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/vr/ - Retro Games

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3330390 No.3330390 [Reply] [Original] [archived.moe]


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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!

>> No.3330391


[07-01] Anon's 6 y/o nephew map release: Christopher Map >>3329938

[07-01] Plutonia, Hexen scheduled for Summer Games Done Quick

[06-30] Anon map release: Alice >>3327318

[06-30] Anon map release: Boneduster Desert >>3326169

[06-29] Anon code release: Smooth stairs/camera movement >>3325348

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383

[06-28] Anon map release: Aqua Regia >>3322956

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[06-25] DUMP 3 initial test build >>3315297 >>3315331

[06-24] Machine Games releases new Quake episode: DOPA

[06-24] Anon map release: Server Warehouse >>3313415

[06-22] Quake's 20th Birthday

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054

[06-21] Seinfeld.wad

[06-20] Anon map release: technotomb.wad

[06-20] Major Best Ever moderation changes

[06-19] Anon map release: Inferno Odyssey >>3303862



>> No.3330401

thank you all for coming

>> No.3330404

still playing HD with PSX

I think I'll just stop for the night after Knee Deep in the Dead

>> No.3330407


go thank yourself, you nice person


Plan on doing the secret level?

>> No.3330415
File: 31 KB, 526x300, 1401421293103.jpg [View same] [iqdb] [saucenao] [google] [report]

>see that anon updated the little guideline image with total conversions
>srb2 isn't in there

>> No.3330421 [DELETED] 

Daily reminder that SgtMarkIV did nothing wrong

>> No.3330427

i wonder if srb2 would be a shitposting magnet like mm8bdm if it were a bit more popular

>> No.3330429


Daily reminder that the Icon of Sin did nothing wrong

>> No.3330430

Yeah, I'll do Military Base. Shouldn't be too hard.

>> No.3330431 [SPOILER] 
File: 67 KB, 410x500, 1467437033978.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3330434


>> No.3330440


...Shit, can't argue with that.

I have a friend who actually kinda enjoyed Daikatana once they got past episode 1.

>> No.3330446

How do you determine enemy layouts for dificulty levels?
Do you start with UV and dumb it down from there or do you have other ways of doing it?

>> No.3330457

I've barely mapped at all but what I always did was just cherry pick a few monsters in a formation and remove their UV flags

>> No.3330458

I believe most mappers use UV as their base for balance, and then make adjustments for lower difficulties afterwards.

There are some mappers who balance around HMP instead, though. I know Ribbiks does it this way.

>> No.3330462

SRB2's got it's own community and it's usually lumped in more with the Sonic communities, so the chances of it spilling over into the greater Doom community would be pretty slim.

>> No.3330537

I can barely survive on HMP. Sigh...

>> No.3330539

in the official iwads, in custom maps or what? It varies a lot you know.

>> No.3330545

Ribbiks balances on HMP instead of UV so he can go absolutely nuts on UV.

HMP in anything Ribbiks makes should be treated how you would treat UV in most wads.

>> No.3330547

All of the above.

>> No.3330553

>The Crusher
>HMP lacks the Spider Mastermind you're supposed to crush for the level's namesake

>> No.3330557

Are you playing without a mouse and without strafing?

>> No.3330559

Crushing a couple Hell Knights is good enough ain't it?

>> No.3330642


>> No.3330645
File: 18 KB, 300x282, 1434002600374.jpg [View same] [iqdb] [saucenao] [google] [report]

Daikatana is amazing, a true magnum opus of the king himself.
You memers shit it up but haven't even beat the game.
Let me post an epic idea for a "le agitating skeleton" mod and let the general go to that for the next 3 days
Here combine the Reveant from Doom II with the final boss from Daikatana.
That'd be hella fucking epic and you scrubs wouldn't be able to kill even one of them on ITYTD.

>> No.3330647


>Here combine the Reveant from Doom II with the final boss from Daikatana.

Mishima or Mikiko?

>> No.3330648


wait why do i remember the names of the non-superfly daikatana characters

>> No.3330661

I strafe, but I don't play with a mouse. That just seems kind of silly.

>> No.3330663


Even if you can't look up and down, the mouse is still good for turning.

>> No.3330665

>That just seems kind of silly
Romero played with the mouse. There's nothing silly about it.

>> No.3330669

So do we even play together anymore?
I don't see anyone posting servers in the thread at all.

>> No.3330672

Romero also made a shitty game and is now begging for money, so he's not exactly a role model.

>> No.3330673

We're not talking about life projects, we're talking about Doom and the fact that you can only barely survive on HMP.

>> No.3330675


Didn't he cancel the KickStarter so that he could finish the demo first before begging for money?

>> No.3330678
File: 15 KB, 179x211, N-GAGE-REDFACTION001-EXG.jpg [View same] [iqdb] [saucenao] [google] [report]

"a" shitty game? as in, only one?

>> No.3330679

He might be a shit business man and an incompetent manager, but he's a legendary gamer, and the projects he has designed without needing to worry about business and leadership show a deep understanding of fun gameplay.

Possibly he's lost the heavy metal edginess that inspired him with Doom and Quake, but even if that is true, 90s Romero knew his stuff.

>> No.3330685
File: 1.63 MB, 1543x6138, 1467421002740.png [View same] [iqdb] [saucenao] [google] [report]

dude im so happy v7 came out

>> No.3330686
File: 428 KB, 958x834, cacodemon_by_kna-d97qfs6.png [View same] [iqdb] [saucenao] [google] [report]

What's the best way to play Doom online?
I can't seem to find a single populated server with ZDaemon.

>> No.3330690


>> No.3330693



Man, I'm pretty sure even the GBA had a resolution larger than that.

>> No.3330695


So what'd you change in the image?

>> No.3330697

GBA is 240×160

>> No.3330702


Oh. Well, I was half-right at least.

>> No.3330705
File: 69 KB, 450x256, 070413 HH screen pixels_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Also check pic related for even worse.

>> No.3330707


>106 x 102

haha holy shit

>> No.3330708

I have noob friends who are desperate to see modern Doom multiplayer stuff but have pretty much 0 ability or patience to fiddle with settings or do anything more advanced than join a private game from a lobby and click start.

Seriously, nowadays I struggle to get people interested in multiplayer that doesn't have Steam friends compatibility. They don't have the patience to tweak ports, etc.

What is the most user friendly source port out there? Anything that can easily do private co-op games for 2-4 players maybe with some mods?

>> No.3330710

>private co-op games

Uh, shit.
Zandronum's really the only option, but the question is getting a server set up ahead of time.

>> No.3330712

Never mind. Apparently the person who made this image is retarded. The Lynx's resolution is actually 160x102. Still small as fuck though.

>> No.3330713

Zandronum is the best one to use for over the internet multiplayer play.

>> No.3330714

its not my image. but he added romeros levels and some other stuff. why did the image get deleted?

>> No.3330715

image is still on >>3329775
no need to repost
though you would likely know a repost wouldn't go through unless you changed something

or embedded something

>> No.3330718

i see. didnt really think it was a big deal. thanks for the explanation.

>> No.3330720

Posting multiples of the same infographics in a short time is generally frowned upon, though it's primarily /adv/ that does that. Didn't think it'd be in /vr/ as well, but hey.

>> No.3330721

Damn, I thought so.

Although I've used it fine in the past, trying to get it working for friends was kind of a disaster.

Wish there was something even easier to help new blood get an introduction.

>> No.3330724

Zandronum is all you got for most likely the foreseeable future. Bit of tough luck.

>> No.3330738

>didnt really think it was a big deal.
gonna take a huge leap of faith and assume you're genuinely fresh and only just jumped in this thread and didn't see what went on last thread
just had a big shitposting session last thread about the image, mega man 8bit dm, and columbine, had to get cleaned up
for someone to post multiples of the same image, it has to be changed in some way
the image was very recently posted and is part of the op

as >>3330715 is implying, it's very easy to assume that someone is trying to bypass the one-image-post limit to try and sneak something malicious through.

>> No.3330742

Shame. Thanks for not shouting NEWFAGS REEEEEEEEEEEEEE at me /vr/

I at least I can game with you.

>> No.3330757
File: 202 KB, 800x600, screenshot_doom_2...4_184714-4b83774.png [View same] [iqdb] [saucenao] [google] [report]

Is there anywhere I can learn more about this mod? A dev page, forum topic, anything?
It's bizarre but there's something about it that makes me want more.

>> No.3330764

ask our resident weaboo

>> No.3330765


Okay. Hey, anon, is there anywhere I can learn more about this mod?

>> No.3330774

ah i see. i was in the last thread but i didnt see all the drama. i was the guy who kept posting the "waiting for v7" stuff. I skimmed through the last thread to see if the v7 got posted and re-posted it here.

>> No.3330784
File: 260 KB, 1023x574, 72499946.png [View same] [iqdb] [saucenao] [google] [report]


>176 x 208

>> No.3330786

>still including the old Quake pasta in the OP when the new one is more newbie-friendly and contains a link to the former anyway
>old is labeled with a version number and new is labeled with a date

Just leave the old one out, damn. Shit's confusing.

>> No.3330794

This community is a lot of things, but elitist towards newcomers is not one of them.

Zandronum should be pretty easy to set up if you just use the bundled DoomSeeker program.

>> No.3330803

Retard here

I'm in Slade3.
Can't seem to find linedef actions or types.
There's Special, but that doesn't seem to work for what I'm trying to do.

>> No.3330809

Anyone want to play WhoDunIt sometime?

>> No.3330815

Unfortunately you won't find much level editing advice for slade3 since most people just use it for archive editing and make the levels in GZDB instead.

>> No.3330847
File: 317 KB, 651x597, 1359608594399.png [View same] [iqdb] [saucenao] [google] [report]

you have no idea how long this thing took me to make. hope you guys appreciate it.

man, just as a side comment, screw smooth doom's callACS function. What a fucking jumble of shit that is.


so um here's a changelog just for the sake of it
-Added Doom 64 gloves/fists for both vaneela and 64 guns (64 TIMES THE DOOMING HAHA WHY)
-added recoil frames for Doom 64 shotgun and ssg
-minor sprite edits
-other shit i can't be arsed to remember I guess you could say I mainly wanted to scratch the 64 gloves off my bucket list but don't worry, there's a shit ton of stuff to come
-64plasma rifle and BFG soon (tm)

in other news, laminate pet animal by snowmine is chill af and all hour cymbals by yeasayer is fucking ace and you should definitely check out both asap

>> No.3330892

Huh, sounds bretty gud. Weird how the best music recommendations I've found on this site have been in here and on /pol/

And thanks for the mod, I'll try it out with BTSX E2 tonight.

>> No.3330902


>> No.3330962 [SPOILER] 
File: 256 KB, 658x604, 1467462628025.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3330973

so this is how /doom/ greets me in the mornings

>> No.3330997

you are great doctor!
hit charge!

>> No.3330998

Thanks Doc

>> No.3331023
File: 1014 KB, 1920x1080, DF turretpoint.webm [View same] [iqdb] [saucenao] [google] [report]

Helping a guy with turret emplacements for his TC. Does anyone remember how they worked in HL? I think they locked you in place upon activation, but I can't remember if they restricted how much you could turn and various other things.

>> No.3331031
File: 3 KB, 320x200, Advent-Magnetic-Rifle---Lighting-Stuff.png [View same] [iqdb] [saucenao] [google] [report]

Got a model of the Magnetic Rifle from XCOM 2, trying to put some nice coloured lights on it to make it cool.

>> No.3331035

nah, they let you move but deactivated if you got out of range
they didn't limit the player's turning, but had a max angle
also they didn't point at the player's crosshair, rather they copied the player's angle and pitch
i think

>> No.3331036

I remember HL2's emplacements allowing you to still move around, but kicks you off if you go too far.

>> No.3331042

I asked this in the previous thread, but no reply, so indulge me please:

What mod would allow me to play with the Realm667 monsters with other weapon mods?

>AEons Of Death has all sorts of mosnters, but also all sorts of stupid shit
>scalliano's 667 Shuffle! scales back, but still forces you to use its weapons
>Doom Krakken's Monster Randomizer only touches the monsters and nothing else, but the roster is tiny compared to the other two

>> No.3331043

Thanks dudes.

>nah, they let you move but deactivated if you got out of range
>I remember HL2's emplacements allowing you to still move around, but kicks you off if you go too far.
That makes it slightly more complicated but shouldn't be any trouble.

>they didn't limit the player's turning, but had a max angle
Makes sense, or you'd be able to shoot yourself in the back.

>also they didn't point at the player's crosshair, rather they copied the player's angle and pitch
That's how it works right now. Saves me from a bunch of trig/lineattack pointer juggling then. I could perhaps add a laser pointer for aiming though (side note: now that you can apply shaders to model textures, it's possible to make a beam that gets it's opacity from fog level)

>> No.3331056
File: 4 KB, 320x200, Advent-Magnetic-Rifle---Lighting-Stuff-2.png [View same] [iqdb] [saucenao] [google] [report]

Gotta go nuts.

>> No.3331067

Best megawad, GO GO GO!


>> No.3331069


>> No.3331073

So, still not got enough time to start or even got comp set up, but writing down plans for new acs function library.

Target is zand3.0, like dump.

Plan to have multiple aliases for functions, so that a function can be used with its name in whatever program user is used to.

All commonFuncs (maybe not pow)and most acs.net functions will retain name for minor changes in code if you replace either with this.

Question is: should I also include aliases for commonFunc and base acc functions that are too long? In the case of commonFuncs, something like "mag_three(" instead of "magnitudeThree(", and in case of acc, things like "get_x(" instead of "GetActorX(" or "fm(" instead of "FixedMul("? Things like "get_x(" would also fit better into the naming scheme for things like "get_tar_x(" and so forth.

Naming scheme is currently planned to have fixed by default, and integer specified if applicable. For instance "get_tar_ang_deg(" would return a fixed point value between 0 and 360.0, and "get_tar_ang_degi(" returns an int value between 0 and 360.

For things like pow, which would accept two fixed point values, does it make sense to break naming scheme in order to preserve original names so existing code using commonFuncs works without modification, or change it to preserve naming scheme? I guess the main question is which should be the highest priority: keeping existing function names the same going forward or having names that all follow the same format? If I did end up changing names to follow format, I would track all changes so that someone switching could just use replace all following a list rather than have to figure out what got changed on their own.

Also, should I change instances of "float" to "fixed"? Both commonFuncs and acs.net use float in place of fixed in some instances because that was the name in the language the function was originally from.

Asking so many questions because part of goal is usage by others.

>> No.3331080

>can be used with its name in whatever program user is used to.
Program should be language. What I mean is for instance an alias "atan2(y, x)" for "VectorAngle(x, y)" and other such things.

Also, even if other people aren't interested I'll still do this since I know I'll use it.

This project has been moved to the top of my list because it's not gonna take long (most functions are just copying code from C or simple stuff like converting from fixed angle to degrees before returning value) and it'll be easier to do this before working on other things so I can use it in other things (when I get back to being able to Doom more) than having to go back and change my code after I make this.

>> No.3331084

I think FKER has a split monster version, doesn't it?

>> No.3331085

I'm not qualified enough to answer fundamental stuff like that, but I've written a function or two that might be of interest for you.

And be sure to include BlockFormatString (relies on acs.net), it's quite amazing for ACS-based ui systems.

>> No.3331087

honestly I'd recommend giving commonfuncs an actual naming scheme if you're gonna do something like this, because I sure as hell don't have one

>> No.3331096
File: 160 KB, 987x496, castleinterior.jpg [View same] [iqdb] [saucenao] [google] [report]

Time to work interiors some bit before walking back outside. Bit warmer than the grim, dark outside.

Texturing those sides of those stairs will be a pain though.

>> No.3331105

>Texturing those sides of those stairs will be a pain though.
Just do it in 2d view ya dunce

>> No.3331107

I'm not really qualified to do it either I don't think, but I noticed that the zdoom wiki has a logarithm function and since I'm better at math than coding realized I could add all sorts of math functions with that so I decided I need to do that, and might as well add other things at the same time.

Any functions you want to give me I'll take. I plan on adding to this, when I rewrite tsp code for dsh I'll add things like functions for mag reload or multiple ammo types reload by supplying strings of ammo actors. Same with the projectile intercept functions and bezier spawning, getting moved to functions rather than scripts.

I'll be including all acs.net functions, though if I end up just renaming things rather than using aliases all of them will be renamed because they are all really long.

All right, will do. Would you prefer if I included the old names under aliases or just change them and be done with? Like I said I'll track any name changes so it will be trivial to change existing code (though it might get tedious to do to code across all projects.)

As for the name, I remember reading (either in forum or in a version of the file itself) that anything could be done with commonFuncs so long as the name was changed. Would you prefer I change the name or use the commonFuncs name? I am fine with either.

Also I will be releasing this under your "ROCKET LAUNCHER-BASED FREE SOFTWARE PUBLIC LICENSE" as per the commonFuncs license I saw in the Demonsteele git.

>> No.3331108

I am talking about sides of the stairs. They won't be auto-aligned, and I figure I am gonna make a small guard-railing ( that could be jumped over ).
Then it's also about finding proper floor that could align well with the steps.

But you are right, I am a dunce.

>> No.3331114

eh, as long as the old names are still there in the comments (preferably at the top), I wouldn't make aliases to them

and personally I'll just keep using mine for what few doom mods I work on in the future, but that's largely because I'm too set in my ways to do anything else

it still surprises me that people use the damn thing, heh

>> No.3331117

oh right the licensing stuff

don't actually use commonFuncs.h as the header name, mainly to avoid some confusion, but beyond that I couldn't care less

if you include an ascii rocket launcher in there though I certainly wouldn't complain

>> No.3331124

Aight, will do that.

I use it cause there are a lot of useful functions in it. It was even more useful before zand started catching up to zdoom.

>> No.3331127
File: 35 KB, 428x200, XCOM2-ADVENT-Magnetic-Rifle-Animation1.gif [View same] [iqdb] [saucenao] [google] [report]

Looks like I need to get comfortable with animating lights as well so that the reload and recoil frames look as good as the idle.

>> No.3331128

Alright. I may use acsFuncs.h, cause it's short and also fits into the 8 char limit for wads, though I don't think it actually matters (and the ".h" puts it over anyway.)

>> No.3331147

>using separate programs for doom editing rather than one program

fucking why

>> No.3331150

Doombuilder2 is much better for mapping. Slade is much better for coding and file management.

>> No.3331154

It's undoubtedly poorly written and certainly needs cleaning up and optimization, but it should work unless I fucked up the copy-pasting.

The idea is to be able to draw something at the edge of the screen (or anywhere) on a widescreen monitor at a low res 4:3 hudsize.

And here's blockformatstring:

You supply it with a string and a desired line length, and it'll insert linebreaks at appropriate places. The number of lines in the message is saved in the "linecount" variable, but a client side cvar might be a better idea. Replace actual line breaks in the string with "|" characters before placing it in your pk3.

With a monospace font of known dimensions, it's a very useful function for ACS-based interfaces with lots of text. You can for example use it to accurately draw border graphics around a message, or to determine an ACS cursor "hitbox".

>> No.3331156

>using forks and spoons to eat instead of just one or the other
fucking why

>> No.3331169

What do each of the functions in the first pastebin do? Is the script just a test script or does it have functionality on its own?

>but a client side cvar might be a better idea
I will be making a version of this later that includes some decorate and uses some global variables but I'd probably want to avoid using cvars since it's meant to be as plug and play as possible.

>> No.3331170

Don't you ever eat tagliatelle? :^)

>> No.3331176

m8 that was my point

>> No.3331184

>using a shotgun or a rifle for hunting instead of just one

>> No.3331189
File: 50 KB, 600x374, breech_savage_24.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd hate to not be contrarian

>> No.3331193

shotguns can hit a target at a pretty long range, they're very aerodynamic

>> No.3331198
File: 146 KB, 500x333, 1382852227428.jpg [View same] [iqdb] [saucenao] [google] [report]

My general point was that, in an open source community like DOOM, the best tools should have been accumulated into one program a while ago.

>> No.3331202

fx_px takes a 0.0 to 1.0 value and multiplies it by an integer that's supposed to be screenwidth or height then does a bit of bit shifting so you end up with like 320.0, primed for use as a hudmessage position argument (with sethudsize). I didn't write this one.

Scalerange translates the position of a value in one range to the equivalent position in another range.

magicratiox does.. I don't fucking know but it allows you to use a 4:3 hudsize in any other aspect ratio. It returns 0.16 if you're running a 16:9 resolution I believe

>> No.3331203
File: 41 KB, 780x488, emerson-tung-icon-of-sin.jpg [View same] [iqdb] [saucenao] [google] [report]


Someone try clipping through the dead icon of sin using photo mode

>> No.3331205

GZDoom Builder is far easier to use, and is less prone to randomly crashing.

People mainly use Slade 3 for the "SLumpEd" half of it.

>> No.3331206

>in an open source community like DOOM, the best tools should have been accumulated into one program a while ago.

are you implying this is a case with any open source editing/production software at all

>> No.3331208
File: 1.48 MB, 2048x1801, art.png [View same] [iqdb] [saucenao] [google] [report]

>Wake up this morning
>Omegalore, DoomzRulez, Voros, Hellvain, Enforcer, Joe-Ilya, ChekraAgent, Cacockansuckmycock, Doom_RO and DMGUYZ64 are still allowed to post
>Go back to sleep

>> No.3331217

Rather, there ought to be one program that suffices for everything.
nevermind I'll shut up now

>> No.3331225
File: 24 KB, 500x283, standards.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3331236
File: 33 KB, 858x604, Fucking parent all the lights to the damn thing.png [View same] [iqdb] [saucenao] [google] [report]

Pew pew

>> No.3331238
File: 17 KB, 250x250, ls.jpg [View same] [iqdb] [saucenao] [google] [report]

Rekkr Anon, I have another track for you


I'll probably add a bit more and extend this a bit but you can check it out at least

I hope you like bagpipes you fukkr

>> No.3331254

Because people generally have their own differing ideals and goals, you're never going to see an entire community agree to only maintain one universal tool. Especially not when open source basically allows anyone with coding knowledge to start their own.

>> No.3331258

Slade 3 already tries to be that. It just doesn't succeed so well with the level editor, compared to doom builder.

>> No.3331272
File: 98 KB, 640x480, drilling-screaming-face.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking know you asses, I'm making fun of his position.

For what it's worth, as long range shotguns actually have, I wouldn't be using one beyond 100yds at the very most

That's generally not how ANYTHING works, you need a separate program for image editing, for audio recording and editing, for 3D models (if applicable), why make Slade have a level editor when the Doom Builders are all good enough?

>> No.3331273

Does GLOOME have Graf Zahl's draconian control over changing the player's cvars in ACS?

I can't even do something as simple as setting the player's movebob to 0 while in the air then setting it back again when they land.

>> No.3331274

GZDB-guy is actually planning on including at least rudimentary lump editing. Like changing MAPINFO or DECORATE for example.

I really appreciate how often GZDB is updated and the overall professional quality of the program.

>> No.3331275

Ah, awesome. I'll put them in.

>> No.3331278

IIRC you can do that in zand with consolecommand.

>> No.3331280
File: 384 KB, 4048x2198, 1466044579482.jpg [View same] [iqdb] [saucenao] [google] [report]

>I fucking know you asses, I'm making fun of his position.
i just wanted an excuse to post a cool gun

It's ded. 100% ded.
> Graf Zahl
Randi is probably just as much to blame if not more.

>> No.3331281

MM8 is not a shitposting magnet, there's just some retard samefagging and abusing report, so everybody gets nuke-deletes.

>> No.3331285
File: 15 KB, 246x312, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1465482029814.jpg [View same] [iqdb] [saucenao] [google] [report]

>checking acs.net cause taking break again
>in file, license.txt

>Copyright (c) 2015, Visual Vincent
>All rights reserved.

>copyrighting ported functions and the vale of pi in fixed point

Also fuck you windows phone why can't I open a text file with a different extension than .txt no I don't want to go to the app store.

>> No.3331286

You'll probably want to have someone look at them or do so yourself because I'm terrible with code.

And I forgot to answer but yes the script is just for showing the use of the functions.

p.s here's a lesser known acs library you might want to check out: https://zandronum.com/forum/viewtopic.php?f=94&t=7342

>> No.3331291

Well the license only requires you to include a disclaimer somewhere in the archive at least. Still, I don't get the prestige thing either. My mods only have something like "creds appreciated but not required" included, if even that

>> No.3331292

ever since i learned that the person with the c__data_users_etc filenames was posting from a phone and not from internet explorer on a computer i didn't understand why an iphone would have that filename

i completely forgot microsoft made phones

>> No.3331297
File: 309 KB, 1280x960, 1342457400651.jpg [View same] [iqdb] [saucenao] [google] [report]

>i just wanted an excuse to post a cool gun
You should have just said so.

>> No.3331301

>Burn transition

>all hour cymbals by yeasayer
I literally just got here and have no idea what you've made there but your taste is fucking amazing sirs and I applaud you

>> No.3331305

>WARNING: ConsoleCommand is dangerous and is flagged for eventual removal over security reasons. It is not advised to use ConsoleCommand in new mods.

>> No.3331307
File: 335 KB, 500x602, 1441480263527.png [View same] [iqdb] [saucenao] [google] [report]

>RUSH, wheresthebeef, Nineball, Azuruish, massivefanofdick and rileymartin are still allowed to post
fucking shitters

>> No.3331309

Yeah. I just wish GZDB had a different name. I get that the original point of the fork was to have a 3D mode that was friendlier with gzdoom maps, but its basically completely replaced doom builder 2 by now.

Really should be called Doom Builder 3, or something.

>> No.3331312
File: 400 KB, 2480x591, Vepr super med kinnst demper og ior.jpg [View same] [iqdb] [saucenao] [google] [report]

I love those ww1 barrel shrouds

>> No.3331317
File: 40 KB, 1270x635, 1365558454135.png [View same] [iqdb] [saucenao] [google] [report]

>want to add a teleporter to Hideous Destructor's range map so I can test it out

>re-pack hd.pk7 as a pk3
>open in slade
>go to the map
>make some linedefs, set them as 70 - Teleport
>make a Teleport Destination thing
>put it in a sector
>make those linedefs have their destination tag or whatever match the sector tag and the destination thing tag
>teleporter doesn't work
>try out GZDB
>do the same thing
>can't even get the test to work because of errors
>save the map and run it myself
>none of the GZDB changes are there

what am I doing wrong here

>> No.3331320

>the best tools should have been accumulated into one program a while ago.
i'll go inform the vi / emacs people about this

>> No.3331324
File: 211 KB, 1920x1080, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

I've played Strife for the first time in my life. I'm close to fighting Oracle.

I don't think it's as good as I expected. Main issue is, none of the game elements stand out. Though the game looks pretty damn nice for its time. But gunplay and the guns of the game are not satisfying, neither are the enemies. I really hate those small robot spiders and especially that sewer level.

>> No.3331325

heh, didn't think there would still be yeasayer fans at all after amen and goodbye ended up being so underwhelming

many would kick me over at /mu/ for even saying this, but I stand by heart that this version of wait for the summer is on-par (if not better in a lot of ways than) with the standard album one, even if it's a tad faster-paced in general


>> No.3331330

Strife is bland as fuck. There's a reason it's the most forgotten of the id Tech 1 games.

>> No.3331331

unfortunately the author has basically shut this down and claims that GZDB is specifically made just for GZDoom editing, and compatibility with normal Doom / other ports is just a happenstance

>> No.3331332

Everything about Strife is incredibly dull. I remember playing it in the 90s and even then it was hard to bear. Today it's just awful.

>> No.3331335

Oh shit, that project seems like it already does a lot of what I want to do, it even already has arc functions. The only thing I'd really want to do much different is the naming scheme.
I also didn't know the 256 function limit was still in place. I saw it mentioned but assumed it had already been removed. Jesus Christ ZDoom.

It also requires the copyright to be displayed with any code, either whole or modified.
I'll include source mention for stuff that isn't just math_pi but otherwise I will not comply with the license. Anything else I'll rewrite and if it's something that he actually could claim copyright over (and thus the license would actually apply) I won't include it.

The phone was free from my provider.

>> No.3331337

Actually that would be the PC version of Killing Time

>> No.3331338

What does /Doom/ Think of ICARUSLIV3S or GGGmanlives?

>> No.3331341

ICARUSLIV3S is a pretty good wad reviewer. I like his australian accent.

>> No.3331346
File: 535 KB, 3072x1728, 1367994609982.jpg [View same] [iqdb] [saucenao] [google] [report]

That's a relatively new style of shroud, what you're looking for is one of these.

>tfw germans cried angry tears and shouted that shotguns were unfair and barbaric (whilst themselves employing mustard gas)

>> No.3331347
File: 76 KB, 273x321, 1457102158103.png [View same] [iqdb] [saucenao] [google] [report]

>256 function limit
wait what what the fuck

>> No.3331350
File: 39 KB, 800x523, Saiga-12K-040-02-with_Cobra.jpg [View same] [iqdb] [saucenao] [google] [report]

Well they got repaid in kind when they were disallowed from producing like, any kind of effective weapon after ww1

Anyway I really want to see more cool guns with wood furniture in doom mods. Really fits the aesthetic imho

>> No.3331352

You can grab a version of acc that doesn't have that limit in the link in the post I replied to. But yes, as of march of this year it apparently still had that limit. Would it be worth making that a feature request for that?

>> No.3331354
File: 96 KB, 900x900, 1457206153258.jpg [View same] [iqdb] [saucenao] [google] [report]


>half of DW's userbase is still allowed to post

>> No.3331357

Why is this bad? If they didn't have Doomworld, they'd be here.

>> No.3331362


No, they'd go over to ZDF or the Zandro forums.

>> No.3331368
File: 107 KB, 640x360, SJBBYMd.jpg [View same] [iqdb] [saucenao] [google] [report]

has a pretty low tolerance for shitposting tho'

>> No.3331369


Sure, but if /VR/ of all places is calling you out on your shitposting then you've fucked up bigtime.

>> No.3331383


Figured it out
I need to check "player cross"

>> No.3331384

I always find its the best to only look at Wads & Mods, and Source Ports sections.

>> No.3331394

I like Icarus. Never seen GGG.

>> No.3331409

Questions about teleporters

Is there a way to make them teleport rockets or projectiles?

Is there a way to make them have the player keep their direction?

Is there a way to make them add a directional influence to the player?
(ie, the player turns 90 degrees from where he was facing when he entered the teleporter)

Is there a way to make them add a directional influence on the player's speed?

>> No.3331412
File: 1.00 MB, 499x310, 1443735672371.gif [View same] [iqdb] [saucenao] [google] [report]

I never leave the wads and mods section. I've heard too many horror stories.

>> No.3331414

>Is there a way to make them teleport rockets or projectiles?
I think you have to modify the actual projectiles for that.

>> No.3331440

GGGmanlives is pretty cool, but I always get a sense that he isn't enthusiastic about doom, and is merely nostalgic for it.

>> No.3331461
File: 137 KB, 837x525, hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3331465

Yeah, I'm messing with Hideous Destructor. All his stuff is custom defined, and I'm pretty sure a lot of the projectiles are monsters which enables them to go through the gates.

>> No.3331468
File: 4 KB, 256x240, Metroid_NES_Tourian_Access.png [View same] [iqdb] [saucenao] [google] [report]

Reminds me of the entrance to Tourian.

>> No.3331476

So does the person who made Adventures of Square browse this thread? Because I was under the impression that he did.

>> No.3331481

Adventures of Square is made by a team of people, not just one person.

And the only member of such team I recall seeing in these generals on occasion is Tarnsman. Not sure if he still comes by anymore, though.

>> No.3331482

I'm not sure they have to be monsters. Try "-NOTELEPORT"

>> No.3331489

So an idea I had for my doom mod, a new difficulty. Survival horror, all enemies are reduced to the numbers in a lower dofficulty, but given a buff in damage and health, while ammo and health drops all give reduced amounts. Also the lighting is dimmer

>> No.3331492

dark doom + custom doom together can do all that I think

>> No.3331506
File: 15 KB, 304x408, 1457742209645-2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3331507
File: 100 KB, 513x525, bridgething.jpg [View same] [iqdb] [saucenao] [google] [report]

It sorta is in same spirit. Six skull switches around the castle. Only four are needed to raise bridge enough, but I was thinking of 6 netting a bonus/secret which could come handy for final area.

Conveying the purpose might be tricky, but hopefully it is clear enough.

>> No.3331518

i'm so fucking tired of this same BTSX 2/Ancient Aliens/Vanguard/Valiant aesthetic permeating modern maps.

>> No.3331519

Custom Doom lets you lower monster count? I gotta check this out.

Oh, neat! I'm not sure how you'd convey only needing 4 to raise the bridge, though.

>> No.3331527


4 torches or lights or something over the bridge with one farther away on each side. 5 and six open up a secret.

>> No.3331528

What aesthetic is that?

>> No.3331530

Nevermind I misread, the monsters would just be set to easy difficulty spawns.

>> No.3331531
File: 92 KB, 831x390, castlegate.jpg [View same] [iqdb] [saucenao] [google] [report]

Eh, probably won't be clear, but I figure player might check at some point. The bridge is raised 32u each time, so they might catch onto that.

Thought it'd work nicely with the exterior of the castle.

Could work.

>> No.3331532

Neat, was going for the exact opposite of brutal "power fantasy" setting where monsters show up in nightmare levels of frequency but are absolute wimps

>> No.3331548

>Neat, was going for the exact opposite of brutal "power fantasy"
Try the zdoom version of "shut up and bleed". It's kind of like that.

>> No.3331554
File: 9 KB, 591x505, 1359337074654.png [View same] [iqdb] [saucenao] [google] [report]

>overuse of neon styled pillars and retarded glowing colored lights (generally come in yellow, red or blue, courtesy of Unholy Realms)
>m-muh architecture
>oh boy i sure love spamming torches everywhere
>overuse of demon-face-in-marble texture series
>either boring as fuck shit-brown or dark greyish/bluish brick walls and ceilings, overall resembling a mix between an F-Zero race stage and a dungeon from hexen
>window grates everywhere
>'i don't know how to create interesting fights and encounters so ill just spam some mid-tier monsters in an open area and an archvile that teleports in once I'm done killing said monsters'
>features at least three 'arena fights that require the player to think tactically' mainly consisting of large numbers of archmemes and reveniggers and a powerup
>overuse of overly detailed open spaces

I guess they just ain't my thing.

>> No.3331558

>overuse of neon styled pillars and retarded glowing colored lights (generally come in yellow, red or blue, courtesy of Unholy Realms)
fucking at last someone says it out loud as they should

that shit looks awful and so off-putting

>> No.3331559


Fucking kill me

>> No.3331562

Good to know. Asking about to avoid pitfalls, what to use and what to avoid over using, what are some tips for some one trying to make more interesting encounters?

>> No.3331597


Sounds like it's just a matter of taking Scalliano's 667 shuffle and removing the weapons.

>> No.3331607
File: 90 KB, 960x755, Ruger AC-556k Assault Rifle.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, Doom needs more wood.

I think an old AC-556k would fit Doom's aesthetic very well.

>> No.3331608

Neat, does his research, seems to be having a lot of fun, fucking hate his wubstep intro.

Never heard of him.

>> No.3331612

I guess that explains why Decay hates it so much.

>> No.3331619

>m-muh architecture
This is the only fucking place I'd ever seen someone complain about architecture being a bad thing.

>> No.3331620

>mainly consisting of large numbers of archmemes and reveniggers and a powerup

You sound like a really fun person.

>> No.3331627

>haven't heard of GGGmanlives
He reviews games, mostly retro fps'. He's kind of like the Anthony Fantano of games but not in a bad way.

>> No.3331631

i dunno about you but i'm sick of the scythe 2/icarus/daedalus/memento mori/oniria/going down/doomtwid aesthetic permeating every map

>> No.3331636
File: 1.14 MB, 1280x800, HereticPWADE3M1.png [View same] [iqdb] [saucenao] [google] [report]

Made a small Heretic map, replaces E3M1.
Going for an 'Underwater Atlantis' fell with lots of green and blue. Expect lots of wand ammo and tomes.
It's in Vanilla format so it will work in dos and every sourceport that supports heretic.
Would appreciate some feedback.


>> No.3331638

>Doom needs more wood.

but we already have hdoom

>> No.3331665
File: 138 KB, 1000x183, yugo-sks-762x39-rifle-21.png [View same] [iqdb] [saucenao] [google] [report]

I want my raifu in doom pls

>> No.3331689

Would you guys mind playing through/giving feedback on my DUMP submissions?

The first is my map: It's in the Map09 slot.

And second is my gun. It replaces the plasma rifle:

>> No.3331703 [DELETED] 

And you sound like the kind of guy who can't take a dissenting opinion. I thought I had stated that those areas in particular just weren't of my particular liking. Do the thread a favor and go somewhere else where people can stand your immature dumb backhanded insults.

>> No.3331705

Those rule and are so cheap.

>> No.3331706 [DELETED] 


>> No.3331709 [DELETED] 

Wow, jumpy and defensive. Tone it down, you fucking armadillo.

>> No.3331712

i cant tell if youre being serious or not

>> No.3331717 [DELETED] 

>get called out on your shit attitude
>'lol y u so defensibe xdd'

>> No.3331718 [DELETED] 

>And you sound like the kind of guy who can't take a dissenting opinion
Neither do you, if that's your reaction to one post arguing with you.

>> No.3331727 [DELETED] 

a near-shitposting limits post saying 'you sound like a fun guy' equals an 'opinion' and 'someone arguing with you'

got it

>> No.3331728 [DELETED] 
File: 39 KB, 419x281, you are mother fucker.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone's gotten their period!

>> No.3331729 [DELETED] 

pot, kettle, black, etc.

>> No.3331734 [DELETED] 

>a near-shitposting limits post

Do you have a measuring tool on hand? We need to scientifically determine the exact quantity of shitposting to determine how near the limits it is.

>> No.3331738 [DELETED] 

>a near-shitposting limits post saying 'you sound like a fun guy' equals an 'opinion' and 'someone arguing with you'
yes, actually

>> No.3331741
File: 2.06 MB, 640x360, Liftjumping.webm [View same] [iqdb] [saucenao] [google] [report]

Help I keep attempting to put Unreal physics in Doom

>> No.3331748

i see no reason to keep you from doing it, frankly

>> No.3331759 [DELETED] 
File: 53 KB, 480x640, 1458242113078.jpg [View same] [iqdb] [saucenao] [google] [report]

aight, please be so kind as to direct me to a point in any of your posts made where you directed a valid point toward my post other than some random implication.

>> No.3331762 [DELETED] 

>in any of your posts
i hadn't posted before you chimped out

>> No.3331763 [DELETED] 

bye anon!

>> No.3331768

Are there any functional Exhumed remakes for modern the doom or build engine?

>> No.3331769 [DELETED] 

>chimped out
do you also still say 'he pulled my finger'?

>> No.3331772

Hi, thanks for the amazing post. I was wondering how do you create those big long screenshots with the instructions?

Thanks a lot.

>> No.3331773


There's a half-finished one on ZDoom but it's less a "remake" and more "making something in the style of".

>> No.3331776

Is PowerslaveEX something you can't run?

>> No.3331780
File: 8 KB, 209x241, download.jpg [View same] [iqdb] [saucenao] [google] [report]

Cheap is right, I bought mine with literal pocket change and it fires so great. However every time I hold it I get the nagging urge to defend my motherland from intruding facists.

>> No.3331782

UT newfriend here, did liftjumping exist back in the days of '99? was it present in 2k4 as well?

sounds like he was?

>> No.3331786 [DELETED] 

nope, i outgrew that long ago

but seeing people chimp out is something that never stops happening, no matter how old you get

>> No.3331789

Dead links to download on the website and I'd rather just run it via something comfortable and familiar

>> No.3331791
File: 121 KB, 640x480, Screenshot_Doom_20150728_194907.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3331795


Not really a remake, but.

>> No.3331798

doesn't really work in doom because doom lifts don't have acceleration

>> No.3331804
File: 606 KB, 800x600, DF_turretpoint_2.webm [View same] [iqdb] [saucenao] [google] [report]

guy with the turret here again

I managed to make all the activation and pointer shenanigans work. Currently it fires by being give a missile spawning inventory item through the ACS script when the player holds his fire key, but that might not be the best way. It needs to be able to use FastProjectile movement code so I don't think pure acs projectile spawning will work.

Also the turret's angle and pitch aren't clamped yet.

>> No.3331808

It's been in every single Unreal game, same with slope dodging.

>> No.3331815

Yeah, though deceleration rather. As the lifts don't smooth out it's not really any faster to lift jump in Doom than just ride the lift normally.

>> No.3331816

I had already played that, but it includes only 2 levels (one of which is a training). I may be wrong, but I think that mod also overdoes the level of difficulty, as I don't recall the enemies doing that much damage, even if it was more than 10 years ago I last played the original game on pc

>> No.3331819

danke, doktor

>> No.3331821


Sorry anon, I know this isn't too helpful, but I just wanted to say that I liked your map and have no real problems with it. I died a few times on the way up to the switch that lowers the bars surrounding the portal, but that's not really an issue with the map, it's more me being bad at Heretic.

>> No.3331824

I was thinking the opposite - there's no reason to jump any earlier than set the very end of the lift, because you will always get the most height that way

>> No.3331827

meant to reply to >>3331815

>> No.3331830

I'm looking for the PC version of Killing Time. Know any site where I can download it?

>> No.3331838 [DELETED] 

'bye' you retarded ass you fucking monkey faggot piece of shit retard. should have expected a doom babby faggot like you would come here to moan about a map looking the same as other doom maps (excluding scythe I/II, which are fucking masterpieces compared to the garbage you and these order of faggots put out on a near daily basis) and pretend to pass it off as his 'opinion' expecting to take defense in knowing you're an anonymous in a videogame imageboard. god fucking damn it I swear to god you're as much of a fucking faggot and a flaming virgin, kissless faggot as is everyone here.

literally fuck off you doom faggots, eat shit and fuck off back to /vg/ and let real people attempting to start discussion about real vidya take over and take your retarded generals with you. You dicksucking literal shitters.

>> No.3331842
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]

shit, that looks good anon

>> No.3331847 [DELETED] 

Decided to go back to your old tricks, DKG?

>> No.3331849


>> No.3331850

Question about zdoom and gzdoom.

Is there a dump video option? Is there a way to dump video directly from zdoom or gzdoom?

How hard would it be to make something like this?
I know that video dumping tends to be time consuming and would ruin the game if you were trying to play and dump simultaneously, but if you recorded a Demo first and then dumped that it would work, right?

>> No.3331852 [DELETED] 
File: 80 KB, 500x475, 1422315185499.png [View same] [iqdb] [saucenao] [google] [report]

lol, okay, so now you've gone full-on shitposter mode. seems like I was right, I didn't even have to try and get my opinion across to get salty morons like you replying to my posts like flies on a turd.

hope you enjoy both your awful-looking maps and your ban, anon. see you next week when we'll discuss further your aspergers and perhaps find a cure for it.

>> No.3331857

can a cyber really spawn on from the icon of sin?

>> No.3331863
File: 149 KB, 836x527, upsettironis.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't know posting screens of my shitty map WIP would incite such response.

The sky texture still doesn't feel right, either. Probably should take that storm texture that I have somewhere around.

No, neither can Spider Mastermind.
Doesn't look like Icon of Sin map either.


>> No.3331864
File: 36 KB, 476x353, 1442152488637.jpg [View same] [iqdb] [saucenao] [google] [report]

>Enderkevin13 is still allowed to post on both DW -and- ZDoom, and probably on z& aswell

>> No.3331869

>MaxRideWizardLord, Winged_Warrior, Decay, and Mobius still are not banned

>> No.3331878

So many golems and the only weapon available early on being the gauntlets made me use them for everything that wasn't on a ledge. Don't know if that was the intention, but a bit more enemy variety would have been nice.

Also the yellow key "trap" was a bit awkward as the Sabreclaws were already out of their closets before I was anywhere near the key, so I just sat at the top of the stairs and shot them as they couldn't really get up to me.

I'm one of those people that save up on power tomes as I don't know when I need them or if I won't get any more in the map, I ended up using almost all of them in the last arena, it was fun.

A nice map really, and pleasant visually. I just think the first half is a bit grindy. (played on "thou art a smite-meister", also sorry I'm not one of the people that record demos)

>> No.3331882

He's harmless, just incredibly immature. "TheBadHustlex" was like that too, and against all odds he seems to have matured quite a bit

Raziel236 is the biggest butthole still posting on zdf, with leileilol being an honorable mention for the permanently salty and derisive tone

>> No.3331884

That's.. sorta what I meant? But yeah, it just doesn't feel right with without the acceleration/deceleration. If this was used in a map with lifts that do that it would work, though.

>> No.3331901
File: 139 KB, 396x385, nigger pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

>large open area with 10+ hitscanners

>> No.3331904

>cramped area with 10+ cyberdemons

>> No.3331905
File: 57 KB, 1280x720, Screenshot_Heretic_20160702_233308.png [View same] [iqdb] [saucenao] [google] [report]

That's a fantastic map, ammo is tight unless you use your items (which I wasn't at first since I'm not used to heretic at all). Level design and detail is just right. This was great.

>> No.3331914
File: 84 KB, 466x492, 1457118755561.png [View same] [iqdb] [saucenao] [google] [report]

>gameplay mods that replace decorations with enemies

pic related

no but seriously stop it guys

>> No.3331920
File: 441 KB, 1754x1320, 1461299745789.jpg [View same] [iqdb] [saucenao] [google] [report]

>10+ Archviles

>> No.3331923

What if it is a very weak enemy?

>> No.3331938

How I use a fixed point number with ThrustThingZ? Using a bitwise right shift ">> 16" on it loses information which isn't what I want.

>> No.3331942

still no, you never know what a mapper wants to do with a decoration. Say the map involves you walking to the gates of hell with no weapons. The mapper may put a bunch of Baph's eyes on the path as decor to set the mood, but now you're made it an death trap for no reason

>> No.3331943

Use A_ChangeVelocity instead I think

>> No.3331951

use SetActorVelocity in additive more instead

>> No.3331969

I'm using ACS for this.

Ah, I forgot about that! Thank you!

>> No.3331975

thanks, doc

>> No.3331978
File: 714 KB, 1920x1080, Screenshot_Doom_20160702_181226.png [View same] [iqdb] [saucenao] [google] [report]

The first room in this megawad is really making me question playing it

>> No.3331979

Play it, anon.

>> No.3331980

>Didn't know posting screens of my shitty map WIP would incite such response.
clearly you need to do skewed boxes out of SLADWALL and nothing else to please everyone
eitherwise it'll look too nice and like an actual place

>> No.3331981


Is it THAT BAD that a gameplay mod isnt compatible with ALL the wads in the world ? If it doesnt work, just switch back to vanilla.

>> No.3331986

> 1+ archviles anywhere

>> No.3331987

It sucks when it breaks something halfway through a wad.

>> No.3331991


I know but it's hard to foresee everything. Sometimes I like when a gameplay mod does something bold even if it ends up shitting itself from time to time

>> No.3331993

>start map
>open automap
>see there's monsters in the level
fucking modern mappers I swear

>> No.3331994

It's pretty fantastic if you ignore the e-celeb posters.

>> No.3332000


>start map
>exit switch isn't immediately in front of me

what kinda shit is this

>> No.3332001

>open Doombuilder
>you have the option to put monsters in your map

>> No.3332002

Is the test build for the DUMP 3 weapons out yet?

>> No.3332004

>start map
>no illusio-pit


>> No.3332009

>start map
>no illusio-pit with HoM effect and a cyber

>> No.3332013

>terminus put out map test build, is going through all of the maps, and is only waiting for the hub map for the next test build
>80+ or so maps
>yholl hasn't peeped a word about the 40+ weapons

i'd shitpost about yholl, but i remember last time there was radio silence his grandfather had died
so hopefully things are okay

and if they are, i'm gonna call him a peckerhead

>> No.3332014

does it work with slopes?
because that would FINALLY make some kickass vehicles

>> No.3332016

Not yet, which is surprising considering how public the progression with the maps has been going.
Hopefully Yholl's doing all right.

>> No.3332026

> launch wad
> "press any key"
> alt+f4
> "Are you sure you want to delete this file?" - "Yes"
> youtube: doom let's play

>> No.3332030

You can't even align a 3d model to the slope it's standing on -_-

>> No.3332032

Sprite/Model changes depending on vertical velocity?

>> No.3332035

so far

>the hud sux
>new imp is stupid
>new pain elemental is an ugly recolor
>tiny pinkies
>a boss monster duo that was just a bunch of zombie heads on a stick, sliding around spitting bullets in every direction
>a new enemy that's a crate with wings and a gatling gun and fireballs

>> No.3332043

Considering how strangely implemented slopes and physics in general are, I doubt you'd get nice results. Would love to be proven whough.

>> No.3332050

It just spawned a monster that cycled between all the different monster sprites including archvile and spider mastermind, then when it died it played every animation

also the mapper really likes the color green

>> No.3332061

green's a cool color
you shittin' on green, bruv?

>> No.3332063

Am I missing something or are lot of Plutonia 2's texturing intentionally black?

>> No.3332067

I actually had to specifically code *around* that. What's happening is: every tic the player spawns an invisible object underneath them, which checks its height, then the next game tic checks that height to its new height, and makes that the velocity of the lift jump.

If I just checked the height of the player themselves every tic, they would be doing ridiculous velocity jumps from walking up stairs. Getting lift off slopes is doable, but I don't know how you'd get it to also behave with stairs without shooting into the sky.

>> No.3332069

is there any difference with pc & ps1 quake 2?

>> No.3332070

You have to load it with the original Plutonia Iwad, you big dummy.

>> No.3332073

Ah, I see. Thanks mate.

>> No.3332097

if you can detect what sector type you're currently standing on, it probably would be an issue of just disabling the workaround for that sector

>> No.3332135

More on the story of my six y/o nephew:

He's beaten the first two episodes of Chex Quest. He should be able to beat the last before he goes back to his parents.

>> No.3332148

show webm, for the lolz

can't you load chex over doom and have everything work fine?
oh, and you should probably burn the adventures of square on a floppy for him

>> No.3332164

What's a floppy?

>> No.3332175
File: 23 KB, 704x320, 1390504110578.jpg [View same] [iqdb] [saucenao] [google] [report]

>ACS: I don't know what "blahblahblah" is

>> No.3332178


Something you're not supposed to copy.

>> No.3332179

It's one of those really big DVDs I think

>> No.3332187

>square on a floppy

Square is 24.8 MB

You'd need 18 floppies.

>> No.3332212

update your jetsetradioom

>> No.3332213
File: 192 KB, 580x382, AMD 63.png [View same] [iqdb] [saucenao] [google] [report]

Used to be, these days it's better to just spend the extra money to get a WASR-10/63 or an AMD (which isn't too awesome in it's standard configs but just swapping out the furniture does wonders).

>> No.3332246
File: 2.07 MB, 640x360, Thiswasdisgustinglyhardtotime.webm [View same] [iqdb] [saucenao] [google] [report]

>show webm, for the lolz

>> No.3332262
File: 2.12 MB, 640x360, Stairjumping.webm [View same] [iqdb] [saucenao] [google] [report]

Just kidding, the velocity in that webm was multiplied by 4. (you can see the velocity going from 16 to 64 when I jump)

It's actually more like this.

>> No.3332272

you know what i hate?

the sheer lack of consistency that mapmakers show when deciding if a "blood floor" should deal damage or not

sometimes they do, sometimes they don't, you don't really know until you ran on it and take 30 damage

>> No.3332274

So finally beat DOOM2 and Plutonia recently. The only other wad ive completed is DTWID. Im thinking BTSX, AV, Scythe or something along those lines. What should I play next?

>> No.3332279
File: 41 KB, 240x348, The BFG.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3332285

I guess I could do that. Seems like alot of people don't like TNT. I played through a few levels and kind of wrote it off.

>> No.3332286

You should have played TNT before Plutonia. Now TNT will feel a bit easy.

>> No.3332294

does anyone have the version of this pic for the movie poster? I forgot to save it last time I saw it

>> No.3332304
File: 354 KB, 1090x511, ss (2016-07-02 at 09.02.27).png [View same] [iqdb] [saucenao] [google] [report]

The crowd has gathered for the surgery

>> No.3332306

yea I know you're supposed to play TNT first but every one always talks about Plutonia. So I just felt like jumping in.

>> No.3332314
File: 230 KB, 1920x1080, DOOM64 2016-07-02 21-08-09-88.jpg [View same] [iqdb] [saucenao] [google] [report]

Think I'm starting to get this mapping thing down. How's this look for a starting area?

>> No.3332325


I am one hundred percent sure he got banned from zdoom recently

>> No.3332327
File: 277 KB, 774x516, 1460798472733.png [View same] [iqdb] [saucenao] [google] [report]

Just finished Strife, made the mistake of choosing veteran difficulty for the first time.

I dunno if it's the fault of the new port. But I always had to be stocked in assault rifle rounds, because no other gun could hit those pesky ceiling turrets.

Also the whole arsenal was garbage:
>crossbow is useless after a few early levels, except for cheesing those giant robots late in the game if you run out of other ammo

>assault rifle can't properly kill much of anything stronger than the basic grunts

>rocket launcher projectiles are sometimes impossible to hit with vertically, still the most reliable gun of the game.

>flamethrower works almost like a facehug-distance shotgun but without the damage spikes, which makes shotgun useful.

>grenade launcher's bombs won't fly far enough and are awkward to use on doorways, because of the off-center dual barrels, but still a goto weapon for clearing rooms

>sigil, the player self-hurting lightning bolt spewing gun has to be conserved for boss fights, hits inconsistently


>the plasma gun, first version works like a slow shotgun without enough damage output
>the second version is like a poor man's bfg, slow as fuck, costs health to shoot and hits very inconsistently

>> No.3332332

Outstanding. Keep going.

>> No.3332337


>the plasma gun, first version works like a slow shotgun without enough damage output

I haven't played Strife up to the point where you get the Mauler, but isn't the primary fire basically just the Super Shotgun?

>> No.3332339
File: 167 KB, 1280x720, Screenshot_Doom_20160703_031012.png [View same] [iqdb] [saucenao] [google] [report]

Progress has been made, now I just need to keep this up for a few weeks. Or maybe a month or two.

>> No.3332340

which redesigns of doom stuff did you find superior to classic doom?

>> No.3332341

man killing time has really good atmosphere. I replayed killing time after a really long time. When I heard those hunters say "here boy" in that area in the beginning I got a chill.

>> No.3332342
File: 52 KB, 602x602, 1464841778887.jpg [View same] [iqdb] [saucenao] [google] [report]

>all this talk about Plutonia
>i just died dozens of times just to Thy Flesh Consumed
i'm not sure if i'm looking forward to what's coming next

>> No.3332343
File: 176 KB, 260x509, 1441614707835.png [View same] [iqdb] [saucenao] [google] [report]

I made a neon styled pillar just for you

>> No.3332347

plutonia is pretty tough. Im not a huge expert on this but im pretty sure episode 4 is harder than plutonia. I know episode 4 pretty well and im still gonna say its harder than plutonia. i think you'll be ok.

>> No.3332357

water u some sorta city boy i tell boys to come all the time

>> No.3332361

its pretty spooky ok i got spooked. give me a break. im spooked right now.

>> No.3332369


I'm glad he finally turned off filtering.

>> No.3332375

Depending on how it breaks it can be okay or stupid.

No reason to swap a decoration out with enemies, unless maybe it's proximity based.
Like the eggs in Aliens TC

>> No.3332379

I'd give the steps and ceiling levels a different side texture to the brick walls, also try to think of the bricks as 3d objects that have consistent top and bottom flat textures.

>> No.3332381

Pretty much, except for some reason it wouldn't always even fire when I tried and got me killed. Whole weaponry feels like that weapon parody wad.

>> No.3332384

some times its shitty. i played through someones wad and it took me an hour to realize smooth doom over wrote a flag/script to lower a platform and I couldnt finish the level.

>> No.3332386

Anyone have some resources on lighting weapons and such to look cool? Not 100% on what to even search for, so far nothing has given me what I want.

>> No.3332393

This happens literally all the time in DUMP 1-3

Best thing to do is get that Smooth Doom weapons only mod that got posted in these threads a couple of times, or manually remove the smoothed out monsters yourself.

Smooth Doom doesn't actually keep things fully vanilla compatible, it replaces all monsters with smooth versions of themselves no matter what.

>> No.3332395
File: 14 KB, 250x250, 76742.jpg [View same] [iqdb] [saucenao] [google] [report]

>That texture scaling

>> No.3332397

ill have to check that out. thanks.

>> No.3332401
File: 422 KB, 517x672, 1460144957980.png [View same] [iqdb] [saucenao] [google] [report]

fuck you I do what I want

>> No.3332402

>inconsistent pixel sizes
naughty mappers get sent to the skeleton wiggler to atone for their sins

>> No.3332403

Will keep that in mind thanks.

>> No.3332404

meh there cool i like their reviews.

>> No.3332410


You're a monster.

>> No.3332448

nah, he said he was leaving and promptly got peram'd
then came back a day later

>> No.3332462

hey anon

don't scratch that itch

>> No.3332463

I just scratched it

what are you gonna do about it?

>> No.3332467


he's going to shit in your toilet for that, man

>> No.3332468

make you even more aware of it itching

>> No.3332480

hey anon

don't drop that thun dun 'un

>> No.3332495

>It needs to be able to use FastProjectile movement code
Can't you just spawn a fastprojectile and then accelerate it? From what I understand it uses the fastprojectile code based on the actor not how it's spawned.

>> No.3332518
File: 1.05 MB, 1920x1080, CONTRAAAAAST.jpg [View same] [iqdb] [saucenao] [google] [report]

[07-02] Quakespasm 0.92.0 release


>> No.3332532

>new QuakeSpasm release

Neat, thanks Anon

>> No.3332536
File: 184 KB, 259x691, 1465918680577.png [View same] [iqdb] [saucenao] [google] [report]

how does this side look, it's 2x scaling at most now

i-it's not like I care about your advice or anything

>> No.3332542

it looks inconsistent and bad but the geometry is fine

if you want those textures to fit in those spaces then you're visually better off editing them

>> No.3332567

A good chunk of the mapsets you listed have completely different aesthetic styles to eachother

>> No.3332571
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]

so i was thinking of making a Big Bang Theory mod

you would play as Sheldon and kill monsters by shouting "Bazinga", and every monster death sound would be changed to canned laughter

on a scale of 1 to 10 how much does this idea bother you

>> No.3332573

0, would overlook on the zdoom forums

>> No.3332574


Somewhere around a 0.5. I don't really give a shit, there are much more offensive mods out there.

>> No.3332596

Is there way to scale messages up in QuakeSpasm?

>> No.3332597
File: 11 KB, 700x600, doomguy has joined the game.png [View same] [iqdb] [saucenao] [google] [report]

>Aspecto Raidou

I gotchu bro

>> No.3332604
File: 35 KB, 1024x640, MOOOOOOOOOOOOM, DOOMGUY ONESHOTTED ME WITH THE BFG AGAIN.jpg [View same] [iqdb] [saucenao] [google] [report]

Also this

>> No.3332610
File: 183 KB, 334x679, 1459409136174.png [View same] [iqdb] [saucenao] [google] [report]

I massaged the geometry I dunno

>> No.3332628
File: 740 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google] [report]

The upper left messages scale with the console text scale (scr_conscale) while the centered messages/hints scale with the menu scale (scr_menuscale). The two cvars and scr_sbarscale are adjusted all at once by the scale slider in the options menu but the cvars can be adjusted independently through the console.

>> No.3332631

Your complaints about the aesthetics are cherrypicking at best. Can't really take it seriously.

Your gameplay complaints also makes you sound like the typical shitter who has a whinge about certain enemies because you leeroy jenkins every fight, rather than actually putting any thought into how you play.

>> No.3332632

Is there a way to make Quake's shotguns not feel like shit?

I know how Doom modding works and it's easy as hell
Quake and such I don't really understand, and I don't think I ever really even see weapon mods for it.

Ideally the shotguns could still be balanced with being stronger, but just holy shit I hate the shotguns

>> No.3332634

Yeah, that's a lot nicer in terms of consistency and not scaling too huge/tiny. Textures themselves seems a bit mishmash of themes, though.

>> No.3332639

Holy shit, thanks Anon. I knew about the HUD but I didn't know the messages were tied too the console text.

>> No.3332642
File: 993 KB, 250x250, 1464468015718.gif [View same] [iqdb] [saucenao] [google] [report]

>Jenova is allowed to post everywhere

>> No.3332643

>You get 5 shells
Messages being in present-tense feels weird.

>> No.3332664

YOU'RE IN LUCK https://www.doomworld.com/vb/post/1638906

>> No.3332669

4, if only for the sheer stupidity your putting yourself through

>> No.3332680

Found a guy that doesn't forget to include normal maps with their model rips, am downloadin all the guns without a bunch of shit on top of them I can find.

Got a damn flamethrower that Firefly uses in Batham Arknam Orijam.

>> No.3332683
File: 6 KB, 177x284, download.jpg [View same] [iqdb] [saucenao] [google] [report]

thank god

>> No.3332692

i'm crumping to this crunk beat

i'm swagging my twerkbox to the max to this trap clap

>> No.3332725
File: 499 KB, 500x460, 1393375147264.gif [View same] [iqdb] [saucenao] [google] [report]

God exists. Also, is that a punchable face, or what?

>> No.3332732
File: 23 KB, 453x500, steve.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm trying to learn Japanese the legit way (via Google Translate and actual Japanese people.)

>> No.3332734

he reminds me of that shit kid from game of thrones

i think it was game of thrones

>> No.3332749
File: 224 KB, 358x310, forty keks.png [View same] [iqdb] [saucenao] [google] [report]

I'm sorry, but I just have to share another quote from that post
>I'm not a weeaboo. I'm just an average anime fan according to this Internet test...

This guy is comedy gold, and I'm gonna miss him

>> No.3332779
File: 1.90 MB, 316x213, 1457412566286.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3332785
File: 652 KB, 1995x1490, bit of a fuckup.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3332816

>New Quakespasm release

Holy shit big news

>> No.3332835

If anyone else is going to get into Blender for sprites, this Russian website has a bunch of models from modern games. http://p3dm.ru

http://tf3dm.com/ has some too but p3dm seems to have a more impressive selection.

>> No.3332858
File: 222 KB, 1265x706, a sea of dipshits.jpg [View same] [iqdb] [saucenao] [google] [report]

Making this mod has helped me learn DECORATE at breakneck pace.

>> No.3332865
File: 1.42 MB, 300x170, 1456554082643.gif [View same] [iqdb] [saucenao] [google] [report]

jesus man, you're /working/ at a breakneck pace

I'm fucking hyped for this, in fact it made me start a new playthrough

>> No.3332876
File: 682 KB, 1280x1707, Sammu.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3332886


>> No.3332891

No, that does not work unfortunately. Believe me I've tried.

>> No.3332895
File: 222 KB, 495x595, 1447782927345.jpg [View same] [iqdb] [saucenao] [google] [report]


Thanks dude.


>> No.3332939
File: 12 KB, 287x285, its tape.jpg [View same] [iqdb] [saucenao] [google] [report]

This guy and Katy t3h PeNgU1N oF d00m need to hook up.

It's really interesting how the squeaky wheel gets the grease. There are millions of people into shit with obnoxious fanbases but you would never know because they don't autistically monologue their way to post-hell.

>> No.3332983
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google] [report]

>dat jump

>> No.3333054
File: 363 KB, 1000x1000, benellus.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3333058

Is it ok to use save function within levels?

>> No.3333060
File: 568 KB, 809x785, berretus.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3333063
File: 6 KB, 195x210, Benellus.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3333064

I do it when a level is either
-really hard and I die multiple times at every encounter
-really fucking long and I don't want to do the whole thing over

>> No.3333073


where does Y.V. fit in all this?

>> No.3333082

he doesn't

>> No.3333084


>> No.3333093

There is no shame in using it if a level takes too long or if a certain set of maps or mod relies on saving to the point where pistol starts later in are a very bad idea

>> No.3333095

praise be to their firepower

>> No.3333118

Shouldn't be too bad, someone made the Seinfeld apartment as a level not too long ago

>> No.3333125
File: 224 KB, 1600x900, CmUA1iwWAAEn-W6.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't see it posted, new bombshell screenshot.

>> No.3333128

Looks like a high effort GZDoom mod. I like it.

>> No.3333129

It would likely be a mod I'd check out once and never again unless it had other qualities or surprises

>> No.3333146

working on a little class mod based on DeathZ0r Online: The Internet Made Stupid enemies.


>> No.3333153

is that just a ripped pyrocannon/flamethrower combo from stronghold?

>> No.3333158

>BTW how is that trying to be Japanese again? I'm not Japanese and I'm not trying to be Japanese either. I just saw that hairstyle and hair color from some anime, and some cool rock music videos, so I decided to use it.

>> No.3333163
File: 4 KB, 320x200, Render1.png [View same] [iqdb] [saucenao] [google] [report]

Instead of sleeping I downloaded a rip of Soldier 76 from Overhype and made a shitty render. Need to fix up the gloss and lighting and positioning; having a difficult time fitting the whole thing in centre-view.

At least there isn't a fuck-huge CoD scope on his gun.

>> No.3333170

Doom has the shittiest blue range.

>> No.3333173

i like how this looks so far

>> No.3333193

>certain set of maps or mod relies on saving to the point where pistol starts later in are a very bad idea

Mapsets that require continuous play for a balanced playthrough are thankfully very rare.

>> No.3333196

On tough/long maps I tend to save. Not during fight though. More during the sort of 'dead air' and prepping-sections.

>> No.3333198

Saving is only acceptable if you plan to do a break. All levels are balanced to be played with pistol start so it doesn't matter if you die sometimes.

>> No.3333254

I'm interested in getting feedback on my DUMP3 map (MAP30) - I intend to try and get around the software rendering problem with sprites being displayed through 3D floors with careful ACS scripting, add some traps around the map and add more software-based lighting in the cavern area. Also interested in hearing about ammo and health balance (I'll probably move the first SSG into the same room with the first green armor)

FIREBLU sky is staying though

I'm super keen to check this out

send me a PM on the ZDoom forums or on #vr with a beta, I'm interested in seeing player interpretations of monsters I made over a decade ago and would be happy to give feedback

>> No.3333282

but seinfeld is a good show

>> No.3333293
File: 172 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

>this part in honey

Jumped fifty feet when it happened

>> No.3333301

Has the kill reward text in Q3A always been fucking massive? along with the rest of the hud? I can't remember if it was always like this for me but it's getting to the point where it almost reaches my crosshairs and just gets in the way of fucking everything. How can I change this without something insane like cg_draw2d "0" ?

>> No.3333302
File: 369 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google] [report]

Got some real Demon's Souls vibe from this part

>> No.3333310

It does look like that. Particularly reminded by The Depths entrance from Dark Souls, having not played Demon's Souls.

>> No.3333326

The color scheme reminded me of world 3 from Demon's Souls and all the wooden scaffolds reminded me of world 5. I spent so much time on Demon's Souls farming for stones that I got sick of it and never looked into the other games in the series.

>> No.3333329

Honey's a masterpiece in atmospheric, huge-scale Quake mapping. Also helped the mapper used the Ziggurat Vertigo music.

>> No.3333335


Never played Demon's but in Dark 1 and 2 you still gotta farm for stones, probably not the same thing but I bet it would still be annoying regardless.

Still, there are some nice looking areas.

>> No.3333396

Looks pretty barren. Would be cool with more lights.

>> No.3333402
File: 194 KB, 1280x1024, Screenshot_Doom_20160703_100305.png [View same] [iqdb] [saucenao] [google] [report]

>just took out four hell knights without even getting hit
>check corners before moving on
>chaingunner on one side, nothing on the other
>round the corner
>this little faggot shoots me in the ass twice and I die

>> No.3333428

I personally disagree with saying its okay to save if the map is difficult enough to kill you a lot. You're never going to improve your skills by cheesing through hard maps.

>> No.3333443

actually it's all resources from Realm667.
and yeah i've used pyrocannon/flamethrower combined with unmaker sprites.

it's a simple mod, nothing big.

>> No.3333445

Self-moderation is a concept that exists, anon. Using saves at all doesn't mean you're going to save after every single kill. Personally, I rarely bother saving at all, but if I'm playing Hideous Destructor or something of similar difficulty, I'll allow myself to one save after finding each key, or after killing half the monsters in the map if there are no keys. It's just not feasible to play without saves when you can die in an instant because you failed to hear or see any one enemy and even shorter maps can take 10-20 minutes to complete.

>> No.3333451

>really hard and I die multiple times at every encounter
I was disagreeing with saving because of this.

What you describe with your post has nothing to do with that.

>> No.3333454

You gain 5 shells

>> No.3333458

ok :)
i will send you a PM on zdoom as soon as possible.
aniway, are you still deathz0r? you didn't changed the name?

>> No.3333459
File: 9 KB, 564x65, from the manual.png [View same] [iqdb] [saucenao] [google] [report]


My personal feelings are that if you care about playing the maps as "intended", you shouldn't. But your personal enjoyment should override how you're "supposed" to play a map, so if you have more fun with saving then go ahead and do that.

Also pic related

>> No.3333461

Then have an acs script that sets a bunch of user vars on the player and then use those user vars to fire it where and the direction you want with a decorate function?

>> No.3333469 [DELETED] 

I wonder if someone will misunderstand pic related and start spouting "pistol start balance was never originally intended".

>> No.3333474

I wonder if someone will misunderstand pic related and start spouting "The iwads didn't have pistol starts balanced".

>> No.3333475

Or set the user vars on the turruet

>> No.3333479

See, this is proof that the iwads didn't have pistol starts balanced

>> No.3333482

Makes pistol starting all the more challenging.

>> No.3333485


>> No.3333486

Reminds me of that HL21 speedrun.

>> No.3333489
File: 845 KB, 300x300, 1409866162933.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3333502

on nightmare e3m8 isn't that pistol start balanced, no?

>> No.3333506
File: 255 KB, 1360x768, .png [View same] [iqdb] [saucenao] [google] [report]

Who plays megaman here? When and which servers do you play? What are your nicknames?

>> No.3333509

>saves are cheating
Oh boy this argument again

>> No.3333513
File: 176 KB, 1280x1024, gzdoom 2016-07-03 11-25-28-453.png [View same] [iqdb] [saucenao] [google] [report]

Nightmare isn't balanced at all. You're told that before you even start.

>> No.3333516


>> No.3333518


>> No.3333521

It is cheating if you're saving constantly after every encounter. Might aswell play with god mode on by that point.

If its only on occasion, like grabbing keys, I see no problem with them.

>> No.3333542
File: 49 KB, 499x499, 1401213066001.jpg [View same] [iqdb] [saucenao] [google] [report]

>its a level that where you're intended to rely on monster infighting
there is a grand total of a single good level that does this and it isn't yours

>> No.3333545

servers are ded bro

>there will never be a greater feel than playing clms & you drop a giant block of metal on frogman's head while playing as junkman

>> No.3333554

>Secret area is necessary to complete the level

>> No.3333570

>area you can't miss is marked as secret

>> No.3333582

Nah, there's nothing with that.

Unless we're talking 100s of enemies at a time, but that's a matter of taste.

>> No.3333583
File: 1001 KB, 1366x768, Screenshot_Doom_20160520_111056.png [View same] [iqdb] [saucenao] [google] [report]

>keys are hidden behind a fake wall/door

you don't even deserve a cigarette before you get shot

>> No.3333585
File: 841 KB, 1366x768, Screenshot_Doom_20160520_111103.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3333613
File: 251 KB, 1920x1040, eew.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is the player character so extremely wide in Powerslave EX?

I only played the PC version years back and I don't remember it being much different from doom in regards as to what you can and can't dodge.

I'm standing as close as possible to the wall in the screenshot.

>> No.3333614

but are my legs OK

>> No.3333618

EX is based on the console version of Powerslave which is essentially a different game running on a different engine. It might just be a quirk of the sourceport or playing the game in a wider resolution than the Saturn/PS1, but the player hitbox appears to be a lot wider in that version.

>> No.3333629

Just play on dosbox, It works fine and isn't retarded

>> No.3333630

PC Powerslave and the console Powerslaves are completely different games.

>> No.3333631

Jesus christ, what is this ugly stretching. Is EX that bad or are you playing in a wrong resolution?

>> No.3333634

Only true if you want to play the inferior PC version.

It's called a wide FOV you mong

>> No.3333635
File: 246 KB, 590x300, judgedredd1.jpg [View same] [iqdb] [saucenao] [google] [report]

why has no one made a Judge Dredd wad

>> No.3333637

native resolution 1920x1080 with bottom 40 pixels cut off to hide my taskbar

I'm playing at 90 fov too

>> No.3333647

So guys. Let's look on the bright side of Best ever dying.

Complex doom and a lot of those shitty multiplayer mods are gonna die with it.

>> No.3333649
File: 12 KB, 520x110, itwontstop.png [View same] [iqdb] [saucenao] [google] [report]

There are still complex doom servers tho

>> No.3333650

the biggest argument against letting the zandronum community host servers is the servers they host

>> No.3333656

I wonder if the people who play Complex Doom and MM8BDM play on any other server.

>> No.3333660
File: 520 KB, 1280x768, average zandronum mod.png [View same] [iqdb] [saucenao] [google] [report]

As long as Australian servers are a thing I don't think Complex Doom will die completely

>> No.3333663

true FOV change doesn't stretch the screen. This looks terrible, the compass in the middle of the hud should be square.

>inferior PC version

You're tasteless. The PC version is amazing, very underrated; and if you like Doom-like level design, you should be loving it.

>> No.3333664

There's at least 10 at all times.

>> No.3333667

is this battleborn?

>> No.3333668
File: 523 KB, 1920x1080, gzdoom 2016-04-27 21-06-49-56.png [View same] [iqdb] [saucenao] [google] [report]

No, this is Battleborn.

>> No.3333671

why though

>> No.3333683
File: 128 KB, 773x635, ScreenShot_20160703125933.png [View same] [iqdb] [saucenao] [google] [report]

you have a better connection than me then.

>> No.3333684

>and if you like Doom-like level design, you should be loving it.
I love Doom-like level design. Unfortunately, I also like tight controls, which makes PC Powerslave a big no-no.

>> No.3333691

>find something hidden or non-intuitive
>it's not marked as a secret

>> No.3333695

> secret you can't fucking miss within a secret

>> No.3333707

You can use KB+Mouse, only difference is that you can't strafe and go forward/backward at the same times.

There is a patch out there which makes it possible though, so it can play like any other FPS.


Just keep in mind that in most 2.5D FPS, going backward/froward while strafing at the same time gives you a 20% speed boost. Therefore, when using this patch, if you do that you can sequence break in almost every single level because it wasn't intended. Just don't perform strafe jumps.

>> No.3333718

There's usually only 1-2 public servers with players in it.

>> No.3333781
File: 352 KB, 1366x768, Screenshot_Doom_COCTA.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3333786
File: 81 KB, 800x600, NoSkins.png [View same] [iqdb] [saucenao] [google] [report]

I do. I usually play the class-based modification and Roboenza, but I'll join regular mm8bdm if there is enough people playing it.

>> No.3333790

get this:


/but with graphics/

>> No.3333812

>20% speed boost
It's 41.4%. It wouldn't be that broken if it only were 20%.

>> No.3333820
File: 12 KB, 320x200, blake_stone.png [View same] [iqdb] [saucenao] [google] [report]

>secrets within secrets

Blake Stone anyone?

>> No.3333838

Graphics is terrific as is.

>> No.3333840

If MM16BDM existed, I'd probably actually play it.

>> No.3333863
File: 193 KB, 1152x864, .png [View same] [iqdb] [saucenao] [google] [report]

So what do we do to get more players, gentlemen?

>> No.3333869

get better graphics and gameplay imo

make it look like that cancelled megaman fps that was hot

make it play like quake 3

>> No.3333920


The graphics really aren't that bad, I mean they look like the NES games, which they're supposed to.

>> No.3333971

nah man they need to tighten up the graphics on level 3

>> No.3333991
File: 109 KB, 1280x720, .png [View same] [iqdb] [saucenao] [google] [report]

Right now good classic DM on vixtera.

>> No.3334018
File: 153 KB, 421x288, looking at your post.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3334019

Report. Don't respond.

>> No.3334020

Well there's not hundreds of servers to choose from, so unless you have a better one stfu and join.

>> No.3334029
File: 1023 KB, 265x260, 1463242475134.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3334048

Hey math-skilled dudes
How do I clamp an actor's angle in ACS? I can't just go if (angle < (spawnangle-limit)) {} etc. because of what happens when the actor's angle is close to 0.0 or 1.0.

>> No.3334054

what's the matter with Complex Doom?

>> No.3334064

I'm talking about maps like miasma with multiple really tough encounters. If I was ever going to beat that no saves I would have to make ZERO mistakes in every single encounter. It would take me months to beat a single map like that and I just don't have that kind of patience.

>> No.3334076

It's really not that fun.

>> No.3334094

same anon who asked what's the matter.

well, if i can say it, i found the mod pretty nice.
new weapons, new enemies, and in cooperative with classes it's pretty fun.

the problem is that:
1) every Complex Doom server it's invasion or Master Of Puppets, same with Chillax, also talking about Chillax, why so many people like it? it's like a proto-slaugther map-pack!

2) with MOP if you use legendary monsters (or powerful ones) it's a lot broken.
for example, players have to pass in a corridor, put yourself there with legendary monster and continue to spam rockets and shit.

>> No.3334096

> report on-topic posts
You forgot your meds, spastic.

>> No.3334103

Graphics is spot on, unless of course you don't know how EIGHT BIT looks like.

Why make it play like quake 3, if we have quake fucking 3 for that? I like that it's unique.

>> No.3334105
File: 635 KB, 1071x870, buildn.png [View same] [iqdb] [saucenao] [google] [report]

I like creating buildings way off in the distance like this you can't reach. I really liked that tower in btsx e2 map01 too. I don't think people pay much attention to these though.

>> No.3334116

so you want more players but aren't willing to make it appeal to more players

it's not that popular outside of megaman fans for a reason: it's visually unimpressive and the gameplay isn't interesting. there's virtually no feedback for anything you do except for a synth blip.

so they took graphics from an 80s nes game, who cares. it leaves it looking like mspaint sprite edits from deviantart.

it gets by on nothing more than the franchise.

>> No.3334123
File: 360 KB, 1280x1024, Screenshot_Doom_20160703_161617.png [View same] [iqdb] [saucenao] [google] [report]

>no goddamn ammo
>no goddamn health
>no goddamn armor
>desperately fighting from one gun to the next while bleeding out half the time
>holed up in a bunker with a few half-empty rifles and a couple dozen imps and zombies swarming around outside
i guess i really am doomed

>> No.3334130
File: 152 KB, 1280x720, Screenshot_Doom_20160703_221240.png [View same] [iqdb] [saucenao] [google] [report]

this is how it looks in game

>> No.3334137


>> No.3334141

Complex Doom is bad.

>> No.3334161

I like it

>> No.3334229

Why is Epic 2 so bad?

>> No.3334235

Why can't ACS change an actor's flags directly? Instead you need to do this hacky custominventory workaround. Just why.

>> No.3334281

this post is epic

just EPIC

>> No.3334282
File: 6 KB, 320x200, MP5-bangbangbang.gif [View same] [iqdb] [saucenao] [google] [report]

MP5 sprites hot out the oven.

>> No.3334290

Is that sight drawn on? It doesn't look quite right..

>> No.3334293


>> No.3334295
File: 92 KB, 428x369, petrified totoro.png [View same] [iqdb] [saucenao] [google] [report]

oh man this is so satisfying to watch.

>> No.3334305
File: 7 KB, 320x200, MP5-dirty.gif [View same] [iqdb] [saucenao] [google] [report]

I redrew a lot of it because when it was scaled down it looked very jerky in the animation while aliasing in and out, changing shape and size.

Here it is just scaled down with 1bit alpha.

>> No.3334321

> so you want more players but aren't willing to make it appeal to more players
Remaking something just to get more people is pathetic and leaves you neither people nor original product you once had.

> it gets by on nothing more than the franchise.
False. There are hundreds of megaman projects and most of them are in the fucking gutter, because they suck. Mighty 9 didn't do well for a reason and it's not because it's not called mega man.

>> No.3334326

mm8dm is popular in a small section of the megaman fanbase, and only to the point where someone has to beg for it to be considered a popular doom mod

but it's better than nothing

>> No.3334334

It's mostly popular among doom players, since only a small fraction of mm fans are also doom online fans.

> and only to the point where someone has to beg for it to be considered a popular doom mod
It is undoubtedly popular and there was time when it was all about mm8dm and virtually nothing else.

>> No.3334343

let's say that aren't looking back with rose tinted glasses. why did it die off? it didn't update? didn't adapt? didn't become more than that quirky megaman sprite edit fiasco? it's stale and the userbase is dying off faster than the franchise it tried to copy.

but, i bet if the gameplay was better and it also looked better, we wouldn't need to have this conversation because we'd be playing it instead of arguing that it isn't only full of roleplayers and toasters.

>> No.3334347

> implying online always dies because the game is bad

>> No.3334353

>that quirky megaman sprite edit fiasco
the fuck was this?

>> No.3334360

right, it died because it didn't evolve beyond a quirky megaman sprite edit mod. it had nothing to keep itself going, nothing to keep people coming back after they find something else with a modicum of gameplay and feel.

>> No.3334376


I want to use this for a project.
Who should I credit?

>> No.3334378
File: 314 KB, 1240x1616, hrelp.jpg [View same] [iqdb] [saucenao] [google] [report]

Mappers, can I ask a question?

My skybox is saved as a collection of truecolor PNGs. In DoomBuilder 2, it looks like top, but in-game, it looks like bottom.

Why? I know it's a pallete thing, but shouldn't a truecolor png retain its color? That's the point of saving it as a truecolor png, right? Why isn't gzdoom rendering it correctly? What am I missing?

>> No.3334380


It looks like bottom is actually being rendered in Software rather than OpenGL.

Software forces palette no matter what, even if the image is truecolor png.

>> No.3334385

yeah, haven't changed it!

>> No.3334392

I didn't even think about this. Holy shit. Let me go get a GL version.

>> No.3334397


>> No.3334413
File: 113 KB, 640x480, Screenshot_Square_20160703_174240.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I solved that problem. Now I'm getting this. My skybox is clearly defined by a skybox camera and worked great in the software version.

Is there something about the openGL version I need to know?

>> No.3334426

>just remembered quakecon is on august, no july
i just wanna see some quake, man

>> No.3334456
File: 3 KB, 320x200, Render1.png [View same] [iqdb] [saucenao] [google] [report]

Shotgun I'm messing with. I like the lever but the barrels are an issue, as well as the big gap between them. Really the issue is the big gap.

>> No.3334458

breddi gud
I'd say make the left windows a bit wider or make it one big window, they look a bit weird, but it's probably just me being an asshat

>> No.3334462
File: 988 KB, 1440x900, Screenshot_Square_20160703_180603.png [View same] [iqdb] [saucenao] [google] [report]

Fixed it, apparently putting the skybox all the way to the corner of the map so it's not in the way is a very poor idea.

Thank you /vr/ for your help.

>> No.3334463

I don't know, it's supposed to give the illusion it's a big building that's really far away even though it's actually quite close and just small.

>> No.3334465
File: 90 KB, 872x521, judeccafuntimes.jpg [View same] [iqdb] [saucenao] [google] [report]

>Decide to stop working on nazicastleonmountain, since got an idea for a IoS-map themed after Cocytus/Judecca.
>Make some shapes, struggle.

Goddamn, maybe I should tuck it back in my mind and return to it later.

>> No.3334494

maybe I wouldn't complain about that specific style of detailing/texture usage if it didn't stick out like a sore thumb while playing certain megawads/map packs (which I even referred to in my post) simply because I, for one, am tired of seeing that same trending style of texture usage being carried over from Unholy Realms to modern maps

it's literally that simple, how did so many people getting this triggered over a single post

>Your gameplay complaints also makes you sound like the typical shitter who has a whinge about certain enemies because you leeroy jenkins every fight, rather than actually putting any thought into how you play.
Orrrr maybe I do well in those kind of encounters but simply dont prefer that particular style of play?? I mean I wouldnt ever dare touch anything along the lines of vanguard's MAP07 a second time around simply because I find it tedious and time-consuming/repetitive and the textures as a whole are awkward-looking and obnoxious to me, not because it's me needing to 'git gud' or some random implication from your part

seriously though i don't get why so many people got so up in arms about this, i apologize if I insulted you on a personal level somehow or what have you but

>> No.3334515

You're supposed to define such skyboxes in gldefs rather than with actual map geometry if you want to avoid seams and rendering glitches

>> No.3334519

>Decide to stop working on nazicastleonmountain

but schloss adler knock-offs will never not be cool

>> No.3334561

For short while, I meant. There are some good hours in that already, but I wanted to try out the idea I got.
I'll still work on it. And after I am done with both, I have more shitty ideas.

>> No.3334626 [DELETED] 

You clearly don't know what you're talking about. It updates regularly, including balance fixes, new gameplay stuff and everything.
> didn't become more than that quirky megaman sprite edit fiasco?
Are trying to say that it's not original enough gameplay-wise?
> but, i bet if the gameplay was better and it also looked better, we wouldn't need to have this conversation because we'd be playing it
Here's a shocker: I AM playing it. And every single evening there's good DM, TDM and coop servers full of players.
> that it isn't only full of roleplayers and toasters.
Here's where you confirm my theory about you knowing fuck all.

>> No.3334712


>> No.3334760

So what exactly is wrong with Brutal Doom besides the executions? I did a run through of the Hell on Earth starter pack and it was alright. I wouldn't call it better than Vanilla but it was good.

Been looking at the .pk3 though to readjust damage numbers because the maker thought it was a good idea to make Revenants deal no damage and for all the zombie enemies to be useless.

>> No.3334783
File: 860 KB, 640x360, Chestburster.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3334785


if you read any of the threads any bit at all you wouldn't need to ask

>> No.3334793

RIP marine ;_;7

>> No.3334794


>> No.3334795

Balance (cyberdemon takes only 8 rockets, etc)
Sound design (it's awful)
Author (twatlord, thief, edgelord, fascist)
Fanbase (insipid 12 year olds who demand to be catered to)

I much rather like his mapping then his modding, because he's honestly a pretty good mapper, I've always wanted to see him do an episode/10lvl set in Boom or something.

>> No.3334801

The way I go about saving is:
>Allowed three saves per map
>First save is at the beginning of the map
>Second and third saves can be done any time, such as before grabbing a key or before some other expected encounter
That way I have a save from the start to fall back on if necessary, and two safety/mid-way saves to fall back on.

>> No.3334807

Why wouldn't it be okay?

Besides for speedrunning or something like that of course.

I don't really enjoy very long maps and prefer not to save personally

>> No.3334828

>Orrrr maybe I do well in those kind of encounters but simply dont prefer that particular style of play??

Considering you said
>archmemes and reveniggers
I find it very hard to believe that you do well in them.

>> No.3334831
File: 553 KB, 1179x2678, welcometodoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3334861

Mozart is ZDoom, Stalin is Zdaemon, Black man is Chocolate Doom. Who's the little dork, Zandronum? And I'm assuming that the friendless one is Odamex, correct?

>> No.3334865

The BTSXE2 panel needs to be updated with E3

>> No.3334867

>Balance (cyberdemon takes only 8 rockets, etc)
Does it? I remember it taking WAY more than just 8. It took 7 BFG shots to kill one when it takes only 3 in Vanilla.

>> No.3334870


A lot of the whole image needs to be updated. Except the brutal doom stuff obviously.

>> No.3334879
File: 319 KB, 1426x800, skyb.jpg [View same] [iqdb] [saucenao] [google] [report]

That looks a lot better, thank you.

>> No.3334880

so I can't use demoting terms for certain enemies now? wonder what you think about all those people calling revenants boners and shotgunners shotcunts and think lowly about chaingunguys. They must certainly all suck at the game because they call them that or openly state they don't like them.

>I find it very hard to believe
listen, don't know what your problem is with what I choose to think in the first place and why you're acting as if I should care that you believe in what I say or not. I explained myself clear enough in that last post.

>> No.3334881


>those people calling shotgunners shotcunts

You are literally the only person I've seen call them that.

>> No.3334884

Considering you keep responding with attempts at saving face, I'd say you care a lot.

>> No.3334887

I thought the pimpled guy was ZDoom and the guy in the back with no friends was Odamex. I don't know which source port Mozart stands for. If someone has the doom source port picture, I think we'd know. I don't have that one saved.

>> No.3334889

mozart is doom95

deaf cunt

>> No.3334890

you probably weren't around then.

when you're the one doing nothing but spouting cheap implications when I already made myself clear then it's anything but an attempt at 'trying to save face'. Seriously dude, the hell you want from me?

>> No.3334894

we did once though

there was even a small discussion held on how annoying shotgunners were long ago

>> No.3334897

Usually people hate certain monsters because they get killed by them a lot.

>> No.3334898 [DELETED] 

so which one of you is taking dick and which one is giving?

>> No.3334903

Wasn't it Beethoven that was deaf?

>> No.3334904
File: 2.04 MB, 1230x1115, 1453058389532.png [View same] [iqdb] [saucenao] [google] [report]

Oh, okay. I assumed Mozart was Zdoom because of pic related.

>> No.3334916
File: 8 KB, 428x200, C9-Revolver-wip.gif [View same] [iqdb] [saucenao] [google] [report]

Sure like the shape of this revolver, just need to get it lit a lot better and try to keep the little line texture clear.

>> No.3334920

That looks like a glock with a cylinder.

>> No.3334925

Zombiemen are the worst. Always pisses me off so much when I'm low on health, and this fucker shoots me from afar. So bullshit.

>> No.3334927

try and thin out the barrel a tad. otherwise its gud

>> No.3334928

why is a langolier coming out of that marine

>> No.3334929

> term posts the result of his last stream

>> No.3334934

>Try to place DECORATE item
>Can't find it in builder 2
>All my DECORATE items just fell out, disappearing completely for no reason aside from all the effects in GLDEFS


>> No.3334939
File: 116 KB, 808x454, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3334942

Figured it out. For some reason my PWAD is causing all the doom actors to disappear.

Anyone know why or have a reason as to why this may be happening? I don't want to delete everything and start over.

>> No.3334946

did you load the iwad as well as your wad in doom builder

>> No.3334948
File: 197 KB, 946x496, the focus.png [View same] [iqdb] [saucenao] [google] [report]

>Use to do map making a few years ago
>Had to stop to focus on college
>Got an itch to do some map making again now that I'm out of college, transferred my old maps over to my laptop
Pic related is a map I made around two years ago, I was making a small map pack and the maps were based around the original Doom 2 map names, and this one was The Focus. Entirely vanilla since I haven't bothered to learn stuff like importing new textures/enemies/etc or how to make slopes and floating bridges, and my architecture isn't spectacular or anything, but I've always loved level designing and map making in Doom is just so fun.
So on that note, I'm thinking of making a one-off map that's basically a large UAC facility, and I thought it'd be neat to let the players choose one of three "classes" at the start.
>SSG, chainsaw, two shell boxes; meant to be something like a brute-strength class; 48 shells + chainsaw
>SG, chaingun, ammo box, shell box, three ammo clips, shells; sort of the safe and standard class; 150 bullets, 32 shells
>Plasma rifle, armor, two large cell charges; meant to be something like a heavy enforcer class; 240 cells + armor
Do those sound like decent equipment to start with? I figured I'd avoid using zombie enemies for a while to avoid weapon drops so the classes a bit more important, and I could have hidden ammo caches that reveal with the correct ammo type depending on what class you chose. I'll probably be a tad rusty, but I'm excited to see what I can do.

>> No.3334949

i feel like i always have the shittiest of luck playing doom so i can relate to this to some degree

i always try and play tactfully and shit, like procuring to start monster monster infighting, revenant baiting and all that showoff garbage but i always take damage from literally everything

>> No.3334951

Yes. that's what caused the problem.

The iwad works fine and shows all the decorate actors. When I load my pwad, it drops all actors except the ones in gldefs.

I can't undo it either, deleting gldefs, any decorate files, and all ACS scripts doesn't bring back the old decorate actors even if I reload everything.

>> No.3334970

I narrowed it down to Mapinfo, If I have a mapinfo file in my pwad, it immediately drops all the actors.

Anyone know why?

>> No.3334982

>DoomBuilder 2

Anon, DoomBuilder 2 has been abandoned.

Use GZDoomBuilder.


>> No.3334991

Not him but I really like Archviles and they add a lot to the game. They kill me a lot though

>> No.3334994

The guy is pointing towards modern sourceports so I'm going to go with what was used in >>3334904

>> No.3334996
File: 255 KB, 1920x1054, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

uh, hey! smoothdoom-weaponsonly anon here.

dumb question I hope someone here is kind enough to hand out the answer for me.

so uh, I just got the 64 plasma rifle and BFG sprites done and they're ready to ship off. The problem is as follows: how would I go about implementing them into the mod? I figured I'd need an ACS script to make them show up as intended, but I haven't the least idea of how to make one. Figured I'd take the ACS code for the 64 rocket launcher and touch upon it a bit because it'd be easier that way, but I can't get that to open either.

Any ideas? Thanks beforehand.

>> No.3335003

Ah, I wasn't aware that had happened, I'll be sure to download it and test the waters out. Is working with GZDB much different from standard ol' DB? Am I going to have to learn a bunch of new stuff again?

>> No.3335014

guy having problems with skyboxes here again, is there a way to make a linedef invisible so I can see out into the skybox?

I had thought painting a wall with the f_sky1 texture would have done it, but it just shows the placeholder texture instead of more of the skybox.

>> No.3335017

It's like DB except everything is better. Also, don't let the name fool you. It's not for GZDoom only, you can still make vanilla/boom maps.

>> No.3335030

the only reason I make doom 1 maps over doom 2 maps is that there are less textures for me to pick so it's a less stressful experience

>> No.3335037

I thought the reason to make doom 1 maps is because you can just include the shareware version with your pwad and give it to everyone.

>> No.3335056

id's one and only condition for modders was that they don't make mods work with the shareware version. To release a mod in such a manner would be exceedingly disrespectful, if not outright illegal.

>> No.3335060

not like the iwads are there in the op anyway

>> No.3335072

Thats correct. Mozart was pretty normal until he got real sick and died. Both were child prodigies though

>> No.3335074



>> No.3335075


>> No.3335078

So it's disrespectful to the people who don't work there anymore and the bethesda puppets who make Doom 4?

>> No.3335081
File: 66 KB, 428x240, Screenshot_Doom_20160703_235627.png [View same] [iqdb] [saucenao] [google] [report]

Not 100% on the positioning, I'd need a real big Doomguy hand for it. Should probably move it forward and down, but later.

>> No.3335103

fuck off already.

>> No.3335105
File: 186 KB, 1325x745, The Right Thing.png [View same] [iqdb] [saucenao] [google] [report]

No, it's disrespectful to John Carmack, who fought for our freedoms.

>> No.3335113

What's the best way to get started with duke nukem? Are there source ports of these?

>> No.3335118



>> No.3335135

why do you post this everytime you get a chance to moan like a neckbeard about bethesda using different words each time?

>> No.3335140

I agree, they are like a setpiece that changes the flow of gameplay, and if placed well they can really add to a map. You essentially can control the player to make them play in areas you think add to your map.

I don't have a single problem with any monster, I only have problems with map design. You can make any monster pathetic if you can skip them and give OP weapons for the situation, and you can make any monster a threat if they are aided by distractions and/or you take out escape routes.

>> No.3335143
File: 112 KB, 684x1214, ws5D38p.png [View same] [iqdb] [saucenao] [google] [report]

>Look ma! I posted it again!

>> No.3335161

What do you mean? Just have a clamp range and clamp to lower or upper bound if lower or greater than those bounds.
Just make sure you convert to actual angle so that -0.25 gets read as 0.75 and so forth before clamping.

>> No.3335163
File: 59 KB, 531x467, 1456885582843.png [View same] [iqdb] [saucenao] [google] [report]


how can one man be so based

>> No.3335164

Isn't there now a function for that as of zdoom 2.8.1?

>> No.3335165
File: 345 KB, 800x900, 19d89005beea7761a47f1247745b85008e3079ab.png [View same] [iqdb] [saucenao] [google] [report]

Does someone have the assemblies list for DoomRLA by chance? I decided to give it a shot and I'm enjoying it quite a bit

We can only aspire to be as based as Carmack

>> No.3335171

Has anyone done a Doom 2 monsters in Doom 1 remix yet? How would you even distribute it without running into legal problems?

>> No.3335172
File: 1.45 MB, 233x291, 1455564455673.gif [View same] [iqdb] [saucenao] [google] [report]

>How would you even distribute it without running into legal problems?

>> No.3335173

>How would you even distribute it without running into legal problems?


>> No.3335179

Just straight up ripping the levels and changing the layouts wouldn't be a problem?

>> No.3335183
File: 646 KB, 320x240, 1442429553146.gif [View same] [iqdb] [saucenao] [google] [report]

to the anon who posted a link to the Wait For The Summer video last thread:

screw you, I can't stop listening to yeasayer now.Odd Blood is so damn fucking good. If any more doomers here got any more music recommendations they can give out then by all that is holy, please do so.

>> No.3335186

Actually even though on phone this only take a sec, so with
ang = angle to clamp
min = lower bound to clamp to
max = upper bound to clamp to

while(ang < 0){ ang += 1.0; }
while(ang > 1.0){ ang -= 1.0; }
if(ang < min){ ang = min; }
if(ang > max){ ang = max; }

>> No.3335192

>So it's disrespectful to the people who don't work there anymore and the bethesda puppets who make Doom 4?
what did he mean by this?

give arcade fire a listen
/vr/ - music

>> No.3335194
File: 289 KB, 177x177, 1457241942858.gif [View same] [iqdb] [saucenao] [google] [report]

there's this crazy new thing called "modding", which is not only legal, but actively encouraged

>> No.3335215
File: 124 KB, 456x658, 1464850363913.jpg [View same] [iqdb] [saucenao] [google] [report]


fav new band


fav old band


>> No.3335219

And if you want the angle to be clamped to something like between 0.75 and 0.25, assuming midpoint between them (0.5) as bound for clamping to upper or lower clamp, then

while(ang < 0){ ang += 1.0; }
while(ang > 1.0){ ang -= 1.0; }
if(ang > 0.25 && ang <= 0.5 ){ ang = 0.25; }
if(ang > 0.5 && ang < 0.75 ){ ang = 0.75; }

>> No.3335225

Also note second if in both can be "else if" but slipped my mind. Hope one of those answers your question.

>> No.3335269

damn, good shit anon

especially like that first one

>> No.3335293 [DELETED] 

why are you posting that thic buni in the doom thread of all things

>> No.3335298 [DELETED] 

Reaction posts like yours maybe.

>> No.3335320 [DELETED] 

i'm asking mainly because my thic buni folder has very few thic buni images in it

>> No.3335329

is it time

>> No.3335337

Too bad many sourceports have allowed mods with shareware for a long time now.

>> No.3335341

I loved that BTSX E2 wasn't afraid to use them. Made for some very interesting encounter design.

>> No.3335342

not yet, i've got oc for the 4th

>> No.3335346

i'm quivering

>> No.3335348 [DELETED] 

kind of funny how only that image of that character gets a response every single time it's posted


>> No.3335354 [DELETED] 

>the thicc conspiracy

>> No.3335356 [DELETED] 

It's probably the same faggot responding every time too.

>> No.3335357

You obviously aren't aware of Maps of Chaos.

>> No.3335358 [DELETED] 

This, but unironically.

>> No.3335360

but map24

>> No.3335365 [DELETED] 

I don't get it

why is it bad that people respond to it

this is also the first time I reply to that kind of posts even though i've seen it get around plenty of times before

>> No.3335371 [DELETED] 

that's a thicc lie and you know it

>> No.3335376 [DELETED] 

youre thic

>> No.3335387 [DELETED] 


>> No.3335391 [DELETED] 
File: 28 KB, 325x347, 1466740498176.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW all this thiccposting because of one reaction image

it's like you enjoy the janny removing your posts

>> No.3335394 [DELETED] 

>all this thiccposting
i don't think you know what thiccposting actually is

>> No.3335396
File: 172 KB, 800x600, Screenshot_Doom_20160702_150838_01.png [View same] [iqdb] [saucenao] [google] [report]

why do the revenants heads look weird from the back

>> No.3335407 [DELETED] 
File: 516 KB, 1278x730, 1403575233504.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3335410

Happy 4th
New thread >>3335408

>> No.3335414

m8 just do "angle -= (angle / 1.0) * 1.0; if (angle < 0) { angle += 1.0; }"

>> No.3335430

>Maps of Chaos
>Brutal Doom

>> No.3335434

It was challenging, but I still liked it.

>> No.3335463 [DELETED] 

What an autistic fucking retard our janny is. Just take a look at this and tell me how is this against the rules, when previous posts aren't:

You clearly don't know what you're talking about. It updates regularly, including balance fixes, new gameplay stuff and everything.
> didn't become more than that quirky megaman sprite edit fiasco?
Are trying to say that it's not original enough gameplay-wise?
> but, i bet if the gameplay was better and it also looked better, we wouldn't need to have this conversation because we'd be playing it
Here's a shocker: I AM playing it. And every single evening there's good DM, TDM and coop servers full of players.
> that it isn't only full of roleplayers and toasters.
Here's where you confirm my theory about you knowing fuck all.

Here's a tip for you, cocksucker: janitorship is not about realizing your personal vendettas.

>> No.3335467

They save in speedruns.

>> No.3335482 [DELETED] 

you actually cared enough to monitor your posts to re-post the instant they were deleted on what was likely a completely unrelated deleting spree about the thiccposting?

>> No.3335489 [DELETED] 

I posted, alt+tabbed, alt+tabbed again and saw it's deleted.
> on what was likely a completely unrelated deleting spree
Well that's the fucking point. We shouldn't just watch this chaos happen, if someone is abusing his janitorship because he is mentally unstable and/or retarded, he strongly needs to fuck off. This is 4chan ffs, people come here specifically because normal forums have tyrannical moderation. If this keeps on going, vr will either change for worse or just die.
> about the thiccposting?
What's that?

>> No.3335491 [DELETED] 
File: 49 KB, 338x450, rait.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, you're upset over weird shit.
Mods are fags, this has been a constant since the start of 4chan, throwing a tanty about it just makes you look autistic. Especially over something as miniscule as one post being deleted.

>> No.3335492 [DELETED] 

>about the thiccposting?
>What's that?

>> No.3335495 [DELETED] 

So your solution is to do fuck all? See what good it does you. There's actually a specifically designed system to report jannies. Don't know if it really works though.

And in any case, "mods are fags" is like "cops are fags": they inevitably inconvenience you by doing their job.
This one is legitimately spastic though.

>> No.3335502 [DELETED] 
File: 37 KB, 366x488, george-marks-man-smoking-a-pipe.jpg [View same] [iqdb] [saucenao] [google] [report]

Counterpoint: You had one post deleted. That's it. And now I'm not sure you didn't just delete it yourself to throw a fit.

>So your solution is to do fuck all?

No, my solution is to laugh at you.

>> No.3335505


>> No.3335537 [DELETED] 

> Counterpoint: You had one post deleted.
So when someone rapes you, instead of files the charges you'll figure "well I had only one hole violated"?
> And now I'm not sure you didn't just delete it yourself to throw a fit.
You make it painfully clear that you're a classical Stockholm's case. Next time don't identify yourself via avatars when you're going to embarrass yourself.

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