.

>> No.3249175

What happened is that night dive never actually got the full rights, the previous rights holder decided to not go through with and/or block the whole deal somehow.

Both kaiser and night dive want to release it and would if they could.

Also, kaiser said he's gonna leak the source code for powerslave ex.

>> No.3249181
File: 209 KB, 1280x720, Screenshot_Doom_20160528_175726.png [View same] [iqdb] [saucenao] [google] [report]

This map picture sure got the good side of that Baron.

>> No.3249182

are you gonna do a mini-review thing once you're done?

>> No.3249184

please do
i'm interested in feedback on my map, and several other folks would be as well

>> No.3249187

I'm just a narcissistic dickbag myself

>> No.3249192

At risk of getting my post deleted:
In all fairness to the guy, he probably would have better off with no programming experience than with a basic class. I had to take a required class that had basic in 2008 and I don't think I've seen a worse language in my entire life.

The idea begin the language is "just get people in there and coding hands on!" But it does everything in the most retarded manner possible.

>> No.3249197 [DELETED] 

he pretty much outed himself after comparing his project to superhot and super meat boy rbh

>> No.3249203
File: 42 KB, 600x337, wristgun.jpg [View same] [iqdb] [saucenao] [google] [report]

I have a great TC idea too. Difference is that I can code and am willing to work my butt off, which I'm doing at the moment.

Currently gathering some placeholder graphics. Anyone know where I can find a wrist mounted weapon sprite of some sort?

>> No.3249206

Ah crap, I was just playing through, I didn't think to give my thoughts on people's maps.

In any case if the end of "Untitled" was meant to be a "dear god no why did you put an Icon of Sin in your map" fake-out, it sure worked on me. Also weird how early you get the BFG, in fact it felt unneeded.

>> No.3249210

There's the one in gmota, then also the punch gun thing in x-weapons I think.

Glad you got it working.

>> No.3249214
File: 336 KB, 640x480, HoigReznator.png [View same] [iqdb] [saucenao] [google] [report]

All I can think of is the Hoig Reznator from HacX, but it's not really wrist mounted..

>> No.3249220

Having trouble with random sounds, my SNDINFO is:
$random axebang { weapons/clang1 weapons/clang2 weapons/clang3 weapons/clang4 }
weapons/clang1 clang1
weapons/clang2 clang2
weapons/clang3 clang3
weapons/clang4 clang4

And my Decorate has:
AttackSound "weapons/axebang"

What am I missing here?

>> No.3249226

Talon from Turok 2

>> No.3249227

I don't think you need the second set of brace, they're only needed for the $random bit.

>> No.3249229

mars3D's disk launcher thing?
the resource wad should be around somewhere and at worst it got added to reelism

>> No.3249231

That didn't do it. It was working fine until I tried to Random it. Working fine, in that it played one annoying sound every time it fired.

>> No.3249232
File: 539 KB, 1920x1080, Screenshot_Doom_20160528_162630.png [View same] [iqdb] [saucenao] [google] [report]

There's this one from ww-cash2

>> No.3249236

remove the brakets.

You want:

weapons/clang1 clang1
weapons/clang2 clang2
weapons/clang3 clang3
weapons/clang4 clang4

$random axebang { weapons/clang1 weapons/clang2 weapons/clang3 weapons/clang4 }
I like to have my definitions above my $random, but I don't think it really matters

>> No.3249239

also, you want your decorate to call the exact sound you use in $random.

So your attack sound should be "axebang"

either that or change the name of your $random to "weapons/axebang"

>> No.3249241

>$random axebang
There's your problem, you're using two different names.

>> No.3249242

>It's blow your own hand off kind of a gun.

>> No.3249246

Thanks everyone who suggest arm cannon sprites!
I think I'll use a quick edit of the one in ww-cash2.

>> No.3249247


Wow that HUD is really nice

>> No.3249248

Nailed it. Thanks.

>> No.3249250

Looks very Tyrian. I like it.

>> No.3249282

where can I find this? Google yields no results.

>> No.3249298

>He took the Powerslave EX public beta down though since it was not great
Bullshit, it was fantastic for such an early build. It got taken down because of a C&D.

>> No.3249307

Thanks, I will check tonight and report back.

Does anyone have any suggestions for a noob which mods to try to make the game slower/rpglike/roguelike and go well with oblige?

>> No.3249310

No, the beta release by hobbyist programmer "Caeyzar" was rife with bugs and various issues which made it inaccurate and generally unplayable.

Luckily the fine folks at Nightdive Studios (tm) were there to step in on behalf of Retro (tm) Gamers (tm pending) everywhere!

>> No.3249317

That's a good question, actually. most mods are all about making doom gameplay EVEN FASTER.

There's ww-skillguns, though you end up being pretty overpowered in it after a while, and the way its mechanics work might be really annoying. http://forum.zdoom.org/viewtopic.php?f=19&t=45966

>> No.3249318

>Does anyone have any suggestions for a noob which mods to try to make the game slower/rpglike/roguelike
you could try hideo-

>and go well with oblige?

>> No.3249320

Ignoring oblige, it's the mod called hideo?

>> No.3249325

DoomRL Arsenal is a no-brainer if you like the idea of using modpacks to upgrade guns and maybe turn them into other guns.

LegenDoom is good if you don't want to worry about micromanagement at all.

Hideous Destructor which will tear your asshole apart

>> No.3249329

Finally updated Endless Survival, now it runs on Vanilla Doom by default so you can run gameplay mods which don't use custom spawner code with ease! And it also has support for ZDoom if you want to get asspounded in co-op by Colourful Hell monsters spawning constantly or whatever the cool kids play nowadays


I'll get around to throwing up Zan servers soon

>> No.3249332
File: 502 KB, 1280x720, Screenshot_Doom_20160528_200344.png [View same] [iqdb] [saucenao] [google] [report]

You can revisit "Dark and Dreary" and "Cryogenetics Lab" by jumping from the stairs to the fence post, this messes up the map counter too.

>> No.3249336

don't do that then :^)

(updating shit on /idgames is a pain, so I doubt it's gonna change)

>> No.3249337
File: 267 KB, 1400x875, Screenshot_Doom_20160528_110621.png [View same] [iqdb] [saucenao] [google] [report]

Why do I have a feeling that I'm going to be chased by Red from the Godzilla creepypasta?

>> No.3249341
File: 19 KB, 486x311, 1416359219348.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3249342

What wad is this

>> No.3249346
File: 45 KB, 444x471, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Doom RPG + Roguelike Arsenal, it's pretty good.

>> No.3249347

Thank you great deathz0r

>> No.3249348

>Doom creepypasta

Oh boy. It's already got enough hyper realistic blood for any occasion.

>> No.3249349


Yeah, this is pretty firmly in "well don't do that" territory.

>> No.3249352

Protip: anyone who makes posts of this type is a fucking ree-ree downey rape crackbaby faggot.

>> No.3249353

Jeez anon you can't take a joke?

>> No.3249356

Ah well, sorry I only got around to playing DUMP 2 now, then.

Player: "Hey I found something that might need fixing, the game messes up when the player does this"
Dev: "Don't do that, then."

>> No.3249362
File: 508 KB, 1280x720, Screenshot_Doom_20160528_202723.png [View same] [iqdb] [saucenao] [google] [report]

I really like the shapes in this room in Sky Guardian.

>> No.3249367

How very Quake-esque

>> No.3249369
File: 185 KB, 640x480, Screenshot_Doom_20160528_124107.png [View same] [iqdb] [saucenao] [google] [report]

Went with a gun from Metroid: Dreadnought for the weapon placeholder.

Here's what it's for: a super duper early WIP shot of terra nova-doom

>> No.3249370
File: 414 KB, 1600x900, Screenshot_Doom_20160528_044438.png [View same] [iqdb] [saucenao] [google] [report]


This mod has an interesting wrist mounted weapon.

It's from Hell Division, some kinda knockoff of Russian Overkill

>> No.3249383
File: 2.90 MB, 640x360, DUMP2Platforming.webm [View same] [iqdb] [saucenao] [google] [report]

You can actually revisit any of the maps in this area by jumping along the fence posts and using the tv screens as platforms.
You can't re-exit maps with one-time use exit buttons, and can't open key doors as the keys are gone.

>> No.3249386
File: 310 KB, 540x560, samus____scanning_intensifies__by_varia31-d90v8n6.gif [View same] [iqdb] [saucenao] [google] [report]

That's not the same terrain from >>3247924 and >>3248068, is it?

>> No.3249392

when the break is something the player has to actively go out of his way to do, then yes

>> No.3249395

That's generally how playtesting works.

>> No.3249396

Indeed it is.

>> No.3249397

yeah, and i'm just saiyan
if it's something that the player has to intentionally dedicate to break instead of something that can accidentally be stumbled on in an errant play
then 乁( 0͡ Ĺ̯ 0͡ ) ㄏ

>> No.3249421

>(updating shit on /idgames is a pain, so I doubt it's gonna change)
i don't think it is really, you just upload the thing again with the same filename and perhaps a third file dump2.msg with a few lines saying "update to levels/doom2/whatever/blah/dump2.zip" or the same at the top of the text file, there's even a line for it or instructions to the maintainer in the standard template

>> No.3249424
File: 76 KB, 500x308, e1m1.gif [View same] [iqdb] [saucenao] [google] [report]

Hmmm. I had fun with it. Good start. Here are a few pointers.

-The maze dropping down is my preferred way to design something like that.

-Rockets but no rocket launcher? The secret box of bullets makes me scratch my head in the same way.

Check the texture alignment of your staircases. control + a aligns vertically and horizontally. That could fix it.

-I'd use more textures than STARTAN. It was very overused. One thing that comes to mind is giving a different wall texture to the monster closets.

-Lighting goes quickly from one extreme to another. Try thinking about where the light would actually come from if you were there to brighten and dim areas accordingly.

The walls beside the door on the northern side of the room full of spectres need lower unpegged set.

>> No.3249428
File: 66 KB, 462x459, Rangeur.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3249429

It's looking great! ground texture could use a higher resolution, though.

>> No.3249430

Nice artstyle.

>> No.3249435

Did you manage to exit that level? I had to noclip.

>> No.3249443

Is there more?

>> No.3249447

you won't get that kind of playtesting for a zdoom wad. all the try-as-hard-as-possible-to-break-the-map kind of playtesters are speedrunners and prboom-plus users.

>> No.3249448

Yep, I went through it just fine, the yellow key's just in the next room after you press a switch in one of the alcoves.

>> No.3249462

Thanks man. Yeah I'm gonna need to do a paintover later on, this 960*960 sattelite image scaled to 17 times the original size won't cut it for the finished product. It was just really convenient to base the level geometry on.

Besides I'm gonna try finding a collaborator for the art assets once I have enough of the code working to show the project off and hopefully stir up some interest in it.

The big question right now is whether I should go for zandro compatibility. Some of the newer GZDoom additions (double the maximum map size , A_weaponoffset) would be really quite nice to have. But so would sane netplay..

>> No.3249463

>you won't get that kind of playtesting for a zdoom wad
Term was attempting to sequence break a few DUMP2 maps when he was streaming an early version.
>all the try-as-hard-as-possible-to-break-the-map kind of playtesters are speedrunners and prboom-plus users.
You don't need to be a speedrunner or whatever to look for bugs. It's just being in the right mindset, and using the tools you have available to you to do things that haven't been accounted for. Really all you have to do is ask for that kind of playtesting and people will keep it in mind.

>> No.3249467

Terra Nova: Doom Force Centauri?

>Pirate blasting intensifies.jpg

>> No.3249489 [SPOILER] 
File: 3 KB, 544x160, 1464439603453.png [View same] [iqdb] [saucenao] [google] [report]

I pass through here occasionally, but if you wanna be absolutely sure, send an ask to Kinsie on Tumblr.

Image unrelated... maybe?

>> No.3249501

There's a difference between "Go out of your way" and "outright insanity".

>> No.3249506

In the process of updating this guy, turns out that there was an issue with the look script, not the array management. Fixed now.

End goal is a script you can call from decorate without ever having to do anything in acs if you don't want to. Here is what I am planning for the script args:

All flags are condensed into one arg, either just as writing "33" or with a defined constant for 1 and 10 if you need to keep track of it.

--player flags
0 won't target players
1 process players like other targets
2 prioritize player targets

--target processsing flags
0 pick first valid target
1 pick closest target
2 pick random target from valid targets

--max distance to look for target

--min distance for player, in order to target; it won't pick any targets unless a player is at least this close

Both distances are in int, not fixed, since I figured fixed precision isn't necessary and int will be easier for people to read.

Any other behaviors/flags people want? I have a lot more room for flags, and an entire arg open still for things like distance.

>> No.3249512

What mods are there that go well with Doom RPG other than doomRL?

>> No.3249518
File: 9 KB, 327x391, DUMP2cred.png [View same] [iqdb] [saucenao] [google] [report]

I was looking to the credits file of DUMP2 for Project_ILE's map (MAP12) music, and...


>> No.3249524
File: 538 KB, 320x240, 1417278795777.gif [View same] [iqdb] [saucenao] [google] [report]

Très joli

>> No.3249596

>>3249506 >>3247481
>>3247594 >>3248006
Aight, not all the features are in (well, none of the features, in this version)


But no bugs, array management so each faction expands as it gets used, and there is support for 50 (0 - 49) factions without ever going into acs.

Will update again later when add other things.

>> No.3249612


now please tell us how you really feel

>> No.3249618

How can I make a line whos special is to activate another line? I want to have two switches that do the same thing and light when either is hit.

>> No.3249624

i maek map for zdoom and zdoom accessories


protip: the map name is the key to all of this

>> No.3249639

Are there any hacks for DOOM 64, or any kind of similar projects?

I mean modifications to the actual ROM file.

I'm asking because I have a flashcart and think it would be pretty amazing to have a modern, err, mod, running on that old-ass Nintendo 64 hardware.

>> No.3249641

>bullying the robot so hard it dies
Mark has gone too far this time

>> No.3249646


This one looks more fun


>> No.3249656
File: 680 KB, 1280x960, Screenshot_Doom_20160528_171315.png [View same] [iqdb] [saucenao] [google] [report]

Got the minimap working correctly. Should be fairly easy to be able to set AI waypoints through it or call in artillery strikes or fuckin' A10 strafing runs.

By the way: the player actor is actually just 6 map units tall with a viewheight of 5. Speed, texture density (gonna fix that later) and viewheight are in fact the only things that determine the percieved scale of a level.

>> No.3249664

Jesus christ, both of these look fucking gross. Fucking burst fire shotguns?

>> No.3249665

Are the buttons going to correspond to f* buttons or point and click?
Are you the same anon as the ss 64kb anon?

>> No.3249681

Also how do enemies handle the smaller map, and how are you the mars guy that had the cattle prod?

>> No.3249684

Well, they ARE based on the new doom, which has a burst fire mode for the shotgun

>dat scope

>> No.3249687

are you new or something

>> No.3249690


>> No.3249691
File: 361 KB, 1280x720, Screenshot_Doom_20160529_014119.png [View same] [iqdb] [saucenao] [google] [report]

Also, I completed MAP58 "Water Processing Plant or Something" and the hub teleporter didn't close for some reason.

>> No.3249694

Both mouse clicks and hotkeys. Not necessarily the F1-12 keys, that's just what the placeholder graphic hud looks like.

And yeah I did the 64k thing. This is built on rewritten code from that project.

I'm not sure how they'll handle slope traversal, otherwise there should be no issues. Might have to write a custom thrustthing movement system anyway (for moving + shooting enemies).

>how are you the mars guy that had the cattle prod?

>> No.3249696

>modern, err, mod,

>> No.3249697

I don't know how "how" got in there, it should read
*and are you the mars guy that had the cattle prod?
Lemme see if I can find it in the archive, though probably not you

>> No.3249701

Somehow Brutal Doom looks even worse than before, and I don't mean the Doom 4 weapons.
>Everything gibs to the slightest fucking touch

Also piss off with the robo abuse.

>> No.3249706
File: 10 KB, 369x300, 1459696459090.png [View same] [iqdb] [saucenao] [google] [report]

Noice, saved.

>> No.3249718

Is it normal for Yholl's DUMP2 map to cause the firing/hitting sounds of weapons to be really delayed in GZdoom?

>> No.3249720

I felt bad enough for those little dudes in Doom 4.
They don't deserve that.

Also, why copy the worse parts of doom 4? Have mods scattered around the levels.
replace those fucking marines with weapon mods

>> No.3249721

Like, all sounds really. It doesn't want to play some sounds at the same time, so things like a Demon's death sound will fully play out and *Then* it does the shotgun firing sound.

>> No.3249742

> shoot thrice, pumps thrice
why not just shoot three times like normal
what is the point of that

>> No.3249751

Whats the last stable version of DoomRPG? The current one (0.10.0 beta)doesn't save characters.

>> No.3249757

Not out yet. Still working on it

>> No.3249784
File: 403 KB, 1280x720, Screenshot_Doom_20160529_025826.png [View same] [iqdb] [saucenao] [google] [report]

Finished Yholl's map and now the other teleporter closed instead of this one. What.
>1 more maps

>> No.3249791

>tfw all kinds of crazy ideas and no skills to execute them

>> No.3249818
File: 328 KB, 1280x720, Screenshot_Doom_20160529_031234.png [View same] [iqdb] [saucenao] [google] [report]

Welp, I found out why the first teleporter didn't close, when I beat MAP58, at the opposite end of the wall a map that I haven't played yet closed. It seems all the maps along this wall are off by 1 with their close-teleporter scripts.

>> No.3249824

It isn't frowned upon to ask Doom Builder questions here, is it?

>> No.3249831

How is a burst fire shotgun at all good? I thought those ides were reserved to fucking Dehacked cheats from the 90s.

>> No.3249842

it's not really surprising a wad with 60 maps wasn't fully tested. most thirtymappers are still full of bugs on release.

>> No.3249847

of course not, we're all about classic doom mapping and modding

>> No.3249857

How do you remove your wads from idgames? I just realized mine are absolute garbage and should have never been released.

>> No.3249859

I'm getting strange behaviour with Doors requiring keycards in Doom Builder 2, Hexen format.
My scripts look like this:

script # (void)
if ( CheckInventory("YellowCard") )
Door_Open( sec_yellowdoor_2, 16);
} else
Print(s:"Locked. A yellow keycard is required to open this door.");

When testing if I attempt to use the door and don't have the key I get the expected behaviour, but then after picking up the key the door doesn't function. Alternatively, if I pick up the key first it opens just fine. Am I missing something?

>> No.3249860

Yeah, I'm not trying to put the project down or anything, it is really huge and well put together considering the sheer amount of files and maps that needed to be managed and fixed to work as a whole. I'm not looking for "mistakes" to say someone stuffed up, just pointing out things that happened that might need fixing. I've really enjoyed playing DUMP2, each map I don't know what I'm going to get (well, besides the preview pictures).

>> No.3249864

Was there a bit of the map that wasn't a monster closet?

>> No.3249876

Also just played the final map, that was a really sweet ending. Though I didn't personally contribute to DUMP 2, the final message was really inspiring.

>> No.3249884

Had to reopen it, and I think it was pretty much all closets yeah. The pack is pretty varying quality, though you already played my favourite map of that pack (and one of my favourite maps in general), map03: the sign of armageddon.

>> No.3249887
File: 28 KB, 500x350, heretic.gif [View same] [iqdb] [saucenao] [google] [report]

>remember playing this back in the day
>such a comfy feeling, not even Doom makes me this warm inside
>"Fuck it was really short though, like 10 levels."
>start it up again
>play through the levels
>the 3 disembodied skeleton heads final bosses
>realize I've only played 1 episode all those years ago
>I suddenly have a whole game to play for

This feels better than the best xmas morning anyone ever had in the history of the world.

>> No.3249910

I didn't especially like that one. The Revenant firing at you for half a level until you got the rocket launcher and the chaingunner spam reeeealy got on my nerves after they killed me for the hundredth time. Preferred suburban base.

At least this is good training for when I finally go after Final Doom I guess.

>> No.3249918

How can I get doors, what I mean is raising walls, flush with the ceiling? They never retract fully into the ceiling and a small slither always is visible.

>> No.3249926

Don't use the (generic) door action, but raise ceiling. It's one of the things that defines door actions.

>> No.3249934

You've only played the first episode?
HERESY! Get to it

>> No.3249952

That's such a fun surprise anon, have fun!

>> No.3249975
File: 10 KB, 528x514, sound packs.png [View same] [iqdb] [saucenao] [google] [report]

How do I get the recreated MIDI soundtrack in Doom 1 (GZDoom preferred)? I use ZDL to launch the game. Am I doing it right?

>> No.3250059

>what is showing off a new feature

>> No.3250063

You don't need any scripts for locked doors. There's a door type or property or whatever that has stuff for locked doors.

>> No.3250069

if it's a bad feature then it doesn't matter

but mark's basically spinning his wheels at this point
gotta stay relevant

>> No.3250072
File: 12 KB, 128x128, chainsaw_1.png [View same] [iqdb] [saucenao] [google] [report]

Hey pals, finally got a quick way of getting TGAs from the graphics in Quake 3 Revolution.

Here's the chainsaw texture.

>> No.3250079

I'm indifferent. I already like Brutal so if he wants to add more weapons to it, more power to him. I probably won't mess with them.

>it's bad because I don't like it
I think /pol/ is over there ->

>> No.3250083

That's one Hell of a reach and / or projection.

>> No.3250084

>it's bad because I don't like it
But he didn't say that, dumbass.

>> No.3250086

>what is the fallacy fallacy

>> No.3250087

Well, gee, what else could make a feature inherently "bad", aside from it not working as intended? Go ahead, I've got all day.

>> No.3250090

Are you okay man? What happened?

>> No.3250093


It's okay, dude. Someone on the internet doesn't like a feature. You can stop freaking out. Calm down, bro, it's fine. Nobody's out to get you.

>> No.3250095
File: 8 KB, 80x160, Halo_Strutting.gif [View same] [iqdb] [saucenao] [google] [report]

What the fuck does /pol/ have to do with anything he said?

>> No.3250102


the anti /pol/ sentiment is getting ridiculous on this site.

>> No.3250105
File: 24 KB, 128x128, powermace_1.png [View same] [iqdb] [saucenao] [google] [report]

Quake 3 Revolution's unused Power Mace texture.

>> No.3250108

Personally I'm just impressed to see people experimenting with the feature to start with, who it is matters little to me, my only issue is that the goggles he's having to drones replace are kinda rare

>> No.3250113

Containment boards are easy targets for blame, you can make a baseless claim of fault to them and still be right at least a quarter of the time

>> No.3250114 [DELETED] 

I have to agree, but it's been overrun with Christcucks and also it's summer. What was once my home board has now become unbearable to even lurk.

>> No.3250115


I still hold to the belief that they won't be able to replicate everything to a 100% thanks to ZDoom

>> No.3250119
File: 11 KB, 128x128, stungun_1.png [View same] [iqdb] [saucenao] [google] [report]

Quake 3 Revolution's unused Stungun texture.

>> No.3250124

While I agree that him mentioning /pol/ was pointless and stupid, it's damn near impossible to defend /pol/ in it's current state.

>> No.3250128

it's my homeboard but yeah, it's shit. still love it though

>> No.3250129

Well that's fine, it doesn't need to be a 1-1 imitation, part of the charm is seeing how it compensates for the limitations

>> No.3250131

I am compelled to ask what there is to love?

>> No.3250139

Question, does there exist a mod that shuffles all the alternative sprite variants for the monsters for purely cosmetic variety? Of not would you care to see one made?

>> No.3250146

The memes and bantz. Also, I learn stuff that usually i would never hear of. But i don't agree much with the posters in terms of political ideas

>> No.3250148

Anything that randomizes monster appearances is awesome if you ask me. I wouldn't even mind if their stats were randomized a bit, too.

>> No.3250152

I agree with you, but any "boogeyman" on 4chan is annoying as hell. For example, reddit is a terrible website with a shit userbase, but it's incredibly annoying when people call anything they don't like that is popular "reddit" in here. And when you call them out on their shit, they call you a redditor, so there's no arguing with these people. It's the same thing with any other strawman, if you don't agree with them you're part of the problem.

>> No.3250161


>> No.3250169

Well one plan is to include the imp sub speciese that doom 3 and 2016 introduced, those being the wraitj, maggot, Vulgar and hellrazer, the trick is I need to get a hold of some friends to work together on it and schedules are clogged with things, but I want to make sure to be more then an idea guy, on top of the subvatients I want to have alt sprites for the same monster, etc. As a way of using both recent and classic designs

>> No.3250176

>tfw Eureka will never have the sheer amount of features that GZDoombuilder has

>> No.3250181

You forgot the nightmare imps from doom 64

>> No.3250198

Well, that simplifies things. Just found the action number for it now. Thanks anon!

>> No.3250218


>> No.3250243

this was the same guy who did MANCGRIND.WAD

>> No.3250251


You have to go back.

>> No.3250271

obv the comments are full 'emg brultum'

>> No.3250276

New thread >>3250273

>> No.3250829
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

this is looking cool as fuck, anon

>> No.3250836
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google] [report]

>censoring your user directory

but why

>> No.3250856

they're fun, you shitter
also see >>3249684

>> No.3251735

COuld someone post a guide to playing Project Brutality? I have no idea how to get mods working

>> No.3251870

step 1: slap yourself across the face for being a naughty boy
step 2: play regular doom in any sawce pawrt that strikes your fancy (except Risen3D)
step 4: give project brutality a go, why the fuck not

>> No.3251916


You're fucking awesome man, I meant to thank you again, you made this happen, but I kinda forgot because I was so excited.

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