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/vr/ - Retro Games

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3449180 No.3449180 [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.3449183

[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 map update: Earth >>3400398

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

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

[07-29] Vinesauce Mapping Contest

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



>> No.3449191
File: 156 KB, 680x678, 1462357177010.png [View same] [iqdb] [saucenao] [google]

Anyone have some Quake single player levels to recommend? I've played Arcane Dimensions and Honey.

>> No.3449195
File: 11 KB, 100x50, hissy.gif [View same] [iqdb] [saucenao] [google]

Where is Hissy now?

>> No.3449196


>> No.3449201

90's metallica wasn't really metal.

>> No.3449204


>> No.3449209


>> No.3449219


now this is literal metal.

Those things are fucking loud too

>> No.3449228


>> No.3449229

>I'm convinced people claim to prefer the one on the right just to fit in.
The one on the right has a deliberately botched aspect ratio to make it look a lot worse than it should

>> No.3449230

Horde of Zendar is a good one.

>> No.3449236
File: 1.65 MB, 1920x1080, Q2E8R1r.png [View same] [iqdb] [saucenao] [google]

Can anyone identify this WAD for me? The map, not DRLA.

>> No.3449240

might be Bloody Steel, not sure

>> No.3449246
File: 827 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google]



>> No.3449248
File: 226 KB, 1000x656, who_let_the_daleks_out__by_valentrisrrock-d5j09v4.jpg [View same] [iqdb] [saucenao] [google]

>> No.3449249


>> No.3449251


>> No.3449256

That really reminds me of the way soundeffects where done in Commander Keen 4 through 6. Neat!

>> No.3449260

Doom 2 Betas?

>> No.3449261

Thanks. I'll give these a look.

>> No.3449265
File: 114 KB, 641x480, momentum.jpg [View same] [iqdb] [saucenao] [google]


>> No.3449267

cool meme.

>> No.3449268
File: 62 KB, 640x400, DOOM16.gif [View same] [iqdb] [saucenao] [google]

Someone wanna ask Romero for some Doom2 Beta sprites or something?
(pic related)

>> No.3449269
File: 29 KB, 320x200, 1471729519675.png [View same] [iqdb] [saucenao] [google]

Pic also related

>> No.3449279


>> No.3449283


Good midi cover of a great show for a bad mod. I get annoyed every time I see this mod and how it's just a fucking reskin of Doom.

>> No.3449284


>> No.3449286

Someone should make a real mod out of this, it shouldn't be too hard.. Hell, half of the work is even done for you

>> No.3449308
File: 186 KB, 1280x720, Screenshot_Doom_20160824_082255.png [View same] [iqdb] [saucenao] [google]


dpjudas' Palette shader is in (Set tonemapping to Palette), fps hit takes it from ~96fps to ~81fps.

If you want more color but still with banding then use RetroShader's posterization instead.

You can combine with RetroShader, but disable posterization first.

>> No.3449312

I was screwing around in Dos doom yesterday and was amused hearing these sound effects. The game lags a bit at high texture detail which I'm guessing is a measure of the authenticity of the emulator

>> No.3449319

Raising the cycles should help you out there, maybe also raising the RAM.

https://www.dosbox.com/wiki/Performance Quick skim should get you enough.

>> No.3449345

That honestly is kind of neat to look at in a sense.

Would be cool to see it in action on some mapset.

>> No.3449353
File: 159 KB, 894x601, 1467320889759.jpg [View same] [iqdb] [saucenao] [google]

this is fucking gorgeous

>> No.3449354

lads, been out since time when Ty died, what has changed? and what is this shader fuckery?

>> No.3449363

Ancient Aliens and D4D are the hot new mods in town.

>> No.3449367


GMOTA's getting a reboot, Term's making a Space Pirate game, D4D is the new hotness in gameplay.

>> No.3449371

A whole bunch of old sprites and textures were released by Romero last year.

>> No.3449394

GZDoom's change to OpenGL 3.x has finally paid off and we can put shaders on the screen, but right now we can't define new ones and have to replace ones hardcoded into GZDoom's menus. They're stupid shit like lens distortion anyway so they're basically placeholders anyway.

>> No.3449413

But not this Revenant or Arachnotron.
Its like the only things we still need.

>> No.3449427


>> No.3449432


>new weapons
>just one

You cheeky fuckers

>> No.3449441
File: 36 KB, 506x404, aniki.jpg [View same] [iqdb] [saucenao] [google]

90's as fuck

>> No.3449450 [DELETED] 

>new weapons...
>... although at this point we haven't settled yet on what those weapons will be

there you go you autistic fuck

they had no fucking clue at that time, retard piece of shit

>> No.3449453

holy shit dude.

>> No.3449454
File: 52 KB, 604x604, pwZUpPA.jpg [View same] [iqdb] [saucenao] [google]


Just think, guys. You too could be this angry over a half assed stupid post on 4chan.

>> No.3449457
File: 19 KB, 75x75, spinny spinny.gif [View same] [iqdb] [saucenao] [google]


>> No.3449459

lmao damn dude

>> No.3449462

Its that music, sounds like something out of an old porno

>> No.3449463
File: 1.05 MB, 2048x768, GZdoomontheright.png [View same] [iqdb] [saucenao] [google]

>My custom PLAYPAL fucks up the floor in the first room with green streaks

>> No.3449467
File: 741 KB, 1024x768, Screenshot_Doom_20160825_001611.png [View same] [iqdb] [saucenao] [google]

Well I guess I forgot to set it to software lighting, oops.

>> No.3449470

>better graphics

>> No.3449475 [DELETED] 

Better watch it, you might have some assmad doombabby insult you

>> No.3449479

I want to bang that Accountant.

>> No.3449481
File: 2.74 MB, 640x360, gzdoom 2016-08-24 09-50-31-06-shorter.webm [View same] [iqdb] [saucenao] [google]

RetroShader devbuild for GZDoom g2.2pre-2067-g2f893af

Same readme >>3447631

Palette Tonemap + RetroShader devbuild + Bubblegum Crisis + Thunderpeak

It's like a brand new game. It's like a brand new old game.

Can only really see it when you go slow, unless you crank it up but I don't want it too shaky.

Despite it being the same engine with no technical improvements, the maps seem more detailed and full of more decorations. Maybe that counted in the early 90s, it's been a while.

Yeah that's much better. Looks like you have lens distortion on though.

>> No.3449482

isn't she a little old to be playing doom

>> No.3449483


Well those are cool fuckin weapons

>> No.3449487

>grasping at straws
>baiting using epileptic trees.
No; Original resolution for both of them. One on the right is the original and whilst it is nice; no longer necessary.

Absolutely fucking rad. Now all we need is the Dr. Who sods to take interest.

>> No.3449490
File: 412 KB, 593x579, john romero's mum.png [View same] [iqdb] [saucenao] [google]


>> No.3449492
File: 1.16 MB, 1920x3600, Screenshot_Doom_20160824.png [View same] [iqdb] [saucenao] [google]

Was surprised how well combination of RS and palette works for wads with custom palettes. AA looks so much better.
Thanks again, man, RS is awesome.

>> No.3449496

Can you post settings for gzdoom that work best with Retroshader and Palette? I want to make it as authentic as possible.

>> No.3449501

Set the sector lighting mode to Software and keep posterization off inside RetroShader if you're going to use the Palette tonemap. The RetroShader defaults should be fine unless you're not on 16:9 or the pixelation is a little strong.

Did you set it to be more pixelated? Trying to figure out if the pixelation gets worse when the resolution goes up.

>> No.3449505

posterization = 20
aspectx = 16
aspecty = 10

>> No.3449506

>Looks like you have lens distortion on though.
Yeah, I realised afterwards, had it on for that wobbly shader someone else made.

>> No.3449507

pixelcount = 1;
Copied pasterisation instead of it, I'm a dingus.

>> No.3449523

the point is doom II had the exact same graphics as 1

>> No.3449526

Yeah and that guy might fly off the handle and might jump down your throat because they use different textures and have new monster sprites

>> No.3449534

what are you going on about now?

>> No.3449535

Oh okay, I had my aspect ratio set to 19:9, that's why it looked too pixelated. I make a lot of changes on no sleep, that gets it extra retro.

>> No.3449539

this guy >>3449450

>> No.3449541

who cares, you messed up, they called you out, it's time to move on

>> No.3449554

It's not even a mess up, I was being a wiseass and that asshole completely lost his cool.

>> No.3449556
File: 222 KB, 3200x1200, dom.png [View same] [iqdb] [saucenao] [google]

Not perfect, but pretty close.
Left: Chocolate
Right: GZ

>> No.3449560

shutup you faggots and tell me what you're working on

making gun sounds is hard

>> No.3449562

we know dude you don't have to keep bringing it up, no one thinks that piece of shit acted appropriately

>> No.3449570

Sorry. I just really hate when people get all uppity over shit like that. I'm going to bed.

>> No.3449571

Do you have mipmapping disabled so Texture Filter Mode reads None and not None (Nearest Mipmap) or None (Linear Mipmap)?

If not, maybe I'm just seeing the stupid pixel bleeding I can't fix off in the hallway.

>> No.3449574

sleep tight bro

>> No.3449580 [DELETED] 

and go fuck yourself, butthurt bitch

>> No.3449581
File: 45 KB, 711x375, settings.png [View same] [iqdb] [saucenao] [google]


>> No.3449589

For more crunch set Anisotropic Filter to 0x, though that wasn't causing most of what I was seeing unfortunately.

>> No.3449593
File: 2.11 MB, 640x360, 2016-08-25 01-07-22.webm [View same] [iqdb] [saucenao] [google]

RIP small 3D weapons

>> No.3449594

Meaty revenant was unfinished IIRC (also the graphic looked like shit)

Old arachnotron looks pretty much the same except it has a tiny chaingun drawn onto it instead of the plasmagun.

>> No.3449605
File: 2.16 MB, 640x360, killmeee.webm [View same] [iqdb] [saucenao] [google]


>> No.3449606

I might be able to fix that with minimal effect on the world by excluding a short gl_Position.w range from the vertex jiggler instead of only gl_Position.w == 1.

What mod is that?

>> No.3449614

That's just how retro games were.

At the very least you can disable it for now by renaming RetroShader's main.vp to disabledmain.vp or similar so it doesn't override GZDoom's non-distorted main.vp

>> No.3449618
File: 41 KB, 240x348, bcc622ce01a605f08721512b9b4184a0aa49708a.jpg [View same] [iqdb] [saucenao] [google]

So since we're all about tweaking GZ options right now, what would you recommend for smooth running in potato comps?

>> No.3449619


weird idea but i wonder how weird it would look with those bad risen3d/doomsday 3d models under this shader..

>> No.3449625
File: 198 KB, 1280x480, doomnors.png [View same] [iqdb] [saucenao] [google]

Right: GZDoom at 640x480 (lowest one), no RetroShader, only palette, Software lighting (other look even more different)
Left: Crispy Doom (Choco can't run 640x480)

It's even more different now.

>> No.3449626

It's Quake 1 Stuff ULTRA and Zaero1.wad.

>> No.3449630

>making gun sounds is hard
dont make them, rip them from youtube clips of people firing guns

>> No.3449637

>Quake 1 Stuff
I hate how it replaces most corpses with the zombie enemies. Makes some maps nearly unplayable.

>> No.3449638

Lowering resolution, closing everything but GZDoom, disabling filters + resizers + anisotropic.

I bet that's how half of the Zandronum mods I've played got their sounds.

>> No.3449642

This Kills ZDoom

>> No.3449645
File: 294 KB, 2560x1440, Screenshot_Doom_20160824_102932.png [View same] [iqdb] [saucenao] [google]


feels like im playing chasm: the rift

>> No.3449646

>I bet that's how half of the Zandronum mods I've played got their sounds.
Hey if it works, it works.

>> No.3449657

What is that meant to be? a chaingun?

>> No.3449660

To be clear we're both joking about it sounding like complete shit, right? I can't tell because I know a lot of people unironically do it.

We've got thousands of video games to get sounds from, sounds that aren't low quality MP3s or M4As streamed from YouTube that still end up in mods that clearly took a lot of time and effort.

Here, take these. https://mega.nz/#F!1xdEFQ4A!wTuvZxFatpVjMPBAZVUtTQ

>> No.3449662
File: 230 KB, 1280x480, doom3.png [View same] [iqdb] [saucenao] [google]

You know, posterization is slightly closer to vanilla in my opinion. It doesn't make floor brighter in front of player.

>> No.3449669

Looks like the Quake shotgun, kinda.

>> No.3449675

Yeah, its the only model that works in this broken pack. No other gun models work. The Revenant also renders the model like its in "Infinitely Tall Actors" mode and its hilarious. clipping up a webm of this madness

>> No.3449682
File: 420 KB, 1280x960, Doom2016.png [View same] [iqdb] [saucenao] [google]

>don't use both effects they said

>> No.3449695 [DELETED] 

what, looking for a cookie?

>> No.3449697

all right so not deliberately botched. but are you aware the original ran in a mode whose pixels are 20% taller than they are wide?

>> No.3449703 [DELETED] 

Was it necessary to be such an asshole, asshole?

>> No.3449704

he has a track record of falling into romances with ladies who beat him in deathmatch

>> No.3449709 [DELETED] 

>asshole, asshole

Just another kid looking for attention, keep the insults flying and give it your best shot.

>> No.3449714
File: 2.85 MB, 1280x720, file (01).webm [View same] [iqdb] [saucenao] [google]

what hell have i created

>> No.3449715 [DELETED] 

is there just one person posting screenshots and another shitposting in this thread

>> No.3449717
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google]


>giant revenants

>> No.3449718 [DELETED] 

Yeah, I'm doing both.

>> No.3449719


>> No.3449721

What is your problem, seriously? I've just posted a screenshot. Had a bad day or what?

>> No.3449725
File: 155 KB, 1280x720, Screenshot_Doom_20160824_115338.png [View same] [iqdb] [saucenao] [google]

Why do Imps spawn boxes on death?

Game Looks Great

>> No.3449726
File: 70 KB, 640x480, 44-041.png [View same] [iqdb] [saucenao] [google]


>> No.3449732
File: 32 KB, 272x372, DANCE.gif [View same] [iqdb] [saucenao] [google]


Keep posting stuff, I enjoy it.

>> No.3449735
File: 2.89 MB, 1280x720, THETRUEPLUTONIAEXPERIENCE.webm [View same] [iqdb] [saucenao] [google]

What pack did you find where the Gun models work? I just found gz-Models-r16.pk3 and i'm using that.

>> No.3449740
File: 501 KB, 280x210, i can feel the warp overtaking me.gif [View same] [iqdb] [saucenao] [google]

>giant revenants
>pinky refuses to die
>minigun is constantly fluctuating

>> No.3449742

http://www.wad-archive.com/wad/094e5fe4787575c5a797b51007ac7806 with the fixed modeldefs from Enjay http://forum.drdteam.org/viewtopic.php?t=6109

Maybe those the ones already in it but I replaced it anyway.

>> No.3449746

Finally there's a reason for these shitty 3d models to be used!

>> No.3449747

can't shake the thought that it's humping flaming testicles toward me

can't shake the thought that maybe i like it

>> No.3449782

Interesting, without fix from Enjay imps don't spawn boxes, but with it I get same shit as shown here >>3449725

>> No.3449813

Why are they so huge??

>> No.3449819


>> No.3449824

Yeah but why? Does the model data have a scale parameter that is being parsed incorrectly or what?

>> No.3449835


I think its just an old PK3? Was more of a curosity, the one that the other anon with the fixed modeldefs works better, but I want to say its the wobble from RetroShader messing with it?

>> No.3449837

MODELDEF's scale value wasn't being read properly because of whitespace character 0xA0 existing in some lines.

>> No.3449850
File: 234 KB, 1920x1200, Screenshot_Doom_20160824_195419.png [View same] [iqdb] [saucenao] [google]

They spawned AllMap model for some reason.
Here's a file that doesn't spawn it and Allmap still works. http://www.mediafire.com/download/u1apafq35siuq95/Modeldef.Doom.Items.def

>> No.3449851


>> No.3449897
File: 414 KB, 1024x2048, Spencer.png [View same] [iqdb] [saucenao] [google]

Traced the shading of a Pokeball, put it on Spencer.

>> No.3449916

Going to play Doom co-op for the first time with my friend today.
Anything I need or that I should know?
I have GZDoom and Zandronum, although I'm not sure if I know how to use the latter properly.

>> No.3449941

Any new Chexen updates?

Chex Quest + HeXen is the most hilarious thing I have seen in recent times.

>> No.3449943
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.

And before you ask, no, the glitch is not fixed by making a call to A_OverlayFlags and setting the PSPF_ADDWEAPON flag. That was the first thing I tried.

>> No.3449952

Indeed it is. Thanks, anon.

>> No.3449958

>Execution could not continue.

>Script error, "AkimboDrumShotguns.pk3:decorate" line 58:
Invalid state parameter {

>> No.3449962

update your zdoom

did you also try pspf_addbob?

>> No.3449964


Forgot to mention: This uses overlays and anonymous functions, so you need a pretty recent devbuild to run it.

>> No.3449973

Thanks, anon.

>> No.3449985
File: 151 KB, 1280x720, Screenshot_Doom_20160824_144903.png [View same] [iqdb] [saucenao] [google]

>> No.3450004
File: 100 KB, 1280x720, Screenshot_Doom_20160824_145455.png [View same] [iqdb] [saucenao] [google]

Looking a little Minecraftian.

>> No.3450019
File: 94 KB, 1280x720, Screenshot_Doom_20160824_150314.png [View same] [iqdb] [saucenao] [google]


>> No.3450024
File: 145 KB, 640x360, gzdoom 2016-08-24 15-05-30-14.webm [View same] [iqdb] [saucenao] [google]

>> No.3450029 [SPOILER] 
File: 95 KB, 284x449, 1472065912369.png [View same] [iqdb] [saucenao] [google]


>> No.3450034

First beta of Endless Survival v0.51 before I post a proper first release on the ZDoom forums:


Main focus on this version is revamping the score system so that monsters give score based on their type instead of a random value, and most importantly a few options to help with playing in single player - spawn mode and spawn rate. You can choose between progressive spawn mode (monsters don't spawn until you've reached a certain level) or random, and you can change the delay between monsters spawning to half, normal speed or double speed. You can also change the threshold for how many monsters you need to kill before a boss spawns. ITYTD and NM now behave like the other skill levels.

also have some new config PK3s, would like some feedback on what monsters should spawn on what skill (and also what level on progressive spawn mode)

>> No.3450045

happy to hear it. that's the first time i've ever ID'ed a wad i've never played :)

>> No.3450049
File: 2.00 MB, 640x360, JigglingHallway.webm [View same] [iqdb] [saucenao] [google]

There are so many coords to mess with.

worldcoords, eyecoords, gl_position

Maybe I should mess with vTexCoord next.

>> No.3450053
File: 87 KB, 1280x720, Screenshot_Doom_20160824_152430.png [View same] [iqdb] [saucenao] [google]


>> No.3450079

You have infinite lives in Coop so for better or worse you can die all over the place, so go ahead and load up those difficult mapsets on Ultra Violence, though Nightmare is still nightmarish. There's also a gameplay flag that respawns you at the place you died, which can be convenient compared to running back thru half a level again, though you sometimes can wind up respawning outside a window or stuck in a tree and unable to get back to the level, so it's not totally recommended. You can also set flags to have weapons remain, and health/ammo respawning, and one that makes it so you can move through other players to make it so narrow halls and platforms are easier to move through. I think there's one that shares keys to all players once one is picked up. These are all great flags in the multiplayer settings to look for and enable.

>> No.3450094

Where do you change these options? I just loaded it up and it's not fun having Archviles spawn within the first minute.

>> No.3450106
File: 2.79 MB, 640x360, gzdoom 2016-08-24 15-42-31-68.webm [View same] [iqdb] [saucenao] [google]

Double threat of gl_Position and vTexCoord jiggling. Now everything up close is extra broken.

>> No.3450110

Looks even more PS1 now

>> No.3450136
File: 2.00 MB, 640x360, Squaggle.webm [View same] [iqdb] [saucenao] [google]

PSX Doom has about 70 FOV.

>> No.3450139
File: 3 KB, 200x258, 1462500018214.png [View same] [iqdb] [saucenao] [google]


>> No.3450146

where the online at BOIS

>> No.3450148

I don't get it.

>> No.3450149

why does this happen on psx?

>> No.3450157
File: 12 KB, 480x360, fastdog.jpg [View same] [iqdb] [saucenao] [google]


>> No.3450158

I'm just getting started with ACS scripting. Is there a conditional that checks a sector's current height or some way to disable this switch until the action is complete? This script works perfectly unless the user mashes the Use key in which case you can get the elevator stuck.

script 1 (void)
if (curFloor==1)

>> No.3450171

The positions of vertices (the corners of models) are calculated as integers (whole numbers) instead of floating points (numbers with decimal places) so there's no fine precision.

There's some more stuff with the textures not being perspective corrected but I don't know much about that. It has something to do with including the distance between the point and the camera in the scaling of textures.

>> No.3450182
File: 369 KB, 1280x720, Screenshot_Doom_20160824_232026.png [View same] [iqdb] [saucenao] [google]

no, the pistol is wimpy and and inaccurate
the knife is good tho

>> No.3450189


>> No.3450193

wait never mind it's aaliens. i had to zoom it in but then you can see the numbers font

>> No.3450198

ayyyliens with dump 3's weaponpack
the pistol's gr8

>> No.3450221

Oh, I found TagWait, that should work if I put it before the if statement.

>> No.3450247

This worked perfectly.

>> No.3450259
File: 326 KB, 1440x900, Thanks.png [View same] [iqdb] [saucenao] [google]

Thanks, zdoom

>> No.3450285
File: 252 KB, 1440x900, Screenshot_Doom_20160824_182218.png [View same] [iqdb] [saucenao] [google]

This reminds me of that picture of a caco that says "SCARED"

>> No.3450331
File: 20 KB, 198x314, the other scared.png [View same] [iqdb] [saucenao] [google]

just for you anon

>> No.3450401


>> No.3450545
File: 336 KB, 1024x768, NUTS.WAD_2.png [View same] [iqdb] [saucenao] [google]

>It's a Skillsaw map

>> No.3450547
File: 63 KB, 658x429, 22315421.jpg [View same] [iqdb] [saucenao] [google]


big question

How do I run the doom64 wad?

>> No.3450554


very carefully

>> No.3450568

loosen her up with the grease pail

>> No.3450574

Probably should have posted this in the first place

I get a "Script error, "DOOM64.WAD:ANIMDEFS" line 6:
Bad syntax." error message, so I hope you can now actually help me.

>> No.3450575

by running the Doom64.exe file

>> No.3450576
File: 14 KB, 312x318, 1431932760666.png [View same] [iqdb] [saucenao] [google]

You must go on a magical journey through space & time, fighting evil and making new friends and foes along the way. or you could just look up a Doom 64 sourceport but that's boring

>> No.3450578


you should probably use the sourceport which it was intended to be played

which is doom 64 ex

>> No.3450586

are you trying to run it with a normal doom source port or something lol

>> No.3450587

I'm fucking stupid

and thanks

>> No.3450628

Going to my reaction folder, thanks.

>> No.3450669

1-3 play quake
4-6 work on my map
7-9 watch young frankenstein
0 an hero

>> No.3450681


good lord lmao

>> No.3450684

young frankenstein is fucking awesome you shut the fuck up

>> No.3450692


I'm laughing at the fact (and his luck) that he was a post away from killing himself

>> No.3450703


>> No.3450705

1-3 clean up my room and sort the 1m high pile of cords in the middle of it
4-6 work on my thesis
7-9 watch young frankenstein
0 an hero

>> No.3450713


>> No.3450714


get to work fucker

>> No.3450716

>being a collegslave

>> No.3450723

>not being born into a rich family

>> No.3450730

>not being born in a country where you don't pay for college

>> No.3450737

is yuour thesis on sucking dick because i heard u know a lot on that

also it pays well

>> No.3450738
File: 12 KB, 117x130, darkseal-15-1-1.png [View same] [iqdb] [saucenao] [google]


>> No.3450739

it pays more than you'd think

but less than you'd hope

>> No.3450827
File: 41 KB, 497x521, 3max.jpg [View same] [iqdb] [saucenao] [google]

Would you rock these licensed socks?

>> No.3450830
File: 143 KB, 1024x768, mapjam7.jpg [View same] [iqdb] [saucenao] [google]

[8-24] Func Map Jam 7 - Back to Base

>> No.3450831

Yes. Are they available outside of Ausfailia?

>> No.3450834

why would you support modern ID and bethesda

>> No.3450836

Doom 4 is pretty good.

>> No.3450850


even i think that's too much

>> No.3450871


>> No.3450876
File: 86 KB, 579x875, damn.jpg [View same] [iqdb] [saucenao] [google]

If I still played F:NV I'd make me some Doomguy pants.

>> No.3450889

reminds me of that part in HL1 where you fall down the pit in an elevator when going to turn on the power ti kill the tentacle

>> No.3450890


>> No.3450898
File: 4 KB, 650x220, 1469947364636.gif [View same] [iqdb] [saucenao] [google]

>download the quake 2 v3.14 demo just for kicks
>the air control is sluggish and awful
>apply the v3.20 patch to it
>the physics are almost completely different all of a sudden

>> No.3450901

Options -> Endless Survival Options

or if you don't see it because of WAD load order, es_spawnmode 1 in the console

>> No.3450904

hi /doom/

I'm new-ish to modding and wanted to try out zdrl, but I don't want to play through doom 2 again.

can you guys rec me some good campaigns that have a different theme other than "hell"? I've grown kind of bored of it. preferably long like the vanilla campaign.

sorry if there's an obvious faq that I passed up and this is a stupid question.

>> No.3450910

ancient aliens has egyptian space hell
it gets pretty tough though

>> No.3450912

Moral: Quake 2 is rubbish.

>> No.3450914
File: 7 KB, 37x57, 25.gif.pagespeed.ce.ANPf0tYH-t.gif [View same] [iqdb] [saucenao] [google]

>> No.3450929 [DELETED] 
File: 127 KB, 1230x283, vroom in a nutshell.png [View same] [iqdb] [saucenao] [google]

Doom babbies.

>> No.3450934 [DELETED] 

Reminder that you posted this kind of shit on fucking Christmas day last year.

>> No.3450935 [DELETED] 

pretty accurate.

>> No.3450937 [DELETED] 

sorry I ruined your xmas :^)

>> No.3450939

thanks, I like it so far and got it to work, but when I started it I couldn't choose my class?

it defaulted me to demolitionist which is cool and all but slow as hell.

>> No.3450941 [DELETED] 

I was talking about you, my friend. It was Christmas day and shit like >>3450929 was how you were spending it.

>> No.3450942 [DELETED] 

Don't enable him.

>> No.3450946 [DELETED] 

I just think it's mildly amusing how shitposting in this thread has basically become a hobby of his. He's on the same tier as Barneyfag.

>> No.3450954

Realtalk: I like Quake way, way more than Doom.

>> No.3450956

Who doesn't? It's better in every single way.

>> No.3450957

It doesn't have popular metal tracks remade in tracker format, or really much music at all, if that's important to you I guess?

Also less enemy variety, although the few enemies are better designed and more fun with the exception of tarniggers because fuck those bouncing exploding assholes.

>> No.3450958

then why do we have Doom threads all the time and not Quake threads?

>> No.3450961

Why do we have QuakeCon and not DoomCon?

Old gods: 1
Atheists: 0

>> No.3450962

quake is ugly af

>> No.3450964

The shooting in quake feels really floaty. Like the projectile speed is really slow compared to most other FPSes,

>> No.3450965

That's because, other than weaksauce shotguns, you've got no real long range hitscan weapons.

>> No.3450967

right, we'll call it a draw
both are good games

>> No.3450969

no its not

the pacing is fucking terrible. quake enemies have way too high ttk

>> No.3450974

>Like the projectile speed is really slow compared to most other FPSes,
What other FPSs? The grenades are kind of slow but that's intentional, they're grenades- Q1 rockets travel at eighty-something mph which is way faster than rockets in most games, and the nailguns are slower than bullets in, say, Battlefield or Planetside or ARMA or what have you, but faster than UT link gun projectiles or shock orbs.

You've got the Lightning gun (as rare as it is until E4), but even that's only medium range and how good it is heavily depends on if your sourceport has classic style or exact LG aiming.

Also only the single barrel shotgun is weaksauce, the double is perfectly serviceable for close range combat if you're saving nails (which you should be unless you've got a bunch, shamblers will laugh at your shotgun and explosives in your face).

>> No.3450975

>quake enemies have way too high ttk
aim better

super nailgun literally melts everything up to and including vores and shamblers

>> No.3450978

>quake enemies have way too high ttk
>toughest monster, the shambler, goes down in seconds from super nailgun fire

>> No.3450981

Have fun with your lost souls, cacodemons, mancubi, barons and shit then.

>> No.3450982

Fampai you picked like the two slowest projectiles in UT that are used more for area denial rather than dueling an opponent head on.

>> No.3450983

a few seconds is way too fucking long. quake is bad for this reason. borderlands and games like it are pretty much unplayable to me.

doom's way of overwhelming you with low-ttk enemies is much more enjoyable than quake's philosphy of enemy design

>> No.3450986
File: 56 KB, 491x585, 1471668920202.png [View same] [iqdb] [saucenao] [google]

wow its not like there's a gun in the game that literally kills everything in one shot or anything

>> No.3450989

The other weapons aren't very good examples due to how much they change between games- i.e. UT2004 rockets are pretty quick, but UT99 rockets are slow as fucking balls (but you can launch a half dozen of them at once to make up for it and they OHK an unarmored player on direct hit).

>> No.3450990

lol what is this samefag? These arguments don't hold water at all.
>picks slowest ass projectiles to compare against
>picks best weapon to compare against
>picks half monsters that go down quick and the other half you shouldn't be fighting en masse outside of slaughter wads

>> No.3450992

quake is better than doom because it's 3d

>> No.3450993
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google]

>a few seconds is way too fucking long. quake is bad for this reason. borderlands and games like it are pretty much unplayable to me.
Congratulations! You have ADHD!

I'm sorry you can't appreciate Quake's excellent level design and good enemy designs that work with the levels themselves due to your incessant need to shooty shooty bang bang wow look at all this pixelated gore! What do you mean these enemies weren't designed for the Super Shotgun's ridiculous utility? Fuckin' quakebabbies and their slow-ass game!

>> No.3450996

The only actual "area denial" weapon is the Bio Rifle. Otherwise I guess the Rocket Launcher and Ripper are area denial weapons too, because ohno leading shots is hard.

>> No.3450998

>best weapon
>not the RL

there's a reason the nailguns are never even touched in quakeworld

>> No.3451005

If Quake was so great, they would've gotten a new singleplayer game, and not a multiplayer game that will attempt to compete against the new breed of multiplayer FPS games.

Oh yeah, I went there. Fuck you gonna do about it?

>> No.3451008
File: 11 KB, 300x238, mancfat.png [View same] [iqdb] [saucenao] [google]

>You always have a BFG

>> No.3451009

well that's the thing

quake WAS great

>> No.3451017

It just isn't as popular.

Even normies now know DOOMGUY, RIP AND TEAR, RIP AND TEAR, HUGE GUTS ETC ETC and Doom is the go-to 'retro FPS cliche.' Not saying Quake is better designed or anything, it's obviously a rush job and a half as fantastic as it turned out, but every Quake game is different and the most popular one by far is Q3A. So it only made sense for them to go for the 'remake Q3A with modern ASSFAGGOTS elements' route.

Singleplayer Quakers are definitely the minority compared to multiplayer, and for multiplayer Q3A/QL is the largest crowd bar none- especially once you count all the people who hopped onto that bandwagon to act like they played HARDCORE ARENA FPS GAMES and had never even heard of the era before railguns.

>> No.3451018

Poor argument when Unreal 3 doesn't exist but Quake 4 does.

>> No.3451019

he obviously means the ssg

>> No.3451021

Okay guys hear me out here:

What if the quake ranger could throw his axe

>> No.3451025


quake ranger
the hexen electro axe

>> No.3451026

what does the quality of the original game have to do with the devs trying to pander to what's popular right now for the new spinoff?

that's like saying ''if Doom's speed, huge levels and frantic gameplay was so good how come they didn't make Doom 3 like that?''.

>> No.3451031

i actually do have adhd and i wouldnt wish this hell on anybody, but it has nothing to do with my tastes in video games. i have no problem playing slow games, i just dont like slow fpses. they are extremely unfun to me.

>> No.3451037

Also: would you WANT a new singleplayer Quake game?

I mean, half of what carries the original so far is the fantastic level design, primarily Romero and his hard rules for designing maps. Q2 was after he left and Petersen and McGee were left to cobble shit together, and it definitely shows in the endless grey military complexes that have little of the verticality and "connected-ness" of Q1's brown castles. The art style is murky but defined, with its low-res environments and enemy textures letting your mind fill in the specifics- which works fantastic for a 1990s game with direct Lovecraftian influences, but would never fly in 2016. Modern audiences would never accept a game with small yet intricate levels with no map or pointers or really any environmental interaction at all other than hitting walls with your axe to open secret doors, only seven weapons (two of which are better versions of another two, and one of which you don't even get until halfway through the game, later if you suck at finding secrets), less than a dozen enemy types and multiplayer so quick you blink and you're dead.

>> No.3451039


Damn anon calm down there, Timon's Axe is crazy powerful

>> No.3451046

Not exactly the same, but Arcane Dimensions includes an axe upgrade (aside from the standard reskinned axe) that makes it do triple damage or more, which is enough to get rid of low tier enemies like knights in one swipe, gib zombies without explosives, and actually work as an alright melee weapon.

>> No.3451086
File: 446 KB, 1412x2000, CqdYwhmWIAAormE.jpg orig.jpg [View same] [iqdb] [saucenao] [google]


>> No.3451087

This looks like something that would be made for a movie to make it look like the characters are playing a video game in the early 2000s

>> No.3451089

Not angry enough.

>> No.3451093

UT4 flak cannon MG
i liked the gatling design of Q3

>> No.3451095

is the ranger a doom marine who got sucked into an alternate dimension?

>> No.3451097

who's this cherubic ken doll

>> No.3451102

I still don't like the yellow two-tone helmet, either. Too futuristic.

Then again, all his gear looks more modern or modern+, now, instead of the "plate armor and an axe" Ranger we all know and love.

And why does he have random-ass pieces of cloth wrapped around his wrists?

>> No.3451117

>Not scowling and isn't FUCKING PISSED
0/10 poor show

>> No.3451118


Hey, armor that isn't an overdesigned piece of shit. I'll take it.

>> No.3451124

looks like a football player.

>> No.3451125
File: 47 KB, 559x517, RAN5ER.jpg [View same] [iqdb] [saucenao] [google]

At least it shows they're still working on his design, it's come a long way from the cinematic trailer with ape-man Ranger wearing Wrack's armor. Still a bit fancy for my liking- and the lack of the two strips holding his chestplate together that were in both Q1 and Q3 is kind of lame, as that was the only real detail on his original armor- but they're making progress.

Definitely not FUCKING PISSED enough, even if the face is a bit better.

Chin's too big, though.

>> No.3451134

you guys don't get it

that's ranger's seductive face

>> No.3451138
File: 19 KB, 213x208, 1465616468679.jpg [View same] [iqdb] [saucenao] [google]

ranger is like doomguy but in a world where everything is super shitty

doomguy gets sent to the UAC base on mars where science-types sent shit through hell for shits and giggs and then had everyone turned into zombies
ranger gets sent to the local military base where the unnamed government sent shit through forgotten worlds and dimensions of the Elder Gods for shits and giggs and then had everyone turned into mindwiped drones with the pleasure centers of their brains wired up to kill humies

doomguy gets a full face helmet, lots of guns and experimental energy weapons that kill everything real good
ranger gets some shitty medieval cosplay gear, some Home Depot deck-building equipment and a 'lightning gun' apparently jury-rigged out of rusted tin cans that someone forgot in Unspeakable Dimensional Horror's Basement #783

doomguy gets to experiment with demon drugs and balls of pure energy as powerups
ranger hits walls with an axe and finds floating pentagrams and rings of invisibility that don't even make him invisible

doomguy eventually becomes a hero who saves the world from demons and then goes back into hell to kick more ass and (assuming D44M's new canon is in line with that and N64 DOOM) stayed there forever to make sure no more demons got out
ranger was never heard from again, the world was presumably killed and he kept slipgate jumping between dimensions until he went mad and started just killing everything he met

doomguy explores all sorts of exotic locales including martian landscapes, destroyed human cities and demonic planes of torture, with all colors of the rainbow (and fireblu)
ranger stares at a bunch of brown and grey and moss green until his eyeballs bleed

doomguy is stoic, inquisitive even, constantly checking his surroundings for secrets and enemies and even the hardest hits won't keep him down for long
ranger is just constantly pissed at how unbelievably shitty everything in his world is

ranger had a hard life

>> No.3451145

hey baby

wanna HUUH my HUUH all HUUH while HUUH HUUH HUUH Shambler HUUH Quad Damage HUUH HUUH urethral insertion HUUH HUUH HEAURURGHGHH

>> No.3451146

doomguy starts out with just a gun and his fists.

at least ranger had a shotgun and a fucking axe.

somehow hell gave doomguy a convenient difficulty curve.

>> No.3451150
File: 114 KB, 431x356, the website's search is in beta.png [View same] [iqdb] [saucenao] [google]

broken-ass website says he's a cherubic lando calrissian


>> No.3451152

I mean, it's fitting; Q3A puts him at 6'5", 230lbs, which is half a foot and 50lbs bulkier than Doomguy.

>> No.3451154

He probably got a bit happier

>> No.3451158

it detected his chin size as "extra small"

don't trust this website with helmetted men with tiny eyes

>> No.3451160

doomguy's fists do the same max damage (20) as ranger's axe

that's how shitty it is

i'll give you that the shotgun is better than the pistol, but doomguy also gets the super shotgun which makes ranger's double barrel look like an airsoft

>> No.3451163


hey, maybe the doomguy is just so strong that his fists do as much damage as an axe

>> No.3451168

probably a little column A, a little column B

if doomguy is so stronk why can't he jump

>> No.3451173

>doomguy's fists do the same max damage (20) as ranger's axe
we're not talking game balance mechanics, a shitty punch isn't gonna do as much damage to a monster's face compared to an axe.

>super shotgun
not in doom 1, plus Ranger gets something much better than Doomguy's chaingun, as well as more useful powerups like Quad Damage.

also seems that Ranger has returned way happier for Champions so everything turned out all right for him because now he's playing pretend-Overwatch with his buds.

>> No.3451174

Or lost a bit more of his grip on reality, like what happens to most people that meet shrub-niggerath.

>> No.3451175

skipped leg day

>> No.3451176

he skipped leg d-
> then how come can he run at 60mph

>> No.3451179

if doomguy is so stronk why can't he look up and down.

>> No.3451181

he's got neck problems
that's why he mostly doesn't turn his head, just with his eyes and turns with his entire body

>> No.3451183
File: 47 KB, 720x486, tier1_groupshot.jpg [View same] [iqdb] [saucenao] [google]

>we're not talking game balance
Well if we're talking lore then Doomguy is the fastest person alive but can't jump while Ranger apparently has frictionless boots he stole from a sandraker and goes faster the more he jumps.

>plus Ranger gets something much better than Doomguy's chaingun, as well as more useful powerups like Quad Damage.
yeah fair, Quad Damage pretty much puts everything else to shame

SNG beats the chaingun, but ranger also gets no BFG equivalent

>also seems that Ranger has returned way happier for Champions so everything turned out all right for him because now he's playing pretend-Overwatch with his buds.
He can't be truly happy until Mynx is back, judging by the Q3 intro pose.

They're totally fuckin' between matches.

>> No.3451187
File: 76 KB, 397x400, 1434436127068.png [View same] [iqdb] [saucenao] [google]

How long until I can use Flatsprite and Wallsprite in Zandronum?

>> No.3451189
File: 327 KB, 2304x1536, some guido I got of google images.jpg [View same] [iqdb] [saucenao] [google]

he's so stronk his neck muscles prevent him from craning his head up or down

>> No.3451191

5 eternities

>> No.3451197

It looks like Mynx has a big ol' dick bulge here.

Tell me I'm not the only one who sees it.

>> No.3451198

he doesn't need to because in the future all guns have homing bullets.

>> No.3451201

they'll sooner invent a time machine and travel back in time
at that point future Zandro should be up to speed with current GZDoom

>> No.3451207

why not add the functionality yourself

it's opensource you know. And it looks bangin on your resume.

>> No.3451213

> [VGTG] I am the HUUNH

>> No.3451238

>would you WANT a new singleplayer Quake game?
yes, but i realize fully that zewimax will never allow it to be good

see, quake is about two things: raw FPS gameplay and lovecraftian/eldritch horrors

i'm not too worried about the FPS part, but for horror to be good, it has to be unsettling, and might not be for everyone (especially if we get into Geiger-like stuff and unsettling geometry)

so, as not everyone could enjoy it, it'd either get toned down to the point of no effect or get replaced by jumpscares because hey, kids like jumpscares, right?

>> No.3451247

quake has jumpscares with its teleporting-in enemies, though

see also: everyone who played on hard and met the two teleporting shamblers in fucking E1M3 before you even get a super nailgun

>> No.3451250

>quake: HUUNH
>doom: UNF

>> No.3451251

>i'm not too worried about the FPS part

You're kidding, right? No one has made Quake's style of level design since Quake, and if Zenimax/Id has a go at it they'll probably just do the same locked arena shtick they did with Doom 4.

>> No.3451252


i never knew bj was so racist

>> No.3451256

I think you mean
>wolf3d: NO WAY

>> No.3451260

90's underwears, V thongs and latex suits. Don't question it

>> No.3451261

What would be a better spawn spot for the zombies?

>> No.3451265

But what if she had a dick? I mean, just sayin'. Ha ha.

>> No.3451268
File: 918 KB, 1360x766, Doomman.png [View same] [iqdb] [saucenao] [google]

moon man mod when?

>> No.3451278 [DELETED] 


Already been done.

>> No.3451291
File: 217 KB, 800x800, starcraft_map.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.3451305

you're late

it's kind of shit

>> No.3451309


>> No.3451329
File: 24 KB, 470x470, bubblegum_crisis_priss_atelier_sai_action_figure_samsung_solarise_effect_photo.jpg [View same] [iqdb] [saucenao] [google]

>BGC + Thunpeak
You are officially my nigga.

>> No.3451346

BGC is fun, for some reason.
The sprites are cool, even if the gameplay is just shitty Dehacked.

>> No.3451354

Hey /doom/ my older bro wants a Doom-themed birthday party, what's some good Doom decorations? Mom's crafty and can make just about anything, and if it's cheap enough we can buy it

>> No.3451362

Get some Doom textures and turn them into big sheets to put on walls? Caco balloons?

>> No.3451376

pain elemental balloons

color a halloween skeleton with red shorts and give it a silver shirt with arm cannons for agitated skellies

>> No.3451389

Is replacing the super shotgun and BFG with a time stopping ability at all a good idea for a mod?

>> No.3451396 [DELETED] 

>my older bro wants a Doom-themed birthday party
amazon has a wide selection of books on how to deal with autistic relatives, anon.

>> No.3451404


are you implying that a doom party is not the coolest shit

>> No.3451405

In the retro shooter general, no less.

>> No.3451408

>Replacing the two most satisfying and reliable guns in Doom
Not really worth it. Especially considering the damage output you're losing with a loss of BFG

Unless you're replacing all the weapons? Different weapons and the balance that comes with it is fine.

But if it's vanilla then lots of challenging levels are really designed around having hte SSG or BFG on hand.

>> No.3451413


I wouldn't say that it would be vanilla, but the weapon loadout would probably be mostly similar.

I would hope that the time stopping would at least offset the damage output loss, but you have a point about how satisfying the weapons are.

Hmm. Too bad energy weapons and double-barreled shotguns don't really fit the character I have in mind, then I wouldn't have to think about this.

>> No.3451421

so wait i don't understand

is ranger a human? like is he from the same humanity that is fighting the strogg in quake wars and quake 4? what do the strogg have to do with anything in the first game?

>> No.3451426


I don't see any other species the Ranger could be. And as far as I'm aware, Quake II, 4 and Quake Wars have nothing to do with I continuity-wise.

>> No.3451428

what about the crates that bore the symbol of the strogg in quake?

what if quake 1 was strictly off the record black ops type shit?

>> No.3451436

I think it's implied that Quake takes place in the very far future from the other games.

>> No.3451442


I think that in all likelihood, the Strogg symbol being the same symbol on the crates was either id being lazy or was not meant to be anything more significant than a sly nod to Quake I fans.

But I guess there is room for theories.

>> No.3451469

He can in Quake Stuff Ultra, if you have one of the magical runes.

>> No.3451472

Q1 is the only game that doesn't really have any link to ANY other id games- no hanging Commander Keens, no extra storybooks linking families together, and the Q1 logo was re-used in Q2 so that's a later connection (and more likely id just reusing a design they thought was neat).

Oh and Ranger showing up in Q3A/QC of course but that isn't really canon.

>> No.3451480

what about the dopefish?

>> No.3451493
File: 44 KB, 484x363, doom-punch-922790719.jpg [View same] [iqdb] [saucenao] [google]

I suppose every UAC marine as a standard gets injected with at least a little bit of whatever is in those Berserk packs, making their punches somewhat equally as damaging as larger melee weapons, and also boosting their running speed.

>> No.3451502

Dopefish exists outside of the id continuity.

>> No.3451504

I don't get it.

>> No.3451510

Somebody just leaked 30 minutes of the cancelled XBLA version of GoldenEye.

>> No.3451513

Would be better if he leaked a source code or beta version.

>> No.3451521

Its a Dreamworks face if I ever saw one. Not as bad as the one in the trailer, but still terrible

>> No.3451525

Any sound pack with pc speaker sounds for GZDoom?

>> No.3451526
File: 458 KB, 1920x1080, De-Vile Unleashed.png [View same] [iqdb] [saucenao] [google]

oh yessssssss

We getting some good goddamn progress now.
If I can keep this going, I might actually get this released before I die of old age or something.

>> No.3451527

oh fugg

so, what'll be added already? melee weaps?

>> No.3451546

Do people seriously consider Skillsaw's maps to be that slaughtery? I always felt his mapping style more showed influence from the Scythes.

>> No.3451552


metric ton of bugfixes, new gameplay options, new monsters.

The next big update will be melee weapons, not this one.

>> No.3451567

>floating 666 around monsters head
bit goofy. difficult to take seriously..

>> No.3451571
File: 174 KB, 600x450, 1454228401540.jpg [View same] [iqdb] [saucenao] [google]

none of those are playan doom
step it up

>> No.3451572

it depends of course what your idea of "slaughtery" is. everyone seems to have a different one.

>> No.3451574
File: 14 KB, 512x384, ss+(2016-08-25+at+05.02.16).png [View same] [iqdb] [saucenao] [google]

I tried the latest RetroShader devbuild from >>3449481 but I get pic related when I enter a level.

The version posted in the ZDoom forums works for me, though.

>> No.3451582

>RetroShader devbuild for GZDoom g2.2pre-2067-g2f893af
Is your GZdoom up to date

>> No.3451583


Latest one, I actually downloaded it like an hour ago.

>> No.3451584

Oh I couldn't see the version in the title bar at first due to the horrible font colour.
No idea then, though I'm not using the x64 version of GZDoom.

>> No.3451586


I just tried the 32-bit version to see if it would work there, and nope.

>> No.3451592
File: 2.15 MB, 720x360, wow you just get more ammo back what's this fucking casual bullshit I want my money back you hack fraud.webm [View same] [iqdb] [saucenao] [google]

Thanks Term for the ACS help

>> No.3451593

In lensdistortioin.fp look for "lowp void main()" and delete lowp.

>> No.3451597


That did it. Thanks anon.

>> No.3451598 [DELETED] 
File: 3 KB, 192x192, somemong.jpg [View same] [iqdb] [saucenao] [google]

>> No.3451601 [DELETED] 
File: 216 KB, 1280x1280, 1471500684144.jpg [View same] [iqdb] [saucenao] [google]


>> No.3451602 [DELETED] 
File: 59 KB, 581x600, Joey.jpg [View same] [iqdb] [saucenao] [google]

Sorry I don't like pussy I only fuck off asses.

>> No.3451606
File: 523 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google]

This is some metroidvania shit

>> No.3451613 [DELETED] 
File: 47 KB, 396x386, 1310672235781.jpg [View same] [iqdb] [saucenao] [google]

>doom babbies

>> No.3451614

So Doom 2 is widely regarded as being the shit one, right?

I'm playing through it for the first time and I'm finding myself thanking god when each stage is over because it's just not fun. I've played my fair share of wads that use Doom 2 assets and monsters, but going back to the original is just painful.

Doom 1 was fantastic through and through save a few stinkers during the later episodes but Doom 2 just feels like a slog.

>> No.3451615 [DELETED] 

well memed doom babby

>> No.3451617

Doom 2's level design starting from around The Factory onwards is basically trash.

>> No.3451618


Generally, yeah. As far as the level design goes, anyway.

>> No.3451619

I like Doom 2's maps more than Doom 1's episode 2 and 3.

>> No.3451621

I just got to The Suburbs and yeah the quality declined sharply once the levels started going for "woah dude outdoor cities"

a lot of the secrets are really weak too, most of them boil down to finding the secret switch that opens the secret door full of cacodemons on the other side of the map and the reward is like, an invulnerability sphere that's completely useless

>> No.3451623

I think it's a shame that people don't remember Quake' s singleplayer.

People look at the current washed out brown and grey cancer in FPS games, look at Quake, read about it's hodgepodge development, and assume it was a boring slog that was merely an afterthought to the now legendary multiplayer.

But it was fantastic and atmospheric. The ambient sounds and dark colours worked to make a really oppressive effect. I didn't care much for Quake singleplayer when it came out, but I went back to it recently and I love it. It was a game copied by everyone but it still feels unique because nobody seems to have tried to recreate the actual atmosphere. The levels flow very well and you're never stuck; the gameplay is just great. Shame about the bossfights.

Quake really deserves a reboot like Doom.

>> No.3451625
File: 54 KB, 357x357, 1471537024011.png [View same] [iqdb] [saucenao] [google]


>> No.3451628
File: 2.22 MB, 800x480, gzdoom 2016-08-25 13-09-24-66.webm [View same] [iqdb] [saucenao] [google]

Is that supposed to be at insult or...?

>> No.3451629

Post your favorite doom related song

>> No.3451631


...What is going on with the Doomguy's hand

>> No.3451636
File: 54 KB, 225x450, a true savant.jpg [View same] [iqdb] [saucenao] [google]


>> No.3451638

>daggers can't be spammed infinitely anymore
>axes no longer take skill

>> No.3451641


>> No.3451643

Quake's SP is real good fun. Episode 2's my favorite.

>> No.3451647

I can't decide if I like e2 or e3 best. Still haven't gone back to e4 yet (last played it in 1996).

The atmosphere, the music, shooting grenades up at ogres. It's fucking great.

>> No.3451650

I got into the custom SP level scene a little while ago and there's some real good stuff.

>> No.3451651


I ain't done, daggers are gonna be tweaked where you throw three in a rapid burst with every click.

Axes are probably gonna hit a little harder now

>> No.3451658

>So Doom 2 is widely regarded as being the shit one, right?
it is an acquired taste. there are very few completely irredeemable maps.
i don't agree with this at all

>> No.3451659

Opinions I guess.

>> No.3451662

what's the point of a sword mod if you can just use range weapons all the time?

>> No.3451664

I wouldn't call the following maps outright shit, myself: 1-8, 10, 11, 14, 15, 17-20, 22, 26-29

But thats me.

>> No.3451665


The sword is for show.

>> No.3451701
File: 779 KB, 720x360, Like sands through the hourglass, so are the Days of Going Medieval On Their Asses.webm [View same] [iqdb] [saucenao] [google]

and now I have a HUD element telling you your ass is gonna have to wait

>> No.3451702


>> No.3451709

Love the hourglass.

>> No.3451713

>HIGH instead of hihg
That's not how it works

>> No.3451718

i think i get better ideas when i drink water and stay hydrated

>> No.3451729


Technically, you should be doing that all the time. Put like a big water bottle at your desk or whatever, I don't make mods or anything but that's what I do.

>> No.3451736
File: 580 KB, 1272x954, Dead_Pinky_Demon_by_NataN77.jpg [View same] [iqdb] [saucenao] [google]

Term, you really should have a check for if the player is PROP_FROZEN/PROP_TOTALLYFROZEN so you can't dash around when you shouldn't in Demonsteel-

>There is no GetPlayerProperty function
Oh, fuck

>> No.3451746

solution: use MODINPUT_BUTTONS instead of INPUT_BUTTONS

it's there for a reason.

>> No.3451767


You'll certainly take them more seriously when you find out what they do. Easily the most aggravating Arch-vile variant.

>> No.3451770

I'm with you anon. I had always thought with it's expanded list of monsters and super shotgun that Doom 2 had more interesting encounters, but replaying through it recently I was surprised to find just how many maps I thought were just really poorly designed in that they could've used a few more passes to look and feel less like someone threw them together quickly in an afternoon.

It also got me to look at who the individual map designers were, which gave me a much better appreciation for Romero. I had thought that he was sort of just a personality, but he really did have the touch as his maps have an overall quality and care that shows he actually was a superstar developer.

>> No.3451779

Alright then, get on it Term! Unless you think cutscene shenanigans are more important I guess.

>> No.3451801

Knowing Term, very very yes. He'd never remove cutscene shenanigans.

>> No.3451803

Are the few purple shades in Doom's palette actually used? I can't find anything with purple.

>> No.3451807

It is used in the Cacodemon's fireball. There's also left over magenta between the Wolf SS's legs from when they were converting the sprites from Wolf 3D.

>> No.3451808

commander keen's shirt for one

>> No.3451816

Thanks. So the only thing that existed that used purple in Doom, not Doom 2, was the edge of the Cacodemon fireball?

What a waste.

>> No.3451821
File: 107 KB, 626x621, sand.jpg [View same] [iqdb] [saucenao] [google]

Another pic of what I mean, any help here?

>> No.3451823
File: 142 KB, 1280x720, Screenshot_Doom_20160825_235009.png [View same] [iqdb] [saucenao] [google]

>Try Demonsteele + Super Sonic Doom
>flying, screaming Yakuza assault the ship in the intro and softlock the game
Fucking lol

>> No.3451825

I like BTSX's custom palette, cause theres more purple.

>> No.3451828
File: 7 KB, 128x128, BLD20019.png [View same] [iqdb] [saucenao] [google]

This is probabely the closest to what you're looking for that I could find.
It's from Blood 2, and should most likely be scaled down to 64 by 64, if you want to use it as a flat.

>> No.3451829

Man, I wish there were textures like that, too. But since most maps are made with indoors in mind I doubt there is any.

>> No.3451831

i guess doom wasn't a very VIOLET game

>> No.3451835

Aeternum and Vanguard are pretty slaughtery.
Hell, Vanguard has a level with like, 600 enemies doesn't it?

>> No.3451836
File: 226 KB, 1366x768, doom stargate 20X6.png [View same] [iqdb] [saucenao] [google]


>> No.3451839

Hmmm, I'll have to hunt through a shitload of textures by the looks of things.

1 texture won't be enough to create an "environment". The idea is "Martian surface".

>> No.3451840
File: 4 KB, 64x64, DRROCK35.png [View same] [iqdb] [saucenao] [google]

And there's the DrDoctor's Texture pack that has variations like this

>> No.3451842

It's a shame that not many texture makers use the oranges of doom, as there are actually quite a lot of them in the pallete.

>> No.3451845

Map quality is overall worse than Doom 1

There are a few true stinkers, but yes it's underwhelming otherwise

Though made by other people, TNT and Plutonia are much better

>> No.3451857
File: 132 KB, 492x462, 1344198651002.jpg [View same] [iqdb] [saucenao] [google]

Checking them out, yeah I see *something* here but it's just not "desert" enough.

I think Stronghold: Edge of Chaos had some sand planets, I'll check what they used.

Barring that I'll have to go on a long slog through all the texture packs and pick out the ones I want.

Mapping aint easy, homies.
Thanks for the help though, this board is a godsend. Great for coming here for quick, easy help without any forum drama nonsense.

"Circle of Death" is probably one of the greatest Doom maps ever made, it's just damn fantastic.

>> No.3451859

Suburbs is probably the best of the city levels, its incredibly lazily designed and doesn't even try to look like what it says it is (I don't remember living next to a pool of acid when I was young) but at least you get to fight swarms of monsters, which is more than can be said for Factory or Industrial

>> No.3451878

Glad I could help. Good luck with the hunt for textures! In the worst case you could hunt through textures.com and resize the shit out of the textures to make them "pixelated"

>> No.3451881

Thanks broslice, though pls don't get annoyed when I'm back sometime in later threads going on about "muh textures" again.

>> No.3451887
File: 23 KB, 384x128, Rust.png [View same] [iqdb] [saucenao] [google]

How about this? I fucked up a photo of a rusty wok.

Did you know that rutracker.org has a big collection of shit from there so you don't have to wait on Download Credits? They're not incredibly recent but they're big.

>> No.3451898

Anyone know any good DoomRL Arsenal assemblies? I can't find a list besides the roguelike wiki, and this wad doesn't seem to spawn the items that reveal assemblies for you.

I did figure out PATT on my own by accident though. That was nice.

>> No.3451901
File: 401 KB, 1000x1140, 1381453858514.jpg [View same] [iqdb] [saucenao] [google]

That's......actually pretty good.

But it's very late here and I'm wanting to head to bed so don't put in a lot of effort as I have to hit the hay for work tomorrow.

I'll have to find a few different textures I want for terrain to get a "set" going and I might not get back to you over it, but what you mocked up quickly there seems like the color I'm going for. The rightmost one is the most extreme I'd do but just think "martian sand" from DOOM (2016) and we're on the money.

Anyway, thanks again homie.
Have a picture of some sexy guns.

>> No.3451904

In .webm form

>> No.3451908

Better off going with Left and adding Red or Orange sector lights IMO.

>> No.3451917
File: 1.28 MB, 1112x4999, 1308225129488.jpg [View same] [iqdb] [saucenao] [google]

Though sector lights would add the color to the player and seem a bit "off" in that sense.

I'll tinker about.
Anyway, past bed dtime now so thanks again ol chap.

>> No.3451926
File: 109 KB, 640x128, Mars-Collection.png [View same] [iqdb] [saucenao] [google]

For when you come back.

>> No.3451929

There are some textures from Doom that I don't recall seeing in doom 2. I'm not sure if there are many new textures, but different ones may be used more in either game.

>> No.3451931

Didn't know that. Thanks for letting me know! Saves waiting a day to finish a Doom level because you just wasted al your daily free credits on textures for other projects.

>> No.3451932

Doom can run on a TI-83. As long as you have a pentium or later it should be fine.

>> No.3451939
File: 11 KB, 128x128, MEATWALL.png [View same] [iqdb] [saucenao] [google]

Here, have a MEATWALL.

>> No.3451943
File: 9 KB, 128x128, MEATWAL2.png [View same] [iqdb] [saucenao] [google]

>> No.3451948

FIREBLU wall hangings

>> No.3451950
File: 9 KB, 128x128, MEATWAL3.png [View same] [iqdb] [saucenao] [google]

>> No.3451956

Getting ROOTPAIN.wad flashbacks here

>> No.3451957

There's also some in the Blur Sphere

>> No.3451971

Is it me, or is the link in the Quake image broken?

>> No.3451973

Is it me, or is this said every single thread?

>> No.3451974

>the preator suit
get bent

>> No.3451975
File: 1.65 MB, 800x3848, 1466491444013.png [View same] [iqdb] [saucenao] [google]

It's been broken for a while now

>> No.3451982

whoah hey graf my dude how's it goin

>> No.3451992
File: 101 KB, 1280x720, Screenshot_Doom_20160825_114607.png [View same] [iqdb] [saucenao] [google]

Whoops, fucked up the lights.

>> No.3452030
File: 41 KB, 640x360, tiger cozy.jpg [View same] [iqdb] [saucenao] [google]

those little pads on its feet though

that's cute

>> No.3452038

demonsteele IS anime

>> No.3452042

> that beretta
mmm, yes

>> No.3452058

looks kind of cozy

>> No.3452061

sad that it takes mental illness to have peeps create experimental stuff like that

>> No.3452064
File: 898 KB, 1440x1289, thom yorke.jpg [View same] [iqdb] [saucenao] [google]

>'Hideous Destructor sprite replacements'
>oh boy oh boy
>it's literally just the weapons from project brutality with some random new sounds

>> No.3452068

i looked up the sound sources
and they are REALLY fucking good

>> No.3452071

it's good that he made both the sprites and sounds separately i guess

that way i don't have to bother with 'i like brutal doom so much i feel the burning need to take stuff out of it to play with other mods'

>> No.3452079

Anyone here got a Vive and tried Doom? How and what's it like?

>> No.3452106

I feel that the first 10 levels are mostly great, the next 10 levels are largely poor, and the last 10 levels are mainly "just ok".

With some exceptions, Bloodfalls is fucking abysmal, and Chasm is actually quite alright.

>> No.3452114

Vanguard only has like 3-4 maps I'd call slaughter, and outside of perhaps map10, they're very tame.
Never played Aeternum.

>> No.3452117
File: 76 KB, 585x822, eUaCuNE.jpg [View same] [iqdb] [saucenao] [google]

so who let /v/ in to shitpost about Quake Sp nuDoom?

>> No.3452119

massive shoulders + orange armour => looking kinda samusy there

>> No.3452124

>so who let /v/ in
What do you think /vr/ is made of exactly? People that popped out of thin air?

>> No.3452128

Man, I kinda want to make a Metroidvania-styled FPS in the Doom engine, but the lack of verticality without hacks kinda blows.

>> No.3452136

You can have winding caves like Metroid without overlap.

Thunderpeak https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/thunpeak is big and has backtracking, lack of stacked sectors doesn't slow it down.

Don't let it get to you.

>> No.3452141

I came from Doomworld. Having never been on an anonymous website before, it turns out being able to blend in from not having a name cured all my posting anxiety.

>> No.3452145

they're both 2d-ish, only one is viewed from the top and the other viewed from the side

>> No.3452153

I never frequented /v/ before coming here.
Because I'm not 12

>> No.3452156

I'm not an hillbilly incest baby so no I never was a regular on /v/.

>> No.3452165

>there are very few completely irredeemable maps
The Factory is so fucking irredeemable it always makes me want to stop playing.

>> No.3452184

Its a boring map, but what makes it so irredeemable?

>> No.3452192

i found out about this thread before anything else
i also tried to go /v/ once
it was like going through a teleporter in Doom 3
except worse

>> No.3452193


just use prime method + Thunderpeak, the island also has backtracking too

if you're planning to do something like that

>> No.3452273
File: 2.81 MB, 320x240, map12.webm [View same] [iqdb] [saucenao] [google]

i just went through it again

start outside: would be fun to run around and fight with spiders at ranges, but you only have a shotgun. crowd of imps is entertaining though.

small south building with chaingun: traps you in cramped conditions, you are likely to take damage without better weapons. way out is awkward, easy to fall off crates, can get frustrating. teleporting likely suicidal unless you have already been inside and raised the imps.

main building: stuffed with mancubuses, not much fun to fight with low-powered weapons. BFG in a secret but hardly any ammo for it. have to know route to avoid waking up monsters before you have ammo for them.

final room: dodging caco fire is fun but waiting for the lifts is annoying. and why is there no red key!? not tested properly.

in summary i think it would be improved with access to better resources (rockets, plasma) not having to grind past crowds of durables with low power / slow firing weapons. also make some tweaks so optimal route is more intuitive.

>> No.3452352
File: 138 KB, 640x360, gzdoom 2016-08-25 14-41-20-40.webm [View same] [iqdb] [saucenao] [google]

Any idea why that quick jitter happens? It looks like it's right before the offsets start, or right after the BCSG BBGHGFED 6 line. There's nothing with a 1 tic duration except for TNT1 A 1 A_Light0 but it happens even if I comment out A_GunFlash.


>> No.3452361

Looks more like an issue with your sprites.Check thier alignment in SLADE.

>> No.3452374

If it was a sprite alignment issue then it would show up for six tics, and I did check and they're all aligned.

If I skip the offsets and just go to six tics of BCSG D it doesn't shake, but if I set it to go to any offset for any duration, like 20 tics, it shakes.

And I spent a few minutes after typing this to check with ZDoom 2.8.1 and it looks like it's a devbuild issue because it doesn't happen there.

>> No.3452393


Are you using a dev build?

The recent G/ZDooms have had a built-in sprite interpolation thing that's been causing a lot of jitters lately.
I've noticed it a lot while working on Booty, since weapon swaps cause a slight bit of jitter now, as does the minigun.


Here's a topic about it.

>> No.3452405

So this has been happening since early July, but I don't see a solution there.

Is there a solution?

>> No.3452414

Stop using dev builds.

Your users will thank you.

>> No.3452417

Aw man...

I just wanted to run it with the shaders.

>> No.3452420

Oh if it's just your use then do what you like!

What I should have said was "don't make your mod depends on dev build features, thus forcing all your users to upgrade to an engine that is still clearly full of bugs like this one"

>> No.3452425

zdoom got them july jiggles

>> No.3452469


I'm pretty sure by the time I'm done with my project, it'll have become a stable build twice over.
For whatever Graf's definition of "stable" is, mind.

>> No.3452492

I've never experienced any reason to think that the stable builds are anything but stable.

It's just the dev builds that are fuck.

>> No.3452494

Fair enough

>> No.3452516
File: 42 KB, 640x640, 1468879759841.jpg [View same] [iqdb] [saucenao] [google]

why do you zombies and chaingunners sound like camels when they die?

>> No.3452524 [DELETED] 

Why was Combined Arms even relased? It destroyed my faith in the modding community.

>> No.3452525

because you saw that video of camels making sounds exactly like them and you can't no hear them?

>> No.3452530

Maybe the library Doom's sounds were derived from had camel sound in it which were used for them.

>> No.3452613

I'm pretty sure all of the imp's death sounds are stock camel sounds, because I've heard it in other places used as camel noises.

>> No.3452645

Hell found to be full of camels. Theologists baffled

>> No.3452647

no negativity allowed.

>> No.3452690

what's that wonky-looking fucker in the middle?

>> No.3452694

Mateba 2006M. Up top is Colt Python .357, down below is Beretta 92.

>> No.3452698


>> No.3452704

Negativity is fine.
Shitposting is not.

>> No.3452708

yeah we get you don't like this one mod, but you carry on like it killed your dear ol' granny and stole her life savings

>> No.3452723

best space revolver

> fires the bottom chamber instead of the top
> cylinder flips above the frame instead of to the side

>> No.3452746

anyone else get kind of oiled up to play quake

i think it helps my mouse move faster

>> No.3452764


Like your hands or...?

>> No.3452765

I'm excited to play Quake 1 if that's what you mean.

I'm not excited to play nuQuake at all.

>muh lovecraftian run 'n' gun

>> No.3452768

I can't think of any reason to get oiled up, ever

>> No.3452771

playing Hakan.

>> No.3452784
File: 55 KB, 323x480, 3ogu4g.jpg [View same] [iqdb] [saucenao] [google]


>> No.3452796

it makes me more evasive

>> No.3452808

Anyone else think that shotguns feel better when it's a circle spread of hitscans instead of a horizontal line?

Maybe it's all in my head.

>> No.3452815

how the fuck he does it?

>> No.3452821

Yes, it's a bit more realistic.

Though I also prefer when the shot pattern is within 3 or 2 spread, so it can be used at a decent distance.

>> No.3452832 [DELETED] 
File: 27 KB, 600x600, 55555.jpg [View same] [iqdb] [saucenao] [google]

Brutal Doom is superior to regular Doom

-it has better graphics
-it has more environment interactivity
-L4D2-like gore system
-hitscan enemies are replaced with proper projectiles
-boss enemies feel like boss enemies
-gear is more beefy
-Lost souls function more like their D64/PSX Doom counterparts

>> No.3452835

let's make a fucking quake map

>> No.3452854
File: 367 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google]

Is this a joke

>> No.3452861

What map pack?

>> No.3452895

Map Jam 7, Khreathor's map.

It's actually a pretty interesting map, it has some vending machine gimmick where you shoot vending machine buttons 5 times to "buy" items. There's also some part where you have to use a flashlight in the dark but the segment was too short and I didn't think the map was able to take advantage of it in a meaningful way.

>> No.3452908

>doomguy's fists do the same max damage (20) as ranger's axe
It isn't fair to compare the damage (and hp) from weapons and monsters in Quake to Doom. They just work on a complete different scale.

>> No.3452920

Isn't that a Quoth thing?

>> No.3452928

>That's just how retro games were.

Not even the PS1 had vertex wobble *that* bad.

>> No.3452930

The map pack uses Quoth as its base.

I didn't know that the flashlight was in Quoth, I don't remember it being used in Quoth's base levels.

>> No.3452935

>mfw retroshader makes those atrocious 3D models actually look ok

>> No.3452940

not really no

>> No.3452947


You have an interesting definition of "okay".

>> No.3452948
File: 745 KB, 1280x720, costanza.webm [View same] [iqdb] [saucenao] [google]


I hope that video isn't a part of your argument.

>> No.3452953

I like to joke about Bad = Retro despite having an earnest interest in the aesthetic, I know it wasn't that bad. Had to turn it off.

>> No.3453117
File: 6 KB, 113x128, Untitled-2.png [View same] [iqdb] [saucenao] [google]

I thought I could make cartoony smoke by painting balls with shadows under them in a cluster and then dragging them out, and then a series of threshold / dust & noise / blur filters, but it just looks like a hentai cum pile.

>> No.3453129

painting balls is never the right answer to anything

>> No.3453131

i'm sure someone will find use for it

>> No.3453135

I've got a list of anecdotes 27 bytes long that says otherwise.

>> No.3453136

Well HDoom needs this.

>> No.3453173

Looks like something from a flash game.

>> No.3453185

Whenever I try to play Reelism, it never spawns any weapons. What's causing this?

>> No.3453212

I found out the issue. It was conflicting with Smooth Doom.

>> No.3453219

> loading multiple gameplay mods at once

>> No.3453225

Found a folder full of old tracks, one sounds kind of like Doom. https://clyp.it/2mtnhpys

>> No.3453247

I have Smooth Doom in my autorun just because it typically works with anything I want to play.

>> No.3453314

Is this Trigger animation?

>> No.3453319
File: 160 KB, 1280x720, Screenshot_Doom_20160825_233318.png [View same] [iqdb] [saucenao] [google]

Made some sounds, I'll probably lower the servo mechanical ones.

>> No.3453350

Rest in peace MagSigmaX

Project MSX will never reach a full release.

>> No.3453393

Think you could add in some more 'oomph' to the firing animation? Otherwise it looks pretty

>> No.3453395

Yeah, I wanted to add a smoke plume sprite with rotations that matched the style, but >>3453117

>> No.3453397

I still think smooth doom is overrated. Weapons are sorta fine, but the monsters look janky as fuck. And yes, I'm aware that theres a weapons only version. But I still don't want to do that, because it looks jarring when the rest of the game is unaffected.

>> No.3453401

I don't have a problem with the monster animations. It's more jarring to me having 4-frame animations for every weapon.

>> No.3453402

If this is based on the wad below I hope you're not planning to release your edit, I mean, unless you got permission somehow. (the text file is like 15 years old though)


>> No.3453532

Fuck don't remind me.

But is there any chance that someone else could take the mantle? It's too good to just let it stay abandoned like that.

>> No.3453645

Are you tweaking all the weapons or just some?

>> No.3453706

Looking at that text file:

>Authors may NOT use the contents of this file as a base for modification or reuse.

>Permissions have not been obtained from original authors because they didn't respond to my E-Mail Yet, then I decided to release it.

>If you are one of the Original Authors who wants this Removed, I will do so without Delay.

>> No.3453745

Did he die or just disappear?

>> No.3453772

Disappeared with no activity for a long time.

Project MSX is dead.

>> No.3453819
File: 2.83 MB, 1600x1200, shock.png [View same] [iqdb] [saucenao] [google]

Would people be angry if my Unreal/Turok Doom mod didn't have Shock Comboing? It doesn't translate well into Doom and I feel it was more a Deathmatch thing.

>> No.3453821


I don't mind, like you said, the shock combo is mainly a deathmatch thing

>> No.3453835


Well, love it or hate it, the Shock Combo is pretty much THE feature of the Shock Rifle.

>> No.3453854

Actually the feature of the ASMD is the force behind its shots, enough to keep even a skaarj berserker stunned and pushed away from you. Also can knock things off cliffs, which the combo helps with.

>> No.3453936
File: 58 KB, 587x463, This whole twitter makes me unbelievably uncomfortable.png [View same] [iqdb] [saucenao] [google]

>> No.3453940

>duke nukem with gearbox """"humor""""

can't wait for duke to become a buzzfeed reading millennial feminist

>> No.3453942

i'm polar opposite on this, i want him to say "cuck"

i want alt-right duke nukem

>> No.3453946

both caricatures are awful, duke should just stay dead

>> No.3453949

well that's the ideal but we aren't getting that

gotta dig the old boy out for one last handie

>> No.3453964

I'm not using anything unique to Bubblegum Crisis Doom 1.2, just the 1996 Otakon Doom which should have the original Bubblegum Crisis Doom resources.

If by any small chance I do release it I'll probably do what the 1.2 author did and say if you want it down I'll take it down. If the 1.2 author couldn't find the Original Authors back then, I won't now.

It'd be cool if I could replace the graphics though but I really don't have any grand plans aside from I want it to be a little spruced up for me.

>> No.3453996

>and say if you want it down I'll take it down
Can''t some literally who just troll you just because they're butthurt about something? Who even cares about this shit if the original author of the resources has been missing for fucking literal decades

>> No.3453998

They could try.

I personally don't care since it's so old but I should at least put in some modicum of effort.

>> No.3454025

>Carma is a bitch
>HTC vive being more favored by devs, than Occulus Rift

>> No.3454032


go back to work and stop shitposting in 4chan, intern

>> No.3454039

nope /v/tard, now go back to your shitty kindergarten

>> No.3454040

You're the /v/ermin here, you keep shitposting about shit that isn't /vr/

>> No.3454043

Oh get a room, you two.

>> No.3454049

nah he's just shitposting, saying that carmack failing isn't /vr/ related

he must be 12

>> No.3454062

I didn't know Oculus and HTC were making VR headsets before 2000.

Does this mean we can talk about Rage too? Carmack worked on that, so obviously it's /vr/ related.

>> No.3454065

i think rage really set the tone for post-doom id

>> No.3454071

This looks really cool, friend. Would you mind telling me the name of it so can eyeball it?

>> No.3454072

It's a remake of G.M.O.T.A.

>> No.3454078
File: 564 KB, 1920x1080, 1471665982432.jpg [View same] [iqdb] [saucenao] [google]

Thanks friend. Here, have a happy gator.

>> No.3454079

I will cherish this happy gator.

>> No.3454081

happy little swamp boy

>> No.3454140
File: 15 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]


Heretic had support for the i/oglasses and CrystalEyes head mount displays back then. (No motion tracking though)

Ken Silverman's Build Engine also supported CrystalEyes internally, but I don't think Duke Nukem 3D advertised support for it.

Also the VFX-1 and VFX3D HMDs had ports of Doom and Descent, along with tons of other games, writen for them. Info here: http://www.mindflux.com.au/products/iis/vfx1.html

>> No.3454364
File: 21 KB, 320x200, DoomPCtechdemo-normal.png [View same] [iqdb] [saucenao] [google]

is we be daid?

>> No.3454382

no one has anything worth saying

>> No.3454406
File: 267 KB, 1152x864, Screenshot_Doom_20160826_201023_01.png [View same] [iqdb] [saucenao] [google]

>playing some DRLA
>got a bunch of agility mods and nothing to use them on
>chuck them on a plasma rifle on a whim
>turns it into an "assault" weapon
>underwhelming rate of fire and uninspired design
>try it on a bunch of imps and zombies
>mfw bathing in gore with just one shot


>> No.3454426

You should try out assault minigun.

>> No.3454427

Term gave me some sounds late last night. Almost sounds like a different game. Still some stock sounds left but what's there sounds pretty great.

>> No.3454506
File: 207 KB, 1280x720, 1471583726401.jpg [View same] [iqdb] [saucenao] [google]

>try out Biowar
>it's mediocre
>VERY mediocre
>everything looks very plain and uninteresting, geometry and map layout is barely 95' tier (made in 99') and is in general very uninspired
>secret level is an ICP tribute map
The damndest thing is that I recall someone really praising it.
There's a couple of tracks which I think sound good, but everything else about is just kind of boring.

>> No.3454580
File: 190 KB, 1152x864, Screenshot_Doom_20160827_002839_02.png [View same] [iqdb] [saucenao] [google]


>tfw i got meme'd on

I'll just carry this glorified 40lb pistol around, no problem.

>> No.3454593

atleast you're playing the tech, so you get a 25% damage bonus

>> No.3454602

>glorified 40lb pistol
the elephant gun?

>> No.3454660

Yo, i am going to give you some harsh feedback, and i say harsh because i swear to god the way the subweapons reload is just bullshit.

I am going to point out a pair of things

-There isn't an indicator of when your subweapons are being reloaded (although i think you posted an hourglass thingy, bring it back)
-The way the subweapons are reloaded just ask for a bloody reload button because in that webm, you only tested the reload when you dump your entire ammo. I really hope the reload timer is faster if you don't shoot all of your...."clipazine" of subweapons because i swear to god, if you need to dump your entire ammo of subweapon to reload, you're doing EVERYTHING WRONG.
-Try to have a variety of "reload timers" depending on the weapon because if every weapon takes the same amount of time to reload, along with the fact slashing the sword might pause the reloading will ruin the flow.
-Even if the whole point of the mod is to smack people with a sword, You should remember that there are times where you are in the middle of a shitstorm surrounded by enemies on a distance where the sword isn't viable (and even if you pull them with the hookshot, assuming that's still in, you're still dealing with enemies shooting you from afar). The subweapons are helpful for this case, because last i hear your nerfed to hell the Blazter (don't quote me on this) so dealing with something like that arch-vile trap from Valiant E1M7 might be HARD. This is the kind of situtations where i am also going to suggest you to not test things in that backyard of map01 every time, grab a map pack and play some maps to test them.

>> No.3454706

It feels like my neck's being craned up, is the camera tilted up without the statusbar onscreen or something?

>> No.3454723

>This is the kind of situtations where i am also going to suggest you to not test things in that backyard of map01 every time, grab a map pack and play some maps to test them.

If I remember correctly, Kegan has said he could count the number of mapsets he's played through on one hand.
Personally, I have a rule of thumb to always play through one complete mapset with at least 12 maps before release.

>> No.3454738

Did you know that Slade has multiple methods for colour matching when paletting?

Edit -> Preferences -> Graphics -> Colorimetry

Try them out.

>> No.3454739
File: 317 KB, 1152x864, Screenshot_Doom_20160827_012508.png [View same] [iqdb] [saucenao] [google]

Every time I play this I feel like I discover new things. I love this damn shotgun, with an S mod turning the ammo into explosive slugs. I've never feared revenants less than with this thing, one shotting them as it does.

>> No.3454746

i just load a random mapset every day and jump into a random map every time i test

>> No.3454759
File: 128 KB, 960x720, temp.png [View same] [iqdb] [saucenao] [google]

Can't tilt cameras. You can see a lot more sky and ground both, and that seems to be an optical illusion.

>> No.3454786

The weight options for RGB and HSL channels is pretty interesting. Need to make sure those blues stay blue? Increase the bias to blue. Need some other colour? Set it so. What an interesting feature.

>> No.3454789

can we have this as the next op?


>> No.3454834
File: 41 KB, 321x306, 1442206340911.jpg [View same] [iqdb] [saucenao] [google]

>the chaingun is just a reskinned machinegun, and just as powerful as that

>> No.3454838

because context is for pussies

>> No.3454860


i'm not sure if you're quoting someone or complaining

>> No.3454864

the alphas

<witty retort>

>> No.3454871

The latter.

>> No.3454884


That's an older webm. There's an hourglass when reloading. I'm not adding a manual reload button though. Picking up duplicate subweapons gives you ammo as well as just switching subweapons. I might make one of the gems give the player more subweapon ammo as well. Restocks are handled via ACS so you can swing the sword or switch weapons and it'll still give you what you need. Yes the chain is still present, I'm gonna make that available regardless of what weapon you have equipped so you'll be able to grapple enemies even if you have the Blazter selected

And regarding the Blazter, seeing as I'm making its primary fire consume ammo, I'm gonna make it do a little more damage, as well as restore its range.

>> No.3454886

>do relatively well for the first five or so maps of my armageddon run
>suddenly overwhelmed by abyss cacos and nightmare barons, find self in dire need of some major firepower to kick back
>see minigun
>'THANK FUCK'. sprint past the soulsphere ambush in MAP6 to pick it up, make it through with 16 hp
>it's an assault mini

never have I raged so hard at a weapon for being such a useless hunk of shit in my whole life

>> No.3454916

What's so wrong about the assault minigun.

>> No.3454924

what isn't

>> No.3454925

highest firerate weapon in the game
fires at pistol rate

>> No.3454939

we don't have enough jeans in doom

>> No.3454945


does the doomguy wear jeans like this, or wear jeans like this

please get me away from tumblr memes

>> No.3454946

That's why you play Douk.

>> No.3454947

like what

>> No.3454950


there was this joke image that went around tumblr that showed a snake "wearing" jeans in two different ways with a message along the lines of what i posted
it hit something of a memetic status, with people making their own variations on the image with different things wearing the jeans in different ways

it's about as funny as it sounds

>> No.3454963

I like sneks though.

>> No.3454970
File: 193 KB, 800x1281, doom-the-revenant-statue-24.jpg [View same] [iqdb] [saucenao] [google]

Does anyone have this statue? I know it's not retro, but it's the only Revenant merch we're probably ever going to get and it's on sale on Amazon.

>> No.3454975
File: 309 KB, 1152x864, Screenshot_Doom_20160827_035048.png [View same] [iqdb] [saucenao] [google]

>accurate at all ranges
>admirable rate of fire
>two shots hell knights

I'm loving it.

>> No.3454985

dawg your HUD is tiny

>> No.3454986

make a new thread already you lazy ass faggots.

>> No.3454987

the captain goes down with his ship

>> No.3454990

Don't patronize me, freeloader

>> No.3454991
File: 47 KB, 720x439, 1466408899166.jpg [View same] [iqdb] [saucenao] [google]


>> No.3455006

It's definitely showing more above the player, that horizontal line in the rock wall lines up with the centre of the player view in your image there, but in >>>/wsg/1264993 it's clearly lower. I guess hiding the statusbar does it or something.

>> No.3455026 [SPOILER] 
File: 301 KB, 800x1000, 1472261548658.png [View same] [iqdb] [saucenao] [google]

a snek is fine too

>> No.3455061

New Bread

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