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/vr/ - Retro Games

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File: 96 KB, 475x582, benellus.jpg [View same] [iqdb] [saucenao] [google] [report]
3300452 No.3300452 [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.3300453


[06-17] Anon map update: An Evening Stroll in Venice >>3299050

[06-17] DUMP 3 Submissions/WIPs by Anons
>>3299323 Hello Doom
>>3299150 Tomb of Hectikhamen
>>3296373 Durex Waste Disposal
>>3295920 Closet
>>3291819 Mountain Temple, Nanotool
>>3290768 3D floor (WIP)
>>3290625 Just Doomin It
>>3288630 Bio Eradicator, Flakchette
>>3285048 Lambda
>>3283920 Janus

[06-13] Anon mod update: Piranha Bowl >>3293408

[06-13] Anon made a map, please criticize. >>3290260

[06-12] Crispy Doom v3.4

[06-09] /newstuff #501

[06-08] Anon mod release: Home Improvement >>3279105

[06-07] SC-55 Music Pack for TNT >>3276167

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532

[06-05] Anon map WIP: UAC Facility Level >>3272104

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545

[06-04] Anon mod release: Doomshorts for Q3A >>3268863 >>3270518

[06-04] Anon map release: Generic UAC Outpost >>3270015

[06-01] Q3 Revolution skins, ripped by Anon >>3261884

[06-01] Anon map release: Peaceful Revenant Realm >>3261065



>> No.3300462
File: 136 KB, 277x396, Enemy_Territory_Quake_Wars_Game_Cover.jpg [View same] [iqdb] [saucenao] [google] [report]

What did you guys think of this game? I found kind of fun despite it being battlefield with a Quake 4 skin

>> No.3300467

Posting this here from last thread.
3DS homebrew port of Doom

>> No.3300472
File: 56 KB, 720x720, 1455132024690.jpg [View same] [iqdb] [saucenao] [google] [report]





>> No.3300473

Here's this too, Quake port for 3DS
Don't know if it works, im out of the house and can't test it.

>> No.3300478 [DELETED] 

Another Quake Champions teaser

>> No.3300482 [DELETED] 

moot created a board specifically to contain cancer like this

>> No.3300483
File: 15 KB, 384x313, 1413125653670.jpg [View same] [iqdb] [saucenao] [google] [report]

>going on /vg/

>> No.3300487

>responding to the german

>> No.3300490

Does anyone have this prboom.wad

>> No.3300491
File: 28 KB, 463x87, benis.png [View same] [iqdb] [saucenao] [google] [report]

>failing this hard
I cringed.

>> No.3300493

I found it really easily, just Google it yo

>> No.3300510

If you weren't a newfag, you'd also know moot allowed /doom/ to stay on /vr/.

>> No.3300513

who is the german?

>> No.3300515
File: 29 KB, 417x107, 1367548454971.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3300517

zeig heil, schwein

>> No.3300518

yeah my download wasn't working, sorry
Here it is if anyone wants to try doom on 3DS
Remove the extra shit in the filename, just leave prboom.wad


>> No.3300538 [DELETED] 

Shut up, cuck.

>> No.3300541
File: 335 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]


>play this map
>get gold key
>find a bunch of secrets
>still can't find gold door
>get motion sickness from running around in circles and give up

Immaculate balance despite having very asymmetrical design, good game systems and UI that encourage and enable strong teamwork even when playing with randoms and without voice chat, pretty and varied selection of maps that cover many different biomes and continents. Overall a very well-designed game and a strong contender for one of the best team-based FPSs of all time.

>> No.3300570

I have a terminal illness

>> No.3300645
File: 117 KB, 508x512, 1465777288403.png [View same] [iqdb] [saucenao] [google] [report]

Closet and Durex are the same map
I just figured people were tired of seeing the big willy on the map for the second post

>> No.3300652
File: 156 KB, 680x678, 1463566546475.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure if this is needed or if something like this already exists. Anyway I liked Specks /vr/ Unreal group and attempted to make a Quake equivalent for some of my Steam Friends.
I was hoping since Quakes 20th B-Day is coming up maybe some would consider joining or maybe even hosting.


>> No.3300679

This is pretty cool anon, I've been meaning to look for Quake groups and find a way to get Quake 3 online and up correctly.

>> No.3300680


I'd be interested in playing some Quake III, though being a complete newbie to Quake I'd probably be complete trash.

>> No.3300692

As much as I like this on /vr/ I don't think moot would have payed attention to dooms modding/mapping community. Most content talked about on this thread is post 1999.

>> No.3300695

I wonder if moot likes/liked Doom. Probably not because he's a boring faggot who only likes to read apparently.

>> No.3300715

Are there any Quake 1 mods that put weapon damage around Doom levels? Shamblers taking a billion hits with a shotgun is just not fun for me.

>> No.3300743
File: 130 KB, 1194x594, darn_it.jpg [View same] [iqdb] [saucenao] [google] [report]

Bah, I shouldn't have fenced the area off. Cacodemons don't work so well since they get blocked out. I guess I'll replace them with chaingunners so they just teleport on those towers.

>> No.3300748

ok, so I'm trying to set up a list of monsters to keep, remove, alter and replace for a mod, and I cant play PB on my computer, the overall plan is to streamline PB into something a bit more manageable, which monsters need changes and which ones got to go?

>> No.3300752

Update on the quake port:
Runs really fucking well to be honest I'm kinda surprised.
Comes with the shareware right out of the box.
Install the .CIA with FBI, download the zip, extract, and put it on the root of your SD card.
Press yes when it asks you to merge the 3ds folder with the one on the SD card already.

>> No.3300759
File: 41 KB, 714x326, 1462211593191.png [View same] [iqdb] [saucenao] [google] [report]

Do these ports make use of the 3D features?
That'd be the tits

>> No.3300764
File: 82 KB, 900x900, photo.jpg [View same] [iqdb] [saucenao] [google] [report]

Posted this in the old thread but what the fuck ever:

Oh man, I remember back when I played this for the first time a few years back and I accidentally killed the guy with the lantern first time I got to that point in the game.

>> No.3300772

Actually holy shit, I've had the 3D turned off this whole time.
Let me try.

>> No.3300779

Ok, the quake one doesn't
But the Doom one does.
It shot through my eyes like a bullet, I have parental controls on to restrict the 3d because my slider is broken and flutters on and off.
So when I actually do say yes and turn it on it puts the 3d to max.
It looked really weird and kinda fucked but I'll play with it, it works.

>> No.3300783
File: 180 KB, 337x385, loving every laugh.png [View same] [iqdb] [saucenao] [google] [report]

makes me wanna try to hack my 3ds now
shit's been gathering dust for months now
incidentally, doom might look less jacked with the movebob turned down since that's one of the suggestions made for GZ3Doom for VR

>> No.3300786

Yeah man, get on it.
I can literally download games from the eshop from a QR code.
Just don't update it and you'll be good.
Check /vg/ they have a homebrew guide with everything you need. It's a pain in the ass but God damn it's pretty cool

>> No.3300789

I have closed in to a point where I can no longer tell if this is meant to be sarcastic or not.

>> No.3300791

sounds like Doom 3 would be more up his alley.

>> No.3300796
File: 8 KB, 250x268, Costanza.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh you

>> No.3300797
File: 115 KB, 276x230, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1466293226910.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3300798
File: 22 KB, 523x271, bwah.png [View same] [iqdb] [saucenao] [google] [report]

>I guess I'll replace them with chaingunners so they just teleport on those towers

>> No.3300801

What the fuck is that filename

>> No.3300804

Fucking windows phone messes up file names when I save them

>> No.3300810

anyone here know how to get doom on phone, I wanna play doom on the go.

>> No.3300812

You mean the windows phone? Not happening.

>> No.3300813

I got an android

>> No.3300815

>windows phone
holy shit, that still exists?

>> No.3300820

Unfortunately. Using one right now

>> No.3300821

Then download D-Touch. You can buy it on the Amazon store app(because Googleplay store banned it for some reason), or you can pirate it somewhere of course.

>> No.3300825
File: 80 KB, 319x360, purpface.png [View same] [iqdb] [saucenao] [google] [report]

>internet explorer

>> No.3300828

AeoD lite is pretty fun. I thought it would be a shittier version of the original AeoD, but it's actually a thousand times better. For one thing, it is not a clusterfuck of a mash of random game resources that don't fit together. The gore is nice too.

>> No.3300830

Fixed a minor HOM effect in the last room of Durex Waste Disposal

>> No.3300836

Windows phone, what do you expect

>> No.3300837 [DELETED] 
File: 14 KB, 480x360, 1101349756.jpg [View same] [iqdb] [saucenao] [google] [report]

Perhaps you should make a thread on /vg/.

>> No.3300840
File: 370 KB, 396x604, Sam Has Taken Interest In This Post.png [View same] [iqdb] [saucenao] [google] [report]

oh well never mind then

>> No.3300843

It isn't that bad.
There are barons and cybie-turrets to worry about.

>> No.3300848

I don't see any cover in that middle area, looks like hitscan death to me.

>> No.3300850
File: 119 KB, 960x1080, angery.jpg [View same] [iqdb] [saucenao] [google] [report]

do I HAVE to buy the app now?

>> No.3300854

They teleport in after player pushes button at arch-vile's. That area has some cover.
Plus bunch of monsters will be revealed, which can be used as cover.

>> No.3300865

what gore mod is compatible with Russian Overkill and what is the load order for this?

>> No.3300871

Ketchup comes to mind, load order doesn't really matter.

>> No.3300874


fuck off

>> No.3300876


>> No.3300881

doesn't seem to work, got the following:
Script error, "ketchupV5.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.

>> No.3300884

That's because of a long double 0, has nothing to do with RO. Either fix it yourself or use a stable build of GZDoom.

>> No.3300896

Is there a mod that makes everything faster?

>> No.3300912


>> No.3300913

read this

That happens because Mark is a dumbass and somehow found a way to make his mod break on newer builds

>> No.3300919

TurboCharged ARCADE!

>> No.3300924

Precisely what I meant with "Long double zero"

That thing uses TURBO.DEH

>> No.3300947
File: 823 KB, 1920x1080, zdoom 2016-06-18 22-57-03-04.png [View same] [iqdb] [saucenao] [google] [report]

this is kinda hard and this UI sucks nigga

>> No.3300950
File: 616 KB, 1920x1080, zdoom 2016-06-18 23-04-36-32.png [View same] [iqdb] [saucenao] [google] [report]

and this level's kinda fuckin spooky dawg

>> No.3300959
File: 233 KB, 1920x1080, zdoom 2016-06-18 23-07-39-14.png [View same] [iqdb] [saucenao] [google] [report]

this level fuckin spawned arachnotrons on top of me and now it's got stealth mechanics

>> No.3300963

back to /b/ nigga

>> No.3300967

did you read the readme for it?
it has some really weird quake marine based erotica in it

>> No.3300968
File: 356 KB, 386x557, 1456053680312.png [View same] [iqdb] [saucenao] [google] [report]

>Pain Elemental

>> No.3300974

Well, it's not like he he can defend himself when you're right up in his face. And that area looks too tight for his lost souls he spawns upon death to survive.

>> No.3300978

Dammit you finished typing before I did

>> No.3301000

>stop talking about doom in the doom thread

>> No.3301008



>> No.3301018

Has anyone ever beaten doom on ultra-violent?

>> No.3301020

The way you were speaking (fragmented posts and all) was kinda annoying

Betr Dan rbutl dumb

>> No.3301025

Nigga, no one's ever beaten it in Hurt me Plenty as far as I know.

>> No.3301027

I've never seen anyone beat it on hey, not too rough

>> No.3301031

Why is this a meme

>> No.3301034

>no fun allowed

>> No.3301040

It's not a meme, Doom is literally impossible.
Now, Blood, there's an easy game. I beat it on Extra Crispy in under an hour, without even trying. Why do people even praise that casual game?

>> No.3301041

for one why the hell would you use a shotgun on a shambler
and look up drake on quaddicted for some mappacks that change weapon behavior to better facilitate horde gameplay, like doubling the damage of the shotguns.
i personally recommend unforgiven and something wicked

>> No.3301047

>complains about fun
>is killing the fun himself

>> No.3301050

I want to play Doom.
Is the GoG version fine?

>> No.3301058

get gzdoom and the wads nigga. makes no difference.

>> No.3301061

What do you get out of this

>> No.3301062

Don't bother. It's impossible to beat doom without cheats

>> No.3301064


>> No.3301068

The bundle comes with Quake 1,2,3 as well though.

>> No.3301070

As long as it has the .wad, it should be fine.

>> No.3301072

it was okay i guess
i used to play it for the shiny epic graphics more than anything
the gameplay didnt feel nottin like quake
wasnt as big as a dissapointment as quake 4 since it was a spinoff anyway

>> No.3301073

tried it with stable gzdoom
seemed ok although i miss the more dynamic gibs on the original BD
everything blows up into identical gibs
even the spiderdemon sprays out the generic gibs in its death animation
i wouldn't expect specific animations for the different weapons but some variety would have been nice
i guess that's the price for high mod compatibility

>> No.3301074
File: 15 KB, 479x319, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1462975530325.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking lol

>> No.3301075


It's better than the Steam version, but why bother when Bethesda doesn't deserve your money and the game's piss easy to set up?

>> No.3301081

Nigger what the fuck are you doing? Don't buy Doom. There's absolutely no reason why you should do this.

>> No.3301085

Should I just use the .wad with gzdoom or is dosbox fine?

>> No.3301087

Lippeth rigged ketchupv4 so that green blooded enemies would use flemoid gore
Check the Weapons of Saturn thread

The former

>> No.3301090

Okay, thank you very much.

>> No.3301101

>There's absolutely no reason why you should do this.

Physical, maybe?

>> No.3301109


>> No.3301116

GOG doesn't sell physical copies

>> No.3301119

This needs to be a meme

>> No.3301120
File: 81 KB, 1536x1805, image.jpg [View same] [iqdb] [saucenao] [google] [report]

There is a clear correlation.

The implications are obvious

>> No.3301125
File: 434 KB, 760x900, 1465670816704.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best way to play doom on my android phone?

>> No.3301128
File: 14 KB, 464x317, IMG-20160610-WA0005.jpg [View same] [iqdb] [saucenao] [google] [report]

*insert Postal 2 joke here*

>> No.3301132

Postal-themed wad when?

>> No.3301135

i've been really enjoying the quake 1 port known as "darkplaces" so far
ive never played quake 1 before, but i played a lot of quake 3 in my youth
does anyone still play online? is there any other source port worth checking out?

>> No.3301140

I was about to ask you guys that.
"Oooh edged weapon! Somebody could lose a limb! Heheeh!"

>> No.3301152

The cyberdemon could be Krotchy

>> No.3301160

I think Mike J would be more fitting for cyberdemon. Krotchy could be the Baron of Hell and his wife could be the Mastermind

>> No.3301167

*the dude's wife

>> No.3301169

thanks for pointing out that version of ketchup for me
it is a step up from the basic version, especially with the chunked corpses and better variety in animation
since it's based on v4 though, my laptop was pretty much asking for the janitor feature

>> No.3301170

>high mod compatibility

>> No.3301174

Makes sense.

Her official name is The Bitch

>> No.3301184

Always glad to help

>> No.3301203

Do you guys reckon that if you play too many gameplay mods, it can cause a detrimental effect on your skill when playing stock?

>> No.3301216

Yes. I am suffering from that right now.

>> No.3301217

what is left for the arena shooter market?
if quake champions turns out to be an arena shooter instead of an overwatch clone, do you think it will have any impact at all? quake live playerbase is scarce and the Reflex thing never took off sadly

>> No.3301218

If you want the classic feel, get chocolate doom instead of dosbox.

>> No.3301231

Stop fucking worrying, Beth is just pulling the NuDoom Campaign Marketing Scheme ™ on Q:C. Just you wait.

>> No.3301236

i dont care specifically about bethesda
i care about arena shooters
i fell in love with quake 3 and quake live was okay until bethesda started shitting all over it
the people that still play QL will eventually quit
makes me sad

>> No.3301249

Absolutely. It's why I play Prboom+ and/or crispy doom for vanilla runthroughs and GZdoom only when I am using some kind of mod.

That way I can associate the port with its intended playstyle, and I can just keep freelook/jumping on for gzdoom and compartmentalize the feeling of each port to a playstyle. A huge reason why people shouldn't just stick with GZdoom.

Either way, once you know the level, as long as you warm back up into whatever playstyle, there should be no problems.

>> No.3301250

If you have to buy the game from GOG don't play it with DOSbox, import the game files into Chocolate Doom.

>> No.3301257

*sarcasm* There is still hope in OpenArena *sarcasm*

>> No.3301260

Quake Champions is being made by Saber Interactive so it's guaranteed to suck. I'd recommend just writing off Quake Champions entirely, don't even try to waste any effort on it.

>> No.3301262


Ooga booga 360 no scope booga

>> No.3301265

Blood is actually kind of casual, if you save on extra crispy Caleb takes as much damage as the easy difficulty. Save glitch, a huge reason why blood still needs a port.

However it becomes a whole other beast of you single-segment each level.

>> No.3301270

By the same logic it's also guaranteed to be scrapped and then rebooted in a non-sucky way

>> No.3301271


>mike J


>> No.3301281

Tim Willits from the original quake team was hyping it as an arena shooter.
said they playtested it with quake pros and that they loved it....
i dont know what to believe
every company under bethesda loves to make "little lies"
hey i tried that game when i first got ubuntu, it was aight except for the god awful weapon models

>> No.3301284

Yeah but until it does you shouldn't care.

>> No.3301291

What is the best way to extract music from a pwad? Tutorials online keep leading me to deprecated programs.

>> No.3301292
File: 53 KB, 450x334, openarena.jpg [View same] [iqdb] [saucenao] [google] [report]

>Google Open Arena
>Low-poly anime tiddies everywhere

Downloading it right now

>> No.3301295
File: 30 KB, 450x319, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1463651707431.jpg [View same] [iqdb] [saucenao] [google] [report]

TES VI: Skyrim II


Pic related

>> No.3301303

there's grezzo 2 not really postal but it's somthing

>> No.3301308

spare me my sanity, please

>> No.3301313

Tim Wilits made Doom 3. Tim Wilits also made the shittiest Quake 1 maps, and was partly responsible for making Quake 2's boring singleplayer campaign.

I don't trust him.

>> No.3301323

Quake 2 wasn't THAT boring

>> No.3301332

Don't give Bethesda your money. Iwads link is in the description.

>> No.3301336

Stop promoting your YouTube channel you retarded fucker

>> No.3301342

I don't sign in to youtube though. Why would I care about fucking Internet points?

>> No.3301345

What I meant is that the links are In OP, you shouldn't need to post a video

>> No.3301365

Sorry about that. I was just trying to help an anon get the basic iwad files. I'll refrain from posting the video in the future.

>> No.3301383

No problem. Also, I'm sorry plz don't feel so offended :(

>> No.3301393

this comes to mind, idk if anyone has done any postal 2 themed maps

>> No.3301395

Also link is gon

>> No.3301436
File: 155 KB, 683x770, chocoPR.png [View same] [iqdb] [saucenao] [google] [report]

Why is Prboom so pale compared to other ports?

Pic related, top is Prboom and bottom is Chocolate Doom.

>> No.3301439

The default gamma setting is too high for some reason. Just change the gamma to 1.0 and you should be good to go.

>> No.3301440


>> No.3301443


Thanks. The option wasn't even in-game so I had to edit the .cfg

>> No.3301449


Oh and I forgot to ask: If I have both the Doom and Doom II iwads in the Prboom, is there a way to play Doom? Even if I drag the Doom iwad onto the executable, it starts Doom II with missing textures.

>> No.3301452

in the Prboom folder*

>> No.3301457

Use a launcher, preferably ZDL

>> No.3301468
File: 62 KB, 500x411, 1465956321239-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3301474


>> No.3301481

>Just change the gamma to 1.0
How? I don't see it in the options.

>> No.3301483

Try pressing F12 or F11, one of them changes the gamma I think

>> No.3301484


>> No.3301487

Thanks. I saw that right after I posted. Why would the prboom team do that?

>> No.3301493

In order to remain boom-accurate

>> No.3301495


>> No.3301501


>> No.3301503

I need a key!

>> No.3301505

It's a secret, not a locked door, Caleb.

>> No.3301510


>> No.3301515


>> No.3301516


>> No.3301530

Does anyone know the source of the HEHEEH taunt? I always found it amusing

>> No.3301532
File: 4 KB, 149x136, cdshock_002.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3301534


>> No.3301535

Yeah, im like that too. PrBoom+ is pretty much my default engine for stock gameplay, though I'll use Eternity if I'm playing Valiant or Ancient Aliens. GZDoom I only use when its required, or im in the mood for gameplay mods.

>> No.3301536


>> No.3301538

You can press F11 ingame to do it.

>> No.3301539

No, I mean, is it from some other game or is it something the skulltag developers recorded themselves?

>> No.3301543

Whoever recorded it, Carnevil definitely gave it a pass

>> No.3301545

We are not worthy of knowing

>> No.3301546

>> unf
>> unf
>> unf
>> unf
>> unf
>> Secret finally open
>> Three steps into it
>> Arch vile teleport in front of you
>> Turn back to run
>> Five revenant agitating in front of you
>> Behind them the closed door
>> idkek it needs a switch behind the arc-viles to be opened
>> Why did i even had that rocket launcher anyway ?

>> No.3301551

>actual reward for finding the secret is a soulsphere and some armor to make up for what you've lost fighting the vile and the revenants
>this secret exists only to waste your time

>> No.3301554
File: 1.37 MB, 400x225, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_tumblr_ngl87oidBQ1r2to8go1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Fuckin genius

>> No.3301569


Open terrain ruined the game. RTCW ET was fucking perfect though.

>> No.3301571

How do I extract and convert sounds?

>> No.3301580

SLADE and Audacity?

>> No.3301581
File: 1.36 MB, 1400x1050, 141.png [View same] [iqdb] [saucenao] [google] [report]

How do I fix this?

>> No.3301582

I tried the convert to .wav thing in SLADE but for some reason the sound ended up in lower quality.

>> No.3301583


>> No.3301584


Extract sounds from what, Anon? You gotta be more specific.

>> No.3301585

The Revenant scream from Doom 2

>> No.3301593

It switches to window mode.

>> No.3301595
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]


Good taste.

Open up SLADE and Doom2.wad

use the little filter bar at the bottom, type in DSSKESIT

right click on it, convert doom sound to WAV

then right click on it again, export it to wherever you want.

>> No.3301598

That's what I did but >>3301582

>> No.3301601


also to add to this, but just in case it wasn't obvious, don't save the change you make for safety's sake, once you get the sound out as a WAV it won't matter

>> No.3301607

the sound sample data in the wad is 8bit, 11025Hz. it's already low quality. your source port might be resampling it; you can use some audio editor to try to improve it. (i use sox)

>> No.3301610

What I mean is that it sounds fine when I play it in SLADE, but when I export it and play it outside of it, it doesn't sound like in SLADE.

>> No.3301618

>tfw you're the kind of person who has to get every secret every time you play the map regardless of whether or not it's useful

>> No.3301620
File: 103 KB, 1040x888, ffs.png [View same] [iqdb] [saucenao] [google] [report]

Anybody got an idea why this doesn't work ? Slade doesnt want to replace that fucking texture no matter what.

>> No.3301623

a single archvile and a handful of revenants would not cost me a soulsphere+armor's worth of health.

>> No.3301630

what does the console log's more detailed information say?

>> No.3301672

what do you guys think is the worst level in DooM II?
I honestly don't care for the citadel or the chasm.

>> No.3301673

All the city levels can go suck dicks.

>> No.3301678


>> No.3301685
File: 13 KB, 583x206, nothing.png [View same] [iqdb] [saucenao] [google] [report]


Absolutely nothing

>> No.3301687
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


i have some experience in extracting sounds using audacity, in my experience the game's sound engine is amplifying all sounds, rendering a basic rip quiet

if i remember correctly you can increase the volume of a file using audacity, perhaps try ripping it then boosting the volume

>> No.3301691
File: 912 KB, 240x176, 1441883654946.gif [View same] [iqdb] [saucenao] [google] [report]

whatever the cocksucking level is near the end with the multiple rail-thin walkways above brown-sludge nuke effect

i'd like to cut the man that made that piece of nonsese

>> No.3301694

It doesn't sound quieter, the quality is just worse. Try it yourself, extract it with SLADE and play it in another program.

>> No.3301701

Can A_JumpIfTargetInLOS be used to check if my monster has a target at all if I disable the sight check?

>> No.3301760
File: 10 KB, 297x92, odamex.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3301762
File: 46 KB, 422x353, 1466170174836.jpg [View same] [iqdb] [saucenao] [google] [report]

>When Zandronum exists

>> No.3301763

You got the joke

>> No.3301769


>> No.3301783


>> No.3301807

Newwfag here, just finished Doom 2.
I'd like to play level 31 and 32. Is there any way to start them without a new game and going all the way to 15 again? Like a console command

>> No.3301817


>> No.3301819

Depends on the source port, if zdoom then map map31 / map map32

>> No.3301823
File: 498 KB, 1920x1080, Screenshot_Doom_20160619_074731.png [View same] [iqdb] [saucenao] [google] [report]

3hp and a dream

>> No.3301825
File: 283 KB, 1920x1080, 20160619144930_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, yeah I'm on gzdoom

>> No.3301845

with 3 stimpacks right there
a dream that came true

>> No.3301849

>Germans will never ever get to play this level

>> No.3301853
File: 130 KB, 960x600, 1465066500081.jpg [View same] [iqdb] [saucenao] [google] [report]

Restart the map. You won't complete that section with low health, even accounting for the stimpacks. I'm up to MAP20. You can trust me.

>> No.3301860

turns out I was at the end already.

>> No.3301861

"You found a secret area!"

>> No.3301881

>JLOSF_NOSIGHT works in current ZDoom but not Zandronum 3.0

>> No.3301885

invent time machine, go to future, keep fingers crossed

>> No.3301886

pretty sure they can download iwads and source ports like everyone else

>> No.3301887

not if they want to get arrested

>> No.3301892

Do you even Germany bro

>> No.3301895

Didn't the ban get lifted, even for the unedited version of Doom 2?

>> No.3301896

>he doesn't like bonus challenge secrets
I love it when I find a secret and it gives me optional hard fights. Like the Final Countdown area in Valiant MAP27

>> No.3301898

DUMP 3 would have ended by then.

>> No.3301901

I liked the challenging bonus areas in that NRFTL wad, shame its so short.

>> No.3301912

Was pretty cool that Valiant snuck in a Lunatic map as a secret.

>> No.3301919
File: 417 KB, 245x232, 1419334742341.gif [View same] [iqdb] [saucenao] [google] [report]

>Zand 3.0 doesn't support using A_CheckFlag with "ISMONSTER" and AAPTR_TARGET either

>> No.3301962

this says "yes but not for the wolf3d parts"

>> No.3301973

At least there's not much incentive to actually buy Doom 1-2 these days, I guess.

>> No.3301979


>> No.3301989

You'd think their government would like the implication that the Nazis ended up in Hell

>> No.3302001

Best megawad....go!

>> No.3302005

Not to mention the act of shooting hundreds of them over the course of the game. I've never understood that. You'd think they'd love games about killing nazis, not so much BEING them.

>> No.3302013

Germany is ashamed of the nazis so much that they generally refuse to talk about them at all

>> No.3302016

Wonder how much longer it'll be until someone unironically says hitler and the nazis did nothing wrong, that's where this discussion always goes.

>> No.3302017

Apparently the icon of sin is slaughter now. The room is just two icons of sin with the descending pillars dropping some other enemies every once in a while.

You win by walking on the last platform. It's silver and shiny and flashing. You don't have to kill anything. The other platform that is different textured gives you a bfg, if you didn't already have one from the caco room secret.

>> No.3302019 [DELETED] 

Hitler was saving Germany but it had to fight a war it couldn't handle.

>> No.3302024
File: 62 KB, 396x691, 1450140293338.jpg [View same] [iqdb] [saucenao] [google] [report]

welcome to my hell

Zand 3.0 is advanced but still lacks a large number of recent Zdoom additions, namely every one of them that i actually want to use

>> No.3302043

Just use acs.

>> No.3302048

I had tons of fun playing it. Best moment was getting my team to wait for the big ass chopper to spawn right when the game began on the slipgate level. We then flew it right to the objective and saturated the area with smoke grenades and minigun fire while one dude hacked the gate within the first two minutes of the match.

There were so many opportunities for fun emergent gameplay. Like using the throwable sticky bomb/camera/radar thing to give friendly aircraft personal radar, parking strogg cars indoors and deploying energy shields so only the hyperblaster on top was uncovered, corking the gun barrels on unattended enemy tanks with explosives etc.

>> No.3302058

Refusing to vote on the poll, as it appears to still include some non-megawads.

>> No.3302096

I'm almost halfway through Sunlust

10/10 pretty good

I love that you have to conserve your ammo somewhat... I'm often running out of rockets or shotshells

Beautiful maps!

>> No.3302124
File: 335 KB, 1920x1080, 20160619174732_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I trapped

>> No.3302131

Has anyone made a good looking and fun DOOM map with Quake textures?

>> No.3302132

Please turn that filtering off anon

If Quake 2 counts, then putrifier

>> No.3302134

That's not true. I actually did buy DOOM 2 on Steam and the wad I use is from there.

>> No.3302137
File: 162 KB, 374x452, 1466174967380.jpg [View same] [iqdb] [saucenao] [google] [report]

What filtering?

>> No.3302141

The bloody trilinear, everything looks fucking blurred

>> No.3302149

Wow why is this shit enabled by default in gzdoom

>> No.3302150

Do you prefer the PC sound effects and music, or the PS1 sound effects and music?

>> No.3302153

Because graf hates temporal aliasing

>> No.3302156
File: 71 KB, 600x450, 67b.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3302160
File: 242 KB, 1366x768, Screenshot_Doom_hollenraum.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3302161


both of them are great on its own and I can't honestly pick a single one

>> No.3302163
File: 270 KB, 1366x768, Screenshot_Doom_20160619_130535.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3302176


>> No.3302180
File: 193 KB, 1366x768, Screenshot_Doom_jtrlimbo.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3302189

how many times are you gonna shill your shitty poll

>> No.3302198

weird lighting

>> No.3302212

He's autistic, don't pay attention and don't respond. He probably imagines he's actually contributing something.

>> No.3302220 [DELETED] 

> no Megaman 8-Bit Deathmatch
This thread is fail.

>> No.3302225

Because graf zahl likes it that way.

Choose none(nearest mipmap or none(linear mipmap) with 16x AF if you're playing in high resolution. If not, keep it at none.

Distant or high-angle geometry look like butts with no filtering at all in high resolution.

>> No.3302245

He (graf) hates movement aliasing , and that's the only setup that removes it completely

>> No.3302254

okay which one of you made this? https://www.youtube.com/watch?v=q19sVKcAqIw

>> No.3302260
File: 43 KB, 252x235, breathe.png [View same] [iqdb] [saucenao] [google] [report]

I just found out Zandronum doesn't have AAPTR_PLAYER_GETTARGET, when I thought it was working all this time. Fuck it, fuck figuring out what does and doesn't work for Zandronum, guess I won't have anything to submit for DUMP.

>> No.3302261
File: 171 KB, 800x600, trespasser-15.jpg [View same] [iqdb] [saucenao] [google] [report]

When is Anne from trespasser going to make it into Samsara?

>> No.3302271

when you make it

>> No.3302275

Did anybody ever do a map or set based on a scene or a whole movie? Like 2001, particularly the bed scene.

>> No.3302276

Man, I'm not liking the detailing of the lights. Looks too weird, IMO.

>> No.3302284


Man, I love this guy's videos.

>> No.3302286

when view-space translations for 3d models become a thing in gzdoom

>> No.3302289

Does How Not To Be Seen count?

>> No.3302294
File: 35 KB, 555x541, .png [View same] [iqdb] [saucenao] [google] [report]

Why do these lines appear every time I exit doom to ZDL?
Am I supposed to leave them there or

>> No.3302297

Sounds, they're both pretty good. Though I'll pick PC over PS1 because its what I'm used to.

Music, I far prefer PC. PS1 music is nice, but it sounds like it'd be more suitable for a survival horror game over an action game.

>> No.3302302

I believe this only happens if you have ZDL set to launch as "dosbox" on steam version of doom.

They do absolutely nothing.

>> No.3302305


>> No.3302308
File: 97 KB, 640x427, 1453430208001.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh thanks. Yes I like launching it through steam.

>> No.3302315

Got a vid?

>> No.3302316


>> No.3302323

where are you?

>> No.3302327

Falling in a pin with red bottom, you blind cocksucker. Am I trapped or not?

>> No.3302329

It was a well in that sewers xbox exclusive map.
I thought there would a secret or some cool shit.

>> No.3302338
File: 55 KB, 640x480, 1466358100.png [View same] [iqdb] [saucenao] [google] [report]

ah. in that case yes. there's no way out. it shouldn't be possible to enter it - did you jump?

>> No.3302351

No, only the downloab

>> No.3302357


>> No.3302371

Cheat codes (as opposed to console commands) don't depend on the port, they are hard-coded in.

Idclev is the easiest way to warp unless you bind all of your F keys to warp commands or something.

>> No.3302385

>implying I'm not aware of that
But yeah, I suggested that because ZDoom has a feature where pressing up/down arrows will cycle through your previously typed commands, which can be useful in some situations.

>> No.3302387

there is a video

>> No.3302392
File: 116 KB, 1002x506, archvilium.jpg [View same] [iqdb] [saucenao] [google] [report]

Aaand the outdoor-core done. Sort of.
Now just the server/computer-room, some misc. rooms and then finale of sorts. Might end up bit wimpy.
Player gets plasma-rifle from get-go, so I am sorta dishing out punishment from early on.

Tomorrow's time to balance and tart it out. Sorta have to hurry if I wish to submit it for Dump 3.

I also noticed that the map will probably end up sporting 13 or so arch-viles.

>> No.3302409

i find i prefer the console regardless; idclev is somehow an awkward sequence of characters to type

>> No.3302413

Rate the megawads you've recently played

Going down > Scythe > Valiant > sunlust > Alien vendetta > scythe 2

>> No.3302414


If you turn all cheat codes on in Miscellaneous options, you can use engage, visit or rift instead.

>> No.3302428

bloody steel > a.l.t > alien vendetta > sunlust

>> No.3302465

whats bloody steel? Is it like...slaughter!?

>> No.3302470


>> No.3302480

"Doom" spelled backwards in "Mood."

>> No.3302484


"Wolfenstein" spelled backwards is "Nietsneflow."

>> No.3302493

The /newstuff Chronicles #502

>> No.3302503

>tfw you don't find any of the Build engine games that fun

Doom, Final Doom, Doom 2, Quake, Unreal Tournament, Half-Life - all fucking god damn fantastic games.

But Douk New-cum and Blood just don't feel that fun. I think it's the fact that ammo is a tad sparse and the level design doesn't feel as inspired as Doom or Quake, and it doesn't feel quite as gripping as Half-Life.

In Douk and Blood, I always end up running out of ammo because even small enemies have enough hp to require quite a bit in the way of shotgun shells / flares / whatever to take them down, whereas in Doom, the cannon fodder was more easily dispatched, which made dealing with bigger enemies all the more fun. Sergeants in Douk with their hitscan shotguns means they're almost a top priority, but they have enough health that you can really get gangbanged by them in tight corridors if you don't have the chaingun / ammo for the chaingun. Also, Doom managed to deal with the fact that the pistol is useless in later levels by having it share the same ammo as the chaingun, which made no sense from a story perspective but made game balance a little more comfy as finding pistol clips didn't feel so damn disappointing.

And despite the games having lots of spooky elements, none of them are tonally right for the gripping ammo scavenging survival horror thing I feel like they're always bordering on.

Am I a filthy casul, /doom/, or am I seeing eye to eye with yall

>> No.3302516

>Is it like...slaughter!?
just to make you hate it, i'll say yes

>> No.3302518


>> No.3302520

Well you're definitely seeing eye to eye with me

>> No.3302525
File: 1.08 MB, 320x180, ixU3Yk[1].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3302526

"Quake" spelled backwards is "Ekauq."

>> No.3302529

>that one door in Arcane Dimensions that will never lead to a level

Is there a story behind it? Was there supposed to be a contribution but the mapper quit?

>> No.3302530

because in 1998, one of the boom programmers decided to change the default gamma setting from 0 to 2 or 3 (out of 4) because his monitor was dark and he was annoyed at having to change the gamma every time he launched the program to test it. so through the magic of open source autism, it's still the default in prboom in 2016.

>> No.3302532

Ah, Bloody Steel. Why in the fuck did the author include ultra compressed mp3s? Also, I find its style of "detailing" to be ugly as sin.

>> No.3302535

And despite the games having lots of spooky elements, none of them are tonally right for the gripping ammo scavenging survival horror thing I feel like they're always bordering on.

And then there is the mood whiplash in DN3D when you get from E1 to E2. The corniest thing there was the Star Trek level, and that wasn't any fun because cramped hallways don't mix well with hordes of armored kamikaze drones.

>> No.3302559
File: 224 KB, 1366x768, Screenshot_Doom_bewani.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3302560


You're making a DUMP weapon right? Is this your first ever weapon?

If yes then why the fuck are you making something so complex. Just make a shoot banger that makes the mans fall down

>> No.3302569
File: 965 KB, 2048x1536, 0618162201b.jpg [View same] [iqdb] [saucenao] [google] [report]

I just got my (original) Xbox in the mail yesterday, and softmodded it. Does anyone here know anything about Doom sourceports on the Xbox? Thanks in advance.

>> No.3302572
File: 308 KB, 1366x768, Screenshot_Doom_20160619_162910.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3302575


As far as I'm aware, the only port of DOOM to the OG XBox was the one included with DOOM 3 by Vicarious Visions.

It's not terribly great, but it does come with a pair of bonus levels made by two of the guys who did the port back in the day.

>> No.3302583

Is there any way to load IWADs and PWADs into it?

>> No.3302586

I seem to recall Odamex getting an Xbox port. I highly doubt it's been kept up to date, though, and it's not like you'd have anyone to play it with anyway.

>> No.3302598


There's no official support for PWADs and different IWADs, and to my knowledge nobody's hacked it to enable support.

>> No.3302602

As long as it works in single player I'll be happy. Thanks for the tip, I'll look into it.

>> No.3302612

The thing about Odamex is that it was developed as a competitive port before anything else. If the version is old enough, even singleplayer might not work correctly. Still, worth a shot, not like you have to pay for it or anything.

>> No.3302614

Didn't someone have a working tresspasser-esque gun? He was using a half life model

>> No.3302632
File: 833 KB, 1920x1080, Screenshot_Doom_20160619_112947.png [View same] [iqdb] [saucenao] [google] [report]

I have bad habit of getting an idea for a type of place or setup and than having virtually nothing to go on after that one area.

>> No.3302635
File: 7 KB, 250x160, new_classic_doom_item_invis[1].gif [View same] [iqdb] [saucenao] [google] [report]

I was checking compatibility flags to see what differences in gameplay there were between Zdoom and normal Doom, and I saw this:

>Monsters see invisible players (Yes/No)

>This option restores Doom's original behavior where monsters would always wake up when seeing a player who is using an invisibility powerup. ZDoom normally uses a more realistic routine where monsters will usually be unable to see those players.

"A more realistic routine?" What the fuck? It's "partial invisibility," not being completely invisible.

I'm gonna turn this back on because it seems like a major change to the dynamics because it essentially guarantees getting the first hit against enemies if you picked one up. Are there any other compat flags that make serious changes from vanilla that I ought to change back? I like bugfixes and other minor adjustments, but stuff like this seems absurd.

>> No.3302656
File: 257 KB, 1366x768, Screenshot_Doom_20160619_135537.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3302657

there's also being able / not being able to shoot projectiles through obstacles (trees, etc.)

>> No.3302661

heh it just goes on forever with evil trap after evil trap after evil trap, doesn't it? like a dozen plutonia levels mashed together into one

>> No.3302663
File: 54 KB, 215x248, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_stfacewaifu.png [View same] [iqdb] [saucenao] [google] [report]

>Playing 1monster.wad
> Reach map20: Bony encounter
O fuck

>> No.3302664

The reason that behavior is there is because that's how invisibility worked in Heretic, not any "realism" bullshit. I have no idea why it defaults on when playing Doom.

>> No.3302668

don't be ashamed to quick save like a mother fucker, it's mean traps time

>> No.3302671

i love map15 of that
so Bloody and spooky

>> No.3302672

Which map?

>> No.3302678

That joke is just plain horrible.

>> No.3302679

btsx e2 map10

>> No.3302683

I got stuck on E2 MAP15. You ain't seen nothing yet.

>> No.3302696

the secret map is right after that so if you do make it through the pain of 15, enjoy 31

>> No.3302701
File: 425 KB, 1366x768, Screenshot_Doom_20160619_141246.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3302713
File: 13 KB, 585x635, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1465788984739.png [View same] [iqdb] [saucenao] [google] [report]

Well fuck me map23 is archviles

>> No.3302714

does anyone know where the weapon resources of this video come from?

excluding the "terry" kind of wad, i want to know where those recourses come from, i want to use them for testing purposes; especially the brown napalm bazooka.

>> No.3302717

Casual as fuck, try playing Duke on easy if you think it's too hard.

>> No.3302721
File: 392 KB, 1366x768, Screenshot_Doom_20160619_142215.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3302723

I see The Innocent Crew's flamethrower, the Rise of the Triad Bazooka and the Doom Alpha shotgun.

>> No.3302726

Oh yeah forgot about the 0.4 alpha rifle

>> No.3302728

gotta hand it to doomguy
he doesn't even look impressed

>> No.3302729

Is that

>Self-referencing sectors don't block shots (Yes/No)
>compat_trace (CVAR and MAPINFO)
>Doom's hitscan tracing code ignores all lines with both sides in the same sector. ZDoom's does not. This option reverts to the original but less precise behavior. This option now also covers the original behavior or sight checks for such lines.


>> No.3302730

yeah i've maxed all of them before. only about half on UV though.

>> No.3302732

ok, the flamethrower was found, now i only need the strange napalm bazooka.

>> No.3302741
File: 156 KB, 800x600, take it easy.jpg [View same] [iqdb] [saucenao] [google] [report]

>meanwhile the player

>> No.3302742

no i think it's something about heights

in doom all obstacles have height 16 but are solid so you can't walk through them anyway

in zdoom with proper finite height actors it has to fix the height of obstacles to match their sprites

(obstacles even block projectiles in doom but you only notice if you hit the very bottom)

>> No.3302747

Do you mean

>Actors are infinitely tall (Yes/No)
>compat_nopassover (CVAR and MAPINFO)
>Doom's collision code treated all actors as infinitely tall, i.e. it was impossible to jump over any solid object. Needless to say, with such a setup 3D bridges and similar effects are impossible to create. You can re-enable this effect with this option but be careful: Enabling it will seriously affect any map that expects proper z-sensitive object collision detection.

>> No.3302752

If you need the actual sprites for it, go to tic.de, under 1995 doom

>> No.3302756

Speaking of Samsara. Forgive my ignorance but what game is the security officer from?

>> No.3302758

no i mean this

Use Doom heights for missile clipping (Yes/No)

compat_missileclip (CVAR and MAPINFO)
If enabled, actors use their original heights for the purposes of projectile collision. This allows for decorations to be pass-through for projectiles as they were originally in Doom while still blocking other actors correctly. Specifically, this affects actors with negative values defined for their ProjectilePassHeight property.

>> No.3302761

Marathon, basically what mac users had instead of doom

>> No.3302769

oh god fuck i think i'm getting carpal tunnel

>> No.3302785
File: 3.50 MB, 2560x1440, quake042.png [View same] [iqdb] [saucenao] [google] [report]

Some more screenshots from my Quake 2 map-unit. :3

There'll be three maps in total connected in one unit.

>> No.3302791
File: 3.94 MB, 2560x1440, quake043.png [View same] [iqdb] [saucenao] [google] [report]

It's taken me a lot longer to get these levels done because I have so much else to do, but it's fun to work on when I have the time.

>> No.3302797

Bretti gud

>> No.3302804


>> No.3302805


>> No.3302812
File: 169 KB, 1600x900, creation and rapture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3302815

Thank you. I hope it will be worth it if you decide to play.

>> No.3302818

And on the seventh day God agitated the world.

>> No.3302825

Any good (and preferably long) platforming wads that don't need extra patches? I tried the old jumpmaze.wad but it needs extra files that I can't use online.

>> No.3302829

So God said; Let there be Revenants. But he Didn't specify an amount.

>> No.3302843
File: 83 KB, 640x480, 40_screenshots_2011-07-31_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3302848

I don't know how hard it is to map for quake 2 but this looks really good. It's a shame I don't like the gunplay in quake 2 (I'll probably still play this though)

>> No.3302850
File: 153 KB, 1440x900, 51c5a661509ae.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3302853
File: 13 KB, 460x215, header (1).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3302856

>LIFE 1/1
That's a nice touch.

>> No.3302860
File: 103 KB, 300x296, Team_Fortress_Classic_box.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3302863



>expanded the SMM platform slightly so it shouldn't screw up
>raised the ceiling in the exit room
>scrapped the extra caco wave on UV and placed additional starting cacos on UV instead, which should fix script bugs

>> No.3302869

the HEV and helmet combo is pretty cool but i don't think it would've had the same appeal that gordon's face would have if it was on the cover of the original HL1

>> No.3302873
File: 123 KB, 439x330, cs-download-counter-strike-setup-logo-banner.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3302874

and on the 8th day God's first word to the world was "AAAAAAAAAAAAAAAAAA"

>> No.3302884

Ricochet 2 when?

>> No.3302887

You mean Half-Life 3?

>> No.3302901

was that the first aquisition of a mod by valve, or did they buy counter-strike first?

>> No.3302910
File: 3.29 MB, 2560x1440, quake029.png [View same] [iqdb] [saucenao] [google] [report]

It's like making things in LEGO. :3

However, the logic part where you have to make buttons trigger things, doors behave like doors, enemy spawning etc. is a bit of a chore. It's really easy, though.

>> No.3302912


>> No.3302916
File: 76 KB, 450x253, smug3c.jpg [View same] [iqdb] [saucenao] [google] [report]

>Those ROTT-moans

>> No.3302921

I always love doing the logic, it's really simple in doombuilder but you can still get really creative with it.

>> No.3302930

I get an error trying to add a HUD to ZDL launcher, using project brutality, so I use the default one minimized.

I read the pdf included in the download and tried to copy the load order, tho I'm not using the kzid patch since I only tried doom 2. I also noticed the map is slightly different from a few youtube videos I've watched of PB doom 2.

I tried also adding the vanilla sounds included ( extrafiles folder ) but it doesnt change anything ?

I'd like to have the same sound as the double barrel in this video, as well as hud, messages on screen, etc https://www.youtube.com/watch?v=NPVvxHrCjjc

I created a new folder and installed everything in it according to the pdf ( gzdoom, PB, wads and ZDL ), any help much welcome

>> No.3302932

What is the error

>> No.3302971
File: 25 KB, 128x128, Rev.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3302972
File: 2.26 MB, 1386x1385, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1463421176989.png [View same] [iqdb] [saucenao] [google] [report]

>Project Clusterfuck

>> No.3302981

ever listen to the BtSX midi's with the Megadrive soundfont? It works too well sometimes

>> No.3302984

>20 minute AAAAA loop
A guy did a 10 hour loop, you can't compete

>> No.3302991
File: 70 KB, 640x480, 1466376195.png [View same] [iqdb] [saucenao] [google] [report]

Surprised Badger

>> No.3302995

Is DM:C still worth playing today?

>> No.3303001

It's pretty much quake. So yes.

>> No.3303003


Duke Nukem had some potentially interesting level architecture. Which seems like that the devs focused more on that than proper ammo balance.

>> No.3303017 [DELETED] 
File: 21 KB, 640x480, 1466376753.png [View same] [iqdb] [saucenao] [google] [report]

finally maxed e2m18 on UV

the dark half of e2 (17 onwards) is significantly more difficult in my experience

>> No.3303031


>> No.3303042

there's also fastweapons

>> No.3303051
File: 566 KB, 469x163, Demon Party.gif [View same] [iqdb] [saucenao] [google] [report]

>you have entered a secret area!

How do I turn this off? It really ruins the mood. And it's in every damn source port on the planet.

>> No.3303056

what's that.

>> No.3303075

Nope here:


>> No.3303076


>> No.3303096

Turn off your wifi before opening source port.

>> No.3303102

in pr+, set hudadd_secretarea to 0

(this is in the menus under advanced hud settings but i find editing the .cfg less irritating than the menus...)

>> No.3303116
File: 217 KB, 800x982, Unreal.jpg [View same] [iqdb] [saucenao] [google] [report]

>enemies are hellish bullet sponges
>most of the weapons fire slow-as-shit projectiles that enemies roll out of the way of
>seemingly every level has at least one boring lever puzzle
>38 fucking levels

Yet somehow I can't just quit on it. If anything, it's better than the piss-easy Quake II. The music and atmosphere are great, and the expansive exterior levels are pretty nice, if underused.

>> No.3303125


I'm pretty sure this is under Miscellaneous Options or Message Options for ZDoom.

>> No.3303140

I really fucking hate having to do something over and over again. Prefabs can only do so much as well. When I place brushes and enemies and items it's something new and fresh all the time.

When I do logic I know exactly what I want and how I want it and how it should be done, and I hate it so much. It's really not fun for me. It's brainless monkey work.

>> No.3303145

Honestly, I liked it more than Half Life. I enjoyed the worldbuilding (even if it was done with the now cliched datalogs), it looked especially good with OldUnreal's textures, and I didn't have much problem with the weaponry being too slow - once you know that Skarrj can roll (which is still cool), you adjust your weapon and tactics accordingly.

The gigantic level design was really used well in the first level, where it really felt like there were multiple ways you could choose to go after you left the prison ship. It's too bad that that kind of at least illusion of non-linearity tapers off pretty quick, but I still found the level design interesting enough (though, as you mentioned, much of that had to do with the atmosphere of the world).

That single player was a nice, long, beautiful experience, and I think it's very underrated.

>> No.3303147

yes, it's called cl_showsecretmessage there

>> No.3303172
File: 319 KB, 539x452, 1441491001518.png [View same] [iqdb] [saucenao] [google] [report]

I like 3DGE's filters. It reminds me of those shitty N64 filters, and I love it.

>> No.3303174

I guess I like brainless monkey work then :(

>> No.3303179

It's a tacodemon

>> No.3303180

Is Quake 2 worth a play? Is there anything i should know before playing it on Windows 10?

It's the only classic ID shooter i've not played, unless you count Catacombs too.

>> No.3303185
File: 37 KB, 503x280, 1466131245764.jpg [View same] [iqdb] [saucenao] [google] [report]

>Played Quake, in and out throughout the years, not a whole lot, but definitely familiar with it.
>Find a really good retrospective video on quake
>Watches it, pretty great.
>Hear this sick as fuck soundtrack
>Soundtrack for Quake 1 by the NiN guy
>Have never heard this song before.
>Sits puzzled for a little bit, trying to think why.
G...guys... I think I've only ever played the Shareware version...
I don't know why I've never heard it before.
I mean, I have played Quake before.

>> No.3303195


Maybe you just never played it with the CD in the drive, Quake relied on CD audio for music.

>> No.3303204

For the music, it's definitely worth it. Just keep in mind when looking for sourceports:

Vanilla is fucked (fucking Scitech MGL)
Kmquake2, Berserker Q2 and Q2XP are all Doomsday-type ports
Yamagi is excellent, except it expects you to convert the music to OGG
So either use yamagi or qbism's custom renderer (github.com/qbism, click on quake2- colored-refsoft)
So be careful

>> No.3303210

what hud & what map

>> No.3303213


in that video's defense, the loop is seamless

>> No.3303216

>Vanilla is fucked

Not him, but I never played QII on anything other than Vanilla. The game works relatively well on modern systems, so I never really saw any reason to look for a source port.

>> No.3303235

Looking at an old thread, someone went through the RNG behaviour of shotguns. Due to each pellet having their own damage rolls, some interesting things happen. You have a very tiny chance of one shotting a lost soul with one shell.

>> No.3303236

The only sourceport to use is next to KMQuake2 is Q2Pro.

But REALLY play vaniller v3.20 Quake 2 with CD-music if it is your first time.

>> No.3303237

The "vanilla but better" camp have no idea how things that don't seem different are actually huge game play changers. For instance spectres were balanced for video renderer OFF and their camouflage in vanilla is actually situationallly very dangerous.

>> No.3303238

I hope you are doing some real memory allocation coding as well.

>> No.3303239


Blut Aus Nord major nigga

>> No.3303245

Why do Quake 2 maps always seem to have dull lighting compared to Half-Life? The wall lights quickly fade into the dark ambience, and you don't get the feeling that the lights themselves are illuminating the room.

>> No.3303247

And so was the ten hour AAAAA

You don't have problems, but others might. You see GLQuake, and therefore Quake 2 identify your graphics card by reading it's identifier string with sprintf(), so on most modern cards the game falls back to software. And here is the problem. You see, the WinQuake renderer compliments DirectDraw/DIB in several places using an API called Scitech MGL. The thing with MGL is that it would try to interface directly with your video adapter ( the one that you had plugged in to your Voodoo for non-3d stuff) so on say, a radeon, shit hits the fan. Obviously there are exceptions, but that doesn't mean it shouldn't be fixed.

>> No.3303249


I've made a number of different weapons, this time I wanted to make something creative and ambitious

then i ran into my crippling coding inadequacy

>> No.3303256

sounds like actual work, not my kinda thing

>> No.3303258


It's not a loop, it's a paulstretch.

>> No.3303263

Fuggin love DoD.
Source was even good.

>> No.3303271

whats wrong with Berserker Q2 ? its the one i played and other than the wierd small things shooting lazers its allright

>> No.3303274

Still an amazing game. I usually have a coop server running, but people rarely join.

>> No.3303278

Both GLQuake and Winquake work on my modern NVIDIA setup. Winquake has worked on every single PC I have tried ever.
Also, Winquake supports DirectDraw.

>> No.3303282
File: 1.62 MB, 400x225, 101260-ddk.gif [View same] [iqdb] [saucenao] [google] [report]

airshots are by far the coolest thing to do in quake or quake-derviatives imo (such as Team fortress)

>> No.3303285
File: 1.49 MB, 360x202, tf2_airshot_spire.gif [View same] [iqdb] [saucenao] [google] [report]

and it feels awesome when you finally learn to predict and do it

>> No.3303293
File: 84 KB, 900x750, RUUUUUUUUUHHHHHH.gif [View same] [iqdb] [saucenao] [google] [report]

Don't you just love it when a gameplay mod has like 200 different powerups and they have really vague names and you don't know what the fuck they do?

>> No.3303307

That screenshot was done with pretty bad settings.

The lighting for Quake 2 and Half-Life works exactly the same: You have per-texture light and light entities and they both behave the same. It's all up to the mapper how to do it.

>> No.3303339
File: 259 KB, 1366x768, Screenshot_Doom_DARKSTAR.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3303348

Yeah I admit that I fucked up. Still, I wouldn't use vanilla Q2 because Non -Power-of-Two textures support is fucked, overbrights support is nonexistent, and (at least in my case) the music volume slider is broken.
Oh, and if the next DirectX removes ddraw support, then software mode will break completely, heh.

>> No.3303349

There are not that much lever/switch puzzles, only switch hunts, and that's kinda mandatory in an oldschool FPS without keycards.

>> No.3303447
File: 914 KB, 1920x1080, Screenshot_Doom_20160620_040018.png [View same] [iqdb] [saucenao] [google] [report]

that shit is crack cocaine

I was literally laughing like a maniac before, and I mean it, it was pure joy, almost brought me to tears. I'm 29 and 2bh I dont think a game ever had this effect on me.

I cant stop playing for 3 days now.

>> No.3303474
File: 48 KB, 640x480, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

Are you killed at the end of Knee Deep in the Dead?

It says that Deimos is directly above Hell, so if you are, does that mean the Doomguy teleports to Deimos, gets killed, and wakes back up in the Deimos base? When he leaves Hell at the end of Inferno, is he basically coming back to life?

Is the whole moon of Deimos just gone? Like, it's just disappeared from our reality and is now in Hell?

>> No.3303497

Protips: crispsharp is better than vaselinesmear - disable texture filters in texture options under Opengl. Make it near-linear mipmap ffor crisp look without shimmering.

Also there's enough _good_ maps to last you a lifetime of DooM.

>> No.3303512


>> No.3303519

You heard em- off with the filtering.

>> No.3303526


Yes, yes, technically yes, and yes.

>> No.3303534
File: 453 KB, 1366x768, Screenshot_Doom_20160619_224058.png [View same] [iqdb] [saucenao] [google] [report]

>Make it near-linear mipmap

That introduces this though.

>> No.3303536

ok dad

>> No.3303539


>> No.3303540
File: 17 KB, 350x200, samuss.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not making something complicated, Zandronum just doesn't support what I want to do yet. Also it's not my first weapon

>> No.3303561
File: 498 KB, 664x900, file.png [View same] [iqdb] [saucenao] [google] [report]

>what is anisotropic filering
Turn it up to 16. I thought this was common sense. I guess it's not.

>> No.3303565
File: 934 KB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3303582 [SPOILER] 
File: 240 KB, 1000x952, 1466392531607.jpg [View same] [iqdb] [saucenao] [google] [report]

Whatever happened to the anon that was making the point-and-click WAD?
Hey buddy, I think you got the wrong door, the revenant club is two blocks down

>> No.3303587

Is there a way to prevent GZDoom from looping the title screen? This happens because it can't read vanilla demos right?

>> No.3303592

No and yes

>> No.3303627


Tell me about your weapons. Anons

>> No.3303629
File: 1.70 MB, 1920x1080, 44.png [View same] [iqdb] [saucenao] [google] [report]

Someone said waifu so posting my waifu

>> No.3303639

i'm not entirely sure what this is but looking at it upsets me

>> No.3303642
File: 21 KB, 198x351, fuck-you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3303731
File: 92 KB, 234x264, 1466393978522.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3303738

the horrid purgatori skin and the HQ2X filter that makes everything worse.

>> No.3303810
File: 91 KB, 337x425, 1283708348274.jpg [View same] [iqdb] [saucenao] [google] [report]

>Samsara? What a piece of shit.

Did somebody actually get John St John to record that or is it somebody's best Douk impression?

>> No.3303813

I think I heard it was actually recorded by him, but [citation needed]

>> No.3303820

BE is dead, RIP

>> No.3303828

the place went to shit recently, so no big loss

>> No.3303831


>> No.3303832

Big Erection

>> No.3303834


Clarification, Jenova just de-opped all of the admins, wiped the banlist clean, banned several Zandro admins, and said "I don't care anymore, only the server host can ban people now".

This is a really fucking awful move.

>> No.3303835

Oh really? That sucks. Hope the wads on there were backed up.

>> No.3303839

actual wads are unaffected, looks like, just that jenova went full retard and now the place is going to be a hacker/cheater haven

>> No.3303842

>Jenova just de-opped all of the admins, wiped the banlist clean, banned several Zandro admins, and said "I don't care anymore, only the server host can ban people now".


I guess this is developing as we speak, right? How much dirt do you think this has that we have yet to discover?

>> No.3303845

Wads are still there and fine, which honestly is the important part.

>> No.3303847

Still, not so great.

>> No.3303848

I legit hope that you're fucking trolling.

>> No.3303858


straight from #bestever:

<Jenova> i spent
<Jenova> $60/mo on this
<Jenova> for 4 years
<Jenova> thats almost $3000
<Jenova> in addition to this money, i wasted something even more valuable
<Jenova> which was my time

<Jenova> im pretty sure its obvious to most people
<Jenova> with half a brain
<Jenova> i don't want to waste my time anymore
<Jenova> thats the real reason
<Jenova> what do i get
<Jenova> tell me

'Course, he's singing a different tune in the forums, though.
>We have mostly genuinely good people hosting servers. A few bad apples should hopefully have no large impact on the quality of play that players experience.

>> No.3303862
File: 211 KB, 967x815, my 1st doom map.png [View same] [iqdb] [saucenao] [google] [report]

Name:Inferno Odyssey
Credits:Music is Phantom Pt II by Justice converted using the guitar tab
Quote:This was really fun.Gotta move to UDMF and learn some ACS now.

>> No.3303863


>Users browsing this forum: TerminusEst13 and 3 guests

middle jej.

fuck sleep, i'm lurking to see what happens now

>> No.3303872

on the topic of autism, was there any particular reason the skulltag/zandronum team bailed from carnevil or did they just decide not to take any more chances

>> No.3303875


Yeah, no surprise that I'm following this.
I guess I kind of have to.


Speaking as a modder, having an on-demand server hosting service was useful for a variety of different reasons.
BE slowly started to lose its usefulness as it dwindled behind in features, but it was reliable, whereas TSPG was up-to-date but goes down every other week.

>> No.3303876


seeing it crumb;le like this is frustrating because it was useful

>> No.3303881

Everything inside and surrounding z& and skulltag is just pure autism and drama.

>> No.3303882

>was there any particular reason the skulltag/zandronum team bailed from carnevil
carn wasn't doing anything
carn wanted to make wrack instead

>> No.3303895

ZDoom and derived ports generally do not have demo compatibility as a goal. So they wont be compatible with any demos recorded for vanilla/boom, nor demos recorded with older versions of zdoom.

>> No.3303898

I wonder if someone out there's been bored enough to remake the original Doom demos in ZDoom format as close as they can?

>> No.3303903

Theres no point, because a future version of zdoom will make it incompatible anyway.

>> No.3303907

What is the most optimized Doom port?

>> No.3303910

I'm working on a Mancubus style enemy, need inspiration for extra abilities for a Boss Class version of one

>> No.3303914

Flamethrower like Doom 4's one? Same with the bile puddles?

>> No.3303918

PrBoom+? It can definitely handle having a shitload of enemies like nuts.wad and 100,000 Revenants.

For some reason ZDoom-based ports choke on dicks when it comes to massive amounts of enemies.

>> No.3303921

Thats because Zdoom-based ports are a cluttered mess when it comes to coding.

>> No.3303924

already got those, part of it is that I got other Mini Boss enemies lined up with many more abilities, or should the Mancubus be more of an all solving hammer style of combat instead? no other options because thats all it needs

>> No.3303929
File: 479 KB, 1280x720, Screenshot_Doom_20160620_155432.png [View same] [iqdb] [saucenao] [google] [report]

A laser cutter that can be used as a double range, weaker chainsaw, or launched as a weak attack drone that flies over and harasses a monster you targeted (while you can switch to another weapon), and/or follow you around for a short time. Launching the drone would be on a cooldown.

But yeah Zand can't do what I want so it ends up being another generic "friendly monster" with bad AI. Will probably just make it for ZDoom or something..

>> No.3303936
File: 12 KB, 125x120, when doomguy beats you to the punch.png [View same] [iqdb] [saucenao] [google] [report]


That's a lot of bones

>> No.3303960

I'd have to agree on PrBoom+ as well. It's usually smooth as butter and runs gigantic, enemy filled maps with ease unlike how ZDoom/GZDoom runs to a complete crawl. It also just feels nice to use.

>> No.3303972

how can i set Darkplaces effects so that rocket explosions arent so huge and there aren't extremelly dark corners at times?

>> No.3303973
File: 275 KB, 1280x1024, yay_evil_wallpaper_by_ultravioletbat.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright anons listen up.
I ran Oblige to generate a map to use with Rouge Like Arsenal.
What ensued blew my ass out.
Here's the challenge.
Beat the map on UV using Rogue Like Arsenal.
Nothing more nothing less.
Post results.

Here's the files.

Just drag and drop everything in there except DOOM2.wad into Zdoom.

>> No.3303975

Use Quakespasm.

>> No.3303978


>> No.3303980
File: 21 KB, 230x224, fYwMIze.jpg [View same] [iqdb] [saucenao] [google] [report]

Awh man, I caught it the second time at least.

>> No.3303982

Hard mod
>Fast monsters
>no Death run

>> No.3303989
File: 39 KB, 646x485, 1466024051031.jpg [View same] [iqdb] [saucenao] [google] [report]

>no Death tun

>> No.3303996


Just have it follow the player with A_warp and maybe attack when the player is at range.

>> No.3304019

so is the update to HDoom out yet?

>> No.3304029
File: 279 KB, 1920x1080, Screenshot_Doom_20160619_235025.png [View same] [iqdb] [saucenao] [google] [report]

guys I don't know what happened but I opened mark's new map on top of skymaybe


>> No.3304035

Well F1 is the help button. You should press it.

>> No.3304037

No, that took screenshots.

>> No.3304038

F1 by default is the help screen. You must've changed it.

>> No.3304041

yep, i found the flamethrower sprites on the site, but the other weapon i need is the napalm bazooka, but it seems that it isn't a foundable resources, maybe it was done by the author of the video... but i seriously doubt it.

>> No.3304063
File: 14 KB, 344x432, 1419547286164.png [View same] [iqdb] [saucenao] [google] [report]

You probably have better judgement


>> No.3304064

Okay, I fucked my shit up somewhere with ZDL, but I unfucked my shit up and played recurring nightmare with smooth doom. As you all saw from the video, the effects are quite impressive, and the map itself is pretty good too. I was expecting it to be balanced around brutal doom, but I got throught it on UV no problem.

>> No.3304071


The first is "more likely" to happen in the same way getting hit 100 times with lightning on the same day is more likely than being able to punch lightning with your bare hands.

One is feasible but so miniscule in likelihood it will probably never happen, the other is literally impossible.

>> No.3304154
File: 5 KB, 120x150, what are you looking at.png [View same] [iqdb] [saucenao] [google] [report]

Hey buddy...got any spare change?

>> No.3304208
File: 872 KB, 326x300, 1423915628255.gif [View same] [iqdb] [saucenao] [google] [report]

Quake 5 will have class based characters

>> No.3304210

Just resumed working on it in fact. Been looking for someone to help out with a script/general writing but there's been no takers so I guess ill have to learn that too : P

>> No.3304213

It's basically just Quake 3 with classes instead of different skins. The guys they got to develop it don't fill me with much confidence though.

*gives medkit*

>> No.3304219

Shoots scatter bombs.

>> No.3304223

We know.

>> No.3304226

>G/ZDoom finally implementing competent netplay that doesn't suck dick
requires change of personnel. current maintainer unlikely to change opinion.
>Zandronum catching up with G/ZDoom's codebase or making them obsolete
has at least been attempted. don't think anything came of it, though.

>> No.3304228

so it has loaded the map on top of smb's textures, which themselves override the original texture set rather than adding to it, which was a more common practice back then. nothing particularly out of the ordinary.

>> No.3304235

seems newspostable.

BestEver moderation changes

>> No.3304319

The most satisfying ones are in Tribes: Ascend imho

>> No.3304390

wasn't it hosted on bestever? wonder if this will delay the release

>> No.3304461
File: 370 KB, 1366x768, Screenshot_Heretic_20160620_100906.png [View same] [iqdb] [saucenao] [google] [report]

Im utterly fucking stuck

>> No.3304487

Hi, I made a small map around the theme "ancient technology". It shouldn't be too hard. Right now I only have one difficulty anyways. Feedback always welcome!


>> No.3304494

That's a little scary...

>> No.3304515

I have a question about making textures with patches. I'm currently in the process of making a "switch" version of a texture I'm using in a mod, but I'm noticing that when I import it as a patch, it gets converted to the doom palette, making it look very jarring next to other textures... Is this something I have to live with ? Or is there a workaround ?

>> No.3304581
File: 307 KB, 1424x603, 2001.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any HR Giger themed/styled maps and WADs?

>> No.3304595
File: 272 KB, 1366x768, Screenshot_Doom_deimos_lunar.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3304597 [DELETED] 

utterly fucking cucked

>> No.3304606


>> No.3304619
File: 72 KB, 606x407, tight_timing.png [View same] [iqdb] [saucenao] [google] [report]

Hm, hopefully I can finish this today. So little time...

>> No.3304645

I want to make a vanilla doom episode.

I'll be using doombuilder. However, I have no experience with linking maps, or adding custom music or intermission scenes or graphics or whatever. What program should I use to do so?

>> No.3304652

Slade 3's your best bet.

>> No.3304657

How strong is Doomguy? He can carry a shit ton of weapons and ammunition and run as fast as a rocket.

>> No.3304660

Pretty strong.

>> No.3304664

there's some old image about this, but I don't have it myself

>> No.3304684
File: 75 KB, 1238x845, knee deep in the death battle.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3304694
File: 148 KB, 985x369, 1465521550045.png [View same] [iqdb] [saucenao] [google] [report]

this strong

>> No.3304714


Nevermind that, I'm just retarded.

>> No.3304718

>with 200 pounds of equipment
So without all of that weight, he could break the sound barrier?

>> No.3304734

The one brutal doom feature I miss in the doom 4 weapon pack, the ability to single fire the super shotgun

>> No.3304742


Judging by the fact that he's still that speed even when carrying only a pistol and his brass knuckles, no. He's just completely unencumbered regardless of how much he's carrying.

>> No.3304747

Is there any way I can check the current difficulty level of the save? I'm using gzdoom

>> No.3304753

Type 'skill' into the console. Any changes will take effect upon map change.

HMP or '2' is the default, so a value of 3 would be UV.

>> No.3304756

that means he's infinitely strong got it

you can't change my miiiiiiiiiiind

>> No.3304768

Why is Flynn Taggart the most popular "proper" name for the Doomguy? Because the novels were the only contemporary source that named him? Because it sounds the most "marine-ish" out of all the pseudo-canonical names for him?

>> No.3304773


>> No.3304774

It's the oldest and most "established". The novels have been out for over a decade and are infamous for a variety of different reasons.

Compare with the next contender, Stan Blazkowicz, which was released in about 2010-ish and wasn't a game a lot of people played.

>> No.3304780

I had assumed he carried a transport buffer to hold his massive amount of gear inside, like a high tech bag of holding

>> No.3304810


>> No.3304815

Wish I could help.

>> No.3304820


DOOM II RPG, a mobile phone game.

>> No.3304825

Ah. I meant to play those. Then I didn't. Weird that they gave him a name at all.

>> No.3304843

They gave him a name because he and the other characters represent the playable classes and also to tie it in with Wolfenstein RPG

>> No.3304862
File: 239 KB, 1280x1024, Heretic-e3m6-corridors.png [View same] [iqdb] [saucenao] [google] [report]

Why is Heretic so good?

>> No.3304869

because more enemies have gib-like deaths
the music great
carriable powerups are awesome

>> No.3304873


>> No.3304884

I don't know about anyone else, but I kinda find the non-Tomed gauntlets kinda ass. They don't stun-lock well enough.

>> No.3304897

I dont konw why, but everytime i try to play Heretic or Hexen, i give up within the first 4 levels.

>> No.3304910


That + for some reason I REALLY love the level design. It's got that abstract level quality that you expect from a doom engine game but at the same time they still kind of feel like a place you could actually visit.

>> No.3304920
File: 433 KB, 1366x768, Screenshot_Doom_thehntedclostr.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3304937
File: 231 KB, 1366x768, 1HP.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3304940

Agreed. I always made an effort to make sure I 100% explored every level in Heretic.

>> No.3304943


>> No.3304956

what is this, a hud for ants

turn Stretch Fullscreen HUD on so you can better glance the numbers

>> No.3304959

>playing without the Doomguy's face

>> No.3304962

Stop telling people how to play.

>> No.3304965

Stop playing doom the wrong way!

seriously, though. you're right. people should play however they like

>> No.3304982

I think so, yeah.

It might lead to a level soon, AD is supposed to be getting an update SOON™.

>> No.3304998
File: 301 KB, 1366x768, Screenshot_Doom_HBG2V2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3305005

Is it wrong to play Doom with freelook?

>> No.3305006

Only if you use it to shoot things that vanilla autoaim wouldn't target.

>> No.3305009

...Such as?

>> No.3305012

I personally am only comfortable with freelook if I'm playing a significant gameplay mod.

>> No.3305013

The range is 1024 map units, or 8 blockmap squares. If you're further away from a target you can't aim up or down at it.

>> No.3305015
File: 678 KB, 963x753, file.png [View same] [iqdb] [saucenao] [google] [report]

I made a 3d sculpt of a Cacodemon. ALL HAIL THE DOOM GODS

>> No.3305017

(Note in particular this is the same distance as an archvile's target range. So standing far away enough from an archvile that it won't target you, then aiming up at it, is cheating.)

>> No.3305019

Same, I have freelook on in my zdoom config but I only use zdoom for gameplay mods.

>> No.3305028

It'll still return fire from any range. It just won't attack you of its own volition unless you're within 1024 units.

>> No.3305032
File: 54 KB, 900x600, steak.jpg [View same] [iqdb] [saucenao] [google] [report]

nice, but it lacks a texture (bumpmap?) on everything but the horns
maybe something inspired by raw meat/muscle?
(pic related: a piece of Charolais)

>> No.3305035


>> No.3305036

Exactly, so you have to get into range of it before you can attack it.

>> No.3305037


>> No.3305047

step 1: open your browser
step 2: type "alienware" in your search engine
step 3: buy a computer from here (doesnt matter which one, since all of them will run doom)
step 4: FeelsGoodMan

>> No.3305052

Looks nice. Matches the source pretty decently. I feel like you could translate the sprite details into more lifelike anatomy tho. Also, what program?

>> No.3305054

>buying overpriced branded computer

nah, just go to your local flea market, buy an old IBM and you'll be golden

>> No.3305059

Still working on it but I'll keep than in mind, thanks bruh


>> No.3305061

yeah, i wanted to say something ike this, but idk where this guy lives, so i just went with something well-known

>> No.3305065

guys, what are the best gameplay changing mods, megawads, weapon packs for doom in your opinion?

>> No.3305075

Have you seen the " so you want to play some doom?" image? I would say most of /doom/ will give you answers within what is presented there.

>> No.3305132
File: 182 KB, 1920x1080, DOOM64 2016-06-20 14-47-25-32.jpg [View same] [iqdb] [saucenao] [google] [report]

Are the light spots too bright or is it just me? I'm terrible at doing proper lighting.

>> No.3305167

That's pretty loyal to the sprite. You ever think of converting it to md3 so it's compatible with GZdoom?

Yeah, it's a little too bright imo.

>> No.3305174

I don't know anything about converting stuff over for Doom. When I finish it up I might upload the file and let someone else do it if anyone feels up to it.

>> No.3305202

new thread?

>> No.3305206


>> No.3305231

>15k sidedefs

Goddamn, saving's getting pretty slow.
Thankfully I am almost done.

Can't believe how long a 72k map would take...

>> No.3305268

is this >>3304619 you?

>> No.3305273


Super fart if you're too close. Make the mancubus scrunch up using his pain state sprites, add some menacing bubbling sounds and then let it rip. First there's a powerful explosion and then some lingering clouds of noxious fumes that lazily drift around like the flasks Parias uses in hexen.

>> No.3305284
File: 126 KB, 634x480, 1465233511868.jpg [View same] [iqdb] [saucenao] [google] [report]

Cacodemon is the greatest monster when it comes to looks

>> No.3305285

>not the Shambler

>> No.3305287


>> No.3305292

Dude's pretty rad and iconic

>> No.3305294
File: 80 KB, 512x255, tumblr_nj9pmaG7cM1r2to8go3_540.jpg [View same] [iqdb] [saucenao] [google] [report]

Cutest too~

>> No.3305312

can't wait to give it a try anon

>> No.3305329

anon, please, keep your fetish to yourself

>> No.3305337
File: 607 KB, 654x497, 1464366161346.png [View same] [iqdb] [saucenao] [google] [report]

the fuck is a paulstretch

>> No.3305358

Is there a way to change floor brightness without causing the mooks to get darker, too? I just noticed that I am basically battling shadows on that darkened floor.

>> No.3305401

i'd say it's more a question of diffusion than of light inensity

you should have a few (2 or 3) concentric circles with decreasing light levels

>> No.3305402

On a map you're making, or in any level?

>> No.3305407

Yeah, on a map. I changed the floor brightness in its properties, but somehow it affects everything touching it, it seems.

>> No.3305409

Hmm yeah that might actually do it. Thanks.

>> No.3305415

Making finale now... Although playtesting's gonna end up slightly short.
Too bad.

>> No.3305423

I think you're setting the sector brightess. If you're mapping in UDMF you can manually set the brightness of just the floor texture (or any wall or ceiling too of course)

>> No.3305427


>> No.3305428

Yes, I am doing exactly that. That's why I am wondering what's going on.

>> No.3305440

Is there a 3d floor above?

>> No.3305454

No, just a regular sector without any light or fade or whatever. The only thing I changed is the brightness. But changing the texture brightness shouldn't affect the thing on them, right?

>> No.3305479

>But changing the texture brightness shouldn't affect the thing on them, right?
Yeah I really thought so too. Guess I haven't messed around with floor brightness levels.

Is it set to Absolute? if so you could try adjusting the actual sector brightness to compensate or something. Or put a 0 height 3d floor at the ceiling of the real room with your desired brightness. Or even see if it works differently with/without gl renderer, or different sector lighting modes if the latter.

>> No.3305484

Nah, it's still relative from the actual brightness.. Oh well, it shouldn't be, then. I am too tired to play around with that other stuff now.

>> No.3305535

it's not that bad.

>> No.3305563



>> No.3305626

Z& 4.0 came out of it . Check the bitbucket

>> No.3306474

It's not Hexen

>> No.3306493

anyone here tried the original team fortress for quake?
is there any servers left?
id like to try it out since i believe it doesnt have the infamous grenade spam that made TFC and Fortress Forever so frustrating for me
also why doesn't quake TF have a wikipedia page? i get that its a mod, but it was supossedly very popular in the quake days

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