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3861081 No.3861081 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3857026

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.3861082


[Highway to Hell] Second phase of mapping currently extended to the end March

[Til 4-1] QUMP still going?

=== NEWS ===

[3-15] Freedoom v0.11.2 released; minor bugfixes

[3-15] Dropbox's support of public folders terminated

[3-13] GZDoom map release; UAC Vinur Prime Research Base

[3-12] Quake Champions to be F2P; Ranger provided as the default character

[3-10] Anon Release; a Hexen/Heretic compatibility pack for Final Doomer

[3-10] Anon Release; 'Discharge' map pack beta

[3-6] More gdxBlood progress made

[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments

[3-2] Quake Champions to be playable at PAX East

[3-1] Nevermore, an add-on for Trailblazer

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3861086

>[3-15] Dropbox's support of public folders terminated
has that actually happened?

>> No.3861087

sorry i should have searched

>As of March 15, 2017 the Public folder in your Dropbox account has been converted into a standard folder. By default this folder is private to your account. This transition will occur automatically.

>> No.3861110 [DELETED] 


>> No.3861130

Niggers, I am halfway through BTSX E1 on UV and find it to be rather easy. Am I a good player or what?

>> No.3861137
File: 32 KB, 500x375, !cry harder.jpg [View same] [iqdb] [saucenao] [google] [report]

He still thinks we'll go to /vg/ if he tells us to

>> No.3861140

Seems like direct public links still work so far. Day's not over yet, though.

>> No.3861145

Has anyone made Doomguy skin where he's wearing casual clothing instead of his armor? or maybe what he's wearing in the Doom2 Title Screen/Boxart?

>> No.3861169

Are you playing the recent update or the old beta?

>> No.3861173

E1 isn't really meant to be hard. Its mostly Easy-Medium.

>> No.3861197


Yeah, BTSX is like this with difficulty
E1 = Easy/Medium
E2 = Medium/Hard
E3 = Hard/Very Hard (Not out yet, but I'm sure it'll be this)

>> No.3861243

King of the HUUUH

>> No.3861247
File: 14 KB, 480x200, T6li29f.png [View same] [iqdb] [saucenao] [google] [report]

this is really cool

also has the best Cacos

>> No.3861258

Hmm, wad-archive seems to be having problems. This makes things rather interesting with Doomworld's archives already being down.

>> No.3861265

dead.air is fantastic. Really cool aesthetic, fun weapons, neat level design.

I think I would have rather explored more of the spooky cyber-city rather than playing through the color coded mini-levels, but that's not to say the levels were bad.

>> No.3861327

Heh. Kama Sutra sure is an interesting wad. Technically works in vanilla/chocolate, but some maps have a lot of areas that exceed the vissprites limit causing big fights to have invisible monsters.

>> No.3861361

Heh, nuts.wad basically flickers like a seizure on chocolate doom. Also, I now discover that nuts actually works in chocolate doom. All this time I thought it required a limit removing port.

>> No.3861380

Heh. Brutal Doom's kinda gay.

>> No.3861402

Heh, Gameplay mods are boring

>> No.3861412

Is there a simple way for DECORATE to check to see if the player is still holding the reload key or am I going to have to break into some ACS shit?

Or I could just retool the bomb charge attack to be something a little easier to perform.

>> No.3861415

Op forgot into news again.

Anyway. Is there a method to make a weapon accurate at medium range, but loose accuracy after that, i.e. increased bullet spread with distance to the point when you can't hit shit at 40 meters (this is for a shotgun slug fired from smoothbore)

>> No.3861418
File: 148 KB, 601x451, Terry_Himself.jpg [View same] [iqdb] [saucenao] [google] [report]

Terry wads are retarded, most of them are just trash, no subtlety, no effort to actually troll, but some of them are fucking amazing. What are some Terry wads that actually fooled you into thinking you are about to play something good?

>> No.3861419

I mean, you could always give the player a token then in See have a quick 1-frame A_WeaponReady before you remove it that allows you to go back to reload with the token. Or something.

>> No.3861423

>Op forgot into news again

So what is it this time? Everything that was quoted last thread made it in.

>> No.3861424

In the See state though?

>> No.3861425

Ready: I'm an idiot and very tired.

>> No.3861428

hitscan? no, not really
projectile? a_changevelocity to knock it off course after some distance

decorate has getplayerinput() nowadays
it's pretty fucking great
countinv() is also amazing

>> No.3861430

If that's in the newer versions of GZDoom, then I can't use it, I prefer to keep my projects Zandronum compatible.

>> No.3861435

tough shit
callACS it is
or does zand not even have that yet

captcha has a storefront fetish

>> No.3861447

I have no idea, I don't think there's a wiki that actually lists all of the current features of sourceports, which is a pain in the dick

>> No.3861505

Demonic Adventure and Sights of Agony comes to mind.
I kinda find it silly that people imitating Terry just make these "Oh yeah, you're gonna play something truly epic" when the UAC Military Nightmare never promised anything world changing and goes straight balls-to-the-walls instead of trying to lul you into false sense of security or whatever.

>> No.3861512

Never played a terry wad, because I always avoid maps that require zdoom based ports, unless its from an author I know I can trust.

I only blindly discover maps that can run on vanilla or prboom+

>> No.3861524
File: 504 KB, 1364x768, qzdoom 2017-03-15 18-16-28-80.png [View same] [iqdb] [saucenao] [google] [report]

Well, that's one name to give to your child.

>> No.3861552

Meanwhile I am living with the pain of playing vanilla maps on zdoom and suffering for it. It stinks that I can't have any enemy sprite changes without DMGRAPH :\

>> No.3861668

What mod does that? I thought it might be doomRPG but the HUDs all different...

>> No.3861675

Took a few tries to win that fight. Couldn't do it without the ultra-charged grenade.

>> No.3861681

It's Lithium.

>> No.3861698
File: 5 KB, 197x174, FB_IMG_1487686929487.jpg [View same] [iqdb] [saucenao] [google] [report]

Smooth Doom or Beautiful Doom?

>> No.3861701


>> No.3861728


what happened to Prime hud?

>> No.3861825

smooth doom all the way

>> No.3861827
File: 2.85 MB, 1024x576, 2017-03-15 15-28-44.webm [View same] [iqdb] [saucenao] [google] [report]

Term why

I just wanted to fight Jason as Hae-Lin

>> No.3861830

looks like either you've got something brutal autoloaded or you have the skeletons cvar on

>> No.3861834

it's a feature

>> No.3861835

I launch most stuff through ZDL. Demonsteele and the Jason WAD were the only things being loaded.

I wonder if something in the Jason WAD triggered it.

>> No.3861838

I've had that happen with jukebox wads other than the regular demonsteele one

>> No.3861839

Try an older version of your sourceport.

>> No.3861842

probably. i remember a while back discussion of the code, it said that what triggers the skeletons is the existence of brutal_blood or brutal_pistol

>> No.3861843

>I wonder if something in the Jason WAD triggered it.
seems like there's an easy way to find out. please report back.

>> No.3861856
File: 139 KB, 589x446, 1488164676632.png [View same] [iqdb] [saucenao] [google] [report]

Well shit, I didn't even need to go into SLADE.

From the WAD's zdoom thread:
>Sergeant_Mark_IV's Universal Gore Mod T4 has been implement as well.

Completely glossed over it.

>> No.3861857


>> No.3861858

But for what purpose?

>> No.3861869

Damn. Thanks Jason.

>> No.3861875
File: 2.85 MB, 640x480, JASON!.webm [View same] [iqdb] [saucenao] [google] [report]

Who knows?

Contra Doom goes nice with this aesthetically.

>> No.3861879

Anything NES based probably would.

>> No.3861909

E1 is perfect in being easy but a blast to play. I almost want to say its perfectly balanced.

>> No.3861927
File: 2.80 MB, 1280x800, remove.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.3861932


>> No.3861934

>Domon Kasshu vs Cirno

>> No.3861938


>> No.3861942

One Punch Man is being kind of a dick there.

>> No.3861945

that fist shaking is fucking perfect

> player char gets super angry at cutscene monologue and proceeds to punch the one doing it
confirmed, MSX guy is NUDoom guy

>> No.3861951
File: 2.61 MB, 1280x800, shores of gensokyo.webm [View same] [iqdb] [saucenao] [google] [report]

>Join the Corps, they said
>Meet new and interesting people
>Conquer unknown worlds, they said

excuse my WebM posting, trying to get a feel for a good quality/length ratio

>> No.3861957

That part in term's touhou doom/demonsteele stream where he's just holding the hammer during the cutscene was perfect

>> No.3861961

The Touhou mod is fucking weird. I might have to try it with MSX though, that actually looks fun.

>> No.3861969
File: 2.17 MB, 1280x800, right jab.webm [View same] [iqdb] [saucenao] [google] [report]

I haven't actually made a patch to make the two fully compatible, so I have to console myself some ammo every now and again. You're right though, it's been a blast so far.

>Take a swing at the champ, you better not miss

>> No.3861979

> you keep being invulnerable and flapping your jaw while i liquify your face with my sword and max out my combo meter

>> No.3861986

Hey, the gauss sniper rifle has infinite ammo for me. Playing with Sunlust. Does that happen to you too?

>> No.3861996
File: 17 KB, 510x420, ADUDE.png [View same] [iqdb] [saucenao] [google] [report]

The face of Carn Evil.

>> No.3861998


>> No.3862002
File: 2.61 MB, 1280x800, tactical 2hu action.webm [View same] [iqdb] [saucenao] [google] [report]

Black Warrior seems better suited to kill fairies than MSXGuy.

>> No.3862014

black warrior is needlessly cool
it's like cyberpunk-y max payne with bigger guns

>> No.3862054
File: 88 KB, 322x224, lesserformidableshit.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck do you even pronounce that?

>> No.3862073

Bell-(glottal stop)-da-kheh-gackt-thta

>> No.3862084
File: 2.86 MB, 1280x800, bootleg.webm [View same] [iqdb] [saucenao] [google] [report]

Jokes aside, this is actually pretty fun.

>> No.3862097
File: 63 KB, 578x547, 1368674873049.png [View same] [iqdb] [saucenao] [google] [report]

desu downloading the original and giving it a couple runs i can sort of see what's been mentioned before

like, objectively speaking, it's completely awful
it's a terrible mod with terrible zdoom cutscenes and terrible maps and terrible enemies
but there's this...i dunno. real heart? around it.
and that's a really shitty reason because everybody and their fucking mother puts their heart into making their awful mods, but for some reason i just can't quite hate touhou doom.

it's objectively awful, but for some reason it's still fun.

>> No.3862105

Like this I guess.

>> No.3862113

His friends like to call him Dexter.

>> No.3862117
File: 1.83 MB, 1152x720, chew.webm [View same] [iqdb] [saucenao] [google] [report]

DemonsteelexTouhou wasn't anime enough.

We have to go deeper.

I agree. There's something magical about it that somehow puts a smile on my face.

>> No.3862148

Why is the Doom community full of so many weeaboos?

>> No.3862159
File: 988 KB, 660x484, 2hudoom proper.webm [View same] [iqdb] [saucenao] [google] [report]

Who knows?

>> No.3862162

Additional work done on the pre-submission alpha of the H2H map. Give 'er a go and hurl suggestions/recommendations my way or slap 'em in yourself. Things should start coming together now, so it's a matter of gradual refinement


>> No.3862168

How is the HUD not broken for you?

>> No.3862170

Might be the load order.

>> No.3862172

On a chinese puppet show forum?
Surely you jest.

>> No.3862174

Even if I load it standalone the HUD gets pretty fucked

My assumption is GZDoom is too updated

>> No.3862176

Are you loading the old Touhou Doom or the new Touhou Doom?

>> No.3862181

I thought this was a siberian roe deer farming forum...
Even before /vr/ there were anime and hentai mods out there.

>> No.3862182

It's MSX that is broken

>> No.3862185


I thought it was a mongolian deep-fry-cooking forum.

>> No.3862194

pretty sure it's a laotian silk looming forum

>> No.3862204

pretty sure it's a 4chan is an English-language imageboard website. Users generally post anonymously, with the most recent posts appearing above the rest. 4chan is split into various boards with their own specific content and guidelines. Registration is not required, nor is it possible (except for staff).

Launched on October 1, 2003, the site was modeled on Japanese imageboards, particularly 2chan. 4chans first boards were originally primarily used for posting pictures and discussing manga and anime. The site quickly became popular and expanded, and now features boards dedicated to a wide variety of topics, from anime (and other otaku topics), to videogames, music, literature, fitness, politics and sports.

The site has been linked to Internet subcultures and activism, most notably Anonymous, the alt-right and Project Chanology.[3][4][5] 4chan users have been responsible for the formation or popularization of Internet memes such as lolcats, Rickrolling, "Chocolate Rain", Pedobear and many others. The site's "Random" board, also known as "/b/", was one of the site's first forums, and is the one that receives the most traffic.[6][7] As its name suggests, the Random board has minimal rules on posted content. Gawker once jokingly claimed that "reading /b/ will melt your brain".[8] The site's anonymous community and culture have often provoked media attention. For media planners, this enterprise is "further proof that creativity is everywhere and new media is less accessible" to advertisement agencies.[9]

4chan users have been instrumental in pranks such as hijacking Internet destinations to cause images of Rick Astley to appear in place of their content, coordinating attacks against other websites and Internet users, and posting threats of violence in order to elicit individual and public reactions. The Guardian once summarized the 4chan community as "lunatic, juvenile [...] brilliant, ridiculous and alarming."[10]

>> No.3862215
File: 2.85 MB, 1280x800, war is hell.webm [View same] [iqdb] [saucenao] [google] [report]

Not even, I'm just having a grand time running Touhou Doom with gameplay mods.

Running the remake now, actually a playable experience with MSX. Mostly


>> No.3862216

say what?

>> No.3862218

Sounds like communist propaganda to me.

>> No.3862220

check it out

>> No.3862221

>Running the remake now
you know you can't just drop that bomb and not post a link, anon

>> No.3862228

Term posted a link a thread or two ago.


>> No.3862280
File: 2.86 MB, 1280x800, light show.webm [View same] [iqdb] [saucenao] [google] [report]

Well, if there's one thing I can say about the remake so far, it's that it's a spectacle and a half.

>> No.3862281

interesting shit, thanks

>> No.3862284

It strikes me that something token-based like Demonsteele or something regenerative like MSX would be the best fits for this, given the sheer amount of danmaku.

>> No.3862286
File: 31 KB, 456x320, 1426858342702.jpg [View same] [iqdb] [saucenao] [google] [report]

Project MSX update never ever

>> No.3862289

I posted this in the dead thread by accident but

Guncaster is _____fun__

>> No.3862292

ooh gotta get onto playing that now that my pc can handle slaughtermaps.
Anyone tried that guncaster+project brutality thing? is it any good?

>> No.3862297
File: 1.97 MB, 1280x800, library.webm [View same] [iqdb] [saucenao] [google] [report]

Absolutely. MSX's shield makes the experience forgiving, but still a slugfest. And you're going to need those charged 'nades.

I can only imagine how absurd this must be with Contra Doom.

>> No.3862301

Contra Doom is easy mode for pretty much any mod.

It's slaughter tier power and survivability thanks to the lives system and sheer damage output from the weapons.

>> No.3862306
File: 407 KB, 640x480, Screenshot_Doom_20170315_175243.png [View same] [iqdb] [saucenao] [google] [report]

Be very careful. If a slaughtermap is sufficiently slaughtery, Guncaster will become too easy, because the billions of monsters will drop so much money for you that you'll be able to buy everything.

Maps that are in-between slaughtermap and normal difficulty are ideal for Guncaster, I think. I'm having fun with it on Sunlust. Scythe 2, Alien Vendetta, the Hell on Earth Starter Pack, Brotherhood of Ruin, or maybe Hellbound would also be worth a try. Hell Revealed is about the right difficulty level but it's also pretty cramped, and you kinda need big open spaces for Guncaster desu senpai

>> No.3862307

>that icon of the dragon wrapped in bandages after you use the healing kit

fucking adorable

>> No.3862309

Thanks for the recommendations famalam

>> No.3862314

What if
>Swan Fox fangame

>> No.3862315
File: 2.86 MB, 1280x800, and that's the tame part.webm [View same] [iqdb] [saucenao] [google] [report]

I'll try this section with Contra Doom at some point.

>> No.3862335


This just game me an idea.

What if there was a Killing Floor mod for Doom?

>> No.3862336
File: 2.88 MB, 1280x800, 2017-03-15 20-40-06.webm [View same] [iqdb] [saucenao] [google] [report]

jesus fucking christ

mite be cool

>> No.3862340

look up zombie torrent

>> No.3862347
File: 2.26 MB, 1280x800, waddle waddle.webm [View same] [iqdb] [saucenao] [google] [report]

when I get over there

>> No.3862348
File: 1.79 MB, 1280x800, doo dee doo.webm [View same] [iqdb] [saucenao] [google] [report]

I'm gonna kick your goddamn ass

>> No.3862351
File: 2.01 MB, 1280x800, comin at ya.webm [View same] [iqdb] [saucenao] [google] [report]

you insufferable twerp

>> No.3862352
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google] [report]

chuckled heartily

>> No.3862354
File: 2.76 MB, 1280x800, put em up.webm [View same] [iqdb] [saucenao] [google] [report]

steel yourself, youngling

>> No.3862359
File: 2.07 MB, 1280x800, whammo.webm [View same] [iqdb] [saucenao] [google] [report]


the bosses aren't actually pushovers in the remake, even with MSX.

>> No.3862365
File: 61 KB, 1920x1200, Screenshot_Doom_20170315_212251.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3862378

BRB, trying to load Touhou Doom with HDoom.

>> No.3862385
File: 117 KB, 320x200, durlaward.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3862386

what have you done

>> No.3862394


So, Demonsteele?

>> No.3862396


>> No.3862401

He's not wrong though, Term was pretty heavily inspired by Swanfox. As much of a spectacular trainwreck as it is, Swanfox is pretty cool on a conceptual level.

>> No.3862403

imo demonsteele is basically what if swan fox was entirely tongue in cheek and actually played good

>> No.3862404

I never said he was, it's just a funny statement.

>> No.3862407


>> No.3862426
File: 2.86 MB, 1280x800, the underworld.webm [View same] [iqdb] [saucenao] [google] [report]

I am trapped in the underworld, without my weapons.

A 2hu offered me some fairy weapons.

MSXGuy does not know how to use said fairy weapons. The only ammo drops available are for those new weapons.

Now I must confront every enemy in the second chapter with my bare goddamn hands.

>> No.3862428

Oh, my mistake.

>> No.3862429


I believe there's a cvar to re-enable the normal weapons.

>> No.3862438
File: 906 KB, 1280x1024, Screenshot_Doom_20170314_211856.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3862442
File: 2.87 MB, 1280x800, s-she's fast!.webm [View same] [iqdb] [saucenao] [google] [report]

That being said, having a melee duel with Katana 2hu was really fuckin' cool.

Will go check. The second mission is impossible without proper weaponry.

>> No.3862448


What would the result be if Touhou Doom got the same treatment?

>> No.3862484

>Post some fun weapon as gif with good framerate

Hi Shivers.

>> No.3862490

While Shivers did make it, I don't think he was the one that posted it.

>> No.3862492
File: 2.84 MB, 1280x720, Cybie Death.webm [View same] [iqdb] [saucenao] [google] [report]

This looks kinda neato

>> No.3862498

Have it spawn some extra explosion effects

>> No.3862501

Good idea. Lemme do that real quick.

>> No.3862506
File: 2.51 MB, 1280x800, down by the river.webm [View same] [iqdb] [saucenao] [google] [report]

I think I broke the boss.

>> No.3862519
File: 2.52 MB, 1280x720, Cybie Death.webm [View same] [iqdb] [saucenao] [google] [report]

Might've put too many explosions :^|
It kinda muted the sound. I'll work on it.

>> No.3862523

Pretty fuckin cool though

>> No.3862525

I agree, once I fix the sound issue it'll be even cooler.

>> No.3862530

It was S'Arais

>> No.3862531

Nice try, Eric.

>> No.3862536
File: 2 KB, 100x97, HAAAUUUH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3862537


>> No.3862539
File: 2.83 MB, 1280x720, BOOOOOM.webm [View same] [iqdb] [saucenao] [google] [report]

Sound now works and DAMN is this satisfying.
But now I'll have to make the spider mastermind have one too :^|

>> No.3862540


Try again, Kegan.

>> No.3862541
File: 91 KB, 184x192, kreygasm.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3862542

Sod off Kinsie

>> No.3862543


and hey, if it's cool or funny, it's always worth doing.

>> No.3862548

Go away Term.

>> No.3862549

Yholl pls.

>> No.3862550

Absolutely. I'll make a version with sound later and post it so you guys can hear it. For now I've gotta add more fun explosions and blood to the spider mastermind.

>> No.3862551


>> No.3862552


Nice samefag, iSpook.

>> No.3862553
File: 100 KB, 322x199, surprised gigerwhale.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3862554

Why so upset, Ling?

>> No.3862556

gtfo Teef

>> No.3862561

>implying sgt. mark iv isn't behind all this

>> No.3862562
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3862563

>just want to git gud

>> No.3862567

While playing Guncaster, I get this odd feeling that the automatic shotgun just doesn't have a place, the minigun replaces it entirely and Ironblast is pretty much the go-to shotgun slot weapon majority of time when it comes to Guncaster, even though I feel Ironblast is a little bit underwhelming, I can't put my finger on it but shotgun slot weapons see rare usage in Guncaster for me.

>> No.3862570

Does anybody know how to apply a customized pseudo random number generator to weapons (Zdoom)?

Testing code tag

>> No.3862576

That's about as broad a question as "Does anyone know how to use a wheel?"

>> No.3862579

Forgot to mention I have it in ACS, I translated some functions from the doom source code. Testing trip.

>> No.3862580

What are you trying to actually do?

>> No.3862587

Trying to take advantage of these functions to add the old random number generator to zdoom in vanilla weapons and monsters. Apply the doom license or the GPL2 on it.

>> No.3862591

Well you could always use gdcc-acc, compile this in it, then just edit every single damage value to call your custom RNG instead of the built in one. Other than that, edit the source code because that's the level of modification you're looking at.

>> No.3862592
File: 2.86 MB, 1280x800, house of cards.webm [View same] [iqdb] [saucenao] [google] [report]

What's a man to do?

>> No.3862593

Here it is with sound. Also the spider mastermind has a similar effect now too.

>> No.3862598
File: 541 KB, 1920x1080, Screenshot_Doom_20170315_230702.png [View same] [iqdb] [saucenao] [google] [report]

>level is called Go Fuck Yourself

I get the feeling it would be a lot harder if I didn't find the secret exit in the previous level that allowed me to keep my weapons onto the next.

>> No.3862607

>edit every single damage value to call your custom RNG
Which requires calling the function from decorate scripts, I know how to disabled the default rng, I just don't know how to call it from decorate from say:
TRIF A 5 Bright A_FireBullets(0, 0, 1, 45, "RiflePuff", FBF_NORANDOM)
I can't find how to do that in the wiki.

>> No.3862613
File: 188 KB, 362x439, ThatRedheadEveryoneLoved.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess someone decided to leave Quake 3 to join the Saints in Steelport simulation.

>> No.3862616

>A_FireBullets(0, 0, 1, ACS_NamedExecuteWithResult (string script, int s_arg1, int s_arg2, int s_arg3, int s_arg4), "RiflePuff", FBF_NORANDOM)
in hitscans, and maybe... have projectiles do some hackery to inflict damage with a close-range hitscan? Just mess around with shit.

>> No.3862624
File: 1.24 MB, 400x225, 1489520948902.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks senpai.

>> No.3862639

What are the benefits of zscript over ACS, or ACS over zscript?

>> No.3862641

I just hope it works out for you, sounds like a neat project. Maybe also look into ZScript if you don't care much about compatibility.

>> No.3862642
File: 1.41 MB, 320x193, stoppleaseibegyou.gif [View same] [iqdb] [saucenao] [google] [report]

filename not related
>this is doom
stop your wizardry!

>> No.3862643

Please go, John Cena

>> No.3862651

boy i sure like additive sprites on white backgrounds

>> No.3862668


>> No.3862672
File: 2.76 MB, 426x240, flandreceasestoexist.webm [View same] [iqdb] [saucenao] [google] [report]

>I think I broke the boss.
That reminds me, has this bug on hard mode been fixed?

>> No.3862674


>> No.3862676 [SPOILER] 
File: 295 KB, 609x589, 1489637461036.png [View same] [iqdb] [saucenao] [google] [report]

Warning: Slightly off topic because it came out in 2001 but I doubt it's worth making it's own thread on /v/ which would probably get 0 replies.

Anyone remember this gem?
I used to play the shit out of the multiplayer.
What side did you play the most?

Pro tip:If it isn't allies you're a fucking naziboo

>> No.3862678

Also beach assault is best map. Fight me.

>> No.3862680

Call of Duty? Yeah a little.

>> No.3862682

I played Enemy Territory a lot when I was younger. Loved it.

>> No.3862686


>> No.3862721

I played E.T. a lot yesterday
it's still really great. Bots are bullshit strong, ETlegacy is a godsend and NQ is pretty damn fine

>> No.3862724
File: 1.86 MB, 300x164, 1477816807314.gif [View same] [iqdb] [saucenao] [google] [report]

Got stuck on the stealth mission. You're only given enough ammo for your stealth rifle to kill all but one guard.
The one guard left standing? He had direct line of sight of the area between myself and the truck I had to hide in, giving me no way to progress.
Dropped the game right then and there and haven't looked back since.

>> No.3862726
File: 2.85 MB, 1280x800, the anime tale.webm [View same] [iqdb] [saucenao] [google] [report]


I had that happen with the maid.

>> No.3862729

I will admit, it is kind of bullshit that it's easier to stealth in the non stealth missions than in the one where you're actually supposed to stealth.

>> No.3862732
File: 2.27 MB, 1280x800, TWELVE SHOTS.webm [View same] [iqdb] [saucenao] [google] [report]


I was literally down to my shotgun and my pistol. This Adamantium 2hu ate all of my Autocannon, Laser Rifle, and Nailgun Ammo.

>> No.3862735

Is the ground broken or is that intentional

>> No.3862737
File: 2.86 MB, 1280x800, done and done.webm [View same] [iqdb] [saucenao] [google] [report]

And that'll do ya.

Played through the entire damn remake of Touhou Doom with MSX in one sitting. Granted, it's not finished. I assume the later two episodes are still to come.

It's intentional. I think.
Those sections of the floor are supposed to be glass. I think.

>> No.3862743
File: 36 KB, 460x511, 73395693.jpg [View same] [iqdb] [saucenao] [google] [report]

>Brutal Doom - Hell on earth starter pack

>> No.3862747
File: 55 KB, 1920x1200, Screenshot_Doom_20170316_003458.png [View same] [iqdb] [saucenao] [google] [report]

I genuinely enjoyed this.

The beginning few levels had me worried, as they seemed to be minor edits of the originals. From the Mansion on, though, things are much different, and better than before.

Spritework is still questionable, but the levels have improve quite a bit. Boss battles were actually pretty damn cool and fun.

I know. I'm relatively new to the DOOM community and started there while I learned how to actually DOOM. Haven't bothered to rename the folder.

>> No.3862748

Welcome to the community.

>> No.3862750

I feel it reminds me of romero's upcoming black room demo

>> No.3862754

thanks bruv.

I might edit the footage I have into a proper video. MSXGuy's journey through Gensokyo should be immortalized.

>> No.3862767

>Vanquish TC mod when?

>> No.3862823

My only problem with Shadow of the Woolball is that your inventory does not reset between episodes.

>> No.3862862
File: 105 KB, 640x360, Lithium_preview_6.png [View same] [iqdb] [saucenao] [google] [report]

I released Lithium 1.3.
pls gib feedback /vr/-senpai

>> No.3862868
File: 1.07 MB, 1920x1080, Screenshot_Doom_20170316_023633.png [View same] [iqdb] [saucenao] [google] [report]

>almost done Sunlust

It's been a hell of a ride.

>> No.3862875

didn't get ammo until i swapped to bar hud instead of fullscreen hud

otherwise first impression is good so far

>> No.3862891
File: 296 KB, 1280x720, Screenshot_Doom_20170316_025456.png [View same] [iqdb] [saucenao] [google] [report]

I just wanted more points

>> No.3862898

Huh? There's only one HUD, and it ignores the screenblocks setting...

>> No.3862901

yo what sounds did you mix to get the combat rifle sound
i fucking love it and want to mimic it

>> No.3862902
File: 1.99 MB, 640x360, gzdoom 2017-03-16 03-03-35-77.webm [View same] [iqdb] [saucenao] [google] [report]

Charge fist seems wonky. The right hand sprite spasms on the screen and it feels bad to use.

>> No.3862906

Nevermind about the spasm, updated GZDoom.

It doesn't seem like it hits far forward enough considering the arm is stretched out straight.

>> No.3862927
File: 343 KB, 1440x972, 1454697925612.jpg [View same] [iqdb] [saucenao] [google] [report]

Somehow, I forgot to post the forum link.

The combat rifle's sounds are mixed from Fallout 4 and Killing Floor, but I don't remember what guns from them.

I've done some improvements on it, will probably release a 1.3.1 since there are some other.. strange.. issues like function pointers suddenly not existing and reality collapsing due to it

>> No.3862951

Umm.. is Doomworld dead for anyone else?
Only thing that works is the front page, everything else is munted

>> No.3862953

never mind, everything is back up now

>> No.3862956

Is there a reason to use anything besides the shotgun in general?

Is the gauss mode for it better or am I still better off fighting enemies with it using standard shots?

When I last played balance was completely busted, not even much of a reason to use grenades/sniper rifle/revolver
The plasma weapon was also ear rape when in laser mode

The final weapon was pretty lame until upgraded with the explosion mode, then it basically paid for itself per shot so I felt little reason to use anything else.

Reactive armor also felt ridiculously overpowered when running through AV and HR2

>> No.3862957

Doomworld currently in renovation mode.

>> No.3862963
File: 185 KB, 1920x1080, 06d9da18218ff0f.jpg [View same] [iqdb] [saucenao] [google] [report]

I read your complaints a few threads ago, and (hopefully) fixed them.
There's a changelog here if you want: https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=60#p984527

>> No.3862967
File: 271 KB, 1366x768, Screenshot_Doom_20170316_013951.png [View same] [iqdb] [saucenao] [google] [report]

Error after loading an autosave.

>> No.3862975

Alright, testing it out.

Because really outside of balance there was quite a bit of cool stuff going on, just didn't really like having only the Gauss Shotgun in normal mode being all that's really necessary

Right now first impressions is it's still pretty great but I am branching out more.
Revolver feels like it has a purpose since the initial gauss shot of the shotgun is not so godlike, super shotgun is.. It's okay, feels strong but the pause between the double shot and the reload makes me not want to use it that much

It's not bad though

>> No.3862979
File: 181 KB, 1158x749, C2xQlphVQAAScpp.jpg orig.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you, now I know exactly what's causing that. It appears that GZDoom's new save game format is broken, and doesn't save the ACS string table correctly. I'll go report that as a bug.

Weird, thought I made the delay the same as Doom's SSG, but comparing them, apparently not.

>> No.3862998

Reactive armor doesn't feel like god mode at least, although it's still really nucking futs if you're good at dodging or fighting one enemy type

But not really a game breaker so far
Going to take a break for now, testing it on HR2 on what I think is Ultra Violence(The whole menu didn't load at all)

I feel like I am swapping weapons more though so that's definitely a good start.
Probably won't touch the rifle outside of grenade mode until I get the 5 shot burst mode

>> No.3863000

What happened to RUMP (Return of the Triad Upstart Modding Proect)?

Was there ever one to begin with?

>> No.3863019

I wonder if there's a BUMP

>> No.3863025

Oooh, Blake Stone, thats an interesting idea

>> No.3863026

You entered the shitpost matrix

>> No.3863031

>will probably release a 1.3.1
I've heard about this mod for a little while now but haven't played it yet, should I wait for 1.3.1 before playing (or the next stable version of GZDoom, even)?

>> No.3863035
File: 641 KB, 1920x1200, 1454699935659.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a version I've compiled already which has the aforementioned fixes. If there's any other glaring issues I want to fix them before releasing this proper, but if you want to play Joy of Mapping you'll need this.

>> No.3863046

Why did you kill vrobot?

>> No.3863057
File: 6 KB, 45x58, ImpandPinkySuperstarSaga.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw been in a depressive rut for ages and am finally managing to be productive

>> No.3863058

In the sticky DoomBuilder tutorial, when the instructor enters linedef mode, he can go into properties and apply Scripts as an action. My action menu is much more limited - I can't map Scripts to lines/switches. Did I miss something?

>> No.3863064
File: 405 KB, 540x539, tumblr_nzh4anB8PI1rylzllo1_540.png [View same] [iqdb] [saucenao] [google] [report]

>get muh Doom 4
>hurriedly flip the cover to get the badass colorful art full of action
>realize later when opening the case that Doomguy's face on the standard cover shines through and is visible when you take out the disc

Probably not intentional, but neat.

>> No.3863068

there are few map formats with different capabilities

try switching to Hexen or UDMF

>> No.3863073
File: 390 KB, 1280x720, Screenshot_Doom_20170316_213143.png [View same] [iqdb] [saucenao] [google] [report]

Whoa am I playing Scorched Earth?

>> No.3863078

(me) the mouse cursor's horizontal/vertical speed on the menu isn't adjustable, is it? it's awfully slow vertically for me.

>> No.3863090

>Weird, thought I made the delay the same as Doom's SSG, but comparing them, apparently not.
There's a vanilla rocket launcher-tier delay before firing the SSG, it feels pretty awful. The delay stacks with the reload time, too.

>> No.3863096

Anyone remember how to scale the console size back down after Graf made it default scale with HUD text a while ago? Updating to latest github build reset it for me, fuck's sake.

>> No.3863105
File: 1.48 MB, 1920x1080, 1454700079240.jpg [View same] [iqdb] [saucenao] [google] [report]

My thinkpad died and collaterally so did my bouncer. If you want I can set up one on my new server and get it running again.

I'll add a setting for it.

>> No.3863107

Is the interface ACS or zscript?

>> No.3863114
File: 1.09 MB, 1920x1080, 1454694689396.jpg [View same] [iqdb] [saucenao] [google] [report]

It's all C compiled with GDCC. The mod mainly targets ZDoom 2.8.1 so I can't use ZScript.

Here's what the API looks like if you're interested, the upgrades menu is this function: https://github.com/marrub--/Lithium/blob/master/pk7/lcode/Main/src/p_upgrades.c#L277-L407

Another secret project I've been working on with someone uses ZScript and C in tandem, where ZScript handles the inputs and C handles the controls. It'll probably be more ZScript when we're actually able to render anything with it.

>> No.3863124

Thanks. I've done a fair bit of "ACS" UI stuff myself. One thing that struck me first time I played lithium (one of the early versions) was that the cursor felt kinda icky and imprecise.

>It'll probably be more ZScript when we're actually able to render anything with it.
Aww, we can't? I've put most of my stuff on hold in waiting for that.

>> No.3863125

> Aww, we can't? I've put most of my stuff on hold in waiting for that.

It's in the works. The next GZDoom stable lets you mess around in the inner workings of the menus, and the release after that is planned to let you much around inside the HUD with more depth than SBARINFO allows.

>> No.3863126

Yeah, unfortunately, Graf's put off rendering hooks (which are already implemented but commented out) until the HUD code is done so people don't abuse it in the meantime.

Also, how early was this version? I've rewritten the GUI entirely 4 or 5 times now, would like to know which one of them was the worst, heh.

>> No.3863130 [SPOILER] 
File: 1.14 MB, 1920x1080, 1489665424129.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3863134

>It's in the works.
>the release after that is planned to let you much around inside the HUD with more depth than SBARINFO allows.
That's good to hear. Thanks.

>Also, how early was this version?
Sorry, I don't recall. It's on the old PC.

Anyway, I render the cursor by multiplying a normalized value with the current HudSize values. The normalized value is scaled in such a way as to allow moving the cursor to the edge of the screen at a low 4:3 hudsize even if the actual resolution is high res widescreen. I also use getcvar to get the mouse sensitivity values to exactly mimic the menu cursor in feel and sensitivity.

>> No.3863139

It needs to happen, really the only problem of RoTT is that there are no maps made for it, especially action oriented ones.

>> No.3863140

That's pretty similar to what I do, but my values are much more arbitrary (just multiplies by 800 for both.)

With ZScript, since you're capturing raw mouse events, it's a lot easier to get a good feeling mouse.

>> No.3863143
File: 758 KB, 1920x1080, Screenshot_Doom_20170316_080433.png [View same] [iqdb] [saucenao] [google] [report]

heheh.. what an mess.

>> No.3863150

map? i recognise the pl2 status bar but i don't think that's a pl2 map

>> No.3863151

A revenant that an archvile resurrected wouldn't turn green/take poison damage. I haven't checked with other monsters, just something that came up during gameplay.

>> No.3863153

>With ZScript, since you're capturing raw mouse events
Shieet, you can do that? Key input as well?

>> No.3863156

UAC Vinur Prime Research Base

>> No.3863171

>HDoom maps but with a shitload of wall humping required to progress


>> No.3863174
File: 87 KB, 640x240, bill24.png [View same] [iqdb] [saucenao] [google] [report]

not my best fake billboard ever, but definitely up there.

i've actually been thinking of kicking off a HUMP project for heretic maps, but i'd have to assemble one HELL of a texture pack (and maybe include assets for some hexen monsters) to fill out the bits where heretic's IWAD stuff is anaemic, and frankly i'm currently waiting for a shipment from overseas with which to replenish my stockpile of fucks to give

>> No.3863204 [DELETED] 

>Plutonia map15 has 108 monsters
>63 of them are Chaingunners

Man, fuck that map.

>> No.3863205

>Plutonia map15 has 108 monsters
>62 of them are Chaingunners

Man, fuck that map.

>> No.3863212


plutonia is the biggest example of how to not make maps

>> No.3863213

Baker's Legacy is a massive heretic/hexen texture pack, I'm sure that could be a start

>> No.3863214

I disagree. Most maps are great fun to play. MAP15 just isn't one of them.

>> No.3863224 [DELETED] 
File: 1.06 MB, 1920x1080, Screenshot_Doom_20170317_023126.png [View same] [iqdb] [saucenao] [google] [report]

This is taking way longer than it should

>> No.3863225
File: 1.25 MB, 1920x1080, Screenshot_Doom_20170317_023441.png [View same] [iqdb] [saucenao] [google] [report]

This is taking way longer than it should

>> No.3863231

Given some of the discussion in the previous thread, the old Doomworld server has been bought out of mothballs to bring back the old IdGames site as a stopgap measure until the new Downloads page is improved some:


>> No.3863236

People always bitch about Revenants, but only like 5 levels were really ever crazy with the usage. Chaingunners on the other hand were definitely the true annoyance of Plutonia.

>> No.3863268
File: 264 KB, 500x375, giphy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3863282

I was bored, so I decided to count the UV amount of chaingunners and revenants in BTSX E1 and compare it to Plutonia's total

Plutonia: 704 across 32 maps, absent in 1 map (11). Map 15 has the most in a single level at 62 out of 110.
BTSX E1: 478 across 23 maps, absent in 0 maps. Map 18 has the most in a single level at 63 out of 454.

Plutonia: 422 across 32 maps, absent in 2 maps (11, 17). Map 32 has the most in a single level at 49 out of 206.
BTSX E1: 502 across 23 maps, absent in 1 map (15). Map 18 has the most in a single level at 54 out 454.

>> No.3863285

And for the record, I excluded the hub/story maps from the total in the case of BTSX E1, as they all contain 0 monsters. Including them in the map count would mean 27 maps instead of 23.

>> No.3863310

owo whats this?

>> No.3863314

my bulge
Its a dump3 map made in the style of Portal

>> No.3863324

Oh boy, time to fix Disjunction more.

>> No.3863327

Please do this.

>> No.3863334

I'm sure Sunlust MSXguy wished he could be at Gensokyo surrounded by little girls.

>> No.3863349
File: 286 KB, 1920x1080, fukdis.jpg [View same] [iqdb] [saucenao] [google] [report]

I think there's two of us.

Anyway, I'm currently stuck here. This fight is bullshit. The fucking sonic scream means cacodemons are crazy lethal in close quarters.

>> No.3863359

I always wonder if MagSigmaX would've eventually included a proper BFG analogue in the MSX arsenal. But then he got kidnapped by reptilians or something.

>> No.3863362

Are there any mods beside Wrath of Chronos and DoomRPG that has RPG mechanics?

What about just upgradable weapons?

>> No.3863364

>>3863362 here
I just downloaded Lithium, there goes any coding practice or math practice I'm going to today.

>> No.3863372
File: 283 KB, 1920x1080, HAHA.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking got it. Finally.

Yeah, a close quarters crowd clearing weapon is pretty much the only thing you don't have. The gauss cannon while cool really doesn't help with much except spiders and cybers.

>> No.3863396

Just got it on my phone. Plays well enough to get through it, but eats battery like a mofo.

>> No.3863406

yeah, the revenants in plutonia never really bothered me. the hitscanners and arch-vile setups were what tripped my up the most.

>> No.3863407


>> No.3863412
File: 578 KB, 1920x1080, Screenshot_Doom_20170316_121410.png [View same] [iqdb] [saucenao] [google] [report]

Now that I'm done Sunlust MSX I'm going to back to a classic WAD I never played, Kama Sutra

At least I think I never played it

>> No.3863414

>I think there's two of us

The brass sent out cyber-commandos to potentially inhabitable worlds as scouts.

One of us got the better assignment.

>> No.3863416

That's the only true take-cover map I can think of in Plutonia, and it's still well done. Just make sure to take the right fork first and find secrets pronto.

>> No.3863418

if you had played it, you would remember the super lewd final map.

>> No.3863426
File: 2.86 MB, 1280x720, 2017-03-16 17-29-23.webm [View same] [iqdb] [saucenao] [google] [report]

wew lad

>> No.3863430

>I felt a great disturbance in the Framerate, as if millions of transistors suddenly cried out in terror, and were burnt to a crisp.

>> No.3863461


Turok 2 EX is now available.

>> No.3863470

but what makes a map good? how do you learn to make good maps?

>> No.3863472
File: 56 KB, 500x437, (JPEG Image, 500 × 437 pixels).jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3863476

Phew, I was worried it was a glitch in the system and was taking massive abuse of it :P

>> No.3863490
File: 431 KB, 1366x768, Screenshot_Doom_20170316_102639.png [View same] [iqdb] [saucenao] [google] [report]

i'm not an avid quake player, so what the hell is this?

>> No.3863494

thats a pretty gun

>> No.3863496

It's called a "parasite". It's attack is an unavoidable hitscan tentacle that latches onto you and shocks you for a few seconds if you're in line of sight. They're also fast and small and tough, so they're the Q2 equivalent of an archvile.

>> No.3863504

Your worst nightmare in Quake 2.

>> No.3863507
File: 406 KB, 1366x768, Screenshot_Doom_20170316_102109.png [View same] [iqdb] [saucenao] [google] [report]

so i'm in for a wild ride, thanks

>> No.3863512



>> No.3863518

Increase SSG ammo to 60 so you can avoid autism.

>> No.3863558
File: 1.02 MB, 1280x720, 2017-03-16 19-18-53.webm [View same] [iqdb] [saucenao] [google] [report]

fuk ur shit diabolists

>> No.3863567

>so you can avoid autism.

>> No.3863580

You know that feel when you holding double barrel and have odd number of ammo for it? It's kinda like that.

>> No.3863586

Does anyone know if having shield overcharge effects the damage of fully charged grenades/punches?

>> No.3863587

I feel the same, yes

>> No.3863590

> tfw you whiff your super punch and are left with no armor or energy for dashing or sprinting infront of a dozen hellknights

>> No.3863598

Time to pop a shield recharger

>> No.3863634

SWORD DOOM ANON i summon thee

>> No.3863637
File: 85 KB, 494x347, beard.png [View same] [iqdb] [saucenao] [google] [report]

Hello. The mod is called GMOTA and most people refer to me as GMOTA guy.

>> No.3863641

ok GMOTA guy i have various retarded questions.

1. how do i use the blue sword? like what is the bar below the normal sword

2.how do i use an unleasher? hitting the botton does nothing

3.what are the icons next to the guantlet and blue sword?

>> No.3863648

in that current version of GMOTA, you need to bind some new controls, "weapon action" and "utility" check the options menu in controls, might have to look at the bottom of that. Hitting weapon action will switch between your powered up and normal weapons.

You use the unleasher by picking up a BFG-tier item, getting a shitload of mana, and then hitting the USE ITEM key.

and finally the icons represent if you have enough mana for those respective attacks when you power up your sword and gauntlet. That current version of GMOTA is really convoluted and bad. I'm gonna be sorting that out in due time

>> No.3863659
File: 63 KB, 948x535, U-Blaz.jpg [View same] [iqdb] [saucenao] [google] [report]

>most people refer to me as GMOTA guy.
i think you mean "nerd"

>> No.3863661
File: 447 KB, 781x750, 1386514873431.jpg [View same] [iqdb] [saucenao] [google] [report]

Listen here, you little shit.

>> No.3863664

i may be a little shit but you're a huge one

>> No.3863673
File: 649 KB, 1920x1080, Screenshot_Doom_20170316_144948.png [View same] [iqdb] [saucenao] [google] [report]

I abandoned Brutal Doom and went with DRLA for my Kama Sutra playthrough. So far Elephant Gunning everyone has been fun

>> No.3863685

I wish the Anti-Freak Jackal wasn't so overpowered and every other gun so completely boring to use, not to mention it's given to scout right at the start.

>> No.3863692

Turok 2 Remastered just came out!

>> No.3863693

>not to mention it's given to scout right at the start.
it's supposed to be a rare find, scouts start with a normal pistol

>> No.3863706

Whoops I just checked that I have "Star with Unique" on, it basically gives you random unique pistols.

>> No.3863746
File: 68 KB, 226x267, 95c20bf53368105fb7a7510aff7370ed.png [View same] [iqdb] [saucenao] [google] [report]

hey i've been out of the Doom scene for like 2 years.
i picked out back to saturn x for a playthrough, and i'm wonderin what gameplay mod i should pick out to go with it? is there anything new and amazing thats come out in the last 2 years? hows GMOTA, and demonsteele doing?

>> No.3863760

Why the fuck would you need that? Playing vanilla maps on ZDoom isn't suffering at all.

>> No.3863789

Honestly, it's kind of a problem with every class. Once you've built or found an ideal weapon, running out of ammo is really the only reason to ever switch.

>> No.3863796

GMOTA is in the process of another big overhaul, and Demonsteele is on hold while Term works on a standalone game, which looks pretty cool.

>> No.3863806
File: 695 KB, 957x667, file.png [View same] [iqdb] [saucenao] [google] [report]

Turok 2 EX by Kaiser just got released on Steam.

Go grab it.

>> No.3863815


newspost please so we don't need to have it re-announced every three posts

>> No.3863827

[3-16] Turok 2 EX is finally here! Grab it on Steam or GOG

>> No.3863829

>and i'm wonderin what gameplay mod i should pick out to go with it?
Around these parts most people play mods you probably know of already I think. "Legendoom" is a popular new one I think.

>> No.3863830
File: 2.16 MB, 1280x800, under fire.webm [View same] [iqdb] [saucenao] [google] [report]

At least you were able to get the drop on the demons once.

The damn fae folk ambushed me at every turn.

>> No.3863838

I think you should have kited them around a bit to gather them in a bunch before fastballing them

>> No.3863841


So anyway, I couldn't find an Unreal Shock Rifle (ASMD) mod anywhere on the interwebs, so I decided to learn to mod just to correct that mistake. Here's the first draft



>> No.3863846

>if you're in line of sight
any other hitscan attack in the game is avoidable by literally running around the monster.

>> No.3863847
File: 169 KB, 1920x1080, god machine.jpg [View same] [iqdb] [saucenao] [google] [report]

At map30 now. How worried should I be?

On a side note, I've figured out I can listen to audiobooks and play this simultaneously.

>> No.3863851

Are there wads made for this mod? its really fun but doesn't really feel right in the normal doom wad

>> No.3863860

be very afraid
check the monster count
there's also some dehacked magic to resurrect pre-dead monsters at certain points

>> No.3863865

I didn't find the final level too bad. The hardest part was the level before where you're in that circle room and those khomas and diabloists are attacking you relentlessly

Also, I listen to podcasts. Doom is a podcast game for me.

>> No.3863869
File: 2.16 MB, 1280x800, beaned.webm [View same] [iqdb] [saucenao] [google] [report]

Didn't know they were there. Panicked a bit and threw a retaliatory "fuck off" grenade.

Slight lie, a few of the fairies did decide to lay down their arms a submit to an execution.

>> No.3863886

>there's also some dehacked magic to resurrect pre-dead monsters at certain points
Doesn't seem to be working with the gameplay mod.

Yeah, that one was pretty mean. A few charged pulse rifle blasts and a lot of powered jumps got me out of it.

>Also, I listen to podcasts. Doom is a podcast game for me.
I'd really recommend you listen to "Armor" by John Steakley. Any doom fan would love it I think.

That seems like a bit of overkill.

>> No.3863891

I like to avoid their attacks by shooting them in the face, too, you know.

>> No.3863892

There are not. and hopefully with this overhaul it should feel more appropriate to traditional doom maps with a proper item progression

>> No.3863904
File: 2.75 MB, 1280x800, CG1.webm [View same] [iqdb] [saucenao] [google] [report]

>That seems like a bit of overkill.

The only good fairy's a dead fairy.

Forgot to mention the best change about the TouhouDoom remake: The Mansion is red now.

>> No.3863905

you don't play traditional doom maps. all you do is fiddle with gameplay mods and test them on map01. how many mapsets have you actually played? please list them, it can't be more than three or four.

>> No.3863910

Uhhhhhhh that's a hell of an assumption to make.

If you don't like gameplay mods, that's cool, but don't be a douchebag.

>> No.3863915

>The only good fairy's a dead fairy.
what'd i do to you ;_;

>> No.3863917

There should be a way to either scale it, or make it suitable for slaughters as well.

Demonsteele did it right wiht the combo meter - the more you slay the more damage you deal.

>> No.3863918

sorry i'm just repeating what i believed you'd said in the past. e.g. a few threads ago i posted a survey for popular wads you'd never played yet and you said basically all of them.

>> No.3863923
File: 134 KB, 922x692, iMtbPv8.jpg [View same] [iqdb] [saucenao] [google] [report]

Scythe 1, 2, Hellbound, TNT, Plutonia, Doom 1 and 2 of course, Epic, Mock 2 (though that one doesn't count technically), I can't recall the name of it but that one mapset with the fucking bastard pyramid labyrnith map.

Does Dead.Air count? Pirate Doom? Temple of the Lizard men 1 and 2?

>> No.3863928

>pyramid labyrnith map
you probably mean Alien Vendetta then

and thanks, that's not very many, but it's more than i thought

>> No.3863934


and ggman already did a review for it, its fucking gorgeous


Now we need a proper remaster for Witchaven and Heavy Gear 1 but then the rights and source code are lost in space and time

>> No.3863936

did you not try this?
did you not jump ontop of it?

>> No.3863940
File: 174 KB, 600x800, learning the difference between fighting with someone and fighting WITH someone can save your life.jpg [View same] [iqdb] [saucenao] [google] [report]

That's it, I knew it had the word Alien in it, Also played through Eternal Doom, Zen Dynamics, Action Doom 1 and 2, that one where you play as a fat looking chaingunner doomguy, it's an older mapset and I forgot the name of it too. I'm waiting for Final Doomer's update to run through BTSX properly, along with JCP and AA.

I'm only listing off mapsets I've played through in single player, there's also quite a few I've gone through in co-op, but I'll damned if I remember them all, Chillax was one of them, I think.

Just because I record webms in map 01 doesn't mean I don't play through mapsets you know, I'm just quickly testing out stuff before moving on, and once I get enough stuff added, THEN I do runs through mapsets. No sense in doing a full run with only two guns out of a full weaponset.

>> No.3863943


my bad, im also shitpoting on /m/

heres the video review of it


again, which 90's FPS are pretty much "free" for a proper remaster besides Blood?

>> No.3863946

>my bad, im also shitpoting on /m/
a fellow tokufag?

>> No.3863954


nope just PR thread and the Evafags +zetafags having seizures because of the "How asuka would fare in Gundam wing without anno shitting on her character development" thread

>> No.3863958

Are there any maps that can be played with Shut up and bleed? Most have too many enemies and killing a crowd of imps with a knife isn't possible.

>> No.3863973
File: 42 KB, 577x284, only4zscript.png [View same] [iqdb] [saucenao] [google] [report]

Remember gentlemen, ZScript for ZScript alone and nothing else.

>> No.3863974

>Improved character speed and manoeuvrability, including the ability to grapple ledges.
>One review mentions onscreen objective markers
Ehhh... I'll have to judge for myself.

>> No.3863986

How is Turok 2 an N64 became 1 gigabyte for pc?

Did Kaiser upscale x10 and save as bmp?


>> No.3863987

And I see people praising Night Dive to high heavens for this, while almost nobody of the general public knows about Kaiser.

That's really sad.

>> No.3863991

Uncompressed soundtrack perhaps?

>> No.3863992

how the fuck do I install CPMA?

I downloaded CPMA from their website and got the pak0.pk3 file but the game's like deleting my user settings every 5 minutes, including my keybinds and CD Key.

>> No.3863993
File: 831 KB, 1600x900, Screenshot_Doom_20170316_174928.png [View same] [iqdb] [saucenao] [google] [report]

So, uh. I'm not dead guys, I swear. I'm just lazy. Smart gun and Flamer are done (although I need to make the flamer's Combat Stim enhanced version, but that won't take long.)

>> No.3863995

Well the job opportunities he'll get from being the main dev of all these projects should be staggering.

>> No.3863996

Can I use ZScript in ACS?

>> No.3864002

Are there any duke level packs? Is war of attrition any good?

>> No.3864010

What is the power fist and how is it supposed to work? It looks like it's just a big armlet that doesn't actually touch the enemy.

Thinking about doing stuff.

>> No.3864013

Yeah, there's ScriptCall, which is super powerful and can even send strings and fixed point numbers to ZScript: https://zdoom.org/wiki/ScriptCall

You can also make a CustomInventory that fails all checks but calls a function that does the thing you need, like this: http://pastebin.com/7HiwdtNC

>> No.3864018


>> No.3864020

Will someone, anyone, make Doom complete with software renderer in ZScript so Graf can retire.

>> No.3864023

>I couldn't find an Unreal Shock Rifle (ASMD) mod anywhere on the interwebs, so I decided to learn to mod just to correct that mistake
Check out unreal guns https://forum.zdoom.org/viewtopic.php?f=4&t=28589&start=840#p692358 ( Or actually don't because bestever is fucking dead, god damn it )
or Prisoner849. https://forum.zdoom.org/viewtopic.php?f=43&t=52733&p=922574

>> No.3864025

No, it's a complete waste of overshield

Level 3 charges is best when you want to conserve overshield

>> No.3864030

>that one where you play as a fat looking chaingunner doomguy

>> No.3864031

What's all this then

>> No.3864038

An attempt to make "Aliens: Spook edition"

>> No.3864042

Is it that mod that was on like v0.99h or something?

>> No.3864047

Alright thanks m8. Well then, that means I'll have to actually be creative in order to make anything worthwhile >:(

>> No.3864056
File: 460 KB, 600x450, 2rnFq74.png [View same] [iqdb] [saucenao] [google] [report]

Ayy Lmao
uac against wy when

>> No.3864075

last version that the original Author was on was .99J3.

>> No.3864081

Wy? (Also I forgot to add this to it since I am dum.)

>> No.3864109


>> No.3864116

oh hey it's ispook
highly underrated
makes a lot of stuff
releases fuck all
maybe correctly rated after all

>> No.3864131

To be fair I've only worked on three things that weren't just compat. Patches. And I didn't release the second thing due to my motivation just flat-out dying.

>> No.3864134

What was the second thing?

>> No.3864139

Didn't have an official title for it. It was gon' be a weapon/enemy replacer using Sarge's "Ultimate brutal arsenal" weapon mod as a base for the weapon sprites, I was calling it "Not-so brutal" or something like that.

>> No.3864153

Doesn't sound too inspiring, but I probably would have liked it since I fucking loved SUAB.

>> No.3864159

Yeah, it wasn't too focused, but I wanted to do something other than work on SUAB at the time, so it was a good escape.

>> No.3864164

I've done more useless escapism projects than actual projects myself. Been sure to share code tricks and whatever that I came up with while doing so though, so some amount of good has come of it.

>> No.3864172

BTSX E1 only gets somewhat difficult in some of its late maps. And even then, still not quite hard.

>> No.3864181
File: 331 KB, 640x480, Screenshot_Doom_20170316_001008.png [View same] [iqdb] [saucenao] [google] [report]

Sunlust + Guncaster = Suncaster, or perhaps Gunlust.

It's pretty fucking sweet.

>> No.3864183

That was it. Thank you.

>> No.3864186

Would you happen to be the guy from the Babel beta-test Discord server, by chance?

>> No.3864189

I'm talking the attack itself which latches on to you and can't shake off unless you break LOS.

>> No.3864190

Yeah, I guess I said pretty much the same thing over there. RIP my anonymity.

>> No.3864192

Lithium issues here:
The Super Shotgun really really REALLY needs to be revisited and probably given an upgrade in the store

No reason to even look at it after constant testing and the Revolver basically fills its role in about 4-5 shots with a faster reload and more consistency

What purpose does the laser shotgun serve?

>> No.3864197

Hexen Upstart Modding Project? Hell yes. I'm onboard.

>> No.3864201

Yeah, hi Gyro.
Also turn off filtering

>> No.3864207

*guitar and bass riffs*

>> No.3864216

>they're the Q2 equivalent of an archvile.
not even close. They're hardly a threat. They're more like a lost soul. fast and weak, have to get close to damage you. Couple of shotgun rounds will end them.

The archvile is pretty unique and doesn't really have an equivalent in quake or q2

>> No.3864225

don't worry it'll grow back in a day or two.

>> No.3864240

Also just noticed I can't buy cannon shots anymore, which is good

Gauss Shotgun needs to use Shells

>> No.3864254

I'm playing Chocolate Doom with a gamepad and you can't stop me

>> No.3864264

I purchased the X360 port with forced randomized pitches just for the new episode when I probably could have found it for free

>> No.3864267

i'm fairly sure they went to some trouble to allow that to work!

>> No.3864270

i mean to support all kind of joysticks with loads of buttons and shit, whilst also trying to emulate the old joyb_speed 29 autorun hack

>> No.3864280

I remember I was heavily considering getting it and then the community ported the episode as a WAD.

>> No.3864285

What's your biggest Doom map pet peeve?

Mine is switches that do some incomprehensible shit on the other side of the map, so that in order to progress you need to backtrack and search the entire level for anything that might have changed.

(That, and archviles in wide open areas with no cover.)

>> No.3864289

I recommend staying the flying fuck away from Eternal Doom if you haven't tried it before.

I sympathize, I hate that shit too. Another peeve of mine is chaingunners or similar dangerous monsters starting behind you when you spawn. Plutonia pulls this at least once and it's fucking cheap.

>> No.3864291

hmm , probably invisible automaps but i've got loads

>> No.3864292

When a map isn't fun.

>> No.3864295

Trial and error stuff like
>enter a room, archvile spawns behind you lol!

>> No.3864296

Can anybody confirm if the Humble Store deal on Turok 2 actually gets you Turok 1 as well? It doesn't say anything about it on the T2 store page.

>> No.3864297

Walls that spring up or teleport traps that block you from picking up a weapon just otherwise laying out in the open.

>> No.3864298

The demon sandwitch.

A narrow corridor. Suddenly a demon is infront of you. You try to back away, but theres another demon buttfucking you from behind.

No way to avoid damage, it happens so fast that reacting to it is impossible.

>> No.3864302

Trial and Error implies you cannot survive the trap without foreknowledge. What you describe could very easily be survivable on first try.

>> No.3864303

Maps that are too afraid to challenge me, because the author fell for the "Plutonia Sucks" meme.

>> No.3864312

>an archvile, and his friends, and the door locks behind you, and it's cramped and dark and maybe there's some spectres or chaingunners as well
you know what kind of shit I'm talking about

>> No.3864313

Huh. If DemonSteele works with this I can see that being a fun fight.

>> No.3864316

>MSX will never be finished
I mean, its pretty good as is but I'm still left wondering just how good it could have been.

>> No.3864328

>blaming a meme because something isn't up to your standards

>> No.3864330
File: 8 KB, 389x371, 1330742721930.png [View same] [iqdb] [saucenao] [google] [report]

That's pretty neat man.

>> No.3864336
File: 3.33 MB, 1920x1080, Screenshot_Doom_20170122_203546.png [View same] [iqdb] [saucenao] [google] [report]

Flawed but great little gem. I like the concepts it had. Blade of Agony took a lot of inspiration from it and made all of the bad parts good and the good parts better.

That said, I'll probably run through this one again someday.

>> No.3864342
File: 144 KB, 100x100, 1477765030899.gif [View same] [iqdb] [saucenao] [google] [report]

Doors that open at a distance, but slowly, and with chain gunners behind them that start firing (thus, hitting you) nearly instantly, and you must get closer, and also take a shot before you can save yourself.

Especially if there is no cover. It's basically the mapmaker saying "I put too many health packs and soulspheres into the map before this point, so here I am taking a chunk of that back, because fuck you."

>> No.3864353


>> No.3864359

Nice sound effects. Totally works like it seems it should.

>> No.3864391

The Hell on Earth Starter Pack is a breddy good mapset for Trailblazer, though. :^)

>> No.3864394

Is this Babel?

>> No.3864402

no one can stop you, since a gamepad has no way to press "Y" to quit the game

>> No.3864404

Yeah. Sorry, working on thing.

>> No.3864410
File: 2.91 MB, 960x540, 20170316 (01).webm [View same] [iqdb] [saucenao] [google] [report]

The example monster for adding babel's fear and chain/sync systems to a monster is done. EZPZ.
And I got to reuse a monster from FKER :^3

>> No.3864419

So adding it to a monster from another mod that isn't in Babel's code, like an add on? Or something else?

>> No.3864423

Yeah, they need some basic scripts and a few states and things added, but overall it took me about ~5 minutes to set it all up. The decorate is all commented and it's intended to be used as a reference, just like the Plasma SMG.
Actually if you guys wanna read it and see of anything isn't explained well (assuming you know how to use DECORATE) that'd be pretty good.

>> No.3864429

Another Lithium bug

Explosions mode + Laser upgrade for the plasma replacement does 1 damage per hit instead of the usual numbers

>> No.3864430

Aaaand I just noticed typos. Also the species name is being changed later but right now I'm just polishing other stuff.

>> No.3864435
File: 669 KB, 1280x720, 1403325899235.png [View same] [iqdb] [saucenao] [google] [report]

GIVE ME A FUN MAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>> No.3864438


>> No.3864440
File: 38 KB, 351x352, 1406103577080.jpg [View same] [iqdb] [saucenao] [google] [report]

THIS BETTER BE GOOD!!!!!!!!!!!!!!!

>> No.3864443

alright bitches it's time for turok 2

>> No.3864481

seta cl_mousesmooth "0"

starts on 4 for some reason

>> No.3864491

Don't know if you're still here Anon, but seems unrealguns is on wadarchive. http://www.wad-archive.com/wad/c23b7f466741bc00173d253c813dd24a

>> No.3864519

>They're hardly a threat
Practically unavoidable damage without using bouncing weapons isn't threatening?
>They're more like a lost soul. fast and weak
lost souls are stunned from the tiniest amount of damage, parasites don't give a shit when they're lasering you.
>Couple of shotgun rounds will end them.
4 rounds, and that's if you hit at least 44 out of 48 pellets.

>> No.3864521

you gotta pingpong between them and keep them stuck in their attacks before they can totally trap you

>> No.3864531

You noclipping at 0:06 and would-have killing yourself was kinda hilarious.

>> No.3864532

The joys of testing, I just didn't want to re-render the webm to be honest.

>> No.3864542

When Skelegant will stop renaming his project?

Cuz it started as Sticky Gals, then Swanky Moppets, Hate Busters and now it is named Gloom Busters, i guess the next name would be what? Swanky Gals Busters of Sticky Moppets?

>> No.3864550

Who what now?

>> No.3864554

>[Muffled "Killer Queen" in the distance]
But on more serious note, he may be trying to look for the 'perfect' name for his project and/or has many projects going at the same time and he took time off to make a wad for Joel's Doom contest shit, I was dissapointed at the lack of anything Terry.

>> No.3864556

Some ZDoom TC with thick MSPaint women

>> No.3864558

sounds like shit daysu senpachi

>> No.3864560

i think setting it to zero crashed the game after the intro videos, setting it to one didn't

i can't seem to get the mouse to feel right despite running in all but a few situations at 60, and given it's n64 quality i don't see why some parts dropped to 30 especially with all the special effects off

movement feels terrible, like i'm qwopping a man with noodle legs on a balance beam, even with the camera roll effects off

also the children are hideous monsters

>> No.3864572

2 shots from the double barelled shotgun. I've never had a problem with parasites. Maybe you're just bad at the game? Get better with the railgun perhaps?

>> No.3864596
File: 29 KB, 112x120, JershuaFiresud.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3864598
File: 661 KB, 1200x900, thank you turok.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3864620
File: 683 KB, 806x518, qualityassuranceteam.webm [View same] [iqdb] [saucenao] [google] [report]

10/10 remaster

>> No.3864651


>> No.3864672

it seems i just set the damn sensitivity too high. had it at gzdoom's number but i guess the scaling is different.

>> No.3864674

Kaiser's a full-time Night Dive employee, last I checked.

GZDoom still has the old software renderer available in the startup IWAD selector.

>> No.3864684

>2 shots from the double barreled shotgun
at what range, again?

>> No.3864701



>> No.3864704
File: 58 KB, 720x405, 1487699685578.jpg [View same] [iqdb] [saucenao] [google] [report]

considering enemy placement in the game and taking slow gun switching into account, there would really be no reason to have a railgun out just to fight a single parasite, unless we're talking research center, where a rocket launcher is recommended to deal with multiple targets at once.

>>3864684 and
note, 2 SSG blasts basically mean almost guaranteed damage from parasites unless you head for cover, as they will always retaliate from the first blast at short/ medium ranges, where they still have plenty of room to maneuver.

I also don't think they're that difficult either, they just kinda always fish out that same tired 'oh, it's these cunts again' reaction from me, and I proceed to head back at least 10 steps to avoid getting hit by them, which works. I just wished I didn't have to do it every single time for such a basic enemy

>> No.3864707

i liked it better when zanieon posted with his fursona

>> No.3864709
File: 2.92 MB, 633x347, 1395979412873.gif [View same] [iqdb] [saucenao] [google] [report]

Stop it, you.

>> No.3864712

They are still nowhere near archville equivalent, and not even annoying enough for me to remember them.
The shield guys and bezerkers were more annoying, and even they were easy to deal with once you knew how.

>> No.3864742

what shield guys?

>> No.3864767

The Turok 2 cheats are so dumb I love it

I miss N64 cheats

>> No.3864773
File: 302 KB, 1280x720, horus_x64 2017-03-17 03-15-41-54.png [View same] [iqdb] [saucenao] [google] [report]

Got E-Sports enabled

>> No.3864774
File: 449 KB, 1280x720, horus_x64 2017-03-17 03-16-08-83.png [View same] [iqdb] [saucenao] [google] [report]

Got cataracts installed

>> No.3864776

What are some good UDMF-based map packs?

>> No.3864793

Are there any official desktop icons for DOOM I & II?

>> No.3864864

on what map did that happen to you?

nearest thing i can think of is being slowly lowered into room full of chaingunners + blue key on hell revealed map23

>> No.3864870

What are the IRC servers of the doom community?

>> No.3864874


>> No.3864875

I always just shot the shield guys until they died like all the other enemies.

>> No.3864882

You basically tripled their health then
It's sort of meant to be killed with back attacks

>> No.3864894


>> No.3864907

I'm serious, the new look of Doomworld is making me physically ill.

Almost as if Post Hell actually took over the rest of the forums and redesigned them.

>> No.3864912

It's not Post Hell anymore. It's Forum Hell. Blame Ling for that. He went 200% retard.

>> No.3864920


>Almost as if Post Hell actually took over the rest of the forums and redesigned them.

Actually, no, that's a bad description.

This is how Doomworld would look had NewDoom won that small forum feud and took over their website.

>> No.3864927

>Implying that i could made this meme with the retardly unproportional toenails i have in my monstersona (because fursona is for furries which i am not).

Remember dude, there are things that are logically impossible to i make with that uneven proportions.

Not that the IRC of any Doom Source Port is that great, generally it's just a pile of people who don't speak a single word for hours and fills the log only with join and quit messages.

>> No.3864928

I hope they at least bring in a theme that has the whole page wrap to the edges, rather than having borders. I hate forums that insist on having half my screen empty.

>> No.3864937

i don't mind it especially now i'm getting used to it a bit. totally ignoring all the "social" features, though.

reputation points are working out the way i expected them to -- you get them for making silly jokes and witty responses, and short throwaway replies. in-depth technical posts, and genuine attempts to be helpful and informative, don't seem to get likes -- instead they tend to get actual replies saying "thanks i'll try this" or whatever. and people who should IMO have high reputations don't. IOW with some exceptions, it's turning out more like a cool kids' popularity index.

>> No.3864941

i can't easily read lines 1920 pixels wide (or 20 inches long in IRL terms), so i keep my browser to about 1000px width for this reason.

>> No.3864995

My fellow Doomers, please help me in my crisis.

Yesterday I finished my first UV playthrough of Doom 2. But halfway through the game I started mid-level saving because there was so much shit that can kill you in seconds. After being massacred by Chaingunners, Revenants and Arch-Viles over and over again I hat to replay 10 to 15 minutes of those levels all the time and finally said "fuck it, I'm gonna bitch-save".

And now I am questining wether my playthrough was "legit". Is playing without manual saves really the only true way to play Doom?

>> No.3865025

Play how you want man.

Playing without saves can be both rewarding and frustrating but there is certainly no "right" way to play doom.

>> No.3865032

If the game doesn't respect you, why should you respect the game?

Scum all you want.

>> No.3865046

i personally pistol start every level, don't use saves, and play on a lower skill if i die too much.

i don't think i'd want to do all 30+2 maps in one continuous run, especially not without saves, because the most likely place i'd die would be on map30, i am hopeless at that timing your shots thing it makes you do (which you never need to do anywhere else).

>> No.3865064
File: 260 KB, 1920x1080, prettylights.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some balanced and possibly lesser known gameplay mods? MSX is one of the few I come back to because everything just fits together, and I'd like to broaden my horizons.

A combination of a monster and a weapon replacement mod is fine too.

>> No.3865082

omg the Super Rok cheat in Turok 2 EX is Super Hot

>> No.3865092
File: 1.64 MB, 1280x720, trailz.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3865096

Brutal Doom
Project Brutality

>> No.3865118

I want to lower a Sector to the floor in DoomBuilder. I'm using action 41, S1 Ceiling lower to floor, which is set to a switch, which has tag 2, along with the ceiling I want lower. The switch's line is facing outward to the player, and the sector to lower has no action set, as it should be.

What am I doing wrong? Nothing happens when I press the switch - it doesn't lower, and the switch doesn't get pressed, no sound or texture change to show it pressed.

>> No.3865119

pretty gay how you cant jump tho

>> No.3865124


looks kind of... i don't know, "solid", though? not sure how to describe, like you're throwing out a glass rod, not a bunch of vortex rings

maybe i'm overthinking it though, it was only a brief impression on first view

>> No.3865127

i believe there is a cvar to override mapinfo jumping suppression. don't ask me what it's called but i am certain it exists.

>> No.3865137
File: 629 KB, 1280x720, trailz2.webm [View same] [iqdb] [saucenao] [google] [report]

It could stand a lot of tweaking if I'm gonna use rings, but the point is that I can use any model. A helix could be pretty cool. Or perhaps a standard 4 plane tracer model with linear smoke streaks along with a warp shader.

>> No.3865152

>A helix could be pretty cool
slinky cannon! boioioioing!

>> No.3865153

Shit, that would actually work with bounce states and A_SetScale.

>> No.3865172

sv_allowcrouch also exists but is obviously less necessary, I'd only use it for Hideous Destructor personally.

>> No.3865175
File: 250 KB, 1920x1080, 20170316090231_1.jpg [View same] [iqdb] [saucenao] [google] [report]

How often do you guys save when playing Doom? I just finished up playing through Plutonia 2 and found myself often on the later longer maps like maps 28/29 and ended up feeling pretty bad for it, like I wasn't playing it the way it was intended. I'm going to start playing through Jenesis here shortly and only save at the start of a map.

On a side note I was playing vanilla doom with pistol starts for each map.

>> No.3865189

I only really save when I have to quit playing for a while.

>> No.3865193

I am indifferent to the new forums desu, but I feel like the Doomworld community is gotten worse. I think even 2 years ago it was better overall but now it looks like most of the cool posters are getting gradually replaced by lame and dumb newcomers.

>> No.3865249

How do I adjust floor textures in Doom Builder visual mode? The x and y offset. I have a little square that I put a texture on and its edge starts with the half-way point, not the edge of the texture, so it loops around half-way through. How to fix?

>> No.3865257

UDMF map format and arrow keys.

>> No.3865261

I assume UDMF is GZDB? I downloaded DoomBuilder 2 from the resources in the sticky. Arrow Keys do nothing on floor textures, I don't have any UDMF format. Is there no way therefore for me to fix it?

>> No.3865265
File: 1.95 MB, 1280x720, Endtrailstealth.png [View same] [iqdb] [saucenao] [google] [report]

Stealthed endtrails in the Turok 2 remaster are now spectre-level difficult to see, practically invisible when you're running around.

>> No.3865272
File: 20 KB, 504x384, a4a51777e15f49290570e518435d81bf.png [View same] [iqdb] [saucenao] [google] [report]

I'm a little stuck here.. please help

>> No.3865273

You should absolutely use GZDB rather than DB2. It's the same thing, except with a few more years of development.

DB2 should have UDMF support though. Go to tools>game options and check Doom 2 (UDMF).

>> No.3865283

What other wads, if any, are you trying to load with this?

>> No.3865286

Memento Mori and it's music

>> No.3865291

my advice would be to either do the following:
a) load brutal by itself to see if the file isn't fucked
b) try running a stable version of GZDoom (or if that version is stable, i can't quite tell off the top of my head, try running an SVN build)
c) mess with the wad loading order

>> No.3865294

This is a problem caused by Mark's brilliant coding where he somehow managed to write 0.L instead of 0.1. You have to open the file up and find the relevant line in blood.txt and change it yourself.

>> No.3865295

This is probably the "0.l" bug, caused by Mark being a fucking retard.

Open the PK3 in a zip program, open BLOOD.TXT and do a find replace to change "0.l" to "0.1".

>> No.3865315
File: 39 KB, 562x437, 3a1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3865349

I don't know which is worse, Mark using 0.l or the fact it actually used to work.

>> No.3865356

It never worked, it just previously didn't create a script error message.

>> No.3865379

Would doomguy be into Fat Chicks?
They're HUGE! That means they have HUGE GUTS

>> No.3865382

go away skelegant/major cooke

>> No.3865386

On personal level I'm amazed how Mark managed to optimize his piece of shit so fucking poorly that the gore on any excessive level (Meaning if there's more than vanilla amount of monsters on the map) can cause toaster level computers to clog up.

>> No.3865389
File: 250 KB, 600x473, reve.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3865396
File: 710 KB, 640x480, 2017-03-17 17-44-24.webm [View same] [iqdb] [saucenao] [google] [report]

The warp shader works pretty well on the ring trail

>> No.3865430

>warp effect on sprites instead of flats

>> No.3865431

They're not sprites, they're 3d models.

You apply them in GLDEFS or ANIMDEFS. I'm planning on adjusting the shader so I made a copy of the built-in warp shader and applied it in GLDEFS myself.

>> No.3865432

Not him, but you can just do it like
WARP2 texture FEARA0
WARP2 texture FEARB0
WARP2 texture FEARC0
WARP2 texture FEARD0
in ANIMDEFS (obviously replace sprite names with yours).

>> No.3865441

Wait, Metadoom did a similar thing with the shockwaves on explosions but didn't use a single model, how'd you do that?

>> No.3865447

>This effect can also be used with sprites (as long as their sizes are powers of two)
Huh, what do you know. It's not saying it's restricted to the OpenGL renderer either. Would make for nice flame, cloud or teleporter effects.

>> No.3865448

>It's not saying it's restricted to the OpenGL renderer
If the sprite a non-power of two it is.

>> No.3865449
File: 7 KB, 141x147, gloring.jpg [View same] [iqdb] [saucenao] [google] [report]

The model is a 1x1 size double plane (in the same spot, facing opposite directions). The texture is pic related. The ring actor has the "AddShaded" render style and a StencilColor of my choosing. As soon as it enters play (as a FastProjectile trail actor) it picks a random size multiplier and starts fading out.

>> No.3865463


>> No.3865470
File: 954 KB, 6056x5024, youwhat.png [View same] [iqdb] [saucenao] [google] [report]


>he still hasn't fixed this

This is a man who wants people to crowdfund him to make doom modding tutorials.

>> No.3865479
File: 529 KB, 1280x720, 77a05f5b4043aa854c0e11639daeb2e0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3865487

Map with your opposing hands. So your usual keyboard hand is on your mouse, and vice-versa.

>> No.3865515

I think you can just use +FLATSPRITE

>> No.3865518
File: 1.96 MB, 1782x703, 1340201-b6323dba8b91b51e65166da373fab559.png [View same] [iqdb] [saucenao] [google] [report]

I did it.
For those interested, expect a thing later today.

>> No.3865519

What if you are a keyboard only player? You do realize there are a lot of us too, right?

>> No.3865526

I like to save constantly. Things are known to break easily in Doom. Either puzzle aspects lock you entirely out of the exit or it is just impossible to access something. Gotta love those doors that close indefinitely and lock you in a room. As rarely everything works perfectly without sheer instabilities, I have paranoia.

>> No.3865527

a viral hit for sure!

>> No.3865531

Yeah it would work as well as long as they're just flat planes. For laser-like trails or more exotic things like chain links you need models or two flatsprite actors in the same place.

>> No.3865556

>mapping with only a keyboard
What is this lunacy?

>> No.3865562

it's easy you just have a laptop keyboard with a trackpad built in.

>> No.3865569

that's not keyboard only then is it, braniac.

>> No.3865574

RGA2 + 2hu?

>> No.3865578

I put together an unexpectedly lengthy video of MSXGuy's journey through the 2hu Doom Remake.

>> No.3865604

remove D4D

D4T petty much took Cooke's Ponyshitter place as the best mod

>> No.3865618

why does everyone feel d4t's superior? does the lack of an upgrade menu really add to the expirience?

>> No.3865639

D4T is tablet trash, dumbed down to shit.

>> No.3865641
File: 85 KB, 315x641, 1423461062947.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw first time seeing that mod

>> No.3865643

Yeah, it just feels too minimal where you use the mouse, everything has keyboard shortcuts.

>> No.3865646
File: 20 KB, 399x302, 1455996866416.png [View same] [iqdb] [saucenao] [google] [report]

anybody know of a way to get in contact with Brutal Doom's creator?
im over at BD discord and he never shows up i also sent him a message through ModDB but he didnt reply

>> No.3865648
File: 946 KB, 640x480, smokerail.webm [View same] [iqdb] [saucenao] [google] [report]

Bringing out the real space magic with A_RailAttack

>> No.3865653

shitpost about him here, he will generally turn up eventually to defend himself

>> No.3865659
File: 34 KB, 600x450, PJsRg.jpg [View same] [iqdb] [saucenao] [google] [report]

i just wanna ask him something but he seems fucking unreachable

>> No.3865671

could your question be answered by anyone else? post it here

>> No.3865672

Reach him on Twitter? Message him on Facebook?

>> No.3865675

atleast is better than cooke's ponyshit, hes going on the same way as mark one way or another.

if you say that Sao Paulo Police department is looking for him he gets pissed

>> No.3865679

>if you say that Sao Paulo Police department is looking for him he gets pissed
okay that made me laugh, but why would they be?

>> No.3865684
File: 81 KB, 1024x733, 1483386343764.jpg [View same] [iqdb] [saucenao] [google] [report]

i wanna know if he will release e new version of BDLite based on the new version of BD, with the colored blood and the new gore and effects so i can play it along with Trailblazer

>> No.3865686


why exactly would you need to get in contact with him

>> No.3865687

I doubt that he's going down Mark's path, the Pony thing's not even serious.

>> No.3865689

>if you say that Sao Paulo Police department is looking for him he gets pissed

>> No.3865703


due to a certain time when he said that he was involved with skinheads when he was doing BD "it gave him inspiration" also the shitload of /pol/ shit deep into BD's shit code

>> No.3865713


He can't even be arsed to fix shit like >>3865272 which prevents people from outright playing really the only goddamn thing he's known for. His rationale? He wants to work on Brutal Doom 64, which displays more of the genius Mark has come to be known for, such as randomly replacing pistol zombies with fucking chaingunners, and coding ceiling lights to act like monsters, so when you get the light visor, the ceiling light sprites invert their colors and it looks horrible.

>> No.3865716
File: 222 KB, 449x401, 1472724578560.png [View same] [iqdb] [saucenao] [google] [report]

i gave up on BD64 when he added ammo for the chainsaw
seriously, fucking AMMO FOR THE CHAINSAW
fuck that shit
that single handedly killed my interest in BD64

>> No.3865719


>he said that he was involved with skinheads when he was doing BD "it gave him inspiration"

Shit, I hadn't heard that one. Wonder if there's any truth to it? He was the kind of guy to say shit to pimp up his bad boy image.

>also the shitload of /pol/ shit deep into BD's shit code

wasn't it just the plasma death ''''''''''joke''''''''''?

>> No.3865720

are you using the same trick D4D used for its solid rail beams?

>> No.3865724

ahaha i can totally imagine him claiming to have gone around with a violent gang to see real life blood splatter for enhancing his mod.

of course, it's blatantly a lie concocted to hype up his diehard fanbase of 13 year old edgelords who are too stupid to spot that it's a lie.

>> No.3865728

what about every 10 punches your knuckleduster wears out and must be replaced

>> No.3865729

Upgrade menu lets you become really overpowered and trivializes many maps

>Defense up
>BFG Satellite
>Double SSG with piercing shots(Although I do like these)
>All it takes to get these things is a few levels
>Can make all enemies drop BFG cells and armor, makes satellite stay on indefinitely as a result
D4D is Guncaster tier in terms of power until you get the Satellite mode for the BFG

Then it's basically as easy as Russian Overkill

>> No.3865731

I think it'd be interesting if someone made a powerful chainsaw, that ran on "ammo" but when it was spent, you just pull a rip cord and replenish it.

>> No.3865732

But muh cringe culture!

>> No.3865734

I don't know what trick d4d uses. I use a downward-pointing tracer model scaled exactly in height (through modeldef) to fit the sparsity argument for my railgun function. The actor adds 90 to it's pitch before appearing. This means I can scale it's radius independent of it's height (otherwise the beam segments would scale into each other when they enlarge and fade out)

>> No.3865736


its shit like this that makes the inexistent brazillian Doom community the joke that will always be

>huhh 101 and 102 are great maps

>> No.3865738

the plasma death ''''''''''joke''''''''''
Oh yeah, the 'turns a white guy into a nigger faster than rap' one

>> No.3865739

>Upgrade menu lets you become really overpowered and trivializes many maps

There's no way to scale acquisition of the resource you spend to get those upgrades?

>> No.3865740
File: 13 KB, 319x320, 1456234052156.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah i would be ok with that, some sort of cooldown or 'reload animation' to avoid spamming it too much, but limited ammo with a counter?
nah fuck that shit

are you fucking serious? he put in that?

>> No.3865747

Meta doom also added a cool attack I've wanted to add to a chainsaw for quite some time: A slash that creates a short range cut wave because video games.

I should make this chainsaw one day

>> No.3865750

>are you fucking serious? he put in that?

no but we should totally convince him that it's a good idea

>> No.3865756

>Pony thing's not even serious
You didn't look at his deviantArt. The guy is full on autismus maximus.

>> No.3865759

>are you fucking serious? he put in that?
yes, i'm totally serious, i'm not just posting shit to bait him out here so he can see/answer that one guy's reasonable question about BD Lite upgrades.

>> No.3865761

I never had an issue with the chainsaw, it's already rarely used but now in those short bursts of time where it's used it was made a lot more effective.

I'd complain about other things in BD64 over ammo on the chainsaw

>Hell Knights and Barons have no head hitbox
>SSG pointless
>Nightmare Imps moving all over the place yet more passive than before
>Revenant sprites

>> No.3865765

Mutiny is one of my favorite ones, if you don't mind the game turning into a sort of PvE Counter-Strike of sorts.

>> No.3865769

D4D did not do that, and doing any sort of slaughtermap will gear you up out the ass

On top of that when maps have a death exit you keep all your upgrades

If I remember correctly D4D did add in a drops upgrade mode like D4T, it's been awhile since I looked at it

>> No.3865770

BD Lite is actually a pretty good thing
used alongside Guncaster or Trailblazer its very fun
it also ups the difficulty having the BD monsters that balances a bit how overpowered the weapons in Pillow's mods are
im currently playing Hellbound with BDLite (the one featured in his YT page) alongside with Trailblazer and it actually made me sweat sometimes

>> No.3865771

That sounds interesting. Never heard of it.

>> No.3865775

. . . I didn't, but to be fair I really care enough to look at his DA.

Also this whole "autism" thing bugs me, that insult's been overused to hell, but that's just me.

>> No.3865779

Yeah but it's being used correctly in this context.

>> No.3865783 [DELETED] 



You have to go back.

>> No.3865784

bullshit, having autism/aspergers does not imply you are sexually obsessed with cartoon whales

>> No.3865785

It pits against a bunch of UAC marines with different weapons, and some with a few minor abilities. Most of the enemies are hitscan, but it's offset by the fact that most enemies go down in 1-2 shotgun blasts. Even higher-tier enemies are pretty delicate.

One thing to note is the Imp replacement, the Officer. They're armed with autopistols and strafe-dash when you put your crosshair on them. They have about a half-second delay before they can dash again, so you gotta have quick reflexes to put them down. They'll tear you apart if you're at low health.

The reason I highlight them is because on maps with lots of Imps placed relatively close together, what should be a slaughter turns into a fight with a UAC ninja death squad.

>> No.3865791

Do you have a DL link? Couldn't find a live one.

>> No.3865794


Most enemies can throw grenades, too. Including Officers.

>> No.3865795

Well his DA is filled with vore and ponies so that's why his extra mod and him saying "Wouldn't it be funny if a pony was eating people haha" is getting the response it does

I couldn't care less though, I only play D4T for Doom 4 mods now

>> No.3865805


You give Argent a go?

>> No.3865812

Not him but I tried ZION and it was a pile of trash, is argent the one Xaser is working on?

>> No.3865815

Argent is pretty nice but the Gauss Cannon doesn't feel right and this is the main Doom 4 weapon I like
I do play with the mod using Quake 1 monsters though, seems fitting enough

Zion is the youtube screenshot sprite rips one
Argent is the one Xaser made

>> No.3865816

Playing it on mohu1.wad right now. Really cool!

love the shotgun.

>> No.3865819
File: 496 KB, 500x282, vomit.gif [View same] [iqdb] [saucenao] [google] [report]

>youtube screenshot sprite rips
I always thought they were at least done ingame. I'll try argent later.

>> No.3865825

I love everything about Mutiny's sound design, except the autopistol.


>> No.3865826

Zion came out before Doom 4 did, using just the video that wasn't even in HD at the time

If you're shooting the Chaingun you can see the HUD pop in on the bottom right
Same for the burst shotgun I think

>> No.3865830

It really isn't.

>> No.3865836

ok i downloaded SFM and samus model from SFM lab

and i don't fucking now how to use it, since i plan to do a status face and hand rips for her, if someday someone plans to remake Dreadnought in their own way

>> No.3865842
File: 6 KB, 200x291, 15y9d00.jpg [View same] [iqdb] [saucenao] [google] [report]

>getting to a secret level in PB spawns in the most dangerous monsters

>> No.3865845

> if someday someone plans to remake Dreadnought in their own way
"rockstar raccoon" made/is making an attempt. He's appears to be a.. special kinda person and I wouldn't put my money on him finishing anything.

>> No.3865897

Hey, doomguys, recommend me wads to go with Black Warrior.
Something cyberpunk-ish or technological, I guess.

>> No.3865901


>> No.3865915


>> No.3865924

There's a rip floating around. It's around 200 mb.

>> No.3865931

Doom Reinforced Mapset

>> No.3865989
File: 604 B, 112x120, maru doomgai2.png [View same] [iqdb] [saucenao] [google] [report]

How's this for a NES Doomguy color palette? Darker green, maybe?

>> No.3865996

would that dark grey be the visor color?

>> No.3866003
File: 774 B, 112x120, maru doomgai3.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, and I've decided I'm gonna break palette limitations for this. Fuck it

>> No.3866012

Every time I try to play DOOM 2 on gzdoom it just crashes when loading FMOD 4.44.60, what am I doing wrong, it worked just fine the last trillion times I've used it.

>> No.3866020
File: 3 KB, 112x120, morphball2.png [View same] [iqdb] [saucenao] [google] [report]

I have very clever friends, this might be breaking limtations but hey, it looks good

>> No.3866030

I didn't even realize

Is this doomguy tucking and rolling?

>> No.3866034

He's morphballing, Samus-style.

>> No.3866035

Yes. This is gonna be a projectile based off the morphball from the NES Metroid

>> No.3866037

I knew it was the morphball, but I was wondering if it was literally just doomguy rolling around in the fetal position.


>> No.3866048

I'd say ditch the outlines.

>> No.3866050

Everything else is outlined though. Wouldn't that be inconsistent?

>> No.3866052

Outlines do not mix well with Doom, unless it's a full-on caroonisation like in Urban Brawl.

>> No.3866058

The other projectiles and actors don't have many colors so I gave them outlines so you actually see them. But I guess seeing as I'm cheating a little with this doomguy morphball and giving him more detail I can remove the outline on him.

The outlines on the other projectiles stay though.

>> No.3866061

Outlines period don't look good. I'm sure you can see everything fine unless you're colorblind or something.

>> No.3866063
File: 9 KB, 184x172, uhhhh.jpg [View same] [iqdb] [saucenao] [google] [report]

>unless you're colorblind or something.

About that.

>> No.3866069

New thread

>> No.3866071

Yeah you're not really qualified for judging that then. I assure you they'll look fine to everyone, the contrast is more than enough.

>> No.3866073

Still keeping them.

>> No.3866080

Note how he slithered away once called out, lol.

I was wondering why I'd never heard of this then I remembered there's another wad by that name.

>> No.3866082

I'm still here. I just know an argument that I can't win when I see one, plus I don't want to derail the thread.

>> No.3866525

You don't breeze through any game on harder difficulties on your first few playthroughs really. I used to play Doom on super baby easy mode with cheats exclusively, then one day I randomly decided to go to ultra violence and it was a completely different ballgame but I knew where ambush traps were and locations of items so even though everything was a lot harder I knew where to go, I just had to have tighter execution on nastier encounters.

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