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/vr/ - Retro Games

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3443047 No.3443047 [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.
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (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

>> No.3443050

[08-21] GZDoom Shaders Galore
- Retro Shader updates http://forum.zdoom.org/viewtopic.php?t=53250
- Lazy Palette Shader http://forum.zdoom.org/viewtopic.php?t=53252
- PSX Vertex Jiggler: >>3442719

[08-19] Anon mod: Unstealth >>3437946

[08-19] Anon Release: Cute looking first map >>3435876

[08-18] Anon Release: Drum Akimbo Shotguns >>3433687

[08-17] Quake 2] Mission 64 (Q2 N64 -> PC recreation attempt) >>3432010

[08-15] Anon mod: Brutal Basic >>3427361

[08-13] MetaDoom first very early version released >>3423714

[08-10] Anon mod: Revenant Doom >>3418323

[08-10] Anon mod: Tex 2 Spek >>3418041

[08-04] Urania, new Plutonia megawad

[08-04] Anon maps update: Knee Deep Again >>3404968

[08-04] THT Threnody (Ty Halderman Tribute project) released

[08-02] Anon maps update: Earth >>3400398

[07-30] Anon map WIP: Moonlit >>3397363

[07-29] Anon map: HOUSE.wad >>3393371

[07-29] Vinesauce Doom Mapping Contest

[07-29] Anon mod: Void Elemental >>3391175



>> No.3443053

first for jiggling vertices

>> No.3443065

Someone make this as a gun.

>> No.3443073
File: 255 KB, 1280x720, Screenshot_Doom_20160821_213155.png [View same] [iqdb] [saucenao] [google]

minimalistic huds

>> No.3443103

is it compatible with hd?

>> No.3443107

what is this, ut4?

>> No.3443110

hud for ants

>> No.3443114

please don't post screengrabs of comp tf2 in the retro fps thread

>> No.3443130
File: 120 KB, 1280x720, Screenshot_Doom_20160821_145442.png [View same] [iqdb] [saucenao] [google]

>> No.3443131
File: 725 KB, 1280x720, Screenshot_Doom_20160821_205450.png [View same] [iqdb] [saucenao] [google]

Are shaders the worst or best thing?

>> No.3443135

>on huge pixels
>on anything
worst thing

>> No.3443136

wouldn't that be hard to read

>> No.3443138
File: 123 KB, 1280x720, Screenshot_Doom_20160821_150116.png [View same] [iqdb] [saucenao] [google]

Whoops, that's not what 110 fov is supposed to look like.

>> No.3443140

i can't wait until shaders can be enabled and disabled by acs

"You picked up the BrokenVideoCardSphere!"

>> No.3443141
File: 38 KB, 473x357, optic (anal) blast.jpg [View same] [iqdb] [saucenao] [google]


>> No.3443142
File: 137 KB, 680x678, invisible ranger sweating.png [View same] [iqdb] [saucenao] [google]


Is that...e1m1?

>> No.3443145

>"You picked up the BrokenVideoCardSphere!"

My fucking sides! What have you done with them?

>> No.3443153

The next level for terrywads will be enabling leileilol's palette shader and melting your GPU.

>> No.3443161
File: 1.99 MB, 640x360, gzdoom 2016-08-21 15-05-32-94.webm [View same] [iqdb] [saucenao] [google]

Well I can't see the sky through cracks in the geometry at least, but it doesn't jiggle frequently enough and it hides the HUD elements.

>> No.3443163

I got here midway through last thread. What exactly are you trying to do?

>> No.3443164


>> No.3443169


>> No.3443174
File: 1.99 MB, 640x360, gzdoom 2016-08-21 15-14-03-44.webm [View same] [iqdb] [saucenao] [google]

Crunching X & Y only.

You know how PlayStation geometry shakes because it uses integers instead of floating points for vertices? That. Having issues getting it to distort without gaps in geometry.

>> No.3443180

can texture shaders actually push textures forward and backwards?

cuz if so that's real nito

>> No.3443186

Not him, but I'm pretty sure that "shaders" cover everything between calculating the scene geometry and actually outputting it. The OpenGL specification needs its own programming language for them.

>> No.3443191

gl_Position.xy = floor(gl_Position.xy*0.9)*(1/0.9); is giving me a nice jiggle, but I don't know why the hud is pushed so far off the side, yet the world view is fine. The other vertex cruncher, gl_Position.xy = floor(gl_Position.xy/gl_Position.w*(1./0.015))*0.015*gl_Position.w;, didn't have that issue. It fucked up the HUD and all but they were visible.

Vertex shaders can, however the only way to pull that off that I've found is to modify main.vp. It's just one line though, should work fine copying it into future versions.

>> No.3443197


>> No.3443201

i just started it so no
also way too intricate for moi
a little bit yeah
might add UT4 style hexagon backgrounds
everything is so close to the crosshair, which you are going to be looking at all the time anyway
might have to scale things up
and maybe add a horizontal bar for ammo under the crosshair
and slap the keybar somewhere

>> No.3443205

that's unappealing as fuck.

>> No.3443207
File: 44 KB, 560x560, suck up tthis diemension & move to the next one.jpg [View same] [iqdb] [saucenao] [google]


>> No.3443208 [DELETED] 

and someone created a dosbox doom baitpost here on /vr/


>> No.3443210
File: 40 KB, 950x998, Demon Grunt Reference Sheet.png [View same] [iqdb] [saucenao] [google]

I have an idea I really liking and I'm thinking about requesting/commissioning someone to do the spritework for it.

Basically, the goal would be to replace the human enemies in Doom with humanoid demons. It would work especially well in Hell levels.

>> No.3443214

kind of reminds me of the e1m3 remake in 1337.wad

>> No.3443216
File: 418 KB, 1440x900, Screenshot_Doom_20160821_163617.png [View same] [iqdb] [saucenao] [google]

Wich team do you think is gonna win? I vote team AGITATING BONES

>> No.3443218 [DELETED] 

And of course people respond to it. Of fucking course.

>> No.3443225
File: 516 KB, 1440x900, Screenshot_Doom_20160821_163827.png [View same] [iqdb] [saucenao] [google]


>> No.3443226

Probably the Hell Knights

>> No.3443230
File: 313 KB, 1440x900, Screenshot_Doom_20160821_163952.png [View same] [iqdb] [saucenao] [google]


>> No.3443232
File: 9 KB, 87x78, 1402178138541.png [View same] [iqdb] [saucenao] [google]

>turn off posterization in the retroshader pk3 in slade
>try it
why is there a fucking upside down zombieman in pain on my screen

>> No.3443235 [DELETED] 

i just thought it was the usual side effect of our thread being well past bump limit and falling off the board. that seems to be when other threads about doom are most likely to be posted. of course some of the replies are clearly sarcastic, but i didn't think it was a bait thread.

>> No.3443236

I think the question is why there wasn't one on your screen before.

>> No.3443237

revenants have such shit taste, that album is actually really good

>> No.3443245

Post a screenshot and also are you running it with anything else?

>> No.3443248 [DELETED] 


nigger chill. you will most likely forget about that thread tomorrow, why so mad?

why should anyone get mad at anything?

>> No.3443249

i would also have tipped the hell knights. durability seems to be the deciding factor in most monster infighting situations (although there are exceptions, spiderdemons never seem to last long for example)

>> No.3443254 [DELETED] 

If he's who I think he is, he bitches about every silly shitpost saying DONT RESPOND or BAIT, like who the fuck cares, you aren't a mod.

>> No.3443256

also that thread reeks of samefagging so as soon as one janitor takes notice it'll be gone

>> No.3443258

It was probably some guy shilling his youtube channel, he really couldn't have chosen a worse place to advertise.

>> No.3443260 [DELETED] 

god forbid someone advocate a more rational solution than fishposting

>> No.3443267

hell simulator looks fucking neat


>> No.3443268 [DELETED] 

it almost feels as though you were angry about people not biting as much as you expect them to.

>> No.3443269 [DELETED] 

>If he's who I think he is

... actually, don't. I don't care.

>> No.3443271 [DELETED] 
File: 975 KB, 2342x4582, QqLotaT.jpg [View same] [iqdb] [saucenao] [google]


Do you fucking have a fucking problem with fishposting, bro?

Wanna go at it?!?

>> No.3443272 [DELETED] 
File: 721 KB, 1284x856, gotham-fish.png [View same] [iqdb] [saucenao] [google]


>> No.3443282 [DELETED] 
File: 319 KB, 539x452, tacodemon.png [View same] [iqdb] [saucenao] [google]

oh u /vr/

>> No.3443283 [DELETED] 
File: 64 KB, 640x600, 640px-Pink_fish.png [View same] [iqdb] [saucenao] [google]

not to mention a meme that predates 4chan itself

>> No.3443291 [DELETED] 

I was referring more to the "this is bait" and "(You)" meme.

>> No.3443296 [DELETED] 

>I was referring more to the "this is bait" and "(You)" meme.

Stop bringing your own made up terms in this place, then.

>> No.3443298
File: 23 KB, 599x486, 1364957565935.png [View same] [iqdb] [saucenao] [google]

looks like a mix between an ever boring-er, blander amnesia, doom 4's hell visuals with some extra flesh elements sprinkled all around and doom 3's shitty lightning system for muh spooks

i wouldn't mind it being here if it looked even remotely entertaining, but sadly it doesn't

at least the doom 3 kiddies can look up to it i guess, they seem to be into shitty horror games.

>> No.3443301 [DELETED] 

i know, but i wanted to post the pink fish anyway
i knew what he meant, though, it was pretty obvious from the previous context

>> No.3443302


Looks like Resident Evil 4 2D is going to be the hot new Doom mod to get reposted on all the gaming websites.

>> No.3443304

thanks, i don't read gaming websites so i wouldn't have known otherwise.

>> No.3443309 [DELETED] 
File: 464 KB, 500x375, 1368286937716.png [View same] [iqdb] [saucenao] [google]

>made up
not anyone's fault you rarely leave the board, champ

>> No.3443310 [DELETED] 

lurk more.

>> No.3443313 [DELETED] 


So, it's a foreign term?

The point still stands, then. Stop bringing that shit here.

>> No.3443314 [DELETED] 
File: 22 KB, 414x600, nuclear butthurt.jpg [View same] [iqdb] [saucenao] [google]


>> No.3443323

Is there a cpu friendly flashlight mod?

>> No.3443326 [DELETED] 
File: 655 KB, 572x470, 1416787408073.png [View same] [iqdb] [saucenao] [google]

>don't bring up 4chan invented term into another 4chan board
it's okay to admit you're wrong sometimes, anon

>> No.3443335


speaking of doom and gaming websites, it baffles me how kotaku has yet to make a stinker about sgt. mark and the controversies that should've put him on their blacklist a long time ago. they've made a lot of noise for things a lot smaller than making a racist joke in the mod's code.

it's almost as if they really don't give a shit about the community!

>> No.3443336
File: 127 KB, 1280x720, Screenshot_Doom_20160821_161238.png [View same] [iqdb] [saucenao] [google]

Tried affine texture mapping instead of burning out on vertex wiggling.

Well there it is, looks just like a PlayStation.

>> No.3443338

we don't need people giving him yet more unwarranted attention by stirring the pot with his bitch fits

PS: doom 4>hell on earth starter pack

>> No.3443340

The proper FPS with a flesh world is this cronenbergian nightmare


>> No.3443359 [DELETED] 
File: 134 KB, 600x601, 1441686780706.png [View same] [iqdb] [saucenao] [google]


>> No.3443365
File: 47 KB, 1200x316, 1470885479327.jpg [View same] [iqdb] [saucenao] [google]

what have you done

>> No.3443369
File: 436 KB, 1280x1707, 1467840702162.jpg [View same] [iqdb] [saucenao] [google]

aesthetics are equal parts cool and meh

i always despised horror shooters in general because I find them to be more enraging than anything. mostly because they hinge on the player's experience by giving him a weak arsenal to fend himself from monsters that oftentimes are bigger and way stronger than you, which is sure to get tedious, same goes for action games that pretend to throw a horror aspect in the mix for the sake of atmoshpere (i.e doom 64) but keep the run n gun nature intact, rendering the horror aspect moot (doom 64, doom 3)

I'm actually okay with classic doom and doom 4 in that aspect. quake does both excellently. doom has a certain horror film tinge to it that blends in with the action and complements it very well (E1M3, E1M5, MAP22 but that's only afair), doom 4 was a stepback from that clearly, but what it lacks in the true horror department it makes for some pretty badass feel that kinda complements the hell settings found within the game. the kadingir temple, the necropolis, some snapmaps i've seen even). that said it would've definitely benefited from a tad more atmosphere, the base player speed they went for would fit in really well i find. hell the first quake was fast paced as FUCK and it still retained that spooky and gritty sense to it, and they had the player move way slower, moreso than in doom 4 even.

>> No.3443382


Dem Giger-isnpired aesthetics
Dat Cronenberg-Gun

Color me ERECT

>> No.3443383
File: 206 KB, 800x800, 358UBau.jpg [View same] [iqdb] [saucenao] [google]


>> No.3443387
File: 1.99 MB, 640x360, gzdoom 2016-08-21 16-36-10-47.webm [View same] [iqdb] [saucenao] [google]

Somewhere between nails on a chalkboard and squealing tires.

>> No.3443391

Yaaaaaaaaaaaaaaaaaaaaaaaaay fucking kill me.

>> No.3443393

that's not a very high bar to clear

>> No.3443394

Is this art?

>> No.3443396

Scorn doesn't even feel like a horror shooter. It feels more like they're just trying to make a setting that feels regular to those in the game but uncomfortable to those outside it.

>> No.3443397
File: 135 KB, 241x200, 1470018826241.gif [View same] [iqdb] [saucenao] [google]

i don't know what i'm looking at but it's making me very uncomfortable

>> No.3443402

DOOM: The Way id Did or DOOM:One?

>> No.3443405

brutal doom itself is fine and dandy, but here's the shocker: the hell on earth starter pack is mediocre at best, and mostly played by brutal kiddies who insist on touting it 'a must play!! the only good doom maps released btw xD' by themselves.

it's not as big of a shock to find out they're black knighting doom 4 because mark told them to and are butthurt that the game got as many good reviews as it did, and because they have shit taste.

>> No.3443419
File: 229 KB, 360x239, vanilla.gif [View same] [iqdb] [saucenao] [google]

so, here's to hoping I don't get crucified for this, but

how long will it be till the retro shader gets implemented in GZDoom properly?

>> No.3443426

Until dpjudas.

That's all I got.

>> No.3443429

Ainsley Doom when
>mugshot replaced by his face
>quotes from his show
>plasma rifle oils up demons

>> No.3443445



Please stop.

>> No.3443448


release this

>> No.3443450

>tfw you've spent 20 minutes trying to find that fucking key

>> No.3443452
File: 35 KB, 640x640, 1439673888656.jpg [View same] [iqdb] [saucenao] [google]

>gets the super shotgun
give your meat a good ol rub

>> No.3443454


That's like asking if I'd rather eat plain oatmeal or rat poison.

>> No.3443458

ugh, oatmeal

>> No.3443462
File: 512 KB, 2560x720, oh.png [View same] [iqdb] [saucenao] [google]

This wasn't what I was expecting.

It's like some sort of banding... in the lights? That's weird, I guess it's useless.

>> No.3443480
File: 67 KB, 800x600, Screenshot_Doom_20160821_163119.png [View same] [iqdb] [saucenao] [google]

here it is, don't know why or how it wasn't registering before with my usual screenshot keybind

>> No.3443486

lol what in the fuck

>> No.3443487

The best

>> No.3443489

Any h-wads besides h-doom? There must be something. I'm in the mood for that.

>> No.3443491

Gravityman doom monster when

>> No.3443492
File: 63 KB, 800x600, Screenshot_Doom_20160821_163711.png [View same] [iqdb] [saucenao] [google]

... it... it changes when I warp levels.

what is this.

>> No.3443494
File: 58 KB, 800x600, Screenshot_Doom_20160821_163716.png [View same] [iqdb] [saucenao] [google]

(((SA V E M E)))

>> No.3443498
File: 87 KB, 800x600, Screenshot_Doom_20160821_164115.png [View same] [iqdb] [saucenao] [google]

this is strangely resemblant of pokemon go


>> No.3443501

Switch through every level and see if there is a certain pattern.

>> No.3443505

Yer retro shader doesn't work with chex3 or strife for me. Just so's you know.

>> No.3443512

all I know is an arachnotron popped up when I entered the citadel iirc. that mega up there showed up on MAP30 and on several maps from 20 and up

other than that it was just water textures, mud, whatever. i got bloodfalls on MAP25 so that's when I did start noticing a pattern, all random stuff. it seems to show up if I enter-mash my way to the game upon booting up GZD, cause other than that there is no trouble shooting from my part

>> No.3443519
File: 289 KB, 900x900, 1466884450412.jpg [View same] [iqdb] [saucenao] [google]

>using opera

>> No.3443521
File: 346 KB, 800x1196, Screenshot_Doom_20160821_165319.png [View same] [iqdb] [saucenao] [google]

I know retroshader isn't supposed to be a perfect 1:1 reproduction but I was actually expecting it to be slightly more accurate to zdoom's lighting that it really is

no doubt it's still getting worked on though, just wanted to make a mention

>> No.3443523
File: 99 KB, 1280x720, Screenshot_Chex_20160821_175547.png [View same] [iqdb] [saucenao] [google]

Are you running it with anything else? Anything in the autoload? I can't get this to happen.

It works for me. Did you put it in your autoload and forgot to include for games other than Doom? Is Lens Distortion enabled?

>> No.3443526

better than that chrome piece of shit.

>> No.3443527

With all this shaders fad, how come no one has added scanlines to (g)zdoom?

: v )

>> No.3443529

what's the deal with opera

>> No.3443530
File: 122 KB, 1280x720, Screenshot_Doom_20160821_174126.png [View same] [iqdb] [saucenao] [google]

Try raising the gamma in RetroShader's settings. I'm also working on some light banding stuff, but it has to replace main.fp and func_defaultlight.fp

>> No.3443532

There's a working CRT shader included in RetroShader, it's off into the dontworry folder since it's garbage. Just have to rename lensdistortion.fp to something else and copy the crt shader to the directory lensdistortion.fp is in and then rename the crt shader to lensdistortion.fp so it's loaded by GZDoom.

>> No.3443537

Will Hexen and Heretic work fine with just the WADs in Zandronum? I'm planning on replaying them with my brother for nostalgia purposes.

>> No.3443538

nevermind. it just started working. wasn't working yesterday, but today it is and I've done nothing different. computers.

>> No.3443540


I've never had an issue with loading Heretic or HeXen in Zandronum, but I never played multiplayer.
I don't see a reason why they shouldn't work, though.

>> No.3443541

They'll work just dandy.

>> No.3443543

Both work with zandronum

and you can also play anything multiplayer with Hexen, Co-op, deathmatch, etc. Shit's cool

>> No.3443545

I also saw a webm of someone playing Doom 2 with Hexen weapons and I don't see it in the info pic of the OP. Could one of you direct me to the name of the WAD?

>> No.3443547
File: 108 KB, 800x600, Screenshot_Doom_20160821_170445.png [View same] [iqdb] [saucenao] [google]

man, that's infinitely awesome-er.

can't wait till light bands make it in for real, the quicker this project goes along, the more reasons I get to not ditch zdoom entirely

>> No.3443550

of course, if you'd reread, you'd notice that word shouldn't have been there whoops

>> No.3443551


I believe that was a personal mod he made.

However it isn't too difficult to make it yourself. Just rip all the weapon sprites and sounds from HeXen using SLADE (remember to rip the sprites as truecolor PNGs) and load them all up in a .wad or a .pk3, then just use the "give" or "summon" console commands to get the weapons and ammo.

>> No.3443554

i wonder how these shaders play with stuff like DD's flashlight

>> No.3443556

chrome shaders for opera when? i'm tired of it


>> No.3443560

Dunno about that, but Samsara lets you play any doom engine wad with other games weapons. Worth looking into if you don't feel like pulling apart wads yourself.

>> No.3443562 [DELETED] 

Doom is a shit game.

>> No.3443567 [DELETED] 

arent you the same /v/faggot who said that metroid and wing commander is a shit game too?

>> No.3443571 [DELETED] 

No. But Doom is a shit game.

>> No.3443574 [DELETED] 

well what do you like then, anon

>> No.3443576

Do you like any retro fps?

>> No.3443581

whoa, the janitor worked here faster than /mog/


>> No.3443583

it's the fastest i've seen them work in a long while

>> No.3443592

It's not a pseudo-3d anymore. It's a fucking pseudo-4d.

>> No.3443593

I really hope you'll make versions like these available too.
Like a bonus. I love myself some trippy Doom

>> No.3443594

Dunno what you mean by this, but DTWID is super good and well made, and D2TWID is also good, but not quite matching Doom 2.

They're doing a final doom version right? If it's FDTWID, does that mean they'll have some other mod team do it, then sell it?

>> No.3443597

Oh, I tend to just delete things when they don't work. It's not too hard to make a distorted vertex shader though, guess I could include a few.

>> No.3443598

doom one is every udoom level in one map if im not mistaken, like a memorial for doom 2 sort of deal

>> No.3443608
File: 31 KB, 469x349, 1435597218938.jpg [View same] [iqdb] [saucenao] [google]

>mfw realizing the pistol in smooth doom is flipped

>> No.3443612

How do you advance through the levels where you're killed at the end?

>> No.3443613
File: 86 KB, 500x393, a_fair_price.png [View same] [iqdb] [saucenao] [google]

Speaking of DTWID, when is Switcheroom 2 going to be done for Christ's sake?

>> No.3443614

>light on hand and light on pistol don't match
10/10 objectively improved

>> No.3443615

Oh. Well then DTWID > compilation wads.

>> No.3443618

Any progress with real Doom palette shader?

>> No.3443624


The one at the bottom of the thread runs best, but that's not saying much.

>> No.3443632
File: 18 KB, 252x264, 1465114952611.png [View same] [iqdb] [saucenao] [google]

Guys, I think I like Doom. I'm not sure though

>> No.3443636
File: 143 KB, 640x512, zportal 2007.jpg [View same] [iqdb] [saucenao] [google]

I wish Cutman went back to doing quirky Doom wads instead of just mm8dm for the last 6 years.

>> No.3443639

too bad you'll never beat doom

>> No.3443642

I beat doom today

>> No.3443645

fucking impossible, no one can beat doom

>> No.3443647


good for you

now beat plutonia

>> No.3443649

imagine if E4M2 was done for plutonia

>> No.3443651

oh god this runs like ass

what's up with that

>> No.3443654

>le beating doom meme
bullshit faggot. post a webm so we can all laugh at you. shit is impassable.

>mfw MAP01
just fuck my shit up senpai.

>> No.3443657

You don't need to imagine it


>> No.3443658

You aren't supposed to use an array as a rudimentary lookup table, you're supposed to use a bitmap image as a lookup table, but since only the former is allowed at this time that's all that can be done.

I think the gist of it is that for each pixel it goes through the entire list of colours and decides which is closest and displays that.

But for a bitmap image lookup table, it uses the RGB values of the input as the coordinates for the table and doesn't have to read and compare the whole thing each time.

>> No.3443661


This map was partially inspired by e4m2

>> No.3443672
File: 162 KB, 800x600, Screenshot_Doom_20160821_180649.png [View same] [iqdb] [saucenao] [google]

how did you get past this? i wanted to look up demos on youtube earlier but they're all tool-assisted.

>> No.3443678

if the array is contiguous, I don't see how it'd be more expensive than looking it up in an image since it's more or less the same thing

>> No.3443685

I don't know enough to know why but I do know that I've used LUTs in Reshade with other games and it was fine, it's a common method used in about any game with post-processing.

xenoxols was able to run GZDoom with the output in Blood's palette, presumably through Reshade with a LUT, and since he took several screenshots and said it was either fun or cool it probably didn't run terribly.

>> No.3443694

I guess image LUTs have special optimization on the GPU end that array LUTs don't get? fuck I dunno

>> No.3443715

Doom: One has new areas interconnecting the zones, and it doesn't have metallica all time, thus ITS divided by episodes

the only thing that sucks is that Phobos anomaly has a cyberdemon at the end and there's a baron of hell earlier in Knee deep before the bruiser brothers

if the author was still alive, i would replace phobos with tech gone bad

>> No.3443726

>and it doesn't have metallica all time

Dave Mustaine detected

>> No.3443734

The Doom master is better than master of puppets midi


>> No.3443737

What does the last room of E1M8 look like with the lights on?

>> No.3443741


a really ugly room with nonsensical textures

>> No.3443742

We may never know the answer.

>> No.3443749

So, Icon of Sin vs Mother Demon, who wins?

>> No.3443752

Alright, I had a moment of clarity and no it is not the same thing at all.

A 3D LUT used for colour correction has 3 dimensions, one for red, green, blue. For example 128x128x128 LUT will have 128 shades of red, green, and blue, and every combination therein, in a meaningful pattern.

When this 3D LUT is altered, for example put through Doom's palette, the location of each colour on the 3D LUT is essentially the colour it was prior to being altered. So you can take an RGB value of (80,60,90), divide those numbers by two since we're going from 0-255 (256 values) to 128 values, and you get (40,30,45). If you go to those XYZ coords on the 3D lut, you have RGB(80,60,90) after it was put through Doom's palette.

But the uniform vec3 rgbi_palette[256] matrix or array, I'm not 100% sure which, is 1 dimensional. It's just Doom's palette, with no meaningful way of dividing it into a quick lookup table. So what the shader does is find the entry in the matrix / array / list with the closest values to the input RGB value, for every entry, which is far more expensive than turning an RGB value into an exact location to go to.

>> No.3443756

I was assuming the array was 3D as well, because any other way is stupid

>> No.3443764

Oh, I assumed you looked at it and from your vocabulary I presumed you knew more than I did about the shader and figured if you don't know why it is the way it is then I sure as Hell don't. But then I thought about it.

Man, I hate when that first bit happens, but that last bit's good. Wish that happened more.

Yeah it has to go the stupid way because it's what we have right now. Maybe that'll change since dpjudas seemed interested in mine and leileilol's shaders and recognizes 3DLUTs as valuable in whatever contexts bloom and lens distortion are.

>> No.3443769

Your mom, of course.

>> No.3443772

It's a little brown square

>> No.3443774

And here I thought that on the internet nobody knows you're an imp.

>> No.3443782
File: 91 KB, 1023x768, fkcoyr.jpg [View same] [iqdb] [saucenao] [google]


>> No.3443792

Looks like a budget game

>> No.3443794


Mother demon AKA the titan

>> No.3443796

>how do you want your Doom?
>gimme that early 2000's shovelware look
>say no more

>> No.3443803


>> No.3443812
File: 228 KB, 500x333, 1455584963505.gif [View same] [iqdb] [saucenao] [google]


What even is that texture

>> No.3443815

Anyone know of a mod that defines glows for appropriate flats in GZDoom? Googling GLDEFS and Glow and Flats etc doesn't get me a mod.

>> No.3443827
File: 28 KB, 106x157, Cant wake up.png [View same] [iqdb] [saucenao] [google]


>> No.3443830
File: 70 KB, 424x628, Cant wake up_Expanded.png [View same] [iqdb] [saucenao] [google]

A bigger edition

>> No.3443835
File: 51 KB, 454x267, 1471036485630.png [View same] [iqdb] [saucenao] [google]

>about to go through
>remember it's a Jimmy map

>> No.3443839
File: 14 KB, 240x320, 241.gif [View same] [iqdb] [saucenao] [google]

Oh, I ripped a bunch of Wolfenstein 3D clones today.


Forgot to post here between that and shaders.

>> No.3443850



Are you making a thread on the zdoom forums explaining how you did it?

>> No.3443853

Is that you Term

>> No.3443854

They were PNGs with the ‰PNG cut off and replaced with 2 bytes I don't understand, so I just removed them and added in ‰PNG for them all in HxD, a hex editor.

>> No.3443859

No he's out being a fuckass so I'm filling in.

How about that pepper anime? Gotta have that spicey ramen while drawing decorate!

>> No.3443860


WOOOOW. Fucking Russian anti-editing mechanics, bro! Psh, fucking broken!

In all seriousness, that's fucking hilarious.

>> No.3443865


>> No.3443872

Ora ora ora, きっs ま あっs。

>> No.3443876


>> No.3443901

Icon of Sin >>>>>>>>> Shub Niggurath

>> No.3443902
File: 757 KB, 706x608, 1418270653697.png [View same] [iqdb] [saucenao] [google]

>icon of sin spawns an archvile

>> No.3443927

> Icon of sin spawns a pain elemental.
> And another one.
> And another one.
> And another one.
> And another one.

>> No.3443928

Both are pretty lame final "bosses"

>> No.3443941

both are pretty bad

>> No.3443950

How do I turn off reloading in Brutal Doom?

>> No.3443965

Playing Aliens TC. So fucking good.

Any other mods that do techbases really well? or any more mapsets / other projects for aliens TC?

Preferably actual mapsets not just gameplay mods like the AvP doom

>> No.3443979


Back to Saturn X 1&2

>> No.3443982

Go to Player Setup and pick the Classic class.

>> No.3444001

>looked at your pic and remembered that neither Doom RPG nor Wolf RPG got ported to PC

>> No.3444014

cheers anon!

>> No.3444023

Suspended in Dusk

>> No.3444031

I prefer Armageddon Invasion 1 more than the second one.

>> No.3444045

At least the Icon of Sin attacks you in some way.

>> No.3444062

Dunno if any of you guys saw this, but for those who aren't super crazy about the whole abilities thing in Quake Champions, you can play without them:


>> No.3444079


forget it and don't even bring this here, there is a bunch of edgelords from cpm, QL, and arenafags autistic fucks trying to find a way to bitch about the game and

"whres muh CPMA, dis is overwatch/UT, imma play reflex"

>> No.3444084

I really hope we get more varied stuff and not Quake 3 plasma gun for the tenth time.

>> No.3444093

UAC ultra springs to mind, don't know why or how that one hasn't been mentioned until now.
Hatomo Battles the Yomi Demons (yomi.wad), for the most part.
I could brainstorm some more later but these come to mind at the time of posting this.

>there is a bunch of edgelords
you could say this about pretty much every vidya-related site and comments section, preferably involving retro games being rebooted.

just replace 'dis is overwatch/UT, imma play reflex' with 'dis is [game i regard as shitty but still bring up everytime i can], imma play [shitty dead game bashed on release/nobody cares about because i'm a contrarian asspie]'

>> No.3444098
File: 89 KB, 371x371, 1470295539570.jpg [View same] [iqdb] [saucenao] [google]

>UAC ultra

I always give up on it when you get to that part with the platforming and the crushers.

>> No.3444113
File: 72 KB, 314x417, P0081.jpg [View same] [iqdb] [saucenao] [google]

that isn't even the hardest instance of the wad

>> No.3444143

QUMP fucking when?

>> No.3444159

This. I wouldn't mind getting into quake mapping.

>> No.3444206

there's undergate

>> No.3444207


>> No.3444238

>still no update on the Vinesauce mapping contest

"More info soon" he said. A month ago. Fucking Joel.

>> No.3444252

Played it, finishd it, loved it. Some of the best techbase I've ever seen. Hugely inspirational.

thanks anon

>> No.3444318
File: 109 KB, 955x716, temp.png [View same] [iqdb] [saucenao] [google]

Just got done with the mannerisms of the final boss today. Should be a fun dodgy fight.

Might throw in some other elements to the boss fight outside of the actual monster. (other resurrecting monsters, or self resurrecting maybe... I dunno yet).

Workin on E1M3... Livin the dream...

>> No.3444326

Looks like a shitty knockoff app store game.

>> No.3444329

Apart from doing relevant debugging and testing, how far would you say you are from completing REKKR?

>> No.3444332

I wanna definitely play Rekkr when it's done. Looks nice.

>> No.3444337

>i always despised horror shooters in general because I find them to be more enraging than anything. mostly because they hinge on the player's experience by giving him a weak arsenal to fend himself from monsters that oftentimes are bigger and way stronger than you, which is sure to get tedious
Proper Horror games are not meant to be power fantasies. You being weaker than the monsters is a deliberate design choice thats supposed to discourage you from mindlessly engaging with them in combat. These games tend to require a more methodical and evasive style of play, and are not likely to appeal to people who only like faster paced action games.

>> No.3444343
File: 125 KB, 955x716, temp.png [View same] [iqdb] [saucenao] [google]

About 24.5 levels, one monster sprite, one player sprite (shouldn't take long), sound, and some cleanup.
Haven't really been mapping, focusing on other things. When mapping gets kicking it'll be all that plus textures as-needed. I'm a decently quick mapper, but hopefully I can get some mappers on board to make it go quicker.

>> No.3444352
File: 8 KB, 535x412, 1368514384037.png [View same] [iqdb] [saucenao] [google]

Alright, good stuff.

>> No.3444356

Looks phenomenal!!!

You should start a zdoom forums or doomworld forums page (or both) to help enlist mappers. People will definitely be keen to get on board!

>> No.3444368


That's probably a good idea. I originally wanted to pull more fringe doom community people and just release it on doomworld all at once, but it's probably a good idea to get some well-tested people on board if possible.
Not til I get everything else done though, so focus can just be all on mapping all at once.

>> No.3444393

I just realised, is Doomguy topless here?

>> No.3444403


>> No.3444431
File: 57 KB, 572x488, what the nigger.png [View same] [iqdb] [saucenao] [google]

How do I use these? Zandronum doesn't recognize them

>> No.3444439

Download Slade, rename them to .pk3, open them in Slade, inside you'll see the game files, copy them into the root directory of the pk3, save it. Do it for each one you want to use, not all at once.

It's a common compression scheme for Doom.

>> No.3444459
File: 25 KB, 572x488, ?.png [View same] [iqdb] [saucenao] [google]

Why aren't these packaged for use?

>> No.3444462

It's a huge collection, the only way to make it distributable is to package it.

>> No.3444470

Vrack series
UAC Experiment

>> No.3444472

NHB it's the most annoying though. well except for that one horrible level with the radsuits.

>> No.3444487

Alright, how about these? I moved demonsteele.pk3 to the root on my zandronum directory and launched zandronum, and it didn't show up.

>> No.3444490
File: 64 KB, 572x488, 4chansown.png [View same] [iqdb] [saucenao] [google]

My bad. These.

>> No.3444494

If it's already a PK3 then you have to rename it to ZIP and extract it, and then recompress it to ZIP. Put that in the Skins folder. If a Skins folder doesn't exist, you have to make one.

>> No.3444509

What the fuck no you don't, Zdoom reads .pk3s as-is and that's how they're meant to be utilized
Or is Zandronum fucked up for some reason

>> No.3444516

Zandronum uses a really old version of ZDoom as a base, what ZDoom and GZDoom do on their own, Zandronum needs some help to do.

>> No.3444523

Does Mazmon jack it to pot-bellied stick girls or something?

why do you have to incorporate a fetish into a mod.

>> No.3444525

So if I just switch my client it'll run these off the bat from the OP download?

>> No.3444526

>What the fuck
Their whole conversation has an air of this

>> No.3444527


Do not listen to these guys.


Demonsteele is a mod, not an iwad. It won't show up on the list. You have to manually drag and drop the .pk3 onto the .exe.

>> No.3444538

AIUI if you have a wad inside a zip, zdoom will just read the wad straight out of the zip. but if you have a pk3 inside a zip, you have to manually extract it first because zdoom doesn't recursively read zips inside zips (note pk3 is just zip renamed)

>> No.3444546
File: 531 KB, 1920x1080, Screenshot_Doom_20160524_223605.png [View same] [iqdb] [saucenao] [google]

I've always been able to load up PK3s in Zandronum, presuming you're using the latest versions and all you should be able to just click and drag them onto Zandronum.exe to load them, or just use a launcher to make the process easier.

You can load things into skins but it will ALWAYS load them when you start Doom up so if you want to play vanilla, too bad, and if you add another gameplay mod together things will usually break horribly.

The skins directory is meant for player skins, HUD replacers, things that are purely cosmetic. The different characters in the screenshot are all different skins, but their gameplay is exactly the same. Some mods specifically assign certain graphics to certain character classes and thus aren't compatible with skins (demonsteele) or have other modifications that make it incompatible (brutal doom's fatality sprites, or viewable weapon mods)

If you're not sure how to load mods, maybe google ZDL for Doom and try working with that.

>> No.3444585
File: 137 KB, 623x527, 1452938337450.png [View same] [iqdb] [saucenao] [google]

Why is Doom(and maybe Quake too) the only game that ever did Hitscanners right?
>perfect time window for escaping their shots before they attack. Not too long, but not too short
>Low health
>High pain chance

Every other shooter of olde has unbalanced hitscanners. Like the pig cops in Duke 3D who can soak a ridiculous amount of damage before going down, and the cultists in Blood who will start raining bullets on you like a coked up ghetto gangbanger the exact nanosecond they spot you.
What happened? Didn't it ever occur to anyone that the hitscan attack is, essentially, a free hit, and as such, enemies with such attacks should be easier to put down, and more predictable?

>> No.3444586

It's all cause IdTech 1 and 2 are pretty good, solid engines made by a coding savant.

>> No.3444589

oh boy, there's a story here...

>> No.3444590
File: 55 KB, 640x480, 1471859237.png [View same] [iqdb] [saucenao] [google]

it is apparently from doom2 map02, thus the glowing yellow texture would be spacew2. a search for the image filename came up with this 4.5 year old thread. edward, of all people, gives the game away.


>> No.3444624

He likes MILFs/BBWs. A lot. He just can't keep it to himself.

>> No.3444628


I fucking hate pig cops. Duke is a really good game outside it's fucking hitscanners too, and pig cops are the worst offenders.

>> No.3444629

seems to have left (or been kicked out of) deviantart

>> No.3444630

can't you dodge the blood cultists' fire by ducking/crouching?

>> No.3444638

you can also use this magical thing called "Cover" that many FPS players seem to forget about.

Turns out bullets can hit you if you're behind something solid like a wall.

>> No.3444641

thanks for your sarcasm, but what i was hoping for was confirm/deny of my recollections because i am sure this has been discussed before with webms posted.

>> No.3444650


... take the wad out of the zip.

jesus christ what the fuck is wrong with you people

>> No.3444652

yeah ducking seems to screw with hitscanning in blood

>> No.3444659

iirc he closed it after anons made fun of him

then he started a new one which was all "NO FETISH STUFF okay maybe a little bit of fetish stuff"

>> No.3444660

Is there a way to slow down the game speed in doom?
I want time to slow down and "ave maria" to play every time you pick up a weapon and start killing

>> No.3444661

zdoom has no concept of timescale at the moment

people have added it in the past fairly easily, but in practice changing the timescale mid-game results in bad things happening like actors/the player warping around, possibly out of the map. this requires a lot of work that nobody's enormously willing to do, which is a shame because i want my non-hacky bullet time dammit

>> No.3444662

You can change the total speed the game plays at with PrBoom+.

>> No.3444673
File: 2.28 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]

Dude, i've finished original quake and im about to finish Arcane Dimensions soon, and i need MORE, more like arcane dimensions, any recommendations?

>> No.3444676

Check out maps by sock and czg. Pretty much all good.
Also Rubicon Rumble Pack

>> No.3444692

gonna check the rrp, cheers

>> No.3444694

The one I use runs fine on my shitbox laptop.

>> No.3444702

anon my man my buddy

why ain't you giving us a name

>> No.3444714

What's the most difficult mod to play with the original doom maps? Just beat Ultimate Doom+Doom 2 on Black Metal Difficulty (BDv20b) and am itching for something similar but harder

>> No.3444715

Hell Revealed 1/2 and Sunlust

>> No.3444717

Thanks, I'll check it out

>> No.3444727
File: 111 KB, 640x480, Screenshot_Doom_20160822_082842.png [View same] [iqdb] [saucenao] [google]

Turns out adding the same posterization effect used in RetroShader to the lighting and the dynamic lights cuts the framerate down a bit. I'll need a cheaper method, and I have an idea.

Without leileilol.pk3 it goes from 139-142 to 116-119 at E1M1 with just the barrel and armor bonuses on screen, to 60-70 after spawning 13 or 14 techlamps and explosive barrels with dynamic lights.

Looks nice and maybe some computers can handle it, maybe I can make it toggleable like in the main shader in RetroShader.

>> No.3444736

pistol start, fast monsters and nightmare not hard enough for you?

Maybe try TNT and Plutonia mapsets?

>> No.3444737

most difficult mod? probably hideous destructor

>> No.3444738

Hardcore Doom Wars

>> No.3444740
File: 49 KB, 640x512, saturnduke-badtexturing.png [View same] [iqdb] [saucenao] [google]

Regarding all this fun shader fuckery - some time ago I had an idea for a joke mod claiming to be a prototype of a port of Doom to some god-forgotten 32-bit system. It'd basically be E1M1 with utterly fucked scaling and texturing, lit entirely with dynamic lights using a modified texture to create artificial banding. All to make fun of the fucked up Saturn port of Duke3D.

This sorta stuff would make this both viable and give me a ton more weapons to inflict upon the poor player with this. Maybe I'll actually give it a shot...

>> No.3444743

Is there any way for me to play ZDoom Wars on anything that isn't fucking Skulltag?

>> No.3444747

You can fuck up the scaling and texturing by modifying main.vp

After gl_Position = ProjectionMatrix * eyeCoordPos; add a new line containing

gl_Position.xy = floor(gl_Position.xy/gl_Position.w*(1./0.015))*0.015*gl_Position.w;

Or try

gl_Position.xy = floor(gl_Position.xy*0.8)*(1/0.8);

but that one is probably the one that destroyed HUD and menu offsets until they're off-screen, despite the world looking okay.

>> No.3444748

... have you tried zandronum.

>> No.3444753

Huh. I keep hearing it is for Skulltag only. Guess I'll try this, thanks.

>> No.3444760

skulltag is just the older versions of zandronum

you'll need to load skulltag_actors.pk3 and skulltag_data.pk3 manually with zandronum, but otherwise it'll work exactly as well (if not better due to ongoing development)

plus zandronum 3 is updated to zdoom 2.7.1 so it can actually play mods that aren't three years old

>> No.3444778

Zandronum is quite literally Skulltag

>> No.3444786


>> No.3444857
File: 77 KB, 948x1588, Demon Grunt Reference Sheet.png [View same] [iqdb] [saucenao] [google]

Alright, I posted about this in the last thread (and briefly in this thread) but I really like this idea and I'd love to see it go somewhere.

I'd like to commission someone to make new sprites of the human enemies in Doom as humanoid demons. It's a simple idea but I think it could be really cool.

But I mean, yeah, if you're good with spriting and interested we could get in contact and talk about this.

>> No.3444869

evil jew demons huh

well good luck with your project

>> No.3444883

The nickname for the project could be "Kosher Killzone."

Of course, the jew stars are something I'm willing to compromise on if they're too obnoxious to sprite.

>> No.3444891

Truly a gentleman of refined tastes.

>> No.3444895


also, add D4D too for pinkies and shotgunners instakilling you at ultra

>> No.3444908
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google]

I'd make a map for Rekkr for sure.

>> No.3444930
File: 16 KB, 426x714, little big sprites.png [View same] [iqdb] [saucenao] [google]

They're not easy to get across with so few pixels across a zombiemans chest.

Why not just resize your drawings until they're tiny and pixelated? I added some shadows and resized them to look pixel'd

>> No.3444951

Oh SHIT, that looks really good. I mean, you run into the problem where the details get lost/distorted, but it's a great example of what can be done.

But yeah, I'm gonna lose the jew stars and try to find a sprite artist who works on commish or something.

>> No.3444993

Is Doom One supposed to have unopenable doors, or did I cheat my way through for no reason?

>> No.3445019


I saw some locked doors in the start of levels, not quite sure what they're for but otherwise I got through the levels normally.

>> No.3445023

The entrance to Central Processing was locked for me, and the blue door for Phobos Anomaly didn't open properly even though I had all the keys.

>> No.3445028


They replaced some of the keys with buttons, maybe you missed them?

>> No.3445032

It was in the middle of a yellow and red door, both which opened with keys.

>> No.3445036

>you'll need to load skulltag_actors.pk3 and skulltag_data.pk3 manually with zandronum
My version of zandronum came with only skulltag_actors.pk3

>> No.3445053
File: 14 KB, 178x200, 1450149292291.gif [View same] [iqdb] [saucenao] [google]

So... download skulltag_data.pk3?

>> No.3445059


>> No.3445078

Cool. What else have you done?

>> No.3445081

I've donated half of my fortune to those less fortunate in Africa, children and their families, so that they can have clean water with a personalized note from myself to them on each bottle.

What have you done?

>> No.3445085

a solid waste of money, my cuck

>> No.3445091

Where do I register Quake Injector?

>> No.3445095

I shoot Africans as they rummage through donated goods, children and their families, so I can sell the goods to warlords to fund their armies.

We should be friends.

>> No.3445107

I send 1000$ to a nigerian prince
unlike you, I'm gonna get it back 1000 times, sucker!

>> No.3445131

>Quake: Arcane Dimensions
>The Crucial Error
>after getting the rune and beating the two wizards there seems to be no way to leave the room

I also get moments where my movements are suddenly so jerky I turn far more than I wanted to, making me run into unintended directions.

>> No.3445141

hate to break it to you, but >>3445095 already killed that prince

>> No.3445180


Looks pretty rad.

>> No.3445219

Dark and Dreary in DUMP 2, 2 guns in DUMP 3, working on 2 mods right now and toying with an idea for a third.

>> No.3445281

Neat. Just went back and replayed it. Sure was dark and dreary. You ever on the irc?

>> No.3445297

Glad you liked it.

Probably still logged on right now on my home PC, at work now though irc name is Harbltron

>> No.3445314

looks interesting as well, thanks

>> No.3445335 [DELETED] 


>> No.3445342
File: 172 KB, 800x600, Screenshot_Doom_20160719_212207.png [View same] [iqdb] [saucenao] [google]

It works fine for me.

>> No.3445347

Newfag to Doom, what gameplay mod is that?

>> No.3445348

i'm an oldfag and i want to know as well

>> No.3445351

i never had issues with darrdoom's (it's standalone and you even have a version that's lighter on you apparently)

just don't use "freeze" while it's on or your game will slog horribly

>> No.3445360

it's ShutUp And Bleed
look up the abbreviation

>> No.3445362


Shut Up And Bleed.

>> No.3445374



>> No.3445515


>Zenimax has filed an amended complaint against VR pioneer Oculus, which marks the latest update in a suit that has been raging since May 2014. The complaint, which alleges a variety of transgressions, now includes Oculus CEO Brendan Iribe and id Software co-founder John Carmack by name.

>The suit also directly names Oculus parent company Facebook, with amended charges against the VR company that further detail a key source of conflict: misappropriated Zenimax property. Specifically, the filing now spells out theft allegations against the id Software co-founder and Oculus’ current chief technology officer John Carmack.

>“Instead of complying with his contract, during his last days at ZeniMax, he copied thousands of documents from a computer at ZeniMax to a USB storage device,” the amended filing (below) alleges. “He never returned those files or all copies of them after his employment with ZeniMax was terminated. In addition, after Carmack's employment with ZeniMax was terminated, he returned to ZeniMax's premises to take a customized tool for developing VR Technology belonging to ZeniMax that itself is part of ZeniMax's VR technology.”

You've done it now Carmack, unfortunately, stealing code isn't the same now as when you did it in the 90's.

>> No.3445519

>thinking the dude who all but consented on people pirating doom gives a nano sized fuck on stealing shit

>> No.3445527
File: 53 KB, 640x400, Screenshot_Doom_20060817_055432.png [View same] [iqdb] [saucenao] [google]


For anybody who didn't catch it in the last thread, this is something I've been messing around with to learn overlays. Dual-wielded, double-barreled, drum-loading shotguns.

Load it up in Doom 2, then go to the console and type "summon supershotgun" to drop it ingame.

It still has the glitch that pushes the guns up when you die. The game doesn't crash, though, and it fixes itself when you respawn.

>> No.3445543

a_overlayflags(number, pspf_addweapon, 1)

>> No.3445545


>Zenimax VS Facebook

Golly gee, I wonder who is going to win this one.

>> No.3445546

Zenimax has some pretty litigious asshole lawyers, I wouldn't count them out.

>> No.3445582

Regular people have won cases against big corporations before, like that woman who was scalded by hot coffee cup at a McDonalds.

>> No.3445608

>He never returned those files or all copies of them
what do they want him to do, email the files back?

>> No.3445613

Its one big corporation suing another here, but to be fair Facebook is the bigger, more valuable corporation, Zenimax might have bitten off more than they can chew.

>> No.3445629

Little more at stake here than just $640,000 and an unknown extra that McDonalds could have pissed away any other day. I assume that if Zenimax is trying to sue Facebook over stolen technology, that Facebook / Oculus won't be able to use their current technology as it'll be based on / utilize the stolen technology and their shit is over unless Carmack makes something all new.

>> No.3445638

Which version of gzdoom works with Legacy of Suffering?

>> No.3445642
File: 6 KB, 426x127, PileOfTiresMan.png [View same] [iqdb] [saucenao] [google]

made some wacky sprite during the freetime, i'm working to make it as a custom enemy, but for now it behaves like the zombieman (shit aim and low damage).

>> No.3445671

>it explains why romero and adrian doesn't even talk to him anymore

>> No.3445678

also 2.9 million in litigation.

>> No.3445680



>> No.3445685

because he was too busy making his beloved megatextures.

>> No.3445769

Romero is streaming live on Periscope if anyone cares right now.

>> No.3445776

It was a while ago, he only recorded for 3 minutes.

>> No.3445798
File: 234 KB, 596x516, Kill yrslf mah sigga.png [View same] [iqdb] [saucenao] [google]

Well I sure look like a right twit right now

>> No.3445946

Cruical Error is kind of a shitty map.

>I also get moments where my movements are suddenly so jerky I turn far more than I wanted to, making me run into unintended directions.
Which sourceport are you using? Is it a movement glitch or a mouse aim glitch?

>> No.3445950
File: 520 KB, 895x1920, tumblr_o4c7mt971m1ssotb3o1_1280.png [View same] [iqdb] [saucenao] [google]

Who is this semen demon?

>> No.3445960


I know that's a The Booty Project character, but that's as much as I know.

>> No.3445972


An early concept for a character for Booty.

>> No.3445974

The fact that you're posting it here means you probably already know.

>> No.3445976

Looks like Peacock from Skullgirls dressed like Murasa from Touhou, also sort of gives a Risky Boots from Shantae vibe.

>> No.3445980

>dressed like Murasa
...you mean, a common sailor uniform?

>> No.3445993

literally the same color green + colored shorts instead of white as the common sailor's uniform has.

>> No.3446005

you already know, probably

>> No.3446012

So is she like a shark-girl/pirate or something?

>> No.3446045

isn't that a boy?

>> No.3446058



>> No.3446082

it looks nothing like Murasa except maybe the ordinary sailor top, not to mention that creature up there is wearing green shorts (murasa's almost look like a skirt), a belt, big ass boots and a trenchcoat.

you know who else had a green sailor top? sailor jupiter.

>> No.3446084

if this complaint is even only partially true, carmack is F U C K E D

>> No.3446085

Even better.

>> No.3446089

being ok with people pirating your shit doesn't mean it's ok for you to steal others' shit.

>> No.3446115

Except that stealing in this context is him taking shit he himself made by copying his own work onto a flash drive, but since it was on Zenimax's property they own it because of their bullshit legal contracts. It's your general scumbag corporate ownership rules.

So who gives a shit aside from some greedy good for nothing corporate scumbags?

>> No.3446120

>he himself made
How do you know that?

Also it doesn't matter, even if he made the documents that he had to take in the last few days (why he didn't have them before that despite supposedly making them is beyond me). It's his fault getting into legal trouble for thinking it was okay to steal it.

>> No.3446125

>So who gives a shit aside from some greedy good for nothing corporate scumbags?

>> No.3446126

>So who gives a shit aside from some greedy good for nothing corporate scumbags?
You make it sound like they're not the most important people to give a shit about this since it involves his ass getting sued by them, hence why shouldn't have done that in the first place.

>> No.3446146

You do realize Facebook is composed of greedy good for nothing corporate scumbags and are the only people defending him, right? Carmack doesn't care if they're pissed at him, he'll give it up if pressed because as much as he does advocate piracy at times, he still understands the law. He's autistic, not anarchistic.

>> No.3446156

>So who gives a shit aside from some greedy good for nothing corporate scumbags?

That doesn't make it legal, mate.

>> No.3446157

Why are you so defensive, especially about that one element in particular considering the Peacock comparison was even further off.

>> No.3446163

not defensive, mate, just very confused

>> No.3446234

I've been wanting to play Blood but it runs like shit on dosbox and I can't find any good ports. Any help?

>> No.3446235


though I think that's like a fanmade sequel.

>> No.3446237


There are no good ports.

>> No.3446238
File: 26 KB, 1024x768, do not pet the spider.png [View same] [iqdb] [saucenao] [google]

Arachnotrons are cute

>> No.3446239

Ill try that

That's a real bummer, it looks pretty fun

>> No.3446240


>> No.3446245

I can no longer unsee their faces as anything other than a miffed black guy with some really thick lips

>> No.3446246


If DOSBox isn't an option, your best hope is for something to come out of that BloodEX project.

>> No.3446248

Don't listen to him, ZBlood is a terrible and dated Blood TC for Doom.
Instead, download the GOG version. It runs on DOSBox, but it comes pre-configured so it runs as smothly as possible. If that doesn't work either, download BloodCM. It's a total recreation of Blood on the EDuke engine. It's not perfect, but it's the closest to an actual blood port we'll ever get

>> No.3446253

I tried the GOG version first. Somehow it ran worse than just using dosbox unconfigured.
Ill try BloodCM, I always liked the doom engine.
From the google search I did, ZBlood really did look terrible.

>> No.3446285
File: 73 KB, 470x650, gMqpEoU.jpg [View same] [iqdb] [saucenao] [google]


even if jace that faggot gives to kaiser the SRC, he will never release it to public...

>> No.3446292

Ok im back from trying CM. There's these weird lag spikes, it goes from 85 fps to 40 out of nowhere and even drops to 15 at some points.

>> No.3446296

and nothing of value would be lost

>> No.3446328

i had this mouse problem in quakespasm. try the quakespasm_sdl2.exe bundled with quakespasm if thats what you are using, fixed my issue

>> No.3446331

Try fiddling with the in-game resolution on the GOG/Steam release? I couldn't get it to run at anything higher than 640x480 at smooth framerates.

I've heard novels worth of why BloodCM is bad on /vr/, so I haven't even tried any sourceport.

I am kind of interested by Transfusion but damn those 3d models are risen3d ugly

>> No.3446356

are you trying to bait

>> No.3446375


its jace "i'll never release the SRC until i find someone worthy" hall

even if atari had gave him the rights, he would still bitch about that

remember that turok still belongs to disney, and it was luck that kaiser and night dive got the rights to release turok EX

>> No.3446396
File: 649 KB, 561x538, CHAINGUN.png [View same] [iqdb] [saucenao] [google]

>> No.3446397


do you have like a source for jace being a shithead or

>> No.3446414


i think its still on the blood community forums a Q&A about why blood has no Source ports yet, but then search tool there sucks

>> No.3446420

so no source, gotcha

>> No.3446441
File: 289 KB, 177x177, 1457241942858.gif [View same] [iqdb] [saucenao] [google]

>turok still belongs to disney

the fuck you say

>> No.3446456
File: 199 KB, 261x332, 1382406132375.png [View same] [iqdb] [saucenao] [google]


I actually recall there being a turok animated series of sorts on Jetix like, an asslennia ago

am I just having a bad fever dream here anons

can we skip to the part where I wake up and forget the pain

>> No.3446468


I feel like I would've heard of that if it existed. But then again, I didn't know there was a Zombie Ate My Neighbors sequel until years later, and I loved the shit out of that game.

>> No.3446470


There was a Turok animated movie.
It was cool.

>> No.3446471



In fact, found it.
We should have a watch session.

>> No.3446474

whining about freedom of information or whatever is all well and good, but carmack SOLD OUT. he (co-)owned id software for decades and then he decided he would rather have MONEY than the equity in his ownership interest. in exchange for the large amount of MONEY THAT ZENIMAX GAVE HIM, he agreed to continue on as an employee with the understanding that he no longer had any direct ownership of any work he did for the company.

the incredible thing is that masters of doom has a whole bit describing carmack doing practically the same thing. while working for softdisk, the id guys (carmack included) would TAKE THE COMPANY COMPUTERS HOME so that they could moonlight on their own games during weekends. they got away with it then because softdisk was small-fry enough to not really do anything about it, but it's incredible that carmack just decided, three+ decades later, to do the same sort of shit to a much bigger, richer, and more litigious company.

>> No.3446480

The burden of proof is still on them to prove that his technology is based on theirs... I'd like to believe that Carmack is smart enough to understand something as basic as corporate ownership of intellectual property.

Then again, hmmm

>> No.3446484

It's the issue >>3446328 described. I will try that later.

>> No.3446486

dude, Carmack's been doing that his whole life, not to mention, he broke his contract.

>> No.3446490

>he (co-)owned id software for decades and then he decided he would rather have MONEY than the equity in his ownership interest
Actually he decided he'd rather innovate even more shit than just 3D rendering software and went to work on fucking rockets but Oculus bribed his autistic ass with the opportunity at even more chances to innovate 3D rendering again

>> No.3446497

>Carmack's been doing that his whole life

Well, yeah, but not on anywhere near this kind of potential scale.

>> No.3446498

Definitely try the SDL2 version, then; I had the same issue when I started using Quakespasm (mouse jittering and over-sensitivity even with all acceleration disabled in the OS and game) and the SDL2 version fixed it due to using a different input setup.

>> No.3446504
File: 552 KB, 1024x1447, f54.png [View same] [iqdb] [saucenao] [google]

>best doomgirl, suck it samus

>> No.3446507 [SPOILER] 
File: 497 KB, 1024x1447, 1471926373769.png [View same] [iqdb] [saucenao] [google]


>> No.3446508
File: 6 KB, 576x300, crash clothed.png [View same] [iqdb] [saucenao] [google]

>best doomgirl
>not Crash

Just leave before you embarrass yourself any further.

>> No.3446510
File: 68 KB, 235x231, 1450246142645.png [View same] [iqdb] [saucenao] [google]

i might be hard gay but chest-binding will never not be hot

>> No.3446512

It's my favorite FemDoom4guy. She's very cute.

>> No.3446515


There's something about her that just doesn't feel like the Doomguy to me. Not sure what, maybe it's just the artstyle.

>> No.3446519

Alright my sleep-related headache is mostly gone and I've run out of It's Always Sunny in Philadelphia episodes for now, so I worked on the dynamic light posterization.

Got it from 54 to 67 fps @1280x720 on my laptop, pixelation + posterization also happening.

Got to be more I can do to make this run more good, the most good. I need this thing slicker than a shaven sanitized Frank.

>> No.3446529


It's a very anime art style.
That being said, I like it a lot.

>> No.3446535

>that caco
>that pinky

>> No.3446536

Alright, more improvements regarding light posterization.

I improved func_defaultlight's posterization without sacrificing the sweet gamma-corrected levels by finally going from vec4, which is 4-components, to float, just one component.

It turns out that ZDoom and GZDoom control light level with a 4-component vector, which seems to be RGB and some fourth, maybe alpha or an empty depth I'm not sure, but it's always monochrome. All the channels, except maybe the fourth, are the same damn number. So I finally got around to just tearing the first component from the vec4 color, posterizing that, and then repeating it 3 times with a 1.0 tacked on as the fourth component. Get this improvement:


to 61-63fps

That's with full posterization / banding on the light levels, the dynamic lights, the colours, and pixelation. It's great, this is so much better. Maybe I can improve it more, I think I can define it all to be low precision if it isn't already but I don't remember how I did that several days ago in a failed jittery vertices attempt.

>> No.3446547

i just wanna be puuuuuuure

>> No.3446580

>watched the entire thing
It was damn awesome thank you

>> No.3446620
File: 107 KB, 626x621, sand.jpg [View same] [iqdb] [saucenao] [google]

Are there any texture sets that have terrain with colors like pic related?

I'm looking for sandy, mars-ish type terrains rather than the usual "earth/rock" terrain we're used to.

>> No.3446628
File: 217 KB, 800x800, starcraft_map.jpg [View same] [iqdb] [saucenao] [google]

Another example.

>> No.3446638
File: 501 KB, 682x439, the cutest rock I've ever seen.png [View same] [iqdb] [saucenao] [google]

Guys, is GLoome still a thing?

>> No.3446639

GLOOME went bust.

>> No.3446640


>> No.3446648
File: 55 KB, 500x379, nom.jpg [View same] [iqdb] [saucenao] [google]

Well, shit. Is there any alternative?

>> No.3446649

it's not like it doesn't work, you can make games with it.

also that's the most recent GPL gzdoom i can think of.

>> No.3446650

Are Dylan and Eric's levels still available?

>> No.3446651


What about GZDoom-GPL?


As far as I'm aware, the levels haven't been banned anywhere.

You better not be a fucking Columbine fan, I swear to God.

>> No.3446654
File: 76 KB, 624x479, 1462497200128.jpg [View same] [iqdb] [saucenao] [google]

so far as i know klebold didn't make anything, just harris

also i just checked out a playthrough of UAC Labs and the faggot put 5 supercharges in one room, as if we needed more evidence that he was fucked in the head

>> No.3446662

You can find a few of Eric's levels, but they're nothing special. Dylan didn't make any maps as far as i know.

>> No.3446668

https://github.com/nashmuhandes/GZDoom-GPL/ yeah that seems to be updating with gzdoom

>> No.3446670

don't bother, their maps have the subtlety of a shotgun to the head

>> No.3446754
File: 69 KB, 640x394, 1b6b9752e4cbf9b996d0d02aaf3ab6381228658273_full.jpg [View same] [iqdb] [saucenao] [google]

>I created a pull request for gzdoom adding it as a base feature of the tonemap shader: http://forum.drdteam.org/viewtopic.php?f=22&t=7097 - It has the advantage of knowing the game palette along with being able to bind the LUT as a texture.


>> No.3446764
File: 154 KB, 640x394, 1471940436697.jpg [View same] [iqdb] [saucenao] [google]


>> No.3446767
File: 25 KB, 512x512, hald.png [View same] [iqdb] [saucenao] [google]

ooh is he generating a hald clut

>> No.3446770
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google]

i understand some of those words

>> No.3446773

I don't know if it's specifically hald but pretty much yeah. Should speed it up a lot.

They're all good words, the whole lot of it.

>> No.3446775

I wish my wife would tell me these words but it seems all she fucking knows is "I love you".

>> No.3446784
File: 20 KB, 480x360, stimpp.jpg [View same] [iqdb] [saucenao] [google]

Well, if you're happy, then I'm happy :3

>> No.3446823

Does this affect the weapon the player is holding as well? Because in both Zdoom and GZdoom when in a coloured sector the weapon is in true colour.

>> No.3446864

Please illustrate, I don't see it.

>> No.3446867

>most difficult
Always Hideous Destructor
>similar to Brutal Doom
If you just something visceral and fast, try Demonsteele. It works much better with modern maps though.

If you mean a lot like BD, try Project Brutality and put the monster replacements to "Deathwish"

>> No.3446870
File: 50 KB, 1024x768, christ alive what is wrong with me.png [View same] [iqdb] [saucenao] [google]


>> No.3446924
File: 313 KB, 827x700, 1451866855130.jpg [View same] [iqdb] [saucenao] [google]

>that filename

idk you tell me bruh

>> No.3446959
File: 292 KB, 1280x720, Screenshot_Doom_20160823_140929.png [View same] [iqdb] [saucenao] [google]


>> No.3446961

I knew term had a fetish for swan fox

>> No.3446969

the current tonemapping effect alters the weapon as well so yes, unless they make some toggles

>> No.3446979

>The Shores of R'lyeh

>> No.3446991
File: 1.02 MB, 1499x969, __jun_hae_lin_demonsteele_mod_and_doom_game_drawn_by_kurashiki_nanka__e17d5d7b32e05b989241ea4c0f38cbc8.png [View same] [iqdb] [saucenao] [google]


>> No.3446994

demonsteele would be better if there was a male player character

>> No.3446998

GMOTA would be better if there was a black playable character.

>> No.3447000
File: 51 KB, 500x517, 1470431611524.png [View same] [iqdb] [saucenao] [google]


>> No.3447001

doom would be better if you were the demons

>> No.3447002

Doom would be better if it was good

>> No.3447004
File: 11 KB, 211x212, 1330122866714.jpg [View same] [iqdb] [saucenao] [google]

girls cant do shit other than suck dick

>> No.3447007

Heretic would be better if you didn't play as a faggy elf

>> No.3447009

unwashed fat manlet dwarf supporter spotted

>> No.3447010

Dwarves are the Wolenstein 3D of fantasy races

>> No.3447012


Fuck you, dwarves are cool

>> No.3447013

absolutely obsolete and aged poorly?

>> No.3447014

They got no height!

>> No.3447020

triggered /pol/fag detected

>> No.3447028

Just summon a chainsaw or other classic weapons and suddenly you're Doomguy with dashes and super jumps.

>> No.3447039

They're on a acolumbinesite.

>> No.3447053

>remember that turok still belongs to disney
Do you have source on that?

>> No.3447085


a tribute to the og? i see

>> No.3447087
File: 101 KB, 1280x720, Screenshot_Doom_20160823_095723.png [View same] [iqdb] [saucenao] [google]

I've looked for a while and I still don't understand why greyscaling the light levels made the crosshair and automap grey.

I mean I can live with it for the fantastic fps boost but it's such nonsense, why are those tied together?

It's so embarrassing to have to include that if you want it to run well, you'll maybe need to have a grey crosshair. This is absurd.

>> No.3447092

wait, even colored sector lighting is monochrome?

>> No.3447097
File: 149 KB, 1280x720, Screenshot_Doom_20160823_101119.png [View same] [iqdb] [saucenao] [google]

Whoops, nope turns out the colour is there for coloured sectors.

Still not sure why crosshairs and automaps though.

>> No.3447106

also I have a feeling the alpha value is there for sector fog

>> No.3447114
File: 61 KB, 1280x720, Screenshot_Doom_20160823_101934.png [View same] [iqdb] [saucenao] [google]

Alright so there's definitely no way of just solving it so that it's always using the greyscale route, so now there's just a toggle in there so you can turn it off for your PSX Doom and whatnot.

Man I'd really like to be able to just define a menu for all this shit so it can be set in-game but I haven't found a way to define new GL values.

I haven't had a problem with that yet, but if you have any ideas for how I could test it to be 100% sure that'd be grand.

Right now what I understand about how this works is that in main.fp it calculates the light with the fog and sector colour and brightness etc, and then it returns the variable "color". Then, func_defaultlight.fp takes "color" and, normally, just spits it right back out.

vec4 ProcessLight(vec4 color)
return color;

That's it, it takes color as input, does nothing to it, and returns it. That's the extent of the whole shader and I don't know why it's this way but for my purposes I'm glad it is.

So when it gets to func_defaultlight.fp the fog is already applied to the light level (color).

>> No.3447117
File: 149 KB, 640x320, average GMOTA Gameplay.webm [View same] [iqdb] [saucenao] [google]

>> No.3447121

haha funny filename, dude. comedic genius.

>> No.3447123

// prevent any unintentional messing around with the alpha.
return vec4(color.rgb, vColor.a);

Yeah it's just alpha, though I don't know what alpha would be used for in light levels. Should try and leave it alone though.

>> No.3447129

maybe graf is expecting transparent monitors to come around any day now :^)

>> No.3447137

I set the alpha to 1.0, to the original value, to 0.0, it all looks the same in the screenshots.

Didn't seem to impact performance though so whatever, it'll just use the original alpha.

What is that, what would that do? Just a translucent camera texture? If so, why isn't that already a thing? That seems weird, but I'm discovering a lot of weird things about OpenGL / GZDoom / ZDoom.

>> No.3447138
File: 679 KB, 499x275, Surrounded by skeletons.gif [View same] [iqdb] [saucenao] [google]


Thanks babe

>> No.3447146

I mean transparent monitors
in real life

i was being stupid

>> No.3447174


>> No.3447195


>Gaming rights belongs to Night Dive Studios and Dreamworks, Disney closed Propaganda games in 2011, it was rescued from the limbo since 2014
>Comics now belongs to Dynamite, 1st issue released this year

from wikipedia, neogaf and turok forums

>> No.3447201

when will graf add megatextures

>> No.3447221

>ZDoom paletting is 15bpp
>Proposed GZDoom paletting is 18bpp
GZDoom is going to be more accurate to vanilla than ZDoom.

>> No.3447252


>> No.3447276

when you got into doom, what was the first sourceport you downloaded?

for those who played in the original .exe first, which sourceport you ended up downloading first?

>> No.3447280


>> No.3447285

Doom95 was pretty much the first one I played when I was 3.

The first actual source port I downloaded was probably either zdoom or Doomsday.

>> No.3447286

I think it was Skulltag, not sure why. Doom95 didn't count since that's what came on the disc. Then in Georgia I met this old guy (years ago, can't remember his name) who told me about ZDoom, Linux, and gave me CDs of that and emulators and ROMs, his daughter wanted to get into Doom modding if I remember correctly.

I gave him a modified Doom 2 IWAD with System of a Down MP3s inside of it.

>> No.3447290

>I gave him a modified Doom 2 IWAD with System of a Down MP3s inside of it.
you monster

>> No.3447291

I used the .exe and... ugh... Doom95. Then I downloaded ZDoom because I learned it had bots. I quickly noticed they sucked so I downloaded Doom Legacy and they felt better, which is weird since apparently they are both based off the Cajun bot.
Doom Legacy also had split screen and multiplayer options so it became my main source port until I got into SkullTag.

>> No.3447292

Or, God, were they WAVs? Did I put WAVs of NuMetal in an IWAD? I think I might have put WAVs of NuMetal in an IWAD, and put it on a CD so I could play it on my grandfather's PC. Put that Hellraiser TC on there too.

Anyone remember the Hellraiser TC? That was cool as shit.

>> No.3447293

Pretty sure it was ZDaemon because someone mentioned ''doom online multiplayer'' somehere. Skulltag came sometime later and I never heard of the former again.

>> No.3447308
File: 3.00 MB, 1280x720, 2016-08-24-0203-31.webm [View same] [iqdb] [saucenao] [google]

Who Vinesauce competition here?

I'm gonna win, the only way I know how.


>> No.3447309 [DELETED] 

>doom babbies

>> No.3447313

Memes AND Oblige!

>> No.3447315

When I got into doom I used floppy disks to install it. Then ran it from the files.

But yeah later on I think I used Doom95, played TNT and Plutonia. Good times.

>> No.3447330

First free source port I used was Doom Legacy I think? For the split screen (remood does this now too, I think it's probably the best port that does). Then zdoom, and gzdoom and z& and now I mostly use chocolate doom for wad testing and shit...

>> No.3447358

>Contest announced nearly a month ago
>Still no updates or information given

>> No.3447362 [DELETED] 

if you can't handle pig cops or any other hitscanners from duke you're a special kind of retard. no surprise though considering the general I'm in.

btw you can literally dodge all hitscanners in duke 3d apart from battlelords and bosses. but even if you couldn't they'd be piss easy to deal with. you retards are such a fucking joke.

>> No.3447363

I think Joel already forgot that competition even existed.

>> No.3447368 [DELETED] 

>>perfect time window for escaping their shots before they attack. Not too long, but not too short
Actually the time window is pretty fucking huge, which is why your dumb ass likes it.

>> No.3447370 [DELETED] 
File: 50 KB, 491x405, cromartierude.jpg [View same] [iqdb] [saucenao] [google]


>> No.3447373 [DELETED] 

Don't give him attention

>> No.3447389

where are all these
ive seen this one and the one where the sword girl is holding the loli

>> No.3447397

i got that particular image from danbooru


more on pixiv but you need an account so fuck that.

>> No.3447407

Not grand dad no stop it no.
Actually fuck that grand dad it up.

>> No.3447408
File: 93 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]

Has anyone ever modified single player maps to play better in multiplayer? In the vein of D5M1.

>> No.3447434

What are some Quake and Doom maps/mods that rely more on atmosphere than straight up action?

I don't even mind if there is no shooting.

>> No.3447440

I think it's expected which is why I will not put any memes in it.

I WILL however maybe put in some Undyne pin up for the larks.

>> No.3447441

Hell Ground map06

>> No.3447461

My first experience outside Doom95 was Risen3D, complete with 3D models adn hires textures only three days later did I discover Skulltag.

My first mod was Doom 3: Mr. Smiley's Head safari. Fucking weird wad, but it was what got me into Doom modding.

>> No.3447463


That switch to go outside ruined the best secret in the map.

>> No.3447468


>> No.3447470

i never have, no
i don't think you did that

>> No.3447475


>> No.3447478
File: 249 KB, 500x394, tumblr_mtf34e5lF01szcxzqo1_500.png [View same] [iqdb] [saucenao] [google]

Do you think skeletons are spooked out by humans?

>> No.3447484

s.u.p.e.r. natural
has no guns what so ever
currently only a demo version avaliable

>> No.3447502
File: 177 KB, 1280x720, Screenshot_Doom_20160823_144749.png [View same] [iqdb] [saucenao] [google]

Back to trying to fix the vertex jiggler's menu-breaking.

>> No.3447507



>> No.3447510
File: 141 KB, 2560x1440, comfysuab.jpg [View same] [iqdb] [saucenao] [google]

SUAB + Dark Doom + Lens Distortion is spooky comfy

>> No.3447521

out of body experience

>> No.3447523


>> No.3447525

trust nobody not even yourself

>> No.3447561
File: 191 KB, 1280x720, Screenshot_Doom_20160823_150328.png [View same] [iqdb] [saucenao] [google]

Okay I'm still not 100% on what the gl_Position.w value is, but if I subtract from it I can make the HUD bigger, so I can compensate for the HUD-shrinking effects of multiplying gl_Position.xy by a fraction.

Right now I've got four sets that result in a correct HUD. Multiplying xy by 1 and subtracting 1 from w, multiplying by 0.5 and subtracting 0.5, multiplying by 0.25 and subtracting 0.75, and multiplying by 0.125 and subtracting 0.875. So it seems there's no actual pattern.

I'm just joking, it's 1 minus the multiplier. Maybe that means it's the depth, I mean if I set it to the right number I can make the world disappear a few units in front of me like a reverse clipping plane.

>> No.3447570

>i don't think you did that
The question was "has anyone", not "have you"

>> No.3447579

has anyone gone so far as to etc etc

>> No.3447581
File: 1.50 MB, 640x360, gzdoom 2016-08-23 15-21-20-72.webm [View same] [iqdb] [saucenao] [google]

Good news, I fixed the HUD.

>> No.3447583

wow, polybius looks slightly different from what i remember

>> No.3447585
File: 194 KB, 557x605, when a monster closet opens just right.png [View same] [iqdb] [saucenao] [google]


Perfect, always wanted to play doom and not understand anything that's going on.

>> No.3447590


Man and I thought my adventures in xlat were weird.

>> No.3447591


>> No.3447597

But that's not really modifying an existing map.

>> No.3447601
File: 1.49 MB, 640x360, gzdoom 2016-08-23 15-32-02-91.webm [View same] [iqdb] [saucenao] [google]

Alright got it for real this time.

So, I figured the HUD and everything was all on the same w value, be it depth or whatever, so I set up an if / else system to divert the vertex jiggler if gl_Position.w == 1

The HUD, the menus, all of it looks fine while the world jiggles like a microwaved PSX.

Originally E1M1 didn't have that switch opening up the wall to the courtyard with the armour, that's an Ultimate Doom modification.

>> No.3447607

Oh, neat.

>> No.3447609

Can we get a pastebin?

>> No.3447631

I can one up and just give you a pre-release.


Run down on the config since I haven't cleaned it up to be as simple as I can get it,

Don't want jiggle? Rename main.vp to dismain.vp or whatever so it isn't loaded.

Don't want posterized light levels? Rename func_defaultlight.fp

Don't want posterized GL lights? Rename main.fp

Want some more frames per second and don't mind a grey crosshair and no sector colours? Set enablegreyscale to 1 in func_defaultlight.fp

Want less jiggle? In main.vp find gl_Position.xy = floor(gl_Position.xy*0.9)*(1/0.9); and raise 0.9, but don't exceed 1. Want more jiggle? Lower 0.9, but don't reach or go below 0.

The rest is the same I think.

>> No.3447635

Does the banded depth lighting need to be along the cameras line of sight, or can it be ... billboarded?

>> No.3447646

I haven't figured out a way yet, I don't care for it either.

>> No.3447659

despite everything, i can still recognise MAP01

>> No.3447663
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google]


I can't webm correctly but this looks amazing with the PSX Doom levelset.

i've always wanted the crispy feel of other ports like Crispy/Choc but without losing the flexibility of GZdoom so this is amazing. Shaders are awesome. Great work anon!

>> No.3447665

in the modern era, i think there was a 32in24 that did this, in fact it might be subtitled dwango 2008

>> No.3447668

it's really like i'm playing Playstation!

>> No.3447682
File: 515 KB, 858x990, 1455394215828.png [View same] [iqdb] [saucenao] [google]


>> No.3447704

all we need now is a corrupted out of tone version of D_RUNNIN

>> No.3447714


Played Doom on the mac port for the first time, and the first source port i remember is zdoom.

But it was like, a fork that had support for DECORATE when the main branch didn't yet (or so i understood back in the day) zdoom95x.exe

>> No.3447740
File: 105 KB, 1366x1536, Untitled.png [View same] [iqdb] [saucenao] [google]

I'm new to Slade and was hoping someone could help me out.

Whenever I try applying a texture of mine to a wall, it shows up as black. Ceilings and floors work fine. It's just walls that are screwing up. I was wondering if someone might know why that is.

>> No.3447745
File: 2 KB, 63x178, what in the shit.png [View same] [iqdb] [saucenao] [google]


Did you add it to the TEXTURES lump?

>> No.3447747

Corrupted a MIDI and put some extra stank on it.


>> No.3447749

it just gets worse and worse

>> No.3447750


Cartridge-Tilted Doom when?


>> No.3447756


>> No.3447765

If you're talking about the TEXTUREx thing then yes I did.

It's Windows 7, btw.

>> No.3447767


fuck his accent kills me everytime


bobby is 10/10

>> No.3447769

You reminded me of the time I decided to record the OPL version of D_RUNNIN with Dosbox and just out of curiosity, I decided to convert that recording to midi.

I was never so confused and amazed at the same time.

Here's a link: https://www.sendspace.com/file/13mr21

>> No.3447770
File: 34 KB, 640x638, 1470886482161.jpg [View same] [iqdb] [saucenao] [google]

i have looked into the eyes of god
and he just sneered at me and kicked me in the balls

>> No.3447772




that beginning sounds like somebody about to flatline

>> No.3447778
File: 7 KB, 282x289, 1445816043360.png [View same] [iqdb] [saucenao] [google]

That spider is a nigger
Look everyone, he's a nigger

>> No.3447786

>cubist doom

>> No.3447837

Someone linked me "Hangarmageddon" on Youtube and I fell in love.

>> No.3447908

Just one thing: niggatron or arachnigga?

>> No.3447917
File: 413 KB, 623x473, 1443105916990.png [View same] [iqdb] [saucenao] [google]

>stopped falling for the UV meme
>actually enjoying playing megawads for once

>> No.3448014
File: 67 KB, 314x316, 1419234293425.png [View same] [iqdb] [saucenao] [google]

>open up doom 64 official maps in doom builder
>try to comprehend how to do proper bridges
>can't figure out

>> No.3448054

step 1: draw linedefs
step 2: do the rest of the bridge

>> No.3448126
File: 827 KB, 426x320, THERE'S NOTHING WRONG WITH YOU THAT I CAN'T FIX... WITH MY HANDS!.gif [View same] [iqdb] [saucenao] [google]

How close to vanilla is g/zdoom's "Doom(strict)" compability mode?

>> No.3448150

Guys. I'm going through a bit of a hard time in my life (Must be something wrong with my brain)... So... my memorys keep falling apart...

As my brain is likely deteriorating, I must sincerely ask if anyone else has a similar experience; oldest thing they remember being a screen in darkness.

It seems I may not be the only one with this.
So my question is; Did we create Doom, did Doom create us, or has it been a cycle of the created remaking the creator?

I can't stop seeing eyes, circles, and triangles; My mind is making correlations where they should not exist.

The abyss has likely gazed back, and it sheds tears for the deceased.

>> No.3448152

>Did we create Doom
no, id software did

>did Doom create us
a big black cock in a vagina created me

>> No.3448158

No John, you are the demons.

>> No.3448160

We are both john

>> No.3448162

Ultra Violence meme?

>> No.3448165

thanks for the cringe.

>> No.3448171


is this a copypasta or are you just under the influence

>> No.3448174


>> No.3448190

>You're a casual shitter and not a real man if you don't play exclusively on UV

That meme.

>> No.3448302

>big black cock

dude no need to be redundant

>> No.3448364
File: 155 KB, 1280x800, Screenshot_Doom_20160823_185911.png [View same] [iqdb] [saucenao] [google]

Guys I'm making a wad am I doing good

>> No.3448385

Sure are, buddy. Keep it up you rascal.

>> No.3448392
File: 205 KB, 333x482, 1468376444680.png [View same] [iqdb] [saucenao] [google]


>> No.3448401
File: 2.86 MB, 852x480, 2016-08-23-2145-59.webm [View same] [iqdb] [saucenao] [google]

This is my first map, I used E1M1 as a base just to learn how to use Slade. It's also a multiplayer map because I'm not creative enough for large areas. Anyone think it's worth continuing and removing more of the E1M1 influence?

>> No.3448403

Can I use that as a map texture?

>> No.3448405

By all means, please use it.

>> No.3448428

Looks like a decent MP edit, really. flow wise... I would just gut the rest of the E1M1 stuff at this point if I were you, or just start on a new map.

>> No.3448429


Not bad for a first time! E1M1 as a DM map like this kinda gave me a dwango feel.

Slade as a map editor though? Why not Doom Builder / GZ? Just curious.

>> No.3448442

I was going for a Dwango feel, since D1M1 really interested me as a concept.

Slade is something I downloaded a while ago, and works fine enough for what I'm doing right now.

My plan was to keep the same general layout, but redesign the rooms.

>> No.3448460

Can I run DOOM64.WAD on GZDoom or any other sourceports?

>> No.3448472



>> No.3448553

I only play the iwads on UV, as I feel those are mostly easier than most user wads.

>> No.3448558

>My plan was to keep the same general layout, but redesign the rooms.
Decent plan.

>> No.3448631

>Playing GZDoom for the first time
>Leave the filters on


>> No.3448648

>bind jump and crouch
>play through all iwads abusing this


>> No.3448675

Nothing wrong with that.

>> No.3448723

I have a question

A few people in my college are interested in splitscreen doom. And I volunteered to set it up.

However, it looks like Doom3D is the only port that has 4player split screen multilayer.

Is there another way of going about this?

Then, there is the issue of getting bluetooth controllers configured for it.....


>> No.3448735

yeah, I mean I used idclev30 and iddqd at all times in doom2 the first time too, it's perfectly fine!

on that same note, is doom 2 supposed to be this easy??

>> No.3448789
File: 127 KB, 1280x768, 190689710.jpg [View same] [iqdb] [saucenao] [google]

How would you reload this?

>> No.3448794

Just filter them in

>> No.3448795


Put one shotgun down, reload the other, put that shotgun down, pick up the first one, reload that one then pick up the other shotgun.

>> No.3448796

By turning off your filters

>> No.3448801


Canonically speaking that guy has like, a thing on his belt to help him reload shit

>> No.3448808

you mean a belt that holds shotgun shells, like an ammo belt?

still has to pull the shells out and put them in though, and break the shotguns open so the expended shells pop out

>> No.3448816


to quote the Zdoom forum topic:

>"Double your gun - double your fun!"
For being a person who doesn't have time to bleed or reload, Striker sports a special mechanism attached to his belt that helps him with all the tediousness of the single-handed weapon reloading. Magnetic clip holders, ahoy!

>> No.3448821

but it doesn't help him put it in, it just holds it until he's ready to reload and picks it up

it doesn't make any sense it's just an ammo belt

but that's the point isn't it, that it doesn't make sense

>> No.3448828

>but that's the point isn't it, that it doesn't make sense

Exactly. Pillowblaster mods always throws realism out the window

>> No.3448836

*italian hand movements*

it works because of the magnets

>> No.3448848

>dpjudas Add Palette LUT tonemap mode

Should be in this morning's dev build, right? About 1.5 hours, 3 tops.

>> No.3448878
File: 3 KB, 592x56, !None.png [View same] [iqdb] [saucenao] [google]

Why are filters turned on by default in GZDoom if all they do is make everything look like shit?

>> No.3448884


Shrug. I guess Graf just doesn't care enough to change the default.

>> No.3448885

to not be hindered by doom's technical limitations or some stupid bullshit

there's no good reason it's just going to make us all mad

>> No.3448893

I got a really good idea about this, but I'm gonna wait until next thread to mention it

>> No.3448898

oh man i'm gettin antsy

i'm gettin excited

oh man oh man

>> No.3448903
File: 1.42 MB, 1280x1024, Screenshot_Doom_20151007_181405.png [View same] [iqdb] [saucenao] [google]

It makes perfect sense. The ammo holder likely has a mechanism to poot ammo in gun whilst keeping your hands free.


>> No.3448909
File: 12 KB, 170x153, teo.png [View same] [iqdb] [saucenao] [google]

Are your eyes okay, anon?

>> No.3448916
File: 1.58 MB, 1280x1024, Screenshot_Doom_20151117_203126.png [View same] [iqdb] [saucenao] [google]

Are yours? I can understand why somebody would want vanilla; but I prefer the smoothing, rounding and filtering. What I don't prefer is being slammed with brown and bloom. Also when you're like me; you still tend to slam through maps pretty quickly, so when you're twisting and turning at such incredible speeds and reaction times; I personally find it easier for my eyes to pick up.

>> No.3448918

Suffice to say; your brain naturally fills in parts via your imagination; Why not make that a bit easier?

>> No.3448926
File: 1.09 MB, 1280x1024, Screenshot_Doom_20151016_161602.png [View same] [iqdb] [saucenao] [google]

Note that this screenshot was supposed to have atmospheric lighting but apperantly that doesn't like to work sometimes without DoomRPG. Another such example.

>> No.3448935

Blur isn't imagination, your previous reason about it being easier for your eyes to pick up was the better reason.

>> No.3448937
File: 1.24 MB, 1280x1024, Screenshot_Doom_20151010_145449.png [View same] [iqdb] [saucenao] [google]

I'm pretty damn bored too; so let's start a little game shall we?

Ayyncient Ayyliens
Goin' Down.
Other (please specify)

>> No.3448941

I disable motion blur all the time in games.

>> No.3448946


>> No.3448947
File: 1.01 MB, 1280x1024, Screenshot_Doom_20160824_022052.png [View same] [iqdb] [saucenao] [google]

>> No.3448949
File: 516 KB, 1920x1080, Screenshot_Doom_20160824_012014.png [View same] [iqdb] [saucenao] [google]


scythe2 was fun with this guy, so was speed of doom

maybe try going down

well fuck im playing doom rpg again

>> No.3448950

Can you put on a tripcode or something if you're just going to spam filtered screenshots?

>> No.3448956
File: 15 KB, 635x414, baby-crying.jpg [View same] [iqdb] [saucenao] [google]

One DTST, one GD.

>complaining about graphics in DOOM of all things
Found our Underage!

>> No.3448961
File: 120 KB, 544x855, Doom64 floaters.png [View same] [iqdb] [saucenao] [google]

for bridges in doom64 you need to have macros set up. one raises the bridge for walking under (so it looks like a bridge from below, usually using skytricks - pic), and one macro that raises the bridge to walk on.

Its kinda fiddly.

If you look at beta64
he actually explains how he does them on page 7. You can open his map in Doom Builder 64 and look at the macros he uses.

>> No.3448969


I want you to play hellground first, not only because it's the shorter one of the bunch, but because once you start and finish the rest of those wads, you'll end up realizing how unique hellground is and how you wish there was more of it somewhere else

>> No.3448970

wait is this the same "best megawad" strawpoll that one anon kept posting every thread as bait, but now without the strawpoll to get more posts

and you're doom babby posting

and filter baiting, saying that people that don't turn their game to vaseline have eye problems

>> No.3448976

>implying i was snarking at anybody but the guy whining about the filters.

But no; it's more of a "i want to do some sort of pseudo-adventure thing with DOOMRPG/RLA and the VR board; but not sure how i would do this nor where to start"

Still trying to get the lighting and everything to look good. I want the sprites to be sharp; but smooth. Suffice to say; I want to enjoy the originals; but with a better graphical output for the sakes of applying a new coat of paint.

Suffice to say; I don't like Brutal Doom; and that's just me. I like to blitz through levels quickly; but I also like to have to step back and figure out what to do from time to time; and what would be best.

>> No.3448980

>sharp; but smooth.
not him, but no such thing. stay sharp, avoid smoothing. Smoothed sprites look disgusting

>> No.3448985

>wait is this the same "best megawad" strawpoll that one anon kept posting every thread as bait, but now without the strawpoll to get more posts

no it's definitely not. i'm pretty sure that other guy got the message and stopped posting.

try taking off your tinfoil hat for a little bit.

>> No.3448993
File: 987 KB, 1280x1024, ithinkyourjustshitpostingforattention.png [View same] [iqdb] [saucenao] [google]

but ok.

>> No.3448994

shame you cant do that in vanilla dos doom

>> No.3448995
File: 2.67 MB, 400x225, prettymuchyoureafaggot.gif [View same] [iqdb] [saucenao] [google]


>> No.3448997

Ah, so you are just shitposting. Good to know.

>> No.3449000

Please obey this post,
it tells you what to do.

>> No.3449004
File: 108 KB, 2064x994, thething1982-1.jpg [View same] [iqdb] [saucenao] [google]

>he keeps going and going and going

>> No.3449007



>> No.3449010
File: 100 KB, 96x96, 1395098441423.gif [View same] [iqdb] [saucenao] [google]

this is gunna be gud.

>> No.3449013
File: 2.74 MB, 1543x5500, doom_wanna.png [View same] [iqdb] [saucenao] [google]

Not even him, m8. Upper right looks better. Higher resolutions are fine, but filters look terrible.
Opinions aren't shitposting, you thin skinned looney.

>> No.3449024
File: 657 KB, 500x281, 1437694311688.gif [View same] [iqdb] [saucenao] [google]

What skin?

>> No.3449045

New thread when

>> No.3449049

Holyshit, I'm so going to use this one in a joke wad.
As who should I credit you? Anon3447769?

>> No.3449073
File: 85 KB, 673x960, gANoXsq.jpg [View same] [iqdb] [saucenao] [google]

Don't even get me started on skeletons, I've got a folder full of them.

>> No.3449074

Sounds kinda like something from a dos version of Goldeneye.

>> No.3449109

>when you play with a crosshair but leave autoaim on

>> No.3449135

yep, no filters looks crisp and clear, the way it was originally. rounded shitty sprites look like poorly done MS paint pesudo-clay animation

>> No.3449153

I'm convinced people claim to prefer the one on the right just to fit in.

>> No.3449169

Just look at the pistols. Filtered one looks like smeared ink.

>> No.3449176

New thread when

>> No.3449179

Doom Odyssey 2001

>> No.3449181
File: 192 KB, 641x551, 24e53405ab7b32b67f8567c4a62d6ee4126e7840.png [View same] [iqdb] [saucenao] [google]

Those trips will it

>> No.3449184


>> No.3449273

lads I have left this place some time after Ty passed away, now I just got back and tell me what is this shader stuff? is it GZ exclusive? is it some advanced openGL fuckery? any other significant changes to Zdoom? any cool new maps? any other important news?

>> No.3449274

>Doom: Italian Edition

>> No.3449524

that's not trailblazer you git

>> No.3449998


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