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3803390 No.3803390 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3798096

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.3803391


[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

=== NEWS ===

[2-16] Freedoom updated to v0.11

[2-15] /doom/ news archive now available!

[2-14] MetaDoom updated to 3.0

[2-12] Circle of Demons update

[2-12] Quake Injector now uses HTTPS, mandatory update required

[2-11] Chocolate Doom to use SDL 2.0 in 3.0 beta

[2-10] Modding Nu-Doom made possible

[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




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

>> No.3803453

>tfw too dumb to set up Blood
Is there a DL link with all the fixes already in place, or something?

>> No.3803508

The GOG one.

>> No.3803516
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google] [report]

>Term posts a shitposting shell video in response to my .webm
Well I obviously can't just let this go without counter shitposting.


>> No.3803518 [DELETED] 


>> No.3803523

Get a hobby.

>> No.3803546

kegan, marrub and term

shotguns.pk3 reboot collab project
make it happen
you see term, if your framerate is more than 1 per second, you don't have enough shit flying around on the screen

>> No.3803590 [DELETED] 

*hides thread*

>> No.3803614

Vinesauce Doom Mapping Contest 2016 winners were finally announced and WADs released for download.

>> No.3803632

It's supposed to spell out keter/kether, which is the highest Sephirot on the tree of life in Kabbalah. It's not really appropriate and I decided relying on inbuilt cultural reaction to the term (from SCP) was probably a bad idea, so I'm going to change it.

>> No.3803643

That's a Bet at the start (right). That would make the title spell Beter. You'd be looking to replace a Kaf or Kuf afaik.

>> No.3803665

I was just stylizing what I saw on Google to be honest. I'm pretty unskilled in any non-computer language that isn't English (though not for lack of trying).

>> No.3803709

I appreciate posts like these. they are so inoffensive and ambiguous in nature.

>> No.3803726

Fanta Base really didn't make it into the pool.

Also, I doubt this was written by Joel himself. At least the winners are no memefests.

>> No.3803753
File: 1.26 MB, 1280x720, DOOMx64rip_off_ar.png [View same] [iqdb] [saucenao] [google] [report]

some guys on this forum are ripping unfinished shit out of the game files and reimplementing them into the single player. they've gone to the extent of carrying some of the MP guns over, and the arc cannon as well. spoilers: it's just the lightning gun


>> No.3803764

Well that took quite a while.
At least we got some cool maps to play now

>> No.3803774

That rifle looks pretty cool.

>> No.3803815
File: 413 KB, 640x480, SCScrnShot_100616_131436.1[1].png [View same] [iqdb] [saucenao] [google] [report]

by the numbers, boys

>> No.3803826
File: 350 KB, 640x480, SCScrnShot_100616_131203[1].png [View same] [iqdb] [saucenao] [google] [report]

the zergs never saw it coming

that salvo cannon looks fucking bobb

>> No.3803828

You seem to be taking this pretty well. He and his useless support team have wasted hours of your time. If I were in your position I'd be fuming.

>> No.3803832
File: 237 KB, 640x480, SCScrnShot_100516_183842[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3803874

Honestly it's not like the map stops existing, it could be repurposed for something else.

>> No.3803885

Where can I find the weapon values in the original Doom & Doom 2 wads? I want to make something and use those as a base.

>> No.3803889

What do you mean by weapon values?

>> No.3803890
File: 136 KB, 1366x768, doomgame.png [View same] [iqdb] [saucenao] [google] [report]

What are some therapeutic WADs?

>> No.3803891

The weapons are copied with Decorate so you can just use those as base from ZDoom

>> No.3803894

nuts.wad with some overpowered weapons mod -- it's pretty therapeutic to waste ten thousand beasts in short order

>> No.3803904

It has been almost half a year. No point in crying about split milk turned cheese.

>> No.3803940

Does anyone have a link to Fanta Base?

>> No.3803960

Hey, any experienced doom mappers here? I'm a newbie to doom builder, and while I grasp all the basic stuff, I'm having trouble with doors and switches. It's not that I don't know how to make them, but they seem to work 50% of the time, I just don't understand. I make one switch and it works, and then I make another, exactly the same way, and it just refuses to do anything.

>> No.3803972

I'm no expert in mapping by any means but the most common issue I had early on was with linedef directions, make sure the linedef is facing the right way, that little nub in the center of each linedef defines which side is must be pressed or walked over to trigger

>> No.3803980

Oh, so that's it! Thanks. I'm used to just stacking sectors, you know, draw one and later decide to add another. I reshape sectors all the time, so that might be the reason my linedefs are off.

>> No.3803982

I uploaded it to the archives on Sunday. Or was it Monday? I had to upload it again since I forgot about the character limit for uploads.

It is still sitting in the incoming folder. I suppose the maintainer only updates the archive once a week.

>> No.3803984

One last question, how do i make linedefs face the other way?

>> No.3803987

Go into linedef mode (L) and press F, which are the default binds I believe

>> No.3803989


>> No.3803990

Thanks a lot

>> No.3803995
File: 439 KB, 1920x1080, 2017-02-16 11_13_47-Greenshot.png [View same] [iqdb] [saucenao] [google] [report]

Here I have made a door that you can open and a switch you can also use to open it.

Now first thing is make sure that the linedef (that which carries the script) has the same id tag as the sector that will be influenced (in this case, the door).

Secondly make sure that the linedef that you want the player to interact with has that little niblet sticking out towards them. Thats the direction the trigger is facing them, so you can think of that side as being the "live" side that the player can switch/run through.

And lastly make sure if you don't intend it, as pictured, make sure your linedef action is NOT x1, this means that the linedef can only be used once and will not cycle again, this can be useful for many things, but you will want your linedef action to be DR meaning it will be like a standard door and can be used forever.

Fourth make sure the door is kissing the floor.

>> No.3804003

You can also influence which way the linedef faces by beginning drawing East -> West vs West -> East or North -> South vs South -> North.

>> No.3804004

Yeah, i already knew that the problem was that I didn't pay attention to the knobs, so sometimes I drew them facing the right way, so they worked, but other times the knob was facing the wrong way. That just confused me.

>> No.3804008
File: 133 KB, 622x734, Výstřižek.png [View same] [iqdb] [saucenao] [google] [report]

I already fixed it, but the secret door didn't open from the inside, and only the right switch worked up in the twin rooms.

>> No.3804010

>open up the map
>the map is surprised to see you

>> No.3804029
File: 219 KB, 1099x736, Výstřižek.png [View same] [iqdb] [saucenao] [google] [report]

i think my map has brain cancer...

>> No.3804037

have you tried GZDoombuilder? It's essentially Doombuilder 2.5 but a lot of newcomers, myself included, aren't aware and go straight for DB2

>> No.3804060

Nope, but i will give it a go.

>> No.3804063

It's a snake

>> No.3804092

i just think it's interesting that dump 3 took only three months and there were complaints about a delay, but vinesauce takes over half a year

>> No.3804118

it's a plane

>> No.3804124

It's a furshit

>> No.3804129
File: 217 KB, 1080x726, map.png [View same] [iqdb] [saucenao] [google] [report]

looks like a revenant to me

>> No.3804132


>> No.3804136

I see the revenant skipped leg day

>> No.3804137

that's pretty far fetched

>> No.3804143
File: 257 KB, 462x425, 1477425877973.png [View same] [iqdb] [saucenao] [google] [report]

I know what it looks like! IT LOOKS LIKE A DOOM MAP!

>> No.3804196

Why are the choco doom servers empty? I'm looking for vanilla deathmatch...

>> No.3804202

no one uses that shit, use odamex

>> No.3804203


>> No.3804205

no one uses that shit either, use zdaemon

>> No.3804212
File: 811 KB, 400x224, 1468258762089.gif [View same] [iqdb] [saucenao] [google] [report]

no one uses that shit either, use zand

>> No.3804214

Agreed, everyone uses this shit.

>> No.3804217

But muh low res...

>> No.3804260

It has moved into /newstuff on gamers.org. Yet to appear on the primary mirror or the Doomworld frontend yet.

>> No.3804261

Is there a way to stop weapons from switching on pickpup in Prboom+?

>> No.3804262

Speaking of, I tossed up servers for Demon Eclipse and Harbinger; both of these are supposedly resource wads. Git to it. Might find something useful.

>> No.3804265

Afraid not, sorry.

>> No.3804297

Is there a way to make a weapon unable to fire when it is below X ammo? I'm trying to make a burst-fire weapon and it still fires 3 shots when I have 1 bullet left.

>> No.3804310


>> No.3804321

I'm pretty sure only Kinsie was complaining about that, which is basically B.B. King calling the kettle black.

>> No.3804323


You can do an A_JumpIfInventory check.

>> No.3804324
File: 395 KB, 720x360, another two down.webm [View same] [iqdb] [saucenao] [google] [report]

two down, 6 to go, one of which is going to get completely overhauled, two of which need to actually be made.

>> No.3804347

any of the wad archive work? seems that the BE & TSPGs server are down

>> No.3804359

Which wad do you need anon? I may have it.

>> No.3804360

That works, but what do I jump to in order to switch to a different weapon?
Sorry, this is the first I've tried making anything but maps in Doom.

>> No.3804363

Is this the BFG replacement or something?

>> No.3804367

all the current add-ons for lca 1.5.8

>> No.3804369

Yes, and I'm probably going to fine tune how much damage it does soon because it's a little ridiclous at the moment.

Granted I also plan on making it so you have to hit dudes like a hundred times with your sword or pick up a few cell-tier ammo pickups to charge it from 0

>> No.3804370

Jump to the deselect state?

>> No.3804371

That just lowers the weapon, but doesn't actually switch away from it.

>> No.3804374
File: 305 KB, 1280x720, Screenshot_Heretic_20170216_030923.png [View same] [iqdb] [saucenao] [google] [report]

Nevermore guy here. New version out! I got a handle on the problem and fixed it! For sure this time! Probably!

-Spawners fixed.
-'Dash Options' menu changed to 'Movement Options' menu. You can now cap player speed, for levels that get broken when you move too fast. You should be able to change this option and have it work immediately, without needing to restart the current level.


>> No.3804378

A_CheckReload before each bullet fires. If you're out it'll deselect automatically IIRC.

>> No.3804381

That works perfectly, thanks anon.

>> No.3804396
File: 163 KB, 1600x1055, 1482220411036.jpg [View same] [iqdb] [saucenao] [google] [report]

How come there are no doom wads where you fight grotesque mutated demons or former humans who explode in radioactive goop after rolling around in it for some time? Also the blast will damage you when you get to close to them.

>> No.3804407

Shouldn't it hit like a truck because of the charge time?

How many uses would it have even?

>> No.3804421

one. You get one shot with it and then you're gonna have to recharge it. I guess maybe for as much damage as it does, it's warranted, it's a borderline smart bomb. My approach to this was "how the fuck do I use the BFG?" and I use the BFG as a clutch emergency "Oh fuck" weapon.

>> No.3804430

How do you recharge it?

If it's only a one time use then you have to consider its power in relation to that

The BFG gets a lot of use in heavy fighting because of repeated firing, but if it's once and done then it's probably going to be beefed up as a result

>> No.3804451

Bet you'll struggle on maps where the bfg is the primary (or only) weapon. The daibatana had this issue too, sadly. Not that I'm complaining too much, I know gameplay mods won't always work with every map.

>> No.3804461

Also I hope cluster bombs are either gone or completely neutered because those were way beyond BFG tier AND spammable

>> No.3804470

As I said before, whacking monsters with your sword will charge it, punches won't work, it has to be sword based damage, that or picking up special gems that will replace the cells.

You'll still have the normal power sword attacks which chew through monsters with ease, but like I said, cell-tier gems will charge the BFG attack too

Yeah, cluster bombs are gone, now that I'm not a complete retard and know how things work, I'm going back to making the missile how I wanted it to begin with: Like the crusher missiles from Contra 3, as in: multiple little explosions in a small radius, so it becomes more of a sniping weapon/small crowd control.

Subshots will use ammo that can only be replenished by either picking up a new subshot/the same one, or rocket-tier gems.

>> No.3804483

hitting things to recharge your super attack is all well and good, but
people will either hoard it and never use it, or use it constantly and not have it when they need it
if it had a 3 use capacity instead, it could actually be used, while still keeping 1 or 2 in emergency reserve
maybe even have one bar be charged by melee, and the other two by pickups so all those BFG ammo dumps won't go to waste completely

>> No.3804495
File: 506 KB, 1600x900, Screenshot_Doom_20170216_162948.png [View same] [iqdb] [saucenao] [google] [report]

That would get really busy and cluttered on the HUD though. I don't have much room left to work with here. If added three separate meters, it'd get really cluttered and shitty, plus there really wouldn't be a way to clearly tell the player "Okay. This one charges by sword attacks only" I'm trying to get away from the shitty unreadable HUD like GMOTA used to have.

>> No.3804507


A_SelectWeapon is a thing, I think.

>> No.3804514

I like the idea of cluster bombs but having them split into more bombs which split into more bombs which split into more bombs and then have the bombs spawning just by having the first bomb traveling through the air was extreeeeemely excessive

C Missiles are pretty cool, I play Contra Doom for C/Spread and the music

>> No.3804518
File: 164 KB, 710x651, tis a gun Blaz, a gun that shoots swords.png [View same] [iqdb] [saucenao] [google] [report]

I think I've said this before but GMOTA suffers from me going full retard and going way overboard with... almost everything. Looking back at it I am genuinely shocked people like it because I feel like I should kick my own ass for some of the shit I've pulled.

Granted everyone is their own worst critic and all but still, damn, the fuck was I thinking

I just hope people still enjoy the mod after this.

>> No.3804521

Truly an example of something looking so good that no one notices the giant flaws.
I still like it though, even if it's retarded.

>> No.3804550

Just because a mod is imbalanced doesn't stop it from being fun

>Cool music playing the whole time
>Satisfying to beat the shit out of monsters with your sword or fists
>Combos make it fun to weave in and out of close range to get big damage while avoiding projectiles
>Cannon has satisfying thud and charge shot
>Sub weapons are pretty satisfying and it's got good SNES sounds
>Cannon subweapons are crazy as shit even if wildly broken
>Boomerang sword can be cutting things while you punch other things
The core of the mod is good, period
Balance isn't everything and although some weapons are insane it's not like Russian Overkill where you play it for like 5 minutes to check out the crazy weapons and never use it again

>> No.3804559
File: 1.12 MB, 1280x720, gzdoom 2017-02-16 19-02-26-385.webm [View same] [iqdb] [saucenao] [google] [report]

I think I made an error on the sprites.

>> No.3804562

It looks like he is aiming his gun with one hand and jacking off with the other

>> No.3804563

I've heard of gunwank before, but this is ridiculous.

>> No.3804564

Dual-wielding, one up top and one below.

>> No.3804570

that post-fire recoil is held a bit too long i think. and takes up too much of the screen.

>> No.3804575



>> No.3804610

Servers are fixed. Maybe you can make use of the multi-segmented boss.

>> No.3804639

At this rate, it'll hopefully/prolly get to the point where so many "mods" for NuDoom are made that id will basically just give us the source code or tools of some type.

>> No.3804653 [DELETED] 

anyone else think doom is objectively a bad game? like it hasn't aged well at all. nothing redeeming about the gameplay. it's been outclassed many times

>> No.3804680

and you thought this would be good to ask in the doom general?

>> No.3804713

He's just mad that none of his bait got picked up on.

>> No.3804769

Weapon noob anon again. I'm trying to replace a weapon's sprites, I got the correct filenames and referencing it in Decorate properly, but when I do that it doesn't spawn the weapon at all.

>> No.3804774
File: 129 KB, 640x480, I knew I shouldn't of gotten out of bed today..png [View same] [iqdb] [saucenao] [google] [report]

>> No.3804781


Is it replacing an existing spawn? Like so:

ACTOR NewChaingun replaces Chaingun
// Flags & properties go here
// States go here

>> No.3804782


Looks like the weapon sprites aren't actually registering.

If you’re using a .wad, make sure the graphics are in between lumps titled S_START and S_END, which indicates to the engine that they’re actually sprites.
If you’re using a .pk3, make sure the graphics are in the /sprites folder, since that does the same thing.

>> No.3804785
File: 70 KB, 735x551, dshjfhdksjhghkdsjbfnbmn.jpg [View same] [iqdb] [saucenao] [google] [report]

shouldn't of

>> No.3804787

Thanks, I didn't think of the sprites needing a directory to live in.

>> No.3804793

shaldent helf

>> No.3804809
File: 614 KB, 1601x901, Lasting Light.png [View same] [iqdb] [saucenao] [google] [report]

I fucking hate Lasting Light.

Because it scares the shit out of me.

Anyone else have this problem? I'm too accustomed to my doom instincts, the second I see a monster i 'm goin "BOOM SHOTGUN KILL" then I realize i'm holding a lantern and I can't do shit. then the terror sets in and I fucking run.

also is it programmed into the wad for things to trigger randomly? I swear to god a few doors opened themselves and lifts triggered themselves. If not then, i'm even more spooked.

>> No.3804816

>also is it programmed into the wad for things to trigger randomly?

Sort of, yes.
Basically the monsters randomly move around the map, but they can activate doors.

>> No.3804825

Nope, and such an option would go against its goal of being accurate to various Vanilla, Boom, and MBF behavior for demo compatibility.

>> No.3804831


i mean, doesn't it have a freelook option somewhere? or did i just imagine that?

>> No.3804842

I got a question: Can I play this in co-op, and if so How?

Does it work in Zandronum 3.0?

If not, How do I set up a co-op session in GZDoom?

>> No.3804857
File: 74 KB, 800x600, 1474060663213.jpg [View same] [iqdb] [saucenao] [google] [report]

>all these nice looking TSPG servers
>tfw they don't even show up on doomseeker let alone let me connect

i-it's i-i didn't want to have fun a-anyway

>> No.3804863

ok ok ok

three blips in close proximity to super meter
sword damage only fills up the first, pickups can fill up to three
alternative to blips: stacked bars with increasing color intensity

>> No.3804870

That'd still be a bit of a bitch to track, anon, I'll see what I can do later though, but I would probably just go all in and make sword attacks charge all three stocks of the BFG attack, to avoid confusing players and to keep things simple for my own sake.

I'd probably have to nerf the BFG attack a little to compensate for this, though

>> No.3804902

Elaborate good pugposter.

>> No.3804964
File: 128 KB, 900x602, ScreenShot_20170216222412.png [View same] [iqdb] [saucenao] [google] [report]

this, do i need better internet?

>> No.3804997
File: 381 KB, 1024x768, Screenshot_Doom_20170216_213829.png [View same] [iqdb] [saucenao] [google] [report]

Some more progress, be mindful this is very early in development. There is a built-in test map

>> No.3805008

that doesn't help

>> No.3805048

It does, but it still uses vanilla.exe style autoaim behavior, so you can't shoot where you're looking if its in an impossible angle for vanilla.exe.

>> No.3805054

Is it possible to tween their rotations? Interpolate them that is.

So they're not jerking around when they walk so much.

>> No.3805060

Nope, 3D models in GZDoom will always look this shitty and will always be a waste of time.

>> No.3805068

How does total chaos do it?

>> No.3805094
File: 102 KB, 681x900, Pantech_Renue_ATT_02_lg[1].jpg [View same] [iqdb] [saucenao] [google] [report]

can someone find a doom port to this type of phone?

>> No.3805104

It's either using a modified GZDoom or the turns are an animation.

>> No.3805113

>have to cut the shotgun firing sound into 3 sounds for fire, pump back, pump forward

>> No.3805127

It bugs the shit out of me that I can't remember what those songs are from.

>> No.3805131

Super Mario RPG, Booster's Tower, the first track is from the lobby and the second track is when the dungeon really starts

>> No.3805149

Thanks, I can't believe I forgot that.

>> No.3805208

Don't see why you're complaining, it's more versatile that way.

>> No.3805216

No I mean I'm terrible at editing sounds so I probably fucked it up somehow. Seems alright though.

>> No.3805237


90% of the reviews are negative, also it is build on proprietary closed OS, so only native software is supported.

I guess this machine was too unpopular and overpriced for Doom to be ported on it.

>> No.3805239

so we've finally found a modern device that can not play doom?

>> No.3805243
File: 96 KB, 960x540, scr02.jpg [View same] [iqdb] [saucenao] [google] [report]


On the note of mobile Doom, Does anybody knows how the development of GLSL renderer for GZDoom 2.3 moving along?

Beloko released the source of his port, so it should not be impossible to update Doom-Touch up to speed.

>> No.3805246


Well, it theoretically could if someone could be arsed to try to hack the thing. But no one cares, so it may as well can't.

>> No.3805247

Considering it was specifically made to not allow anything non-native to run on it for the sake of security, yes, as is the case with all such devices.

>> No.3805252

I played some Shadow of the Woolball just now.

I didn't know cutscenes could be done so well! Or that the hedgehog character design was based on Rigby from Regular Show.

>> No.3805265
File: 70 KB, 662x700, duram-chan.png [View same] [iqdb] [saucenao] [google] [report]

How do monster hitboxes work in ZDoom? Considering the Doom 2 bestiary doesn't have anything you could consider long-shaped, can hitboxes be longer than they are wide, or does the length/width have to be identical no matter what?

Would it theoretically be possible to do a basic implementation of something like pic related?

>> No.3805267

Yeah it's a charming little Wolfenstein-like. The guy behind it is making a bigger sequel to it right now as well that looks like a Rise of the Triad style game.

>> No.3805272

It's a square with the radius you pick and it goes up the height you pick.

You mean like a sprite that defines locations on the monster? I don't see how it would reference that information. But there's been stuff for detecting what you hit.

With Decorate https://forum.zdoom.org/viewtopic.php?f=39&t=48967

With ACS https://forum.zdoom.org/viewtopic.php?f=37&t=36066

>> No.3805279


That sounds like a challenge.

>> No.3805289

Hell On The Earth (sic!) Remastered released.

Iti s a straight up "GZDoomification" of the original Doom 2 maps with level geometry mostly intact with a lot of added GZDoomy detailing, deep water, some underwater sections and secrets, slopes etc.

Apparently Water rendering was done differently in devbuilds when development began, and it was possible to make semi-transparent deep water in and 2.1.1 so a lot of water simply does not show (it is completely transparent) in new GZD versions, for those a compatibility FOGZ version was made with non-transparent water.

Uses stock textures and assets.


>> No.3805291

What is pic related?

Alo I was proposing color-coded hitboxes like that for years.

>> No.3805293
File: 23 KB, 620x124, Screenshot (95).png [View same] [iqdb] [saucenao] [google] [report]

>browsing moddb
Truly a braver, more patient, man than I
Your sacrifices will not be in vain

>> No.3805295
File: 277 KB, 800x445, what if the cyberdemon had a hick cousin.png [View same] [iqdb] [saucenao] [google] [report]

>What is pic related?

Duramboros' hitzones from Monster Hunter 3 Ultimate. Locational damage is very important in that series, even more when melee weapons with lower levels of sharpness (the game's durability system) bounce off shittier zones and ammo for ranged weapons is limited except for the crappiest shot type. The tool used there is Ping's Dex.

Though it would probably warrant a shitload of spritework, I'm just wondering if it could be possible to reproduce even a few of the series' monsters and their behaviors into ZDoom. At worst I guess something like hot monkey dick could be possible given its form factor and very simple hitzones.

>> No.3805301

There's a thread on IDDQD.ru (a Russian community site), and maker of the WAD chose moddb as the main upload site, mostly because it is very popular with russian audience.

Also, surprisingly, compatibility with Doom Touch seems to be a concern for russian mappers, as it is apparently very popular way to play Doom.


>> No.3805302

You can try and make a multi-sprite monster, like in that LWM demo, that would make each hit zone into its own sub-monster.

>> No.3805303
File: 430 KB, 460x683, doom meme.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3805314

I see it has now arrived.


>> No.3805330
File: 15 KB, 711x321, aa456db3e697fc6b3fa695d99986cfc5.png [View same] [iqdb] [saucenao] [google] [report]

im losing my mind over this, how the fuck do you make quake weapons shoot without auto aim

i played arcane dimensions, none of their weapons have auto aim and you can miss a mobs hitbox just inches away from it so i know it can be done

ive tried making bullets a projectile, sv_aim 0,1,2,3,99, setting aim(dir, 100000), none of it is working

>> No.3805334


Fireworks and staplers and seatbelts

>> No.3805396
File: 689 KB, 1920x1080, Screenshot_Doom_20170217_104350.png [View same] [iqdb] [saucenao] [google] [report]

Th earlier stages look terrible but the later ones are pretty

>> No.3805397

It has "that" kind of look. I hate that look.

>> No.3805401


>> No.3805402

But you have to use "that".

>> No.3805408

Author deliberately relies on useage of dynamic lights mostly, insisting that they are configurable enough.

Problem is, Graf removed dynamic light configuration from the 2.3.2 because it "messes up with author's design"

Now I'm considering going through the maps and adding light levels and colored lights where apropriate.

>> No.3805414

Hey buckos, I just finished my first map! Not my first attempt to make something, but the first one I decided to actually finish. It's probably shit, and extremely short, but here it is anyway. Please leave suggestions and criticisms, I want to get better. https://www.dropbox.com/s/k2tzrrjfm490k62/time.wad?dl=0

>> No.3805419

literally 99.55% of this file is MP3 data. please don't do this.

>> No.3805436


>> No.3805439
File: 2.83 MB, 320x240, time-fda-329.webm [View same] [iqdb] [saucenao] [google] [report]

could try to make it less like a linear corridor crawl. i liked that gulf which it turns out you teleport to the other side. do more of that - put in lines of sight only i.e. visual connections that can't be crossed. being able to see stuff you can't yet reach is always good.

early archvile was pretty nasty. and why would you give a partial invisibility to help with a cyberdemon fight!?

found 1 secret due to knowing about it from previous posts, completely missed the other.

and yeah take the MP3 out. a map of this size/complexity/detail should not be a 15MB download.

demo in boom compatibility:

>> No.3805460

There were two pillars and a super shotgun to help with the archvile fight, the two zombieman on top were there to distract the archvile, you kill them, he revives them. But alright, I'll work on it.

>> No.3805465

Oh okay. Very clever. Useful to know on a replay. My initial instinct was to immediately retreat behind the corner I had just passed, sadly. I suspect many players would do the same.

You can probably leave it alone though I mean it's not like I actually died to the thing, I was just a bit surprised in a "well this is escalating quickly" sense.

It's a good effort and begs for a continuation in map02 on the other side of the cyberdemon's door.

>> No.3805470

Good idea, I'm looking for a way to improve some of the more boring encounters now, map02 is planned, I'll get to it later. Thanks for the suggestions for now. If you know about some other way's I could make it better keep throwing them at me.

>> No.3805512
File: 433 KB, 1280x720, Screenshot_Doom_20170217_114313.png [View same] [iqdb] [saucenao] [google] [report]

Certainly short but there's nothing wrong with that; short and sweet

- Before checking the automap I didn't realise that the second teleport was the previously blocked branch of the mini-base, perhaps lower the rocks a bit, maybe a few unique textures too like trickling nukage or something so you get that sense of "Oh now I'm through here"

- Honestly I loved the archvile encounter, I particularly liked that using the pillars as cover would cost me by letting the archivle resurrect one of the zombiemen - a great way to apply continuous pressure although I think they'd work better as shotgunners.

- Didn't notice the SSG until after the fight but I think the shotgun is better for that encounter anyway

- I'd be careful with using Barons, in the majority of situations, including this one, they are nonthreatening and not much fun to kill. If you placed a Baron on the first teleport then that'd be a great pressurising Baron especially with the tight corridors. Maybe have a few Hell Knights instead and a Pain Elemental behind, so the priority is clearly to kill the PE but the player is going to struggle to get past the HKs quickly

- The first stair leading to the chaingun lowers after grabbing it for some reason and can't be scaled without jumping as seen in pic related

- Thought the second secret was too obscure at first but after a repeat I noticed the bodies and slightly lighter sector to signpost it although I'm unsure as to why there's a radsuit

- Don't forget to vary your ceiling heights, although it is usually fine in an outdoor area like this the edge of the cliffs is off-putting

Texturing and detailing is fine, ammo is plentiful, health is readily available, some monster encounters need work - the cacodemon, Baron and HKs in my opinion but overall its fun to play and thats all that matters in the end really

>> No.3805519

The chaingun cliff was originally supposed to work differently, it was supposed to lower the entire thing one by one so you have to face off the horde of zombieman, but after several failed attempt's at making it work I just gave up. I deleted all the actions assigned to the sectors on the cliff, but for some reason, the first step still lowers. I'm going to fix that somehow.

The rad suit is there so you don't take damage from the lava pit, but I guess it's kind obsolete if you autorun it.

>> No.3805537
File: 287 KB, 962x743, line.png [View same] [iqdb] [saucenao] [google] [report]

Ah I found it, you missed this linedef here right under the ammo box, I see you tried to use "floor lower to highest floor" which explains why it didn't work, try using "lowest floor"

The rad suit is still an odd choice to me considering you've given the player a megasphere, ~5% damage is kind of irrelevant at that point. I initially assumed the rad suit was a hint to go back to the lava pit near the blue key so you could move the megasphere down there maybe

>> No.3805549

oh, that's brilliant! Why didn't I think of that sooner? Yeah, i found the linedef, fixed it already.

>> No.3805595

Guys, I wanna practice some C and though that ACS is pretty good way to do so.

is Wiki enough for me to make simple gun mod or do I need more documentation?

>> No.3805617

I have a couple of questions. I'm a dev and i love the Doom engine, tho i know pretty little about it.

Let's imagine i want to make a game based on the engine. How legal would that be? Also, in what language is it written?

>> No.3805623

>I wanna practice some C and though that ACS is pretty good way to do so
You thought wrong.
Download https://www.imagemagick.org/script/magick-wand.php and make a median filter program to remove moving objects from a set of images. That's always a good practice program in most languages.

However if you're totally bent on ACS, you'll need to use DECORATE as well to get anything significant done, so learn that first.

>> No.3805627

>Let's imagine i want to make a game based on the engine
Use GZDoom-GPL or Gloome.
>How legal would that be?
100% legal assuming you use one of those two engines.
>Also, in what language is it written?
Engine is C++. Internally you'd need Decorate/ACS. Moreso the ACS if you're planning to make a whole game.

>> No.3805628

if i remember well, legally you'll have to sell an iwad with the engine
look into gzdoomgpl, i think it was made with commercial games in mind

the original engine itself is written in C, but really you shouldn't have to remake an engine and just make an standalone wad (so a file with all the sounds, sprites/textures, weapon info, levels, monsters info...

>> No.3805639

Isn't GLOOME kill

>> No.3805649

Might be, haven't checked in a while.

>> No.3805652

This sounds amazing. So, if I'm understanding well, I'd have to make the wad and then distribute it with Gloome or GZDoom-GLP?
I'm really liking this idea. Thanks for the help guys.

>> No.3805656
File: 98 KB, 828x828, cute crash.jpg [View same] [iqdb] [saucenao] [google] [report]

Crash a cute. CUTE.

>> No.3805664

are there more pictures of Crash? I had a crush (heh) on her when i was going through Quake 3

>> No.3805671

How was a mod about a girl in a black coat with some spy equipment called? What's its current state?

>> No.3805672

spritenoob's thing? i don't know if he ever released it

>> No.3805682

(picture unrelated)

>> No.3805683
File: 422 KB, 800x1200, tumblr_nqlsjzcH6x1tkah1uo3_1280.png [View same] [iqdb] [saucenao] [google] [report]

that's Natalia Poloniumski in a space marine suit
here's the interpretation of some other pervert who used to post here

>> No.3805692

GZD-GPL is significantly more alive, and yes basically. Just make sure you abide by the GPL license terms. You'll need to learn Decorate and ACS.

>> No.3805704

I have a lot of work ahead then. When (if) i have something to show, I'll be sure to post it here.
Thanks anon, you da man.

>> No.3805719
File: 704 KB, 1280x720, Screenshot_Doom_20170217_111057.png [View same] [iqdb] [saucenao] [google] [report]

Now I'm thinking with Portals (tm)(c)(r)

Also ow my renderer.

>> No.3805721

>tfw thought true portals were coming in a few updates time but they're already implemented

How come we didn't seen a glut of UDMF portal maps?

>> No.3805723

They've been done 5ever. They're just hard for people to use and no one has enough imagination and talent at the same time to want to make cool portal maps :^(

>> No.3805737

Is 3dge really that good or it's just a meme?

>> No.3805739

It's a meme.
It's basically as of now the most popular hipster Doom engine that a couple people just can't get away from because it uses a different mod code that they like a lot.

>> No.3805764

>1 vote
>3 stars


>> No.3805798

The newer UDMF portals seem a lot more powerful than the old Hexen teleport effects though, and they're really easy to use now. You can even put portals on polyobjects.

>> No.3805801

I'm honestly surprised nobody has made a TARDIS easter egg.

>> No.3805808


>> No.3805817

please, it is courteous to make it clear that you're promoting your own video.

>> No.3805823

>link to patreon in description

you're a faggot.

>> No.3805860

>nobody is bothering to use any of the pickups
>rifles only
>sometimes die immediately upon spawning
>stupid jump kicks to recover forward momentum

I actually like Brutal Doom but that looks dull as shit. It's like the retarded manchild baby of Doom and modern AAA games.

>> No.3805925

There's a bunch of sound libraries up on SoulSeek.

Can't use them if you want your mod on ZDoom or maybe even on idgames since it's pirated and there's license shit and surely no one will ever know, but what if

Check out Pole Position Production

>> No.3805945
File: 30 KB, 256x264, 1478133859144.png [View same] [iqdb] [saucenao] [google] [report]

>Graf removed dynamic light configuration from the 2.3.2 because it "messes up with author's design"
And in doing that, he fucked up more maps than if he just left it alone. Amazing.
Thank goodness I didn't switch from 2.2.0, I didn't even know a new "update" came out.

>> No.3805950

2018 Changelog:

>MAPINFO can now force bloom. Toggling the effect messes up with author's design.

>> No.3805954

pic unrelated

i miss when cacobro actually drew doom stuff instead of horse cocks

>> No.3805970

>graf opened a locked thread just to respond

>> No.3805979

Hey, anyone tried corrupting savefiles of the original doom? It can be a lot of fun, just rewriting values in a hex editor, and than experiencing all the weird effects it had on the level. I experienced anything from an invisible wall just randomly appearing in the middle of the level, to the game crashing when looking in a specific direction. It's fun.

>> No.3805989

I really hate that filthy German sometimes.

Record a video for us.

>> No.3805991

How do i record choccy doom?

>> No.3805992

With programs like Cheat Engine around it'd seem like there should be a program that'll corrupt the game randomly, like http://corruptedbytes.com/the-real-time-corruptor/ but not just for emulators iirc.

But Google doesn't seem to understand that I do want to corrupt these programs and I don't have a problem with programs being corrupted beyond the fact that they aren't already.

>> No.3805994


Or you can straight record the screen with a camera for that added distorted effect when playing with glitches.

>> No.3805995

i just open up a hex editor and rewrite some of the values.

>> No.3806013

Is there another megawad like congestion 1024? I swear i heard about one where they only used a set amount of linedefs or something like that, but just can't remember the name now.

>> No.3806015 [DELETED] 

claustrophobia 1024
claustrophobia 1024 2

>> No.3806016

claustrophobia 1024
claustrophobia 1024 2

>> No.3806017

Beware the Nuts tribute

>> No.3806024

Here you go. Excuse the sound in the background, that's the autistic streamer i'm watching


>> No.3806026

Spaceship 1024
Liberate 1024
Plutonia 1024
Katamori 1024
Claustrophobia 1024
An Evening Stroll in Venice
Fanta Base
MAYhem 2014 (2048)
Congestion 384
64:64 (https://www.doomworld.com/vb/post/1711451)

>> No.3806036

Yeah but the whole "you've gotta orient them" thing suuucks if you want to have full monster AI compatibility as well.
I did a thing in one of my maps that was like that, but then the map got deleted because lolharddrivefailure.

>> No.3806042
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking how do portals, polyobjs and mapspots work anyway?

Also I need to get back to work on my maps. Pick one of them (one of the 4 h2h maps, jom's map18 or the crystal thing)

>> No.3806043

Now introducing, the door to infinity!


>> No.3806049

I'm really REALLY bad at polyobjects, but portals are just UDMF line action 156. Set them to static and make sure the lines are aligned as though they were connected (same orientation) and you're good to go.

Do the crystal thing, but add a portal-based easter egg.

>> No.3806057

Huh. Alright.
if portals were allowed in h2h i'd just outright merge all of the maps, would require setting all the lines back up BUUUUT it would be worth it.

how about an attempted Command & Conquer building or tib field?

>> No.3806062

>if portals were allowed in h2h i'd just outright merge all of the maps
that sounds like a disaster waiting to happen

>> No.3806063
File: 131 KB, 960x540, 4ZzAxtK[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw doom couldn't be in glorious 90s-early 2000s cgi

>> No.3806064

Make one of the crystals actually a round-ish portal with another part of the level inside of it.

Tiberium field is fine too.

>> No.3806065

I get the linedef bit but i probably wouldn't of figured out the alignment bit.

I saw them https://youtu.be/Oq8Wp7LOck0?t=33 and thought the core was neat too; but that's for another time.

>> No.3806067

who or what is jom?

>> No.3806068

It may be; but it would at least get my disjointedness into some actual damned form and serve as a better intermediary while i try and figure out mid-peices.

The basic layout of the map is nearly done; I'm just trying to figure out good connections for the existing rooms and then we're laughing.

>> No.3806072

Joy of Mapping, I assume.

>> No.3806074

Man, a lot of the corruptions I'm getting are really underwhelming. I don't even know how I managed to spawn the invisible wall, I'm trying to replicate it, but the problem is, that the game is very prone to crashing if I get too ballsy.


>> No.3806078

Anyone got a link to that Russian contest?
It sounds interesting, and if that's what they're capable of, I'd love to see more.

>> No.3806084

The guy also has a couple of other neat concepts that I like. See if any of you can figure out how to replicate them.

I've seriously of liked to see a "SO YOU WANT TO MAKE SOME FUCKING DOOM MAPS" that covered some neat tricks and some "stop fucking it up" tips.

would pitch in with what i know, probably some basic shit to many of you but hey.

>> No.3806092
File: 416 KB, 1600x900, Screenshot_123.png [View same] [iqdb] [saucenao] [google] [report]

The fuck are these white pixel things and how do i stop them?

>> No.3806096

space ant's

>> No.3806102

Honestly, it's better than most of the garbage that was sent for the contest.

>> No.3806108

I'm assuming you're using GZDoom.
Go to OpenGL Options> Preferences and try setting the 'rendering quality' to "Quality".

>> No.3806125

I don't see how I could make that look not-terrible yet.

>> No.3806131

A bunch of layers translucent linedefs that lead into a portal that has more layered translucent linedefs in front of it. So it kind of looks like you're just walking through a cloud into an area, but that area is inside a crystal. Also don't try to bother with round-ish-ness. Looks like shit with portals.

>> No.3806154
File: 9 KB, 220x201, B1_Aerosol_can[1].jpg [View same] [iqdb] [saucenao] [google] [report]

What good is this thing? The primary fire sucks dick for damage and requires me to stand in harms way. Is it just for the secondary?

>> No.3806159
File: 2.54 MB, 794x594, 1484609434896.webm [View same] [iqdb] [saucenao] [google] [report]

its primary is for killing vermin like spiders and rats

>> No.3806163
File: 1.73 MB, 300x240, tumblr_n4dh26eHhg1r21i5xo1_400[1].gif [View same] [iqdb] [saucenao] [google] [report]


Similarly, what good is the secondary fire on this thing? The manual claims it fires horizontally, but all it looks like to me is a waste of ammo.

>> No.3806165

i never use it its pretty garbage

>> No.3806178

for the most part /idgames would only be worried if you were using copyrighted mp3s. there's thousands of files on there that have textures and sounds ripped from various games/movies/shows

>> No.3806198

I'm reading the manual for Redneck Rampage, and it looks godawful. I'm gonna give it a shot though. Is there a source port worth getting, or is it just like Blood -- dosbox, bmouse, and that's it?

>> No.3806208

increases rapid fire on tommygun

>> No.3806228

dosbox and bmouse, and some moonshine, because y'know rednecks and such.

>> No.3806252


You seen this shit?

>> No.3806265


>> No.3806270

Just saw this. To those of you complaining about SBARINFO in Freedoom last thread, I guess they heard you:


>> No.3806279
File: 1.99 MB, 448x252, 1440092473647.gif [View same] [iqdb] [saucenao] [google] [report]

Why can Doom Guy run sanic fast but can't jump at all?

Seems really weird, you could make the argument his equipment weighs him down but surely if he's able to run that fucking fast he could achieve some kind of jump with that velocity.

>> No.3806285

the programming

>> No.3806289

good to see

>> No.3806291
File: 399 KB, 366x543, U1YBzXS.png [View same] [iqdb] [saucenao] [google] [report]


Good shit.
It was a pretty cool widescreen HUD, but it really doesn't belong in Freedoom.

>> No.3806293

Gameplay mechanics

He can jump, just not well, as shown in Tony Hawk

>> No.3806294

Princess No-Knees

>> No.3806295


He hates jumping as much as he hates demons.

>> No.3806308

He's afraid of heights, it's why he can't look down.

>> No.3806314
File: 33 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Well, it sucks. Level 1 is a meandering fucking mess, and the aesthetics and "comedy" are so awful that I don't care to figure out what to do. The drinking mechanic is an interesting take on armor, but it ain't enough to make me give a shit about it.

Does anyone consider this a classic? Am I missing out on something good by not giving this a chance?

>> No.3806315

So if I redownload Freedoom everything should be fixed?

>> No.3806325

yeah if you download an appropriately new git build. fairly sure freedoom has a daily build server but i can't remember where it is.

>> No.3806335

Nobody gives a shit about Redneck Rampage, you're fine.

The weapons aren't very good either.

>> No.3806339

He can jump in the same way Link does.

>> No.3806384

rocket-propelled wheelchair

>> No.3806385

I thought it was pretty fun for a dumb romp. The level design is too mazey at times. Bowling is fun, and I liked the art in it.

Also Gettin Drunk is a great song.

>> No.3806386
File: 764 KB, 500x450, Woody Fuck You.gif [View same] [iqdb] [saucenao] [google] [report]

That's not jumping! That's just falling with style!

>> No.3806387 [DELETED] 
File: 826 KB, 685x852, ItIsClosetTime.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3806401

stop shilling your shitty channel

>> No.3806402

>Does anyone consider this a classic?
Only thing I have for it is a bit of nostalgia mainly since when I was younger my brother and I had that "Early Years" disc. Which wish I'd have known it then but the full game is hidden on that disc...with the files just marked as hidden within Windows.

>> No.3806403
File: 22 KB, 157x262, bleedingHeart.gif [View same] [iqdb] [saucenao] [google] [report]

>just found out about automap mode in doombuilder
holy fuck this is so much easier good god.

>> No.3806410


it is a good run though

>> No.3806413

It isn't.

>> No.3806414
File: 1.47 MB, 267x200, Enough.gif [View same] [iqdb] [saucenao] [google] [report]


>smooth doom 10/10
>filters 0/10

>> No.3806416


show us your skills anon, youtube is free and this is a doom thread

>> No.3806419


what's the problem on posting a doom video?

>> No.3806426


Nope. GZ won't even launch if I do that

>> No.3806430

Okay. I did something fucked but I don't know what it was. Alas.

>> No.3806434

Yeah the tommygun altfire is pretty shit. who wants to have less accuracy?

>> No.3806439

Advertising is against the rules.
Generally if you post a video, there should be a reason for it beyond "here's a random video".

>> No.3806440

You gotta make sure all the portal lines are double sided and have valid entrance/exit tags. Basically what it does is join the two lines together like a single line and the sectors they connect to become "side by side".

It's ok if you don't wanna do it, maybe when you release your map I'll show you what I meant with an example.

>> No.3806450


I'm pretty sure that channel is not monetized, it not even have views

>> No.3806529

I don't think doom related videos are off topic in any way.

not to account for how, you know, the channel isn't fucking vevo and the authors don't seem to profit from views, subscribers or donations in any way.

I can't believe how paranoid and anal people are about this. posting gameplay .webms should be a bannable offense by that same line of thought.

>> No.3806537

>posting gameplay .webms should be a bannable offense by that same line of thought.

Lol nope

>> No.3806540

Stop replying to the shitposter. If you're the original guy, just post a webm on mixtape.moe or something. Apparently the janitor didn't like your post for some reason.

>> No.3806541

>I don't think doom related videos are off topic in any way.

doom related videos, yes, i agree.
a channel that just started posting videos they recorded just today apropos of nothing with no line of discussion leading to it or relevant to it, solely to show off their channel? hmmm. more questionable.

this isn't really exclusive to the doom thread. there's a good amount of topics on /vr/ that try to use the board to shill their retro channel/streams.

were you trying to shill? i don't know, and frankly i don't really care. but don't be surprised if you get caught in some crossfire.

>> No.3806552

>a channel that just started posting videos they recorded just today apropos of nothing with no line of discussion leading to it
Not every post has to be a reply, holy fuck dude.

Why do you think this is some fucking conspiracy, it's a video of some faggot playing Doom but apparently they're planning to get famous with gameplay of a 20 year old game literally no one but us give half a shit about? By posting it on a thread with a speed of 1 post to 2 minutes?

Did a priest skullfuck you retarded as a child? What the fuck could be your problem?

>> No.3806554

are you actually gonna try and argue otherwise? it's not like there's money being carried over from one point to the other by you clicking on a public site to watch a doom video posted on a site stub with low user traffic. granted, it would be against the rules if there was some sort of profit inbetween, but between here and more populated boards you could milk bare cents off, there's quite the difference.

it's already bad that we get 4-5 shitposts by the same fucking person each thread, cutting off a single post and dismissing it as shilling is something I'd expect /v/ to do.

>> No.3806557


The amount of /doom/ that doesn't visit the rest of /vr/ is staggering to me.

>> No.3806558

Scythe speedrun


>> No.3806560

>Did a priest skullfuck you retarded as a child? What the fuck could be your problem?
hm, yes, this is a reasonable and well-thought-out argument. i concede to your superior position.

>> No.3806561

>granted, it would be against the rules if there was some sort of profit inbetween
It's against the rules, period. If you have an issue, whine to /qa/ about how you posted your gameplay videos and people said mean things about it. :(

>> No.3806563


This is old, but I still get a kick out of it.

>> No.3806565

why you heff to be so mahd

>> No.3806567

>Why do you think this is some fucking conspiracy, it's a video of some faggot playing Doom but apparently they're planning to get famous with gameplay of a 20 year old game literally no one but us give half a shit about?

Uhhhhhhhhhhhhhhh you're the only one that said this. Was this your plan, the whole time?

>> No.3806570

none of the posts I find are on the video content itself. and to be perfectly fair with you in particular, it's funny that you've just now began assuming I'm the OP because I dared ask legitimate questions about the sense of paranoia that spreads about.

>> No.3806572

is there a way to turn off auto weapon switch on pickup in prboom+? i cant find the option for it

>> No.3806580

Because the posts were talking about monetization, advertising, and shilling, and you're only going to make money off of YouTube if you have thousands of views.

So I guess the real issue beyond the buzzwords is the YouTube account has a name on it?

I'm trying to read between the lines because on the surface your post makes no fucking sense, I might as well try to divine the future from a sick dog's shit heap.

>> No.3806581

>about the sense of paranoia that spreads about.
I'm just answering your questions, I don't really give a shit about some dude's awful gameplay videos being deleted.

Is that what paranoia is? Because if so, you seem to be pretty paranoid...

>> No.3806583

I tried to do generally what you said, but the sectors tended to merge into a terrible polygon and are moved from where they actually are in the builder.

>> No.3806584

>and you're only going to make money off of YouTube if you have thousands of views.
this is incorrect, anyone can monetize their account from the get-go.

>> No.3806587

making a parallel to a post isn't the most effective way to answer somebody's questions. you shouldn't even have bothered replying if all you're gonna spout are random accusations like this.

I don't know at what point did you assume I had to ask you what your interests were. that's pure conjecture from your part.

paranoia, if you will.

>> No.3806589

On the automap it'll look weird. Here's a kind of example map to show you how I set my portals up. https://www.dropbox.com/s/ust57cpsdtxk4m5/MAP01.wad

>> No.3806590

>you shouldn't even have bothered replying if all you're gonna spout are random accusations like this.


>> No.3806593

I liked it better when you would pretend to switch tables around and call me paranoid because you have no argument.

at least you're not fighting a post on the internet anymore.

>> No.3806594

Any Metal Gear mods?

>> No.3806595 [DELETED] 

I want SArais and FKer to leave

>> No.3806596

Stop it you nigger. Both of them Dindu Nuffin

>> No.3806597

We all do, anon.

>> No.3806601

Not that I know of but that reminds me: there really oughta be a stealth mod with mechanics similar to MGS.

>> No.3806602

No, It's not just the automap. It physically merges the sectors.

>> No.3806607

Did you set it up like I have mine in that map? It's basically supposed to merge them as though they were already connected. Kind of.
Nigger I'm trying to give mapping help here, I don't see you doing anything.

>> No.3806614
File: 18 KB, 604x498, mapfishRules.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3806615

funny thing is the video itself would have gotten absolutely zero feedback most likely if a few days had passed since it was first posted

meanwhile other videos are perfectly fine

for all we know the guy who uploaded the unreal e1m5 remake in UE4 gameplay video last thread could've had an excerption from youtube to monetize his garbage. if that's the case, then the guy is most likely a couple cents richer now thanks to y'all

really makes you think

>> No.3806618

Don't worry. They're literally pissed just by our mere being in the thread.

I'm kind of getting sick of this map.

>> No.3806623

>if that's the case, then the guy is most likely a couple cents richer now thanks to y'all


actually, you legitimately need to have your video reach the hundred thousand views in order to start making at least a few cents from it

really goes to show how much you actually know of what you're talking about

>> No.3806626

Wait wait wait, we're both literally not shitposting whatsoever and being blamed for this? What a laugh.

Anyways, it was just a suggestion. If it looks like shit or whatever then don't do it. I'll see if I can set up an example of the kind of "gate fog" effect I was thinking of though. It might be more simple to understand if visually shown.

>> No.3806632

>funny thing is the video itself would have gotten absolutely zero feedback most likely if a few days had passed since it was first posted

This is correct.
And as >>3806541 (the only good post in the entire fucking matter, desu) has stated, it's not really exclusive to /doom/. A lot of people try to shill by uploading videos and making topics about them, or making stream threads. They get nuked.

If you want to stay safe, wait a few days.

>> No.3806636
File: 2.82 MB, 640x360, pinkytantrum.webm [View same] [iqdb] [saucenao] [google] [report]

it was all worth it for this

>> No.3806637

or post some relevant content people would find interesting along with it, instead of "idgaf"

>> No.3806647
File: 679 KB, 200x199, 502.gif [View same] [iqdb] [saucenao] [google] [report]

>we're both literally not shitposting whatsoever

>> No.3806657

To be honest/fair to the guy, the pinky's model is actually spot-on. It almost looks exactly like the original sprite.

The animations and ragdolls though........

>> No.3806659

That's essentially it. There's somebody in the thread that's been constantly shitposting and appears to have a hernia with our mere existence.

https://www.dropbox.com/s/knw0vnmitid4xe5/fleshcrystal-pav002.wad?dl=0 Last version of this thing. I'm going to upload it and the current version of that h2h map https://www.dropbox.com/s/bpj2hzfhz4b69q9/e1m8.wad?dl=0 incase anybody else wants to use it.

I'm not going to be mapping again for a considerable while. Not cut out for it, not worth the time and effort.

>> No.3806663
File: 349 KB, 800x1207, 1481498348670.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw the Doom general really is like a bunch of infighting Doom monsters

>> No.3806668

sounds to me like the apparent 'shilling' is nothing more than a non-issue then, which was the whole point of the tongue-in-cheek nature of my post

you don't need to take things at face value all the time, anon

>> No.3806670

Ok so here's a simpler version of what I meant. You could make a walk-through part of a crystal with one of these in it that transports the player to a secret area.

Do you remember who lost their shit at the IRC drama when you got banned or whatever like 3 years ago? It's probably him.

>> No.3806685

Fuck if I know.

Useful if I ever decide to map again.

>> No.3806687

>and appears to have a hernia with our mere existence.
You don't exactly have a stellar reputation. I suspect some people are just using you as an easy target.

>> No.3806691

Who is Fker, and whats wrong with him?

>> No.3806695

It's me, and I used to hang out in IRC very frequently in 2013-2014. Apparently some fag has a problem with me, I tend to be pretty opinionated so it's probably over that.

>> No.3806702


You also tended to throw a fit over criticism for FKer (the plasma pistol was a hot topic) and fedora'd out over your debate class.
But for me, that's years ago. None of us are spotless.

>> No.3806707

Mmm, no. I'm aware of the not-good reputation. My tendency to start and never finish maps doesn't help that any.
i wish i still had something to smoke right now

>> No.3806714

>throw a fit over criticism for FKer
Nigger I have no idea what you're talking about unless you mean the incredibly sarcastic response video where I killed a cyberdemon with it in response to people complaining that the infinite ammo backup weapon was underpowered. Other than that it barely got any attention at all, so there was nothing to really address.
>fedora'd out over your debate class
I literally don't even remember that.

>> No.3806742
File: 60 KB, 690x518, 1385231687521.jpg [View same] [iqdb] [saucenao] [google] [report]


Hey, it's fine, it's fine. Like I said, that's years ago.

>> No.3806748

Yeah, I had a pretty shitty home life too so it's likely I was just venting. Luckily my family is now completely destroyed and I don't speak to any of them :^/. Also the shitposting seems to have stopped.
I'll be 100% honest, my renderer exploded during the last bit and I personally find the difficulty to be a bit too extreme. That being said it's pretty neat.

>> No.3806758

It's because of the portal being as good as i could manage it.

I usually test my shit on UV, and I lost patience/attention span, so there's that.

>> No.3806762

Christ, well you tried.

>> No.3806767

It also may have something to do with the engine shitting itself as the poor attempt to increase icon spawn rate and fixing the icon spawners to only do the cacos/pains; causing the others to be constantly telefragged in those little slots.

>> No.3806773

Well hey; as I've said before. this shit isn't something I can do on my own; nor have the patience to. One of many reasons I was looking for collaborative efforts when I mapped.

>> No.3806778


The point of a collaborative effort, however, is to supplement other people.

What can you do?

>> No.3806783

Well collabs are pretty rare bro. I'd say maybe aim smaller and get a 5-level wad out to show off what you can make and then try to get people to help.

>> No.3806785
File: 174 KB, 1280x1024, basically nothing.png [View same] [iqdb] [saucenao] [google] [report]

How the hell am I supposed to answer that?

You can always tear my map apart and take things out of it for one's own use. The areas I worked on and weren't replaced by random anon are circled in blue.

tl;dr: fucking nothing, so don't bother.

>> No.3806789
File: 154 KB, 1280x1024, can of slotter soop.png [View same] [iqdb] [saucenao] [google] [report]

Canned slaughtermap for going nowhere fast, also.

>> No.3806792

Yeah, I'm aware of their rare status.

I can hardly get a 1-level one out, so you can't really aim too much smaller unless you shit out a mock 3.

>> No.3806793
File: 123 KB, 1258x816, Z9kGKEE.jpg [View same] [iqdb] [saucenao] [google] [report]

I took it a step further again with the shotgun shell shitposting.


>> No.3806795

That's because you're aiming too high with what you're putting into one level. Just do a simple Boom level and don't worry about high concept fuckery. Not everything has to be a masterpiece.

>> No.3806797
File: 66 KB, 564x498, b711a677eb4ea7e374c2eea9c1097976.jpg [View same] [iqdb] [saucenao] [google] [report]

And to think this started because of my sloppy implementation of ejections.

>> No.3806801
File: 207 KB, 670x566, Old Snake Accepts his death.png [View same] [iqdb] [saucenao] [google] [report]

Hasn't been updated since last year. Sooo it's dead jim.

>> No.3806805
File: 162 KB, 475x421, 572.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3806806
File: 46 KB, 272x256, 1477057521262.png [View same] [iqdb] [saucenao] [google] [report]

If it makes you feel any better I've had a lot of fun doing this. Sometimes it's good to cut loose and go full retard.

>> No.3806807

That's what >>3806789 was, so i'll pass.

>> No.3806813

Oh no, it's hilarious. I'm still trying to get all the frame delays done right for the shotgun's shell ejection though, since it's also got the whole "swap while unloaded" thing going for it so I have to make sure it ejects at a good time but also ejects at or after the marker point for the "loaded" token which allows it to be fired when swapped to.

>> No.3806853

Who likes HQ maps?

>> No.3806875

I like HQ rips

>> No.3806880 [DELETED] 


So that's a no on the headquarters maps of clans?

>> No.3806884

>Make elaborate videos on how they're ending the channel
>Then continue it

For what purpose

>> No.3806887 [DELETED] 

fuck i hate when that happens.

>> No.3806891


So that's a no on the headquarters maps of clans?

>> No.3806919
File: 67 KB, 186x214, 1357799083718.png [View same] [iqdb] [saucenao] [google] [report]


I'm using this

>> No.3807004

Last I heard, making the GLSL renderer official is on the list in the name of better support for Pi and other babby computers, but not a high priority.

>> No.3807006

Yes, GLOOME is kill. GZDoom-GPL is basically the latest version of GZDoom with the licensing gremlins sorted out, so use that.

>> No.3807051

>going nowhere fast

Isn't that the joe-illya led project?

>> No.3807112

Hey i'm the save corruption guy from yesterday. I got a pretty nice one going. It's not something amazing, but it's a nice change of pace from the missing skyboxes i got before.


>> No.3807138

Got a slight texture change, invisible wall, and a secret which crashes the game.


>> No.3807140
File: 340 KB, 1280x720, Screenshot_Doom_20170218_023121.png [View same] [iqdb] [saucenao] [google] [report]

Fucking up ZDoom with Cheat Engine. In the game so far all that happened were some specks on textures and little video artifact looking glitches flicker on the screen, but this screenshot came out real fucked.

>Error: Image appears corrupt.
Had to resave.

>> No.3807145

Holy shit! Well, at least we have a reliable screenshot corruptor. What I think the issue with doom is, that it's really stable, so unless you change some major values, it's not going to be too crazy.

>> No.3807146
File: 375 KB, 1280x720, Screenshot_Doom_20170218_023702.png [View same] [iqdb] [saucenao] [google] [report]

There's just not much to it.

>> No.3807153
File: 78 KB, 1280x720, Screenshot_Doom_20170218_023854.png [View same] [iqdb] [saucenao] [google] [report]

It crashed.

It's either barely anything or it breaks apparently.

>> No.3807181

How do you even corrupt with cheat engine? I tried changing a bunch of values, rewriting the hex code... and other than a slight music bug, i corrupted jack shit.

>> No.3807182

I changed what must have been thousands of values. Cheat Engine froze a few times while adding a bunch of values.

>> No.3807203

I recently finished this short little level, and I'd like to hear your opinions on it. Thanks!

>> No.3807208 [DELETED] 

I'm of the opinion that, while well modeled out and decorate, the map was ultimately gay and your a fag, lol.

>> No.3807213

I'm of the opinion that you're English is shit

>> No.3807214

that ragdoll would probably be fine on a caco, especially if it throwsblood around everytimes it collides with something

>> No.3807216


>> No.3807223 [DELETED] 

Let's take a trip in my favorite rocket DICK

>> No.3807224

>missed a "d" when typing
YOU'RE a shit.

>> No.3807227

You're a big-ass waste of SHIT

>> No.3807242

Term uploaded Intermission E1M9

Was this recorded in late January?

>> No.3807254



>> No.3807259

iirc it was mentioned on a previous podcast that they record one week and then edit a week or two after

>> No.3807273

That's the usual method. This one was recorded on like the 27th or so.

>> No.3807281

those are called pearly penile papules, they're normal for most guys

>> No.3807286

what the fuck is that?

>> No.3807287

>Similarly, what good is the secondary fire on this thing?
I suppose it's for the keyboard only players.

>> No.3807363
File: 509 KB, 854x480, thefuture.png [View same] [iqdb] [saucenao] [google] [report]

>To be honest/fair to the guy, the pinky's model is actually spot-on. It almost looks exactly like the original sprite.
Yeah, it's better than it used to be.

>> No.3807364
File: 131 KB, 822x577, unrealengine4doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3807367

The Pinky is so confused why this guy recreated Doom in Unreal Engine 4

>> No.3807371

>going nowhere fast
So like all slaughter maps? [canned laughter]

>> No.3807426

I'm currently trying to figure out what values do what, so the corruptions can be more consistent. This one is kinda interesting it starts me off with a shotgun than has 0 shells, and the pistol has more starting ammunition. There is a section I thought was gonna crash the game, but surprisingly it didn't.


>> No.3807438

Alright, i'm getting the hang of it. This one changed a bunch of textures in different places, the switch that lowers the platform doesn't work, and opening the secret op on the platform crashes the game.


>> No.3807440

just read the source, man. you want p_saveg.c, mostly.

>> No.3807446

I'm honestly just goof off. I don't know jack about this stuff. What i'm doing is hexa editing saves, and rewriting random values.

>> No.3807451

Alright, last one I'm gonna post. I like doing this, but it already seems like I'm "that guy" so... This one is a bunch more texture changes, one invis wall, and a wall that causes the game to crash. If any of you find something interesting, I'll be happy to see it.


>> No.3807452

>hexa editing saves, and rewriting random values.
yeah i spent a lot of 1998 doing that kind of thing. i had whole sheets of handwritten notes on the save file format. i hadn't much net access back then and had no idea the source was available. still when i did finally see it, my research made it a lot more fathomable.

>> No.3807456

Well, let's put it this way. How do I read the source? And what do I look for? I have no experience what so ever...

>> No.3807473

the basic structure of the savegame file is

- a little header with the savegame name and maybe other stuff

- player data (this should be obvious, at least the ammo/maxammo arrays are highly noticable)

- sector data, 18 bytes per sector

- linedef & sidedef data, either 16 or 26 bytes per linedef depending on if it has one or two sides

- thinker data: actors, then other stuff like glowing lights and moving floors

you can see these as tables if you adjust the line width of your hex editor.

the code is here, the important parts are the Archive/Unarchive functions that read/write the data fields from/to the savegame file. they are the same order in the code as they would appear in the save file.


>> No.3807475

>If any of you find something interesting, I'll be happy to see it.
This isn't really related to what you're doing, but it's a neat bug from PSX doom related to lost souls escaping the map.

>> No.3807478
File: 327 KB, 496x742, STICC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3807480

1000% armor (female)

>> No.3807496

real hard gangsta motherfuckas open their files up in notepad and paste in paragraphs of erotic fanfiction

>> No.3807542



>> No.3807601
File: 552 KB, 1024x1447, f54.png [View same] [iqdb] [saucenao] [google] [report]


Its quite ironical that crash armor in Q3A was already a proto Praetor suit, even the boots

>Its time for a thikk and cute crash

>> No.3807603
File: 497 KB, 1024x1447, 4f1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3807607

I want to have sex with Doomgal.

>> No.3807610
File: 246 KB, 752x1063, 754.png.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3807718

you cheeky cunt.

>> No.3807965
File: 114 KB, 548x572, visplace_suck_it.png [View same] [iqdb] [saucenao] [google] [report]

Stock textures and 128 visplane limit is actually bit tricky to deal with.

>> No.3807994

Anyone here have experience with GZDoom/MD3 format?
Just curious if anyone offhandedly knows if you can:
Animate UV's
Vertex color
Vertex opacity

>> No.3808045
File: 516 KB, 1280x720, Screenshot_Doom_20170218_202123.png [View same] [iqdb] [saucenao] [google] [report]

>stock textures
Brigandineehas shown me that you can work wonders even with the default textures

>> No.3808063
File: 280 KB, 1187x728, rifts.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah. Brigandine uses lot of lighting and sectors to accomplish what it does. I am trying to work under the visplane limit, which with the stock textures is bit tricky.

Plus I am not as good as who made Brigandine.

>> No.3808065

The Doom savegame format saves more information than you might think. Not just the position and state of all the things in the level, it actually lets you add any sort of things you want to a map. Not just that, it lets you set all the values for the things. Want a 1000000-health trooper? Sure, why not. It even stores all the linedef / sector specials and tags. Want to turn a door into a key door? Just edit the door's special in the savegame and then add the key for it somewhere on the map. Want to change where a teleport goes? Change the teleport line tag and then add a new teleport location in another sector you tag.

I wish someone would make a tool to create savegames to let you change existing maps. It would be neat to have challenges where you create a custom savegame to turn, say, Map16 into a total slaughtermap and have people try and make demos for it.

>> No.3808070
File: 10 KB, 128x137, av.jpg [View same] [iqdb] [saucenao] [google] [report]

Thats what I like to see

>> No.3808097

That's how I make my corruptions in the first place. I got the idea a long time ago, when I got some savegame editor, that was basically a little cheat program, that added the requested values straight into the save. (It was kinda worthless, given the fact I knew all the cheats from memory).
The problem is, that I don't know what each value in hex stands for, so I'm basically stuck guessing and randomly replacing bits of text, hoping it will do something.

>> No.3808151

Well, this will make corruptions much easier... why didn't I bother to look earlier?


>> No.3808160
File: 457 KB, 871x1199, the doom box art except its in the style of lisa frank.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been using GZDoom, but it has some pretty bad frame rate drops in demanding mods like Reelism and Nuts. Is there anything with a similar level of compatibility, but better performance?

>> No.3808171

There is pretty much no way that something like nuts.wad will run fine on GZDoom, even on some kind of souped up powerhouse rig.

>> No.3808172

So what's the most important part of what makes a good map good? Architecture? Layout? Enemy and encounter placement?

>> No.3808189

Enemy and encounter placement 100% of the time. The rest of those things are secondary to how the map plays. If you're missing detailing or the layout is linear, you can still have an alright map, but if the enemy/encounter part is fucked the map is bad no matter how good it looks.

>> No.3808193


I meant an alternative source port. Doesn't matter anyways, I upgraded GZDoom and it runs a bit better.

>> No.3808194


>> No.3808203

heh nice. that takes me back.

>> No.3808215

That being said, the only thing that's going to have "a similar level of compatibility" is another ZDoom fork. Your options are limited to continuing with GZDoom but switching to the software renderer, or trying QZDoom, which is very new and I am led to understand not very stable yet.

>> No.3808216
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3808225
File: 343 KB, 1296x759, ss+(2017-02-18+at+05.06.01).jpg [View same] [iqdb] [saucenao] [google] [report]

I made a titlemap because I can't draw for shit. Also renamed the mod to Babel for now because it's the only good ancient reference involving communication I could fine.

I still haven't got the moving camera working yet.

>> No.3808226


Apparently there's a version of PSX Doom that allows gameplay mods, i installed the google drive file but it didn't work, do i need something else to install, like some sort of source port or wad files?

>> No.3808229

>do i need something else to install, like some sort of source port

This is going to sound more condescending than it actually is, but let's get this out of the way.
Are you new to Doom?

>> No.3808231

No, i just never tried anything related to the PlayStation version of DOOM, even though i had the 64 game but they're obviously different

>> No.3808232

Nothing now. We're done with mapping.

>> No.3808234

NEW WEAPON MOD IDEA >>>/wsg/1550180

>> No.3808236

I'm glad I came across this post.

>> No.3808248


Working a map for a plain Doom 2 community project. While it is a limit-removing, I personally challenged myself to work within constraints of Doom 2 ( ex. visplane limits etc. )

>> No.3808253


Fair enough. All right, you basically open the file up and load the pk3 into QZDoom or GZDoom.

>> No.3808257

Hey, lads, this is offtopic, but I can't seem to be able to connect to the 4chan main page or any board for that matter. Anyone else has this problem?

>> No.3808259
File: 60 KB, 940x896, ss+(2017-02-18+at+05.25.42).png [View same] [iqdb] [saucenao] [google] [report]


I learned how to do low-res sound effects outside of just decreasing the bitrate (which just makes it sound bad).


>> No.3808261

love that fireblue. otherwise it looks heavily sunderish. is it really under vanilla rendering limits?

>> No.3808263


That's another thing, the google drive file in the thread wasn't pk3 but 7Z instead

>> No.3808267

7z is a container format, like rar and zip.

>> No.3808269

its really weird you have no inertia after movement & just stop dead. sounds are cool. weapons are too low rez for me though. i expect that's intentional but yeah

>> No.3808272
File: 1.20 MB, 540x457, neet-snooze.gif [View same] [iqdb] [saucenao] [google] [report]

GZDoom isn't well optimized in the slightest.

>voxels are actually individual 1x1x1 polygons, meaning you might as well not use them at all and instead make fake voxel models because the way GZDoom handles (what it calls) voxels kills the entire concept
>every individual object is a decorate actor, which is not a a huge problem most of the time, but you'll notice it in large and detailed maps, all those actors making checks across all those linedefs will bring any system to a crawl (some of Lainos' maps aren't even playable in GZDoom)
>adjustable dynamic lights were actually REMOVED and made fixed, meaning you can't adjust dynamic lights to suit your performance needs (the reasoning was that them being adjustable broke custom user maps, when this change actually breaks countless previous maps)

>> No.3808273

So what do i do with it?
Do i have to find a way to see files inside it? because i never did this with 7z files

>> No.3808276

wfm. must be your end, sorry.

>> No.3808292

Thanks for the feedback, it works now. After we lost access to google here for like 4 hours, I get more paranoid everytime I can't connect to some site.

>> No.3808293



Here's a general all-in-one container manipulation program, it supports 7z, rar, zip, gzh, and a host of other obscure container formats. You can use this to extract the files.
Unless you don't feel like downloading another program, in which case give me a bit to upload the pk3 file to Dropbox.

>> No.3808297

Why not try to make a feature request to bring adjustable dynamic lights back, and this time, if Graf or someone else will refuse to re-add it, they must give a legit reason?

>> No.3808298

Should be, at least to what I am looking at. I haven't setup dosbox+Doom at the moment, but just testing with PrBoom+'s -complevel 2.

>> No.3808301

graf zahl is currently entangled in a rumbustious argument with another equally stubborn and cantankerous programmer over the value of code optimization. his (zahl's) position seems to be that in any tussle between code readability and optimization, the latter will always lose

>But unlike you I grew up, I set my priorities where it matters, and that is favoring human readable code wherever possible, to NOT optimize each fragment of code to the metal and generally to prefer something I can look at 10 years from now and still be able to work with that.
>None of the optimized code from the 90's I wrote ist even remotely usable by now. I have recently dug out some old game I wrote in about 1993, and it's a mess. I would like to fix it up to compile on today's system but what this first needs is a serious cleanup pass, just like ZDoom's software renderer had to receive to make it workable again. The reason why I wrote such a mess back then? Simply because I practically followed every single advice about 'optimization' you have posted here. I wrote code that went for either being small or being fast, but not for code that was designed to be portable and future proof.
>Sorry, I am past that and don't buy into that horseshit anymore. These days the two most important properties I value is that code is a) cleanly written and comprehensible and b) does not overly depend on specific external libraries. Such external access should be abstracted well enough that it can be easily transitioned to another library if the first one ceases to be an option.

>> No.3808304


Programmer fights are the worst.
The eternal battle between "my code looks better than yours" or "my code runs better than yours" is autism that I hope I never get involved in one day.

Doesn't help that most programmers tend to be spergs of the highest order.

>> No.3808307

>PrBoom+'s -complevel 2
this is still strongly limit-removing, you realise? if you really care about vanilla *limits* (more than just keeping to the original game features) you need to use chocolate doom or chocorenderlimits.

>> No.3808308

>These days the two most important properties I value is that code is a) cleanly written and comprehensible
in a teamwork-focused project like gzdoom, i can really understand the desire for code that can be read by others. having something able to be understood by other people so they can modify it is very important.

exclusively focusing on that above all else, however, is where i arch an eyebrow.

>> No.3808312

The fact that he thinks he needs to sacrifice one for the other is disturbing to me. You can make optimized code perfectly readable with comments if you're willing to put in some effort.

>> No.3808313

Well, I will try.

>> No.3808316
File: 44 KB, 1237x637, temp.png [View same] [iqdb] [saucenao] [google] [report]

Finished a map, and had fun with doombuilders automap mode making automaps as clean as possible... That's 5.75 maps done, and working on a few more textures now...

>> No.3808320

¦ )

>> No.3808321


>> No.3808323

looks like a face

>> No.3808336
File: 164 KB, 1237x637, temp.png [View same] [iqdb] [saucenao] [google] [report]

by comparison
¦¦ >

>> No.3808338
File: 89 KB, 630x395, worksfine.png [View same] [iqdb] [saucenao] [google] [report]

Appears to work fine.

>> No.3808343

this looks cool, what port/complevel is it for?

>> No.3808348

Just got the whole thing 100% vanilla compatible. Turns out there are differences in the way Chocolate Doom handled dehacked files vs vanilla. It's a bit more forgiving, so I had to weed out some issues.

>> No.3808350

mapping is terrible for this kind of thing. you can blithely make some room feature and when its done you realise it looks very much like a stylised cocknballs. even if no one ever notices you can't ever unsee it

>> No.3808353
File: 47 KB, 1237x637, stylizedcocknballs.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3808357


>> No.3808362

The accidental penis is a rite of passage.

>> No.3808363


It's cute.

I wanna pet it.

>> No.3808364



Here you go, direct download link.

>> No.3808365


Loads of effort wasted via crap encounters and unnecessary gimmicks.

Basically mod with effort and dedication put into it, by a person who does not quite get what makes a good game/mod good.

>> No.3808369
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google] [report]

You people need to STOP

>> No.3808370


>> No.3808374

Because Grafh is a stubborn autistic asshole.

>> No.3808378

oh that's kind of surprising, because, well, i am under the impression (perhaps mistaken) that rekkr is magic/fantasy themed, but the map layout looks more like a techbase..

>> No.3808380
File: 47 KB, 392x291, rage-loli.jpg [View same] [iqdb] [saucenao] [google] [report]

>make a program for people to use
>intentionally avoid making the program good

>> No.3808383


>> No.3808386

that said perhaps when due to engine limits you can't use thousands of tiny linedefs to create curves or more natural formations everything ends up looking like techbases.

>> No.3808390

curious, are you making some kind of statement by misspelling his name? it is going over my head

>> No.3808394
File: 827 KB, 1237x637, temp.png [View same] [iqdb] [saucenao] [google] [report]

The first episode is more outdoor/village themed. 2nd is a city environment. 3rd is a hell-like dimension. 4th is just bonus maps.

This map is a sewer/water purification area in the 2nd episode. The area in >>3808316 is the more industrial water cleansing area.

pic is same map

>> No.3808396

Maybe I don't remember how to spell German monikers because I don't speak German.

>> No.3808402

Nigger it's 4 letters how do you even screw something like that up?

>> No.3808403
File: 727 KB, 1237x637, temp.png [View same] [iqdb] [saucenao] [google] [report]

one more cause fuckit. screenshot saturday

>> No.3808408

oh that's very nice. yes it could well have been industrial rather than future-technological. it seems in the absence of other evidence my brain defaults to techbases.

>> No.3808438

Indifference? Sorry that I don't make sure to memorize how to spell count in a language I don't speak.

>> No.3808447
File: 1.26 MB, 230x173, wj599or.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3808456 [DELETED] 

>making cancer mad
Thanks Graf!

>> No.3808467 [DELETED] 

Truth hurts, Graf.

>> No.3808489

>"graf is a stubborn, autistic asshole"
>mispells his fucking name which is 4 letters.
I think you meant that you're a stubborn autistic asshole.

>> No.3808493 [DELETED] 

lets make a list of doom's most controversial figures. i'll start:

- graf zahl
- sgt. mark iv
- tormentor667

>> No.3808496

>its really weird you have no inertia after movement & just stop dead
Yeah, I modeled the movement after Wolfenstein style movement, where it's always a static movement value or dead stop.

>> No.3808498
File: 598 KB, 600x599, 1419219476154.png [View same] [iqdb] [saucenao] [google] [report]

Sgt. Mark isn't even worth mentioning. He's done nothing for this community but shit all over it.

He's only good for riding the jellytrain.

>> No.3808501

or on second thought let's not. it's just as bad as e-celeb drama.

>> No.3808510

blargh you replied after i deleted. sorry.

>> No.3808519

Is it normal for Blood to have some hint of input delay with dosbox? Considering dosbox, I wouldn't be surprised if this requires some fiddling with settings.

>> No.3808520

If you people hate Graf so much, then why not make your own GZDoom fork? oh wait

>> No.3808528

ah, yes... http://tvtropes.org/pmwiki/pmwiki.php/Main/LetsSeeYOUDoBetter

>> No.3808536

You're the ones complaining, not me. I don't have any problems with Graf.

>> No.3808551

kb1 is insane. he's supposedly been programming his own personal source port since 2010, and even then he claimed he had been working on it for a while. but we will never see it of course.

>> No.3808559

IIRC he said he would only release it once it was "complete". Broussard much?

>> No.3808561

DNF is not complete.

>> No.3808567


DNF is not complete, but it's finished.

>> No.3808570

You're complaining about people complaining.

How meta.

>> No.3808578

I can actually understand this sentiment, but he's also shown literally zero evidence that he's even working on anything.

>> No.3808583
File: 450 KB, 1000x900, 1479816069673.jpg [View same] [iqdb] [saucenao] [google] [report]

>believing anything Graf says

>> No.3808590

It's not finished, it's done.

Good point.

>Not realizing we're now talking about kb1
Also, you're confusing coding skills and opinions. He's an excellent coder, he just has retarded opinions.

>> No.3808591
File: 191 KB, 1366x728, WIP at 2017.02.16 22-37-02.738 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Tell me this blood shit ain't dope

>> No.3808592
File: 25 KB, 480x480, C046F463601067983200040673280_2.0.1.11884610508466079597.mp4.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi Kevin

>> No.3808597

Looks fine Kevin, although I'd recommend smoothing up the edges a bit so it's more fluid-like

>> No.3808598

I was just about to type that, lel

>> No.3808605
File: 254 KB, 1280x1185, 8xLdTWz.jpg [View same] [iqdb] [saucenao] [google] [report]

who the fuck are you!?

>> No.3808609

Looks pretty rad, Kevin. Definitely want to check your alignments, though.

>> No.3808610
File: 39 KB, 900x900, 1483830711629.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3808614

It's not even done. It's still being waited for.

You mean that Gearbox Call of Dukey? That's not DNF.

>> No.3808617
File: 1 KB, 82x122, what.png [View same] [iqdb] [saucenao] [google] [report]

look at your screenshot you nigger

>> No.3808619

Jesus fuck Kevin, are you fucking retarded?

>> No.3808623

Don't worry about it my fellow BR.

>> No.3808626
File: 175 KB, 279x340, HOW.png [View same] [iqdb] [saucenao] [google] [report]

>you will never be as retarded as kovon

>> No.3808628

oh, this can't be real

>> No.3808630

I'm pretty sure Silva isn't a surname exclusive to Brazillians. I might be wrong though.

I need that map

>> No.3808631
File: 39 KB, 600x726, 1485322712631.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna take myself out of the gene pool

>> No.3808632
File: 2.22 MB, 512x384, aniOomtedwall.gif [View same] [iqdb] [saucenao] [google] [report]

It's as real as my shitty maps.

>> No.3808639

Oh, well, here. Have fun with it? One of my many unfinished maps. And my first map.


Nah. If anybody needs to, it's me. And I'm certain to do it.

All you need to do though, is post your username/online handle.

>> No.3808640

Hi Tristan

>> No.3808642

Hello Turbobitch

>> No.3808674

He's is German afterall.

>> No.3808687

>Finally an update on Final Doomer's update progress
Hype train's back on rails.

>> No.3808712

That's alright. Nobody knows who you are still. There are like 30 million Kevin Silvas out there.

>> No.3808785
File: 53 KB, 417x421, lana-del-rey-ultraviolence-650-430.jpg [View same] [iqdb] [saucenao] [google] [report]

Has this already been done? 0.2851 seconds in GIMP

>> No.3808805
File: 808 KB, 1126x989, ▄█▀ █▬█ █ ▀█▀.jpg [View same] [iqdb] [saucenao] [google] [report]

Mah nigga. Better than PAINT.net, as good as Photoshop, and above all else


>> No.3808809

>as good as Photoshop
Not quite, but it's up there. Less buggy than photoshop for sure.
Legit good album.

>> No.3808920

So do you guys read the manuals that come with mods sometimes? I just wrote one up real fast for my own mod since I think it would be useful to players, but I'm curious about how many would actually read it.

>> No.3808941

Gotta love when the ultra rare Chocolatism creeps in

>> No.3808943

>Turns out there are differences in the way Chocolate Doom handled dehacked files vs vanilla
I'm guessing this was why the projectiles were fucking up a while back too. Good job figuring it out.

>> No.3808951

Only if it's complex to play or it has CVARs to look at
Most mods are not really that hard to understand.

>> No.3808965


I do, but I usually read everything.

>> No.3808974

It's the one with the fear system that I've been posting about for a while. Not sure if that's complex enough, but I thought it was a good idea to document the changes I made.
Alright, so that makes 1 maybe and 1 definitely.

>> No.3808983

Are you DisjunctionAnon?

>> No.3808986
File: 793 KB, 1280x720, ss+(2017-02-18+at+05.06.01).jpg [View same] [iqdb] [saucenao] [google] [report]

Nope, I'm making this mod here. I can post the manual rough draft if you wanna see it.

>> No.3808987
File: 142 KB, 1906x1036, wip.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3808993

Oh, I thought he was you and you were he.

Shouldn't need any explanation.

>> No.3808996

Yeah it's funny how that happens sometimes. The joys of anonymity.

>> No.3809005

"im gonna stop mapping"
The next fucking day, I swear. Why can't I quit this shit?

Right. Give me a map concept you fuckers want to play. Start this from scratch again, maybe this time i'll finish something.

>> No.3809008
File: 505 KB, 676x448, file.png [View same] [iqdb] [saucenao] [google] [report]

Cliffside slumcity.

>> No.3809012

His name is floatRand.

>> No.3809016

That whole favela mission in modern warfare 2 actually works better in Doom than it did in Call of Duty

>> No.3809019

>works better in doom

that means someone actually remade it?

>> No.3809029

>Fear System.

Call me a dipshit but this is the first time i've heard of your wad...is it like amnesia the dark descent? Like a sort of sanity meter in a way?

Link plz?

I'm interested.

>> No.3809036

It's for the enemies. It's not done yet and I'm one of those "don't release until you're ready guys" but I'll give you the manual.

>> No.3809039

I imagine it's out there somewhere

>> No.3809051
File: 360 KB, 1000x535, the_marshland_by_w_e_z-d72x2eu.jpg [View same] [iqdb] [saucenao] [google] [report]

Came up with three:

>Urban combat in the dark of night; use rubble and various destroyed surroundings to shape the level in a layout that's suitable for Doom. Have lots of zombiemen and imps on the streets, occasionally refill with more goons as you progress through the level. Odd lighting is provided by burnbarrels and whichever street lights are still working. Not a pitch black level, but dark enough to be a concern. You should probably keep the chaingunners mostly streetlevel because people will bitch otherwise.

>Factory; complete with operating machinery and employee facilities such as bathrooms, lockerrooms, a cafeteria and an office area (don't have to go hogwild with this shit though, just one basic area each, too much realism is generally not easy to do well with Doom), include frequent mechanized enemies to break up fights, and provide ample firepower for handling them (plasmarifle is pretty underrated for instance). Last part of the map can include a small R&D lab

>Wetlands; moving through dirty, marshy mirelands, in narrow and shallow canyons made from hills and cliffs, or the odd open plains, challenge yourself by using as little doors or constructed architecture as possible! A bright fall midday with a gray and cloudy sky sets the tone, could include frequent use of spectre's rising up from murky gray water (you know how to make a simple vanilla water effect, right?), as well as the odd demonic growth from which the stronger enemies would come out. Make most enemies demons, and have you find most weapons, ammo and supplies in places like a cabin, an abandoned car, or a campsite.

>> No.3809059

>I'm guessing this was why the projectiles were fucking up a while back too.
Yah. Sent a PM to some dude working on chocodoom about it (im not as deep in the community as i should be, i dunno who's who really), but he didn't get back at me about it, so I dunno if it's being fixed. Maybe I'll send one to Fraggle to make sure it gets addressed. There were 2 issues I troubleshot that were game breaking.

>> No.3809060

I like the marshlands one. And the Zimmer textures could suit it well. Thanks.

>> No.3809071
File: 17 KB, 256x200, SKYPHOB.png [View same] [iqdb] [saucenao] [google] [report]

The zimmer set of textures are indeed what I had in mind.

You could probably do something pretty good with vanilla or boom constraints with mostly stock textures. The E1 sky would give you that fitting overcast along with green hills and cliffs (pic related is from Skulltag, it's a bit taller, giving you more of that melancholic grey sky). Hexen has some trees which would be suitable for marshlands, as well as a few reasonably natural looking rock and stone textures which would fit for making big bolders and rock formations for breaking up the layout. I suppose it also has a swamp-water texture.

Further detail can be added with the occasional use of middle textures to make some treelines up on top of cliffs, as well as some bushes and some occasional tall grass.

>> No.3809081
File: 47 KB, 656x656, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3809084

Oh fug, I've got no idea how that happened but I guess that's why we have rough drafts.

>> No.3809086
File: 29 KB, 280x137, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3809090

I think the Cacodemon is the funniest myself. I'm gonna blame libreoffice for this.

>> No.3809096

>Pain Elemental is just a giant ball of yarn

>> No.3809107

so they're their doom 4 counterparts now?

>> No.3809114

I'll be honest I didn't play Doom 4 so I'm not sure if you're making a joke
Also not exactly. Some of the abilities might line up with D4 but it wasn't intentional. The idea was to just make them deadlier, not to replicate any pre-existing abilities from other games.

>> No.3809124

What happens if a boss is killed through in-fighting? Will they all panic from their own success?

>> No.3809125

No, the player uses a specific damage type (actually 2, one for SSG and one for the rest) to ensure that only player kills cause fear buildup. After accidentally causing this exact situation in testing I fixed it.

>> No.3809128

>OH,shit ,I didn't mean to.

>> No.3809131

a part of me wants to think that the reason why we didn't have modding for DOOM 4 was because of bethesda's difficulty with console mods in fallout 4

>> No.3809132

I'm mainly saying that for the imps and their fast attack patterns and the zombiemen shooting multiple pellets. nvm. sounds neat af though.

>> No.3809135

What is the best way of bringing a texture to a palette (Doom or other)?

Were textures from other Doom Engine games (Heretic, Hexen) ported over and if so where can I get them?

>> No.3809137

Well if that's what they're like in D4 then I guess you're right. I do plan to get that game once my tower is fixed up, but right now I'm stuck on a toaster laptop so it's not happening.

>> No.3809150

Manual should be fixt now. Never trust free software, goddamn commies.

>> No.3809164
File: 1.07 MB, 1280x1024, Screenshot_Doom_20170219_014436.png [View same] [iqdb] [saucenao] [google] [report]

You mean something like this by water; right?

I should probably switch to UDMF.

>> No.3809165

Are they hitscan, or projectiles?

>> No.3809167

This can be done in Boom and vanilla by making border have no texture so it blends together.

Works in GZDoom too.

>> No.3809170

I changed them to projectiles. They use an adjusted version of that tracer md3 that all the cool kids are using, and move at speed 80.

>> No.3809175
File: 5 KB, 174x69, ya1jGDX.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got a link to Eriguns 2?

>> No.3809178


>> No.3809179
File: 2 KB, 196x139, call anon a stoopid.png [View same] [iqdb] [saucenao] [google] [report]

nvm, I have to learn to check my files

>> No.3809182

Yeah, I didn't know what you meant exactly.

>> No.3809187

Not him. Make a sector inside the water sector that's basically the exact same size. Lower the floor so that it's where you want the floor to be inside the water. Remove all the sidedef textures from the inner sector (lower ones specifically). It'll look like what you want.

>> No.3809198


I'm not him and here it is the video again, is not monetized, is not against the rules


>> No.3809204


all that shit for these videos?, I was expecting brutal doom at least

>> No.3809206


this thread is full of autistics

not like I'm not one or anything

>> No.3809215

that's such a shitty video it might as well be, though

>> No.3809221

It's Doom related, just downvote it on YT if you don't like it. It's not against the rules.

>> No.3809223
File: 59 KB, 1024x576, BTSX.jpg [View same] [iqdb] [saucenao] [google] [report]

I really hope they don't see Japan in JPCP and immediately think "LUL ANIME XD"
I trust that Shivers will be a little more creative than that though.

>> No.3809224


I'm offended

(they are 36 actually)

>> No.3809243

I doubt he'd go like, full anime. A katana wouldn't surprise me though.

>> No.3809252

The melee weapon will be a katana but I hear tell he's got plans for other japanese themed stuff that isn't anime, like priest stuff

>> No.3809253



>> No.3809256


>> No.3809260

Oh shit, I saw someone talking about making this with ZScript somewhere the other day.

>> No.3809265

Neat. Can you make monsters to get pushed a bit further into the wall though?

>> No.3809271

Yup, it's rather trivial and is already being done in the version you see in that video, but I guess I do need to push them in a little further than that.

>> No.3809274
File: 76 KB, 900x616, musket_ashigaru_by_pechan-d3daoya.jpg [View same] [iqdb] [saucenao] [google] [report]

I wouldn't mind a katakatakana, that would be pretty rad.
For the guns I'm hoping for something based off the tanegashimas (arquebuses muskets and flintlocks) that were used by samurai.

>> No.3809278
File: 28 KB, 440x287, Bronze_barreled_Japanese_matchlock_pistol_2.jpg [View same] [iqdb] [saucenao] [google] [report]

Some more pics

>> No.3809280

Now make it combo with a grenade like in Painkiller (if you lob grenade, then shoot stake at it they combine for Stake-propelled grenade and increased damage+radius)

>> No.3809281
File: 151 KB, 1223x176, Japanese-Arms-and-Armour-Bonhams-matchlock-11.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3809284
File: 52 KB, 2048x481, lot0023-0.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3809286
File: 262 KB, 1024x768, chocolate-doom 2017-02-19 08-54-14-396.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey fellow corruptors, since yesterday I started making notes of what HEX addresses, codes, or whatever they are called, affect what part of the map. Once I'm done, I'll share the text file.

>> No.3809289

He can't jump because Phobos and Deimos have so little gravity

>> No.3809291
File: 85 KB, 1024x396, tepo9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3809293
File: 16 KB, 508x314, Matchlock Pistol.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3809297

The message has been passed to them

>> No.3809305


>> No.3809314

Also they're talking with the level designers to make damn sure some cool shit that fits the theme is made. So rest assured that they got this.

>> No.3809315

Has Shivers got his sight back then?

>> No.3809316
File: 1.06 MB, 680x849, 1463110912579.gif [View same] [iqdb] [saucenao] [google] [report]

Alright, I had my guesses they would do this, but now that it's a 100% lock I can rest easy.

No breaks on the hype train.

>> No.3809318


>> No.3809324

Fug, it's late

>> No.3809331

I tried to make it look as though you had corrected yourself. But you replied :P

>> No.3809370

Bah. Too late to continue this. Don't know why the gate isn't rigging to the key and so forth. Many things don't look right. Canning, but others can use as a base. I'll try again with something else tomorrow. For now, another terrible, unfinished SAraismap. Kill yourself.


>> No.3809373

Future desires and aides:

Mapspots & Polyojbs.

Tried to copy the polyobjs out of DE-MAP01 but to no avail.

The extent of my mapping capability is what is relatively doable in just linedefs and the like. I like the pentas in Distro Center; and think I can doll them up better; but I can't script at all.

>> No.3809378

Lastly; UDMF format seems to be the most comfortable to me; but everything isn't as straightforward as I'd like to or imagine it.

Once I actually know what the fuck I'm doing, I'd be able to do something of value.

>> No.3809383

can you isolate the one that controls FOV and aspect ratio?

I want to play at 6048x1080

>> No.3809393

I don't think saves even contain settings. But heck, might as well try.

>> No.3809403
File: 253 KB, 6048x1080, 1487496724.png [View same] [iqdb] [saucenao] [google] [report]

Use PrBoom+

>> No.3809410
File: 1.28 MB, 1280x1024, Screenshot_Doom_20170219_044021.png [View same] [iqdb] [saucenao] [google] [report]

I didn't think sector stacking was that easy; though. Sandwiches.

>> No.3809416
File: 113 KB, 800x600, fucking polyobjs how do they work.png [View same] [iqdb] [saucenao] [google] [report]

One more shitty shot before bed. Not sure why this polyobj isn't rotating.

>> No.3809417
File: 1.04 MB, 1920x1080, Screenshot_Doom_20170219_104407.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3809424

dunno. don't recognise the map.

>> No.3809427
File: 2.63 MB, 770x544, hl 2017-02-19 01-30-13-108.webm [View same] [iqdb] [saucenao] [google] [report]

is there any way to replicate that smoke coming out of the gun effect in darkplaces engine?

>> No.3809458
File: 1.10 MB, 1280x1024, Screenshot_Doom_20170219_050605.png [View same] [iqdb] [saucenao] [google] [report]

Have this platform thing too

>> No.3809480

I have no idea if this is right but I recall that messing with 3d floors requires the control sector to be on the same x or y axis?

>> No.3809503

New thread.


>> No.3809505

Always made me curious. Isn't there a way to render a superwide image without a distortion?

>> No.3809510

Yes. Spawn a smoke effect before player and translate it to his movement. Was done before numerous times.

Always made me curious. Isn't there a way to render a superwide image without a distortion?

>> No.3809673

You should make it if a stronger monster, like hell knights and up get hit with it and survive, it'll cause them to go to the pain state
Save the pinning for if it kills though, that's cool

>> No.3809861

Sort of, but less ashwall and with a lot of the greener kind of textures.

>> No.3809942

why would you go on tvtropes

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