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3481609 No.3481609 [DELETED]  [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)




Found in http://liquiddoom.net/

>> No.3481629

[9-06]Anon mapset testbuild

[9-06]Eternal's new mapset, Endpoint

[9-05]Weird Disc with random Doom maps found on a flea market

[9-03]Shadow Warrior now free on GOG, with all the expansions and shit

[9-02]Lights & Brightmaps for Freedoom

[8-29]Vinesauce Mapping Contest Rules

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

[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 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



>> No.3481637 [SPOILER] 
File: 1.06 MB, 1024x1024, 1473275003935.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3481638
File: 872 KB, 326x300, 1423915628255.gif [View same] [iqdb] [saucenao] [google] [report]

This was quite hard to do for some reason.

Fuck 4Chan's spam filter

>> No.3481639

Mom, is it true there are skeletons in the closet? Are those skeletons gay?

>> No.3481658
File: 437 KB, 1024x1024, Bazinga.jpg [View same] [iqdb] [saucenao] [google] [report]

I can do it better.

>> No.3481673

first for the




>> No.3481686

Doesn't matter. They made the majority of their money by this point.

>> No.3481692

Yeah, expanding on this: AAA games are usually done selling after a week or two. If Denuvo takes at least a week to crack then it isn't going away any time soon, and may even become more popular.

Not to imply that someone will buy a game if they can't pirate it.

>> No.3481724
File: 30 KB, 1223x181, that guy who used to flood the sprites carnival with shitty sprites.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3481731

Cross-forum dramafags are among the worst. Look at the shit that happens here because of cross-board drama.

>> No.3481741

how do i change the actors hitbox/height size from ACS?

>> No.3481759
File: 30 KB, 430x468, 1472674156933.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't be the only one who doesn't frequent other forums and has no idea who any of these posts are about... Any other /vr/ only doomfriends here?

>> No.3481763


>> No.3481770
File: 16 KB, 1883x186, fuck off.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3481779


You can't.

>> No.3481782


Randi has already [No]'d Radius/Height manipulation more than once.

The closest you can get is replacing the actor with one that has the collision box size you need. It will be buggy, and it's obviously not an option if you want to do this with the player.

>> No.3481783

doesn't crouching adjust your hitbox? can you force a crouch on a monster? can monsters crouch?

>> No.3481784
File: 12 KB, 125x120, 1465146112749.png [View same] [iqdb] [saucenao] [google] [report]

you know it bone-bro

>> No.3481789

i'm pretty sure denuevo was supposed to guarantee a "pirate-safe" period of two months, so that's already a hard blow to them

and who knows, maybe in the future these cracks will take less and less time to be made

>> No.3481791
File: 426 KB, 300x300, 1456220593115.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone have that picture of the cacodemon garfield?

Believe me, you're not missing out on much.

>> No.3481805


I probably have mentioned that. Player crouching is a bit of a special case. I'm not a programming wizard, so I couldn't really explain to you why it's not applicable on a wider scale.

>> No.3481818

I browse doomworld for fresh new wads but that's it.

>> No.3481819

why? why are the g/zdoom devs such exclusive spergs about something that should be completely open like the code?

>> No.3481826


I think it's more an issue of "What happens when an actor's Radius and/or Height is increased when it's next to a wall? Or next to an actor that is solid and doesn't have the +THRUACTORS flag?"

>> No.3481828

Who doesn't?

>> No.3481845

is there a way to make the crosshair be dynamic, assuming its a + with the dot in the middle

the + would spread out if you were moving, and be small again if you were still

>> No.3481861


Sure. Your weapons should have a Ready state where they check player xyz velocity through a Decorate expression. When the player's velocity in a given direction reaches a certain threshold or drops below it, have the weapon jump to a state where it changes crosshairs accordingly through A_SetCrosshair.

>> No.3481865


To study up on what you need to do this, go to the ZDoom wiki


And then look up the following pages

Decorate Expressions:

A_JumpIf action function:

A_SetCrosshair action function:

If you're a newbie to ZDoom modding, you should start by looking at WildWeasel's GunLabs:

>> No.3481892
File: 123 KB, 800x600, doom_1.png [View same] [iqdb] [saucenao] [google] [report]

i don't feel guilty at all about doing this

>> No.3481894

doing what exactly

>> No.3481897

i'm fucking with the viewangletox[] array
right now all i'm doing is making the game crash though

>> No.3481902


doom source port hacking is low key some of the most fun you can have with the game if you're /g/ enough.

>> No.3481934

The Berserk Pack isn't nearly as cool as the memes paint it.

>> No.3481937
File: 106 KB, 640x544, 1423020048300-1.jpg [View same] [iqdb] [saucenao] [google] [report]

>threw all my wads into one folder
>its starting to get big now
>i don't remember what is what anymore
>starting to regret it

>> No.3481939
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

did you know that it lasts the entire level?

>> No.3481940


It's actually a very understated but potent item. It will always bring you up to 100 HP if you're below it, and it turns your punches into rocket-tier damage levels for the duration of the stage.

It's good shit

>> No.3481948

Most people get shocked when they find out that it actually requires some skill to use.

>> No.3481950


This is why I made a bunch of folders for categorizing my mods.

>> No.3481951
File: 59 KB, 127x199, ripandtear.png [View same] [iqdb] [saucenao] [google] [report]


>saves you from using ssg blast on spectres & pinkies
>git gud and save more ammo when fighting imps
>git mor gud and bait revenants into melee attack, but pull back before hit connects, then dash in and ravage them so they don't use homing rockets

>> No.3481957

Oh shit is this the new Demonsteele character??

>> No.3481960

She's my waifu and you can do anything with her without my permission.

>> No.3481965


i'm sorry

>> No.3481990
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>> No.3481993
File: 2.54 MB, 638x478, the inmost dens.webm [View same] [iqdb] [saucenao] [google] [report]

remember map14
because i do

>> No.3481998
File: 211 KB, 446x374, SINCE WHEN WERE YOU THE ONE IN CONTROL.webm [View same] [iqdb] [saucenao] [google] [report]

Jesus christ

>> No.3482008
File: 20 KB, 500x500, 1436743550231.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm here with you buddy.

This doom thread is the only thing I have to a group of friends...

>> No.3482013
File: 3.52 MB, 406x339, j0EAi4Y.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3482020

i think your map14 might be sick
you don't go on any other boards/threads?

>> No.3482051



>> No.3482147

I'll probably still buy it later once I get a new PC or console.

>> No.3482150

I go to the ZDoom spriting carnival to look for cool new assets but beyond that I don't really do anything else with the forums.

>> No.3482165


As far as DOOM communities go, I infrequently lurk the Doomworld forums and frequently lurk the Projects sub-forum for the ZDoom forums.
That's about it. I actually don't even regularly visit other threads or boards on 4chan, aside for one show's general on /trash/ whenever a new season's ongoing.

>> No.3482203

I used to too, but they started becoming really unimpressive

>> No.3482257
File: 74 KB, 480x360, Welcome to Wolf 3D the game where everything's a maze and the points don't matter.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3482274


Needs nazis, an imp, and a confused doomguy in the background.

>> No.3482279

A dog too.

>> No.3482291
File: 96 KB, 600x880, CqJ3K4hWgAESJZT.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm registered on other forums and I post my projects there and I know what's going on, but I've been posting less and less and posting more and more on 'chans.
I've grown to generally be apathetic to communities and fandoms in general, but I keep coming back to 4ch. Not sure why.

Is it the anonymity? Is it the spontaneity? Is it because you meet new people every day?
It is a mystery. Have some cake.

>> No.3482295
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]


I post in other places but this is my home first and foremost.

>> No.3482315

Jeebus H christ, SW2 gameplay is fucking great

>Redux or GOG classic complete?

>> No.3482342

Are Demonsteele's weapon specials just plain broken in the latest (G)Zdoom versions? I can't use them at all.

>> No.3482350
File: 23 KB, 500x375, 1469726976490.jpg [View same] [iqdb] [saucenao] [google] [report]

>early versions of ZDoom completely broke compatibility with Alien Vendetta
>Graf actually DID defend this
you know
i don't believe i've ever agreed with this man about anything

>> No.3482380

What in the shit? Seriously?

>> No.3482430


Graf wants to destroy gameplay mods, more at 11

>> No.3482434

>Alien Vendetta
>gameplay mod

>> No.3482451


>> No.3482458

>>Graf actually DID defend this

Can you point out the thread where he did this?

Because I am looking at posts on the forum going back like seven years and I still haven't found Graf saying breaking compat with AV is totally fine.

>> No.3482473

*shotgun guy is bald joke*

>> No.3482497

Better than being a professional soldier with weird green hair.

>> No.3482503


You mean the Soul Sphere? It used some weird glitch in Doom regarding item switching heights when a sector is activated if said item exists in two sectors of different heights. Boom was out when Alien Vendetta was released and it was broken there too.


If you mean Map 7 after the arachnotrons, it was broken in Boom at the time as well and Martin Aalen Hunsager didn't want to fix that either. However there's a compatibility option but that should be enabled automatically as of version 2.3.0, as well as a compatibility option for Map 15.

>> No.3482515
File: 1.56 MB, 1920x1080, .jpg [View same] [iqdb] [saucenao] [google] [report]

Is Lost Mission from Doom III supposed to just transition into main campaign? It seems pretty fucking long and I'm starting to remember the same cutscenes and shit.

Also would I be able to play Doom 2016 on GT560TI and Athlon 4400+?

>> No.3482548

probably not well

>> No.3482560
File: 580 KB, 1600x1226, .jpg [View same] [iqdb] [saucenao] [google] [report]

Here's an idea for mappers: The Sin Palace.

Wrath: kill the demons who stand still in 1x1x1 rooms with their back turned to you - it's clear from a distance that there are no secrets in the three walls around them.
Avarice: punch an enemy while being maxed out on ammo to every gun.
Envy: kill a friendly marine who holds a plasma gun/BFG9000.
Lust: try to use a semon demon in the secret location.
Gluttony: drink every potion on the map.
Sloth: save/load on the map.
Hubris: try to exit the level undamaged with max armor.

Wrath spawns cyberdemon with twenty five demons.
Avarice spawns dozens of cacodemons, initially 10, then another 10 when you kill one, then another ten when you kill one.
Envy turns every other line on the floor to acid leaving you on 3 safe squares and spawns three pain elementals.
Lust spawns three archviles and 6 chaingunners.
Gluttony spawns 8 mancubi.
Sloth spawns two spider masterminds.
Hubris spawns marine with the same health, armor and weapons as you. He shoots from whatever you shoot.

Finishing level sinnless you enter the next stage as usual. Finishing level with at least one, but less than 7 sins makes your next level free flight white space, there's no obstacles around, below or above, you have no weapons and everything is completely white, no lighting.
Finishing level with all of the sins on difficulty setting lower than nightmare brings you to the next stage and switches the difficulty to nightmare. Finishing level with all of the sins on nightmare brings you to an entirely different set of levels, all in hell and of course keeps the difficulty setting. Final boss is four final bosses of doom 2 in one hall, each on each wall of the monument in the center. There's a secret with romero's head which is accessible with no cheats, but it's basically impossible to figure out.

>> No.3482598
File: 407 KB, 1007x908, agitating skull.png [View same] [iqdb] [saucenao] [google] [report]

I've set every Thing in to "Ambush players" in my map, and this fucker keeps barging through the door on the opening encounter.

Every linedef has a texture, so its not like it can see through the mobjs. I figured it had to be a LoS issue, but since that doesn't seem possible, I have no idea.

I don't want to resort to making linedefs on the ground that "block monsters" or anything fancy like that; I just want monsters to wake on LoS. What do?

>> No.3482604


Casual reminder that monsters require two "block sound" linedefs between them and the sound point of origin before they stop hearing sounds.

>> No.3482637

You sure it's not seeing you through the gap next to the lower candelabra? I dunno what this looks like in 3d, though.

>> No.3482658
File: 1.38 MB, 1100x1133, agitating linedefs.png [View same] [iqdb] [saucenao] [google] [report]

That makes sense, but shouldn't the "ambush players" flag make them deaf to players or monsters regardless?

I added the "block sound" tag to all the appropriate linedefs along the walls, and some on the floor for testing.

Monsters on the right seem to react to monsters or monster noises in the initial/left room, even with these tags covering half the linedefs inbetween. When I removed them, none of the doomguy noises of LoS triggered the enemies on the other side of the door, and the skull/zombies stayed in their spawn.

you mean on the top right? its still flagged for sound, but i dont think theres any textures missing

>> No.3482661
File: 236 KB, 1185x1081, agitating linedefs 2.jpg [View same] [iqdb] [saucenao] [google] [report]

and here for another reference

>> No.3482671
File: 104 KB, 1443x961, ss+(2016-09-07+at+10.07.59).png [View same] [iqdb] [saucenao] [google] [report]

>tfw had to write a c++ program just to automate this autistic shit

god who fucking designed this MODELDEF shit

>> No.3482675
File: 148 KB, 466x359, 1469186035444.png [View same] [iqdb] [saucenao] [google] [report]

I only bother looking up ZDoom forums when I want to see what projects are about. If I ever get into modding I'll probably then make an account there and post a little.

Not interested in Doomworld and there's no way in hell I'm going to ever bother with Z&'s. The modding scene there is foreign as hell to me and the stuff there comes off as bizarre.

For now, /doom/ fits my Doom needs to a T and I wouldn't have it any other way.

>> No.3482684
File: 2.96 MB, 640x480, a8bd06f100b5fce2e8bf329be3d987d7905be9d3.gif [View same] [iqdb] [saucenao] [google] [report]

You and me both buddy

>> No.3482685
File: 281 KB, 473x630, messycollage.png [View same] [iqdb] [saucenao] [google] [report]

Looks like you're using mid textures instead of actual walls here, monsters can see/shoot through them.

>> No.3482691
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

oh man i made a ytmnd out of this years ago with some awful D&B remix


ah, youth

>> No.3482696


The first OC I ever made for the internet all started on YTMND




Christ, memories.

>> No.3482697
File: 415 KB, 1186x1130, anon saved the day.jpg [View same] [iqdb] [saucenao] [google] [report]

Just tested twice, that did it!
Must've happened redrawing lines for the door sector for the upteenth time.
Thanks anon!

>> No.3482701

It looks like you just set them to impassable to me? That wouldn't fix anything since they still seem to be two-sided linedefs (a sector on their back and front sides) and thus see-able through. Unless you did something very strange.

>> No.3482703


I don't know if that should make me feel old or you feel young.

I found some terrible Hitler-meets-AoL-themed YTMND that I made in 2005 during the height of my /b days. I never thought I'd feel nostalgic for 2005, but here we are.

>> No.3482714
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]

well, relative youth; creative youth

i moved to the other side of the country and didn't know anybody, and in that void of personal contact i realised i'd never actually created something that might last beyond my own death.

YTMND might not be a good candidate but it was a great creative outlet, and diving into it helped me teach myself all kinds of audio-visual shit

now here i am modding doom

>> No.3482716

zandronum mod scene is abysmal, let it flounder and die

>> No.3482734
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3482741

I did but set them to "block monsters" as well, and I "needed" them to stay as two sided so I have crevices for the candles.

I only tested it twice in GZDoom, but so far behavior seemed identical to glboom, so I'm writing this down and hoping it doesnt come up again.

>> No.3482745
File: 748 KB, 1600x900, Screenshot_Doom_20160907_231842.png [View same] [iqdb] [saucenao] [google] [report]

Is it Saturday yet?

>> No.3482746

No, but go on.

>> No.3482748
File: 772 KB, 1600x900, Screenshot_Doom_20160907_232535.png [View same] [iqdb] [saucenao] [google] [report]

That was it... But here's another of the same place. I gotta hit the hay. Punch the straw. Throttle the tall grass. Really get in there.

>> No.3482757

That's what I hope will happen, though that could mean those modders move to the ZDoom one and fag that up instead

I just wish ZDoom had competent netcode, fuck you Edward kiwi internet isn't all that bad now

>> No.3482772

could zandronum modders actually make introduce anything more cancerous than what the zdoom scene already has

>regular day
>nature's call
>ocean 2024

>> No.3482779


at least nature's call is just immature toilet humor and not ow the edge like everything else you posted.

>> No.3482782

>ocean 2024
>ow the edge
More like "ow the railguns"

>> No.3482785

isn't rootpain fetish porn

>> No.3482786


Fucking hell I hope not

>> No.3482792

Not cancerous, I mean lower quality projects overall like that Complex Doom crap

>> No.3482805

So is DUMP 3 going to have a pre-release build or will it just be straight to "working on this is killing me inside this ends now" release?

>> No.3482818

Also will the doom-pic have megaman 8 bit deathmatch added around the release?

>> No.3482820

Why is it so important for some people

>> No.3482831


>> No.3482834

Why are most things in pic are so important to some people? It's not that they are necessarily important, it's that the role of the picture is to mention the most popular/remarkable mods. Why not just remove every single mod and level pack and when somebody asks why, ask them "why is it so important to you".

Not him.

>> No.3482837


Like Metroid fans, Megaman fans have the need to feel validated over their dead franchise.

>> No.3482839

rude >:(

>> No.3482846

Because unlike some pushovers we are used to fighting for the things we value and if there's an unfair injustice, it's to be eliminated. MM8bDM belongs in the OP and everybody knows that.

>> No.3482847

too bad for you and the nonexistent "everybody"

>> No.3482848

Be like that. You don't have long.

>> No.3482853
File: 138 KB, 1280x720, it ends tonight.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3482858

I like it

>> No.3482859
File: 379 KB, 1024x853, nMYsQma.jpg [View same] [iqdb] [saucenao] [google] [report]

>we are used to fighting for the things we value

and losing.

>> No.3482860

*cocks shotgun*
they'll learn...... they'll learn what it means to F*CK with megamans!

>> No.3482867
File: 63 KB, 896x704, scrap510_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3482870
File: 24 KB, 640x430, rb.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's a map with a Gundam Wing Endless Duel midi.

What's your favorites?

>> No.3482881

Isn't that like 90% of Valiant?

>> No.3482883

I love when I play a 90s wad and it has on-hold jazz musak as music. Or it uses a 90s pop song.

>> No.3482884

For the final episode, yes.


>> No.3482894

Symphony X - Fool's Paradise

FUCK ME that song gets my cock hard.

>> No.3482920

you've no interest in the place where all the best maps come from?

>> No.3482923

Doomworld is a bad place regardless of being the home of a lot of good maps.

>> No.3482990


Are you sure about that? I just tested using the RetroShader dev build from the 25th and the GZDoom dev builds from the 3rd and the 28th, and the vertex jiggling seemed to be the same.

>> No.3483002

Did you draw that yourself? It's lovely.

>> No.3483009

Don't enable him. That's one of our resident shitters with another form of bait.

>> No.3483016

i heard that someone drew everything in doom

>> No.3483031 [DELETED] 

Are the SSG and chainsaw supposed to be able to gib zombiemen?

>> No.3483035 [DELETED] 


Never mind, turns out I still had my weapon damage multiplier set to 2 in my Custom Doom config.


>> No.3483037

I never understood why the Super Shotgun, for all its power, was unable to gib even the most basic zombie.

>> No.3483038

maybe it makes it less special if it happens every time you kill something from map 2 onwards

>> No.3483039


I don't remember the specifics, but I think it has something to do with how the SSG's damage is calculated.

>> No.3483042

you have 20 pellets. the first however many are absorbed by the monster until it runs out of health. the remainder then pass through the corpse. they do not damage it further

>> No.3483049

>>3483042 continued
to put it another way, if all the hitscans damaged the first encountered monster it would be gibbed, but nothing behind it would be touched. between that and the ability to knock over half a dozen zombies in one explosively loud pull of the trigger, i would choose the latter.

>> No.3483063

Seriously, is there any better feeling than going around that corner at the beginning of Map03 and wiping out that whole group of zombies with a single SSG blast?

>> No.3483075

In other games? Likely

In Doom though? Nope

>> No.3483128

The Beretta M9A1 is the best possible pistol?

Closely followed by the Beretta 92FS, and then the Beretta M9.

>> No.3483184

Okay so:

I want to make a normal raising door force close in case it hasn't fully closed yet once the player pushes a button.

is that even possible?

>> No.3483224

http://zdoom.org/wiki/Door_Close ?

>> No.3483227
File: 5 KB, 107x32, MM8BDM.png [View same] [iqdb] [saucenao] [google] [report]

Fine, here you go, you want it in the infopic so bad, here it is.

>> No.3483237


as minuscule as the crowd that plays 8bdm with no roleplaying connotations

>> No.3483248

I wish I could read what it says...

>> No.3483263

Look close enough and you might be able to make it out

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