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3657387 No.3657387 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3653636

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post li-HUUUUUUUUH ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.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)




>> No.3657390

=== NEWS ===

[12-4] Arcane Dimensions v1.5 for Quake released

[12-4] One anon made a music mod, using OGG format

[12-3] Smooth Doom revived with a bugfix update; plans to add in Doom64 plasma weaponry later

[12-1] 'No End In Sight', an Ultimate Doom megawad

[11-29] RIP Steven Hornback, former Apogee/3D Realms artist

[11-27] The Macbook Pro's touch bar runs Doom

[11-22] Retro Jam 5, a Wind Tunnel-themed map pack for Quake

[11-19] MetaDoom v2.0 is out

[[11-19] Custom Gun: The Gun-ening. Done by the Hexen Souls author

[11-14] Doom 64-style map textures for Doom 2

[11-13] Blade of Agony Chapter 1 release

[11-9] Suddenly a Russian Overkill update

[11-9] RIP Malinku, Doom mapper

[11-7] Total Chaos, a GZDoom total total total conversion, has alpha release

[11-7] Someone else is making a Doom 4 mod for Doom, called ''Zion''.

[11-5] SYNTH DOOM, anon-made 80s inspired retro music mod


To submit news, reply/backlink to this post.

>> No.3657396

Is it really true that people used to create ONE HOUR LONG videos in the Quake engine?

>> No.3657401

They made FOUR HOUR LONG videos.

>> No.3657404
File: 1.48 MB, 1920x1080, quakespasm-sdl2 2016-12-05 00-01-01-08.png [View same] [iqdb] [saucenao] [google] [report]

>new Arcane Dimensions uses a new Shambler model
Oh god fucking kill it with nails, it's hideous.

>> No.3657415


STRAFE still looking good
>inb4 procgen = shite

>fucking kill it with nails
A good plan, shamblers have 50% rocket resist

>> No.3657417

Here's a speedmap I just made. Has a custom monster.

>> No.3657423

It'll get me off from using OBLIGE so much at least

>> No.3657428

Didn't they make OBLIGE great again?

By which I mean OBLIGE for the first time ever started producing borderline playable levels

>> No.3657431

Also I've a feeling STRAFE is using good ol' make 200 prefab rooms and stitch them together randomly method of procgen

Which, unless your game is grid based, is the only sane option of doing it

>> No.3657434
File: 627 KB, 1920x1080, gzdoom 2016-09-30 15-11-22-76.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't make slaughtermaps anymore if that's what you're asking. It can still get very samey and there are some quirks I'm not big on but it's still a drastic improvement.

>> No.3657435

>A good plan, shamblers have 50% rocket resist

also strife looks like shiut

>> No.3657445


Grab your plasma rifle. Those white coats over at the Hubris labs really did it this time. Some kind of... test subject.. has taken over their mainframe and now has complete control of the sector. All communication with the security squads has been met with silence.. or screaming. Your orders are to eliminate all hostiles and shut down their main control terminal. Here are your teleport coordinates:


You have been granted permission from upstairs to use our new upgraded weaponry, simply select ALTERNATE upon mission start.

God speed soldier.


This map would not exist without your help. Thank you all, I hope you enjoy it! There are 4 secrets, none of them require wall humping. Good luck!

>> No.3657450

I've last used oblige... must've been no later than 2009, it was reliably churning out simple layouts while managing to look like heated up puke

Goes to show if you keep developing something for 8+ years eventually it will turn out pretty alright through sheer dumb luck if nothing else

Also, doom hardly needs a level generator when you have 2 human made maps in first 15 posts of a doom thread on kambodian knitting forum

>> No.3657461

>inb4 procgen = shite
procgen = shite

>> No.3657462


Cool, I'll play it.

>> No.3657476
File: 157 KB, 480x273, Fellow Demons.png [View same] [iqdb] [saucenao] [google] [report]

Name your top three (or five) favorite retro FPS games. Let's hear some opinions and see what games are generally liked the most.

>> No.3657482


>> No.3657483

Duke Nukem

>> No.3657485

Doom II: Hell on Earth
Quake III Arena

>> No.3657486
File: 810 KB, 888x666, stupid_sexy_vanu.png [View same] [iqdb] [saucenao] [google] [report]

I would think most people here are going to choose Doom, Quake and then either Duke, Heretic, or Blood.

I'm actually more curious to what you guys really enjoyed in more recent years. For me it was Left 4 Dead 2, Killing Floor 2, and Planetside 2.

>> No.3657490

Blood (although dogcocks fucking kills it)

team fortress 2
wolf tob (tno is eh)
titanfall 2 campaign
GTA V (first person camera mode)

>> No.3657491


You sure about Heretic? While there are people who like it, I don't think it'd be on most top 5 lists.

>> No.3657494

Chex Quest, just for being the best damn thing every placed inside a box of cereal

>> No.3657495

Metroid Prime
I haven't actually played any FPS more recent than those two.

>> No.3657498
File: 184 KB, 1280x544, o fug.jpg [View same] [iqdb] [saucenao] [google] [report]

I honestly don't know any other "modern" FPS I've played recently other than Mount & Blade and maybe a bit of Serious Sam: The First Encounter (which is already pushing it, as it's quite old in itself)

Come to think of it, maybe STALKER: Shadow of Chernobyl as well? Haven't really gotten into that one quite yet either...

>> No.3657501
File: 104 KB, 588x784, heresy.jpg [View same] [iqdb] [saucenao] [google] [report]

I disagree.

>> No.3657512

filthy dumb terran scum

>> No.3657513


Nerf Arena Blast

>> No.3657517

you have solved one eighth of the laser removal clinic quest

>> No.3657543


>> No.3657546

FEAR is the most fun I have had with a recent fps.

>> No.3657558

Oh god it has like weird abs and toes now fucking kill it

>> No.3657559
File: 68 KB, 244x312, chuckodemon.gif [View same] [iqdb] [saucenao] [google] [report]

>Let's post li-HUUUUUUUUH

>> No.3657561

Duke Nukem 3D

I'd like to try Unreal one day.

>> No.3657567
File: 949 KB, 500x373, FmvyNZv.gif [View same] [iqdb] [saucenao] [google] [report]

Thief (if you count it)
Probably HL or Day of Defeat or something. Something obvious I'm missing.

>> No.3657569
File: 1.89 MB, 2000x1333, 1480649075943.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Starry Cacos Over the Rhone will never be the OP pic

>> No.3657584

How I go designing a Doom drinking game?

>Take a sip each time you see the ouch face

>> No.3657586

procgen = shite

>> No.3657591
File: 182 KB, 700x526, 1479870238475.gif [View same] [iqdb] [saucenao] [google] [report]

I will make it so next thread.

>> No.3657597

I have absolutely no idea about zdoom and other modern stuff. What is the best way to play Doom, Heretic, Hexen and Q1 on modern PC? With original resolution graphics, old textures, but with music in Q1 and preferably remastered music in Doom.

>> No.3657601

>I have absolutely no idea about zdoom and other modern stuff.

Now is a good time to get learned, friend.
Check out the "SO YOU WANT TO PLAY SOME..." section in the OP.

>> No.3657602

Chocolate Doom is the closest you can get to playing Doom like the original exe. I've heard of Chocolate Heretic and Hexen as well.
For Quake 1, the best port to use is Quakespasm but there's also Qbism if you want it to look pretty much like the DOS exe.

>> No.3657603


ZDoom or GZDoom for DOOM/Heretic/HeXen with remastered music (good luck finding any for Heretic or HeXen though), QuakeSpasm for Quake I with music.

>> No.3657604

>What is the best way to play Doom, Heretic, Hexen and Q1 on modern PC?

Definitely either ZDoom or GZDoom, no doubt abou

>With original resolution graphics, old textures

Ah, well if you're looking for a more "authentic" experience, I would suggest either Chocolate Doom or PrBoom+ for Doom, Heretic, and Hexen

And as for Q1, Quakespasm is your best bet.

>> No.3657605

oh fuck I'm blind

>> No.3657606
File: 30 KB, 256x264, 1478133859144.png [View same] [iqdb] [saucenao] [google] [report]


wew lad

>> No.3657607
File: 1.85 MB, 1492x1200, doom ports.png [View same] [iqdb] [saucenao] [google] [report]

Best way to go around Q1 solo is Quakespasm. More information in the OP.

>Remastered music in Doom

You can use the BASSMIDI frontend + soundfont to improvise the quality of the original MIDI files, though there are some pre-recorded versions somewhere done from a real SC-55.

>> No.3657608

thanks guys

>> No.3657610

>(good luck finding any for Heretic or HeXen though)
Try this guy's stuff:

>> No.3657613

I'm looking forward to his TNT cover


>> No.3657614

>coming to PS4
So I guess it's not coming to PC then?

>> No.3657615

>not listed: GZDoom

how old is that image?

>> No.3657616
File: 5 KB, 130x150, i don't like your guts.png [View same] [iqdb] [saucenao] [google] [report]

Try reading

>> No.3657617


In that order.

>> No.3657626

>So I guess it's not coming to PC then?
No, it means it's not coming to xbone. Or that it's coming to xbone a month later.

Windows/Mac/Linux still on.

>> No.3657634

I like it, but the guitars feel way too loud in comparison to everything else, they also feel a bit... harsh, I suppose? But otherwise this sounds cool.

>> No.3657635

Quake 2
Aliens versus Predator (1999)
Half Life

Not including Doom/Doom 2 cause I only like post release versions. Go play chocodoom and tell me it's as good as zdoom with free aim.

>> No.3657637

Doomfag here, wanting to play some Quake.

So, I grabbed Quake from GoG and found a tutorial how to get the music working in Quakespasm. But how about music in single player maps from Quaddicted? I definitely want to play Arcane Dimensions. Youtube videos of that campaign have no music at all. Doesn't it have it's own soundtrack? Or will it use the original quake music one I set that up?

>> No.3657640

Well, it's something different at least. That and if it's like his other covers, you'll be able to load it with other mapsets and not just TNT. Wonder how he'll handle MAP31's music.


>> No.3657642

You didn't even need to download it off of GoG. There's a fully working install of it ready to play in the 2nd Quake pastebin in the OP.

>> No.3657645

I have the GoG version of Quake too (got it because of the included expansions) and the music works just fine with Quakespasm.

Don't know why it's not just werking on your machine -- are you trying to add custom music?

>> No.3657647

You can drop the original soundtrack into it, or any ogg vorbis (I miss it when games used vorbis sound, nowadays it's fucking uncompressed waveform to save 2% APU load on consoles) music

>> No.3657651
File: 2.56 MB, 720x360, spiderman is a faggot, real men climb with chainsaws.webm [View same] [iqdb] [saucenao] [google] [report]

Woops, posted in an old bread


I have.

>> No.3657657
File: 681 KB, 1429x2133, Shambler_Promo.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, it's awful. It doesn't even look like it's covered in fur like it's supposed to.

>> No.3657665


i know it's supposed to be fur, but it still looks like skin to me on the default model desu

>> No.3657672

Looks more fleshy, like a Khezu but just bloodier

>> No.3657714

only just realised it was 10 years ago that Toke died in a car crash

I'm still sad about that

>> No.3657728

the best part about the stock quake models is it can go either way, and it's up to your mind to fill it in how it wants to, which is fitting for the setting

i always thought the shambler had big hooves, for example, not feet, so the new model looks REALLY shit to me

>> No.3657735

I tired chocolate doom, but it only runs at 30fps
Any way to fix it?

>> No.3657736


yes, install zdoom

>> No.3657738

saw climbing will never stop being fucking hilarious.

>> No.3657741

It's not supposed to go over the vanilla hard coded limit. Play prboom instead.

>> No.3657746

Is it normal that the animations in Quake are bad? I have honestly no idea.

>> No.3657747


The DOOM engine is locked to 35 FPS, and Chocolate Doom tries to mimic it as close as possible.
If you want a vanilla-ish experience but with an uncapped framerate, try Crispy Doom (I think that uncaps the framerate) or PrBoom+.

>> No.3657748

anon I tried
can't stand opengl graphics

vanilla had 35fps limit?

Quake had non skeletal animation with manually made frames afaik

>> No.3657749


What do you mean, exactly? Are you referring to the minimal frames of animation when not using interpolation?

>> No.3657750

Perhaps you mean you're not using animation interpolation, i.e monsters move all twitchy? Should be able to toggle that.

>> No.3657751

Looks good to me, more definition to toes would be nice. You've not seen awful 3D models if you think that's bad.

You have been warned.

Doom engine runs at 35 fps. The trade off being it runs on an i486 with 8MB RAM.

>> No.3657754

>can't stand opengl graphics
zdoom doesn't use opengl, it has a software renderer just like the original.

>> No.3657756

Aren't all animations manually made?


Yeah, that's that. They move like Mr Game&Watch in Super Smash Bro.

>> No.3657758

I confused it with gzdoom then

>> No.3657765

>Looks good to me, more definition to toes would be nice.
Are you a footfag?

>> No.3657771

Question about Quake 2:

Are the files in the OP pastebin dump already patched to v 2.3 for use with Yamagi?

>> No.3657772

Yes. The Doom engine is capped at 35fps by default, and all game logic runs at 35 "gametics" a second. Source ports like ZDoom allow for higher framerates by interpolating between each gametic.

>> No.3657782

do you need 4 runes for the secret AD level?

>> No.3657785
File: 759 KB, 1920x1080, Screenshot_Doom_20161205_171855.png [View same] [iqdb] [saucenao] [google] [report]

Finally, a mod that's a good middle ground between HD and RGA2. The weapons feel good to use despite the lack of first person sprites because of the good weapon sounds and nicely done recoil.

>> No.3657787

any christmas-themed wads that worth a play?

>> No.3657792

Yup. I'll save you some trouble from searching every level- the maps with runes are Crucial Error, Foggy Bogbottom, Obsessive Brick Disorder and Lavatomb.

The latter two are great, the first two are eh to lame.

>> No.3657805
File: 31 KB, 550x274, see also this.jpg [View same] [iqdb] [saucenao] [google] [report]

>Are you a footfag?
No, just not a big fan of flat textures trying to substitute for geometry

>> No.3657807

don't say what mod it is or anything

>> No.3657810

I think I'm gonna puke

>> No.3657813

I vastly prefer Crucial Error over Lavatomb. The latter is too much like a Painkiller map with all the arena combat. It also feels like it was two maps connected together by a big courtyard rather than an interconnected whole. I think the map should have went straight to the final arena segment the moment you reached the courtyard; the other side of the map just felt like filler.

>> No.3657815
File: 1.02 MB, 1920x1080, quakespasm-sdl2 2016-12-02 07-13-51-82.png [View same] [iqdb] [saucenao] [google] [report]

>not a big fan of flat textures trying to substitute for geometry
where do you think we are

>> No.3657816

Not a fan of the elephant feet it has. I always thought it had hooves or something.

>> No.3657818


Sorry, it's a bad habit from browsing /v/ too much

>> No.3657823
File: 53 KB, 640x448, Turok_2_seeds_f_evil_fireborn_vs_raptoid_by_armandox27-d7j4mox.jpg [View same] [iqdb] [saucenao] [google] [report]

>not a big fan of flat textures trying to substitute for geometry
You don't belong here.

>> No.3657825
File: 380 KB, 1000x600, 1470973121138.png [View same] [iqdb] [saucenao] [google] [report]

HAHAHA GUESS WHAT? I FUCKED UP THE MAPS. It's not Lavatomb that has the rune, it's Firetop Mountain. I agree that Lavatomb is boring and disjointed, definitely feels like two maps meshed together and definitely not too pretty at that.

I'm vice versa- I thought Crucial Error dragged on too long and STILL got lost occasionally even on my second run of it post-1.5- that, and the author changed a few things with the update so clever players can't just rocketjump to the secrets anymore. Aside from that, the keycards you collect for the rune don't show up at all unless you've already been to the rune room entrance- which is hidden behind a grate in a vent, completely identical to EVERY SINGLE DECORATIVE VENT in the map and NOT like the vents you can break which have a very distinct crack going through where you can see the room or hallway behind them.

On the other hand, Firetop felt like it flows really well and has a number of nice touches and events (the Ring of Shamblers and the teleport to the start of the map once you've beaten the boss so you don't have to manually trek all the way back), and the story for the rune was neat, as well as how it was shown to the player- even if you don't spot the apparition leading you to the start of it, you can still find the bones (in the vents/cells) and books (platforms), just not interact with them- which means when you DO activate the rune route, you already know where to go.

That's just my opinion, though. We can all agree the best map is Necromancer's Keep.

>> No.3657828

>necromancer's keep
no lmao, tedious as fuck

>> No.3657829

better than crucial error

the most crucial error was including it in the mod LMQO (laughign my quad off)

>> No.3657831

The best map would be either the E2M2 remix or Arcane Monstrosity.

>> No.3657835
File: 230 KB, 1920x1080, 20160622010903_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The irony of the situation is not lost on me, HOWEVER

If you're gonna remake models, do it properly

>> No.3657836

I think you just want to see Shambly's fuzzy clawed toes.

>> No.3657837

new blood game when?

>> No.3657840

just because I browse /tv/eddit when I'm bored doesn't mean I have a foot fetish you kunt

>> No.3657858

just installed slade, and why the fuck does it attempt to launch gzdoom when I try to compile ACS? It's pointed to acc.exe in the GZDoom Builder folder.

>> No.3657873

Apparently this version doesn't like me having my gzdb folder in a subfolder of were gzdoom.exe lies.

What the fuck

>> No.3657990

Super Hot is nice, definitely better than CoD.

>> No.3657993

Oi, my ZDOOM doesn't run the frakking thing. Says PLAYPAL not found. What gives?

>> No.3658000

TF2, CSGO, Planetside 2, SUPERHOT... currently rocking a bunch of Titanfall 2.

>> No.3658001

Soon as never ever.

>> No.3658003

Is there a way on Slade to make attachable objects(obstacles) with multiple sprites so that for example a picture on a wall is seen from multiple sides and not just one rotating sprite/part of the wall's texture?

>> No.3658015

why the fuck do I have unplayable FPS when I try inquisitor

>> No.3658037

update your drivers.

>> No.3658039


>> No.3658069

Rainbow 6 Siege.

>> No.3658072

I like it.

>> No.3658083

Guys! guys!

Just tried something:

Adessa.wad + Lasting light

At midnight it gives the worst of the creeps. But because the maps are empty, there is no way to refill the light

>> No.3658128
File: 151 KB, 640x480, doom episode 2.gif [View same] [iqdb] [saucenao] [google] [report]

Only now did I find out that the tower of babel is being built as you progress through The Shores of Hell.

>> No.3658134

wow never noticed that, that's pretty cool, what does it mean?

>> No.3658136

demons are crafty.

probably a bunch of imps being ordered around by barons.

>> No.3658142

probably some biblical reference

>> No.3658154

in bible it was the gateway to heaven and in doom it's the gateway to hell

>> No.3658158

actually the intermission says Deimos is already in hell, floating, you rappel down at the end of e2m8.

doomguy goes to hell at the end of e1m8.

>> No.3658163

so the marines succesfully set up a few bases in hell before being BTFO'd?

>> No.3658165

no, deimos is on one of mars's moons
"Before the game, Deimos is teleported out of its orbit to float above Hell."

>> No.3658167

>so the marines succesfully set up a few bases in hell
no, Deimos is a moon on Mars, like Phobos the UAC also had set up bases there. The teleportation experiment started in Deimos and is where the demons first invaded, they transported the moon to Hell.

>> No.3658178

>probably a bunch of imps being ordered around by barons.
that sounds cute

I wonder if imps would reply to every command with that 'MOOOO' sound they make and go 'wackwack' when they move around with the building materials

>> No.3658180

whoops, misquoted


>> No.3658207

is there a doom stealth wad?

>> No.3658236 [DELETED] 

is there a wad that will let me kill my university professors?

>> No.3658241

Not even close, Terror Fuma is the best by far.

>> No.3658301
File: 1.78 MB, 200x150, 1460332377509.gif [View same] [iqdb] [saucenao] [google] [report]

>green water
>doesn't damage you

>> No.3658304

Doom is one of those games where after all those years and replays you still notice new shit like this

after all these years...

>> No.3658308
File: 41 KB, 291x398, 1477674770490.jpg [View same] [iqdb] [saucenao] [google] [report]

>red (((water)))
>you were supposed to casually run over it to finish the map

>> No.3658316

>this image is posted in every thread.

You're not funny.

>> No.3658329

Look, I'm not renaming the filename ok? Stop getting your panties in a knot

>> No.3658331

oh so it's the cuckodemon, I get it

>> No.3658339

It's almost a tradition at this point to post it.

>> No.3658350

It's almost a tradition to post cuck porn every thread?

>> No.3658356
File: 27 KB, 466x492, 1480651381313.png [View same] [iqdb] [saucenao] [google] [report]

The act itself is already tradition in your household

>> No.3658358
File: 64 KB, 189x170, CowboySamus.png [View same] [iqdb] [saucenao] [google] [report]

Because you have nothing better to post?

>> No.3658360
File: 44 KB, 466x244, 1479924646597.png [View same] [iqdb] [saucenao] [google] [report]

but cacos a qt! CUTE!

>> No.3658389

Post good single player doom 2 mods.

Also why do so many dislike brutal doom?

>> No.3658396

too popular.

>> No.3658397

shamblers are cuter than cacos but are severely unappreciated

>> No.3658404

only works with GZDoom it seems mate

>> No.3658406

Overdoes it. It feels like a kid's first mod, with 100000x more bullets per bullets, 999999999x more blood, and 20x more stolen assets and bitching.

>> No.3658416
File: 103 KB, 1920x1080, saddestpepe.jpg [View same] [iqdb] [saucenao] [google] [report]

tfw nobody has reviewed the map you worked so hard on :(

>> No.3658418

so were you looking for a review or for people to play it?

>> No.3658432

First was brutal doom, then brutal doom 64 came afterwards.
So how long until brutal chex is announced ?

>> No.3658438


>> No.3658448

Chexquest was the shit as a kid. Like wtf there's a VIDEO GAME in my cereal box!?

>> No.3658449

I wonder when someone will call "hellsmith1" out on his rampant mythomania.

>> No.3658450

Too bad that the game is a shit.

>> No.3658451


>> No.3658458

Brutal Heretic when?
I want to desintegrate enemies with my necromancers gauntlets.

>> No.3658462

>Brutal Heretic
>not brutal hexen
Shit taste

>> No.3658471

Heretic has the wider variety of weapons and monsters though. It's far better for a gameplay mod.

>> No.3658484
File: 2.13 MB, 640x360, brutal hexen.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3658489
File: 51 KB, 530x642, 530-90_54ef9af46280b.jpg [View same] [iqdb] [saucenao] [google] [report]

So should Doom be played with freelook or not?

>> No.3658493

only if you're playing with opengl.

>> No.3658496

If you want the "authentic experience", no.

>> No.3658503

Brutal Hexen exists.
And Heretic is more fun desu.

>> No.3658506

Preference, really. Doom doesn't exactly have vertical aiming.

>> No.3658537

why was the doom movie so god-tier?

>> No.3658540

Me personally, I find it weird if I move my mouse left and right but it never moves up or down slightly. It's useless, but I need it

Kind of like jumping, I need a jump button. I will never use it to exploit level designs, but it feels so weird to me not being able to jump when I'm running long distances without combat

>> No.3658551

>cant stand opengl graphics

Easy Fix. Open GZDoom

Display Options
OpenGL Options
Texture Options

Set texture filter mode to None.

>> No.3658557

you think that's the only thing opengl does?

the actual fix would be vid_renderer 0 in the console.

>> No.3658560
File: 36 KB, 315x320, Ringmaster didnt hear you the first time.jpg [View same] [iqdb] [saucenao] [google] [report]

>blue water
>damages you

>> No.3658561

>shield in hexen


>> No.3658562

I allow freelok as long as autoaim is disabled, that way it still takes admittedly minimal effort to shot enemies down

>> No.3658563

>throwing parts of the environment in hexen

>> No.3658567

H2H 24 or something like that
I don't quite remember the name and I'm not home

I know I played 2 wads last year. One you play as Santa, and one has a weird "how the hamburglar stole Christmas" cover or something

>> No.3658568

>"how the hamburglar stole Christmas

literally what

>> No.3658569

>in hexen

>> No.3658573

but that puts it in Software mode.
OpenGL minus the Filters is best, then you still have the software aesthetic, but can look all the way up and down in mouselook, which you can't do in Software mode.

>> No.3658578

>but that puts it in Software mode.
duh, anon says he doesn't like opengl graphics, textures aren't the only thing that makes opengl look like that, the lighting especially.

>> No.3658587

>OpenGL minus the Filters is best, then you still have the software aesthetic,
Nooooooooo, that's not what the software aesthetic is.

>> No.3658591

Why is hexen so terrible?

>> No.3658594

bad level design.

>> No.3658596

quoth the raven

>> No.3658598
File: 58 KB, 397x600, Sad Flex Kavana.jpg [View same] [iqdb] [saucenao] [google] [report]

>Red water/Brown Water
>Doesn't have any indication of it being harmful
>Damages you

Either use the yellow Toxic texture around those areas, or just use green liquid and lava for damaging floors

>> No.3658604

What I usually do is if I'm playing the classic doom levels I always disable free look. If I'm playing a fan wad I'll usually enable free look. I'm okay with either. Jump is always disabled for me tho.

>> No.3658608

>the yellow Toxic texture

>> No.3658617

The hazard sign.

>> No.3658619
File: 1 KB, 62x36, PS20A0.png [View same] [iqdb] [saucenao] [google] [report]

I meant to say yellow Poison sign texture

>> No.3658620

Its repetitive as fuck and confusing due the puzzles that force you to back track a lot and few weapon choices.

>A third of the puzzle has been solved in seven portals

>> No.3658625

It had to compete with Heretic which is the better game.

>> No.3658630

I kind of liked the level design after the boring first hub. What kills it for me is only having 4 weapons.

>> No.3658642

>Horrid level design
>Shitty obscure puzzles
>Super limited arsenal
>Annoying monsters

I'll take Heretic over Hexen any day of the week.

>> No.3658648
File: 1.09 MB, 1132x2300, OpenGL with Software Aesthetic.png [View same] [iqdb] [saucenao] [google] [report]

Problem Solved.
Sector light settings and Tonemap mode can be found in OpenGL settings.

Have fun, DoomBro, GZDoom for Life

>> No.3658649

all those look the same...

>> No.3658651

If you want software A E S T H E T I C S you need to not only disable filtering, but also set sector lighting mode to Software, use Palette tonemap AND use Retroshader on autoload(don't forget to enable lens distortion in-game and disable posterising in the config file inside the pk3).

>> No.3658656

I'm unfamiliar with Retroshader
I don't think Doom had lens distortion

>> No.3658659

Retroshader is here: http://forum.zdoom.org/viewtopic.php?f=19&t=53250
Also, GZDoom does have lens distortion.

>> No.3658664

>A mod that causes glitchy ugly distortions, seeing through corners, and other forms of shit graphics that I am glad to see the back of
I give up.

>> No.3658665


>> No.3658687

>seeing through corners
>glitchy ugly distortions

>> No.3658693
File: 124 KB, 470x684, Screenshot_2016-12-05-14-14-36-1.png [View same] [iqdb] [saucenao] [google] [report]

I agree. Maybe it's not as eyecandy as the others maps, but TF has more flow and feels good to just exploring

>> No.3658698


Cool, now I don't even have to aim or care about monsters at all anymore, they'll just automatically die.

>> No.3658705

Prolly one of the best single level wads I've ever played. Impressive variety of tricks n traps and the boss fight was tits

>> No.3658709

This vid from a few month back

>> No.3658716

Terra Fuma is eyecandy as fuck, especially with the glass canopies and all the custom machinery and computery stuff.

>> No.3658720


Strange. Can't say I've experienced that in my own playthroughs.

>> No.3658726

I'm more a lovecraft guy than a base guy. Not saying TF looks bad or anything

>> No.3658735

Doom 64

Fallout NV
Doom 3

>> No.3658742

what kind of game is "Two-rock"?

I can't seem to find anything about it

>> No.3658749


>> No.3658750

Turok : The Dinosaur Hunter
It was on the N64 but has recently gotten a new PC re-port.

>> No.3658751

the sequel to Will Rock

>> No.3658752

Will Rock 2.

>> No.3658753

>there are people in this day and age that haven't played Will Rock and Two Rock

why even live

>> No.3658761

I usually allow freelook when playing zdoom wads, but not with Boom/Vanilla wads.

>> No.3658770

Is that a serious sam clone?

>> No.3658780

Duke 3D
Return To Castle Wolfenstein

Far Cry 3
Rage (despite all of it's flaws)
New Vegas

>> No.3658783

Yeah rage was pretty fun, I think the biggest flaw was how it ended so prematurely though

>> No.3658790

Another person who liked that game!

Too short, and no satisfying endboss, but fuck, using the wingsticks was fun as fuck.

>> No.3658806

desu I barely remember anything about the game besides that the fights with mutants were fun

>> No.3658813
File: 158 KB, 548x439, 1456766776069.png [View same] [iqdb] [saucenao] [google] [report]

>New Shambler model that is only slightly more high poly, and with a touched up skin.
>looks higher res than the original model, but doesn't look out of place in the game.
>Basically, an "HD update" done right, unlike Doom's many attempts at doing "HD sprites" who not only failed, but also looked terrible

You hardcore purists can go eat a dick. Say what you will about you preferring to use the original Quake model, but at least give credit where credit is due, they did a great job on that model.
>but it doesn't have fur!
>It's supposed to have fur!
>And that's not what the feet are supposed to be!

And how can you be so sure judging from such a low only model like that from the vanilla Quake? You saw fur in the Shambler, but the guy who made the new model didn't. You saw hooves, but the new guy didn't. It's hard to interpret such nuances in a low-res monster like that, and as far as I know, there's no Quake 1 concept art to prove which interpretation is right or wrong.

>> No.3658819

Basically, you had an item (not a weapon), that you would throw at the enemies. It was a guaranteed oneshot on unarmoured enemies, and later upgrades would even give it a chance to not break upon use.
I fucking love it, the sound it made was so damn satisfying. It was "woosh-bzzzzZZZZZ CRUNCH OH GOD MY FACE".

>> No.3658823

found the artist

>> No.3658853

>found the autist

>> No.3658869

>using OpenGL
>but not enjoying the unlimited colors

>> No.3658874

Those distortions aren't from the retroshader, that's a separate added effect made to mimic the wobbly polygon rendering of the PS1

>> No.3658881

why tho

>> No.3658884
File: 137 KB, 623x527, 1456090564041.png [View same] [iqdb] [saucenao] [google] [report]

>not appreciating the crispness of 256 colors

>> No.3658901

Some people like that in an ironic way.

>graphic isn't fullbright
>graphic bleeds out in increasingly less colors
I like being able to see the beautiful texture and sprite work, thank you.

>> No.3658903

not him but I'm guessing this?

>> No.3658907

>"Hello this is Richards again just to let you guys know that Hellsmith1 is doing ok and the doctor told us that he does not have a concoction"
Someone tell that retard hellsmith not to mix concussion (a blunt trauma) and concoction (a medicine).
He obviously never saw a doctor.

>> No.3658917

he later posts that Hellsmith fell into a coma

wtf is this shit

>> No.3658920

> the police found the hit and run person Boy I'm glad that he's not around me because I'll mess him up really bad
Wooo we have a tough internet guy.

>> No.3658937

Mission accomplished. Area 99% cleared; there's still some hard-to-shoot thing in the sewers. If you hear weird musical humming, lock and load.

Pretty damn good time, for a killfest. Though tell R&D that trying to emulate wireframe VR needs a more abrupt transition than that, and as usual, quit trying to weaponize the demons.

Definitely something to show the rookies. 8/10.

>> No.3658941

Did he ever do something besides being an attention whore ?

>> No.3658950

How do I activate frames transitions in Quake? Enemies moving around really creeps me out.

>> No.3658953

He made a bajillion posts about his various sick relatives while asking for sympathy before that. And no one can call him out on it without seeming like a turbo-dick.

>> No.3658956


>> No.3658960

Move around on simple frame.
Me scared.
People said earlier that frame could be better.
That Quake could interpolate frames.
Makes monsters not teleport around.

>> No.3658962

so lads what is your prediction for this year's egregious cacoward snub?

I am going to guess D4D. (BD64 also won't win but that's not really a snub)

>> No.3658963

Well tell us what port then anon.

>> No.3658971

If I knew, I wouldn't be asking, duh.

>> No.3658973


Well, the big-name releases this year are D4D, Blades of Agony, JPCP (big-ish? Not really), Ancient Aliens, and BD64/Hell on Earth.

I'd say Blades of Agony if only because it's fucking awful and I will be genuinely surprised if anybody on that team liked it.

>> No.3658983

Not really. His history consists of mainly off topic posting for the sake of posting. clogging up the forum

>> No.3658986

Are you playing dosquake? winquake? glquake? Quakespasm?

You must know what your damn exe file is called.

>> No.3658992

GLQuake, I think. The one from GoG.

>> No.3658995

That'd be a 32in24 entry, I think 14 was the latest one? Could be 15. It was recent, I know that.

>> No.3658998

The latest coop one, that is. Obviously one gets made every year, it's usually competitive gamemodes though.

>> No.3659007

Well then, get quakespasm instead and type
r_lerpmodels 1
r_lerpmove 1
in the console if it's not on by default

>> No.3659015
File: 477 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, this secret is bullshit.

>> No.3659018

Copying that to my notepad, I'll try that later.

>> No.3659048
File: 1.79 MB, 960x540, FEAR kick in the back.webm [View same] [iqdb] [saucenao] [google] [report]

How many years until Half-Life and F.E.A.R. become retro?

And now I remember that F.E.A.R. was extremely good, and then the sequels arrived.

>> No.3659051
File: 696 KB, 2007x1304, 1480702742160.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow, one of the best single map wads I played, fresh monsters, cool looking weapon sprites, great map with lot of details, the boss fight was also intense with his impossible to dodge laser attack which forced you to take cover behind pillars constantly hiding into ground, making you vulnerable.

10/10 fantastic level

>> No.3659064
File: 55 KB, 620x413, justin-bieber.jpg [View same] [iqdb] [saucenao] [google] [report]

Where the fuck do I torrent Blood?

Cant find it anywhere

>> No.3659071

damn he still looks a woman after all these years, especially from the thumbnail

>> No.3659072

I thought it was a woman with fake dreadlocks from the thumbnail.

>> No.3659087

He turns into a lesbian if you add earrings

>> No.3659102

Make sure to get the GOG version

>> No.3659104

Hell, this was a seriously cool map.

The weapons feel alright, though I'm not sure there was much point to the changes, given how the combat was structured.

The new enemies mesh well with the existing bestiary, which is excellent. The poison imp dude was a little meh, but the worms in the sewers, and the lasting light stretched assholes were much more interesting. I entirely skipped one of the fights, got the chaingun, and waltzed back into the hub.

I feel like the map's best parts were all on the back half, though, once you have the yellow key. There's some setpieces before that, but it doesn't get cool until you see the fleshy mass in the sewers. The rooms afterward were really neat, even if the fighting was a little one-directional, and the boss was pretty solid.

I also skipped the chaps what showed up after I killed the boss.Just ran right past them. Not sure if that's what you were going for.

>> No.3659110

And sometimes we made them in Heretic II instead.

>> No.3659125


Out of curiosity, I decided to compile a list of Cacoward winners to see if there's any recurring theme.
And suffice to say, I did in fact find one. I am absolutely amazed at the sheer bias towards one particular author, who... Well, I'll just let the numbers speak for themselves.


>> No.3659126

>You saw hooves, but the new guy didn't. It's hard to interpret such nuances in a low-res monster like that
except he very clearly put toes in where there was previously no detail whatsoever, and quake has a surprising amount of detail despite being low-res- stuff like the emblem on the ogre's suspenders, the pupils of grunts' eyes, the chinks on hellknights' armor, all of that is included even if it's just a pixel or two

the shambler has NOTHING there

>and as far as I know, there's no Quake 1 concept art to prove which interpretation is right or wrong.
there is, but we've never seen it because adrian carmack never released it unlike the doom concept art
romero has said shamblers have fur and no eyes, though

>> No.3659130

>over 20 awards
simply shameful.

>> No.3659131

Wow, I can't believe the Cacowards are rigged.
The proof's been there this whole time.

>> No.3659132

Jump off the left ledge and air control around to it? There's a similar secret at the very start of Terror Fuma requiring you to move about in midair to get to the nailgun on the tram.

>> No.3659138

I hate this meme, both steam and GOG versions are the same.

>> No.3659146

I don't get it

>> No.3659154
File: 904 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

This fight is fucking bullshit

>> No.3659158

What are some mapsets for Doom that fit the quake aesthetic?

>> No.3659165

>Sergeant Mark IV

>> No.3659169

joking aside, this is an interesting list, thank you

>> No.3659175

Get efficient. It's not even the hardest fight.

>> No.3659179

Never. The 1999 rule will still stand when its 2020.

>> No.3659186

Man, /vr/ would practically turn into /v/ if the gate was raised for non-Dreamcast 6th gen

>> No.3659201

between JD, kattfag, australia-kun, autismo, and the doom babbies nerd, we've got some interesting characters

>> No.3659206
File: 44 KB, 800x600, WgqGkvs[1].png [View same] [iqdb] [saucenao] [google] [report]

You think I was kidding?

The wad is here >>3658995

>> No.3659210

I'm surprised Ribbiks won so many. I love his shit but his stuff is pretty polarizing.

>> No.3659234
File: 172 KB, 747x706, 5dd00d6d52c13c95f49ecc3857168887.png [View same] [iqdb] [saucenao] [google] [report]

You know, all I see are comments about SP uses and tactics for the vanilla Doom weapons, but how do they stack up in competitive deathmatch use? Any gun seen as the OP choice? Which ones are generally considered the less useful?

>> No.3659245

I'll never understand why people think this.

>ripped by me
>gib credit pls
Why are spriterippers so retarded?

>> No.3659256


It already has


>> No.3659265

Not just /v/-lite, but full-on /v/

>> No.3659268


>> No.3659270

Yeah from now on everytime I repost that pic I'll just chop that part off.

>> No.3659273

Run For It, the mod that gives everything legs, gets a release.

>> No.3659279

So this was the Runballs mod? Definitely going to play this

>> No.3659280

That thread was pretty much full on /v/-tardation from the start. The only way it could get worse if we had unironic cringe threads.

>> No.3659285

This should not be nearly as funny as it is.

>> No.3659295
File: 24 KB, 621x371, george lopez suffers a nasty bee sting.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit, this is fucking glorious.

>> No.3659296
File: 2 KB, 101x140, 1480656698198.png [View same] [iqdb] [saucenao] [google] [report]

funny as shit


>> No.3659301
File: 662 KB, 1920x1080, gzdoom 2016-12-06 14-12-33-91.png [View same] [iqdb] [saucenao] [google] [report]

This is not going to bode well.

>> No.3659309


>> No.3659337
File: 32 KB, 352x264, KotHS1E10001.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck

>> No.3659345
File: 843 KB, 1920x1080, gzdoom 2016-12-06 14-32-45-73.png [View same] [iqdb] [saucenao] [google] [report]

Oh god

>> No.3659350
File: 899 KB, 1920x1080, gzdoom 2016-12-06 14-34-28-64.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3659370

themdangol'itemsrunnin'roundlikethemdang'olroadrunnercartoons, mang

>> No.3659373

Some sort of modular sprites? Seems neat.

>> No.3659374



Try playing it with Fractal Doom

>> No.3659382
File: 533 KB, 1920x1080, gzdoom 2016-12-06 14-44-44-68.png [View same] [iqdb] [saucenao] [google] [report]

Imp fireballs are no joke in Run For It. If they hit a wall they simply turn into a homing fireball that continues to pursue until you shoot it at least once. This also makes Revenants a pain in the dick.

The player's advantage is that they can set their runballs to a specific target, and can freeze them all at will.

Now imagine playing with fast monsters.

>> No.3659385
File: 29 KB, 600x495, 1463993520620.jpg [View same] [iqdb] [saucenao] [google] [report]

What the actual fuck

>> No.3659390

How do I run Quake mods and maps with Quakespasm on Linux?

>> No.3659396
File: 153 KB, 1366x768, Screenshot_Doom_20161205_205526.png [View same] [iqdb] [saucenao] [google] [report]

This is a fucking revolution in modding

>> No.3659402
File: 821 KB, 1920x1080, gzdoom 2016-12-06 14-59-52-09.png [View same] [iqdb] [saucenao] [google] [report]


Oh god

>> No.3659410
File: 688 KB, 1920x1080, gzdoom 2016-12-06 15-04-56-72.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3659416

Same way as any other OS. For mods, launch Quakespasm with the "-game x" parameter where x is the name of the folder the mod is in inside the Quake directory (rogue, hipnotic, ad, etc.) For maps open the fucking console and type "map x" where x is the name of the map.

Quake Injector and other tools have made people stupid.

>> No.3659446
File: 985 KB, 640x480, litening1.webm [View same] [iqdb] [saucenao] [google] [report]

fucking HELL YES it finally works

I'll be tweaking the randomized arc offset and also give each bend a chance to spawn sub-arcs tomorrow. This thing will look awesome.

>> No.3659459
File: 400 KB, 488x519, 1457536064782.gif [View same] [iqdb] [saucenao] [google] [report]

Looks great!

>> No.3659480
File: 380 KB, 640x480, Screenshot_Doom_20161206_033347.png [View same] [iqdb] [saucenao] [google] [report]

Took basically the entire day to figure out the math.

Speaking of which, anyone know the the best way to scale a range of say 0 - 500 so it goes from 0 to 1 in the middle and then back to zero again? I want to scale the randomized offset so it's less random closer to each end point of the arc.

>> No.3659487
File: 6 KB, 469x436, Iron_Lich_ver_2.png [View same] [iqdb] [saucenao] [google] [report]

I call the 3 "Flesh Wizards" that appear after the boss The Council. Since they appear when you are on the circular platform and quickly surround it. Cool thing about the yellow key room that I haven't seen anyone take advantage of is the arachnotron that appears after you grab the soulsphere. You can use it like a turret to clear everything but the barons!

Very happy with how that boss room turned out. It's simply but it works so well. Depending on what he's launching at you ya either need cover or you need to move lol. One thing I'll admit is I'm not entirely sure how I got the pillars to move so randomly :P

Good shootin soldier. It's possible you missed the secret monster near the exit button

Glad you liked it!

For my next wad I plan to make a Heretic map where you play as the original owner of the Gauntlet's of the Necromancer. If anyone can help me tweak the gauntlets to raise the dead I'd pretty much be forever grateful!

>> No.3659496

I've never used Quake Injector.

>> No.3659501
File: 48 KB, 558x650, 1450115265377.jpg [View same] [iqdb] [saucenao] [google] [report]


calm your agitation

>> No.3659518

Still not perfectly Software-ish

>> No.3659519

>Now imagine playing with fast monsters.
Someone record a .webm

>> No.3659521

u guys are some next level smart I feel like normie scum in this thread sometimes

>> No.3659529
File: 1.28 MB, 330x312, aNMfuKd.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3659535
File: 11 KB, 201x219, 1430809334768.jpg [View same] [iqdb] [saucenao] [google] [report]

That was my first thought too, but I'm not above helping the guy achieve at least part of the software experience while keeping the OpenGL charm

>> No.3659540

Barrels o' fun was my fav map as a kid :]

>> No.3659548

Though it's not really a super good design

>> No.3659551
File: 21 KB, 300x316, 1450274250594.jpg [View same] [iqdb] [saucenao] [google] [report]

>that one guy who signed up on the doom 2016 general on doomworld to baitpost

I wonder who might that be

>> No.3659554


>> No.3659557

Unless I've read it wrong it says that it registered in 2005.

On the bright side, we at least have a name.

>> No.3659559

>On the bright side, we at least have a name.

Contrary to popular opinion, not all shitposters are one single person.

>> No.3659560

the TNO remark is a dead giveaway.

>> No.3659567

>I AM WEAK.jpg

>> No.3659568
File: 79 KB, 571x542, 1449452651761.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3659575

yeah it's downright sloppy compared to what us mappers make today but to 7 year old me it was fuggin genius

>> No.3659593

Now that was a fuckin cool map.

>> No.3659601

Fuck yes, it's out.

>> No.3659635
File: 178 KB, 599x406, temp.png [View same] [iqdb] [saucenao] [google] [report]

Previous thread someone mentioned a better BSP plugin for UE4 that wasn't finished. Anyone know if there is a similar plugin that would allow for quake/doom style level editing in UE4?

>> No.3659709

So I am not the only person using that name in Doom. From now on I guess I'll go as "Chara(2)" to avoid confusion until I can think of a better name.

Can you beat that map with hostile barrels on?

>> No.3659714

I don't play much multiplayer anymore and I would probably use a different name anyway, no need to worry

Not sure, i'm sure it's possible.

>> No.3659720

Honestly, the shield is a pretty cool addition. I'd like a mod that added just that to the game, just for that slight extra bit of combat depth for melee.

>> No.3659725

why is strife so shit omfg

>> No.3659732

Return to Castle Wolfenstein
Half-Life (Opposing Force, mostly)
Duke Nukem 3D
I really need to replay some games like Quake, HL, and Duke, and finish/start some other retro shooters. Already got Marathon trilogy to work on. Time to make a list...

>> No.3659734

Because it's an RPG that was built using the Doom engine. It barely works and has no real direction. More of an experiment then anything

When they sold it in stores Duke Nukem 3D was the talk of the town so no one gave a shit about it.

>> No.3659749


i was trying yesterday to make a hitscan that made a smooth arc from point A to point B
i even tried copying D4D's lightning gun effect, but that went completely over my head

>> No.3659765
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]

>Running around in Marathon
>Looking at my map to speed through since I've cleared everything out and not paying attention
>Open door and random Wasp is waiting there to attack me immediately
>Happens about four times
>Jump every time cause I'm not paying attention

>> No.3659781

Any way to change the view model in quakespasm? Like make it bigger or move it up?
I know disabling sbaralpha will fix it a bit, but I'd like to know if there's a better way.

>> No.3659848

Is there a way to save the changes in quake spasm?

>> No.3659856

>want to play Hideous Destructor multiplayer
>oh boy
>set it all up
>download the newest fucking versions of GZDoom and HD because they update every 3 days
>plug both computers directly into a network switch
>run the game
>"Out of sync with 2" appears at the top of the screen IMMEDIATELY

Can someone explain the steps necessary to having a good time playing ZDoom multiplayer?

I don't understand. How did people play over a phone network in '93 just fine but I can't play a lan game today

>> No.3659858

Good job.

>> No.3659864

They do too much damage for how little and weak they are

>> No.3659865

>hubris labs

>> No.3659869

I really hope the anon from two threads ago (>>3653797) is still around these parts


This is perhaps the mod he was looking for.

>> No.3659875

Any quake mods that grants the player to slow down time at will not the super hot type i mean the F.E.A.R style?

>> No.3659879

>Zdoom multiplayer
If it doesn't run in Zandronum its not worth trying

>> No.3659883

ZDoom multiplayer is basically a pile of floppy dicks.

>> No.3659885

With Edward out of the picture is there any hope for a netcode revamp?

>> No.3659908


No, since Edward was the only person who was willing to work on it.

>> No.3659909

Now this is why I still come to /vr/. A game old enough to drink but you guys still somehow make it fresh

>> No.3659913

Is there a way with UDMF to cause your vision to fade in from black at the start of a level, similar to what Doom64 does?

>> No.3659915

You mean like in Painkiller?

>> No.3659918
File: 100 KB, 805x540, huh.gif [View same] [iqdb] [saucenao] [google] [report]

So what about the Z& netcode devs then? Or is the culture between the two ports too different for any cooperation?

>> No.3659919


script 1 ENTER

>> No.3659920


Oops, added an extra }
Oh well. Put that in your map's ACS and have a funs.

>> No.3659923

Thankfully the fusion pistol one shots them, whenever I see more than two or three I run back and pull out the fusion pistol to mow them down.

>> No.3659924
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google] [report]

Awesome, thanks for the help.

>> No.3659927

Quake 3
Serious Sam

>> No.3659978

Fitzquake Mark V has an option to raise the view model

>> No.3659983

Fitzquake Mark V is basically just another version of Quakespasm ain't it? Both of them are basically the same program but Mark V decided to change a couple things.

>> No.3660002

Quakespasm also lets you change mods via the console. Try "game ad"! (You might also want to type "exec quake.rc" as the console suggests afterwards to load mod-specific default settings)

Not so much culture as codebase. Z& is behind in ZDoom features because they have to add support for all of them to the netcode, and the Skulltag netcode was... well, it's a fine fit for the ZDoom codebase, let's leave it at that.

>> No.3660027

Well first I looked at scroton's lightning spawner code and tried to wrap my head around bezier curve explanations on the internet. But at that I failed spectacularly, so I just spawned and logged (distance/100 nodes) in a line with randomization, then in a second loop spawned another such line between each node.

If I'd done it properly, there'd been variable smoothness between the bends.

>> No.3660032

System Shock 2
Deus Ex

Unreal is fucking amazing. And it's almost uncanny how good it still looks with graphics turned way up, much thanks to A+++ art direction and detail textures. Most important though is this adventurous feeling of exploring a large alien environment, kind of like how morrowind felt the first time you played it.

>> No.3660041

the vast, empty locations aren't really that interesting. Unreal's game play is also pretty boring, which is far more important than it looking pretty. It does look a lot better than some other games on the same engine, like deus ex which looks horrendous.

>> No.3660042
File: 17 KB, 354x369, Virtual hug.gif [View same] [iqdb] [saucenao] [google] [report]

>armor/health bonuses on the map
I fucking love you, this was really enjoyable, my only gripe is that shotgun felt really weak compared to other weapons.
>that secret at the end of the level

>> No.3660072

I found exploring huge environments to be pretty interesting on its own. Besides, locations become much more dense with enemies and obstacles after the first few levels. Also if you think location is empty it more often than not means that there's a secret somewhere out there.

>> No.3660076

This is sticky worthy.

>> No.3660102
File: 489 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a point to this secret or is it just "lol lore" shit? I need megahealth and red armor, not lore.

>> No.3660145

Oi, can you make yer map work in ZDoom? I've been itching for good maps. Anyhow, I like your plan. Heretic seems great.

>> No.3660165
File: 1.22 MB, 640x480, litening2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3660168

So with Arcane Dimensions, is there any particular order that I should play the levels in?

>> No.3660174
File: 441 KB, 1020x1178, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

So I'm trying to set up EDuke32 and all, and the base game seems to be working just fine, but the DC/NW/CV add-on episodes seem to be pretty broken. Is there something I'm missing from the same directory as ED32 that I need to copy over? I've got the add-on folders and most content folders ("classic, data, maps", etc.) copied over into the same directory already.

>> No.3660175

Not really. Arcane Dimensions is just a collection of levels made to play in any order. Just pick the one that peaks your fancy.

>> No.3660186

shit son
that's awesome

>> No.3660198

Here's a solution: play a better game

>> No.3660202
File: 380 KB, 1016x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Wait, figured it out. Had to copy the "nwinter, vacation, dukedc" app files over from their folders and run the expansions separate from Atomic edition.

>> No.3660208

I had problems with those as well, but after just downloading the Duke 3D pack that you can find in the main pastebin, the episodes worked fine.

>> No.3660213

If you have the add-ons from Megaton edition, EDuke32 should directly detect the grp files corresponding to each add-on and you can select them in the startup menu. (if not, copy paste the grp files in the EDuke32 base folder)
Keep in mind that this doesn't work with the original add-ons grps files, the ones from megaton were modified. It's still possible to play the original but it's a little more complicated.

>> No.3660215

Ha, well shit I didn't see that link. Ah well, did things the messy and hard way by just copying from the Steam folder contents. Everything seems to be working fine.

>> No.3660219
File: 4 KB, 64x128, wall3.png [View same] [iqdb] [saucenao] [google] [report]

Am I wrong in thinking the "less busy" section looks better than the two bricks with more pixels?

>> No.3660228

Shit's too dark yo.

>> No.3660230

Why dont we make a reverse wad database filled with anti-wads that is just meant to be bad?

>> No.3660238

Yeah, also let's call it "Official /vr/ approved wads"

>> No.3660240


>> No.3660257

Check the command list, I know there's cl_ options for it.

>> No.3660278

Can we all agree that these wads are the only ones a doom player ever needs?

Ancient Aliens
Back To Saturn X
Back To Saturn X 2

>> No.3660280

>download mods, make sure both players use the same version
>download GZDoom, make sure both player use the same version
>open port 5029 in udp
>agree on a load order in ZDL
>launch the server, give your friend your IP
>friend joins
it just werks, but save often

>> No.3660281

There's no need to limit your choices when there's tons of shit to play.

>> No.3660287

why the fuck would you limit yourself like that?

>> No.3660297

>Can we all agree...
No. I love the wads you listed, but there are a hell of a lot more worthwhile wads than just those 5.

>> No.3660298


>> No.3660301

teach me your secrets

>> No.3660315


Maybe I'll extend my list to 10 wads. Which ones would you recommend on top of the 5 I listed?

>> No.3660319

LineAttack, SpawnParticle, and a lot of trig in nested loops.

Grab the code when it's finished and released :P

>> No.3660326

Impressive, I'll have to check it out. I love lightning guns and am abysmal with math.

>> No.3660342 [DELETED] 


>> No.3660349

damnit, we wanted a quality wad ,not terry traps.

>> No.3660350

Fun new trick I just learned for people with trash computers: Apparently the GZDoom commandline "-glversion 2.0" will force the legacy GL renderer, even if your computer can *technically* run the new one (at a terrible framerate).

I haven't tried this myself yet, because my GPU is mint, but I'm told it's a thing.

>> No.3660356
File: 1.32 MB, 640x480, litening3.webm [View same] [iqdb] [saucenao] [google] [report]

I'm terrible at it too, there's hours of trial and error before anything works.

Got the thing to fork just now by the way, so this feature of the mod is done pretty much. Runs into the max particle limit very fast though and breaks the ACS instruction limit with low node sparsity/distance limit.

>> No.3660358

I think new gzdoom versions should automatically detect which renderer will be the fastest.

Keyword is 'should' I guess..

>> No.3660367

you could do that thing that D4D did with it's solid beams

>> No.3660371

Haven't looked through how it works there, but aren't they 3d models/flatsprites which are GL renderer only? I want this mod to be software compatible.

>> No.3660394

I wish someone would continue developing Project MSX.

>> No.3660395

and take out the regen shield while they're at it.

>> No.3660398

>make sure both players use the same version
I think this is where I fugged up.

What are the best netplay options, both from the command line and in the GZDoom menu?

>> No.3660402

I don't mind it actually. Some of the guns really need tweaking though, to balance them better and make them feel more satisfying

>> No.3660404

There needs to be a mod where you have

The shields recharge, the others don't.

>> No.3660412

depends on what mods you use, i guess.
but in ZDL i just use classic netmode with nothing else ticked (and not specified dup)

the only command like arg i use is -loadgame save0.zds , guess what it does

MSX does that.

what i'd really like for doomRLA is a mod that allows you to find the nearest weapon/modpack you name, pretty much a mix between bethesda quest(item) markers and ctrl+f

>> No.3660421

So what's interesting is that you can apparently save multiplayer games, and LOAD multiplayer games in doom.

How exactly does that work?
Does everyone need to type in
-loadgame save0.zds
on their zdl before they start up the game?
If one player chooses 'save' does that make all players save? Or is it just if the host does it? What about in a p2p game?

>> No.3660428

that one looks the nicest so far

>> No.3660432

If one player chooses 'save' does that make all players save?
>Does everyone need to type in
-loadgame save0.zds
yes (or whatever save number gets displayed when you save) else you'll be out of synch
>What about in a p2p game?
i don't know, but i assume that it's the same

>> No.3660472

The Ultimate Simpsons, and Metroid Dreadnaught.

>> No.3660505


>> No.3660546

>Back To Saturn X 2
shit compared to the first part
actual slaughterwad, billion pointless linedefs don't change the fact that most fights past single digit levels boil down to "lol wall opens and 30 enemies pour out"

>> No.3660549

>these shit opinions

>> No.3660554

>shit compared to the first part
I agree.
wrong, only like 3 maps from it are slaughter because of the overbearing enemy encounters and focus on them instead of complex, intricate level design, that is, map20, 24 and 30.

>> No.3660595

What map is this? It looks awesome, I need to play it.

>> No.3660774

What do you need regarding bezier?
Have you seen explanations of bezier posted to vr or just other sites?

The issue with that code is that it doesn't rotate the axis to x-axis and then back to original after calculating offsets so that it ends up in its current state changing curve severity depending upon which xy plane angle the player is facing when firing. This is easy enough to fix, you just plug in values to the axis rotation formulas.

Regardless of if you use that code you can also keep piling on additional offset methods to the code to add more overall curves but also short juts and so forth, and keep playing with the numbers until you get it how you like it, so that each electrical arc looks more unique but still overall have all of them fall within your parameters. Quadratic or cubic bezier if you wish, but don't even have to touch bezier. Sin waves with or without randomized and independent x and y stretching and even just additional randomized independent offsets. If you do go the route of bezier for additional offsets oscillate your t value for best results, say for instance over a period of 10 (this is probably too small, but for demonstration) from 0 to 10 t goes from 0.0 to 1.0 then from 10 to 20 it goes from 1.0 to 0.0, etc.

>> No.3660815

And what I mean regarding sin waves with variable stretching:
Since just using a sin wave for offsets has it look pretty obviously like a sin wave, you can modify what would normally be constants so the wave changes. So
f(x) = V*sin(H*x)
where V and H would normally be constants, have those two values change as x increases. You'd probably want to use a sin/cos wave, quadratic bezier or some other smooth function for producing the V and H values. You will also need to solve for the intercept between the different waves and add the appropriate offsets for each new iteration so that the changes in the final sin wave produce an actual wave instead of different waves with gaps in between. If you need help doing this last part, look up intercept calculations in C.

>> No.3660827
File: 540 KB, 802x632, gzdoom_2016-12-06_14-36-34.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy has met his match

>> No.3660829
File: 370 KB, 802x632, the last thing you see.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3660836


>> No.3660838

Oh, and for that last part you will also need to check the slope of both curves at the point you are offsetting to meet to make sure they are the parts you want to push together. Basically meaning that you want the variable stretching wave to do
(disregard "_", there for spacing)
instead of this

>> No.3660839
File: 161 KB, 1000x500, alex serious.jpg [View same] [iqdb] [saucenao] [google] [report]

Man this would've fucked me up as a kid. What a scary fucking sight.

>> No.3660852


>> No.3660853

That's exactly what I'm talking about. So many modders (especially those doing low to noskill work) are fucking attentionwhores and should not EVER be satisfied with helping to sue someone who used something someone made.

>> No.3660858

Not even hell prepared him for the technological superiority of Segway Zombie

>> No.3660863

One more thing: If this starts to eat up the instruction limit you can always calculate out everything outside of acs to an absurdly high number of iterations, stuff them in a one or more static arrays for lookup and then pick a random place on the array to start pulling values from, rather than actually doing the calculations in your acs. For the variable offset sin wave or really any part of your project where this would be beneficial.

>> No.3660885

And if you do go the route of looking up values for the variably stretched sin wave, pick random constant V and H values to stretch the thing by after lookup, so that even if two arcs are pulling from the same part of the lookup area, they still don't look exactly the same.

>> No.3660892
File: 2.86 MB, 700x394, 2016-12-06 03-04-19-746.webm [View same] [iqdb] [saucenao] [google] [report]

Was working on a hacking system for my project. Couldn't think of any fun puzzles.

So I decided to make the hacking system based on fun action instead.

>> No.3660905
File: 137 KB, 330x327, I+have+to+ask+why+do+you+post+deforestation+and+_9268e37685afc225a6fdcb8ba7edd128.png [View same] [iqdb] [saucenao] [google] [report]

why does marathon get kinda less fun after i get the fusion pistol thing?

>> No.3660907

Because you don't like zapping cyborgs? IDK, man.

>> No.3660910

because marathon is garbage

>> No.3660930


>> No.3660939

cant get past the red door

>> No.3660946

you grab the red key? It's in the back of the room with pillars

>> No.3660952

but the door wont open
should i just idclip?

>> No.3660962 [DELETED] 

WTF CHEATS DON'T WORK? Playing Ultimate Doom, map selection and iddqd works, idkfa or any other cheat DOESN'T. WTF?!

>> No.3660986

Serious criticism time:

1. The biggest problem with this map is the lighting, or rather the lack of it. Almost every single room has the exact same light level which makes things look rather monotone. The only time when this deviates is when you have some lamp props standing around, or when a sector flashes.

An example of what a difference good use of lighting can make can be found towards the end of your map. The strobe effect in the hallway before the boss fight makes is very unique, although the choice of doors as wall textures is strange. Try to play around with the sector light levels for your next map. It can be tedious and I wish we didn't have to do it, but it can work wonders for the looks of your maps.

2. Another thing I'm personally not very fond of is how some rooms have about a half million props spammed inside of them.
The worst example of this is the curvy hallway with the stasis chambers lined along the entirety of its walls. Its shape is very unnatural for a techbase, you can get stuck easily when walking near the props, and it just doesn't really look good in general.

3. Some of the texturework can be kind of strange and look very unappealing, like the aforementioned door-hallway (althought it's not that problematic there since it's partially obscured by the darkness) or the curvy stasis cell room.
Try not to use wall textures on the floor where they appear obviously misaligned (unless it's a very uniform texture this often looks bad) and lay off the ceiling lamps. Seriously, there's hardly any normal ceiling textures in the entire level.

An example of a room that looks really good is actually the boss room. It's simplistic, but the combination of black panels and the spinning blue techwall works really well aesthetically.

Since you already used a lot of props and actors from the R667 repository, I suggest you use some custom textures for your next map.

>> No.3660990

Are you using a sourceport?
Note that vanilla Doom does not have a Quake style console, so most classic cheat codes are only typed right in-game.

>> No.3660994

chill out retard

>> No.3660998


The base texture selection can be quite restrictive, and I think it could really benefit the looks of your map if you had a bit more freedom in that regard.

On the positive side of things, the gameplay is well balanced, and I never really felt like I was too starved of, or overloaded with health and ammo pickups. Maybe the megasphere at the end was a bit much.

Don't block off items from players for no reason though, like the radsuits. That's just bad practice. And try to spread out the health bonuses a bit more rather than stacking them all on one pile.

>> No.3661008

Far too easy

Rather generic level design

Alternate weapons are unsatisfying to use

Not enough linedefs

>> No.3661012

I want this

>> No.3661013


GooD wad sir. And I loved the monsters

Too bad it's only one level

>> No.3661014


>> No.3661017
File: 9 KB, 229x224, 986.jpg [View same] [iqdb] [saucenao] [google] [report]


Wtf anon

>> No.3661019
File: 139 KB, 952x714, whyamidoingthis.jpg [View same] [iqdb] [saucenao] [google] [report]

Tangentially related, DoomRL source code got released.


The reasons are kind of obvious. It is in Pascal, but it anyone gets kick out of fiddling with it...
Pic unrelated.

>> No.3661023
File: 1.70 MB, 1163x1920, tumblr_ohp8mb9TcH1rebv06o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

pls don't tell me you made this

>> No.3661025

>The reasons are kind of obvious.

Could someone elaborate a bit? I've been out for a while

>> No.3661026
File: 321 KB, 400x721, TLDoom.png [View same] [iqdb] [saucenao] [google] [report]

I made it about two years ago.
Look, theres a revenant!
theres nothing wrong with it, is there?

>> No.3661027

The thing with most platformer mods in doom (Pogostick being an especially potent criminal) is that the movement ends up being distressingly slow and clunky.
But this looks...smooth. Really smooth. I'm not seeing a lot of slipping and sliding from Doom's traditional movement, the player actually stops in place.

>> No.3661029

if you're willing to go so far to make doomguy move like in a platformer why not just make a brand new platformer

>> No.3661032


Zenimax is demanding that the developers take DoomRL and the site for it down.

>> No.3661036

Apparently it's been resolved: It's DRL now.

>> No.3661037
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3661046
File: 36 KB, 379x568, 176.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3661054 [DELETED] 
File: 192 KB, 700x823, IMG_20161206_150910.jpg [View same] [iqdb] [saucenao] [google] [report]

hello is this vr

>> No.3661064 [DELETED] 

Yeah and in every fucking port it's the same fucking thing. Typing iddqd or noclip in console works - everything else "unknown command". WTF?
It never stops to amuse me how butthurt you get over some mild frustration. You literally have Aspergers. Which, once again, explains everything.
Welp, maybe if you ban some more people for nothing you'll feel better.

>> No.3661065

you know what to do

>> No.3661071
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]


What the fuck I lost my shotguns.wad image, the one that was an Aladdin edit. Can someone help a guy out?

>> No.3661081


Yup, it's only my first map. Next I'll dabble with custom textures and hopefully scripting. Lighting was super tedious to me so I just used the excuse that the boss is messing with the power lol. I actually thought the stasis tube level was pretty original since the lights turn off and all you have to go on are the shadows against the lit tubes. Not sure if that's ever been done before.

Normally I'd agree that items out of reach are bad design but the radsuits are only there to be decoration and help the radsuit zombies ambush you. There are no toxic floors (i tried it in the sewers and it was awful) so I didn't want the player getting green screened for no reason

Really looking forward to starting my Heretic wad. Think the first level you'll wake up in a ruined tomb surrounded by your dead worshippers, with level smoothly transitioning from ruins to aquatic caverns and back :)

>> No.3661083
File: 5 KB, 204x247, 1466040127061.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3661089


WTF. Well, is open source nao so fuck em.

>> No.3661091
File: 63 KB, 500x512, CzA8nRrXEAA_X00.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]

Somebody posted these on twitter, but the image compression fucked it up. Is there a way to un-fuck it up? I heard you could to change something in the url or something to get the original size, but I forgot.

>> No.3661092
File: 82 KB, 500x512, CzA80BEXEAAYob4.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]

monsters too

>> No.3661094


>> No.3661121
File: 11 KB, 250x247, 1480350094106.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks. I feel pretty silly right now.

>> No.3661213

>Have you seen explanations of bezier posted to vr or just other sites?
Yes, I really tried getting it to work but I'm a bit of an idiot with math so I gave up. Momentarily at least. Suspect you're the one who explained it to me last time. I understand the concept well enough, it's the actual implementation into ACS with all the loops and storage of values that felt like slamming my head into a wall repeatedly.

I'll save your last two posts for when I try to make sense of it all again.

>> No.3661224

Change the language for english.

>> No.3661231

Not him but from the shotgun model Im guessing this is Arcane Dimensions

>> No.3661236

Oh and
>What do you need regarding bezier?
More than anything I need suggestions on how to actually structure the script, store the data etc. I guess. Tall order, I imagine :P

>> No.3661239

holy shit is this place like a Russian IsoZone?

because I got my working copy of Blood for free from http://www.theisozone.com/

>> No.3661240

Reminds me of old russian thing, Doom 2D.

>> No.3661247

>shit compared to the first part

I personally found BTSX E2 better than E1. Hub maps were more atmospheric, offers a more exciting level of challenge for me, and level design felt more varied. And I'm just a sucker for temple/ruins/naturalistic type levels.

>> No.3661273 [DELETED] 


>> No.3661274 [DELETED] 


>> No.3661295
File: 17 KB, 212x156, Sentry_Drone.png [View same] [iqdb] [saucenao] [google] [report]

Post enemies that made you stop playing the game.

>> No.3661309
File: 96 KB, 500x375, goddamnthiefbot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3661312

>actual original content has nothing like this

What a weird world.

>> No.3661316

I love AD secrets like that. The big open spaces are a nice surprise for something that might not even get discovered and feel like a cool reward for finding it.

>> No.3661317


>> No.3661324
File: 67 KB, 1200x600, Fuck you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3661328
File: 401 KB, 1098x1600, 0175-002.jpg [View same] [iqdb] [saucenao] [google] [report]

>the dragonslayer

does this mean somebody can tell me how to get it now

>> No.3661334
File: 802 KB, 1920x1080, ss_b02a5e3a517d52646fcedc4e463ee29c1aed9ef6.jpg [View same] [iqdb] [saucenao] [google] [report]

>ctrl+f pinball
>0 results
Looks goofy and fun. Can't wait for this to go on sale.


>> No.3661336

I like pinball

>> No.3661375

They're annoying in mass or ambushes but just deal with it.

>> No.3661383

is the wiki gone? i'm pretty sure the info was there

also, i hope it'll get added to DRLA soon, i remember someone (term?) making sprites for the dragonslayer and repeating crossbow from berserk

>> No.3661387

Yeah, I'm that guy.
There should be examples in the lightning script and on the tsp git but I don't recall what state the scripts are in so it may not be best to base it off those. Might be worth a look though. The best I can give you is a general description here because I'm on mobile only atm and don't have much extra time even if I wasn't, and unfortunately this will continue for the immediate future. Mobile means I can't switch tabs without the thing eating my post so I may mention a formula but not list it. You should read my last post about this in the archive for this to make sense.

So for a single quadratic bezier curve from a start to end point, with curving only in the xy plane:

Grab position of origin and end actors/positions, calculate offsets if applicable, store all values. Calculate xy distance and xy angle from origin to end, store both.

Store new origin and end points, origin will be (0,0) and end will be (xy distance, 0). Pick a random positive or negative value, base it upon the total xy distance, can even be more than that but you want it based on the total so the curve is proportional. Store this value, we'll call it bzy.

Now you start your loop. Loop iteration can be any number, more or less based upon distance is probably a good starting point.

First thing in the loop you calculate is your t, t is clamped to values between 0 and 1.0 so for a loop from 0 to max, i being loop variable, I just divided i by max, both values converted to fixed.

Next you calculate your bezier curves. X value is just linear bezier curve from 0 to xy distance. Y is a quadratic bezier curve from 0 to 0 but using bzy as the curve point. Now you have both of these, we rotate back to actual start and end points (next post.)

>> No.3661391

Plug those x and y values we just got into the axis rotation formula, using the xy angle we got at the start. Once that's done, add the the x and y values to the corresponding offsets to have them sync with the start and end point. The offsets are just the x and y position of the origin. Then calculate the z position, just a linear bezier between the origin and end z position values.

Now, spawn your actor or particle at the x,y,z position we got. The loop continues, etc. Done.

If you are doing multiple curves along a line rather than a single curve, nest this inside a larger loop and your start and end points are just the start and end points of that little section, the t values are based upon the iterations you do between those two points.

Hope that helps.

>> No.3661397

the wiki has always kept the actual conditions for how to carry it vague. For super marines only...??

>> No.3661406

The same thing happens with code too. The people with copyright notices are trying to copyright complex code like the value of pi in fixed point or functions ported from native functions in another language.

>> No.3661448

I hope you dont use it too much. But yes its the games power weapon.

>> No.3661449
File: 767 KB, 1920x1080, Screenshot_Doom_20161207_005657.png [View same] [iqdb] [saucenao] [google] [report]

Thank you, that makes it seem quite a bit more clear at the moment. You have way more patience with me than I have with myself.

That's the current code if you or anyone else wants to know how /not/ to do this.

>> No.3661454

Can it run Arcane Dimensions? I heard AD needed the latest version of Quakespasm so I wasn't sure if that would support it.

>> No.3661461

I think the tendrils are a bit much, too segmented or repetitive to the eye. Perhaps try increasing the spread or variety?

The main "bolt" so to say looks brilliant though, very solid and clean.

Reminds me very much like the lightning gun from Quake III Arena. Perhaps it is done similarly?

Just my bit of hopefully constructive criticism here...

>> No.3661465

I think the tendrils are kewl

>> No.3661473
File: 15 KB, 200x150, latest.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3661486

It's far from perfect at the moment and I appreciate the criticism. The side tendrils are just lazily chucked in there and will need a lot of tweaking along with the smooth curving for the whole thing and the other stuff anon explained.

The Q3A lightning bolt however is just a bunch of X-in-cross-section 3d models spawning in a line with a scrolling lightning-y texture on them. Quake 1 uses a model like square pipe with a bend or two, each of which is randomly rolled. All that would be easy in gzdoom, but this is software compatible and (will eventually be..) more realistic and randomized.

>> No.3661491

That's quite ambitious, and so I salute to you and your efforts.

Keep up the good work senpai

>> No.3661493

Glad I could help.
What's in funds.h?

>> No.3661498

oh, that's ijon's "commonfuncs.h". I renamed it as part of a troubleshooting session with slade3 that ended up being caused by something else completely and I forgot to fix the file name.

>> No.3661542

Also before I go, Term imma givu your $$$ eventually but the $$$train has taken longer to leave the station than expected.


>> No.3661547

What midi modules did Doom use?

>> No.3661549
File: 46 KB, 480x679, damgoy.jpg [View same] [iqdb] [saucenao] [google] [report]

I made a Doomguy Mii for Smash a couple years back

>> No.3661556

looks like my dad

>> No.3661560


>> No.3661571
File: 52 KB, 480x480, spess muhreen.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3661575
File: 58 KB, 400x240, Marathon poses in front of a spooky JPEG fortress.jpg [View same] [iqdb] [saucenao] [google] [report]

Did they ever release any Doomguy-like helmets?

>> No.3661641

These poor girls.

>> No.3661654
File: 568 KB, 1000x659, 39525911_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey you
Make a megawad where the UAC opens a portal to heaven and angels finally have their chance to reap judgment on the human realm

It's Christmas time so we should be shooting cherubs and saints. I mean it could still involve saving Jesus (god bless), like maybe the final boss is a fallen angel that tried to stir up trouble

>> No.3661658

>Hey you
>Make a megawad where

You do it.

>> No.3661660

I made a Christmas DM map once. I don't remember if I hosted it or not. Maybe this year.

>> No.3661662

Or better yet, make it where the angels come down to give pleasure rather than pain like the demons.

and call it hdoom 2: heaven on earth

>> No.3661665

>fucking a seven headed monster
Sorry, no.

>> No.3661668
File: 80 KB, 400x400, 11018930.jpg [View same] [iqdb] [saucenao] [google] [report]

I did not ask for this
This is horrible

But maybe you have a point, hold on

I remember playing the xmas wad that was really popular, it was cool

>> No.3661673

that reminds me of a Powerwolf song...

>> No.3661707

It's more than just a warez dump, some games there have community patches to increase compatibility with modern systems or fix bugs. Unfortunately, some of them are only made for Russian translated versions that were reversed and patched way too much to be compatible with original binaries.

>> No.3661712
File: 96 KB, 655x900, 66c54a616b93995ad6ac5f43687fb847.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any images or anything that show what heaven might look like in the Doom universe? I mean if hell is technologically advanced I'd assume heaven would be too and it wouldn't just be clouds n shit.

I'd also assume heaven would be on Doom Guy's side. So if you were to make a wad for it you'd prolly have to play as something hell created

>> No.3661715

Hell isn't technologically advanced in Doom. They steal UAC tech and graft it onto themselves.

How they know to do that, they don't say. I imagine they gain the knowledge of some former human scientists. I dunno

>> No.3661727

It's implied in DOOM that the Doomguy is blessed by heaven, but most of the technology is, as >>3661715 said, pillaged UAC stuff.
Just look at the imps, the demons, and the hell knights. Mostly demons aren't really cyborgs, the revenant, mancubus and cyberdemon being the exception.
Arachnotrons always seems quite recent.

>> No.3661728

The fact that they can succesfully merge flesh and machine for a bunch of enemies means they are technologically advanced, including the icon of sin.

they also built the tower of babel while doomguy is progressing through ep2, no UAC involved.

>> No.3661735

>They steal UAC tech and graft it onto themselves.

>> No.3661740

>Just look at the imps, the demons, and the hell knights. Mostly demons aren't really cyborgs, the revenant, mancubus and cyberdemon being the exception.
That's no argument, not everybody has to be a cyborg, the point is that there are cyborgs at all, tons of them in fact in the form of thousands of mancubi, revenants, arachnotrons, spidermasterminds and cyberdemons, plus the icon of sin with all that machinery connected to its head.

>> No.3661742

>no UAC involved
The tower of babel is stone and marble. Not terribly technological, aside from 4 switches. Also, I made the assumption that possessing UAC scientists gave them the technological boost.

They didn't have any technology before they encountered the UAC, so I'm assuming there aren't inventors and scientists burning in hell.

>> No.3661747

That doesn't mean anything. They could be possessing UAC scientist (since we only see the soldiers in the games) and be mixing their hell magic with UAC tech.

>> No.3661757
File: 1.57 MB, 1366x768, Screenshot.png [View same] [iqdb] [saucenao] [google] [report]

Probably whatever race the Arachnotrons are helped them with the tech.

One of the intermission text screens describes aliens so I can only guess that it's them. The Spider Mastermind is also described as the one orchestrating Hell's invasion, why wouldn't they at least help out by kitting them up with some tech?

>> No.3661765

They didn't necessarily steal it, but iirc it was said that the UAC used the teleporters for transporting tech. They could've simply intercepted it and...

...makes sense. That they perhaps had an intelligent caste that could learn the tech.

>> No.3661768

But that's not proof at all, it's an assumption that
a) They posessed scientists to do so.
b) Posessing humans gives them their intelligence which doesn't seem the case considering all the zombies are slow and retarded whereas doomguy is fast as shit.
c) Somehow they made thousands of cyborgs in the span of the distress call and the time doomguy went there.
d) where did all the material to create said cyborgs come from, especially demon-compatible one?

Also look at the spiders, they have giant brains, it makes sense for them to be the engineers, the Spider Mastermind is also the one who headed the first invasion.

>> No.3661774

Demons from hell ARE aliens by definition.

>> No.3661782

>all the zombies are slow and retarded
I dunno, they are still able to use firearms and open door. That's not exactly retarded. They're slow, I give you that, and they lost most of their intelligence, but they're not completely retarded.
In the later games, they're also smart enough to use tactics.

As for c) and d), well, we're dealing with Hell here. They have a demon that can resurrect other demons by walking over them, so is it really that far fetched to assume that they assimilated UAC technology in a few weeks?
After all, they do build the Babel Tower in a few days.

>> No.3661790

>They didn't have any technology before they encountered the UAC
They HAD to have had facilities to create mechanically advanced cyborgs abominations in hell. Even if the rest of the landscape doesn't seem the case, they just like to keep the theme of biblical demons.

Also, caste system. Makes sense that the big boss has a mechanical suit just like Hitler did in wolf 3d and everyone else with them are all freaky cyborg experiments. Arachnotrons seem like clones who are still growing.

>> No.3661793

The real question is : was the cyberdemon mutilated before cyber augments became a thing in hell, or did he do that to himself because having a fucking rocket launcher was too good?

>> No.3661805
File: 320 KB, 480x480, 5216718-doom+guy+story+(1).png [View same] [iqdb] [saucenao] [google] [report]

I would guess that the got the tech from military contractors.

I dunno though.

>> No.3661818

>I dunno, they are still able to use firearms and open door.
Basic functions that even the mentally impaired can learn to do. Those aren't exactly complex actions you know.

The point is that they, despite having the bodies of trained marine just like doomguy, are EXTREMELY slow compared to him, nor do they posess things that you'd expect from a trained marine like complex strategies, trying to dodge attacks or crushing ceilings. They do get a bit smarter in later entries but nothing compared to the marine.
>As for c) and d), well, we're dealing with Hell here. They have a demon that can resurrect other demons by walking over them, so is it really that far fetched to assume that they assimilated UAC technology in a few weeks?
The point is that it doesn't make sense for them to have both reverse engineered human technology to make it compatible with demons and created such a massive army of said cyborgs in such a short time.

After all, if they were that good at assimilating futuristic technology that fast then there's no reason to think that they aren't extremely knowledgeable in the first place. Also they had to have had facilities IN hell to make these creations, despite the place not looking like it.

I don't think there's any reason to believe hell needed UAC's technology, after all, the very argument that claims they did it also makes them seem like geniuses who somehow adapted said technology to create a perfectly working army of thousands of cyborgs in the span of a distress call and the time doomguy arrived. They are technologically knowledgeable either way.

>> No.3661820

>I dunno, they are still able to use firearms and open door. That's not exactly retarded.

If Americans are any indication, you don't have to be smart to pull a trigger.

>> No.3661821
File: 42 KB, 96x96, Incarnation of Plutonia.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah but this is the 90s we're talking about, where everything is blunt as shit, what's the first thing that comes into your mind when you think "alien"?
>Big ass heads
>Laser beams
>Physically weak but smart
>Use tech to make up for physical shortcomings
This is basically what arachnotrons are

Now think "demon"
>Fire and brimstone
>Cloven feet
Fits every other Doom demon

>> No.3661824

There's a lot of cyberdemons, doom2.net suggested a theory that makes sense: they're barons/knights that were experimented on.

>> No.3661828

>Also they had to have had facilities IN hell to make these creations
I dunno, in DOOM (inb4 "but nu-doom is"), the mastermind is completely cybernetic and uses UAC plasma technology, but was created by magic.
Maybe they just took inspiration from UAC stuff and made their own with magic and shit. Because let's be honest, I don't think the Cyberdemon's leg comes from an UAC facility. Or it raises even more question.

Shooting isn't that hard, but maintaining a weapon is. If I give a gun to a guy who doesn't know a thing about firearms, I wouldn't expect him to use it for long.

>> No.3661829
File: 77 KB, 1280x720, next_stop_cyborgtown_population_you.jpg [View same] [iqdb] [saucenao] [google] [report]

y'all niggas don't even strogg

>> No.3661831

Literally the most memorable things about Quake 4.

>> No.3661832

>Yeah but this is the 90s we're talking about,
I think it's pretty obvious that what they refer to as the aliens are the demons, since they are aliens. They say ''alien invasion'', who's invading? The demons, meaning they are the aliens they're referring to. The ''alien base is in your home city'', who's there? Demons, again.

Also cyborg demons aren't exactly stereotypical.

>> No.3661841

Day of the Dead had zombies who can shoot guns perfectly, just gotta train em.

>> No.3661842

>train zombie
Yeah, you do that.

>> No.3661843
File: 161 KB, 620x772, MTIwNjA4NjMzMzgzMDYxMDA0.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's another theory:
Maybe the demons already had the intelligence from the beginning, but the UAC's tech just pushed them forward.
Demons are basically people who have died and went to hell. Over the years humans have had many great minds, Einstein, Edison, Plato, da Vinci, etc. so it's not unlikely that at least some of them found their way to hell after death.
Now these great minds have virtual immortality, Hell's immorality, and finally the UAC's tech to basically fuck around and do whatever they want.

Doom's skeleton story/universe is up for a lot of interpretation.

>> No.3661848

I dunno, Hell in Doom doesn't seem to have sinners. It seems more like a place where demons are living rather than a place where dead people go.

>> No.3661849


this should've been tagged as spoilers tbiddqd

>> No.3661850
File: 333 KB, 512x812, 1466237198949.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3661851

There's walls filled with human-like faces (souls most likely), corpses hanging around in torturous fashion and levels whole made out of human skin and flesh.

Doomguy also brings up sinners at the end of Doom 2.

>> No.3661852


>> No.3661853

>"you seem to want to attract attention"

I always thought these were the poor sap that worked on Deimos and Phobos, since they seem to have the same armor the zombie have.

>> No.3661854
File: 27 KB, 376x440, 1465293480295.png [View same] [iqdb] [saucenao] [google] [report]

>Wad/Mod review

Can't comment on IDgames without an account, so writing it here. Comment back to this with your own opinions on what I'm reviewing, etc.

Just finished Bloodstain with Doom4Doom.


- Pretty good

- The work with "cages" he's done is pretty impressive, they're the best "fake 3d" bridges I think I've seen anywhere. Other wads it always looked kind of out of place but here he does it very well.

- Map 25 where he does this with the red skull key, I was particularly impressed.

- First half of levels need more detail, detail as in "landmarks" or "differentiation". Much of the levels can look too samey so it's hard to find your way around. Best example is map 16, just change the textures a bit sometimes man. Also map 29 does this.

- The forcing pistol starts got a bit annoying, for those of us using gameplay mods try and bring back the chainsaw as well in the maps that do it as it adds a new way to fight up close when low on ammo


- Goes great with slaughter type maps as you can cause total carnage but still be at risk of dying

- Some guns at first felt a bit superfelous, but I see they're useful for having other players use them in their own playstyle. Eg: Shotgun burst was nothing compared to SSG duel wield (but that's the way it goes). Chaingun turret mode eclipses the other mode.

- You can't "slowdown" as Doom4 does when selecting on the gun wheel, but perhaps a pause while changing on a wheel? Just an idea. Otherwise I'll map favorite guns to other keys and go between them faster.

- Fucking well made otherwise, definite Cacoward material.

>> No.3661856
File: 63 KB, 1280x720, jolly good time.jpg [View same] [iqdb] [saucenao] [google] [report]

>Hell in Doom doesn't seem to have sinners

>> No.3661865

They seem pretty happy to me.

>> No.3661868


why am I getting the feeling after these 23 years that Tom Hall is the man doing these faces?

>> No.3661870
File: 15 KB, 235x370, Prime Agitator.png [View same] [iqdb] [saucenao] [google] [report]

The agitation will never end. Don't know if this one ever got any additional sprites.

>> No.3661875

Doesn't seem that way considering all the zombies they decided to keep around, as well as all the tortured corpses, soul-filled walls and large structures composed of human skin, flesh and blood.

>> No.3661878

guys doom lore wasn't made to make sense, you just fight robot demons in space what else is there to get

>> No.3661880


hey, they're allowed to have fun

>> No.3661881

>what else is there to get

this dick in yo mouth

ooooh get shit on nerd

>> No.3661886

that's dumb. ur dumb.

You mean to tell me hell made GIANT ELECTRONIC SKULL SWITCHES made of flesh and metal are using uac tech?

Nah. Hell is ancient. The creatures there are ancient. They had plenty of time to advance their own technology.

>> No.3661916
File: 2 KB, 64x85, Harbinger.png [View same] [iqdb] [saucenao] [google] [report]

In Wolfenstein RPG, The Cyberdemon was known as The Harbinger, William BJ blown the fuck out of him and then he says that he'll fight his descendants (apparently Doomguy).

Pic (for ants) related, it's the Wolfenstein RPG version, in the future, he is augmented with the sweet UAC tech.

>> No.3661921

but theres a shitton of cyberdemons.

>> No.3661930
File: 501 KB, 800x504, wow.png [View same] [iqdb] [saucenao] [google] [report]

I like to think the demons got possession from some cloning tech from UAC, there's also the Revenants who are supposed to be re-animated corpses of fallen monsters.

>> No.3661935

>I like to think the demons got possession from some cloning tech from UAC

the icon of sin shits out demons out of magic cubes.

>> No.3661937

Is that even canon?

>> No.3661979

>Fanart of fucking wow.wad


>> No.3661981
File: 100 KB, 673x431, 84886864.jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone knows BJ is Doomguys dad. And his grandfather is Jareth the goblin king, whos father is the terminator, and his father is the F5 tornado from the 1996 film Twister.

Like, duh.

>> No.3661984

>The forcing pistol starts

>> No.3661990

By the canon of the RPG games, Doomguy's son is Commander Keen (IIRC). I'm probably confused though.

>> No.3662034

>RPG games
Not really.

>> No.3662040

last number of this post settles it

0-4. It's canon
5-9. It's not canon

>> No.3662046

it's all canon

>> No.3662050

Yeah, probably. Hence the reason I said I was probably confused.

>> No.3662059

I'll never acknowledge it.

>> No.3662085

No, Commander Keen is BJ's grandson (which is actually canon). Doomguy (named "Stan Blazkowicz" in Doom RPG II, which is probably not canon) exists much later.

>> No.3662086

All those hell switches have colored wiring in them.

ur dumb and i hate u

>> No.3662101

Doom RL (the standalone roguelike) creators released source and announced (some days ago) a spiritual successor.
https://github.com/ChaosForge/doomrl <--- source

>> No.3662102

You finish a level by teleporting onto a voodoo doll, the level contains a romero head so it's death ends the level.

Start next level - you died so no guns.

>> No.3662105

Wasn't Hell on Jupiter or whatever the actual successor with him as main dev? And wasn't this announced a while ago?

>> No.3662107

The source release is what the post was about, really. The spiritual successor recently launched a kickstarter tho.

>> No.3662123

So, basically the post was a big "FUCK U" to Zenimax, in the vein "You can stop me, since I went all official and legal like with related game. Now try stopping the others!"

>> No.3662149

I've always preferred the blend of Scifi and Dark Fantasy that Doom and Quake 1 did, myself.

>> No.3662150

The beauty of the situation - he still be able to contribute to the opensource, just not as himself.

>> No.3662181

I don't mind if a levelset does that sometimes.

>> No.3662201

>Not wanting seven blowjobs AT THE SAME TIME
You what?

>> No.3662281
File: 906 KB, 1920x1160, why.jpg [View same] [iqdb] [saucenao] [google] [report]

This keeps happening to me. All my custom stuff dissapears from gzdoom builder. y tho

>> No.3662320


You have seven dicks, anon?

>> No.3662340

Its been resolved

>> No.3662348

Loaded without correct asset resources I guess.

>> No.3662386
File: 239 KB, 1280x800, 1452242618787.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably slowpoke, but I just discovered that this is actually a thing:


How exquisite.

>> No.3662398


That's a word for it.

>> No.3662409

What's next, Brutal Wolfenstein 3D? Brutal Duke Nukem? Brutal Chex Quest?

>> No.3662410

Didn't Adrian say that it's not meant to have fur?

>> No.3662412

>Brutal Wolfenstein 3D

Hasn't this been done already

>> No.3662421

I don't know about Adrian, but American said that it has fur.


>> No.3662424

Not sure, but I remember some amount of months ago someone either talking or joking about making Brutal Chex Quest.

>> No.3662425

>Brutal Chex Quest

Which reminds me, there's actually a D4D for Chex Quest, with the Flemoids having new enemy behavior to mirror D4D's. Too bad the mod dev hasn't updated it to work with the newer versions of D4D.

>> No.3662426

>Brutal Wolfenstein 3D
>Brutal Chex Quest
Doesn't BD support that natively?

>> No.3662428


Quake III Arena
Both System Shock games

>> No.3662446
File: 78 KB, 640x960, 1463153568935.jpg [View same] [iqdb] [saucenao] [google] [report]

>TIL projectile damage is done by picking a random number from 1 to 8 and multiplying it by the Damage property, instead of being weighted like dice rolls

This explains why Revenants do 80 bullshit damage so much.

>> No.3662454

>That Brutal Chex video
The poor fellas in the boardroom never would have imagined this kid-friendly cereal box game would have come to this.

>> No.3662458

I'm a newfag to Quake mods, how do I actually run Arcane Dimensions? I downloaded Quakespasm, but when I run it, it just loads the original game without giving me an option to chose anything.

>> No.3662462

>This explains why Revenants do 80 bullshit damage so much.
>Once got two rockets plus punched in the face and went from 100HP with high armor to about 6HP flat, in a matter of a second or two
>All from one revenant
Agitating bastards.

>> No.3662463

also reveants cheat by having their ranged attack come out faster than their melee attack
and they have nothing against using it if you are an inch out of their melee range

>> No.3662485

Make a shortcut to the Quakespasm .exe
Open shortcut properties then add -game <folder name of mod> to the end of the target

>> No.3662495

yes and it was shit

>> No.3662504

Why don't you guys read the fucking readme, jfc. Everything is written down.

>> No.3662508 [DELETED] 

doombabbies are too used to "drag wad onto exe"

>> No.3662523

That's a given.

>> No.3662542

> 100 health and armor
> zombiemen keep plinking away at -2 health per hit
> 60 health
> one zombieman nails you for 15 damage
> and a shotgunner lands a perfect shot immediately after
damage done by enemies is inversly proportional to how much health you have

>> No.3662554

>Perfect damage
It's literally impossible anon.

Same for absolute minimum damage.

>> No.3662558

>Shotgunners can either by no threat, or they can blow your arm and leg off and nearly kill you with one shot
I always hate it when shotgunners get teleported in close proximity of you or in a small room with no cover, it can be real bullshit if you're not expecting them.

>> No.3662564

Isnt this just increased gibbing and all?

>> No.3662567

>a mod to give shotgunners ability to teleport closer to you if they are too far...

>> No.3662583

What are you talking about?

>> No.3662586

Let's beat it -- this is turning into a bloodbath!


>> No.3662592
File: 86 KB, 500x393, Dime A Dozen.png [View same] [iqdb] [saucenao] [google] [report]

May as well just make a full mod meant to make every enemy bullshit just for the sake of pissing you off.
>Zombies have near-perfect accuracy at long distances, for sniping when you have 2hp left
>Shotgunners teleport behind you at random
>Chaingunners do both
>Imps have homing fireballs that move faster
>Demons just do a fuck ton of damage
>Barons become fast as fuck and have more HP
>Archviles can resurrect in groups and their fire is instant
>Cyberdemon has homing rockets, increased speed, faster shooting, teleports at random, the rockets also teleport, more HP, and fucks your mom every night
>Keen fires a BFG shot upon death

>> No.3662648

Ima chill and watch some Tom and Jerry.

>> No.3662649
File: 58 KB, 1680x1050, duke0007.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3662858


>> No.3662873

shambler would love you.

>> No.3662883


>> No.3663161
File: 180 KB, 630x400, file.png [View same] [iqdb] [saucenao] [google] [report]

Needs: less tendrils, and longer branches with more sub-branches, kinda like picrelated

Right now it looks like that one cleaning tool.

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