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/vr/ - Retro Games

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3250273 No.3250273 [Reply] [Original] [archived.moe]


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


Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



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



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




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

Let's make proper OPs since now on together!

>> No.3250274


[05-27] Anon's first ever WAD >>3248748

[05-27] Dishonored in Doom >>3248337

[05-27] /newstuff #499

[05-27] OBLIGE v7.37

[05-27] Monster factions by scroton >>3247481

[05-24] DUMPs now on /idgames

[05-24] Anon mod update: Impatience >>3239714

[05-23] Preliminary DUMP 3 info >>3236948

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

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

[05-19] Anon mod release:

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

[05-19] Anon made speedmaps >>3223012

[05-15] DOM maps for UT

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

[05-10] Anon map release: Baal Hadad

[05-07] Quake 3 Revolution stuff:

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

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



>> No.3250282

God bless RottKing/Pordontae for that video.

>> No.3250354
File: 113 KB, 640x480, navyseal000000.jpg [View same] [iqdb] [saucenao] [google] [report]

Just played navyseals. Before playing i expected something really bad. Holly shit! Really fun to play it. This mod great for its time actually. Counter Strike can be a different game but they fucked up.

>> No.3250390

>that arm texture

jesus christ anon, trying to blind somebody? spoiler that shit

>> No.3250391

I recently noticed Samsara had been updated so I downloaded the new one and got this:
Script error, "samsara-v0.34-beta.pk3:cvarinfo.txt" line 1:
cvar 'samsara_cvarinfo' already exists

Did I fuck something up or what?

>> No.3250398

>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?
Image is attached to that post.

>> No.3250406

go into your .ini and delete all instances of samsara_*

>> No.3250419

I-I can't seem to find the .ini file for some reason.

Maybe I AM retarded

>> No.3250425

It should be in the folder with your Zandronum/ZDoom/GZDoom executable. Usually labeled as "[portname]-[username].ini".

>> No.3250456

It's not there.
I'm really kind of confused at this point.
I've got Zandronum, but there's no .ini anywhere that I can find

>> No.3250461

did you put the game in your Program Files directory? i hope not

>> No.3250480
File: 1000 KB, 1280x720, spearmint_x86 2016-05-28 18-20-06-11.png [View same] [iqdb] [saucenao] [google] [report]

>move the doom ssg from Quake 3 Generations to its own pk3 as a replacer
>start a game
>tiny needle dick shotgun from the centre of the screen
>nothing else can be individually centred
it looks like such a good model when on the ground too...

>> No.3250481

>killing the lil robits for no reason

>> No.3250485

really the Reason Doomguy punches them in 2016 is because he has no UAC credits, a spin animation followed by them becoming intangible would work just as well, but Mark is a violent guy

>> No.3250487

it may be Spearmint's fault. Does the shotgun use any QVM's? If so, try http://edawn-mod.org/forum/viewtopic.php?f=6&t=7

>> No.3250490

>plays source port
>textures are unfiltered

>> No.3250491

but robots have no fee fees

>> No.3250493


>> No.3250505

He's mentioned before he likes it chunky.
Not that joke again

>> No.3250510

no, but people have an odd habit of humanizing nonhuman robots for being cute.

>> No.3250513

why don't you scroll upwards, dumbass, we JUST talked about this

>> No.3250515

Didn't get the replies you wanted with >>3249641 ?

>> No.3250523

i don't know but i see a few qvm files under vm in the pk3s, but nothing with shotgun in the filename. in ioquake3 it looks a little wider but it could be the fov maybe? it's also not exactly animated so i won't use it even if the view gets fixed.

why don't you filter it

>> No.3250534

Spearmint uses it's own QVM (Quake Virtual Machine) format, and therefore only supports either it's own format, or model/texture patches. read the homepage.

>> No.3250536

urgh, anon
use DirectQ

>> No.3250541

well that explains why generations wouldn't run in spearmint

oh well

>> No.3250545

Try the port i linked you, it's basically the PrBoom-plus of quake 3 ports.

>> No.3250554

i'll try it out later, though i already have ioquake3 if i ever want to run one of the mods

i've got a nap scheduled

>> No.3250557

You got a problem with anisotropic filtering, lad?

Quake 3 has no software renderer, which means, yup, trilinear filtering is the way it's meant to be played

>> No.3250567

Oh god
Let's say, hypothetically, that I did do that.
What would that mean?

>> No.3250568

Well this thing is a Gajillion times faster, i used to have a HD3000+Pentium Duo laptop, and it ran at 125 FPS, heh

i'm pretty sure he plays with GL_NEAREST_MIPMAP_LINEAR + Aniso, so don't worry.

>> No.3250571


>> No.3250574


>> No.3250575

>i'm pretty sure he plays with GL_NEAREST_MIPMAP_LINEAR + Aniso, so don't worry.
He fucking what

Floor textures look like cheese graters and doomguy has a swarm of fruit flies around him

>> No.3250584
File: 885 KB, 480x270, 1406230004907.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3250589

You just need to adjust the Y offset in modeldef

>> No.3250597

Well he should, but he doesn't. that's how i play, except teh port i use has no aniso.


>> No.3250612 [SPOILER]  [DELETED] 
File: 2 KB, 685x371, 1464477607387.png [View same] [iqdb] [saucenao] [google] [report]

Made it just now
Oh, and heh.

>> No.3250647

windows doesn't like to write files there so config files end up in a virtual directory like C:\Users\you\AppData\Local\VirtualStore

>> No.3250658

What is up with GZDoom Builder and the Skybox sector?
When I test it with the gzdoom.exe from within the builder, I get the proper F_SKY skybox I want.
When I test it with my regular gzdoom.exe I get some shit with mountains.

>> No.3250661

>some shit with mountains
do you even E1 bro

>> No.3250712

Well, it didn't detect my CD Key and also it crashed when I changed the screen resolution.

I didn't hate it though.

>> No.3250713

Give me a theme or restriction to work with. It needs to be vanilla compatible.

>> No.3250717

Orange and blue.

>> No.3250725

It didn't crash for me, what hardware/software are you using?

>> No.3250726

>id Tech 3 needing source ports
What is this meme? It's pretty much the best game engine in history of ever

>> No.3250734

no boys allowed

>> No.3250738

>implying glide is still popular

>> No.3250741

Nevermind, I see the issue. I set it larger than my monitor.

>> No.3250747

I find your statement unfounded and inflamatory. It's unreal that was banking on glide, carmack was a GL fanboi since GLquake

>> No.3250752

Would you believe that if you try to use TGA format graphics in Q3A that store their data top-down, and mark that their data is stored in such a way, Q3A will tell you in the console "WARNING: 'path to .tga' TGA file header declares top-down image, ignoring" and will proceed the load the image upside-down despite being told that's wrong.

Wonder why Carmack did this.

>> No.3250757

So I moved Zandronum out of program files and into another folder, got the .ini and my saves in the right spots and everything, and did >>3250406
but now my problem is, when I try to start up Samsara v.34, I get:
Script error, "samsara-v0.34-beta.pk3:decorate/doomguy/fist.dec" line 11:
"inventory.restrictedto" is an unknown actor property

I can still run v.3 and v.31 just fine, but that just ends up giving me the same error as I was getting here: >>3250391

>> No.3250769

well you got two choices of driver:
default: modified glquake driver, just barely works properly
Voodoo: i'm not using wrappers son

>> No.3250781
File: 244 KB, 1920x1200, smarter choice.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't see how anyone can be having issues with openGL in this day and... oh wait

>> No.3250784

but it's cheaper...

>> No.3250794

carmack's old renderers used sprintf() (?) to read your card's id string, so newer cards end up crashing the game on startup, heh.

>> No.3250797

>ran .3 and .31
Anon, you just made your problem worse
Go back into the .ini and delete them again
And then run Samsara 0.34 on either gzdoom or zandro 3.0

I'll yell at Kinsie later to make this less hoopjumpy

>> No.3250798
File: 86 KB, 420x236, tumblr_static_tumblr_static_aqeer0caqfk8owgk0kwoko4co_640.png [View same] [iqdb] [saucenao] [google] [report]

What exactly causes the armor bug in Doom RPG? Specifically, the one where the "armors held" number goes up, but something that lets you remove armor from the inventory doesn't always make it go down. It's broken quite a few characters since I don't know how to change variables in the console, let alone what variable I would have to change.

Unrelated, was able to change my default midi driver, picked it in Doom, and pic related.

>> No.3250801
File: 425 KB, 1680x1050, unreal2[1].jpg [View same] [iqdb] [saucenao] [google] [report]

whats a good difficulty for Unreal?
Godlike seems like overkill.
I just want a lot of enemies.
The damage values in Godlike just seem absurd.

>> No.3250802

Nice Job Carpark you Really Outdid yourself this Time

>> No.3250804

No I mean, I CAN run those just fine, but then I have to go delete the stuff again.
No matter what I do though, I can't get .34 to run, even after I deleted all the mentions of Samsara from my .ini

>> No.3250805

This is the same faggot championing STRAFE from a couple threads ago, isn't it.

>> No.3250808

And you're running on gzdoom/zandronum 3.0?

>> No.3250812

No I'm the UT2014 webm figgot

What's wrong with strafe though?

idtech 3 games I play semi-regularly: Jedi Knight 3, Wolfenstein enemy territory. Both run flawlessly in widescreen resolutions no less.

>> No.3250813

Zandronum 2.1.2, that's the latest one, right?

Does everyone here just use the unstable builds?

>> No.3250814

How do you organize your doom wads?

>> No.3250818

genius, anon
fucking genius

depends on your graphics card ,yours is (somehow) compatible.

>> No.3250820

not everyone, but as kinsie is primarily a gzdoom player/modder, he jumped to something less restrictive in capabilities

2.1.2 can't run it

>> No.3250821

>depends on your graphics card ,yours is (somehow) compatible.
GeForce GTX 680 aka GK104 aka big kepler much heat wow

>> No.3250824

Ah, thank you!

>> No.3250826

only people with Intel HD Graphics.

Copied from phone
Not shit
genius, eh?

you're a lucky anon
you can run Tenebrae without NGlide

>> No.3250835

>you're a lucky anon
>you can run Tenebrae without NGlide
Gonna switch to gtx 1080 most likely, unless AMD exceeds all expectations somehow

>> No.3250841

nooo anon
the bumpmaps
how will you live without them

>> No.3250842

>[05-27] Monster factions
updated link is

>> No.3250846 [DELETED] 


>> No.3250848 [DELETED] 


>> No.3250857

Oh shit you're right. Guess I'll keep the 680 as a PhysX card, and play quake off it.

>> No.3250863

How the fuck do I get good at mapping
I mean I know how to make maps, and I'll make a couple of good rooms, but then my creativity and therefore my motivation goes out the fucking window

>> No.3250865

plan first so you can have some sort of goal

>> No.3250889 [DELETED] 

Top zozzle tbqh laddie-os

>> No.3250909 [DELETED] 


>> No.3250934
File: 1016 KB, 318x360, spearmint_x86 2016-05-28 22-01-00-31.webm [View same] [iqdb] [saucenao] [google] [report]

Quake 3: Revolution was going to give you different coloured belts (White, Yellow, Green, Blue, Red, Brown, Black, and Phantom, which is probably purple) alongside your rank (Slave, Freeman, Warrior, Warlord, Lord of Battle)

I got the shader definitions out of a backup made by some editing program the devs used (I presume this because it ends in .bak and it isn't named Copy of so and so or something more human) and implemented it in Quake 3 Arena.

The highest tier is probably purple glowing belts but I'm not too sure about that colour combination, but I do like red and bronze.

>> No.3250948

excellent work as usual, anon, although you probably shouldn't use Spearmint as your go-to port as it breaks QVM support entirely (see >>3250541 )

>> No.3250963

Probably revenge for having to use backwards images in Quake 1.

>bottom half of the palette file is light to dark instead of dark to light
>comment in code: "goddammit, the artists made half the palette backwards for no fucking reason"
>bottom half of palette is hardcoded to be read in reverse

>> No.3250974

I know, that was me. It works fine outside of mods so if I ever want to run a mod I'll use it. The crux of it is I don't feel like changing my whole process for something that doesn't seem to matter right now.

>the artists made some backwards ranges. sigh.
Nice Job Carpark

>> No.3250989


>> No.3251000

>it was you
well fuck me. i thought you were another anon from that old thread, when you started doing this and everyone kept asking you what port you used.
also, could you please turn linear mipmapping on? the floor looks like there's sand sprinkled over it.

>> No.3251001

>a lot of enemies

you're playing the wrong game.

>> No.3251005

>accidentally put images upside down
>boss asks you to not put images upside down
>forget once
>boss hardcodes it so that you must put images upside down and there is no way around this
>if you try to put them not upside down, program explicitly ignores this and tells you so almost like it's laughing at you
>have to go back and have all images upside down

>> No.3251008


>> No.3251009
File: 44 KB, 371x302, MMMM.png [View same] [iqdb] [saucenao] [google] [report]

Such is life at id.

>> No.3251013 [DELETED] 
File: 3 KB, 685x371, mmmm.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3251021

I thought it would be cool to put in French Doomguy's voice but his HUGH is so weird.


Yeah, it's about time I solved that.


>> No.3251023

When I try to use DoomRL arsenal with Doom RPG, I get this:

Execution could not continue.

Script error, ":actors/doomrl/ammo.txt" line 10:
Unexpected 'items/clip' in definition of 'RLClip2'

>> No.3251035

>dat voice

but yeah, i have the game on GL_NEAREST_MIPMAP_LINEAR and it looks pretty good.

>> No.3251046

>60fps Doom PSX


Now we don't need that TC anymore. The lighting in that was NEVER right.

>> No.3251051
File: 156 KB, 640x640, FILTERS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3251113

Am I crazy or is acs handling this the wrong way

i = 0;
while(i++ < 64){ print(s:"i is: ", i:i); }

prints values for 1 - 63, but it should be 0 - 63. This works though:

i = -1;
while(i++ < 64){ print(s:"i is: ", i:i); }

>> No.3251135

No I mean the most enemy placement
Like in Doom UV has the all the monsters
Nightmare just changes the mechanics
I thought something was similar in Unreal

>> No.3251137

you're crazy, it's doing exactly what it should be doing

and why not do

for (int i = 0; i < 64; i++) { /* asdf */ }

>> No.3251148

I assumed since it was i++ and not ++i it would increment it after comparing it, but I just checked the following in c

#include <stdio.h>
int main()
int i = 0;
while(i++ < 64){ printf("i is: %d\n", i); }

and it has the same behavior, so I'm really am crazy.

>and why not do

there's another condition being tested there, I removed it for clarity in my post, it's like

while(i++ < 64 && condition){

>> No.3251152

Is there any Doom wad/sourceport that has the 3DO soundtrack?

>> No.3251165 [DELETED] 
File: 3 KB, 685x371, no.png [View same] [iqdb] [saucenao] [google] [report]

made it myself

>> No.3251170 [DELETED] 

why are you making images of words

>> No.3251176 [DELETED] 

he's trying to meme

>> No.3251180

wait I just discovered I can add conditions into a for loop too, this changes everything.

>> No.3251187 [SPOILER]  [DELETED] 
File: 5 KB, 685x371, 1464495666049.png [View same] [iqdb] [saucenao] [google] [report]

pic related

no, i'm trying to make pictures of words

>> No.3251192


sourceport? no
wad? yes

gimme a sec

>> No.3251193


well, not a wad, but a pk3, but you know, >technicalities


>> No.3251194

ima play doom for the first time

wish me luck

>> No.3251197

thanks for reminding me to redownload the psxdoom sfx pk3

>> No.3251198

shoot them until they die

>> No.3251201
File: 314 KB, 683x384, pinky and the brain.png [View same] [iqdb] [saucenao] [google] [report]

They're Pinky and the Brain, yes Pinky and the Brain...

>> No.3251202

now if only my RTCW Font wasnt corrupted i would reply "nein" to you with it
oh well

>> No.3251204

So...can anyone tell me why the skeletons are so mad?

You would think rocket shoulder pads would be neat.

>> No.3251209
File: 163 KB, 800x600, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

At least do it right

>> No.3251210 [SPOILER]  [DELETED] 
File: 3 KB, 685x371, 1464496534824.png [View same] [iqdb] [saucenao] [google] [report]

what am i doing with my life

>> No.3251213

If your boss made you keep working even after you died, wouldn't you be mad?

>> No.3251219

Hi there!
You seem to have made a bit of a mistake in your post. Luckily, the users of 4chan are always willing to help you clear this problem right up! You appear to have used a tripcode when posting, but your identity has nothing at all to do with the conversation! Whoops! You should always remember to stop using your tripcode when the thread it was used for is gone, unless another one is started! Posting with a tripcode when it isn't necessary is poor form. You should always try to post anonymously, unless your identity is absolutely vital to the post that you're making!
Now, there's no need to thank me - I'm just doing my bait to help you get used to the anonymous image-board culture!

>> No.3251224 [DELETED] 


>> No.3251235 [DELETED] 
File: 11 KB, 403x153, another one bites the dust.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3251242 [DELETED] 

I wish I could IP filter people who browse /v/

>> No.3251247 [DELETED] 

stop it anon, it's off-topic and you know it.

>> No.3251259 [DELETED] 

>tripfriend being this mad
Not even mod bros post with trips ITT, end yourself my man

>> No.3251267
File: 6 KB, 240x240, 1460896698722.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3251268
File: 842 KB, 1194x583, DUMP 3 Logo Rasterized Big.png [View same] [iqdb] [saucenao] [google] [report]



It begins.

>> No.3251269


>> No.3251270



>> No.3251272
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]





>> No.3251273

weapons and maps this time, huh? cool

>> No.3251278 [DELETED] 
File: 3 KB, 685x371, I swear to god this is the last time i do this.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3251285

Where's the weapon sprites ;_;

>> No.3251289


Shivers said he'd post a whole bunch when DUMP 3 officially opened up.
If he doesn't, I'm gonna dump a whole ton of stuff from my spritefolder tomorrow.

>> No.3251293


Thanks for providing a break from our shitposting

>> No.3251297

[spoilers]you're supposed to make them in TEXTURES :^)[/spoilers]

>> No.3251304

indeed, thanks term

the description tells you to use as little TEXTURES as possible, although i may have misunderstood.

>> No.3251305

Sweet, thanks! I wonder how many weapon contributions we'll seeing, and also curious if the weapons will be spread out through the slots or if we'll get 15 plasma rifle replacements. Either way I'm excited.

>> No.3251307

There can never be a break from shitposting, just a brief respite

>> No.3251308
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


from my understanding using the TEXTURES lump for mapping is verboten but it's ok for weapons

>> No.3251313

oh, ok then.

>> No.3251346

from my understanding it's basically "don't include the entirety of doom 2's TEXTURE1 in your TEXTURES lump for fuck's sake"

>> No.3251416

I just wanna say that I love every person in this thread.

>> No.3251418

oh yeah? list us

>> No.3251419


>> No.3251420
File: 151 KB, 800x600, blood_train_large.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I make the floor scroll away to replicate fast movement in GZDoom Builder?

The best example of what im talking about is the Phantom Express level in Blood:


and how do I make it so there are no visible walls, which is again something the phantom express level does?

>> No.3251421


>> No.3251423

Hey, you missed a couple.


>> No.3251428

even me?

>> No.3251429

yes, even (you)

>> No.3251430

but do you love jesus

>> No.3251434

he does now

>> No.3251435

have a skybox viewer moving over a dummy map during the "voyage"

I still need to try this out. should work

>> No.3251452
File: 591 KB, 1600x900, Screenshot_Doom_20160529_020611.png [View same] [iqdb] [saucenao] [google] [report]

Learning decorate for weapons is basic, but a pain in the ass if you don't act precise about it. Got the ROTT pistol and MP40 working, it's hilarious to see the rapid stunlock on Doom enemies.
Now I dread recreating the various missile weapons, if I even bother to do it in the first place because I don't have anywhere near the skills or resources for that.

and I have to figure out playerclass stuff so that the ROTT Pistol replaces the standard Doom pistol when you spawn, not sure what to do about the fists

>> No.3251475
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google] [report]

jesus christ, are you making an entire weapon subset for dump 3 or something

>> No.3251479

this isn't even related to dump 3, i just noticed that the only Rise of the Triad recreation material was tied to Return of the Triad and wanted to dick around with ROTT weapons and the Bratwurst Wolf 3D enemy set in tandem.

>> No.3251501

>ask about a GL feature lost between gzdoom 1.x and 2.x
>graf says it won't get back in and he won't work on it because he wants to do a vulkan renderer in the future or otherwise do more GL rewrites
>someone posts a feature suggestion for a vulkan renderer
>gets [NO]'d

>> No.3251537

yep that's graf

>> No.3251543

I'm just salty because I would've had so much fun with this. But now he's gonna merge the 1.x and 2.x anyway with autodetection for what the card supports I believe, so there'll only be zandy left

zandy which also lacks the pants-on-head retarded GL view warping

>> No.3251548



>> No.3251551

I like it I like it.

>> No.3251584

Oh yeah? Well you can jolly well fuck off with your polygamynal value system, friend, this is a christian children's vidya games forum.

>> No.3251591

I figure some of the people here have accounts on the zdoom forum and they recently had a brute force attack on their passwords, the accounts are being used to demand brutal doom compatibility for other mods. Change your passwords guys


>> No.3251604

It's related to selling or storing, I have the same issue and I have my game set to store literally everything on pickup so I can get maximum lootage.

>> No.3251607

>, the accounts are being used to demand brutal doom compatibility for other mods

>> No.3251623

I'm pretty sure that the intended behaviour of MAP-38 (Tower in the Sky) of DUMP 2 is not to max out my computer's RAM and force me to hard reset the system, so...I'm kind of at a loss as to what the hell is even happening, or what it is trying to do.

I can play through what I assume is the majority of the map normally, up until the aftermath of the gigantic BFG clusterfuck with multiple Cyberdemons and other such nonsense. It can handle said clusterfuck just fine. But, once I get on the exit teleporter and end up back at the start, taking a single step in any direction causes GZDoom to stop responding and then my system to lock, as though RAM usage has skyrocketed immensely.

This is neither an old, nor a particularly incompetent system, either, so I'm baffled.

What the absolute hell? I guess I'll just skip the level if I can.

>> No.3251632


Well, >>3251346 is correct.

>> No.3251647

Here is updated monster factions.


From about in the file:
Factions for doom.
Set faction by running "faction_tid_start" script from decorate, so for instance
ACS_NamedExecuteWithResult("faction_tid_start", 0)
The only argument sent to the script is the faction number.
Factions start at 0, go up to 49 right now or 50 total faction. Have to add more factions in acs, just increase
To have them look for memebers of enemy factions, use "faction_look" script from decorate, so for instance
ACS_NamedExecuteWithResult("faction_look", 0, 0, 128)
Here are the arguments passed to the script:
First arg is combination of following flags, with player flags first.
--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
So to have the monster process players like other targets, and to pick random targets from valid targets, have "12" as the argument passed to the script.
--max distance to look for target, in int.
--min distance for player, in order to target; it won't pick any targets unless a player is at least this close, in int.
Both distances are in int, not fixed, since I figured fixed precision isn't necessary and int will be easier for people to read.
commonFuncs made by ijon tichy, updated by marrub.
Feel free to use all other code for anything

Also as promised here is version which starts infighting between all monsters with different class names as soon as map opens, should work with all mods.


>> No.3251649
File: 351 KB, 1280x1920, 1464515601.jpg [View same] [iqdb] [saucenao] [google] [report]

CONGO (Congo collection #1)
jazz01a.zip (92 KB, 1995-07-12) - Ritche Macalaguim

a single map for doom2, in a style reminiscent of a number of others e.g. that mine map from requiem/dyst3. it is well-made and detailed, getting extra credit for non-orthogonal lines. being intended for deathmatch, it is highly interconnected and can be cleared in several different ways. monster population is mostly zombies / imps / demons and you will be using melee / shotgun / chaingun, often in fairly cramped conditions - there is enough, but not a great deal of room to move.

unfortunately though, after you have circled through the map a few times and run out of things to shoot at, you will start to wonder where the exit is. it turns out to access it you must solve a switch-finding puzzle. i felt it to be excessively hard - i had to resort to the map editor. there are three secrets, which aren't the things you'd think they'd be. one was fairly easy to find - a hidden room behind a fake wall - a monster inside wakes up as you walk past, giving the location away. as for the others, one sector which must be accessed as part of the exit-opening puzzle is marked secret, and the last i initially thought to require two players to reach. this turned out to be false, but the secret is uselessly empty on single-player. on the other hand, there are three things that look like secrets but aren't marked as secrets. a plasma gun on a ledge, an alcove with a soulsphere - you should check this repeatedly as part of the exit sequence - and a chain of passages leading to a megasphere below a slime river.

in summary this map is well-made for its time, with architecture, detailing, and texturing more like 1996-7. and it plays quite well, up to a point. but actually finishing it and/or getting 100% is frustrating, so unless you are an obsessive like me you might like to consider it complete when you run out of obvious things to do.

>> No.3251654

How does pegging work with elevators? I feel like I've tried every combination possible and the wall textures still come up with the elevator.

>> No.3251659
File: 9 KB, 228x227, 1448831988078.jpg [View same] [iqdb] [saucenao] [google] [report]


>How does pegging work

>> No.3251661
File: 637 KB, 1600x900, Screenshot_Doom_20160529_045414.png [View same] [iqdb] [saucenao] [google] [report]

Alright, pistols, dualies and MP40 done. I still dread the rocket launchers though due to ammo and spawner factors. Although it is fun fighting through armies of Nazis, Mutants, and gangrape Ghost spam.

>> No.3251662
File: 27 KB, 292x219, interesting.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3251664

i think you might have to have a sector gap between the elevator and the wall, since the elevator moves its floor and ceiling in sync the pegging flags won't do much. either that or have the walls themselves be two-sided lines but the sector closed.

sorry i'm a bit unsure

>> No.3251665

Thanks, I don't know why I didn't think of that.

>> No.3251667



>Apparently demanding Brutal Doom compatibility for everything, insulting Zandronum and its users, and accusing legitimate forum members of being hackers in disguise.
>As well as making weird sexual advances on Coraline, insulting 3DGE, aaaaand throwing bitchfits in the DoomRLA thread, I think.


I'm speechless. Never, in my years of being part of this community have heard or seen such thing. Sure, brute-forcing your way to access accounts is nothing out of the ordinary, but what usually happens is someone loses their e-mail address and other personal stuff because they use the same password for everything. Nope, this dude just brute-forced his way in to shitpost about Brutal Doom and other irrelevant shit, like credits for sprites.


...And NOW the shitposts about Coraline from the previous threads make even more sense.

>> No.3251669

Eh, just report the accounts you think are compromised.

>> No.3251671 [DELETED] 

That's DKG/Donald/whatever and Nambona's fault, isn't it.

>> No.3251674
File: 81 KB, 204x200, df0f707e3dca2b6d267753ed7044880e.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3251675


I don't think that's going to be necessary anymore, there's no way he's that fucking dumb to keep going now that people found out.

This right here is 'doom_txt' worthy. Brute-forcing old accounts to ask compatibility between two random Doom mods.

>> No.3251678 [DELETED] 

definitely an inside job, you'd have to have followed the scene for a while to come up with this

>> No.3251679
File: 29 KB, 500x363, hFMeCu0.jpg [View same] [iqdb] [saucenao] [google] [report]

so what are you anons thinking of for your dump 3 contributions

>> No.3251680
File: 2.91 MB, 640x480, heh2.webm [View same] [iqdb] [saucenao] [google] [report]

I think I won dump 3 :^)

>> No.3251681
File: 305 KB, 581x542, 1457033264993.jpg [View same] [iqdb] [saucenao] [google] [report]

i love it

>> No.3251682

Weapons based on enemies.
A revenant skull to punch people with the power of AAAAAAAAAAAAAAAAAAAAA
Your own pain elemental to unleash Lost Soul doom
Arch-vile hand to do your own fire magic.

>> No.3251683
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google] [report]

>Your own pain elemental to unleash Lost Soul

>> No.3251684

I want to do some mapping, but not sure how I handle textures ( kinda have gotten used to cc4tex ). Some fast-paced map, jaunty perhaps.

I would first need to set up my desktop since I just moved, but anxiety and dread is so gripping...

>> No.3251686


>Just as you don't care about the huge number of other peoples' accounts you're getting banned lately through your idiocy. I'd really like to ask that you stop now, filystea.

Anyone know who that is?

>> No.3251687

>- New textures are allowed, just be mindful they don't clash with existing filenames. That'll be embarrassing!

What's the problem with cc4tex?

>> No.3251689
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]


If anxiety and dread are gripping you anon, unpack that desktop and work on your dump contribution

you have to do it sometime and this is as good an opportunity as any, it'll give you a goal to work towards

>> No.3251690 [DELETED] 
File: 29 KB, 380x306, cats are immune to arrows.jpg [View same] [iqdb] [saucenao] [google] [report]

A huge stinking dump of a wad, obviously

I-isn't that t-the point? Was idling the idea of remaking dream sequence and first level of divine cybermancy in doom

>> No.3251694

This system will be incredibly helpful when I start implementing the AI routines I want to have. By the way have you looked into lilwhitemouse's RTS games for gzdoom? Might be some code in there that could interest you.

>> No.3251697
File: 6 KB, 500x500, a weapon to surpass metal gear.png [View same] [iqdb] [saucenao] [google] [report]

This is what I found when I googled that name.


>(Hobo_)Filystyn/wataPitful_HUE/Orbius/semposer/kurtz/who_is_not_sleeping/those_were_the_days/new_hope/need_ayesi/Wata_R_U_a_PIT/Wata_R_U_pitfulFEG/BigFatLog/WaTaKiT/DumbFallus/not_Hobo/Fight_meWataBOJ/Wata_U_No_God/piotr/WHATNOW/braveDog/Deadalus/puny_sematho/moonFilystyn/WataKlD/Ramson/Ramson1/BigSandra/AgainSandra/BrownAsasin/FatBerry/crud79/PotasFiend/PotasFiend2/Italiano/kebab/Fransua/Unitards/Darcia/darcia1000/Filystea/gorgio - [asston of IRC vhosts omitted] - Continued Christian propaganda, homophobia, constant spamming/troublemaking in #zandronum - One month (release: Feb 4th 2015)(updated to permanent on return day because user came in spamming/trolling admins just before ban was undone)

So they seem to be a fairly well known troll and a persistant one at that. One of the variations also brought up bans from Best-Ever and Grandvoid.

>> No.3251698

A spaceship map and a Chainsaw and BFG replacer.

>> No.3251701

Even if it isn't, you are going to make it anyway.

>> No.3251702

Still rookie on mapping, I don't know much about lumps
Yeah, I've been having rather bad episode of anxiety over things I can do about past month, it has completely crippled my productivity.
Hopefully mapping can take my mind off it, I've found mapping really relaxing before.

>> No.3251706
File: 100 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3251708


A map that was supposed to be for DUMP 2.

An electric shotgun that's powered by a crank

and a pair of BURLY GLOVES that let you punch things and shoulder dash like Wario, along with some other mobility gimmicks

>> No.3251709

How am I meant to fix the "sides gave no front linedef" error I get when I start my map?

Also, is a nodebuilder necessary? Is my issue that i'm not using one?

>> No.3251710
File: 66 KB, 2000x2000, 1454213123565.png [View same] [iqdb] [saucenao] [google] [report]

>An electric shotgun that's powered by a crank

>> No.3251713

well *now* it does

you better make dumb weapons for dump 3 too kegan

>> No.3251715


check >>3251708

I should do a dumb weapon though

>> No.3251717

I haven't but LWM makes some impressive stuff. I will take a look them probably sometime tonight.

Also forgot to add, just about every line of acs is commented/explained so it should be very friendly to modify or tinker with. And I don't know if it's clear from the post, but you don't need to know any acs to use it, all the functions are called from decorate.

>> No.3251718

Who won dump 2?

>> No.3251719

Or will I? Might just get busy with that stalker weapon reballance I attempted once instead, much easier to make, but infinitely harder to playtest

>> No.3251721

A simple deployable Robo-buddy to command around.

>> No.3251723

romero did

>> No.3251724

pls no bully the robot

>> No.3251728
File: 63 KB, 640x480, 1451866858130.jpg [View same] [iqdb] [saucenao] [google] [report]

don't forget that you intensely pigmented fellows have to make a primary fire and an alternate fire mode for your guns

>> No.3251729

If I could make it get upset if you weapdrop'd it I would.

>> No.3251731

I don't understand how he's able to brute force people's accounts with a captcha in place. Is there some method he's using to bypass this? Or are there really that many people with "password" as their password?

>> No.3251732


The rules just say primary and alt fire only, you don't HAVE to make an alt fire

>> No.3251734

Do it! You shall win DUMP 3 forever,noone will not use it!

>> No.3251736

>- Weapon must have a fire AND an alt-fire.

>> No.3251738

>I haven't but LWM makes some impressive stuff. I will take a look them probably sometime tonight.

Indeed she does. Anyway I think MechCommander GZ is the one with the most advanced AI. The upper bodies of the mechs can rotate relative to the lower bodies, they fire on the move, and there's even angle interpolation IIRC

>> No.3251740


Ah fuck you're right.

Damn it Term that's a horrible idea, there's a lot of people that're gonna wind up making shitty tacked on and imbalanced altfires.

Did anyone save that flowchart for altfires?

>> No.3251741
File: 2.93 MB, 640x480, heh hehhh.webm [View same] [iqdb] [saucenao] [google] [report]


don't worry I got it covered (^:

>> No.3251743


I need sounds, please. I want a webm with sound

>> No.3251748
File: 3.06 MB, 2560x1440, quake036.png [View same] [iqdb] [saucenao] [google] [report]

The start of the third and final map of this Quake 2-unit is on its way. :3

It's going very slowly, though, as I have much to do and since this is a hobby it gets put all the way in the back.

>> No.3251750


>> No.3251751

Will the next iteration be called D44MP?

>> No.3251756
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]


It's everything I ever wanted.

I need to make a stupid revenant weapon

>> No.3251769
File: 3 KB, 125x64, ofs.jpg [View same] [iqdb] [saucenao] [google] [report]


you goddamn madman

>> No.3251770

>no UNF sounds

>> No.3251771

The firing on the move thing is something I plan on adding to DSH for human enemies, is she having the upper half be a rotating actor or is it a completely different method? Thus far I have only thought of doing such, and haven't actually started tinkering with it.

If you're looking for aim interpolation that's ready to go and standalone, look at this
Or this one

>> No.3251773


>> No.3251774

that clearly must be the wallbouncesound

>> No.3251776

yo, >>3251435 here.

I made an example for you:

Moving skybox train level.


Runs in with the doom2 wad 1st map is the train.

I use ACS to ThingThrust the skybox viewer.

>> No.3251783

>The firing on the move thing is something I plan on adding to DSH for human enemies
Cool. There's a spritesheet for zombiemen firing while moving somewhere in the spriting carnival by the way.

>is she having the upper half be a rotating actor or is it a completely different method?
I'm gonna have to look through the code again to be able tell you, but I think it's a third actor that does the target acquisition. I'll check right now.
>If you're looking for aim interpolation that's ready to go and standalone, look at this
Oh I know about those but thanks anyway.

>> No.3251792

If it's too much bother you don't have to check right now; I would check myself but on phone.

>> No.3251794

Time to finish the map I started. At least I got through The Witcher 3 in the few days since I started and this announcement.

>> No.3251797

Well I'm working on some related stuff anyway.

..but it seems all the advanced shit is done through ACS, and there's no source for the #included libraries

>> No.3251803

Great idea. Now try a slaughtermap with it.

>> No.3251804
File: 344 KB, 1600x900, Screenshot_Doom_20160529_070339.png [View same] [iqdb] [saucenao] [google] [report]

rest in bungles

>> No.3251808

I was wondering about that too. I'd like to use cc4tex, but from my reading it looks like the TEXTURES lump is the easiest way to add them in. Can I use the cc4 textures in my map without using the TEXTURES lump? If so, how?

>> No.3251814

cc4-tex was bundled into DUMP 2 from the get-go, it'll be bundled again

don't include it in your map, just load cc4-tex alongside

>> No.3251818






Which one and why?

>> No.3251821

doom, because capital letters don't actually exist and whoever said they do is lying

>> No.3251823

First, the others all look stupid with their non-standard capitalization.

>> No.3251825

A map. I'm not interested in gameplay modding. If I was, it would be a new enemy/boss. Not yet, though. It already uses some zdoom features. More are on the way. I specifically want dook-style cameras in the map.
Okay, so I can just add cc4tex to GZDoomBuilder's resources, leave a note for any beta testers running the standalone, and it'll come out looking alright when it's bundled in the final release?

>> No.3251829

basically yeah, that's what I did

>> No.3251831


>> No.3251832
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]

>a new monsters wad

well now we got dump 4 sorted

>> No.3251837

I like this one the most.

>> No.3251838
File: 146 KB, 380x540, 1460294149244.jpg [View same] [iqdb] [saucenao] [google] [report]

Not so fast. The reason I'd do it would be to create ONE unique boss for a megawad, kind of like what Mouldy did to the spiderdemon in Going Down. Otherwise I want to avoid the gameplay side of things.

>> No.3251839







1/4 because AESTHETICS

>> No.3251859

the first one, all the others look silly. allcaps is fine in documents written in the mid nineties.

>> No.3251865
File: 82 KB, 1280x960, ssgspiritanimal.png [View same] [iqdb] [saucenao] [google] [report]

Man, the finale of map16 in Ancient Aliens was tame. Much easier than rest of the shit in the map.

I really liked it though, the tune got stuck in my head.

>> No.3251867

d o o m

>> No.3251883
File: 332 KB, 964x881, doormechanism.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, let's say I want to make a mechanism akin to Zelda's floor plates, how would I do that? Is there any means in (GZ)Doom Builder for doing it on UDMF?
Want I want to do is the following:

When I step on this floorplate, a door should open and AS SOON as I step off the floorplate, the door shall close, so that I can't reach it without any other action that keeps the door open.
The door is in view, so behind it on the wall there will be a structure that is to shoot in order to keep the door open.

What I am currently struggling with is that floorplate. My current system goes like this:
I have a sector with all the outer linedefs opening the door when crossing from the front.
Then I have right around it a set of linedefs closing the door when crossing it.
When going slow, it works well. Step into sector, open door, step out, close door.
The problem now is that when I start above the sector and just run over it, only the door open action gets triggered because the door close action is too delayed (?). This means I would need some kind of positional tracking which says "While I stand in this sector the door is open, otherwise it is closed".

Next problem is the switch keeping the door open on the other side. My idea was to simply change the tag of the door so it won't be affected by the open/close actions anymore. However, I couldn't find anything to change that tag. I also couldn't find any function that lets me e.g. remove the tags from the linedefs, so I have no idea how to keep that door open.

Will I have to use a script for that? If so, are there any good scripting tutorials?

>> No.3251886
File: 337 KB, 288x340, 1455080835865.gif [View same] [iqdb] [saucenao] [google] [report]

So I'm making a gun for dump 3 that uses "A_FireBullets" but it seems like when I try to define "Weapon.AmmoUse2" everything breaks

any ideas senpai?

>> No.3251890
File: 646 KB, 1920x1200, Screenshot_Doom_20160529_161419.png [View same] [iqdb] [saucenao] [google] [report]

What the hell does this thing do? I assume nothing, but maybe I'm doing something wrong?

>> No.3251894

>Doom comic rescanned
>"My cause is just...my will is strong...and my gun is very, very large"
is always fun to read.

>> No.3251895

How do I switch to using the gdcc-acc compiler? I've been told it's a "drop in replacement" but when I try to compile with it through slade I get an
>non-constant initializer for static storage object
error. Commenting the offending line out just gives me cascades of errors for all kinds of things

>> No.3251902
File: 400 KB, 488x519, doomguyintensifies.gif [View same] [iqdb] [saucenao] [google] [report]

Damn, nobody said anything about Daikatana having a stellar soundtrack


MIDI remix for usage in Doom when

>> No.3251918 [DELETED] 

Why does GZDoom lag so much compared to other sourceports even with texture filtering off?

I just want to play stuff like "Colorful Hell."

>> No.3251921

If what you're using is a wad file and it's lagging out GZDoom, it's better to just run it in PrBoom+. You'll get higher frames guaranteed.

>> No.3251925

>I just want to play stuff like "Colorful Hell."
Good luck trying to run that in PrB+

If you have an exceptionally weak graphics card then ZDoom is pretty much your best option for gameplay mods and other things that require ACS/DECORATE.

>> No.3251926 [DELETED] 


I thought colorful hell needs GZDoom to run.

>> No.3251927

It's been a while since I played, but I believe you press the button, and it takes your equipped weapon. Do it with two weapons, and it merges them into some other weapon.

>> No.3251930

Well if it's made with ZDoom in mind then you're kinda out of luck. It can just be pretty laggy.

>> No.3251935 [DELETED] 


I don't understand why GZdoom doesn't run as well as all the other sourceports I use. ZDoom, Zandronum, Skulltag, PRboom. It's not like Doomsday visually or anything similar to it.

>> No.3251937
File: 96 KB, 1280x720, 1450784975914.jpg [View same] [iqdb] [saucenao] [google] [report]

What happens when you combine the chaingun with the super shotgun?

>> No.3251941

GZDoom isn't particularly well optimized, but unless you're trying to play crazy complex or resource-heavy wads/pk3s it really shouldn't lag at all. My graphics card is an ancient AMD toaster but it can run pretty much any level pack or gameplay mod at 60fps in 2560x1440.

>> No.3251943

make sure vertical sync is off.

An other issue could be that your gpu supports opengl 3.0 but only poorly;in such a case it's better to run an 1.x gzdoom build

>> No.3251945
File: 1.38 MB, 245x118, 1461513387967.gif [View same] [iqdb] [saucenao] [google] [report]

you get the gun i'm building in decorate

>> No.3251949


What WAD is that?

>> No.3251958

No supershotgun in the map.

>> No.3251962
File: 93 KB, 620x465, prevvv.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished Back to Saturn x vanilla

>to be continued

the fuck man

gonna start part 2, should I keep playing vanilla or try out a gameplay mod?

>> No.3251968
File: 2.88 MB, 3240x4320, 1453836813496.jpg [View same] [iqdb] [saucenao] [google] [report]

just balance your goddamn gun maybe

i know it's not easy but the least you can do for the sake of your own work is making a legitimate effort to balance out your weapon

i've been tweaking damage values for my chaingun replacement for like 3 hours now

>> No.3251969

There's two parts out now with a third still in production. And nah, just keep playing vanilla. It's meant to be.

>> No.3251970

It doesn't mesh that well with gameplay mods imho. Try smooth doom with the proper load order or a compat patch (i forget which it was, it's due to the custom colormap anyway) and pk sounds.

dark doom + flashlight might work well perhaps?

>> No.3251972


The problem is there's gonna be a lot of rookies making guns for this, do you really think the new guys can handle making a well balanced primary AND secondary fire for a weapon?

Forcing an altfire was not the best idea.

>> No.3251974

The zdoom version of Shut up and Bleed could work maybe though

>> No.3251976
File: 4 KB, 86x118, 1433012737751.jpg [View same] [iqdb] [saucenao] [google] [report]

ugh i meant to quote my own post not you

>> No.3251980
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3251984
File: 486 KB, 499x375, 1462497557872.gif [View same] [iqdb] [saucenao] [google] [report]

i have a feeling term will have more guns on his hands than he knows what to do with, so the cream of the crop will make the final cut

hell, even if he chooses to do a weapon megawad he could adjust damage values himself after the authors tightenend things up, or add an option to include that handful of unbalanced weapons



>> No.3251986
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]



anyways, what guns are YOU making, friendo?

>> No.3251987
File: 798 KB, 1920x1080, gzdoom 2016-05-30 02-18-32-86.png [View same] [iqdb] [saucenao] [google] [report]

This star launching gate on Lost Souls is only catapulting me about as far as the bridge. Is there another fucking switch around to fully power it up or what?

>> No.3251993
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

a chaingun replacement that has a sort of auto-shotgun altfire and an updated version of my TEXTURES Frankengun that has a rail attack

>> No.3251996
File: 1.31 MB, 1920x1080, gzdoom 2016-05-30 02-18-45-61.png [View same] [iqdb] [saucenao] [google] [report]

And for reference

>> No.3252003

Where did you get that Q3R skin?

Did all of them got ported?

>> No.3252023
File: 31 KB, 252x235, 1416970451730.png [View same] [iqdb] [saucenao] [google] [report]

>*Golden Souls


>> No.3252024 [DELETED] 

bump for awareness

>> No.3252030

bump for awareness

>> No.3252037

get ready for map 18, shits fun.

>> No.3252040

Perfectly fine. You're a normal, well-adjusted human being.

This is how it was stylized in internal id documents. Also acceptable.

>DooM or anything else
Just kill yourself while you're ahead.

>> No.3252064

making a weapon, will probably backport it to one of my mods as two separate weapons because the mod doesn't use altfire

maybe a map too, I've always been interested every now and then to attempt a somewhat serious SP level, but I've always been concerned about detailing because that's not my strongest area

>> No.3252070
File: 163 KB, 709x745, what's that skippy, you wanted all of my shell supply in your face in a solitary moment.png [View same] [iqdb] [saucenao] [google] [report]

Did somebody say super chain shotgun

>> No.3252073


Updated this again:

here is monster infighting version:

Changes are:

Instead of having to actually enter arrays in manually to increase number of factions, all you need to do is increase 50 in
#libdefine NUM_FACTIONS 50
which is line 7 in acs, to whatever you want.

Also since I realized I was only using 2 functions from commonFuncs.h I copied them from commonFuncs.h into the main acs file to make it easier on people that aren't used to compiling acs. The functions are the two very first functions and are marked, so if you use commonFuncs.h it will be very easy to remove them before compiling.

The monster infighting verision will also now cause monsters to continually search for new targets even after their first one is dead.

Also deleted a bit of extraneous code, but nothing that will be noticed in-game.

Also here are pastebins for both versions main acs file, in case you want to take a look but don't want to download:


>> No.3252075

I had the same problem, ended up just flying over there.

>> No.3252080

Haven't tried it out yet, but I was wonder what the performance is like? I mean constantly looping large A_radiusgives would be pretty taxing if that's what you made.

>> No.3252083

what good news

i just found my second DUMP weapon

now what sprites should i use for my UT shock rifle ripoff?

>> No.3252093

The infighting version is indeed looping a_radiusgives (about every three seconds) but there is no noticeable performance decrease.

Generally large a_radiusgives don't impact performance, unless what they are giving impacts performance, and generally acs by itself doesn't have much of a performance impact. There used to be an issue with traffic in netplay zandronum, dependent simply upon quantity of acs calls rather than what the acs call actually did, but that was fixed about a year or so ago.

The regular version doesn't use any a_radiusgive.

>> No.3252094

>tfw you don't know how to improve your mapping skills
>tfw you will always make bland, ugly, 90s-era maps

>> No.3252095

>yfw people like how fights play out more than how a place will look
Just get some fun fights and traps and don't worry about detailing.

As long as it's not literal eye cancer people have a high tolerance for maps that are "ugly"

>> No.3252098

My goal with mapping is to create something that's fun. Visuals come second. I'll be the first to admit I'm not good at making pretty maps, so I just focus on the other side. Maybe if I have fun playing it someone else will too.

>> No.3252101
File: 1.25 MB, 1200x1600, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

After some testing, it appears 1.2 has this bug but 1.3 doesn't. Still, I'm not going to play through the entire fucking mod again just to get up to that point. Might as well just noclip2 to the other side and carry on, I guess.

Does Golden Souls 1.2 to 1.3 even add anything else of note by comparison? Better balance?

>> No.3252105
File: 85 KB, 650x433, 1406515488538.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm having a blast with Chex Quest and Reelism. What lets you play these games multiplayer?

>> No.3252107
File: 96 KB, 586x534, mehitworks.jpg [View same] [iqdb] [saucenao] [google] [report]

Found a solution, albeit not an elegant one.
I put a "actor enters sector" thing in the "open door" sector. Around that I made several other sectors that all contain a "close door" thing.
The switch on the wall behind the door contains an action special that will remove those "close door" things.

>> No.3252109

>Making something functional first

I'm not seeing the problem

>> No.3252110

One note is that for whatever reason log and print functions in ZDoom can be pretty taxing. For instance if you make it print 1000 lines of fizz buzz from an open script every tic it will slow to a crawl, but you can do lots and lots of checksight and changing of velocities and other things many times for every active monster that you would think would be taxing but it will produce no noticeable decrease in performance.

Then there are some things like changing sector lighting from script which are just insanely expensive to do for whatever reason.

>> No.3252112

Alrighty then. I'd just heard that basically any looped range check is absolute murder performance wise. Wouldn't be the first time people speak more than what they know about the engine!

>> No.3252115

Chex Quest 3 is just its own IWAD like Doom. It's all fine and dandy to play with a sourceport.

Zandronum 3.0 supposedly will make Reelism compatible with it. Well, G/ZDoom already has multiplayer functions, but the netcode is dogshit. Gee, thanks Edward!

>> No.3252118
File: 50 KB, 708x456, muh console.png [View same] [iqdb] [saucenao] [google] [report]

Any string handling/formatting is also quite expensive

>> No.3252119

Join in on DUMP and work with the new mappers and such on ideas.

Improving on your own is not easy and you have tons of people around here that are willing to play and playtest and give constructive feedback.

So you aren't going to always be in a rut provided you reach out to others

Don't undersell yourself either, what matters is that the gameplay is good and it's not impossible to learn provided you put effort into something

>> No.3252136
File: 882 KB, 720x360, unzips longsword.webm [View same] [iqdb] [saucenao] [google] [report]

Hmm, does this convey that the player is drawing this sword from over his shoulder and then hefting it up into position?

>> No.3252139


I went ahead and tried with the same looping script to a_radiusgive, with instead of the following delays

// give the faction start item
// give the faction look item


// give the faction start item
// give the faction look item

And things do indeed start to get a little wonky!

There is stutter, monsters seemingly teleporting, and monsters doing what seems to be stuck looping in the first couple of tics of an attack because they are being told to hate a "new" target every couple of tics.

It is basically an accurate singleplayer simulation of a ZDoom netgame.

Here, see for yourself:

>> No.3252141
File: 20 KB, 1336x220, Such is live in the post hell.png [View same] [iqdb] [saucenao] [google] [report]

guys wouldn't it be funny if doom guy ran around naked hahaha I wanna see that as a joke haha

and guys, do you think doom man get emparased when he kill daemons and he gets a booner haha that would be funny haha

I wanna succ him

>> No.3252142

not really since the sword appears from the bottom
the hand should go up and to the side, then pull the sword down from there

also the right arm is cutoff

>> No.3252143

Not really, but I think you could do it with a proper "sword coming out of scabbard" noise.

Also lemme add I don't have the greatest computer, so if you're worried about downloading it because it might've been tested on a supercomputer, don't.

>> No.3252146


I gotta work with the frames I got unfortunately, I don't even want to attempt making drawing frames in GMOD. and yeah I fucked up on the arm there, I'm gonna lower it a little more to make sure it doesn't get cut off.

Ah fuck this animation is gonna get cut off entirely on smaller resolutions.

I guess I could make a drawing animation as if he's drawing it from the hip.

>> No.3252147

Looks more like coming from the hip.
Try mimicking the action yourself and rethink it.

>the skeleton at the end
every time

>> No.3252151

Oops one more note: this described effect doesn't happen on maps where there aren't a lot of different types of monsters that can see each other at the start. Testing it on e4m1 or e4m2 did the described results, for instance, while e1m1 did not.

>> No.3252152
File: 2.08 MB, 1200x2750, 61a203e77afd83dab722030f7ebb97bfd960e002.png [View same] [iqdb] [saucenao] [google] [report]

>surprise skeleton
>good taste
>pick two

>> No.3252154

Maybe have a hand with the sword pommel

>> No.3252160

I hosted Reelism on zandro 3.0 once. But shit gets boring after 5 minutes

>> No.3252163

anime fans persecuted again.

>> No.3252167

you can literally just lower the sword down from the right top corner with the idle frame with one hand, then have the left hand grab it when it gets to where it's supposed to be

>> No.3252171
File: 46 KB, 685x458, You mean right there.png [View same] [iqdb] [saucenao] [google] [report]


When you say top right corner, are we talking right there? Because I'm trying to avoid a weird cutoff effect with the arms here.

>> No.3252174

Once you got weapon spawns figured out and how ammo for them drops, Reelism loses its magic

The levels of bullshit that happens really depends on the map, I had the fucking jerk spawn right on me on that fucking tiny as shit space island map

>> No.3252181

yes, but if it's an issue, you can pull it more from the right
surely you can make som throwaway graphics to extend the arm by a little bit if needed

>> No.3252184
File: 30 KB, 450x319, good point.jpg [View same] [iqdb] [saucenao] [google] [report]

>surely you can make som throwaway graphics to extend the arm by a little bit if needed

I'll get on it later. I need to sleep and get ready for work

pray I don't sleep in again

>> No.3252196
File: 41 KB, 466x249, 1463632207429.png [View same] [iqdb] [saucenao] [google] [report]

>can make some great shit visually
>absolutely suck ass at the actual gameplay part

>> No.3252202
File: 202 KB, 979x1462, 4E2usjY.jpg [View same] [iqdb] [saucenao] [google] [report]

The right hand would have to be travelling a lot higher if it were reaching over his shoulder, then it would swing back down and meet with his left to catch the sword and grip it. I mean if you want it already gripped by both hands you'd have to cover the entire screen with Doomguys left arm as it reaches over, haha..

I'm assuming the sword isn't in a real sheath, Guts-style. (Also good thing he has armoured shoulders for leverage, that thing looks heavy)

I think in old timey days such large swords were carried around by a knight's squire, on a horse, or in wagons and such. There wasn't really a way to practically store them on your person so those wielding one would just rest them against their shoulder when not in use. You could always have the blunderbuss be a onehanded weapon

>> No.3252203

i call it the 'all style no substance' syndrome

>> No.3252205

I'm not ignoring that crossbow and you can't stop me.

>> No.3252207

>>3252202 (me)
Ah crap I took too long making that post.

>> No.3252208
File: 30 KB, 870x614, starshipAurora.wad_MAP01.png [View same] [iqdb] [saucenao] [google] [report]

Well, its getting late, I think I'll post what I've made so far for DUMP 3. Anyone else want to share what they currently have?

>> No.3252209


I thought about that but I'm using videogame logic, meaning Doomslayer can easily heft this bastard, and carries it and his blunderbuss on his back with little problem.

I want the blunderbuss to be a fairly big two handed bastard as well.

>> No.3252216

Sorry, my D&D geekiness might've been showing.

>> No.3252220
File: 1.11 MB, 1600x855, 2016-05-29-130708_1600x855_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I have this entryway I guess. Thing is, this is the least cramped area I have ever made.

>> No.3252226

Gonna need to be a lot more specific, kouhai.

How does it break? What are you trying to efine as AmmoUse2? Do you have a normal AmmoUse? Is the A_FireBullets called in alt-fire to use ammo2? Can you paste the code? Etc.

>> No.3252250

It's just a maze of thin corridors. Looks boring.

>> No.3252253

Here is the 1 tic delay version:
>Zdoom Netplay Simulator
>Sneak Preview for my latest mod -- ZDoom Netplay Simulator. Designed to allow players such as myself to simulate having friends and playing with them via ZDoom.

>> No.3252260

I think it's less about bruteforcing and more about using lists of accounts from hacked websites, then just check the hashes for common passwords.

Maybe someone else already checked the hashes for common passwords and filystea got that from hackforum or something. I mean he doesn't seem particularly bright enough to do anything on his own judging by his messages.

>> No.3252263


>> No.3252267

I got it from Q3R and not yet. It's tedious.

>> No.3252268
File: 491 KB, 1280x960, stinker.png [View same] [iqdb] [saucenao] [google] [report]

Finished Ancient Aliens. Good stuff.
Although gotta admit, some of the maps were bit of stinkers. Trinary Temple and Culture Shock.

Now that's out of the way, maybe I can do something productive...

>> No.3252296

>no melee tier or pistol tier weapons
couldn't you just spawn with a random weapon?

>> No.3252302
File: 349 KB, 1920x1080, DUMP3 at 2016.05.29 13-28-02.463 [R2638].jpg [View same] [iqdb] [saucenao] [google] [report]

Sure. I didn't know GZDB had a screenshot feature. The area to the northeast is obviously unfinished. I'm going to carve it up into a cave system full of skeletons, hitscanners, and archviles coming out of closets to undo all of Doomguy's hard work. Major inspiration: Sunlust MAP28, namely its optional wallbanger secrets leading to the hardest part of the level, the ability to avoid a death exit, and a huge supply cache. Designing the secret route for this map is like therapy for me after playing some of Eternal Doom last month. Fitting, considering I was very sick when I made my DUMP 2 entry. That's how it got done in three or four days.

>> No.3252303

considering you start each map with a pistol start

i don't see why you couldn't spawn with a random pistol and melee grade weapon
so long as melee is stil affected by berserk

>> No.3252312

>considering you start each map with a pistol start
and for mapsets other than DUMP?

>> No.3252317

Then you're just stuck with whatever random shit you spawned with. So long at it fits the tier what's it matter?

>> No.3252325

>what's it matter?
because it sounds like a really awful solution tbqh

>> No.3252327


If you're just stuck with it, then no thank you.

>> No.3252332

>John Romero and John Carmack, id Software's co-founders, don't talk anymore, but they share custody of a legacy


I'll be reading this, just sharing. Maybe others are interested too.

>> No.3252335

Why? You're stuck with the pistol anyway.
You could re-roll every map too I suppose, but that would break consistency in non-DUMP wads - if that matters.

Just feels weird that you'd always have default pistol and fists while getting crazy 3-7 tier weapons.

>> No.3252336

>don't talk anymore,

That's a depressing excerpt, although I guess I can't blame Romero. Carmack's a nut.

>> No.3252338

oh and it's written by Kushner, the guy who wrote Masters of Doom.

>> No.3252340

So the weapon part will be like the Roguelike Arsenal I guess?

>> No.3252350

Will it break anything if my weapon uses an ENTER script? I want to use a "while" loop so it can recharge ammo even when the player doesn't have the weapon selected.

>> No.3252352

unless your script has a number that conflicts with a numbered script from a map
but since this is zandro 3.0 and gzdoom, just use named scripts

>> No.3252357

Doesn't feel that weird to me.
You can really easily replace a shotgun weapon by dropping it and picking up another.
You can't easily replace a pistol weapon.

>> No.3252359

Wasn't sure if multiple enter scripts conflicted with each other. Thanks!

>> No.3252364

I'm pretty sure I saw them talk on Twitter the other day.

>> No.3252365

Retweeting things isn't the same as actually talking, though.

>> No.3252368
File: 102 KB, 644x678, browse_0036.png [View same] [iqdb] [saucenao] [google] [report]


It wasn't even a direct reply to Romero. I think this is the closest communication between the two we will ever get.

>> No.3252370

>I was wondering if I had done a composite mode and completely forgotten it.

>tfw Carmack forgets more in a day than you know in a lifetime

>> No.3252371

Ah, I thought this was them talking.

>> No.3252378

Fair enough. But the first two weapons are the most boring imo, and that could most benefit from replacing.

Either way it's going to be a fun wad I'm sure. If I weren't busy I'd take a stab at it.

>> No.3252391

They're neither friends nor enemies.

>> No.3252406
File: 57 KB, 333x512, P-Slash-B.png [View same] [iqdb] [saucenao] [google] [report]

Slash's Red + Blue skins have the UAC logo on her shoulder, but not on her normal skin, or any alts.

Did the UAC design her cybronic implants? Did the UAC design a generic reproduction of Slash? Did the UAC pay her for advertising space? What's the lore?

>> No.3252420


She's Crash from the future.
Further in the future, rather.

>> No.3252421

What game is she from? Quake?

>> No.3252424

She's a Quake 3 model.

>> No.3252427

I doubt it.

Quake 3 Arena character, a Tier 3 warrior, with a preference for the BFG10k, shotguns, and rocket launchers.

>> No.3252430
File: 99 KB, 578x436, Screen Shot 2016-05-29 at 12.00.03 PM.png [View same] [iqdb] [saucenao] [google] [report]

>I think this is the closest communication between the two we will ever get.

>> No.3252431

By that same logic, we could argue whether Krusade belongs in Team Arena or not. Alternate skins aren't supposed to have lore.

>> No.3252434

The lore is 'fuck you, now go score some frags'

>> No.3252437

I stand corrected.

>> No.3252438
File: 240 KB, 1078x996, 1463956016445.png [View same] [iqdb] [saucenao] [google] [report]

>slash awkwardly skates around the solidified xaero in ending cinematic
What did Carmack mean by this?

>> No.3252441

>By that same logic, we could argue whether Krusade belongs in Team Arena or not.
You'll have to elaborate.

>Alternate skins aren't supposed to have lore.
Maybe not canon lore, but they do have lore. Though some of these could be argued to be different characters, and not just the same character with a team paintjob. But then why does Slash's team paintjob have UAC on it?

Does the UAC have a hand in the Arena Eternal?

I need that trashy non-canon lore.

>> No.3252453

The Strogg would have no interest in the Arena Eternal, they just want to consume. So it's not the Strogg giving out these cybronic enhancements in the Arena Eternal.

The Vadrigar seem to just be godly creatures with reality bending powers.

But the UAC.

The UAC was responsible for plenty of cybronic enhancements in Doom canon and Doom RPG.

The UAC teamed up with the Vadrigar for the Arena Eternal.

>> No.3252464

Isn't it easier to presume slash had UAC mods installed BEFORE she was abducted by qt waifu squad of arena eternal?

>> No.3252467

It was just an example- There's a Team Arena clan called Crusaders, and by the same logic, one could argue that he has something to do with them.

>Maybe not canon lore, but they do have lore.
indeed, Wrack was probably one of Ranger's co-workers, but the alternate skins are just there for people who want variation.

Probably just a humouristical touch, kinda like the post-credits scenes in marvel films.

>> No.3252490

I don't do it because it's easy.

I don't think Krusade has anything to do with the Crusaders. Krusade is Sarge in an alt timeline where the Vadrigar didn't take him as he jumped into the horde of Strogg (intro video), resulting in him losing and being Stroggified, and the Crusaders aren't Strogg.

>> No.3252497

Thank you! I'll try to figure out fully how this works

>> No.3252504

B-b-but the name... And the cross...

>> No.3252510

Oh yeah the cross, hm. Maybe he's not Strogg Sarge? Why would the Strogg have crucifixes anyway.

Who IS Krusade?

>> No.3252513
File: 449 KB, 1366x768, Screenshot_Doom_linf.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3252514
File: 29 KB, 256x256, basewall02.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know where it's used but there's a wall covered in UAC logos.

Looks a bit haphazard though, UAC has better designers than this.

>> No.3252516

Could be that the texture is square but it's stretched unto vertical geometry like walls?

>> No.3252520

The logo and letter do look better 200% tall, but there are plenty of tall textures in here. Can't imagine why they'd add text with the intent of resizing the texture vertically.

>> No.3252526

Because memory limits of course.

>> No.3252529

Supposedly Krusade was a hidden skin, maybe it was a Proto-Crusaders skin?

>> No.3252531

Well i'm probably adding moar fuel to teh fire but notice how he isn't a bot, unlike say, Wrack and Phobos. Well he was, hence the "Krusade Wins" sound in the files. WE HAVE TO KNOW

>> No.3252535

Shit, your post showed up right after i made mine.
Anyway, as i noted in >>3252531 , he was cut during development, except Carpark forgot
to remove his playermodel, heh.

>> No.3252536

Speaking of arrays, is it safe to store player data in a single array in zandronum or are there conflicts when scripts running on several players access it simultaneously?

>> No.3252539

if you're using it to store temporary variables for that script, for that tic, it's safe to use a simple 1D array

otherwise make sure to make it a 2D array with 64 rows (for the 64 players)

>> No.3252543
File: 15 KB, 300x300, 2dd.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to make GZdoom ASK me if I want to run Brutal Doom the same way it asks me to run IWADS?

I usually keep my IWADS and PWADS organized by folders and to save time I run them by associanting files to GZDoom.

>> No.3252549


>> No.3252550

if you don't want to run a mod, don't run the mod

>> No.3252557

Yes there is.
All you have to do is edit the source code.

>> No.3252565

It'd need to store data persistently but only until the map is exited, so no need for global variables. So I can use a 2d or 3d array in which players only modify their "own" indices (but may read the indices of others) safely?

>> No.3252570

>So I can use a 2d or 3d array in which players only modify their "own" indices (but may read the indices of others) safely?

scripts don't run synchronously (a single script runs uninterrupted until it hits a Delay(), terminate, return, or end of script), so there's no need for locking, at least not to simply modify the array

and the clients can't modify data on the server directly so that's no issue either

>> No.3252573

Use ZDL or DoomLauncher. It greatly simplifies the hassle of mod loading and order

>> No.3252583

I tried those and partly do what I want. With those I have to constantly change the PWads list to what I want to play instead of having everything in one list and just choosing, but I guess >>3252550 is right since the only big mod I usually run is Brutaldoom.

>> No.3252585

Can A_RearrangePointers use AAPTR_PLAYER_GETTARGET as a source? Or is whatever the Player is staring at always considered their target?

>> No.3252590
File: 20 KB, 480x360, psp.jpg [View same] [iqdb] [saucenao] [google] [report]

how do I apply a custom skybox to my wad?

>> No.3252597

Awesome. I got some cool shit a-brewin' that will be fun to show off soon.

> Or is whatever the Player is staring at always considered their target?

Which means that a player's tracer and master point can be abused to your hearts content.

What port? You neeeed to specify this

>> No.3252604

Do you think you can port Vadrigar and the other Dungeon Keeper skin aswell?
Not sure how you are working on it but, it would be cool to have all of the new content ported.

>> No.3252608

Create several gzdoom shortcuts with file associations, then make a bat file that says brutal doom y/n? and launch it through that

Yes, I know I'm a genius

>> No.3252618

Awesome, robo minion here I come!

>> No.3252619


would I just use slade3?

>> No.3252623

I'd like to but they aren't MD3. I'd have to find someone that can figure out the format and convert it.

>> No.3252642

>accidentally make a function that spawns rockets on top of me while I hold down altfire
>mfw it results in a close replica of how the jetpack works in tribes

>> No.3252653


an overhaul i've made of a weapon from Angst Rahz's Revenge.
since the original one was pretty bad in terms of power and animations, i've decided to make an overhaul using the original sprites.

>> No.3252659

Slade 3 is the most convenient way.
You make a text file called mapinfo in the root folder of your pk3 (a zip file with a changed file extension), containing this:

Map MAP01 lookup "canyon"
Sky1 = "myskyname"

and then make a folder called Textures in which you put your sky texture.

Load this alongside your map in doom builder. Once the map is finished, make a folder inside your pk3 called "maps" in which you stick your map wad.

>> No.3252663

or well it doesn't have to be named canyon, i mistakenly copy-pasted that..

>> No.3252668

When are we gonna get Commander K3+3N: Aliens Raped My Babysitter

>> No.3252682

not with that attitude we're not

>> No.3252685

i prefer

>> No.3252689


Where at ALL does it OFFICIALLY state that the timeline says it's 2148 or whatever?

>> No.3252694
File: 23 KB, 470x454, 1437218745457.jpg [View same] [iqdb] [saucenao] [google] [report]

Where do I even get started in terms of mapmaking?

Are there any good tutorials out there?
What software should I be using?

>> No.3252696
File: 3 KB, 640x400, asciidoom.png [View same] [iqdb] [saucenao] [google] [report]

Guys. We've gone full fucking circle.

>> No.3252698



you most likely got that year from >wikia, because the only doom related thing it pops when googling "doom 2148" is the shitty wikia

>> No.3252703

doom3 took place in 2157, so we have to assume there's a real timeline

>> No.3252704

Use GZDoom Builder, and you should find some good YouTube tutorials for some shit. You might want to mostly play around with the program to get the feel of how shit works, and just go on YouTube for the more complex stuff.

>> No.3252705

check out chubzdoomer's doom builder 2 tutorials on youtube

You could start with doom builder 2 just because the tutorials use it, but as soon as you get the least bit of hang on things switch to GZDoom Builder which is what pretty much everyone uses today (even for vanilla doom mapping). It's a continuation of db2.

>> No.3252707

oh noes
wat do?

>> No.3252709
File: 16 KB, 300x820, 1450246079758.png [View same] [iqdb] [saucenao] [google] [report]


Grue is OP, plz nerf

>> No.3252710

it was 2156 when you posted, your watch is a bit slow.

>> No.3252718


make up your mind

>> No.3252721

Why are you calling yourself heh

>> No.3252723 [DELETED] 

you hatin on him

>> No.3252728 [DELETED] 


>> No.3252730 [DELETED] 

it's probably nothing personel

>> No.3252738

>> Or is whatever the Player is staring at always considered their target?
Turns out this isn't true, the lost souls I'm testing with aren't getting the target and just sit there (since they go to missile state on spawn).
I used A_CheckFlag on the player to see if their tracer pointer is SHOOTABLE (After rearranging target pointer to it) and it doesn't make a jump.

AAPTR_PLAYER_GETTARGET doesn't work with A_RearrangePointers, either... looks like I have to use ACS for this?

>> No.3252749

Are there any wads where YOU are the demons?

>> No.3252758
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google] [report]

because i totally forgot that was in the name field

>> No.3252760

IMPatience. the author lives here, i'm sure he'll be along here to tell you about it soon.

>> No.3252763

Anyone got any good city themed texture packs?

>> No.3252789

good to know that you fixed it

>> No.3252792 [DELETED] 

no. but I have some muffins. want some?

>> No.3252793 [DELETED] 


>> No.3252795 [DELETED] 


>> No.3252802 [DELETED] 


>> No.3252805
File: 48 KB, 600x450, CjFi4BIWYAE5IBr.jpg [View same] [iqdb] [saucenao] [google] [report]

>great looking architecture
>use disgusting color theme


>> No.3252806
File: 42 KB, 403x403, 1463343469805.jpg [View same] [iqdb] [saucenao] [google] [report]

>reading Doom 4 in Doom thread on zdoom forums
>a poster named Doom 3 Doesn't Suck
>Joined: 29 May 2016

>> No.3252819

that pretty much sums up every quake level

>> No.3252831

and yet, quake 1 manages to be good.

>> No.3252838

That is because well done encounters and locations can make up for colors that are pretty lame.

I am sure you've played Doom maps with ugly color schemes that played well.

Dump had a few of those even.

>> No.3252842

Did you make it?

>> No.3252843

its good, but it really isn't a rainbow of colors.

>> No.3252847

does anyone really care for quake mapping anymore? I'm in the process of making a map in techbroom and it's surprisingly very easy to make quake maps.

>> No.3252848
File: 289 KB, 177x177, 1457241942858.gif [View same] [iqdb] [saucenao] [google] [report]

>lovecraftian shit
>uses disgusting color themes

i'm not seeing the problem here

>> No.3252864

Question: How do I get custom music working on a map if I already have a midi file lying around? It looks like megawad authors rename their midis to overwrite the original game files. This would present issues for DUMP, right? How should I do it for that?

>> No.3252872

for zdoom-likes, just use MAPINFO

>map <map_lump> "<map_name>"
> sky1 = "skytex"
> music = "mus_lump"

and go on from there

>> No.3252879
File: 477 KB, 188x174, can't handle the heat.gif [View same] [iqdb] [saucenao] [google] [report]

>Cyberdreams with fastmonsters

>> No.3252881

I don't want to fuck around with the player's TID since this is for DUMP 3 and would break things, how do I assign the actor under the player's crosshair to a pointer in DECORATE?

>> No.3252891

Is this any good?

>> No.3252905

Possess Me lets you knock the spirits out of the demon's fleshy bodies with your ghost powers and hop inside the writhing, soulless corpse.

>> No.3252913
File: 25 KB, 642x397, 00_deh.png [View same] [iqdb] [saucenao] [google] [report]

lets all be grateful for slade 3

>> No.3252918


>> No.3252925

SLADE has a DeHacked editor? Where?

>> No.3252941

but there's also WhackEd

>> No.3252959

except satanic is also stupidly fuckin hard

>> No.3252962


Term is replacing the pistol and fist personally in the DUMP weapon set.

>> No.3252963
File: 425 KB, 1366x768, Screenshot_Doom_20160529_154216.png [View same] [iqdb] [saucenao] [google] [report]

hopefully final version of emthree.wad

-added a new secret
-moved the secret exit
-alignments adjusted
-a bunch of bugs and other tweaks


>> No.3252980

fifty shades of graytall

>> No.3252981

He didn't ask for something with specific difficulty settings.

And if you really really wanted to it takes about 3 minutes of editing to tone it down to reasonable levels.

>> No.3252989
File: 63 KB, 321x322, 1464047785419.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3252990

dammit, >>3252184 used up the good point picture

>> No.3252992 [DELETED] 
File: 3 KB, 256x240, 1459123630426.png [View same] [iqdb] [saucenao] [google] [report]

e n o u g h

>> No.3253002
File: 79 KB, 641x426, 0_h.png [View same] [iqdb] [saucenao] [google] [report]

there's something wrong with hexen

>> No.3253004 [DELETED] 
File: 3 KB, 685x371, no.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3253008

Just use Chocolate Hexen

>> No.3253010

Okay got it. I used the older formatting found here and it shows up properly. http://zdoom.org/wiki/MAPINFO_%28old_format%29

I can't make sense of the ZDoom format, but this works fine in Z&.

>> No.3253014

I know that's a possibility, but I'd rather use dosbox.

>> No.3253017

but why

>> No.3253032

I like the feeling of manually typing in commands and shit to start the game from DOS, compared to just double-clicking an exe on windows 10

>> No.3253034

Chocolate Hexen is literally the vanilla game made to run on modern hardware. Better than a DOS emulator in every way possible.

That's a bit autistic anon

>> No.3253035

>play doom in dosbox for curiosity
>game has no music
I always use proper sourceports for it, and it works fine, but I can't help but feel worried about this. What could be causing it?

>> No.3253039

have you set dosbox to automount your dos folder

>> No.3253042
File: 55 KB, 687x588, oh no.png [View same] [iqdb] [saucenao] [google] [report]

well this is it

I gotta make a retarded weapon arsenal for dump 3

>> No.3253049

why is it a bit autistic? I just like using DOS, just because it's not what you prefer makes me autistic? alright friendo

>> No.3253056

0/10 no railguns

>> No.3253062

Notice how the game directory has more than one executable? Run "setup", configure the audio hardware (DOSBox's default is Sound Blaster 16, or at least SB compatible), save the settings and start doom again. You can also change the keys there if you want to go WASD+Mouse or use a joypad.

DirectX was born so that people like you weren't going to schitz out when something didn't work out the box.

>> No.3253064

people use chocolate hexen to get the old experience on modern hardware. When I use Dosbox, I get a more authentic old experience by actually typing commands to start the game

>> No.3253074

cd wherever choco hexen is
>theres your commands

>> No.3253081


Hold shift. Right click in explorer. Open command window here.

>> No.3253082


>> No.3253087

you fool
thats way 2 simble


>> No.3253102

I'm almost done with Heretic, and I just saw that there are classes in Hexen. Since I'm an idiot who cannot make their own opinion, what's /vr/'s on Hexen's classes ?

Also Maulotaurs hit like trucks on steroids, the one on e3m6 got me my first death because I had no clue they'd deal so much fucking damage and I was just dicking around it with the phoenix staff

>> No.3253108

thats not at all what I meant.

>> No.3253110 [DELETED] 

yes it wad

>> No.3253112

cleric a best

>> No.3253118 [DELETED] 


>> No.3253121 [DELETED] 

remember: if in a jam, type rambo

you piece of ball shit snakes

>> No.3253123

I THINK that ZDL will let you save setups so you can just choose them again in the future, but I'm not sure and I'm away from my PC.

>> No.3253124

I play on Zandronum so I don't think it'd work

>> No.3253128 [DELETED] 

it wad ,teh settgisn tlod me so
try it

>> No.3253139




Early game the Fighter steamrolls but has problems with some bosses

Cleric has terrible everything besides his Flechettes and his ultimate weapon. His 3 is satisfying at least.

Mage has the most boring early game even though he doesn't really have any problems. His Sapphire wand is very effective but it tickles everything to death. Frost Shards is also a bit lame unless you're touching monsters with it.

His 3 and 4 shit on everything easily though.

I'd say Fighter or Mage first.

>> No.3253146


Now I know you're not shit talking the serpent staff

>> No.3253148

You can't rotate sprite chunks can you?

>> No.3253151


Only at 90 degree angles when using TEXTURES

>> No.3253153

you can, by 90 degree increments

also flipping them on the X/Y axis

I coulda sworn there was a way to crop but apparently not

>> No.3253154
File: 125 KB, 514x774, 1441682780706.png [View same] [iqdb] [saucenao] [google] [report]

>MFW that's the projectile sprite
>MFW you're making a gun that shoots guns that shoot out hands holding guns that they shoot

>> No.3253156 [DELETED] 
File: 303 KB, 1440x2265, 9ijhz4t.png [View same] [iqdb] [saucenao] [google] [report]

Friendly reminder: your shit mod will never be as popular as Brutal Doom, you haven't made it compatible with Brutal Doom because you're a sour-grapes faggot (see: Demonsteele), and you're never be a fucking legend who isn't afraid to BTFO dumbshit attention whore teenagers even though you have a public image to maintain.

>> No.3253157

Do that.

>> No.3253158

Alright, thanks man. I think I'll go for the fighter.

>> No.3253160

i know why they only rotate by increments of 90 degrees but holy shit, i could work miracles in TEXTURES with a 45 degree rotation option

>> No.3253167


Likewise. Damn shame it's not possible, but you can do a lot of cool shit with TEXTURES as is right now, so it's not all bad

>> No.3253171 [DELETED] 


ironic blablabla, etc. (You)

>> No.3253172 [DELETED] 


You still replied to him you dongus, don't do that.

>> No.3253173 [DELETED] 
File: 27 KB, 542x403, 1452472048422.jpg [View same] [iqdb] [saucenao] [google] [report]


this anon gets it

>> No.3253176 [DELETED] 

stop creating more work for the janitors, they work hard to keep /vr/ clean.

>> No.3253179

Fighter beats up everything with his BEAR HANDS and also occasionally big fuckoff hammers and axes. He moves the fastest, has the best defenses, three of his four weapons can function without mana, and he's generally just really fucking good. His high movement speed lends itself well to all the backtracking you'll be doing throughout the game.

Cleric is the most metal motherfucker of all time, but lacks in general effectiveness compared to the others. His weapons are on the weaker side, but he moves at the same speed you'll be used to from Doom and Heretic and offers a balanced playthrough featuring fairly equal amounts of melee and magic. His flechette hard counters centaurs, so he's a good pick if you hate dealing with those fags (and you will).

Mage starts out pathetic but is the stronkest in the end. He solves his problems by shooting them with magic, with only one of his weapons offering anything resembling a melee attack. While he moves the slowest, his style of play is much more similar to what you're used to in Doom and Heretic.

>> No.3253183

Serpent staff doesn't hurt much + poison doesn't do anything to monsters.

Life leeching is fine but the staff hurts so little.

>> No.3253198

I can't find a download of this mod that isn't missing anything. Care to help an anon down on his luck?

>> No.3253214
File: 13 KB, 200x237, rorschach.png [View same] [iqdb] [saucenao] [google] [report]

so I just replayed the first three house of the dead games after 10 years of having last played 4 and am now addicted as shit, this is fucking amazing my god

are there any mods inspired by the any of the games for doom? I must know

>> No.3253234
File: 28 KB, 402x720, 1452131679713.jpg [View same] [iqdb] [saucenao] [google] [report]

>house of the dead 2
>that voice acting

honestly an eighth grader could do a better job https://www.youtube.com/watch?v=Ftc_Pbhb3IE

like was this intentionally supposed to be bad? why does goldman talk like an android with digital downs syndrome?

>> No.3253289
File: 2.98 MB, 640x480, pew.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3253290

Doomguy = English Doomguy

Phobos = French Doomguy

>> No.3253319


I'd recommend playing fighter first. fast, strong, lots of melee damage. limited on ranged attacks. he'll power you through the early game, but he'll definitely lose his edge by the later hubs.

cleric is balanced. medium speed, mix of melee/magic, etc. serpent staff is a reliable weapon, and life leech is useful. firestorm is average, it's like a magic shotgun. wraithverge is downright broken, an arbiter of destruction that will clear out rooms and tear through bosses (but beware of heresiarchs reflecting shield).

mage starts out weak but gets better. sapphire wand gives you a ranged attack with no mana cost, but it's a peashooter (takes 8 hits to kill an ettin) on the other hand it cuts through shields and can hit monsters in a line. frost shards are an ok spread shooter, it's important to use it at medium distance. alternatively it has a frost touch melee attack which hits harder (kills an ettin in 2 hits). arc of death is easily the best 3rd weapon, it stunlocks em to death unless they hit a wall. bloodscourge is a decent final weapon, 3 powerful homing missiles, quite effective once you get the hang of it (but again, beware of reflecting shields).

this turned into a tl;dr. all 3 are good in different ways but noobs should start with fighter.

btw, there is a way to switch character classes mid-game through a glitch I discovered involving the teleport cheat, but it only works on the n64 port afaik.

>> No.3253326


serpent staff is fine with rapid fire.

>> No.3253361

Alright, so I want to make a weapon for DUMP 3, what are some good tutorials for getting into that? My idea may or may not be a bit complicated, depending how you can code things.

>> No.3253363
File: 2.95 MB, 320x240, WIP.webm [View same] [iqdb] [saucenao] [google] [report]

Here's a webbum of my DUMP 3 project. If I have time maybe I'll make a second map. Main thought I have watching it as a spectator: the area at the end of the video where I get the rocket launcher looks samey. I'm thinking of adding small rocks sticking out of the blood to break up the monotony. Maybe I could also show cracks in the ceiling and imply it's literally falling apart too. That might look interesting.

I like how it plays right now, though. It took me four attempts to not die somewhere along the way, but the deaths weren't all in the last area which I designed to be harder than the others. That means the difficulty's more even than my...backloaded DUMP 2 map "For All Kings." 90% of my testing deaths were during the final slaughter when I made that.

Overall: I don't know how much is done. It's easier for me to think of this level in terms of branches. The mandatory branch is probably 50/60% done. The optional wallbanger secret sequence/slaughter "shit" is probably 20 or 30% done.

I've seen two pistols before in Deus Vult 2. Three is new as far as I know. It sure isn't useless.

>> No.3253365

Then use GNU/Linux, install it, and type "Hexen" from your terminal.

>> No.3253369
File: 1.84 MB, 325x244, 1454537405017.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3253395

Damn dude when did you start working on this?

>> No.3253410

>Phobos = French Doomguy

Je suis monte

>> No.3253426
File: 452 KB, 1920x1080, Screenshot_Doom_20160529_211246.png [View same] [iqdb] [saucenao] [google] [report]

oh god why

>> No.3253436


Make each hand raise individually with a "UNF"

Then as the hands lower, add a HEH HEEENNNH. Maybe in reverse, whichever's funnier

>> No.3253439


For added effect you could make each UNF a different pitch

>> No.3253454
File: 62 KB, 396x691, 1450140293338.jpg [View same] [iqdb] [saucenao] [google] [report]

>DUMP weapon is a chaingun replacement with slightly faster fire rate

>altfire is an auto shotgun that uses bullets

does this sound like a bad idea

because as much as i like what i have it seems like maybe a bad idea

>> No.3253456


>> No.3253464

Dude, they are giving you rockets. Pick one up.

>> No.3253469


Make the shotgun attack projectile based and give it a cool down

>> No.3253480

James was literally the only character in the entire franchise to pronounce Rogan's name correctly, though

The way everybody else kept calling him 'row gun' upset me terribly because my last name is Rogan and nobody at my school ever knew how to get it right

>> No.3253481

i'm considering changing it to a flak bomb a-la unreal tournament, but the damage balance is a lot more managable when it's a simple custombullet script in decorate instead of a nailbomb projectile

two big parts of a chaingun replacement in my mind are the rapidity of the fire state and retaining the hitscan nature of the weapon

>> No.3253482
File: 148 KB, 512x512, 1447736148694.png [View same] [iqdb] [saucenao] [google] [report]

seth is that you

>> No.3253487
File: 40 KB, 1600x1200, Screenshot 2016-05-29 22.33.16.png [View same] [iqdb] [saucenao] [google] [report]

God dammit.

>> No.3253490

Fresh memes out the oven.

>> No.3253491

new here, explain this HEH HEEEEH meme to me

fuck explain all the memes to me, whats the best way to play wads? I just drag and drop the wads I want to play onto GZDoom.

Lastly; theres a jump button but it looks like it breaks most levels, should I even use it?

>> No.3253498
File: 204 KB, 1920x1080, Screenshot_Doom_20160529_215650.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3253508


HEH HEENNNH thing is the default taunt in Zandronum. If memory serves right one of the devs provided the laugh himself.

I'm pretty much the only one who makes it a meme because it amuses me so much

>> No.3253509
File: 33 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]


here you go anon.

Empathy you could check out too, it lets you choose which demon you want to play as... but then you just go around killing demons in the same doom levels, so its kind of odd.....

I still want to make this metal gear imp mod where you're a stealth imp and have to sneak through a UAC facility packed with marines.

>> No.3253510


anyone know where I can get centered weapon sprites?

>> No.3253512

Link to Empathy?

>> No.3253519
File: 89 KB, 640x480, Screenshot_Hexen_20160112_213414.png [View same] [iqdb] [saucenao] [google] [report]

dont use dosbox you numpty

run it in zdoom. all the color and sound is correct, and you can customize your controls / mouse speed etc.

pic is what it looks like in zdoom

>> No.3253520

Wait for Shivers to get off his butt. >>3251289

>> No.3253521

The only old school FPS you need to play in DOSBox nowadays are Blood and Redneck Rampage.

>> No.3253525

Isn't it fascinating how memes have the power to go into the past and be apart of our retro games?

>> No.3253526
File: 2.93 MB, 640x360, 1455057373666.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3253529

How do you pronounce it? Row-Gauhn?

>> No.3253530

Anyone have the sprites for the Alpha Doom rifle?

>> No.3253536


>> No.3253540

I thought it was huh huuuhh.

>> No.3253547

Also Terminator: Future Shock and maybe original System Shock


>> No.3253551

Anybody want some cool ideas for a map? Check this out:


>> No.3253557

None of those are really helpful desu.

>> No.3253562
File: 78 KB, 640x480, Screenshot_Hexen_20160524_235547.png [View same] [iqdb] [saucenao] [google] [report]

I remember watching a whole lot of abandoned mine exploration videos when I was researching the last 2 maps of 'a morte'.
I now know most of the mining terminology, and it helped a lot with realism and ideas. The chains hanging down to support the ventilation tubes for example, and also having parallel shafts that are sealed off. Stopes are also cool - small areas where ore has been mined out, usually supported with some vertical beams.

>> No.3253564




>> No.3253579

for some reason all the roms/isos i find of Doom dont work, the US one never gets to the title screen, and the EU one literally has no wall geometry

>> No.3253583

I have Monday and Tuesday off, going to put MST3K on in the background and start on my map, this is going to be a comfy couple of days!

It's going to feature my Defenders cover, although I guess you can run the module in it, but fuck you guys this is Doom we run MIDIs. I want to make a level with a good section with berserk pack, but I am conflicted on featuring all weapons so it can go with the theme of featuring other weapons.

>> No.3253593

does anyone think romero will another doom level and if so what will it be

I think it'll be E2M1

>tfw he's probably not doing any more doom levels

>> No.3253594

i found it interesting most of the models red and blue variants usually have some wierd cyber shit going on

>> No.3253596

You two should join forces.

>> No.3253601

Are there any more levels from episode 1 that he hasn't created yet?

>> No.3253603

I downloaded an ISO of Doom PS1 off of a russian game sharing site's torrent that was linked in the emulator general on /vg/. It was part of a group of PS1 ISOs that are apparently perfect copies. The Doom ISO ran perfectly fine for me in Mednafen.

>> No.3253605



>> No.3253614


most of them but i have a feeling he's only going to be re-doing tom/sandy maps

>> No.3253626

I know there are better ways to run it, I just want to run it as if im using an actual DOS machine.
If I want to play it without that oldschool-classic feeling I'll just run it on GZDoom or something

>> No.3253628

I thought there was a Heretic fork of Chocolate Doom.

>> No.3253631

none of us were running Hexen on a dos machine back in the day though. We had windows.

>> No.3253634

Can I use inventory items to store a UniqueTID value? (to use as an int that can be called across multiple scripts without breaking in multiplayer)

>> No.3253636


There is. This guy just isn't satisfied unless he's actually running the game through DOSBox, because his OCD demands that he run the game from a command prompt.


Eh, I'm splitting hairs but I'm sure there were a few people who didn't want to let go of DOS at the time.

>> No.3253639

yeah, just give however many correspond to the tid
if that's what you're asking

>> No.3253641

I bet a lot of people probably thought Windows was a fad.

>> No.3253642

why are you so salty about how I run a game?

>> No.3253643

>I coulda sworn there was a way to crop but apparently not
You make a patch with a size smaller than then sprite, then you use that patch in the final sprite

>> No.3253645


I don't really give that much of a shit, I just find it weird. If you were that much of a stickler for the "authentic experience", I'd figure that nothing but running the game on an actual DOS computer would be good enough for you.

>> No.3253652

99% of people didn't think this.

Ever since Windows 3.1 came out, it was the standard and no one accepted any less. (mac users not counted)

>> No.3253662

you seem like it bothers you a lot that I run stuff in DOSBox. If it helps I also run chocolate doom, but that's just my "OCD" talking

>> No.3253665
File: 641 KB, 2217x1455, Sördalens_konstgång_1921.jpg [View same] [iqdb] [saucenao] [google] [report]

>mining terminology
I've always thought this Ye Olde Powerline system was really cool. A water wheel some distance away from the mine would transfer motion through these hinged rods to power water pumps or whatever

>> No.3253667
File: 209 KB, 560x789, 1418595457.nibiki_chibichozo2.jpg [View same] [iqdb] [saucenao] [google] [report]

Just making sure, sweet, thanks! I was having the issue of the Player not being able to get the TIDs of its children, making me have call all scripts from the child.

>> No.3253678

store the tids of the children in a user var instead
user var on player
will be easier

>> No.3253681

kegan are you also Eric? God knows he likes his HEH

>> No.3253682
File: 9 KB, 95x89, c12.gif [View same] [iqdb] [saucenao] [google] [report]

>yfw Romero releases a Quake level

>> No.3253685

>user var
I don't know much about those, this is for DUMP 3 though, from what I'm reading I don't think I can do this as it needs the var to be declared in the player actor's DECORATE code (I think?).

>> No.3253698


nah, I'm not as good at deathmatch like he is, plus I'm not as big of an asshole as he is :^)

>> No.3253706

ah, then just use different actors to store different children's tid

>> No.3253709
File: 68 KB, 235x231, 1450246142645.png [View same] [iqdb] [saucenao] [google] [report]

he might be an occasional asshole but he's the only person I've played against in years that can consistently fuck my shit up

360 no-scoping was never so much fun

>> No.3253719
File: 43 KB, 480x661, 1463200076786.jpg [View same] [iqdb] [saucenao] [google] [report]

>you will never be able to fuck a agiskeling revington

>> No.3253725

Huh.. that could work. Thank you!

>> No.3253728

yeah, and just check if they have any to determine which slot to store in, make sure to use functions

>> No.3253737

real life really is the best inspiration. I'm certainly glad I chose a uranium mine instead of a nuclear power plant to be at the center of my "zone". Mines are so much creepier...

>> No.3253747


vocals being extremely pronounced

>> No.3253768

When was this last updated?

>> No.3253772

November 2015 if understand right the markings on the top right corner

>> No.3253774


Near the end of last year.
I'd be willing to update it again, but there's not really a whole lot of extra stuff to put in certain categories. Certain categories have been stagnating fiercely.

>> No.3253820

I would put colorful hell higher on the 4chan mod list, HDoom too.

I don't know if you care or not, but everyone on 7+1chan always complains about the description for pol.wad

>> No.3253828


>everyone on 7+1chan always complains about the description for pol.wad

why am i not surprised

>> No.3253829


I really doubt it's more than a couple of people because it's always from (1) IDs, except when they fail their IP reset and then post it again with the same ID.
Actual /pol/acks either don't give a shit or found it funny.

>> No.3253890
File: 728 KB, 869x554, 1464480348766.png [View same] [iqdb] [saucenao] [google] [report]

Go to bed John

>> No.3253932

what happened when you first played Doom, anon?

>> No.3253953

I became a man.

>> No.3253959

I had no idea how to play at first, wandered around and got killed. Then grandma saw, said it was too violent and shut the computer off.

>> No.3253960

I sexually identify as an imp

>> No.3253963
File: 67 KB, 583x423, atlantis25.jpg [View same] [iqdb] [saucenao] [google] [report]

Now I am filled with desire to make my Dump3 map's appearance similar to Atlantis of TR1. I always really liked the aesthetic of that area.

>> No.3253967

It was the sega saturn version I think. On a rented saturn. I would have been 8 or 9

I was scared. Very scared. The music is far better than standard doom, even if by modern standards the port looks pretty crap and seems to handle like shit. Back in the day to an 8 year old kid it was the fucking business!

Looking at some footage of the saturn port, its definitely Doom64/PSX sounds and music, no wonder it was terrifying!

>> No.3253976

I played the shareware version of it that was included in a unlicensed shareware disc. Was super confused at first cause I was pretty young when I played it. I always wondered what the cacodemon was cause they weren't in Episode 1.

>> No.3254027

Turns out Darren Pattenden shared the Dungeon Keeper skins for Quake 3 a while ago.


Vadrigar / Vandrigar / Vanlow isn't there though.

>> No.3254041

I have a pretty autistic idea

I wanna compare the different OCs from different Doom mods, compare their weapons, abilities, and shit and see who would win in a fight

Like Cygnis Flaynithere vs Malcolm Striker
Lord Blazkowicz vs Jung Hae-Lin
MSX Cyborg vs Brutal Doomguy
Fully-upgraded/equipped Doom RLA cast VS Russian Overkill cast

>> No.3254043

>Cygnis Flaynithere vs Malcolm Striker

>Lord Blazkowicz vs Jung Hae-Lin

>MSX Cyborg vs Brutal Doomguy
MSX Cyborg

>Doom RLA cast VS Russian Overkill cast

>> No.3254087

>Fully-upgraded/equipped Doom RLA cast VS Russian Overkill cast
Depends.If the RO cast had their 3 million % HP then they would win, otherwise, DRLA cast would win because their guns don't have as much of a chargeup period as,say, the PlanetCracker.

>> No.3254113

doesn't like half of the DRLA armors protect against explosive stuff

>> No.3254114

Hey, I was wondering, is there a way to make things not collectable?
I want to have a red key decoy that instead of getting picked up just activates a trap.
So far I made a sector around it with a walkover script that will remove the key and activate the trap, but if the player is fast enough, he will collectt the key anyways.

>> No.3254115

Make a dummy item in DECORATE that uses the key sprites but doesn't give a key, and add a script to it on pickup?

>> No.3254130

Hm, I never used decorate. I thought I could make it in ACS.

>> No.3254134

>Try playing TNT on UV
>Actually doing well this time with very few deaths
>Somehow stumble onto the secret level
>Go through mazes and flip some switches
>Lost at what I am suppose to do
>Check a walk through
Oh. Mine isn't updated.

>> No.3254136

If you don't care to start all over again you can still reach both exits.

>> No.3254137

>Now I am truly Knee Deep in the Dead.

What did John mean by this?

>> No.3254143

in Hell on Earth Starter pack there is a level with a second yellow key, the first is in a very easy to see place under a crusher, two of the crushers near it CAN be made through if you are fast enough, the one the yellow card is under CANNOT be beaten, it does Tantalize you by being put in your inventory though, a less suicidal yellow key can be found much later in the level after some searching

>> No.3254148

Decorate is easy, except when you try to do things in it that should be done in acs. Then it can be quite challenging.

Not challenging in the way that advanced mathematics is, but challenging in the way that eating food with a spork is.

t. Modder for way too long

>> No.3254163

I just console commanded to switch to the next map. With that said I should play Epic sometime.

>> No.3254165
File: 9 KB, 210x210, personal_appeal_from_Wikipedia_founder_Jimmy_Wales_donation.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't remember the first time I played Doom, but I can tell you the first time I tried to play Doom.

I started the game, took one step in E1M1, and then turned it off.

I was a huge pussy that hated being scared (still am), so I didn't like horror movies or games, or even games that had monsters in them. I wanted to try giving Doom a shot, but I knew it had monsters in it. I had no idea what they would look like or how scary they would be, so after I took a step, I just lost my nerve and backed out. It would probably be another year or so after that when I would play it for real, and learn that it's not actually scary.

I still haven't really tried Doom 3 to this day.

>> No.3254192
File: 167 KB, 1280x720, Screenshot_Doom_20160530_103751.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3254204

I love when people play with sectors like this.

>> No.3254293
File: 72 KB, 469x359, sittinghere.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3254304
File: 102 KB, 648x784, Calendar.jpg [View same] [iqdb] [saucenao] [google] [report]

Tfw you buy a custom calendar
Disgusting K because it's dutch

>> No.3254305
File: 154 KB, 892x753, August.jpg [View same] [iqdb] [saucenao] [google] [report]

Posting two highlights, I call this one

>> No.3254307
File: 83 KB, 767x691, September.jpg [View same] [iqdb] [saucenao] [google] [report]

"Wake me up when september ends"

>> No.3254314

>want to make puzzle rooms
>design cool setpieces
>have no idea for puzzles apart from "switch this, key that"
Truly suffering.

>> No.3254320

2 days of work, a few hours each day.

>> No.3254324

What I'm doing is making switches reveal other switches, which then open doors out of sound range you may not have seen at all. It's also completely optional.

>> No.3254326

Yeah, I do that already, but it's merely expanding the switch switching. I wish there was a way to set the height of switch actions, so e.g. I would have to climb a structure to reach a hidden switch.

>> No.3254347

Speaking of doors outside sound range - is it possible to make sectors "silent"? I.e. not the stupid "silent sector" flag that just cancels sounds inside the sector, but sounds the sector makes - like you said silently opening doors and lift and such.
I have only found a short thread on doom world, but it didn't really help.

>> No.3254348

use a silent sound sequence if we're talking about zdoom

>> No.3254349

What I did was place the door far away. The player can only hear sounds in a certain range. If there's another way, I don't know what it is.

>> No.3254364

the origin of a sector sound is the center of the sector's bounding box. therefore if you make a second disconnected piece of the sector and put it a million miles away the sound origin will be in the middle of nowhere and you won't be able to hear it.

>> No.3254367

that doesn't work in zdoom unless you turn on compat_sectorsounds; the default behaviour in zdoom is to place the source of the sound at the point the sector is closest to you

>> No.3254383

how unfortunate, one of my old maps does exactly that to position ambient sound effects.

>> No.3254387

It's okay, I wrote a script that sets the sector to silent.

>> No.3254390

eh, just throw compat_sectorsounds into the MAPINFO for the map and bam, solved

>> No.3254420

Hello /vr/
i would like to ask how much would a PC capable of running GLQuake cost at the year it was released
best regards

>> No.3254430
File: 998 KB, 1920x1080, Screenshot_Doom_20160530_094510.png [View same] [iqdb] [saucenao] [google] [report]

Are there any wads or documentation for changing the HUD? I want something simple like the default fullscreen HUD, but with an ammo counter like zdoom's alternative HUD. I would use that one, but it's just too small for me.

>> No.3254434

At release, the only computers that supported it were some ludicrously expensive SGI workstations. Don't know their exact price tag, but it was probably $5000 or higher.

>> No.3254439

damn! so everybody was playing the software rendering version for a while? ive been playing quake for the first time and im pleasantly surprised with how good it feels but playing with chunky pixels in software mode must have sucked

>> No.3254441


>> No.3254459

It's 2145.

The intro to Resurrection of Evil gives this date.

>> No.3254461

Are there any known issue's that GZdoom has with hardware? Every time I start it up it goes to a black screen with the game sounds working fine.

>> No.3254464

You might need to update your OpenGL drivers.

>> No.3254467

The newer versions of GZDoom require rather new OpenGL drivers, some that might not even be available on some older cards.
If nothing works, try turning onto software-mode. Uglier, slower, but works at least.

>> No.3254470

mel from tsp would be a better fight again hae-lin
or shihong versus mel

>> No.3254473

PC hardware was expensive as fuck in those days, and was advancing much faster than it is today. You could spend $3000 on a top-of-the-line computer one year and it'd be a paperweight the next. I remember playing Quake's shareware on a 100MHz 486 back in the day. It could barely even handle it and frequently suffered from glitches and crashes, but I still played the fuck out of it on that machine. Sure, we can look back on it now and say "man, it sure was awful playing at 320x200 in a software renderer", but back in 1996 it was fucking mind-blowing to have a full 3D game that played as fast and well as Quake did, nobody cared what the resolution was and consumer GPUs didn't start existing for about a year or so after it was released.

>> No.3254474

but blaz has axes

>> No.3254479

If I play on a toaster with onboard graphics, am I just stuck using software mode?

>> No.3254491

no, use an older gzdoom


>> No.3254501

why not use the windows command prompt? did they remove it in win10?

>> No.3254527

Depends how toaster-tier you are. I can't use any version of GZDoom on my Intel GMA X3100, but Intel HD 4000 can even run the newer versions of GZDoom that require OpenGL 4.

>> No.3254546

>mfw my weapon system has to rely on spawning a dummy actor on the players head which is given a custom inventory item that fires the projectile

hacks are fun
less engine limitations would be more fun

>> No.3254548

why do you need to do that?

>> No.3254557

Because I do constant interpolated player angle and pitch adjustment in ACS. Decorate apparently happens "before" acs, so the shots won't go where they should because the player's view hasn't been adjust yet

>> No.3254628

What are the best gzdoom settings for classic "can't look up" gameplay? I disabled freelook and enabled autoaim but I can't hit enemies very well when they're up high.

>> No.3254634

forgot to add how do you disable the deathcam? the wad I'm playing changes the main character and it's a little jarring to see a space marine whenever I die.

>> No.3254658

Why not just spawn the projectile entirely in acs, or use a bunch of executewithresult through decorate expressions to achieve desired result?

>> No.3254706

>Why not just spawn the projectile entirely in acs
Because the ACS spawning functions suck mostly. They're not very extensible at all. And there's no railgun!
>or use a bunch of executewithresult through decorate expressions to achieve desired result
ExecuteWithResult executes immediately with the decorate, so that doesn't work either AFAIK

>> No.3254724

>Because the ACS spawning functions suck mostly.
You don't have to use any of them to spawn anything, you can just forcespawn a projectile or use one of the crappy projectile acs functions, and then set the correct tracer fields, velocities, and offsets in the script. They will work fine, this is how the projectile intercept in CH works.

>And there's no railgun!
Use a hitscan attack with a custom bulletpuff that has +PUFFGETSOWNER and then call a script from the puff to spawn the railgun in acs. You can even spawn particles instead of having to use actors as of the latest stable release.

>> No.3254743
File: 324 KB, 800x600, Nova_projectile_test_01.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks for the advice man, I'll look into it.
> You can even spawn particles instead of having to use actors as of the latest stable release.
I'm aiming for zandro 3.0 compatibility unfortunately.

>> No.3254750

Ah, sweet, you're the guy that said they're gonna use the factions things.
>I'm aiming for zandro 3.0 compatibility
Ah. Well +NOINTERACTION actors are like the next best thing anyway.

I gotta go to bed now, I was gonna before but I saw your post. Best of luck in your project.

>> No.3254792

Why are doom 2's levels so....weak?

A lot of them just look ugly, are poorly thought out or just flat out shit.

(Also the city levels look awful.)

>> No.3254795

ID was pretty much using a newbie to make those levels

>> No.3254808 [DELETED] 

Guys I played Combined Arms and I have a pro tip for the guy who made it - kill yourself.

>> No.3254812 [DELETED] 


>> No.3254824

So, what is the inventory_item string for the infrared goggles in Doom2?
I have made a script that does an inventory check and activates a special, but for some reason it doesn't recognize the goggles.
I used Infrared, T_LIGHTAMP and LightAmp, but nothing works. If I check for e.g. the pistol or a key, it works.
I am really at a loss here.

>> No.3254828


the Infrared item is just a PowerupGiver that gives a PowerLightAmp

>> No.3254834
File: 427 KB, 281x281, 1461886629395.gif [View same] [iqdb] [saucenao] [google] [report]

that feel when first time making a map in DoomBuilder.

Jesus christ this is addictively fun, what the fuck

>> No.3254836

he propably did
multiple times
because he thought it was a good idea to have the bfg able damage the player

>> No.3254846

Fuck, that worked. Thanks a bunch. Where does one get these information from? I have been digging through the ZDoom wiki over and over and didn't find this. And in Builder itself, it doesn't show that description either.

>> No.3254854


right in the class definition m8

>> No.3254858

I looked there. But I didn't know you had to put "Power" before.

>> No.3254864

Anyone know if the Gameception source port on the iOS app store is good? Looking for a portable Doom and I'd rather not spend $5 on the official port that has no .wad support. I'd post a link, but fucking spam detection.

>> No.3254880

It really is. Gameplay mods are even more addictive, though the learning curve is steeper.

>> No.3254926

>Complete Doom 1 on RPG Mode
>Have the Hunting Revolver for one-shot kills, love it
>Fire up Doom 2 after saving character to file
>Execution could not continue.
>User info descriptor too big
>Turns out the savefile is too big
>Clear out misc items
>User info descriptor too big
>beginning to cry
>Clear out accumulated weapons, none of which are better than my trusty six-shooter (except maybe the demolition uzi)
>User info descriptor too big
>Sirens in the distance, dog dies, gamergate kicking my door in
>Clear out literally everything except my revolver and the demo uzi
>User info descriptor too big, house burns down, ISIS decapitates my mother

Am I doing something wrong or are character saves fucked in DoomRPG?

>> No.3254928

Question, have any mods remade the jump playform/mancannon mechanics?

>> No.3254934

God tier:
Pistol, chainsaw

good tier:
plasma rifle, BFG

shit tier:
shotgun, SSG, rocket launcher

>> No.3254962
File: 43 KB, 560x420, t1_screen_zpse9iduumw.png [View same] [iqdb] [saucenao] [google] [report]

Cartoon (vaguely furry?) Wolfenstein is apparently cute as fuck

>> No.3254975

are you using the launcher?

>> No.3255026

reminds me of Commander Kitty in a way

that's pretty cute, will defs give it a try

>> No.3255043

looks like some sodaholic bullshit

on a different subject: is anyone doing a new thread?

>> No.3255085

What a weird graphic error, it almost looks like doomguy is PETTING the cacodemon

>> No.3255170
File: 89 KB, 800x600, r01jcg[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I don't really know how to put this, but:

Some of my favorite features in mods are adding variety and punch to vanilla gameplay. Smooth Doom has optional alternate death animations for enemies and gibbing from the SSG, and my favorite part of Brutal Doom when I used to play it was just the sheer number of ways an enemy could be killed and the dynamic gibbing that could come from even using a normal shotgun.

Are there any other mods that add more variety and "punchiness" to using weapons and killing enemies without changing vanilla gameplay? I play with Smooth Doom using perkristian's high-res soundpack. I know about Ketchup, but that's about it (and it's been annoying in the past to try and work with Smooth).

>> No.3255194


>> No.3255196

I'm retarded. I can only find one of the secrets in the first level of Doom, and I even turned on the minimap option that shows secrets.

>> No.3255202

which one did you find?

>> No.3255204

How can I make middle textures walkable? I want to make a secret door where you basically walk through the wall, but setting the "Walkable Middle Texture" flag apparently does jack shit.
I want the texture to be there from both sides, so it looks like nothing at all from each side.

>> No.3255214


>> No.3255215

... you want walkable mid-textures that you can walk through, and you want textures on both sides that look like they aren't there?

>> No.3255226

UNF corners, podiums, columns and walls with slightly different textures

>> No.3255227

Yes. Yes, you are.

Oi, not at 666 yet

>> No.3255250

Sorry, I just re-read the last sentence. I have a pretty hefty cold and all my sinuses are full with slimy shit.
I meant I want to see from neither side that there is an opening. You should only notice it when you actually walk through.

>> No.3255306

Assuming that you won't just go to the wiki to find out what you're missing: It took me an absurdly long time (like, years) to learn what the last secrets in E1M1 are.

A hint: Before you've beaten the level, try heading back to rooms before and looking around again. Also, there's a surprisingly devious timing-based secret. Listen for sound cues.

>> No.3255359

I'm.. intrigued.
It'll be interesting to see how well someone can pull this off.
Can you provide a link to this relic?

>> No.3255523

don't ever talk to me or my portrait ever again

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