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3972060 No.3972060 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3965385

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/idgames/
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 (dead)

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.3972065

=== CURRENT EVENTS ===

QUMP
-Mapping deadline reached
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

SPEEDMAPPING SUNDAY
-One anon is considering hosting speedmapping sessions every Sunday
->>https://warosu.org/vr/thread/3958097#p3960320
->>https://warosu.org/vr/thread/3958097#p3962423

=== NEWS ===

[5-3] Intermission E2M3
https://www.youtube.com/watch?v=Zf1Aq6mw68g

[5-2] GZDoom 3.0.1 released; bugfixes
https://forum.zdoom.org/viewtopic.php?f=1&t=56219

[5-1] Calico, a new Jaguar Doom sourceport
https://www.doomworld.com/forum/topic/93946-calico-10-beta/

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged
https://forum.zdoom.org/viewtopic.php?f=1&t=56132

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom
http://aviacreations.com/wraith/

[4-28] Evolution of the WAD Episode 3
https://www.youtube.com/watch?v=Wxl90i97nns [Embed]

[4-24] New gameplay mod; osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

[4-23] Adventures of Square updated to 1.4
http://adventuresofsquare.com/news.php

[4-21] REKKR Soundtrack released
https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y [Embed]

[4-17] Latest episodes of Evolution of the WAD
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

[4-14] gdxBlood Progress
https://www.youtube.com/watch?v=lRGliXZq8XY

[4-14] Anon release; a dungeon crawler mod with three maps
https://my.mixtape.moe/mfzord.pk3

[4-12] ZDoom.org has had a complete redesign
https://zdoom.org/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.3972068

I'm trying to figure out how to have monsters teleport into the room when the player crosses a linedef.

Teleporters work by having a linedef you contact, which then warps you to a teleport destination Thing within the tagged sector.

How can I have teleporters activate when a linedef is crossed? I thought of having an off-grid room filled with monsters with a wall that lowers when the linedef is crossed, but how could I make the monsters move into the teleporter? How would you go about doing this?

>> No.3972073

Do mods and custom maps for games like quake need to be script heavy to be good? I want to make something adventure-y like hexen 2 is.

>> No.3972087
File: 242 KB, 1366x768, Screenshot_Doom_20170505_121036.png [View same] [iqdb] [saucenao] [google] [report]
3972087

Your opinion on Monster Condo

>> No.3972090

>>3972087
pretty fun

>> No.3972091

>>3972068
link the monster room's sector with some basic one that the player is bound to fire his weapon in

in the monster room have a small barrier set up to prevent the monsters from entering the teleporter

when the player crosses (well, crosses the line) lower that barrier

make sure the direction from the monsters to the player is the same direction their teleporter pad is in, so they will be pressed up against it

>> No.3972093

Any sound related problem on GZDOOM 3.0.0 yet?

>> No.3972094

>>3972087
Good with the exception of the 30 second door secret. which is bullshit if you didn't know about it.

>> No.3972096

>>3972087
Spooky.

>> No.3972104

>>3972087
neighbors too loud

>> No.3972107

>>3972087
I keep misreading as 'monster combo'

>> No.3972126

>NetRadiant
>GTKRadiant 1.6
>GTKRadiant 1.5
>GTKRadiant 1.4
>QuarK
Why are there 3 different versions of GTKRadiant? Which is the one I should use? How are NetRadiant and Quark?

>> No.3972141
File: 310 KB, 1366x768, Screenshot_Doom_20170505_151944.png [View same] [iqdb] [saucenao] [google] [report]
3972141

what goes through your head during a moment like this

>> No.3972142

>>3972126
because fuck you
there's also trenchbroom

>> No.3972148

>>3972141
Punch out.

>> No.3972149

>>3972141
Disappointment.
I know the community is obsessed with rooms filled with revenants but I always hope the wad I'm playing has something smarter and fun up its sleeve instead.

>> No.3972151

>>3972141
why aren't i double barreled shotgun & gtfo'ing?

>> No.3972153
File: 174 KB, 1280x720, Screenshot_20170506-012325.png [View same] [iqdb] [saucenao] [google] [report]
3972153

Hi

>> No.3972154

>>3972091
How do I link sectors? A tutorial I'm reading says they have to be linked, and obviously my monster room is off the map.

>> No.3972156

>>3972151
*firing

>> No.3972161

>>3972153
Having fun?

>> No.3972165

>>3972154
By linked, I mean physically adjacent*

>> No.3972172
File: 821 KB, 1280x720, Screenshot_20170506-012900.png [View same] [iqdb] [saucenao] [google] [report]
3972172

>>3972161
Yes! Doom is awesome. Filters are bad btw

>> No.3972174

>>3972172
are you playing on a phone? what are these things?

>> No.3972179

>>3972174
>are you playing on a phone?
it seems
>what are these things?
the button setup

>> No.3972184

>>3972174
Yes i found cracked doom touch apk

>> No.3972213
File: 920 KB, 2310x1781, ac0f90a60bec5579f122a663302cd15fd8cb94ae9946bd805d61408301cef6ed.jpg [View same] [iqdb] [saucenao] [google] [report]
3972213

>>3972179
>>3972184
I can't imagine myself playing on a phone. can barely use a gamepad.

>> No.3972236
File: 297 KB, 1366x768, Screenshot_Doom_20170505_121151.png [View same] [iqdb] [saucenao] [google] [report]
3972236

>> No.3972240

>>3972236
lewd

>> No.3972243

>>3972087
https://www.youtube.com/watch?v=9HilyOLWzrM

>> No.3972259
File: 26 KB, 309x350, commission___iron_lich_by_fiztheancient-d8vwwr6[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3972259

Just finished episode the first three episodes of Heretic on Smite-meister, all wand starts.

The inventory system is cool, but most of the items are just Doom pickups or only somewhat useful, and I never used the Chaos Device once. They're all still way more useful than the items in the Build games. The Tome of Power is a pretty interesting idea to mix up a level's dynamics, though by the end I mostly just used the wand and the crossbow's powered up versions because I hardly ever had the mace.

There's a lot more random chance than Doom; enemies might drop ammo or items, the Firemace might appear on a map, and enemies like the Iron Lich or the Maulotaur have multiple attacks that are randomly chosen. I'm generally not a fan of randomness, especially in games that aren't Rogue-influenced, but given that Heretic usually gives you enough ammo in the map, randomness is usually just a matter of "I guess I got a Tome from that dude, nice," or "I guess I've got more ammo, nice."

It's certainly harder than the first three episodes of Doom, though not exactly "hard". The level architecture and texturing is interesting, detailed and has lots of transitions from indoor to wide outdoor areas, but the difficulty comes primarily from stuffing those levels with tons of enemies; just about every level past the first few has at least 100. The DoomWiki says that Eps 4 and 5 are much harder, so I'm excited to see how that plays out.

The enemies themselves look muddy and kinda boring compared to the clear, distinct, and iconic Doom monsters (except for the Iron Lich, which just looks fuckin weird). The weapons are whatever, just Doom dressed up in fantasy. Crossbow looks cool, but just adds more randomness. The gauntlets sound fucking rad.

It's fun, but mostly because Doom is fun, and this just keeps that going with slightly new tech. Thy Flesh Consumed was my favorite Doom episode, so I'm hoping Heretic's Ep 4 will be as cool.

Thanks for reading my blog; like and subscribe.

>> No.3972342

>>3972141
holding down the 'S' key with alot of pressure and fumbling to switch to the rocket launcher

>>3972149
id like for once to get pinned in by teleporting cacos

>> No.3972350

>>3972154
the (1995) old way of doing it was leaving a little sewer grate with like 1 map unit of clearance that goes to the monster room, so that they hear whatever gunshot or sound the player is forced to make

however there's some way to do it where "this sector and that sector are the same even though they're in two different places", do that and you dont need a connector

im NOT a map maker, I dont even touch map editing, but I know this trick at least

another trick with these monster teleporters is making a rather long room, keep the monsters pinned up on one side of it, and this means the monsters will teleport in but in a delayed fashion so the player gets in the room and thinks "okay the ambush didnt happen, im gonna progress" - then a few seconds later they get ambushed and its hard to just back up the truck and leave

>> No.3972368

>>3972073
Not really, a lot of people like Quake as vanilla as possible, and clever map layout can go a long way.

That said, I personally like mods that deviate a bit from Quake's gameplay since I often run through the base game anyway.

>> No.3972440

>>3972149
dats Map 28 of Doom 2 fäm

just back out of it

>> No.3972480
File: 54 KB, 720x480, 1473020284475.jpg [View same] [iqdb] [saucenao] [google] [report]
3972480

Newfag to Doom, I'm almost done with Episode 1

I want to play with Smooth Doom and pk sound, but I'm not quite sure how to get them working with GZ Doom.

Thanks

>> No.3972489

>>3972480
Use this
https://forum.zdoom.org/viewtopic.php?f=44&t=32596

>> No.3972498
File: 32 KB, 638x480, 1471461829216.jpg [View same] [iqdb] [saucenao] [google] [report]
3972498

>>3972489
>Server not found
fuck
Send help

>> No.3972513

>>3972498
https://github.com/qbasicer/qzdl/releases

>> No.3972527

why is the dynamite in blood so perfect?

>> No.3972532
File: 51 KB, 736x727, birb pardner.jpg [View same] [iqdb] [saucenao] [google] [report]
3972532

>>3972513
You have my thanks, friend. I shall not forget your kindness.

>> No.3972578

>>3972532
the power that emanates from that birb is incredible

>> No.3972618

>>3972259
Shit opinions.

Disliked and told my pals to dislike it too.

>> No.3972646

a chaingun that has a revving animation would be cool
stupid but cool

>> No.3972663
File: 2.54 MB, 896x504, 1484157139269.webm [View same] [iqdb] [saucenao] [google] [report]
3972663

>>3972527
it has the best explosion sound ever

>> No.3972672

>>3972646
I wish more mods would include sounds for the spinning mechanism.

>> No.3972682

>>3972663

You have not known pure joy until you've heard Caleb let loose his savage cackle as he blows a room full of assholes right the fuck out with a bundle of fun.

>> No.3972686

>>3972236
On a preview it looks like a pair of really veiny fists.

>> No.3972696

>>3972527
>>3972663
What's the best way to play Blood? I might play it after I finish Doom/Doom II and Heretic/Hexen.

>> No.3972708

>>3972696
dosbox
theres a tutorial for setting it up
i used the blood launcher

>> No.3972710
File: 304 KB, 500x375, 1475248043837.gif [View same] [iqdb] [saucenao] [google] [report]
3972710

>>3972696
I usually just play DOS.

>> No.3972719

>>3972708
Not sure what the tutorial goes through, same with the launcher mentioned here, but make sure you setup bmouse with it if neither of those mention/use it!

>> No.3972787

>>3972174
The thing I found about Doom is that even if you're playing one of the really shit ports like the SNES, GBA or 32X ones, the game is STILL pretty fun to play, it's just inherently good.

Gamepad controls make it a bit less easy (not by a huge amount), with the exception of the 32X port, which had pretty smooth and responsive controls (with a 6 button). The framerate is good too, as is the audio, just turn off the music.

I've tried playing with a touchscreen though, and that shit is unbearably wonky and clunky, would never recommend.

>> No.3972794

>>3972259
>They're all still way more useful than the items in the Build games
The portable Medkit in Duke is useful as FUCK though.

>> No.3972797

>>3972794
desu it doesn't get much use untill like episode 4

now blood's portable medkit, on the other hand. If you dont use that thing you're dead

>> No.3972804

>>3972794
>>3972797
portable meds in all games are pretty op.

>> No.3972814

>>3972804
True, in later Fallout games, building up a supply of like 100 stimpaks basically made you unstoppable.

Duke gives you a limit though, you can only carry one, which can restore up to 100 health (in part, which is why it's so handy, you don't waste it all if you only need to heal 37%).

Using your portable medkit is a tactical choice, generally I save it for dangerous encounters or if there's sparse health in a level.

>> No.3972932
File: 533 KB, 381x512, INTENSE RIPPING.gif [View same] [iqdb] [saucenao] [google] [report]
3972932

>>3972141
BRING IT ON MOTHERFUCKERS

>> No.3972934

So I'm playing Duke Nukem 3D through eduke32 and I notice that when using polymer or polymost mode than certain texture, like fences or grates, will flash when i look at them like they are fighting other textures to appear over them. This doesn't happen in classic mode but I like being able to look up and down without distorting the view, anyone know how to fix this problem?

>> No.3972939
File: 135 KB, 1280x720, wolfenstein3d1280-1441387366710_1280w.jpg [View same] [iqdb] [saucenao] [google] [report]
3972939

Wolfenstein 3D is 25 years old today.
Just saying.

>> No.3972949

>>3972939
It's a bit simplistic, but I still get a fair bit of joy out of it, the treasure collecting aspect and score counter is really appealing.

>> No.3972965

>>3972939
Good game.
Deserves all of the love.

>> No.3973003

>>3972939
happy birthday Wolfenstain

>> No.3973031

>>3972939

you mean yesterday

>> No.3973041

>>3973003
Berenstein 3D

>> No.3973061
File: 305 KB, 1920x1080, kmquake2_001.jpg [View same] [iqdb] [saucenao] [google] [report]
3973061

Are there any model packs that deal with the little issue of Quake 2's guns visibly missing chunks of their model on high FOV?

>> No.3973070

>>3973061
that can't be healthy

>> No.3973071

>>3972141
ASDWASDADSADWASDAWDASDWASD
while holding down left click

>> No.3973086
File: 66 KB, 707x599, summoner_donezo.jpg [View same] [iqdb] [saucenao] [google] [report]
3973086

Summoner's done. Remind me in the future that anything that requires cleaning up 101 individual frames by hand is a terrible and bad idea that I should avoid.

>> No.3973087

>>3973031
Not here in CA I don't.
>>3972949
Yeah. I was never as big a fan of it as I was Doom, but it has a certain appeal to it. It translated better to the SNES than Doom did for sure, but both still hold a place in my nostalgic heart.

>> No.3973094

>>3973086
Looks p cool though.

>> No.3973097

Which DooM monster got TWO TICKETS TO PARADISE

WON'T YOU

PACK YOUR BAGS WE'LL LEAVE TONIGHT

>> No.3973109

>>3973097
*changes to radio los santos*

>> No.3973114
File: 1.41 MB, 478x218, 1485578082154.gif [View same] [iqdb] [saucenao] [google] [report]
3973114

>>3973109
Fuck that, let's listen to queen

>> No.3973123
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]
3973123

>>3973114
We're listening to NIN and if you don't like it you can walk.

>> No.3973127

>>3973086
what mod will this end up in?

>> No.3973129

>>3973127
MetaDoom

>> No.3973130

does doomguy have his midriff exposed in the player sprite sheet as well?

>> No.3973134

>>3973130
Only barely.
Not as much as the ripped-shirt version on the cover art.

>> No.3973135
File: 504 KB, 1366x768, Screenshot_Doom_20170505_152610.png [View same] [iqdb] [saucenao] [google] [report]
3973135

How do I make multiple me run behind myself like he's doing here?

I call it, the Afterimage of Doom.

>> No.3973137

>>3973135
That's a PowerSpeed item effect.

>> No.3973140

>>3973135
>past avatars.pk3

>> No.3973142

>>3973137
PowerSpeed After Doom image?


That sounds like a good title wad, "After DooM"

>> No.3973145

>>3973135
>when you taunt but it was just a dead ringer

>> No.3973147

>>3973142
No.

https://zdoom.org/wiki/Classes:PlayerSpeedTrail

>> No.3973148

>>3973147
can I summon the decoration through console?


I want to be like Alucard when he turns around and steps foward in SotN.

>> No.3973152

>>3973148
You can give the player a PowerSpeed powerup with a duration of 0x7FFFFFFF and Speed 1.0.

>> No.3973157

>>3973152
Through ArtiSpeedBoots? I already bind o with "give artispeedboots"

>> No.3973160

>>3973145
nice

>> No.3973164
File: 107 KB, 1417x1417, AWAKEN.jpg [View same] [iqdb] [saucenao] [google] [report]
3973164

>be playing DOOM for the first time
>Episode 1 is pretty easy on Hurt Me Plenty, outside of a couple fights
>Even the two barons(? Is that what they're called?) Went down pretty quick
>mfw E2M1
>mfw I discover that 'tab' makes me run at the speed of sound

That was a pretty nice spike in difficulty. I'm really enjoying my time with DOOM so far, it's aged pretty well.

>> No.3973169
File: 2.74 MB, 2997x2000, 1485376720438.gif [View same] [iqdb] [saucenao] [google] [report]
3973169

>>3973123
Oh yeah? Don't make me shut down Darkplaces with Vore Tournament!

>> No.3973176
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google] [report]
3973176

>>3973169
>implying that isn't my fetish
Darkplaces can get fucked though

>> No.3973201
File: 35 KB, 126x133, Narsie.gif [View same] [iqdb] [saucenao] [google] [report]
3973201

>>3973176
>ͩ͐͒ͫ̾̄ͯ͟h̥̒ͨé̸̹̬͕̣̠̤̱ ̦̺́͋̀̆͊͛̈ͅh̞̝͕͜a͚͙̞̻̝͆̎͗̑͑ͬs̪̻̺̪̯ ͓̞̊̋͝ȁ̵̼̮͍͛ͯ ̧̰v̼̜̣̹̄͌͛́ỏ̢̪̼̮̝̝ͫ̐ͬ̌̾ͩͅr̴̥̠̻̖͆̓̾ͨé̵̜͔̿͊̆͗ͩ̚ ̸̫̻̻̦̝̙̒ͧͤ̋̌̏ͅf̴̫͕̠̰̤ͨ́ͪͬͤ̓͌eͤ̑͝ṫ͔̮̜̰̿͊͊i̸̥͐̔s̛̪͌ͮ̂͊h̭͙́̒́́ͣ͛
̞͔̪̦̬͕͗̊̈ͨ̋ͣ̂i͖̻̜͌͆ͣͭ͆ͦ̎ ̶̞̮͈͓ͤ͐͒͗ͤa̴̬̙̩̟͔̋̄̄ͫ̾l̟̙̖̪͒͌ͧ̐͋̇w͉͎̜̤͓̑ͩ̒a̼͂ͫ̈͗̒ͨ̌͠ͅy̠̤͇͕̰̗ͬ̏̐͑̃̚s̰͈͓͓̮̙̎̇ͨ ̰̘̖̳̖ͮͪͯ͐̀f̨͓̘̟̥̝̠͑͌̒̽̽ͮ͑ë̡̖̼͙̰̘̀̔e̫̯̘͗͌ͦ̒͗́l̙͇̞̜̙̋ͬ̾ ͕̙̦̫̰̬̃̒ͅl̸͙̃͛̏̔̑̃ị̧̤̱͕̝ͤ̽͛̿̈́ͅͅk̜̘͉̤͆̄̔͗̽e̓ͮͪ ̫͈̠̻̙̌̈̎͗͑̕s̨̗̻̝̺̭͛͊͒̾̀ͭȏ͉̘̥̦͎̳̗ͨm̖͖̠̳̥̥̝ͧ͊̈̀̾ẻ̙̺͔̘͎̟͖̈b̤̤̝̩̘͆͡ò͎̃̽ͣͣ͠d̟ͨ̎̎ͫ͗ÿ́͌͞s͎̥͚ ̳̂̿͠H̻̟̔Ư͒ͮͮ̑Ȗ̡͉̗̣͚͍̦̯͂͑͑ͯH̜̄̄̉̃̂̕i̮̘̱̝̔̃͜ͅn̡̮̩̠̩͖͌ͣ͗g̷͈̺̦̪ ̗ͩ̐m̵̟̺͉͚̏̌ͪͅe̒̔̾̂̔

>> No.3973223

why are all the sounds in the newest gzdoom mono?

it's fine in audacity, but the moment it goes in game it gets quiet and muddled

>> No.3973225

>>3973223
ok no, with the playsound console command, it sounds fine
slap it on a weapon and it's goodbye stereo

>> No.3973243

>>3973164
Yeah, most people play with autorun on.

How are you playing the game by the way? I mean ports and such.

>> No.3973252

>>3973225
Sounds like something that'd warrant a bug report. You can file one on zdf without having to register.

>> No.3973293
File: 82 KB, 1080x1327, IMG_20170212_111325.jpg [View same] [iqdb] [saucenao] [google] [report]
3973293

ALIENS anon here.
I'm thinking of giving the aliums a lot of resistance against fire, good resistance against bullets, and then make the pulse rifle and smartgun do explosive damage instead to get around it.
too overkill?
or maybe just give them a lot of fire resistance and then make the flamethrower push them back on top of stunlocking them so it doesn't turn into a useless piece of shit
is it possible with decorate to make an enemy act a certain way after taking a specific kind of damage? (ex: running away briefly after being hit by flames)

>> No.3973306

>>3973293
With zscript you can make a powerup that when active does damage to an actor and causes flames to spawn around it.

>is it possible with decorate to make an enemy act a certain way after taking a specific kind of damage?
I don't know if you can do Pain.Fire: or if you have to use inventory checks or similar but it can be done.

>> No.3973313

>>3973306
flamethrower already gets them pain/stunlocked even if their painchance is very low. I was thinking more along the lines of making them actually retreat after being hit by it, to give the player a breather and make the weapon more useful after I make them almost impervious to it.
It will still kill combat synths and predators pretty easily, though, so it's not gonna be completely useless even if I can't do it.

>> No.3973314
File: 596 KB, 997x1500, 1493800447400.png [View same] [iqdb] [saucenao] [google] [report]
3973314

>> No.3973320
File: 350 KB, 1200x750, c72b93921ded7b03a327ce3859abf89923c6b71da31a4ea9e8258eb7f0c1f975.jpg [View same] [iqdb] [saucenao] [google] [report]
3973320

>>3973313
I'm seeing here that the synths have a retreat state that gets called when they're too close to an enemy. Maybe I can find a way for fire damage to call it instead and apply it to xenos.
I have absolutely no coding knowledge, though, so it probably won't work.

>> No.3973341

>>3973313
> I was thinking more along the lines of making them actually retreat after being hit by it
Yes, I understand. After pain.fire if it's possible you should use goto "runaroundscreaming" rather than goto see.

>> No.3973342

>>3973341
would this work?
>>3973320

>> No.3973348

>>3972934
it's a bug on their side, try using the debug version or the 64bit version if you can since I think it's related to the compiling tools or whatever they use (don't quote me on this, anybody who knows more feel free to clarify)

>> No.3973352

>>3973164
Holy shit I had an army of these guys when I was a kid, along with other of orks and another one of human knights. Shit was rad playing castle siege with my brother with those toys.

>> No.3973354

>>3973342
I suggest you expirment to learn decorate/zscript yourself.

>> No.3973386

>>3972172
you enjoy beloko's port too? I played it so much that I make the controls transparent since I know where they fit on my Galaxy Tab. Wish he would release his Shadow Warrior or AvP ports tho :/

>> No.3973421
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]
3973421

It's Screenshot Saturday.

Post the stuff you've been working on, whether it's sprites, maps, code, or features.

>> No.3973424

whoever bumped this thread https://forum.zdoom.org/viewtopic.php?f=43&t=51833
thank you, because somehow this slick as fuck mod went completely past me, while i was looking for something like that

>> No.3973426
File: 721 KB, 1920x1080, Screenshot_Doom_20170506_060313.png [View same] [iqdb] [saucenao] [google] [report]
3973426

>>3973421
I was working on porting Return of the Triad's weapons to normal Doom play months ago, but I just sorta stopped after getting the bullet weapons to work because A.) i'm inexperience and lazy as hell, and B.) didn't feel like going through sprite management and all hell for some weapon ports.

I hate my laziness.

>> No.3973464
File: 710 KB, 1920x1080, bad screenshot.png [View same] [iqdb] [saucenao] [google] [report]
3973464

>>3973421
I've been updating my lock on launcher code.
New features:
> added an altfire to make the gun even more overpowered
> there is now a timer inbetween lockons on the same target
> reticles are now drawn on the hud and are no longer projectiles that stick to targets
thankfully, there was code to track actors on screen on the wiki.
> art as bad as last time
at this point I can't bring myself to care.
> cleaned up the ACS code
I hope I've made it clear enough for other people to use for their own purposes

http://www.mediafire.com/file/ha643we4g387kd3/LockOnLauncher1.1.pk3

Would appreciate some critique.

>> No.3973469

>>3973464
Your launcher sprite is too small, I can still see parts of the map.

>> No.3973478

>>3973469
Alright, I'll push it down. I didn't really know how to show a shoulder mounted box missile launcher without making it big.

>> No.3973485

>>3973464
>thankfully, there was code to track actors on screen on the wiki.
Link?

>> No.3973487

>>3973485
https://zdoom.org/wiki/Hudmessageonactor

>> No.3973489 [DELETED] 

>>3972060
fuck outa here doom babbies

>> No.3973498

>>3973487
Sweeet.

>> No.3973503

>>3973487
zdoom wiki is a godsend

>> No.3973508
File: 319 KB, 1600x900, Screenshot_Doom_20170506_065017.png [View same] [iqdb] [saucenao] [google] [report]
3973508

>>3973421
I don't want to give too much away but I can't keep my mouth shut about this

>> No.3973513

>>3973508
is this an astrostein joke

>> No.3973526 [DELETED] 
File: 127 KB, 1230x283, the unfiltered truth nuke.png [View same] [iqdb] [saucenao] [google] [report]
3973526

There's literally nothing worse on /vr/ than the plague that is the doom bab reddit cancer.

>> No.3973551

>>3972350
Alright, thanks a lot for your help

That sewer grate trick is clever, maybe I'll look up the way to do it without a connector though

>> No.3973568
File: 166 KB, 640x480, Nazis vs Nazis in Egypt.png [View same] [iqdb] [saucenao] [google] [report]
3973568

Probably this wasn't supposed to be this fun.

>> No.3973606 [SPOILER] 
File: 10 KB, 640x400, 1494078622771.png [View same] [iqdb] [saucenao] [google] [report]
3973606

>>3973421
Outside of implementing that horrible Doom 4 monster and all its many many frames with the green dots and the hand-hurting, I've been looking at MetaDoom feedback FROM THIS VERY THREAD (well, it's previous versions anyway) and taking it into account. None of it is very screenshottable, though, so have this old unrelated test image of a cancelled project off my harddrive. Anyway!

- There's a cooldown on inventory items now. Not a long one, mind. Less than a second. It's still enough to stiff spamming strategies and keep things interesting.
- The Siphon Grenade's radius is no longer basically double of what it should be. What was I thinking? I was probably compensating for some weird bug caused by drunkcoding or something.
- The Lightning Gun now cheerfully eats ammo way faster than it used to. I might kick up the damage a tiny bit to compensate, since as it stands it uses the same amount of ammo as the Plasma Rifle, so there's nothing there worth dealing with the lack of flinching.
- The Quad Damage now has a little bit of BWAAAAMP to it. Not a lot, mind. This isn't MetaQuake. (Yet.) It's more of a BWAA~~ in this case.
- I have a cold. :(

>> No.3973609

>>3973606
>have this old unrelated test image of a cancelled project off my harddrive.
(translated) mars3D TC?

>> No.3973623

>>3973526
>can't play modern community wads on uv or higher
>implying any modern community wad worth a shit doesn't account for every difficulty
>this post
>8gag in general
by the way, did you know that the creator of alien vendetta can't even complete his own wad anymore with out god mode?

>> No.3973630
File: 1.47 MB, 1024x1308, thats_all_for_me_today.png [View same] [iqdb] [saucenao] [google] [report]
3973630

OC

>> No.3973632

>>3973623
isnt alien vendetta a coop focused wad?

>> No.3973637 [DELETED] 

>>3973623
>by the way, did you know that the creator of alien vendetta can't even complete his own wad anymore with out god mode?
wow what a shitter. good job confirming you're a shitter too.

>> No.3973645

>>3973623
no, it's playable in single player on uv. nigga just got old

>> No.3973649

>>3973645
meant for >>3973632

>> No.3973658 [SPOILER] 
File: 11 KB, 640x400, 1494080259398.png [View same] [iqdb] [saucenao] [google] [report]
3973658

>>3973609
It was gonna be a translation project (some dude gave me a rough translation, what a cool guy) but a.) the strife-style dialogues seemed to be hard-coded and ain't nobody gonna deal with that, and b.) I can't write for shit

>> No.3973661

>>3973637
>fucking barneyfag has 900 different uv max runs totaling around a hundred hours on doomed speed demos archive
i'd rather be a shitter desu

>> No.3973674 [DELETED] 
File: 2.82 MB, 300x225, cc6.gif [View same] [iqdb] [saucenao] [google] [report]
3973674

>>3973661
>it's a doom babby assumes everyone is the same person as a coping mechanism episode

>> No.3973691

Dumb question, but what are some of the things in doom mods that i take for granted, like things that seem simple but are actually really tricky under the hood?
like for example i heard that HDoom was actually pretty impressive back when it came out because of how it transfered from first person to third person, or how the zoom in the d4d BFG is actually really weirdly implemented. Stuff like that. As a non modder, i'm curious

>> No.3973697

>>3973691
The next version of Brutal Doom has a system that adds decorative stuff (lights etc.) to the original maps. It apparently does this by giving every prop in the map an inventory item and using this to check their positions on the map in a blind, groping-in-the-dark attempt to figure out what map is being played.

This is a bad way to do things, but I guess it works if you don't breathe on it too hard?!?

>> No.3973708

>>3973691
>HDoom was actually pretty impressive back when it came out because of how it transfered from first person to third person

that was adapted from brutal doom. hdoom's creator was the lead sprite artist for brutal doom and it was initially started as a parody of sorts of BD but obviously became its own thing pretty quickly

>> No.3973712

>>3973708
A new audience gathered around it pretty quickly, didn't they?

One might even say they came in droves.

>> No.3973740

>>3972087

Probably my favorite level in Doom 2. The dark library rooms are just so atmospheric

>> No.3973772
File: 408 KB, 801x500, 325.png [View same] [iqdb] [saucenao] [google] [report]
3973772

opinions on the chasm

>> No.3973856

>>3973464
good shit

thanks for your work, anon

if i use this, who should i credit?
are you kodi?

>> No.3973861

>>3973772
>What the fuck were they thinking?
I also imagined Doomguy tightrope walking insanely fast as he runs across those areas. Either way it's a silly map.

>> No.3973904
File: 146 KB, 903x713, 1492109525803.jpg [View same] [iqdb] [saucenao] [google] [report]
3973904

>>3973772
>blurry dosbox/vanilla goodness

>> No.3973908

>>3973856
nah, i think kodi is busy with that MSX thing and i don't think he juggles projects

might be ijon, but he isn't big on doing sprites like that

it is a mystery

>> No.3973910

>>3973772
BWAMP BWAMP BWAMP BWAM BWAM BWAAAAMP

>> No.3973915
File: 1.50 MB, 315x400, 1487642345689.gif [View same] [iqdb] [saucenao] [google] [report]
3973915

>>3973243
I'm playing with GZDoom. I played most of Episode one with Smooth Doom and pk sound, but When I switched up the iwads in ZDL in order to show a friend of mine Chex Quest 3 (which was surprisingly good), I lost the save and had to start over. Along with the various restarts I had to do to find a sourceport I liked and install the mods I wanted, I've probably played the first half of episode one like 6 times.

Game is really good though so I dont care.

>> No.3973920

>>3972804
>>3972794
>>3972814

> mfw in heretic I often have maxed urns and potions, and cant seem to use them all

fallout 1 and 2 it was pretty much like that with stimpacks, ending up with like 70+ by the time you end up near the vats base...

the mere fact is you could go in inventory, do absolutely everything you wanted to do including using 10 Stims if you needed to as well as reload your weapons and it only cost you 2 or 4 AP

this rendered the super stimpack useless, except possibly for the "use this item on" dynamic for healing someone else

I guess if someone was really hurting for stims and all they had left was super stims and a few normal ones, the supers would be good for healing up.

> never equipped stims in the item slot except in FOT

>> No.3973934

>>3973915
Try playing on Ultra Violence if you feel ready for it. It's not a massive jump up from Hurt Me Plenty and it adds more demons to shoot, plus their attacks hit slightly harder so you'll learn to dodge them better.

>> No.3973950

>>3973772

Not much other than I fell in the soup alot and it pissed me off.

I also remember from playing edge sourceport back in 2002 or so I drew a Jaffa Staff Weapon replacement and loved blowing away the imps in the map with it

(I lost the data for this many years ago, but it looked alot like the skulltag grenade launcher and the hit was explosive, about half of a rocket).

>> No.3973952

>>3973934
Yeah, when watching some reviews and such I saw parts of E1 with a shitton more enemies. It looks pretty fun. I'll likely go and play on UV once I finish my first playthrough.

>> No.3973958

>>3973915
>>3973934
>>3973952

I remember playing the original chex quest on vanilla.

I never beat it because I got to the (doom2 wall boss) and the game crashed like clockwork every time. I wonder if bugs like that were ever attended to. I havent touched chex quest since then.

>> No.3974019

>>3973772
Honestly for being a later Doom 2 map, I don't hate it.

>> No.3974025

>>3973772
On the subject of Doom 2 maps, does Doom 2 The Way ID Did do it better? Just remembering some of the later maps puts me off from replaying the original Doom 2.

>> No.3974032

So I'm playing Blood and whenever I move my mouse forward or backwards my character moves. I tried turning it off in the setup through DOSBOX but it doesn't work, and I hate using mouse look because it makes the graphics all screwy. How do I turn off mouse movement?

>> No.3974035

>>3973691
>Dumb question, but what are some of the things in doom mods that i take for granted, like things that seem simple but are actually really tricky under the hood?

It legitimately took years until people could find a way to do mountable vehicles.

And even then, they're not that perfect.

>> No.3974043

>>3974035
And now we have mountable demons. How times change.

>> No.3974047
File: 661 KB, 1920x1080, Screenshot_Doom_20170506_175318.png [View same] [iqdb] [saucenao] [google] [report]
3974047

I just finished my first doom map.

https://www.dropbox.com/s/ikaxp3u7o1oyzjn/map01a.wad

It's in Doom 2 format so it should work with any source port. Let me know what you think!

>> No.3974050

I wan't to make my own map for Duke Nukem 3D, what are some good guides to getting started?

>> No.3974051

>>3973772
kill it with fire and execute sandy peterson

>> No.3974058

>>3972087
I like it a lot, definitely one of the better levels in Doom II. Waiting for Romero to Play is also one of my favorite tracks from the OST. I know the melody is taken from a Pantera song, but the instruments remind me more of I Care Because You Do than anything else.

>> No.3974060

>>3973606
good stuff
cept the cold get well

>> No.3974080

Yo Kins, some of the bosses in Reelism can be killed by the flamethrower in 3-5 seconds. Is this a bug, or a feature?

>> No.3974083

>>3974032
nvm fixed it

>> No.3974094

>>3973691
Reloading is always a small bit of wizardry for me.

>> No.3974107

What are some good city wads where the maps feel "Duke Nukem 3D-ish" to the point it even has some stuff like rooms above other rooms and ramps, but still has vanilla gameplay so you can play with some gameplay mods?

>> No.3974113

>>3974043
what? where?

>> No.3974115

>>3974113
i think it's a HDoom joke

>> No.3974126

>>3974115
that sucks. i though there was a mod where you ride a spider mastermind or something.

>> No.3974131

>>3974126
That's what's in the next update

>> No.3974135
File: 24 KB, 270x320, X9pmem.jpg [View same] [iqdb] [saucenao] [google] [report]
3974135

>>3974131

>> No.3974139

>>3974135
Literally the only thing in Viz that was actually funny

>> No.3974140

>>3974047
13MB for a 35 monster map?!

Anyway cool little map01 extension, deceivingly easy at first but ramps up quickly after the yellow key.

Few thoughts: You texture usage is a odd to say the least; SUPPORT2 for doors, BROWN96 for lifts and METAL1 for lowering walls, this isn't inherently a problem in small maps since it is hard to get lost but be wary if you expand your maps as they can be ambiguous
Loved the yellow key section, although the baron is useless, maybe try a revenant or even a mancubus if you're feeling cruel
I was a bit disappointed that the plasma secret is almost unmissable, considering you teased the player with a preview you shouldn't give it up so easily
Finally don't neglect the ceiling! Most of the areas are the same height and with outdoor areas like this height variety can make it look more organic and natural

neat

>> No.3974182
File: 2.86 MB, 640x480, driving_03.webm [View same] [iqdb] [saucenao] [google] [report]
3974182

>>3974035
>And even then, they're not that perfect.
Tell me how to A_Warp up a slope reliably and get graf to fix gimbal lock and I'll work the rest out for this

>> No.3974215
File: 454 KB, 1024x576, Screenshot_Heretic_20170506_032930.png [View same] [iqdb] [saucenao] [google] [report]
3974215

>>3973421

/othermsxguy/ again; testing out the Jetpack that replaces Heretic/Hexen's Wings of Wrath. You tap (or hold, if you like that better) the key and use mouselook to fly around. The farther you look up/down, the more vertical thrust you get.

So for anyone who saw this in the last thread, I've implemented a couple new options:

-Grenade Cancelling: Normally in MSX, if you hold the 'Grenade Toss' key, but release it before the grenade charges to level 1, you cancel throwing entirely. You can now deactivate this if you like and always throw grenades.

-Automatic Reloads: When you empty a weapon's mag, you reload it automatically. You can set every weapon to do this, or only a few.

>> No.3974220
File: 451 KB, 1024x576, Screenshot_Heretic_20170506_032940.png [View same] [iqdb] [saucenao] [google] [report]
3974220

>>3974215

ohshitmaybetoofaaaaaaast

>> No.3974231
File: 590 KB, 1366x768, doom The Secret Level.png [View same] [iqdb] [saucenao] [google] [report]
3974231

>>3974140
Hm, maybe I have a low monster-environment ratio

I just realized I actually forgot to add additional ammo, I'm replaying it now and I run out just before I can kill the last monster. A few shells + bullets should be fix that.

I probably make weird texture choices, yeah, I'm not sure what the kind of unwritten standards are for different situations. The plasma secret is pretty obvious, yeah... maybe I could've had an invisible war somewhere, or a hidden button?

About the ceiling, do you mean keeping the sky texture but just making it lower, so the walls aren't as tall? That would've made it look better. I remember now I originally planned to have multi-layered rocks, like the inner ring would be a low but impassable wall, and it would get taller and more distant.

Thanks for playing it!

>> No.3974237

>>3974215
You should call your project "MSFIX" t b h

>> No.3974265

>>3974050
please respond

>> No.3974268
File: 212 KB, 1280x768, 20170506143951_1.jpg [View same] [iqdb] [saucenao] [google] [report]
3974268

Apparently I'm not the only one to publish stuff today. Here's an ugly 4 map wad, -complevel 9.

https://www.dropbox.com/s/zr0gscg8hm2c9e4/xkThisMess.zip?dl=0

>> No.3974269

>>3974215
>>3974237

Oh yeah, before I forget; somebody in the last thread or the one before that said there's a bug with the Orion's reload? I didn't know what they meant. Does anyone know what it might be?

>> No.3974278

>>3974269
Yeah, for me it doesn't reload at all and doesn't consume ammo.

>> No.3974284

>>3974107
Doomcity.
A single map from the mid 1990s that can be found on Doomworld and feels like a decent attempt at making a Duke style map in the Doom engine.
It's short and easy by todays standards but well worth playing.

>> No.3974289
File: 54 KB, 793x130, Clipboard01.jpg [View same] [iqdb] [saucenao] [google] [report]
3974289

>>3974269
>>3974278

I think this might be to blame

>> No.3974301

>>3974289

Nah, that's not reload code. Sometime after MSX's release, A_RailAttack (IIRC) got its parameters swapped around, which resulted in the error shown. Hopefully I've fixed it correctly; I don't know what the order of the parameters was at the time MSX released, and I don't think there's any way to check.

>>3974278
Right, I'll look into that. Thanks!

>> No.3974304

as someone who disliked brutal doom i suprisingly found its derivative standalone addon brutal pack v9 much more tolerable and actually enjoyed it a lot

but fuck ssg zombies and teleporting neck-snapping skeletons

>> No.3974319
File: 295 KB, 1280x720, Screenshot_Doom_20170506_201127.png [View same] [iqdb] [saucenao] [google] [report]
3974319

>>3974231
13MB is quite large for a doom map, especially of that size, have you imported any MP3 files or anything?

For the secret perhaps you could make the room with the pool a little larger, move the pool into a corner and put supplies along with the key at an opposite side. This way when the player arrives they immediately run to the key and supplies and the pool simply looks like decoration, rewarding players who decide to wander over to it

About the ceilings heres a screenshot from Ancient Aliens, you don't need huge levels of detail just a bit of distinct variety in rock height

>> No.3974323
File: 35 KB, 236x236, 1465088141808.jpg [View same] [iqdb] [saucenao] [google] [report]
3974323

>>3974126
There's a .webm of just that but I can't find it.

>> No.3974338

>tfw want to make a map, even just one map, but aren't imaginative enough to do so

>> No.3974342

Just getting into this and this is so fucking cool. It's amazing how smooth ZDoom is compared to how I used to play it back in the day. This is just the coolest stuff ever, playing all these new and different levels. That chart in the OP (the "so you want to play some fucking doom" one) is so helpful

>> No.3974357

>>3974319
I haven't imported anything, I have no idea what could be bloating it so much. Your idea for the secret sounds good, and as for the ceilings, when I play around with lowering outdoor heights, looking at the sky from certain angles can cause map geometry to disappear from view - the invisible ceiling is in the way. I now realize you meant having a universal ceiling height, but making sectors to surround the level and changing their floor heights. I was wondering how to go about ancient-aliens style geometry (I loved that wad).

>>3974338
Only thing for it is to just do it. Keep on pushing through, making more of the map until you run out of ideas. Then take a break and come back to it the next day.

It's also an excuse to play lots of WADs, to get inspiration and see what works and what doesn't.

>> No.3974367

>>3974301
Oh okay, well the result is that it doesn't drain ammo so I thought the reload stuff was to blame until I actually checked the error logs.

Anyway: For my msx mod, I'm currently looking into rope physics coding with the goal of implementing a "realistic" grappling hook that'd allow you to swing around corners or orbit platforms with enough initial speed like in Tribes: Vengeance. It'll be an optional spawn item activated through the heretic-style inventory like the grenades.

>> No.3974371

>>3974357
>Only thing for it is to just do it. Keep on pushing through, making more of the map until you run out of ideas. Then take a break and come back to it the next day.
but i don't even know where to start

>> No.3974403

>>3974047
>>3974357

Just opened the wad up in slade on a hunch. You've duplicated 31 of the levels in the iwad, as well as the textures, flats, etc. No wonder it's so huge, it's the original game!

>> No.3974425
File: 84 KB, 1190x595, 7538906869.jpg [View same] [iqdb] [saucenao] [google] [report]
3974425

>>3974367

>rope physics coding
>implementing a "realistic" grappling hook that'd allow you to swing around corners or orbit platforms with enough initial speed

Damn man, that's good enough for its own project.

>> No.3974429

>>3974403

Further comment: after deleting everything other than your map from the wad, it's a mere 61kb, instead of 14,279kb.

>> No.3974453
File: 1.63 MB, 224x126, 1424461090296.gif [View same] [iqdb] [saucenao] [google] [report]
3974453

>>3974268
>final encounter in map03 is... an Arch-Vile, 2 Hell Knights and an Imp, all in point blank range in tiny space
Why did you do this?

>> No.3974463

>>3974453
Anais a cute


but not a lewd

>> No.3974470

>>3974463
S1 anais is cute.

S2 onwards is a thunderstorm cunt.

>> No.3974475

>>3974453
Mostly because that fight's way too easy to cheese.

>> No.3974482

>>3974475
>>3974453

Also, I'm not entirely certain how the imp got there, I'm guessing you let him climb the stairs in the encounter before that teleport?

>> No.3974485

>>3974403
LOL

It seems obvious now, I think I opened the Doom2 WAD and then started editing map01 to get what I have now. It never occurred to me that saving it would entail the OTHER 31 maps. Whoops

>>3974371
I'm new to mapping too and what I did was go to the TUTORIALS/UTILITIES pastebin in the sticky and go through the Doombuilder tutorial. It's about a dozen 3-12 minutes videos, and by the end you know more than enough to make a fully featured map. There are plenty of more up-to-date tutorials on youtube, I looked at some of those too.

I started using DB2, but moved to GZDB-bugfix when I heard about it, just because it probably had newer features.

>> No.3974493

>Hear that finaldoomer makes the Doomguy guns overpowered
>it only does this for the chainsaw and maybe the chaingun by a little bit
Itsfuckingnothing.jpg.
The sound effects are really satisfying though. I'd use this over smoothdoom but I love having the super shotgun gib things.

>> No.3974494

>>3974493
Im p sure most ppl are saying it makes classes that aren't doomguy overpowered in comparison friend

>> No.3974496
File: 784 KB, 1920x1080, Screenshot_Doom_20170506_144026.png [View same] [iqdb] [saucenao] [google] [report]
3974496

>>3973421
Not 100% satisfied with the level scenery, but I'm almost done with the gameplay at least. Going to upload it once that's done and just work on prettying it up over time.

>> No.3974497

>>3974485
>TUTORIALS/UTILITIES pastebin in the sticky and go through the Doombuilder tutorial.
But anon, I'm talking about Quake
I've done enough fiddling to know my way around Trenchbroom and how brushes and entities work from Valve games, but have zero inspiration

>> No.3974505

>>3973658
>>3973609
>>3973606
Can you at least upload it somewhere so we can be amused by the absurdity?

This sort of shit seems like what you'd have the EDF spout.

>> No.3974507

>>3974496

>level is much much darker than the sky

anon...

>> No.3974508
File: 75 KB, 640x480, doom69.png [View same] [iqdb] [saucenao] [google] [report]
3974508

>>3974475
This doesn't look very cheese-able. Yes, when I watched that again, I noticed that the bars have opened.

>> No.3974510

>>3974507
I've been wanting to change the sky to something that was set at night, but I don't know how to change it since I'm still pretty new at this (only my second map).

>> No.3974513

>>3974496
>doomguy what are you doing
>I dropped my keycards somewhere around here

>> No.3974524

The idea of adding the artifect from Resurrection Of Evil to MetaDoom makes me wonder a few things.
What if its delay would be level based (as in finish a certain number of levels before using it again) instead of waiting for a certain time perioid?
Would it also increase damage and give invulnerability like the original?
Where would it be placed?

>> No.3974528

So I'm playing Quake II for the first time (just got around to doing the Pyramid Kid thing)

and I'm wondering what's the opinion on how you go back to the previous level sometimes?
It seems weird to me, maybe cause I'm just not used to it. But this pyramid key section felt like i went from level A to B to A to B to C to B to D to C

Hexen at least felt like there was a central "hub" to the levels

>> No.3974538

https://forum.zdoom.org/viewtopic.php?f=46&t=56139

Well this is neat.

>> No.3974543

>>3974528
I felt it was a bit confusing and not clear where to go at times in both instances; but eventually found my way.

>> No.3974545

>>3972794
In Heretic you get Pots, Urn, Tome and Morph Ovum as useful items, and that's beside the ones that are just reskinned Dom powerups. Mask is useful as well, much more than invis it is based off since it makes certain monster attacks (like axes) just pass through you maing it ridiculously easy to inbite infighting.

>>3972259
Chaos Device is great for getting away from near-death situations and ambushes you aren't prepared for.

>> No.3974554
File: 521 KB, 896x1024, textureshit.png [View same] [iqdb] [saucenao] [google] [report]
3974554

>>3972087
I'm working on a few maps to be played with Wrath of Cronos. I've always had a thing for that mod. Also making a custom texture set to go with it. I use some stuff from existing texture packs as a base here and there, but really it's mostly from scratch.

this'll be my first map for doom

>> No.3974556

>DTWIDD
>E2M2
>that room where the platform gives you obvious one time choice between a Plasma Rifle and a Rocket Launcher
>the pillars immediately crush the other weapon

I thought that was pretty cool. Are there other map packs that do stuff like this?

>> No.3974560

>>3974556
Also, why does DTWIDD's map screen look like something straight out of a Newgrounds flash game?

>> No.3974562

>>3974528
>pyramid kid
i meant key, i might've went full retard

>>3974543
Ya it's not so bad so far, F1/Tab helps and when the music stops you clearly got what you were supposed to get
It just seems weird though

>> No.3974570
File: 210 KB, 1280x768, 20170506144249_1.jpg [View same] [iqdb] [saucenao] [google] [report]
3974570

>>3974508
that last bit's in the teleport maze. You can use any of those platforms to sit back and whale on them. Couldn't think of a way to make them a little less nasty without just outright locking off the map completely.

(I don't want to lock off the map completely just because I absolutely hate being unable to find secrets afterwards.)

>> No.3974584

Smooth Doom is really nice, but some of the new death animations are a bit shit. One of the Imp deaths makes it look like they're sucking their own dick.
I notice they didn't bother giving the more powerful enemies any variety in appearance or kills either.

>> No.3974593

>>3974584
>I notice they didn't bother
yeah, not like it takes effort or anything.

and they do have gibdeaths.

>> No.3974602

>>3974584
yeh that imp animation really gets on my nerves, otherwise the mod is dank but jesus does it look out of place
I either play with gun animations only or finaldoomer doomguy nowadays

>> No.3974603

Why does my computer think that GZdoom is a threat? It allows me to download Z doom but not GZdoom. Does it even matter, can I still play virtually all WADs on Zdoom?

>> No.3974630
File: 1.91 MB, 1280x1024, c0j7C3M.png [View same] [iqdb] [saucenao] [google] [report]
3974630

So somebody on DW made a mockup of Doom in idtech4.

And it looks just as good as you'd expect.

>> No.3974636

>>3974630
looks more like one of those shitty classic doom mods

>> No.3974638
File: 1.29 MB, 1280x1024, qaDC8bD.png [View same] [iqdb] [saucenao] [google] [report]
3974638

>>3974630

I want to ask why the imps have such small goddamn heads but then I realize I don't

>> No.3974643
File: 95 KB, 570x779, 1488880338301.jpg [View same] [iqdb] [saucenao] [google] [report]
3974643

>>3974630
>>3974638
>someone invested time and effort into this

>> No.3974645

>>3974630
That looks just barely not as shit as when that one dude made Doom in an Unreal engine and literally every fucking metal surface had a super reflective and shiny polished metal effect to it.

>> No.3974647

>>3974638
>>3974630
Looks weird. The levels in Doom don't really make sense texture-wise and when you try making it look better, it just seems even more weird

>> No.3974657

>>3974647
Yeah, it's one of the key problems of LOLHIDEF mods, you can't just fucking slap high resolution textures and sprites on the base game and base levels, it will look awkward and uncanny as shit because enemies have only 8 rotations and no matter how many frames you make it will surreal and flat and weird, and the original level geometry is too simple for 1024x1024 wall textures to make sense on them.

2.5D FPS games don't translate into really high definition graphics like that, you basically need to step up to real 3D or it will look too weird.
And if you half-ass you get shit like the Duke Nukem hi-def pack which looks like AIDS.

>> No.3974661

>>3974647

high-res textures & low-poly architecture do not mix

it's like those texture packs for LoZ:OOT

>> No.3974664

>>3974584
>I notice they didn't bother giving the more powerful enemies any variety in appearance

Redrawing entire spritesets with only minor changes would be a hell of a lot of work with very little benefit.
There's already a bunch of varieties of zombies and imps out there. Not so much Archviles and Revenants.

>> No.3974702

>>3974570
I call bullshit because that Vile wasn't even there until I entered ambush by blue door. I see that Vile's easy to beat if player really wants to enter acid pool one more time for whatever reason, but what happened to me was literary teleporting straight into certain death.

>> No.3974713
File: 190 KB, 625x735, Capture11111.png [View same] [iqdb] [saucenao] [google] [report]
3974713

>>3973421
Progress

>> No.3974723
File: 254 KB, 699x675, DraftedDOOMs.png [View same] [iqdb] [saucenao] [google] [report]
3974723

It's been years of trying to get into DOOM mapping but I'm finally making progress towards making my first real map.

There's another wing to draft and the end, but one working half of the main level I would say is quite the accomplishment.

>> No.3974738

>>3974713
>working on my own map
>i'm learning! i'm really learning!
>look at this map
>close gzdoombuilder
Maybe I should stick with gameplay mods.

>> No.3974741

>>3974723
lookin' pretty room-corridor-room-corridor there, anon

>> No.3974742

>>3974603
No, not at all. Zdoom is not being developed anymore and is not the standard in mod compatibility anymore, especially with the introduction of zscript.

If you insist on being safe (even though GzDoom from the official site is 100% safe) download zandronum 3.0

>> No.3974745

>>3974723
>>3974713
maps?

>> No.3974750

>>3974741
Good thing or bad thing?

>> No.3974753
File: 10 KB, 204x136, skeleboner.gif [View same] [iqdb] [saucenao] [google] [report]
3974753

https://www.doomworld.com/forum/topic/93998-intermission-text-travesty

>> No.3974774

>>3974745
yes

>> No.3974780
File: 137 KB, 340x340, 729.gif [View same] [iqdb] [saucenao] [google] [report]
3974780

>>3974753

>With their high turnover, it must be hard for poor to evaporate along with diseased horrors hot to get

>> No.3974794
File: 89 KB, 700x520, c2e.jpg [View same] [iqdb] [saucenao] [google] [report]
3974794

>>3974753
>YOU ARE PLAYING THE ULTIMATE DOOM, please call our parents. Stop being DOOM. Call us now at (970) 522-1797.
>id SOFTWARE PLAYING THE ULTIMATE DOOM. We enjoyed making a freeloader and register DOOM. If you haven't paid for DOOM. Call us now at 1-800-IDGAMES. We enjoyed making DOOM. If you enjoy playing it for you are playing illegally. Thanks: Tim Wilbur

>> No.3974795

>>3974702
No need to get into the acid. That teleport maze needs way better communication anyway, but it's very possible to go through without ever getting into the nukage (although you won't get one of the secrets if you do that) I'm revising it right now, I'll see about adjusting that finale a bit. It just needs to be enough that you have to actually fight the archvile instead of skipping the fight entirely.

>> No.3974797

>>3974753
Good, now somebody should design a doom joke-megawad around these.

>> No.3974801
File: 3 KB, 102x87, imaages.jpg [View same] [iqdb] [saucenao] [google] [report]
3974801

>Stop being DOOM.
BAAAUUUUGHHH

>> No.3974803

>>3974750
it means it's quite linear with only one pathway to go through, but for a first map that's not too bad

something you may want to keep in mind for future map developments, though

>> No.3974808
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]
3974808

>>3974753
> "YOU ARE THE ONLY\n"
"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"
"BLAZE THROUGH HELL TO GET THE BLOOD PUMPING...\n"
"\n"
"Deimos floats above Hell itself!\n"
"You must find the prototype, but you stepped forward\n"
"all over the place. As its tattered your way out is through.\n"
"\n"
"Deimos floats above Hell itself!\n"
"You must find the prototype Accelerator which is soon\n"
"to see the awful\n"
"truth.\n"
"\n"
"Deimos floats above Hell itself!\n"
"You're good at that kind of thing.";
"You gloat over the place. As its tattered corpse\n"
"complex still has some warlike ordnance\n"
"nowadays..\n"
"\n"
"but now, you see spread before you more\n"
"you rappel down to see the awful\n"
"truth.\n"
"\n"
"THAT YOU HAVE SAVED YOUR SPECIES.\n"
"\n"

>> No.3974809

>>3974753

>Of course, do not order House. Sit with milk and cakes and let the universe go to hell. Do not look at demon attacks and spectra waiting for you on the heels of hell. Avoid awful conflicts with Kakadimon and the lost souls that hit hell. Or, as a man!
>Beat several grenades into your gun and hit us with a demon's ass. Organize 3D Trio Now! Finally, you end up in hell.
>Do not you need to know your way to visit?

>> No.3974812

>>3974803
>>3974750
>>3974741
Other newmapfag. Four or so maps in and I still don't know what the shit I'm doing. Did just 'finish' that map that I recently posted on doomworld.

>> No.3974817

>>3974753

>Art: Adrian Carmack, Mike you problems playing a freeloader and register DOOM. If your friends, maybe even you haven't paid for DOOM. If you are playing DOOM, please can help!
>We hope you have any probably owes a lot of people money--your parents. Stop being DOOM. We enjoyed making illegally. That means you probably owes a lot of people money.
>Of course, a guy like you owe us now at (970) 522-1797.

>> No.3974830

>>3974753

>John Stalvern waited. The radio crackered. "You must kill the demons"
>And the ships daddy."

>> No.3974834

>>3974753
i dont get it.

>> No.3974852

>>3974803
Admittedly, yes, it's gonna be a bit linear, but you can do the two halves of the level in any order, so there'll be a "slight" choice.

>> No.3974864

>>3974834
Do ye have a sense of humor?

>> No.3974865

>>3974753
>Deimos floats above Hell itself! You're good at that kind of thing."

My sides.

>> No.3974875
File: 50 KB, 599x563, 1472364553424.jpg [View same] [iqdb] [saucenao] [google] [report]
3974875

>>3974753
>YOU ARE PLAYING THE ULTIMATE DOOM, please call our parents. Stop being Doom.

>> No.3974883
File: 27 KB, 124x124, 1489468050005.png [View same] [iqdb] [saucenao] [google] [report]
3974883

>>3974753
>"sucks down to seal hell's ass\n"

>> No.3974893

I have a weird bug going on when I'm playing DarkPlaces Quake. It only happens sometimes, and so far, I haven't been able to find a rhyme or reason to it, be it specific maps, settings, or otherwise.

Every so often, I'll have brush entities rendered at the wrong distance from the player. For example, if I'm standing at a door, a brush entity, things will be fine if I'm a couple of steps away from it, but the further I move from it, the further it moves from me. This means I can wind up seeing things behind doors if I walk away from them, or secrets become very obvious since the rest of the level geometry doesn't move at all. I haven't been able to find a lot of information on this, but someone suggested it was caused by the lighting engine somehow (?). Has anyone encountered this problem before.

Also, not retro, but I'm looking for a known working torrent for Enemy Territory: Quake Wars, if anyone has one, I'd be pretty excited.

>> No.3974895

Any good gore mods besides Ketchup? I tried Droplets but it's far too subtle and the splatters vanish rather quickly.

>> No.3974903

Are there any mods that really pile on the Hell/satanic imagery? I want to see some WADs where I feel like I'm totally in hell, just really macabre stuff. Any good recs?

>> No.3974905

>>3974895
nashgore?

>> No.3974915
File: 19 KB, 255x393, z6AIAi9.jpg [View same] [iqdb] [saucenao] [google] [report]
3974915

>>3973314
i like this

>> No.3974921
File: 292 KB, 600x450, Bell.webm [View same] [iqdb] [saucenao] [google] [report]
3974921

>>3973421
Doing a few final sounds (some player screams and stuff). Did a sound for this bell by tapping a glass and slowing it down and changing pitch. Sounds pretty good.

>> No.3974924

>>3973314
You know, this seems like the type of movie Kate and Walken would be in anyways
and I can see Adam Sandler doing Little Nicky again

>> No.3974939

>>3973772
It's the worst map in the game.

>> No.3974940
File: 288 KB, 858x904, idkfeye color reference.png [View same] [iqdb] [saucenao] [google] [report]
3974940

4chan doesn't like anything I try to post about my map updating, so hey, whatever. Here's the updated version what works:

https://www.dropbox.com/s/eqmy20fggwoo9lp/xkThisMess.zip?dl=0

>> No.3974942
File: 227 KB, 1280x768, 20170506142431_1.jpg [View same] [iqdb] [saucenao] [google] [report]
3974942

>>3974940
is a reply to

>>3974570
>>3974268

4chan, you have strange spam filters.

>> No.3974945
File: 918 KB, 800x600, msx_grapple_initial.webm [View same] [iqdb] [saucenao] [google] [report]
3974945

>>3974425
Only the math left now (well and actual visuals). Even before that there's a whole load of zscript at work.

>> No.3974957
File: 321 KB, 1577x891, dude.png [View same] [iqdb] [saucenao] [google] [report]
3974957

>>3973421
Day 2 of remaking a scrapped map.

>> No.3974993

>>3974304
just tried it out
holy SHIT that shotgun
holy SHIT the sounds for everything
I might just try this out eventually anon, thank you

>> No.3975023

Anons recommend me some wads that use neat gzdoom features or that are just really pleasing to look at, i want a visual treat.

>> No.3975026

>>3975023
Putrefier.

>> No.3975045

im new to this. is it ok to just put all the WADs in the same folder as GZdoom itself? or will that confuse the program?

>> No.3975046

>>3975045
It's all fine. It will start confusing *you* when there are enough of them in there though.

>> No.3975052

where is post hell

>> No.3975054

>>3975052
is that you joe-ilya

>> No.3975058

>>3975052
Been gone for a long time, dude.

>> No.3975060

>>3975054
no, but I am unable to find it after the new mobile phone site update

>> No.3975061

>>3975058
where the fuck did it go

>> No.3975073

>>3975061
Off to frolick with Old Yeller.

>> No.3975089
File: 182 KB, 1280x1280, 1281083711368.jpg [View same] [iqdb] [saucenao] [google] [report]
3975089

>>3974774
>>3974723
>>3974713
yeah thanks smartass.

>> No.3975096

>>3973421
https://s1.webmshare.com/rNGYQ.webm

playing cafebreak levels with new gameplay mod i whipped up in a week. what started as simple mod with particle effects is going to be something bigger.

>> No.3975108

>>3974215
>>3974237
I like to think of it as Smooth MSX.

>> No.3975124

>>3975096
Looks pretty sick, anon. Can't wait for you to release it.

>> No.3975146

capnclever's stream is up, they're talking about double impact.

>> No.3975165

>>3975046

Thank you for the reassurance. I just wondered with all those new textures, graphics and sounds if they would ever get mixed up together. (I have clinical OCD). But I guess the program's know enough that they only play their own files. I'm drunk

>> No.3975171

>>3975165
play plutonia while drunk anon
i did that once and it was a blast

>> No.3975187

>>3975124
thank you! hopefully halloween i can release a demo!

>> No.3975191

>>3975096
>https://s1.webmshare.com/rNGYQ.webm
dude this looks fucking awesome

>> No.3975223

>>3975165

How does it know that? Like, let's say you have 50 WADs in the same folder, like the pirate game. How does it know that when you just play normal Doom 2, to only use the textures/sounds etc of Doom 2 and not all the extra stuff in the folder

>> No.3975226
File: 42 KB, 256x256, Alien_PopOut.png [View same] [iqdb] [saucenao] [google] [report]
3975226

>>3975223
Because you just drag-and-drop the stuff onto the EXE, otherwise it loads vanilla

>> No.3975261

So I am just trying Jimmy's Jukebox. What's the difference between the regular and the user version?

>> No.3975271

>>3974903

Gonna ask this again...Are there any WADs that just feel totally like hell, with a lot of satanic imagery, blood and demonic stuff? I understand that Hell is obviously a common DOOM theme but most WADs seem more like the first Doom episode of space bases

>> No.3975274

>>3974893
Whenever you have a bug with Darkplaces, the answer usually amounts to "it's Darkplaces."

>> No.3975282

>>3975271
demons of problematique might be what you're looking for

>> No.3975292

>>3975261
Been a while since I used it, but I'm pretty sure the regular version has a bunch of pre-chosen soundtracks, while the user version is a blank slate that you can fill in yourself.

>> No.3975304
File: 658 KB, 1936x1056, FuglyMapSinceAestheticsTakeTime.jpg [View same] [iqdb] [saucenao] [google] [report]
3975304

Takin' a break from mapping but I got some questions I can't answer so it's time for random anons to answer for me:

Should I make the map use Doom 2 things or build it around a gameplay wad?

Should I allow the player to mouselook/jump or should I force good ol' doom stiff legs and neck?

I mean, since it's first map I should just make it Doom 2 compliant but it was cool wads that got me to give mapping another crack. That and I'm already using UDMF features.

>> No.3975305
File: 405 KB, 1834x826, doors.png [View same] [iqdb] [saucenao] [google] [report]
3975305

>>3974047
Not a bad map, but you should really make your doors doors and your lifts lifts.

Also, add overhanging ceilings infront of doors so that the textures do not stretch into the sky.

>> No.3975308

I love Doom so fucking much. Goddamn.

>> No.3975316

>>3974645
That's still a thing you know: https://www.youtube.com/watch?v=eea4swVuDTo

That guy won't give up even with the great part of who saw this already saying it is shit.

>> No.3975338

>>3975304
>Blue pants
Huh?

>> No.3975339

>>3975308
Eh, it's alright I guess.

>> No.3975351

>>3975339
Well it wasn't bad.

>> No.3975354

>>3975316
Cant see a thing

>> No.3975407

>>3975338
I don't get why Death Foretold has a doom marine with Levi's either.

>> No.3975435

Icon of thicc

>> No.3975436
File: 238 KB, 638x445, livingend.png [View same] [iqdb] [saucenao] [google] [report]
3975436

opinions on The Living End

>> No.3975440

>>3975436
the living
end

>> No.3975448

>>3975435
did you just call john romero fat

>> No.3975449

>>3975436
they're alright but i wasn't that big on their last album

>> No.3975463
File: 12 KB, 256x256, Alien_PopclownOut.png [View same] [iqdb] [saucenao] [google] [report]
3975463

>>3975448
I did now?

>> No.3975472

>>3975436
the level that came before it was good

>> No.3975485

>>3975436
better without filters. You're missing out.

>> No.3975495

>>3975463
Well, specifically, you called his severed head fat.

>> No.3975496
File: 1.43 MB, 640x360, xenos on board.gif [View same] [iqdb] [saucenao] [google] [report]
3975496

>>3975226

>> No.3975503

>have a tumblr blog for video games
>>inb4 you have to go back
>follow the doom tag
>the """columbine fandom""" uses the tag to post pics of their school shooting idols
>reblog and tell them to stop that, they're being shitty
>the guy makes a gifset of a tc wad based on the columbine where you can play as the shooters AND links it to me
huh

>> No.3975512

>>3975503
you have to go back

BACK TO THE PAST

SAMURAI JACK

>> No.3975514

>>3975503
You can't use inb4 to excuse your garbage post. Keep the blogging on the blog site.

>> No.3975515
File: 1.57 MB, 1280x2869, Ur a jack.png [View same] [iqdb] [saucenao] [google] [report]
3975515

>>3975512

>> No.3975516

>>3975512
WATCHA
desu I'm disappointed that Jashi is canon,
I've been rooting for a daughter/father relationship for a while

>> No.3975521

>>3975503
You played it, right?
Was the wad fun?

>> No.3975523 [DELETED] 

>>3975512
>>>/v/
And stay there, forever.

>> No.3975524

>>3975514
Yeah gotta agree on principle

>> No.3975527

>>3975521
No I didn't play it, he said he made the gifset off of a youtube gameplay video, which doesn't have a download link.

I just wish those school shooter types would stop trying to connect it to Doom and other games.

>> No.3975554

>>3975503

I still find amazing that a place like Tumblr has an underground fandom for mass murderers. Let alone the fact that it exist in the first fucking place.

>>3975527
>I just wish those school shooter types would stop trying to connect it to Doom and other games.

At this point unfortunately it's impossible. What's left to do at this point is to hope that this group (which unfortunately is majorly composed by women) finds some proffesional help before they engulf themselves deeper in that cloud of negativity.

>> No.3975560

>>3975554
lmao the users of Tumblr call it a "hellsite", much like how the users of 4chan degrade this site, but on Tumblr they're not kidding. Shooter fandoms, shoplifting fandoms, telling people to kill themselves over fanart (take note this isn't 4chan where people see "kys" every 5 seconds, this is Tumblr, which is used by impressionable minors AND adults alike), and antifa blogs where they discuss where to protest violently next. And I know all this by just following the Doom blogs and art tags.

>> No.3975564

>>3975304
It's hard for us to answer those questions anon as they really depend on your personal preference.

>Should I make the map use Doom 2 things or build it around a gameplay wad?
Is this your own gameplay wad? Have you an idea or an working version yet? Otherwise, yes, maps designed for gameplay wads are in short supply and can be brilliant when they have good synergy

>Should I allow the player to mouselook/jump or should I force good ol' doom stiff legs and neck?
Is the respective gameplay wad better with or require mouselook? Again does the wad gameplay wad usually expect jumping to be utilised? Although beware that with jumping and crouching doomguy can get EVERYWHERE - behind anything, on top of anything, you've got to be meticulous with your map to prevent sequence breaking and situations where the player can get trapped

Most mappers would suggest against using UDMF for a first map as newbies tend to go overboard with the zdoom features such as slopes and unnecessary 3d floors but if you're tasteful with it then sure, crack on

Also auto texture alignment is your friend

Good luck anon!

>> No.3975573
File: 169 KB, 800x712, 1267226468_exequias_loldead.jpg [View same] [iqdb] [saucenao] [google] [report]
3975573

>>3975496

>> No.3975574

>>3975436
I can't think of the right word, but it's set up nicely at the start with the reveal of the (what feels like compared to the tiny room you start in) huge cave, and travelling the outskirts of the map to finally reach your destination at the top of the centre arena was cool. Too bad the cyberdemon can just be walked past.

>> No.3975581

any mods with a fun visual aesthetic? Breath of the wild has me wanting to break out of the usual beats

>> No.3975593

>>3975564
I am sorry for being vague. I was seeing if I could make some Death Foretold maps. Or anything employing a Doom 4 wad, really. I'm not picky.

Also I'm really only using UDMF to do a little bit of cheating with linedef actions and textures. I don't have an interest trying to figure out slopes, 3d floors, lighting, and so on right now. I just find UDMF to have fewer restrictions.

Still, thanks for the advice, anon! I'll do my best!

>> No.3975606

>>3975564
sounds like abunch of faggots

4chan, not tumblr, they are genuine morons

>> No.3975610

Is the speed mapping contest still on?

Still Doom 2 wilderness theme? How the shit do you make a quick 'wilderness' level?

>> No.3975627

>>3974921
Imo the charge up frames should stay longer while the blast one should be shortened - looks a bit awkward.

>> No.3975630

>>3974367
>>3974945

Realistic grappling hook is something I always wanted in Doom.
Please consider releasing it separately.

Also if you want a good example or reference of how grappling hook should work in a game look at Bionic Commando from 2008. Game itself is decent, but the grappling, hanging and swinging are the best I've seen.

>> No.3975658

>>3975627
Yeah. It was mostly the re-fire frame that made it look off to me. Fixed it. Thanks.

Some of this stuff still needs some tweaking to feel as solid as I want. Holdover issues from when I was learning dehacked, mostly. I redid the way the axe works the other day because it was always pretty shitty feeling. Feels a lot better now.

>> No.3975676

>>3975630
My main inspiration is this quake 3 mod actually: https://www.youtube.com/watch?v=663wATIhJrc

>> No.3975695

>>3975610
That's the overall theme. It will be honed in to a specific part of a wilderness area though.

>> No.3975715

>>3975676
That hook is just elastically pulls player towards itself.

What I meant was a grappling hook that allows you to swing on it, as well as retract/detract it so you could slowly pull yourself to the ceiling or off the platform, and essentially act like a rope with no pulling if player wishes to.

>> No.3975723

>>3975715
>That hook is just elastically pulls player towards itself
Yes, but it's still where I first experienced a grappling hook that allowed you to make turns in the air. Previously, I was used to Quake 1 CTF type hooks.

>[...]and essentially act like a rope with no pulling if player wishes to.
This is the plan. Fire/Altfire reel you in/give you slack respectively. But I think the reeling speed should be fairly fast.

>> No.3975752

>>3975554
>I still find amazing that a place like Tumblr has an underground fandom for mass murderers.
The thing with tumblr is that it will beget and circlejerk the ABSOLUTE WORST fucking people and behavior possible to exhibit.

There's "fandoms" and circlejerks for things like serial killers, genocide, any and all kind of bigotry on all kinds of spectrums, by and against whatever group of people. All of that is mostly just tasteless shit and opinions, but there's also "the shoplifting fandom" and of course, the favorite pastime of offended teenagers, doxxing.
The staff in charge of the site are also just about the most useless, lazy, incompetent, workshy and colluding fucking cheaters and charlatans and dipshits who have ever been in charge of a major social media outlet in the history of the internet, by a massive margin, the kind of persons who would wake up at night if there's a fire and leave without waking anyone else up and try to get them to safety, then desperately try to weasel out of and pretend they weren't an absolutely shit human being.

It's not called "Blue Hellsite" for nothing, there's by far less unhealthy human interaction on most of 4chan in comparison, the kind of spite and long held grudges, slights and psychopathic fixations that you see on tumblr so often is really kind of rare on 4chan. I think anonymity helps a lot.

>>3975560
Oh yeah, it's not like on 4chan where "Kill yourself" is a casual diss or whatever, on tumblr, if you get enough people upset, they'll fucking hound you and pepper you with that shit and try to get at you no matter what.

Tumblr is a place that really brings out the ugliest parts of people.

>> No.3975773

>>3975752
>Oh yeah, it's not like on 4chan where "Kill yourself" is a casual diss or whatever, on tumblr, if you get enough people upset, they'll fucking hound you and pepper you with that shit and try to get at you no matter what.
Here's the thing: If you piss people off, they'll WILL get angry. But on 4chan their wrath cannot be properly directed at anyone, due to anonymity.
That's, like, the only thing that keeps this hellhole of an imageboard afloat.

>> No.3975784

>>3975773
I think that's one of the many reasons why anonymity en mass is a powerful asset for some communities, it all comes down to the fact that 9 times out of 10, people basically only have what you just posted to go on.

>> No.3975812

Does anyone know how to set the number of A_Log messages visible on the screen at a given time? It's for debugging.

>> No.3975852

Looking for .wads for Doom that feel like big adventures, that feel like you're actually traveling somewhere instead of just going through a string of self-contained levels. Using ZDoom hubs would be a plus.
Stuff I can think of: Phocas Island 2, ZDCMP1/2 (sort of), UTNT, Phobos: Anomaly Reborn

>>3975752
>make a literal build-your-own-echo-chamber site
>expect it not to house the worst fucking people that would otherwise have someone around to tell them off for being a horrible excuse for a human being

>> No.3975854
File: 101 KB, 437x640, 4f3bf5f272ef18e1b0c027184fe3dccb0082cf2f.jpg [View same] [iqdb] [saucenao] [google] [report]
3975854

A Very Confused Lost Soul wanders into your room.

it seems to feel an uncertain attraction for the lit lightbulb on your ceiling, and dances underneath it as if a mating proposal it were, in the utter disregard of your presence. it seems to be having good fun.

another one follows suit shortly after, and both begin clumsily bumping one another in circles around the room. oh, there's another one now. you didn't notice it slowly hovering towards your open window, less so its short-lived battle with its own horns as it tried to make it through the narrow gap. they soon tamper out their bickering and go on with their silly, unsynchronized lightbulb dance as you stand there with a blank expression on your face. you think it's somewhat cute. another part of you would rather have them quiet down because you were busy watching how to train your dragon on netflix.

what do you do

>> No.3975857

>>3975854
fucking pain elemental infestation in my attic is impossible to get rid of

>> No.3975860

>>3975854
feel dad because I know a pain elemental mom just died and left her three children to fend off for themselves.

if I turn off the light to go to sleep, I'll turn off their illusion too.

>> No.3975863
File: 5 KB, 130x150, i don't like your guts.png [View same] [iqdb] [saucenao] [google] [report]
3975863

>>3975854
I hope they're not D64 Lost Souls.

>> No.3975868

Looks like BloodGDX is "almost done"
https://www.youtube.com/watch?v=MXp94HQKKOg

>> No.3975870
File: 1.55 MB, 266x206, 1491349360121.gif [View same] [iqdb] [saucenao] [google] [report]
3975870

>>3975854
I like to picture them as D4 lost souls

they're so cute when they dance around just like you described

>> No.3975879
File: 53 KB, 640x425, load glitch.png [View same] [iqdb] [saucenao] [google] [report]
3975879

been messing around with 1.1, its fun

>> No.3975880

>>3975854
>find pain elemental in closet
>close mouth with tape
>sell elemental to science
>sell all but one lost soul to science
>keep one as a pet

>> No.3975882

>>3975854
What is this? Voight Kampf?

>> No.3975883
File: 1.07 MB, 800x600, msx_grapple_inverted.webm [View same] [iqdb] [saucenao] [google] [report]
3975883

Initial test run of the grapple. Somewhere in the large slab of math I apparently made it constrain you if you move *closer* than the tether length to the grapple rather than further away, but otherwise the angle stuff seems to work.

Also it gives you a whole bunch of speed.

>> No.3975986
File: 10 KB, 355x101, bow.png [View same] [iqdb] [saucenao] [google] [report]
3975986

I'm gonna post this with no context but it sure does look good. You'll be seeing this in a mod soon

>> No.3975987

>>3975986
its really impractical to hold a bow sideways

>> No.3976000

>>3975987
It is gangster

>> No.3976018
File: 167 KB, 800x940, 1469725597632.jpg [View same] [iqdb] [saucenao] [google] [report]
3976018

>>3974630
>>3974638
the future is shaping up boys, we did it.

>> No.3976028
File: 57 KB, 425x423, 51QaidUqiXL._SX425_.jpg [View same] [iqdb] [saucenao] [google] [report]
3976028

>>3976018
That pic is actually a bad photoshop I did using another terrible UE4 remake attempt as the focus. Sorry to shatter the illusion!

Here's the original authentic bad 90s pre-render.

>> No.3976043

>>3976018
Pour me some Doom.

>> No.3976057
File: 426 KB, 638x448, courtyard.png [View same] [iqdb] [saucenao] [google] [report]
3976057

Why is the level design in Doom 2 so shitty?

>> No.3976087

>>3976057
I actually liked the open areas later on in Doom 2. It allowed for some satisfying BFG extermination.

>> No.3976092

>>3974630
>that mugshot
>that stupid tiny Imp face
It's creepy I guess, but only because it feels uncanny.

>> No.3976094
File: 1.06 MB, 885x1344, smug soapy stud.png [View same] [iqdb] [saucenao] [google] [report]
3976094

>>3974630
The status bar face on nearly every single one of these shitty 3D remakes gets me every time.

>> No.3976098

>>3976094
Its because it looks like the average shit Steam greenlight game some 12 year old made through asset flips.

>> No.3976106
File: 556 KB, 1920x1200, Screenshot_Doom_20170507_172724.png [View same] [iqdb] [saucenao] [google] [report]
3976106

PSX Doom feels so empty, but I like how it placed Doom 2 monsters in Doom 1 levels. No idea what I'm doing, but I try to "port" monster placements from PSX maps to vanilla. Should I try to mess with lighting too or that will just kill me?

>> No.3976181

>>3975305
yeah, my textures are probably pretty weird, I hoped they would stand out enough against the background to still be apparent

You mean put a shorter sector in front of the door? That's a good idea, I was wondering what the best way to keep doors a reasonable height was.

>> No.3976246

>>3976106
A chaingun on E1M1 seems wrong.

>> No.3976265

So which is the best Aliens mod for this? There's like 5 of them.

>> No.3976275

>>3976265
Pretty sure there's a post on Zdoom forums which has all of publicly released ones, although honestly most of the are pure clusterfuck, plus there's this thing from the guy who made SUAB, but he definitely works at his own pace.
https://youtu.be/WFERhrZJMv8

>> No.3976307

So did the Speedmapping Sunday thing happen? I made a map for it, took a little over 4 hours. It's flawed but action packed.

Here you go /vr/
http://www.mediafire.com/file/ghgit0xi8ba0rpi/VR+Speedmap+7MAY17+by+Rolo.wad

>> No.3976316

>>3976246
That's what I liked about PSX Doom monster placement. It felt wrong, but not crazy wrong.

>> No.3976340

>>3976307
Anon, the project officially starts at 6:00 PM EDT, and formatting will be chosen then as well. Your map is good though.

>> No.3976343

>>3976057
muh big battles

>> No.3976346

>>3976307
Had to replaced the map because I uploaded the wrong version.

This version has a functioning gate to the penultimate area.

http://www.mediafire.com/file/84bi4ctcrjzno4s/VR+Speedmap+7MAY17+by+Rolo.wad

>> No.3976350

>>3976340
Sadly I'm in the wrong timezone to start then.

>> No.3976357 [DELETED] 

>>3975560
>(take note this isn't 4chan where people see "kys" every 5 seconds
>>3975752
>Oh yeah, it's not like on 4chan where "Kill yourself" is a casual diss or whatever

ah yes, it's not like 4chan where people casually tell each other to commit suicide all the time, on tumblr when they do it it is ~~serious~~. this has nothing to do with the fact that i like 4chan and dislike tumblr

>> No.3976369

>>3976357
another particular bias is evident in that post as well

>> No.3976383

at least i'm glad the doom community is standing up against that toxic group of people who have no business associating with us.

>> No.3976396

>>3976383
same, columbiners are the worst

>> No.3976419

>>3972141
>Turn 45 degrees to the left
>Hold S and A to straferun away
>Take damage
>Fuck they're behind me
>Straferun foward
>Get punched by the revenant infront of me

Repeat until death

>> No.3976450
File: 504 KB, 1616x938, ShouldAddMoreLightPanelsProbs.png [View same] [iqdb] [saucenao] [google] [report]
3976450

Starting to prettify the part of the map I have done. Oh god I need more tips I've never really tried to make a doom map look good before

help me anons pls. How's this screen look for starters? What should I do to make some neat looking maps?

>> No.3976458
File: 776 KB, 1819x815, its lit.png [View same] [iqdb] [saucenao] [google] [report]
3976458

>>3976450
Make light actually come from the panels. The key to good looking maps is lighting contrast. I usually keep ambient light at 128 and light panel light at 192.

>> No.3976514

>>3975987
In Doom it really obstructs your view to hold it vertically.

>> No.3976517

>>3975987
it's a video game

>> No.3976518

>>3976106
Is there a mod that places doom 2 monsters in vanilla doom? Not the pax version, or a monster randomizer, but one that uses them in a balanced way.

The super shotgun can be mostly left out or used late in the episodes.

>> No.3976532

>>3976307
>>3976346
Since I'm not working to a time limit now, went back and fixed some texture glitches and adjusted some encounters.

https://www.mediafire.com/?84bi4ctcrjzno4s

>> No.3976536

>>3975986
it's term isn't it

>> No.3976563

>>3972065
new evolution of the wad https://youtu.be/AwkCJQZlf8M

>> No.3976567

Re: The "How do I..." Thread

Postby Jojo_195 » Sun May 07, 2017 11:31 am
How do I make a monster be frightened for a limited time?

A_ChangeFlag("FRIGHTENED", TRUE)
...
A_ChangeFlag("FRIGHTENED", FALSE)

What do I put between these two?

>> No.3976581

>>3976567
actionless movement frames, maybe?

>> No.3976607

>>3976581
egsblain

>> No.3976612

>>3976567
I've been trying but I get a connection error when I post code.

>> No.3976615

>>3975868
>Check the website
>Q:Will we be able to play gdxblood in higher widescreen resolutions like 720p or 1080p?
>A: Any window-application support any video resolution, of cource, my port isn't an exception. My port support all of video resolutions, but it still looks like 320x200, because its just scretched out.
Well that kinda blows.

>> No.3976616

>>3976567
>>3976612
https://pastebin.com/npEjFTUg

>> No.3976617

>>3976567
The FRIGHTENED flag makes monsters move away from their target instead of towards it when using A_Chase. So just incorporate it into your custom monster like so. (If you don't know how to make custom monsters, start a little smaller first.)

>>3976615
Baby steps.

>> No.3976618

>>3976265
ive only played thr colonial marines one but its pretty good and very challenging

>> No.3976619
File: 2.86 MB, 1280x720, gzdoom 2017-05-07 14-50-29-321.webm [View same] [iqdb] [saucenao] [google] [report]
3976619

>>3976536

Not mine, though I could make use of them if anon is willing. It looks much better than my terrible placeholder sprites.

>>3976567

Actions and frames as you normally would.
For example, if you put the True at the start of the missile state and the False at the end, it would be Frightened throughout the entire durations.

So you'd do

TNT1 A 0 A_ChangeFlag("Frightened",1)
FUCK AAAAAAAAAAAAAAAAAAAAA 1 A_Wander
TNT1 A 0 A_ChangeFlag("Frightened",0)

And it would scoot away from the player throughout the entirety of those FUCK frames.

>> No.3976620

>>3976265
check the archive, there was one posted on last thread

>> No.3976621

>>3976619

Pardon me, substitute A_Wander for A_Chase.
A_Wander just roams about randomly, so putting Frightened on it would do nothing.

>> No.3976627

>>3976615

Build engine has always supported higher resolutions... Why would anyone cap it at 320*200 ?

>> No.3976631

>>3976617
>>3976619
so I just put it at the end of the chase/see state?
I'm trying to make the monster get frightened flag when hit by fire (Pain.Fire)

>> No.3976637

>>3976631
in that case, all you need to do is put it at the end of the pain.fire state, no need to turn it off

>> No.3976638

>>3976631
Read the pastebin i posted

>> No.3976641

>>3976638
I will, thanks

>> No.3976658

>>3976057

Is Doom 2 universally considered bad/worse than 1? It's weird because when I was growing up I always heard that Doom 2 was better

>> No.3976667

>>3976637
>>3976638
I have absolutely no scripting experience so let me understand:
putting the
A_ChangeFlag("FRIGHTENED", FALSE)
at the end of the chase state would work, wouldn't it? as I understand the monster would call that every time but it would only do anything if it had the flag on (if it had been hit by fire)

>> No.3976668

>>3976658
universally, no

the tl;dr is that doom 2 has better bestiary and item set, but the levels were rushed out
depending on which you prefer would determine whether you consider doom 2 is better or worse

i care the most about level design, so i prefer doom 1

>> No.3976669

>>3976667
>as I understand the monster would call that every time but it would only do anything if it had the flag on (if it had been hit by fire)
Correct.

>> No.3976682

>>3976669
It actually worked VERY nicely. Thanks.

>xeno running towards you
>give him a good burst with your flamethrower
>he screams in pain and retreats for just a little while, buying you some time
>if he's TOO close before you hit him he still lunges at you and despite the flame

>> No.3976684

>>3976682
...at you despite...*

>> No.3976690

>>3976607
This is for decorate, yes? Why not have interstitial ticks that run between starting and ending the frightened cycle?

MEME A 1 A_ChangeFlag("FRIGHTENED", TRUE)
MEME AABBCCDD 4
MEME AABBCCDD 4
MEME AABBCCDD 4
MEME AABBCCDD 4
MEME A 1 A_ChangeFlag("FRIGHTENED", FALSE)

Not sure if it works, but its worth a shot

>> No.3976691

>>3976690
but with A_Chase at the end of the interstials, rather

>> No.3976693

>>3976682
Hey, a tip: in death.fire, give it this translation (put into a TRNSLATE lump):
>crisp = "0:255=%[0.00,0.00,0.00]:[0.24,0.24,0.24]"

>> No.3976698

>>3976693
>TRNSLATE lump
never heard of this. Should I just put it on a Death.Fire state as is?

>> No.3976726

Was Haste an original power up in Q3A?
Because i don't remember it when i played the game, but maybe it has to do with me not playing it a long time ago.
How many power ups existed on Q3A again?

>> No.3976742

>>3976693
seriously I have no idea how to use this. Do I have to edit the TEXTURE file?

>> No.3976759

>>3975496
For a split second, the alien has tiny little eyes above its mouth

>> No.3976760

>>3976698
The TRNSLATE lump is a pretty new thing. It's just a text file in the root directory. You put the thing I wrote into it, then in decorate you can do TNT1 A 0 A_SetTranslation("crisp")

You do not need to edit any textures.

>> No.3976763

>>3976658
The short of it is that many consider the first 10 or so levels of Doom 2 to be pretty good and fun, but that the remaining 30 levels mostly range from mediocre to poor.

The new content had lots of mileage though, as we've seen the past decades.

>> No.3976772

>>3976726
Quad Damage, Battlesuit, Flight, Haste. There're also Teleport and Medikit that you can pick up and use.

>> No.3976774

How do they get those blob shadows under monsters in some mods?

>> No.3976781

>>3976760
Alright, thanks a lot.

>> No.3976782

>>3976772
Crap, I also forgot about Regeneration and Invisibility.

>> No.3976806

>>3976781
It works great, thanks guys. Now I need to think about what I'll do for the praetorian and queen. Maybe just have them stop in their tracks a little instead of retreating? What do you think?

>> No.3976821

>>3976774
a small, dim substractive dynamic light attached to their feet

>> No.3976823 [DELETED] 

I'm surprised there's no music mod for XV2 that mostly uses Budokai and Tenkaichi music. There's one or two that mix a lot of things, but it's kind of an inconsistent mess usually.

>> No.3976872

the most memorable moment in doom for me was killing the cyberdemon and it leaving only its tiny feet behind

that was adorable

>> No.3976880

>>3976872
Just starting that map and hearing something massive stomping around was a real OH SHIT moment for a lot of people back then.

>> No.3976891

>>3976872
It always reminds me of one of the sillier James Bond kills, where he shoots this hitwoman with an exploding dart and it blows her up leaving only a smoking pair of stilletto heels on the floor.

>> No.3976906
File: 189 KB, 712x604, douk2_by_hwo-d4ve2j2.jpg [View same] [iqdb] [saucenao] [google] [report]
3976906

https://www.youtube.com/watch?v=7sQX6MH1RTQ

MY NAME'S DOOKIE POOPEM
AND I'M HERE TO KICK FECES
EAT BUM AND DIE

>> No.3976943

>>3975715
>A tribes vengeance grappler
Mah hooker.

>> No.3976948

>>3976906
>This is gonna hurt.. 4U

>> No.3976951
File: 370 KB, 1400x1400, chrome_monster.jpg [View same] [iqdb] [saucenao] [google] [report]
3976951

I wonder if GZDoom allows fragment shaders to access the color *behind* a sprite's pixel, so you can selectively choose a blend mode for a part of a sprite. If it can do that, it'd be possible to use a grayscale image (perhaps sprite rendered from 3D with a chrome surface like pic related) to make an invisible monster that displaces the pixels behind it like the invisibility effect in Predator.

>> No.3976969

took a break from the doom scene for the last year.

what are the best mods that came out since?

>> No.3976982

>>3975316

Dunning-Kruger effect

>> No.3976991

/vr/ SSS #2 is starting in 30 minutes. You will be tasked with creating a map or multiple if you're fast enough in three hours that fit the theme. It should be noted that the theme given is a specific sub-theme of the one voted on.

>> No.3976992

>>3976951
"Okay, who started crossbreeding the pinkies and the xenos and stuck the predator cloaker in 'em? Seriously, we want to know. We're all fucking dead because of your FETISH. nice job jackass!" -UAC Intercom

>> No.3976998

>>3976906
What is wrong with Duke's neck?
In both the image and the video it's really fucked

>> No.3977004

>>3976992
it seemed like a good idea at the time sir

>> No.3977013

>>3976969
Have you heard of MetaDoom?
If you read its page on the ZDoom forums and even watch the 3 videos in it, you might get the idea of what it is.

>> No.3977014

>>3976991
Are we free to make a map in any map format or will it be specified?

>> No.3977016

>>3977004
"Fuck it. We'll give em to Nanotrasen or something. They're the only ones even more stupid than we are and they'll probably try to stick their dick in it.

Where did we even get those, anyway? The xenos and predators aren't even in this universe. Did one of you asshats play with the teleporters again?"

>> No.3977020

>>3977014
Specified.

>> No.3977047
File: 20 KB, 320x240, titlepic2.png [View same] [iqdb] [saucenao] [google] [report]
3977047

Theme: Northern marshlands and/or Fjords. You can make a map with either, or make one with both.
Time Limit: 3 Hours
Format: PrBoom+ compatible.
Timer begins now

>> No.3977048

>>3976969
doom 4 doom and metadoom.

nudoom in general made the modding scene breathe in some new air.

>> No.3977068

>>3976969
Also try out D4T, or Death Foretold, an alternative to Doom 4 Doom that's a more fast-paced experience.

>> No.3977073

>>3977048
>>3977068
Should we recommend him Flakes Doom?
It's kinda like MetaDoom's little brother

>> No.3977206
File: 41 KB, 640x400, ZKG9uYul.jpg [View same] [iqdb] [saucenao] [google] [report]
3977206

https://www.doomworld.com/forum/topic/94044-jpgpk3/#comment-1746219

>> No.3977221
File: 27 KB, 86x91, marinegibbed290x90.gif [View same] [iqdb] [saucenao] [google] [report]
3977221

>>3977206

>> No.3977223
File: 145 KB, 756x661, 1492494760153.png [View same] [iqdb] [saucenao] [google] [report]
3977223

Hey, I have a very important question for you all. Well, it's at least important for me.
Is there any way to stay on top of compatibility for mods while still having a toaster computer? I have reached a very unfortunate impasse in the wake of the introduction of ZScript, and I demand a costless solution.

I remember reading a thread on the QZDoom board where a developer of the port said they weren't interested in creating legacy versions because they "didn't want to optimize for 640x480 screens" or something. This angers me. What do you think?

>> No.3977249
File: 144 KB, 640x480, tumblr_static_caleb.png [View same] [iqdb] [saucenao] [google] [report]
3977249

>>3972065
HOME STRETCH BOYS
https://www.youtube.com/watch?v=MXp94HQKKOg

>> No.3977250

>>3977249

What is gdx?

>> No.3977258

>>3977250
Probably a reference to libgdx, the library used to code the port

>> No.3977267
File: 142 KB, 1280x1229, 1458833206.beastfromhell_skull.png.jpg [View same] [iqdb] [saucenao] [google] [report]
3977267

>>3977223
>people are still using this dumb carpet demon I made for my shitty map
IT'S A VERY VERY
MAAAD
WOOORLD

>> No.3977278

>>3977258

Could you enlighten me? Are we talking about reverse-engineering, or just another knockoff TC for an engine it doesn't even fucking belong on?

>> No.3977282

>>3972065
>FMOD out due to GPL compliance
Guess I won't be able to listen to MIDIs ingame properly anymore since native MIDI playback is fucked on Windows 10

fuck

>> No.3977283

>>3977249
Not sure if you're the guy working on this but will you be able to change the FOV? Also, is the mouse control better than the DOS version?

>> No.3977291

>>3977282
BASSMIDI driver is your friend

>> No.3977298

>>3977278

http://m210.duke4.net/index.php/42

>> No.3977304

I'm bored, I want to play a nice little .wad.
I'm very tired and just want something to blow though, so nothing sunlust hard please. I just can't think of what to play at the moment and their are so many .wads out now.
Heretic .wads are also completely acceptable. The more Vanilla the better.

>> No.3977309

>>3977283
I'm not, just a long time fan that's been following this project for a few months.
The author said the first release of the port will just be a normal port of Blood for modern systems with no particular bells and whistles, but he intends to add more stuff to future releases, so an FOV slider may appear some time in the future.

>>3977278
It's a reverse engineered port, though I couldn't begin to explain exactly how it works, due to the guy's kinda broken english. I think it's a mix of leaked alpha/v1.00 code for the general "structure" of the port, and reverse engineering of the final version to get more precise values, or something like that.
>[...] I working on decompilation of v1.00 (v1.00 is more readable after reverse-engeneering than v1.21)
>[...] it is original reverse-engeneered code)...Alpha src just helps me issue my code and helpt to found such methods in decompiled exe file. Basic of my port is Blood v.1.00 and at last time I compare my code with code of v1.21 and make amedments (corrections)if this necessary

>> No.3977313

>>3977206
Glorious, my new favorite mod.

>> No.3977323

Is "Doom 2 in name only" any good?

>> No.3977325

>>3977323
I hear only one of the secret levels is anything noteworthy.

>> No.3977334

>>3977206
>even the pickups are blurry and low res
>even the menu
This gives me a headache to play, but it is art nonetheless.

>> No.3977342

>>3977282
>>3977291
Bassmidi was pretty broken on windows 10 last I checked.

Coolsoft VirtualMIDISynth is what I use and it's great.

>> No.3977343

Why does no one ever recommend Strange Aeons? It's one of the best mods. Audio work is great.

>> No.3977348

>>3977283
I doubt FOV will be in, at least for the first release, since they don't even let you have rendering resolutions above 320x200. Hopefully these get added in future versions.

>> No.3977352

>>3977342
I just tried VirtualMIDISynth and it's still iffy for me. Then again, I'm a weirdo who wants to use the default gm.sf2 soundfont, and the one I have might be a bit broken.

>> No.3977356

>>3977309
>>3977298

>it's in Java

So its only value will be as a stepping stone for others. Gotcha.

>> No.3977375
File: 30 KB, 501x671, Leprechaun.gif [View same] [iqdb] [saucenao] [google] [report]
3977375

>>3977047
Finished my map.
14/88 GAS THE MICKS, POTATO FAMINE NOW! MAKE IOG PAY!
https://my.mixtape.moe/xyxwih.wad

>> No.3977396

>>3977356
It's value will be an accurate port onto modern systems.

>> No.3977430

>>3977304
epic.wad
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/epic

>> No.3977443

>>3977430
>one level
Was kinda hoping for something with a bit more content, but thanks. I'll give this a shot.

>> No.3977452
File: 1 KB, 24x31, STFDEAD0.png [View same] [iqdb] [saucenao] [google] [report]
3977452

>>3977047
>>3977375
Well, this project isn't going to go anywhere when I'm the only one doing anything. Let's just say this is the last one.
https://my.mixtape.moe/xhkzva.wad

>> No.3977471

>>3977443
wasn't epic a levelpack?

>> No.3977480

>>3977430
>Map # : map01-map05

>> No.3977496
File: 727 KB, 1600x900, Screenshot_Doom_20170507_195112.png [View same] [iqdb] [saucenao] [google] [report]
3977496

Fuck this secret

>> No.3977504
File: 1.08 MB, 1600x900, Screenshot_Doom_20170507_195317.png [View same] [iqdb] [saucenao] [google] [report]
3977504

>>3977496
Map is 2048 Unleashed Map20

>> No.3977604

>>3977496
>>3977504
Oh, you need to shoot a switch to raise some platforms around them.
Thought you needed precise movement.

>> No.3977619

Im confused, I downloaded the Hell School wad but it just gives me the normal Doom 2 levels, but with different sound effects/aesthetic. Why is this happening

>> No.3977754

>>3977223
Play gzdoom with the software renderer?

>> No.3977796

>>3977223
dont stay on top of mods and instead shitpost about how new mods dont work with old versions of gzdoom

>> No.3977807

What's with the standardized readme that come with every mod? Where did that come from?

Do I have to adhere to that when releasing? Will people look down on me?

>> No.3977834

What if Keen was in quake champions as a secret joke character? It's known he doesn't really like killing (see keen 1-3 and then the change to the stunner once he figured out the problem)

>> No.3977848

>>3977807
you can generate them at the idgames database. You have to have a text file submitted with your .wad or .pk3 to get it in the database, hence why everyone does it.

https://www.doomworld.com/idgames/

Click on .txt Generator in the rop right

>> No.3977849

Should i play demonsteele on the second hardest difficulty? Last time i played it on the one below it felt kinda easy

>> No.3977850

>>3977834
What about a grown-up alcoholic Commander Keen with a five 'o clock shadow

>> No.3977880

>>3977850
>"This is what I get for going into the pyramid of the forbidden."

>> No.3977894

>>3977849
If you mean the hidden difficulty without a name, that one is determined based on the settings in options.

>> No.3977928

>>3977047
>>3977452
You picked a very unfortunate time for those of us in Europe, particularly those of us who work on Monday.
Maybe you could shift it to Saturday? I'd still be submitting 10 hours late but at least you get another map

>> No.3977934

>>3977848
Thanks.

>> No.3977940

>>3977849

If it's feeling too easy for you, bump up the difficulty, yes.

>> No.3977956

Quake makes me feel happy.

>> No.3977961

>>3977956
Quake is fun, anon. I'm glad you like it.

>> No.3977968
File: 341 KB, 800x600, Screenshot_Doom_20170508_090913.png [View same] [iqdb] [saucenao] [google] [report]
3977968

>tfw finally replaced the icon of sin final boss with a solid 20x cyberdemon battle.

Much better.

>> No.3977974

What is /doom/ up to?

>> No.3977975
File: 2 KB, 480x480, ring.png [View same] [iqdb] [saucenao] [google] [report]
3977975

>>3977961
th-thanks

>> No.3977978
File: 16 KB, 317x82, Bow for another guy.png [View same] [iqdb] [saucenao] [google] [report]
3977978

>>3977974
Working on something for a friend, I gave him the files for this and now I'm continuing to work on my own secret item.

>> No.3978016

>>3977974
Episode 5 of Heretic on Smite Meister, wand start. It's weird that Raven saw the randomness in Doom's damage calculations and decided that there should be even more shit that's random.

>> No.3978017
File: 488 KB, 1600x900, Screenshot_Doom_20170508_040936.png [View same] [iqdb] [saucenao] [google] [report]
3978017

>>3977974

Learning more about ZScript.
I figured out how to make an arrow subtract a fraction of a monster's total HP, if they're a certain HP amount. Otherwise, it just deals a flat 100 damage. Was really fun to learn about how to do this.
Now the question is how to make it so the player actually fucking knows about this rather than "oh hey arrow does a lot of damage for some reason".

Friend suggested to make it a spirit bow like Nightwolf, which is pretty a fucking rad idea.
Obvious answer is to Keep It Simple, Dumbass and just make it do a flat 100 no matter what because there's no way a player (even if they knew about the gimmick) would be able to calculate monster HP values and modifications to it mid-combat.

>> No.3978028

>>3978016

I had more fun with the Serpent Riders Trilogy than with each of the corresponding id games.

Closest any of them ever got to each other was the first Doom and Heretic: Doom was *almost* just as fun.

>> No.3978031

>>3977974
Freedoom phase 2, no saves (except 1 at the start of the level), UV difficulty, final destination

>> No.3978034

>>3978017
>I figured out how to make an arrow subtract a fraction of a monster's total HP, if they're a certain HP amount.
this just sounds like complete wizardry to me, desu

>> No.3978036

>>3978017
How about some special hit impacts?

>> No.3978053

>>3978017
it can do more damage to certain enemies without the player explicitly knowing about the mechanics
if anything, they'll see it as 'oh this thing works better against certain enemies'
which is hardly a bad thing

hell, i had an idea of making lower tier weapons do more damage against higher tier enemies than lower tier, and vice versa

>> No.3978062

>>3978017
Hold the fuck up explain this shit. How the nigger do you make a projectile's damage do a fraction of a monster's health without monster replacements?

>> No.3978080

>>3978031
how is freedoom, by the way
the maps, i mean

>> No.3978082

>>3978028
Different strokes, I guess. I'm biased against fantasy stuff to begin with, but I find Heretic's weapons anemic and weird compared to the straightforward power of Doom's guns and the bestiary muddy looking and boring compared to the vibrant and varied monsters of Doom. There's interesting ideas and a clearly superior engine in Heretic, but the fundamental act of killing interesting monsters with cool weapons is just inferior to Doom. I still think Heretic is a good game, though.

>> No.3978084

>>3977974
A grenade launcher.

>> No.3978086

>>3978017
put it in the text of the first intermission that it does good damage against strong enemies
its silly but its unique

>> No.3978089

if a shambler had to study for a test, he'd be a crambler

>> No.3978090

>>3978062
zscript magic
l2reed

>> No.3978093
File: 77 KB, 800x800, COOL SHIT.png [View same] [iqdb] [saucenao] [google] [report]
3978093

>>3978034
>>3978062

4chan's being dumb and turning everything into connection errors so I'm just gonna upload this image instead.

>>3978053

Yeah, that makes sense.
I'll have to see how other people feel about it first, or see how it goes over in testing sessions.

>> No.3978098

>>3978093
wow
just that one simple feature alone opens up a whole ton of possibilities, sounds like
i know of a lot of mods incompatible with monster replacements due to custom behavior because of reacting certain ways to certain weapons. this could really help with that

>> No.3978102

>>3978080
The maps are great. I always enjoy trying to survive new maps so its good fun. Play it with crispy doom and it will look (and sound) retro so hopefully the textures and sprites wont jarr with higher resolution.

>> No.3978110

>>3978093
I feel like a new world of possibilities just opened up.

>> No.3978130
File: 41 KB, 240x348, bcc622ce01a605f08721512b9b4184a0aa49708a.jpg [View same] [iqdb] [saucenao] [google] [report]
3978130

>>3978093
The age of universal mods is upon us!

>> No.3978159

>>3978093
so you can just slap that in the middle of your decorate code as is, or...?

normally i'd dig through other people's mods for examples, but i haven't found one that uses zscript

>> No.3978167

>>3978017
make the tip of the arrow glow when pointing it at a strong monster (with a matching projectile, maybe with a few magic trails)?

>> No.3978208
File: 252 KB, 1600x900, aimdownsights.jpg [View same] [iqdb] [saucenao] [google] [report]
3978208

OpenAL -> OpenAL Soft with HRTF and generic reverb
https://my.mixtape.moe/zzxywk.webm

>> No.3978242

>>3978208
aiming down sights on Doom will never be a good idea

>> No.3978252

>>3978242
With the right map and gameplay mod, it does make the game experience better.

>> No.3978261

>>3978242
Sure it will, a rifle or shotgun (assuming realistic spread) with ADS can at times be useful for longer range engagements, like picking off a row of imps on a tall cliff somewhere tossing fire at you, or hitting a distant barrel.

It depends on how the map looks and how the gameplay for the mod is set up.

>> No.3978295

>>3978102
Crispy Doom?

>> No.3978337
File: 134 KB, 800x450, Screenshot_Doom_20170508_162004.jpg [View same] [iqdb] [saucenao] [google] [report]
3978337

>>3978242
in case of this mod, it tightens the spread a bit, at cost of slightly slower firerate, and its done in unobtrusive way, where the gun doesnt block the entire bottom half of the screen up to crosshair

>> No.3978346

btw here is a dilemma
ammo name starts with a number ( "9mmAmmo")
how the fuck do i put it into custom hud ( like "drawnumber, blabla, ammo 9mmAmmo")? It gives "expected identificator but got integer instead", putting it in brackets gives same result

>> No.3978363

>>3978346
change the name?
use ammo1/ ammo2?

>> No.3978368

>>3978363
nah i wanted the "global" ammo hud that is shown all the time regardless of which weapon is held

>> No.3978379

mys shotguns can still be reloaded when full, which will waste a single point of ammo (that goes for the auto shotgun too)
wat do

https://pastebin.com/bdsQ1szi

>> No.3978392

>>3978379
how a_jump and derivatives:
1 = one line down
2 = two lines down = skip one line

change
> SHTG A 0 A_JumpIfInventory("ShotgunLoaded", 8, 1)
to
> SHTG A 0 A_JumpIfInventory("ShotgunLoaded", 8, 2)

>> No.3978437

>>3978392
THANKS!

>> No.3978558
File: 416 KB, 2048x1680, Bionicle Cacodemon.jpg [View same] [iqdb] [saucenao] [google] [report]
3978558

>>3972065
Master of puppets updated; for some reason adds RA2 sounds?

>> No.3978669
File: 1.09 MB, 800x3450, QuakeMap1.png [View same] [iqdb] [saucenao] [google] [report]
3978669

I made a thing for aspiring mappers. Hopefully it ignites the curiosity of those who think they don't know how to make maps.

Also semi-useful for Half-Life mappers if you have the goldSRC plugin.

>> No.3978694

>>3978295
Its like chocolate doom, but with more graphics options. Higher res and such.

>> No.3978751

>>3978558
The updates have been brilliant so far although I'm in two minds about the nukes

>> No.3978759

>Bump limit

Welp, I'll get to making the new thread.

Is that one anon still eager to host Sunday Speedmapping Sessions? Need to know if I should write it out of the news post or not.

>> No.3978770

>>3978751
not too fond of.

>> No.3978809
File: 332 KB, 600x565, 1493334876415.png [View same] [iqdb] [saucenao] [google] [report]
3978809

>Trying to make the new thread
>Connection errors out the ass on /vr/'s catalog when every other board is doing fine

Jesus Christ chinkmoot

>> No.3978816
File: 2.50 MB, 1920x1080, ezquake005.png [View same] [iqdb] [saucenao] [google] [report]
3978816

>Follow the Tome of Preach to make a model for Quake.
>While it works, it does not in fact mean you can actually model something decent.

Christ, I haven't even started on animation yet.

>> No.3978823

>>3978759
If you do have a speedmapping session, make sure to advertise it plenty of days ahead of time, get it in the OP, and do some basic information before we go. Maybe even write a pastebin archive so people know what it's all about.

>> No.3978826

>>3978669
>GoldSRC plugin
Explain

>> No.3978828

>>3978816
Link to tutorial?

>> No.3978830
File: 84 KB, 900x750, shambler doing its best khezu impression.gif [View same] [iqdb] [saucenao] [google] [report]
3978830

Well, I guess I can't go making a new thread for whatever reason. Can someone else please give it a try? I've got the news post lined up and waiting, if you're creatively bankrupt for an image/tagline use that Click shoop posted earlier.

>>3978823
>Advertise

That's exactly what happened in regards to the news post, though yes he probably does need to organize it better.

>> No.3978832

>>3978828
https://tomeofpreach.wordpress.com/qexpo-tutorial/

>>3978826
There's an unofficial plugin that adds HL entities and you can change out the compilers for HL ones. Quake mapping and goldSRC mapping are very similar mechanically and a lot of the files used are the same.

I haven't used it to say how well it works.

>> No.3978839
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google] [report]
3978839

>>3978828
I tried to model the shotgun from Fallout 1. Sadly, I have failed tremendously.

>> No.3978843

>>3978839
Very interesting...
Im honestly more interested in just using it for prerendering models for doom, desu

>> No.3978847
File: 660 KB, 1147x1720, caleb cosplay.jpg [View same] [iqdb] [saucenao] [google] [report]
3978847

>>3977249
YEEEEEESSSSSS

>> No.3978849

>>3978843
I hear Blender is a better tool overall, being more modern, still getting updates, and having more tutorials on how to use it. That said, I could never figure out how to export models from Blender to Quake, and I sort of like using old school modders' tools.

>> No.3978879

Well fuck, it finally budged through.

>>3978864
>>3978864
>>3978864

Since the issue was apparently affecting some other boards, some text/information was omitted to see if the amount of characters used in the OP was the issue. Will restore it next thread.

>> No.3978880
File: 22 KB, 446x313, vomiting anime slipgate explorer.gif [View same] [iqdb] [saucenao] [google] [report]
3978880

>>3978816
>using ezquake for singleplayer
>>3978669
>using darkplaces at all

>> No.3978917
File: 125 KB, 500x407, file.png [View same] [iqdb] [saucenao] [google] [report]
3978917

>>3978669
>>3978832

that tutorial reminds me of this

>> No.3978929

>>3978159
Nah, you have to name your lump "zscript" rather than "decorate".

Speaking of custom damage functions, my base projectile does this:

https://pastebin.com/zvNBQ4j3

>> No.3978943

>>3978917
I was mainly trying to get how to set up the program, just tacked the "draw your first box" on to the end since setup was only really two steps. I'm thinking as long as someone can get a map to compile, however shitty, they can get enough momentum to learn more. Starting is the hardest part, so to speak.

>>3978880
I swear to god I have used every single recommended engine for Quake, include DOS and winQuake, and someone, somewhere has a complaint about it. They all play Quake, what else do I need, except for maybe higher limits on maps?

>> No.3978947

>>3978943
dorkplaces breaks a number of enemy AI, changes player physics, and does NOT play nice with the lighting in many custom maps
quakespasm/fitzquake for SP on modern computers, ezquake/nquake for multiplayer (quakeworld)

also turn off that fuckin' texture filtering, it's like someone shot their wad all over the map

>> No.3978982
File: 901 KB, 1612x625, Screenshot 2017-05-08 13.00.22.png [View same] [iqdb] [saucenao] [google] [report]
3978982

>>3978947
For some reason, I can't get gl_texturemode to stay on between restarts. I've tried adding it to the cfg, still doesn't want to run at startup.

As far as the player physics, I haven't noticed any real difference from Quakespasm, but I did notice the AI feeling a little more retarded (Getting stuck on terrain more often, not being able to path around walls). The lighting is only different if you have the option set for it, since it's only to be used with maps that have an RT_lights addon, otherwise most things appear pitch black with little pinpricks of light here and there. The default lighting module looks no different for pretty much any level I've tried.

>> No.3978984

>>3978982
Make an autoexec.cfg

>> No.3979020

>>3978982
>The default lighting module looks no different for pretty much any level I've tried.
Check Obsessive Brick Disorder, since you're playing AD- that's one of the maps where I remember a couple very visibly glitched spots that were only broken in Darkplaces.

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