[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 20 KB, 198x314, 1494734913965.png [View same] [iqdb] [saucenao] [google] [report]
4000458 No.4000458 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3996636

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.4000459


-Mapping deadline reached; awaiting release?

=== NEWS ===

[5-16] Jimmy's jpg.pk3; a jokewad that gives all textures and sprites shitty JPEG quality

[5-16] Trailblazer update

[5-15] Temple of the Lizardman 4 released

[5-14] Zanieon's Akzos City, a conceptual resource map

[5-14] Project MSfiX'd Beta; fixes up

[5-14] DFRetro released a Retrospective of Quake II and how it changed the FPS genre

[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

[5-8] Evolution of the WAD Episode 4

[5-3] Intermission E2M3

[5-2] GZDoom 3.0.1 released; bugfixes

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4000476

What's this mod? Looking interesting.

Also, anyone mind helping me get Doom 4 Doom working? I found a download link for it but dragging and dropping isn't working. Maybe the files I grabbed are bad? Anyone have a working link?

>> No.4000479

That's Harmony, a standalone IWAD. It's OK.

>> No.4000485

Has anyone ever tried to do something similar to NuDoom's arcade mode for the classic Doom?
I feel like the closest thing is MetaDoom having NuDoom stuff mixed with the unused score system and treasures.

>> No.4000489

Ah, the tribute to the classic shooters? Eh, downloading anon's archive from last thread so might as well try it. Can't believe it's not in OP.

>> No.4000497

Is there a way to play D4T in the latest GZDoom?
I just don't like the idea of the best D4 inspired mod being available for lower versions of a sourceport, because the creator wanted it to be playable on phones.

>> No.4000510

First, it 100% requires a devbuild, not 3.0.1. Second, it 100% requires only dragging in the D4D.pk3 file and not the resource file along with it.

There shouldn't be any problems playing it. And there's nothing bad in aiming for lower versions for compatibility when the other choice is something that requires devbuilds that actually broke D4D for a couple days because of changes Cooke made to it himself.

>> No.4000515

Thanks for the help on D4D!

>> No.4000516

was it me or did the last thread fill up really quickly?

>> No.4000519

i guess finals week => more people putting off studying => more posts

>> No.4000525

If the concussion was focused on a single point, it would easily pierce the person's body.

>> No.4000561
File: 199 KB, 2048x1152, burningcultist.jpg [View same] [iqdb] [saucenao] [google] [report]

i wish there were more gameplay mods focused on conjuring destructive magic with your bare hands

>> No.4000564


>> No.4000575


That is most certainly Wrath of Cronos, but I don't recognize the map.

>> No.4000576

it reminds me of epic2 but i'd have to check

>> No.4000580

Some anons would appreciate Zandronum.
Oh, and I found that Doom launcher

>> No.4000587

I just noticed that MetaDoom's Soulcube's soul essence is based on some mode from NuDoom's MP

>> No.4000592

can we post again

>> No.4000601

is it me or is 4chan lagging?

>> No.4000608

There a way to make Doom a true rougelite experience? I feel like the game needs to actually force me back to game start and to not allow saves, else I'll just cheat.

>> No.4000620

It's up to you to enforce permadeath. However, I can grant your wish.

Get OBLIGE, generate a random wad. Now Get Doom Roguelike Arsenal and load that with your random wad.

Don't use saves. Start over on the same wad or a new one if you die.

>> No.4000623

for permadeath, you can "borrow" the ironman difficulty from metadoom if you know how

>> No.4000624

For whatever reason I never really bothered to get into Quake despite loving Doom most of my life until now. On the third episode and I know it's been stated a million times probably but holy crap movement feels so good in it. Not even just player movement projectiles feel great too. Never had to second guess where my grenades would land using the grenade launcher allowing me to effortlessly bounce them off the walls and directly hit enemies in rooms I couldn't even see because it all just feels so natural.

>> No.4000635

So I think I'm finally going to give SW Dark Forces a chance.

What version should I get? Is the GOG one OK or should I head to Steam?

Also, is Outlaws any good?

>> No.4000637

GoG I guess. They actually care about making the game work, Steam is just the middle man.

>> No.4000639

>Metadoom's soulcube using soul essence is actually taken from NuDoom's MP

>> No.4000643

Ok, added.
It's got GZDoom 3.0.1, Zandronum 3.0a, Doomseeker, ZDL, and WMD.

And here's the link since I forgot to link it to the OP last thread:
Doom Quickstart Archive: https://drive.google.com/file/d/0B47V8l2eVZKxdjhMOFlkMHRmV2c/view
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
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.4000646

They're both just lazy dosbox releases.

>> No.4000648

Been meaning to get OBLIGE, thanks.

Guess I'll have to be honorable haha
I don't.

>> No.4000651

Well at least the GOG one doesn't have DRM.

>> No.4000658

/vr/ z&ro server when or that's been done already?

>> No.4000659

You don't need to be on Steam to run Dark Forces if you got it from there.

>> No.4000664

Actually, just tried Metadoom on UV. Didn't see an ironman option. Am I missing it?

>> No.4000665

As a base, I used to go DoomRPG/RLA+Oblige but nowadays I roll with Complex Doom/LCA+OBLIGE, I usually toss a few extra mods to spice shit up like enemies health bars/damage numbers (JP HUD) and custom music/music randomizer (Jimmy's Jukebox).

Using those I either set OBLIGE to generate moderate sized maps and crank the difficulty up (UV+Fast Monsters) and only use zdoom level-start autosaves (Dark Souls mode) or set OBLIGE to generate big ass maps and tone the difficulty to normal and start the whole thing once ded.

The sky is the limit.

>> No.4000682

I really don't like DoomRPG. Complex Doom looks great though. But sorry, what's LCA? And is JP HUD the actual name?

Can you do level-start autosaves with GZDoom? That part alone sounds pretty damn close to a rougelite experience.

>> No.4000691

Legendary Complex Addon, adds legendary enemies and some items, there are a few other mods for Complex Doom but this is the only one I've ever tried. It's on Complex Doom's download page.

Should be first search result, be sure to use the mod-friendly version if you don't want Complex Doom's HUD to be replaced.
I actually modded mine so it shows Complex Doom custom enemy names properly, now I'm trying to change damage number font.

>Can you do level-start autosaves with GZDoom?
It should automatically save every level start, and auto-load last save on death for convenience.
Be ware though, OBLIGE can be a bitch and spawn you in a room surrounded by a shitload of mancubus right at the start.

>> No.4000692

I can host stuff. Shoot a suggestion and I'll put something up.

>> No.4000695

SW Dark Forces has very long levels and doesn't allow for midlevel saves.
There are also platforming sequences with instant death.

>> No.4000703

>>4000576 me
yes- it's epic2 map06, it won't let me upload the picture though. but it's pretty much the same except without all the moderngraphicshit

>> No.4000716

tdm + udmx or dbabrm (your choice) + samsara
co-op rga2 + your megawad choice

>> No.4000727

This has been a huge help. Thanks anon!

>> No.4000764

>tdm + udmx or dbabrm (your choice) + samsara
Gonna go with this, but using aeondm. I'll reply again once the server's ready.

>> No.4000774 [DELETED] 

can anybody explain this to me?

>> No.4000784

my reaction:
>oh hey that's ngmvmt2 map10, i was playing that yesterday, wait what the fuck is that thing

>> No.4000785

It's up. Look for "/vr/ ultra-violent party"

>> No.4000790

Doom modding has gone too far.

>> No.4000791

It's /mlp/ trash and should be burned.

>> No.4000794

you're probably going to get banned for ponies, see you in three days

>> No.4000796

This is the man who makes D4D, now.

>> No.4000804 [DELETED] 

But why?

>> No.4000804,1 [INTERNAL] 

>cringeposter subhuman thinking it's any better than fucking bronies

>> No.4000805

Yo do me a favor and stop replying to that post.

>> No.4000806

I'm not surprised by the pony avatars the dev team all have in the mod intro.
D4D is fantastic and captures the feeling of Doom 4 well, but I hate having that shit shoved in my face every time I load it up.

>> No.4000807

Holy shit, someone's remaking that PS1 Alien Trilogy game on Doom sourceports. I loved that game as a kid.

>> No.4000812


I don't know. There's also people who like pasta on their pizza.

Some real fucking strange people out there.

>> No.4000814

It's pretty obvious it's just some shitwad fishing for (you)s anyway

>> No.4000815 [DELETED] 

You fucks will all play it.

>> No.4000817


>> No.4000818

i've played the map.

>> No.4000820

stop getting baited for just a moment and come play some games

>> No.4000821


>> No.4000823

What's the consensus on DOOM? I mean the fourth.

I kinda like it, but I find it hard to aim.

>> No.4000826

What are some good city themed maps/megawads? I want to blast monsters in restaurants, kitchens, banks, apartment buildings, houses, etc.

>> No.4000827

The consensus? "Better than expected, but more like Painkiller or Serious Sam than Doom" I believe.

>> No.4000829


>> No.4000837


A good Doom game that could've been a lot better if it wasn't for the incompetence of id software's PR department that decided to focus on the one thing the franchise isn't known.

The fact that the movement in the QC beta is way faster than Doom 2016's MP makes it look like they learned a lesson the hard way.

>> No.4000841

Why thank you.

I'll try and remedy these post-haste.

>> No.4000845

>decided to focus on the one thing the franchise isn't known
And that is?

>> No.4000848

Soul Harvest i think?
The more i see it, some of MetaDoom's design choises aren't as out of place as you'd think, even if they can steal feel weird.

>> No.4000851

meant >>4000418 for fixing

>> No.4000874

The levels do have checkpoints, at least.

>> No.4000880

I feel like the colours on GZDoom are odd (too dark).

>> No.4000885

I've been playing around with it trying to get it to look like vanilla Doom without much luck.

>> No.4000893


>> No.4000906


Yo, mac n' cheese pizza is legit.

>> No.4000907 [DELETED] 

C A N T _ P O S T _ I M A G E S _ A A R G H ! ! !

>> No.4000912

Enable palette filter?

>> No.4000924

oh its the "ultra nightmare", it says "ironman mode" when you select it

>> No.4000928

What ARE they?

>> No.4000929
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]

can we post images again?

>> No.4000930
File: 2.93 MB, 888x500, Replay 2017-05-17 22-20-24.webm [View same] [iqdb] [saucenao] [google] [report]

its time to cry and shit pants
and im all outta pants

>> No.4000934
File: 109 KB, 640x480, 1495023243.png [View same] [iqdb] [saucenao] [google] [report]

finally can post it

>> No.4000935

>mfw tried to get Wraith of Cronus
>links are dead
A shame, I always wanted a RPG where you don't need a wand to case spells.

>> No.4000939 [DELETED] 
File: 178 KB, 424x318, 1.png [View same] [iqdb] [saucenao] [google] [report]

Why do have a boner?

>> No.4000943

because you are a vorebro

>> No.4000945

files for doom, fixed to work on latest gzdoom

>> No.4000947


The links to version 2.0 are on page 28

>> No.4000948

Why is the music so quiet now in the latest GZDoom versions? Ever since 3.0.0 you can barely hear it, unless you're using a soundtrack mod like Jimmy's Jukebox where the music returns to its original volume.

>> No.4000950

Kinsie, is it true that Soul Harvest inspired the Soulcube?

>> No.4000951

How long is Doom 64 compared to II/TNT/Plutonia?
How many hours is needed to beat it? (no speedrunning, just casual playthrough)

>> No.4000953

the fashionable thing is to blame replacement of FMod by OpenAL, except that it turns out FMod was cheating by using loudness war techniques whereas OpenAl just plays the sounds with no added effect

>> No.4000954

Does Complex/LCA work with gzdoom? I thought it was just zandro.

>> No.4000956

So I need to click and drag both Wraith of Cronus, the Doom version, plus whatever map pack I want?

I hope it's really good.

>> No.4000959

demonsteele has combos

gameplay is entirely different but it operates on the same base as MAXIMUM MULTIPLIER

>> No.4000962

Trying to make a simple ACS script that just says "all monsters killed", but it doesn't do anything ingame.

script "AllClearKills" ENTER
Print(s:"\cj-ALL CLEAR-\n\cfEnemy Forces Destroyed.");

How do I make it work?

>> No.4000968

The load order is

"not hexen" patch if you aren't playing hexen iwad -> wrath of cronos -> patch for the specific iwad if you aren't playing hexen -> monster replacer for Doom iwads (optional)

>> No.4000970

Load order?
I just drag&drop that shit on GZdoom.exe

>> No.4000974

It does, seems to work on Z and QZ.
If you use that hpbar mod they have available in their download page however it will crash the game after 2 or 3 save/load, but this happens in any Z-variant source port zan included, I isolated the issue being it uses a shitload of cvars (one for enemy name) and that seems to mess with saves.

You can either scrap the whole HP bar thing or switch to JP HUD (mod-friendly) instead, it also comes with floating damage numbers which is kinda neat, won't show enemy names properly though.
I got it working with custom enemy names, and finally managed to change the floating damage number font so it's more doom-like and cleaner, in case anyone is interested.

>> No.4000987

Because you're only running the script once on startup, when no monsters are killed (of course). Something like this should work:

Print(s:"\cj-ALL CLEAR-\n\cfEnemy Forces Destroyed.");

>> No.4000993

I don't know much about scripting or ACS, but wouldn't it be more "efficient" to run it at some kind of "enemy death" event or is such a thing not possible.

>> No.4001005

You don't need to put the "else" in there, FYI.

>> No.4001019

you'd have to make all enemies call the script on death, then
this method is easier

>> No.4001028


Thank you! It works now! : D

>> No.4001032
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170517_154242.png [View same] [iqdb] [saucenao] [google] [report]

Hopefully these are better.

>> No.4001038
File: 1.30 MB, 1280x1024, Screenshot_Doom_20170517_154308.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001040
File: 1.54 MB, 1280x1024, Screenshot_Doom_20170517_154334.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001045

Ok, can anyone tell me where the fuck the taunt sound in Doom 1 is? I can't find it for the love of my life.
I want to make my own Arnold sound mod, but without a skin or BRUTAL, I just can't find the file.

>> No.4001047

it's not in Doom 1 or 2, it's in Zdoom, it's DStaunt


>> No.4001048

There's no taunting in Doom 1???

Am I missing something here?

>> No.4001049

Uh, there isn't one?
There's the "heh-heeengh" sound packaged with Zandronum if that's what you mean.

>> No.4001051
File: 951 KB, 1280x1024, Screenshot_Doom_20170517_154426.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001052

Oh, I see. Thanks.

>> No.4001054

there is no taunt sound in doom 1
you might want to look at skulltag

>> No.4001059
File: 1.12 MB, 1280x1024, Screenshot_Doom_20170517_154442.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001060
File: 1.43 MB, 1280x1024, Screenshot_Doom_20170517_154506.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001061

Yeah I know, but I do habitually because it makes it easier for me to read and maintain my own code. Particularly for late night sleep deprived coding sessions.
yw f a m

>> No.4001067
File: 1.09 MB, 1280x1024, Screenshot_Doom_20170517_154613.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001068

There's no way to attach that "on kill" event to everything at once?

>> No.4001069
File: 1013 KB, 1280x1024, Screenshot_Doom_20170517_154621.png [View same] [iqdb] [saucenao] [google] [report]

I wanted to keep the crated in the wall in the sister hall (i've seen quite a few maps where such a thing is used so i presumed this was better.)

>> No.4001075
File: 1.70 MB, 1280x1024, Screenshot_Doom_20170517_154638.png [View same] [iqdb] [saucenao] [google] [report]


for fuck sakes lighting

>> No.4001076
File: 70 KB, 590x701, rum.png [View same] [iqdb] [saucenao] [google] [report]

why are my rooms always small and cramped

>> No.4001079
File: 1.38 MB, 1280x1024, Screenshot_Doom_20170517_154856.png [View same] [iqdb] [saucenao] [google] [report]

again, i've seen maps with such a thing used; what with crate movement/processing/scrolling crate walls.

>> No.4001082

welcome to 2010+7
use ZDL https://zdoom.org/wiki/ZDL

>> No.4001086

No. You have to run a Death type ACS script with +forcedeathscripts or whatever.

There's no zscript even that only executes once everything is dead either as far as I know.

>> No.4001093

Could use SetThingSpecial in an OPEN script to set it for all monsters with a specific tag. This of course won't work all that well if you want different action specials on some monsters.

>> No.4001095

i think you can increase the delay, to make it check less often, and thus more "efficient"

im not sure but supposedly delay(35) will make it check once every second.

>> No.4001098

What is thy abomination? Is that compatible with GZdoom, chap?

>> No.4001103

yes ofcourse
its the goto launcher for all doom sourceports

>> No.4001104

True and true.

>> No.4001105
File: 785 KB, 1024x576, Screenshot_Hexen_20170517_031730.png [View same] [iqdb] [saucenao] [google] [report]

/msfixdguy/ here. Yesterday, I said the female playersounds would need to be put off, because the ones I downloaded were too quiet and had an annoying 'blip' sound at the end. Well, they're back in! I downloaded & installed Audacity and fixed them in an hour. Was surprised how easy it was, despite the fact I've never used any sound editing software. ...Kinda begs a question; namely, why couldn't the guy who ripped these sounds be bothered to do it, but anyways, glad that's fixed. I appreciate that an anon offered to help. I still need to figure out why the death sounds won't play, yet all the others do, but then I've never needed to define gendered playersounds in SNDINFO before, so I suppose that's to be expected.

Otherwise, work continues. The Sentinels in Strife are absolute bastards and need to be nerfed, and I've significantly cut down on the firing code of the Barracuda AR:

Back when MagSigmaX's made MSX, if you wanted a weapon to have degrading accuracy the longer it fired, you needed multiple calls to A_JumpIfInventory to check for the amount of some item that represented firing time, each one jumping to a separate call to A_FireBullets, for example, where you'd explicitly state the accuracy of the hitscan on the XY axes. Today, you can just use CountInv expressions in A_FireBullet's first two fields and then do some maths with them, and cut all that to *one* A_FireBullets call. If I was doing this in ZScript I could cut all this further by using proper variables, but I'm not diving in to ZScript until they get more documentation done.

I'm working on adding a damage/AOE radius slider for the overcharged fists & grenades, as an anon in the last thread suggested they're too OP.

If you have any suggestions on stuff to add, feel free to post it.

>> No.4001112

No anon, you want kill scripts for something like that.

>> No.4001114


Make your script a KILL type script, and set ForceKillScripts in the GameInfo block of a MAPINFO lump.


>> No.4001120

Dodging into a monster while facing it and charging the power punch should immediately release the punch (and perhaps center view on target with A_Saw)

I'll be doing something like that as well, but it strikes me as minor, fun, and generally useful.

>> No.4001123
File: 869 KB, 1280x1024, Screenshot_Doom_20170517_155043.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001126

>incompetence of id software's PR department that decided to focus on the one thing the franchise isn't known.

>not part of Doom's legacy


Doom4 MP is dead-on-arrival dogshit, but that doesn't mean we go pretending that MP wasn't a big deal.

>> No.4001127

looked into how its done in d4d in zscript, and it has a "while(1)" loop with delay(17), so basically every half a second.

>> No.4001131

>Dodging into a monster while facing it and charging the power punch should immediately release the punch (and perhaps center view on target with A_Saw)

Wow. I was actually thinking of doing something like. Not sure if I can actually code it, though. Maybe with a A_JumpIfTargetInLOS call w/ a short range?

>> No.4001134

Maybe for Quake and Unreal, but when I think Doom, I think "fighting demons".

>> No.4001138

So after someone suggested it, I watched Hardcore Henry.

There are some scenes that almost made me puke.
The pliers on the nose, the face grated against the concete, and using a guy's back as a trampoline.

Brutal Doom is a kindergartener playing with red compared to that.

>> No.4001140


...On second thought, no, that wouldn't really work. Evasions don't really have a proper 'state' in MSX; they execute some code instantly and they're done. IT wouldn't work for sprinting w/o modification; you can't sprint with any level of charged fist IIRC.

>> No.4001141

A_CheckBlock perhaps? Or just have the punch rapid-fire invisible hitscan puffs (+hittracer, +getowner, +alwayspuff) if you have a dodge token in your inventory, and have the puffs give a punch release token to the player (it's Target) if it enters Melee (i.e collides with a bleeding actor).

I came up with the above on the fly so it may fail spectacularly.

>> No.4001145

>not part of Doom's legacy
This is arguable really, and I don't know which side I'm with.
It kick-started the whole thing, but it kinda was more of a big deal in USA than anywhere else I'd say.

>> No.4001147

But that's why you use inventory tokens inheriting from Powerup. It allows your token to remove itself after however many tics you wish. Give one of those to the player upon dodging and then check for it elsewhere.

>> No.4001148

I discovered video games pretty late, with Unreal, so I wasn't there for Doom and stuff, but as far as I know, from a normie view, Doom isn't famous for its multi.

>> No.4001153


Hm. I'll give it a try. I'm just worried it's just going to come off as unreliable and pretty janky.

>> No.4001160

also I just tested - you can indeed dodge while charging the fist.

>> No.4001161

Is Quakespasm the recommended port to build for when making maps these days?

>> No.4001175

A definite improvement. The rest too, but yeah, I won't backlink all your posts.

>> No.4001182

I think so. You should target Quakespasm unless you specifically need the features of another sourceport.

>> No.4001205
File: 2.93 MB, 650x364, forcegames.webm [View same] [iqdb] [saucenao] [google] [report]

these enemy designs are really really cool

>> No.4001206

What mod is this?

>> No.4001209

wrath of chronos and epic2

>> No.4001217 [DELETED] 


Speaking of building maps, is TrenchBroom for OS X working for anybody?

>> No.4001224

what is the latest version of WoC and where do I download it?

>> No.4001227

Hey, imba recurring visitor here and I have no idea what msfixed even is. Can you give me a quick rundown?

>> No.4001235

The monster replacer is messy as all hell to be honest. A severe case of quantity over quality.

>> No.4001254

Ah, good.

I'm no artist; but I was considering mocking up a marbface for G'jodde-shoth. though that's probably going to be hard, considering.

>> No.4001258

hmm ive yet to see a "disappointing" monster. Maybe the slow medium sized ones that do nothing but slowly walk towards you to hit you, but then if in vanilla it would be a group of same pinkies, here it ends up being a diverse group of slow brutes, medium sized dudes with shields and fast leaping fiends from quake.

i do find some of them quite rage inducing though
the dark lich that replaces the spidermastermind just rapes when you try to manfight it, and when you hide behind cover it sends out noclipping ghosts after your ass

>> No.4001272

couple of posts above

>> No.4001289

good job

>> No.4001296

Jesus, that Trailblazer mod is awful. I'm all for an 80s tribute but it's just bad.

>> No.4001305

How do I git gud at dodging monster attacks, especially when there are multiple of them? I can bait the pinkies just fine, but anything more than 1 or 2 revenants, manbuci, barons, etc fuck me up.

>> No.4001314
File: 44 KB, 300x300, Nobody Rocks Like Springfield.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4001315

What particular part sucks about it? Haven't yet played it myself, but all the footage and praise I've seen for it has been overwhelmingly positive so far.

>> No.4001317

For revenants, use cover. Avoiding their homing projectile requires too much focus, you can probably pull it off if there's only them, but if it's more than one revenant, use cover and use a plasma rifle or something really mean like that.
For Mancubi, circle around them at a reasonable distance so that you can stop if one of their fireball goes where you'll be.
For Barons, just go 8 in front of it.

>> No.4001318
File: 290 KB, 480x480, 1469700017455.png [View same] [iqdb] [saucenao] [google] [report]

>making vanilla map
>worried my areas lack detail
>fill it with detail
>break visplane/drawseg limit
>cutting back the detail is emotionally painful

This better be my magnum opus

>> No.4001320

Is it done, now? Is it metroidy?

>> No.4001323

It's been done for a while, dude.

>> No.4001324

Remember where you were, remember where they are, remember when they last fired, move laterally relative to that.

Git gud at that and you can dodge the shots of enemies you aren't even looking at.

>> No.4001325

What about when the map decides to drop you in a small with 3 manubi in them, which D2TWID seems to like doing?

>> No.4001330

it's been done for a long, long time

>> No.4001331

This sort of thing is why people shift to slaughter; once they can reliably dodge projectiles, it's just a matter of wading through a horde, doing a ridiculous dance while carving an escape, and then restocking on health.

>> No.4001332


Well, not if you're one of those that thinks it needs to be a TC with levels and enemies and shit. For some reason.

>> No.4001340

u wot

>> No.4001342

On the subject of Trailblazer, is Accessories to Murder a prototype of it? Both have a chain smoking eyepatched protag, cigs as health, massive guns and are made by the same guy.

>> No.4001345


>it's just bad.
like how

If you mean balancing, sure. Pillow's mods have always been like that. Nothing some modifications to the skills couldn't solve. Some new monsters to keep you on your toes would be nice.

>> No.4001347
File: 1.46 MB, 720x360, excessive screw attacking.webm [View same] [iqdb] [saucenao] [google] [report]

I might have made this a little too powerful.

>> No.4001350

>a prototype of Accessories to Murder?
>made by the same guy

Uh, no? The sprites in both are made by DoomNukem, but the mods aren't. AtM is made by wildweasel.

>> No.4001351

fuck lost souls and fuck whoever coded them

>> No.4001354

>its treason, then

>> No.4001358

My mistake. AtM's PK3 is called DoomNukem for some reason though.

>> No.4001365
File: 266 KB, 800x850, YY6UueW.png [View same] [iqdb] [saucenao] [google] [report]

>MFW turning on Super Shotgun gibs enemies in smoothdoom

>> No.4001368

It's a Pillowblaster mod.
It's going to be overpowered and stylish as hell, but if you want a challenge then either gimp it with customdoom or play another mod.

>> No.4001372

After playing ketchup SmoothDoom's gore is unsatisfying. The compatibility patch doesn't seem to work, either.
Making the SSG gib enemies is a cool idea though, no idea why more mods don't do this. It's no secret that it's pretty much a budget BFG.

>> No.4001379

The gameplay and guns are boring as all hell.

>> No.4001384


I'm so glad there's a powerup that finally makes you fabulous.

>> No.4001386

Can't get the mental picture out of my head of a shirtless Doomguy posing while sparks fly out and makes shit explode around him.

>> No.4001390

Load the comp patch after smoothdoom, it works perfectly for me.

>> No.4001393

>get around to actually playing these games
>install smooth doom and ketchup
>play and beat doom and doom 2 on UV
>download that quick start guide that guy posted last thread
>figure ill start with the single player stuff
>first up is 1994 tune up
>pistol start against 2 zombie men
>then an imp
>then a spectre
>then 2 chaingunners
>get shotgun
>then a caco
>then a fucking revenant
>all of this within 2 minuBtes of starting
How fucked am I?

>> No.4001395

u wot

>> No.4001397

Do you think Demonsteele is slow and boring too?

>> No.4001406

>26 errors
Yeah, I think I'll stick to Finaldoomer and ketchup instead.

>> No.4001414

No, DemonSteele is actually fluid and fun.

>> No.4001415

Well at least your taste isn't irredeemably shit.

>> No.4001417

Depends on how observant you are

>> No.4001419
File: 35 KB, 636x515, 4J5v3uO.png [View same] [iqdb] [saucenao] [google] [report]

>tfw enjoy the gameplay, gunplay, look and feel of games like Blood, Duke3D, and Doom
>not very good at them, but still play Doom on UV and the others on the second highest difficulty
>usually die several dozen times on the more difficult levels
>refuse to save scum so I restart each time
>also so used to modern linear FPS that I get easily confused and turned around by the map layouts of these older games
>easily spend 5-10 minutes running around looking for a switch or keycard i might have missed on some of the bigger levels
>still have fun doing all of it

>> No.4001421

>still have fun doing all of it
so what's the problem then exactly

>> No.4001424


Not fucked at all, senpai. You can do it. You, too, can acquire proficiency and become a badass demonslayer.

>> No.4001428

I'm the same, only I do use saves.
It's easier to justify on the larger maps like Waterlab, because fuck having to blast through 800+ demons again because the boss killed you at the end.

>> No.4001430

It makes me feel like an idiot when I run around for 10 minutes only to realize I missed a switch that was in plain sight

>> No.4001431

There is nothing worse know a doom map than being under equipped for hard enemies

Spending a whole minute blasting cacodemons with a pistol is not fun no matter how good you are it's just bullshit every single fucking time

>> No.4001434

did the thread just freak out for anyone else? I saw an undefined post, then the OP got posted automatically. I refresh and everything is back to normal

>> No.4001437

It did that for me, it was double quoting single posts as well reposting the OP as you said.

>> No.4001438

Jeez. Are you Trailblazer's creator or something? Sure is a lot of butthurt lol

>> No.4001446


>boomerang machete
>dual-wielded uzis & sawed-offs
>revolver w/ explosive rounds
>noisy cricket

okay fammalamma

>> No.4001450

why? just laugh it off and continue having fun

>> No.4001452


Where I saw it: https://www.youtube.com/watch?v=b6sWdTePT1s&list=PLrQnnXQh0V2e53QZ4yRpsjA8ebLYm89Ps&index=68

>> No.4001454

I have a lot of mods right now. How do you guys organize yours? I was thinking of making subfolders for certain categories but that would make dragging and dropping into the application annoying.

>> No.4001459

>that would make dragging and dropping into the application annoying.

You know launchers like ZDL are a thing, right?

>> No.4001463

Alright map makers, just because the original games had monsters in the rooms with the end level button doesn't mean EVERY SINGLE MAP needs to gave it too.

>> No.4001481

I wish the blood janitor for ketchup would clean up the blood on the walls too. Not for performance, but because I've missed switches that were covered in blood before.

>> No.4001486

Interesting. So I just get the regular CD+LCA packages, like copying them from my zandro folder? (not quite sure where the "official" downloads are hosted)

I'll give it a try. I don't mind not having the bars, so I'll just go as-is.

>> No.4001508

okay so this foundry map in doom 4 is actually pretty cool

I don't even care about the repetitiveness of the gore nest things (I actually like the combat a lot), I just like how open ended and vertical it feels in general

>> No.4001510

I watched it as well. The only thing that really made me cringe was when Henry splits the psychic guy's hand in half when he gets his memories back in the final battle. I got a bit of a bone disease and seeing that kinda thing gives me the creeps. A bit of a sensitive spot.
Other than that it was pretty entertaining. I kept hearing people say the story was shit but I thought it was kinda okay for what it was. Better than any emo origin story so popular nowadays.

>> No.4001516

Damn your setup looks pretty good. What settings do you have for the gl renderer?

>> No.4001521

At least his death was short. The poor guy that Henry plays "gotcha nose" with doesn't die that quickly.

That being said, I appreciate how it's violent without being sadistic. If you omit the poor merc that Hippie Jimmy tortures, all the death are very short.

>> No.4001537

You kinda got a point. It's edgy but not overly so. A lot of kills are pretty utilitarian, and some might just be KOs except the entirely obvious. A large amount make sense in context.

>> No.4001546

To that regard, it's a bit better than Hotline Miami, where some deaths were uselessly cruel and sadistic. Especially the one with the pan and the one with the drill.
Hardcore Henry is mostly pragmatic. Mostly, because busting balls wasn't necessary, and as you said, what he does to Akan is purposefully sadistic. Same than the hoe, they die horribly.

>> No.4001556

Here's how I organized everything for the Doom Quickstart Archive:

-Single Player

To launch them I have shortcuts for all my common combinations, so I just have to click that and everything gets loaded.
For one offs, I have .wad and .pk3 associated with GZDoom, so I just double click on the mod I want to load.

>> No.4001558
File: 52 KB, 1753x719, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

i use zdl so that i don't have to drag and drop all my mods

>> No.4001562


You can reduce the number of decals that are displayed in the level at any one time. Of course, this affects ALL decals, not just blood.

>> No.4001578
File: 743 KB, 1280x1024, Screenshot_Doom_20170517_195422.png [View same] [iqdb] [saucenao] [google] [report]


I have this here pathway that becomes blocked to the player; and the enemys can't get through it either, see tentacle barrier. I know of patrol points; but how would I get these enemys to not mash their face uselessly against the tentacles and acknowledge the tunnel as the primary route?

>> No.4001584

When you guys play Doom, what are your thoughts on using saves?

Obviously the game is much easier if you save every two seconds... it makes it almost unfair.

If you die, do you restart the level with all your weapons gone like the game wants you to? Or do you go back to your last save point?

I usually save at the start of each new level and go back to my save point, but I don't know if I'm cheating since I'm keeping my weapons and health this way.


>> No.4001595

Wellll, the rapist cops and the masterminds are pretty understandable.
The cops were irredeemably evil (if you look carefully, there's a dead guy in a corner, so they killed the poor guy to rape his girlfriend. They deserved any punishment coming to them, specially being cops. A corrupt, murderous cop is a pretty dangerous thing, and non-vigilante justice would be too easy on them. It's an acceptable target in a power fantasy, basically.)
And the other two, well, they were the bad guys, and from Henry's perspective they had it coming as well. Besides, Akan's power made it so extreme measures were necessary, giving him any lenience would have given him an opening to use his ESP, and Henry didn't seem able to resist any more punishment at that point.
Fortunately Akan's waifu was a terrible shot. But if she was saved and given a chance to attack again, it'd have been it, and he was probably aware of it.

>> No.4001598
File: 1.04 MB, 1360x768, Screenshot_Doom_20170518_015920.png [View same] [iqdb] [saucenao] [google] [report]

The problem is monsters are supposed to have specific roles. A good mapper understands this and creates encounters around this. The monster pack completely destroys this. It's like absolutely no thought went it to what roles each new monster is replacing. Take the archvile spawns for example. They might be meaty and damaging but can't resurrect monsters for shit. But then you have an imp replacement running around who can. Then you have flying monsters in place of ground troops. AAAAAAAA replacements with no seeking missiles. Pain elemental replacements not really any different from caco replacements. And really. a lot of the monsters do pretty much the exact same shit with maybe minor differences in damage. And the Heresiarch is a fucking faggot.

Now, not everything is shit, but this incoherence plagues the overall package. It doesn't feel as bad, since WoC obviously already deviates greatly from vanilla gameplay, but it could be way, way better.

I'll try to remedy this for my WoC map, really. There's a bunch of cool shit monsters could do to integrate better with WoC mechanics. Draining mana, percentage based health damage, banishing necro summons. I have a lot of ideas, hope I can implement most.

i really do have the autism for WoC

>> No.4001605

I don't think there's anything wrong with using saves, though I probably save too often.

>> No.4001609

Oh, I didn't notice the dead guy.
Nevermind then, he deserved to suffer.
The poor guy in the elevator and the white-clothed guys, however, they were just on Akan's payroll.
Especially the face grated on concrete, and the broken back. Jesus. I almost gag everytime I hear it, that "CRACK" noise.
Broken spine, he probably died very quickly.

>> No.4001612

I use saves. The original manuals even recommended that you should save often.

>> No.4001616

I don't save I just use resurrect

>> No.4001620

Restarting a level without any weapon is more of a challenge. Save as much as you want. Most ports will make you reload a save rather than restarting the level anyway.

>> No.4001629

But surely you have to select the mods and mapset you want from seperate lists before you launch? I don't see how this saves much time.

>> No.4001630

I only use the start-of-the-level autosaves. If the level is too long I might allow myself to "continue" a couple times using the resurrect command, but I try to keep it to 3 continues maximum, or 3 per map if they are like "one hour each" long.
There was a mod that implemented lives, but it seemed to not be quite universal, so I go on the honor system instead. (Maybe with zscript a truly universal lives/continues mod can be made, but eh)

I just find saving every encounter trivializes it too much for me. If other players like it, more power to them, but I kinda expect to die a few times while 100%ing all maps. Everyone plays the way they find the most fun after all.

>> No.4001634


Using saves is fine. I tend to ironman a lot of levels, though, because I think it's really fun to not be sure what happens next, and needing to double back from mistakes you make.
When I stream, sometimes people just yell at me to save. Even then, sometimes I forget to because not-saving is such a habit for me now.

>> No.4001647

I save, but try to make it infrequent. Larger maps are a pain in the ass to restart and I don't like using the resurrect command.

>> No.4001651

On the other hand, the cracked-spine one having a quick death is not terrible. Better than torture.
And the cyborgs...well, who knows how much pain they can feel, or how much of a mind they got left. To be fair they were more on the level of slaves than mere employees, and the situation was pretty dire. It was like 30 vs 1, after all.

>> No.4001663

They seem pretty reactive in the movie.
Pain is necessary to function, after all, otherwise you lose an arm and you're not aware of it. I still feel a bit sad for these fuckers.

Be merciless, be efficient, have a plan to kill everyone you meet, but don't be cruel.
I just react weirdly to someone else's pain, it makes me furious. When my brother tried to show me Hostel, I threw my keyboard against the walls and punched it until I bled.
Tried asking around me, apparently it's normal to be disgusted and horrified but becoming furious isn't, so I dunno if I'm normal or not. I try to not think about it.

Just to say that I enjoyed Hardcore Henri a lot more than I thought I'd do.
But what with Russians and cyborgs? They seem to like the idea a lot, I feel like a lot of Russian stuff have robots augments in some form or another.

>> No.4001664
File: 376 KB, 1920x1080, Screenshot_Doom_20170517_122135.png [View same] [iqdb] [saucenao] [google] [report]

What did he mean by this ?

>> No.4001667

Some cyrillic letters.
I'm not sure.

Scrubs tends to leave stuff like that in their maps.

>> No.4001679

I like cyborgs a lot too, but I'm Spanish. I guess technology augmenting human limits is just inherently cool.

Anyway my point is that Henry was overall rather pragmatic. In that kinda setting and situation, even plot armor can only get you so far, so going for quick kills is perhaps the only viable solution. Ask yourself, what would you do in that scenario? Specially being aware the cyborgs aren't cut you any slack, and you are heavily outnumbered.

>> No.4001680

Henry himself is pretty good, he's not cruel, he just does what's practical.
If it's better to use a guy as a human shield rather than just shoot him, he'll do that.

>> No.4001698

By the way.
WWI Jimmy best jimmy. Fight me nerd.

>> No.4001704
File: 1.94 MB, 310x325, 1468250290515.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4001715

In ACS, how would you randomly spawn actors on a map without worrying about sizes or putting them out of bounds?

I want to modify Reelism so that any map will work with it.

>> No.4001726

If it helps out at all in future runs you rarely ever have to backtrack to grab a keycard or switch in most levels. While huge the act of having a ton of areas be locked off has the levels split up in chunks and you can't get to the next chunk until you grab the keycard or flip the switch in the current chunk you're at. The only game that really intentionally has you running all over the place looking for switches and keys is Hexen.

>> No.4001732

>try using ZDL
>can't load all the wads in a library and pick what I want, have to pick one by one and order them
>can't pick a source port because there's no option
I'm on the verge of giving up on that and just use GZDoom.

>> No.4001749

anyone got the latest WAD chart? I think it was V7

>> No.4001750

Same. It's no biggie to me just to have them all in one list and drag them onto a shortcut to the application. It takes just as much time without the flailing around.

>> No.4001761

Uhh yeah you point zdl to a folder and pick your mods from there
Yes you choose the loading order, that's the entire point
Yes you put source ports in yourself in the settings menu and pick different ports from there, including gzdoom

Fucking Christ

>> No.4001764
File: 91 KB, 255x239, 4vfA3i6.png [View same] [iqdb] [saucenao] [google] [report]


>All these people agonizing over loading mods with akward methods.

Just use gzdoom.ini autoload and have a text file like this:

>> No.4001770

yeah, save for when you have to scroll until the end of times.

>> No.4001781

When I have that many wads to load then sure, I'll start using ZDL. Until then the 64 I have aren't causing me much issue.
But the number is constantly growing at an alarming rate. Help.

>> No.4001791

>The only game that really intentionally has you running all over the place looking for switches and keys is Hexen.

And Strife, in later maps.

>> No.4001792
File: 290 KB, 640x480, Screenshot_Doom_20170517_195930.png [View same] [iqdb] [saucenao] [google] [report]

I swear, they're worse than the Nazis.

>> No.4001796

they're space pirates, anon

>> No.4001797

It's in the OP.

>> No.4001798
File: 6 KB, 400x400, tegaki.png [View same] [iqdb] [saucenao] [google] [report]

I thought space pirates were larger, like in pic related.

>> No.4001801

Are there any special considerations when using PNG files with zdoom? I'm having this weird issue when saving PNG with photoshop, they won't show up properly scaled on the HUD even though I didn't change the size, only colors.
Tried editing it on mspaint and they work just fine.

>> No.4001802


There are many varieties of space pirates, just like there are penises.

>> No.4001805

I honestly forgot Strife even exists.

>> No.4001806

Does that mean the space pirate's entire body is a penis, and you might accidentally lose the entire pirate in insertion?

>> No.4001809
File: 326 KB, 500x256, file.png [View same] [iqdb] [saucenao] [google] [report]

Link in zdoom thread is dead.

>> No.4001818

What's wrong with using shortcuts?
Shortcuts just point to GZDoom and launch it with -file $wads.

Thtas just as easy, if not easier than setting up the .ini

>> No.4001821

Shortcuts means dealing with multiple files. With a txt compilation + gzdoom.ini open in notepad++ at all times allows me to switch and swap addons, filters and mods super easy.

For particularly crazy mod setups like Project Brutality (15 different files or so + custom keybindings), I can save that particular gzdoom.ini as a copy backup that I can pull out whenever I want it.

>> No.4001830

So, you're saying that rather than having a small folder of shortcuts for click'n'go Dooming, you'd rather copy/paste configs everytime you change mod combos? Purely because that means you have less files to deal with?

>> No.4001840


Much easier to do when switching to a new mappack or swapping a color filter or when adding a new addon.

Also handy if I ever want to reorganize subfolders.

>> No.4001853

So, -file $wad is harder for you to use than Path=$waddir/wad?
And then copy/paste your .ini everytime you want to change setup?

>Also handy if I ever want to reorganize subfolders.
Except shourtcuts don't give a damn about your subfolders. All the shortcut does is launch GZDoom with the -file option.

>> No.4001867

Ok, I fixed it but I don't know what the fuck did I do exactly.
I went to SLADE, opened the folder I'm working with and noticed how the 2 original PNG had an offset set which my "modified" didn't, I set them to be the same and it worked.
What are those values and where are they stored exactly? inside the PNG files themselves? I couldn't see any other text reference to these files anywhere else, I was literally replacing the files with the newer ones and it wasn't working.

>> No.4001887

is ezquake going to be the most populated sourceport?

>> No.4001890

Is Quakespasm the PrBoom+ of Quake?

>> No.4001893

I don't know shit about Doom sourceports. What do you mean?

>> No.4001932

Wait, I thought Metroid Dreadnaught was just a gameplay mod. When did it change enemies?

>> No.4001939

the wolfenstein ss has always been replaced

>> No.4001943

Oh, if you load it with Wolfenstein? Neat. Wonder if it works with Blade of Agony.

>> No.4001951

are you willfully being dense, or

>> No.4001953

Anon, WolfensteinSS are the Nazi enemies on Doom's map31 and map32.

>> No.4001954


Hellbound for vanilla experience. Starter Pack if you're okay with ZDoom effects and stuff.

>> No.4001957

In my defense, it looked like Wolfenstein 3D.

>> No.4001960
File: 115 KB, 620x622, 1487332890544.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4001963


Oh, don't worry, anon. It looks like Wolfenstein for a reason.
Doom 2's map31 is a copy of Wolfenstein 3D's E1M1.

>> No.4001976

I know.

>> No.4001987
File: 213 KB, 1366x768, 2017-05-17_22-31-43.png [View same] [iqdb] [saucenao] [google] [report]

So after watching some tutorial videos I wanted to try and make my first map and I already have a question: How do I make diagonal doors so that they dont clip out of the wall/look ugly? I want to come in from the outside through a sideways door and I dont know how to align it properly.

>> No.4001992

I've wondered this exact same fucking question. How the FUCK do some people make angled doors so naturally.

>> No.4002006

step 1; make door
step 2: angle door

>> No.4002021

Anyone know what kind of magic is required to get Sector_SetPortal to work at all?

>> No.4002058
File: 156 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

figured it out, just make your door sides aligned to the wall to make it look not shit

>> No.4002132

The issue with your first attempt was that the sector wasn't properly made. See how the orange lines overlap the white without there being any vertices there? You can try solving such issues in the future by using "make sectors mode" and clicking around.

>> No.4002138

any mods that just randomize sprites for the monsters inspired by all eras of doom without forcing too many gameplay changes

>> No.4002158
File: 2.14 MB, 1280x720, polplays.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4002176

some bytes are added inside the image files, yes

>> No.4002194
File: 2.94 MB, 2245x1054, 1490893646404.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you set Damagetype for a weapon that shoots hitscan? On the weapon itself?
What if the weapon shoots a projectile as secondary fire that you don't want to change?

>> No.4002196

Set it on the pufftype.

>> No.4002198 [DELETED] 

whatcha doing there schlomo?

>> No.4002202
File: 379 KB, 1000x527, 1463612922843.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4002235
File: 368 KB, 2658x1262, fabguy.png [View same] [iqdb] [saucenao] [google] [report]

thanks Slax

>> No.4002250
File: 2.58 MB, 720x360, 2017-05-18 08-28-38.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4002251
File: 309 KB, 1366x768, 2017-05-18_01-35-13.png [View same] [iqdb] [saucenao] [google] [report]

>that third room in Dark Side of the Moon V2 that is just a room with 5 chaingunners behind grates on each side with a blue key card in the middle
Is this a fucking joke wad? The room is LITERALLY impossible

>> No.4002257

just kill them

>> No.4002285

are you by any chance the same person last thread that complained about the super obvious lava trap on scourge of armagon

>> No.4002289

Am I missing something obvious in the level?

>> No.4002292

nvm found out
that was dumb

>> No.4002294


>> No.4002318

I noticed you need to specify an "index" value when defining a global variable in ACS, are those shared among all libraries/mods loaded?
I have one mod using an int array on global 1, and I think another mod is also using another int array on global 1 is overwriting it, is that correct?

>> No.4002352

how the fug do you make tables in GZDM?

>> No.4002369
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]

>Doomguy: Yeaargh!
>John: Hey there, bud! I talked to my boss and I >got some bad news. UAC cut our funding on >Hell-related matters. Screaming something about "more rendering servers to the megatexture gods!," whatever that means.
>Doomguy: Urgh...
>John: Don't worry, it wasn't a flat out no. We got a pistol and a small teleporter.
>Doomguy: Go fuck yourself!
>John: Easy buddy, no need to get brutal.

cacoward this faggot

>> No.4002401 [SPOILER] 
File: 11 KB, 363x481, 1495096373927.png [View same] [iqdb] [saucenao] [google] [report]

Wow. Gonna remove some duplicates and upload it on Google drive later. Not gonna put it in archive, since I ran out of disk space.

>> No.4002408

How are the difficulties for doomrla monsters, paticularly if combined with trailblazer? is nightmare ok or do i need to go even higher?

>> No.4002413

>What did he mean by this ?
what do you mean by "this"?

>> No.4002414

>it was Trent Reznor's bday and I forgot to listen to Quake's OST


>> No.4002425
File: 73 KB, 250x188, 250px-Caleb.png [View same] [iqdb] [saucenao] [google] [report]

"Thank heavens for little girls..."

Okay, Blood, what the fuck.

>> No.4002428

Please remember to post the name of the mapset your screenshots are from.
I'm sure he won't care, nor is even aware you exist

>> No.4002429

blod man is pdo

>> No.4002434

Ah, sorry. It was "No End In Sight", a 4 episode replacement for Ultimate DooM


I'm in episode 2 currently and it's pretty solid

>> No.4002438

3D floors

>> No.4002439

Thanks, yeah was already on my "play this" list

>> No.4002440

>not listening to Quake's OST on a daily basis

>> No.4002442
File: 110 KB, 1083x894, gzdoom 2017-05-18 13-09-34.png [View same] [iqdb] [saucenao] [google] [report]

godspeed, anon
its nothing special really, but im also using a custom reshade LUT

>> No.4002452


The whole idgames archive is like 14-15 gigs.

Cacowards should only be about 1-1.2 gig max.

>> No.4002458

I remember when it was 4 or 5 gigs. Then the Z* ports started allowing you to put MP3s in wads...

>> No.4002462

Its a 50s song

I can never seem to pin down exactly what year blood is set in. Supposedly its 20s or 30s-esque, but then you get quotes like that which throw everything off...

>> No.4002465

It's obviously set in alternative universe where people never moved past 20's style. and depression never happend.

>> No.4002472


The fourth episode of Valiant was pretty cool, a nice change of atmosphere after the depressing previous one.

>> No.4002475
File: 13 KB, 363x509, file.png [View same] [iqdb] [saucenao] [google] [report]

About that...
2013 dump of ftp://ftp.fu-berlin.de/pc/msdos/games/idgames/
I'm afraid it's even bigger now.

>> No.4002503

are there mods that had the night vision glasses on Doomguy's hud face?

>> No.4002504

His name is Caleb.

>> No.4002505

his favorite games are Splatoon and Ape Escape 3

>> No.4002506
File: 152 KB, 1192x1384, Duke Assault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Over 1500 levels
Did anyone actually beat all levels of the Duke expansions?

>> No.4002508

Dude, that's racist.

>> No.4002513 [DELETED] 


kys doom babby

>> No.4002531

I remember downloading an idgames dump from 2014 that is 12 gigs, and it was in individual files, not one archive.

My guess: this shit is packed as a container (no compression)

>> No.4002548

Who uses MP3 as music format in a wad is pretty retard, because if you want keep the minimum file size, stick do OGG and use short tracks.

Also there's another thing now which is the UDMF maps, too complex ones weights more than 2MB with ease.

>> No.4002551

>stick do OGG and use short tracks
no, stick to midi, otherwise you get 5MB wads with 100K of map data in them, which is retarded

your other point is valid though, cchest4 is 70MB uncompressed and 50MB of that is map data. UDMF is still stupidly bloated by design, though.

>> No.4002559
File: 681 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4002568

Depends on how good you can play.

>> No.4002569

Nightmare or bust.

>> No.4002581

I think the constant "but wait, there's more" encounters get tiresome. They don't even matter once you know they're coming because you can telefrag them by standing where they'll spawn. It's been a while since I played through it though, that behavior might be mostly E1-specific.

>> No.4002591

Am I scrub for playing Doom and related content on UV only? Nightmare just seems too much for me. Grew up on Doom 2 and never got around to mastering Nightmare and probably never will.

>> No.4002593

UV is comfy. Nightmare is Time attack mode

>> No.4002597


UV -fast is the better way.

>> No.4002603


One time I tried nightmare in a 1-player coop game (dead=respawn from the start in the same game) with respawning items/ammo and a pistol-start mod, shit was fun.

>> No.4002616

What you're talking about is indeed E1-specific.

>> No.4002637

Any tips on how to not suck at Blood?It feels... weird and alien-ish.
I had similar problem with Duke Nukem, but after a brief period of acclimatization I figured out how to play properly. Blood, however, just... doesn't click into place, you know?

>> No.4002654

>no, stick to midi, otherwise you get 5MB wads with 100K of map data in them, which is retarded
I mean streamed musics, derrr. Midi does not count as streamed track.

>> No.4002679
File: 800 KB, 656x436, TRUCK_WAD-video.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4002683

I've been trying to find it for a while but can't find a download that either doesn't 404 or a .wad of it that just doesn't get recognized by GZDoom. I'm looking for Simpsons Doom 2 wad, does anyone have it, or know how to get it working with GZdoom? It's not showing up in the "list of wads" when starting.

>> No.4002684

Crouch more, I guess.

>> No.4002690
File: 37 KB, 680x466, M6nKvmE.jpg [View same] [iqdb] [saucenao] [google] [report]

What is the most overrated Doom mod? (This doesn't mean well-established mainstream mods like BD, just niche hipster faggot mods)

For me it's got to be Hideous Destructor. Whole mod revolves around the bullshit design philosophy that realistic = awkward inertia-based control system.

No good realistic tactical shooter controls like that. Ghost Recon does not control like that, Arma does not control like that, Rainbow Six does not control like that, Red Orchestra does not control like that.

>> No.4002692

And use ZDL launcher to launch wads, it's better.

>> No.4002696

>ZDL launcher
checking it out now, thanks anon

>> No.4002697

Is Complex Doom too well-established in this context?

>> No.4002698

Hard is the intended difficulty level. Nightmare is broken and hidden for a reason.

>> No.4002705

agree on this one
tried getting into its cumbersomeness

>> No.4002706

thanks anon but it doesn't work. it either launches vanilla or crashes on load. guess I'll just reminisce about the wad instead.

>> No.4002708

goddamit 4chan, i clearly typed "tried getting into it but couldnt stand its cumbersomeness"

>> No.4002709

What GZDoom you use? Have you set everything up in ZDL? Post a pic of it.

>> No.4002720
File: 69 KB, 554x417, 1358756934483.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck knows, i'm too drunk to bother fucking with it right now. it should just all click-drag and work. dude beer lmao. just wanted to shoot ned flanders in his dumb fukken face.

>> No.4002728

Alright, here's a zip with a working version version. Just drag ulsimpdm.wad to exe, press play without changing anything and it'll work.

>> No.4002735


>> No.4002742


>> No.4002763

Am I a faggot for considering Grezzo 2 an insult to Doom?

>> No.4002785
File: 34 KB, 687x40, shoah.png [View same] [iqdb] [saucenao] [google] [report]

Given the current state of zandronum multiplayer, I'd rather say CD is underrated. Fucking nobody plays it without all the cancerous addons. The original has its flaws but I find it mostly fine. The author actually thought about maintaining some kind of balance. The baddons just shit all over that. They add a fuckton of unneeded shit, with the only result of making the gameplay completely one-dimensional. Fuck the addons.

Though, I must admit, watching people get obliterated on slaughtermaps can be pretty good entertainment.

>> No.4002789

yes. get over it.

>> No.4002803

On subsequent playthroughs I'd say nightmare is a-okay. Just bind [ to quicksave and] to quickload and you're golden

>> No.4002813
File: 67 KB, 351x960, Fucking Addons.jpg [View same] [iqdb] [saucenao] [google] [report]

Daedalus himself hates most of those Addons exactly because of that.

>> No.4002814

metadoom is good for ripping its features for your own mods :^)

>> No.4002817
File: 66 KB, 441x308, barry.png [View same] [iqdb] [saucenao] [google] [report]

So it's like Samsara all over again?

>> No.4002825

Jesus. DemonSteele plus Colorful Hell on UV is somethin' else.

>> No.4002847 [DELETED] 
File: 30 KB, 863x293, doom jesus died for this shit.png [View same] [iqdb] [saucenao] [google] [report]

samsara & its addons has not nor ever will be nowhere near as bloated
mind the green

>> No.4002852

Just throwing this here, Vinny streamed Quake Champions little while ago, and video is on Youtube now:


>> No.4002867

There a way to enable mouse look across all wads instead of doing it every time I launch? I tried setting it in Doom 2 and saving but no luck.

>> No.4002870

I really don't like champion's abilities in it. They are too OP.

>> No.4002872

Is your Doom folder in Program Files or something?

>> No.4002878

Not him but tried ZDL too,n fucked everything up. Found out how to charge wads but can't pick a source and it's a pain to organize my folder when it was working perfectly before.

>> No.4002894

It's all saved to a desktop folder, on C.

>> No.4002898
File: 2.87 MB, 640x480, blood.webm [View same] [iqdb] [saucenao] [google] [report]

Blood is generally faster and more unforgiving.
IIRC as the devs playtested the game during it's development, they got good at it's gameplay and continuously found that the game became too easy for them, so they repeatedly made the game more challenging as time went.
There's also that bug where enemies do more damage to you on easy and less damage to you on hard (where I think it was intended to be the opposite, as I recall the hardest difficulty setting was really only designed to be possible in cooperative play, which doesn't mean a really good player couldn't do it alone, just that it's not that the devs would expect anyone to).

It's absolutely possible to get into and learn though, jumping and crouching repeatedly is good because though you can't so much *dodge* gunfire, what it does is it confuses the aim of cultists, which is important because gunfire hurts a LOT in Blood, and if you can avoid getting hit with bullets, that's good. Also don't be afraid to use cover for gunfire, even if just briefly, because goddamn son you don't want to get shot, running from cover to cover, while ducking and jumping, pumping out shells or bombs, is an absolutely viable strategy.

The dynamite is pretty important, it's basically like the pipebomb from Duke 3D except it explodes on contact, learning how to aim it is a good idea.

>> No.4002921 [DELETED] 

>cancer dewm babs

>> No.4002945


>> No.4002958

If you're using GZDoom it should already do that.

>> No.4002959

>devs got so good it made the game harder for everyone else
I find that hilarious for some reason.

>> No.4002961 [DELETED] 
File: 32 KB, 323x323, blade runner.jpg [View same] [iqdb] [saucenao] [google] [report]

>g-guys, w-what is the meme opinion I should spout when we talk about dewm online that will make me kewl??? :O
incorrigible faggots fill this general desu

>but I find it hard to aim.
thats because youre a fucking retard. incidentally its also why most of you shitters enjoy the original doom games so much.


>> No.4002970

That really wasn't uncommon in the 90's, a lot of Japanese devs went through a phase like that doing NES games.

>> No.4002971

Plain complex is just too harsh for the average player I think, so these addons that make the player indestructible were inevitable.

>> No.4002974

Actually, just noticed that the mouse option wasn't enabled in Doom 2. Feel a bit stupid but thanks fellas.

>> No.4002978

That explains a lot actually.

>> No.4002980

I remember when you fought to beat the dev's records rather than beat your own.

>> No.4003002

Yeah, I think you can find some old clip from Game Center GX where they invited Satoru Iwata, and he talked about his experiences in that, he mentioned how you'd actually see that sort of thing a lot back then.

>> No.4003003

Is nu-DOOM too easy? I finished it without a single death, thinking I was on easy, but when I checked the difficulty, I was actually on Normal difficulty.

>> No.4003006

Who's Satoru Iwata?
I don't know crap about Japanese devs.

>> No.4003015

I found it relatively easy.
The most challenging parts I found where the rune challenges, they were a bit vexing at parts (but I did eventually do it).

There are hardmodes available of course, if you want to challenge yourself further.

>> No.4003021

So it's not just me, okay.
Doing a new run in hard mode, my goal is to not do any challenge.
Praetor keys and argent energy are still okay, but my first run was "ruined" because I had a rune that made BFG-9001 ammos appear when chainsawing enemies.

>> No.4003024

That's the issue with in-house testing a game, and something I found I ran into attempt to playtest my own maps. You have intricate knowledge of how the game works (Since you designed it and all) and spend an ungodly amount of time playing it. You're going to wind up far above the average man who's probably going to pick up your game fresh and preform the equivalent of flailing around wildly.

I would make maps, people would play them and complain things were too vague or too difficult, so I realized I needed to find someone to playtest who was closer to the target audience. This proved to be a problem since most people who I knew that would play custom maps tended to share my sentiments and simply create an echo chamber.

But then, when I grabbed random people from the internet and told them to play, they usually did so half-heartedly and the only way they had fun with maps was to drop the difficulty down to 0. Unfortunately, I never found a middle ground between the two, I guess that's just the problem when developing games.

>> No.4003027
File: 157 KB, 652x413, satoru iwata.jpg [View same] [iqdb] [saucenao] [google] [report]

He was president of Nintendo, died a year or two ago from cancer, real shame because he was only 50 and was really quite talented and hard working.

He did a bunch of work on Earthbound and Pokémon, along with many of Nintendo's inhouse titles.
Like for Pokémon Gold & Silver they were having space problems, couldn't fit everything they needed to fit in the Gameboy Color cartridges available at the time. Iwata was asked to optimize it and so he did, to the point that not only could the fit the new worldmap as intended, but also the entire old worldmap from Red & Blue as a postgame bonus.

>> No.4003028

Oh, it's that guy. Didn't know the name, knew the reputation.
I heard he was truly passionate about games.


>> No.4003031

Played on Nightmare on my first playthrough and I had to retry a few segments a couple of times until I got it right, forget about glory kills here for the most part, the rewards aren't that great and the risk is huge. Once you get a certain set of relics and weapon upgrades you break the game though, but latter levels can still manage to catch you off-guard.
Mind that Nightmare is unlocked since the first playthrough, it only appears as a different color so most people believe it is locked.

>> No.4003035

>Mind that Nightmare is unlocked since the first playthrough
Is it? I thought I had to clear whatever it's called hard mode first.

Also, glory kills are only useful at low health. Not sure how it works exactly, but the lowest your health is when doing glory kills, the more health you regain. Over 50 HP, it's only +5HP by kill, so it's only worth it if you're dying.

Well, without any runes anyway.

>> No.4003041

>I thought I had to clear whatever it's called hard mode first.
It's Ultra NM the one locked if my memory is right, I believe it's just like NM but no deaths allowed.
I don't know if Arcade Mode is also locked.

>the lowest your health is when doing glory kills, the more health you regain
Yeah it's the same, but you're usually 2-3 shotted most of the time so you have to either time them properly or gauge if it's worth the risk.

>> No.4003047

You can only do Arcade mode in levels you unlocked. For some strange reason, every save has its own campaign.

>you're usually 2-3 shotted most of the time
Yeah, but it's a fun way to recover health.
Still too easy, I only noticed it near the end of the game. And again, I was playing in normal, while I thought the entire time I was playing on Easy.

>> No.4003050

It's a very good modern adaptation of Pnkllr

>> No.4003064

Posting this tiny addon I made:


If you like to play maps to 100% kill monsters, then you might enjoy this.

>> No.4003071
File: 400 KB, 488x519, 1482960173065.gif [View same] [iqdb] [saucenao] [google] [report]

After playing Doom Complex+LCA on my own for a week straight, I've come to the conclusion that LCA is overtoned, you're having tons of fun killing tons of stuff with some great pacing then all of sudden the music changes and along comes this dude with a shitload of HP/armor out of nowhere who is able to 1-shoot you, if he doesn't right away prepare to play a game of cat and mouse for the next 5-15 minutes depending on how well armed you are, and if you win you can also lose because that old and fun pacing might be all screwed because of those overpowered items they drop.

I can't speak for the other mods but I can only imagine it gets considerably worse, however it feels like all this shit would be more fun on coop servers and whatnot than it is on single-player, which I don't think it was the intended mode to play in the first place anyways.

I think I'll stick to plain CD when on my own.

>> No.4003074
File: 198 KB, 800x600, Screenshot_Doom_20170517_234047.png [View same] [iqdb] [saucenao] [google] [report]

Forgot the image

>> No.4003075

Pretty neat. Saves me the trouble of bringing the map too see how many monsters I killed so far.

>> No.4003106

Thank you.

>> No.4003118
File: 47 KB, 645x968, 1490105391911.jpg [View same] [iqdb] [saucenao] [google] [report]

is zdaemon the right way to play multiplayer?

>> No.4003127


if you hate freedoms, sure.

>> No.4003151

welp i learned an important mapping lesson: make your big sectors with 32/64 mp and the stuff inside you can use 16/8 if you want, otherwise it gets all fucky trying to add new sectors and connect them together

>> No.4003260

Pretty neat, tweaked it a bit.

>> No.4003328
File: 967 KB, 1600x900, Screenshot_Doom_20170518_224307.png [View same] [iqdb] [saucenao] [google] [report]

d4d on ultra nightmare is dope

>> No.4003342

Samsara's addons had at least some coherancy.


>> No.4003343
File: 133 KB, 418x384, 20.000Mad.jpg [View same] [iqdb] [saucenao] [google] [report]

>Gets tired to show people how to make Hunter's Moon maps work properly
>Joins all 3 files that composes the map pack into one PK3
>Expects the PK3 to weight around 350MB due to that
>The result file instead gets only 158MB
>Completely forget that PK3 is a Zip file and furthermore, applies compression to everything inside it.


>> No.4003347
File: 33 KB, 595x319, 2272679.jpg [View same] [iqdb] [saucenao] [google] [report]

For vanilla; but you'll probably want to migrate to
Zandro for more complicated features.

>> No.4003352 [DELETED] 
File: 1 KB, 52x60, 1493027806081.gif [View same] [iqdb] [saucenao] [google] [report]

Maybe you would of if you didn't jack off to feet all day :^)

>> No.4003362
File: 1.04 MB, 953x1198, mYwFzgX.jpg [View same] [iqdb] [saucenao] [google] [report]

Depends on what you want to see in the servers:
You go Odamex if you are a purist which wanna play vanilla Doom.

You go ZDaemon if all what you want is duel everyone.

You go Zandronum if all what you want is a server with 20 players, 5.000 effects on screen, overloud sounds, survival 1-life and monsters that can hitkill you no matter your health/armor.

>> No.4003374

If that was the case, but it is just something i should have tested before thinking it would work the way i thought.

>> No.4003380

Since MetaDoom features stuff that would have been in Doom games but never did, is there a reference to the cancelled Doom 4 from the Serious Sam devs?

>> No.4003383

You go zandronum if all you want is advanced features; a metric fuckton of furries, 5,000 effects on screen, overloud sounds, survival 1 life with monsters that 1hit kill you, invasion, master of puppets, stronghold, and/or various other neat mods.- But nobody fucking plays those anymore, so you're forced to take complex up the ass.

>> No.4003389

Hello doomguys,

I want to make a custom skin for Doom 1/2. Now all the tutorial I have found are of not much use to me since I can't really draw.
Is there any way for someone like me to actually make a skin? It's not even something big, just another palette and details - but I fear it will look like ass if I just go around in Paint or something.

>> No.4003397

(You should be able to reliably "frankensprite" something by tearing peices off of other sprites and stitching them onto your desired sprite, then fixing inconsistencies)

>> No.4003404


To be fair, I usually just connect to some random server that's not complex LCAncer, and in 10 minutes or so some others join. Meanwhile the pozzed servers serve as effective containment of the worst the zandro playerbase has to offer.

>> No.4003438

ObHack or Oblige. Which one is the superior level generator, /vr/?

>> No.4003451
File: 292 KB, 1366x768, cyb.png [View same] [iqdb] [saucenao] [google] [report]

I'm gonna rape ur ass with a razor dildo!

>> No.4003452

You should try all of them.
Oblige 7.50
6.20 Glaice's Modded Edition
5.10 WIP
OBHack, a fan made fork of the oldest versions, worth using too.

As some anon posted some time ago:
>discover Oblige, its really good
>the main download only endorses the latest version, while shrugging the older ones as old and inferior
>believe it and never try them until someone mentions the old ones make maps in a very different way
>get the second-to-latest version to try it
>holy shit all these cool features that are not in the latest version
>the maps are really good too, just different in flavor but certainly not inferior
>download even earlier versions
>wtf these have even more features that the new ones and the maps are amazing too
>even the 5.10 version that only has a WIP version released is superb
>the latest main download link is a direct download, while the rest you have to dig out in some clunky git repository that a normie would never find

>> No.4003457

>colorful and cute Doom
I... kinda want a wad like that that adds flowers and stuff.

>> No.4003459

How would you describe the differences in older versions? I've only used obhack 7.4 and 6.2 oblige

>> No.4003482

Alright fuck it. I'm going to generate some stuff and then retouch it for that part of my map I've been stuck on for a fucking week. Might just be the push I need.

>> No.4003485

I love playing Oblige maps for some reason, but I didn't even know about ObHack.
Thank you anons.

>> No.4003490
File: 100 KB, 914x593, what the fuck why is he a retard.png [View same] [iqdb] [saucenao] [google] [report]

what am i missing with this setlink lift.

>> No.4003493

did you guys like scythe x? i liked it
feels like someone told eric to stop it with the boners and use mancubi more often

>> No.4003502


Hey, I'm that anon that posted that! Thank you for saving it.

7.50 - Maps are organic and procedural in nature. Very enjoyable maps.
6.20 - Everything is squares (and its good).
5.10 - Custom rooms and elements stitched together, quite classy and probably prettiest.
3.57 - Tons of options to customize, levels are very varied from large caves, various prefab rooms based on specific shapes.

Seriously, each version is so vastly different that they're all worth playing. They all offer something unique and useful.

>> No.4003510
File: 217 KB, 800x600, Screenshot_Doom_20170518_225245.png [View same] [iqdb] [saucenao] [google] [report]

I've been enjoying mechatron. On its own its rather bland, but with certain addons and a good custom 32 level mappack its really fun. This is my autoload list:

Path=$PROGDIR/ADD/BoomPowerV6 Plus Edition.wad

>> No.4003517

stop fuckin' the anorexic and start fuckin' the obese

>> No.4003528


>> No.4003532

Hey, thats pretty cool, I like what you did there with the added sounds.

Would you be ok if I shared it in the first post on the mod's thread?

Cool little gems made by /vr/ often end up lost and forgotten, so I'd be happy to put it up as an alternative version for people to enjoy more permanently. (I would credit you as Anonymous, unless you have another username).

>> No.4003540
File: 3.59 MB, 375x346, 1469423199022.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4003552
File: 6 KB, 227x225, 1478844525788.jpg [View same] [iqdb] [saucenao] [google] [report]

All good, friend.
There's a user CVar (allclear_hlm, defaults to 1) controlling the sound thing.
I also added a new line before the while loop so it doesn't run on maps with 0 enemies, here's the update:

>> No.4003605

Golden Souls 1 & 2

>> No.4003606
File: 203 KB, 640x360, help.png [View same] [iqdb] [saucenao] [google] [report]

>Friend says he wants to make video games.
>Offer to train him since I've been modding Quake since the late 90s and it's a great introduction to working with GoldSrc and by extension Source (And possibly Source 2).
>Gets upset and instead attempts to use UE4 with zero experience, doesn't even know what a texture is, how models/skins work, or any programming language at all.

I just wanted to help man.

>> No.4003618

I liked the Doom movie.

>> No.4003641


>> No.4003651

Thanks /vr/ for the advice on ripping textures from Lithtech games. I didn't have a copy of Psycho Circus lying around for my mod, but my copy of NOLF was within reach. Here's the ripped textures from No One Lives Forever as promised.


>> No.4003654

Since NuDoom had an extraction tool, what games have mods that use NuDoom related stuff?
Has anyone managed to put the weapons and mosnters like they did with Doom 3?

>> No.4003672
File: 9 KB, 472x279, heurgh.png [View same] [iqdb] [saucenao] [google] [report]

>tfw too smart for non brush based mapping

>> No.4003707

I'll google that later.

Tell him to start with RPGMaker first to have an idea how what he wants to do.

>> No.4003729

>>4003389 here. I just found something I could work with. It's the PSX Doomguy Skin. However, the dropbox link is dead. Does somebody *by chance* have it? It was supposed to be in the 0.5 release of Zandroskins, but that never saw the light of the day.
It's this one https://zandronum.com/forum/viewtopic.php?t=4358

>> No.4003730

Aight, deal, I'll do it and credit you as Anonymous. Thank you for making the mod better.

>> No.4003748

You'll google it now.

>> No.4003750

that's one of the cleverest oldschool vanilla wad hacks. it must have taken an awful lot of work, i don't think anyone else has ever tried to replicate it.

>> No.4003751
File: 34 KB, 1194x297, anime.png [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/, I don't browse here often but I recently discovered the amazing Demonsteele mod and I've spent the last couple days playing it non-stop, slowly getting better at it while going through almost any level pack I can find, it's simply tons of fun and I can tell that a ton of work went into it

One of my few problems was how Shihong's specials are much harder to pull off for me compared to Hae-Lin's (playing on Zandronum 2.1.2), I really need to mash the key way too fast for it to register... Apparently it's been happening to other people on the ZDoom forums, and since I couldn't find a fix I've looked at the code a bit and this is what I've found (pic related of acs/sino_auto.h):
The number of "DoubleTapReadyX" items created for each direction for Shihong isn't enough, I've had good results changing that 6 to a 12 for those 4 lines (I assume you'd need to change the amount of DoubleTapCooldowns too to match proportionally).

Now I know absolutely nothing about how Doom modding works, but my theory as to why Hae-Lin is fine with only 6 of those in her own script is that she's much more fleshed out so her loops would take longer to execute, making that "6" a noticeably longer window to double tap for her. Or maybe it depends on the computer it runs on?
Either way, I know this isn't worked on anymore but maybe this will help someone get even more fun out of this. And if you've worked on it yourself, I'd like to say thank you for some of the best fun I've had in quite a while!

>> No.4003784

You know, that might be a good idea. It'll either teach him this shit is far more involved than he thinks, or make him hungry for an engine that can do more when he runs into limitations.

>> No.4003790

Can't, I'm playing Metro.

That'll be a good preview of how complex games can get, despite it being just a small 2D rpg.

>> No.4003813

Outlaws is pretty good. GOAT soundtrack, animated cutscenes with good voice acting, cool visual style, and the actual gameplay is fun. I remember it being pretty lethal -- on higher difficulties, you can die in one or two shots -- but it's possibly the first FPS to have a scope, so it's lots of long distance shooting, taking cover, and quick shootouts.

>> No.4003816


Thank you, I'm glad you've enjoyed it.
That was my first theory as well, but unfortunately it was quickly shot down as the input code is (mostly) the same. The trouble with the input is rather sometimes DoubleTapCooldown isn't being given at all, which has baffled me for no end for over a year. I've eventually just reached the conclusion that the input was just being eaten, and with Zandro 3.0 I would map the special inputs to Reload/Zoom rather than double-tapping.

>> No.4003831

I was a huge fan of the first Quake. Is Quake 2 worth playing?

>> No.4003857

Oh wow, that's really weird.
Probably unrelated but, do you know why Shihong's script has "keypressed(BT_MOVERIGHT) && buttons & BT_ATTACK" to check the input, while Hae-Lin's has "(keypressed(BT_MOVERIGHT) && keypressed(BT_ATTACK)"? If I had to guess, I'd say it's to reduce the amount of calls to the function in the first case since the Just Frame script is also running at the same time but I could be wrong

>> No.4003858
File: 331 KB, 1920x1080, Screenshot_Doom_20170518_182812.png [View same] [iqdb] [saucenao] [google] [report]

I finally did it.

>> No.4003863

but then zandro ended up being dev hell, eh

>> No.4003864


Yup, that is exactly why. I wanted to reduce the amount of calls, because a couple people in testing were already complaining about less responsiveness, so I was hoping by using the function directly that could solve it.

>> No.4003881

I thought it was dull as hell but who knows, maybe you'll find it enjoyable.

>> No.4003889

>Has anyone managed to put the weapons and mosnters like they did with Doom 3?

How long have you been under a rock? There's a bunch, but here're the ones most worth playing IMO:
-D4T (streamlined offshoot of D4D)

>> No.4003903

I just finished playing it for the first time

It was alright.Some of the levels connect so it can be complicated to get around, and i think the level design in general wasn't as good as the previous id games, but still decent

>> No.4003914

>Most servers have air control turned off
>Jumping maps
Life is pain.

>> No.4003920

Anyone have the ISO for that?

Those old compilation CDs hit me in the nostalgia

>> No.4003943

anyone play metroid dreadnought still?

>> No.4003945

what is this

>> No.4003948

what is this

>> No.4003961


>> No.4003963
File: 6 KB, 358x134, le thinking faec.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4003965


I think it's what
was trying to do

>> No.4003972

That's a real shame, I've been trying some stuff out just now but it seems I ran out of inspiration. Setting the DoubleTaps to 12 works very well for me as a temporary workaround, no dropped inputs and can land those sweeeeet just frame hits (great idea by the way, I love it), but there's probably many different cases that could cause unresponsiveness here from what I see.
I really like Shihong otherwise, even in her unfinished state she's a good change of pace from slashing everything.
I find her defensive options rather lacking though. If I had the time to make my own prototype, I'd make the right click stun a bit faster so it can reliably defend by holding the button down (just so I can rest my finger after mashing the sheath on Hae-Lin hue) and make the crouching kick into a proper sweep that will put enemies in their "launched" state but more horizontally (if it's even possible), then you can follow up with a kick to send them flying across the room, that'd be cool (or you could just combo them to death).
Also it'd be nice to have the twin machineguns continuously burst first by holding the button down, making her kit a bit easier on the execution. I like the idea of a character that's more about planning, but with high level execution can turn absolutely deadly (and vice-versa for Hae-Lin).
Oh and she needs a Rider Kick. Badly. Maybe put it on left+right click? With homing of course.

Just throwing ideas out there, thanks a lot for replying to my babby coding talk and good luck on whatever projects you're working on nowadays!

>> No.4003973


Not the same anon.



>> No.4003983
File: 105 KB, 702x721, fucking secret exit triggers.png [View same] [iqdb] [saucenao] [google] [report]

jesus chrithe.
Okay, what am I missing now?

>inb4 check the wiki, I already did.

>> No.4004004

Blood 2 dates Blood 1 in 1928, but it deliberately has anachronisms for flavor.

>> No.4004005

Hey can anybody point me towards a "put the files in and press play" setup for Quake 2 like this thing:

>> No.4004012
File: 2 KB, 24x38, Tron 2.0 Doom.png [View same] [iqdb] [saucenao] [google] [report]


Also, no problem, anon.
You actually got me to get off my ass and get around to making a skin than I've been meaning to make for a long time.

Speaking of, I'm actually rather new to making Doom mods, so I wanted to ask: Does the HUD face sprite have to be the same res as the original face?

>> No.4004014


>> No.4004015
File: 163 KB, 716x537, 1475267376107.jpg [View same] [iqdb] [saucenao] [google] [report]

Just one more thing.

That line that plays the sfx, this one:
>ActivatorSound("HLM_COMP", 127);

Replace with:

It will sound louder and cleaner, and if I got the documentation right, only for the player.

>> No.4004019



>> No.4004020
File: 98 KB, 236x231, doomguythinking.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4004027


Yeah, defensively Shihong is really quite lacking compared to Hae-Lin's sheathe. I like the idea of a defensive sweep for knocking enemies back, in all honesty that's likely what the kick should have been instead.
Likewise, one thing I've been experimenting with quite a bit is turning the reload for the Fists instead into a shield--one that can block a lot of incoming fire, but you can punch the inside to generate a shockwave to thrust enemies/projectiles back.

But we'll have to see how that turns out.


Yes indeed. That and a couple other things, mind, but it's been a nasty little trip-up nonetheless.

>> No.4004093

How did you get that pixelation effect?
Are you playing on DOSBox?
newfag here

>> No.4004098
File: 1.93 MB, 300x169, 1475912691378.gif [View same] [iqdb] [saucenao] [google] [report]

How do you guys pistolstart without starting each map from console.
I've only found 2 mods and they don't work. Yeah without using any other mods alongside them.

>> No.4004114

The filename says Spasm, so I'm guessing it's Quakespasm.
I'd too like to know how this is possible though.

>> No.4004126

Great job on DemonSteele, anon. It's my favorite gameplay mod. It with Colorful Hell and a random map set is fun.

What else have you done?

>> No.4004132


>> No.4004138
File: 27 KB, 321x490, 1478135804388.png [View same] [iqdb] [saucenao] [google] [report]

Huh. Didn't notice until now that DRLA has a custom cyborg Icon of Sin for the Technophobia difficulty. That's pretty neat.

What are other monster randomizers that also modify the IoS?

>> No.4004153

Do you mean the textures or the overall chunkiness?

If the former, you can enable unfiltered textures through the console:
>gl_texturemode gl_nearest
If the latter, he's just running a resolution lower than his native res.

>> No.4004157

>spend time shilling for hideous even though I never get past level 2 when I play it
I have to remember that any enjoyment from hideous comes from playing it as a puzzle game, NOT a run and gun game.

>> No.4004172

Why won't monsters play sounds in their Death state? I've been trying to make the Strife sentinel so that it has a Death and a Crash state; I split its death sound into two separate files, and it plays what's normally the first half of its death sound when killed, then when the 'corpse' hits the ground, it plays the second. Except the second sound doesn't play, ever:

DeathSound "monsters/sentinel/death"
SEWR D 7 A_Fall
SEWR E 8 Bright A_TossGib
SEWR F 5 Bright A_Scream
SEWR GH 4 Bright A_TossGib
SEWR I 4 A_PlaySound("monsters/sentinel/crash",CHAN_BODY)SEWR J 5

>> No.4004178

Got it, replaced. I appreciate the attention to detail.

>> No.4004179

>He's running a resolution lower than his native res.
Oh shit how fucking obvious, man i'm stupid.
Thanks anon

>> No.4004184

paging doctor white, local shitburger attempts map functions, please report to the suicide wing, doctor white?

>> No.4004185

you're a weenie

t. dr. j. hamilton

>> No.4004186

Hey, Im looking for a good map pack with futuristic neon filled cities, I want something I can blast some dark synthwave to, bonus of it goes well with D4T

>> No.4004197

>futuristic neon filled cities

Only thing that comes to mind is Ancient Aliens
have fun with the Guardians

>> No.4004201


Mmmm, just mostly some assorted here-and-there stuff. Metroid Dreadnought, Samsara, the DUMP series, etc.
Been trying to learn more about mapping lately. Mapping is fun. Boy is it tedious, but I'm sure that's entirely due to my lack of experience in the matter.

>> No.4004208

How do I disable the menu movie in D4D?

>> No.4004213

map map01 in console

>> No.4004223

So im using GZDM and i was wondering: is it possible to give a wall more than one texture? Like if i wanted the top half to be a metal texture and the bottom half to be a wood texture, is that possible?

>> No.4004232

I have plans to make an Industron map which would play some Daniel Deluxe, though this is not in near future for now, there's alot of other things with highter priorities in my Todo list.

Also, good luck finding actual city maps that pairs quality with Akzos City but is actually playable, because one of the reasons i made that map is the lack of proper futuristic cities in Doom.

>> No.4004238

I'd like to see more of your work! Keep it up.

>> No.4004243

why thank you.

I was more wondering why I was a complete retard and the obvious thing I overlooked when trying to set these up, but that's fantastic.

>> No.4004245

glad to hear, personally looking for something to match with Perturbator


>> No.4004247

I really enjoyed playing through all the DUMPs, thank you for making/organizing those man.

>> No.4004248

I've done it, I've finished TNT: Evilution. Now I just have to play The Plutonia Experiment and I will have played all the Doom on GOG. Which is good, because I am totally burnt out on Doom. I am not going to play this again for a while.

>> No.4004259

Sorry to see you go, mate, but glad you had fun.
If you come back, check out the modscene and the maps. Hopefully you'll find stuff to reinvigorate your interest again.

>> No.4004260

Well i plan to use Daniel Deluxe exactly because Perturbator is pretty overrated.

Anyways, think there's no such map to play with that would fit in the style you want with Pertubator.

>> No.4004261


Thanks. Hopefully I'll have another release out soon.


Congratulations. Plutonia is a real kicker compared to TNT, though, so be ready.

>> No.4004263

The only maps I can think of matching with that style is Cybercrime, and they're more DM-focused.

>> No.4004264
File: 9 KB, 102x57, Armor.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for making Arkos City!
I've been walking around it for inspiration on my Tron WAD that I'm making.

Although, right now I'm just doing spritework, no maps yet.

>> No.4004280

It's from the new Quakespasm test build that introduces a resolution scaling function


>> No.4004282

in fairness I just got into synth recently and was picking out something Creepy

>looks Daniel Delux up
thats some good shit, thanks for adding another to my collection

>> No.4004287


News submission before the thread starts to sage:

>> No.4004297

Neat. Not particularly useful, but neat.

>> No.4004332
File: 2.24 MB, 1920x1080, Screenshot_Doom_20170518_233956.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4004337

DUMP3 map?

>> No.4004345

That reminds me, why did GZDoom get rid of pixel doubling/quadrupling parameters from the command line? ZDoom had it yet GZDoom doesn't even support it for the software renderer. Retroshader had to be made to achieve a similar affect, and that's out of date now.

>> No.4004349
File: 327 KB, 1920x1080, Screenshot_Doom_20170516_180230.png [View same] [iqdb] [saucenao] [google] [report]

DUMP3 map.

>> No.4004354


>> No.4004372


Check this out? It says something about patches, maybe that can do what you want

>> No.4004390

There's still plenty of hours before the thread gets tossed down the shitter

>> No.4004402

True, but I'm about to go to bed.

>> No.4004407
File: 489 KB, 1920x1080, 1485200201093.png [View same] [iqdb] [saucenao] [google] [report]

Any map.

>> No.4004409

DoomZone got an update
adds a class with weapons based on both the old and remake shadow warrior

> http://www.moddb.com/mods/doomzone/downloads/doomzone-v16

>> No.4004428

What are some custom Quake maps to practice b-hopping?

>> No.4004452

I just completed 2 runs of a full game of tiny maps with "more enemies" and full of outdoor and big rooms, one generated with 5.10 and the other with 6.20-Glaice.
Shit was amazing, the former had really good looking maps, doesn't go crazy with enemies even when set on "more" and contains a fair amount of items in general, the latter goes a bit overboard with the cannon fodder and more than average stronger dudes but it's also balanced out with more items than usual, also traps and fake traps (doors open all of sudden your heart skips a beat and there's nothing behind).

Man, this whole Oblige thing could really use some love in general.

>> No.4004461

It seems pretty counter-intuitive in that regard. Why don't the devs mash up features from each of them?

>> No.4004542

jesus what were they thinking wit that second to last level in return to castle wolfenstein

it's all 200 hp paratroopers with near perfect accuracy and sten agents with cerebral palsy

>> No.4004549


>> No.4004550

You can't have two difference textures on the same linedef as you described but you can easily put a 1-unit wide wall in front to get the same effect

>> No.4004571

it depends on what format he's using; some formats let you pick diffrent top, bottom, middle textures and the same for the back.

>> No.4004575

Tossing it out there again; progress on the map continues but I can't make it multiple maps until the secret exit issue is fixed; and I would of liked a much more interesting lift; but it may have to be canned.

>> No.4004582

I've also started working on the Hell-Beach and other general tweaks; especially the entryway hall. Pick an area and I'll give you a rundown and development thoughts.

I REALLY need to start sticking those "Developer Commentary" switches in my maps.

>> No.4004584
File: 126 KB, 508x730, mapat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4004585

Sure you can have 3 textures total on a linedef but I think he meant different textures on the same side

>> No.4004595
File: 1.42 MB, 1280x1024, Screenshot_Doom_20170519_024546.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, the best way to do this from what I'm observing is as you mentioned; the 1-unit-wide.
I used it for the root things on this tree.

>> No.4004604

Pretty cool.
There were no addons in previous versions, right?

>> No.4004615

Idiot question: Is there a way to stop an entity from showing up in a Quake map until a player triggers something else in the map? It's easy enough to kill existing entities (killtarget field), but I'm interested in having them not exist until the player triggers something to make them visible.

>> No.4004656
File: 498 KB, 1366x768, Screenshot_Doom_20170519_001731.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4004659
File: 416 KB, 1366x768, Screenshot_Doom_20170519_002623.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4004684

Damn this is really nice. I'd like to post to thank the guy but the last post is one month old and I don't want WW to yell at me for necroing threads...but I want to show some love for the thing...what do.

>> No.4004690
File: 202 KB, 832x693, 1372397998584.jpg [View same] [iqdb] [saucenao] [google] [report]

I just reread Masters of Doom and god damn the feels are real. Figuratively and literally living on the edge, the lake house, the pizza money, chopping down doors, those days are long gone. Like a thief in the night. From Quake 1 onwards was almost painful read again.

>> No.4004730


>> No.4004737 [SPOILER] 
File: 16 KB, 373x207, 1495186666809.png [View same] [iqdb] [saucenao] [google] [report]

Here's a special surprise for you all.

1.) Download Shadow Warrior Classic from Steam (it's free): http://store.steampowered.com/app/238070/Shadow_Warrior_Classic_1997/

2.) Try running it.

3.) Shit a few bricks.

>> No.4004743
File: 26 KB, 717x688, iwftr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4004746

SW alpha assets? noice

>> No.4004754

where are all these dergs coming from?

>> No.4004761

Movie when? It's comedy gold

> Down to Chinatown!

>> No.4004765

I just have a ton of MH reaction images than I do Doom, so I'm more inclined to use them.

>> No.4004769

Hey Kinsie, will you improve the Spiderdemon, now that you have access to the models?

>> No.4004784

d4t 2.0 is out
and it sucks
dunno what i expected

>> No.4004787

What happened?

>> No.4004791

it just feels like a cheap knockoff of D4D
animations are jerky, praetor hands are ugly, hud is trash, no options whatsoever

i guess its alright for a phone version.

>> No.4004792

have some revised screenshits

>> No.4004794

starts off pretty nice and ends up bland as fuck

>> No.4004797

pick the best ones and tell me how to improve them

pick the worst ones and tell me some good old spices.

still slaving away at this, goddamnit i WILL make a good map.

>> No.4004798

Always meant to read it. Is it the most accurate history of id?

>> No.4004801
File: 53 KB, 128x128, choplogotno.png [View same] [iqdb] [saucenao] [google] [report]

also note the linked problems of secret maps and multisector lifts.

apperantly i'm too much of a fuckmunch to set them up properly.

>> No.4004804

>More frames of animation than what is currently in D4D

>Praetor hands are ugly
>Recreated well and only the boot is questionable in quality

>Hud is trash
>Hud is the same thing as D4D except for the weapons on the side
Nigga what

You're right about the options but nigga what

>> No.4004806
File: 32 KB, 128x128, airpofter.png [View same] [iqdb] [saucenao] [google] [report]

other things of note:
need to more interestingly distort and blurr them chubs. they're no porn but there's considerable reasoning for it; And really, who the hell wants to look at them anyway, i'll get gnawed at by furries.

pardon my awful-ness. I'll upload my 4 frames that I made for the eye shortly.

>> No.4004810
File: 3 KB, 64x50, SKEYE1.png [View same] [iqdb] [saucenao] [google] [report]

let's see

ha, see, like in the guardian's seekers, like my shitty contributions and concepts, ha.

>> No.4004813
File: 3 KB, 64x50, SKEYE2.png [View same] [iqdb] [saucenao] [google] [report]

There's a bit of a visual rough artifacting from trying to splice the alpha eye texture and the ingame switch eyes. Anybody willing or wanting to touch it up, knock yourself out.

>> No.4004814
File: 3 KB, 64x50, SKEYE3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4004817
File: 8 KB, 320x200, eye.png [View same] [iqdb] [saucenao] [google] [report]

and now you have four eye textures for purposes other than just switches.

don't credit me unless you really want to for frankenspriting this out of the alpha asset.

>> No.4004819

I once when to Sprite Resources and noticed there were sprites for both pistols for Doom 1 and 64.
Were those really in the game's files?
I thought you'd never see them in-game but apparently, there were sprites for what they look like.

>> No.4004823

I think they're in-game indeed, but the player never actually sees them because they only really drop when a player dies.

>> No.4004824

Interesting, i guess this is good for mods that make the pistol a pickable item.

>> No.4004825
File: 3 KB, 64x50, SKEYE4.png [View same] [iqdb] [saucenao] [google] [report]

>4 eye textures
>only post 3
what the fuck, how can i be this stupid?

>> No.4004827
File: 597 KB, 1592x2688, Screenshot_Doom_20170519_150212.jpg [View same] [iqdb] [saucenao] [google] [report]

its the little things

there are more frames, yes, but there are some weird jumps between different states, weapons have inconsistant select/deselect timings, plus various effects like fov and pitch changes on shots arent as smooth as d4d ones.

im not saying praetor hands arent done well, they are, they are just bulky and ugly, block the screen estate, clash with the graphics style ( same can be said about new weapon sprites as well ) of the game, while adding absolutely nothing.

hud isnt the same, d4d hud is cornered, uses "calmer" colors, coherent font sizes, and is overall less intrusive. This one on the other hand has pointless lines, random bright gradients and poor font choices. I tried both versions of the d4t hud, they are all poorly done. And that fucking weapon sidebar, wtf was the author thinking

>> No.4004828

In either case, though. you've got to be pleased that they DID sprite overtop the model rips. I really fucking hate when that happens, and AEOD would of been a considerable higher quality if they bothered to clean up all those rough, ugly, garbled rips with HORRIBLE compression artifacts.

>> No.4004853

I'm not totally sure but there's probably a few things with creative license to make it more dramatic. It's a great read regardless.

>> No.4004854

The latter parts basically turn into John Romero's The Room.

>> No.4004859

I happen to be the anon that made it, so I'm really happy to see you post that already. Thank you for enjoying it man.

Nope, the addon system is unique to oblige 7.50. Instead, just use the regular version with whatever map you generate. As long as its either a 1 level, 4 level, 11 level or 32 level mappack using Doom 2's MAP01-MAP32 naming scheme, it will work with any mappack. You can totally use it with older oblige versions as a standalone addon instead.

>> No.4004863

Sounds fun. Thanks, anon.

>> No.4004892

guys are still mapping sorry anon. they are taking their time...

>> No.4004950

also, while i said "it sucks", i didn't mean "it sucks so hard it's a completely unplayable garbage thats worse than brutal doom". It's still a solid package, it's just really similar to d4d so it's hard to not draw comparisons and look for "imperfections"

As for suggestions, realistically speaking i would say just tweaking the hud a bit to increase readability would be great, and as for sidebar thing, make it toggleable

gameplay related options might ruin the mod's intended experience, but interface options are never bad.

>> No.4004968

D4T is intended specifically to play on mobile devices through Doom Touch, hence the name. As such, it's made to work on GZDoom 1.8.5

>> No.4004973

It also works on Zandro for multiplayer fun. D4D... doesn't.

>> No.4004974

also why in the god's name would you increase monster's hp on harder difficulties... doom has plenty of options to make things harder, without resorting to bulletsponges

>> No.4004978

I've tried virtually every combination of static inits, sector setlinks, and control sectors. What the fuck am I doing wrong for setting up a multiple sector platform?

>> No.4004979

On that note
>map map02ing to the secret map works fine, no issues.
>changemap/actually using the secret exit causes it to spew a no-player-one-start when there is.

goddamn mapping.

>> No.4005000

what are you talking about? can you post them?

there are no pistol-on-the-ground sprites in the original game, although there are in zandronum.pk3 iirc

>> No.4005003


>> No.4005016

the latter says "by me" indicating it to be a custom sprite, and the former was a custom too I believe

>> No.4005018

The PC pistol sprite is from the Romero sprite dump.

The N64 one is custom.

>> No.4005031

Its easy. Take the wall you want to make a double textured wall and make it a sector. Make the floor and ceiling meet in the middle and texture to sidedefs.

>> No.4005036

I'm trying to add custom entity models to Quake, decorative stuff like what was in this video here: https://www.youtube.com/watch?v=kBqXz4kZcG8

Does anyone have a good explanation on how to do that? With Half-Life, there was a special null entity you could place in maps that had a field for a custom .mdl, but I don't see anything similar in Trenchbroom unless the field is simply hidden.

>> No.4005058 [DELETED] 

New thread.


>> No.4005063

New thread.


>> No.4005065

You tit.

>> No.4005287

>also, while i said "it sucks", i didn't mean "it sucks so hard it's a completely unplayable garbage thats worse than brutal doom". It's still a solid package
So you were just being sensationalist. Okay.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.