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/vr/ - Retro Games

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3996636 No.3996636 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3991729

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.3996642
File: 502 KB, 964x607, I looked, and there before me was a pale horse.png [View same] [iqdb] [saucenao] [google] [report]

first for suffering and death

>> No.3996650


-Mapping deadline reached; awaiting release?
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk [Embed]

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

=== NEWS ===
Attempt to fix things that were causing Project MSX to malfunction in more recent versions of GZDoom.

[5-14]DFRetro released a Retrospective of Quake II and how it changed the FPS genre
https://www.youtube.com/watch?v=DFYjSkUdfb4 [Embed]

[5-13] Blender now has an addon for the creation of Quake 1 models

[5-12] Marathon Skins Pack updated to 1.0.7

[5-12] Castlevania-style mod Nightmare of the Sin updated to 1x1

[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
https://www.youtube.com/watch?v=MXp94HQKKOg [Embed]

[5-8] Evolution of the WAD Episode 4
https://youtu.be/AwkCJQZlf8M [Embed]

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

[5-2] GZDoom 3.0.1 released; bugfixes


=== PROTIP ===

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

>> No.3996653 [DELETED] 


>> No.3996660

We would drown on /vg/. Waste your time petitioning hiroshimoot to make /vg2/ instead or to increase the page count.

>> No.3996662

That's his Quake 3 model?
>hidden navel
Thank for that.

>> No.3996670

Even if they did increase the page count, we'd still drown. Any game that has a single anime character will be more active than Doom

>> No.3996682

Q3 model with his stomach covered, yeah, the original Q3 model has exposed abs. Also the model there has unfiltered textures on his pants only which is super weird.

>> No.3996683
File: 334 KB, 640x480, Screenshot_Doom_20170504_030149.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3996697

The PC version of THPS3 renders random textures without filtering. You can fix it by getting an Xbox texture mod though

>> No.3996701

Anyone got that pic of NuDoomguy getting triggered at a UAC logo (not the actual UAC, an IRL company logo that has the same initials)?

I made the pic and I lost it somehow

>> No.3996704

I noticed that while playing it and it weirded me out, wondered how a bug like that even happens. Doesn't detract from the gameplay at all though so I didn't bother looking for a fix.

>> No.3996709
File: 138 KB, 720x480, Wow.jpg [View same] [iqdb] [saucenao] [google] [report]

I just checked, the other guy was right.
I find it interesting how in old Metroid, beams just had different effects (plasma pierced enemies, ice froze them), while Metroid Prime, if you omit the elemental weaknesses and resistance, has them coming off as upgrades, since the plasma beam is objectively the most powerful (even if missiles are stronger).

I wonder how Prime 2 and 3 handled the beams.

>> No.3996729

Will use this to trigger /emugen/, thanks.

>> No.3996731

Did I say something wrong?

>> No.3996737
File: 176 KB, 619x597, 1363757623791.jpg [View same] [iqdb] [saucenao] [google] [report]

He's just talking about the filters in your image.

>> No.3996738

It's your disgusting filtered image that I'm referring to.

>> No.3996741
File: 229 KB, 1200x700, 1461001093690.jpg [View same] [iqdb] [saucenao] [google] [report]

you are like little baby
watch this

>> No.3996742

To be honest, you type of people wouldn't be happy until all western games are removed from /vr/.

>> No.3996743
File: 126 KB, 720x480, Wow.jpg [View same] [iqdb] [saucenao] [google] [report]

Pick anything from https://www.youtube.com/watch?v=pdueY9LcQTM then.
The floating thing with the melting face is horrifying, but Ridley is a joke.

>> No.3996749

This is art.

>> No.3996752

>I wonder how Prime 2 and 3 handled the beams.

-Light Beam is basically the new Plasma; sets things on fire, fast firing & fast projectile.
-Dark beam is basically the new Ice; slower firing, slow moving projectile; charged shot 'freezes' enemies.
-Annihilator beam is slow to fire, but homes in.

-Like Super Metroid, beams stack (but you can't deactivate them), because the Wiimote doesn't have the room for beam selection on top of visor selection, hypermode and everything else. Ice functionality is a missile upgrade, like Metroid Fusion.

>> No.3996754

>I wonder how Prime 2 and 3 handled the beams.
Prime 2 had them as separate weapons with different ammo.
Prime 3 had them as stacking upgrades.

>> No.3996759

Sounds nice, even if 3 sounds a bit boring if all the beams stack. You only have one beam, then, and it get better the more your progress.


>> No.3996762

Is there a mod that let's me play Quake 2N64 with the actual Quake 2 engine?

Didn't know it had completely original levels

>> No.3996764

>more your progress
The more you progress*

>> No.3996774

A few people have started a total conversion but no one has completed it.

>> No.3996778


Forgot to mention they use ammo. Annihilator Beam uses both, which is how it balances being the best beam. On Dark Aether (Prime 2's equivalent to LoZ:ALTTP's Dark World) there are these safe zones that can damage enemies if they're charged with Light Beam. With Annihilator Beam, they kill enemies, but also draw them in.

Also you restore ammo by killing enemies/destroying supply containers using the opposite beam. And if you're completely empty of beam ammo, you can still use fire a standard shot by charging it. You don't have access to the proper charged shot, however.

>> No.3996782

Ha, okay. You had me scared for a while, here, given how the weapons in Metroid also act as tool, limiting the ammos sounded annoying.

>> No.3996791

Actually the most annoying aspect of Prime 2 was the constant "warping between Dark and Light worlds" loading screens. I'm not sure if this problem is mitigated at all via emulation, because I haven't tried it personally. But if you can get past that, (didn't bother me as much as it seemed to bother most people) Prime 2 is an excellent game overall. Would recommend especially if you liked Prime 1.

>> No.3996794

Any doom wads that are similar to Divine Comedy?

I want to explore the nine levels of Hell.

>> No.3996797

I loved Prime 1. It was the reason I was so excited when I learned there was a Metroid wad for Doom.

I'm just annoyed because the Metroid games are scattered on 6 different consoles, and even if I got a Wii to play the Prime trilogy, I just read that they changed the games, so I won't be playing Prime 2, I'll be playing a remake.

>> No.3996808

Prime Trilogy isn't a remake by any stretch. It adds (amazing) pointer controls and true 16:9 support for the two GC games. That's really it. The rest of the series can easily be emulated on a low end PC and no one gives a rats ass about Prime Hunters' campaign.

>> No.3996810

They only changed the controls, and Wii is backwards comparable with gamecube anyways

>> No.3996815

I dunno, I just read that it changed the charge beam and a few damage value.

>Wii is backwards comparable with gamecube anyways
Brb buying a Wii.

>> No.3996819

Does anybody have the older unmaker wad, which happened to be pulsating and animated?

Need any unmaker that isn't on the r667, additionally.

>> No.3996823

>I'm just annoyed because the Metroid games are scattered on 6 different consoles
Emulate, bruh.

>> No.3996824

>I dunno, I just read that it changed the charge beam and a few damage value.
Where? The comprehensive differences list ion the wiki doesn't say anything about it.

>> No.3996825

>playing with the worst dual analog on any official controller versus arguably the best way to play a FPS ever

>> No.3996829

>When in use, the Charge Beam causes a graphical effect to affect the Arm Cannon which differs depending on the Beam (although this was removed in the Wii version of Metroid Prime).
Not sure why they made it, it was pretty fun to have the cannon opening up.

I don't suppose there's like, an Metroid All-Stars thingy on SNES with all the old 2D games?

>> No.3996830


If you're looking to get into the older games, though, start with AM2R or Zero Mission. They're remakes of the older games but with more handholding so newer folk can get in, and while AM2R is fan-made it's almost a passable Nintendo product.
Play both, and then go Super Metroid--the king of the franchise, but God help you if you go in unprepared.

>> No.3996832

>AM2R is fan-made
Ha, so I can play it on PC? I'll keep the others in mind for later.

>> No.3996835

>Super Metroid--the king of the franchise, but God help you if you go in unprepared.
When was the last time you played SM? It's not all that difficult, even if it's your first Metroid.

>> No.3996836


It's not difficult at all, no, but the complete lack of any guidance REALLY trips up newcomers.
I've introduced a lot of folks to Metroid over the years, in different orders, and when people were introduced to Super Metroid first you could set their bewilderment to a clock.


You can, yes.
Enjoy, m80.

>> No.3996842

Good to know, and thanks for the link.

>> No.3996852

While I'm talking about Metroid Dreadnought.

Make it to the secret level with the nazis. You'll see.

>> No.3996862

It's also nice that people who only played the Prime games aren't badly considered.

>> No.3996867

>Doomguy can't jump and falls like a sack of bricks, but is impossibly fast and turns extremely quick

>> No.3996875

The funny part is that with those stats, he actually jumps higher than a number of other skaters with default stats due to his insane speed alone. I noticed that when I unlocked him, Doomguy can easily clear the first sideways scaffolding in Foundry from the starting ramp while other skaters can't do that even with a Boneless.

>> No.3996878

Everyone had to start somewhere.

>> No.3996879
File: 335 KB, 1207x1557, dg.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3996880

The analyse system was pure genius. It made the game a lot more immersive.

>> No.3996882

Well played, Neversoft.

>> No.3996884

Wasn't Neversoft's doing, it was Gearbox that added Doomguy while they were porting the game to PC.

>> No.3996893

Please don't get me wrong, it's pretty cool that something like Chocolate Doom works in older OS.

But why is it that nobody has bothered to develop a WAD managing tool that also works in older OS?

All is fun and games in the XWE bashing bonanza until you're stuck with no other choice but to use XWE because your PC is broken, you have no backups and you only have one of those shitty "WinXP Live" discs.

>> No.3996903

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

Well fuck I replied to the OP last thread instead, oops

>> No.3996909
File: 17 KB, 350x200, samuss.jpg [View same] [iqdb] [saucenao] [google] [report]

>no one gives a rats ass about Prime Hunters' campaign

>> No.3996924

Why does Evilution have all these unnecessary areas?

>> No.3996935


-There's a reason the other Metroids only do the 'escape from the boss with a timer' once or twice at absolute maximum. That shit get old REAL quick when you do it every planet.

-Hunters dropped most of the mobility-based powerups for mostly weapon based ones. You know, those things that help to separate Metroid from other shooters? Yet another case of a single-player campaign being hampered for sake multiplayer.

-Once of the most common gripes I see about the Primes is the bits where you get locked in a room and are forced to fight some mini-mini-boss enemies. Prime 1 does it with Chozo Ghosts, Prime 2 does it with Dark Pirate Commandos. In both cases, acquisition of a visor powerup/weapon makes these fights less of a time-wasting annoyance, or completely optional. Hunters however, does these bits constantly because it needs to pad out its smaller areas due to being on the DS.

>> No.3996940

Good shit. Especially the Ridley battle, like holy fuck

>> No.3996945
File: 30 KB, 610x448, 1470757413140.gif [View same] [iqdb] [saucenao] [google] [report]

Hunters was in development hell, and the final thing is essentially an Arena FPS first. It was actually pretty good for what it was in that regard, if only the game didn't succumb to an influx of script kiddies with Action Replay before WFC kicked the bucket. Honestly wouldn't have minded a 3DS remake because the thing is essentially a Monster Hunter machine.

But yes, the campaign was nothing to write home about. Still better than Moon, but yeah.

>> No.3996952

>-Annihilator beam is slow to fire, but homes in.
Anon it fires as fast as the power beam, and the light beam shoots kinda slow and the dark beam shoots a little faster than the ice beam from Prime 1

>> No.3996954

>That shit get old REAL quick when you do it every planet.
You'd hate Descent then

>> No.3996965
File: 11 KB, 800x800, 1339821173894.png [View same] [iqdb] [saucenao] [google] [report]

>get home
>new doom thread
>all this Metroid talk
Unexpected, but really pleasant.

>> No.3996981


It's also worth noting that It was developed by Nintendo Software Technologies, not Retro. NST 's work prior to that had been stuff like the Crystalis port for GBC and Zelda Collection for GCN.

>> No.3996986

Is there a WAD manager similar to Mod Organizer for Bethesda games?

>> No.3996990

Never heard about this development hell business, but the singleplayer was enjoyable and environmental detail was astounding for a DS game.

What's Moon?

>> No.3996995

The Master Levels had parts of a full set created by one guy
But be aware that the levels are from '95 and that they're Master Levels, so quality is questionable, also I can't recall how accurate they are, if it all

>> No.3996997

why would there be any need for something like that? wads are self contained in the first place

>> No.3997006

>Still no Quaketroid
>Modding skills not yet good enough to make it happen.

>> No.3997010

>tfw you will never see a game where doomguy and samus kick alien demon ass

>> No.3997014 [DELETED] 

The dev of TrenchBroom haunt these parts hereabout?

>> No.3997019


The closes thing to what you're asking is a launcher, like ZDL:


>> No.3997020

Anyone know if someone ported Devil Daggers over to DooM? I know someone did the double-barrel from Wolfenstein: The New Order.

>> No.3997025
File: 61 KB, 355x265, nds-35740-21371930531.jpg [View same] [iqdb] [saucenao] [google] [report]

Moon was another FPS for the DS.
It was made by the same people who made Dementium: The Ward.

I kinda liked it.

>> No.3997053

Oh fuck I remember that, I keep meaning to play it somehow and then forgetting to.

>> No.3997062
File: 39 KB, 505x379, cmonman.png [View same] [iqdb] [saucenao] [google] [report]

What do I do. This sin't the first mod which has done this. Ketchup also gave me this.

>> No.3997069

You unpack it and fix it by changing 0,l to 0,1.

>> No.3997075

They remade it on the 3DS.

>> No.3997082 [DELETED] 


>isn't the first mod
Of other mods are doing this, then you GZDoom is out of date.

...However when it comes to the mod in question, it's because of anactual typo that SgtMarkIV still cannot be fucking assed to fix this.

To make a long story short, a long time ago, ZDoom's code parser would sometimes read invalid floats as legal. This was recently fixed, which causes BD to crash.

YOur only way to fix this is to either go into the pk3 with SLADE and do that job that Mark should have done goddamn MONTHS AGO, or to use a spinoff/revamp like Project Brutality, coded by people who actually know what they are doing, and are willing to fix bugs.

>> No.3997086

Fuck. That's beyond me.

Back to playing Call of Duty and League of Legends.

>> No.3997093

>then you GZDoom is out of date.
He posted a picture, it's 3.0.1, he's up to date.

>> No.3997094


>isn't the first mod
If other mods are doing this, then your GZDoom is out of date.

...However when it comes to the mod in question, it's because of an actual typo that SgtMarkIV still cannot be fucking assed to fix.

To make a long story short, a long time ago, ZDoom's code parser would sometimes read invalid floats as legal. This was recently fixed, which causes BD to crash.

Your only way to fix this is to either go into the pk3 with SLADE and do the job that Mark should have done goddamn MONTHS AGO, or to use a spinoff/revamp like Project Brutality, coded by people who actually know what they're doing, and are willing to fix bugs that are simply remedied through the use of SLADE's 'Find & Replace'. Also, Project Brutality is just plain better that BD, so it's a win-win.

>> No.3997115
File: 1.95 MB, 480x480, SQUID_III.gif [View same] [iqdb] [saucenao] [google] [report]

Requesting somebody break this up into a spider-mastermind sized decoration. all frames extracted, just remove the black backround and script it to run through it's frames.


>> No.3997120

Hey, Doom Quickstart Archive anon here.
I finally tracked down every wad/pk3 mentioned in the guide, however a few of them aren't working, namely Internal Conflict, Jurassic Rift, Rocket Jumping Extreme, and ZDoom Wars.
If anyone has working copies, I'd be glad to have a copy.

In the meantime, I'm uploading all of the ones that do work.

Are there any old doom map pack disks that would be worth including?

>> No.3997124


It's an issue with the latest GZDoom that Mark hasn't bothered to fix in a year.

Here's a patched file: http://gam.thewaitingroom.org/doom/brutalv20b.pk3

>> No.3997125 [DELETED] 


No users of TrenchBroom in the house then?

>> No.3997141

Absolute legend.

>> No.3997151

Just use VirtualDub to convert then remove the black from all of them at once with Slade3

>> No.3997152

Is it true Quake 2 is not actually suppose to be orange tinted but the hardware accelerated render makes it so? I thought an anon suggested that was the case, but I'm not really sure.

I'm thinking about making a map for it, but I don't want to be limited to a very small color range.

>> No.3997157

How the hell do I remove the black from all of them at once? Didn't know slade could do that, they're all clear to go.

>> No.3997162

Did gzdoom 3 remove the launcher because it's a text launcher for me.

>> No.3997179

Use ZDL as your launcher.

>> No.3997181
File: 586 KB, 800x600, converting.webm [View same] [iqdb] [saucenao] [google] [report]

made you a webbum

>> No.3997183
File: 303 KB, 1920x1080, hU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3997185

Every time I see this, I marvel at how he fucking conflated number 1 for the letter I

I mean JFC Marquito

>> No.3997189
File: 91 KB, 640x813, 1491793142713.jpg [View same] [iqdb] [saucenao] [google] [report]

>sprite names can only be 4 characters long
>187 frames

>> No.3997194

why is everyone talking about metroid?
are people playing it again?

>> No.3997198
File: 16 KB, 800x600, me pickled arse.png [View same] [iqdb] [saucenao] [google] [report]

oh well nevermind i just had to go S^0

now just to set up it's fra-


wouldnt' this conflict?

>> No.3997203

But slade can batch-rename for you too :^)

>> No.3997210


>> No.3997223

You can figure out how to do it if you apply yourself

>> No.3997226
File: 38 KB, 1078x794, 1490721086692.png [View same] [iqdb] [saucenao] [google] [report]

>i'm a psychic
yeah okay

>> No.3997237

>Upload ETA has been eternally stuck at 2.5 hours

>> No.3997238


>> No.3997252

>Never heard about this development hell business

The game was supposed to be released not long after the DS itself. The demo that was released with launch units was a different game.

>What's Moon?

Another DS FPS where you play as an Astronaut who shoots little drones and uses an RC car. It got a 3DS remake that was released episodically.

>> No.3997282

I know right, it's a pretty good weapon mod.

>> No.3997305
File: 400 KB, 640x480, Screenshot_Doom_20170516_150645.png [View same] [iqdb] [saucenao] [google] [report]

Hmm, so I turned off the brutal enemy options in the settings, but skellies are still OP as fuck. huge rocket splash damage radius, crawling around still firing these rockets when they're supposed to be dead, and then this weapon which is not supposed to be in classic doom. Does anyone know if this can be got rid of without wizardry?

>> No.3997354
File: 310 KB, 640x480, Screenshot_Doom_20170516_155404.png [View same] [iqdb] [saucenao] [google] [report]

And now this. First epic arena battle is broken by brutal doom. First part is too easy since you have these guys distracting all the mancubi, then the second part just never happens.

I feel like doom is not complete without the mega blood splatters, but all this bonus content is killing the game.

>> No.3997356
File: 1.52 MB, 231x365, StElmosFire.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3997360

Just use Ketchup.

>> No.3997365

1. https://forum.zdoom.org/viewtopic.php?f=19&t=45550
2. http://www.moddb.com/mods/brutal-doom/addons/smooth-doom-with-ketchup-patch

Fixed version of Ketchup with Smoothdoom.
Or here's just Ketchup:

>> No.3997369

You know a version of ketchup that isn't broken with the latest gzdoom?

>> No.3997371


>> No.3997404

Thank you.
Is there a simple way of loading two mods in a desired order?

Sorry, am noob.

>> No.3997412

You'll want to have a look at this page before you continue doing that


>> No.3997414

I've spent all night trying to "fix" a mod and I think I've hit a roadblock, I believe it might even be an issue with zdoom/ACS and whatnot, but I'll ask here first before sending a bug report in case anyone can shed some light because I have next to no idea about ACS and maybe this is not the correct approach.

It's about this mod:
I can get it working on all zdoom (z, qz, gz, zan) variants no issues, but as soon as a savegame is loaded after a few changemaps/reloads it crashes the game on all of them.

Then I tried another HP bar mod:
Works fine, and no crashes whatsoever, but the enemy name displayed is awful, so I thought as a learning exercise I'll try porting the name replacer from the previous mod into this one.

Got it first try alright, but now I have the same issue: game crashes right after reloading under the same conditions.

First I thought it was the cvar shenanigans the guy from the former mod was using, so I tried to move away from it a replaced it with multiple switch/cases (multiple because there's a cap on them, what the fuck), but still has the same problem. Out of desperation I even tried a shitload of ugly if's one after the other, still the same shit.

So all this raises a series of questions.

>> No.3997420

The game just freezes at this point, even with jimmy's aid.


Knock yourselves out if you can get it to work properly. It just freezes at this point; I'm not fucking with it anymore, I need to keep working on my map and making it good.

>> No.3997421

what the ever-loving fuck

>> No.3997423

ZDL https://zdoom.org/wiki/ZDL

>> No.3997447

First would be, how can I achieve the same functionality (or close) to what in other languages would be "associative arrays"?
What I need is a way to link a "tag" to a "value" so I can access that value dinamically through that tag.
As in:
>enemy["DemonTechZombie"] = "Demon Tech Zombie"
>enemy[nametag] would be the same as enemy["DemonTechZombie"]

What the first guy did was save all those names in cvars such as
>server noarchive string hpbar_name_DemonTechZombie = "Demon Tech Zombie";
So he can access them like this
>str name = GetCVarString(strparam(s: "hpbar_name_", s: class));

Any of you guys know any other way to achieve this? I didn't manage to find anything.

The second thing I wonder is if there's some kind of limit regarding how many "strings" you can have in a mod, because seems like it might be related to the crashes.

>> No.3997451
File: 126 KB, 1280x1024, cutmylifeintopeicesthisismylastresort.png [View same] [iqdb] [saucenao] [google] [report]

Exactly. I don't get a single lick of any of this shit. Setting the frames to 999 even did nothing but freeze it.

>> No.3997456

>the fucking sprite names didn't change
jesus fucking christ just give me a noose

>> No.3997457

...because you're making each frame last for 999 gametics, you fucking idiot.

>> No.3997458

>the sprite names are correct

Give me TWO

>> No.3997460

And they still freeze any lower, you fuck-cake.

Stop giving me the "did you try turning it on and off again" treatment

>> No.3997462

How much lower, because it should be, like, single digits.

>> No.3997463

Any. It doesn't matter what number.

>> No.3997467

Is the actor dormant or deactivated in your map

>> No.3997469
File: 112 KB, 1280x1024, shitbox.png [View same] [iqdb] [saucenao] [google] [report]

No; infact I made a box map specifically just to test and tweak the prop.

>> No.3997481
File: 694 KB, 1600x900, Screenshot_Doom_20170516_024756.png [View same] [iqdb] [saucenao] [google] [report]


Got it working. It took literally one change.
You're a dumbass, Sarais, and the way you're treating people helping you, no wonder you're stuck.

>> No.3997489

nvm fixed it ;)

It was the cvar shenanigans definitively, I'm fucking dumb and I didn't clear that cvarinfo file properly, now it's working fine only with the bunch of "if's" which doesn't seem much elegant.

>> No.3997492

good to hear. cvar shenanigans certainly provide a lot of trickiness that are difficult to wade through.

>> No.3997496
File: 32 KB, 128x128, gargface.png [View same] [iqdb] [saucenao] [google] [report]

"helping" he calls it

Your help is about the same as a fucking corporate support line. You keep presuming I haven't already tried shit before I ask.

>> No.3997502

>You keep presuming I haven't already tried shit before I ask.
you have said nothing about what you've actually tried

>> No.3997503

Now, having a bunch of
>if (nametag == "DemonTechZombie") name = "Demon Tech Zombie";
for every enemy is wrecking my autism really hard, it doesn't look good at all, and it most likely is inefficient as hell too.
I hope I can find some elegant way around this without using cvars.

>> No.3997504

>Your help is about the same as a fucking corporate support line.
Appropriate, given the type of person that would call a fucking corporate support line.

>You keep presuming I haven't already tried shit before I ask.
That's not my fucking problem, is it?

>> No.3997504,1 [INTERNAL]  [DELETED] 

good thing the /vg/ shitmods banned literally the only person on /vr/ capable of using the report button, otherwise this shitstorm would've been cleaned up immediately.

>> No.3997506

>You keep presuming I haven't already tried shit before I ask.

If you were really willing to accept help, you would not be so upset about this.

>> No.3997520

And who are you to say what somebody is like?

>> No.3997524


I have no clue what this is about, so I decided to look at this and see what the deal is. Doesn't freeze here. Sprites are just in the completely wrong location. Gave 'em proper x/y and they work fine. You're really overreacting about something simple, obvious, and very stupid.

>> No.3997528

>Sprites are just in the completely wrong location, Gave 'em proper x/y and they work fine.
what does this even mean

>> No.3997529

I'm me. I say nothing about what somebody is like.

>> No.3997531

it means give them the proper fucking x and y position

>> No.3997532

Giving them the x/y? It's pretty obvious.

>> No.3997534

>Gave 'em proper x/y and they work fine
Means that, I would assume.

>> No.3997535

Okay, now in complete retard.

>> No.3997536


>> No.3997538


Setting their x and y offsets.

>> No.3997545

>ask for complete retard
>get braille

>> No.3997546

Please stop posting here, fat retard alien man. You don't like us, we don't like you.

And don't give us the "DURPY DURPY DURR I'M LITERALLY TOO BRAINFUCKED TO NOT POST HERE NO MATTER WHAT" bullshit you always do when you get called out, because I assure you, there are people in this very thread who have far greater problems than you upstairs, and they are more than able to not be unlikable dickheads.

Close the browser tab. Walk away. Express some form of self-control for the first time in your life.

>> No.3997548

stop modding

>> No.3997549

>sprite offsets is braille
are you fucking kidding me

>> No.3997553
File: 14 KB, 1280x1024, no joke.png [View same] [iqdb] [saucenao] [google] [report]

Do I look like I'm kidding?

>> No.3997556


Take a break and work on something else.
If you're having trouble with something as simple as sprite offsets, you're not going to go very far.

>> No.3997557
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3997579
File: 112 KB, 1366x768, spoonfeeding.png [View same] [iqdb] [saucenao] [google] [report]

Literary press this button and confirm whatever it tells to you for all your sprites. Basically your squid spawns and rotates but his sprites are 480 unites under the ground.

>> No.3997580
File: 88 KB, 464x685, mapat.png [View same] [iqdb] [saucenao] [google] [report]

Right, given my blithering idiot status, where should I focus my efforts? Still scouring this damn thing, but I'm not the only one to be playing these.

>> No.3997583

>where should I focus my efforts
how about going to bed and getting some sleep

>> No.3997584

How can I use cvars in sbarinfo? I want to customize transparency, for example.

>> No.3997594


In SBARINFO? Not easily. You'll need to have an ACS loop that reads the player's cvar selection and gives inventory items based on it, and then have SBARINFO do lots of InInventory checks.
It should be easier with ZScript, but I haven't tried ZScript HUDs yet.

>> No.3997596

I see, thanks.

>> No.3997598

False. Just use IfCVarInt.

For example:

IfCVarInt meta_pistolammo, 0, equal
// do some shit here

>> No.3997601
File: 2.98 MB, 450x450, 1425621536771.gif [View same] [iqdb] [saucenao] [google] [report]

For what purpose?

>> No.3997603


Well, I'll be damned. How long has this been a thing?

>> No.3997606

what the fuck, how did i never know of this

>> No.3997608

It was apparently only added like last September.

>> No.3997609


Still damn good to know now. Thanks, mate.

>> No.3997616

Oh boy, thanks!

>> No.3997627

Map crashes when it's added anyway.

back to mapping

>> No.3997646 [SPOILER] 
File: 396 KB, 579x368, 1494921259815.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3997650


>> No.3997658 [SPOILER] 
File: 144 KB, 100x100, 1494921577807.gif [View same] [iqdb] [saucenao] [google] [report]

What's the difference between ZDoom, QZDoom and GZDoom exactly?

>> No.3997661

exactly what it says on the download page

>> No.3997662

I was expecting a more in-depth and/or technical explanation, but thanks.

>> No.3997663

qzdoom is software renderer
gzdoom is qzdoom merged in and also a hardware mode for opengl rendering
zdoom is dead

>> No.3997665


There's not really a lot to go into, especially now that ZDoom is dead and QZDoom is merged into GZDoom.

>> No.3997668

>qzdoom is software renderer
I can see an OpenGL renderer option when I start QZDoom, what's with that?

>> No.3997671

QZDoom was made as a fork of GZDoom to experiment with stuff, so that would be the current (at the time) version of GZDoom.

>> No.3997694

ZDoom was the original, now obsolete
GZDoom supports OpenGL for hardware mode, now pushed as the main build with all the fancy bells and whistles
QZDoom was a fork for a true color software renderer, now merged into GZDoom and made obsolete

>> No.3997702

So, how long until GZDoom absorbs Zandronum?

>> No.3997703


>> No.3997732
File: 14 KB, 344x432, 1419547286164.png [View same] [iqdb] [saucenao] [google] [report]

Considering so much has happened to GZDoom while Zandronum struggles to push out a stable 3.0 release, and that there was talk of the former possibly adopting the client/server model? Though obviously things won't happen just like that overnight, it's pretty clear Zandybam is kinda behind and ultimately fucked for the role of 'Multiplayer ZDoom' and something else will have to fill the void sooner or later.

>> No.3997735

This might sound kinda silly, but is there anyway to get Wadsmoosh to also cram Doom 64: Retribution in?

I've been picking Wadsmoosh apart, but I haven't entirely figured it out yet.

>> No.3997739

What's the best Flashlight mod for Doom?
Im playing Lizard Temple 4 right now and its flashlight is weird.

>> No.3997747

beamflashlight.pk3 and dd_flashlight.pk3 are the only flashlight mods I know of, with ZScript about there may be much better implementations now. Here's a link to the former at least


>> No.3997751

Apply the 1.1 patch before you play AM2R.

>> No.3997752

gzdoom just glopped up the whole zdoom ecosystem within a year

either zandronum gets feature parity with gzdoom or gzdoom copypastes all the zandronum features onto itself. it's not a question of if will it happen, but when

>> No.3997758

I'm the only one who understands Kinsie's genius and all he does is make fun of me, that's it, i'm gonna turn into Shadow the hedgehog, slay him with my katana and tell everyone that MetaDoom sucks sicks and Brutal Doom was the true Doom this whole time.

>> No.3997787

>Brutal Doom
>The mod that has had "0.l" in it for 20 versions and still hasn't been fixed.

>> No.3997801
File: 863 KB, 1920x1200, Screenshot_Doom_20170516_130349.png [View same] [iqdb] [saucenao] [google] [report]

Why wasn't it an option in the first place?
https://forum.zdoom.org/viewtopic.php?f=46&t=54422 Fullscreen hud with transparency removed.

>> No.3997804
File: 41 KB, 640x400, ZKG9uYul.jpg [View same] [iqdb] [saucenao] [google] [report]


Jimmy's jpg.pk3

>> No.3997813

Kins, if you don't add the magic heart thing, i'll rip you heart out, get it?

>> No.3997824

I dunno, the 2D Ridley looks ridiculous.
>small wings
>oversized body

There's one? I'll google it real quick.

>> No.3997832

>sucks sicks
Now THAT'S a healthcare worth paying for!

>> No.3997876
File: 293 KB, 1280x720, phase1-0.10_04.png [View same] [iqdb] [saucenao] [google] [report]

Does Metadoom have FreeDoom monsters and weapons in it?
It should, really.

>> No.3997879

It FreeDoom an official Doom game or something?

>> No.3997880

What guide?

>> No.3997920

Now shit would just get even more bloated at that point.

>> No.3997930

it's open source asset remake

>> No.3997942

its a community project where they replace every asset of doom to make it distributable and for anyone to use.

New maps, monsters, sounds, weapons, etc. But still the same gameplay - down to the code (although I'm not sure if that makes the code the one thing that doesn't meet the freedoom standards of being original)

>> No.3997951
File: 1.63 MB, 1543x6138, 1467421002740-1.png [View same] [iqdb] [saucenao] [google] [report]

This one.

>> No.3997961

it's designed to be interchangeable with doom iwads. theoretically all the mods made for doom should work in freedoom

>> No.3997984

Looks like a zerg Overlord.

>> No.3997990
File: 1.38 MB, 1543x2719, 1494550794357-vr.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy hell, a lot more impressive than the one I have. Thanks anon!

>> No.3997995

Dude, it was right there in OP post the whole time.

>> No.3997997

On top of that isn't Term working on a newer version?

>> No.3998017

I never pay attention to it.

>> No.3998023
File: 178 KB, 640x480, Screenshot_Doom_20170517_003009.png [View same] [iqdb] [saucenao] [google] [report]

>theoretically all the mods made for doom should work in freedoom

Can confirm, just tried it with IMPatience and it runs fine.

>> No.3998029

How would Kinsie add an item he knows would brake the game?
You might as well have it where it gives haste, quad and invulnerability in case the player wants to have the 3 power ups at once.
If you think about it, they missed a chance of calling it the "heartifact"

>> No.3998030


>> No.3998032


>> No.3998034


>> No.3998035


>> No.3998037

Is there a Crash Bandicoot mod for Doom?

>> No.3998047

Also, mentioned haste because, apparently lore-wise, the "slow down time" effect was just an illusion for you actually being faster.

>> No.3998078

Any update on your upload?

>> No.3998079

Any good 40k wads?

>> No.3998083 [DELETED] 



>> No.3998093

Huh, kind of surprising. Oh well.

>> No.3998098

Honestly, folks, what does MetaDoom REALLY need?

>> No.3998104

Ain't this from Devil Daggers?

>> No.3998132 [DELETED] 



>> No.3998142


>> No.3998146 [DELETED] 


Stop lying.

>> No.3998153
File: 89 KB, 1920x1080, 89a45e0a7e2231e43661f29837074c46[1].png [View same] [iqdb] [saucenao] [google] [report]

shut the actual fuck up, stop shitposting, and go outside

>> No.3998158 [DELETED] 


Stop posting Doom lewds.

>> No.3998212
File: 166 KB, 480x1060, CALEB CONFIRMED FOR HDOOM.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3998221

speaking of which, i just tried out cryptic passage for the first time and holy hell. It just hits you with episode 1 tier difficulty as soon as you start. I couldn't make it past the first level without ragequitting.

>> No.3998227 [DELETED] 


OK, now this is pathetic. Cryptic Passage actually has an easier difficulty curve than Blood proper.

>> No.3998253


If this guy keeps working on this, it could become good.

>> No.3998265

inb4 C&D from Handwringers Workshop

>> No.3998271

Like Chapter Master.

RIP Duke.

>> No.3998281


How hard would it be to make an entire movie like that?

>> No.3998286
File: 315 KB, 1200x900, hardcorehenry_quad50-lores-1200x900.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3998296

I've always felt that this scene is just a stupid gimmick that was added to pander to "gamers".

>> No.3998297

Damn, that was a really cool movie. Especially the ending. EZ
Also, anons, can you guess which scene was censored out in my country?

>> No.3998302

It's sad that it's the only good scene.
The entire movie should've been pandering to gamers.

>> No.3998305

Well, it's a movie based on a legendary first person shooter. They had to do something like this. There was no other way.

>> No.3998306 [DELETED] 


The one with two gay Norwegians fucking each other lustily in the poopshoot?

>> No.3998314

I didn't know that. Looks fine.

>> No.3998353

Is eRampage a good way to play Redneck Rampage or it's the same shit as eDuke Blood?

>> No.3998367 [DELETED] 



>> No.3998396


"eRampage" is not a sourceport. The sourcecode to RR was never released.
It's an empirical approximative recreation just like BloodCM, except worse.

Get the GOG version and play in DOSbox. Don't forget to play the add-on and the sequel, Rides Again, which are both vastly superior to the original.

>> No.3998402

i haven't been around in a while
what's the big hip thing flooding zandronum right now?

>> No.3998404

>It's an empirical approximative recreation just like BloodCM, except worse.
Just as I thought. Thanks, gonna play DOS version then.

>> No.3998446

Nothing, really. 3.0 has been in alpha for more than a year, and GZDoom is getting all the cool toys.

>> No.3998447

So what was the decision behind making Quake 2 a sequel to Quake 1 instead of giving it its own name? I like both of the games, but it seems the change has caused somewhat a divide in the fanbase.

Also, did Quake 1 ever get an actual sequel further down the road (As in, same setting?) Lovecraftian FPS with a lot of action just seems like an untapped field.

>> No.3998452

Name sounds like a multiplayer skin for Serious Sam.

>> No.3998457

>Quake was originally the name of the main character
>Ended up as the codename for Shub Niggurath
>Now it's nothing because of the sequel

>> No.3998458
File: 38 KB, 330x395, QSALogo.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 1 got lots of expansion packs that continue the plot.

>> No.3998470

They even had Thor's hammer

>> No.3998476

>So what was the decision behind making Quake 2 a sequel to Quake 1 instead of giving it its own name?
The name they were originally going to use was already taken so they just named it Quake again.

>Also, did Quake 1 ever get an actual sequel further down the road (As in, same setting?)
Nope. There's two official expansion packs but their quality varies widely and leans on the side of 'not great.' Lots of fantastic unofficial maps and mods, though.

>> No.3998495

i kinda liked them over the main game, but that's just me

>> No.3998515

>quake 1

not him obviously and I know what you mean but kek

>> No.3998532

They kicked things up a notch. The shamblers could be a bit excessive in scourge of armagon though.

>> No.3998576

Looks like it would work well in Hell-Flesh themes; already using the worm.

Yes it is.

>> No.3998595

>I'm the only one who understands Kinsie's genius and all he does is make fun of me
That's Kinsie in a nutshell, really.
The dude loves snipping, often to the point where he tends to snip first and think later.

>> No.3998605

I just beat Waterlab GZD and Jesus Christ that ending.
The slaughterfest wasn't so bad thanks to the custom megasphere the author gives you, but that boss fight was pretty harsh Until you notice the invulnerability orb near the exit A very good map though, I loved the secrets and creepy easter eggs. In all fairness I was playing it on UV so maybe it isn't so tough at that point on HMP.

What is it with large maps being unable to stop themselves from becoming slaughtermaps in their final moments anyway?

>> No.3998609

>Artifact will either never be added or become intentionally shit on MetaDoom because of Kinsie's anonymous asks

>> No.3998615

UAC Vinur Prime Research Base doesn't do that, it does the slaughterfest in the middle of it, and it doesn't delay too much to get past it, after that the map goes back to being fast-paced and the ending is nowhere near to be a slaughterfest despite the fucking open field.

>> No.3998628

Has anyone at id ever revealed what the original name was going to be?

>> No.3998631

I've only played half of that, but it seemed good. The music was great.

>> No.3998632

Mostly because many people don't have a problem with slaughter; as it's just a sudden up-pitch in a massive horde for a case of attrition. If you know how to prioritize targets, cause infighting, positioning, and the like, you should be okay.

>> No.3998636

>UAC Vinur Prime Research Base
Really didn't enjoy that map.

Rooms were massive at the expense of detail, and the layouts weren't particularly fun or imaginative enough so they couldn't claim gameplay over detail either.

The real kicker for me was the exit being barred till all the monsters were dead. You have to scour a maze-like area the size of a small country for monsters.

>> No.3998640


You could try contributing to MetaDoom's development instead of sending Kinsie love letters.

>> No.3998641

I've said this too. If there was also appropriately-sized actors to take up that scale, or some deeper detail, that would of been even better; maybe even scaling up some of the textures. I liked that it was large, but not that it's large-ness wasn't better utilized.

>> No.3998642
File: 276 KB, 640x480, Screenshot_Doom_20170516_195050.png [View same] [iqdb] [saucenao] [google] [report]

I like what they did to the weapons but the sprites aren't that good.
For example, the Moonman's punches have an iron knuckle appearing when he retracts his arm, some details on the sprites only appear on specific frames (like the imp only having a bone in their hair when they attack), and there's this.

>> No.3998645

In Waterlab's case the slaughter is generally fair, with huge amounts of ammo, powerups spawning at certain stages and pillars to provide brief rest and cover. The Overlord and Hades Elementals are twats though.
>that one lone rifleman guarding the exit button straight after

>> No.3998649

Well what i tried with it is get the feeling of the Tech bases shown in The Shores of Hell but using the scaling i'm used to make my maps, this was my first attempt at making something with vanilla Doom in mind only counting with GZDoom's features that is jumping and crouching, anyway, about the final part i can agree that it is a bad thing i did there, it could be better if i placed the Red Key somewhere in the field to open the City's gate instead of make the player kill all monsters in the outside.

>> No.3998653

well, sprites are always a bit of a cinch in the doom community, arent they?
Speaking of which, i heard that one of the guys that worked on some of the sprites for it was asked to be a sprite artist on terraria, before it was a huge thing, and he rejected cause he thought it looked stupid. He then went on to sprite for moonman doom. How life works in mysterious ways.

>> No.3998659

I don't mind shitty sprites (the Lost Nigs are extremely shitty and I still can't figure how the Jewodemons die), but I don't like inconsistency.

>> No.3998660
File: 1.65 MB, 400x225, 1489953493351.gif [View same] [iqdb] [saucenao] [google] [report]

It failed at about 2:00 AM

I've just restarted it.

>> No.3998664

I don't mean to sound too negative - it had some real stand-out bits and I liked the almost Metroid like exploration, but I did not like getting lost and there were some giant empty rooms.

Credit to you though, that teleporter section segment was wonderful.

I played with Trialblazer and Colourful Hell and it was god damn mental

>> No.3998669

source on that weeb lizardman?

>> No.3998676

How do to get it to where the game restarts when you die? For the DoomRL/RPG stuff.

>> No.3998682

Nah it is fine, this is not my best style of mapping afterall but now i can't say i didn't try it.

Also yeah you are not the only one which expected monsters of the size of the base, however being vanilla oriented i held myself on that part, but knowing me, it would be pretty easier to fill it with monsters that honors the architeture.

>> No.3998684

Outbreak Company

>> No.3998689

>playing doom 2 again
>get to the city level
>[laughter stops]
What the FUCK were they thinking with this shit?

>> No.3998702

They were thinking "hey, let's let Sandy make some maps".

>> No.3998712

The City maps were just awful. They didn't even bother trying to make it look like an overrun city, just a big area with some nonsensical buildings scattered around.

On a related note, are there any good city maps out there? All I know about is Doomcity and that's clearly held back by the limitations of the time when it was made.

>> No.3998718

>On a related note, are there any good city maps out there?

Vanilla Sky

>> No.3998721

Important question!

How do I extract textures from LithTech games?

I'd quite like to raid KISS Psycho Circus for textures, how do I do that (or is it ripped already - google says no)?

>> No.3998728


Hellbound has some really nice looking urban levels.

>> No.3998734

Been a while since I fucked around with this, but you can open the archives with Dragon Unpacker.

>> No.3998739


>> No.3998751

Jesus. DoomRPG+Colorful Hell+Maps of Hell+Combined Arms is intense. Though I don't think RPG is adding much to the game. Seems kinda bad.

>> No.3998753

that sounds like something pretty intricate for something you heard of

>> No.3998775

brigadine is so good looking I think I developed a fetish for geometry

>> No.3998780

There's some LithTech editing tools on this webpage.

(CMD-F "Game Extractor", it's near the bottom)

>> No.3998793

>DoomRPG+Colorful Hell
They work properly together?

Also found this:
Plays like shit, but it kinda resembles Java version of Doom RPG.

>> No.3998809 [DELETED] 


Hello fellow Mac user.

>> No.3998828

Yep, I'm getting the status effects and level ups along with the colored mobs. Jesus, some of these guys are tough. But I don't feel like DoomRPG is adding much. Like gameplay wise. It's just a bunch of shit on the screen and is a clusterfuck. What you linked actually looks better.

>> No.3998829

It's closer to
>"Romero should really have been making a map for this slot, but he's not fucking here, so someone else will have to make one. Sandy?"

>> No.3998836

>D2's levels had to do with Romero being a lazy fuck
I kind of want him to makes his own remakes of some levels like he did with e1m4/8

>> No.3998840

What's Colourful Doom? Is it compatible with Dreadnought or Russian Overkill?

>> No.3998851

Finished it last night.
The combination of forcing you to be aggressive while not having complete control over the situation until you find the BFG felt fucking fantasic. Almost felt like I was in Aliens.

>> No.3998853

>I forgot the URL
Holy fuck I'm retarded, sorry.


>> No.3998860

It'd be pretty nice, considering he was supposed to make more of the D2 levels.

I mean I like Sandy, but some of his levels aren't the best, and they are typically best when spaced along with maps by the other guys.

>> No.3998863

to nobody's suprise, having the same thing repeated without breaks gets tiresome

>> No.3998864


>> No.3998865

>try Metroid Dreadnought
>really liked it
>check Super Metroid on Snes
>all the boss music are ultra spooky
What the fuck

>> No.3998869

I made a map.
It's only the second map I've made, but I want criticism on it (I know it's not great.)
It's probably easy, cause I balanced it around my play style and I'm not great at Doom.
I made it in UDMF so it's really only compatible with ZDoom forks. If you play it, thanks in advance.


>> No.3998873

Super Metroid has some spook to it, but I wouldn't say all the bossfights have spooky music.

>> No.3998874

That looks like shit to be honest.

>> No.3998879

It's probably one of my favourite maps in a while.
>the secret where you boot up a copy of Doom 1 on one of the terminals
>the bit where water elementals are introduced as a glowing pair of eyes on the floor at the end of a hallway
>the creepy images and messages on the terminals
>the BFG room in general
>the atmosphere of the entire map, you never feel safe even after clearing a section
I'm going to have to look up Enjay's other maps now.

>> No.3998880

Yeah the colors are jarring but it's super challenging.

>> No.3998882

lazy color translations aside, it's pretty fun and can get pretty intense

>> No.3998884

There's challenging fun and challenging "here's a shotgun and 4 bullets now go fight that dude who needs 8 bullets to die lol".

Mmmm... I should try it, but the custom UI and weapons I saw spooks me a bit.

>> No.3998894

Eh I combined it with Combined Arms and never felt out of ammo. The axe in that wad can handle most mobs. It was my rusty dodging skills that got me killed the most.

I think I'll try it with DemonSteele, if it'll work.

>> No.3998895

The weapons are from a mod call Combined Arms. They're not part of Colourful Hell, but they are recommended due to how tough CH can get with groups of the higher ranked demons.

>> No.3998898

It's a bit slaughter map-y.

>> No.3998901

So I can't just play Colourful Hell by itself? It's a bit annoying.

>> No.3998905

Is it possible to jump in Doom 64 EX?
Here I have read that jumping in Doom 64 is possible if you complete the Hectic level the hard way, which I did (assuming the hard way is unlocking those things with three keys).
I've set right click to be the jumping because it doesn't recognize scroll button click at all, and it's still not working.

>> No.3998907

You can, but the tougher monsters can make the standard guns feel a bit weak.

>> No.3998908

That wasn't my intention at first, but it just kind of happened. Sorry about that.

>> No.3998909

It's pretty fun if you use it with easy WADs to make them somewhat challenging. But trying to use it on any nontrivial levels without additional overpowered weapon mods is literally bashing your head against a brick wall. And even with easy levels you'll probably want to disable the more bullshit options like cyberdemons leading their rockets or black/white monsters, unless you like grinding RNG.

>> No.3998912

There should be an option in the menus for 64EX to enable jumping without beating Hectic.

>> No.3998915

I rather like it. These are the types of maps I really like a lot, a lot of enemies and a lot of action without being too over-the-top.

>> No.3998921

I already did beat Hectic and it ain't working. Also there's no option in launcher, perhaps it's some parameter I need to enter.
Anyways, gonna let you know of any progress.

>> No.3998931

Thanks. Over the top was something I was trying real hard to avoid.

>> No.3998934

Also figured it should say
>The main reason for going through this stage is to unlock the jumping cheat (as you can read as message "JUMP AWAY YOU CHEATER" when the next level finishes loading).
It didn't say anything. Is the game playable without jumping though?

>> No.3998938

The game is designed without the ability to jump. All it does is let you sequence break a bunch of levels and jump around like an idiot.

>> No.3998943

Hey, this is kinda stupid but how do you move folders in a pk3? I have way too many and want to put them in alphabetical order but Move Up and Move Down don't do anything.

>> No.3998945

Oh, okay. Thanks for the reply!
Hectic seems like buggy level as well. I couldn't get mega armour because either it would
>zoom out of 1st person perspective to 3rd person and kill me
>couldn't hit the exit switch

>> No.3998953

It's not buggy, it's designed that way. It's a series of traps that are meant to kick your ass in unfair ways. Your reward for beating is to kick the games ass in unfair ways with a cheat menu.

>> No.3998958

just who thought the shotgun soldiers in new order were a good idea

>> No.3998970

How is Foursite? I remember some gaming sites reporting on it last summer for some reason but was put off by the claims of the map's size.

>> No.3998975

You don't. You sort things with subfolders.

>> No.3998994

Meh. fair enough, thanks

>> No.3999002

Thank you kind Anons.

If I have any luck I'll try extracting the NOLF textures too.

>> No.3999035

the entire game is a cesspool of bad ideas. dual wielding is a very limited gimmick outside of corridors and aisles where you know a group of enemies await, even then a sole rifle mag can pull it off with minimal aim work.

stuff like the shrapnel shotguns and the sniper rifle are truly horrible. former's only purpose is for shotgunners to wield them and dish out very cheap damage to drain armor (which is fucking useless if you went the Wyatt route) and the latter's only worth for plasma mode, which sees little to absolutely no use outside of the moon base level.

the laser is a piece of garbage. the reticule mode demands you lock on to a target to deal max damage (i.e get peppered while trying to prep in to whatever it is you're trying to shoot at), and if you don't you're prone to waste the entire battery on single shots that deal fuckall damage.

the game *tries* to encourage aggressive gameplay, but if you play for a minimal amount of time, you'll realize there really is no need to go all in when you can go stealth and take as long as you want to clear out a room. the entire case changes if there's an armored soldier in the room, because your tactic is immediately reduced to taking out that one guy while disregarding everything else for a split second, in which you can get murdered at the turn of a dime because, you know, hitscans.

>> No.3999043

Yeah but the plot and the world, damn.
That stuff makes nightmare.

>> No.3999047

Commenting so I remember to download when home.

>> No.3999050
File: 104 KB, 512x512, HELP.jpg [View same] [iqdb] [saucenao] [google] [report]

>delete part of your map because you realized it's shit
>no idea what to put in its place
>progress halts for days

>> No.3999058

pretty much everything you complain about was fixed The Old Blood

>> No.3999062

Is there anything like Hideous Destructor, but good?

>> No.3999064

I'm aware my post comes off as complaining but it's really much isolated cases where I notice my weapons aren't as effective as they may have seemed, and some enemies are insufferably strong.

I still think the lore is amazing and the plot and animation work is great (even though the aesthetic is quite different from that of earlier games), I can appreciate the audiovisual side of it.

I guess it's all because I played it on death incarnate.

>> No.3999068

You could play nightmare difficulty with Russian Overkill.
That makes vanilla Doom feel like Hideous Destructor.

>> No.3999069

Just put a 4 way corridor. Players love those.

>> No.3999074

>Russian Overkill
>like Hideous Destructor

I don't have a reaction image for this.

>> No.3999075

Portal maze like that segment in Prey.

>> No.3999098
File: 356 KB, 724x960, Godmachine-Doom-Icon-of-Sin-print.png [View same] [iqdb] [saucenao] [google] [report]

So far, the list of essential vanilla doom improvements:
Smooth Doom
Sound Cauking
Smooth Textures

Am I missing anything?

>> No.3999105

You seem to have missed the second part:
>Russian Overkill makes vanilla Doom feel like Hideous Destructor.

>> No.3999115


Probably this too:

>> No.3999137

So, what exactly does the Doom Skyboxes mod do?
I can't see the difference.

>> No.3999138

>smooth textures

what does it do?

>> No.3999142

the game will always punish you with the cheapest tricks in the modern shooter book, which is why every level is literally littered with health and armor pickups; it expects you to absorb grand amounts of damage on every encounter which is why stuff like melee instakilling and health regeneration per takedown is implemented. dont be afraid to lose large chops of health and armor everytime you fight, armor wont ever be serious trouble because drops by mechanic enemies are plentiful and health is easy to come by.

the game takes solace in pretending it's not a modern shooter, but the mechanics of one are still present but introduced slightly differently so as to claim the gameplay is modular

it adds extra animation framed to stuff like water and slime

>> No.3999145
File: 293 KB, 960x1200, Screenshot_Doom_20170517_001839.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3999154

Just for curiosity who is Id Software's Lightning?

>> No.3999162

The Q2 railgun.

>> No.3999178

you can simply comment out its actor in whichever of the multiple DECORATE.txt of brutal doom it is defined

>> No.3999190

well fuck, Carmack also gave Occulus code to samsung


VR is a mistake

>> No.3999197

sector set portal doesn't want to work

>> No.3999201



Remember to be honest in your voting.

>> No.3999203

Set a linedef action to 156.

>> No.3999204

lo wang is not for lewd

>> No.3999206

gotta be caleb
maybe if hes happy hes gonna reward me with a sourceport

>> No.3999208
File: 1.59 MB, 267x200, 1475474852108.gif [View same] [iqdb] [saucenao] [google] [report]

That's not vr rela-

>> No.3999215
File: 92 KB, 500x281, UQPeC78.gif [View same] [iqdb] [saucenao] [google] [report]

>playing Dump3
>discover secret room full of misaligned textures
>use one of the jank looking teleports
I was not fully prepared for this.

>> No.3999218

that's for lines
i need up/down portals

>> No.3999221
File: 2.64 MB, 640x360, gzdoom 2017-05-17 01-44-44-013_30_2.webm [View same] [iqdb] [saucenao] [google] [report]

I'm playing Temple of the Lizardmen 4 right now.

Haven't played muhc of a Doom lately, but I don't think that enemies should hold back until they see the player if they definitely can hear them.

In the example encounter berserker behind the column held back as his bretheren were slaughtered until he actually saw me.

I've checked the level in Doombuilder to see if the lines are soundblocking and they are not - all enemies in that area should've been alerted by the gunshots, but they were not.

I also checked gun and enemy code and everything is fine with that too.

>> No.3999226

Enemies can be set to be deaf.

>> No.3999228

monsters can be set to ambush in map editors
meaning they get 360 FOV when they hear the player, but don't actually wake up until they see the player

>> No.3999229 [DELETED] 


Maybe it was just made by some dumb faggot. Did you ever think that could be the problem?

>> No.3999234

well, the author isn't sarais, so we can scratch that possibility

>> No.3999236
File: 2.86 MB, 800x600, [VGS].webm [View same] [iqdb] [saucenao] [google] [report]

Some silly testing. Hold-crouch-to-ski works, but you'd need smoother terrain than this.

>> No.3999237

I highly doubt you had a hand in it's creation, Anon

>> No.3999238


how the mighty has fallen

really it was stupid from his part, now i understand why pretty much everyone at id cut contact with him, even romero and adrian.

>> No.3999239


>> No.3999241

holy shazbot

>> No.3999243

Can you perhaps repurpose the grappling hook code for a rope-grabby thing to use in the maps?

>> No.3999248

Based Carmack fucking everyone's shit up and playing 7D chess.
>facebook btfo
>south korean cultist-owned bribelords btfo
>locked down privacy-compromised VR platforms btfo by lawsuit wars and bad press

>> No.3999251
File: 1.34 MB, 1366x768, Screenshot_Doom_20170516_224116.png [View same] [iqdb] [saucenao] [google] [report]

>finally gather up the patience to play The Floor Is Lava
>eventually work out where to go
>the ending is falling into a pit of actual lava and the level ending just before Doomguy dies
I liked it, but god damn the guy who made this is sadistic.

>> No.3999253

>skiing in doom done by Cpt. FF

Planetside-DOOM-Tribes when?

>> No.3999254

I don't think the engine would sensibly allow Tribes style movement/maps, but the normal MSX dodge + skiing and the grapple will allow you to bound around big slaughtermaps with ease.

Yeah, I've been thinking about that. Attaching the hook to a monster is easy, and it wouldn't be *that* hard applying the player's momentum to the monster and vice versa while accounting for mass.

The grapple doesn't reel in yet, but when it does it could perhaps be used to bully cacodemons in amusing ways (I plan on making bare fists the only weapon to allow punching while grappling)

>> No.3999258
File: 22 KB, 300x300, HUE HUE HUE.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3999260



This is the same company with lawyers who insisted a game called Scrolls was infringing on Elder Scrolls, when it looks and plays nothing like ES, and recently forced the developers of a game called Prey to the Gods to change the name because it supposedly infringes on Zenimax's 'Prey' IP, even though it could not possibly be confused with Prey.

Just keep that in mind.

>> No.3999261

she's cute. who's she?

>> No.3999262

They also sent a C&D to the DoomRL author because of the name. Just waiting for the source ports to get hit next.

>> No.3999265

No, that would fucking kill one of Doom's biggest legacies

>> No.3999267
File: 73 KB, 620x465, THOR.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey zaneion, can you port+sprite the arguably-best ut3 gun?

>Pick those fucken enemys up with your shitey beam and whip the mouse around to flail them about like ragdolls!
>Altfire to charge ye deadly beams for more damage. Can self-damage ala rocket-jumping.

>> No.3999269


they stated already that it was them protecting the name, due to the US patents system fucking them

doomRL's case was because the author's Kickstarter

GZDOOM and other ports are out because they are fucking necessary to run modern ports, and Id loves us.

>> No.3999270

Uh, I'm not zaneion.

>> No.3999271
File: 2 KB, 111x95, imaas.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3999275

Isn't that like a gravity gun?
How do you even make those in Doom?

>> No.3999278


>Evil bethesda
>Company infringing the law and NDA is right, fuck the System

Fucking College Milennials

>> No.3999281 [SPOILER] 
File: 69 KB, 1025x589, 1494974242878.png [View same] [iqdb] [saucenao] [google] [report]

I've stumbled into new and spooky territory

>> No.3999283

Seriously, I have no idea what gave you the idea I'm him. He's helped me learn Blender but that's it.

Dragging something towards the player is easy, but making an object hover in front of you and look good when walking up stairs isn't.

>> No.3999285

Her name is Neema. I might make a boss monster out of her if I have the time.

>> No.3999287
File: 104 KB, 400x400, quake2.png [View same] [iqdb] [saucenao] [google] [report]

Is there a Quake 2 port that adds shadows and sprite explosions without disgusting HD shit

>> No.3999290

How'd he btfo Facebook? I thought he was still working for them on the rift?

This guy just needs to go back to engine design. Make a fork of idtech and go from there.

>> No.3999291

Well, Q2 Starter with the pak0 file has shadows beneath models, but those aren't actual dynamic environmental shadows. Not sure why you'd want sprite explosions though. Remaining certain files for things like Q2XP can turn off the HD textures or the like.

>> No.3999292


Please do. I could make great use of these for sprite editing.

>> No.3999293

Hold up, If I was reading the article correctly, Carmack simply re-implemented code he designed and wrote while working under Zenimax.

In this case he did nothing wrong.
Concepts in programming aren't copyrightable , only specific implementations.

>> No.3999295

Maybe it's just me being too oldschool, but I can't stand that Blender doesn't have simultaneous 2D views and snap to grid action. But then it's very possible my ability to design models is just so out of date that I'm at fault here.

>> No.3999298

I was always wondering something about copyright.

So Valve leases the Quake 1, 2, and 3 engine to make Half-Life. At what point did the changes become significant enough that Source could be considered their own engine not bound by licenses? If I were to fork idtech3, how much would I need to modify the underlying code until I had something separate?

>> No.3999306
File: 54 KB, 829x315, compositing.png [View same] [iqdb] [saucenao] [google] [report]

Do this and you can turn anti-aliasing on which makes sprite details stand out better (!)

>> No.3999308

Oh and the less than (0.6) value is what you adjust.

>> No.3999309

>I can't stand that Blender doesn't have simultaneous 2D views and snap to grid action
It does. In the menu under the 3D view, check View / Toggle Quad View. On the same menu bar, there's a magnet icon to toggle snap and a grid alignment toggle to the right of it.

>> No.3999318

>In this case he did nothing wrong.

Uh, no.

If his contract with Zenimax included an 'nti-competetive' clause, everything he wrote while working there is Zenimax's property. Even if they didn't use it, even if he wrote it at home, even if it never made it into a product that is sold for prof, even if it was used in a product that is produced by a company not in the industry Zenimax operates in.

This is a pretty common practice in software industries.

>> No.3999327

Oh my, thank you anon. I was trying to look it up, and someone said that Blender didn't have that, only a 3D view for specific planes. That makes things a whole lot easier.

>> No.3999331


that is because id Licensed the engine, and they remade it into goldSRC, in fact Source Engine nowadays isfree of any kind of sue because The engine itself was remade from scratch and Quake SRC is free

also, releasing idtech src nowadays would suck it, because UE4 already took the entire market, and most companis decided to use their own Inhouse Engines, instead of licensing new ones, Like SE's FF15 engine, which is a heavily updated UE4, and Amazon "Cryengine" does better than Doom's Idtech6, in terms of performance, it doesn't need mega textures to look great, as seen in StarCitizen

also idtech6 still runs on carmack's code Mixed with Cryengine


>"After providing Hooper access to the locked premises, Carmack left Hooper unattended, free to examine ZeniMax confidential materials, at which point Hooper went alone into offices where ZeniMax maintained and stored confidential information. Later that night, Hooper emailed his contacts at Oculus disclosing that he and Carmack formulated an 'attack plan' for the mobile VR work that they would undertake together at Oculus, and which Oculus would subsequently provide to Samsung."

>> No.3999342

The explosions models also get a shadow and it looks weird

>> No.3999345

meant renaming
Weird, i've never noticed that before.

>> No.3999348
File: 122 KB, 402x503, 1494524547484.jpg [View same] [iqdb] [saucenao] [google] [report]

the doom 64 feature levels are fun

>> No.3999350

I was just thinking, you look through Quake's source code and Half-Life's source code and you can find some similarities. Obviously not everything's 1:1, but there's parts in each that are fairly close together. My question was more "how close is too close?"

I wouldn't really count idtech 6's as Carmack's engine, sure there's some of his ideas, but it was handed off to others after his departure. And really, I can't wait for Source 2 to drop because it feels familiar to me while CryEngine/UE/Unity feel pretty foreign.

>> No.3999362 [DELETED] 
File: 320 KB, 440x383, wheres my HUUHHair.png [View same] [iqdb] [saucenao] [google] [report]

i dont want to alarm anyone, but

quakeguy's bald

>> No.3999368 [SPOILER] 
File: 320 KB, 440x383, 1494976932384.png [View same] [iqdb] [saucenao] [google] [report]

i dont want to alarm anyone, but

quakeguy's bald

>> No.3999375

What did you expect with all that testosterone?

>> No.3999379


Not surprised, desu.

>> No.3999380
File: 444 KB, 1024x576, msfixd.png [View same] [iqdb] [saucenao] [google] [report]


/msfixdguy/ here. In the last thread, I mentioned I'd be adding female voice sfx for the player. Well, I've had to abandon that for the moment; I downloaded a few from GameBanana and unpacked them, only to find that not only are they too quiet and uneven in volume, nearly every single fucking file has a very audible blip sound at the end of the file, making them completely unusable as-is.

In other news:
-Added the option to allow holding the 'zoom' key to stay in scope with the 'Barracuda' AR, (not for the 'Orion'; that has multiple zoom modes, so it wouldn't work), rather than toggling scope with 'zoom'.
-Working on the options that allow you to return to a weapon's scope after using grenades/stim/boosters if you used them while scoped.
-Working on enemy balance. Hexen's too easy, and Strife mercilessly kicks your shit in, since I updated the robots to use (significantly nerfed) forms of MSX weaponry.

>> No.3999381

That's a shame.

>> No.3999383

a shame, but looking forward to it anyway
thanks for your work

>> No.3999386

That doesn't sound hard to fix up at all. Give me a link to that stuff and I'll get around to it. Not right now though because it's 1:30 AM here.

>> No.3999390


If anyone knows of a good program I could use to equalize & increase the volume, and cut off the 'blip' at the end of these files, I'd be grateful.

>> No.3999392

How much have you already changed from MSX? I'm especially curious about charged fist and charged grenades because they were absurdly overpowered to the point I had to refrain from using them altogether to avoid trivialising the entire game. I'd say removing fist's AOE (still deals the same max damage, but to a single enemy) and halving grenades' damage boosts would be good nerfs.

>> No.3999395
File: 122 KB, 400x378, 89e064a7321540a2436a21289c518bdd66ae1424.png [View same] [iqdb] [saucenao] [google] [report]

It's finally uploaded!
May I present, the Doom Quickstart Archive!

What's included:
>Every official Doom map ever released!
>Dozens of gameplay mods and visual enhancements
>Single player and multiplayer megawads
>Total Conversions
>Joke wads and mods

Made to be the companion to the "So You Want To Play Some Doom" guide, so every map and mod mentioned in it (and more) can be found in the Quickstart Archive.

If there's any WADs or MODs you want to see in the Quickstart Archive, feel free to reply.
I'm also open to any critiques of how the Quickstart Archive is organized, I want this to be as polished as possible.

>> No.3999396
File: 20 KB, 769x578, doommarine.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3999398

If you have a Mac, Garageband is pretty good.
I'd also be willing to clean them up for you, if you would like.

Aww, the fist's AOE is one of the best things about it!
Besides, removing the AOE would make it pretty worthless.
You have to wait for it to charge up, and then once its ready, it completely depletes your shields, leaving you vulnerable.

>> No.3999406


You would? Thanks for offering! ...Though I can't actually send you the files right now. In order to even use them, I had to unpack them from a .nus3bank file, then convert them from .idsp into an actual usable .wav. I think they were intended to be used for character replacement in Smash 4? Anyways, I don't have the .wavs on me at the moment; I'm not posting rom home and I can't unpack & convert them here.. I'm going to give Audacity a try and see if I can fix this on my own. If I can't get it working, I'll post them here. Again, thanks for offering.

>> No.3999409

>GZDOOM and other ports are out because they are fucking necessary to run modern ports, and Id loves us.

That is indeed correct, id software loves us.
Zenimax and their team of lawyers, however, are another story.

The community in general should be glad that nobody has received a C&D for 3-D printing Mini Doomguy dolls from the new game, which may or may be not based from direct resources from the game.

>> No.3999412

The fist's AOE is broken because you can enter a room full of weak enemies, punch a wall and kill all of them. Completely risk free because you can run out just as fast as you run in, which is very in MSX. AOE-less fist would still be great for oneshotting any non-boss monster whenever you're low on ammo.

>> No.3999424

>How much have you already changed from MSX?
I'm not 'changing' anything, per se. I have fixed objective bugs, like the Orion not depleting reserve ammo while reloading. Mechanically, everything is the same. I am making options for stuff to work differently, but is not enabled by default. Like holstering weapons to use shield boosters & health stims, heavy weapons swapping slower, etc.

>I'm especially curious about charged fist and charged grenades because they were absurdly overpowered to the point I had to refrain from using them altogether to avoid trivialising the entire game.
>I'd say removing fist's AOE (still deals the same max damage, but to a single enemy) and halving grenades' damage boosts would be good nerfs.
If I was to do that, I would make that an option. Overcharged melee & grenades are MSX's way of having BFG-tier crowd-clearing capability.

>> No.3999438

Expansions were very, very, very bad

>> No.3999439

>Overcharged melee & grenades are MSX's way of having BFG-tier crowd-clearing capability.
RL and PG replacements already give you that. Not as much max DPS as BFG, but both are effectively long range weapons and therefore much safer to use, which is a fair trade in my book. And nerfed charged grenades would still be effective for dealing lots of damage to many targets, they just wouldn't outright kill every non-boss enemy in a mile radius like they do now.

>> No.3999446


FDA on UV. Got cocky in the cathedral with the archvile and almost died.
Really plain in architecture, and there's a whole lot of flatness going on. But it was fun to play, I liked it a lot.
Thanks for makin' it, looking forward to your next map.

>> No.3999449
File: 216 KB, 1280x720, doom2_mohu202.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll download this tomorrow. Does DQA include the original Doom2.wad and Doom.wad? What sourceports are included?

>> No.3999450
File: 52 KB, 376x419, 1445711410000.jpg [View same] [iqdb] [saucenao] [google] [report]

>D4T never

>> No.3999452

Architecture is what I need to work on the most. I'm glad you enjoyed it tho. I'll try to make something better next time.

>> No.3999453

>Game Banana
Jesus, that's still around? Heavily used that site when I was a younglin on UT04.

>> No.3999458

I've tried the fix, but I keep getting an "Invalid resolution - please choose a valid resolution from the set video menu" error message, and HUD effects only cover the center of the screen. Finally, like with regular MSX, there's a big green square where the crosshair is.

Is this supposed to happen in this version, or is there something wrong on my end?

>> No.3999460

Bald AND piglike.

>> No.3999461

But you don't usually get those until later on, and considering how fast and deadly MSX enemies are, you do need some way to do crowd control against early hordes of what would usually be lowly zombiemen and imps.

>> No.3999462

FAred better than Polycount did.

>> No.3999467

Polycount's still around. It just went from a modding site to snooty art forum.

>> No.3999468

Don't forget Arkane apparently don't even LIKE the 2006 game, given how apathetic they were in interviews and design docs.

Was 2006 Prey even available on Steam at any point?

>> No.3999470

that angle and the bald head kind of makes him look like joe rogan

>> No.3999476
File: 29 KB, 800x944, Thumb_pikmin_ghosts.jpg [View same] [iqdb] [saucenao] [google] [report]

Same here man, same here

>> No.3999479


It's Not a Bug, It's A Feature™

MSX uses ACS to display its HUD. That means on some resolutions, the graphics cannot scale property, so the scripts cough up an error.

You'll basically have to choose resolutions until you find one that it's okay with.

This is one thing that I really, really hate about MSX, and I don't have the ACS chops to fix it.

>> No.3999483

>Was 2006 Prey even available on Steam at any point?
It was and semi-technically still is. If you can find a non-second hand copy you can throw the serial at Steam and get a digital copy. It's likely never coming back for general sale since Bethesda hates the old game and probably wouldn't bother renewing the music licenses anyways.

>> No.3999486

What about the green square where the crosshair is?

Come to think of it, this happens with some other older mods with custom crosshairs too, like Lasting Light.

>> No.3999492


Does this only happen when you're running the hardware renderer? It doesn't happen from me, and I can only run software...

>> No.3999493

y'all need to learn some goddamn patience

>> No.3999501
File: 175 KB, 640x384, Pondering.jpg [View same] [iqdb] [saucenao] [google] [report]

Dafuq is this gun? Is it from some mutator isn't? Because i don't remember of the game having such gun.

But anyway the answer is yes i can.

>> No.3999504

I mostly use the hardware renderer, yeah. Though this issue didn't happen to me in GZDoom versions previous to 2.0, hardware renderer or not.

>> No.3999509

UT2004 was objectively better.

>tried Ut3
>"wow its gonna be good"
>you have to make an account
>skip that shit
>all my settings are reset the moment I close the game

>> No.3999514

I think the Black Edition patch killed the account requirement but the game was already dead by then. The biggest mistake UT3 made was removing Bombing Run.

>> No.3999516

I'm not mad at the dude, I'm just disappointed, again not at the creator, but in the same way anyone would be disappointed with a delay of something they were waiting for.
But hey, gave me some time to replay some of my favorites, so I guess it isn't all bad.

>> No.3999520

You really blaming UT3 for being bad just because the account system?

There's worse things in the game that you could use as better argument, i like the game but i know many people who stickied too much with the previous games hates it.

>> No.3999523

It has all the Doom IWADs.
I believe that the Doom 1 IWAD is version 1.4, and Doom2.wad is version 1.9.
Additionally, I kitbashed all the Doom IWADS together with WADSmoosh (That includes Ultimate Doom, Doom II, No Rest For The Living, TNT, Plutonia, and The Master Levels ).

No sourceports were included.
I figured since they get updates on a semi-regular basis it would be better to just let them be downloaded separately.

>> No.3999524

ZDoom was the good one
QZDoom was the hipster one
GZDoom is the meme one that likes to break compatibility with itself

>> No.3999525


Source : I only played the Black Edition. I still had all my setting reset the moment I closed the games. Going from controls (and since I use an azerty keyboard, it's FUN) to video settings.

Honestly, I would have been more pissed if UT3 was just UT2004+.
I'm ready to accept changes in a sequel, even if I found the colours ugly and the new Shock Rifle looked like shit.
At least spitting with the Bio Rifle was really fun.

>> No.3999526

Of all the things to complain about in UT3 you chose the login screen

>> No.3999527


>> No.3999530

Just use Quake 2 Pro

>> No.3999532

>I found the colours ugly and the new Shock Rifle looked like shit.

You agree with 99% of the playerbase then, almost every player i know including me hated the post-processing Epic Games set in the default maps but good that they released the game's source code and the map editor so many custom maps don't uses that shitty thing.

About Shock Rifle, matter of taste, i like that one better than the previous versions because it looked like a regular rifle that shots a purple beam instead of truly looking like a energy weapon.

>> No.3999536

Thanks! I'd like to have a sourceport included, but I see your point.

I heard there is a program to organize and launch your mods. If I can find it, I'll suggest you to include it.

>> No.3999537

Well, I kinda like the "futuristic rifle" aspect, but that's because I have a soft spot for rifles.

But yeah, the account system bothered me more than the rest.
At least the weapons were really fun to use, even if they were ugly.

>> No.3999538

The brown and bloom era of 2007 was a terrible time, especially when people figured out how to disable or override the post processing and found out the games were actually colorful and looked better without it. At least colors are coming back into games but it's a shame its in the form of chromatic aberration.

>> No.3999542

Dead Island was a major offender to that.
You couldn't even turn the bloom off without basically hacking the game.

And every fucking thing you did blurred your screen. Move the mouse too quickly? Sprint? Jump? Have a zombie tapping you? Blur everywhere. Have fun trying to fight when you look like you downed a six-pack.

>> No.3999545

I'd say it's the lack of assault mode. Those were some of the best maps, imo.

>> No.3999553

Sure, sure but what people disliked most is the Krall redesign as well the characters from all other factions being beefy as fuck like in Gears of War, if you compare side by side Marcus Fenix with Reaper, you can say that Reaper is a reincarnation of Marcus (or vice-versa i dunno about the timeline of GoW).

Also the default maps had shitty collision and most of them had bad detailing that makes the explosive weapons inefficient, Rocket Launcher and Flak Cannon in case, THE TWO FUCKING PILLARS OF THE GAME before Shock Rifle.

Being honest, 3/4 of the 7th console generation era was shit exactly because of that, it had nice graphics for the age but the post-processing was utter shit.

>At least colors are coming back into games but it's a shame its in the form of chromatic aberration.
Depends on the developer, of course there are companies which makes retard use of CA, but as i said before, this feature has to be used with caution which most people don't do it yet, same for the actual Bloom shader, otherwise your result can be that shitty Doom remake in Unreal Engine 4.

>> No.3999557

Not him but sure would love to get my hands on it. Loved Prey on 360.

>> No.3999561

Ha, I did notice the rockets had a smaller splash effect than in UT2004, but I thought I was just shit.

Honestly, I just like the Shock Rifle and the Link Gun.
Muh lasers.
Muh plasma.

And UT2004 has the Ballistics mod who's the best mod I played since Surprise! for Half-Life.

>> No.3999562

>About Shock Rifle, matter of taste, i like that one better than the previous versions because it looked like a regular rifle that shots a purple beam instead of truly looking like a energy weapon.
Latest versions of the shock rifle have been lame due to just firing a non-lasting pew-pew laser. The gun's meant to be firing a blast of concussive force, not fucking zapping people. ut3's shock combo (and ut3 explosions in general) is just a crappy brief flash that disappears instantly, too.

In regards to post processing, turning that off didn't fix things, the visuals were still overdesigned, gritty and sharp to the senses with almost nothing for the eyes to rest on. Basically fuck Gears of Tournament.

>> No.3999564

Is it at all possible to get DemonSteele working with Colorful Hell? Dragging and dropping just loads CH.

>> No.3999569

It was a fun game with a solid sci-fi B-movie vibe. You'd be better off just pirating the PC version at this point if you want to play it. The last patch for it removes the disc check DRM and still runs fine on modern systems.

>> No.3999573

Haven't even looked and currently restricted to a shirty laptop but will keep that in mind.

>> No.3999580

>Latest versions of the shock rifle have been lame due to just firing a non-lasting pew-pew laser. The gun's meant to be firing a blast of concussive force, not fucking zapping people. ut3's shock combo (and ut3 explosions in general) is just a crappy brief flash that disappears instantly, too.
Well you know... it's called SHOCK Rifle, not Gauss Cannon, Railgun or Mass Driver (Descent 3)., i still find fun people like you that fiercely wants Shock Rifle to be something that Epic didn't really wanted the gun to be, it is meant to be a simple energy rifle which decent fire rate and considerable damage, the Shock Combo is another thing though, and i don't thing the effect in UT3 is a simple short flash it's not shittier than the shock combo of UT99

>In regards to post processing, turning that off didn't fix things
Are you aware that turning off the PPE in the game's menu actually doesn't make it better right? The post processing of the map itself needs to correct the contrast and colors of the map which the default ones does like shit.

>> No.3999607

>SHOCK Rifle
Because it delivers concussions of pure energy, you dunce

>> No.3999621

Ok, I'll add those to the next version.

I'll wait for more suggestions before I release an update though.
It took FOREVER to upload it.

>> No.3999627

Whoa, hold up. I'm behind on Doom stuff. When did No Rest get on PC?

>> No.3999628

> pure energy
what the fuck constitutes as pure energy?

>> No.3999629

A can of Monster?

>> No.3999631
File: 98 KB, 713x290, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

The game disagrees with you, the Rifle is not meant to be "concussive" (considering that you want mean it should be powerfull), but sorry, it is just a thin laser, and requires the pew-pew.

>> No.3999635

But in Unreal, it was certainly concussive (not sure if I use the term properly), since it pushed them and had a ripple-like effect.

>> No.3999638

You can get the wad from either Doom 3: BFG ed., or you can yank it off of an Xbox.

The file is Nerve.wad.

The Quickstart Archive also has nerve.wad available separate from the combined IWAD.

>> No.3999641

Sweet. Thanks for the work anon.

>> No.3999648

No problem!

>> No.3999649
File: 707 KB, 1360x768, ut3 2017-05-16 22-46-24.jpg [View same] [iqdb] [saucenao] [google] [report]

If you mean Impactfull then yes, the beam pushes victims considerably, but still it is not all that concussive because the low damage, it is not something really worth concussion like Impact Hammer.

Anyways, pushing or not, the problem is that people don't want accept the fact that the weapon is not meant to sound powerfull like Railgun does, because Shock Rifle is not meant to be a super sniper like Railgun since there's the Sniper Rifle itself, also there's the fire rate of both firemodes which is pretty fast.

Also, the Ripple effect is there in the UT3's Shock Rifle, Epic never removed that effect, it is present even in the UT4's Shock Rifle, it is just changed to looks like more electric, as "Shock" implies that the Rifle has something to do with electricity as well.

>> No.3999653

I dunno, the original ASMD looked like it shot some kinda of ripple, so I assumed it well like, I dunno, taking a truck to the face or something.
The later games turned it into a laser gun who I still love, but the other anon complained it wasn't the same thing and fuck that shit it's 4 AM and I'm too tired to order the things I want to say properly so good night and we'll resume that discussion tomorrow.

>> No.3999662

Eh it's fine, Unreal Tournament 3 have the good and bad points, unfortunately people likes to point only the bad ones and forget the good ones. Like Torlan still being there as well Facing Worlds, because you know, they could simply remove them..

>> No.3999669

I was just saying what I think the other Anon was complaining about.
My only gripes were the account shit and the colours. I really hated having to rebind all my keyboard and writing my video settings on a paper to reconfigure them all everytime I wanted to play.

>> No.3999672

Do you have Cacowards winners sorted out in there?

>> No.3999674

Is your game from Steam or it is standalone? Because if that's the case you need the gamespy patch and actually you don't really need to bother so much about the account system it don't even ask for confirmation, just put your nickname there, e-mail, password (which you will use only once in your life if you enable autologin) and you're done.

>> No.3999678

Also in the screenshot i posted, you can see an example of a map that got the post-processing right rather than all that desaturated shit from the default ones.

>> No.3999684

Black Edition, Steam.

>> No.3999685

Thanks for this, mate.

>> No.3999686

Epic provided that patch as last update in the Steam version, try to make the account then, if the game does not respond to the registering, then go here and download it manually: https://forums.epicgames.com/unreal-tournament-3/ut3-general-chat/298638-gamespy-patch-info

Just replace the game's exe with the one in the zip file and you're ready to go.

>> No.3999687

I don't.
The're just sorted into mods/singleplayer maps/multiplayer maps

I haven't downloaded every Cacoward winner yet either.

>> No.3999714

It's a weapon mod that won the "MAKE SOMETHING UNREAL!" or something. It's a really kickass gun that's basically a weaponized physgun

>> No.3999716


>> No.3999718

UT2004 wasn't OBJECTIVELY better- it just plain out was. It couldn't be topped anyway.

>> No.3999724
File: 48 KB, 620x626, thOrb4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3999727

Oh, but it can.
Ballistic mod + Invasion = Most fun I had in years.

>> No.3999729
File: 693 KB, 734x489, sanic forces.png [View same] [iqdb] [saucenao] [google] [report]

What wads did /doom/ play today?

Did you have fun?

>> No.3999731
File: 319 KB, 539x452, 1469346359613.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3999732

Ah yes, ballistic overkill. Lot of binds to add. personally more fond of chaos ut2

>> No.3999734

>What wads did /doom/ play today?
My own.
>Did you have fun?
No. Everything is broken.

>> No.3999737

Chaos is fun, but the bots aren't really good at using it and the weapons lack punches against the monsters.
Ballistic is extremely difficult to use but feels really rewarding once you figured how to use the different weapons.

I liked the ranger's rifle.

>> No.3999740

Colorful Hell and Combined Arms on Maps of Chaos is such fun.

Also got gudish at DemonSteele a bit.

>> No.3999746

Wrath of Cronos with Deathkings

I wonder what possessed the mod author to make the mage's thunderstorm spell in the new version louder than a nuclear bomb going off in my house.

>> No.3999750
File: 9 KB, 257x128, skinmidtan.png [View same] [iqdb] [saucenao] [google] [report]

/r/ing tan

>> No.3999757


If you have SLADE, you can do this yourself, you know. You can tint or colorise graphics, and if you go the palette translation route, it'll give you a preview along with the string to input into TEXTURES/whatever.

>> No.3999770

Hardcore Henry may be the best thing I've seen this month.

>> No.3999783
File: 158 KB, 500x600, 1485329401799.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw hunting down the same leak for two hours

>> No.3999816
File: 345 KB, 800x600, map03-1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm glad that I've started to compile Cacowards wads - there's a lot of interesting stuff I've missed for some reason.

>> No.3999821

fucking nice

>> No.3999827
File: 54 KB, 361x365, ReactionBear.gif [View same] [iqdb] [saucenao] [google] [report]

>It's 3.1 gigs compressed

>> No.3999862

Chaos doesn't have as much weapon variety. I still have fun with the Not-Reaper gun from Perfect Dark and the not-Deus Ex autoshotties.

Besides, there's something satisfying about the coach gun...

>> No.3999864

That's what I meant. :V
Exactly this. Pete Hines basically told the Human Head team to fuck off and fucked the IP out of their hands, and the advertising will ensure NO ONE hears about the last game. Ricardo Bare apparently doesn't give a shit. Hell, the design doc basically said "ignore the first game".

What sucks is Arkane not liking the first game at all. If you're going to take an IP, at least show some fucking respect to it. Even Syndicate and Fallout did. But there's not as much outcry because people were pretty divided on Prey 2006.

>> No.3999869


TFW there will never be a game that allows you to decapitate people with a cybernetic eyestalk]

>> No.3999871
File: 36 KB, 505x378, reelism problems.png [View same] [iqdb] [saucenao] [google] [report]

so i'm trying to play reelism and i i have this error

>> No.3999872

Are there any mod recommendation images like these for Quake 1? I just started getting really into it and the one in the OP is just about sourceports and multiplayer clients.

>> No.3999875

Update GZDoom, it's 3.0.1 already.

>> No.3999876

Try downloading the tool on Quaddicted, it adds a singleplayer map browser that's got community ratings. Pretty much any of the five star maps with more than a few votes are gold.

>> No.3999885

Hey, so for sourceports, I'll include GZDoom 3.0.1, but should I also include Zandronum?

>> No.3999910

I saw the options to do so; but didn't understand the interface and what to do with it.

I have other things that I need to do.

>> No.3999920

But does it include every Doomguy 2000 map?

>> No.3999923
File: 95 KB, 464x685, mapat.png [View same] [iqdb] [saucenao] [google] [report]

Alright, let's play "pick an awful area for review and/or pick an area to focus work on" kinda getting tired of playtesting it.

>> No.3999927

Fuck no.

It does have nuts.wad though.

>> No.3999928

Chaos had the crossbow. Slow, difficult to use, but all the bolts were fun.

>> No.4000012
File: 1.39 MB, 1280x1024, Screenshot_Doom_20170517_005208.png [View same] [iqdb] [saucenao] [google] [report]

From the top, we have the entryway and the infested bits here.

>> No.4000017
File: 1.46 MB, 1280x1024, Screenshot_Doom_20170517_005301.png [View same] [iqdb] [saucenao] [google] [report]

Armory connected to the board room.

>> No.4000019
File: 833 KB, 1280x1024, Screenshot_Doom_20170517_005409.png [View same] [iqdb] [saucenao] [google] [report]

Red light district.

>> No.4000023
File: 1.31 MB, 1280x1024, Screenshot_Doom_20170517_005420.png [View same] [iqdb] [saucenao] [google] [report]

Entry hall

>> No.4000024

How much for an hour with Pinky?

>> No.4000026
File: 871 KB, 1280x1024, Screenshot_Doom_20170517_005430.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4000028
File: 1005 KB, 1280x1024, Screenshot_Doom_20170517_005441.png [View same] [iqdb] [saucenao] [google] [report]

Her going rate is 666 per hour.

>> No.4000029


>If the compressed energy in the core of this weapon was released all at once, the resulting force would be enough to bring down a large building. The comparatively small energy bursts released with each squeeze of the ASMD's trigger are still more than enough to put a world of hurt on most targets.
Unreal manual

>Emitting searing bursts of pure energy, the devastating Shockrifle is an ideal weapon for medium or long range attacks. The primary fire delivers an instant concussion with pinpoint precision; the secondary fire launches a slower energy projectile.
UT99 manual

>> No.4000034
File: 1.02 MB, 1280x1024, Screenshot_Doom_20170517_005536.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4000036
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170517_005553.png [View same] [iqdb] [saucenao] [google] [report]

More fleshy

>> No.4000038
File: 1.24 MB, 1280x1024, Screenshot_Doom_20170517_005613.png [View same] [iqdb] [saucenao] [google] [report]

holy fucking shit spiders

enemys don't seem to be smart enough to use the underpass tunnel, trying to fix.

>> No.4000040
File: 1.39 MB, 1280x1024, Screenshot_Doom_20170517_005629.png [View same] [iqdb] [saucenao] [google] [report]

Since it's called runic divison, I decided I needed something to actually give the name reason, and this was the result. It's kind of crappy.

>> No.4000042
File: 1.09 MB, 1280x1024, Screenshot_Doom_20170517_005637.png [View same] [iqdb] [saucenao] [google] [report]

hungry in a convenient takeout box.

>> No.4000045
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170517_005723.png [View same] [iqdb] [saucenao] [google] [report]

Slime worm trap and spectre trap mixed with crushers.

>> No.4000046
File: 956 KB, 1280x1024, Screenshot_Doom_20170517_005748.png [View same] [iqdb] [saucenao] [google] [report]

Knight-Trash room

>> No.4000047
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170517_005819.png [View same] [iqdb] [saucenao] [google] [report]

Stuff involving redwalls as flesh and icon textures. goes with hungries, extension of teeth theme

>> No.4000048
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170517_005832.png [View same] [iqdb] [saucenao] [google] [report]

Hell entryway.

>> No.4000050
File: 1.45 MB, 1280x1024, Screenshot_Doom_20170517_005905.png [View same] [iqdb] [saucenao] [google] [report]

Fire serpent habitat/hell beach

>> No.4000051
File: 836 KB, 1280x1024, Screenshot_Doom_20170517_005925.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4000056
File: 507 KB, 1280x1024, Screenshot_Doom_20170517_005956.png [View same] [iqdb] [saucenao] [google] [report]

Shonky yeelon cameo at the end before being teleported to the exit hall.

>> No.4000058
File: 1.11 MB, 1280x1024, Screenshot_Doom_20170517_013023.png [View same] [iqdb] [saucenao] [google] [report]

Void secret map switch.

>> No.4000062

This map seems like it could be broken up into smaller maps instead of being one huge clusterfuck of ideas

>> No.4000065

There's two maps; but I agree with you.

>> No.4000070

Two maps is better, but from the number of screenshots you've posted and the size of the areas in them, 3 or even 4 may be ideal. If there's one thing I hate when playing Doom it's running around looking for switches, buttons, or key cards instead of blasting monsters in the face

>> No.4000074

Good thing you'll be blasting lots of monsters in the face then, approx 287+

>> No.4000089

shut up and give me my free entertainment

>> No.4000092
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google] [report]

>shut up and give me my free entertainment
Have something then

>> No.4000096

Are you SURE? It's not ready yet.

Bring your community chest tex4. I'm continuing to bust my ass off on trying to make this the best I can possibly make it. For you.


>> No.4000143

Trying to think of a good way to imply the secondary mode on the gorewyrm without a hud message.

>> No.4000176

are D4D and D4T the only doom 4 focused mods of any merit? what about that weapons pack for brutal doom? was that any good?

>> No.4000187

yes and no, respectively

>> No.4000206

So how do I get the DOS Version to run with a smooth FPS?

>> No.4000227

Guys, I'm assembling a Cacowards in one big pack, there's only few years left to add.
I'm collecting all maps that I could find from people with "Mapper of the Year" and mappers who've been awarded with "Espi Award" and that folder alone is close to 2 gigs, while main package without these maps is already 6 gigs (I haven't even added Grezzo 2 there).

I want to know if I should bother collecting all maps from "promising newcomers". That's a ton of maps and I personally don't think it's worth it, since "promising" means that "first maps are not complete shit"

>> No.4000245

Doom 4 Brutal Doom weapons don't really try to emulate the D4 weapons along with blatantly mismatching them(Pumping the shotgun 3 times after a grenade shot, no alt fires for anything besides shotgun and HAR, Dual rocket launchers for example) but they're okayish.

Might as well play that one Xaser version(Argent)did with Brutal Doom monsters if you wanted BD and D4

Other than that those are the only D4 mods worth noting.
Zion doesn't have very good rips and I don't know what they're doing with their mod at the moment

>> No.4000252

>what about that weapons pack for brutal doom
that was purely a popularity bandwagoning attempt
having them for the sake of having them

>> No.4000270

thanks for informing me, in the process of buying new PC parts and I want to have a good checklist of things to try out

>> No.4000283

doom rla is a hoot

>> No.4000289

I think you should just keep doing it how you're doing it now.

>> No.4000310

I always got the idea of making a freeware game out of the free code, but honestly in this day and age its always easier to just either buy or pirate the IWADs

>> No.4000347

>use of the slimers as flesh bud things
brilliant but now im totally unnerved, those shits always freaked me out

>> No.4000402

Are you trying to make sprites or something?
Because i though they had that already.

>> No.4000413

What's this?

>> No.4000418

Alright, then. Here's some constructive criticism. I can't really tell how it plays from these screenshots and I doubt i'm really qualified to give advice on that, so this'll be all about the looks.

I'd add another layer on top of that rock wall surrounding the area. Would make it feel much better.

Some serious texture alignmnet issues here, including the ceiling.

Talking about ceilings, this one here looks really weid with it being plastered all the way through with that light texture. Needs some more care.

texture alignment, especially for those lights.

That sloped light trim does not fit into the picture at all.

>It's kind of crappy.
This room is desperately in need of some more loving judging by this screenshot. It's just a big box and looks really, really bland. More ceiling detail would go a long way here. It won't ever obstruct the player so go crazy. Look at some other maps, if you don't have any ideas. BTSX is really pretty, for one.

You really should not use a crate texture as a wall like that, also ceiling alignment and that floodfilled light texture.

That red floor texture looks way too flat being on top (and bottom) of red bricks.

Also jesus christ why do you insist on that terrible filter.

>> No.4000432

Some anons would appreciate Zandronum.

Oh, and I found that Doom launcher

>> No.4000462

New thread, complete with some news forgotten from last thread.


>> No.4000613

I loaded up Guncaster to blitz through Doom 2 yesterday.

And yes, I did have fun.

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