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3662579 No.3662579 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3657387

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.
Quake: https://desu-usergeneratedcontent.xyz/vr/image/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.3662582
File: 782 KB, 1920x1080, gzdoom 2016-12-06 14-59-56-91.png [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[12-7] DoomRL source code released!

[12-6] Run For It, a mod where all decorations/projectiles/items grow pairs of legs and run around, was released

[12-5] Anon map release; Hubris Containment Sector

[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


If you would like to submit news and personal map releases, please reply/backlink to this post.

>> No.3662594

Which one do you like more, doom style maps or duke nukem style maps ?

>> No.3662597

Quake style maps.

>> No.3662601

A mix between Duke and Half-Life style I think would be best.

>> No.3662610

It's hard to choose. Both Duke 3D and Doom/Quake style mapping is very different and IMO both have their pros and cons.

>> No.3662637

Quake 2?

>> No.3662647


>> No.3662676
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

How difficult would making a map for Quake be for someone who hasn't done it before? Is making Quake maps as cozy as playing them?

>> No.3662681

Think of it like this. For Doom maps, you make things out of lines. For Quake maps, you make things out of blocks.
Download the go-to Quake map maker Trenchbroom and look through some tutorials.

>> No.3662689

Half-Life's worldcraft is still the best level editor I ever used.

>> No.3662720

So what went wrong with Hammer? I keep hearing it's shit

>> No.3662727

Dunno. I tried using it once, saw it wasn't like worldcraft, and dropped it. I'm too used to having three screens showing the map's blueprints to do without.

>> No.3662731

What did he mean by this

>> No.3662735

Use your head.

>> No.3662762

So Q2 is the id's game with best soundtrack, right?


>> No.3662778

Nah i its q1


>> No.3662832

Trenchbroom is by far the easiest editor out there. Making geometry is insanely quick once you get the hang of it.

Hammer is literally Worldcraft with another name and with more features.

>> No.3662835

Fake. Hammer is a blunt, communist tool.

>> No.3662868

What are the different steps of olde FPS?
It started with Wolfenstein, then Doom introduced heighs and sharp corridors instead of squares, then Duke Nukem added jumping and kekpack, and Quake introduced 3D enemies.
Am I forgetting something?

>> No.3662887

Well, if you consider the even older titles like Catacombs 3D, Hovertank 3D, and Maze War, then there would be other minor steps of improvement from the earlier days, but as far as bigger steps go... Marathon introduced swimming and dual-wielding, System Shock introduced vertical aiming and reloading, hm... That's all I can think of.

>> No.3662919

considering how random damage values work in doom, having absolute high damage as well as an absolute lowest one dealt to you doesn't seem far off

>> No.3662937

you reload in marathon as well

>> No.3662941

Just finished marathon, that was cool i guess. It gets better later though right guys?

>> No.3662971

Depends. Marathon 2 is shorter but has a more action focused gameplay. Also the mouselook is better.

>> No.3663013

Would Vincent Van Gogh have liked playing Doom?

>> No.3663020

He would have modded it to change the textures.

>> No.3663038
File: 760 KB, 767x902, portrait-of-doctor-gachet-1890.jpg [View same] [iqdb] [saucenao] [google] [report]

would be one hell of a wad desu

anybody still got it in them to 'shop this one?

just imagine doomguy's face there with a powerup instead of the plant

maybe change the blue background into the hell background for maximum portrait points

>> No.3663041

Going Down feels very post-modern. Any other wads like it?

>> No.3663042

>>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
that *is* a dice roll, dumbass. it deals 1d8*10 hp.

>> No.3663046

Sooo thanks to that pinball game, the Doomguy model from the new game got ported to SFM

Sprite artists, I send you my energy.

>> No.3663049

>the Doomguy model from the new game got ported to SFM
dude nice. is it still wip or has it been released already?

>> No.3663050

>the Doomguy model from the new game got ported to SFM
Porn when?

>> No.3663051

I don't play DOOM often and I never play custom wads and I barely even read this thread. But yall OP pic game has been on point. I love cacodemons.

>> No.3663052

Got the link? I lost it.

>> No.3663057

>weighted like dice rolls
Read better. 10d8 is multiple dice rolls and would have a weighted result.

>> No.3663058


The Man They Call The Kins should know, he posted a picture of D4 Doomguy punching thru D3 Doomguy's body on his tumblr.

>> No.3663059

I mean to the Pinball's Steam store page.

>> No.3663074
File: 1.86 MB, 581x542, TOOT.gif [View same] [iqdb] [saucenao] [google] [report]

[12-6] Run For It, a mod where all decorations/projectiles/items grow pairs of legs and run around, was released
That video, my fucking sides

>> No.3663089

>mfw even mancubus's fireballs have legs
That's adorable.

>> No.3663117

System Shock came earlier, and Marathon's reloading is automatic like the pistol in Duke.

>> No.3663139

Anyone know where to shop around for midi music for your wads?

>> No.3663141

I always hated that. These pistols were fucking always rig to run out of ammo in the middle of a fight.


>> No.3663159

You could look up and down and Ultima Underworld which came out 2 years before Shock 1 iirc.

>> No.3663202
File: 73 KB, 652x593, pinballslayer.jpg [View same] [iqdb] [saucenao] [google] [report]

Here is the model port:

Again, lower res/detail than Doom 4 (the texture is a 1024x1024!) but we don't have to assemble the texture out of tons of varying-resolution 128x128 chunks so this is what we get for now.

You can use http://steamworkshopdownloader.com/ if you just want to grab the model files to shove into a decompiler (I use Crowbar) and put into Blender.

A brave new world of Impse is approaching and I'm not sure if anybody's ready for it.

http://store.steampowered.com/app/226980/ I think you can play a time-limited demo of Doom Pinball for free.

>> No.3663223

Thanks m8.

>> No.3663229

The only pinball game I ever played was the one given with the old Windows. How does that compare to it?

>> No.3663238

That makes me want to shoot a hell knight in the face.

>> No.3663243

other wads or maybe vgmusic is where I get all of my stuff.

>> No.3663245

Friendly remember that Trenchbrom 2 beta is a thing and have 2D views

>> No.3663303

Huh. I never noticed that he has a utility belt before.

>> No.3663339
File: 52 KB, 479x337, I swore I saw a glint of satisfaction in Kain's eye when the Soul Reaver was destroyed.jpg [View same] [iqdb] [saucenao] [google] [report]

>DoomRL source code released

Android port when?

>> No.3663361

my fucking face when I realized the weapon-swapping trick from serious sam 2 works in d44m

>> No.3663363

Someone needs to play some Epic Pinball stat

>> No.3663373

which is?

>> No.3663389

I can't wait to see Doomguy get his dick out!

>> No.3663395

unlike quake 3 or doom, the recharge time for railguns, super shotguns etc. is reset if you switch weapons then switch back. so in ss2, you can shoot a barrage of buckshot by juggling the two shotguns, and in d44m you can juggle super shotgun and gauss cannon for retarded amounts of damage.

>> No.3663412

this is genuinely one of the most fun mechanics in d44m imho.
generally reminds me of stuff like quake and dn3d where you could flick switch between guns and make your opponent batter out and lose his focus, or swap out a reloading shotgun for an explosive weapon and deal lots of damage in a matter of seconds, shit is orgasmic

it's also one of the main reasons the MP has a 2 gun limit, but most people never realize this it still sucks tho desu

>> No.3663415

>Don't need a gun.
>unzips dick
>Guns are for wusses.

>> No.3663423
File: 995 KB, 1003x701, Screenshot_Doom_20161207_155934.png [View same] [iqdb] [saucenao] [google] [report]

Been playing Aliens: The Ultimate Doom. It's interesting because the items and enemies are randomized. This makes things somewhat broken but I find it fun anyway. Anyone else playing it?

>> No.3663429
File: 1.03 MB, 798x564, guns aint actually for wussies.png [View same] [iqdb] [saucenao] [google] [report]

>encounter a cyberdemon
>pic related happens

>> No.3663430

that hud just screams "pieced together from like six other mods without knowing how any of them work"

>> No.3663445

the gauss and the rocket mod for the assault rifle are easily some of the most satisfying fps weapons ive ever used. the actual rocket launcher was a let down though.

>> No.3663446

I want to create a version of the dump 3 weapon pack that allows for multiple pick ups of the same class and remove some of the sillier weapons. How do I go about that? I have zero experience.

>> No.3663492

>Change of plans, I do need a condom. I need a BIG condom!

>> No.3663571

I know, I use it. Pretty unstable still.

>> No.3663618

But that's pretty much it, even if it's apparently your taboo game.

>> No.3663625 [DELETED] 

>berserker pack - gone

>> No.3663627

>berserker pack - gone

>> No.3663634


There should be a cvar that allows for pickups of the same class, I think.

>> No.3663637

>berserker pack - gone

>> No.3663640
File: 194 KB, 736x552, e68349eba119c273710008e8d5c69745.jpg [View same] [iqdb] [saucenao] [google] [report]

Lately I'm having a hard time organizing my Doom mods/wads.

What are some programs to arrange my Doom folder?

>> No.3663648
File: 140 KB, 597x191, Mg3_g.png [View same] [iqdb] [saucenao] [google] [report]

I just realized the Quake 3 machine gun works under the same premise as the Doom chaingun.

>massive rotary gun
>however actually not that strong
>doesn't fire as fast as one would expect
>however it does have very good uses as precision weapon
>more like a regular assault rifle/machine gun with a gatling gun skin

>> No.3663652

Half-Life for it's good linear maps and their transition, as well as exploration.

Duke Nukem 3D for how decorated the levels are, and for being open ended and featuring lots of good exploration and secrets.

I like Quake 2, a lot, but it's not really what I'm looking for in the exact sense, Quake 2 isn't quite as barren as Quake 1, but it still doesn't have all the detail that Duke 3D has.

>> No.3663654


good observation skills

>> No.3663659

My bad. I just tend to find annoying when people here give Quake 2 a lot more shit than it actually deserves.

>> No.3663664

It deserves all the shit though.

>> No.3663670
File: 228 KB, 500x394, 1478132974970.png [View same] [iqdb] [saucenao] [google] [report]

Ah, there we go. I was wondering where you went.

>> No.3663673

no, not really.

>> No.3663675

You deserve all the shit though.

>> No.3663676 [DELETED] 

Yes it does. It tried to run on Quake's popularity, while doing something completely different.

>> No.3663679

I really liked Quake 2.
It isn't that great.
But i never got Quake I until way after i had Quake 2.
And it was a really decent game? no?

>> No.3663681

>I really liked Quake 2.
Stopped reading there.

>> No.3663682
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3663684
File: 17 KB, 255x255, 1442633449391-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3663687

>It tried to run on Quake's popularity, while doing something completely different.
the fact that you're trying to force this as an apparently negative point is genuinely amusing.

here's to hoping you don't get a schism from playing nudoom or wolfenstein.

>> No.3663692

That gun always looked very weird to me, more like some sort of drill than a minigun of any kind.

>> No.3663694

A mix of Quake and Unreal would be good imo. The exploration and size of Unreal, and the flow of quake.

Depends on what game you're mapping for though.

>> No.3663697

>here's to hoping you don't get a schism from playing nudoom or wolfenstein.
Hate to defend the Q2 haters, but that's a pretty bad point. NuDoom and the newer Wolfenstein games are still in some way a continuation of the main themes from their predecessors. It's not like NuDoom is suddenly a tactical counter terrorism game, which is as different from the original premise as Quake 2 was from Quake.

>> No.3663704

The premise of Quake changed near every game

>1 is a high speed shooter with dark gothic horror themes
>2 is a sci-fi shooter with cyborg monsters
>3 is a completely unrelated arena game which takes characters from various id games (as well as makes up a bunch of new ones) and is all about multiplayer
>4 is a sequel 2
>new quake is 3 all over again

Technically there's more precedent for the Strogg theme or Arena theme than there is the Slipgate theme

>> No.3663705

>The exploration and size of Unreal, and the flow of quake.

Sounds like some of the Arcane Dimensions maps

>> No.3663708
File: 1.42 MB, 400x225, 271.gif [View same] [iqdb] [saucenao] [google] [report]

>Bethesda Id Removed the Denuvo Anti tamper from Doom, there are LOTS of reports that the games performance increased A LOT after this update

>Doomguy/Slayer armor can be acquired on MP after lvl 11
>Doomguy/Slayer Armor can be used on Snapmap
>Bots added to MP and normal matches

With this, then its true the rumors that bethesda is planning to move out from steam in 2017 with their own gaming platform + GOG

Even if the anti tamper is Securing some early money, the thing itself its being more than a headache for them.

Dishonored 2 is suffering from the same performance problems that Doom Had during the release

>> No.3663709

>It tried to run on Quake's popularity, while doing something completely different.

Yeah right, it's not like Quake 3 did the same thing.

>> No.3663712

>performance problems that Doom Had during the release

I thought I heard that Doom ran like a charm on release.

>> No.3663714

Haven't played it yet.

>> No.3663717
File: 220 KB, 1241x835, Pumpkin Tell me about this ridley guy.jpg [View same] [iqdb] [saucenao] [google] [report]


Metroid Doom when?

>> No.3663720

Well, I hate Quake 3 too. The game is real fun, but there's no story, no adventure. Just a bunch of deathmatches.

>> No.3663727
File: 97 KB, 1920x1080, quake060.jpg [View same] [iqdb] [saucenao] [google] [report]

I liked quake 2. But then again I skipped quake 1 because my computer was pretty pants back then. Mods and online play and shit, good times.

Seeing as how Nintendo is putting bounties up on copyright infringers you are probably better off waiting for Booty Project

>> No.3663731

Have they STILL not released classic armor?

>> No.3663734


Seeing how they still keep the Smutfic that is Haloroid on YT after all these years...

>> No.3663735

It's more like Quake is the label that everything not Wolfenstein/Doom gets released under, with such titles as Lovecraft: The First Person Shooter, Space Marine meets the Borg, and Ultimate id Software Crossover Fragfest: Arcade Edition.

>> No.3663738


I thought the bounty system was just for finding exploits in the 3DS firmware.

>> No.3663739

I like Lovecraft, and I wish we got more FPS where we actually kick ass, instead of going insane.

>> No.3663741

Well the Ranger DOES go insane, sort of. It's just that he keeps kicking ass regardless of that.

>> No.3663743

what kind of dance is that called

>> No.3663749

>implying Ranger wasn't already mad to begin with
I think Quake 2's protagonist is the only one that isn't insane by the end of the game.
>always a homicidal insane but it's okay because he only kills nazis
>lol sanity is for the weak, gonna wreck Hell
>ends up insane, probably was to begin with
>Quake 2
>pretty okay
>Quake 3
>they're probably all insane after fighting for eternity against each others
>Quake 4
>ends up stroggified, probably has a major freak-out once the war is over and he can realizes what happened

>> No.3663754
File: 1.07 MB, 794x1224, DoomTroid_by_AlexRoadway.jpg [View same] [iqdb] [saucenao] [google] [report]


nah its still the shitstorm caused by AM2R and Pokemon Uranium

Even if we update Metroid Dreadnought to run as a complete 1.1 remake of prime's gameplay and a huge megawad, they wouldn't C&D us

Q3 Bio already states that he went nuts after fucking with the entire time and space at the end of DoE


"improved with memes"

>> No.3663759

Yeah, that's right. You don't need to pay monies to hunt down fangames since stuff like those fan-made game projects cant really stay off the radar for long.

I mean I understand that Nintendo gotta protect their IP since it's all they got and the console market is looking skinnier by the minute.

I tried googling that and got some band's music video? I guess movies and fiction is less of a priority than, well, games, even if they're fangames.

>> No.3663761
File: 473 KB, 640x480, revolver2.webm [View same] [iqdb] [saucenao] [google] [report]

I estimate ~half a megabyte worth of TEXTURES lumps in the end.

>> No.3663763

It looks pointing way too far up.

>> No.3663770

Intentional, since it it'll only be that far up when the cursor crosshair is near the top of the screen.

>> No.3663771

Well something is up with him. After using the slipgates for so long (because isnt the tech pre existing and nothing new?.) Its unknown whether hes even fully human anymore

>> No.3663774

>Quake 3
>they're probably all insane after fighting for eternity against each others
that or they chill out with some space-beer in the vadrigar locker rooms between fights.

>> No.3663775 [SPOILER] 
File: 2 KB, 120x120, 1481159278149.png [View same] [iqdb] [saucenao] [google] [report]

>instead of going insane

Just look at this face.

>> No.3663784

"when u grisly but she still grotto" will forever be associated with that face for me since that recent thread.

>> No.3663785


thre's a pretty big rumor that Makron transfered his soul and memories to Kane after the nexus died

this is why you can hear his laugh at the end where he's "cool" about the war continuing

>> No.3663787

>when u grisly but she still grotto

>> No.3663792
File: 13 KB, 353x459, 1479435964432.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3663793

take that clouds!

>> No.3663794

Grisly grotto is a level and song

>> No.3663796


>> No.3663802
File: 286 KB, 645x597, 1480485421965.png [View same] [iqdb] [saucenao] [google] [report]

Alright, you got me

>> No.3663804
File: 19 KB, 336x425, 5a2.jpg [View same] [iqdb] [saucenao] [google] [report]

Yuck. Who would want to play a game with textures that look like a toddler drooled on them all?

>> No.3663815
File: 45 KB, 480x270, 91sn32Q.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3663829

Yeah, you should wipe your mouth next time.

>> No.3663840 [DELETED] 
File: 251 KB, 298x1208, !Filters.png [View same] [iqdb] [saucenao] [google] [report]

Report & Ignore the Filter Posters

>> No.3663841
File: 24 KB, 383x365, 1479437786529.png [View same] [iqdb] [saucenao] [google] [report]

>I hate Quake 3
>it's real fun

>> No.3663847

>I hate Quake 3

wow rude

>> No.3663849
File: 85 KB, 619x344, filters.jpg [View same] [iqdb] [saucenao] [google] [report]

I got a better image

>> No.3663850

oh shit this is too accurate lmao

>> No.3663858
File: 8 KB, 272x240, metalgear-msx-metalgear.png [View same] [iqdb] [saucenao] [google] [report]

>Seeing as how Nintendo is putting bounties up on copyright infringers you are probably better off waiting for Booty Project
Say, how is Konami doing there? I've been toying with the idea of a Metal Gear mod based after the MSX titles, particularly after that Survive fiasco.

>> No.3663860


>> No.3663865


>> No.3663880


I haven't heard of any Metal Gear fan projects getting shut down, but I haven't really heard of any in the first place.

>> No.3663893
File: 1.88 MB, 1362x741, shader.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3663898

Someone attempted to remake MGS1 in UE4, got shut down. Someone else attempted to remake MG1 in Source, also got shut down despite initially getting the go-ahead from Konami when asked. The latter even had David Hayter himself doing voice work for both Big Boss and Solid Snake.

Unless it's Capcom (and don't attempt remakes against them either), most Japanese companies ignore fan projects unless they're remakes or way too popular to stay under their radar. Western companies i'm not sure on, but then people don't usually try to remake western games to a well-known degree as a fan project (as far as i know, and outside of open source engines or such).

>> No.3663901
File: 35 KB, 600x337, Pre-order-pants.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'm starting a big heretic wad. I'd love to import a bunch of textures from doom and hexen as well as realm 667. Does anyone know any decent guides? I'm having a hard time wrapping my head around it

>> No.3663905

static or animated?

>> No.3663907


The thing about nintendo is that

Nintendo of japan and YUROP is cool with Fan crations, Nintendo japan had even the late Iwata and then Miyamoto saying that they dont care about it

its Only Nintendo of America and Reggie

>> No.3663910

FPC (Free Pascal Compiler) supports Android and dozen other systems. So Android port would be just few key presses away.

>> No.3663939

You'd ideally need to set it up for decent touch controls. virtual keyboard shit sucks pretty hardcore.

>> No.3663946

it wouldn't be an android port if it wasn't inconvenient as fuck to actually play

>> No.3663971

I think It'd be pretty easy to translate the mouse-only controls to touch controls. Just have 4 buttons at the top, "attack", "inventory", "help", and "settings". To move you'd just tap where you wanted to go. I don't know how someone could fuck that up.

>> No.3663976

bitterman isn't very bitter for being a bitter man

>> No.3663984

>Quake 2
>Still Insane, but Yellow for some reason.

>> No.3663987
File: 106 KB, 578x582, 1462381121934.png [View same] [iqdb] [saucenao] [google] [report]

>has cute shamblers

Quake 2, Q3A, Quake 4, ET:QW, Wolfenstein 3D, RtCW, Doom, Doom II, Doom 3, D44M, Commander Keen: Goodbye Galaxy, Dangerous Dave in Copyright Infringement:
>has no cute shamblers

how is it evne a contest??

>> No.3664038

disable the OpenGL renderer in video options

>> No.3664051
File: 91 KB, 560x800, p_anarki.jpg [View same] [iqdb] [saucenao] [google] [report]

I just realized Anarki's board has a lost soul on it!

>> No.3664057


good eye m8

>> No.3664067


or wait for Q2XP, even Kmquake didnt managed to get rid of the ugly new vegas orange palette

>> No.3664069

>get Blood
>"Hell yeah time to kill some zombies"
>the mouse looking feels really weird, in fact a lot things feel really floaty
Is this how the game is? It's fun but man it feels weird playing it

>> No.3664075


>> No.3664223
File: 145 KB, 750x745, 1470950861024.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking hate decorate. There has to be an easier way to import textures/things. Right? RIGHT?

Seriously FUCK decorate.

>> No.3664232

Anything that isn't the "Launch Blood" .exe says that it's not compatible with the current version of windows. What's up with that?

>> No.3664235

You gotta run it through DOSBox. There's a tutorial on how to set up bmouse.exe in Blood's setup.exe on the GoG forums.

>> No.3664236

Yeah i get that to. Not sure what to do about it. Also


A pretty good guide for getting it to run better

>> No.3664241
File: 744 KB, 1280x720, ss_a59b18740aed51864739b4bbf663f022053ca6a6.1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]

e honda running absolutely wild there

>> No.3664286
File: 8 KB, 389x371, 1330742721930.png [View same] [iqdb] [saucenao] [google] [report]

Quick inquiry.

I'm using ZDL to load in a coctail of stuff.

An OBLIGE'D megawad.
Metadoom v2.1 Olivia (with optional pk3).
and Synthdoom.pk3

Things load up alright, but the Synthdoom.pk3, which replaces map music with random synthwave, fails to work and original doom 2 music plays. Works fine on its own. Tried fucking with the load order but nothing seems to make a difference.

Any idea as to what I can do from here?

>> No.3664297


importing textures doesn't involve decorate at all

>> No.3664306

I must be retarded or something. This guide mentions an autoexec line in the dosboxBlood.conf but even using the search, it's nowhere to be found.

>> No.3664308

If i remember correctly just searvh for blood.exe and you can find it

>> No.3664312

Everything's working for me, no matter which .pk3 I put at the start of the load order. Dunno what your issue is, though my (G)ZDoom version isn't the latest dev build or whatever.

>> No.3664313

Even searching for that in the conf finds nothing. Now I'm getting suspicious. Where should that line be? I feel like I'm missing lines in my files.

>> No.3664314

Could it be something with the music settings in OBLIGE?

>> No.3664318

Is there a quick and easy way to import realm 667 stuff into your wad? I mean selecting EACH item in slade and copying and pasting takes god damn forever and half the shit doesn't work.

>> No.3664329

>I mean selecting EACH item in slade and copying and pasting takes god damn forever and half the shit doesn't work.

You're doing it wrong, then, because copy/pasting really does not take that long.
What are you trying to do, specifically?

>> No.3664335

I want to test out a fuckton of monsters, weapons, textures, and weather effects before starting a big new wad. I just copy and paste their content into my map through slade, make sure they have a 15000ish number if they don't in their decorate file, and hope for the best. But half of them come out broken or not working at all. It's really getting on my nerves there has to be a better way

>> No.3664337


Post your wad, nigga.

>> No.3664338

>find that Twilight wad
>try it
>secret passageways everywhere
>blue card hidden behind bars
Holy shit, go fuck yourself with that cryptic bullshit, I want to shoot thing, not move back and forth with cards.

>> No.3664342
File: 141 KB, 1920x1200, SladeTroubles.png [View same] [iqdb] [saucenao] [google] [report]

ok so if i'm not mistaken I have to double click each and every one of those, copy their content, paste it back in, number the decorate if need be, then save it.

But doing this with just a dozen led to a ton of errors I don't understand with only around 5 of them working?

I'm fucking something up. I love designing levels but this shit.... yeesh.

>> No.3664343 [DELETED] 

Doom is probably the shittiest FPS every made, really aged poorly.

>> No.3664347 [DELETED] 

Sorry, I misspelled Quake 2.
My bad!

>> No.3664350

You ever play a FPS on a console? I remember being high as fuck watching my friends play some original xbox games and I thought I was in gamer hell. Games looked like shit, played like shit, and some didn't even have music or ambient sounds. Fuckin console players man.

>> No.3664351

jfc, anon

>> No.3664353

>I'm fucking something up.

This is an understatement. I'm not even sure where to begin, to be honest.

Give me a moment, I need to process exactly what I'm seeing.

>> No.3664357

Like 100 things I downloaded from realm667 I want to test to see what they do.

Is there an easy way to do this?

>> No.3664367
File: 495 KB, 600x450, wwhu9l.jpg.png [View same] [iqdb] [saucenao] [google] [report]

how much fucking stuff do you have

>> No.3664371


Okay, let's start this from the top.

1: Testing 100 things at once is a fool's errand. Things are guaranteed to explode in your face. The point of testing things like this is to adjust things a bit at a time, not cram in everything you absolutely can and then be surprised when things don't work.
2: The fact that you've crammed everything in undoubtedly means a lot of files are likely being overwritten with each other, assuming they're even loading in the first place.
3: Your main file is a .wad file, which can not contain other .wad files. A .pk3 can contain a .wad file inside, but a .wad with another .wad inside won't be read.
4: You have mixed files everywhere, mixing graphics with .zips with text files, and there are A LOT with their names cut short. And there are probably more with the same filename overwriting each other.
5: There doesn't seem to be any dividers/markers that divide the decorate from the sprites or the sounds or anything of the sort.

And that isn't even getting into the issues of how to load new actors into a map in the first place.
I ain't seen somethin' fucked so bad in a long time.

>> No.3664374
File: 84 KB, 481x357, larry please.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3664376

Well the map is literally an empty square and slade was one button open directory realm667 stuff.

So guess I'll just delete it all and start cherry picking stuff /sigh

>> No.3664379

Was hoping it would be like skyrim mods where you can just throw in as much shit as you want and enjoy the show

>> No.3664381

does anyone have that image of johnny doom where someone opened up the acs folder and there was like 20+ acs files

>> No.3664382

I'm pretty sure this is what programmers have nightmares about.

>> No.3664383

Tell that to games "journalists".

>> No.3664403
File: 76 KB, 1021x945, ACS.png [View same] [iqdb] [saucenao] [google] [report]

I think that was Term

>> No.3664439

why you post this meme man

>> No.3664447
File: 106 KB, 643x1280, qt.jpg [View same] [iqdb] [saucenao] [google] [report]

does that mean the game can be modded now?

>> No.3664464

And also hopefully it won't just randomly crash anymore.

>> No.3664467

>With this, then its true the rumors that bethesda is planning to move out from steam in 2017 with their own gaming platform + GOG

For fuck's sake. Just how many pieces of spyware do I need to install to play vidya?

>> No.3664476

Enough to make it a pain in the ass.
And be ready to be called a loser by society and medias, until video games become a new fad, and everyone starts playing them, and they become casual shit instead of being fun and challenging.

>> No.3664480

I feel terrible even mentioning it but does anyone have a link to Grezzo 2 and all the DLC? My version is without

>> No.3664481

shy demons
i require source

>> No.3664483

>Dishonored 2 is suffering from the same performance problems
Removing it from my wishlist.

>> No.3664484

sup gays,

do you pussy-save on quake maps? To me a lot of them seem a bit too long for no midlevel saving.

>> No.3664487

>loser comes here for confirmation
Lol no. You're the only one doing it.

>> No.3664506

A 20-minute map like Metal Monstrosity isn't something I would use saves in but I'd use saves in a map like Leptis Magna which is 40+ minutes long, and even then I'd do it only before a foreboding arena encounter.

Quake in general is pretty fair when it comes to surprising or overwhelming the player, compared to Doom II where I find that a lot of its gameplay design (which is only exacerbated in its custom maps) tends to lead to scenarios that are instantly lethal and require precognitive knowledge to beat.

>> No.3664508


I posted this Doom 2 level a few days ago and I have since made some tweaks to it. Fixed some minor bugs and increased the difficulty by reducing ammo in certain key places.

If you played it before don't bother, because the changes are minor, but if you haven't played it then please take a look and post any feedback.


>> No.3664537


Looks like Necrodoom got an update.

>> No.3664539

I've just found out about BStone source port and want to play Blake Stone with it. Tried the game some years ago, but wasnt really interested, now want to play it with WASD. How was the levels of the thing /vr, and how far by now is the port's progress - is it playable?

>> No.3664579

>still doesn't have the arm-mounted shotgun

Damn it

>> No.3664584

>try it out
>can't remap W and S keys

You gotta be shitting me.

>> No.3664593

Oh nevermind, it has a "modern controls" option outside of the controls menu. What an odd way to set up the options menu.

Somehow mouselook feels really sluggish and imprecise compared to ECWolf even after adjusting the sensitivity. Also picking up items from the ground seems to be very hit-or-miss.

>> No.3664618
File: 175 KB, 600x446, notgonnahappen.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing much has really changed, realistically - Denuvo only obfuscated the EXE, not the resource files, which have been poked around in since the closed alpha. Maybe since it'll be easier to poke around the EXE it'll be easier to print ASCII dicks to the screen or perform other Stupid Code Injection Tricks, but realistically, you're not gonna be able to do whatever it is you want to do without Id Studio, which PROBABLY isn't ever gonna get released.

(img - jump to conclusions mat dot joint photographic experts group)

>> No.3664632

What ?

>> No.3664637

What do you prefer, Doom or Quake?

I like Doom more. The combat is meatier and more straightforward. Especially when playing wads I love the high difficulty with basically 2d gameplay. There is absolutely no bullshit when playing Doom.

Quake is a good game and I like playing maps for the level design and architecture but the combat doesn't really have any weight behind it.

>> No.3664649

I like Doom better in most ways.

>> No.3664664

I prefer Quake. Fewer enemies but fighting each is more nuanced and requires more skilled movement and faster reflexes. Less teleporter trap and monster closet bullshit. Less nukage. Less crushers. Less explosive barrels. Little to no hitscanners. More balanced and varied application of weapons that is encouraged by instant weapon switch and the commonality of rocket ammo drops. And of course, the level design.

>> No.3664692
File: 22 KB, 214x240, 0d4ea6af04db77eff69392b178e95786d3d90489a6a1a51615679070808c21c1.gif [View same] [iqdb] [saucenao] [google] [report]

>2d gameplay
hope this doesn't derail the thread again

>> No.3664693

How do I install Arcane Dimensions?

>> No.3664701

Like any kind of Quake mod. Just unzip the folder into another folder in your Quakespasm folder, then shift+right click to get the option to open a command prompt in that folder, then type in the prompt "quakespasm -game [whatever you named the folder]" and press enter.

Arcane Dimensions then should just run.

>> No.3664704
File: 124 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

Just read the .txt

>> No.3664710 [DELETED] 

meh too much hassle fuck this mod and fuck Quake

>> No.3664713

Well, okay then.

>> No.3664716


>> No.3664724

I'm looking for some nice comfy wads with vanilla or near-vanilla difficulty. Something like Unholy Realms or Jenesis or Doom 2 Reloaded.

>> No.3664728 [DELETED] 

It doesn't fucking work you lying moving violation.

>> No.3664729

It does. If it doesn't work you're doing something wrong.

>> No.3664730

Is it possible to run quakespasm in software mode, and does arcane dimensions work in it?

>> No.3664734 [DELETED] 

Your dad did something wrong by not drowning you.

>> No.3664735

Ok, anon.

>> No.3664739 [DELETED] 

Fuck Quake.

>> No.3664740
File: 63 KB, 250x323, 1480819072586.jpg [View same] [iqdb] [saucenao] [google] [report]

wew lad

>> No.3664742

I think Quake is neat, and it still has the best jump sound ever.

That grunt is more iconic to me than Mario's jump

>> No.3664743

Having the same issue.

>> No.3664745

Quakespasm doesn't have a software mode.

Fitzquake Mark V has it (the WinQuake executable) and you can run Arcane Dimensions on it, but there's at least one visual bug with doing so which you'll immediately be able to notice in the start map.

>> No.3664747

We need Brutal Quake.

>> No.3664749

No we don't.

>> No.3664751

Was there anything remarkable in multiplayer doom this year?

>> No.3664754

I don't see any update there. The OP was last edited three years ago. Someone just bumped the thread.

>> No.3664759

AeonDM came out, that's about it. MP mapping is really dead.

>> No.3664769

Just Realised, his name is Anarchy.

>> No.3664770 [DELETED] 

Yes we do. No one cared about Doom until Mark made BD, with Brutal Quake Quake would have it's time in the spotlight.

>> No.3664779 [DELETED] 


Are you retarded? People never stopped caring for Doom or Quake. Please kill yourself.

>> No.3664783

>No Music
>Or Ambient Sounds.
Sounds like Halo Multiplayer.

>> No.3664784 [DELETED] 

Literally no one gave a fucking fuck about Doom until Brutal Doom came out and without BD nu-Doom wouldn't have fatalities. Brutal Doom is the most important thing to happen to Doom franchise.

>> No.3664787 [DELETED] 

> feeding shitposters

>> No.3664794 [DELETED] 

You are correct if you mean its importance to "normies" and what not. Doom still had a healthy community before BD though

>> No.3664796 [DELETED] 

BD is the only relevant mod.

>> No.3664798

might as well

>> No.3664829

What do you put in your music folder when playing Quake maps?

>> No.3664831 [DELETED] 

fuck Quake

>> No.3664835 [DELETED] 

quake is dumb

>> No.3664837

Same music than when I'm shitting.

>> No.3664838

Ive never done that before but i have a suggestion!


If youve ever played a freeware game called cube and cube 2:sauerbraten hes the guy who did the music for it.

>> No.3664840 [DELETED] 

The Doom community was better before Brutal Doom

>> No.3664842 [DELETED] 

I can not disagree with that. Its better to just ignore though

>> No.3664851 [DELETED] 
File: 43 KB, 703x572, 1471486083163.png [View same] [iqdb] [saucenao] [google] [report]


Go back to /v/ samefag

>> No.3664858 [DELETED] 

you wanna see a better /vr/?
you wanna destroy shitters who think that trolling is an art?

pull up that report window and hit submit
euthanize the autist that's never seen a clit

>> No.3664860

What Quake difficulty would you recommend to someone who plays Doom on UV? Hard or Nightmare?

>> No.3664862
File: 1.28 MB, 1280x886, primed_for_doom_by_mrbfox-dam2pky.png [View same] [iqdb] [saucenao] [google] [report]


Hard, Nightmare inst that "hard", unless is DoE, fuck those 3x Grenade ogres and the dragon

>> No.3664871

The pixel noise, is it like a static overlay or an animated fuzz?

>> No.3664872


>> No.3664875

Put the tracks in Quake/id1/music.
They should be named track02 to track11. There is no track01.

Nightmare right off the bat.

>> No.3664882

With GOG? None.

>> No.3664897

The Brutal Fad, Is a fucking joke.
I really DO NOT LIKE Brutal Doom. It's lame af, Putting Reloads in a game like Doom makes 0 sense.
It's like making Doom not Doom anymore, Yes there's lots of Blood, And you got the burtal-executions, but i can't go on Zandronum without a server having Brutal Doom, and then that's become basically "The way to play Doom" in 2016.

I just don't like it. It's bad. In my eyes anyway.

>> No.3664906

it's second only to complex doom in regards to mp popularity

but mp doom is dead in general anyways so who cares

>> No.3664914


I like weapons that reload if they have some sort of other additional gimmick to it, like the weapon has infinite ammo or reloading changes how the weapon behaves

>> No.3664920

GOG is based, I have no qualms about this

>> No.3664924
File: 1.85 MB, 500x376, 1464581843708.gif [View same] [iqdb] [saucenao] [google] [report]

I decided to play custom maps for Quake for the first time using AD and ne_ruins to break my cherry and I feel like I was really missing out by not doing this sooner. Anyone have other map recommendations that isn't the two mentioned? Do good custom episodes exist?

>> No.3664932

MP Doom is dead. But. Since they killed Quake Live, with their shitty Loadout system, I relish every single frag i am able to commit on Doom Multiplayer, as it is closer to the Quake 3 Experience then Quake Live is. And Brutal Doom is NOT QUAKE III LIKE.

>> No.3664958

Didn't they reset the whole game, and removed the loadouts?

>> No.3664961

I want Brutal Deus Ex. JC goes full psycho. If he wants, of course. Deus Ex is all about choice.

>> No.3664964


>> No.3664965

>Do you have a single FUCK YOU to back that up?

>> No.3664967


this is why i moved to nuDOOM, the retard multitude of Complex mods based on BRD is ridiculous

QL is pretty much alive and Loadouts are Optional

but then is quake community, at least it isn't fractured like Battlezone98 and 2

>> No.3664968

literally what

no way


that can't be real

>> No.3664972


>> No.3664973

nope its fake, loadouts are still there and its optional

but the community still acts like a bunch of autistic kids in the middle of a anniversary

most of them still being ze old EU CPMAfags who keeps bitching About "CPMA IS SUPERIOR, ITEM RESPAWN TIMER IS FOR CASUALS!"

most of them moved to reddit or to ReFlex

>> No.3664975

I wasn't sure if they removed it or not

>> No.3664976
File: 303 KB, 400x400, q3face.png [View same] [iqdb] [saucenao] [google] [report]


As an avid Quake 3 fan I pretty much recoiled in horror with every update they made in QL. I stopped playing when they introduced the new "announcer voice".

Only so much faggotry a man can take

>> No.3664979

You make me happy I still stuck to Quake 3.

>> No.3664989

How about OpenArena? It's got a "unique art style of it's own"!!!!


>> No.3664990


well Xian was Fired from id after Q3A

>> No.3664991

openarena iii is pretty legit

>> No.3664993

I wanted to like OpenArena but it's just not the same

>> No.3664994


OpenArena was pretty interesting. The clashing artstyle reminds me of Freedoom but they've got some really talented artists on board rectifying that.

>> No.3664997
File: 231 KB, 783x608, o.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3665012
File: 850 KB, 1504x838, Shop2.jpg [View same] [iqdb] [saucenao] [google] [report]

This is a shop

>> No.3665015

>two megawads WITH A CYBERDEMON IN THE FIRST LEVEL made the top ten

>> No.3665017

Do you get a good weapon to take him down with?

>> No.3665018

In AA he's a turret that you can either avoid, or telefrag towards the end to get 100% kills.

In BD 64 - no.

>> No.3665019

Is it really mapping if Mark just changes the gameplay?

Fuck this community.

>> No.3665023

Brutal Doom is very meh, but there is literally nothing wrong with reloading.

>> No.3665025

What happened with Sgt Mark and who the fuck is he?

>> No.3665027


>> No.3665028


>> No.3665038


Really convincing edit.

I hope you can actually make a living out of your skills in real-life, though.

It'll be a real shame to learn that you don't.

>> No.3665040
File: 15 KB, 625x626, 9ac.png [View same] [iqdb] [saucenao] [google] [report]


>bait detected

>> No.3665060

>Doom mod where you get a fishing rod and fish for cacos, lost souls, pain elementals, and pinkies, reel them in, and punch them to death
>Can use the rod to fish in all your enemies before killing them

>> No.3665061


>> No.3665069

They did a bowling mod, don't see why this shouldn't work.

>> No.3665079

In a game like CoD or Half-Life year sure.
But in Doom? It's just. It's like. Making Sonic not able to jump for 5 seconds after he's jumped already.

>> No.3665106

This seriously annoys me, Jesus.
If this happens I will quit Doom for a week.I wouldn't be able to take so much amount of faggotry.

>> No.3665119
File: 182 KB, 466x478, fca[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>no Japanese Community Project

>> No.3665132

Reloading alters the flow of the game. That's not a bad thing in and of itself, but it means you need maps that account for it.

Reloading is at its best when you already want to do something that prevents you from shooting every so often, like take cover or turn and run. Reloading sucks when you want to wade in guns blazing.
Doom trends towards wading in more than taking cover.

>> No.3665136


What if only certain guns require reloads while others are fire until the ammo pool runs dry?

>> No.3665182

What's a good wad that focuses on fighting without going full retard like Plutonia?

>> No.3665189

Difficulty-wise, how are the different retro FPS?

I feel like Shadow Warrior is harder than Doom.

>> No.3665203

Brutal Doom allows you to disable reloading, even on MP.

>> No.3665218

DoomRL is surprisingly fun to play, I suppose due to the simplicity of it, even if I can't make it past the Bruisers yet due to poor luck. Would have liked for a few more class options though.

>> No.3665240

That reminds me, I have to download it before it goes under.

>> No.3665242

I myself have only managed to get to the end with a marine berserker build so far. I just can't get in my head that I must shoot enemies before they even get in line of sight.

>> No.3665247

Ammochain is pretty overpowered. I was able to beat the 100 challenge with it without much effort.

>> No.3665259

Even on the highest difficulty classic Doom is a cakewalk. Blood, Duke 3d, and SW are all much harder games.

>> No.3665263

If you were to organize them, which one would be the hardest?

>> No.3665267

Shadow Warrior
Quake 1

>> No.3665270

Blood is that hard? I remember having an easy time with it.

>> No.3665281

Try a higher difficulty level. You'll see it very quickly.

>> No.3665286

>that low-effort banner
You did so much to make it look so real, but that fake as hell banner kills it.

>> No.3665287

Whats a good difficulty for blood btw? The highest or the one just below it?

>> No.3665290

Probably the one right above it.

>> No.3665302

Whoever okayed the hornets in shadow warriors needs to fuck off

>> No.3665306

I'd be really surprised if foursite got a megawad. It was impressively sized, but that only made it feel like a very big first map, no amount of detailing makes up for good gameplay.

>> No.3665308

Blood is far harder than Shadow Warrior. There's even a glitch that increases bullet damage like crazy if you reload during a level on the lowest difficulties.

>> No.3665312

Jiffy bag is pretty comfy. Vanguard as well but I remember that having some tough moments.

>> No.3665313
File: 21 KB, 427x427, 1476701776780.jpg [View same] [iqdb] [saucenao] [google] [report]


>mfw I saved the nukes for hornets

>> No.3665326

any wads inspired by h.p lovecraft?

>> No.3665327

I only know of Strange Aeons.

>> No.3665328
File: 1.91 MB, 349x252, sauce.gif [View same] [iqdb] [saucenao] [google] [report]

[12-7] DoomRL source code released!

>> No.3665330

its right there fagtron

>> No.3665337

flattered, but it's not a graphics edit. i'm not good with graphics editing.
it's the official banner:

>> No.3665340

Doomguy is actually a serial killer who escaped mental ward the demons we kill are innocent people and the police.

>> No.3665346
File: 226 KB, 545x351, mmjql7daC81s1amtbo8_1280.png [View same] [iqdb] [saucenao] [google] [report]

I don't know how to take this.

>> No.3665356

doomguy is actually a demon.

>> No.3665367

don't respond to the shitter

>> No.3665373

Isn't that technically the case, He died and went to hell after all, He just fucked shit up in hell that he keeps on escaping to the mortal realms

>> No.3665376

That would make him a revenant not a demon.

>> No.3665381

>try Unholy Realms
>it's a fucking "hey, shotgunners all around you all of a sudden" wad

>> No.3665386

Oblige is fucking it.

They are set to play vanilla Doom music by name, not by order.

>> No.3665416
File: 1.74 MB, 1680x1050, Screenshot_Doom_20161208_232311.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3665417

Does GZdoom fucks with the pistol and the chaingun? I remember them being a lot more accurate, but all of a sudden I can't shoot anything anymore.

>> No.3665424 [DELETED] 

No pistol and chaingun were always garbage piles of shit fucking abominations.

>> No.3665426
File: 2.31 MB, 1680x1050, Screenshot_Doom_20161208_232616.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3665429

Maybe you disabled autoaim?

>> No.3665430

I did, yeah. To compensate for using freelook. I wasn't supposed to?

>> No.3665432


Do you tap-fire with the chaingun? The first 2 rounds are 100% accurate. The pistol is garbage tho.

>> No.3665434

Whatever suits you, man. It's just that it takes some time getting used to not using autoaim if you've always used it in the past.

>> No.3665436


>The pistol is garbage tho
Yeah, I noticed that, but I find it strange that the pistol is less accurate then the chaingun. Through according to what >>3665429 said, it may be because I turned off the autoaim.

>> No.3665437

sorry forgot to put the ">" there and that's the reaction i make when source codes are released

don't worry i already know where the link is and have downloaded it.

>> No.3665438


The pistol and chaingun are unchanged in GZDoom.

Both of them are the same amount of accurate if you tap fire and the same amount of inaccurate if you hold fire.

>> No.3665441



If you press the fire button at a steady rhythm you can rattle off a steady stream of accurate shots from the minigun, turning it into an accurate sniping weapon and it's lethal as fuck in deathmatch

>> No.3665442

well fuck

>one of Snapmaps new modules is Q1DM4


>> No.3665445


>> No.3665465


>> No.3665470

Too spacious. Looks more like a UT2004 map.

>> No.3665519
File: 29 KB, 512x800, P_bitterman.jpg [View same] [iqdb] [saucenao] [google] [report]

I was making a joke about Quake 3, m8

>> No.3665524
File: 60 KB, 500x420, 1369790204079.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3665526

but i thought /vr/ was better than /v/!

>> No.3665537

Guy who made Brutal Doom. He's got an attitude problem and is generally an asshole.

>> No.3665538
File: 439 KB, 640x480, gatlin.webm [View same] [iqdb] [saucenao] [google] [report]

i'm stuck in the TEXTURES editor and i can't get out

>> No.3665539

I want Burl Tumd updates

>> No.3665541
File: 78 KB, 659x506, 1479996405424.jpg [View same] [iqdb] [saucenao] [google] [report]


dats it mane

>> No.3665542

you know when you reduce it to just that, he doesn't seem like that bad of a guy

now if you bring up his rampant code thievery, he suddenly becomes actually sinister

>> No.3665545


poorly organized code thievery at that

>> No.3665548

truly the worst

>> No.3665549


>> No.3665556

>He's got an attitude problem and is generally an asshole
Isn't that common to all modders? Medieval 2 Total War has a really good Zelda mod, with models and shit, but the guy who made it threw a public fit when Hyrule Warriors was released because "it doesn't make sense that one person can kill so many people by himself".

>> No.3665560

I remember someone on /vr/ saying that there was some guy who was really good at working with the donkey kong country games, but he was an insufferable asshole.

>> No.3665576

Even brutal doom is hardly distantly identical.
By many aspects.

>> No.3665589

>Reloading sucks when you want to wade in guns blazing.
Not usually a big problem for me.

I make sure to keep guns loaded, and when facing the fray, I strafe and duck (if necessary) to avoid enemy fire, running from cover to cover, luring enemies into infighting, swapping to another loaded gun, anything to get breathing-room (more of a concern with hitscanners, but I usually try to deal with them with the help of cover, since you can't strictly dodge a hitscan).

It's a lot like regular Doom, you just have to continue moving and never let up, working in reloads into these equations I feel is pretty exciting.

>> No.3665591

Reloading only adds another layer of complexity, also it's not like every gun needs it, see: BFG.

>but i can't go on Zandronum without a server having Brutal Doom, and then that's become basically "The way to play Doom" in 2016.
Are you in 2013 or something? There's barely any BD servers nowadays, the most popular gameplay mod is Complex Doom and even then most of the servers nowadays are varied than say, a year ago.

>> No.3665598


>> No.3665601

>MP Doom is dead
You mean number of players? Cause there's 156 right now, that's way more than say, Skulltag's average back then in 2009.

>> No.3665606

Is this for fucking real? I was about to dismiss it as a shoop, but with >>3665337 now I'm wondering.

>> No.3665608

>recommending nightmare when it's easier than hard due to breaking monster AI

>> No.3665609

Hardest: Nam
2nd place: Jedi Knight (on hardest difficulty of course)
3rd place: Blood on hardest


>> No.3665615

of course it isn't
the banner is the only real thing about it it seems

stop going full /v/

>> No.3665617

>damage control

>> No.3665619

>GZDoom's Unique Lighting
>Implying GZDoom's lighting is unique compared to Doom64.

How common is Doom64's 6-part lighting anyway? was it unique to Doom64 or did they do it on a few N64 games?

>> No.3665623
File: 266 KB, 500x368, shitter shatter.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3665632

what would happen to /doom/ if BD64 wins?

>> No.3665636

judging by just the past few posts, you can see what will happen

>> No.3665637

/sthg/ level chimpout

>> No.3665639

it would be extremely brutal

>> No.3665641
File: 1011 KB, 309x174, console launch.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3665646

I'm converting to islam.

>> No.3665649


Let's not do anything radical now.

>> No.3665672

so with arcane dimensions' popularity


>> No.3665686
File: 11 KB, 442x301, Capture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3665689

Loadouts were always optional, and once dedicated server binaries were released barely any servers used them now.

Plus CPMA still kind of has a player base if you want to play Q3.

>> No.3665690


god this year was pathetic for mods.

>> No.3665695
File: 121 KB, 528x805, 1479658713113.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3665697
File: 386 KB, 320x240, 1400825040698.gif [View same] [iqdb] [saucenao] [google] [report]

>it's real

>> No.3665698
File: 305 KB, 378x320, They were all dead. The final gunshot was an exclamation to everything that had led up to this point. I released my finger from the trigger and then it was over.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3665702

Trump Doom was legit good though, regardless of /pol/itics,

>> No.3665703

>No D4D
Am I missing something?

>> No.3665717



>> No.3665719

There's always next year.

>> No.3665729

<Alfonzo> holy. shit.
<Alfonzo> I mean I don't get /vr/ at all. are their reponses in earnest?
<Alfonzo> did they swallow the txt file hook, line and sinker? :D


>> No.3665737

why are so many folks getting their almonds activated over this?

>> No.3665741
File: 41 KB, 436x436, 1466406943024.jpg [View same] [iqdb] [saucenao] [google] [report]

>mockaward: snapmap

>> No.3665745

Which secret club is this from?

>> No.3665746


Whoever this is, and the rest of you people, you're all ginormous faggots.

>> No.3665751

You know what we need?

Smooth Quake.

Fuck the ugly graphical "enhancement" mods, I just want something that adds more frames to the weapons and such.

>> No.3665754


Isn't that what the interpolation is for

>> No.3665756

Animation interpolation

>> No.3665758

r_lerpmodels 1

>> No.3665868

>Reloading is at its best when you already want to do something that prevents you from shooting every so often, like take cover or turn and run. Reloading sucks when you want to wade in guns blazing.
Doom trends towards wading in more than taking cover.

>> No.3665872

Super Shotgun's reload might as well be a slow firing rate, you shoot once and then the animation plays.

>> No.3665885

The point is that if reloads are bad because they slow down gameplay, the SSG is worse, due to longer downtime.

>> No.3665890

Reloads are bad because they interrupt gameplay. The SSG just has a slow fire rate. It's constant instead of forcing you to do something not-shooty every six seconds.

>> No.3665908
File: 96 KB, 332x333, 7tkxNr.png [View same] [iqdb] [saucenao] [google] [report]

Here's an embarrassing question.. if I wanted to pay someone to make game weapon for me where would I go to ask around and how much you think it would cost?

tfw too inbred to learn how to do it myself :(

>> No.3665913
File: 11 KB, 204x200, your mad.png [View same] [iqdb] [saucenao] [google] [report]

The dark web

>> No.3665919

You could try my map if you are up for it. It's in the sticky under [12-5]

I love hearing feedback on it (even the meany ones)

>> No.3665920


Depends on how complicated the weapon is, really. Some weapons are really easy to make, others are pretty fucking rough.

>> No.3665930 [DELETED] 


You gotta go /b/ack.

>captcha: edgewood norte

>> No.3665931

What's an example of a really complex weapon?

The tesla gun that an anon is working on looks pretty crazy

>> No.3665932 [DELETED] 

Found the /sthg/ poster.

Shouldn't you be whining about how Tails hurt your feelings by simply existing and arguing about porn?

>> No.3665960

Any idea how to change music for a level in Heretic? I know it's in SLADE, but I can't seem to find the file to change music or anything.

>> No.3666023
File: 1.23 MB, 200x195, панк.gif [View same] [iqdb] [saucenao] [google] [report]


LOL. Okay, let's assume for a minute that this low-effort scenario actually happens. Brutal Doom 64 wins, yadda yadda 2016...

People actually protest online over it. Naturally /doom/ goes nuclear over the amount of discussion/shitposting that sparks.

An internal conflict about Doom modding ethics happens, because BD64 is bundled with many resources from the Nintendo 64 ROM file, and the mod can be downloaded for free. So what's the point of forcing people to not use IWAD resources in their projects, if Sgt. Mark not just got a green light with using Doom 64 stuff, but actually was awarded over it? And in an event hosted by a Doom forum known for being very moralist about the IWADs, no less.

People start spreading the stuff Mark did back in the day: the racist remarks in an old version of Brutal Doom, the ZDoom episode where he made a hint to a semi-depressed kid to kill himself and capitalized the words "final solution", and the fact that he never gave proper credit to the actual people behind the resources for his mods. This may be old stuff, but we all know we currently live in an era where people care about stuff like this, and they would wonder "why would they award a person that acts like this?".

And when this reaches all the gaming sites that post about the Cacowards when they're published, this would surely spark even more outrage, not just at Sgt. Mark, but to Doomworld itself, because it just so happens that a couple of high profile Doomworld users happen to be friends with a group of people who actually have links with gaming sites. Just go back in time and remember how Doom 2 In Name Only reached as many sites as it did.

I have no idea if that doctored screenshot was made by one of the organizers or not, and I ultimately don't care. The Cacowards staff is not that stupid to award Sgt. Mark for BD64; unfortunately it seems that they're stupid enough to think people would actually find that idea funny.

>> No.3666036

Man, Doom modding is serious business.

>> No.3666042

You are thinking too much into it.
Maybe /doom/ would get mad for a few days but that's it.
No need to.be autistic.

>> No.3666046

Who cares if a bunch of shitty games websites get mad?

>> No.3666047


This shows up in @doom_txt in 3, 2, 1...

>> No.3666051


No shit, a fan project just went open source to give a corporation the middle finger.

>> No.3666052

>A company does something they are legally required to do in order to protect their trademark
>People get irrationally mad about it
Every time.

>> No.3666054

when is sector type 10 (door close after 30 secs from level start)

>> No.3666057

you wot m8?

>> No.3666058
File: 33 KB, 160x138, DukeDeath.gif [View same] [iqdb] [saucenao] [google] [report]

Whoops. When is it ever used in Doom, I meant to say.

>> No.3666059

Fuck off, Exy. Go suck Trinen's cock

>> No.3666060

>in order to protect their trademark
>from basement dwellers who are fans of a 20+ year old computer game


>> No.3666061

>fans make a non-profit fanproject
>company sends warnings
huh wow

>> No.3666064

>Company suddenly sends warning to fan-made game that has been around for more than 10 years and amassed a fanbase of it's own

Yeah, how dare the many fans of the game get pissed that their game is gonna get shut down.

>> No.3666065

nigger, brutal doom 64 was nominated by a mainstream video game award show and the official id software social media accounts promoted it, but you think a cacoward is going to result in wad armageddon? i hope this is bait and no one is really this dumb

>> No.3666067

It doesn't matter that its a non-profit fan work in the eyes of the law you fucking retards. Just because it should work that way doesn't mean it actually does.

>> No.3666068

Should'nt you be crying because twitter morned the victims of the Pulse shooting, Exy?

>> No.3666076

What's a decent size for a map? is 10k x 10k decent enough, if it's more-or-less dense?

>> No.3666085

the fair use provisions of copyright law should protect non-profit fan works. but in practice, companies flex their litigious muscle and shut down fan projects, e.g. the whole square-enix/crimson echoes debacle some years ago.

>> No.3666090

>the fair use provisions of copyright law should protect non-profit fan works.
No, they probably shouldn't. Companies should probably be fine with and not get antsy, but no.

And this isn't even an issue of copyright. It's a trademark issue. That is what Zenimax complained to the doomrl dev about, and instead of him taking it calmly and not overreacting he acts like somehow Zenimax is out to kill his project when really all they did was tell him to stop using their trademark, which is not only their right, but also their obligation as a holder of a trademark. You are legally required to enforce your trademark or you risk losing it, unlike copyright. This is the same reason that, eg. the Firefox that Debian distributes is rebranded, because Mozilla makes them do that for trademark enforcement reasons.

>> No.3666094

ok, trademark is a different. you can't just use someone's trademark, even if it's a parody/transformative work. those are two different issues, I misunderstood.

yes, they have the right & obligation to go after trademark violations. how hard would it be just to rebrand their work?

>> No.3666096

They already did.

>> No.3666097

then what's all the butthurt about?

>> No.3666102

I have the feeling it's all just a bunch of falseflag shitposting then anything.

>> No.3666103

they're mad that it took them so long

>> No.3666104

Exactly my point. People are treating it like Zenimax is some horrible company that's just out to kill fan projects and the DRL guy is some hero. Meanwhile it's literally fucking nothing.

>> No.3666110

>People are treating it like Zenimax is some horrible company that's just out to kill fan projects and the DRL guy is some hero.


Literally where?

>> No.3666112

The whole reaction about it.

>> No.3666113

stop pretending

>> No.3666114

Don't try to pretend you didn't see the ridiculous reaction people had to this shit.

>> No.3666119


No, I don't follow forum drama.

Maybe you shouldn't as well.

>> No.3666120

that's 4chan for ya.

I think part of it is a knee-jerk reaction due to past incidents of projects getting shut down by c&d letters. in some of those cases, the company was in fact the big bad bully, but this is totally different.

>> No.3666124

>"I didn't personally see it"
>"therefore it didn't happen"


>> No.3666128
File: 31 KB, 567x561, 21803761236.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3666145

With NuDoom being rid of Denuvo, is it actually a sign that NuDoom could have support for proper mod support in the future? If so, how so?

>> No.3666148


>> No.3666151


If that's what you want to pretend I said, then you can take your leave.

>> No.3666152

I imagine the tools are way too user unfriendly, now imagine trying to get around them without actually having them.

>> No.3666158

I think modding Doom 4 compared to modding Doom 1/2 is gonna be just a bit harder then normal.

>> No.3666208 [DELETED] 

I still don't get why 4chan gives a shit that Sgt Mark wrote nigger in a joke about a plasma rifle, or that he told someone to kill themselves, something the youtube, 4chan and facebook community does on a daily basis.

>> No.3666213

>The first secret can only be accessed for the first 30 seconds of the level (sector type 10), so time is of the essence.

>> No.3666215
File: 40 KB, 600x265, MGL RBG-6 40x46mm b.jpg [View same] [iqdb] [saucenao] [google] [report]

Very often I do the shuffle of popping out of cover to shoot with a shotgun, then going back behind to pump or reload, with or without weapon mods which require reloading.
Feels operator.

I don't agree, it's a good way of balancing weapons against each other if you're trying to do something that's a bit different.

Something like a battle rifle would be pretty powerful, easily dropping an imp or chaingunner in one shot, a pinkie in two.
But without reloads, you can just go about firing with it uninterrupted, essentially turning it into a GPMG, by making it use 20 round magazines, the player has to consider how he deploys his firepower and when, to consider reload time.

Or say that you have a grenade launcher, with a really cool and useful grenade, the grenade can be deflected off walls in very practical ways and when it explodes it showers the area it's in with shrapnel (bouncing rippers) and sparks. It's a really satisfying weapon, but without reloading, it's kind of OP, you can easily put out way more damage than the base rocket launcher can in the same time, by a huge margin. To balance it, you can give it a six shot capacity. Six grenades is still a lot of firepower, and they can be put out fast, couple it with a shotgun style reload where you insert shells one at a time and can interrupt the reloading to fire a shell, and it can still be mad rapid.

All in all, this stuff is meant to change the flow, because it is different from Doom (though a lot of the staples of Doom's fun combat remains), changing up the enemies a little to work with this stuff can add to the fun too, at least in my experience.

>> No.3666217


becuse only a stupid fuck would think that it's okay to write nigger on the internet as if every forum is /b/

>> No.3666230 [DELETED] 

and only an even stupider fuck would make a deal of it half decade later.

>> No.3666237

No one gives a shit about that. But everyone gives a shit about Mark being a cancer, and spreading said cancer through his fanbase.

>> No.3666243

>>Bots added to MP and normal matches
Oh fuck, an actual reason to try out multiplayer. (and see if the AI is bad)
It's really sad how much stuff was absent on launch.

>> No.3666247

Also, 12 GB update, why is this game so huge.

>> No.3666251

>Dishonored 2 is suffering from the same performance problems that Doom Had during the release

Doom 2016 was nowhere near Dishonored 2 levels of performance issues on launch. I was able to actually play through the whole thing on low settings when it came out. Where as Dishonored 2 basically requires a GTX 10 series card atm.

>> No.3666256

why are you trying to save face for something like that then

>> No.3666260

Lazarus modules take up a good chunk of that snapmap is pretty much first and foremost for them, which I'm actually pretty thankful for given how remarkably lackluster it was upon launch

cyberdemon, mastermind and summoner fucking when

>> No.3666261
File: 227 KB, 480x640, 1480645828693.png [View same] [iqdb] [saucenao] [google] [report]

If anything it is probably more that it's effectively poor form within the Doom community overall.

>> No.3666262

there was supposed to be a break between those two sentences

fuck me

>> No.3666264

>fuck me


Fuck sommoner when.

>> No.3666284

You can jump in hexen

>> No.3666285
File: 293 KB, 800x488, 1459357080171.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody think Doom4Doom gets overpowered near the end?

I'm not really sure how they could fix it, I'd be open to ideas.

It's just that when you've got all the guns and upgrades you are fucking unstoppable.

Change the monsters up more behavior wise?

The guns are pretty much spot on.

>> No.3666325

I made my first quake map today with trenchbroom

can't get it to compile and run though - get the "couldn't set up server" error.
I set up a "maps" folder in my "id1" folder and everything.

>> No.3666328

Wolfenstein: grid-based levels, no elevation, no light levels.

Doom: non-grid levels (rooms of any shape), elevation and elevators as well as deep pits and crushers, textured floors and ceilings, varying light levels and light effects (blinking lights). Still no looking up/down.

Rise of the Triad: Same as Wolf, but with elevations and ability to jump via jump pads.

Heretic: Same as Doom, but inventory system is introduced, as well as ability to fly, and special weapon properties like some weapons passing through ghost monsters. Can look up and down a bit in a hacky way.

System Shock - not really FPS, yet still a first person game: Grid based levels, but has slopes (which Doom does not), and triangular grid elements that allow for more varied room shapes (like 8-sided room) than wolf, elevation and light levels. Also jumps. Robust inventory and RPG systems.

Wichaven: Build game, slopes, light levels, breakable weapons and inventory system, very limited room-over room. Ability to jump, crouch, look up and down, climb ladders.

Hexen: same as Heretic, but hubs and scripts that affect other sub-levels in a hub you currently in. Ability to jump.

Duke: Build game, has slopes, viewportals, room over room with some limitations, better at looking up/down but still hacky and limited. Scripted destructible environment and non-euclidean space possible with use of portalling.

PSX Doom: colored lighting.

Witchaven 2: Duke+Witchaven, with ability to make your own ladder out of arrows.

Blood: Same as Duke, but voxel objects.

Shadow Warrior: same as Duke+Blood, ability to delegate inputs to other objects (RC cars, driveable vehicles, limited).

Quake: true 3D.

Haven't played Marathon so can't tell where it fits in the progression list.

>> No.3666329

>voxel objects

>> No.3666330

That's neat.
I don't know what Witchaven is, but it sounds cool.

>> No.3666331

What level of graphical quality are we talking? A custom-made 3d model rendered into a set of 35 fps frame animations for example would cost you more than something much simpler I'd imagine.
>What's an example of a really complex weapon?
Almost every one in Samsara.

>> No.3666332

In Blood items lying in the world can be set to sprites, or have a voxel model. Some decorative objects can be set from sprites to voxel models. First level, first episode. Graveyard - gravestones are voxel.

SW gives you ability to drive an RC car made of voxels, to go grab you a key.

>> No.3666341

It's one of the very first Build games (first one was some chink 6-7 level shit. they deal with 3D realms fell through, but they used the engine anyway).

Monsters are made from clay sculptures, and look rather goofy, texture quality is allover he place and level design itself is not all that great. 2nd is a lot better, but still not up to Duke/Blood/SW standard.

Not that guy, but how much something of Duke-level quality with 3-4 frame firing animation and a ~8 frame reloading (completely unique frames I mean. Interpolated with movement and some added effects into ~35-40 frame animation ,but I can do that myself) would cost?

>> No.3666342

Look, the only sensible modern engine with good mod support is UE as far as I know. Most engines simply aren't built in such a way that plugging in user-content is easy to do.

>> No.3666343

Well, that's a bit disappointing. I saw it had XP, so I kinda expected a FPS/RPG.

>> No.3666347

What about ultima underworld? It came before wolf3d and had height differences, texture mapped floors, polygonal objects etc.

>> No.3666351

>but how much something of Duke-level quality with 3-4 frame firing animation and a ~8 frame reloading (completely unique frames I mean.
For me, it would depend if the weapon was of a type where I could easily find a model (be it an actual physical object or 3d) to have something to paint over. But like.. ~30-40 dollars?

A melee weapon would be half that.

>> No.3666358
File: 145 KB, 800x600, dp20161209140258-00.jpg [View same] [iqdb] [saucenao] [google] [report]

So... I'm playing Darkplaces (don't judge me).
Problem is, along with decals all shots darken the area on impact like picrelated.

These aren't decals, and aren't controlled by decal variables. I tried all decal functions but none work. How do I turn this thing off?

>> No.3666359

Use Quakespasm.

>> No.3666361

A voxel is like a pixel with volume.

Imagine a pixel, except it's a perfect three dimensional cube. These cubes can be used to construct three dimensional models, in a way.

These were relatively appealing while 3D games were still using mostly sprites and working on small texture and sprite resolutions, as they could blend in with the graphics quite well.

For instance in Shadow Warrior, you could turn on voxel mode, and door locks would actually be displayed as three dimensional models, meshing perfectly with the previously flat sprite it's built on top of, it even shows the three dimensional key inserted and turned.

The downside is that voxels as a medium is very static, you can rotate it, so if you made an enemy out of voxels, you wouldn't have to do rotations for it, but the trouble is that it hits a sort of uncanny valley effect, it doesn't have that same kind of cartoony disconnect that animated frames of sprites have, unless you want it to look choppy as fuck, you would have to do a fucking lot of animation frames, and herein lies the biggest problem with voxels, the only real way to animate a voxel object (beyond rotation), is to sculpt and display another one, for every animation frame, you need to sculpt an entirely new model (or modify an existing one, but there's a bunch of visual problems with that unless you're incredibly thorough). For something like a switch or lock, this is generally pretty easy, you could get away with just two maybe three frames, you'd reuse most of it, but for an enemy, it has to be animated and look alive.

>> No.3666363

>"Marathon was the first game to allow swimming and dual-wielding, and second only to System Shock (released in September of the same year) for vertical aim, reloading, and multiple fire modes for weapons."
Marathon also has elevators and lifts, light sectors, non-grid level design, minor special weapon properties (fusion pistol/flame thrower vs organic enemies), as well as limited room-over-room capabilities, but it's usually narrow hallways going over/under major rooms rather than large rooms on top of each other. Have yet to play 2/Infinity, they might improve upon these things as well. It's a bit behind in some aspects and a bit ahead in others, I'd say it would come before Duke but after Heretic, where specifically is hard to say.

>> No.3666364

An absolute madman here actually went through the effort to make a monster for GZDoom which was displayed completely with voxels, he put an admirable amount of effort into this, but ultimately it didn't have enough animation frames so when it moved, it looked jittery and out of place, uncanny. Also it had the typical Doom idle animation of "walking in place", which actually looks really strange (and stupid) when the creature in question is three dimensional.

It was speculated that the only way to make it look good at all would be to have it animate at 1 tic per frame, and every frame would have to be a unique sculpt.

On top of that, with GZDoom's absolutely shit optimization, the framerate would plain tank for a whole lot of users. This guy had a powerhouse of a PC or something, because he had a normal FPS of 200, which dropped down to 80 with the display of a bunch of these lego monstrosities

>> No.3666367
File: 260 KB, 800x1200, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

also RL effect on the right (multiple rockets to pronounce effect.

Darkness fades away from light effects, revealing normal textures beneath - so it is in fact a light darkening, not just a decal. However turning light effects off completely does not get rid of it either.

>> No.3666368

>A voxel is like a pixel with volume.
So a mix between a 2D sprite and a 3D model?

>> No.3666369

For certain reasons, I can't (playing from work, can't get new software, but found DP snuck into one of the folders)

>> No.3666373

I guess you could say that? Though it's not a textured polygonal object in the typical sense, it's like a solid pixel, one color.

>> No.3666374

Pixel is a dot on 2D surface. Voxel is a dot in 3D space.

>> No.3666385

>Super Shotgun's reload might as well be a slow firing rate
you still have to take cover during the reload animation from how slow it is.

>> No.3666387

Well sorry, can't help then. I know nothing about Darkplaces other then I don't like using it.

>> No.3666394

The terrain in that (non-doom-related) image is made from voxels. They have some advantages and disadvantages compared to 3d meshes depending entirely on what you want to use them for.

>> No.3666395

>>A company does something they are legally required to do in order to protect their trademark
Bullshit, why do people keep making this shit up to protect their precious companies? There's a trillion fangames out there but you've never seen an IP get hurt at all by them.

>> No.3666398

The guy was using this fan made game bearing their trademark in the advertisement campaign for his new commercial game. You know, "from the creator of doom rl: " etc.

And that's a no-no. Until he went commercial, no one gave a shit.

>> No.3666416

Dunno about elsewhere but in the US copyright HAS to be defended or else you can lose it.

It's why Disney goes after little kids with Mickey Mouse lemonade stands.

>> No.3666430

What programs are you using to compile? Should be bsp, vis and light in that order, even if using an extra non-command-line tool.

Is the map actually compiling? Can you just open the console in Quake and type 'map (name)' to load it?

>> No.3666516

>no mention of Ultima Underworld

>> No.3666524

>Ultima Underworld

retardation is real

>> No.3666529

which one has the best final level?
Serious sam BFE, TFE, TSE or 2?

>> No.3666532

big fucking egun is like 4 levels + a boss in one
and i thought we weren't supposed to talk about SS2

>> No.3666534

I kinda like First Encounter's final level, and how you get close to the pyramid, but enemy-wise, it's a mess and it's not that enjoyable.
Before First Encounter doesn't have any real landscape to show you're progressing, but the music is awesome and the final boss is insane.

SS2 is meg, but the music is good too. A bit disappointing too, like the rest of the game.

>> No.3666537

holy shit I never knew this

>> No.3666540

I still can't tell what's dissapointing about SS2, literally my favourite game from the series

>> No.3666553

Most dramatic is definetly TSE final levels

>> No.3666558

lame boss though

>> No.3666560

I can't imagine a way to fix it but getting overpowered near the end has its charm. You slowly turn into a power machine like in D44M

>> No.3666561

all bosses are lame when compared to the ugh zans

>> No.3666564
File: 131 KB, 443x469, Demon_1.png [View same] [iqdb] [saucenao] [google] [report]

how do you go from this?

>> No.3666565
File: 155 KB, 456x546, Demon_hd.png [View same] [iqdb] [saucenao] [google] [report]

to this?

>> No.3666567

>Over 1,000 enemies

BFE's ending was a gauntlet

>> No.3666568

It's almost 2000 enemies IIRC

>> No.3666569

"HD" remasters were a mistake.

>> No.3666570

Or was it 3,000? I forgot, but it had the most enemies in any Sam game to date.

>> No.3666572
File: 52 KB, 422x317, 1411987-1261381294.jpg [View same] [iqdb] [saucenao] [google] [report]

It's sam's face

>> No.3666576

thanks for the new background /doom/

>> No.3666583

I don't like the guns and some levels were too small.
I liked the very cartoony art-style tho.

>> No.3666585

I feel as if SS2 was suppose to be a "parody" of sequels to shooters, and half the time that went against it.

>> No.3666586

I don't really dig the cartoony appearance.

But I don't really like Serious Sam as a whole. It has potential to be really fun, but enemies become bullets sponges too quickly, and I can't stand kleers, the basic enemies, because they're strong enough to stand one shotgun blast and they're coded to become a huge threat as soon as they're close.

>> No.3666595

I really liked TSE. A lot of variation in the fights with crazy ideas all over the place (that fucking radial gravity tumbledrier..) and a shitload of secrets.

>> No.3666603

I really try to like Serious Sam, but I just don't like it. It's like they tried to mix Quake's "enemies are strong" approach with Doom's "LOTS OF ENEMIES" approach, with the disastrous result of having a lot of strong enemies that take a lot of punishment to die, and quirky rooms that are a pain in the ass to play.
I still remember that one room in Second Encounter where you have kleers and kamikaze spawning all around the room, and you're constantly send flying everywhere by invisible air currents. It was a major pain to play, and the biggest reason I'm not playing Serious Sam right now.
And I'm not a big fan of teleportations either.

>> No.3666619

I don't really agree that the enemies are tough to kill. The sniper rifle takes down bulls in one shot, a volley of 4(or was it 5) rockets downs a biomechanoid or scorpion, the flamethrower absolute wrecks anything close up with crazy dps etc.

And then there's the cannon of course. I think the issue lies with your playstyle rather than the monster TTK.

It's not a game for everyone though, and there's really nothing retro (as in quake era) about it at all other than perhaps the secrets.

>> No.3666624
File: 872 KB, 1262x948, Bd64 vs D64ex.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3666625

>And then there's the cannon of course
Yeah, have fun using the cannon in the giant washing machine.
Oh wait, you don't even have it at this point.

>> No.3666627
File: 489 KB, 1920x1080, dp20151225234112-00.jpg [View same] [iqdb] [saucenao] [google] [report]

This is because lord Havoc never bothered to fix it

in fact Dark places SRC is now up Again, does someone here on /vr/ wants to give a tray and "fix it"

that shit still has a lot of potential but LordHavoc decide to give to all quake community the finger when google hired him

Last update was in September, SRC included


>> No.3666634

I only realized just now how much I liked Ancient Egyptian stuff when I was a kid and how I missed not being able to shoot a sphynx in the face.

>> No.3666641

Original Doom 64's use of blues reminds me of Quake's last couple of maps.

>> No.3666645

Perhaps mark doesn't know, but you can absolutely do d64 style light/shadow gradients in gzdoom by a simple mod-side override of the flat glow shader, adjusting it's blend mode.

>> No.3666646
File: 374 KB, 1920x1080, dp20151225234151-00.jpg [View same] [iqdb] [saucenao] [google] [report]

also this one is infamous because THIS certain part

>> No.3666651

Sorry, I don't know much about Quake, let alone its mods.
But it looks cool.

>> No.3666653

If you ever feel like giving it a go, the Quake pastebin with the date next to it will give you all you need to get started. I recommend using the Quakespasm engine.

>> No.3666654


but he's dumb as fuck, and he will say that we're wrong.

>> No.3666657

Oh, I already have the game, I got it from GoG. I just gave up on it after I lost all the runes because of the world three bug, and I found myself not interested enough to retard a new game.

>> No.3666691

there's cheats to give you runes bro

>> No.3666694 [SPOILER] 
File: 95 KB, 284x449, 1481297815565.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you switch off the game but you still faintly hear the "AAAAAAAAAAAAAAAAAAAAAAAAAA"

>> No.3666705

>working on big mod
>get burnt out
>work on side-mod to keep things fresh
>get burnt out on that also

fuck. i'm never going to complete anything.

>> No.3666713

Taking breaks is important too anon.

>> No.3666718
File: 186 KB, 750x1000, 7020d83f796692794b97dc7dd9e414b6.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Serious Sam discussion ok on /vr/? It came out in 2001.

>> No.3666719

get two good ideas and juggle them
occasionally just play games / mods by others

i actually made one pk3 with multiple classes to test wildly varying weapon sets more easily
a mech pilot, a space guy and a magic man
with an additional class that has RO grade overpowered silliness
> work on X
> get bored, work on Y
> ditto, work Z
> get idea for Y, implement immediately
because i'm shit at actually writing things down

>> No.3666721
File: 558 KB, 1364x1000, a0c.png [View same] [iqdb] [saucenao] [google] [report]


we even talk about quake 4

the only ones who bitch about are the /v/ trolls

>> No.3666727

well right now I'm just tinkering with a dumb heretic weapons mod that I started literally an hour ago.

I just don't really have much motivation to work on proper projects right now.

>> No.3666728

Fucking hell this looks horrendous.

>> No.3666742

You can shoot things in UU and it's in first person. How is it not an FPS?

>> No.3666745

SS3 had the best final level, but TFE had the best final boss.

>> No.3666748

I got into Doom this year and I'm excited for the Cacowards. Is there a certain time they get posted (like exactly 6 AM) or something like that?

>> No.3666750


>> No.3666762
File: 157 KB, 789x800, __patchouli_knowledge_serious_sam_and_touhou_drawn_by_futoshi_fishhouse__6ac0a5477fca23c9ee5f1b9eca8f0669.jpg [View same] [iqdb] [saucenao] [google] [report]

Since we are already takling about Serious Sam, what are some nice maps for The First or Second Encounter?

>> No.3666765

I tried a few of them.

Haven't found any that was actually good.

>> No.3666768

Where do I get exhumed/powerslave?

>> No.3666775

Someone in here shared their own copy of the Powerslave EX beta before the dev took it down, maybe they'll be around and post it again.
But there's also just getting a Playstation ISO of it and playing it in an emulator like Mednafen. It honestly plays really well with a controller. Probably one of the best console FPS games.

>> No.3666776
File: 8 KB, 255x191, 1435852509496.jpg [View same] [iqdb] [saucenao] [google] [report]

>Play DRLA with Demolitionist
>Find the gothic armor in the first level
>find a nuclear BFG and two bulk mods in the second level

>> No.3666778

No, /vr/ is the right place for me. This kind of shit has no place on /vr/. Textures are an abomination and look like plastic. How can anyone play Quake like this?

>> No.3666781

Can I play it on dosbox with a mouse?

>> No.3666787

The PC version of Powerslave is entirely different to the console versions. It's more like a normal FPS game cause it uses the Build engine.
As it's a Build engine game, I recommend BMOUSE.

>> No.3666802

I still have Powerslave EX installed. I'll put together a file real quick and post it.

>> No.3666829

Okay so that took longer than I thought, but here it is. Just extract and run anubis.exe and it should work fine.


>> No.3666830

December 10th in American time, exact time usually varies. They may be late, though.

>> No.3666832

Thanks for helping, anon.
Hopefully he'll play longer then Amun Mines unless he ragequits cause of the insta-kill floors with no quicksaving.

>> No.3666834

Yeah, unless you're working on something people want, then they'll give you shit if you take a break.

>> No.3666835

I still don't understand why exactly it got articles on some gaming reviews sites.

>> No.3666852

Because it's bigger than an Xbox and the author is good at getting people's attention?

>> No.3666854

People who can't take a hiatus mostly never worked on something over a long course of time.

It took the creator a few hundret hours to make it.

>> No.3666856
File: 133 KB, 640x719, 595398_back[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>has no place on /vr/
>the future has already been set in motion for stuff like this to take place

>> No.3666860

What point are you trying to make with the fabricated DZone screenshots?

>> No.3666878

my point is those "fabrications" were precognitive in how people are making hi-res textures today

>> No.3666881

>quotation marks
They are fabrications though, it literally did not look like that in any of the content that DZone provided ever.

>> No.3666891

wow GOG version of spear of destiny runs like garbage
Is there a wad made for it so I could play it on gzdoom?

>> No.3666892

It does look like shit dude.

>> No.3666898
File: 321 KB, 800x450, Eldritch.png [View same] [iqdb] [saucenao] [google] [report]

hey guys this game is really fun

>> No.3666903

There is ECWolf.

>> No.3666917

this isnt retro

>> No.3666921

Isn't that the game made by that autist who threatened to kill Gabe Newell?

>> No.3666928

That's pretty ugly looking.

I need to hear about this.

>> No.3666935

>autist who threatened to kill Gabe Newell
Every half-life fan then ?

>> No.3666937

Well, there's that game, Paranautical Activity. The dev paid to have it on Steam's frontpage, and went in an autistic rage when it wasn't at midnight exactly, claiming that he was paying for nothing.
He said on Twitter that he was going to kill Gabe Newell. Result : he lost his dev privilege, everyone mocked his stupidity, and his game sucks.

>> No.3666952

>I still don't understand why exactly it got articles on some gaming reviews sites.
short answer: game journalists are lazy hacks and will write an article about pretty much any dumb shit you are willing to pitch to them so long as it's related to something already recognizable (doom) and has an interesting hook (omg so big and took so long)

>> No.3666956

You forgot : and as long as it get comments.

>> No.3666964

nah it's a roguelike cthulhu themed fps

>> No.3666969

Sounds cool. Where's the catch?

>> No.3666972

well it's not doom-like or anything, you don't shoot lots of enemies, it's harder to survive especially on the later levels, also you have to start the game over if you die

>> No.3666973

It's pretty short too

>> No.3666975

I don't get what's so special about Foursite. I mean yeah the creator took a few hundret hours to make it but that's not a sign of quality but of autism
I also tried looking up other stuff of the mapper and it seems like that this was the first one he released.

I love this game but this isn't retro or an oldschool fps, sorry. .

>> No.3666976

Ha, it's one of these games where you can get completely fucked up if you don't get good items but where the game can be a walk in the park if you're lucky.

Fuck that.

>> No.3666979

yeah, like all roguelikes d e s u

>> No.3666983

I thought roguelikes were more about learning how to play and where the traps are than just being lucky.

It's like all these retarded games sold as "dark souls-like" just because there's not quicksave.

>> No.3667005

>randomly generated levels
fucking gross

>> No.3667016

It's a bit of both
You can get the best item but you are still fucked if you don't know what to use it for and waste it.

>> No.3667036
File: 15 KB, 579x728, wad-cruncher.png [View same] [iqdb] [saucenao] [google] [report]

This is a thing I'm making. WAD Cruncher brutally optimizes PK3 / WAD files.

> JPG files are losslessly optimized with jpegtran
> PNG files are optimized with pngout, optipng, pngcrush & deflopt
> WAD files are optimized with wadptr, and JPG/PNG files found inside are optimized as above
> PK3 file contents are recursively optimized as above and then repacked using 7zip's stronger ZIP compression

It's slow but it's good for release-ready WADs and can shave 30% off the final size.

I know I'll be using it a lot, but I'm worried if I release it I'll get a load of push-back from people who assume file size doesn't matter anymore.

>> No.3667038

>Not wanting to chuckle your ass off when you get a lucky streak and get hilariously broken items- only to get facefucked by that one fucking enemy that would otherwise never be a problem.

>> No.3667039
File: 36 KB, 148x153, 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3667041

I prefer games that depends from your skill rather than from RNG.

>> No.3667046


>people actually find that sound annoying

how about you turn down the volume when playing doom, instead? have you nerds thought about that?

>> No.3667047

>But I'm worried if I release it I'll get a load of push-back from people who assume file size doesn't matter anymore.

Why would you get push-back? At worst, they just wont use it, do you think you'll get death threats or something?

I do know that 64kb-contest people will love you for it though.

>> No.3667052

>size doesn't matter anymore.

>> No.3667053

That's fucking cool anon. Godspeed.

>> No.3667054

I love the plasma rifle sound.
It feels empowering to fire bery last cell's worth of energy out.

>> No.3667059

>I do know that 64kb-contest people will love you for it though.
Shame the contest died. It was a really fun limitation that brought out a lot of creativity.

>> No.3667062

we can all agree that duke nukem forever was FUCKING AWESOME

>> No.3667063

They still do.

>> No.3667069
File: 335 KB, 640x778, Randy Justford.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3667087
File: 177 KB, 1280x1024, SWP 2016-12-09 21-36-28-86.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm working on Shadow Warrior version of Doom E1M1 as practice and proof of concept, but the editor in SWP leaves much to be hoped. Are there any more user friendly map editors for Vuild engine?

>> No.3667091

but it is grating as fuck

it only becomes bearable after 20 years of hearing it

>> No.3667094

Ooh, you coming apart!

>> No.3667096

>20 years

>> No.3667103

It's still skill because you have to manage your equipment everytime and find new strategies based on your loot.

>> No.3667109

I in fact was coming apart when a few nights ago I spent hour on shading and the editor crashed when it failed to remove sectors correctly and I hadn't saved the whole time.

>> No.3667112

It's nost exactly skill when you're lucky and find awesome loot.

Oooh, split personality!

>> No.3667123
File: 672 KB, 1280x1024, Screenshot_Doom_20161209_150328.png [View same] [iqdb] [saucenao] [google] [report]

say that again motherfucker

>> No.3667129

I always wondered where the eyes were on that monster. He looks like she has none.

>> No.3667135

It's always been hard to tell on cybie- but it's the two red eyes.

>> No.3667139

Red eyes?

Oh, you mean the bits near his horns?

>> No.3667140
File: 176 KB, 459x449, bPEU7cg_00000.png [View same] [iqdb] [saucenao] [google] [report]

what is the point of zscript.

>> No.3667145
File: 109 KB, 320x240, 1417943498753.png [View same] [iqdb] [saucenao] [google] [report]

Has there been an official statement on this?

>> No.3667148

Access to low-level function in the engine, and thus ability to make custom "decorate" functions with advanced behavior like I dunno, the hookshot. Also, eventually level information, so you can have different bullet puffs depending on what you shoot at (F.E.A.R style particles anyone?). And finally, less need to do ACS calls for anything remotely complex.

>> No.3667151
File: 1.94 MB, 1920x1080, Screenshot_Heretic_20161209_201133.png [View same] [iqdb] [saucenao] [google] [report]

burnt out modder from before. I decided to try and make a heretic map. It's supposed to be an abstract sort of city. Kind of inspired by the Undead Burg in Dark Souls.

>> No.3667152

looking dank, heretic needs more content

>> No.3667159


>> No.3667160

A bit too vertical. I expect a lot of shitty snipers hiding like pussies on these balconies.

Otherwise, pretty good.

>> No.3667161
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

Doomed Souls

>> No.3667168

I've actually only placed enemies on the lower balconies. I did originally place some enemies higher up but they were a pain to deal with.

>> No.3667170

let's make some quake maps

>> No.3667176

all souls are doomed anon,some might be lost,but always doomed

>> No.3667179

I didn't touch a level editor since Unreal Tournament 99. I tried Trenchbrom 2 and feels a lot easier to use than UT.

But I think now I don't have the time/perseverance to make a level. This said, I want to see a Qump.

>> No.3667182

demon souls
oh wait that's already a thing

>> No.3667183

Make ACS and DECORATE one thing. This is a good thing, but I worry about old wads breaking. Backward compatibility should be far more sacrosanct in the z& world.

>> No.3667185

doomons souls.

>> No.3667186

any quake mod that has nothing but invasion survival similar to map jam 5 qonquer

>> No.3667189

official statement how? they're obviously not gonna go and make mention of how the game can now be downloaded off some shady ass website.

>> No.3667191

it's not that, actually. ZSCRIPT is like an expansion to DECORATE allowing lower level accessibility and more flexibility. It's not replacing anything. Backwards compatbility is always a priority. DECORATE isn't getting removed.

>> No.3667194

But zscript uses a separate lump from decorate, so the engine still reads decorate files just as before. If you want to use old decorate code in zcript lumps you have to change a few things, mainly involving adding ";" after pretty much everything.

>> No.3667198

>But I think now I don't have the time/perseverance to make a level. This said, I want to see a Qump.
now's as good a time as any to start

>> No.3667204

try the test maps in arcane dimensions

>> No.3667208

speaking of QUMP when are we going to see HUMP? or maybe even CHUMP (CHex Upstart Mapping Project)

>> No.3667210


I remember only hearing the first part of the sound when firing the plasma rifle, hearing only the full sound after firing the last shot, along the "recoil" animation, which was awesome. However, seems like most source ports play the whole sound for every shot which sounds annoying.

>> No.3667215

>shit on the same engine instead of forcing people to branch out and learn 3d mapping for a different playstyle

>> No.3667216 [DELETED] 

>doom babbies

>> No.3667221

I'm all for quake's aesthetic and learning 3d mapping, but I really dislike the prospect of working with the limited and boring enemy roster of quake.

>> No.3667224

what about that mod that adds a lot of new enemies?

>> No.3667226

Challenge for mappers: make a challenging wad with a double digits monstercount.

Hard Mode: an actual playable map, not bullshit like an empty arena surrounded by 99 cyberdemons.

Ultra Violence: no boss monsters, max 1 archvile, revenants can be max 20% of the monster count.

Nightmare: Doom 1 compatible.

>> No.3667227
File: 34 KB, 349x195, Untitled-.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3667228


Go back to /v/ trollbait

>> No.3667230

The cacowards are complete shit since the doomworld mods have long since turned it into a private circlejerk where they will only hand an award out if you've been sucking their e-dick for a few decades.

/vr/ will need to have its own cacowards or else you will keep arguing over this every year.

>> No.3667231 [DELETED] 

More like your shit ass gameplay is boring and limited u retarded doom babby. Post your shitter gameplay of doom I need a good laugh.

>> No.3667232

>responding to DKG

Holy shit, what the fuck are you doing?

>> No.3667234

>limited and boring enemy roster of quake.
Sounds like you just don't like Quake and need the instant gratification of Doom's shit-AI, weak as piss mindless hordes to mow down with your Super Shotgun of Balance and Fun.

>> No.3667235


Ignore the trolls, do not give them the (You)s they crave.

>> No.3667240 [DELETED] 


>> No.3667241 [DELETED] 
File: 127 KB, 1230x283, tmp_19975-14720936661011317889373.png [View same] [iqdb] [saucenao] [google] [report]

Daily reminder of what it means to be you :^)

>> No.3667249

no (you) for you.

>> No.3667251

>actually acknowledging the shitter, even ironically

>> No.3667253
File: 256 KB, 293x376, 12.png [View same] [iqdb] [saucenao] [google] [report]

ok im sorry nigger.

>> No.3667256

You literally just did too. Irony much?

>> No.3667257
File: 4 KB, 63x87, CHAIA0.png [View same] [iqdb] [saucenao] [google] [report]

H-Doom wins it all.

BD64 receives the Mockaward.

God's in his heaven, all's right with the world.

>> No.3667259

No, it's not that. I love quake. And I love how AD added some brilliant Hexen 2 monsters - though I'd like to see even more, like the golem statue, archers etc

>> No.3667260

H-Doom needs spanking and anal scenes.

>> No.3667261

So make your map using those monsters, then. AD's codebase is freely available to make your own maps/mods for, and the other enemies are from Quoth which is another free addon.

>> No.3667267 [DELETED] 

>Tfw doom babbies will never be true doom ogs and will never be good at doom or anything else lmao
>Tfw doom babbies will always be cancer halo kiddies no matter how hard they meme
>Tfw they know it too

Nah you're just a shitter rebbit doom babby trying to save face. you can go ahead and fuck off with your shit tier gameplay now faggot.

>> No.3667272 [DELETED] 
File: 262 KB, 412x434, politicly incorect.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3667274
File: 193 KB, 1920x1080, spasm0008.jpg [View same] [iqdb] [saucenao] [google] [report]

I kinda agree with >>3667221

I'd like to see all weapons changed in a Qump, except the grenade launcher and the supernailgun. Maybe the rocket launcher.

New enemies or modified enemies are also welcome.

>> No.3667276
File: 634 KB, 1280x720, princess-carry.webm [View same] [iqdb] [saucenao] [google] [report]

It needs to implement the princess carry feature already.

>> No.3667278

Yeah, that too.

>> No.3667280

Doesn't modifying weapons/enemies in Quake require learning QuakeC (and an actual 3d modeling program) which is considerably more difficult than changing some numbers in a premade Doom weapon script and cobbling together three frames of animation from existing sprites?

I'd say start small, just maps first.

>> No.3667283

I might just do that some day. Seems a bit daunting learning a whole new engine and editor to make probably no more than one map though, so it's not a high priority.

Still, that unique decayed gothic feel quake has is tempting.

>> No.3667285

No idea. Just steal one from a weapon mod

>> No.3667286

/vr/ had its own awards, the golden boners.

>> No.3667291
File: 865 KB, 500x500, tumblr_n4jyukHITI1tz5we9o1_500.gif [View same] [iqdb] [saucenao] [google] [report]

>Doesn't modifying weapons/enemies in Quake require learning QuakeC (and an actual 3d modeling program)
> (and an actual 3d modeling program)
I can't imagine it'd be too hard porting Hexen 2 models, or models from most games really using Noesis.

>> No.3667293 [DELETED] 

Implying this shithole has a single clue about what makes a wad good or has even a semblance of gameplay ability. All u kiddies can do is parrot, nothing more.

>> No.3667296
File: 8 KB, 80x116, who will take home the golden boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3667303

For just maps, Trenchbroom is easy as fuck to use for a beginner. The 3d workspace view really helps you understand what the fuck is going on.

The harder part is learning to make complex geometry out of brushes and learning how all the obj_s and func_s work.

There aren't that many in the first place, probably due to the aforementioned difficulty of making new content.

Depends on how the other games have their models set up- Quake doesn't use any skeletal animation, all the models have every animation done frame by frame.

>> No.3667309

Release the fuck out of it, dude, I would abuse it to death.

>> No.3667315

>Backwards compatbility is always a priority.
How many mods are broken in ZDoom and can't be played right, again?

A lot.

>> No.3667317

>Depends on how the other games have their models set up- Quake doesn't use any skeletal animation, all the models have every animation done frame by frame.
Yes, but Noesis can convert skeletal animation to vertex animation at the click of a button. You can literally just drag the model file of one of a shitload of games, then go export from preview-> md3. Or whatever. That's how I put Quake 4 models into gzdoom for a now dead project.

>> No.3667320

sounds lame
do it the hard way like Carmack intended or don't do it at ALL

>> No.3667331

Quoth and Arcane Dimensions exist for a reason

>> No.3667346

If you think Quake's enemy roster is boring you're just not using them right.

Ogres alone can provide more interesting encounters than any enemy in Doom.

>> No.3667358

Quake's enemy roster is awesome and whoever thinks they're boring is a dumbass.

>> No.3667359

Well here's a pre-release version just for /vr/
https://mega.nz/#!bloymBqY!wYql5xrM1jZxyVV7jvxyUTijgUrWbwIsOUiBcIj4vvA (do NOT put this in news, a release will come soon enough)

Just drag a file onto optimize_pk3/wad/png/jpg.bat accordingly. I'm still working on a 'main' script that will take any file / folder and do the right thing.

Known bugs:
> WADs that have been converted to PK3 (e.g. brutalv20b) can potentially contain two files with the same name in the same folder and this really messes up the script / NTFS
> Files in PK3s without filenames are not yet handled (need to scan them for PNG/JPG contents)
> WAD processing is slow because every lump has to be extracted. I intend to write a binary that can determine if a lump is JPG/PNG without having to extract it to disk first

>> No.3667360

If you we can like pool up all our NEET money and rent like a conference hall in Nevada, can we call the award Golden Boners of Nevadur?

>> No.3667361

Ogres are better than any single enemy in doom, but on the whole doom 2 has more interesting enemies than quake.

Quake naturally compensates with /much/ more dynamic player movement, forcing (or allowing, take your pick) the mapper to do a lot more with level layouts.

>> No.3667362


Had. It was a one-year thing.
And I'm pretty sure it was a solace thing to give Kegan an award after GMOTA didn't win anything.

>> No.3667364

I think Quake has a pretty good enemy roster.

It's just that the stock maps don't use all that many of them at any one time (because memory constraints back then).

Do user maps these days make a bit more liberal use of monsters?

>> No.3667365

>Do user maps these days make a bit more liberal use of monsters?
Yes. Most of the maps in Arcane Dimensions are pushing a hundred or more.

>> No.3667371

Horde of Zendar is very liberal with the number of enemies.

>> No.3667374

Playing terror fuma right now, it's amazing desu, I can't believe it's the same quake

>> No.3667376
File: 901 KB, 1160x676, 1286975279.tsuki579_hankmadness.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3667378

>on the whole doom 2 has more interesting enemies than quake.
show your work

>> No.3667382

Will it finally run on wine?

>> No.3667387
File: 2.83 MB, 768x432, extra_agitation_mode.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3667390

so fahnee

>> No.3667392

Only map I've released and it was years ago. Never claimed to be a good mapper, I just play a lot of quake and doom

>> No.3667470
File: 406 KB, 640x480, Screenshot_Doom_20161209_001456.png [View same] [iqdb] [saucenao] [google] [report]

Any wad that fucks with the textures without changing the gameplay?

>> No.3667483

In one of these threads someone replaced all the textures with fireblu and all the music with d_running

>> No.3667485

Sounds like it makes the game unplayable.

>> No.3667490

The screenshots looked wonderful

>> No.3667505

The thing with Quake is that while its enemies are overall much more interesting in their combat roles, horde combat against them is not very good. I find Doom very fun with 50 to 150+ monsters at once, but the same in Quake is awful.

That said if you're interested in maps that have a huge amount of monsters, then you should definitely check out Rubicon Rumble Pack (telefragged has 900+ monsters on Hard/Nightmare but avoids horde combat for the most part), Warpspasm, Tronyn's maps and Arcane Dimensions.

>> No.3667524

What the difference between quakespasm and quakespasm-sdl2? Are there console commands to change the light?

>> No.3667526

What do you guys use for Hexen and Hexen 2 these days? I'm hankering for some co-op.

>> No.3667528

Is return to castle wolfenstein any good?

>> No.3667538

Input method. Quakespasm uses standard mouse input, -sdl2 uses the SDL2 input driver which can help get rid of mouse input lag or jitter that some people (like myself) experience with the standard exe.

What do you mean change the light?

>> No.3667542

YES. It's really fun.

>> No.3667552

Thanks anon. With the light I mean to change how it works. Something like this

>> No.3667557

I wasn't so much thinking raging battles with dozens of monsters at a time, more just less desolate levels.

>> No.3667567

Modern levels either include a lot of monsters overall or small totals but usually packed.

>> No.3667570
File: 36 KB, 398x496, nigbarf2.jpg [View same] [iqdb] [saucenao] [google] [report]

>hxrtc project unironically has the hellhounds from blood as a fucking spectre spawn

god why

>> No.3667581

Oh. Not really, Quakespasm is intended to look as vanilla-esque as possible so you don't get fancy lighting effects and realtime shadows. It does support colored lighting but that has to be manually placed by the map authors so none of the vanilla maps have it.

>> No.3667586

Because Quake was more about 1vs3 or even 1vs5. Doom routinely puts you in a room with ten or fifteen monsters.

>> No.3667587

The article says Fitzquake supports overbright lighting, and Quakespasm is a descendant of Fitzquake. Overbright works just fine in Quakespasm and if you want to disable it for whatever reason, then you use the gl_overbright cvar like the article says.

>> No.3667643

Fucking weird.
Me neither.

Now I gotta think of a good use for it...

>> No.3667663


>everything else has a reasonable volume
>plasma gun is like 8 decibles louder than everything else
>turn down volume
>can no longer hear demons properly
>get assfucked by the hellknight you couldn't hear being alerted behind you

>> No.3667673
File: 53 KB, 730x591, u did it.png [View same] [iqdb] [saucenao] [google] [report]


Pretty much.

In the grand scheme of things it was for the best GMOTA didn't win, it's still a mess.

>> No.3667681
File: 1.98 MB, 1280x720, I've made a terrible mistake.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3667684
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]


Is that run for it and fractal doom together?

>> No.3667691
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3667732
File: 68 KB, 244x312, chuckodemon.gif [View same] [iqdb] [saucenao] [google] [report]

Was twice iirc, but I could be mistaken.

>> No.3667775
File: 271 KB, 397x439, ayy lmao.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3667917
File: 344 KB, 800x600, Screenshot_Square_20161209_185708.png [View same] [iqdb] [saucenao] [google] [report]

> Play adventures of square ep 1
>see this

>> No.3667920

What's wrong with it?
Other than your use of filters of course

>> No.3667921


lookin' good, chief

>> No.3667934

Honestly, the gore kinda reminds me of KF2. Might as well give it a whirl. Got nothin better to do

>> No.3667936

> Play it on Cubular difficulty
> The Floating Purple Creature with Teeth that's what.
> Creature is feaking fast gets killed me in a few hits

>> No.3667948

>Brutal Doom sub-mod is shit

Colour me surprised.

>> No.3667954

What did he do to Ruinbros

>> No.3667963

brutal doom's monsters are boring as fuck to fight

>> No.3668062

Well it's your CPU. Do whatever you want with it, but on my something-TB drive with something-mbps connection, there really isn't a difference between a 5MB and a 10MB.

Same with the speed of GZDoom loading it.

I mean, in your pic, a 267KB jpeg file got crunched down to 255KB. That is... minuscule, man.

So, good for you (and likely those mappers who like size-limited themes). But for me, that's just a waste of CPU cycles.

>> No.3668073

The pinky has an anal scene.

>> No.3668076
File: 21 KB, 498x377, ERROR.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know how I can fix this, it would be greatly appreciated.
It works on ZDoom though for whatever reason.

>> No.3668081
File: 54 KB, 230x146, 1481265876681.png [View same] [iqdb] [saucenao] [google] [report]

>He doesn't know about the whole 0.I thing

>> No.3668082

I think you might be due for an update, my man

>> No.3668084

Get the Blood patch on BD's ModDB page.
Blame that Mark guy.

>> No.3668095

New thread.


>> No.3668108
File: 82 KB, 680x680, f5753870a40ccef114a6cb88e7f48531.jpg [View same] [iqdb] [saucenao] [google] [report]

>the floor textures are computers

why tho

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