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3916217 No.3916217 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3910520

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: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent








>> No.3916219


-Second phase of map submissions closed

-Mapping deadline currently ends on the 17th of April

=== NEWS ===

[4-8] Linguica's Antrywey released; a strictly vanilla map created with savegame trickery

[4-8] MetaDoom v3.666 released; pistol ammo cvar and some rebalancing

[4-5] Kinsie's Consolation Prize project now covers Doom 64 Retribution; MetaDoom also to make use of it in v3.64

[4-1] DooW released

[4-1] April Fools: BTSX Episode 3 beta

[3-31] Doom 64 Retribution released; a port of D64 to GZDoom that isn't dogshit

[3-31] Quake Champions beta to begin on April 6th

[3-30] Intermission E2M1 released

[3-25] Poharex: Second Invasion alpha released

[3-25] Stewboy released some of his MIDI files

[3-24] ZDoom LE 2.8.1a released; a fork for older computers

[3-23] First SLADE dev build released in over a year

=== 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.3916229

>tfw haven't worked on hexen souls in months

Depression sux man

>> No.3916230

>still no server up

>> No.3916235
File: 360 KB, 1920x1080, Screenshot_Doom_20161112_232144.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3916238
File: 213 KB, 396x342, sweaty khezu.png [View same] [iqdb] [saucenao] [google] [report]

Look at it this way, I've been meaning to make a start on Doom modding for months but the only thing I ever did was Shivers' DECORATE tutorial. At least you started something and did some cool things?

>> No.3916251
File: 91 KB, 640x813, 1491793142713.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3916262

I suppose, but I've created something that's really hard to work on if you stop. I can't even remember where I was at last time I worked on it.

>> No.3916283

don't give up, skeleton!

>> No.3916308
File: 572 KB, 1600x900, Screenshot from 2017-04-10 20-14-39.png [View same] [iqdb] [saucenao] [google] [report]

I'm an idiot who forgets to refresh the thread before posting.

>> No.3916312

>doing a western/gothic themed weapon set
>revolver, dual revolvers, lever-action shotgun, coachgun, throwable tnt, sure
>uhhhhhhhhhhhhhh fuck

>> No.3916316

Can't the chaingun be a tommy gun, like the one from Blood?

>> No.3916317

>The Gatling gun was designed by the American inventor Dr. Richard J. Gatling in 1861 and patented on November 4, 1862.[3][4]

>> No.3916320

Some ancient Indian magic or something? Like a throwing tomahawk that explodes into magic projectiles?

>> No.3916337

Casting magic with Playing Cards, like that Deadlands RPG.

>> No.3916340

That'd be good as a last-resort thing, but the tommygun sprites have been so abused and used to death that I'd rather take alternatives.

That sounds like it'd be great for the cell-using weapons, dark magic and shit. Plasma rifle is like a wand or something, BFG is an ancient artifact. I love it.

>character sets up the gatling gun on wheels
>starts pushing it through entire levels, shootbanging things and running them over

>> No.3916345
File: 662 KB, 1280x720, Screenshot_Doom_20170410_235132.png [View same] [iqdb] [saucenao] [google] [report]

>It seems the mod's dynamic lights aren't working in the latest GZDoom or something
Turns out I had dynamic lights off, what the fuck, me?

>> No.3916350

ride the gun like a kart through the level

complete with nyrrrrrrrrrrrrrrrr noises

>> No.3916371

I was using DoomBuilder 2 to learn mapping, but I heard that GZDBBF had more features, so I decided to download it. Was it worth it? Bugfix crashed on me as it was exiting the other day, but DB2 never crashed.

Also, I recently finished the sticky's tutorial for DB2, but should I go through another tutorial for GZDB? Are there enough new features/stuff to be worth it?

>> No.3916382

I was making my first proper map but I stopped... over a week ago now. Also wasn't sure if I should have watched more tutorials first. Hoping to start working on it again soon.

>> No.3916409 [DELETED] 


>> No.3916416
File: 9 KB, 213x187, laughing obese xenomorphs.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3916425

I hope the new MetaDoom version includes Quad Damage or a new power up because i feel like it's a bit low on power up variety.

>> No.3916434
File: 222 KB, 449x401, 1366784659756.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3916445
File: 33 KB, 480x300, 4g1t4t10n.gif [View same] [iqdb] [saucenao] [google] [report]

So what am I doing wrong with this?

if((input & BT_FORWARD)&&(CheckInventory("PlayerStamina")>=1))
while((input & BT_FORWARD)&&(CheckInventory("PlayerStamina")>=1))

If you release the forward key, it doesn't take away the 'SprintingPlayer' item.

>> No.3916457
File: 70 KB, 600x450, 2857039896_1b_5d_80fba_9_o-tfb.jpg [View same] [iqdb] [saucenao] [google] [report]

They were also designed as 'light' artillery and were really incredibly heavy.

I mean a rapid fire stream of .45-70 is amazing firepower, but it'd be heavier than everything else the player character could carry combined, including their own body weight.

The Turks thought of something like this for fighting the Russians once, pic related.
It's a Winchester rifle, but it has a real long barrel, a full length magazine tube running under it (I think maybe it held 15 rounds), and enclosing this, is a brass jacket which is filled with water.
The idea was to engage the Russians with long range rifles, then as they closed in, they would switch to the Winchester rifles and lay down rapid aimed fire, with guns that held many rounds and which stayed cool. This worked tremendously.

Emulate a gun like this, then rationalize away the magazine however (maybe the character stops to do a brief Goldeneye style animation every 20 rounds, or just have a straight ammopool), and when you hold down fire he just repeatedly pulls the trigger and works the lever really fast.

Imagine a rate of fire like this: https://youtu.be/-NmzF9pj9Yk?t=1m10s

>> No.3916464


Why not just have a simple else clause?

if(input & BT_FORWARD && CheckInventory("PlayerStamina") >=1)
if (CheckInventory("SprintingPlayer") == 1)

>> No.3916489

Shit, this is super-cool. Is there an official name for this kind of weapon?

>> No.3916495
File: 55 KB, 1208x1135, msxnewdodge.png [View same] [iqdb] [saucenao] [google] [report]


The intention is that you double-tap & hold Forward to sprint, and sprint ends when you run out of stamina or release Forward.

It's based off KekDose's evasion script, (as seen in Trailblazer), but I'm in over my head.

Full script in pic because it breaks post limit.

>> No.3916520

>double-tap to dodge
please no

>> No.3916530


This is intended for Project MSX, if that wasn't already obvious; you can turn it off and use MSX's classic dodge/sprint method of holding 'Run' along with a movement key.

>> No.3916532

thank you
i've grown incredibly sick of double-tap-to-dodge mechanics, if only because of how incredibly easy it is to accidentally trigger

>> No.3916537


Has it really been in that many mods? I don't know about others, but in Trailblazer you can reduce the delay between taps to reduce accidental execution.

>> No.3916725

I'm not really an expert at coding, but where are you getting/setting the player's dodge direction? I can't see it anywhere.
I don't understand what the purpose of the for loop is, either.

>> No.3916731

>the heavy machine gun in Final Doomer Plutonia can gib zombies and imps

this is the most fun I've had in weeks, just popping fuckers with this thing

>> No.3916737 [DELETED] 

Alright be honest, how many of you are just underaged dickheads who are only into DOOM and other classic PC fps games from before your time because you want to be a bunch of hipster chodes? Because I'll be honest, I think that one gay ass tripfag on this board is one of them.

>> No.3916771

is 23 underage in some countries i haven't even heard about?
can't people just not like the base game and the proven potential of mods?
y u heff to be mad?

>> No.3916774
File: 21 KB, 197x226, 1469168391595.png [View same] [iqdb] [saucenao] [google] [report]

>Liking a good game makes you a hipster

>> No.3916832

The entirety of first Unreal game.
>carefully sidestep projectiles
>suddenly dodge either off the cliff, into lava or into other projectiles

>> No.3916841 [DELETED] 

I'm nearly 40 and have been Dooming since 1997. How can I prove this without losing anonymity?

>> No.3916843 [DELETED] 

Wait. Why do I keep replying to babbyposters. Apologies all.

>> No.3916854

it'd require a lot of work and assets in theory, but I wonder if it's possible for player actors to have legs that animate separately of the upper body
like, eight directional movements that go forward and backward (maybe unique animations for sideways), jumps, crouches with animation, etc

It's way underestimating the amount of animation work required but I don't think i've ever seen anything animated to 'move separately' of the direction something itself is facing, besides tanks and that one mod that gave pickup items legs

>> No.3916887
File: 2.01 MB, 640x480, sunspire1.webm [View same] [iqdb] [saucenao] [google] [report]

>off the cliff
Remember, crouching helps you catch your bearings and stops you from accidentally dodging or walking off cliffs! Don't do Bunny Track without it.
Twitchy fingers does suck, though.

>> No.3916891
File: 1.13 MB, 640x480, sunspire2.webm [View same] [iqdb] [saucenao] [google] [report]

>moments later

>> No.3916895

I think Zanieon made a context-sensitive animation system that changes the player's animations based on whether they're strafing, backpedalling, jumping, falling, etc. I can't find any documentation about it though.

>> No.3916904
File: 802 KB, 1920x1080, Screenshot_Doom_20170411_035207.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3916919

Or you can just hold down the button to sprint rather than the double tap, circumventing the milliseconds of idleness that occurs between each tap entirely.
Seriously, minecraft did the double tap sprint and it's super gay and shitty. Don't be like minecraft.

>> No.3916920

You know I have never played the Unreal games, is the first one really as amazing as their general makes it out to be?

>> No.3916921

Mostly. It'll feel really fucking weird if you're used to id tech, though.

>> No.3916929

It's great. I fucking love it.

>> No.3916936

It's not my favorite game in the world, but it's got some good gameplay and fantastic music and environments. Sort of makes me think of Half-Life in it's pacing, but in space and with powerups.

>> No.3916942

whats the wad with the rotating shotgun again?

>> No.3916945

I like to keep a "diary" text file in my working folder that details everything I do on that project on a day-by-day basis, as well as a to-do list so I can tick things off. This way, if I stop making mods for two years again, it's comparatively easy to pick up where I left off!

>> No.3916948

It's something I want to add, but I'll have to do it in a way where it doesn't fuck over situations where, say, level designers use a Berserk pack as an instant heal to 100%. I have some ideas on how to do this, and I'll probably pull the trigger on one of them in v4.

>> No.3916950

I somewhat feel like Quake 2 would've been a great game if it had ambient music, and wasn't techbase for the whole thing.

>> No.3916954

DRLA has the Megaton Shotgun, which had three rotating barrels, if that's the one you're looking for.

>> No.3916957
File: 28 KB, 300x348, QDELogo.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake Mission pack level 1

This level not even finished yet. Just use noclip and discover new arenas in map. Some unused secret portals still active Wtf developers?

>> No.3916958

Some good city maps would have been cool. Stalingrad on Stroggos.

>> No.3916960

Found an old page filled with Nightmare Skill Doom demos

>> No.3916961

ill have to check it out, I was thinking of the one that gets rotated to reload

>> No.3916975

What's the proper method of playing Build games nowadays? Are there souceports or something? If not which versions are the best?

I tried the 20th anniversary edition of Duke Nukem yesterday and had some cool features.

>> No.3916979

Besides really minor factors that the 20th Anniversary Edition has that others don't, EDuke32 is the best method to play Duke Nukem 3D at least so long as you can get the .con files in a legitimate format. Other Build engine games are not so lucky.

The Megaton Edition used to be a solid way to get a Duke fix thanks to having all the expansions and online play, but Gearbox shut it down for the 20th Anniversary Edition.

>> No.3916994

I have the megaton edition too, I'll try it with EDuke32. My guess is that the other games don't have anything like that.

What about Witchaven? Since it's not on Steam/GoG, is there any "community release" or anything like that? I'm interested in the sequel since I never got to play it and I don't want to run games from those random abandonware sites because of potential malware.

>> No.3916997

Yes, i made movement script: https://forum.zdoom.org/viewtopic.php?f=37&t=37855&p=720839

Though this is pretty much used for Zandronum compatibility now, ZScript can take care of this thing alone without intervention of ACS.

>> No.3917003

Shadow Warrior got a Megaton Edition-style re-release too (though the classic version is free on Steam). People have been trying to make a sourceport for Blood for years but no real progress I know of. And i've heard nothing about Witchaven.

Of note is that the 20th Anniversary Edition for Duke 3D redid the Duke Talk and added a new episode, but the developers literally ripped off / cloned EDuke32 awkwardly. One of the creators of ED32, also the guy behind the Megaton Edition and was working on a Hail to the King version for phones that'd include the PS1, Saturn and N64 ports, got to see the development of 20th personally and wasn't exactly enthused to see what Gearbox was doing. Combine that with them shutting down all of his work and projects that weren't ED32 and it wasn't exactly fun times all around, especially since Megaton Edition was like $10 or less on sale but the 20th Anniversary Edition launched at $20 with none of the expansions or additional content.

Hell, not even 3D Realms gets Duke money, everything that's not Gearbox-owned (Forever and 20th) is gone from sale. Even DN3D was removed from GOG.

>> No.3917004

Man, Trailblazers fun just straight up dies once the chaingun upgrades are acquired, Everything turns into bullet holes.

>> No.3917005

Duke Nukem 3D: eDuke32. Or the Megaton Edition. Either/Or. World Tour is passable, I guess.
Shadow Warrior: The non-free edition on Steam has the closest thing to a stable source port and all the expansions.

Everything else demands DOSbox. There is a project for the Witchaven games to fix bugs and oddities, but I think it's still DOS-based.


TerminX (the eDuke guy) and Gearbox sorted out their differences amicably/financially.

>> No.3917008

Only reason there was legal trouble to begin with was because Randy got butthurt that 3dRealms still held part of the Duke Properties and was still paying /royalties/ which amounts to a pittance.

It was basically highway robbery in legal form.

>> No.3917010

Is there anything worse than a project lead who keeps changing his mind?

>> No.3917012
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3917013

>Combine that with them shutting down all of his work and projects that weren't ED32
I seem to recall something about them threatening to bury EDuke32 with frivolous litigation if he didn't finish his projects for them on their terms.

>> No.3917014


A Project lead who only posts once every six months to assure their project will be finished?

>> No.3917015

That's neat

>> No.3917016

Not that I know of.

I guess just a generic "Repeating Rifle" name or something?

>> No.3917017

But at least then you have a solid project and you know that your maps won't be excluded later down the line because the guy changed which port the project was for.

>> No.3917019

>the guy changed which port the project was for
who did that?

>> No.3917021

I'm gonna guess maybe Freedoom?

>> No.3917025
File: 558 B, 25x25, OMS1A0.png [View same] [iqdb] [saucenao] [google] [report]

Help, I made an inventory item which is visible in the inventory, but if I drop it on the ground, its invisible. How do I fix this?

I can pick it up and it works fine otherwise.

>> No.3917026

Oh thanks, I'm going to check that Witchaven 2 project.

That and the remake of Turok 3 would solve my last two 90s FPSs that I never played.

>> No.3917027

The guy keeps overhauling this project repeatedly. First it was for all formats, now it's for Boom, and he wants to make it ZDoom only now. He even changed the number of slots to 13 because he didn't get a full 32 maps in 9 days. The moral of the story: don't let foreigners be project leads.

>> No.3917028

>most doom alpha projects before they go dead

>> No.3917031

Did original Quake run on TCP for netplay? Why changes were made for Quakeworld to render lower latency possible? I know one of them is client prediction, but that's not actual latency elimination.

>> No.3917035


>> No.3917041

The original Quake netcode was intended for LANs and did not provide a good, responsive experience on the dial-up modems of the day. Quakeworld alleviated this by rewriting the netcode and reworking the physics. You can read some of Carmack's as-it-happened reasoning archived here: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm

Interesting to see that he was pondering F2P-ish mechanics in the mid-90s!
> If it looks feasable, I would like to see internet focused gaming become a justifiable biz direction for us. Its definately cool, but it is uncertain if people can actually make money at it. My halfway thought out proposal for a biz plan is that we let anyone play the game as an anonymous newbie to see if they like it, but to get their name registered and get on the ranking list, they need to pay $10 or so. Newbies would be automatically kicked from servers if a paying customer wants to get on. Sound reasonable?

>> No.3917046

Also of note: There are a few other historic events documented in that link, like Carmack's announcement of Romero's departure, and the formation of Hipnotic/Ritual.

>> No.3917059

Check the offsets of the sprite?

I assume you have a separate sprite for the item on the ground? if not you probably should, that way its easy to have 2 different offsets

>> No.3917073

Honestly, I hate megawad projects where the goal is to remake the iwad maps. It just doesn't excite me at all.

DTWID worked for me, but thats because it was merely about emulating the mapping style of the id designers, rather than directly remaking the official maps.

And though I didn't like most of it, D2INO at least had an interesting goal, because it was only about making maps based on the names.

>> No.3917082

Thank you, that was totally it.

>> No.3917084

Since a new D4T update is coming, what do you expect from it?

>> No.3917087

oh yeah that was the one i'd read about recently and wondered if you were talking about the same

how did i not think of this though.

>> No.3917089

I was all thinking this would be easy and only need one image for both, but yeah, two images + offsets did the trick.

>> No.3917093

I think you can do it with just one image, but you'll need to adjust the offsets in decorate, in the states section after the sprite name iirc

>> No.3917220

Maybe it's a deathmatch section?

I have no idea for sure, but I've seen people do that.

>> No.3917226

i liked switcheroom and remain1.

the gzdoom tuneup ones are always crap, though.

>> No.3917269
File: 51 KB, 500x500, gate.jpg [View same] [iqdb] [saucenao] [google] [report]

Feels like this.

>> No.3917302


Eh, that was a mixed bag for me. Some levels were good in that they were only loosely based on an iwad maps layout, while there are others that are basically the same layout, just with a few minor differences.

>> No.3917370

I'm routing for you, Hexen Dev

>> No.3917378

i know that the blursphere is useless but considering it has a bit of a role in Doom's history, i kinda wished it wasn't fully replaced in MetaDoom.

Maybe Haste could have been just a variant or something.

>> No.3917389

>levels I've done before
I did Knee Deep Again, a vanilla compatible episode 1 replacement. Only available through /vr/. I'm seven levels finished but I think I only uploaded the first five on /vr/?

I'm also the dude who's been posting a horror wad that uses all Quake textures and Realm 667 graphics for the monsters.

Really I'm not an established mapper, I haven't uploaded anything anywhere that's not /vr/, I'm just a totally new mapper who likes to tinker with features to see how they work.

>> No.3917448

Are there any WADs that use the blursphere as a good trap?

>> No.3917470

Not that i know off

>> No.3917475
File: 79 KB, 640x480, 1491930227.png [View same] [iqdb] [saucenao] [google] [report]

there's that one bit of scythe map27 where it teleports you onto a partial invisibility unavoidably, then has three cyberdemons pop up out of the ground.

(that's using the thing as a trap. whether you think that's a *good* trap, i leave to your judgement.)

>> No.3917605
File: 51 KB, 150x300, and THIS is agitation level 2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3917606

is it funny that I can see myself trying to walk into the trigger without picking it up

>> No.3917645

d64 had good graphics and sound but the level design and encounters were meh

>> No.3917657
File: 43 KB, 237x330, 1478226224322.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3917675

sadly that is impossible. in the picture i had noclipped into that position. if playing normally you are teleported on top of the object into a tiny square (side 4 units or so) surrounded by trigger lines. all are impossible to avoid.

>> No.3917704
File: 177 KB, 1920x1080, MqrgRL9.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3917725

I never liked the music, I don't get why everyone loves it so much, it has basically one tone and one range.

>> No.3917745

ah yeah I remember that now. killing the first two was entertaining but I always fucked up on the third for some reason.

I always wait up for the powerup to end before I move to the next room.

>> No.3917747
File: 1.73 MB, 1600x900, 2017-04-11 23-18-08.webm [View same] [iqdb] [saucenao] [google] [report]

psx version had some really neat stuff

>> No.3917750

How do you make Oblige levels with PSX/64 stuff?

Are there addons for it?

>> No.3917756

it works.

there you go.

>> No.3917761
File: 2 KB, 88x91, imagos.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3917770

its just a pk3 file with texture/sprites replacement, can be used with any wad

>> No.3917771

Where can i get addons for Oblige?

>> No.3917774

I kinda wish there was a way to add new textures and sprites without replacing stuff.

>> No.3917780


id be glad with some System shock and some ripped off alien trilogy textures for a metroid oblige mappack

>> No.3917791

GZDB isn't remembering my saved settings, my resources and source ports. Why not?

>> No.3917805

So i found some Doom 64 texture variants pk3 file from Realm667 and added on the addons folder for Oblige but it isn't working, what should i do?

>> No.3917859

Actually couldn't tell if you were serious for a second there.

>> No.3917865

why are gunflashes red?

>> No.3917873

is it worth playing through the psx version? if so what would be the best way to go about it,

>> No.3917882

what color should they be?

>> No.3917895
File: 692 KB, 1920x1089, connor-mccampbell-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Will there ever be any single player expansion pack for D44M?
I felt like they would have said something by now.

>> No.3917902

There's a PSX TC that compiles all four campaigns and the Master Levels in one package.

There's also an optional levelset that rehauls all the missing levels into PSX-styled variants.

>> No.3917915


>> No.3917946


>> No.3917960

They promised no paid single player content. id posts their own levels and stuff in the snapmap section though. I've grown pretty fond of snapmap honestly.

>> No.3917972

I liked doom 64's better when that came out. the original ones look pretty goofy

>> No.3917975

for when you BLEW a hole in an enemy

>> No.3917980
File: 124 KB, 960x540, 1463865285604.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3918014

Looks like it's out of fucking Darksiders; which isn't bad.

>> No.3918027

Did Yholl drop DRLA?

>> No.3918036

Didn't he just recently announce new features like progressive difficulty?

>> No.3918046


ah the zdoom thread was deader than dirt with. Was wondering if it truly died with the latest gzdoom update.

>> No.3918074
File: 1017 KB, 1280x720, mYL0yQw.png [View same] [iqdb] [saucenao] [google] [report]

doom 4 maps are almost becoming a reality, folks

>> No.3918080

Is that Doomguy in the right?

He looks like some fucked up action figure, he even reminded me of that movie about living action toys or some shit.

>> No.3918090
File: 625 KB, 560x609, gay happy eraserhead.png [View same] [iqdb] [saucenao] [google] [report]

Is this a custom map? Where'd you find this??

>> No.3918112

as far as i'm aware, yholl refuses to move beyond zdoom 2.8.1 due to netplay becoming irrevocably broken

>> No.3918125
File: 109 KB, 800x600, ArtefactsOrSomething.jpg [View same] [iqdb] [saucenao] [google] [report]

Hmm, artifacts?

>> No.3918137
File: 19 KB, 480x360, smallsoldiers.jpg [View same] [iqdb] [saucenao] [google] [report]

>he even reminded me of that movie about living action toys or some shit.

This, right? First thing I though of too when I saw it.

>> No.3918141
File: 100 KB, 800x600, Screenshot_Doom_20170412_005110.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3918142
File: 22 KB, 272x348, 1376259040240.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is the middle the Mark of Nayru and the right the Steel Icon for the Pokemon TCG?

>> No.3918148


Has anyone got a computer that can run Russian Overkill at 60 FPS with no drops?

>> No.3918151

No idea what the Mark of Nayru is, but for the right one I needed some sort of "hi-tech energy" looking symbol. The steel icon was quite suitable.

>> No.3918156 [DELETED] 


TB needs health buffs for enemies that's either player-adjustable, and/or based on acquired upgrades.

The former is a snap to do:

ACTOR Kekodemon:Cacodemon
var int user_buffedhealth;
TNT1 A 0 NoDelay A_JumpIf(user_buffedhealth<1,1)
Goto Spawn+2
TNT1 A 0 {A_SetHealth(health*GetCVar("TB_MonsterHPBuff"));
HEAD A 10 A_Look

The user variable and A_JumpIf call are there so that if the monster re-enters it's Spawn state (for example, if the player dies), it won't redo the health buff; it's a map-start thing only.

>> No.3918165


TB needs health buffs for enemies that's either player-adjustable, and/or based on acquired upgrades.

The former is a snap to do:

ACTOR Kekodemon:Cacodemon
var int user_buffedhealth;
TNT1 A 0 NoDelay A_JumpIf(user_buffedhealth<1,1)
Goto Spawn+2
TNT1 A 0 {A_SetHealth(health*GetCVar("TB_MonsterHPBuff"));
HEAD A 10 A_Look

The CVar would be a float, and you'd set it up in MENUDEF as a slider with values between 1.0 4.0, maybe?

The user_buffedhealth user variable and A_JumpIf call are there so that if the monster re-enters Spawn state (for example, if the player dies), it won't redo the health buff; it's a map-start thing only.

>> No.3918172


Honestly, the Chaingun could use a nerf as well, It takes the power curve and sticks a huge dick in it. Rendering pretty much all other weapons moot except for the Nutcracker.

>> No.3918174
File: 43 KB, 577x529, Mark_of_Nayru.png [View same] [iqdb] [saucenao] [google] [report]


>No idea what the Mark of Nayru is

Symbol of one of the goddesses in the Zelda games. It doesn't look *too* much like it.

>> No.3918178

oh wasn't it because the existing code is too complicated to port to zscript?

need an official spokesperson to make a statement

>> No.3918179


As long as you don't craft the upgrades for the Skullthrottle, it's not too bad. But having either the 'Instaspin' and/or the Browning MG in the off-hand pretty much make anything a breeze, especially as you never need to reload with those guns.

>> No.3918185

Huh, interesting. I've never played the zelda games, so I have no idea.

My whole idea was to make some techy yet abstract devices made of connected orbs. I'd need 3 tiers, where each higher tier had larger orbs than their lesser version.

The last one was kind of bland, so I slapped a symbol on it.

>> No.3918186

well 2nd part of beta starts in 2 days

and i hope they fixed the netcode, and nerfed slash a bit

>> No.3918187
File: 33 KB, 133x131, Nurgle_mark.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918191
File: 895 KB, 500x280, giphy.gif [View same] [iqdb] [saucenao] [google] [report]


>port to zscript?

Oh dear.

You may want to crack DRLA open in SLADE to get an idea of how monumental an undertaking this'd be.

>> No.3918192

zscript isn't really a necessity, it's not like mods are going to be stopped being made in decorate or that decorate is being unsupported.

but yes, this is simply as far as i'm aware. i'm simply going off rumor and hearsay, take it with a grain of salt.

>> No.3918195
File: 31 KB, 298x403, 1490229173768.jpg [View same] [iqdb] [saucenao] [google] [report]

Nobody said to stick the whole dragon dildo in at once.

>> No.3918201


>it's not like mods are going to be stopped being made in decorate or that decorate is being unsupported.

Especially as you basically need to be a professional software designer with years of experience with C++ to hit the ground running when it comes to ZScript.

ZScript is no Decorate, folks; all that power and flexibility comes at a cost, and that cost is learning curve & newbie-friendliness.

>> No.3918203

maybe throw the resources at Glaice on the oblige forum?

>> No.3918228
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google] [report]

I wonder what captain foot fetish is up to?

>> No.3918242

I'm assuming there's no reason you can't use Decorate and ZScript side by side?

>> No.3918247


You can mix & match, yeah.

>> No.3918252

someone set up a server, i wanna play some doom with some humans.

>> No.3918256
File: 33 KB, 1152x1024, macambubmancubabmancububusnam.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918291
File: 188 KB, 499x753, DoomslayerBigbootEdition.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo bitch, i'm adding Doomslayer Big Boot Edition into the mod

but nope

>> No.3918292

Oh awesome, so the smart people can make cool shit for dumb peasants like me to use with my decorate!

>> No.3918303

But he's HUGE!
That means he has huge boots!

>> No.3918304

Why is he so thicc?

>> No.3918309


Too many burgers.

>> No.3918310

Because zaneion is CAPTAIN FOOT FETISH

>> No.3918312

He's American.

>> No.3918313


>> No.3918319

insert gif of small zaneion sprite turning wheel like steamboat willie

>> No.3918353

Seriously, whats the source on this?

>> No.3918396

You know, As much as I hate Colorful doom for turning Vanilla into an unholy nightmare I have to give it credit, nothing causes pants shitting terror like loading up map 01 and getting BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESS

>> No.3918421
File: 380 KB, 388x566, PunyPenguin-ABYR-EN-SP-1E.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918452

I got a cs1.6 server up, if anyone wants to join.

>> No.3918457

unable to connect

>> No.3918463

That's weird, it should work perfectly. II tested it with some friends and they said it worked...

>> No.3918464

>realm667 is down

>> No.3918468

Yes. Panic.
Full on panic.
Panic to God, to Jesus, to Duke Nukem.
To anyone that will listen, panic.

>> No.3918470

192.168.*.* is your internal IP, nobody outside your local network can connect to that.

>> No.3918472

Hacked for the 667th time i think.

>> No.3918474

How to I make a public server then?

>> No.3918476

I've already accepted my fate. I'm ready to be called a faggot over 20 times

>> No.3918493

Welcome to the club nigger. Now watch as i beg for people to jack off to my rejected map.

>> No.3918497
File: 19 KB, 400x320, OmniShiPromo.png [View same] [iqdb] [saucenao] [google] [report]

I released Omni Shields, a consumable invulnurability inventory items mod. Punch monsters with rockets and nukes, now with added safety!


>> No.3918530 [DELETED] 
File: 4 KB, 1011x33, wake me up inside.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3918548

But if you can see that status then you already have a chat open with him, no? Assuming you're using chat 2.0.

>> No.3918564


>> No.3918568


stop being a degenerate, then

>> No.3918569
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]

where the fuck do you think you are, right now?

>> No.3918572

(0) /vr/ - SMUDGE BONE - Retro Games - 4chan

>> No.3918574
File: 70 KB, 456x386, 1491353255199.jpg [View same] [iqdb] [saucenao] [google] [report]

There you go.

>> No.3918576

a place where posting cringe shit isn't endorsed.

fuck off.

>> No.3918587

Not a furry board.
Fuck off.

>> No.3918681

Doom II's MAP07: Dead Simple. A close-in arena fight with mancubi and arachnotrons with four blurspheres around the perimeter of the inner courtyard where you're likely to accidentally run into them.

>> No.3918721
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google] [report]

DRLA will never move beyond 2.8.1 because, yes, everything is a fucking mess beyond it.

ZScript, while indeed powerful, is an absolute mess that makes programmers scream in anger/terror, and is far and away more complicated to use than Decorate.
ZDoom's popularity is from how easy it is to mod, and ZScript is a step in the exact opposite direction. I think pretty much everything has broken at one point or another, and will probably continue exploding for quite some time.

So yes, I stay at 2.8.1 so I don't have to fight the entire engine (more than I already do), and can have working multiplayer. There's also the fact that there's only like, two or three things beyond 2.8.1 that I find cool, pretty much everything else I have no use for.

Nah, I at least try to work on it every day. My motivation tends to drop a lot lately though, but I'm still making progress, even if it is shitty and slow, sorry.

>> No.3918731
File: 33 KB, 474x546, jjTkmg8.png [View same] [iqdb] [saucenao] [google] [report]

>I think pretty much everything has broken at one point or another, and will probably continue exploding for quite some time.

>> No.3918736

>and can have working multiplayer.

>> No.3918738
File: 1.22 MB, 1600x900, Screenshot from 2017-04-11 23-53-04.png [View same] [iqdb] [saucenao] [google] [report]

There needs to be a speedrunning challenge involving filtering and other quality GZDoom effects.

>> No.3918747

I gave up reporting bugs long before the bug tracker was ever a thing, and there is no point reporting bugs for 2.8.1, is there?

I play coop quite a bit, I actually just finished going through Doom64 + DRLA with a friend an hour or so ago.

>> No.3918752

That's right. That's why you should report regressions in DECORATE behaviour throughout the engine's continued scriptification so that they can be fixed. Or you can go all 0.l on us. Your call!

>> No.3918758
File: 902 KB, 1600x900, Screenshot from 2017-04-12 00-05-35.png [View same] [iqdb] [saucenao] [google] [report]

Why did id put these guys in if they're so incomprehensible?

>> No.3918759
File: 136 KB, 466x486, 98c.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918761


>> No.3918762

This is a terrible comparison. I don't even know how to respond to that.

>> No.3918763
File: 1.13 MB, 1600x900, Screenshot from 2017-04-12 00-13-34.png [View same] [iqdb] [saucenao] [google] [report]

This was the future Graf Zahl chose.

>> No.3918764

What version of VisualBoyAdvance are you using anon?

>> No.3918768

2.2.0 Does 2.4 come with more quality graphical features than this one? How about that QZDoom I've heard about, how is it for high fidelity graphics? Also, GZRisen3D when?

>> No.3918771
File: 1.52 MB, 1600x900, Screenshot from 2017-04-12 00-21-23.png [View same] [iqdb] [saucenao] [google] [report]

Which one do I shoot?

>> No.3918775

Ravioli ravioli give me the Yellow-Key-Oli

>> No.3918776



>> No.3918778

Thanks doc

>> No.3918782


>> No.3918786

Going to try this out with Smooth Dumb later.

>> No.3918797

>the vanilla shotgun, super shotgun, plasma and BFG are offset to the right by 3 units
>the pistol and rocket launcher muzzleflashes are off completely
one fucking job

>> No.3918881

Yeah, right, and Graf totally hasn't canned every single one of my bug reports or anything.
Really, I would be more inclined to do so if he cared, but it seems like his garden of fucks goes unfertilized all year round.
Also, the 0.l bug was reported by several dozen people quite quickly after it became an issue. It's not like anybody had noticed it until an official version was released, because people don't -- and don't have to -- care about what goes on in the development lair of ZDoom.
ZScript is a horrifying abomination built off of 20 years of untested code, with no way to actually test the VM or scripting side properly. You can't run test cases because it's so tightly ingrained into the engine now.
It doesn't help either that ZScript is built on an engine that already had issues. A lot of issues. Fundamentally ZDoom is flawed, and then they decided to throw an untested, fundamentally flawed VM and language right over it as if it would help anyone.

And then, to make things worse, ZScript as a language is absolutely horrendous. There is nothing good about any of the intentional decisions in it, and there was absolutely no thought put into the language's design or syntax.
Which is made even worse by the VM being so shitty, because not only do you have a fucking awful language you have to put up with, but also you have to put up with the bullshit that the VM instates, and any bugs that may come with it.
Shit, piled over shit, piled over shit. It goes deeper than that, too!
If randi or Graf knew what the fuck they were doing, this wouldn't have happened, but unfortunately neither of them care. And especially randi, now that they outright gave up.

>> No.3918894
File: 10 KB, 369x300, 1459696459090.png [View same] [iqdb] [saucenao] [google] [report]

post >yfw waiting for QUMP

>> No.3918902
File: 303 KB, 1920x1080, hU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918905
File: 75 KB, 1920x1080, you can't stop the killing joke.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3918908
File: 100 KB, 805x540, 1465666256431.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3918910


>> No.3918913

>And then, to make things worse, ZScript as a language is absolutely horrendous. There is nothing good about any of the intentional decisions in it, and there was absolutely no thought put into the language's design or syntax.

>> No.3918914
File: 2 KB, 100x97, HAAAUUUH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3918919

Have you ever used C++? Because it's not like that. No, it's not like any language you could possibly be familiar with, it has too many caveats to say that. It's got a lot of features or deficiencies that only make sense in the context of ZDoom, and a lot of features or deficiencies that only make sense in the context of its VM.
That is to say, it's really hard to work with for no reason other than fuck you, we don't care. Or fuck you, we're too lazy to fix it. Or, fuck you, we can't fix it because we fucked ourselves too early on.

>> No.3918921
File: 2 KB, 98x100, hoh.png [View same] [iqdb] [saucenao] [google] [report]

ranger and the magical elder god pussy

>> No.3918924

>Because it's not like that. No, it's not like any language you could possibly be familiar with, it has too many caveats to say that.
A new language isn't like previous languages?
What a shock.

>> No.3918925

>It's got a lot of features or deficiencies that only make sense in the context of ZDoom

i don't really see how this is a problem. for a language for zdoom, having features that only make sense for zdoom is to be expected.

>> No.3918929

That's not the point at all, if you want something to be easy to use, it must be both well-designed and familiar. If you don't have that, you're going to alienate people and make them not want to use your language.

Yeah, that's fine, I don't mean stuff like states definitions etc. I mean things like not being able to return stack variables because the VM doesn't reference count properly.

>> No.3918930


>> No.3918934


It must be familiar? ZScript is not the least bit familiar to me and I have no programming experience whatsoever, but I've been converting an entire mod to it without a whole lot of hassle.
I mean, if you don't want to use it, that's okay? But it seems like you're making up reasons not to use it.

>> No.3918937


>> No.3918953

If you don't have any programming experience then you've already missed my point. I'm saying that ZScript is alienating to programmers, whom are quite obviously its main audience. If you're just using it like DECORATE with blocks, yeah, you're not going to have too many problems. But if you try doing something actually advanced, as in, what ZScript was made for, you'll run into trouble very, very quickly.

>> No.3918959

ignore the faggots software mode in old ZDoom for lyfe
all my favorite wads are for old versions of ZDoom or shit like edge

>> No.3918970

>or shit like edge
opinion dismissed

>> No.3918980
File: 16 KB, 500x500, 1484669843947.png [View same] [iqdb] [saucenao] [google] [report]

>it seems like his garden of fucks goes unfertilized all year round.

That is beautiful.

>> No.3918997
File: 6 KB, 680x162, uUkHsS8.png [View same] [iqdb] [saucenao] [google] [report]

>Also, the 0.l bug was reported by several dozen people quite quickly after it became an issue.
The issue was that it forced people to use an old version of the engine if they didn't want to go under the hood and fix the mod themselves. That's a shitty and lazy way to handle things for everyone - for engine devs, who leave serious issues unaddressed, for mod devs who never actually fix the problem, and for players who have to hunt down very specific builds on poorly-documented archives.

Things will bust up temporarily as things get scriptified, but the DECORATE parser is SUPPOSED to more or less give the same results as before. If it doesn't, it's a bug! Report it and provide instructions and examples that require as little time and/or general hoop-jumping as possible to reproduce! (Yes, this means compiling your ACS.) If you're not willing to do anything about it beyond making noise on a mahnwa-appreciation guestbook, then you're not willing to have anything change for the better, and you'll never get what you want. Simple.

>> No.3919024
File: 82 KB, 238x269, Yuuka Disappointed.png [View same] [iqdb] [saucenao] [google] [report]

>go report problems on the thing you've never touched, aren't interested in, and have no intention of using, if you don't you should feel ashamed.

>> No.3919027

Well, then I guess enjoy your bug reports from people using newer versions! Because you will get them. And they won't stop.

>> No.3919030

That's ok, I have it clearly written in my threads what versions they are designed for. Seems to have worked so far.

>> No.3919039

It'll stop working eventually. Typically when the version you're targeting is so outdated that people will have to choose between your mod and Literally Everything Else. And trust me, DRLA might be good, but it's not nearly good enough to win that choice. Nothing is.

(Yes, I am aware that people can install an older version in a separate folder just for your mod. I am also aware that most people won't.)

>> No.3919043

Such nihilism. Maybe if Graf would actually fix your bug reports, that wouldn't end up being a problem.
Of course, he wants a reproducible example. That's totally possible with the absolute scale of mods that actually have these kinds of bugs. Yeah.

>> No.3919049

Repro samples can include savegames and/or lists of instructions, console commands etc. to reproduce the issue without having to play for hours. (Note that they don't include screaming into the eternal abyss)

>> No.3919050

What if you don't have a savegame? What if you can't reproduce it consistently? 99% of bugs that matter fall under those categories. Stop dreaming.

>> No.3919051

That implies that I'm trying to win some sort of popularity contest. I simply want to make my mods. It's a nice little hobby. If other people like it, that's great! I'll happily go out of my way to make it better for them. If they don't, that's a shame, but people have all sorts of tastes, it won't bother me.

My hobby is not jumping on landmines for people who feel I should go out of my way to make my mods work on something it's not designed for.
My hobby is not attempting to rescue GZDoom from the hole it dug for itself.
My hobby is not hoping that maybe just maybe this next bug report might actually have something done about it.


>> No.3919056

OK. You can keep going without helping out, then. You just don't get to complain when things don't go your way.

Why wouldn't you be able to make a savegame? Did you break your F2 key in one of your previous Fatty Baby Fits?

>> No.3919059

Getting users to give you save games is not an easy task. If your users get a bug, you're screwed. There's a 1/1000th chance that the mod author will actually find and be able to produce a bug.
I also may mention that we're all human, sometimes we forget to save, or some like to quicksave too often and end up removing their bug-ridden save. We're not slaves to the ZDoom developers to produce bug reports.

>> No.3919060

I reserve the right to complain about people who complain about me not helping with something I don't goddamn use.

Hang on, I'll go file some bug reports on Internet Explorer while I'm at it, surely I should pitch in and help out? Oh wait, gotta find some bugs for Windows Movie Maker while I'm at it.

I don't have any complaints about staying at 2.8.1, I'm perfectly happy here. I have complaints about people taking that as some sort of fucking declaration of war.

>> No.3919072

Just remember you're not alone, there's other mod creators out there not keen on going to the newest versions of GZdoom because they're getting increasingly more bullshit.

Thank god I've always aimed for Zandy compatibility since day one. May the Zandronum devs never go full retard like Graf has.

>> No.3919089

Am I right in assuming that all those fancy Quake speedruns use Quakeworld or a QW-based port instead of the original Quake due to the increased player speed made available through QW's movement?

>> No.3919097

not only QW, darkplaces does it too iirc.

speedrunning e2m1 isn't half as efficient in qs or winquake as it is in those two, I've compared both runs.

>> No.3919103

Doesn't quakeworld have increased air control aswell?

>> No.3919130
File: 2.94 MB, 1280x720, Desktop 04.06.2017 - [View same] [iqdb] [saucenao] [google] [report]

IIRC it isn't the air control (you can still make fancy jumps and midair 180 degree turns in Quakespasm which is based off glquake/netquake) but the lack of a friction tick when the player touches the ground. You can still go somewhat fast in Quake but not nearly as fast as in Quakeworld where there's nothing automatically slowing down the player in that instant his feet touch the floor while he's jumping around.

I figured as much. At least now I know why I can strafejump all day in ezquake but can't go nearly as fast in QS, and that the occasional shortcut or sequence break I find in QS is done legit.

>> No.3919136

maybe ranger has iron feet.

zanieon, have at it

>> No.3919138

does quake have powerironfeet?
i know doom has it

>> No.3919142
File: 9 KB, 195x286, Biosuit.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake has the Biosuit, which works differently. (30 seconds of infinite air + no slime damage + lava does slime damage). I dunno what it's called in the source code, though.

>> No.3919146
File: 176 KB, 322x321, HUUH Resolution.png [View same] [iqdb] [saucenao] [google] [report]

>NQ and QW differences in movement behavior

This is interesting. Is there any reason on why this is the case?

>> No.3919151

>gold key shoots by on a tram
>not having that shit
>catch key before it loads onto a platform
>key disappears when the player gets close
>manage to catch it before it gets loaded and ride the lift up, where it normally respawns after pulling a disappearing act
>key doesn't spawn, just fucked myself
I thought I was so clever, too. Skipping a quarter of the map by timing a jump off a collapsing platform juuuust right probably hasn't helped any though, especially in the way of weapons.


>> No.3919153
File: 2.94 MB, 640x360, Desktop 04.12.2017 - [View same] [iqdb] [saucenao] [google] [report]

Fuck, I was so irate I forgot my weebm.

>> No.3919165

You should lean how to bunnyhop first :)

>> No.3919172

Even my shitty ex-quake pro jumping sk1llz weren't enough because the key is apparently scripted to disappear anyway. Tricky tricky.

>> No.3919176

that's some fucking wonky strafe jumping you did at the end of those steps. no wonder you'd miss it.

could've built up momentum the moment you got up but you fucked up having to straighten up from almost falling down.

>> No.3919178

Yeah I fucked up but >>3919172- even noclipping directly to the key won't let you grab it because it disappears before you can get close enough, apparently it's just a dummy to taunt the player and make them go around.

Further experimentation shows it IS possible to get the key by jumping away from the rising pillar as soon as you reach the top which will let the gold key spawn there properly, but then you have to go back down the stairs you're supposed to go up anyway so what's the difference? I'm not sure which areas on this map are intentional shortcuts and which are "oops, that wasn't supposed to happen."

>> No.3919184

has anyone got a computer that can run 100x.wad with a nuts3 map?

>> No.3919197

What is the most garish looking GZDoom graphics mod other than the HD Textures? Smooth Doom isn't that bad.

>> No.3919206
File: 1.15 MB, 1600x900, Screenshot from 2017-04-12 07-39-39.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3919207

Why isn't GZDB remembering any of my saved resources?

>> No.3919210
File: 124 KB, 283x280, MY EYES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3919215
File: 2.08 MB, 1600x900, Screenshot from 2017-04-12 07-52-33.png [View same] [iqdb] [saucenao] [google] [report]

I think I've reached the top of graphics for GZDoom.

>> No.3919219

Is this the beginning of the end for Doom?

>> No.3919221

Nah, we still got Zandronum

>> No.3919226
File: 53 KB, 638x470, Zandronum.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Doom without all of the quality graphical features that our Glorious and Benevolent, Beloved Leader and Honourable Friend, our Comrade Graf Zahl has created

>> No.3919229

even ironically that's not funny. Graffy boy is the biggest threat to the doom modding scene at the moment because he's a complete retard and refuses to back down or acknowledge he might be pulling some seriously dumb shit with these latest updates

>> No.3919232

>at the moment

>> No.3919239
File: 46 KB, 1011x581, Oppie Cropped.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3919246

Are there themed pwads for all the seasons or has that been done already?

>> No.3919251

I think GZDoom's doing fine, really. There's a lot of problems but they'll be sorted out in time.
Maybe we'll get ZScript 3 and have it not be shit, or something. (Also, ZScript's versioning system is really cool.)

>> No.3919273

Isn't the movement the same, beyond how it sends it to the server?

>> No.3919289
File: 102 KB, 600x443, 052-national-geographic.jpg [View same] [iqdb] [saucenao] [google] [report]

Not really, no. I just have Very Strong Opinions about backwards compatibility in newer versions, and I was in a bad mood due to IRL stuff so I loudly argued about it at great length with some of my modder bros. No harm, no foul, not the first time this has happened. :)

In reality, there'll be some growing pains due to parts of the engine being converted from hardcoded to external scripts, and some pieces of the scripting language are not ideal for various reasons (usually relating to weird stuff Randi did with the VM or psychological scarring Graf picked up from dealing with bad code when working on other games) but ultimately it should give modders more options on ways to do things that may be less hacky or horrifying to work with than current solutions.

The existing options like DECORATE will still remain, and ideally they'll still work the same as they always have. Since there's a lot of stuff moving around under the hood, though, some behaviour may unintentionally change without Graf noticing. And that's basically what the whole argument was about - I really REALLY want people to report such changes because a.) they're considered bugs and b.) having mods suddenly be locked behind an old version of a source port - whether that be ZDoom or Zandro or EDGE or whatever - is awful and makes it a real pain to revisit old mods for fun and inspiration.

>> No.3919320
File: 7 KB, 320x240, quake.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3919328
File: 209 KB, 512x384, S9E13.png [View same] [iqdb] [saucenao] [google] [report]

Are there any maps that have textures that look kinda like this?

Bonus points if they're animated and may even have sound.

>> No.3919338
File: 43 KB, 379x411, 1489402272195.png [View same] [iqdb] [saucenao] [google] [report]

>skimming through the thread
>see >>3919219

w-what? Don't say things like that.. it scares me to think there'd be an end.

What is going on to warrant such a question? In layman's terms please

>> No.3919339
File: 109 KB, 545x757, Stretchy Range2.png [View same] [iqdb] [saucenao] [google] [report]


The hype is getting too hype for me

>> No.3919346
File: 286 KB, 705x720, nobody.png [View same] [iqdb] [saucenao] [google] [report]

>you know
>I've uh
>I've learned to walk inside of zscript

>> No.3919351

Just over-reactions about over-reactions about engine development. Business as usual, really.

>> No.3919352

*engine over development

>> No.3919359

>you wanna see my evil thoughts?

>> No.3919368
File: 271 KB, 404x600, marathon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3919380

he's playing air guitar

>> No.3919382
File: 1.93 MB, 245x179, 1419471107807.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3919386


>> No.3919401

If MetaDoom were to have its own maps, would they feature textures, sprites and even copy pasted areas from various Doom games?

>> No.3919405

They would feature commander keen

>> No.3919412

So we know a lot of things in GZDoom come from Quake like the console and freelook. But where does the sound effect, DSSECRET, come from?

>> No.3919414

DSSECRET was an original sound Randi made using a tracker tool, IIRC.

>> No.3919419

Interesting. It always had that familiar vibe, like it belonged in some other 90s shooter. I guess I am also not used to things in Doom being original, they tend to be borrowed from somewhere else if community driven :P

>> No.3919421

I've thought about this a lot. The way I'd do it is as a single episode of levels that blend together similar themes from different games. So, for example, a map blending together visual cues and the occasional room design from Doom2 MAP02, Doom 3's Mars City Underground and Doom 4's Resource Operations into something loosely resembling a cohesive hole.

This is probably a distant future thing, but I have been meaning to make another map lately...

>> No.3919424

>>3919419 (me)
Actually, with this in mind, this brings about another question hopefully somebody has an idea for. I always find myself curious when playing a PWAD what the original song file was. There are just so many songs I have no idea what the original could be, yet they sound interesting enough to look up. Is there a way to run a MIDI through a program and have it determine what song it is?

>> No.3919460


>> No.3919498

lol at people who hitched their wagons to a doom source port 100% dependent on the capricious whims of a pompous asshole

>> No.3919504

I pretty much don't update and if a new mod isn't working I just go in there and make it work.

>> No.3919537

>What is going on to warrant such a question?

old grandpa zdoom has finally passed away. he went a bit weird for a while and started wearing a dress, so maybe it's for the best. now the kids are busy throwing away / obsoleting years of accumulated modder knowledge with a new system full of bugs. it seems they've lost their way. meanwhile, their old uncle zandronum is permanently stuck 5 years in the past.

the boom family aren't in a much better state. in fact, they all look dead, and are starting to smell that way too. a few occasionally display signs of life, but maintenance mode / bugfixes only.

the chocolate family over the road were never about that, they instead spend their days trying to resurrect their ancestors. occasionally they have a noisy baby who dyes its hair blue and goes around calling itself the way doom is meant to be today.

on some days you might see the nomads of eternity. they move around a lot, up the street towards zdoom's house, then back down towards boom's, never staying in the same place for long.

finally, nobody's seen anything of the legacy family for years. they say if you pass by their house late at night, you can hear an old man grumbling loudly over dialup noises, and Windows98 being restarted.

>> No.3919564
File: 341 KB, 1600x900, Screenshot_Doom_20170412_193534.png [View same] [iqdb] [saucenao] [google] [report]

demonsteele is fucking awesome

>> No.3919567
File: 2.18 MB, 1889x1030, chemfactory 1.png [View same] [iqdb] [saucenao] [google] [report]

A submission for Highway To Hell.

I told myself I'd only be making a simple level after the first one was such a ball ache.


>> No.3919573
File: 1.49 MB, 1881x1025, chemfactory 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3919574
File: 1.06 MB, 1888x1028, chemfactory 3.png [View same] [iqdb] [saucenao] [google] [report]

The starting area, an innocent looking car park with a suspicious amount of "POISON" signs and hazard tape.

>> No.3919575
File: 1.50 MB, 1890x1028, chemfactory 4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3919582
File: 695 KB, 1889x1029, chemfactory 5.png [View same] [iqdb] [saucenao] [google] [report]

Everybody likes Plutonia, so I made the end room look like something from Plutonia.

I'm sure players will find the ending extremely fun.

>> No.3919585

Demonsteele is probably one of my favourite vidya games period.

>> No.3919601

what's the red thing on the exit teleporter?

i like 3 and 4

>> No.3919621

clearly a canister of gasoline

>> No.3919634

i did wonder, but it also looked a bit like an inflated vest, viewed side-on. but now you mention it, the spout is obvious.

>> No.3919642

Underrated wads/mods?

>> No.3919653

Laura Beyer's Doom.

>> No.3919672

>"brutal doom is my favorite videogame"

>> No.3919675

i wanna see a thing like this for all the sourceports now, it's amusing to me
What's been going on with old man 3DGE? And the snappy youngsters Risen 3D and doomsday?

>> No.3919682
File: 566 KB, 1600x900, Screenshot_Doom_20170412_213959.png [View same] [iqdb] [saucenao] [google] [report]

i wonder if there are any other wads similar to it, or maybe even other games

>> No.3919690

In Highway To Hell, you have to pick up a gas can and then take it back to Doomguy's car to finish the level.

>> No.3919692

I wish this game was more like Quake at times. Nightmare is constantly mocking me, telling me I am not playing it on a challenging mode, but I absolutely loathe respawning enemies to the point that any game that has them (Hexen) becomes instantly terrible. The entire game becomes a stressful rush to the end instead of enjoying the level I am on. Doom is inconvenient because it isn't a defined thing on all difficulties, but if you want the hardest challenge you need to do it.

>> No.3919694

Nightmare mode was added as a joke anon.

If you really want to challenge yourself, play UV-fast. Or Co-Op monsters + UV + fast monsters for the ultimate fuck you the first enemy you meet in BTSX on co-op is a Spider Mastermind.

>> No.3919701

It was? Weird joke, I guess I would understand more if I knew the original context. Especially since it seems games like Hexen took that joke and ran with it.

So it isn't like Quake, where the aggressiveness becomes a downside? I gotta turn on -fast.

>> No.3919705

The reason Doomguy fights hell is to overthrow it's rulers and become demon king himself.

>> No.3919708

Quake is much better than Doom.

>> No.3919709

Someone who gets this! I felt so alone here.

>> No.3919714
File: 753 KB, 5000x5000, 1489850291610.jpg [View same] [iqdb] [saucenao] [google] [report]

>picking up the jump boots makes you a few inches taller

>> No.3919721

the context is playtesters thought the game was too easy so id added nightmare

>> No.3919725
File: 56 KB, 640x660, d5c04dccfeded90bcedc935a31e6d5a312efa742814b747bc1c684c68551b967_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What was wrong with Doom 2 level design other than bland colors? Something just doesn't sit right with me when I play them. Matter of fact, last time I beat Doom 2, I swore I'd never play the regular levels again. Not sure why.

Also, is there any mod out there that simply adds Doom 2 guns and monsters to the original Doom levels? I think I'd like that.

>> No.3919726

Shadow Warria: Lo Wanging the Wang in your Lo.

>> No.3919729

doom2.wad's maps are an acquired taste. you have to make a certain amount of effort to appreciate them.

>> No.3919737

I honestly have accepted I hate any id Tech 1 engine game that isn't the original Doom. I like some of the Doom II concepts, but it also introduces a lot of annoyances.

>> No.3919738

neither are close in gameplay terms unfortunately

>> No.3919739

I love the atmosphere, but I don't like how weak most weapons feel.
Playing Quake right after Doom had me struggling a bit to have fun.
Is there a mod that makes the weapons look less shitty by the way?

>> No.3919741

too damn large and empty is one part of it

>> No.3919743

Stretched Ranger face looks like a Vore's face at first glance, with his helmet parts being the feely-bits and his face turning into teeth.

>> No.3919745

I fucking hate big fan made maps. What's the point? FPS games especially Doom are at their best when you keep it short and sweet instead of a piece of shit maze switch hunt like Valhalla.

>> No.3919749

Honestly, I feel the weapons are intended to be weaker. You don't want to fly through the maps too quickly, especially since the levels are smaller, so things in Quake take longer to kill than in Doom. Doom is a slaughterfest of weak enemies, Quake is fighting with a pea-shooter against things that can easily kill you.

>> No.3919751

I hate long maps in general. I dislike even maps like E2M6, which feels way too long for me. If the level stretches out for ages with confusing geometry, it easily becomes boring.

>> No.3919762

What are the best city maps? I think they are an underrated theme and vastly prefer them to those fucking techbases.

>> No.3919773
File: 1.94 MB, 1920x1080, quakespasm-sdl2 2017-04-12 07-23-39-63.png [View same] [iqdb] [saucenao] [google] [report]

Quake's weapons seriously aren't that weak at all. The GL and RL gib most mooks on contact and the SNG can down even a Shambler- the toughest enemy you'll face in the base game- in less than a couple seconds. The issue is just that most people played Doom first so they expect a few things:
1. the shotgun to be much more powerful and the Super Shotgun to mindlessly blow away any enemy they decide to kill (when the two are meant to be moved down a slot, with the single shotgun taking the place of Doom's pistol and the double-barrel taking the slot of the SSG)
B. the lowest-tier enemies to die if you so much as breathe on them (when even Grunts and Rottweilers need two shotgun blasts to kill- again, related to 1 and shotgun's perceived place in the weapon hierarchy)

I want to know exactly when the trend of stuffing 400+ enemies throughout a half-fucking-mile-slog Quake map became a common thing, because all it ever does is make me not want to ever play that map again.

>> No.3919774

Doomcity is a really old map from the mid 90's, but it's also quite nice.

>> No.3919776

>and the double-barrel taking the slot of the SSG)
*taking the slot of the normal shotgun

>> No.3919779

Honestly, I have way more fun with Quake once I pick up the rocket launcher in an episode. You get the fun of rocket jumping plus a weapon that's worth a shit against most enemies. Except for Shamblers, but those are Thunderbolt/Supernailgun jobs.

>> No.3919782

it takes extremely heavily from shadow warrior 2013, so try that out

>> No.3919783

memento mori map28

>> No.3919812

That's a weird way to summarize Berserk.

>> No.3919814

Yeah it does

>> No.3919823
File: 1.01 MB, 1920x1200, Screenshot_Doom_20150323_193547.png [View same] [iqdb] [saucenao] [google] [report]

Hellbound, map15 iirc. Also map24(?), something about city of pandemonium

Also Mutiny

>> No.3919825

>Honestly, I feel the weapons are intended to be weaker.
That's for sure, it goes for a different (worse) shooting experience.

The problem then is: where's muh SSG?

I agree, the rocket launcher is satisfying and a lot of fun. The lack of ammo/DPS for the SNG and the Thunderbolt is another thing that bothers me though.

>> No.3919828

It's almost like society takes away our face....

>> No.3919830

Does that effect the collision box? Are there small tunnels you can't fit in

>> No.3919834

plutonia map29. plutonia 2 map29

>> No.3919835

We SRB2H now?

>> No.3919850

what's wrong with your skybox?

>> No.3919859

>That's for sure, it goes for a different (worse) shooting experience.
Have you tried aiming better?

>The problem then is: where's muh SSG?
In the fucking garbage, where it belongs. Woe be the player who has to shoot the enemy more than once!

>The lack of ammo/DPS for the SNG and the Thunderbolt is another thing that bothers me though.
Cells are rare but nails are plentiful and the SNG is one of the highest DPS weapons in your arsenal, what the heck.

>> No.3919872

Most people who complain about Quake's weapons seem to neglect the GL even though it's meant to be at the same tier as the SSG (early weapon, very high damage, common ammo). The GL sits in a weird position of having a short range but at the same time having splash damage so it's a weapon that one has to switch to and out of often, but it's still a highly effective weapon. Maybe players coming from Doom are not used to using rebound weapon slot keys and rapidly switching weapons in combat?

>> No.3919887

What Doom maps utilize the most gore? I mean torture chambers, mutilated bodies etc Temple of the Lizardmen 3 went surprisingly dark with it's gore despite first one being comfy and harmless.

>> No.3919920
File: 2.44 MB, 430x532, Teri_on_the_drums.gif [View same] [iqdb] [saucenao] [google] [report]

not that I've noticed

I just deemed it cute that they kept doomguy being a canon manlet

>> No.3919930

Does anyone here use DB2 over GZDB or Bugfix?

It looks like GZDB has better features for working with Hexen/UDMF format, but are they both the same for working with Doom 2 format?

>> No.3919950

good question, i can't immediately think of any, mostly doom hell is bloodfalls, fire lakes, walls made of flesh, skin, eyes and such. can't think of many torture chambers.

>> No.3919954

having said that there is Escape from Castle Chezcrea, that had some nice torture devices and stuff as i recall. a lot of attention to detail.


>> No.3919974

Fair enough. Even in nuDoom I stick to the same couple of weapons in most fights.
For Doom 1+2 its normally the shotgun/supershotgun and rocket launcher, for nuDoom its normally the shotgun and heavy assault rifle, especially since both of their best mods make most other weapons feel a bit useless.

>> No.3920045

there's some tortured marines near the end of the starter pack

>> No.3920059 [DELETED] 
File: 8 KB, 300x168, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

I love how people whined about nu-Doom having too few enemies on the screen while original looked like this.

The horde of enemies meme was spawned by stupid shit like Hell Revealed and fuck that wad for it because it's a real chore to fight through 300 enemies.

>> No.3920082

well, you can get quite a lot of monsters visible at once on E3M6 if you open all the traps.

but in general, doom2 increased numbers quite a lot over the original.

>> No.3920084

oh, it's you again.

>> No.3920092 [DELETED] 

And Doom 2 is shit.

>> No.3920095

no, it's really good actually.

>> No.3920096 [DELETED] 

It's a pile of fucking dog shit and Romero should kill himself.

>> No.3920098 [DELETED] 

You say that as if Doom 1 is much better. Neither holds up well today

>> No.3920150

You know, more than one person can hate the trend of shoving hundreds of tough enemies into the rooms of most community made maps.

>> No.3920153

I actually find NuDoom tougher than old Doom on Ultra Violence. The game is based around getting glory kills to restore health but Ultra Violence turns them into a suicide mission half the time. Enemies also move very fast meaning you can get surrounded by smaller enemies quickly. If NuDoom had the number of enemies the average modern WAD has it would be insanely difficult.

>> No.3920163

it's inevitable, the more you playtest, the easier the wad seems to be. so you add more difficulty, playtest more, the cycle begins again.

>> No.3920169

but only one shitposter talks about how nudoom is better than older dooms because of the enemy counts and how romero should kill himself for it

>> No.3920171

really? guess i've missed this one before.

>> No.3920172

romero should kill himself for making dumb tweets about politics instead of video games

>> No.3920182

I haven't seen a political tweet from him in months and even he mentioned stuff about the US election it was like 5 tweets at most.

What he should kill himself for is failing to deliver the Blackroom demo.

>> No.3920198

Finally somebody gets it.

I was dicking around with adding my own textures to the game. It's from Sonic 2.

To be honest trying to make a silly Chemical Plant reference in Doom didn't pan out because the colours just don't look good together. I might alter it some more and just have a nice exploration map.

>> No.3920208

One of the best coop games every made.
Just turn off dodging.

>> No.3920230
File: 960 KB, 1855x955, chemfactory 6.png [View same] [iqdb] [saucenao] [google] [report]

I may have to go back to a stock sky texture.

I've also redone this room 3-4 times today, just tweaking the colours and textures.

>> No.3920235

i.e. it has to be played in coop because it's too dull to be enjoyed in singleplayer

>> No.3920238

still pretty garish, i mean you've got purple yellow blue red and orange all together

>> No.3920275

It's good singleplayer too. I wouldn't bother playing coop online with randoms. It's best with friends.

>> No.3920313


While you are working on Jupiter hell arsenal you think you could add in legend**m weapons to DRLA? Just make them unmoddable or some shit?

>> No.3920353
File: 149 KB, 1000x954, 1369284400934.jpg [View same] [iqdb] [saucenao] [google] [report]

>seeing some people get their knickers in a twist over ZScript
>still don't understand what the big deal is

I don't wanna provide any ~*~hot takes~*~ without hearing both sides, but it really just sounds like some people don't like change.

>> No.3920362

The problem is that they're fucking with the program in a way that breaks backwards compatibility of other modding "languages" while trying to add their memescript.

>> No.3920364

I think they're considering Decorate obsolete and favoring ZScript while it is still in it's bug-ridden infancy

>> No.3920370

>meme as an adjective

This is an 18+ board.

>> No.3920371

>I think they're considering Decorate obsolete
but it isn't

>> No.3920372

>The problem is that they're fucking with the program in a way that breaks backwards compatibility of other modding "languages"

Do you have an example?

>> No.3920383

>no strife upstart mapping project

When do we get CUMDUMP?

>> No.3920384
File: 357 KB, 1600x900, Screenshot 2017-04-12 21.10.35.png [View same] [iqdb] [saucenao] [google] [report]

>TFW Playing a scout.

Thank you jesus.

>> No.3920390

which is exactly why there is a panic

>> No.3920395
File: 258 KB, 1600x900, Screenshot 2017-04-12 21.15.55.png [View same] [iqdb] [saucenao] [google] [report]


Hell is playing an RPG mod on a wad with Death Exits.

>> No.3920398

Is there a monsters only version of Hunter's Moon, or is that pretty much undoable?

>> No.3920401

Hell is playing any Gameplay Mod with Non-Standard Doom Progression with Death Exits.

>> No.3920404

>reload save from previous level
>changemap map12 or whatever the next map is

>> No.3920406

The last two gameplay mods you've played are now merged together into one single mega-mod.
What is it like?
How does it play?

>> No.3920416

Basically Bloody Palace mode?

>> No.3920417


>Temple of Lizardmen 3
>Vanilla D2 with HXRTC project

I guess it would look and play like first Serious Sam

>> No.3920419





>> No.3920425

>Metroid Dreadnought

Uhhhhhhhhh hm.

>> No.3920426

the shortest and fattest bounty hunter in the galaxy, thrown back in time to the heretic/hexen ages

>> No.3920429
File: 88 KB, 322x224, lesserformidableshit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3920436

Still waiting for ECWolf to support it.

>> No.3920437

At least 10x better than Wolf3D.

>> No.3920441

retarded roar

>> No.3920450

ROTT is better.

>> No.3920498

You're more likely to get the matching piece of something you're carrying.

>> No.3920502
File: 185 KB, 256x359, Unreal_Tournament_2004_Coverart.png [View same] [iqdb] [saucenao] [google] [report]

>Prisoner 849

>> No.3920504



>> No.3920506

Do any of you play the new Doom on PS4? I just picked it up and the online servers were empty most of the day.

I'm a few maps into the campaign and I like it so far. I like the level design enough to explore all the secrets.

I have backtracked but I haven't gotten lost yet. I want to get lost like when i first played classic doom games.

>> No.3920513
File: 31 KB, 640x480, 37-liquidsnake42.jpg [View same] [iqdb] [saucenao] [google] [report]

>the shortest and fattest bounty hunter in the galaxy

>> No.3920514

So I've been playing Quake lately and I'm wondering, am I strafe jumping "correctly?"

I'm jumping with the forward and left/right keys pressed and moving the mouse tightly left/right (depending which direction I'm going obviously), and I feel like I'm not doing it right. But it's probably because I'm more used to Quake 3/Live's movement. Then again, I've seen playthroughs of Quake with strafe jumping and the movement is a LOT faster that what I can do. Am I doing something wrong or is it maybe because of the port I'm using (Darkplaces)?


Also is it possible to change the weapon bob animation to the original at all?

also first time webming pls dont bully

>> No.3920517
File: 618 KB, 1600x900, Screenshot from 2017-04-12 22-56-31.png [View same] [iqdb] [saucenao] [google] [report]

I've ditched the previous Map03 layout for my dungeon crawler and now I'm making a level set outside in a forest which may or may not be a total ripoff of the Lost Woods. What sort of music would be playing here?

>> No.3920541

something from Unreal?

>> No.3920553


I... Honestly have no idea.

>> No.3920564

>Project MSX

So basically Bubblegum Crisis Doom, but not shit?
I'd be down with this.

>> No.3920565

No, I'm talking about genre. I'm composing all of the music in this.

>> No.3920571

Donkey Kong-ish music?

>> No.3920574

it's just Clue but all the suspects are FPS heroes

Caleb is the killer every time

>> No.3920583

I don't think it would fit very well. I'll think of something.

>> No.3920584

Wow that shotgun looks really strange... its so long and thin. what are you running quake with?

>> No.3920585

Darkplaces, as I said.

>> No.3920586

Creepy woods music.

Something like this?


>> No.3920608

Darkplaces is a shit pory try Quakespasm

>> No.3920616

yeah doom4 combat is pretty different from doom2 combat. in doom2 you are much more mobile than all the enemies and it largely comes down to your tactics and ability to corrall monsters effectively. in doom4 the monsters are basically as fast and agile as you are and it's much more centered on the actual moment to moment combat.

>> No.3920629

Mod for rifle?

>> No.3920637

*grenade launcher

>> No.3920648


>> No.3920658

voodoo guns

>> No.3920691

holy shit GMOTA is so fucking fun

>> No.3920715

Decorate isn't getting removed, though. ZScript is just becoming the new standard.

>> No.3920718 [DELETED] 
File: 11 KB, 284x178, index.jpg [View same] [iqdb] [saucenao] [google] [report]

if Eric and Dylan could play DOOM wads in 2017 what mods would they like best?

>> No.3920719

go away

>> No.3920723

newer versions of GZdoom are shitting on certain DECORATE quirks, like the newer versions of GZDoom will nag you that uservars could potentially break. They don't, but it's still really fucking annoying, and worrying.

>> No.3920726

so it doesn't actually break them?
then what's the fucking issue?

>> No.3920728

Knowing Graf, and how unstable this all is, it probably will break them in the future.

>> No.3920746

>Wrath of Cronos

Fund it. Legenday versions of WoC weapons would be the tits.

>> No.3920752
File: 307 KB, 615x483, YrsmQde.png [View same] [iqdb] [saucenao] [google] [report]

DECORATE isn't going away. It uses the same VM as ZScript now, as I understand it. It just won't get any major new features. (You can add your own by making your DECORATE actors inherit from ZScript actors, but that isn't the same thing.)

When things in ZDoom get depreciated, they typically don't get removed outside of extremely rare circumstances. They just don't get updated anymore. Like DEHACKED.

To use personal experience: There was an unintentional change so some obscure AltFire behavior when script-ifying certain weapon behaviors in the development of 2.4.0 that ended up breaking the guns akimbo stuff in the Security Officer class in Samsara. It was reported and is fixed in the devbuilds, so it'll be good again in 2.5.0.

>> No.3920769

bond for samsara when

>> No.3920773

Bad music? Bad music.
>mfw it sounds like some xmas jingle

>> No.3920784

It will never happen, even if the extra heroes guys come back, but Serious Sam for Samsara is my dream.

>> No.3920804


Interesting bit of historical trivia: When determining the seventh hero for Samsara, it was neck and neck between Bond and SecOff.

>> No.3920821

Part of it is the port you're using. Darkplaces has the player movement from Q3A backported to it for some stupid fucking reason. In OG Quake, you don't hold forward while jumping, only A or D depending on which way you're turning your mouse.

> Then again, I've seen playthroughs of Quake with strafe jumping and the movement is a LOT faster that what I can do.
They might have been using a different port as well- Quakespasm (which >>3920608 recommends for good reason) is one of the best available ports for the original Quake game and great for singleplayer, but uses original Quake movement as well. Generally if you're seeing someone go REALLY fast, they're using a port of Quakeworld instead, which has less strict limits on player speed and is easier to go fast in. It's pretty easy to compare the two yourself, the difference is easily felt.

>> No.3920827

Did they choose SecOff because it'd be easier?

>> No.3920829

well duh

>> No.3920831

Was just checking if it was like a vote or something.
It would have been cool to see him in Since I never played Goldeneye but honestly I'm happy with what we got.

>> No.3920834

have you ever used your own mod to play through a megawad from start to finish, without changing things in the mod?

>> No.3920837

marathon guy seems like he'd fit in better as well, everyone else is also in space or hell or some alien dimension

>> No.3920839

Without being privy to the deeper workings of Samsara's development at the time, I'd say that SecOff won out because his gameplay would be more unique. As much as I love Goldeneye, most of Bond's weapons are hitscan and his unique attributes were either things SecOff also had (like Akimbo and Reloading) or things nobody would want emulated in a Doom deathmatch (like not being able to shoot for a fraction of a second after taking damage). He'd basically be a slower, crappier BJ.

Now, you could probably do some interesting stuff with Joanna Dark, due to PD's more varied arsenal, but fuuuuck, I would not envy the poor son of a bitch who tries to recreate the Farsight in Zandro...

>> No.3920840


I don't make releases until I can play through a megawad/mapset back to front and I'm satisfied where things are for now.

>> No.3920845

probably, i mean i go through depressions lasting months where i can't drag a single line of code out of my stupid brain, but pass the time trudging through all four wadpaks for the fifteenth time.

>> No.3920847

I'm super-twitchy about things and never truly satisfied. When I try to play a mapset with my own mods, I rarely get past level 5 before I'm kicking open SLADE and committing tweaks. I should probably relax.

>> No.3920864


Yeah, the emphasis in that is "satisfied where things are for now".
It's difficult to really get pinpoint the exact line between "Yeah this is real quick and I can fix it shortly", or "Yeah this is a breaking issue and should fix it now", or "No I can safely put this off for later", or "No this is really not important".

>> No.3920914

another blood sourceport in development?

>> No.3920928
File: 14 KB, 342x392, 1481326235092.jpg [View same] [iqdb] [saucenao] [google] [report]

>shitposters on this forum I frequent call brutal doom best thing there is
>''''miles better than doom 4, classic doom and doom 64 put together''''
>decide to give it a try with BTSX; been playing PB too long anyways

there's so much wrong going on with these weapons. they feel like chinese fire and smoke launchers, I can't even kill things consistently with the rocket launcher because it insists on throwing the monsters around instead of doing its job, the chaingun is a waste of time and the chainsaw might as well not even be here. what the fuck did they do to the mancubus?

I can't come to grips with this. they call doom 4 not doomy enough yet the endorse this?

>> No.3920929

wow looks like those clowns at unnamed_other_forum have done it again. what a bunch of clowns.

>> No.3920934

it's a spanish forum, english is not my main laungage.

>> No.3920941

All the time, gotta playtest.

>> No.3920943

Hory shit, this looks beatiful. Is this devbuild GZDoom?

>> No.3920947

TTH is pretty gud
first map is some jokewad levels of ridiculous

>> No.3920949
File: 354 KB, 1280x720, Screenshot_Doom_20170410_234823.png [View same] [iqdb] [saucenao] [google] [report]

Nah it's just dynamic lights, they've been around for a while.

>> No.3920950

Dynamic Lights have been around since... well, since GZDoom, really. There is currently work in progress by dpJudas to make them actually get blocked by static geometry, which could potentially allow for cool shadowing/lighting tricks at the expense of framerate.

>> No.3920954

I know about that, but I'm surprised by wall lights, because I've never seen them being used before.

>> No.3920956

I'm pretty sure it's "just" a clever usage of pre-existing features - dynamic light actors and brightmaps on textures - working together in concert.

>> No.3920957
File: 1.95 MB, 720x360, uh oh spaghettios.webm [View same] [iqdb] [saucenao] [google] [report]

Quiver in fear of the deadly spaghettios beam. It currently has an issue where they get stuck in the air if they're shot twice though

>> No.3920961

SMASTERMND used Bubble Beam!

I don't know enough about what you're doing to tell you why they're getting stuck.

>> No.3920963

Also jesus that missile damage is overkill

>> No.3920967

Yeah it is. I'm gonna tone it down a little.

>> No.3920968


It looks like your spaghetti is leaving a corpse

Also you gonna add the close range blast attack from Zero Mission?

>> No.3920972

I thought about adding extra attacks for monsters but I think for simplicity's sake, every monster will just have their standard moveset, just projectile-fied where needed

>> No.3920974

>Project MSX
The Kamen Rider/Garo mod I was hoping that Iron Maiden mode would eventually have become but then Terminus moved on

>> No.3920986

was hoping you would walk into a stationary bubble.

>> No.3921016

If the missiles aren't splash damage maybe make the mastermind and cyberdemon take less damage from it. Or if you wanted compatibility with other monsters for whatever reason, +hittracer and A_DamageTracer on the missile, checking for NORADIUSDMG on the enemy and dealing less damage if so.

>> No.3921019

Nah I've just toned down the cluster missile's damage, it was originally calling upon a lot of incredibly powerful damaging actors that also had FORCEPAIN, meaning you could stunlock dudes.

I've removed the FORCEPAIN, lowered the splash damage, and reduced the number of actor calls, should be less retarded now

>> No.3921024

One shitty idea i though for MetaDoo was making a variant for the Cybie to be Sabaoth from D3, where his BFG projectiles are basically rockets in disguise, making him just a Cybie reskin but with the melee attack if the player gets close.

I just wondered it if would be okay for certain variaties to be weaker than some enemies they're replacing, even if they're strong or good in some area.

>> No.3921030

Not sure if Kinise is here, but in case he runs out of Doom RPG names, has he though of making up names for enemies in MetaDoom?

>> No.3921034

>cluster missile
Oh it's not a normal missile? I thought it was due to only using 1 ammo, alright.

>> No.3921036

Probably. There's no Arachnotron variants in the RPG games, for example.

>> No.3921040

Yeah I needed some kinda item to replace the rocket launcher for this mod, seeing as I'm giving players the ability to fire missiles from the word go for a few reasons. So I did a slight asspull and made the item upgrade missiles after they travel a set distance.

>> No.3921064

Legacy of heroes map08 if you feel like to explore an ancient city.

>> No.3921078

How does the player get missile ammo before they reach a map with the rocket launcher? If it's relatively easy to obtain I wouldn't make the cluster missiles too strong and possibly more for stunning like you said.

>> No.3921081

Occasional drops from monsters, but they'll only drop like 1 or 2 rocket ammo at a time.

>> No.3921087

>Legacy of heroes
I haven't heard of this before, huh.
>Main feature is that the textures of Eternal Doom were used for the maps and their fantasy oriented themes. The level progression was designed to make feel this like a continuous journey between the maps. Some levels are very long and huge and they mostly go for a more adventure-like vibe.
Wonder if this'll scratch my Unreal itch.

>> No.3921107

I want to make a Pain Elemental replacement that doesn't spawn anything, but Pain Elemental health/threat is so case by case basis it's ridiculous. Maybe I should make it regen health or something. Any good examples of PE replacements?

>> No.3921130

why in the everloving fuck would you ever switch from PB to brutal?

>> No.3921132

>Somebody near me says that the Super Shotgun from Doom 2 is the best weapon in Vidya when the Super Shotgun from Quake 2 exists

For shame

>> No.3921139

I know that both Doom 3 and Doom 2 RPG had chainsaw based enemies (Sawyer and Sawcubus), so if they were in MetaDoom, would they replace certain enemies or rather come out of the Summoner?

I also assumed if one of them would drop the chainsaw as a weapon.

>> No.3921142
File: 943 B, 34x68, greatersawcubus.png [View same] [iqdb] [saucenao] [google] [report]

I want to add the Sawcubus, probably as a Spectre variant... but sprites.

>> No.3921143

Damn, i wonder if someone would have to take pictures of Doom 3 models in different positions just to make sprites for Sawyer and then edit those out for the Sawcubus.

Maybe i don't undestand how this works.

>> No.3921157

he never said he did.

>> No.3921247

why are doom speedruns so fucking comfy?

>> No.3921279
File: 1.33 MB, 1890x1028, chemfactory 7.png [View same] [iqdb] [saucenao] [google] [report]

I've been looking at my outdoors area and altering some stuff.

Less colours and the proper sky texture has been added which looks much more detailed and goes a lot better. Hopefully this looks colourful enough while not being a clashing mess.

>> No.3921285

any wads that utilize vanilla music really well? That's something i really liked about plutonia

>> No.3921287

I know you were trying to look like Sonic 2, but for Doom this is much easier on the eyes. I quite like the colors here.

The blues and yellows pop out among the grey walls. The path is clear, and your eyes are drawn to what you should be staying away from because of the caution walls.

>select all images that match the label hamster
>they're all chipmunks and mice

>> No.3921296

I totally agree.

Doing a homage to Sanik was just a silly way to chill after a tricky week. Better to have a level that looks nice.

>> No.3921310
File: 8 KB, 397x109, IMG_3438.jpg [View same] [iqdb] [saucenao] [google] [report]

>check mail last night
>search "quake champions"
>0 results
>still didn't get a key

>> No.3921321

We've known about it's development for some time now. YouTube links are in the news archive

>> No.3921361

>Hopefully this looks colourful enough while not being a clashing mess
it does. good job. agree with >>3921287.

warning stripes at bottom centre of shot appear misaligned.

>> No.3921370

oh, my apologies

>> No.3921378

For now there's no such thing but recently i've been thinking in split the monsters from the rest and make them as even resources in ZDoom Forums.

>> No.3921382


>> No.3921393

How do the pig cop eyes glow? I've been looking for a brightmaps in software experiment but nothing of luck. I think Action Doom did something like it as well?

>> No.3921410
File: 2.89 MB, 532x300, Replay 2017-04-13 21-33-22.webm [View same] [iqdb] [saucenao] [google] [report]

1 hp difficulty is too hard
also how the fuck do you play the second character, she cant dodge through or block projectiles

>> No.3921451

Oddly enough it did gave me some Unreal feels, which I wasn't expecting from a wad with vanilla gameplay and Eternal Doom visuals.

>> No.3921458

this but unironically

>> No.3921459

For whatever reason Sonic and Doom seem to get along fine.

Might be because of SRB2, who knows.

I'm surprised nobody made a Shadow mod as a joke

>> No.3921471

is that a 90+ fov?

>> No.3921517

Looks pretty good. Is that supposed to be carpet outside though?

>> No.3921527

120, getting in melee range on 90 just blocks the entire view

>> No.3921531

is that btsx?

>> No.3921550


>> No.3921569

aren't those btsx textures though? i thought they were, but didn't recognise the map (for now-obvious reasons).

>> No.3921570


the only thing that I HATE WITH PASSION about Quakespasm is because they forgot to add a proper options menu

which is one of the things that i favor on DP and FTE, if it was winquake or GL quake i would forgive it.

but these assholes are lazy enough to forget that

>> No.3921571

these are psx-doom textures

>> No.3921579

oh. my mistake then. sorry!

>> No.3921589

What options are so special that you NEED an options menu? That's what your autoexec is for.

>> No.3921590

>"hey lets check out some different soundfonts!"
>1GB download size

>> No.3921592


really, said autoexec that is more hit and miss than the 1st versions of boris enb

AND without a full list of console commands and variations of it?

nigga please

something on the same vein as FTE and DP options would be nice

>> No.3921607

>AND without a full list of console commands and variations of it?
cvarlist, also glquake setup guides

literally what are you so insistent on changing that can't be done in one file

>really, said autoexec that is more hit and miss than the 1st versions of boris enb
you might be retarded

>> No.3921608

>What options are so special that you NEED an options menu?
This is the most grognardy argument I have ever seen.

>> No.3921612

>What options are so special that you NEED an options menu? That's what your autoexec is for.

One where we can see the leaked pic of your fucking mother and sister fucking themselves with a spiked strapon

For fucks sake... this has to be the mother of all retard questions here on /vr/ since ever

>> No.3921642

>just tried D4D
Pretty nice, it really does feel like Doom '16 if the enemies had a lot less health. I'm finding myself using the same weapons as the real thing too, the shotgun plus grenade attachment and rifle plus micro missiles are all you really need for the original maps.

>> No.3921645

agreed, runtime options are just bloat, you can just recompile the program if you want to change anything.

>> No.3921648 [DELETED] 


now try D4T and tell D4D and cooke to fuck off with his pony shit

>> No.3921649


What were you playing? I'm curious

>> No.3921652 [DELETED] 

>pony shit
I noticed that in the intro credits. That really cool Doom 4 intro ruined by all the pony avatars filling the screen. At least it doesn't affect the mod itself.

>> No.3921656
File: 372 KB, 500x560, hold up rein.png [View same] [iqdb] [saucenao] [google] [report]

there are people who still seriously get assravaged by pone in 2017?

>> No.3921658 [DELETED] 


because this was the dark chapter of 4chan, we let the bitch who revived that failed 80's franchise rise from the ashes

>> No.3921659

What is the difference between the two? If anything D4D looks more authentic.

>> No.3921662

he's shitposting, don't acknowledge

>> No.3921674 [DELETED] 


ok cooke

we all know that Thanatos did better than you

>> No.3921679

Any Doom wads that re-creates a Zelda-style dungeon?

>> No.3921682

R & I

Not as far as I know.

>> No.3921684

Seems weird.
Feels like something that would be easy to do in Doom. There's already a key system, and zelda puzzles are pretty simple.

>> No.3921689

from the button i'd say one of these meet and fuck flash games

>> No.3921692

That shitposter IS shit, but I do prefer D4T.
D4T tries to adhere more to original Doom than D4D, mods are random drops from enemies rather than having a credit system, and weapons are modified to have less overlap and be better suited for the fast pace of Doom.
I'd say spend some time with D4D, and then hopefully D4T will get it's new update soon.

>> No.3921694


Some shitty Meet n' Fuck flash game.

>> No.3921715

Oh. I have no idea what one of those is. One of those times when being old and out-of-touch is beneficial, most likely.

>> No.3921731

but which one though, i dont feel like sifting through all of those

>> No.3921735


Meet n' Fuck games are really bad hentai games where they take setting locations off GIS, filter them in photoshop, and take pictures of anime girls and trace over them in Flash for poorly-animated sex scenes.


I honestly can't remember.

>> No.3921736

wow, people still have flash installed.

>> No.3921739

>using youtube's negro penis html5 player instead of using an addon to force it to use the flash one that uses less resources and actually lets you choose video qualities between "Alone in the Dark 1" and 100000000p

>> No.3921740

Why do you sound like a 14-year-old ESL BR in every post you make

>> No.3921759

Try Doom Tribute, its a pretty cool custom mega campaign mod that reimagines both Doom 1 and Doom 2 campaigns as a single complete experience.

>> No.3921760
File: 494 KB, 800x600, Screenshot_Doom_20170412_232128.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3921761

my fucking goodness

was that intentonal?

>> No.3921771

map? oblige again?

>> No.3921778

it really looks like an oblige level, yup

>> No.3921781

d2ino is kinda underrated t.bh. it's got a well-made 90s megawad aesthetic you don't see much anymore

>> No.3921808

Oblige 6.20 generated level, yeah.

>> No.3921882

Not Retro, but apparently the alpha for the first Serious Sam was leaked some time, would anyone happen to have a download?

>> No.3921893

Its best not to think about it too much

>> No.3921904

This is the person I think about when people recommend me Linux.

>> No.3921932

Holy shit. I've been wanting something like this. Closest thing I had was Doom PSX.

>> No.3921997

Waiting for QUMP puts me in a slump

>> No.3922047

Waiting for 2.0 of Death Foretold leaves me Cold.

>> No.3922049
File: 4 KB, 287x262, SLslopes5.png [View same] [iqdb] [saucenao] [google] [report]

How would I go about doing these as 3d floor slopes?

>> No.3922061
File: 10 KB, 121x170, I dunnoeth lol.png [View same] [iqdb] [saucenao] [google] [report]

I'm really enjoying it so far, just started MAP08. Some of the music in the past couple maps was really grating on loop, though. I'd replace them with something else next time I play through.

>> No.3922063

I just want to fight 3d monsters that aren't locked to a single gameplay mod, really.

>> No.3922068

Why can't we have a cool Low-Poly artist in the Doom community who could make some actually good Doom models?
Probably wouldn't see the most use, but would be nice to not see paper-cut-outs all the time.

>> No.3922071


We do.
But he's busy with other, better-looking, more-worthy-of-his-time things.

>> No.3922072

have you tried quake

>> No.3922092

Half-Life works as well. Lots of good mods like Sweet Half-Life and Poke646

>> No.3922098

Current OP/news guy is away for a week

You lot have a good Easter

>> No.3922102

>Look at how Doomsday Engine is doing
What happened? Why is the website covered in vaseline? Where have the screenshots gone? What's with this startup menu? Are they trying to look like UE4?

>> No.3922110

And what would those be?

>> No.3922116


So what's the benefit of using DE these days? I'm not seeing anything here that GZ can't do, besides the HDR.

>> No.3922124


REKKR, for one.

>> No.3922125

>>3922116 (me)

Besides the HDR, it looks like DE has ambient occlusion, and VR support.

Does anybody make mods for DE? Because it looks like all there is as far as mods is 3D models, HQ music, texture packs, stuff like that.

>> No.3922150

Kinda sucks he isn't making models for that if he's a good Low-Poly artist then.
Still looking forward to that though.

>> No.3922152

GZDoom has ambient occlusion now though.
And doesn't GZDoom have VR too? I saw 3D options.

>> No.3922165

not really

low poly models look like shit
models in gzdoom look like shit
sprites always look good

there's really no two ways about it, models in gzdoom are a waste of time to make and implement

>> No.3922172

>models in gzdoom are a waste of time to make and implement

Somebody's come up with ZScript methods to improve the use of models.

>> No.3922176

well made low poly models >>>>>>>> taking a photo of a gun and mirroring half of it sideways and calling it a "sprite"

>> No.3922181


>> No.3922184

>low poly models look like shit
Oh no it's retarded

>> No.3922185
File: 1.54 MB, 1280x1024, Screenshot_Doom_20170413_232218.png [View same] [iqdb] [saucenao] [google] [report]

i dunno lol

>> No.3922191


>> No.3922193
File: 1.92 MB, 1280x1024, Screenshot_Doom_20170410_170812.png [View same] [iqdb] [saucenao] [google] [report]

hope you like trypophobia

>> No.3922194

Next project I'm going to give it a go.
Models would look fine in GZDoom if they're painted well enough. FF9 has some of the best lowpoly texturing and it has literally 0 rendered shading. All flat shaded.
I also want this.

>> No.3922197


No link, sorry. I know it's been talked about in the last few threads.

>> No.3922208


>> No.3922213
File: 28 KB, 378x301, fYIIU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3922218

lol if you have flash installed for anything besides Super Deepthroat

>> No.3922232

>Playing Johnny Doom on Hell Revealed
>3fps outside of a fire fight
I don't have enough ram for this shit

>> No.3922252

The gib clean up option doesn't even work

>> No.3922253

You wouldn't believe how much of a double standard this place has.
They get so shittershambled over a pony being put in a mod, yet they're fine with getting an underage-b& brony to help with coding on HDoom and to make an up to date, multiplayer version of ZDoom that doesn't suck balls.

>> No.3922254
File: 1.08 MB, 1280x1024, Screenshot_Doom_20170413_235525.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3922256

filters are the real terror

>> No.3922258

I was going to do amigara monster closets at some point

>> No.3922279

I agree, they are retarded in GZDoom.

>> No.3922280

>yet they're fine with getting an underage-b& brony to help with coding on HDoom and to make an up to date, multiplayer version of ZDoom that doesn't suck balls.
source: my firm, supple, quivering ass

>> No.3922282

Are you attempting to make the world's ugliest doom map?

>> No.3922283

He doesn't have to try, it comes naturally

>> No.3922286

Quite the opposite

>> No.3922289

Its true
I'm not saying who it is because he does some pretty good work and I'd rather not screw up his reputation

>> No.3922294
File: 414 KB, 500x656, knee deep in terrible tasting pizza.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3922295

>low poly models look like shit
>models in gzdoom look like shit
Two seperate things, anon

>> No.3922296

>discussion is about models in gzdoom
>two seperate things, anon

>> No.3922297

source: my firm, supple, quivering ass

>> No.3922301

See >>3922165

>> No.3922302
File: 3 KB, 104x104, baro.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3922309
File: 8 KB, 128x128, CRSH1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3922317

If John Romero admitted to being a brony tomorrow, I'm sure this doom general would cease to exist because you'd all disregard and disrespect him and everything he's created and everything he's taken part in creating.
This is exactly the sort of scummy attitude I'd expect from most of you, which is exactly why I'm not going to say any names.

If you Really want to know who I'm talking about, then have fun sifting through the archives, keeping in mind the /doom/ general has been going strong with a new thread nearly every day since /vr/ was created.

>> No.3922321
File: 132 KB, 104x104, 1583261.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3922325

Squish it
Skew it
and turn it all around

>> No.3922336
File: 184 KB, 104x104, 1583261(1).gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3922339

man i wish i could be as cool and smart about people as you

>> No.3922342

Is there something you'd like to tell us, friend, or do you just like sitting on your high horse of holier-than-thou?

>> No.3922351

There's plenty of other flash applications to use.
I wish Konashion didn't disappear.

Honestly anyone who even gives a shit about that is a nerd.
There's plenty of celebrities and creative folks I like with opinions and viewpoints I vehemently disagree with, but who gives a shit about that, I'm not fond of them for their political analysis.

Likewise, Romero is a fun game designer, why the fuck would anyone care about hobbies unrelated to that. He's said and done some magnificently dumb shit in his life but I won't stop loving him for that.

Why are you even bringing any of this shit up?

>> No.3922352
File: 1.42 MB, 294x233, digitalhomicidestriestosuevlux.gif [View same] [iqdb] [saucenao] [google] [report]

This story's about you, isn't it will?

>> No.3922372

Let me ask you something.

Which would you prefer?

1.The best Doom mod in the history of doom, but its made by a brony and it contains some small traces of pony in it.


2. A Doom mod that is only half as good but it isn't made by a brony?

>> No.3922373


If Romero admitted to being a brony tomorrow, I wouldn't give a single shit and neither would most of us. We'd make some jokes, then move on with our fucking lives and keep on playing Doom because Doom is fun.
There's several bronies in the community that also make good things. We don't give a shit. There's also several weeaboos, furries, foot fetishists, faggots, transesesses, chinks, and niggers, and we don't care about any of them being that.
Who you are isn't what defines you as a person and isn't what merits any reaction, it's how you treat to other people and how you interact with the public.

I don't care that Zombie's a brony because Zombie makes really cool stuff, is incredibly helpful, and isn't an insufferable shit.
I care about how Cooke made a pony vore mod and then started accusing us of impersonating him/lying about him when the natural reaction was "what the FUCK", and I care about how only reaction to ZScript is basically shoving it down people's throats.

You can feel all high and mighty about how "oh ho ho ho ho I FOR ONE would NEVER react that way oh ho ho ho ho", but trying to lord it over us makes you the most virgin fucking nerd I have ever fucking seen. I could stuff you in a goddamn locker, but that's probably your second home at this point.

>> No.3922374


>> No.3922375


1, with the trace of pony able to be removed.

>> No.3922378

1, with the caveat of you getting thrown out.

>> No.3922379

1, with modding to remove the pony stuff

>> No.3922380

1 and then stuff you into a toilet afterwards

>> No.3922382

1 and call you a faggot to make you cry

>> No.3922383

I would download 1, make jokes about the pony, and then laugh as you defend it.

>> No.3922384

why is this a question
you're an idiot

>> No.3922387
File: 136 KB, 255x240, 1378414350239.png [View same] [iqdb] [saucenao] [google] [report]

If I say "2", will that make you feel superior about yourself?

Because I'd pick 1, but I'm willing to say "2" if you fuck off.

>> No.3922389


this desu

>> No.3922403

wait.. so the general consensus is its only Cooke thats the problem?

I can agree with this then.
Sorry for the trouble

>> No.3922404


cooke is a dumbass

>> No.3922405

Pretty much.
Cooke is fucking weird.

>> No.3922408

>The best Doom mod in the history of doom, but its made by a brony and it contains some small traces of pony in it.

It should be worth pointing out that this already exists.
Reelism, one of the greatest mods of all time, was given so much extra code and assistance by Ed the Bat that he's practically a co-creator. It also has bronies as an enemy reel.

>> No.3922417

>Reelism, one of the greatest mods of all time
[citation needed]

>> No.3922419

Source: My personal opinion, which says Reelism is cool and fun and great.

>> No.3922432

For me it's just very shallow. And the 4-4-4 jackpot may have rubbed me the wrong way.

>> No.3922440

I guess you could say it's just not four you.

>> No.3922446

That joke killed me

>> No.3922448

press F to pay respects

>> No.3922450
File: 28 KB, 128x128, banedoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3922454

Give me a fast and easy map to make

>> No.3922460


>> No.3922465

A warehouse with crates.

Or a cave.

>> No.3922469

a heretic map

>> No.3922478


I did a cave for Joy of Mapping 3

I was planning to do a traditional (read:doom) strife wad at some point.

>> No.3922489

My other maps are also caves or have caves in them.

>> No.3922492

A cave with crates

>> No.3922501

Wooden stuff is the easiest.

>> No.3922503


Just rub the groin a bit, first.

>> No.3922504

Romero seems like the horsefucking kind of person to me. Sandy Petersen is the best mapper in the original IWADs.

>> No.3922509

tb.h i think i'd like romero more if he admitted to being a brony. it'd be hilarious

>> No.3922514
File: 6 KB, 200x200, commando.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck it, we're making a cave out of crates. Beyond Reality style

you lil shit.

will keep in mind

>> No.3922516

wtf since when did the zdoom site start looking like it was made this century

>> No.3922521

Oh shit, you're right

Yo, Newsdude, ZDoom.org has had a complete redesign

>> No.3922523

About a week and a half ago.

>> No.3922527

I am away

>> No.3922528

So I composed something just today for a level I'm working on, but it doesn't loop very well. How would you make this track loop better?


Musescore file

>> No.3922539

I appreciate the compliment, although I feel I should point out that I lost interest in that show long ago

>> No.3922552

Has the anon who was working on that one frog demon finished it yet? I'd very much like to use it.

>> No.3922609



fair enough, thanks for the warning, enjoy your holiday.

>> No.3922818

what weapon mod is that?

>> No.3923391 [DELETED] 

>still finds a way to BabyRage

>> No.3923423

just had to get the last word in twelve hours later, huh

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