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3985314 No.3985314 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3978864

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/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)









>> No.3985315


-Mapping deadline reached; awaiting release?

-One anon was considering hosting speedmapping sessions every Sunday; low turnout last session however

=== NEWS ===

[5-11] Source code for Amiga FPS Gloom has been released

[5-10] Anon release; a mod with a tackle feature

[5-8] BloodGDX nearly finished

[5-8] Evolution of the WAD Episode 4

[5-3] Intermission E2M3

[5-2] GZDoom 3.0.1 released; bugfixes

[5-1] Calico, a new Jaguar Doom sourceport

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom

[4-28] Evolution of the WAD Episode 3

[4-24] New gameplay mod; osjc's Major Crisis

[4-23] Adventures of Square updated to 1.4

[4-21] REKKR Soundtrack released

[4-17] Latest episodes of Evolution of the WAD

[4-14] Lithium 1.4 released

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3985349

So, which is better D4D or Death Foretold?

>> No.3985352
File: 47 KB, 954x590, temp.png [View same] [iqdb] [saucenao] [google] [report]

endoom screens are kinda fun to make.

>> No.3985353
File: 415 KB, 800x1316, 30446508_p0.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3985359


>> No.3985363

Depends on what you want.
D4D is more accurate, and has an upgrade-store you use credits from kills and secrets to buy weapon upgrades, suit upgrades, crates and other stuff.
D4T rebalances Doom 4 content, and makes it more fast paced so it better fits Doom. Instead of buying upgrades, you find them from random enemy drops. It's missing some weapons D4D has, but will updated on the 13th of this month to have all of them and I think one more. That update also includes the multiplayer enemies as actual enemies, rather than just Demon Rune transformations that both mods have.
D4T can also be played on Zandronum or D-Touch.

>> No.3985371

Oh, and D4T is light on options, while D4D has tons of options. Even has an option for a similar drop mode to D4T apparently. Don't think it has anything for the other D4T features though.

>> No.3985379
File: 27 KB, 640x480, areyounotentertainedfatman.jpg [View same] [iqdb] [saucenao] [google] [report]

>doing first playthrough of DOOM
>mfw just finished Halls of the Damned with 96% kills and 60% of the secrets

>> No.3985464
File: 8 KB, 320x256, troll1.png [View same] [iqdb] [saucenao] [google] [report]

I'm a huge idiot and write posts before getting to the bottom of the thread and realizing a new thread has been made. So!

A source port will likely take a very long time, since it would have to be heavily rewritten in something more platform independent - the game, as far as I can tell, was written in a bastardly combination of 68000 assembly and Blitz Basic.

I've put a non-zero amount of thought into a GZDoom remake... it probably won't happen, but I've been converting the assets from the source DPaint files, for a rainy day...

Yes, there is a Blake Stone source port - it's relatively feature-light, compared to, say, ECWolf, but it runs the game at higher resolutions with nicer controls, and that's all you need for now, really - http://bibendovsky.github.io/bstone/

Just getting something resembling Doom if you squint a bit running on an Amiga was a herculean feat, even as DOS PCs started venturing into Quake territory.

Ahoy has a pretty good video on the topic: https://www.youtube.com/watch?v=Tv6aJRGpz_A

I had a look at his Doomworld posts - looks like he contributed a map to Ultimate Doom In Name Only relatively recently.

>> No.3985516

Does anyone know whatever happened to that Bombshell prequel using the build engine? Did it get canceled after how hard the actual game bombed?

>> No.3985524

Still in development. Probably gonna be a bit bigger than was originally planned, since it's no longer a good idea for it to be a cute promotional toy for a game that bombed that hard.

>> No.3985526

That's good to know I was actually really looking forward to it unlike the shitstain of a game it's supposed to promote.

>> No.3985590

I wish more people made them.

This is for Rekkr, yes?

>> No.3985596

So how is QUMP getting along anyway

>> No.3985631
File: 843 KB, 720x360, no fairies for you, fuckboy.webm [View same] [iqdb] [saucenao] [google] [report]

I'm nearly ready to start playtesting this mod proper, I just have a few more extra things to tweak, but have something related to something fun I've done, just for these assholes

>> No.3985635


>> No.3985641
File: 708 KB, 320x240, Closer Spin Intensifies.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3985686

I reworked this magical sealed door stuff. Don't mind the same fuckin' skull on every texture, I'll get around to doing something about it.

No skeletons?

>> No.3985689
File: 2.87 MB, 680x384, spooky magic seal.webm [View same] [iqdb] [saucenao] [google] [report]

forgot webm

>> No.3985691

holy shit that looks awesome.

>> No.3985695

Still guys mapping, hope to release by the end of the month...

>> No.3985703

>this is my problem solver

>> No.3985719

Any good melee focused wads with OP weapons?
I want to feel OP.

>> No.3985721

>I want to feel OP.

>starts sweating nervously

>> No.3985728

and yet...
>multiple archviles, no cover
...annoying as fuck

>> No.3985730

You know what I meant.
Just point me to a wad with cool swords and spears.

>> No.3985731

first for fuck everyone

>> No.3985732

>write posts before getting to the bottom of the thread and realizing a new thread has been made
Heh the number of times I've done this. I expect most of us have experienced it.

>> No.3985741



>> No.3985747

Gmota has some cool sword axe and fist. Youre not that incredibly overpowered though.

>> No.3985749

This is really cool
I like it.

>> No.3985751


>> No.3985761

There is cover, but the viles are really just placeholders. The existing WoC monsterpack is a mess and I don't know much DECORATE to make my own. Yet.

>> No.3985764

>playing single map
>decide to keep autoaim turned on for once so i can play it the way it was meant to be played™
>halfway through the level get killed by my own rocket due to autoaim
well i'm never doing that again

>> No.3985765

Side note, but does anyone have the top 100 wads zip from the pastebin? Or at least a list of what was in it?
Both links are down.

>> No.3985770

The slow switch time, long fire delay and sporadic ammo make the RL such a cumbersome and niche weapon to use. I don't understand how Doom's weapons are considered balanced.

>> No.3985772
File: 215 KB, 652x432, gurren laagan.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3985779

Fair enough. Keep up good work.

>> No.3985782

Presumably you can get this from Doomworld/10years?

>> No.3985784
File: 279 KB, 1600x900, Screenshot_Doom_20170511_155632.png [View same] [iqdb] [saucenao] [google] [report]

>Flying robot spiders

>> No.3985785

what mod is this for?

>> No.3985787

I mean everything linked from https://www.doomworld.com/10years/bestwads/

>> No.3985789

i agree, but community wads really make them shine imo

>> No.3985791

you play as a weeb who gets anime powers.

>> No.3985792

please change your sector light settings

>> No.3985794

Holy god that was one of the most depressing movies I've ever seen in my life. That trailer out-right LIED to you when it told you it was a comedy.

>> No.3985795

Oh, yeah.
I guess that would make sense.
I thought the one in the pastebin was compiled by /vr/.

If I did recompile the top 100 into a single download, would anyone be interested?

>> No.3985814

Isn't it spelled "DemonSteele?"

>> No.3985825
File: 48 KB, 320x200, pantzs.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3985880

Might be. If I don't come up with anything better

>> No.3985916

Slime-San (very recent platformer) has a terrible Doom clone as a mini-game

But the song sounds kind of familiar, anyone know if it's from something?


>> No.3985919

Have you tried any of these animations in the actual engine? I can't imagine that they look anything but shit with all the motion blur layered on top.

>> No.3985920

Some of the riffs sound like Big Blue from F-Zero.

>> No.3985946
File: 29 KB, 164x152, dedede.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that the shotgun sprite from brutal doom?

>> No.3985990

is there a linux frontend for gzdoom?

>> No.3986007 [DELETED] 

Not exactly breaking news (found this board just now), but I've updated my NotS wad to version Alpha 1^2, aka 1x1, around a week ago. Grab it here:


For those of you who don't know what NotS is, it's essentially a CV gameplay mod with lots of customization, through you may have to get on CVARINFO first (was designed to be used by players and modders alike).
Can't upload image because reasons, sorry.

>> No.3986013

Not exactly breaking news (found this board just now), but I've updated my NotS wad to version Alpha 1^2, aka 1x1, around a week ago. Grab it here:


For those of you who don't know what NotS is, it's essentially a CV gameplay mod with lots of customization, through you may have to get on CVARINFO first (was designed to be used by players and modders alike).
PS. Was meant to upload an image but won't because reasons. Sorry about that.

>> No.3986032

yeah you are right about the motion blur. i will remove it.

>> No.3986034
File: 550 KB, 1280x800, Screenshot_Doom_20170511_120021.png [View same] [iqdb] [saucenao] [google] [report]

So, I beat Gone Homo.
What do I do now?

>> No.3986038

Make maps.

>> No.3986052

I actually am thinking about doing that.
I've only got a few ideas rattling around at the moment though. I still need to learn how to actually make a map.

>> No.3986063

yes it's called bash/zsh

>> No.3986071

well, what else have you played? just that one meme mod? you could move on to /pol/.wad i guess. or seinfeld's apartment.wad. or dorner's last stand. or moon man. or the columbine simulator. there's quite a lot of shitty meme mods these days... :(

>> No.3986083

I did /pol/.wad + Moon Man.

Mostly though I've just been playing Fractal Doom + Run For It on various maps.

>> No.3986093

dashcon.wad remember that? lol

>> No.3986120
File: 793 KB, 1920x1080, Screenshot_Doom_20170511_124952.png [View same] [iqdb] [saucenao] [google] [report]

I wish I knew that PSXDoom updated sooner, this launcher's pretty neat.

>> No.3986145

I know what I must do today

I will be Running from Evil like DooM man does.

>> No.3986154

>all those faux retro FPS popping up on Steam

does anyone even buy and play all that shit? Not a single one looks consistent.

>> No.3986157
File: 65 KB, 655x515, running from evil.png [View same] [iqdb] [saucenao] [google] [report]

And here's a quick picture of me running from Evil as I do the task today to save me from salvation

>> No.3986158

Fucking amazing/10.

DemonSteele and GMOTA are the only really melee-focused mods.

>> No.3986159

I don't.
I have like 4 gigs of Doom wads that I haven't even completed yet.

>> No.3986161

This will always make me giggle.

>> No.3986162


Yes. If there's one thing we've learned, it's that people can rip off shit from the Doom community freely and nobody at large cares.

>> No.3986163

Where's the Evil?

>> No.3986171

Kinsie, how's MetaDoom?

>> No.3986172

the evil is inside my mind

the negativity that affects all.

>> No.3986175

Yeah man!!!

>> No.3986183
File: 140 KB, 655x515, running from evil 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3986185

why does your right leg have two knees?

>> No.3986191


>> No.3986195

That's pretty scary evil, dude.

You have my blessing to run as fast as you can.

>> No.3986198
File: 142 KB, 655x540, hunh.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3986203

Why is shadow warrior not as fun as Blood or Duke 3d?

>> No.3986208


>> No.3986209

The maps don't flow as well and the enemies are a little too spongy.

>> No.3986210

It is. It just has different playstyle and balance.

The thing is, the stakes are much higher. You can kill much more quickly, but you can do just as quick. So it's all about tight reflexes.

>> No.3986215

Since the consolation version of D64:R has modding tools for certain mods to use it, how long until HDoom has its own version of the mother demon?

>> No.3986218


>> No.3986237
File: 48 KB, 640x440, Doom_64-box-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

why is this game's level design so good?
did they hire veteran community mappers or something?

>> No.3986242

Less power from the N64 lead to more creative level design. I only wish the guns had actual animations.

>> No.3986243

romero personally fucked every single one of the team members, gifting them with his seed which they would then use to generate levels

>> No.3986257

>adjusting brightness in gzdoom affects your whole system
>even when it's in windowed mode
Really? Is this shovelware made for Windows98 or something, there's really no better way to fucking do it?

>> No.3986258

>falling for the gzdoom meme

>> No.3986265

No it doesn't. What the fuck is wrong with your computer?

>> No.3986290

>kinda bored, want to play some more doom stuff
>taking a look around the forums for something interesting
>oh hey this looks alright, I'll give it a try
>first level really nice if not a little difficult
>second level spawns an archvile at the level exit among a horde of other assorted monsters like hell knights
Call me a casul all you would like, but I really just want something to blow through and kill some time. Golden Souls 2 can't come fast enough.

>> No.3986292
File: 548 KB, 1920x1080, Screenshot_Doom_20170511_144715.png [View same] [iqdb] [saucenao] [google] [report]

I don't remember Nightmare Pinkies, but then it's been a long while. These fuckers can take a rocket to the face and keep trucking, jesus.

>> No.3986307

They brought them back in Doom 4.

They're a bit meaner than regular Pinkies.

>> No.3986308

I know there's Spectres, but I damn well don't remember fighting a single Nightmare Pinky in D4.

>> No.3986313

I guess they were technically spectres, but they made me think of Nightmare demons.

>> No.3986315

Well, what do you recommend then?

>> No.3986325
File: 40 KB, 856x146, gzdoom_2017-05-11_14-04-07.png [View same] [iqdb] [saucenao] [google] [report]

Did you try setting this to off?
If that option isn't there, update.

>> No.3986471

New Deathwish update for Blood coming in October
>2 new secret levels and health rebalancing


>> No.3986492

thats a long ways away
do blood levels really take that long to make?

>> No.3986497


>> No.3986516

Good ones do.

>> No.3986535

Is there a WAD for Doom64 or should I just play it via Mupen64Plus?

>> No.3986542

I fully support this mod idea. Godspeed.

>> No.3986545

Use the rom with Doom64 EX.

>> No.3986549

Doom64 EX is an accurate sourceport.
Or you could use this, if you don't care too much for accuracy.

>> No.3986580

Whats a good HUD to use with Reelism/DoomRL and the Brutal Doom/Project Brutality mods?

It has to be compatible with regular ZDoom or Zandro.

>> No.3986589



>> No.3986593

Of all the characters you could have chosen, you choose the one who just punches things?

>> No.3986596
File: 35 KB, 102x143, wot.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3986605
File: 308 KB, 640x480, Screenshot_Doom_20170510_220512.png [View same] [iqdb] [saucenao] [google] [report]

Is Plutonia Experiment considered hard or do I just suck. In particular the chaingunners

>> No.3986607

>that hud
plutonia was made for veterans so yes its pretty hard

>> No.3986609

That's TNT mate
If you just uploaded the wrong picture, it's definitely considering tricky.

>> No.3986610

Plutonia is harder than the other Doom iwads, yes.

>> No.3986617

As the others said, it's harder.
TNT is somewhere around Doom 2 tier, with some inventiveness and assfucks

Plutonia was made for people who thought the original game was too easy, and wanted a greater challenge, it's still considered to be a decent challenge by today's standards.

>> No.3986626 [DELETED] 

Trying to use floating bobbing skulls as moving ROTT tech-disks. How would I make it so shooting it does NOT move the actor?

>> No.3986630

Note that this has also given the idea to use them as puzzle pieces in the hell area.

>> No.3986647

Has anyone else poked through that Ultimate Blood posted some months back? I might have a question regarding it.

>> No.3986678

Define it's Mass as 10000 or something

>> No.3986705


wanna know how i know you cheated your fucking way out of that room?

>> No.3986707

It'll still be pushed a tad by fire. The best I've found for something similar is to surround it with blockmonster lines. But that's for vanilla.

>> No.3986715

are you talking about that dos bundle with all the fan maps?

>> No.3986716

Yes. What the fuck is up with the standalone user levels? I browsed through the first 6 maps and they were all strange. They weren't even actual levels, just big rooms with ammo everywhere. It feels like a bunch of test maps for the game itself.

>> No.3986719

not sure, thought that too
some of them have enemies and seem somewhat like real levels, others are empty and have the layouts of deathmatch maps, but I don't know about the big room ones
feels like the guy who threw it together downloaded a bunch of maps for a big list like quaddicted, but didn't check to see what they really were

>> No.3986724
File: 1.78 MB, 270x188, cute snek drinks water.gif [View same] [iqdb] [saucenao] [google] [report]

>doing first playthough of DOOM
>E3M2 is a hand
That's really cool, one of my favorite levels so far. There were multiple points where I had no ammo and had to panic rush past a Cacodemon to grab some shotgun shells and health. Really well designed, got 100% everything on it.

>> No.3986748

Thoughts on the Malice Q1 conversion from '97? Does it play nice with Quakespasm?

>> No.3986765

Then set mass 10000000

>> No.3986775

I fixed it with a specific flag; now what I need is to tweak a similar object.

deim a 10 A_SentinelBob
deim a 5

I require approximately half the intensity and speed of the standard Floatbob, to give Deimos the "FLOAT" in Floating above hell.

Having a hard time tweaking and smoothing it; so any aid doing so would be appreciated.

>> No.3986784

Never even heard of it before this. Any more info? Links?

>> No.3986786


>> No.3986803

It works on Quakespasm but I couldn't stomach it for more than 4 or 5 levels. Level design is a mess of switch hunts in confusing and dimly lit corridors.

>> No.3986808


>> No.3986836
File: 4 KB, 375x237, 1399394030471.png [View same] [iqdb] [saucenao] [google] [report]

anyone has that shambler pepe? I should have saved it...

>> No.3986840

I can't for the life of me remember where to get the PC version of Doom 64. I remember it being an extract and play type deal like any other WAD. Any one got a link?

>> No.3986848

What wad

>> No.3986853

Oh also does anyone have that old image of recommended WADs?

>> No.3986858
File: 1.38 MB, 1543x2719, doomplay.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3986864

Oh hell, even has the Doom 64 info. Thanks anon!

>> No.3986872
File: 18 KB, 300x300, terminusest13-profile_image-6909bb2ad012b685-300x300.png [View same] [iqdb] [saucenao] [google] [report]

what is his endgame?

>> No.3986875

>not recommending my personal favorite, Golden Souls
How dare you not represent my very specific opinion!

I actually liked Doom 3 in terms of "spooyness", is Legacy of Suffering actually better?

>> No.3986878

putting caleb in brutal doom

>> No.3986880


Same as everyone else, I suppose.
I like making stuff and I like playing stuff.

>> No.3986882

Getting condused with Kinsie on his Tumblr

>> No.3986887
File: 84 KB, 900x750, GL_TEXTUREMODE_NEAREST.gif [View same] [iqdb] [saucenao] [google] [report]

Be careful, the Shambler has been designated as an icon of hate speech used by alt-brown Shub supremacist groups.

>> No.3986892
File: 78 KB, 379x247, Chuck-Norris-Approves.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks I will be careful

>> No.3986912

Ah yes because I needed a reminder on how fucking stupid society is.


no it isnt lmao

>> No.3986919

>not one of the versions with the "historical WADs" section that makes the thin-skinned butthurt

>> No.3986939

caps at 9999 i think

>> No.3986941


>> No.3986947

never finishing anything

>> No.3986974


>> No.3986980

Wasn't there a WAD based on the Alien flicks?

I could never get an Alien Trilogy ISO working right. Loved that game as a kid.

>> No.3986994


>> No.3986998

Ah nevermind, found the WAD I was thinking. Aliens TC which seems like it's pretty well known. How is it?

>> No.3987028

So, uh, I just downloaded Alien Vendetta, and it came with an .exe

Is there any way to just run it in GZDoom?

>> No.3987038

"A hand with a booger on the end," said John Romero in his Devs Play.

>> No.3987043


There should be a .wad.
If there's an .exe, obviously, don't fucking trust it.

>> No.3987053

Anybody else listen to the Quake 1 soundtrack regularly? I just love it but it sucks that Trent thinks so lowly about it

>> No.3987068

I got it off the id archive, so I'm pretty sure it's clean, but yeah.
Also I'm using a mac, so it's useless to me anyways

The .txt file included makes it sound like the .exe handles most of the scripting.

>> No.3987071

Thanks for mentioning that, now I'm going to go watch all of those.

>> No.3987097

Wrong, it caps at 0x7FFFFFFF which for the engine means a mass equivalent of a building, a.k.a immovably.

At this point is better you use the +DONTTHRUST flag which makes the engine exclude the actor from being affected by any thrusting function like A_Explode, A_Blast or A_RadiusThrust.

>> No.3987101

Does there exist a wad that adds a filter to make the game look like it's in VHS quality?

>> No.3987105

It's internally impossible for GZDoom to do that, only ReShade is able to do it.

>> No.3987106
File: 99 KB, 748x380, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3987109

Really? You can't just slap a .glsl shader on it?

>> No.3987116

The GLSL input GZDoom has is extremely limited, InsanityBringer once tried to make cube mapping to work on it and failed to do so, and afaik dpJudas had to change many things internally to add AO, CA and Bloom.

>> No.3987123

Wishing he could be as handsome as me.

>> No.3987130


So what all does GZDoom bring to the able then?
It sure isn't performance.
I mean, I guess I has dynamic and colored lights.

>> No.3987132

*Table, not able

>> No.3987136
File: 784 KB, 1920x1080, Desktop 05.11.2017 - [View same] [iqdb] [saucenao] [google] [report]

You CAN do that in retroarch's prboom core.

>> No.3987139

The current GLSL support the GLDEFS lump have is very limited because it is meant to program custom shaders for textures mainly, sure you can do some tricks with it like what kodi have shown here few times but you can't go far with it.

If you really want anything of great value, you have to hook from the internal code which only dpJudas managed to make all the recent stuff you see work properly.

>> No.3987159

So, has there ever been a Dilbert 3 wad?

If not, I think I'm gonna have to make that a thing.

>> No.3987175
File: 440 KB, 1920x1080, 2017-05-12_00-01-14.png [View same] [iqdb] [saucenao] [google] [report]

>this dude made a doom map based on a payday map with binding of isaac music as the map music
what a madman

>> No.3987178

nips are fuckin' crazy
i love it

>> No.3987218

How different is mapping for Blood compared to Mapping for Duke 3D?

>> No.3987231


see now >>3986775

map coming along

>> No.3987234
File: 3 KB, 102x102, 1993625.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3987262

I find more interesting that part of the other secret map uses almost the same layout as the first Blood map.

Specifically, the ZBlood version.

>> No.3987302

i have no dontthrust flag in vanilla.

>> No.3987308
File: 71 KB, 880x586, 1467445248651.jpg [View same] [iqdb] [saucenao] [google] [report]

>map has sniper hitscanners
>author gives you no way to reach their dropped ammo

>> No.3987319

Gimme a run down Quake 2 source ports. Is Yamagi the most faithful to the original graphically?

>> No.3987341

The guy who makes Death Wish is working on his own game, which understandably takes priority. Also, you know, Halloween.

Tooooasty is a glorious westaboo, if his username hadn't tipped you off.

Quake 2 Unofficial Patch is very vanilla, only really fixing bugs and adding OGG music, so the graphics are the same as usual.

Yamagi kept breaking mouse input every time I alt-tabbed out.

>> No.3987346

how do i get cryptic passage to run? for some reason bmouse only works if i run blood through settings, and that just opens up regular blood, not cryptic passage. god i hate mucking around with dosbox

>> No.3987348

use the blood dosbox launcher

>> No.3987367


>> No.3987392

>it sucks that Trent thinks so lowly about it

What makes you think that? It says on the NIN website that they're working to re-release it. Also, if you ask me, the track "She's Gone Away" from the latest EP is very reminiscent of his style in the Quake soundtrack. An instrumental version of that track would fit right in with Quake.

>> No.3987396
File: 4 KB, 632x384, PH_DOOM2.ANS.png [View same] [iqdb] [saucenao] [google] [report]

ANSI art is just cool in general

>> No.3987397
File: 19 KB, 256x146, Insanely_Yours.gif [View same] [iqdb] [saucenao] [google] [report]

UPDATE to the Marathon Skins pack.

Typos in SNDINFO are great, especially after everything was tested and confirmed working. I didn't want to just throw out a hotfix without making it worthwhile, so I converted as many sounds to .ogg as possible without making them turn out terrible. It's under 10MB now!

Short Changelog:
• Fixed Syphon Tick landing sound.

• Converted many sounds to .ogg, shaving off 4MB. It's better than nothing.

• Made non-purple components of M1 Enforcer's gun remain blue.

• Fixed in 1.0, but forgot to note it: Dive sounds restored, now that Zandro doesn't play them on respawns.


Zandro Thread:

>> No.3987405

good shit, thanks

hey pres, you got the mac build of 3.0.1 yet?

>> No.3987409

That's pretty dope. I'm not sure if I'm going to stick with the axe one or not. It's the best I have so far. Depends on if I feel like spending an hour or two on another.

>> No.3987412
File: 4 KB, 183x275, 1492435177720.png [View same] [iqdb] [saucenao] [google] [report]

>tfw too lazy to download and place the sound files in the right folder until halfway through the second expansion for quake 1

>> No.3987416

more like
>Never putting Prisoner 849 in Samsara

>> No.3987421

Of Zandronum? I did, but haven't done much testing with it yet.

>> No.3987426

not before the requiem avenging angel guy

>> No.3987448
File: 19 KB, 209x196, phantom1.png [View same] [iqdb] [saucenao] [google] [report]

While we're releasing things, have nearly all the assets from that Amiga Gloom game, now with proper transparency and shit: https://forum.zdoom.org/viewtopic.php?f=37&t=47115

The monsters don't have a lot of frames, but they're pretty damn cool looking so maybe that will be alleviated in the future?!?

>> No.3987465

of gzdoom, i meant

>> No.3987495

Oh. Welp, I have both now. Thanks for the heads up.

>> No.3987507

what expansions you have in mind

>> No.3987527

So guys, I feel kinda dumb.

Took the link from the pastebin to play Quake for the first time in my life. Got quakespasm too. Now how do I play dis shit? I seem to find no WADs or anything.

Help a newfag out pls

>> No.3987529
File: 2.04 MB, 1611x1500, click.png [View same] [iqdb] [saucenao] [google] [report]

Template if you fags want to make ones themed after other retro FPS

>> No.3987537

Put the id1 folder in the same folder where the Quakespasm .exe is then run .exe

>> No.3987539

You're a saint. Thank you!

>> No.3987556


There's a simple overlay mod that someone made, it adds those VHS flickering "lines", I don't know if it is of any help for you.

Hell, i don't even know if it still works with the newest versions of GZDoom

>> No.3987557

No problem.

Here are some console commands to improve the visuals of the game:
gl_texturemode 3
gl_texture_anisotropy 16
r_particles 2

>> No.3987564


It's me again. Is it just my feeling or do you have to play this fast, in order not to get fucked in the anus? Doom played *different*

>> No.3987572

Quake's encounters are more focused in fighting in cramped space and enemy projectiles are faster than in Doom. It certainly requires much more skilled and quick movement if you choose to fight enemies up close, but I don't think the player is necessarily being pushed to fight that way, at least not most of the time. I think you can comfortably fight slowly and safely most of the time by just retreating to previously cleared rooms.

If you do want to fight enemies up close and clear levels faster, something that will be really helpful is memorizing enemies' melee attack animations. The melee attacks of enemies in Quake are mostly like the pinky's or revenant's from Doom — they aren't instantaneous and they can be baited. When fighting ogres in a tight room where dodging his grenades might be difficult, you might want to bait him to use his chainsaw instead.

>> No.3987584
File: 202 KB, 1024x1286, 1484892184108.jpg [View same] [iqdb] [saucenao] [google] [report]

hey anons, need some bit of help with zscript here.

i have some function inside some actor that tries to access PlayerInfo player, but for some reason the "player" is always null, which results in access violation crash when i try to use something like "player.ReadyWeapon"
what do?

>> No.3987603

in vanilla the thrust calculation is

thrust = damage*(FRACUNIT>>3)*100/target->info->mass;

simplifying this is 12.5*damage/mass (in fixed_t units). you want mass to be large enough that it is always < 1 (so it gets rounded down to 0).

choosing a likely maximum damage of 2000* gives 25000 / mass. so just set mass to anything > 25000, say 30000, and the thing should never move.


or just forget all that and note that vanilla has the mass of the Romero head as 10000000 :)

* this maximum is reasonable, the largest single possible damage in the vanilla game is 800 from a direct BFG ball strike -- the bfg obv can do more than that but it's spread across multiple damages.

>> No.3987606

i think i figured it out
shoudl have used "players[0]." instead of "player."

>> No.3987607

i guess player is null unless the actor itself is player.

(actors in vanilla have a player pointer that is null for nonplayers)

you probably need some other way to access the global players[consoleplayer].mo actor pointer.

>> No.3987609

yea that explains things
Isnt "mo" a playerpawn? Also it seems that players[0] or players[consoleplayer] works just fine ( or at the very least it compiles and doesnt crash on runtime which is already a good result... )

>> No.3987636 [SPOILER] 
File: 423 KB, 738x811, 1494580274488.png [View same] [iqdb] [saucenao] [google] [report]

working on props forever, the next version will never come out. im so sorry

>> No.3987657
File: 1.07 MB, 800x600, msx_grapple_inverted.webm.webm [View same] [iqdb] [saucenao] [google] [report]

Hey MSfiXed guy, are you there?

Any news on that sweet grappling hook?

>> No.3987660
File: 1.70 MB, 1920x1080, Skate3 2017-05-12 05-29-06-48.png [View same] [iqdb] [saucenao] [google] [report]

>playing through the THPS games for the first time in years
>enter idkfa
Oh man, I'd forgotten about this.

>> No.3987664

And yet you remembered to input the cheatcode

>> No.3987668

It was on the list of cheats to enter I found when I went to GameFAQs to see which various secret characters were in the game (Darth Maul, Wolverine, Doomguy, and a fuckton of others) and which ones I'd hallucinated in a horrifying fever dream of comic book crossovers.

>> No.3987696

I thought you said you weren't doing the Cyber Man

>> No.3987729

why the fuck can't you make silent teleporters in quake

>> No.3987739

i can zscript now

>> No.3987748


>> No.3987757
File: 1.77 MB, 720x360, armor and health bonuses oh my.webm [View same] [iqdb] [saucenao] [google] [report]

That's a few more pickups down. Also slain monsters now have a chance of dropping health bonuses and missiles

>> No.3987760

>le epic agitating skeltal outro

>> No.3987763
File: 725 KB, 720x360, ur a fa-.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3987769

I could upload a custom version of JohnnyDoom, but it only works on Oblige maps with less than 200 monsters.

You get a chainsaw that works like a sword, capable of chopping a cacodemon in half with one swing. Punching and kicking that allow you to do brutal fatalities and make people explode. Also a knife that will instantly slice most weak enemies half.

>> No.3987771
File: 25 KB, 420x300, ...aaAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]

I've reached the point where not seeing it in his webms makes me genuinely uncomfortable.

>> No.3987772

Praise jesus! Finally! thank you anon, I've been waiting for this feature to be added. Should fix the annoying issue if gzdoom ever freezes and I need to kill the process via task manager, that the rest of the system wont remain super bright without having to restart the whole pc.

>> No.3987793

it's basically equivalent to namefagging.

>> No.3987807

Posting consectutive progress on the same mod is namefagging then too.

>> No.3987810

You are getting way too upset at silly skeleton webms

>> No.3987837

Blame reddit and by extension /pol/ for hijacking pepe.

>> No.3987849

cool stuff
Are you doing something with this or is it just a zscript practice thing?

>> No.3987868

Did you miss the last election and how a meme was singled out and declared to be hatespeech?

Like Hillary Clinton talked about it and shit, it was REALLY stupid and everyone was very perplexed and amused by it, especially when the general media tried to push that narrative and all, causing a Streisand Effect.

>> No.3987874

DemonSteele+Colourful hell.
Don't use them together.5 hits and you are dead+ hitscanning is not fun

>> No.3987876

> not silently releaseing wholesale mods that have no bugs what so ever to avoid posting anything related to the same mod twice

i dunno man, his logic seems pretty sound to me

>> No.3987879

Is the Quake 1 shambler's electric attack hit-scan or just hard as hell to strafe dodge?

>> No.3987894
File: 30 KB, 800x700, Metroid__Shriekbats_by_doodlegarmander.png [View same] [iqdb] [saucenao] [google] [report]

I should probably use a different pickup sound for the bigger armors, but I'm not sure what to use, I want to stay within NES Metroid sounds if possible, and if that doesn't work, at least an NES sound effect.


>> No.3987896

Why do people use texturemode 3 (Which I'm assuming is GL_NEAREST_MIPMAP_LINEAR)
instead of GL_NEAREST_MIPMAP_NEAREST? I haven't been able to tell the difference between the two.

>> No.3987908

I bet someone random will be making a sound effect replacement patch for this mod after its released.

>> No.3987916

I mean if they want to, who the fuck am I to stop them? But pairing modern sounds with a bunch of old NES sprites seems jank as hell.

>> No.3987925
File: 86 KB, 384x313, Shruggies.jpg [View same] [iqdb] [saucenao] [google] [report]

Its still doom though? The dooms own world textures, dooms own monsters, main gun + photorealistic hand holding it is all a far cry from 8 bit nes style.

>> No.3987931
File: 798 KB, 600x505, 1480203805505.gif [View same] [iqdb] [saucenao] [google] [report]


>you will never do a menage a trois with romero and carmack

>> No.3987935

Nearest does hard transitions between mipmap levels while Linear is smoother.

>> No.3987937

just really wanted myself a dynamic crosshair

>> No.3987952
File: 67 KB, 300x300, hello.png [View same] [iqdb] [saucenao] [google] [report]

you are in a bar and this guy appears and electrocutes your gf's ass

what do you do?

>> No.3987958

Stand between him and a vore and let them fight it out, kill the survivor.

>> No.3987959

Make like a tree and huh out of there.

>> No.3987962 [SPOILER] 
File: 907 KB, 1180x1176, 1494600013570.png [View same] [iqdb] [saucenao] [google] [report]

Hook him up with somebody his type.

>> No.3987963

>quad damage

>> No.3987971

>you take out your rocket launcher
>"HAH! Faggot, I'm resistant to explosives!"
>your gf cucks you by riding the guy's lightning rod
>you cry to yourself as your tiny rocket launcher slumps flaccidly

>> No.3987989

I take out a box of matches and light it.

>> No.3987995
File: 146 KB, 768x1024, C_d-uJzXcAA-6AK.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3988016

Has anyone thought of making a proper sprite for the Guardian of Hell and the Maladict?

>> No.3988035

Shake his claw. Girls are icky.

>> No.3988039

Hey, i made a crosshair like that as well. It uses A_Overlays (zbars wasnt a thing yet) and uses both recoil and movement as accuracy modifiers. What equation do you use for shrinking it back?

>> No.3988040

>play deathkings of the dark cidatel with wrath of cronos
>do the first secret level first so I won't forget about it
>it had the weapon piece that gets replaced by the ultimate weapon in woc
>I was leveling the mage's mana conversion skill to try it out and now I have bloodscourge with basically unlimited ammo after playing two levels
Somehow I managed to find the exact sequence of events that will break the game by accident

>> No.3988046

>this post for doom gets made into a map because doom is fun and easy to mod for
>this post for quake gets nothing because quake is a shit game that nobody plays or cares about

>> No.3988058

WoC can get real damn unbalanced quite fast. I had the idea to lock down leveling entirely and have some fancy skill point giver and mana/health limit increasing spots in the map I'm making, but well... I haven't found any ACS source.

>> No.3988074

scourge of armagon and dissolution of eternity

>> No.3988081

>>3984957 here
So I've been trying out DoomRLA with ZDoom netplay and while it does run, it's unfortunately too laggy to play with my friends comfortably
Are there any similar wads that run on Zandronum for some coop action? I like Complex Doom but I feel there's not enough weapon variety to keep it fresh for a whole campaign, and I like more class-based stuff or at least being able to make your own build

>> No.3988104
File: 205 KB, 328x495, AdamSandlerDubs.png [View same] [iqdb] [saucenao] [google] [report]

Thanks m8.

>> No.3988117
File: 72 KB, 650x461, 1465767853453.jpg [View same] [iqdb] [saucenao] [google] [report]

>Dubs will never return

>> No.3988128

Not on this board maybe, but elsewhere. There will always be dubs.

>> No.3988131

Hitscan. If you're not behind cover it will always hit, and it will always do 30 damage on any difficulty but Nightmare (10 damage, 3 hits).

Some people even use no mipmapping at all. I don't. It's nice.

>> No.3988138
File: 122 KB, 216x211, HURGH.png [View same] [iqdb] [saucenao] [google] [report]

>you will never play Dubs CTF with /vint/ ever again

>> No.3988154


literally years old, info_notnull hacks at work

>> No.3988156

>blender now has an addon for creating Quake 1 models

I know what I'll be doing tonight.

>> No.3988161
File: 62 KB, 550x407, a0007507_1453334.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3988162

>I know what I'll be doing tonight.
Getting frustrated at Blender?

Also, didn't they have one for years?

>> No.3988206
File: 645 KB, 821x644, Screenshot 2017-05-12 12.39.18.png [View same] [iqdb] [saucenao] [google] [report]


Tested and working.

>> No.3988210

>Getting frustrated at Blender
You better believe it, I still can't reconcile GMAX's controls with it.

And if they did, I hadn't seen it.

>> No.3988216


>non centered viewmodels

>> No.3988220

you could make dual wielding

>> No.3988225

but why though

>> No.3988238

> trying to find reasons to not have two guns instead of one

>> No.3988243

It was actually an accident. I was just dragging around the model to make sure it would actually export correctly, and I wound up getting it at a usable angle that looked intentional.

>> No.3988259


Wasn't aware Reznor is also the "voice" of Ranger till now.

>> No.3988265

>these motherfuckers made doom.jpg

>> No.3988271

A while back, one of the Quake Live devs was digging through the Id archives, and found an audio file that was just Trent making the player sounds for like fifteen minutes straight. It was apparently quite weird beyond the obvious reasons, because apparently you sort of tune it out and it fades out of your conscious mind... but then you hear a sound that was actually used in the game and you snap back to attention.

>> No.3988272

Huh. Apparently pressing escape causes revenant missiles to stop tracking.

>> No.3988273 [DELETED] 


>> No.3988274

>On the PC, that’s the main focus. I think consoles are pretty bad for first-person games, I’ve never seen one that was worthwhile. I don’t know if that’s a frame rate thing, or the controls, but the ports of first-person stuff always seems really shitty.

I know this is an old interview, but fucking preach it.
Although I think Splatoon's gyro controls are great, still not as good as a Mouse though

>> No.3988275

there is a long technical explanation for this re gametics and tracking only happening when gametic == 0 mod 4 (or something) so if you enter the menus for an odd number of tics it will put the thing out of sync

>> No.3988281

Wait, was Robin Williams a fan of Doom?

>> No.3988285

Duh, just like how he named his daughter after a character from Zelda, he named his son after a character from Quake

I'm kidding, I don't know why he's in that picture either. All I know is Williams loves Zelda and played a lot of Battlefield 2

>> No.3988286

Doomguy's hairy arms are a photo of Robin's. Didn't you know?

>> No.3988305
File: 49 KB, 512x512, thingken.jpg [View same] [iqdb] [saucenao] [google] [report]

Now you know!

>> No.3988308

i have two actors, one that expands it when player shoots, and one that shrinks it until it reaches certain coordinates. Since i couldnt figure out how to read some variable inside an actor from statusbar class, i had to use inventory items instead.

TNT1 A 1 {
int topcoc = ((Screen.GetHeight()/2 - players[0].mo.CountInv("TopCoord"))^2)/15;
if (players[0].mo.CountInv("TopCoord") < Screen.GetHeight()/2 - 20 )
players[0].mo.A_GiveInventory("TopCoord", topcoc );
players[0].mo.A_TakeInventory("BotCoord", topcoc );
players[0].mo.A_GiveInventory("LeftCoord", topcoc );
players[0].mo.A_TakeInventory("RightCoord", topcoc );
TNT1 A 0;

>> No.3988309

i thought that was made up bullshit and they were adrian carmack's or someone's

>> No.3988314

Well now that I know this I feel like I won't help but abuse it.

>> No.3988316

That's actually a neat read. Thanks for linking it.

>> No.3988325

yes, doomguy's arms are kevin cloud's.

>> No.3988328
File: 151 KB, 1366x744, Screenshot 2017-05-12 13.50.41.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3988330

it won't work in ports.

>> No.3988338

>But ID has always had the best engines to base games on, I strongly believe that. It just takes playing other first-person shooters to see how much they suck, how they’re not responsive.
>I also thought it was smart how they did Quake III the way they did. I think they focused on what they do best: make an engine that’s two years ahead of what everyone else is doing.

It's always weird to read famous people discussing video games and actually knowing what they're talking about instead of bullshitting it, like this and that video the other day of Joe Rogan going beyond the common story about paying for a T1 line to play Quake to actually talk about shit like playing with clans and the argument of graphical quality vs visibility vs framerate.

>> No.3988339

>that topology
That's one thing I don't miss from early 3D games.

>> No.3988407

It's about as good as it could be at that polycount. They don't have a lot to work with to put in proper edge loops for deformation, short of just redesigning the concept to work better at lowpoly.

>> No.3988409

He apparently started getting hooked on games, and had to take a step back from it to keep it from interfering with life goals.

>> No.3988462

This is fun too.

Also Vin Diesel revealing his power level.
On a side note, I can't fucking stand Jimmy Kimmel.

>> No.3988467

Didn't Vin play D&D with other celebrities on youtube or something?

>> No.3988473

>I was just about to post a pic of robins sons to ask which one was named after something from quake and what it was
>then I read the second line of text

Although, I do remember Robin mentioning that he played Quake when it was new and he was all "BOOM BLAM PKAOW" when describing it.


>> No.3988476

I'd give my left nut to have that audio file.

>> No.3988489

more like your left nHUHt

>> No.3988520

Vin is pretty great indeed.

>> No.3988532
File: 178 KB, 1100x750, Quake.jpg [View same] [iqdb] [saucenao] [google] [report]

So, it has come to my attention that Arcane Dimensions is a thing that exists, and is also good. How do I play it? I know I need a sourceport, I don't want anything too fancy, is Quakespasm the thing to use? What about music? Does AD use its own soundtrack or should I have the OST somewhere and hook it up with the source port? I don't have original Quake files currently, but I know a guy who knows a guy...

>> No.3988539

AD is very good. Mostly.

Quakespasm is generally your go-to port for singleplayer Quake stuff, there's no shenanigans with seventeen different mapping standards and twenty-three different renderers like there is with Doom. It's easy to set up so long as you can drag'n'drop files and follow readmes.

It uses the original Quake soundtrack, which you should already have anyway and if not both a ripped version and Quake's gamefiles can be found easily online if they aren't already in the OP.

>> No.3988545

I love it. I'm not sure it fits the gameplay well, it feels is too oppressive and foreboding for the game where you jump around and shoot rockets at monsters.

>> No.3988546 [DELETED] 

Why is the soundtrack to Quake the greatest piece of music to ever fit a videogame?

>> No.3988548

Why is it the greatest piece of music to ever fit a videogame?

>> No.3988563

top huh

>> No.3988569
File: 625 KB, 560x609, gay happy eraserhead.png [View same] [iqdb] [saucenao] [google] [report]

Quake Champs is pretty good.

Dare I say, it's really fun.

>> No.3988576
File: 188 KB, 800x600, Screenshot_Doom_20170512_214648.png [View same] [iqdb] [saucenao] [google] [report]

The first episode of Doom Damnation is kind of lukewarm, some interesting ideas, but mostly plain looking and not too inventive. I also found shotgunner who should have been at one floor height, but wasn't, I clip through the wall to see where he is and find him like 12 feet above their proper spot, at the floor level of a corridor above and behind his alcove, stuck inside the wall.

Touching his proper spot, he sees me and starts breathing towards me, but is stuck. There are three other alcoves like this, two have proper placements, one more has the glitched placements like this one, with a zombie stuck up in a wall somehow.

Is this a fuckup with the BSP tree or what?

>> No.3988580
File: 117 KB, 800x600, Screenshot_Doom_20170512_215143.png [View same] [iqdb] [saucenao] [google] [report]

>Kill Monsters
>Killed 2 monsters
These two dudes is otherwise the only thing actually wrong with the map though.

>> No.3988591
File: 111 KB, 800x600, Screenshot_Doom_20170512_224058.png [View same] [iqdb] [saucenao] [google] [report]

Episode 2 ramps up a lot though, much meaner monster placements (think trying to do the occasional Plutonia tier fuckery except with the smaller Doom 1 bestiary), and just cooler levels and music, like it was made by a completely different guy (maybe it was).

I like a lot of the inventive traps and setups, like E2M1 has only 4 monsters, and it's really dark, they're near the start, behind a locked door, and once you hit a series of switches down a long hallway, the door opens and these four Barons see you and start moving in from the distance, god help you, because you don't have enough direct firepower to make this any easy at all.

I took one with a cluster of barrels, two others I had to kite with a shotgun and machinegun, while the fourth one I took with an invulnerability and berserk powerup.
Oh yeah, there's another one stashed in a room where you need to get a key, so have fun with him. I opted to just Berserk him until he died at the cost of my armor.

E2M2 has a lot of neat traps as well.

>> No.3988614

Get Quakespasm or another source port (See Quake pastebin), get the Quake resources (Also in pastebin), then check Quaddicted for their Quake injector. You can also follow the instructions to manually install the mods (AD needs a mod named Quoth and then you put AD maps in the Quoth folder), but really the injector will load up and do all that for you so you can just click maps hosted on the database and directly launch them with no config needed.

>> No.3988618

Shit, I saw the Q1 image but missed the pasta. Thanks.

>> No.3988621

>(AD needs a mod named Quoth and then you put AD maps in the Quoth folder)
Do not do this. Arcane Dimensions, while using a couple Quoth entities, uses its own codebase and is entirely self-contained in the AD download.

>> No.3988630

Oh is it? I remember being told to use the Quoth mod or else certain enemies and things wouldn't spawn correctly.

Also, anyone know if any original Quake engine supports a changelevel2 entity similar to Quake 2 and GoldSRC? It's specifically a trigger that loads a map the player has been to and retains the enemies killed and items picked up upon load. I was hoping to use it for a series of interconnected Quake maps that would require the player to traverse back and forth between various parts of a large area split into several .bsp files, but if a player already "completed" a map by obtaining specific items there, I didn't want them to respawn.

If that's not a thing, what I might do is just create something similar to runes which have lines of code that allow certain objects to appear or not appear if the player has collected them. That might be good enough, simply disable the ability to aquire, say, a set of armor twice.

>> No.3988659

>I remember being told to use the Quoth mod or else certain enemies and things wouldn't spawn correctly.
Whoever told you that is a douche and I wonder if they actually managed to play through AD that way because all sorts of shit would be broken.

>any original Quake engine supports a changelevel2 entity similar to Quake 2 and GoldSRC?
I don't think so, no. Quake isn't set up for much beyond what the game explicitly needed- a byproduct of its rushed development, probably- and so far as I know the only way to set flags between levels is with runes, and that only affects the placement of func_walls in the way of boss/episodegates. That could MAYBE be repurposed to use for other entities by using info_notnull and/or adding fields to other entities, but that level of map-hacking is way beyond my knowledge (although it might be worth asking over at func_msgboard, and reposting any useful info here), but then there's still the matter of spawning the player in a different location than the designated info_player_start if you intend for them to start at the end of an interconnected map and go backwards.

>> No.3988681

I remember liking Unreal Engine games more than Quake 3 engine games for some reson, while also realising that they looked inferior.

>> No.3988716
File: 540 KB, 1616x938, ss+(2017-05-12+at+03.06.05).jpg [View same] [iqdb] [saucenao] [google] [report]

I keep on making single rooms instead of maps.

How the hell can I break through this autism and make an actual map?

>> No.3988723

>ha ha time to learn DECORATE
ha ha fuck this time to kill myself

>> No.3988726

connect the rooms.

>> No.3988729

make a door somewhere in the room
have it lead to another room
badda bing
baddo boom
Or just make a shitton of single-room .wads and compile them into a levelpack, it'd be like the captain toad levels of DOOM

>> No.3988734
File: 57 KB, 600x450, yotsubato-heartwarming.jpg [View same] [iqdb] [saucenao] [google] [report]

Make a room very very big

>> No.3988740

Decorate isn't really THAT hard.

It has certain logic to it, it's easy to figure out some of the basics by just copying a basic ZDoom actor and using it as a base, play around with it, see what changes when you do this or that.
Of course you should also read a tutorial.

Now, of course it can get complex, but that's if you're doing complex things.

>> No.3988750

Hey guys, Quake Newfag again.

How to crosshair on Quakespasm? I keep shooting next to the buttons.

>> No.3988752

what is this sorcery, i mean gameplay mod?

>> No.3988754

Open console, type "crosshair 1."

>> No.3988762
File: 118 KB, 626x718, mapat.png [View same] [iqdb] [saucenao] [google] [report]

"Runic Division" for lack of a better name; is nearing completion.

Hope you're not a Serpent Lover.

>> No.3988767

wait until you want to learn zscript
>haha how do i do anything at all
>haha what is this documentation, a list of functions without any explanation of syntax and usage

>> No.3988772

And put chaingunners and Archies everywhere

>> No.3988782

Thanks again for the help. I try to be less of a fag, but this is the first 3D oldschool shooter for me. Star Trek Elite Force was already a bit newer.

>> No.3988820

>Star Trek Elite Force was already a bit newer.
It's also a pretty great game. It's weird how much fun I had in the Virtual Voyager expansion.

Wish there were an episodic game like that, where every week during a season you'd play through a star trek story. Some would revolve around you, some around others, but you'd always play a part... Ah well.

>> No.3988845

Pretty much this, you have to be in the mood to learn something. It comes in spurts for most people, usually triggered by solving or discovering something.

>> No.3988872

Pretty sure its Wrath of Chronos. Includes a leveling up system with stats, skills, different types of magic, element attacks, new weapons and classes, its pretty fun.

>> No.3988873

So wait, there's no level progression in AD? You just pick a map, play it and get dumped back at the intro level?

>> No.3988909
File: 1.68 MB, 1280x1024, Screenshot_Doom_20170512_192941.png [View same] [iqdb] [saucenao] [google] [report]

>serpent loving

>> No.3988913

Thanks for the advice anons.

I'd settle for Mancubi myself.

>> No.3988914
File: 1.21 MB, 1280x1024, Screenshot_Doom_20170512_194939.png [View same] [iqdb] [saucenao] [google] [report]

I also hope you don't mind a little cleanup du-

what the-?
uh oh.

>> No.3988915

There's also four runes to find to open a secret level, but yeah, no progression. Not that you'll miss it much, some of the maps in AD are literally the size of Quake's entire first episode.

>> No.3988936
File: 903 KB, 1280x1024, Screenshot_Doom_20170512_195754.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3988938
File: 972 KB, 1280x1024, Screenshot_Doom_20170512_195803.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3988943
File: 72 KB, 469x359, 1452819044681.png [View same] [iqdb] [saucenao] [google] [report]

I have a question somewhat unrelated to /vr/ doom (I think)

Why exactly are the versions of Doom 1/2 packaged with Doom 3 BFG edition censored further? I know how they were censored and what caused it, but why exactly do businesses and organizations still to this day get away with attempting to censor or alter for political reasons a game from 1993? What is the motivation to do this?

>> No.3988949

Nazis are edited out because they want to sell the game in Germany, and in Germany, Nazi imagery outside of a documentary context is considered obscene.

The medkits are edited out because the Red Cross owns the symbol, and apparently the Canadian Red Cross thought it was really important that the use of the red cross on health items in videogames ceased.

So in short, further censorship happened because FUCKING KRAUTS and FUCKING LEAFS.

>> No.3988952

>for political reasons

nothing political except that in Germany sporting the Nazi Swastika is illegal

nothing is stopping any germans from obtaining the original IWADs for personal use, though.

it's the same (unspoken) reason why we haven't seen Hitler back in a Wolfenstein game ever since the 90s. Who knows if this is bound to change in The New Colossus, tho

>> No.3988958

Well that's what I already know, I guess I'm more asking why developers simply abide by the terrible opinions of clearly idiot run organizations such as the latter in your post. To agree to any of that seems pointless and generally dumb, I don't quite understand why developers are so insistent on bowing down.

>> No.3988970
File: 1.01 MB, 1280x1024, Screenshot_Doom_20170512_200536.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3988975
File: 192 KB, 944x623, 4-nscale1[1].jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3989040

so turns out the environments in TNO are destructible because of the shit quality cement they use on buildings gets mold infestation.

>> No.3989043

What kind of computer do I need to reliably run DemonSteele at 60fps? For reference I can BARELY run Morrowind at max settings at 60fps, with dips into the mid 50s in the biggest cities.

>> No.3989050

Because the Red Cross owns the red cross symbol and if you use it without their permission they can fucking sue you and win.

And because Germany is a big part of the European market and they want to sell games to them, this was the same reason the GBA ports of Doom had all the gore turned green.

>> No.3989051
File: 1.12 MB, 1280x1024, Screenshot_Doom_20170512_005300.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3989056 [DELETED] 
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170512_184232.png [View same] [iqdb] [saucenao] [google] [report]

More demonic paintings. G'jodde-shoth the insatiable always had an eye for art.

>> No.3989060

I can't even tell what this is supposed to be.

>> No.3989067
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170512_184232.png [View same] [iqdb] [saucenao] [google] [report]

Another secret demonic painting. G'jodde-shoth the insatiable always had an eye for art.

No he fucking didn't he has no eyes!

>> No.3989069
File: 1.29 MB, 1280x1024, Screenshot_Doom_20170512_195919.png [View same] [iqdb] [saucenao] [google] [report]

You're not supposed to.
heed the wise mancubus

>> No.3989070


It must be a strange eye because I have no goddamn clue what the fuck that's supposed to be.

>> No.3989074
File: 897 KB, 1280x1024, Screenshot_Doom_20170512_200009.png [View same] [iqdb] [saucenao] [google] [report]

Tweaked the trashmonster room a little; not sure what to put there; might just stack fleshpillars.

>> No.3989078

The Wise Mancubus States: "Don't go looking at furry images, kid. How do you think I was born?

the rooms are more of a keen 1-3 callback in a way

>> No.3989082
File: 1.01 MB, 1280x1024, Screenshot_Doom_20170512_200022.png [View same] [iqdb] [saucenao] [google] [report]

First room of Hell.

>> No.3989084


Nazis, when will they ever learn?

>> No.3989089
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170512_200027.png [View same] [iqdb] [saucenao] [google] [report]

Archvile and barons will be inactive until other mooks are dead.

>> No.3989092
File: 1.16 MB, 1280x1024, Screenshot_Doom_20170512_200053.png [View same] [iqdb] [saucenao] [google] [report]

Lava Serpent habitat.
Please do not fuck the serpent from exhumed.

>> No.3989094
File: 777 KB, 1280x1024, Screenshot_Doom_20170512_200116.png [View same] [iqdb] [saucenao] [google] [report]

'Puzzle' room.

>> No.3989095

I killed the Icon of Sin, but I died as it died because maybe I jumped into the explosion. Now Doomguy has to crawl back to Earth as a corpse.

>> No.3989103


Not the first time.

>> No.3989106

What is generally considered to be the worst map of all? Talking about Doom 1, 2 and Final Doom

>> No.3989107

> barons
i see two hellknights

>> No.3989108

chasm or catacombs

>> No.3989109

he'll be back with a pistol and good as new

>> No.3989113



I have no strong feelings about Final Doom one way or the other

>> No.3989114
File: 117 KB, 302x289, YmjsVIr.png [View same] [iqdb] [saucenao] [google] [report]

>play Duke 3D or Blood
>take between 10-20 minutes on levels
>feel like a retard because of how much searching I have to do to find keys and stuff

>> No.3989115

doesn't the level end still trigger even after the player is dead?

>> No.3989118

Duke 3D is magic
I can get stuck on a level for so long, and they're not even particilarly big levels. I play most retro FPS fine, but what the fuck Duke 3D

>> No.3989120
File: 1.36 MB, 1280x1024, Screenshot_Doom_20170512_214949.png [View same] [iqdb] [saucenao] [google] [report]

Guess I'm a Serpent Lover then.

Also the name of this secret.

>> No.3989132

Shadow Warrior is the worst in this aspect.

>> No.3989146
File: 29 KB, 147x228, smug-cat.png [View same] [iqdb] [saucenao] [google] [report]

legit spoiler: my favorite part about it is that it's literally a jewish plot

>> No.3989161

while not a bad map by any means, I always considered E1M7 to be a boring slog. it completely bogs down the flow of the episode at the very end, when E1M6 was just about the right length, in comes it and forces you to trek back and forth keycard doors that are at literal opposite ends of the map, AND open the exit door via a switch, to top it off.

I always skip it whenever I do a long-play.

>> No.3989171

this was one of the most nonsensical things about TNO for me, that Nazis were so imperialistic that they stole jewish documentation about super concrete/metals and put them into work without second-guessing it whatsoever.

>> No.3989180
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170512_213717.png [View same] [iqdb] [saucenao] [google] [report]

Anybody understand what it means when it says an actor would require use of an acs-set-actor-state for a monster? I know it needs the acs script; but not how to set it up.

Trite is the enemy, go look on r667.

>> No.3989181
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170512_213953.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3989182
File: 1011 KB, 1280x1024, Screenshot_Doom_20170512_214038.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3989210

I wouldn't put it past them, it was a pretty crazy little imperium. Also it's Wolfenstein, a series predicated a solitary person storming a military bunker and fighting a 1940's socialist dictator donned in robotic armor with gatling canons, (and a couple of other places with some other ostensibly important Nazis) what more do you want?

>> No.3989213

VERY cool!

Have you thought about animating the skinface texture too? Maybe make them blink and look left and right and stuff?

>> No.3989242

It does.

>> No.3989296 [SPOILER] 
File: 143 KB, 1280x720, 1494648480484.jpg [View same] [iqdb] [saucenao] [google] [report]


no acs used

>> No.3989314
File: 1.03 MB, 1280x1024, Screenshot_Doom_20170512_235015.png [View same] [iqdb] [saucenao] [google] [report]

I actually have 2-3 diffrent ones. I have one for either WARP (one red for warp2) and also DRDoctor's Faces with teeth- linked together in a quick 3 tic animation to make it look like it's laughing

There's also the Shadowcastertex faces.

>> No.3989316
File: 1.01 MB, 1280x1024, Screenshot_Doom_20170512_235119.png [View same] [iqdb] [saucenao] [google] [report]

Why don't you listen to Mancubus?

>> No.3989337
File: 1006 KB, 1280x1024, lights.png [View same] [iqdb] [saucenao] [google] [report]

And thanks.

This entry hall is bugging me; not sure what to do with it; thinking about putting light bands where these blue lines are.

What do you think?

>> No.3989418

it's a pretty fun serious sam style mod, but not really that spooky. also some of the arenas can feel a little cramped

>> No.3989474

>Legacy of Suffering plays like Serious Sam
Really? huh.. I thought it was meant to be like Doom 3. Sounds awful.

>> No.3989585

Legacy of Suffering is based on Painkiller and the mod's soundtrack IS Painkiller's soundtrack, LoganMTM loves Painkiller and based 90% of his mod's gameplay in PK, that's why every minimal progression you do in the maps locks you in the area and you are obligated to kill everyone to resume your progress.

>> No.3989596

>Wrath of Chronos
oh damn, it only works on gzdoom 2.2

>> No.3989616
File: 1.20 MB, 1280x1024, Screenshot_Doom_20170513_032459.png [View same] [iqdb] [saucenao] [google] [report]

In place

>> No.3989643
File: 109 KB, 537x770, mapat.png [View same] [iqdb] [saucenao] [google] [report]

ye gods the size of these things.

>> No.3989652

Does anybody here know the twitch usernames of A Boy and His Barrel devs? The one I'm looking for has a username that looks like "MikeBTSX", but not exactly that of course.

>> No.3989653

Looks like missing textures to me.

>> No.3989654


>> No.3989661


>> No.3989669

https://my.mixtape.moe/vsvjii.webm rip (don't worry players are immune)

>> No.3989671

Those are lights, anon.

>> No.3989720

>two eye sockets

>> No.3989723

It looks too fuckin small, and it feels like there's no physical depth to it, desu

>> No.3989728

>no physical depth
You mean like it's orthographic?

>> No.3989734

Kinda? i dunno it just looks kinda flat, but maybe it's just me, i'm not a sprite expert

>> No.3989735

Please sprite over it so it looks flush with the other sprites, even if it's a hacky frankensprite. This really is just a pet peeve.

>> No.3989790

Why is that fat guy wearing an oculus rift?

>> No.3989796

What is that monster and where is it from?

Looks interesting

>> No.3989804

Perspective at which model was snapped looks a bit wrong, also too smol.

>> No.3989835

Yeah, looks like he's a little small in comparison to the Doom 64 sprite. I'll scale him up a little.

I'd like to tweak it a bit more visually, but I'm not a very good artist. For now, though, this will do.

>> No.3989875

Holy crap, is every single Quake level just OGRES OGRES OGRES. Jesus does it get tedious.

>> No.3989880

>tfw robin williams is dead
this pic made me sad

>> No.3989890

They're fun and involving to fight. Their varied chainsaw swings and all the different ways their grenades can bounce around and wind up hitting you depending on the level geometry makes them less predictable than most FPS enemies.

>> No.3989926

Does this happen in NuDoom?
Either way, still cool

>> No.3989953

Pretty much this. The average Quake experience is the sound of grenades bouncing everywhere and something else running right for you.

I still like it, but I prefer Doom's variety of monsters and weapons.

>> No.3989980

Lava serpent on realm 667.

It's from Exhumed/Powerslave, I think.

>> No.3990005
File: 9 KB, 298x288, clablem.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3990008

it seems to be giving me the finger

>> No.3990012
File: 45 KB, 800x600, 1490402145509.jpg [View same] [iqdb] [saucenao] [google] [report]

I cheated heavily here and ripped some sounds from AbadoX for the former humans and mastermind, but it's still NES so close enough.


>> No.3990014

it's an organization quite rightly protecting its own trademark lest it become (even more) generic.

although i agree those pill symbols look stupid, they should have instead colored the cross green, or something.

>> No.3990016
File: 132 KB, 104x104, 1583261.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3990017

Ah I see you've found a picture of the inside of my anus.

>> No.3990018

when is the water/slime/lava/liquids mod coming out and why isnt it out yet? Some bugs or?

>> No.3990023

It's pretty poorly programmed (even by my standards) and can cause unplayable framerates on huge maps. I don't want to give it a "proper" release until I redress that, because I care, dammit!

If you wanna play around with it in it's current state, grab the current Github state: https://github.com/TheKins/FancyWorld/archive/master.zip
and run _zip.bat to quickly generate a PK3 (or a PK7 if you're nasty)

>> No.3990025

What about the skeletons?

>> No.3990026

well revenants still shoot their normal fireballs, so I haven't edited their sounds or projectiles, and I didn't spawn any here cus the video got cut short but I died anyway.

>> No.3990027

Doom: none although Fortress of Mystery was a letdown (youd think it'd some huge labyrithn full of secrets, and it's two rooms)

Doom2: the first half of Nirvana, by far. Bloodfalls is also pretty dull.

TNT: lots of fairly bad maps here. Habitat, although you can thankfully skip most of it. Baron's den. Quarry. Long drawn out tunnel mazes.

Plutonia: There are no significantly bad maps in Plutonia, although one or two are ear-steamingly frustrating.

>> No.3990028

rotate the flats on the picture frames to align with the vertical parts above/below. they look shit.

>> No.3990030

he's better off that way. being alive these days is rubbish.

>> No.3990056

So, I'm not even touching Plutonia because I'm aware it's above my skill level for the time being, but how is TNT? I've tried the first two maps and they're alright I guess.
The remixed music wad I downloaded for it is nice though.

>> No.3990101

TNT is a step up in difficulty, but not on the same level as Plutonia.

>> No.3990141

How come MetaDoom v4 still doesn't have any new weapons yet?

>> No.3990157

Doom on a PSP Go is comfy!

>> No.3990171 [SPOILER] 
File: 67 KB, 806x548, 1494688231147.jpg [View same] [iqdb] [saucenao] [google] [report]

Because I haven't added any yet.

>> No.3990175

Ok, i'll try to not be that guy

>> No.3990176
File: 51 KB, 250x152, an ancient evil awakens.png [View same] [iqdb] [saucenao] [google] [report]

jesus christ

>> No.3990184

I'm doing MOON + chex quest 2 right now. Kind of works since the first several levels try to simulate an urban environment

>> No.3990187

Not sure how people on this board feel about brutal doom, but there s a brutal doom 64 now that's pretty decent. Not quite as fleshed out as doom 1+2, but there are still headshots and the abikity to fire just one shell from the ssg

>> No.3990190

You could either get Doom 64 EX, which is the most accurate port, or Doom 64 Retribution, which is an alright port for GZDoom

>> No.3990191

>Not sure how people on this board feel about brutal doom
It's best not to bring it up.

>> No.3990196
File: 129 KB, 562x437, 1435607155482.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 64 EX has incredible accuracy. Retribution is the best GZDoom port, Kinsie has a 'Consolation Project' version that's more mod-friendly.


>> No.3990203

It isn't some modified N64 rom/emulation shit though is it? It's a total recreation?

>> No.3990204

It's totally different from what i understand, to the point it even has a different first level and new enemies.
Also, the light hurts you or something.

>> No.3990205

Doom 64 EX needs a ROM because it rips all of the map data from the ROM of Doom 64.

>> No.3990209

but do you at least have any ideas?

>> No.3990216

There's a couple I want to add, but there's a lot of weapons already and some of them don't work quite as well as I'd like (BFG is especially bad), so at this exact moment I'd rather fix and improve the existing stuff.

>> No.3990217

You're talking about doom vs doom 64. doom 64 ex is supposed to be 1:1 with doom 64.

>> No.3990219

I thought he was talking about BD64

>> No.3990220

Quake II 64 port/conversion/recreation fucking WHEN

>> No.3990224

I'm giving it a go now.
Wormhole was a cool map actually. It took me a while to realize the fireblu gate in that hidden area was teleporting me to an identical copy of the map, but I liked the "alternate world" thing the map tries to pull off.

>> No.3990229

I also assume some work similar but with few diferences, such as how the Static Rifle is kinda like the Gauss Cannon.
At least something like the Artifact or the Dark Claw from Tom Hall's Doom bible could offer something new.
Also, what's the issue with the BFG?

>> No.3990237

Things that make you drop a map, I'll start
>mandatory damage

>> No.3990241

>slippery fingers

>> No.3990247

The map is scalding hot to the touch

>> No.3990249

The map has a spider hiding underneath it and you don't notice until you pick it up and it crawls onto your hand.

>> No.3990250

The map has the directions to "drop this map immediately" written on it and you've just noticed them.

>> No.3990251

Well, I was browsing Wad Archive and found a Fallout 1 themed megawad, so I was hit the download button and loaded it up.

I wasn't very impressed with the first map, as it was pretty much a slaughter map and there were no custom textures or anything, but when the second map loaded I was standing face to face with a big old computer screen that said "MADE WITH SLIDGE"


>> No.3990262

>using barons

>> No.3990263

>complaining about barons
>when zombiemen exist

>> No.3990267

MaxEd was working on one at one point, but it required an obscure source port, only had two levels rebuilt, and was by MaxEd.

>At least something like the Artifact or the Dark Claw from Tom Hall's Doom bible could offer something new.
The Artifact is planned, but as a Time Freeze-inducing inventory item. Sort of a smart bomb type deal. Problem is, Time Freeze kills all sound while it's active, and I don't know how to fix that properly.

I keep forgetting about the Dark Claw...

>Also, what's the issue with the BFG?
It works OKAY in single-player, but in multiplayer (which I at least pretend to pay lip-service to despite its current ACK-y state) it kind of falls apart - the ball doesn't shoot beams at enemy players and the points earned by the beams are rewarded to Player 1, regardless of who fired the ball. Also, the blast's kinda underwhelming, don't you think?

>> No.3990271

Isn't there another "time stopping" method besides Time Freeze?
Like programming some feature into the enemies that makes them frozen?
Maybe i don't really know how this works.

Also, D. Claw had something to do with forming a cloud of suffering ro whatever
>"Demon weapon that casts a dark cloud of tortured essence. Silent but deadly. The Dark Claw feeds on human souls. Killing possessed humans or hellslaves allows the weapon to feed"

You could make it where if the player misses, he loses health or something.

>> No.3990274
File: 553 KB, 1136x640, IMG_3052.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, for someone who wants to pick up Doom 64, is the original game worth it? Or would playing one of the source ports be the better option?

>> No.3990275

They can be good when used proper.

>> No.3990279

did you try using gloves?

>> No.3990281

Doom 64 Ex is great, accurate and a lot easier to see in than the original game on real hardware.

>> No.3990289

Maybe to make the BFG better (at least in SP), you maybe add a little bit of more damage and add that loud BEEWWWNG sound it does in D3 when it hits something.

>> No.3990297

Unfortunately they very rarely are

Zombiemen are fine, they are quick to eliminate and often fun to do so but Barons are too regularly used as doors with health and just pull the pacing to a stop

>> No.3990303

Just download Doom 64 EX and you're set.

>> No.3990323


>> No.3990335

Anyone here using ecwolf 1.3.3 64-bit?
Why doesn't my mouse work with the damn thing?
It's so infuriating.

>> No.3990343

I've never made a Quake 2 map before, but I'd like to try my hand at recreating levels from QII 64 with the OST and with Yamagi compatability in mind. Should I be using TrenchBroom? Anything I need to know before getting started? Any good tutorials for using that program?

>> No.3990347

I own a actual cart, but I still mostly play on Doom 64 EX, because the controls are a little awkward, and my controller pak isn't the most reliable.
Also, Doom 64 is dark as fuck, even with the brightness setting all the way up.

>> No.3990356

So I finally finished Shadow Warrior classic. It was kinda meh desu

>> No.3990374

IMO tnt isn't much harder than doom2 until at least map7, and map7 is more annoying than actually difficult (IOW it's easy (but tedious) when you know what to do)

>> No.3990382

lol. another victim of the 0.l bug?

>> No.3990384

Anybody have a link to the most recent version of Demon Eclipse? I have an ancient version with a broken bloodbane (doesn't remove ammo on shootan?) and may try to do some touch-ups on the gun.

>> No.3990387

this was in the doomrla topic, i believe

>> No.3990405

It was.

I do love that 0.l bug, though.

>> No.3990409

which i still don't understand

either you are so clueless you never figured out the difference between 1 and L
or someone wrote that to take the piss and you never bother to check anything, making you lazy and talentless hack

>> No.3990412
File: 601 KB, 1600x900, Screenshot_Doom_20170513_214424.png [View same] [iqdb] [saucenao] [google] [report]

aaaaa holy shit wrath of chronos is amazing
i wish i could play it with modern gzdoom versions though

like for example, one of the 663 errors ( all of them are "Integer expected for parameter 2" ) what is a problem with this:

FX13 I 2 Bright A_Explode(60+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,13,TARGET,0)), 128, 0)

"WOC_MONSTERSCALE" is the name of the script, so i tried doing ACS_NamedExecuteWithResult("WOC_MONSTERSCALE",...) but it gave the same error

the acs script:

Script WOC_MONSTERSCALE (int val, int whose)
int input;
if(whose == TARGET)
input = ((val * CheckInventory("Level")));

maybe its the lack of "" around WOC_MONSTERSCALE?

>> No.3990416

It's less of a bug and more of a fuck up.

>> No.3990417

oh im an idiot, its the ACS script that wants an "integer for parameter 2", and it gets "TARGET" instead...

>> No.3990421

Maybe i'm not getting this but, if Time Freeze is intended to freeze the game itself, what about only freezing the enemies and their projectiles?
Couldn't you take some code from Duke Nukem's freezer in Samsara?

>> No.3990425
File: 136 KB, 507x845, 1487288927866.jpg [View same] [iqdb] [saucenao] [google] [report]

>My social reputation depends on this.

>> No.3990430

Wouldn't mind giving it a shot again I suppose.

>> No.3990435

yeap, so the error is that TARGET is now AAPTR_TARGET, replacing it fixes the error, so im gonna try to replace all the instances and see if it works

>> No.3990453
File: 475 KB, 1593x932, workan.jpg [View same] [iqdb] [saucenao] [google] [report]

aaand its working!
i think...

>> No.3990461

Quajeinjector is extracting the maps in /Quake. How can I extract the maps in another folder? I can't see any option to do this in the menu

>> No.3990464
File: 164 KB, 1593x932, stats.jpg [View same] [iqdb] [saucenao] [google] [report]

oh it even shows nice stats window for classes which it didnt do in 2.2

>> No.3990465

Pls respond. I also just learned that the composer is non other than Aubrey Hodges, the same guy who did Doom 64s soundtrack and an assortment of other 5th gen games. However, he was credited for Quake 2 64 under a pseudonym untill a few years ago when he published the abum on band camp.

>> No.3990483

Not familiar with Quake mapping or any of its techniques, but this soundtrack is fuckin' awesome.
Thanks, anon.

>> No.3990493

I still don't know, all this time later, if anyone else on the planet got as far as the Icon of Sin in Brutal Doom's "realism" difficulty mode.

>> No.3990514

brutal doom is too tiring to play for that long

>> No.3990516
File: 1.25 MB, 1280x1024, Screenshot_Doom_20170513_144635.png [View same] [iqdb] [saucenao] [google] [report]


DECORATE warning in "mapat.wad\DECORATE:96", line 85. Unable to find "Ammo" class to inherit from, while parsing "BloodAmmo:5105".
DECORATE warning in "mapat.wad\DECORATE:96", line 160. Unable to find "Weapon" class to inherit from, while parsing "GoreWyrm:5119".
why am i sumb
also furthermore when i mean the bloodbane is broke; i mean it doesnt take ammo
Truncation of floating point constant 1.500000
Script warning, "mapat.wad:FSERPENT" line 143:
Truncation of floating point constant 1.500000
Script warning, "mapat.wad:DECORATE" line 3080:
Unknown class name 'BF' of type 'Actor'
Class BloodAmmo referenced but not defined

Execution could not continue.

1 errors during actor postprocessing
that too
ammo regen also doesn't function as it should
other possible desires:
tweak/edit the bloodbane visuals and fix it's issue.
make the gorewyrm 'fear' the player and wander like a monster; despite being a weapon
the gorewyrm and bloodbane fix is primary for now though granted

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/de-pkg trying to rip from here

>> No.3990543

what the heck is that, i dont see it in the archive

>> No.3990547

ah, do you want to rip just the gun from the mod? In that case, BloodAmmo ( and BloodSphere ) is defined in DE-ITEMS.wad

>> No.3990568

Bump. This isn't supposed to be happening supposedly.

>> No.3990580

I did rip it from that
What do you mean?

Can somebody disect why this isn't taking ammo on fire? It and some of the other DE guns regenerate ammo slowly. See linked post.

>> No.3990581

ACTOR BloodBane : Weapon 5104
Inventory.PickupSound "misc/haha"
Inventory.PickupMessage "You got the blood bane!"
Obituary "%o drained all of %k's blood."
Weapon.AmmoType "BloodAmmo"
Weapon.AmmoGive 10
Weapon.SelectionOrder 250
Weapon.AmmoUse 1
Weapon.sisterweapon BloodBane2
Damagetype "Normal"
AttackSound "weapons/globfi"
SpawnID 159
WORB A -1 Bright
ORBG ABCB 3 A_WeaponReady
ORBG A 0 A_JumpIfNoAmmo(1)
Goto Ready
ORBG D 1 A_Playsound("weapons/slimey")
ORBG H 5 Bright A_GiveInventory("BloodAmmo",1)
Goto Ready
ORBG A 1 A_Lower
ORBG A 1 A_Raise
ORBG I 0 A_JumpIfNoAmmo(8)
ORBG I 8 Bright
ORBG J 10 Bright A_FireBullets(7,6,10,5,"BloodFX",2560)
Goto Ready
Goto Ready+6

ACTOR BloodBane2 : BloodBane
Weapon.AmmoUse 2
Weapon.sisterweapon BloodBane
AttackSound "weapons/blodf2"
Damagetype "Normal"
ORBG I 0 A_JumpIfNoAmmo(8)
ORBG I 8 Bright
ORBG J 10 Bright A_FireBullets(6,0,3,45,"BloodFX2",2560)
Goto Ready
Goto Ready+6

>> No.3990589

are there any SP maps that use GothicDM resources/music?

>> No.3990605

Is skulltag actually good for playing single player wads? I can't seem to get anything to work.

>> No.3990609


goddamn, /vr/ needs code tag support

>> No.3990610

Try playing through it, see if anything else crops up, then upload an update/patch somewhere.

>> No.3990612


Okay, first, go get Zandronum.

...Why not use GZDoom?

>> No.3990635
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170513_160013.png [View same] [iqdb] [saucenao] [google] [report]


Put in the bloodbane too; but it's broken currently.

>> No.3990647
File: 871 KB, 1675x989, spoopy.png [View same] [iqdb] [saucenao] [google] [report]

>...Why not use GZDoom?
Because I am noob and an infographic told me skulltag worked with everything.

Now I know better.
I just shat bricks from this random survival horror wad I found.

>> No.3990652

The infographic must be incredibly, incredibly old. Skulltag hasn't been around for almost half a decade.

>> No.3990659
File: 1.63 MB, 1543x6138, Play Doom.png [View same] [iqdb] [saucenao] [google] [report]

try this infographic

>> No.3990661


>uses numbers instead of explicit flag names

Christ, that is old code.

At a guess, I'd say FBF_USEAMMO hasn't been set in the A_FireBullets call.

>> No.3990670


That one's out of date, too; ZDoom is no longer in development.

And it's missing a bunch of mods. Just off the top of my head:


>> No.3990672

We need a new one.

>> No.3990684

yeah that's cool and shit but how about mapsets

>> No.3990693

it works, but looking at the code more closely, i think it would have worked even if replaced TARGET with any unique integer

>> No.3990702


You could always look through the Cacowards.

Japanese Community Project, Mutiny, and Back to Saturn X Ep 1 & 2 are good recent ones, though.

>> No.3990704

What about Ancient Aliens?
Isn't that from last year?

>> No.3990714
File: 47 KB, 320x200, Wolfenstein_3D_(DOS)_41.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3990716


Yeah. Though that might qualify more as a TC since it adds new monsters.

Also Sunlust from '15.

>> No.3990731

i'd add a section for addons that are compatible with most other addons like doom sprite fixes, duke-3d shadows, damnums, legendoom lite. and maybe a blood mod or two. CustomDoom would qualify for this too.

>> No.3990740

Don't forget this
and this

>> No.3990746

What about one for general purpose modding/some useful things for aspiring modders; ae: making a new monster, new weapon, new prop, or new map; with a bunch of neat tips and tricks

Slopes, 3d floors, all sorts of neat stuff.

It's 2008 code, so yes.

Just stick the useammo on the firebullets?

>> No.3990751


Didn't seem to work.

>> No.3990758

>Just stick the useammo on the firebullets?

I'm not sure what 2560 is, translated into flag names. But you should start with FBF_USEAMMO, and then go from there. It may also have FBF_NORANDOM and maybe FBF_NOFLASH as well. The weapon code's too old to have been using the flags that set pointers to the puff so it wouldn't have those.


>> No.3990772
File: 92 KB, 640x480, Screenshot_Doom_20170514_073049.png [View same] [iqdb] [saucenao] [google] [report]

Man I just started this.

Kek, was not expecting this bit. Already 10/10.

>> No.3990778

i don't think it'd see much (legit) use outside of this thread

>> No.3990780

what? he escaped, carrying 500lb of pure gold, by himself? *sigh* get my mecha suit.

>> No.3990786

post the shooting star version ftw. memes lol

>> No.3990789
File: 113 KB, 1280x1024, clearly defined.png [View same] [iqdb] [saucenao] [google] [report]

I got it to work by just telling it to takeinventory.

As you can see; they're clearly defined; but it says it's not.

>> No.3990790

you're in for a ride

>> No.3990791

how about a doom board then
i mean, stuff like metadoom, brutal doom, doom 4 doom, various modern mapsets, gzdoom in general, can hardly be considered "retro"

>> No.3990793

I'd grill for a /doom/

>> No.3990795

a general on /vg/ would be more likely...

>> No.3990802

The zdoom forums and shit don't even get enough activity to fill a board and make it active

It can't even sustain itself on /vg/ and these threads take days to hit the limit

>> No.3990808

But that would further the D44M and Brutal Doom shitposting.

>> No.3990812

>What about one for general purpose modding/some useful things for aspiring modders

Literally no way to condense all of this information into one single graphic.

>> No.3990814

A bug however; holding the weapon's fire button down will force it's shooting animation to lock in the remove-ammo-frame without taking ammo; it should automatically pass this frame and go to the 'give ammo' frame.

>> No.3990815

there is one on the other site that calls this site "half" chan, but it's dead. i mean totally dead. this is a site where their version of /vr/ is still on its first /doom/ thread. it hasn't reached bump limit, even after this long. so imagine how slow the actual /doom/ board is. sorry balrog, for all your jew hating and moot cuck calling you backed the wrong horse.

>> No.3990817

/doom/'s activity level is comparable to that of /rpgmg/, which barely stays alive as it is.
/vg/ would eat us alive.

>> No.3990819

>As you can see; they're clearly defined; but it says it's not.

Is the ammo defined after the weapon, or in a separate lump read after the lump containing the weapon?

>> No.3990824


>Literally no way to condense all of this information into one single graphic.

Putting links to the ZDoom Wiki and GunLabs would be the best way to accomplish that. Unfortunately, GunLabs is kinda out of date; it suggests using zero-tic frames to call lots of functions on the next tic, when you really should be using anonymous functions for that.

>> No.3990826

Defined after; should I move it to the top?

>> No.3990827

not that balrog isn't a fag, but he stopped backing 8ch and jumped to endch once it was shown that the new admins were datamining people just like they cried gookmoot was doing

sage for off-topic

>> No.3990828

Trenchbroom works for Q2, and it's pretty easy to get going. I made an infographic on setting it up a thread or two ago, if you want to search the archive.

I've never made maps directly for Q2, but it looks fairly similar to Q1 and HL.

>> No.3990829


An infographic full of links sounds like generally a very bad idea.
You can't click links in an infographic like you can with a post, so it's best to minimize their presence.

>> No.3990834

thanks for the correction. i know it's irrelevant rubbish but that doesn't excuse my being wrong and out of date about it.

not bothering with sage because too lazy and thread is after 500 posts anyway. :P

>> No.3990835


Out of those, only Mutiny isn't already on there.


That would overshadow all of the maps incredibly quickly. It's better to suggest an overall balance of stuff, rather than overflooding people with the sheer amount of gameplay mods. For that, we've already got Icaruslives doing gameplay mod overviews.

>> No.3990836

>but it's dead. i mean totally dead.

For anyone who wants an idea of just how dead, their doom thread has <300 posts in it, the last post was three months ago, and the thread was started THREE YEARS AGO

>> No.3990838

Just tried out Nido Force
That was pretty fun for a pretty short amount of time

>> No.3990839

further update: it seems the /doom/ board has disappeared completely, following some kind of recent site hack they must have Deleted Fucking Everything and not got round to restoring nonpopular boards yet i assume.

>> No.3990847

probably for the better, since there was only one german poster shitting it up the whole time

>> No.3990852


>following some kind of recent site hack they must have Deleted Fucking Everything and not got round to restoring nonpopular boards yet i assume.

Yeah, their /leftypol/ was fucking furious; it's the 4th most popular board there in terms of traffic, but after the recent hack, about 25 other boards got restored first, including /pol/, /v/, and /newsplus/ which is basically a board dedicated to reposting Goldwater articles.

>> No.3990860

I'm honestly surprised the site is even going.

Someone on /g/ said that their tech board was actually really good, but I never got around to checking it out, and then there was accusations of the site creator turning it in to a honeypot just like 4chan. I always enjoy good tech boards because I feel like I learn something new every time I visit one (Mostly because my tech knowledge is usually out of date).

>> No.3990865


Dug it up. Pretty sure the maker is from /doom/.

>> No.3990870


Only problem left is figuring out what layer the sprite is on; and forcing it to play the sound during reload.

>> No.3990880


He is.

>> No.3990882
File: 1.20 MB, 1280x1024, Screenshot_Doom_20170513_174708.png [View same] [iqdb] [saucenao] [google] [report]


How would I find out the layer of a weapon sprite? I need to make this thing float above the player's hands.

>> No.3990891

So taking a break from first time of Quake and trying out Ancient Aliens. I'm genuinely interested!

>> No.3990902

If no one else has already started, I'm willing to make a new image.

Reply to me with recommendations for additions if you want.
I'll also make a quick start .zip with everything included.

>> No.3990905
File: 1.30 MB, 192x192, 1470111744824.gif [View same] [iqdb] [saucenao] [google] [report]

>be newfag
>finish doom 1 and 2
>try to do the /doom/core essentials chart in the OP in order
>start with scythe1

>> No.3990910

Script Error: "MAPINFO" line 1: Bad Syntax

What do? Or won't this play in ZDoom?

>> No.3990919
File: 523 KB, 1019x722, ss+(2017-05-13+at+06.41.02).png [View same] [iqdb] [saucenao] [google] [report]


I'm working on v8 and have been prodding at it for the past week-ish.
It's just been slower than usual because I lost the source file, so redoing all of the stuff since then is a pain in the ass, especially with how big the damn thing is getting.

>> No.3990921

This years-old Marathon mod I found is pretty neat with how it recreates the enemies and all, but the fact that dual-wielding / anything with an altfire is essentially non-functional drives me nuts. Sure, I could play Security Officer with Samsara, but the whole package of the interface, enemies and so forth is so cool but it's basically unplayable after a point.

>> No.3990923


When in doubt, update GZDoom.

>> No.3990925

add >>3990670 >>3990702 >>3990704

>> No.3990927

>add a whole bunch of random nonsense gameplay mods
>add only one additional mapset
typical zdoomers

>> No.3990931

Ok, I'll let you get that then

Any interest in a single download for all the recommended wads/mods then?

>> No.3990934

Add some stuff for basic mapping; mayhaps the slopes and 3d floors.

Okay; most of what I want is curently working; The bloodbane's script has part of it that prevents it from refiring without ammo; something that the Gorewyrm lacks; suffice to say; it shouldn't be able to fire when it has no ammo (but still regenerate this ammo and fire when it has done so)

>> No.3990945

How would one tell a weapon not to switch to another weapon when empty; ae: in the case of weapons that passively generate ammo and needs to be apparent to the player.

>> No.3990947

get a load of map 28
protip: hold down left click with the bfg in hand

>> No.3990950

hear hear

>> No.3990958

by not using all the pre-baked functions with their default flags that try to make weapons mimic vanilla weapon behaviour

use a_takeinventory to take ammo instead of built-in ammo consumption of whatever function you are using (bullet of projectile attack)
have an 'empty' state that the weapon jumps to when you don't have enough ammo

>> No.3990959


+WEAPON.AMMO_OPTIONAL is what you're looking for.


>> No.3990960


I probably won't.
An instructional for modding Doom should probably be best as an entirely separate series. As (repeatedly) mentioned before, there's not an easy way to condense all of that information--and even by condensing the information, you're doing it a disservice by not actually teaching it.

>> No.3990961

make a mapset for it then

>> No.3990962

why are you so adamant about learning slopes/3d floors

>> No.3990964


not every weapon mod is AEOD anon

>> No.3990965

>basic mapping
>slopes and 3d floors

>> No.3990971
File: 105 KB, 1280x1024, worm code.png [View same] [iqdb] [saucenao] [google] [report]


But anons...

Code is basically fucking greek-latin to me.

>> No.3990972

I went back like 5 threads CTRL-Fing "trench" and I didn't find the infograph. Would you mind posting it again?

>> No.3990975

Chubz DB tutorials are still good for 3d/sloped floors. The sector/line tags haven't changed at all.

>> No.3990978

>GZDB can edit Decorate now


>> No.3990984

put the flag that >>3990959 suggested right under
> damagetype "normal"
and see if that works

>> No.3990990

>Code is basically fucking greek-latin to me.

Then you should really check out some DECORATE tutorials like GunLabs, made by wildweasel, modder & moderator of the ZDoom forums:


Also, the ZDoom Wiki is in-fucking-valuable. Everybody, not just modding noobs, should have this open, or at least close at hand.


>> No.3990996

can verify the utility of the zdoom wiki
favorite it
even if you think you know all about acs and decorate
fucking favorite it

>> No.3991001
File: 1.09 MB, 800x3450, 1494257963339.png [View same] [iqdb] [saucenao] [google] [report]

I had to find it myself, it was two threads back. I wrote it at work one day was I was bored and sick of working on my map.

>> No.3991006
File: 231 KB, 1280x1024, 3d slope easy.png [View same] [iqdb] [saucenao] [google] [report]

Yes; I've seen them; however a quick visual guide to them would be spot on; speaking of:

>> No.3991012

It hasn't been all that gratuitously helpful; I wouldn't of asked if I didn't think /doom/ would of been a better place to inquire

I had "+ammo_optional" there earlier and it kept firing without ammo. I'll see if this changes any.

>> No.3991018

It's basic map geometry...

Already have. I just need to put it into more work.

did not work.

>> No.3991023

>It's basic map geometry

>> No.3991024

>It's basic map geometry...
it is not

>> No.3991029

Not in Doom it isn't

>> No.3991031

>It's basic map geometry

Even assuming that there was ever a "so you want to map for fucking doom" image of some sort, it would probably be far far far far far far far far better to teach about actual methods of assembling geometry and sectors together, what the different map formats entail, and how to put together doors and lifts and switches, rather than ZDoom-only techniques that only make something look pretty.
The biggest pitfall of ZDoom maps is when they focus on ZDoom technology rather than actually making an interesting and fun map, and teaching about 3D floors and slopes first is a very fast track on the way to that.

>> No.3991032

Some faggot moderators of ZDoom Wiki edited half of the stuff relevant to the older mods (that are still working and compatible) to read "DEPRECATED" instead of actual explanation of how shit worked that was written there before ZScript transition, and history is not helpful in that regard for some reason.

Aforementioned functions still work in new versions, but now you have no way to get info on how they actually work and how to use them for yourself properly.

>> No.3991035
File: 260 KB, 887x607, implying this isnt basic.png [View same] [iqdb] [saucenao] [google] [report]

>it's not basic

>> No.3991037

yes, congratulations, you have managed to use an exclusive feature for an advanced source port instead of basic mapping techniques

>> No.3991039

It's a feature for an advanced source port, so no, it's not basic.
Try doing that shit in PRBoom+. I'll wait.

>> No.3991041

It's a basic 'GZDoom" mapping feature.

It is not a basic "Doom" mapping feature because "Doom" does not support it.

>> No.3991042 [DELETED] 

ZDoom wiki shills are the cancer of doom.

>> No.3991045

This still has plenty of information on how the function works.
What page are you looking at?

>> No.3991053

I call it 'basic' because it's NOT hard to set up.

In comparison to whatever the fuck it is I'm supposed to be doing here >>3990971 >>3990945

The bloodbane inherantly does this already; the problem is fucking both weapons royally in the process of trying to do it.

And the engine being too stupid to realize it is infact defined; so I guess players will be forced to load it with GZDBuilder's test map.

>> No.3991054
File: 38 KB, 375x500, 1463832631107.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you!

>> No.3991056

>genuinely thinks 3D floors is basic
typical zdoomers

>> No.3991058


So basic only applies based on your own personal metric of difficulty?
Never write any guide, please.

>> No.3991060

Hopefully it helps, anon. If you need more advise, I'll attempt to answer any questions in the thread, but I don't always catch every post.

>> No.3991061

>In comparison to whatever the fuck it is I'm supposed to be doing here
Decorate is also not a basic feature as very few source ports support custom weapons defined through it.

>> No.3991069


What? What pages are you looking at? Shit like A_ExtChase? Stuff like that is marked deprecated because there's a better way to do it now.

>> No.3991070

I mean, it shouldn't be too hard for the average man; but for a blithering retard; I have no idea what I'm missing here.

I wouldn't of asked if I hadn't already consulted the wikis. ONCE AGAIN they weren't helpful.

>> No.3991072
File: 142 KB, 1280x1024, too dumb to live.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3991073

what's the name of that personality disorder where you can't accept information that isn't an echo of your own thoughts and opinions? when you can't distinguish between your own views/opinions, and demonstrable fact? "what i think is correct, despite evidence to the contrary"? because he has a really bad case of it.

no it's not autism, you people say everything is autism. i'm a total sperg, but i can still accept information i don't like it or agree with it.

>> No.3991078

Brain damage of some degree. Usually this is also a vicious ouroboros cycle because the fucker genuinely wants to remedy the problem but their brain can't properly process the information.

>> No.3991081

Ultimately I just need somebody to point out the thing that's extremely obvious that I'm missing.

Even with MSPaint lines.

>> No.3991084

I wouldn't be trying to push this so hard if it wasn't crucial to the map. The bloodbane and gorewyrm were selected specifically because of their similarity to the weapons they effectively 'replace' in this situation: Bane for Shotgun, Wyrm for SSG.

>> No.3991091
File: 50 KB, 251x356, 1488695026323.jpg [View same] [iqdb] [saucenao] [google] [report]


(Not me, obviously. I'm retarded, but I'm not "5 Year Old Shilling On 4chan" retarded)

>> No.3991092

Two things.
+AMMO_OPTIONAL belongs in the actor state, yes, that's good. That means the actor does not require ammo to function, which is good for making it...well, still functioning. Which is what A_JumpIfNoAmmo checks for, if the actor is without ammo.

You realize you can name states with jump clauses, right? Rather than A_JumpIfNoAmmo(8), you can just do A_JumpIfNoAmmo("Ready") and you can go to the Ready state instantly.

Likewise, you can add additional states. Underneath the A_JumpIfNoAmmo(1) goto Ready, you can add something like, say, Ready2: and have it as a different state.

>> No.3991101

>The biggest pitfall of ZDoom maps is when they focus on ZDoom technology rather than actually making an interesting and fun map
Holy shit this. ZDoom maps would have a better reputation if people mapped like normal with using some "extended normal" features with restraint like taking jumping and fixed actor height into account, and taking advantage of being able to add additional monster types or weapons or powerups. Stuff like 3D geometry and scripted events are pretty unnecessary for a doom map and will just probably mud it up.

>> No.3991107

I'll try these and let you know.

These 'prevent switching without ammo' are very crucial to letting the player know about it's passive capability.

>> No.3991109

>this child fucking around gets more views than I do
I understand why
but it still saddens me

>> No.3991114

was i in a delirious, sleep deprived state, or was there a hl1/hl2/css texture pack for doom somewhere?

i need some consistent textures for a contemporary setting
pls no duke3d

>> No.3991119

well you go on 4chan so it's most likely the delirious, sleep deprived state thing

>> No.3991125
File: 1.45 MB, 1920x1080, Base Profile 05.13.2017 - [View same] [iqdb] [saucenao] [google] [report]


>> No.3991128

I want to make a map.
1. Are custom textures something supported by more vanilla source ports like Boom or no?
2. Is there a nice big database or something I can find custom textures from?

>> No.3991131


I'm not 100% familiar on Boom mapping, but there are several notable mappacks for Boom-compat that make use of custom textures.
The most common method is simply to replace the existing textures to include in new stuff.

>> No.3991134
File: 1.58 MB, 1920x1080, Base Profile 05.13.2017 - [View same] [iqdb] [saucenao] [google] [report]

I'm breaking my no-save scum rule, fuck this honestly. This whole expansion has been pretty underwhelming and way more key/switch/trap centric than the base game.

>> No.3991138

Still got nothing.

>> No.3991141
File: 1.76 MB, 1920x1080, Base Profile 05.13.2017 - [View same] [iqdb] [saucenao] [google] [report]

On my 14th death, I went into an autistic rocket launcher fueled rage and wound up finding a secret, so all's well that ends well I guess.

>> No.3991150

hold up
is there a clear light path you need to follow that you completely ignored?

>> No.3991152


That's how it's done and is how I'm doing it in my own mod, AMMO_OPTIONAL to make a weapon function without ammo, and A_JumpIfNoAmmo to jump to a new state.
You're fucking something up, m8, and without seeing the actual mod there's not a whole lot we can do.

>> No.3991154
File: 1.20 MB, 943x875, a45.png [View same] [iqdb] [saucenao] [google] [report]

kill me

>> No.3991157

i agree

good zdoom maps:

- thunderpeak
- zen dynamics, except that bloody worthless knife fight
- er... someone help me out here, i'm out of ideas already

>> No.3991161

Yeah I surely love slow fireballs.

>> No.3991168

Here's the source wad; you should be able to extract the weapons from there and edit the code.

There is a more recent version of Demon Eclipse, though.

you'll need to summon the gun as it isn't availible in the maps.

>> No.3991170

maybe you should stop getting so mad at video games anon

>> No.3991171

Note that the Bloodbane is broken in this version and doesn't take ammo; something I fixed and tweaked the spawn of it slightly for consistency.

>> No.3991172

>slow fireballs and hitscan attacks
>constant grenades and stuff running at the screen

Don't act like Quake is any better in the enemy attacks department.

>> No.3991175

winter's fury?

falls under same catergory as zen dynamics, in the sense that it's mostly it's own self contained quasi TC
i.e. not very mod friendly

>> No.3991179

but you got different things throwing different fireballs

meanwhile you only have one kind of thing tossing one kind of grenade at you

>> No.3991180

I take it back.
This wad is rage inducing. Why am I fighting 10 revenants and a cyber demon with only twenty shotgun shells and five rockets? Not even playing on hard difficulty.

>> No.3991183

I didn't like Thunderpeak that much because it had a really bad custom monster choice, fuck those guys that drop grenades when they die.

It doesn't have to be a semi-TC or mod unfriendly, even wads using jumping and custom monsters well to expand on the vanilla gameplay conservatively would be enough.

>> No.3991186

well duh, if you can't handle that with what you have, you are clearly a literal baby at the game

out manuever and out smart them and find more guns and ammo
did the first map not teach you that you aren't supposed to directly fight the cyberdemon unless you have atleast a plasma gun and a good stack of cells?

>> No.3991191

Please, add a section for mods like these:

>> No.3991202

Jokes on you, the exit was open anyway!

>> No.3991203

Every enemy is a more unique experience in Quake, and even the projectiles they use are each one of a different kind, with their own strategy to deal with.

Sure, overall monster variety is rather underwhelming compared to Doom, but to say Quake is repetitive in enemy strategies is just being plain dishonest just for the sake of avoiding any criticism towards Doom.

>> No.3991212

Yeah, bullshit traps are what always make me break the no save scum rule.

>> No.3991315

Looks better to me. You're forgetting the small fast projectiles, also.

>> No.3991316
File: 53 KB, 640x480, Screenshot_Doom_20170514_113543.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3991342


Please fuckin God tell me you're doing a new Scoredoom

>> No.3991347

hey my computer is too potato tier to run GZDoom, can regular Zdoom run D4D or D4T etc.?

>> No.3991351

does anyone have a different link to modern doomfare?

I'd like to try it with the marine1 wad

>> No.3991354

Pretty sure it's MetaDoom anon

>> No.3991373

>computer can't run GZDoom
How old is your machine? Even my shit laptop can do it.

>> No.3991374
File: 159 KB, 620x466, latest[2].gif [View same] [iqdb] [saucenao] [google] [report]

Son of a bitch. Back to mourning Scoredoom

>> No.3991387

my thing seems incapable of installing new Drivers, it was handed to me, its an old ass bare bones Inspiron 530

>> No.3991393

I don't like these Master Levels. They're full of tricks.

>> No.3991397

Sounds like you're not a master.

>> No.3991404

It's such a shame that Brutal Doom's gore looks so much fun, but there's no way to use it without the rest of BD, and Ketchup doesn't get updates.

>> No.3991408

Play the crummy expansion packs. They suck.

>> No.3991430

Honestly a neat thing that GZDoom should have is an option to count score, and allowing you to define score on a decorate actor (if any).

It could have a lot of uses beyond just counting score, but [NO!]

>> No.3991437

whens new thread

>> No.3991439

>tfw I always liked Habitat
The tunnels are cool plus it reminds me of that one Aeon Flux episode.

>> No.3991446
File: 209 KB, 640x458, Screenshot_Doom_20170514_122925_01.png [View same] [iqdb] [saucenao] [google] [report]

The look on doomguy's face says it all. I think I'm done with this with this wad for now.

>> No.3991448


This thing is kinda what you're talking about, but it's designed to basically be an all-in-one program to play Doom, every cacoward map, and other shit.

>> No.3991450

I bet you didn't even try shooting the face of the Jesus mural

>> No.3991460

>Fortress of Mystery
I always liked the little lore it added on Cacodemon and Baron hostilities.

>> No.3991472


This is an incredible idea, thank you.
Adding now.

>> No.3991473

one that compliments the list would be fit, a sort of all-in-one starter pack deal

>> No.3991489

pussy, i did it ( on UV ), so you can do it too

>> No.3991490

Ketchup is great and I always use it whenever possible, but Cacos and Hellknights having red blood just doesn't look right.

>> No.3991514

Fuck nigger you must have a sixth sense for the location of homing fireballs.

>> No.3991517

hail satan , i am actually the demons

>> No.3991547

bumping for 666

>> No.3991559

Huds are also a good idea

>> No.3991598

What are some good tutorials for modern GzDoom builder? I want to make some maps really bad but everytime I try I suck pure shit and can't make a simple room without breaking the the game. Every tutorial I've looked at so far is either tries to explain the entire gzdoom system as fast as the humanly can and everything flies over my head or they don't talk about stuff I have questions to, or they spend 4 tutorials very carefully explaining how to unpack the gzdoom builder .zip and click the .exe.

>> No.3991631

Thank you, I'm not the only one it seems.

This is why we need tutors for doom modding.

>> No.3991670
File: 4 KB, 200x200, Kaiser.jpg [View same] [iqdb] [saucenao] [google] [report]

what is his endgame?

>> No.3991692

Just got back to doom after 10 years.
Already finished it using Project Brutallity 10 minutes ago.

I'm going to stack up the best wads you guys throw at me because i'm gonna have no internet for 30 days.

Any recomendations?

>> No.3991695

That's the plan.

>> No.3991723

Dukewooze fixed my stupid worm.

The missing-but-clearly-there actors cannot be fixed; so the map is mandatorily requiring to be ran through GZDB

>> No.3991734

New thread.


>> No.3991750

Double Impact
Back To Saturn X Ep1 & Ep2
Nihility.wad (starts at Ep2 slot in Doom 1)
Alpha Accident
Strange Aeons
UAC Ultra
Suspended In Dusk

>> No.3991860
File: 55 KB, 636x310, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Listen here, you little shits.

>> No.3991884

>so just set mass to anything > 25000, say 30000, and the thing should never move.
But I know that to not be true. I have the mass set at 999999 on this object and it still budges slightly. And anything over ~10000ish doesn't seem to make a difference.

>> No.3991887

given the attitudes of some people towards learning, doom modding tutors would be a job with a very high suicide rate

>> No.3991893

shame doom 64 ex mapping is "Dead"

>> No.3991997

nigga just clear one of the rooms with mancubus first, then go in it and shoot from there

>> No.3992021

then like i said, set it to ten million, as id themselves did with the boss brain :) if it still moves after you do that, then, well i don't know what to say, you're fucked.

>> No.3992539
File: 928 KB, 800x600, debugging.webm [View same] [iqdb] [saucenao] [google] [report]

Turns out even just debugging (a_spawnparticle) for the grappling hook is a task and a half. Slowly figuring things out though.

>> No.3992619
File: 1.27 MB, 800x600, debugging2.webm [View same] [iqdb] [saucenao] [google] [report]

Almost works now! Just a little bit of tinkering with the angles left. And adding air control/friction back.

>> No.3992654

uhhhhhhh am i supposed to die from map05 to map06 while playing scythe?

>> No.3992781

it uses death exits to fake episode transitions

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