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/vr/ - Retro Games

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3787218 No.3787218 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3782701

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: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
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.3787221
File: 154 KB, 320x200, have another shivers animation for some extra filler.gif [View same] [iqdb] [saucenao] [google] [report]

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th

[Til 4-1] QUMP is still going!

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

[2-8] gdxBloodCM Progress Video #6

[2-7] Two brothers are remaking id's mobile DoomRPG games into GZDoom

[2-5] A beta release of the Joy of Mapping 3 project is live

[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX

[2-3] TNT Revilution Beta released

[2-2] Lithium 1.2 released

[1-31] RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate

[1-31] Noclip interviews John Romero

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF

[1-27] New release of Custom Gun (v0.999) with fixes

[1-27] Disjunction Beta 3 released

[1-26] Anon release; a pack of SP Quake 2 maps


PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.

>> No.3787235

What was the name of that DM wad that has the weapons from NuDoom?

>> No.3787237


>> No.3787238


>> No.3787242
File: 3.77 MB, 2300x2000, praetor pacha.png [View same] [iqdb] [saucenao] [google] [report]

Doom 4 Doom is the Doom 4 gameplay mod
D4T is the diet version with Z& support
Zion was another Doom 4-themed pack
MetaDoom takes some elements from the Doom 4 versions of weapons

That's what I know from the top of my head

>> No.3787254


>> No.3787261

Is that Doomguy's actual face? Wasn't he supposed to look like BJ?

>> No.3787263
File: 67 KB, 420x482, 1484021345965.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's his actual ingame face.

>> No.3787264
File: 59 KB, 855x657, kneedeepinthedoom.jpg [View same] [iqdb] [saucenao] [google] [report]

you guys can use this as you see fit

>> No.3787306

>it's been four years since /vr/ was created and you're still mad

>> No.3787317
File: 1.28 MB, 1280x886, primed_for_doom_by_mrbfox-dam2pky.png [View same] [iqdb] [saucenao] [google] [report]

>PIssed off Doomguy and loony samus

really, they were born for each other

>> No.3787329

except doom didn't get two consecutive shit games

>> No.3787337

The 2 GBA ports counts as shit games anon

>> No.3787358

GBA ports were fine. Worse than PSX ones, but much better than SNES

>> No.3787385
File: 85 KB, 920x960, 1484787519336.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know exactly why,but i ship these ship these two.

>> No.3787387

well,that came out wrong.

>> No.3787421

Someone needs to update the Lost Episode

Gzdoom and newest Zdoom updates broke some textures

>> No.3787425

Lost episode of what?

>> No.3787428


>> No.3787429

use stable releases

>> No.3787432

Oh yes that one. I was thinking: did you mean dtwid-le, or jptr_v40, or ... well there's several. I forgot about that one completely

>> No.3787450

>Master Levels for Doom 2

What is this hot garbage.

>> No.3787451

>Master Levels for Doom 2

What is this hot garbage.

>> No.3787457

What was the name of that CD sold by id that contained an assortment of shitty wads?

>> No.3787458


This mod sounds cool because it tries to be the whole series (except maybe RoE) into one mod, there's only like a few videos of it and 2 of them are from a TF2 OC RP thing dude

>> No.3787460

This is why i want Doomguy in Smash

>> No.3787461


>> No.3787465

Nah that was made by a third party.

>> No.3787470


>> No.3787476


don't expect it too much, since skyrim on Switch wont sell it, since its vanilla, not SE with Bethnet mods

Fucking Kyoto nintendo hates filthy gajin service in their games

and Doom and all Zenimax games uses their own service

>> No.3787479

I guess i could wait for faggots working on Super Smash Flash to put him in their fan game, since they added non video game characters

>> No.3787551

What if the Strogg are a whole race of whatever Armagon is?

That guy wouldn't look out of place as a Makron.

>> No.3787643
File: 58 KB, 920x400, d53e628.png [View same] [iqdb] [saucenao] [google] [report]

didn't see this get posted anywhere.

>> No.3787682

makes sense.

strogg crates in early episodes could easily be part of ranger's allies going batshit crazy and turning themselves into some of the strogg.

>> No.3787713

What is Romero even up to nowadays? Does Carmack still hate him?

>> No.3787725

carmack stopped talking with everyone, romero, tom and everyone else still talks with each other

but then carmack was the 1st to give the news that Mr. Elusive died

>> No.3787731
File: 116 KB, 480x480, 1409168093125.png [View same] [iqdb] [saucenao] [google] [report]

>mfw brutalfags never got outright compliments on brutal doom from romero, or had him say he liked BD

>> No.3787748

>likes it but prefers the original

i believe this is the prevalent opinion amongst those whose hobby is Doom and have played Doom4. you either liked it, or haven't played it due to having no interest in modern game industry at all or whatever. i don't think there's a lot of doomers who've played it but hated it?

>> No.3787750

Is he still working on that game he tried to fund on Kickstarter?

>> No.3787751

a lot have played and hated it

not as many as has liked it, mind

>> No.3787757

BD feels like a parody of DOOM

>> No.3787758

I played it but it's not Doom at all. I guess I don't hate it because it might as well be named "Serious Sam goes to Hell"

>> No.3787765

So "In The Flesh"?

>> No.3787767

>I guess I don't hate it because it might as well be named "Serious Sam goes to Hell"

Funny you mention that, because at one point CroTeam sent a pitch to id software for what was meant to be Doom 4.

They ended up recycling some assets in a very ingenious and self-aware way

>> No.3787773
File: 8 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3787774

the arena battles play nothing like serious sam.

>> No.3787775


>> No.3787776


which is kinda ironical, since serious sam was a love letter to doom and in the end Serius sam was one of the many inspirations for Nu Doom

In fact Nu Doom is a mix and homage of many good FPS which started as love letters and homages to the series

Metroid prime-ish exploration, upgrades and secrets, Serious sam and Shadow Warrior reboot arena gameplay, some good things from painkiller.

>> No.3787782

>In fact Nu Doom is a mix and homage of many good FPS which started as love letters and homages to the series

In other words, there's some incest in the family tree

[this post is a joke, do not take it seriously]

>> No.3787783

What about Halo, is it the awkward cousin that isn't mentioned that much?

>> No.3787786

Halo 1 was pretty cool. the pillar of autumn reminded me of Doom for the most part.

>> No.3787791

Yeah, we don't invite him to the reunions because he always brings shitposters with him

>> No.3787792

Speaking of irony

Quake > TF mode > TFClassic > TF2 > OverWatch > Quake Champions

Am i getting it right?

>> No.3787798


halo is the son that the Doomguy and Samus had back in the 90's, and they gave it to the Security Officer bevause Darth Reggie and the Nintendo Sith lords hated Doomguy Gajin

>> No.3787805

mfw who fucking cares stop talking about it

>> No.3787806

I wonder how Doomguy feels that his wife and son are dead

>> No.3787810
File: 190 KB, 326x467, carbine comparison.png [View same] [iqdb] [saucenao] [google] [report]

So I'm working on a bit of an oldschool style of assault rifle, because of the look of the sight and forward assist, as well as the short length, I figured this would probably be some sort of old CAR-15 variant (early predecessor to the modern M4A1), and I'm wondering which style I should go for, the one with the distinct looking 'Moderator' on the muzzle (the long one), or just a really short one with a regular flash-hider?

Holding my own airsoft one, the Moderator doesn't really make itself very visible from this perspective so as far as consistency goes, I could go for either. The muzzleflash I use is pretty big, so a shorter gun would be more 'realistic' in that sense, but on the other hand, Doom.

I guess, which would be more visually interesting?

>> No.3787812

Like ripping and tearing, I'd guess.

>> No.3787813


But samus still lives anon, but making sure that hell wont touch her or his inept son is his life now

>> No.3787815

well regardless of "but on the other hand Doom" you don't want a gun + muzzle flash that takes up three quarters of the screen

>> No.3787819

Considering 343's ineptitude, I think it's safe to say that Chief is ded

>> No.3787820

I just realized... The Strogg have two insignias that are used with no rhyme or reason. Maybe the skull and wings insignia belongs to the Makron, and the phoenix insignia belongs of his mistress Shub-Niggurath. It would make sense in that cheesy cliché way, that the Strogg were secretly trying to resurrect her.

>> No.3787824
File: 6 KB, 225x225, strogg_flag.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.3787827
File: 10 KB, 600x179, chaingun.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3787840

you seem upsetti about somethinghetti

>> No.3787841

>decide to claim 8ch net/doom/
What a waste of time.
fucking spamchecker

>> No.3787849
File: 250 KB, 800x600, Screenshot_Doom_20160927_011739.png [View same] [iqdb] [saucenao] [google] [report]

It's not THAT big, but the thing with old CAR15 guns was that a really short barrel on a rifle will be louder and make more flash, so the Moderator (featured on some of them) is basically like a small, fixed silencer with a flash-hider on it to make the gun a bit less obvious (for jungle fighting) and a bit less unpleasant to shoot, a big flash kind of contrasts with that.

>> No.3787862

>there is some incest in the family tree
explains a lot

>> No.3787865

fair enough, as long as it's not so large it covers the center of the screen / thing you're firing at, that's where it gets annoying for me anyway

>> No.3787879

If both Serious Sam games are (just barely) considered retro, then shouldn't Halo 1 be retro as well? I mean, compared to Halo 2+, it's basically Marathon 4.

>> No.3787886


None of the SS games are considered retro. It's just that nobody cares if they get discussed as long as it isn't dominating the thread.

I guess the same would go for Halo? I dunno.

>> No.3787887

I think that it depends on the game. Some of them could be considered cusp-of-retro.

At least, to me, I'd feel okay with calling UT2004 "retro".

>> No.3787928

the rules tend to be pretty hazy around cusp of the cutoff date

deus ex stuff consistently slides past, for example

ultimately it tends to go either way, but it appears that conversation is allowed as long as it's not the main topic and doesn't devolve into shitflinging
the dragon quest generals tend to talk about the modern ones every now and then

>> No.3787942

BD is a parody of Doom. That the author took it too seriously.

>> No.3787952
File: 1.76 MB, 1280x1024, planetside1.png [View same] [iqdb] [saucenao] [google] [report]

oh well then neat.

Any of you lot ever manage to play this dumb thing? If so, post your "I WAS THERE, MAN!"s

>> No.3787961

Seen some of your screenshots around, got a download to your weapons and HUD?

>> No.3787970

as subtle as a sack full of hammers

>> No.3787972

who the fuck said anything about subtle?

>> No.3788013

people gave romero shit for the blackroom kickstarter only having concept art and shit so he took it down and is working on a playable demo. once that's finished the kickstarter will go back up.

supposedly e1m8b/e1m4b are a proof-of-concept of sorts for how the game's supposed to play.

>> No.3788014

It's a full port of Immoral Conduct to ZDoom, I'm kind of slowly working on retooling it for my own use, but I might try to work it into a release some day if it turns out good.

Here's the port, you'll need to run it with the original .wad (mirrored here)

>> No.3788030

Cool, hope to see it released.

>> No.3788041 [DELETED] 
File: 47 KB, 819x330, quaddicted.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3788042
File: 415 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google] [report]

>You're ready to release a mod you've been working on for months
>Discover crash in your mod
>It's not reliably reproducible

Modding is suffering

>> No.3788045

wut mod?

>> No.3788047 [DELETED] 


Oh boy, what did they do this time? Is Quake now an allegory for MUH PATRIARCHY?

>> No.3788049 [DELETED] 


Also, please do not talk like that again.

>> No.3788052
File: 69 KB, 640x400, Screenshot_Heretic_20060714_232543.png [View same] [iqdb] [saucenao] [google] [report]


It's an addon for Trailblazer for use in Heretic & Hexen. Adds a ton of monsters and a ton of options for the user to change, including stuff to make things a bit tougher, since I've noticed that's a common complaint about TB.

>> No.3788056 [DELETED] 

Literally just a list of Quake mods / ports.

It's 2017, are we really going to keep getting mad about clickbait.

>> No.3788057

Sounds pretty neat actually, what's the crash? Like, what message do you get (if any)?

>> No.3788060 [DELETED] 

Hold on I was being stupid.

>It's 2017, are we really going to keep getting mad

>> No.3788063
File: 106 KB, 640x400, monstermechmenu.png [View same] [iqdb] [saucenao] [google] [report]


It's just the standard 'Very Fatal Error' box you get in ZDoom. With the message "Tried to read memory (something)", which gives me no useful information.

I'm pretty sure it's a monster, but... I've added a ton of monsters. I set things up so that you can independently control what monsters spawn and how likely they are to spawn (see pic), but I can't reliably reproduce it.

>> No.3788071 [DELETED] 

People are too upset about small things these days, I think everyone could reduce their stress and blood pressure if they took it cool more often.

>> No.3788075

Maybe it'd give a dev useful information. Could probably PM someone the mod instead of posting it openly. These sorts of tried to read address errors get reported and worked on.

>> No.3788080 [DELETED] 

>Also, please do not talk like that again.

>> No.3788084

>Download the Mastering Modelling in Blender workshop overnight
>Net shuts off at 90%
>Only finished videos are basic things about subdivision, modifiers, and selections
>Rare day of lucidity wasted on watching videos about what I already know
I want to be mad but all I feel is panic because who knows if I'll have this level of focus tomorrow.

>> No.3788093

Not sure I agree with claiming Doom 4 has Metroid Prime-ish exploration. Doom 4 never really felt like exploration was required, and in some levels, wasnt even really possible. Where as exploration is a major part of Metroid Prime's gameplay.

>> No.3788094
File: 39 KB, 1185x414, 1310710084_pribor3bnordenfeltgun4rj3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3788110

>It's 2017, are we really going to keep getting mad about clickbait.

Fuck clickbait and anyone that apologizes for/engages in it.

>> No.3788116

knee deep in the DOOM

>> No.3788120
File: 249 KB, 1107x620, HDpickupsshowcase.png [View same] [iqdb] [saucenao] [google] [report]

How does each weapon stack up in death match games? I mostly hear comments on their single/coop mode strengths and weaknesses.

>> No.3788126

SSG and BFG only, final destination.

>> No.3788131

i never got the animosity for brutal doom here beyond purists who wouldn't have even touched the mod in the first place & sour grapes from other modders.

was mark that much of an asshole to people?

>> No.3788139

it's not really about mark, a while back (around v.17~.18) gaming sites started talking about how BD was like "how doom was meant to be played" and confusing GZdoom improvements to be from BD.
so yeah, it brought a new crowd that didn't know shit and asked for every mod to be compatible with BD

>> No.3788140

>was mark that much of an asshole to people?

Also the 900 billion "y iz dis not wurk wit brootal dum" posts for shit that has no business being used with brutal doom.

>> No.3788158



The Berserk Pack is probably the best out of that lot. The SSG doesn't look too bad either.

-The silver cylinders on the large cell aren't in the same perspective as the rest of the sprite.
-The small bullet pickup looks like it has a bullet sticking out the back, and no way for the bullets inside to be fed into the gun.

Everything looks too smoothed and uniform, and kind of plasticky.

>> No.3788160
File: 1.01 MB, 640x320, what the hell did I do this time.webm [View same] [iqdb] [saucenao] [google] [report]

>If I were more talented than you my monsters wouldn't be blowing themselves up in a simple dehacked wad.

In fairness, isn't dehacked not only very old and deprecated, isn't it more limited and fiddly compared to DECORATE?

That being said you should see some of the weird shit that's happened during GMOTA's development, one of my favorites being the morphball glitch for the living armors

>> No.3788173


>was mark that much of an asshole to people?
Yeah, he was.

Compound that with the fact that his repeated response to criticism was "lol you're just jealous", and the fact that he had to be dragged kicking and screaming to the idea of properly crediting assets and admitting BD was not 100% his own work, and in fact was nowhere near that much.

>> No.3788182

>ssg in dm

>> No.3788186

Hey, if you wanna win you wanna win.

>> No.3788201
File: 1.21 MB, 1656x1918, 1409114248454.jpg [View same] [iqdb] [saucenao] [google] [report]

>he can't win with a rounded arsenal

>> No.3788205

I'd suck your dick for a deathmatch win, desu.

>> No.3788215

name the zandro server because im a lazy nigger
i'm not a nigger

>> No.3788246

It's from Beautiful Doom, I think.

>> No.3788258
File: 509 KB, 612x637, Tana Mongaloid.png [View same] [iqdb] [saucenao] [google] [report]

>hard r n-word

>> No.3788280
File: 1.33 MB, 1920x1080, Screenshot_Doom_20170208_224839.png [View same] [iqdb] [saucenao] [google] [report]

I want your best gimmick map RIGHT NOW

>> No.3788284


It's Sunlust but you gotta use HDoom

>> No.3788285

the gladiator level in going down was cool as well

>> No.3788292


see >>3788285

>> No.3788330
File: 1.48 MB, 720x360, oh shit I have a ghost sword haunting my HUD now.webm [View same] [iqdb] [saucenao] [google] [report]

Alright trying out a different icon to show you're swordless

>> No.3788339

Unrelated to the sword, but maybe the left gauntlet should be hidden from view when you're not punching, or at least given a windup animation. It looks like you have a third arm.

>> No.3788345

Re: Third Arm

Blaz should have a codpiece.

>> No.3788346
File: 61 KB, 345x452, there is only another fist.png [View same] [iqdb] [saucenao] [google] [report]

Wow I never even thought about that, now I can't unsee it. I'll consider only having a single hand raised up in unarmed mode.

You stop that

>> No.3788349

Hey, you know what they say about people with third arms!
what the fuck do they say?

>> No.3788353

Boy got three arms!

>> No.3788363

So not "just punch through his fucking head?"

>> No.3788390
File: 2.51 MB, 720x360, sword meter, it tells you how much sword you have.webm [View same] [iqdb] [saucenao] [google] [report]

Trying yet another HUD element here, I might have to fiddle with how the sword recovery works a little, but I kinda like having the sword icon up there when it's ready to go and you don't have it selected, serves as a good reminder for the player that "Hey your sword is ready, draw it you dummy."

>> No.3788406
File: 99 KB, 447x275, 1455941728690.png [View same] [iqdb] [saucenao] [google] [report]

>tfw I still haven't played Blood

>> No.3788408

Why not? Im sure myabandonware has it.

>> No.3788421

Make sure to setup your mouselook.

and to hate everything in the fucking game.

>> No.3788423


I'd play it more if mouse support for Build wasn't unholy amounts of shit.

>> No.3788424

I feel like it should be near the bottom of the screen instead. Top-right is too far from the other HUD elements for my taste.

>> No.3788430

Stop shooting your sword that is not how swords work

>> No.3788434

It'd be in the way of gameplay though, plus there's going to be a specific HUD for the Blazter once I get started on it.

>> No.3788438

What he said. Stop shooting your sword. You'll regret it when my bony fists lodge themselves in your virgin ass!

>> No.3788439

You could shrink it slightly and rotate it 90 degrees, then put it beside the item thing with the numbers in it.

>> No.3788449

It's generally frowned upon to mix horiztonal and verticle bars, and I can't put it there because I'm going to add one more meter to the sword HUD, a smaller gem bar to keep track of your BFG-tier attacks, plus a big hourglass pops up when the player runs out of subweapon ammo, though I'm probably going to put the hourglass inside the box.

>> No.3788456

Hmm, that is a bit annoying. I could get really creative but you might not want to do the sprite works.

Change the gem thingy into a sword shape, then make it also into a bar, but keep the gems inside of it. I know that makes little sense but whatever.

>> No.3788458
File: 309 KB, 512x512, Better.png [View same] [iqdb] [saucenao] [google] [report]

Easily the most complex shape I've made that wasn't a complete mess.

Now to make the other 90%

>> No.3788461

That might get too visually cluttered and the player might have issues reading shit. Readability was one of the big goals here of the HUD overhaul

>> No.3788462

Small meter in between the red and blue bars.

>> No.3788467

That's health and armor though, it'd be really weird to have all of your ammo meters on the right, EXCEPT for one on the left for some random reason.

>> No.3788472

I dunno man.

>> No.3788492

Make sure to get BMouse setup for it, makes mouse support more bearable.

>> No.3788493

That's why I put the sword meter up on the top right, it's not exactly vital information for the player, it's more a convenience thing. It's not something you immediately need to know, because if you don't have your sword you should be fairly obvious as you'll be punching demons, it's just something there that if the player has a brief moment can glance up and get a rough idea of how much time it'll be before their sword comes back

>> No.3788496

Ooh, maybe make a custom crosshair at some point and include the info in that. That could be neat.

>> No.3788498

I've never been overly fond of custom crosshair stuff like that in most vidya, not to mention after catching wind of Project MSX's crosshairs getting broken after a few years after GZDoom got a bunch of updates, I'm a little hesitant to add features that might get broken.

>> No.3788506

I like it, a simple visual indicator of how long you need to wait, the position's fine, and it's not flashing "HEY LOOK AT ME" anymore.

>> No.3788515
File: 1.65 MB, 1280x720, 1482849692853.png [View same] [iqdb] [saucenao] [google] [report]

a e s t h e t i c

>> No.3788520

But I mean wouldn't it be possible to just put a HUD element where a crosshair would normally be but not use any actual crosshair functions in it? So it looks like a crosshair but in reality it's a HUD bar/pic.

>> No.3788525


>Project MSX's crosshairs getting broken after a few years

You could redo those with the new overlay system.

>> No.3788530
File: 2.46 MB, 512x512, 1458945219746.gif [View same] [iqdb] [saucenao] [google] [report]

a r t s t y l e

>> No.3788537

Not GMOTA guy, but there's a conscious design choice for the HUD elements to be made up of objects and fancy borders. A meter in the middle of the screen would get in the way (if keeping in visual style with rest of HUD), or look out of place (minimalistic bar reminiscent of a space marine helmet's readout)

>> No.3788541

Why not just say "it's magic enhanced bull shit"
gives a reason to make the hud look like inside of helmet.

is there a flail weapon in gmota?

>> No.3788543

Well, I just think that having it so out of the way looks a bit bad, but whatever works for you I guess. It's not like it's game breaking.

>> No.3788559

I want Blaz's HUD to feel like it was pulled out of an SNES/arcade game, so that means HUD elements were usually stylized in a specific way and given outlines and shit. If did something like that in the middle of the screen it'd look really, really bad.

There used to be somewhat of a flail as the zoom function of the Blazter years ago, I removed it cus it was pretty bad. I'm not sure if I'll revisit the concept again in GMOTA but I keep the code around just in case.

as I said before, I have my reasons to put it up on the top right.

>> No.3788560

I took it for what it is, knowing that there's no way modern gaming could capture what the original DOOM games had. Going in with that mindset, I really enjoyed it.

>> No.3788563

I meant that in a more literal reason.

magically enhanced shit taken from bull.

>> No.3788564
File: 462 KB, 898x1034, cowblaz.png [View same] [iqdb] [saucenao] [google] [report]

That's gross yo

>> No.3788572

Well they DID have a lot of uses for manure in earlier days.

Blaz family is a very silly sort, are they not?

Blaz Blazkowitz,
Bj Blazkowitz
Billy Blaze

>> No.3788573

This is sort of my official headcanon for doomguy when he's not shootan demons.

Also being mostly mute, he also uses toys/gestures with action figures, to communicate.

>> No.3788576

His first name is Adir, actually, Adir Blazkowitz. Whenever I get around to putting this guy in future standalone games I am going to firmly deny any relation to the Doomguy family if the topic comes up

>> No.3788578

I like it because it is silly.

>> No.3788584


>> No.3788598

Now why would you squash that?

>> No.3788605

Because as I said, I plan on putting this guy in his own standalone games in the future, like actual games I'd like to sell one day.

and I'm pretty sure I might have some studios breathing down my neck if I had something like that in my game, plus it'd seem kinda shitty and lame to have a character be a relative of another per-existing character in a game.

>> No.3788612
File: 162 KB, 475x421, 572.png [View same] [iqdb] [saucenao] [google] [report]

>like actual games i'd like to sell one day.
Now come on, Kegan, let's be realistic.

>> No.3788614

I'm being serious. I'm not going to make doom mods forever. I want to make standalone games one day, the only reason why I'm not doing it right now is because I'm committed to finishing up my doom mods first.

>> No.3788617
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

>not making mods forever as well because it's fun

>> No.3788618

>I'm being serious. I'm not going to make doom mods forever.

At the rate it's taking for the next GMOTA update, you will be!

>> No.3788621
File: 124 KB, 1300x866, 1478435048776.jpg [View same] [iqdb] [saucenao] [google] [report]

Listen here you little shit.

you're right though

>> No.3788645


>> No.3788650
File: 305 KB, 512x512, Sharp.png [View same] [iqdb] [saucenao] [google] [report]

Ditched the tutorial, did my own thing.

Very sharp now, much closer to what I want to copy.

>> No.3788652
File: 57 KB, 640x480, temp.png [View same] [iqdb] [saucenao] [google] [report]

Pretty good. I imagine debugging is a bit easier in decorate.

I just in the last few hours got this thing actually running in vanilla through dosbox and not just chocolate, so that's exciting.

Got some changes to make. Let the chocolate doom team know of the differences I found... Exciting stuff from my perspective.

Now I can say it's really, actually, truly a vanilla compatible wad (or will be quite shortly)

>> No.3788654

I'm rooting for you, REKKR guy, I'm really excited to play your game.

>> No.3788660

So what was causing the glitch? I'm really curious.

>> No.3788668

Well there were at least 2 glitches. One was that projectiles would impact their firer, causing damage. Which shouldn't be possible in Doom.
To fix that I reset all the "miscellaneous" edits in dehacked (changes to max health, soul sphere health, starting ammo, etc). I'm not sure which was causing it exactly yet, but one of them dicked things all up.

The other was certain things or weapons freezing the game. It turns out if you have an actionable state that has no action assigned to it, that'll happen. So now I have to go through and find any state that I left alone, or used as filler and make sure that's not the case. Which isn't that much it turns out.

Chocolate Doom handled both of those issues just fine, and they consider that a "bug" since it's not acting exactly like vanilla.

>> No.3788669
File: 45 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this an alright way to play Blood?

>> No.3788676

I was referring to the "projectiles getting stuck in shit" glitch, but good that both are fixed.

>> No.3788681
File: 9 KB, 200x200, 21GbkVE19OL._AC_US200_.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah. I'm still not 100% on that. It doesn't make logical sense why anything that I did would fix that, but it did.

It was a hail mary that paid off.

>> No.3788685

So now that it's fixed... Release when?

>> No.3788692

Tonight, if you're okay with it having no maps.

>> No.3788696
File: 156 KB, 496x692, head0.png [View same] [iqdb] [saucenao] [google] [report]

No prob dood, I just wanna see what you've got.

>> No.3788706

Anyone got good crystal formations in doom mapsets?

>> No.3788714
File: 2.91 MB, 480x360, what_i_got.webm [View same] [iqdb] [saucenao] [google] [report]

Been doing mostly menu graphics. Still have to finish the museum map, but I took a break from that to work on E2M2, because it required less unique resources.

>> No.3788724


>> No.3788727

Pretty neat.

>> No.3788736

I don't know what you mean by this.

>> No.3788741

The R looks a lot like an A to me.

>> No.3788745

Oh. I got ya. A tilts the other way...
I made the fonts... pls no bully. I'm not a typographer.

>> No.3788753 [DELETED] 
File: 784 KB, 1280x1024, Screenshot_Doom_20170209_015557.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3788757
File: 784 KB, 1280x1024, Screenshot_Doom_20170209_015557.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3788762

I think Swim With the Whales had basalt formations.

>> No.3788772

>That HUD
The new one is such a huge improvement so far, wow.

>> No.3788778
File: 2.90 MB, 640x360, Sloppy as fuck.webm [View same] [iqdb] [saucenao] [google] [report]

Welp, fear system is more or less "complete". It should probably have a bit more randomness in it so it's harder to calculate exactly how many rockets you need to shoot into a room to scare all the imps. Whether or not you gib an enemy also affects how much the surrounding enemies get scared. Gibbing a human soldier (who normally don't cause any fear response at all from demons since they don't really give a shit about them) will cause some minor fear buildup in the surrounding enemies.

However, it's also really hard to get a good shot of it in action (since it's inherently chaotic) so here's me dying on MAP10 because I was trying to be too stylish. Super speed too, fucking 3MB limit is gonna be the death of me.

>> No.3788783

This is really something that should be released when it's at v1.0, I think, and not before.

>> No.3788787
File: 641 KB, 381x478, chunrun.gif [View same] [iqdb] [saucenao] [google] [report]

>This is really something that should be released when it's at v1.0, I think, and not before.
That was the original idea. I think what I'm going to do though is release a deathmatch demo with a few maps to balance weapons and have some fun.

That was the plan before all these hitches anyway. We'll see. I still like the idea, but deathmatch isn't that popular really, so it might not be worth it.

>> No.3788790

Yeah don't do that. Limited closed beta at most.

>> No.3788801

We'll see. I'm still mulling it over. I'll at least set up a server for contributors (mappers/advisors/etc)...

What I'll definitely do is set up a coop server for /vr/ the night before release. I wouldn't even have start this if you guys didn't get me back into Doom.

>> No.3788802

Did you reference an actual recording of someone running for that because it doesn't look quite right to me.

Might want to ask /3/ about it.

>> No.3788806
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google] [report]

just wanted to let you know that i'm still working on e1m7, just been taking a break from doom in general lately

loving the level of polish the game is taking on

>> No.3788808

Why not just upload to mixtape.moe?

>> No.3788810

Because I'm retarded and it's 2:30AM here which amplifies my retardation.

>> No.3788812

Are the translucent lost souls reviving enemies?

And did you go from 30 to 60 fps or did you cut every other frame? It seems like you could just use the size limit option in webm for retards and not have to make it turbo.

>> No.3788813

I played through the whole Metroid Prime series recently, and nuDoom, and I can say that there is absolutely nothing Metroid Prime-ish about it's exploration. At best it feels like semi-non-linear user map. Main problem with it is almost complete lack of monster placement and prevalence of arena pit fights that lock you out of progress until you beat them.

>> No.3788815

The transparent things are reviving enemies yeah. I'm planning to change around the functionality of it a bit later because it's a bit OP to let a trash-tier enemy have a 1/16th chance to be able to res anything below an archvile.

Also I just doubled the speed using webm for retards. I assume it's cutting every other frame, though the speed boost was ~130%

>> No.3788817
File: 330 KB, 306x366, nirdAnim2.gif [View same] [iqdb] [saucenao] [google] [report]

I'm like half of /3/ (or was until I stopped going there a few months ago).

It doesn't look right, you're correct. I did a better version for the actual project (which died). But working on REKKR is making me want to start a Hexen/Zelda/FF9(as far as LOWPOLY is concerned) hybrid wad with GZDoom-GPL... The more I think about it the more I think I'm gonna do it... But first: REKKR...

Noice. Looking forward to playing it. Looking forward in general to see what people do with the changes from 'nilla Doom.

>> No.3788821
File: 2 KB, 101x140, 1480656698198.png [View same] [iqdb] [saucenao] [google] [report]

Ayyy, East Coast

>> No.3788824
File: 125 KB, 216x216, cyberdancer.gif [View same] [iqdb] [saucenao] [google] [report]

Also: Post screenshots. :-p

>> No.3788825
File: 2.22 MB, 512x384, 1485839179971.gif [View same] [iqdb] [saucenao] [google] [report]

I feel the pain though, I was west coast until a week ago, and east coast 6 years before that.
West cost best coast because you go to bed after everyone else in NA.

>> No.3788826

Might as well Unity or Unreal at that point, baking your animations and seeing them at 24fps is going to be weird, and will be less optimized than a Unity game.

>> No.3788827

>East Coast
>Goin to bed after West Coast because you a dumbass

>> No.3788840

Speaking of holy shit it's late, here's the full size version of me being shit at Doom.
W10's game recorder is shit so this seems to only be like ~90% speed, but whatever.
>tfw cyberrunner will never be finished

I'm going to bed before I end up sleeping on my keyboard again

>> No.3788848


hey, don't worry, someone else could pick it up just like samsara and metroid dreadnought.

>> No.3788849
File: 33 KB, 379x379, 25d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3788854

What map is that btw? I know I've played it before.

>> No.3788857

It's...it's a default Doom 2 map, anon.

>> No.3788860
File: 430 KB, 800x500, Screen-Shot-2017-01-24-at-2.15.58-PM.png [View same] [iqdb] [saucenao] [google] [report]

>someone else could pick it up
>just like metroid dreadnought
Thanks for the nightmares dick.
MAP10 of Doom 2. Honestly one of my favorites.

Actually going to bed 4 reel dis tiem

>> No.3788861
File: 2.96 MB, 800x434, daynight.webm [View same] [iqdb] [saucenao] [google] [report]

I have my reasons for wanting to /doom/.
I've worked in UE4, and it's great and all, but doesn't allow for rapid/unique level design without fuckloads of unique assets. BSP's are shit, so you pretty much have to model everything. And I'm not doing that.
24 FPS is fine considering I was going to animate almost entirely in step anyway.

I'ma "lolsoretro" the fuck out of it.

>> No.3788867

It's been a while since I've played through Doom 2, plus it's late.

>> No.3788873
File: 99 KB, 640x480, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

One thing that's nagging in the back of my head is not knowing where e1m6 ends, I would like the spawn area to have at least a hint of where the last stage ends

here you go

>> No.3788878
File: 78 KB, 240x240, 1485131148906.png [View same] [iqdb] [saucenao] [google] [report]

>this whole time I had no idea of that secret at the beginning

>> No.3788901
File: 88 KB, 958x718, temp.png [View same] [iqdb] [saucenao] [google] [report]

>I would like the spawn area to have at least a hint of where the last stage ends
I would like that too, but I imagine that's something that we'll have to do after the fact to some extent.

Looking like it's coming along.
You can make the large chain look 3D if you're tricky with the textures. Level flow is most important though.

>> No.3788910
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah i've seen your fiddly fucking magic producing the fake 3D perspective cheats, it's impressive

but like you say, level flow is most important

i'm trying to look at my level like a D&D map in terms of goals and a sense of understanding why you are doing what you are doing, but goddamn is that a tricky story to tell using nothing more than the environment sometimes, especially with vanilla/chocolate constraints

>> No.3788913


>> No.3788916

>goddamn is that a tricky story to tell
Yeah, man. That's something to strive for though. My favorite maps are the ones that seem like they have at least some semblance of a logical reason to exist, so long as gameplay is also decent.

>> No.3788936
File: 738 KB, 1280x1024, Screenshot_Doom_20170209_034336.png [View same] [iqdb] [saucenao] [google] [report]

fucking stop it you map wizards, with your shitey tricks and hacks. 'ere i am just tryin' to get a good lookin first one'

>> No.3788945

What are your most blissful doom moments?

>Get key, or pull switch
>trap initiates, enemies start spawning in cornering you
>take out plasma gun, run straight, shooting and carving out a path to an open area
>get to open clearing take out your chain gun and clear hit scanners
>take out rocket launcher and take out mancubi, renants and imp clusters
>take out ssg and finish off the wounded.
There's no better feeling, and it happens all the god damn time in ancient aliens.

>> No.3788946

>ere i am just tryin' to get a good lookin first one
don't overcomplicate everything with microscopic detail. you can do that when you've gained experience

>> No.3788947

>large circular arena with loads and loads of monsters
>run in circles in a route and initiate infighting
>pick your battles and help out in different infights deciding who's best to take out in the infights.

>> No.3788954

how to use plasma gun
> step 1: spray that shit everywhere

>> No.3788960

The plasma gun is like your penis and the demons are your anime oppai mousepad.

>> No.3788964


honestly this

work on large-scale architectire first, corridors, rooms, etc.

it's good to draw it out ahead of time imagining what it is that you want to build before you attempt to make it, allowing you to sketch out the rough details and then detail them afterwards

>> No.3788967

>it's good to draw it out ahead of time imagining what it is that you want to build before you attempt to make it

my brain doesn't work that way anon.

>> No.3788971
File: 150 KB, 549x549, 1452477048462.jpg [View same] [iqdb] [saucenao] [google] [report]

well then you're more like me and you have to stitch one idea into another and them polish them until they look like a cohesive whole

good luck

>> No.3788976

making maps incrementally leads to dull mazes of rooms-and-halls with no interconnection. please reconsider.

>> No.3788980

I don't have a choice and have to go with >>3788971

It's just the way my brain is wired. Can't imagine that shit like other people can; just get ideas that come and go and I try to stitch them together.

>> No.3788984

Is there a mapset as visually beautiful as ancient aliens?

>> No.3788992
File: 257 KB, 720x360, unsheathes swordtana.webm [View same] [iqdb] [saucenao] [google] [report]

Workin on the animation for the new BFG attack

>> No.3788993

Going Down

>> No.3788997

I like going through maps in coop that i've been through before, sometimes playing reckless, sometimes playing careful and smart, not having to worry too much about not dying or optimizing because it's coop. Just comfy monster blasting and I can turn it up or down whenever I feel like playing gud or however.

>> No.3789004
File: 875 KB, 1920x1088, scrap428_a.jpg [View same] [iqdb] [saucenao] [google] [report]

the whole concept for my dump 3 map was basically to design the level to look a certain way on the automap and then make it simple but playable.

>> No.3789009

Now it looks like an actual fluted cylinder, rather than a plastic nozzle for some house cleaning implement.

>> No.3789018

Yeah it's funny that.

You think you know the game inside out but then you find a secret you realized you've never found. I only found out about the first secret in E1M1 in recent years, the one where you can open up a secret door to the courtyard right at the beginning, and which opens up a large wall on the side, letting the zombiemen shoot at you.

>> No.3789042
File: 158 KB, 1280x720, Screenshot_Doom_20170209_111411.png [View same] [iqdb] [saucenao] [google] [report]

Doom 2 hide 'n seek, where am I?

>> No.3789050


it might just be a matter of frame timing but i believe it would look better if the blade pivoted back to its original position instead of poking up in the middle of the screen after a dramatic slash

love the sheathing/posing animation before the slash though

>> No.3789054

map27 teleported up on the shelf in the room with all the gore.

>> No.3789057

What do you guys think about the original Doom levels? Recently I replayed Ultimate Doom on UV and I only liked episodes 1 and 4. Episode 2 and 3 were terrible except for one or two maps and I did not enjoy these episodes.

Right now I am in the middle of Doom 2 and I'm thinking about not finishing it. The first few levels (until the first story text screen) were great but every map since that totally sucks. I really don't want to keep playing these mediocre and incoherent levels when there are so many wads out there that are ten times better. I only started playing the original campaign again because I never beat it on UV and wanted to get that under my belt.

>> No.3789062
File: 524 KB, 920x666, 04QkM.png [View same] [iqdb] [saucenao] [google] [report]

>dumb thing

>> No.3789064

Not really, TFC is garbage.

>> No.3789065
File: 199 KB, 720x360, this look any better to you.webm [View same] [iqdb] [saucenao] [google] [report]

Something like this?

>> No.3789067
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


Actually I was thinking the opposite, having the blade swing back to center after a massive outward slash

a reasonably accurate representation of momentum lends weight to fantastical attacks; you swing out wildly, then bring the blade back to a ready position.

>> No.3789070

I don't think I'm following here, you want me to have the raise up animation be in the center after the swing?

>> No.3789071
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]


although the existing alternative upon further inspection looks like a blade twirl, which is also quite badass

for some reason it looks somewhat jarring though

>> No.3789145


>> No.3789151

Any huge maps that give off a metroidvania vibe?

>> No.3789157

For anyone wondering, the girl is Shino from Seitokai Yakuindomo

>> No.3789195

Try Cheogsh series.

>> No.3789207

jade earth?

>> No.3789218

A CoolGames Inc podcast but for Doom mods in which two cohosts take an elevator pitch and flesh them out into full concepts.

Ulraviolence: All ideas beyond shooting and reloading must have their potential programming within GZDoom described.

Nightmare: All ideas beyond shooting and reloading must have their potential programming within Zandronum described.

>> No.3789238

Lol, yet the new DOOM has a lot of elements from project brutality. Like a bad rap artist sampling other peoples work and then tossing it off as their own.

>> No.3789272

Sounds like every corporate person ever that burdened their workers with non sense that didn't contribute to their precious money generation, but they would be the first to yell at their employees for listening, asking why production is down, forgetting it was their idea in the first place.

And God help you if you do the right thing and don't listen. Then there are punishments because their ego's are far more important than the actual work which contributes to society.

Won't actually contribute to work in a meaningful way, but they're always the first to talk themselves up.

>> No.3789279

IIRC, the only Metroid Prime influence Doom 4 had was the 3D map, and enemies dropping health/ammo bonuses. I don't recall there ever being anywhere close to metroid-esque exploration (or hell, classic doom-esque exploration for that matter) in Doom 4. The upgrades were nothing more than bonuses to make the game easier, where as Metroid Prime's upgrades were generally necessary to proceed through the game. And secrets existed in the original Doom.

>> No.3789314

>the new DOOM has a lot of elements from project brutality
you mean glory kills? because those were around (albiet way slower) in the call of doom build years before brutal doom (i assume you meant brutal doom) got popular

>> No.3789328

Mark, for the last time, Doom 4 is not based on Brutal Doom or any of it's incarnations.

>> No.3789342
File: 89 KB, 1021x1027, doomguy leaves vr and takes a trip.jpg [View same] [iqdb] [saucenao] [google] [report]

Vin Diesel?

>> No.3789357
File: 1.14 MB, 1920x1080, Screenshot_Heretic_20170209_153446.png [View same] [iqdb] [saucenao] [google] [report]

huh, that's odd. we seem to have a very similar undead knight recolour.

Here's mine (uses translations) I was making for some dumb zscript practice.

>> No.3789380

Vin Diesel crossed with Jeb Bush.

>> No.3789442

This an orthographic render? Looks really flat and unnatural.

>> No.3789503

It's the texture I believe.

>> No.3789505
File: 61 KB, 531x532, 1704.png [View same] [iqdb] [saucenao] [google] [report]


Atleast samsara is being updated, even if it lacks Space hulk

Dreadnought, everyone fears updating it

>> No.3789509


if it wasn't for the lack of frontal and back walking sprites, this one would be a great replacement for Samus Sprites

>> No.3789512

>Space Revolver is just a bunch of connected boxes
>No problem
>The main piece has a curve on it
>500% more difficult
At least the Blender Modelling Masterclass videos are done downloading, just gotta take care of some life stuff and maybe get drunk.

>> No.3789562
File: 203 KB, 1024x576, Screenshot_Doom_20170209_143211[1].png [View same] [iqdb] [saucenao] [google] [report]

at least it looks good

>> No.3789564
File: 165 KB, 1024x576, Screenshot_Doom_20170209_143227[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3789565

Well, the switch at the beggining was not present in earlier versions of Doom. It was added later so it would play better in DM.
Before it was added, the courtyard could only be accessed from the secret door in the zig-zag room.

>> No.3789582

How do I use GZdoom with the Steam version of The Ultimate Doom?

>> No.3789587

Take the DOOM and/or DOOM2 wads from the Steam folder and put them in another folder with GZDoom.

>> No.3789596

Well I did spend 3 years on it, so

>> No.3789598

If someone manages to resize and jury rig those that anon posted with the ones from SM it would work.

also it would evade the Nintendo Inquisition

>> No.3789613

would it work if I just move replace the DOOM.exe in the steam folder with gzdoom.exe or are there other things I have to move?

>> No.3789617

Why're you even playing Doom on Steam in the first place you dumbo. All you need is what I said to do. Move the wads to another folder where you unzipped a GZDoom zip.

>> No.3789627

GOG.com master race

>> No.3789631

b-but then it doesnt log my hours on my steam library

>> No.3789635

There's probably some guide of how to do it on the Steam communities thing. I have no idea how it works with Steam aside from it using fucking DOSBox of all things. Disgusting.

>> No.3789639
File: 1.34 MB, 640x360, Maybe too much fear.webm [View same] [iqdb] [saucenao] [google] [report]

After adding some random variance to the fear reactions I noticed that Imps are now total cowards that run from the slightest SSG-ing. I suppose I could just raise their threshold but it might be a better idea to re-re-rework fear to use a single universal system rather than different tokens for each species.

>> No.3789646

has a paragraph about this

If you wish to run the games with a source port via Steam or its shortcuts, you need to decompress and copy the source port files to <Steam directory>\SteamApps\Common\<game name>\base as instructed above. Then you need to rename or delete dosbox.exe and rename the port's executable to dosbox.exe. After this the Steam shortcut will launch the game via the chosen source port. Steam's overlay will work with hardware accelerated ports, and Steam Cloud support for synchronizing saves between PCs will continue to work as long as the port uses the .dsg extension for its saves.

>> No.3789647
File: 2.60 MB, 640x360, Cowardly Imps.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah it's definitely a bit much.

>> No.3789651


>> No.3789653

>Dreadnought, everyone fears updating it
not really

just a whole bunch of idea guys who want to update it and then get cold feet once it involves actual work

>> No.3789709


and then Terminus gets cold feet when it comes to telling them to stop once they want to destroy his mods with unnecessary shit.

>> No.3789713

It would help if he actually "Finished" mods instead of just halting development with a 1.0 label after already starting another mod.

>> No.3789727

nope, term stated already that is free to anyone who wants update

the thing is that to really upgrade it, it would need a A D4T and D4D level of overhaul

and this like this needs a full fledged team

i even tried to ruse /r/metroid but most people there are a bunch of lazy fuckwits who fears Darth Reggie, also the community there hates each other when it comes to prime vs 2d.

Also, IF we really do a Update to Dreadnought, the autistic fucktards from pcgamer WHO ALREADY STALKS /vr/ for news, would fuck up everything and post it on the 1st page, triggering nintendo's fucktard Lawyers and screw up with Doom community.

in fact, is a miracle that they weren't triggered by Super Mario Doom or Golden souls 2

>> No.3789737 [DELETED] 

Oh wise senators of /vr/, please tell me why I, a lowly slave of the 4chan Empire, should agree with your hatred of Doom 4.

>> No.3789742 [DELETED] 


No one here hates nuDoom

Only the Juvenile heretics of /v/ and /pol/

>> No.3789746 [DELETED] 

Wow, no wonder you fossils became irrelevant. Your tastes are complete bullshit.

>> No.3789748

so what's unfinished about Dreadnought?

>> No.3789751 [DELETED] 
File: 208 KB, 646x779, 8683250eb2f6576dd881bc42c5c8fa85c869be67.png [View same] [iqdb] [saucenao] [google] [report]

maybe if you say it enough times it will become true, mark.

>> No.3789753 [DELETED] 

what are you even talking about.

>> No.3789754 [DELETED] 

You think he still posts here?

>> No.3789756 [DELETED] 

Liking Doom 4 is heresy against the 4chan Empire, you fucking retard.

>> No.3789758 [DELETED] 

fuck off

>> No.3789762 [DELETED] 


just ignore it, its an autistic /v/tard trying to bait, just report and ignore it

>> No.3789765 [DELETED] 


just ignore it, its an autistic /v/tard trying to bait, just report and ignore it

Sill trying to bait /v/tard

if someone shittalks abour is Brdoom mod he will show up here and defend it, until janitor shows up and bans him

>> No.3789768

>and then Terminus gets cold feet when it comes to telling them to stop

Why? People are free to do what they want to it. Whether this involves "destroying" the mod is entirely up to them, as if making a bad spinoff somehow erases the existence of the original.

It's a part of what open source is.
Picking and choosing who gets to do what to the code based upon whether I like it or not is dumb. If it's open-source, it's free for everyone to do with as they see fit.

>> No.3789771

Read the post again Term.

>> No.3789775

not him, try again

>> No.3789778

I have my issues with the game, but overall I quite liked New Order, best narrative and cinematography I've seen in a first person shooter. I'd argue that the gunplay is largely not as strong and satisfying feeling as Wolf 09 though, I found myself longing for that medallion at times.

I really like how violent it is though, haven't seen giblets in an FPS in quite a while.
I think the port I played had weird audio though, channels weren't quite even and sometimes some sounds just don't work (for instance, there's no sound effect at all if you flush a toilet, and the stabbing sounds for takedowns are suspiciously subtle and low in volume, sometimes records wont play).

I enjoyed seeing Engel disfigured and killing Bupi.

>> No.3789783

thanks for posting this in the /vr/ board and on the doom general

>> No.3789784 [DELETED] 
File: 12 KB, 1015x223, 1486671056.png [View same] [iqdb] [saucenao] [google] [report]

speaking of /pol/, here's a post they are sure to find amusing

>> No.3789790

>Picking and choosing who gets to do what to the code based upon whether I like it or not is dumb. If it's open-source, it's free for everyone to do with as they see fit.
you talk the talk but do you walk the walk? i bet you still use Windows.

>> No.3789792


>> No.3789793

i'm fairly sure an operating system has little to do with how someone handles offshoots and modifications to projects

>> No.3789795 [DELETED] 

What thread is that from?

>> No.3789797

Holy shit, that looks fucking awesome!
Great job anon, keep it up!

>> No.3789801

I like talking about shooters with people here, some people have interesting perspective and input, and ideas, which can be used for mods and projects.

>> No.3789803 [DELETED] 

>doom babbies

>> No.3789804 [DELETED] 

>his bait didn't work so he resorts usual gimmicks


>> No.3789828 [DELETED] 

Reasons for success or failure of source ports? ( 1 2 3 4 ... Last )

>> No.3789836

well i must say, continue it

it reminds me of RUNE, AKA the Inspiring muse of God of War Series.

>> No.3789846

How did you feel about the dual wielding system in New Order? I feel it was a bit tacked on, I seldom found a time when it was useful, more often than not just wasting my ammo.

>> No.3789861


it wasn't too bad, though i preferred more the Dual wield from Shadow Warrior reboot, even if the bullets were weak in a few situations

in any DW case, Halo 2 for me was the best one.

>> No.3789912
File: 66 KB, 564x498, b711a677eb4ea7e374c2eea9c1097976.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you realize that you should have used ACS for a system that you made in Decorate
>tfw you're a total retard

>> No.3789919

Is it still safe to use ACS and DECORATE? I'm worried they're just going to stop working at some point to force people to use ZScript.

>> No.3789926

Deprecated doesn't mean broken, and in development sure doesn't mean finished.

>> No.3789953
File: 21 KB, 306x306, 1478851297168.jpg [View same] [iqdb] [saucenao] [google] [report]

That's good, you learned something.

>> No.3789960

Yeah, I didn't realize you could force states in ACS, but apparently you can so my entire system could probably be made far more simple if it was just an ACS script that every actor ran at spawn.

>> No.3789968


drop gzdoom into the doom folder and rename gzdoom.exe to dosbox.exe

>> No.3789969

GUYS I really need some help

the orange highlighting in GZDoom Builder 2 visual mode has STOPPED WORKING

any idea how I can fix it? it's an absolute nightmare without it

>> No.3789976


I'm not touching ZScript for a year, at least.

>> No.3789982

press h

>> No.3789983

You tried pressing "H"?

>> No.3789992


I've spent days crawling forums and looking at every key-binding under the sun but no, i didn't ever once press H

thank you so much

>> No.3789996


>> No.3790005

DECORATE is never ever going away. In this case it is "feature complete" so that means graf & co won't bother adding any new features, code pointers or action functions to DECORATE.

so if you're comfortable with the feature set of DECORATE then by all means still use it. Nothing will ever just "stop working", at least not intentionally - Hexen requires ACS and decades worth of mods still use DECORATE.

Now, ZScript is confusing as hell, I'm only just getting to grips with the basics - so take your time. I only just got proficient at DECORATE...

>> No.3790092

I think I'll most likely stick to DECORATE for most of my purposes, and then maybe use ZScript in limited amounts for special things.

>> No.3790114
File: 3 KB, 788x34, temp.png [View same] [iqdb] [saucenao] [google] [report]

Just one thing after another. Fix something, break something else.

>> No.3790117

As a fellow software developer/modder I feel your pain.

>> No.3790125
File: 343 KB, 1280x720, Screenshot_Heretic_20170209_030735.png [View same] [iqdb] [saucenao] [google] [report]

So, here's the beta for Nevermore. It's an addon for Pillowblaster's Trailblazer when played in the Heretic & Hexen IWADs. It's adds lots and lots and lots of monsters and new features, and basically everything can be toggled on and off. If you want to be able to store health items like in vanilla Raven games, you can do that. If you want to lose them after completing the current level, you can do that. If you want certain only monsters to have a 50% chance of replacing the standard mob on a particular spawner, you can do that.

-It crashes sometimes. I am still trying to figure out the cause, but it's just not reliably reproducible. Sometimes I can play through entire episodes w/o encountering it.

-New monsters are only available in Heretic, not Hexen. Everything else should be working, though.


>> No.3790136



Being able to make your own action functions is pretty damn cool. I could see a lot of use for that in mods that have a lot of repeated clusters of action functions. Something like DRLA could benefit a lot from it. It'd take a insane amount of time to translate it all into ZScript though.

>> No.3790137

fucking neato

>> No.3790150

>that revedude on the left
that's gonna be in standard doom right?

>> No.3790153


>Everything else should work in Hexen, though.

Also, for anyone who wants to know, Doom-esque monsters are NOT common in Nevermore. The Revenant-like monster you see in that pic is a boss called the Draugr, so you won't see much of it. Its moveset is also substantially different from the Revenant. The Doom-esque monsters (like this one) are Eriance's, and I tried to chose ones that weren't much like the standard Doom monsters, like the Wicked, a floating armless thing that looks similar to a Quake monster. You won't see any Arachnotrons or Mancubi in Nevermore.

>> No.3790161 [DELETED] 

No, see

My addon is only for Heretic & Hexen. At least one other person is already making a monster pack for TB in Doom, and frankly, I've got my hands full already just making Raven compatibility a thing.

Strife compatibility *MIGHT* become a thing, but there are just not enough custom monsters that look like they fit in Strife. I have some old code lying around that I can repurpose into an Acolyte randomizer so that they have different weapons, armor colors and other equipment, but Heretic & Hexen have way more custom monster sprites to work with.

>> No.3790168

No, see

My addon is only for Heretic & Hexen. At least one other person is already making a monster pack for TB in Doom, and frankly, I've got my hands full already just making Raven compatibility a thing.

Strife compatibility *MIGHT* become a thing, but there are just not enough custom monsters that look like they fit in Strife. I have some old code lying around that I can repurpose into an Acolyte randomizer so that they have different weapons, armor colors and other equipment, but Heretic & Hexen have way more custom monster sprites to work with.

>> No.3790179

Where did the sprites for that revennt come from? I need to know

>> No.3790182

Jesus fuck it's obviously a Scrag
I fucking hate R667's enemy names

>> No.3790198

Speaking of HeXen, what happened to the Open worldish Hexen remake that someguy was doing it?

i think it was heritage the name of it

>> No.3790208

Hexen has the best looking sprites of all the doom engine games. Just wanted to let you guys know.

>> No.3790212

Any doom wads with sad/sentimental music like this?


>> No.3790218

>people still use mediafire
Even with ublock, every other time I download something from there, it sends me to a full page ad that tries to hijack my browser.

>> No.3790219

Weird way to spell Hacx

>> No.3790228

Has anyone made a Metroidvania style Doom map? Like an entire game in 1 super huge level?

>> No.3790232

Multiple times, but never quite as one would suspect.

>> No.3790237

vrack 3?

>> No.3790241


Amuscaria, previously known as Eriance. The sprites were intended for his Demon Eclipse project, but that was cancelled. He's still making monster sprites, like the Draugr seen in >>3790125

>> No.3790243

Got a link to his resources?

>> No.3790247

Any ACS wizards here? I've got this script http://pastebin.com/ngdRe5z8 that I want to have every monster have running on itself at all times, but for some reason it doesn't appear to be doing much of anything. My goal is to just have this script monitoring the inventory levels of the monster and swap its state accordingly.

Oh also the method if giving the tokens to the monster at this point is
TNT1 A 0 A_RadiusGive ("FearToken", 1024, RGF_MONSTERS, 2*random(1,3), none)
Which has worked perfectly in the non-ACS version.

>> No.3790248


Unfortunately, no. The project thread for Demon Eclipse had links, but they're broken.

>> No.3790252

or just any extremely etheral doom wads, sort of like ancient aliens.

>> No.3790257
File: 864 KB, 610x626, why.png [View same] [iqdb] [saucenao] [google] [report]

I just found a broken thumbnail of this sprite set, I've seen it before and it's excellent, and now the sheet is lost to the ether. Fuck

>> No.3790259
File: 113 KB, 301x238, 3cb.gif [View same] [iqdb] [saucenao] [google] [report]

inb4 >reddit



>> No.3790267

is this the new "any word on the Berserk mod" or "is there a mod where you can play as a bear" ?

>> No.3790270

hey that's pretty good

>> No.3790271

also, redownload the iwads from a better source, the ones on steam (unless you're fine with ruined secrets because of german crybabies and botched medikit sprites because american red cross are dumb cunts)

>> No.3790272
File: 57 KB, 625x579, 2a0c30e0634163bbfccf5de28e7e98cdc8e8a7ee35a98f7c8731850f2b6729c4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3790275

You can rip it from Project Brutality.

>> No.3790293


That reminds me...

>> No.3790296

Well now I'm torn, those sprites are amazing but it's permanently associated with brutal doom shit

>> No.3790301


So what?

Use it anyway.

>> No.3790304

>but it's permanently associated with brutal doom shit

Fucking hell, mate. It wasn't even made by somebody who has anything to do with BD, or any of its offshoots!

>> No.3790318



>> No.3790320

>Something like DRLA could benefit a lot from it.
Now if only Yholl could actually be convinced to use ZScript, which, probably, will never ever happen.

>> No.3790323


>and botched medikit sprites because american red cross are dumb cunts

It was the Canadian Red Cross that complained about that. They said it was trademark infringement and violation of Canadian law under the Geneva Conventions. They also BAAWWWed about because games that feature medkits usually have bad things in them, like violence and swearing!

>> No.3790328

it may sound cruel to say that, but if people die because a millenial couldn't spot the first aid kit at first glance, i hope we'll spam the fuck out of them and make them bear the guilt

>> No.3790329

gateway experiments episode 5 (only episodes 1 and 5 exist)
city of the damned apocalypse
doxylamine moon: overdose
overdose 2: comatose

>> No.3790332
File: 60 KB, 420x443, 1357298746840.jpg [View same] [iqdb] [saucenao] [google] [report]

Of course it was fucking Canada

>> No.3790334

Day of the Rake when

>> No.3790335
File: 108 KB, 359x318, Sol2.png [View same] [iqdb] [saucenao] [google] [report]

Why does it always have to be my country?

>> No.3790339

Only the IWADs that come with BFG Edtion have that.

>> No.3790340

Your relative peace bred people with nothing better to do than to bitch about video games and shitpost on the internet

>> No.3790359

you HAVE to play doom 2, TNT, and plutonia.
Otherwise you'll never understand the memes

>> No.3790373
File: 41 KB, 540x407, special.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw ACS can't actually make your system work so you're vindicated in your retardation
I really don't know how to feel about this. Maybe if there was a way to loop through all assigned TIDs I could do this whole thing in a single script but right now there's no damned way.

>> No.3790378

best way to play doomrla online?

>> No.3790390

bitch at z& to update.
wait we have a specific branch being the one that bitched about it and it was my country?

hory sght

>> No.3790402

This fear thing seems like a pretty important part of your mod, but do you think it's something most players are going to notice, amidst all the chaos?
Do you plan to do anything with the gibbing animations? i know its kind of a weird thing to ask, but after playing a lot of mods, the standard gibbing animations just seem so meh to me. Something like smooth doom, where there's a few extra blood droplets, a much more "punchy" animation, as well as a screenshake effect when using the RL. A few little things really go a long way.
Maybe i'm the only person who cares about this, but it's just a thought.

>> No.3790414

I think they'll notice quite a bit once I get it working right. With how relentless a lot of the enemies are it sort of changes up prioritization a bit. Say you have ~10 imps firing at you, and a hell knight nearby them. Instead of taking out the imps first it might be more advantageous to simply rocket the hell knight which will scare the imps into letting up on their firing a bit, allowing the player to more easily win the fight.

I do plan on adding in some extra splatter for the XDeath states, maybe rocket quake too. That's pretty secondary to the mechanics at the moment though.

>> No.3790450

having played both enemies are too tanky (or the weapons are too weak) and the dynamite is wonky ( it does less damage unless it his the floor)

>> No.3790528
File: 65 KB, 500x121, 7fq8e1X.png [View same] [iqdb] [saucenao] [google] [report]

So what do you think Smooth Doom should include next? Do you think it's done?

I'd like if they added more weapon sprites, like those used in Legendoom

>> No.3790529

Some fucking brightmaps for those extra animation frames would be nice for once.

>> No.3790532

>Do you think it's done?

I thought gameplay mods weren't allowed to be finished.

Yes, it's done.

>> No.3790545

16 animation directions.

>> No.3790574

include all the extra work and shit almonds saved gifty from ever doing

like seriously the guy went with us for literal months without a clue on when shit was gonna finally hit up (last major update melting bodies was still WIP) and when the 64 guns were finally gonna make the cut. in came the other guy and did more in like a single month than he ever did himself

>> No.3790576
File: 2.81 MB, 640x360, Not the desired effect.webm [View same] [iqdb] [saucenao] [google] [report]

Well since ACS fear reactions are a bust I decided to fix the lost soul's special ability instead. Except I broke it.

>> No.3790592
File: 23 KB, 489x759, joel is drunk.png [View same] [iqdb] [saucenao] [google] [report]

Joel's final Doom Contest Stream is happening, if you're into that sort of thing

>> No.3790594

bloody hell, took long enough

how long had that thing been going

now i feel bad for thinking dump 3 was taking too long

>> No.3790598

maybe you should keep that as an easter egg somehow.

>> No.3790606
File: 75 KB, 499x624, fleshcrystal.png [View same] [iqdb] [saucenao] [google] [report]

Have a quick look at a small map. It's thematically derived on the "cave of the crystals"

>> No.3790607

Ehh, I wanted to do a sort of limited resurrection on only low-level enemies but now I'll just think of something else to have the lost soul do. Maybe its ghost will DoT people who walk through it.

>> No.3790613
File: 57 KB, 1366x768, 2017-02-09_22-46-09.png [View same] [iqdb] [saucenao] [google] [report]

what is this shit

>> No.3790616

i know, if you want a reference i think one of the imp variants in RLME does something like that (on death?)
i still think it's a cool idea, plus maybe you could buff resurrected enemies (stitch a flaming effect behind their head?)

>> No.3790623

It's probably the spirit imp, I put it in FKER too. I know how to get it to work and everything, but the problem is that allowing such a weak enemy to potentially resurrect anything up to a baron of hell is really bad for game balance. I was going to try to make it give "resurrection tokens" to certain dead low-level enemies but it's a bitch to get them back alive.

>> No.3790676

A really huge mechadon map.

>> No.3790703

is that ButTSeX 1 or 2?
or something else?

>> No.3790704


>> No.3790715

Watching joel play doom makes me cringe at how bad he is. Like seriously this game has been out for 20+ years. How could someone still be this bad.

why are there spoilers on a retro board?

>> No.3790718


To be fair, not everyone has been playing the game for 20+ years.

I don't mean to demean anyone who's good at the game or anything, just saying that someone may've only picked up the game years later.

>> No.3790719

ur a faget

>> No.3790721

I love that mechadon maps exist, because they are the perfect examples on why high monster counts does not inherently mean slaughter map.

>> No.3790723

Sometimes he can really move and do the right thing, it's just that I don't think he at all takes it seriously (at least not when he streams).
Maybe addressing his audience disrupts his concentration?

>> No.3790726
File: 110 KB, 466x492, 1483937014452.png [View same] [iqdb] [saucenao] [google] [report]

Some people just don't play a lot of FPS, stiff movement is a tell.

>> No.3790731

Is he playing a Serious Sam mod or something?

>> No.3790738
File: 289 KB, 1280x720, Screenshot_Doom_20170210_000904.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia senpai pls my asshole can't take any more punishment
Fear system working reasonably well, but it falls off too fast. Gonna have to make a clever system to calibrate it.

>> No.3790786

talking and playing video games at the same time is hard
and silent streamers aren't fun at all

see: any streamer who starts talking to chat alot as they do nothing but run circles in the same room until they are done talking

not to say jorbel doesn't suck, he does
has the right idea though, but lack the skills to pay the bills

>> No.3790808


this and views from above and below

>> No.3790809

not possible

>> No.3790817


16 directions I think is possible, but above/below definitely isn't without some hackery.

>> No.3790820
File: 685 KB, 1280x1024, ReturnOfTheTriad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3790825
File: 21 KB, 320x200, Blood_(MS-DOS)_049[1].png [View same] [iqdb] [saucenao] [google] [report]

Are there any pro Blood strats? I have a lot of fun playing on Lightly Broiled with pitchfork start, but playing on Well Done feels like so much is at the whim of randomness: cultists may or may not drop ammo or guns, they may or may not shoot immediately and accurately, etc.

Are there any tips that can give me more options than just "hope they don't shoot first?" I know to crouch and use the pitchfork to save ammo against zombies.

>> No.3790832


that's an Imp with glasses

>> No.3790836

the first few levels of blood on well done pitchfork start are extremely stingy with ammo
only advice id give is look for secrets they're fairy easy to find

>> No.3790845

yes, that is a prop, not a monster

>> No.3790860

I can easily hold conversations with my brother while I'm playing games, I guess it's just a mater of if you can or can't.

>> No.3790865

Can you make it so enemies loose fear the more of them are around (or if they have or meet another Noble unit)? So that a single imp would rather hide or seek out other imps, while a croud of imps would only momentarily scatter then reassemble again?

>> No.3790868

its not designed for pitchfork start, so dont expect to be able to complete it.

My advise is take cover, use the flaregun altfire, or altfire dynamite to take out cultists without even being seen. Dynamite around the corner, bye bye cultists, no damage taken.

Cultists can also be taken out with the pitchfork at close range if its 1 V 1 and you're already very close to them, like on the train level.

>> No.3790869

In GZDoom all of them are actors - no difference.

>> No.3790871

Kind of, maybe. If ACS wasn't total shite I could do that no problem, but having to do basically all of it in DECORATE complicates matters a bit. Once I get the thresholds and falloff rates to where I want, I'll be looking into that.

>> No.3790881

>TNT1 A 0 A_RadiusGive ("FearToken", 1024, RGF_MONSTERS, 2*random(1,3), none)
>"none" in the filter parameter
So no actors are eligible of receiving the fear token?

>> No.3790882

Actually, that seems to function as "all", I use it for the older system but specify a species and it works fine. I did try removing that later too, but it didn't work.

I think ACS just wasn't meant to be used like that.

>> No.3790887

>specify a species and it works fine.
So it's just the filter thing that's messing up? Weird. Unless you meant with decorate, then nevermind.

>> No.3790891

No no, it's the ACS. It can't seem to keep a continuous script running on each monster, and SetState doesn't work very well on monsters. They definitely get the fear tokens, but without all the decorate (which makes the ACS useless) they can't react to it.

>> No.3790903
File: 9 KB, 640x400, temp2.png [View same] [iqdb] [saucenao] [google] [report]

This was more fun to do than it should've been.

>> No.3790906

Ah, yeah, no idea how to help with the ACS issue then, sorry. Though having a constant ACS script running for every single monster does sound a bit much.

>> No.3790909

It's not really a heavy script, and the system can probably handle the actual processes that need to be done, it's just that I don't think it'll actually let me run those scripts continuously. Really sucks desu. Maybe I can use some dickery to adjust some of the fear falloffs more precisely than decorate allows, then build from there.

>> No.3790910

Gotta put ya brand on that sucker! You said you wanted to make another game, yeah? Give people something to Google ya idjit.

No URLs though, if it doesn't work then sometimes people don't even bother Googling to see where it went.

>> No.3790913


Welp, gotta sleep, here's me sucking again. Fear still goes away way too fast for longer fights, hoping to fix that later because it's a bit underwhelming unless you're blasting away with a BFG or a rocket launcher right now.

>> No.3790915

I don't have a website or anything to google. I have a "professional" website, but no brand or anything.

I'll think of something. Bottom text is just placeholder atm.

>> No.3790916


Would you like a hand coming up with a name for your mod or something

>> No.3790918

I've actually got a few names kicking around but I haven't decided yet. It depends on how well certain features work.

>> No.3790919

/ Morale Doom : The Fear and Confidence Simulation and Tactical Enemy Formation Mod for Doom 1993 /

>> No.3790921

I fucking wish I could get these fuckers into formations.

>> No.3790927

Anyone have a link to the doom installer an anon made that looks like an e-zine?

>> No.3790932

Worst-case scenario you could check all the archived threads for the news posts.

>> No.3790936

Found it. PortaDoom.


>> No.3790942

Did /vr/ like D44M?

>> No.3790954
File: 141 KB, 1264x642, Buh.jpg [View same] [iqdb] [saucenao] [google] [report]

Hardsurface modelling is slow to get into.

Looks like a real simple shape, it's a flat rectangle and two rectangles on it and also a corner is curved, but you have to figure out how to make the polygons sit well so it doesn't break apart when subdivided.

Spent hours switching between redoing the topology and edgeloops for this stupid simple piece and reading that Dragon Maid manga. There really was a chapter where a girl with tits as big as her head gave the main character a dick to make her fuck the dragon, I thought it was a joke about a doujin but it wasn't.

>> No.3790960

It is a joke about a doujin though.
Google "Kemoket". Or rather DO NOT GOOGLE THAT.

>> No.3790962

I'm Going To Google Kemoket.

>> No.3790963
File: 2 KB, 354x30, Capture.png [View same] [iqdb] [saucenao] [google] [report]

I close the tab as quickly as I made it.

>> No.3790972

It's a furry version of Comiket. Japaneese furry. So, multiply the weird factor of regular furry by Japan, and you'll get why it is dangerous for the weak of mind to venture further into lurking it (they have special tank compilations for feral dragon stuff among other things).

tl;dr - author of Dragon Maid some times pokes fun at japaneese furry community.

>> No.3790975

also later he pokes fun at "body inflation" fetish, when it is mentioned that "tits as big as her head" is in fact a "compressed form" she puts effort into maintaining. If she relaxes and stops putting effort, they grow even bigger.

>> No.3790978
File: 183 KB, 425x450, 54171787_p0.png [View same] [iqdb] [saucenao] [google] [report]

>Dragon Maid

I hope it isn't some bullshit about a dragon who spends 99% of their time in the form of a little girl.

>> No.3790982

I think her visual age is the same as the main character at 25.

But there is another dragon who spends 99% of their time in the form of a little girl.

>> No.3790985
File: 124 KB, 742x769, NLJYsO4.png [View same] [iqdb] [saucenao] [google] [report]

For you.

>> No.3790986

eyyyyy hot damn. Thanks dude.

What's with those sprites on the very bottom row anyway?

>> No.3790987

It's 85% time as semi-adult girl with horns and tail (and optional wings), that some times turns into a full fledged dragon.

Also featured: Quetzalcoatl as a fallen goddess/succubus/dragon, Fafnir as a demonic dragon that assumes form of a butler (this what happens when you learn about human world from a fetishist), and a little feathered-dragon girl that got expelled from her homeworld for pranks and misbehaviour.

Overall it's a (rather good) moe slice of life with dragons and fantasy bits thrown in as a defining shtick.

>> No.3790990

Are there lightmaps for that?

>> No.3790995

Unfinished sprites, revenants have 8 sprite rotations without mirroring.

>> No.3790997
File: 990 KB, 600x3275, soyouwanttoplayblood.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3791001

and I've been told Project Brutality features these guys, were they completed there?

>> No.3791013
File: 33 KB, 484x553, Capture.png [View same] [iqdb] [saucenao] [google] [report]

This is satisfying my desire for clean patterns.

>> No.3791019

Also you can use this pre-set up virtual machine http://www.mediafire.com/file/al7ia3tt106sl13

with VirtualBox. Works faster than dosbox on older PC's. Works well in 800x600 on an athom tablet.

>> No.3791027
File: 251 KB, 512x512, Slow.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3791031

this fucking joel stream
good stuff

>> No.3791034
File: 568 KB, 880x584, Cq_O60UXYAMCdDh.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else planning on playing some of the maps from this when they're released? There's some really good looking stuff in there.

>> No.3791039

>must. have. quads.
>exporting always makes them tris anyway

>> No.3791042

Quads are useful for modelling (subdivision, edge loops, cleaner wireframe), it doesn't matter if it's triangles in a game.

>> No.3791057

i understand that tha's a revolver cylinder, but what is that other thing?
firing mechanism internals?
also how are you going to incorporate all this into doom?

>> No.3791059

If he actually does a second contest, I hope it's organized better.
Also I'm actually surprised that Joel actually knows the

>> No.3791062
File: 99 KB, 900x512, Zeiram-Iria-s-Pistol-2.jpg [View same] [iqdb] [saucenao] [google] [report]

Just shit glued onto the model in the movie.

It'll be rendered in 320x200 so none of it can be seen unless I make a reload animation.

>> No.3791102
File: 2.95 MB, 1280x720, dodquake.webm [View same] [iqdb] [saucenao] [google] [report]

guess i gotta start from scratch, but its 100% worth it since doom was just not good enough

>> No.3791112

Finally, a weapon mod for quack!

>> No.3791114


A proper pistol for Quake is nice.

>> No.3791141

love it, love it, love it, still so excited for this

>> No.3791174

is that really in default dos colours? it seems rather bright and flourescent

>> No.3791176
File: 59 KB, 225x282, fatal draw finisher attempt 1.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw spent 20 minutes making animation, save the gif, and then forget to save the actual project files
well, at least this means I can do it over and make it even better.

Kill me

>> No.3791197

>my map wasn't in there

I'm disappointed but maybe it was for the best.

>> No.3791204
File: 7 KB, 201x206, Codex-uac-personnel-VEGA.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you guys think VEGA stands for?

Virtual Entity, Gigantic Asshole

>> No.3791209
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

So guys, hypothetical scenario here: What if someone made a super attack that's so powerful it could clear an entire room of hellknights in a single attack, but in order to build up for this attack you'd need the combined efforts of hitting dudes around 100-ish times, or pick up 4 large cell packs, or like 20+ normal cell charges.

Would this attack be reasonably balanced?

>> No.3791213

As long as there's a cooldown afterwards where the player can't attack say ~2-3 seconds then I could see it being a fair trade

>> No.3791214

I could do that pretty easily. I'm halfway tempted to make the altfire of this attack be a super charged sword throw turns the sword into a spinning ripper disc at the cost of making the sword completely vanish once it hits something it can't rip, meaning the player would be swordless for the full 14 seconds.

>> No.3791229


I'm quite fond of game breaking shit that you can do only once in a while,

But I'm not one to be super strict when it comes to game balance to be honest.

>> No.3791230
File: 2 KB, 640x400, CGACAL.png [View same] [iqdb] [saucenao] [google] [report]

Note that there's also dithering to make it look like there's more colours than there actually are.

>> No.3791234

Considering it's not recharging or infinite, sure. (Demonsteele's hammer is fucking lame)
Though 4 large cell packs is worth 10(!) BFG shots, that's a lot for a room of hell knights? depends how many there are, I guess.

>> No.3791242
File: 1.26 MB, 720x360, fatal draw stronk.webm [View same] [iqdb] [saucenao] [google] [report]

about this many. Might make it a -little- easier to gain charge but this thing is absurdly powerful.

Also I'm changing bomber knights in the near future to throw other weapons, the bombs are really annoying and not fun, probably gonna make them toss axes and a few other things.

In hindsight I'm now questioning why I'm making this a BFG-ray based attack, due to the melee range most of the rays hit the first target

>> No.3791248

Did Joel play the Fanta Base map?

>> No.3791253
File: 33 KB, 640x533, sw629_5.jpg_thumbnail1.jpg [View same] [iqdb] [saucenao] [google] [report]

You should drill chambers into the cylinder.

Like, the extractor star or the center-piece for the ratchet might not be necessary, depending on how you intend to animate it, you might never see them, but the chambers themselves would be suitable.

>> No.3791254

I guess you might also want the notches between the flutes.

>> No.3791262

or you can just extract frames from animation.

Wasn't Vega, like the only positive character in the game?

>> No.3791265

I would love to explore dank and dark dungeons with a pistol from the WW2 era, it feels kind of fitting, what other DOD models would fit?

>> No.3791268
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google] [report]

I can't because I resized the gif before saving it, and I can't recall how to shrink it back down to the original size

>> No.3791273

Draqu keeps talking to a minimum and manages to play well even when talking or reading chat. But draqu is good at games so he's more of an exception.

>> No.3791274

It's just 300% larger yeah? Just resize to 75x94 with nearest neighbor / no interpolation.

>> No.3791276

>Also I'm changing bomber knights in the near future to throw other weapons, the bombs are really annoying and not fun
Th-they'll still drop bombs on you if they're up above you on a ledge, right? I liked that bit.

>> No.3791280

Sam "Hayden" Hyde did nothing from.

>> No.3791281

M1 Garand and the bazooka?

>> No.3791282

try to do that with the vanilla bfg and see how much ammo it takes
that's how much ammo it should propably take
ofcourse any additional downsides are just more reasons (read: excuses) to bump up the power even further

>> No.3791284

Oh. well fuck me.

Yeah I'll have them drop short range bombs when you're close, though I'm gonna remove the ability to hit them with your sword, that causes a lot of fuckery, I'm also going to give the bomb a fairly long fuse so a player doesn't get buttfucked in tight corridors

>> No.3791289

I meant wrong.

>> No.3791291

'you call throwing bombs around knighthood?'
'hey, as long as it works'

someone should totes draw that

>> No.3791294

how can you fuck up that bad

>> No.3791296
File: 671 KB, 1280x2160, ergo_proxy_shotgunMKII.jpg [View same] [iqdb] [saucenao] [google] [report]

Quite a few gun modeling anons here it seems. Here's a weeb double barreled pump shotgun I've made.

>> No.3791297

...or speedrun Jedi Knight using explosives only

>> No.3791298

Now, cut it down to 100-150 polys.

>> No.3791301

reminds me of a UTS-15, kinda.

>> No.3791302
File: 1 KB, 75x94, frame00.png [View same] [iqdb] [saucenao] [google] [report]

this any use?


(actually a zip, of 18 pngs, this file host disallows the .zip extension)

>> No.3791305

Yeah, I resized it exactly as you said and it worked 100% fine.

>> No.3791320

that was someone else. i forgot my NHB. sorry for confusion. the main thing is, you're sorted.

>> No.3791323
File: 412 KB, 2048x1536, wake me up inside.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it would be better to simply design an entirely different gun whose shape is better compatible with 100 polygons.

It's actually two Mossberg 590's attached diagonally with the other one flipped. Annoying to reload and you get shells in your face when the other barrel ejects but hey, it's from an animu in which the gun makes even less sense.

>> No.3791324

Damn rights. Though uh.

Do you guys think I should keep the animation as is? If I do, this'll mean every enemy will split down like this, and then burst with that GnG animation.

>> No.3791327

Yo is the magazine another barrel

What, she pumps and it shoots out like a nerf dart

>> No.3791330

it's a holder for emergency replacement makeup

>> No.3791331

maybe put some instructions on how exactly to set up BMouse, since you have to do it within dosbox, it's a bit of a pain

>> No.3791346
File: 94 KB, 1024x512, Whoops.jpg [View same] [iqdb] [saucenao] [google] [report]

I got so into the pattern that I forgot the cylinder was six and needs to rotate 60 each time, not eight at 45.

Turned out pretty smooth though.

>> No.3791370 [DELETED] 

>oh noes le furries :(

>> No.3791372
File: 437 KB, 1508x1493, 1434235533860.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3791393

Drop it into game folder. In setup, select it as an external controller.

That's it.

>> No.3791394
File: 865 KB, 1632x1224, Norinco Trench Gun.jpg [View same] [iqdb] [saucenao] [google] [report]

Just had some ideas and I'll rabble them up:

>1911 pistol or M1 Carbine as starting Shotgun. Remove all spread and put the damage of the multiple hitscans into just one hitscan. Not a powerhouse, but can shoot fast.

>WW1 era 1897 Trenchgun replacing Super Shotgun, basically having a fast cycle like the original shotgun, but with a bit of more spread/pellets and some more damage.

>Sten gun as Nailgun, one stream of nails, slightly slower rate of fire

>MG34 or MG42 as Super Nailgun, loud and fast stream of nails, behavior would basically be the same (I'd even keep the sound the same), firing animation basically shows a belt feeding from a drum, bipod is removed.

>Fictionalized or modified Bazooka/Panzerfaust with some kind of magazine feed, sound and behavior is the same

>Hand grenades replace grenade launcher, you just throw them by hand, they bounce, they cost 2 or 3 rocket ammo but they throw around dangerous bouncing shrapnel when they explode

>Something vaguely based on the Wolfenstein 09 particle beam for Lightning Gun, because it has the spinny thing and fires a hot dangerous beam

>Trench shovel or American fighting knife (the ones with the knuckleduster grip) replacing axe, a bit faster and a bit more damage, optionally model it after an especially cool and mean looking trench club from WW1

Then maybe expand ammo carry a bit, maybe another 50 shells, another 100 or so nails (I just never get to feel like I can let lose with and rip shit up with the SNG), rockets are fine, battery is fine. Weapons are all centered and animations remain simple.

Anyway this is just ideas off the top of my head and I know nothing about Quake modding, don't know if you could even make a weapon mod like this. Some of the models from Day Of Defeat could be used, some models would have to be made scratch (by nobody, most likely).
I just really think the aesthetic of WW1 and WW2 weapons would fit the rustic and gritty atmosphere of Quake.

>> No.3791405
File: 213 KB, 580x397, opnvwrugerblhak.jpg [View same] [iqdb] [saucenao] [google] [report]

8 shot revolvers are a thing.

You'll generally want one fluting between each chamber, and one index point on each chamber (the little T shaped grooves, there's a little lug at the bottom of the frame which holds the cylinder in place on these spots when you shoot)

>> No.3791407
File: 55 KB, 1002x404, meanwhile in Wolfenstein.jpg [View same] [iqdb] [saucenao] [google] [report]

Optional (Super) Nailgun thing.

>> No.3791410

I don't think so.

>> No.3791457

>Also I'm actually surprised that Joel actually knows the
Well, it was a game of his childhood or something. Anyone playing doom for that long knows some tricks.
However, he literally cannot use BFG effectively. I think he thinks that it's supposed to be all splash damage.

>> No.3791515

but does he know Rungo ???

>> No.3791535

Yeah I wanted to use different colors, but apparently that's it. Which is aight, almost noone sees the endoom screen anyway.

>> No.3791541

>bipod is removed.
Why the fuck would you ever remove the bipod from the MG34/42 as it helps a lot with hipfiring? And why use a kraut gun in first place?

>> No.3791573

>doom was too good

there's been hundreds anon

>> No.3791597

Seems odd considering dod runs on a quake engine variant anyway.
You should release your dod doom stuff anyways.

>> No.3791604

an adventure. I loved this one.

>> No.3791618

Because it looks badass and shoots very fast.
The bipod can't even be used so might as well go for the slicker look.

>> No.3791620

>Because it looks badass and shoots very fast.
Just use a M1919. There are aircraft versions of it that fire as fast as 1200 rpm.

>The bipod can't even be used
You hold it with your left hand.

>> No.3791630
File: 177 KB, 600x401, mg34-30.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah but it looks cooler to just grip the shroud like in an action movie.

The MG34 is also pretty underrepresented in vidya.

>> No.3791634
File: 2.99 MB, 1024x768, mosin.webm [View same] [iqdb] [saucenao] [google] [report]

i could do that but the original doom mod was largely unfinished since i was spending weeks trying to make just jumping work like it did in dod

i stopped around the m1919 for americans since i couldnt figure out how to properly lock bipods viewangle and restrict mouselook, and left the russian faction incomplete and wasnt able to implement british/germans

it's all still there but i was never sure about releasing a mod not even a quarter done, but if you still want to see it i might as well upload it

>> No.3791639

>Yeah but it looks cooler to just grip the shroud like in an action movie.
In the few action movies I've seen it's always wielded by the bipod. Not having the bipod would be acceptable if you modeled a piece of cloth over the shroud a la M1919.

>The MG34 is also pretty underrepresented in vidya.
It's in RO2 and most of the machinegunners that know what they're doing prefer it over the MG42 for a few reasons.

>> No.3791678

Well I personally wouldn't know what to do with it, but it seems like something that others might want to take a gander at.

Might be fun to play around with what you have done anyway. Just hate seeing something like that go to complete waste.

>> No.3791684

I don't remember a Mosin Nagant in DOD

>> No.3791702

source is included as well just in case

there wasnt, the original goal of the mod was to simply add a soviet faction on top of copying dod

>> No.3791771

someone send him the cool bfg strats

>> No.3791793

well alright then.

>> No.3791798
File: 173 KB, 1043x1043, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Digging through Darkplaces code, figuring out how to run my scripts at default for fast debugging of QC.
>out of sick curiosity, google

>> No.3791814

HDoom: Vore Tournament

>> No.3791820
File: 3.27 MB, 600x500, 1392510246035.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3791827

How can I play the maps from the hell on earth starter pack without brutal doom?

I want to try them with hideous destructor.

>> No.3791834

You load the helleonearth.pk3 with hd.pk7.
The mapset itself is mostly seperate from brutal doom, although the custom monsters are balanced for brutal doom. And they're probably dont play nice with especially complex mods like Demonsteele, and thus probably Hideous Destructor. You could just skip those maps though; In my opinion, the maps stop being fun after the techbase part, coincidentally, the first custom monsters (the belphegors I believe) appear near the end of these maps, although the custom monsters only start to get out of hand halfway through the mapset.

>> No.3791848

the custom bosses are fine imo, the tank are kind of bullshit but if you play a mod that adds grenades, it should be fine

>> No.3791851

Any way to increase the /ammount/ of monster spawn?

>> No.3791859

>A furry vore game forked from the Nexuiz project

>> No.3791860

i'm curious, do PB, and other BD offshoots fuck with the balance of the starter pack?

>> No.3791874
File: 29 KB, 755x511, Puzzles.png [View same] [iqdb] [saucenao] [google] [report]

Had to manually make this section by extruding vertices but it subdivides so neatly.

Man it feels real good getting shapes figured out. Anyone into puzzles should try this.

>> No.3791885

Now do all this in Doom Builder.

>> No.3791889

I just want to have a good time

>> No.3791897

There's nothing to be fucked with.

>> No.3791917

This is surreal

>> No.3791925
File: 764 KB, 1600x900, Screenshot_Heretic_20170211_010615.png [View same] [iqdb] [saucenao] [google] [report]

Was there ever any replacement to the UZI?
They are angled the wrong way and that really ticks me off.

>> No.3791937

What engine is this?

>> No.3791938


>> No.3791962

I'm starting to think it's not possible, but is there a way to cap the framerate in zdoom or gzdoom to 60fps? Instead of choppy 35 bullshit.

I can't seem to find any console commands.

>> No.3791968

Why not just use VSync though?

>> No.3791998


>> No.3792023

I'm not sure why it fucks with my game so much. When I turn on vsync it just fluctuates between 20-60

when vsync is off it fluctuates between 60-200

it's always an annoying fluctuation.

>> No.3792075
File: 245 KB, 512x512, Still going.png [View same] [iqdb] [saucenao] [google] [report]

Real slow project.

>> No.3792083

Forgot a few.

Looks good so far.

>> No.3792140
File: 1000 KB, 1920x1080, Screenshot_Doom_20170210_131918.png [View same] [iqdb] [saucenao] [google] [report]

what an mess..hu hu

>> No.3792151
File: 872 KB, 1920x1080, Screenshot_Doom_20170210_131422.png [View same] [iqdb] [saucenao] [google] [report]

i still dont understand why he didnt make the auto justice get a magazine system
it still has to be loaded manually even when upgraded

>> No.3792153

Don't know if this has been mentioned yet but Chocolate Doom 3.0 is in beta.


Major change is that the codebase is now based on SDL 2.0.

>> No.3792160

complete fucking retard here:

Why cant I walk through my doors when I open them?

>> No.3792164

You must've fucked up pretty badly. See if there's a checkbox marked "impassible" or something and uncheck it.

>> No.3792167

impassible linedef, maybe?

>> No.3792184

is bdmonsters better than ketchup? how come you prefer it?

>> No.3792209
File: 101 KB, 278x600, 1344504005058.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792216
File: 125 KB, 442x711, fleshcrystal2.png [View same] [iqdb] [saucenao] [google] [report]

Day 2 of work on the map

>> No.3792276
File: 36 KB, 600x539, 1475682607008.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792280


that's a crusader imp

>> No.3792283

I take it he was agreeable?

>> No.3792292

oh yes

>> No.3792296

has he been infected?

>> No.3792301

New thread when?

>> No.3792302

oh yes

>> No.3792306

I hope you're not underestimating the prob-

>> No.3792307

He also wastes ammo constantly.

>> No.3792310



When I mentioned that I can put him on the list for the ambrosia vaccine he was desperate.

>> No.3792314
File: 158 KB, 925x631, lagiacrus waiting patiently for the next game with underwater combat.jpg [View same] [iqdb] [saucenao] [google] [report]

Would it be worth putting all previous news updates from the last few months or so into a Pastebin for future reference?

I'll make a new one within the next two hours.

>> No.3792323


What did he mean by this

>> No.3792325

>Would it be worth putting all previous news updates from the last few months or so into a Pastebin for future reference?
Yes please, that would be great.

>> No.3792328
File: 7 KB, 93x208, archie.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Would it be best to do them in monthly bites or just one long timeline?

>> No.3792332

Perhaps monthly bits, I have a feeling it could get a tad overwhelming otherwise.

>> No.3792353


it was si bad that LordHavok stopped updating DP because of that

Bu then the guys who are porting Blood Omen updated the engine

>> No.3792364

>SGT Durst IV

I already don't care.

>> No.3792390

*seems* to me like this was supposed to be a D44M rant in the vein of MUH BURTL IS BETTER ECKSPEERIENZ at some point but he took it back

him saying the machinegun uses too much ammo and that *the starting sidearm in a doom game is too weak* is fucking comedy

like, what is balance
what are headshots
what are these new gameplay mechanics I am entirely unfamiliar with

>> No.3792391
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

Your turn.

>> No.3792395


>> No.3792396

I know, anon.
about vore tournament, not the DP no longer being updated because of VT. that's pretty lulzy. that's my fetish

>> No.3792397


>> No.3792402
File: 2 KB, 125x93, 1394674818150s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792405


>> No.3792406
File: 22 KB, 207x239, 1382361578411.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3792409
File: 73 KB, 420x340, oom.png [View same] [iqdb] [saucenao] [google] [report]

don't ever let him live it down

>> No.3792412

No, Savage.

>> No.3792414
File: 2 KB, 100x114, dentonandtheaugmentfactory.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792416


>> No.3792418
File: 130 KB, 931x932, 1411517996418.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792423
File: 2.01 MB, 1920x1080, jaysee dantan.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3792463
File: 5 KB, 330x310, 1459202576180.png [View same] [iqdb] [saucenao] [google] [report]

It's actually possible?

>> No.3792471
File: 101 KB, 680x497, american.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792491

furries doing doom & not shit


>> No.3792517

>those maps

>> No.3792540

New thread. Will make a start on making news backups.


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