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/vr/ - Retro Games

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4005050 No.4005050 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4000458

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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (3.1 GB): https://drive.google.com/file/d/0B47V8l2eVZKxdjhMOFlkMHRmV2c/view
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.4005054


-Mapping deadline reached; awaiting release?

-2016 torrent of idgames archive is gone; needs replacement?

=== NEWS ===

[5-19] Shadow Warrior Classic on Steam is now bundled with Alpha (June '96) and Beta (April '97) builds

[5-18] Doom Quickstart Archive release; a 3.1 GB archive of IWADs, maps, mods, and sourceports

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4005067

Hey Kinsie, how's MetaDoom going?

>> No.4005068 [DELETED] 

Threadly reminder that Trailblazer sucks.

>> No.4005069
File: 139 KB, 383x364, HOLY SHITTING SHAMBLER.png [View same] [iqdb] [saucenao] [google] [report]

threadly reminder that YOU SUCK

>> No.4005070

I don't know how i'm only just realizing that D4T's random weapon spawns can be really damn annoying. When I reach a Super Shotgun spawn, I expect a Super Shotgun, not yet another burst-fire charged-fire multiplayer weapon. I can take the Repeater over the Heavy Machine Gun, but don't give me a fucking Static Cannon instead of a Shotgun, or a Grenade Launcher instead of a Rocket Launcher.


>> No.4005071
File: 55 KB, 1382x873, 1332307464182.png [View same] [iqdb] [saucenao] [google] [report]

>activating Berserk for the first time in DemonSteele on a room full of enemies
Sweet Jesus.

>> No.4005072

oh hey i recognize that map, that's what mfx re-used as crucial error in arcane dimensions

iirc the usual way of making static models is making an info_notnull and filling out the model-related fields, but that requires building the map at least once before making them so you can get the correct modelindexes from the console (unless there's another way- gonna be honest, this type of thing isn't well documented anywhere and the people who know how to do it apparently don't bother telling anyone else)

trenchbroom doesn't include certain fields for some entities by default, probably because even using info_notnull is a mess of shenanigans to begin with; gimme a few minutes and I'll try whipping up a test map with a few examples

>> No.4005076

also func_illusionary (pass-through walls) work with models if you don't want to fuck with info_notnull, but you can use the latter with some more crazy map hack shit to do stuff like rotating detail brushes in vanilla quake

>> No.4005084

So, a beta version of BloodGDX has been released. Has anyone tried it yet ?

>> No.4005087

What's it supposed to do exactly?

>> No.4005092

Thanks man, that's pretty good to know.

Yeah, I wasn't sure of the functionality or how it all worked. I've done it in Half-Life many years ago (I made a TFC map that spawned Quad Damage in the form of soda cans, and for an official use, the map rock_2 spawns a Pentagram of Protection with the model of a hazard suit.), but I wasn't sure if the functionality was originally in Quake and simply ported forward or if it were made from scratch in GoldSrc.

I was really inspired by the additional entities spawned in Mainframe Mayhem though, I think it's a very nice way to add a touch of detail to a map.

>> No.4005095

Where can I download the Blood wad?

>> No.4005136

What's the status on Blood EX?

>> No.4005137

Does not work.
Window opens, and then closes immediately. Logs do not show anything wrong

>> No.4005146

you mean the iron maiden?

>> No.4005147

Yeah. Fun shit.

>> No.4005149
File: 748 KB, 1920x1080, quakespasm-sdl2 2017-05-19 11-53-05-61.png [View same] [iqdb] [saucenao] [google] [report]

mainframe mayhem uses the Quoth mod so it has a bunch of extra functionality for loading detail models and such, which are included with the map/mod, but you can do a bunch of shit in pure vanilla (single .bsp, no external models) if you're good with making models out of brushes and are far more skilled than i am

anyway here's a really shitty example, an exploding barrel made using a func_wall and a notnull, includes both the bsp and map so you can see the relays and fields and etc.; i can guarantee there are WAY more optimized ways to do this than my kludged together mess, but they're probably buried in the depths of func_msgboard and/or require actual programming knowledge


>> No.4005154

So I've finally tried it. It mostly works, but the sound is completely screwy, also the FPS is not limited so it runs at 1500 fps and make my GPU sound like the turbine of a russian helicopter. I think I'll wait until the next version.

>> No.4005164

Strafe came out on Steam.

>> No.4005165

after extensive amount of playing demonsteele i find its gameplay loop too "specific" and a bit flawed

speaking from 1-life difficulty and haelin ( since shihong simply sucks and can't handle it at all ), there are certain specific things you have to do all the time and it gets tiresome to the point where it stops being fun, like constantly dodging/crouching, blocking projectiles with sheathe and/or abusing the pull attack of the sword, only to get hit by a random projectile that you either didn't see or that went through the sheathe block because reasons, resulting in death/loss of armor/extra life. This resulted in me savescumming quite a bit, and i think the actual problem comes from the fact that bullet hell games don't work in first person, since you can't see if there are any projectiles coming from the sides or from behind.

>> No.4005174

forgot to mention
the reason why i chose the 1-life difficulty is because the abundance of "food" on doom maps, coupled with the fact that a life has more value than 100 hp of doomguy makes the game into a cakewalk. You can face tank 5 cyberdemon rockets and it will still cost you just one life that you regain with a single item of food.

>> No.4005187

I didn't like it that much, had way more fun playing just about any gameplay mod with Oblige-generated maps.

>> No.4005193

>Ancient Aliens for first time
>on UV

>> No.4005201

more like fun!

>> No.4005205

There's still some work to do, but so far it already has everything I wanted in a Blood port
>high resolution
>good frame rate
>better mouse controls
>can bind next and previous weapon to mouse wheel
>faithful to the original game
The only problem I noticed is sometimes the sounds and voice clips seem to glitch out. It's like they're playing at super speed. I wonder if he used some sort of streaming sound system, and the uncapped FPS makes it play way too fast.

>> No.4005208

>faithful to the original game

Well you're out of luck then.

>> No.4005209

Talking of Demonsteele, should I feel bad for using Shihong's invisibility, it feels really broken being pretty much invincible for that long for only 2 bars

>> No.4005210

currently playing the slaughterfest 3 beta release on I'm Too Young To Die

>> No.4005212

Honestly, no. This is ridiculous.

>> No.4005215

Don't know what Slaughterfest is. Tough, I assume?

>> No.4005217

Are you having that many issues with it? I found it to be perfectly balanced, some parts sure were tricky though.

>> No.4005219

NESFag, is that you?

>> No.4005223 [DELETED] 

I miss Terry. He was a true artist.

A shame all thse jealous underage drove him out.

>> No.4005226

I mean, I guess I just need to git gud. It's just so many traps and enemies just randomly spawning. No chance to catch your breathe. Maybe it's because I'm new to modding after years of vanilla.

>> No.4005227

yeah its the third in a series of ultra hard mapsets. was meant to be sf2013 (following sf2011, sf2012) but the curse of community project sequels hit it

>> No.4005229

that's modern mapping for you, people want to "play their best" - which necessarily means already having 100% map knowledge, because you play better when you know what's coming - and still be challenged. so the unseen / first-time player is fucked.

>> No.4005230

If it makes you feel better I had to disable fastmonsters for that one.

>> No.4005241

Good day my dudes,

I asked in the old thread, but nobody answered, so maybe more luck here.
What I am looking for is the "PSX Doomguy" Skin for Zandronum. It was published some years ago on the forum and was supposed to go in the skin pack (which apparently died).
There was a dropbox link which is dead and the googles do nothing, so I am asking here if somebody has it, by chance?
This is the original thread: https://zandronum.com/forum/viewtopic.php?t=4358

>> No.4005242

I think I'll pass haha.
Sounds like the discussion about the Blood devs last thread. I see why that'd happen.
Does it slow them down or their attacks?

>> No.4005246

>Does it slow them down or their attacks?
When fastattack is enabled it makes everyone react quicker (really annoying on hitscan dudes), pinkies go fast as shit, and projectile guys spam the shit out of their attacks, their projectiles are also faster.
It's a pretty cool difficulty boost once you know the map well enough.
You can activate it on the gameplay menu in z ports.

>> No.4005262

Huh, neat. Thanks anon.

>> No.4005284
File: 1.43 MB, 320x133, HardMachinegunning.gif [View same] [iqdb] [saucenao] [google] [report]

>series of ultra hard mapsets
I don't remember hard maps simply make you hold the shoot button for 20 minutes.

>> No.4005292
File: 1.29 MB, 1600x900, Screenshot_Doom_20170519_215255.png [View same] [iqdb] [saucenao] [google] [report]

damn final doomer is bretty good
i really dig the plutguy's machinegun and heavy machinegun

>> No.4005295

>there are certain specific things you have to do all the time and it gets tiresome to the point where it stops being fun, like constantly dodging/crouching
I don't think that's really a problem, anon.
If you don't like it, though, that's fair.

>> No.4005297


What would the difference between PSX Doomguy and normal Doomguy be?

>> No.4005298

plutguy bestguy

>> No.4005307
File: 16 KB, 320x319, THE EYE PAIN.jpg [View same] [iqdb] [saucenao] [google] [report]

>Trilinear filtering on
>Anisotropic totally off
I hope you're not one of those anons who hates all the rendering features GZDoom have.

>> No.4005314

no, i liked it, a lot, it was awesome, like "holy shit, man, dodge iframes! yeah, block that shit, pull that asshole chaingunner over here, chop his balls off, holy shit you can reflect projectiles??!"

i think it "broke" for me when i was playing some wad, where you enter a room, a maze raises, then you get to the center of it, the maze lowers and reveals a shitton of enemies around you, and spawns some more in the process, and the exit is blocked until you clear that room. I got to that point with no armor and 1 life, and almost no ammo, and it took me so many tries to clear that fucking room, with just a sword, in the end i did it, it felt like a grand acomplishment, but at the same time something was off.

>> No.4005315

>Trilinear filtering on

Doesn't look like it.

>> No.4005318
File: 25 KB, 250x313, rr.jpg [View same] [iqdb] [saucenao] [google] [report]

What went wrong?

>> No.4005319

the can of whup ass wasn't very good

>> No.4005321

You sure? Just pay attention to the ceiling texture above Hellknight and the same texture again where the Shotgun pickup message is.

>> No.4005324
File: 894 KB, 1600x900, Screenshot_Doom_20170519_221132.png [View same] [iqdb] [saucenao] [google] [report]

i usually play with "none ( trillinear )" with 8x AF, but recently i tried playing with "trillinear" with no AF, for maximum blurriness, then switched back but forgot to turn on AF.
what he said >>4005321

>> No.4005325

Mmm, yeah, I'd imagine that would get extremely tiring after trying a scenario like that constantly.

>> No.4005329

I want to use that skin as base for my own project. And since I am lazy, this one would give me everything I need except the head.

>> No.4005330


...So use normal Doomguy and change the head?

>> No.4005340
File: 1.34 MB, 1600x900, Screenshot_Doom_20170519_222554.png [View same] [iqdb] [saucenao] [google] [report]

wtf oblige
red platform is the spawn

>> No.4005341
File: 5 KB, 235x70, 66W0sBC[1].png [View same] [iqdb] [saucenao] [google] [report]

It's not that easy, otherwise I would of course have done that. But this one looks like an actual action hero. Without armor and that fuzz and that is what I am after. I also didn't want to use e.g. Duke Nukem, since he is too characteristic. Pic related, it's how that skin looks.

>> No.4005345

Thanks man, this is pretty helpful!

And that's really the thing, I know how to work in QuakeC to actually create dummy entities, but I was curious if it were possible straight in Quake itself. Using brushes sort of limits your detail in a specific model and removes the option for animation, but it's certainly a better alternative than simply being stuck with the default Quake entities.

I figure if I have to, I could use Quoth, but I don't know what all it entails. I just found out how to make glass (Alpha'd func_wall) in sourceport engines, so I guess I'm already making something that's not compatible with default Quake.

>> No.4005346
File: 165 KB, 1366x768, Screenshot_Doom_20170519_113422.png [View same] [iqdb] [saucenao] [google] [report]

When did they start making them glow in the dark?

>> No.4005347

When brightmaps became a thing like 8 years ago?

>> No.4005350

never knew that, always wondered why that came with GZdoom. Figured you had to run it manually for it to work (which I did)

>> No.4005352

I don't know about Doom, but for Quake, it's actually a pallet error.

Quake supports 256 colors, the last 32 in the pallet are "fullbrights", meaning they show their full color and aren't affected by lighting at all times. You can place them on textures and models and the engine won't darken them.

>> No.4005353
File: 1.32 MB, 1600x900, Screenshot_Doom_20170519_223152.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4005361

what do you call this vision

>> No.4005363

Good to hear, I was afraid my morning mess of a map wasn't gonna work at all. Quake mapping seems so much easier than Doom's sector-based nonsense until you start trying to go beyond the Play-Doh of brushes and premade entities, and then it's a migraine.

If you're already working in QuakeC, then you can go nuts making custom entities with no behavior beyond a looped animation- as you guessed though, the main draw of working only in-engine and using oldschool brush models means you can give people one neat little .bsp to play instead of requiring additional model files and a -game launch option to load the non-vanilla code (which isn't difficult at all, especially if you're used to GoldSrc/Source modding, but the fact the Quake Injector program exists points to a surprising number of people having issues with drag'n'drop). Once you really start digging into info_notnull shenanigans you can make pretty much anything act like anything else, or so I'm told- so things like Quad Damage soda cans are probably pretty easy, just a matter of replicating the Quad's on-touch and related fields onto the notnull and giving it a different model.

> I could use Quoth, but I don't know what all it entails.
Bunch of new entities and entity keys, along with some things like breakable objects. Aside from the actual download/readme you get from Googling it, there's an alright overview here:

>I just found out how to make glass (Alpha'd func_wall) in sourceport engines
Hah, I went crazy for a month trying to figure out how to make friggin' windows only to finally give up and look at one of the Arcane Dimensions map sources and smack myself when I realized how simple it was. It's not compatible with default Quake, but there's very little reason to actually play DOS/Win/GLQuake in this day and age anyway when the sourceports exist, and most people build for Fitzquake/Quakespasm anyway.

>> No.4005364

It has Beat Farmers in the soundtrack so it's pretty good in my eyes.

>> No.4005372
File: 2.50 MB, 1920x1080, quake.png [View same] [iqdb] [saucenao] [google] [report]

I'm still learning engine limits and how to work with 3D in general, but I kind of feel like a kid again since I haven't done all that much modding in almost a decade. I used to really enjoy it a long time ago, but I slowed down a lot since I started spending all my time with IT and networking instead of games.

I guess it's all a work in progress, nothing comes out looking great in one go, and replicating a specific style on top of that is just one more layer of complexity.

>> No.4005385

Where's the best place to get this for free? TPB torrents are nearly dead.

>> No.4005392

Did the new GZDoom version break music pack seamless looping? I remember using this on my other PC a while ago and it looped perfectly but it doesn't on my new PC that has the latest GZDoom version on it:


>> No.4005397

I had a map like that earlier. Small amount of enemies, even on UV.

>> No.4005401
File: 1.13 MB, 1920x1080, Screenshot_Doom_20170518_112710.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got fast-paced city maps that aren't the Starter Pack or Hellbound? Looking to Contra Doom it up.

>> No.4005406

I never got into mapping much myself, but what little I knew was all related to Valve's game engines, so working with Quake 1 feels immediately familiar and is much easier to understand not only due to the lack of newer, less well-defined entities (no manually splitting up your map with hint brushes, everything is made from brushes, less mysterious entities that don't do anything) but also because it doesn't require using goddamned fucking Hammer.

>nothing comes out looking great in one go, and replicating a specific style on top of that is just one more layer of complexity.
Gotta keep workin' at it, is all. Did you submit a map to QUMP? I still haven't managed to even make a playable map, nevermind one that other people can play

>> No.4005407

Is Hellbound any good, by the way ? I was also looking for urban maps after playing a bit of Duke 3D.

>> No.4005414

No, I keep tossing out ideas that never go anywhere. I think I'm on to something though, I was thinking in Half-Life style where a map is realistically proportioned, whereas Quake requires a more gamey style of thought.

And yeah, Quake 1, Q2, HL1, and HL2 are all very similar to work with. Except I vastly prefer Trenchbroom to VHE now, holy shit, that thing has not changed at all since WorldCraft 3.3. Even the Source 2 version is still mostly the same.

>> No.4005416

Are there other gameplay mods with weapons that feels as good as Trailblazer's ?

>> No.4005418

Hellbound is gorgeous, but not fun in vanilla. Try it with mods to make the encounters more interesting.

>> No.4005423

I played it with SUAB and it was actually incredibly stressful and intense after map 20, that mod is not made for large hordes of monsters.

>> No.4005428

I want to replay it with demonsteele or DRLA/RPG. I don't think my sanity would survive playing it in vanilla again.

>> No.4005429

Hellbound has some major pacing issues and levels are really long rather than fast paced.

The detail is pretty great but the gameplay is weak in vanilla.

Fun with MSX and the like though, there's a lot of room to work with and to use dashes/high jumps

>> No.4005432

Try toggling "no monsters to exit" for extra fun.

>> No.4005436

Oh man, they haven't updated it for Source 2? Somehow that doesn't surprise me at all.

Quake definitely requires a more game-type map design- even in the less fantastical maps, like idbase or techno-base ones, you've gotta skew some proportions and play fast and loose with room sizes because not only are all the assets weird-sized (some map textures are 1:1, other map textures and most enemies are wider than they are tall because they're meant to be stretched vertically, Doom-style), but the map units don't have an exact real-world equivalent and the player's hitbox is massive width-wise so if you try to make normal human-sized doors, they won't fit through anything. I tried making realistic stuff at first and eventually I realized my errors/gave up/felt the madness of Shub-Niggurath overtaking me.

>> No.4005445

So, for those of you who have made custom enemies, how did you do it?

Did you freehand it? Trace over a 3d model?
Go old school and make clay models?

>> No.4005454


>> No.4005457
File: 866 KB, 1600x900, Screenshot_Doom_20170519_233216.png [View same] [iqdb] [saucenao] [google] [report]

good job oblige

>> No.4005461

You are welcome my man.
It's a pretty simple yet elegant addon, and being an avid player of OBLIGE maps, I find it helps the sense of flow a lot.

>> No.4005462

What's with your hud and hand?

>> No.4005464

so anons, whats your favourite WAD for this year so far?

>> No.4005465

Trailblazer sucks though.

My unpopular opinion aside, Combined Arms.

>> No.4005467 [DELETED] 
File: 104 KB, 480x800, Screenshot_20170519-143842.png [View same] [iqdb] [saucenao] [google] [report]

lol why was this deleted

>> No.4005470 [DELETED] 


>> No.4005471 [DELETED] 

pillowblaster is the moderator of this thread

>> No.4005472 [DELETED] 

>low effort baitpost
wow, i wonder why this was deleted

>> No.4005473 [DELETED] 

To piss you off, phoneposter.

>> No.4005475

I can't say they haven't changed anything, merely that the core of the thing is still identical. There's some improvements, mainly to the way terrain is built and leaks are handled, but overall, if you know WorldCraft, you'll know VHE 2.0.

Yeah, that's the thing. I spent some time modeling a room and realized the player will take two steps and be out of it, never to witness any of the detail again. Quake is all about big, sweeping architecture that requires the player's attention to navigate, not about the micro-detail of small areas.

That said, if the player is going to spend some time in a smaller area, there's no reason not to add a little pizazz, but no reason to go overboard and decorate the entire map. It'll mostly just screw with the map speeds.

>> No.4005479

enemy hit boxes
level design.

>> No.4005480 [DELETED] 
File: 83 KB, 480x800, Screenshot_20170519-144728.png [View same] [iqdb] [saucenao] [google] [report]

I smell a butthurt mod

>> No.4005481
File: 948 KB, 1280x1024, Screenshot_Doom_20170519_154631.png [View same] [iqdb] [saucenao] [google] [report]

Postan again for new bread:

I'm apparently too dumb to figure it out; I hope it doesn't require some ridiculous script; I can't bloody do those.

Updated the chaingun demon (henceforth nicknamed 'shredder pinkies') puzzle room, ergo practicing some good old Sunder-style details

>> No.4005482

i smell a dumbass phoneposter

>> No.4005486
File: 5 KB, 240x217, WoG-Scene46.png [View same] [iqdb] [saucenao] [google] [report]

whats up with all the trailblazer talk?

>> No.4005487

Who can reupload Doom Quickstart Archive to Mega or another site?

My connection is shit and it failed two times at 99%, so fuck drive.goole

>> No.4005490
File: 121 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google] [report]

What's your favorite screenshot you ever took of Doom in action? I've held onto this one for nearly five years now.

>> No.4005491
File: 1.32 MB, 1600x900, Screenshot_Doom_20170519_224328.png [View same] [iqdb] [saucenao] [google] [report]

you tell me, i dont see anything wrong with them

>> No.4005494

This thread literally has the best mods
I swear shitposts don't get deleted this fast anywhere else

>> No.4005496

I tried the latest version of MetaDoom's GitHub build and is it just me, or do i have to click my mouse 4 more times to skip the intermission?
I dunno how to say it properly, maybe Kinsie should see it there's something.

>> No.4005498

take a look at the breath of fire threads sometime
when kattfag throws a fit, he tends to get smacked and smacked hard

>> No.4005505

Anon pls

>> No.4005506

Ok, /vr/ in general I guess

>> No.4005508

are you asking about the mod?
its final doomer.

>> No.4005509
File: 14 KB, 250x250, a1b50d27a63d5c459c8a1c590fbdd4bba295432f.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm working on v2 right now.
I'll upload it onto Mega when I'm done.

Also, I'm taking map recommendations for v2.

>> No.4005512
File: 1.93 MB, 460x259, hmmmm.gif [View same] [iqdb] [saucenao] [google] [report]

this reminds me, could screenshots like this, ones taken with recognizable display settings, be considered avatarfagging, or is it ok because it is technically doom?

>> No.4005513

Thanks, based anon!

>> No.4005514

if it bothers you i will stop

>> No.4005514,1 [INTERNAL] 


>> No.4005523

well now you're making me feel like a bully anon
do what you want mate i'm just sleepy

>> No.4005524


>> No.4005526

i see what you're saying but i don't think so, apart from that one guy who posts 20 shots in a row of his ugly map with horrible filter settings, he should stop or be banned.

>> No.4005538 [SPOILER] 
File: 103 KB, 1366x768, 1495225711025.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4005541

I just downloaded GZDoom 3.0. What settings do you use? I like the new ligthing (expcet for the bloom effect. I tuned it off) and I want to try new configurations

>> No.4005550

Is there a mod based on Metal Gear Rising, even if it just means using its songs?

>> No.4005551

Last thred I asked if there was some easy way to pistolstart, I found 2 mods: one didn't work and was kinda simple, the other didn't work that well (apparently) and wasn't really mod-friendly, so as a learning exercise I took the liberty to modify it and added a couple tweaks, including easy mod support.

What's the etiquette with stuff like this, should I try contacting the old author or just post it away mentioning is only a mod of a mod. If it was on GitHub I could just fork it and then try a pull request, but this mod is really simple for GitHub I'd say, got it off some DoomWorld forum post from 2 years ago.

>> No.4005553

The accent on this dude is implacable.

That said, since I watched the playthrough of cybie2 years ago, I've found myself saying "Mmm, I like it!" inadvertently sometimes.

>> No.4005554

>even if it just means using its songs
Try Jimmy's Jukebox, you can make a custom pk3 with whatever song you want no matter the format.
I started a Synthwave pack a couple days ago, still adding stuff to it.

>> No.4005560

contact the author, if he doesn't reply, do your own version and mention him in the credits

>> No.4005563

Why don't you have the nazis or the nigga's wakeup sound?

>> No.4005564

>faithful to the original game

He saaid himself that he based enemy behaviour on his empyrical knowledge, so no, not really.

Also have the same problem >>4005137
I have the latest JRE, and as soon as I launch the game it pops up a window, then closes it after 4-5 seconds wihtout saying anything.

>> No.4005574

I think it depends on the context. If they're doing it purely just to let you know it's them and nothing more then yeah I'd consider it that.

>> No.4005583

it got an update and one anon cannot appreciate fun

>> No.4005590

JohhnyDoom or Project Brutality or Call of Doom

>> No.4005593
File: 28 KB, 817x275, bloodtnt.png [View same] [iqdb] [saucenao] [google] [report]

>He saaid himself that he based enemy behaviour on his empyrical knowledge
Are you sure? He said he made the port using decompiled source code, why would he use that for everything and then just "guess" for the enemies?
In pic related, he talks about a quirk of the cultist AI that is in the original code, which implies that he did have access to it, so why not use it?

>> No.4005608

>faithful to the original game

You better hope NESfag doesn't see this.

>> No.4005623

Just checked. It seems to be delay-based (ie. you can click all you want but you have to wait a second before it'll let you properly advance).

I'll have a look, but I've got a busy day ahead so I promise nothing.

>> No.4005628
File: 1.01 MB, 1920x1080, Screenshot_Doom_20170519_162640.png [View same] [iqdb] [saucenao] [google] [report]

This inconsistency is driving me nuts. Look at this hodgepodge weapon setup. And I keep getting Super Shotgun upgrades when I don't have a super shotgun yet.

>> No.4005631

I don't think occasionally dumping a few screenshots of one's latest session is a bad thing, if anything it's practically advertising for mapsets, I've found plenty of nice maps this way.

>> No.4005635

okee dokee
Hope "busy day" means something really cool

>> No.4005636

Disregard that, it's fixed now, thanks for reporting anon

>> No.4005637

If BloodGDX crashes or has sound problem, you can try this solution I found on the Eduke32 forum :

1. Create a folder within your Blood directory called "bin"
2. Open up BloodGDX.jar with 7-zip, WinRAR, etc. (it's just a zip file)
3. Open up gdx-backend-lwjgl-natives.jar inside BloodGDX.jar and extract its contents into the bin folder
4. Create a batch file in your Blood directory with the following contents:

@echo off
java -Djava.library.path=bin -jar BloodGDX.jar

5. Use that batch file to launch the game

Unfortunately, even with this, the game still uses all my GPU and I'm not sure it's a good idea to play it for a long time. Apart from that it plays pretty well.

>> No.4005652
File: 21 KB, 63x69, 1367276617747.gif [View same] [iqdb] [saucenao] [google] [report]

When making the post I actually pondered for a minute or two if I should write
>faithful enough to the original game
just in case he came by this thread
Then I thought "Naaah, people will get what I mean"

Sweet, that fixed it. Thanks man!
Now all it needs is some bugfixes and the multiplayer, and I'll be a happy cultist

>> No.4005656


Hit detection.
Hitscanners everywhere.
Worst health economy and sewers level ever created.

>> No.4005657

What happened to the doomsouls thingy? Haven't seen anything about it in a while.

>> No.4005660
File: 338 KB, 656x515, file.png [View same] [iqdb] [saucenao] [google] [report]

Thank you, now it works.

What that means is that there is minimum and maximum values for mouse movement. Even if you slo-o-o-wly move your mouse for accurate aim, it will still slide at a minimal defined speed which is a bit too high, and even if you thrash your mouse across the table, it will only move at a maximum defined speed which is too slow.

Also texture glitches out the wazoo, and can not handle portals well - some skyboxes and floor portals appear as HOM.

Cryptic hs numerous misplaced textures.

>> No.4005668

isnt the tntguy a bit too op? double uzis, burst shotgun, that rocketlauncher, all feels so good, too good maybe

>> No.4005671

Since BloodGDX is a .jar file, is it possible to decompile it and modify the source code? For fixing bugs or porting it to a better language, for example?

>> No.4005672

Wait for the next version to complain

>> No.4005680
File: 1.36 MB, 1600x900, Screenshot_Doom_20170520_015903.png [View same] [iqdb] [saucenao] [google] [report]

can anything be done with this misalignment while strafing? it also happens with bullet tracer effects and lightning beam in D4D

>> No.4005681

>Gauss cannon by this point
>Burst mode on shotgun
>Lightning gun
Nigga you are fine and also the first SSG pickup is on that level

>> No.4005690

Nope. Things in Doom in general happen at 35Hz, even if your movement is interpolated, spawning of things in the world can not, which result in jankiness of many special effects that are tied to a player/entity.

>> No.4005692

Please, write him about all these issues. Don't be like nesfag.

>> No.4005693

How'd you get those textures? Is that just a simple texture replacer loaded with the oblige wad?

>> No.4005697

There is nowhere to write to though, no contaxt are given on the page, and I cant find his profile on the 4Duke forums.

>> No.4005703


His username is M210

>> No.4005704

Only place I've found, but he reads it and replies.

>> No.4005713
File: 84 KB, 537x499, Crash.png [View same] [iqdb] [saucenao] [google] [report]

>Download new D4T
>Running GZDoom 1.9

I look up D4T crashes and no one has any problems. This version is a day old so maybe it has problems, but can I do anything?

>> No.4005716

>Running GZDoom 1.9

I think that is your problem.

>> No.4005718

It says 1.8.6+ is supported... maybe this is no longer true with the release or v2.0?

>> No.4005723

Ah, yes, sorry, I just read that too. I can confirm that I did not had this problem on a devbuild from a few days ago.

If you decide to try with a more recent version, I suggest you use another folder, called "GZdoom beta" for example, as some old mod you might be using are no longer compatible with the newer version of Gzdoom :/

>> No.4005727

I'll get a newer GZDoom, thanks

>> No.4005748

Okay, can somebody tell me what is going on here? I have started a game in Zandronum over my local network. It's a regular standard Doom 1 deathmatch server, everyone can connect yadda yadda - now, turn out, everyone is an ally. Switch teams doesn't work because it's not a team game, duh. But what is wrong here? I don't understand it.

>> No.4005782

How come this was barely used?

>> No.4005796

>dat boi meme parody pic in there

holy shit I already forgot that was a thing. time flies.

>> No.4005816

Does anyone have tips to be good at D4T ? I'm getting my ass kicked everytime I'm in a cramped space.

>> No.4005826

What's the best way to play quake 1 with music?

>> No.4005830

Okay, at least I know now that it CAN work, if the other guy starts the server. We both use the very same flags, options and everything else. Very strange. He uses Debian, I use Windows. My server makes us enemies while his makes us allies. Both via Doomseeker.

>> No.4005831

Find a rip of the soundtrack online/in the OP and plunk it in your id1\music folder.

>> No.4005834

Download the game + music files from the pastebin in the OP and play it with the Quakespasm source port

>> No.4005835

Doesn't that only work with darkplaces?

>> No.4005837

Absolutely not, most sourceports that don't suck have an option to load from an external soundtrack, Quakespasm included.

>> No.4005840

I don't think proquake has the ability to load external music. Does that one suck?

>> No.4005847

It's discontinued, at the very least. Does it use Netquake or Quakeworld multiplayer protocol, or even its own protocol? If it's the former, it's definitely depreciated because Netquake sucks ass for online play and Quakeworld has an excellent client available in ezquake/nquake. For singleplayer it's lacking the support for custom content that the big engines like Fitzquake, Quakespasm and Mark V all have.

>> No.4005864
File: 106 KB, 480x480, anhero.jpg [View same] [iqdb] [saucenao] [google] [report]

I just puked in my mouth https://www.youtube.com/watch?v=DXAep0rjFN0

>> No.4005875

What's the big difference between fitzquake and quakespasm? Isn't quakespasm more vanilla?

>> No.4005876
File: 3.27 MB, 1920x1080, doom_2_level_1_by_hoover1979-db94gw1.png [View same] [iqdb] [saucenao] [google] [report]

Is this Emerald City or something?

>> No.4005880

game looks good

>> No.4005885

Haha, what the hell is that texture pack.

>> No.4005886

Fitzquake hasn't been updated in years; Quakespasm and Mark V are both continuations of it by different people that often share code anyway. QS is a smaller, more singleplayer-oriented port that aims for maximum compatibility while retaining a vanilla appearance without overloading the player with a dozen different menu options, Mark V is more of a do-everything port that also includes some multiplayer upgrades, a software renderer, more options (both period and ones that don't require the console/autoexec to change), etc.

It's really just a matter of choice. I like QS because it's what I used first and I'm used to it; someone who tried Mark V first will probably choose to stick with that, instead.

>> No.4005887
File: 304 KB, 1000x1000, 1486519066545.jpg [View same] [iqdb] [saucenao] [google] [report]

>that clash between the undetailed rocket launcher and detailed walls
>those enemy models and animation
>that music
>those sound effects that sound like they were recorded in a tin can

Was this made as a joke or something? Even jdoom is more appealing than this.

>> No.4005889
File: 66 KB, 640x406, IMG_3466.png [View same] [iqdb] [saucenao] [google] [report]

So, I'm making a Oblige randomizer script (Not only does it change Oblidge's settings, but it also randomizes what version of Oblige is used) and I was wondering:
What are your favorite settings, that you feel produce the best maps?

>> No.4005892 [DELETED] 

The AIDS ridden cancer general, forever filled with abject poseur shitters that have no idea what they're talking about :^)

>> No.4005895

Okay, kid.

>> No.4005904

For when you want the "shitty UE4 Doom recreation" aesthetic in the actual Doom I guess.


>> No.4005910

Nine inch nails did a fantastic job with the ambient music. A few times I thought someone was calling for me when it was just the music, really creepy.

>> No.4005915

Is there any interesting texture pack to spice up OBLIGE maps? I don't mean "lol HD texture" shit, just visually different stuff replacing the vanilla defaults.

>> No.4005918


Remember, that is the mindset of those who think Doom looks dated and HD textures are the way to go.

>> No.4005928

Does the term 'subtle' mean nothing to these people?

>> No.4005931
File: 62 KB, 490x472, 1435087836699.jpg [View same] [iqdb] [saucenao] [google] [report]

>that pinky demon walking animation

>> No.4005938

I think the worst part is that they think making a HD Doom look good is as easy as some new textures and models and effects.

Look at those super high res textures, on the 100% flat wall, you can make those textures as high res and as detailed as you want, but that wall will never not be flat.

The first logical step would be texture maps, light maps, environment maps, bump maps, but what you really need for a really high resolution and detailed texture to look good is for the surface it's applied on to actually be just as defined.

It will just look like a photo wallpaper otherwise.
With the original low res (and limited frames of animation with sprites), it's basically like a cartoon, your brain rationalizes it away and it looks fine, even if Doom is made with a mix of painted textures along with photos and scans, original and sourced from libraries, once you just get into the speed of the game, it's not something you'd generally notice or make you stop in your tracks and take you out of the game.

>> No.4005942
File: 21 KB, 394x352, 1477283053263.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4005943

I've been trying to fix some compatibility issues between two mods for the whole afternoon, and it seems I've found a blockade.
Trying to debug the whole thing, there comes a point where I execute a "print" call with "TEST" as a parameter, yet it will print random item names or strings, like "RedCard" or "KP/PGUP" depending on the script I call it from.
This is some weird shit.

>> No.4005945

I'm always surprised no one ported Doom to Quake's engine. It feels like it'd be a completely natural progression, and changing the player speed shouldn't be too hard.

>> No.4005946
File: 160 KB, 1280x720, judgemental lolis.jpg [View same] [iqdb] [saucenao] [google] [report]

>the pinky walkcycle
>the "shotgun" burst

>> No.4005947

Fun fact, Trent Reznor also did the pain grunts for the Ranger.

>they couldn't figure out how to make a shotgun so it's a rifle with a 7 shot magazine and burst

>> No.4005949

>I'm always surprised no one ported Doom to Quake's engine.
What would even be the point? If you're not gonna make use of what the Quake engine offers, just play Doom.

>> No.4005950

There's been attempts at recreating the Doom maps in Quake but they've never ended up good.

>> No.4005959

Why would someone do this?

>> No.4005960
File: 90 KB, 597x600, niBBdnjMT.jpg [View same] [iqdb] [saucenao] [google] [report]

bzplasma sent his 40th and final twitch application, was rejected for partnership, will quit doom streaming in three days

>> No.4005963

And nothing of value was lost.

>> No.4005965


And nothing of value was lost.

>> No.4005967

Nothing of value will be lost.

>> No.4005968

and nothing of value was lost

>> No.4005969

And nothing of value was lost

>> No.4005970

sucks to be him

>> No.4005972

w h a t
s h a m e

>> No.4005975


>> No.4005976
File: 26 KB, 500x500, 827e84a5c43502c73badc1e26b3fa6aa9b7f9de74465625fda88501808954327.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing, value, lost, etc.

>> No.4005979

Why watch someone stream Doom when you can play it?

>> No.4005980 [SPOILER] 
File: 78 KB, 231x219, 1495240635971.png [View same] [iqdb] [saucenao] [google] [report]


Goodness, that must be so awful. How terrible. What a shame.

>> No.4005989
File: 33 KB, 320x200, dmguy_qw.gif [View same] [iqdb] [saucenao] [google] [report]

I remember a Doom TC for Quake in the 90s but I can't even find screenshots to prove it even existed

>> No.4005990

Those walking animations are so bad they're scary. They need to be made as a gzdoom mod.

>> No.4005992
File: 204 KB, 653x466, sip04.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4006000

Streamer that exclusively plays Brutal Doom.
The type of streamer who screams at video games and overreacts to dumb things.
Makes a huge deal about his D-list popularity on Twitch.

A "literally who?" if there ever was one.

>> No.4006002
File: 268 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom TC for Quake
Well, there's Your Path of Destruction

>> No.4006013
File: 197 KB, 1366x768, Screenshot_Doom_20170519_162004.png [View same] [iqdb] [saucenao] [google] [report]

What do you call this

>> No.4006016
File: 34 KB, 169x156, Too much Doom.png [View same] [iqdb] [saucenao] [google] [report]

Aaaand, done!

The Doom Quickstart Archive v2!
What's included:
>Every official Doom map ever released!
>Every Doom WAD mention in the "So You Want To Play Doom" Guide
>Dozens of high quality single player and multiplayer megawads
>Total Conversions
>Joke wads and mods
>GZDoom 3.0.1 and Zandronum 3.0a, WAD managers also included
>Oblige versions 3.75, 5.10, 6.20, and 7.50
>Misc Doom media, including the comic, novels, posters, and behind the scenes development pics.

It's everything you need to play some fucking Doom!

>> No.4006018

>That's one nuked Duke

>> No.4006021
File: 554 KB, 540x772, tumblr_inline_o8p9jv9bRv1tsm461_540.gif [View same] [iqdb] [saucenao] [google] [report]

>I forgot the link again

>> No.4006024

The kill room in Randy Pitchford's basement.

>> No.4006031

Beat Farmers is the shit.
Redneck Rampage is pretty good too. Some of the level design is pretty shitty though. That's the only thing really. Could use some more sound variation too.

>> No.4006032

Why do mods for retro games got to be all about killing 9001 monsters per room? When did this happen?

>> No.4006039

It's an easy way to make something more difficult. I don't mind those kinds of maps so long as they're upfront about that. What annoys me are all these games trying to market themselves as being like a shooter in the 90s but then turns out to be a really shitty Serious Sam clone.

>> No.4006040

>Every Doom WAD mention in the "So You Want To Play Doom" Guide
>not from the 10 Years of Doom or Cacowards lists on Doomworld

Sounds like something that would come out of this general.

>> No.4006045

People can't be bothered to learn good map design anymore and think that Painkiller's gameplay is what old FPS titles were like.

>> No.4006049

Don't forget slaughter maps.

>> No.4006052

yes, considering the cacowards list and 10 years of doom has active lists to the awarded stuff and the SYWTPD doesn't...

>> No.4006056
File: 1.29 MB, 195x229, 1491531299981.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4006059

Most of those wads in the guide were listed in the Cacowards though.

>> No.4006064
File: 322 KB, 1366x768, Screenshot_Doom_20170519_182105.png [View same] [iqdb] [saucenao] [google] [report]

That's nice work boys

>> No.4006070


>> No.4006078
File: 167 KB, 1366x768, Screenshot_Doom_20170519_183051.png [View same] [iqdb] [saucenao] [google] [report]

why didn't I discover brightmaps until now.

>> No.4006085
File: 183 KB, 658x450, V8mAYqe[1].png [View same] [iqdb] [saucenao] [google] [report]

D4T 2.0 was released.

>> No.4006089

Dude, just getting everything in the guide put it at 4.5 gigs, including everything from the Cacowards is gonna make it huge.

I might include all the Cacoward winners in v3, but for now I'm just tired of downloading all these WADs.
I'm taking a break and playing some doom for now.

Besides, >>4006059.
Most of what is included in the guide is the best of the Cacoward winners.

>> No.4006096

I'm trying to find the alpha/beta builds of Shadow Warrior but I cannot seem to launch it from Steam. Am I missing something?

>> No.4006097

If I were to guess, you'd have to right click it in your steam library, properties, then maybe there's a beta tab?

>> No.4006103

No option to opt in.

Only option is to load SW Classic or a source port launcher. Within the source port I cannot find any options to load the alpha/beta.

>> No.4006106

Just to verify, you're checking on Shadow Warrior Classic, NOT Shadow Warrrior Classic Redux, right?

>> No.4006108

>fuck you, you bastard piece of mutant snail shit

>> No.4006109

My mistake. I wasn't trying to run the Redux, but the copy that came with the 3D Realm Anthology, which is different than the free SW that's out there.

>> No.4006112

haha holy shit, I forgot there's technically 3 Shadow Warrior Classics on steam

Ya I'm assuming it's Classic (1997) that has the beta stuff, not Redux or Anthology

>> No.4006125
File: 460 KB, 1366x768, Screenshot_Doom_20170519_184747.png [View same] [iqdb] [saucenao] [google] [report]

is it possible for archfriend to resuscitate pain elemental

>> No.4006127

I can, it just isn't.

>> No.4006128

Not in vanilla.

>> No.4006135

It has the dumbest naming too.

Shadow Warrior Classic (1997) is the free one
Shadow Warrior (Classic) is the 3D Anthology one
Then you got Shadow Warrior Classic Redux

>> No.4006136
File: 15 KB, 320x200, RTWShot1.gif [View same] [iqdb] [saucenao] [google] [report]

Did anyone ever mod Wolf3D Mac sprites into a PC port or something?

What would be the best/easiest way to play Wolf3D Mac on a PC? Basilisk?

>> No.4006139

Yeah, Basilisk would be the way to go.

I'm not aware of any projects that ported the Mac assets to PC Wolf3d

>> No.4006141

The illuminated marine looks pretty cool, is it a mod ?

>> No.4006143

Does ECWolf not have the Mac textures?

>> No.4006146

did i typo something?

>> No.4006150


>> No.4006151

not him, but i've been playing Spear of Destiny using it and don't recall seeing any graphical options, especially when it comes to sprite

>> No.4006156

Does this work?


>> No.4006160

ability to spawn actors based on the player's movebob height when

>> No.4006164

Are they playing with a digital controller or something? It looks awkward.

>> No.4006165

I didn't know wolf3d was popular enough for mods.

>> No.4006181


>> No.4006187

Cool, thanks!

>> No.4006204

Duke dukem 3D has the best for modding. You don't have to go through tons of hacks like in doom to get a cool level to explore and interact with.

>> No.4006206

There's a shitload out there actually

Some are really good
Check out Castle Totenkopf SDL edition
And Operation Eisenfaust Origins
I forget which one let you ride mecha

>> No.4006207
File: 88 KB, 640x400, castle-totenkopf-sdl_title.png [View same] [iqdb] [saucenao] [google] [report]

It's got that sort of Doom quality where it's a pretty basic game which, if you're up to it, can be a good framework for something actually pretty good.

If you want to see a really high class and well made game built on Wolfenstein 3D, then look no further than Totenkopf: SDL Edition


It's rich in attention to detail, it's fun, it's just as long as it needs to be, and it's good at challenging you. You would never think a corridor shooter with 90 degree walls and no height difference could be so atmospheric and engaging.

There's a couple of others with similar degrees of effort put into them.

>> No.4006219
File: 10 KB, 208x242, 1457705340656.jpg [View same] [iqdb] [saucenao] [google] [report]

That's the one I was thinking of

>> No.4006226

>seconds apart

>> No.4006228


Great work.

>> No.4006232

Why would you cram everything into a single zip? Why not make a torrent so people can know what's in it beforehand and pick what they want?

Or at least have a detailed breakdown of what's included.

>> No.4006237
File: 322 KB, 1500x2356, 1500px-CacowardPhysical.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it okay for you to wait ~6 minutes before downloading an archive with Cacowards?
This way it would be possible to download something specific AND the whole zip, that generates automatically, if you want to.

If you are - here is a Cacowards archive:

It has:
0) Not mine, but a full compilation of Doomworld's Top 100 WADS of All Time and Top 10 Infamous WADs
1) Every wad that won Cacowards in every category, except:
-Unreleased wads that didn't have public WIP version;
-Mentioned in one category Grezzo 2, because it's not worth 1gB;
-Bad wads from 1994, mentioned once, instead there's a link to archive.org collection of them;
-"Name that Wad" from 2008, I couldn't decipher them;
-"What are we waiting for?" wads;
-All those wads I might've missed in text;
-Laundry 2 Dry Hard DLC

2) Wads that got mentioned in "Honoring the Newcomer" category (not all maps by that newcomer, only mentioned);
3) All wads made by people who were mentioned in "Mapper of the Year" (WIP, in separate folder), "Espi Award" (coming soon), "The sky may be";

-Wherever possible I've added a version of a map that was reviewed and a newest available version;
-Only latest versions of gameplay mods were added.

How to download:
You can press a button "Download All" in the top right corner, or press a "Download" icon when you move cursor on a folder to download only one folder.
After ~6 minutes you'll have a pretty 1.1gB ZIP file with all the stuff.

If you'll find some missing wad or something - please tell me, I'm getting lost in them already.

>> No.4006240
File: 78 KB, 536x429, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Managed to setup System 7.5.5 on Basilisk and get Wolf3D running but half the screen is "cut off".

Not sure why, and there isn't really much information online

>> No.4006241

>talks about how playing the mod in Quakespasm breaks certain textures
I can tell you right now it's because those textures have pixels that are unintentionally using fullbright parts of the palette, and they don't act up in Darkplaces because DP doesn't use the palette.

>> No.4006250

Please, upload it to Google Drive or something. MEGA has a shitty quota and I really don't want to download some "Downloaders" for it

>> No.4006257

Fixed it, had to set the processor to 68030 without FPU. Works fine now, with a bit of stutter. Heard Sheepshaver and System 8 is the better way to run this game so that's my next objective

>> No.4006258

Are you ESL?

>> No.4006261

If you are referring to Google name - it's a "Ryu ga Gotoku" related name I used for this account.

>> No.4006278

I'm referring to your garbled english.

>> No.4006282

Oh, yes. I'm russian and I'm very tired, it's 6 am. Usually I write better.

>> No.4006283

Does anyone believe the theory that quake 1 and 2 take place in the same universe because you can see strogg crates in quake 1.

>> No.4006285

Is this working for anyone else? Everytime I hit download everything, I only get a few maps but the file size still says it's a gigabyte

>> No.4006289

I remember Quake Generations Arena placed Wolfenstein, Doom and the Quake games all in the same timeline.

>> No.4006293

With how basic Wolfenstein stuff was, I wouldn't mind Totenkopf stuff being ported to Doom sometime too just for the fuller kind of experience.

>> No.4006294
File: 193 KB, 1024x768, quake-ii_9[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone mentions the crates and no one mentions how the entire techbase theme in Quake 2 is lifted almost 1:1 from Quake 1, including the sheer amount of brown'ngrey, the love of trapezoids as grate and wall details, and the appearance of the low-level mooks compared to Q1's Enforcers.

It's a case of re-used assets and ideas, nothing more- they salvaged what they wanted from Q1, which happened to be the least interesting bits (including the skull-and-wings icon), and threw away the rest.

Quake is off in its own universe, multiple different ones in fact. Wolfenstein and Doom are possibly in the same timeline if you count the Doom RPGs giving Doomguy a name, and Wolfenstein and Commander Keen are canonically in the same timeline (Billy Blazes, AKA Keen, is BJ Blazko's grandson).

>> No.4006301

Seems pretty good dipping my toe in. Add FOV, and fix the Y-Axis of the mouse so Caleb stops nodding his head when I try to turn straight left or right, and it should be perfect.

>> No.4006303

>comments and ratings disabled

>> No.4006307

I think Quake 2 is actually a fun game on its own, but being called 2 sort of disappoints me just because I really like the theme of Quake 1.

At the risk of sounding sacriligious, I hope if we get another Quake done in Q1 style, I hope it focuses strongly on the atmosphere of the game. While the new Doom is pretty focused on just killing lots of shit as fast and brutal as possible, I find a lot of Quake's enemies to be something you methodically evade and tackle with some forethought due to map structure and their assorted attacks.

>> No.4006315

Well, fuck, I'm an idiot. Google separates it to 4 archives:

I guess it's better to upload archives with all wads, after all.
Will place them in separate folder in same google drive.

>> No.4006316
File: 59 KB, 1178x716, quake enemies aspect corrected.png [View same] [iqdb] [saucenao] [google] [report]

Everyone says they want another Quake 1 but no one realizes what makes Quake 1 so good is that it's a completely by-chance mashup of ideas that turned out way better than the sum of its parts- that being "it's Doom but in 3D and our artists made half a dozen different environments that have nothing to do with it"- and that any attempt to recreate it will not only be missing the still-unique feel, but will add in too much modern crap and suddenly it's not like Q1 at all.

Quake is a very simple game. The maps aren't big at all but are very well made, there isn't much key-hunting and no wall-humping, you have half a dozen weapons (two of which are just more powerful versions of other guns), the enemy bestiary isn't huge but is well-designed. Do you want a Quake game where you shoot a handful of Ogres in a room, open a door, shoot a handful of Ogres in a room, open a door, spend four minutes watching Ranger read a book and grunt HUH HUH HUH from the impending insanity, open a door, buy the season pass, play some crappy multiplayer, etc. etc.?

>> No.4006321

Different guy, but I'd rather just see the setting itself explored again, the aesthetics and feel of Quake 1 is not quite like any other game.

They could make the gameplay basically a derivative of the Doom 4 gameplay and I'd still be interested to see what it would be like.

>> No.4006325

I really dig the lovecraftian theme the most. It needs to return.

>> No.4006328

The interesting point on this is that Quake 1 by the huge mess of styles it was, it was what defined the style of its sucessors.

Thinking on that, Quake 1 has techbases as well gothic levels, hi-tech soldiers and lovecraftian creatures, then suddently in the next games you have all that separated on each own thing to fit better where they belongs.

Quake 2 and Quake 4 stood with the Hitech parts of Quake 1 and focused in a story for the soldiers there, then in Quake 3, Quake Live and now in Quake Champions it focused in the gothic style with a bit of that lovecraftian things into the map as form of parasites and the kind, Quake Wars is the only real fail at being Quake imo.

>> No.4006336

The latter part is exactly my issue with D4. That sort of design doesn't work for Quake, and doing it justice would cause it to get panned by modern critics.

The design of Quake is a mish-mash of ideas, but I think encounter and map design was probably its strongest asset for singleplayer. Most fights beyond the first few levels feel very meaningful on how you approach them and use your arsenal to "solve" the encounter, and that simply doesn't interest today's audience who simply want to win by twitching harder and faster. Atmosphere is certainly great in the game, and one of the high points in design, but the entire pacing of the game somehow manages to feel fast paced but requiring thought in how to proceed, rather than just trying to outrun and out gun your opposition.

But like you said, we'd very likely get a corridor followed by a few enemies just thrown about without a lot of thought to why. And that's a real disappointment, because the game could be so much more than that.

>> No.4006345

Added an alternative link to Cacowards folder ("Mapper of the Year" and other folders are not included) for people who can't download 4 zip archives that Google Drive generates.

>> No.4006347

Btw, talking about Quake 1, you guys know this is a thing eh? https://www.youtube.com/watch?v=rbMHP_LifH8

Not worst than that shitty Doom remakes at Unreal Engine 4 but surely something weird that is just trying to use the trend of Brutal Doom as a reason to exist, pretty much like Brutal Half-Life.

>> No.4006348
File: 515 KB, 1920x1080, Screenshot_Doom_20170519_230756.png [View same] [iqdb] [saucenao] [google] [report]

Welp, Immoral Conduct doesn't play nice with BDv20 Monsters.

>> No.4006354
File: 209 KB, 924x636, 1466607177723.png [View same] [iqdb] [saucenao] [google] [report]

It's kind of funny to think that even the "hi-tech" stuff in Quake 1 is nowhere near the tech level you usually see in sci-fi, even in id's other games. The teleporters (or rather, slipgates, which is the best fucking name ever) are gigantic, humming behemoths that don't even work right all the time or none of this shit would have happened to begin with, computers are similarly room-filling, beeping and buzzing and "KSHH KSHH KSHH blibeep KSHH KSSH KSSH you can hear that ambient sound in your head, i know i can" monstrosities with static screens and endless meters and miles of exposed wiring and tubing, ceiling and wall panels are falling off everywhere spitting sparks and lights flicker more than they stay steady. Soldiers wear basic plate armor and cargo pants, even the Enforcers only get a gas mask and a very basic- and less effective than a shotgun- laser gun (possibly experimental), and the most powerful weapon you find is a cobbled-together hulk from the depths of some forgotten otherrealm that shoots not lasers or plasma or photons or whatever, but lightning, one of the oldest of nature's own forces of destruction and the same thing hurled at you by twenty foot faceless abominations who can draw sparks from nothingness. A fucking axe is standard equipment for a Marine.

It's an interesting style for sure- like someone took a 1950's Popular Science "This is what the future will look like!" article, and then let everything stagnate, rot and rust for about forty years or so. The UAC was advanced enough to use Hell to transport goods and build their own bases across the stars before shit hit the fan- whatever unnamed military-industrial complex Ranger was a part of barely got a few packing crates through (see: E1M2) before the Old Ones decided that shit wasn't gonna fly and started sticking their many limbs through the gates.

>> No.4006358

Is trenchbroom the best modern editor for quake mapping?

>> No.4006360

Yes. Easiest to learn, at any rate, unless you really want to beat yourself over the head with Radiant or- Shub forbid- Worldcraft.

>> No.4006361
File: 12 KB, 476x411, 1366089170300.png [View same] [iqdb] [saucenao] [google] [report]

Well fuck you too.
I checked 4 times, that is the link with the fucking key.
I even used another computer to download it.

>Why would you cram everything into a single zip?
Because my internet is only 0.5mbps up. If I can shave 35% of the file size off I'm gonna do that.
The compressed zip took 4 hours to upload.

>Or at least have a detailed breakdown of what's included.
You know the "So You Want To Play Some Doom" guide that I mentioned?
Everything in there is included.
Right below that I listed off everything else that was included (GZDoom, the comic, etc.)

You don't need the downloader, just click "download through browser"
The quota is about 8 gigs per day, so you should be able to download it

>> No.4006363

Or QuArK?

>> No.4006365
File: 10 KB, 503x462, 1472701256990.png [View same] [iqdb] [saucenao] [google] [report]

Found the fix, it happens on ENTER scripts when you use them in a library without a "#library" tag alongside other libraries.
Jesus fuck, finding out about this shit feels like archaeology.

>> No.4006371
File: 22 KB, 446x313, vomiting anime slipgate explorer.gif [View same] [iqdb] [saucenao] [google] [report]

>anon installs darkplaces for his first quake playthrough.mp4

>> No.4006374

what's weird as fuck is that shit is on Doom engine for no explicable reason besides, at best, the idea that he's too incompetent to mod Quake itself

>> No.4006378

I don't know about anyone else, but I fucking love "20 minutes into the future sci-fi" where a universe contains a few actual high-tech things like a laser gun or a teleporter, but they're few and far inbetween and most things you find are actually extremely low tech like breach loading shotguns, simple auto-loading rifles, dumbfire rockets that look like they're only slightly more advanced than a WW2 panzershreck, loud mechanical engines running off of diesel, and hulking mainframes that probably only put out the same sort of processing power as an early 2000s desktop PC. All the parts we'd think of as sci-fi are loosely integrated with our current technology without everything being super clean, organized, and sterile.

>> No.4006379
File: 13 KB, 437x303, Waitasec.jpg [View same] [iqdb] [saucenao] [google] [report]

LOL That is another point, this is not made in Quake itself, it is a backport to GZDoom, so the guy could rip off all the code from Brutal Doom and slap Quake models on it, also seems he is using a overwhelmed ReShade preset as GZDoom isn't all that heavy in post-processing.

>> No.4006380

No shit, Immoral Conduct replaces all the monsters.

>> No.4006381

So, I hate to keep bringing Oblige up, but how do you make it such that it doesn't fuck me in the ass right off the get go?

The last 3 maps I generated had two Barons of Hell right outside the first room, while all I have is a pistol and 20 bullets.

>> No.4006384

Never used it myself; I'd imagine there's still some diehards using it, but if you've never tried brush-based mapping before, Trenchbroom is a fantastic way to start and has just as many features as the other editors. The primarily 3d-based and interactive view is great and you can still switch to grid view if you want to edit old-school style.

oh my fuck you're right I didn't even notice the telltale doom weapon sway, I was just thinking "wow, all that and he didn't turn on movement interpolation for the enemies?"

>> No.4006386
File: 326 KB, 558x691, 1492729261381.png [View same] [iqdb] [saucenao] [google] [report]

>poned el culo en pompa que viene satanas
lost it

>> No.4006389

I recall some (at least one) versions have something called silent start, that will force the spawn to be in an empty room.

>> No.4006391

thinking about it he probably used Brutal Doom as a stepping stone and then slapped all sorts of people's models and assets together with Quake as the idea basis

>> No.4006392

After using many different editors over the years, once I got over the initial differences of Trenchbroom, it became my favorite editor. In fact, when I go back to WorldCraft to work in the Source engine, I find myself upset that somehow a game that came out in 2005 has less advanced tools than a 1996 one.

>> No.4006393
File: 137 KB, 530x250, CarmacksMad.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, the typical people who thinks trash metal works for Quake or Doom.

Also, all the fancy lighting features you guys are seeing on that, yep, it's all baked textures that's being used only once for the specific parts you see them, non-modular as fuck as well impractical just to look noice.

>> No.4006396

That being said though, it did the job and fooled me until I noticed the enemy "models" didn't rotate correctly.

>> No.4006398

Baked lighting is good if used smartly.

Emphasis on smartly.

>> No.4006402

i remember you posting your graphics settings but are you also using reshade or something?

>> No.4006404

Ikr but what do you guys think what will happen with this method in the hands of an unexperienced guy?

>Final filesize gets double the size than Grezzo 2.

>> No.4006405
File: 183 KB, 450x450, quake_s_shambling_horror_by_desolc-d86vihj.png [View same] [iqdb] [saucenao] [google] [report]

I agree 100%, it's a fantastic design that I'd love to see more. Is there even a name for it? It isn't dieselpunk, that's more WWII-era; it isn't cyberpunk, not nearly as advanced enough for that; and the tech present is often less advanced than what already exists when the game/movie/whatever is made, other than the sci-fi bits. It's like 20 minutes into the future, but the bus left half an hour ago.

Q2's "totally not Borg" stuff feels boring in comparison, and while I do quite like Q3A's mix of gothic-industrial and cast of cyborg-limbed and peeling-skin crazies (and waifus!), something about Q1 just clicks with me.

>people who thinks trash metal works for Quake or Doom.
Isn't half of Doom's soundtrack just MIDIfied versions of popular at the time thrash songs? I mean, depending on who you ask At Doom's Gate is a straight rip of either Metallica or Judas Priest.

>> No.4006410

>Metallica or Judas Priest

As well Pantera and others, but yeah for the age they were considered Trash Metal, however the genre has dropped quickly into the yelling distorted shit you hear in the video, resulting these old bands being now called classic metal for most people as a way to refre the root trash metal because Grindcore and others subgenres has taken over it.

All in all, yet even with Doom MIDIs being based on tracks from those bands, it is noticeable that Bobby Prince didn't wanted to them really sound "heavy" or the kind, hence why the game also has very atmospheric tracks like Suspense, Sinister and of course the iconic Sign of Evil.

>> No.4006412

That old 80s metal was good thrash metal, it doesn't deserve to be called trash metal.

>> No.4006416
File: 2.96 MB, 126x161, 1263948568075.gif [View same] [iqdb] [saucenao] [google] [report]

The fact there are people who would rather get into pissing contests about if a band is classic metal or thrash metal or speed metal or heavy metal or sludge metal or Tibetan throat metal instead of just listening to whatever the fuck they want and being done with it will never cease to amuse/terrify me.

>> No.4006418

Too little meat on the bones for a Spelunkylike but I'm glad the devs tried to amend some of the complaints like weapon SFX and fall damage

>> No.4006421

Duke4 really is the only duke nukem fansite for mods, textures, maps, etc left. They even host a mirror of dukerepository which is dead and the link in the OP image needs to be updated.

>> No.4006426

but im not even using rendering interpolation

>> No.4006427

doom64-psx.pk3, got it from bd64 moddb "Files" page

>> No.4006428

I'd love to play a Brutal Quake mod if its style is consistent with the base game and if it's actually done properly and not in fucking GZDoom

>> No.4006431

I'll be honest, all Quakes exists as mods in Doom though only mine is the only one in active development that have more than one reason to exist there, all others were made just for fun, this one seems to be no exception, the levels looks nice but doesn't seems to follow any story from Quake or adopt something similar from there.

>> No.4006432

Yeah, there's still 2 Barons outside the spawn though.

I just need to make is spawn enemies more like vanilla Doom (IE, most of them are scrubs like pinkies, sprites, or shotgun guys, with only a few more powerful enemies)

>> No.4006441

>all Quakes exists as mods in Doom

As far as I'm aware, these mods are nothing more than weapon, enemy and texture replacers.

>> No.4006445

well what the fuck do you want, all the maps too?
> inbefore movement mechanics and rocket jumping
doom engine is finnicky with rocket jumps
and strafe jumping is still jumping
jumping breaks most doom maps

>> No.4006450

>well what the fuck do you want
Quake Rally

>> No.4006454
File: 544 KB, 1920x1080, dp000006.jpg [View same] [iqdb] [saucenao] [google] [report]

The best way I can think of it as is similar to a semi-futuristic look one might have in the late 80s, early 90s. Almost all the stuff is just brute force designs in that instead of discovering technology to miniaturize and increase efficiency, we just stuffed more shit together and got something working; computers are mainframe style and probably just a cluster of lesser modules crammed together, the lighting gun is powered by what looks like a car battery, etc. It's almost in a way like Techno-Brutalism.

I mean, look at these enforcers. They've got a dirty, dingy uniform, a thick jacket for armor, and their weapon is powered by a massive battery worn as a backpack. Whereas most of the time in sci-fi, we see people powering stuff by miniaturized fusion cells or something similar, these guys are running around with a fuckton of lead-acid strapped on and probably weights 60-80 pounds. Everything about them screams that they were given everything we could muster to try and push them as far forward into the future as we could go, and this is best we could do.

>> No.4006456

Quake Nexus Aftermath was a TC and it was nice, but then Ghastly scrapped it.

Quake Stuff Ultra does great in simulate Quake 1 in Doom, so if there's not enough maps in Quake 1, you have the unlimited maps in Doom to play with.

Another Quake II mod is nice as well but i think Gene-Tech has more value into trying to be something on its own by exploring the setting and lore Quake 2 has.

Mine, obviously, is to give Quake 3 the fucking campaign it doesn't havem because seems that Quake Champions is not going to do that as well and is also interesting to notice that it is the only mod of Quake 3 that really managed to reach a great content complexity, past attempts from other modders was just bring the weapons in sprite rips and that was all.

>> No.4006457

The level design and movement physics are the two most remarkable and defining qualities of Quake. Are you even a fan of the game?

>> No.4006458
File: 122 KB, 216x211, HURGH.png [View same] [iqdb] [saucenao] [google] [report]

>Just as Quake Rally starts to become a thing, the creator suddenly becomes a massive shitposter

>> No.4006460

They did?

>> No.4006463

Why not just fucking play Quake

I don't GET IT

>> No.4006464

>wants quake movement and levels in doom
or just play quake?

>> No.4006468

>Starts to become
Quake Rally was a mod for Q1 almost two decades ago, dude

>> No.4006475

I already do play Quake. The conversation was about a Brutal Quake mod, and I said that I would love to play one if it were made for the Quake engine.

>> No.4006478

How does Quake Rally compare to Half-Life Rally?

>> No.4006479

I stand corrected then

>> No.4006480

That's what i said, most Quake mods in Doom exists for the fun of making them, but Nexus Aftermath, Hunter's Moon and Gene-Tech are exceptions because they tries to give a thing the Quakes don't make on their own.

>Why not go play such Quake instead
Quake 3 doesn't have Cooperative neither true campaign and Quake 2 only have the shitty Quake Wars as prequel story.

Also have you considered that GZDoom as in it's flexible coding state isn't easier for such person who likes those games to bring the stuff from them and make in this engine that is super easy to map, add content and program it?

I just don't make Hunter's Moon in Quake 3 itself exactly because i tried hard to understand that fucking Radiant editor as well the programming of the game's VM.

>> No.4006481

the races don't grind to a halt before the third lap

>> No.4006482
File: 4 KB, 351x202, file.png [View same] [iqdb] [saucenao] [google] [report]

Well, it extracts, but it shows this error. Re-downloaded twice - same shit.

>> No.4006486

>Quake Wars

I thought it was ok for what it was, an attempt to meld Battlefield and Quake. Or at least I like the concept, though I wish they would've taken it further.

>> No.4006490

I liked Quake Wars for some aspects and hate it for others, but in overall for me is a shitty Quake, it serves as a prequel to Quake 2 to tell how the Strogg war begun, but the execution of it is so few as Quake 3 is, on Quake Wars all you have to tell you the story is the maps' loading screens.

>> No.4006491

there seems to be a problem with the samsara folder. no idea what is wrong with it but it wouldn't let me delete it until i just moved the samsara folder into some random zip and deleted it.

>> No.4006493

Man, Quake Wars wasn't just "ok" either. It was an expertly designed game that, through its gameplay systems, naturally engendered good teamwork and was highly balanced despite the asymmetrical nature of the opposing sides' equipment/abilities and their roles.

>> No.4006495

I wouldn't know since I could never find a non-bot server for it. Missed that train.

>> No.4006497

The guns weren't fun and it needed more sci-fi Strogg locations but every time I played it I felt like it should have been a more modern version of Wolf ET instead.

>> No.4006502

So I've been playing NuDoom and having a good time but noticed something that bugs me, the speed is an illusion, and once you realized that, we see you are SO fucking slow, do the demakes fix this?

>> No.4006503

The console version was pretty awful and nearly a totally different game so maybe that guy was unfortunate enough to be stuck on that.

>> No.4006506

What FOV do you have it set at? For whatever reason the game felt way faster when it set it to 120.

>> No.4006508

unknown, I'm on a potato and was playing it at a friends house

>> No.4006513

Any game feels faster if you turn up the FOV

>> No.4006526

Screw it, I'm done with file hosts.

Here's a torrent:

>> No.4006527

>Every official Doom map ever released!
>Dozens of high quality single player and multiplayer megawads
>Total Conversions
>Joke wads and mods

That sure is detailed.

If you're gonna set out to do something, do it right or don't do it at all.

>> No.4006529

Happened to me too. There were a couple of folders that were fucked. Deleting the entire folder in CMD works as well.

>> No.4006535

Are you always such an insufferable cunt?

>> No.4006539

Neat. Thanks, man.
You can also give magnet link, so people won't have to download .torrent file.

I'm doing same shit for Cacowards after I finish with Mappers of the Year, because Google Drive doesn't work as expected.

>> No.4006546

No problem.

I would do a magnet link, but I don't think there is one.
This torrent is running trackerless.

This is the first time I've actually made a torrent, but I'm pretty sure you need to upload your torrent with a tracker to get a magnet link.

>> No.4006548

I believe tracker is not needed.
Right clicked on torrent and chose "copy magnet link". This is the result.

>> No.4006549 [DELETED] 

I didn't know they made a game based on Trump rally

>> No.4006552

I'm using Deluge.
There wasn't any magnet link available when I right clicked.

>> No.4006554

Copy the url and then click file, add torrent, and then click url and paste it in there.

>> No.4006561

I made the torrent!
I know damn well how to add one!

I'm saying that I don't know who to get a magnent link without putting the torrent on TPB or something.

>> No.4006563

Oh my bad.

>> No.4006564


>> No.4006570

It's ok.

Huh, neat.
I guess I'll add that.
I probably won't make a magnent link now though.
It's late and I'm tired.

>> No.4006571

This one should work anyway, I believe.

>> No.4006573

Meant this one. Fuck, I'm too tired too.

>> No.4006592
File: 240 KB, 1366x768, Screenshot_Doom_20170519_235808.png [View same] [iqdb] [saucenao] [google] [report]

How do I make brightmaps automatically load with gzdoom when I start an IWAD?

>> No.4006594
File: 33 KB, 426x364, Good night.png [View same] [iqdb] [saucenao] [google] [report]

Good night, /doom/

>> No.4006597


>> No.4006603

Add it to the autoload.
Go to your GZDoom-(Username).ini
Under [Doom.Autoload], and add
This will apply it to ALL Doom IWADs, so you don't need to add it any other Doom autoloads.
It also apparently has brightmaps for Heretic, Hexen and Strife, so add them there. Putting it under Global might cause conflicts with Chex Quest though.
If you want to disable Autoload without removing these from the ini, just use ZDL, and add this to the commandline:

>> No.4006606
File: 9 KB, 585x453, image.gif [View same] [iqdb] [saucenao] [google] [report]

Would anyone be interested in doing a little tournament form to find /vr/s favourite Doom level?
Something like this, we could do separate brackets for each iwad then compile a best of the best bracket

(Come to think of it I do recall seeing one now, anyone have it?)

>> No.4006610

you mean like april agitation? https://doomwiki.org/wiki/April_Agitation

>> No.4006617
File: 271 KB, 1366x768, Screenshot_Heretic_20170520_002323.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon, I appreciate it. I remember earlier versions of GZdoom used to autoload it for you.

>> No.4006621

Ah there it is, I did have a recollection of a number 2 in the winner

Perhaps we could do plutonia then?

>> No.4006628
File: 278 KB, 1366x768, Screenshot_Doom_20170520_003204.png [View same] [iqdb] [saucenao] [google] [report]

do you think the pinkmen look better with lighty eyes

>> No.4006629

I do.

>> No.4006674

Try 6.20 Glaice mod.

>> No.4006703

the iwad launcher for newer versions should show an option to toggle autoloading of brightmaps and dynamic lights

that or you can enter "autoloadbrightmaps true". no need to manually put the wad into autoload.

>> No.4006710

What do lights.pk3 and brightmaps.pk3 add exactly?

>> No.4006732

Has there been a mod that adds weapons from Dead Space into Doom? Even without the limb severing mechanic, they seem like they'd fit in kinda well.

>> No.4006754

Holy shit what is this? QuakeRL?

>> No.4006779

Finally tried out the Moonman wad and I'm genuinely surprised that it's actually fun once the shock value of it wears off after ten minutes.

>> No.4006783


>> No.4006816

I played a Warhammer 40k multiplayer mod for Quake back in the day and I can't find any proof it existed either.

Pretty sure it was by Team Pheonix who did Fantasy Quake, and it had a weird system where if you charged someone with your chainsword you'd be "locked" in assault like in the tabletop.

I have never ever found anyone who has played or heard of it.

>> No.4006819

>Every official Doom map ever released!
>Doesn't have id Map01, Doom 64, or any of the exclusive maps from the Jaguar/PSX version


>> No.4006835

It's diesalpunk like the Mutant Chronicles RPG/boardgames are diesalpunk, I guess.

A different way to do 1920-1960s style but exaggerating different aspects to normal pulp / weird war 2 / 50s atomic age / 1960s spy-fi stuff

>> No.4006840

I think it's safe to say Ranger's earth is not our earth.

I actually really like this kind of Quake speculation.

Maybe Ranger comes from a very dark and dreary rundown Earth, like something from a retro-future version of Lovecraft.

>> No.4006854

It's either 70s or 80s retro futurism. Like ALIEN/ALIENS

>> No.4006858

>everything is uncompressed

Why would you do this?

>> No.4006868

>dropped quickly into yelling distorted shit
Because this kind of music is all about the vocals and not everything else.
>these old bands being now called classic metal
>Grindcore and others subgenres has taken over it

I... You really have no idea what you're talking about. For starters, grindcore has absolute fuckall to do with thrash metal, bothh modern and old. And the genre definitely hasn't been taken over by anything. Actually, it's way easier to tell if something today is straight up thrash or not.

>All in all, yet even with Doom MIDIs being based on tracks from those bands
This is an important part though, emphasis on 'based'.

>Isn't half of Doom's soundtrack just MIDIfied versions of popular at the time thrash songs?

The inspiration is there, but I wouldn't say they are just straight up MIDI versions. At Doom's Gate is a good example. It is definitely reminiscent of that riff from Master of Puppets but far from being a straight rip, that's a fact. Anyone who says otherwise is bullshitting. I'm not familiar with the other bands mentioned so I can't comment on any other similarities, but I don't think Bobby Prince just took riffs 1:1.

>> No.4006870
File: 216 KB, 800x1200, alien queen.jpg [View same] [iqdb] [saucenao] [google] [report]

Talking about ALIENS...


>flamethrower works a bit differently
Ripped from project brutality. Not completely happy with how it works right now but it will do. There's an annoying giant ass red flare that I can't seem to get rid of and I need to play around with resistances and stuff.
>all guns have dynamic lights from muzzle flash
that counts for marines and synths too
>plasma caster has dynamic lights
>xenos are very resistant to fire, but they hate/are afraid of it
>pulse rifle and smartgun have a little bit less spread
>minigun has less spread
>praetorians are resistant (0.5 damagefactor) to gunfire in addition to being resistant to flames.
Grenades, plasma bolts and turrets do full damage to them
>grenades have more sensible damage/splash
>turrets are a bit more powerful
>all xeno variations (armless, legless) now work as they should
>all enemies have a custom death.fire (don't spill blood, turn dark grey, spawn smoke)
Kudos for the anon who gave me the translation thingy
>synths and marines take a bit more time before firing
Synths were overkill before
>vanilla shotgun shells don't spawn anymore
>monster spawning toned down (monster closets more than the rest)

>> No.4006889

behind the crooked cross
almost completely
and i'm ok with it

>> No.4006892

>scythe's level design after Map22
What the fuck happened?

>> No.4006893
File: 406 KB, 1920x1200, Screenshot_Doom_20170520_140448.png [View same] [iqdb] [saucenao] [google] [report]

I assume this was done in Brutal Pack with some weird fuckery and is pretty hard to separate it from all other shit? Or maybe there's a mod somewhere that does same stuff?
I'm talking about light that appears under these lamps, in vanilla it's pitch black there.

>> No.4006896

>some weird fuckery and is pretty hard to separate it from all other shit

Literally just a few lines in GLDEFS. Ceiling and floor textures can be given glows. Wall textures sadly not.a

>> No.4006906

Thank you so much!

>> No.4006909


Also, E1M1 is No Remorse by Metallica.

>> No.4006910

Are you the guy working on the Alien Trilogy remake for Doom?

>> No.4006917


>> No.4006941


It's some very generic metal riffing, really. The video description you posted outright says E1M1 is more like Hooked by DRI than Metallica. It's also way more like Master of Puppets than No Remorse, desu. That already leaves us with 3 very similar riffs. and there's probably countless others. That syncopation is very common, especially so in classic metal.

The others songs have been changed around too. The inspiration is obviously there, undeniably so, but it's not lifted 1:1. Save for one or two. It did happen apparently.

Unsurprisingly, a lot of the 'originals' are also very similar to each other.

t. metal guitarist of 16 years

>> No.4006946

>Nightmare Spectre in MetaDoom is now the D64 Spectre
Will he still be blue?

>> No.4006951

He's still blue-ish, hope doesn't end up 100% so he could be a mix of both Spectres

>> No.4006953

Meant "100% 64 Spectre"

>> No.4006954

I only changed the sprites, he still has the inverse effect.

>> No.4006960

Kinsie, was the soul pick up system for the Soulcube based on Soul Harvest?
Just wondering

>> No.4006968

New version of BloodGDX that adds fps limit and Vsync.


He's quite reactive.

>> No.4006969

I'm really wondering too.

Especially interested in these textures:


>> No.4007005


hopefully this time he posts a link

>> No.4007006 [DELETED] 


Adding this to the news
BloodGDX beta is out

>> No.4007009

dense niggas
here you go, posting it for the n-th time

>> No.4007010


Adding this to the news
BloodGDX beta is out

>> No.4007029

Sweet, thanks anon. Did not notice your first post, as my (You) got lost somewhere in the aether.

>> No.4007057


>> No.4007062

found the webm of that level

>> No.4007063

Since Kinsie mentioned the next version of MetaDoom being spider theme, does this mean we'll finally get a revamped Mastermind?
That would pretty much make the whole Doom 2 monster line up filled with new monsters.

>> No.4007068

The framerate counter says I'm getting a solid 60 FPS but it feels really choppy somehow

>> No.4007069

I wasn't aware of any exclusive levels from the Jaguar/Playstation ports, and I've never heard of Map01.
It does have Doom 64 though!

I'll put those in v3.

>> No.4007071

On my computer it seems normal but the mouse has big problem, when I want to look left or right it goes slightly up and down at the same time, like a wave, that is annoying

>> No.4007078

Go to BloodGFX.ini, disable vsync and set limit to 240 or something. This way it'll be fluid and capped.

>> No.4007081
File: 24 KB, 106x228, ancientsummoningdance.gif [View same] [iqdb] [saucenao] [google] [report]

No promises.

>> No.4007084

Takes you back, huh.

>> No.4007085

You guys they'll make a new quake 1 since they're making a new quake 3?

>> No.4007089


>condoom.wad: Main part of the pack, with maps >sourced from Kaiser's consoledoom wad. Adds the episode "No Consolation" to Doom 2. I'm still not quite sure on the map order, but this is the best I've come up with so far.
>- Hell Gate
>- Hell Keep
>- Twilight Descends (secret: The Mansion [secret: Club Doom])
>- The Marshes
>- Threshold of Pain
>- Redemption Denied
>BETRAY.wad: Seperate WAD for people who don't want it.
>- Underhalls (secret: Betray)
>SEWERS.wad: Can't have one without the other.
>- Hangar (secret: Sewers)

>> No.4007117

It really does. I'm only 26 but that shit is ancient now.

D4T is NUTS on Extreme. Hell of a fun mod.

>> No.4007123
File: 15 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4007129
File: 135 KB, 270x231, josuke describes his experience with zdoom netplay to a sock.png [View same] [iqdb] [saucenao] [google] [report]

>using "At Doom's Gate" on loop as a lullaby

comfy as fuck (pic unrelated)

also does anyone have that pic of duke nukem going "heh" in that one comic he was in

>> No.4007167
File: 33 KB, 434x267, Bullet-EyeTitleBox_zpsibwrwqbo.png [View same] [iqdb] [saucenao] [google] [report]

How do you reconcile the fact that using gameplay mods pretty much fucks up all the careful planning mapmakers put into monster and pickup placements?
All that balancing lost because you wanted to put some mayo in your pasta, what a heartless monster you are anon. shame on you.

Jokes aside, anyone here have any good gameplayWAD/mapset combos to try out? I was thinking or replaying Going Down with pic related, but it does feel like a bit of a waste when I could try a vanilla run on nightmare because Im a fag and I only play in ultra-violence most of the time.

>> No.4007176
File: 63 KB, 157x145, mmmmmmmmm.png [View same] [iqdb] [saucenao] [google] [report]

I never thought I'd ever hear Olivia Pierce reading romance novels but here we are: https://www.youtube.com/watch?v=YAGZU5mEiLw

>> No.4007179

I balance out overpowered gameplay mods like Combined Arms with Colorful Hell and random/downloaded maps to balance it all out. Always on UV. I still die a lot because my reflexes ain't what they used to be.

>> No.4007185

I'm not that good at the game, so I like using gameplay mod like Trailblazer or even Guncaster that makes the player a bit more powerful to compensate the fact that Going Down (For example) kicks my ass. I don't know why gorgeous and interesting map packs are nearly always super hard.

>> No.4007192


>> No.4007210

Not that fag, but when I say I want another quake 1 I mean that I want another shooter with a tight, instantly switchable weapon set and a heavy emphasis on spacing like quake 1 has.

There's as few games that get near Quake 1's gameplay as there are that get near it's aesthetics.

>> No.4007224

Ok, hope that does well.
Also, when you think your mod needs something, do you usually go ask for help, like, asking someone to see if they can program something you can't?

>> No.4007252
File: 271 KB, 1366x768, Screenshot_Heretic_20170520_002409.png [View same] [iqdb] [saucenao] [google] [report]

brightmaps add an illuminating effect on monsters when they're in the dark.

>> No.4007272
File: 16 KB, 452x190, Captura de tela_2017-05-20_12-57-29.png [View same] [iqdb] [saucenao] [google] [report]

Might wanna check that link again, mate.>>4006361

>> No.4007274
File: 186 KB, 685x515, 16c8c73bedd543a87c4745aa964a0bf1.png [View same] [iqdb] [saucenao] [google] [report]

It's just fanart someone made.

>> No.4007276

and lights.pk3 adds dynamic lights to vanilla actors, unlike what >>4007252 shows

>> No.4007279

We need more seeders on this!

>> No.4007281

What is the best way to extract ID Games ennemy animation sprite and make gif out of them ?

>> No.4007284

What are the differences between D4D and D4T, aside from difficulty settings and the HUD?

>> No.4007286

Thanks for explanation.

>> No.4007289

He posted torrent >>4006526
Magnet here: >>4006548

>> No.4007296

Someone remind me how to get Doom 64EX working please. I've got the ROM but can't figure what else to download and how to make it work. I remember downloading an EXE years ago that worked fine.

>> No.4007303

Kinsie, i know you're realy REALLY fucking tired of the "Artifact on MetaDoom when" meme but, what if you took some coding from the Lightning Gun's alt fire, Grenade Launcher's gas grenade and the Syphon Grenade?
What if the Artifact™ was rather a stun bomb that automatically stunned either all enemies or at least most around the player (while also maybe providing increased damage and invulnerability)?
Just a thought about how it could work.

>> No.4007304

There's a wad extractor which should come bundled with 64EX.

>> No.4007315

Quake's world is definitely past the 60's, though- their computers are still room-filling but they've got CRT-sized color displays and are probably about as capable as a 90's desktop rig but fifty times the size. It's hard to gauge 'cause there really isn't any other solid hints to the time and place to go by.

>Maybe Ranger comes from a very dark and dreary rundown Earth, like something from a retro-future version of Lovecraft.
Something like that. To put it into an analogy no one will probably get, then if Doomguy's world is Mega-City One, Ranger's is Deadworld.

>> No.4007321
File: 60 KB, 549x628, ssacred.jpg [View same] [iqdb] [saucenao] [google] [report]

4chan ate my image.

>> No.4007335


>> No.4007343

Ah, yep. But it's saying my ROM is corrupt.

>> No.4007376

How do you guys deal with doom levels being so dark? Half the time I gotta close the blinds or give myself infrared goggles through console.

>> No.4007380

different spritework
different monsters
different upgrade system
different arsenal
different target audience

>> No.4007382

What target audience do they both have?

>> No.4007383


>> No.4007385

D4D - mouse and/or keyboard players
D4T - touchscreen players

>> No.4007394

How is playing on the one life difficulty working out for you anon? It looks pretty tedious in your webum
also pro strat: you can cut down a lot of the decorations to get extra health and ammo

>> No.4007402

as i said, i burned out
but now after looking at that webm i get the urge to go back to it

>> No.4007403

The stock levels aren't really that dark, but I found that some levelsets (Hellbound for instance) can be really murky and hard to see in, so I have a flashlight mod on my autoload, doesn't light up the entire place but it gives you enough light to work with.

>> No.4007412

I know, I know, not /retro/ but is Return of Castle Wolfenstein a good game? It's dirt cheap on steam right now

D4T works with older computers and isn't cutting edge.

>> No.4007421

D4D ran on my toaster which couldn't handle project MSX or PB

>> No.4007429

I think RTCW is pretty good, it more or less perfectly took Wolfenstein into the 2000's with it's gameplay, level design and style.

It still looks pretty alright too (with some exceptions), which can't be said for all 3D shooters of the time.

>> No.4007440

What did you guys think of the semi official episode 5 made for quake 20th anniversary?

>> No.4007442

>How do you reconcile the fact that using gameplay mods pretty much fucks up all the careful planning mapmakers put into monster and pickup placements?

I know this was a joke, but pretty easily, given that it's not really as fragile a science as people act like it is.
What a lot of people tend to forget on bringing this up is that maps aren't works of art that shouldn't be sullied, they simply aim to be fun and work with the tech they have in order to build up a playground.
If you play through with a gameplay mod, it's definitely not the way intended, but as long as you have fun in the end then it still fulfilled its purpose.

>> No.4007443

looks rad as fuck, name of mod?

>> No.4007446

It's neat.

>> No.4007450


prepare to click
a lot

>> No.4007452

What I love about quake is that it puts more emphases on exploring than lol just shoot everything like doom did.

>> No.4007457

Not him but what map?

>> No.4007461

i like clicking, so that's cool with me

>> No.4007462

not sure, i think its from dump3
i remember it had author quotes popping up in the corner on each map start

>> No.4007467

But that's wrong.
Quake's levels rarely have a lot of superfluous space, they lead through a winding path really well and give you the feeling you explore, but beyond a couple of secrets there's not much exploring to be done.

Doom on the other hand generally had a lot of the level be superfluous from a strict point of view, and basically just left you to find your way through.

>> No.4007472

You think doom would be better as cute lolis?

>> No.4007473

RTCW is one of the last oldschool shooters - with a bit of modern stuff put in. It's great.

There are couple terrible moments though (stealth no-alarm missions)

Also there's a mobile port - RTCW-Touch.

>> No.4007479

anyone who thinks lolis are cute have never dealt with little girls in real life
they are cute only ~1% of the time

>> No.4007480
File: 43 KB, 379x411, dfw.png [View same] [iqdb] [saucenao] [google] [report]

>time for my bi-monthly doom fever
>start playing with a couple small mods this time around
>one of them has 2-3 annoying bugs and issues that trigger my autism
>decide it's about time to really delve into mod-making after all these many years of playing and working as a developer
>manage to fix it and improve a few aspects somehow
>play for 1-2 hours
>"I bet I could spice gameplay even further with this other feature"
>find a mod that fills the void, but doesn't quite work that well
>attempt and manage to fix it
>end up adding a couple new features of my own as well
>play for 1-2 hours
>"I wish I had this gameplay feature I've seen in a few mods but never standalone, or just how I like it"
>plan out on starting a mod of my own from scratch
>last time I played was 2 days ago
I just wanted to play videogames.
Thanks for subscribing by the way.

>> No.4007483


Give a man Doom, and he'll have a game to play for the rest of his life.
Teach a man how to mod Doom, and he'll never play again for the rest of his life.

>> No.4007510

So anyone mind uploading a working ROM?

>> No.4007515
File: 64 KB, 640x480, 1478736856404.png [View same] [iqdb] [saucenao] [google] [report]

I just remembered about pic related, got a physical copy on a bargain bin in the late 90's.
Any of you guys ever played it?

>> No.4007554
File: 373 KB, 1366x768, Screenshot_Doom_20170520_112819.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4007563

played tekwar once
it was awful
cool graphics, though

>> No.4007567

The one from Emuparadise works fine

>> No.4007569

That's the one I had that Wadgen said was corrupt.

>> No.4007579

I spent like 2 hours autistically editing a doom64 demon face texture thing. I think the result's quite pretty though. No longer have to use the same fucking skull patch for everything now.

>> No.4007581
File: 174 KB, 192x192, thing.gif [View same] [iqdb] [saucenao] [google] [report]

forgot pic, as always

>> No.4007587

why are imps so shapely

>> No.4007591


shapely gays go to hell anon thats why

>> No.4007594 [SPOILER] 
File: 604 KB, 1024x1024, 1495306269113.png [View same] [iqdb] [saucenao] [google] [report]

Anon, I...

>> No.4007602


lesbians and bisexuals also go to hell

checkmate Hdoom

>> No.4007606

But what if this ends up being a problem on maps with many enemies at a time?
How does Kinsie feel about this?

>> No.4007614

She's a tsundere who wants to hold my hand.

>> No.4007619

Probably the least visited room in doom, does anyone not take the secret exit shortcut?

>> No.4007626

The latest Intermission is out

>> No.4007635

very good, anon

>> No.4007638

>redneck rampage sewer level

I get nightmares just thinking of that terrible level.
>shit design
>shit maps
>shit everything

>> No.4007645
File: 2.80 MB, 852x480, chopchop.webm [View same] [iqdb] [saucenao] [google] [report]

im gonna try and see if its possible to enhance chasecam with zscript, beyond adding a simple horizontal offset

>> No.4007651


Sorry for asking, but what is the map here?

>> No.4007652

starter pack, look up the Brutal Doom stuff

>> No.4007653
File: 104 KB, 655x515, knight.png [View same] [iqdb] [saucenao] [google] [report]

my hell knight girlfrend

>> No.4007654

linking to >>4005054

>> No.4007658

Am I cheating by turning up the brightness?

also does it feel to anyone else like GL rendering isn't as good as software when it comes to lighting for some reason?

>> No.4007663
File: 2.71 MB, 860x480, Replay 2017-05-20 23-36-21.webm [View same] [iqdb] [saucenao] [google] [report]

welp, seems like someone has already done something similar before...

>> No.4007668

knightess is best girl, t b h

>> No.4007670

looks like a succubus (male)

>> No.4007672


Yoooo this would be awesome for third-person action mods.

>> No.4007675

>1 minute talking about a jaguar doom backport painstakingly rewriting the original source code to work on modern computers
>1 hour talking about forgettable zdoom mods

>> No.4007676

yeah all 3 of them

>> No.4007679

hi quasar

>> No.4007680

honestly, a 3D crosshair and some effects in the air when you slash could help a bit

>> No.4007681

Outside of hardcore historians, who the fuck wanted Jaguar Doom?

>> No.4007687

gl_lightmode 8

Or you can set it yourself under opengl options, it's "sector light mode". I prefer setting it to dark, though.

>> No.4007692
File: 50 KB, 83x235, what a neato post.png [View same] [iqdb] [saucenao] [google] [report]

Looks like a mix of Doom 64 and Heretic/Hexen.

>> No.4007701

Hae-Lin's coming to SRB2?

>> No.4007705

Can you control camera and movement with different inputs?

>> No.4007710
File: 952 KB, 907x830, confused pinapple.png [View same] [iqdb] [saucenao] [google] [report]

What's a good source port for Shadow Warrior?

>> No.4007720

Redux and SWP.

As far as I'm concerned I think the game plays best in DOSbox.

>> No.4007724


So... it's the Brutal Doom 64 folder and the bd64mapsV2.pk3 file?

>> No.4007726

I just beat Spear of Destiny for the first time

That was a pretty cool ending. Now I understand why RTCW is what it is

>> No.4007731

shadow warrior classic redux on steam is a solid way to play

>> No.4007732
File: 2.47 MB, 848x480, Replay 2017-05-21 00-02-23.webm [View same] [iqdb] [saucenao] [google] [report]

there is an animation for slashing, it's just not fast enough
no idea, im not the "never finished a mod"-guy
no, but it should be possible to make since the author already made the option for camera to not reset when attacking

overall, draw some new sprites for each weapon, set them through zsc or whatever, do something about crosshair, and this could end up pretty nice

>> No.4007734


you dummy

>> No.4007736

If I meant BD64 I would've said it.

>> No.4007737

>no idea, im not the "never finished a mod"-guy
what does xenoxols have to do with this

>> No.4007740

Ok, here's a different question...

How do I make the mouse not SUCK on Redux?

>> No.4007743
File: 10 KB, 210x210, 1383946577332.png [View same] [iqdb] [saucenao] [google] [report]


I'm new to the thread. I presumed the 'starter pack' referred to the quickstart folder in the OP.

>> No.4007745

lolis != real little girls
that's, like, the whole point. All the cute without any of the snot, tantrums or bullshit.

>> No.4007748

oh, my mistake. welcome to the thread, enjoy your stay. let's have fun playing doom.

>> No.4007751
File: 937 KB, 1920x1080, Screenshot_Doom_20170519_165255.png [View same] [iqdb] [saucenao] [google] [report]

Sorry then, my bad. I never really paid attention to the pastebins since I had my stuff all set up before I even frequented the general.

>> No.4007762

Who would win in a fist fight between John Romero and Tommy Wiseau?

>> No.4007764

who got the berserk secret first?

>> No.4007774

The Brutal Doom Starter pack is still using Freedoom maps?

>> No.4007779

It never really updated to 'remove' them. Ever since Brutal Doom v20b, Mark's mostly been dicking around with Brutal Doom 64 followed by working on BD v21

>> No.4007786

Is it wrong that I want to caress Jung Hae-Lin's thighs?

>> No.4007789
File: 339 KB, 800x600, CBXxwAe.png [View same] [iqdb] [saucenao] [google] [report]

that is the intended reaction

>> No.4007791

fuck i just realised she is wearing a white shirt underneath that red thing

previously i always thought it was just bare skin, based on her sprite

>> No.4007793

>i recognize that bg
I've been playing too goddamn many mapsets.

>> No.4007795

Maybe it could only stun the enemies surrounding the player (like there was some sort of radius thing around the player to detect the enemies) and/or the ones on his sight.
And then the damage increase ability doubles the damage (because Quad Damage is the one who pushes this further).

Kinsie is this helpful?

>> No.4007798

Jung is pretty, but my waifu is cuter still.

>> No.4007802

What's up with the different light modes?

What do they all mean? Is it different ways of interpreting the light maps on the doom maps, or what?

>> No.4007807

See here:


>> No.4007809


D4T needs a Praetor suit Skin

term, this shit looks like something out of a M&F game

>> No.4007810

Yeah I was reading that.

So basically it's a case of the lighting being completely different in OpenGL and the original game.
Maybe I should pick Standard

>> No.4007814
File: 103 KB, 317x630, yh.png [View same] [iqdb] [saucenao] [google] [report]

im not him

>> No.4007819
File: 278 KB, 642x1009, lewd-thoughts.png [View same] [iqdb] [saucenao] [google] [report]

>a game where you get to fuck Jung Hae-Lin

>> No.4007821

You should pick either Dark, Doom or Software

Standard butchers some dark/light area contrasts.

>> No.4007823

D4T also has multiplayer with Zandronum support, with differences to the weapons to make them more varied and better fitting the faster paced gameplay of original Doom.

>> No.4007829

How come OpenGL doesn't light up the area when you shoot your gun?
That's one of the things that REALLY bugs me

>> No.4007840
File: 328 KB, 1366x768, Screenshot_Doom_20170520_110649.png [View same] [iqdb] [saucenao] [google] [report]

lights.pk3 is one of features it comes with.

It gives vanilla actors dynamic lights.

>> No.4007842
File: 96 KB, 655x515, fghh.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4007849

so I should load that up always


>> No.4007859


>> No.4007860

what do brightmaps.pk3 and gzdoom.pk3 do

>> No.4007876

Shit guys, after all these years, I still can't use the BFG properly. I know how it works, but my instinct is still to shoot the ball and get to safety...

It's such a quirky gun... Anybody knows why it works in such a strange and unintuitive way ? To fuck with scrubs like me ?

>> No.4007885

i think the original intention was to make it be able to clear rooms AND be really effective up close

>> No.4007889

>Anybody knows why it works in such a strange and unintuitive way ?
Hardware limitations. Making such a huge explosion with a huge area of effect would have been troublesome.

>> No.4007894
File: 206 KB, 1280x1210, thrawn-o-lantern-full-face-lit.jpg [View same] [iqdb] [saucenao] [google] [report]

Im completely unfamiliar with GZDoom, I just fired it up and jesus it looks fucking horrible

the sprites and textures are all smothered, plus my PC being ancient mayan tech is not helping

how the hell do I make this look good while keeping performance?

>> No.4007898

options > display options > opengl options > turn off filtering

>> No.4007904

>how the hell do I make this look good while keeping performance?
run gzdoom 1.9. 90% of mods should work on it

>> No.4007917

This is bad advice. The default settings are just as shit for previous versions as for 3.0. Only fall back to previous versions if your junk does not support OpenGL 3.

Do this first, anon: >>4007898

>> No.4007918

see >>4006078

that's the core data file for gzdoom like actor defintions and internal stuff.

>> No.4007921

Redownloaded from Emu and it still failed. Any suggestions?

>> No.4007926


>> No.4007930

Abby Craden voices Olivia Pierce in Doom 2016.

>> No.4007931
File: 2.32 MB, 480x270, gendum.gif [View same] [iqdb] [saucenao] [google] [report]

Happy Atra wad when?

>> No.4007932

And yet it doesn't every work with gzdoom.pk3

Is that because it's just what the executable already uses?

>> No.4007937

How did you manage to learn modding so fast?

>> No.4007938

is it hellcore 2 map02? i seem to recall a Diner sign in there

>> No.4007941

gzdoom.pk3 is automatically loaded by the engine itself - you don't need to load that.

>> No.4007956


>> No.4007960 [DELETED] 
File: 385 KB, 1920x1080, 20170520164903_1.jpg [View same] [iqdb] [saucenao] [google] [report]

And I got perfected by someone else.
I still don't know why I bother with PVP anymore.

>> No.4007972

I work as a developer, save from a few weird exceptions all programming/script languages end up being mostly the same really.

>> No.4007980

Ah, haven't played yet.

>> No.4007987

what mod

>> No.4007995
File: 1.16 MB, 3196x2088, why.jpg [View same] [iqdb] [saucenao] [google] [report]

Why does gzdoom lighting suck so bad
This is with lights and brightmaps btw

>> No.4008000

Hm, I downloaded and put in my Doom 64 folder. Upon launching, the game said the IWAD was out of date and to use Wadgen to generate a new one. Doing so requested in Wadgen saying the ROM was corrupt.

>> No.4008001
File: 2.13 MB, 3867x2268, ullteVX.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4008005

Are there any options to make the lightning normal?

>> No.4008007

That was dark
Let's try some other settings...

>> No.4008009

Change OpenGL light settings. It can be set up to look almost identical to software.

>> No.4008010

You didn't spend 3 hours calibrating gamma/brightness

>> No.4008018

So, what are the best lightning options?

>> No.4008023

Well, I took it from my doom64ex_2.5_win32 folder and it's been working for me for a long time.

>> No.4008027
File: 290 KB, 854x1280, quake-hunter-cosplay-quakecon-2013-dallas-130805-p.jpg [View same] [iqdb] [saucenao] [google] [report]

Turn off Bloom and you'll be OK

>> No.4008028

Seems like it may be on my end. Thanks anyway anon.

>> No.4008029

It definitely is, anon. I like overcoming this shit sometimes.

>> No.4008030


>> No.4008034

How do i turn it off?
I always have trouble with these settings because, holy fuck, there's so many of them

>> No.4008036

In order to GZDoom to look like Software you need to go to opengl and set Lighting mode to Software.

"Doom" mode emulates software but not as correct, also a bit faster on toasters.

"Dark" is same, but wihtout light circle around player for maps that are supposed to be dark.

"Default" is to use with mods designed specifically for GZDoom.

Other options are shit that emulates other ports and should not be used.

>> No.4008037

Set it to "Software" and second parameter to normal.


>> No.4008050
File: 1.33 MB, 3048x2088, less why.jpg [View same] [iqdb] [saucenao] [google] [report]

Much better.
But I'd like to be able to make the gunshots light up the room the same way as in the old game

>> No.4008058

>implying the best port isn't Doom95

>> No.4008062


shut up gaben

no demo playback, no cookie for you.

>> No.4008067

That worked! Thanks so much.

>> No.4008070
File: 12 KB, 673x608, file.png [View same] [iqdb] [saucenao] [google] [report]

2ch Doom threads are cute.

Glad it worked. Have fun!

>> No.4008071

OpenGL options. I'm not in my PC, but it's after the new lighting options

>> No.4008073

Is there a mod that plays like hideous destructor but controls less awkwardly

>> No.4008076
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google] [report]

speaking of demo playback why doesn't Zdoom and GZdoom have demo playback?

>> No.4008079

Link? Curious what they're talking about. Are Doomguy and Revenants as big memes there as they are here?

>> No.4008081

That's an old thread from 2015 I accidentally found while searching for some mod.

>> No.4008084

given that the jp joke name for them is "hoppishi", based off the sound effect for their punching, i would say so

>> No.4008086

why are the japs such good artists

>> No.4008089
File: 1.02 MB, 1364x768, qzdoom 2017-05-19 23-28-59-75.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4008093

Disgusting, reminds me of when I played roblox in 08 and 09, people made places with "UltraHD" textures very much like those in the vid. and a lot of free models

>> No.4008103

not to mention the broken spectres.

>> No.4008185


>> No.4008197

Is Watch Me Die in Doom 64 considered UV or Nightmare?

>> No.4008198

I thought I was just going crazy when I replayed Doom 2 again this year and couldn't see a fucking thing.

>> No.4008208

Thanks doc

>> No.4008209
File: 7 KB, 157x183, d1d3ddd1a78b2f682087e6a273269d89.gif [View same] [iqdb] [saucenao] [google] [report]

Really fun idea, shame nobody implemented it yet.

>Take On Me starts playing

>> No.4008218
File: 1.91 MB, 1280x720, [scrake on me].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4008231

I actually thought of this, but maing a TC with different enemies instead.

>> No.4008240

She'd be pale as fuck.

>> No.4008253
File: 361 KB, 1135x755, finishing up.png [View same] [iqdb] [saucenao] [google] [report]

Still experiencing issues with the secret map exit and multisector lift. Map is otherwise nearing completion.

Squid still causing extremely long loads and crashing as a result and cannot be inserted into the map,I believe it's image filesize, recommendations if otherwise/recommended compression method?

>> No.4008258



>> No.4008259
File: 123 KB, 1024x800, temp.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot Saturday?

>> No.4008262


>> No.4008267


>> No.4008268

Good good... What are you working on?

>> No.4008270

Me? Nothing

>> No.4008275

I dunno man. Depends on how fast we map now.

>> No.4008285

well, i mean, it's saturday
so post screenshots

do you really need someone to announce it? and if so, why not you?

>> No.4008302
File: 1.10 MB, 1280x1024, Screenshot_Doom_20170520_202401.png [View same] [iqdb] [saucenao] [google] [report]

Tweaked the teleporter room to hell

>> No.4008305
File: 1.56 MB, 1280x1024, Screenshot_Doom_20170520_202440.png [View same] [iqdb] [saucenao] [google] [report]

Area with spiders and mastermind. Essentially the boss corridor area, there's still some tweaks to make sure this marble here shoots properly; the two arachnos in the alcoves are misbehaving.

>> No.4008308
File: 1.56 MB, 1280x1024, Screenshot_Doom_20170520_202523.png [View same] [iqdb] [saucenao] [google] [report]

In proper action, had to fly up and punch them to release them from their self-locking states.

>> No.4008312
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170520_202602.png [View same] [iqdb] [saucenao] [google] [report]

Beach finished

>> No.4008317
File: 1.08 MB, 1280x1024, Screenshot_Doom_20170520_202736.png [View same] [iqdb] [saucenao] [google] [report]

Room involving STEALTH ARCHVILE and two flesh wizards; Fortunately, the player has 4 healing pools and 4 pillars at their disposal, plus the ROCKET LAUNCHER that can be picked up before activating this threat. Thinking of making this room the inside of a mountain on the beach; but I've still got to figure out a way to make it look right on all accounts, do I make a 3d floor trick? Do I use the skybox? Do I use other tricks to get this effect? How curious.

>> No.4008318

p cool use of the floating skull islands actually.

>> No.4008320
File: 910 KB, 1280x1024, Screenshot_Doom_20170520_202905.png [View same] [iqdb] [saucenao] [google] [report]

And the puzzle room.

>> No.4008321

Aye, I'm intending to make the player get used to them being used as floating pathways/platforms. Of course, they're VERY NARROW and I don't like how easy it is to fall off of them; I'm not a big fan of platformers, but I like to sprinkle a tiny bit of them into the maps for flavoring.

Fucking commander keen has fueled my hatred for platformers.

>> No.4008325
File: 713 KB, 1536x1536, textureshit.png [View same] [iqdb] [saucenao] [google] [report]

I'm stuck on my map like fucking hell so I'm shitting out new textures instead. Going back and revising old ones too as I'm getting better at this crap.

>> No.4008330
File: 878 KB, 1280x1024, Screenshot_Doom_20170520_204629.png [View same] [iqdb] [saucenao] [google] [report]

I also added these albertoni-styled bits to the acidworm-and-specter room; not sure if I'm going to keep them though.

>> No.4008334
File: 1012 KB, 1280x1024, Screenshot_Doom_20170520_204638.png [View same] [iqdb] [saucenao] [google] [report]


Nice textures.

>> No.4008341

full set when?

>> No.4008347

Yo those look fucking rad.

>> No.4008351

Your textures look nice though.

>> No.4008357


>> No.4008373

Does anyone remember this old quakeworld map that basically was a movie theater lobby, even had some pepsi jingle in it. I'm trying to find it and it's been years since I've played it.

>> No.4008378

No Doors, No Keys, No Traps, No Teleports, No Secrets, No Cages, No Switches, No Caves (except in OB 3.57), Mixed Outdoors, High Steepness, Heaps of Big Rooms, No Spectres, Tough difficulty, Hordes Enemy Amount, Small/Regular Map Size, Heaps Windows, Heaps Monster Variety.

Also monster control must have Zombiemen, Imps, and Shotgunners set to INSANE.

>> No.4008409


A copy of my OBLIGE 7.50 Settings. (Found in the Config Manager via Menu button)

>> No.4008467
File: 49 KB, 739x345, 56544.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4008468
File: 96 KB, 615x593, lookin good.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4008470

hola, gustavo

>> No.4008472

In GZDM, how do I make multiple doors all go down at once if a player presses use on one of them?
I tried setting all their tags to the same but that didn't work.

>> No.4008479

well, aside from the filters meme.

Y'got an answer for why I'm a retard with the setlink/staticinit multisector lift, and my exit linedefs?

Work begins on the boss room. Hoping to work in some music changes into the map too.

>> No.4008483
File: 1.19 MB, 1280x1024, Screenshot_Doom_20170520_221103.png [View same] [iqdb] [saucenao] [google] [report]

well my retardation strikes

it's a mastermind fight but instead of boolit it's rockkit.

>> No.4008487

Hi, how is that bitcoin going?

>> No.4008496
File: 150 KB, 508x730, mapat.png [View same] [iqdb] [saucenao] [google] [report]

Here's the current overlay; Pick an area you'd like to have another look at and comment on; maybe you'll be able to give it a fresh set of eyes and want to change it.

>> No.4008497

>Mad Max
Excellent tastes.

>> No.4008510
File: 1.25 MB, 1280x1024, Screenshot_Doom_20170520_223933.png [View same] [iqdb] [saucenao] [google] [report]

Current room I'm least fond of; the hub for the Hell areas. Trying to think of what to do to break up this line horizon but have the four paths connect without actually "connecting" them.

Squid was going to be in the middle here; but also thought about them in the hell-beach thing.

>> No.4008512

p-please respond

>> No.4008516

Set all their tags to the same.

>> No.4008528
File: 237 KB, 792x785, Capture03.png [View same] [iqdb] [saucenao] [google] [report]

This shits almost finished

>> No.4008536
File: 10 KB, 655x515, baron.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4008539

Read my post, I tried that and it didn't work.

>> No.4008593

And I thought I made my maps a bit large (compared to Doom 1/2).

Looks potentially dope though.

>> No.4008594

News submission:

Doom Quickstart Archive v2
Torrent file: >>4006526
Magnet link: >>4006548

(Note: both the google drive and mega links have been removed. They had too many issues.)

>> No.4008596
File: 145 KB, 756x661, 1492494760153.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, But that's how you do it. If they're all on the same plane you can just merge the sectors.

Take a screenshot of your setup.

>> No.4008598
File: 12 KB, 655x515, baron.png [View same] [iqdb] [saucenao] [google] [report]

this is fun

>> No.4008609
File: 278 KB, 1366x768, 2017-05-20_23-33-12.png [View same] [iqdb] [saucenao] [google] [report]

So I'm making a restroom and i want all the doors to open if you press use on one of them

>> No.4008612

sector tags?

>> No.4008613

well set "sector tag" to 5 how did you think that argument worked?

>> No.4008614

Are your sectors tagged?

>> No.4008615

Oh shit im retarded I see what you mean. Got them to work

>> No.4008616

Thank fuck I'm not the only one anymore

>> No.4008618

How people make brightmaps for Doom? Mark lighted sectors by hand or use something as a base to work on? I want to try and add support for Smooth Doom to SBrightmaps.

>> No.4008621

Cool, I'll be sure to replace the link in the OP with this.

>> No.4008636

I want that baron to sit on my face

>> No.4008691
File: 35 KB, 636x515, 4J5v3uO.png [View same] [iqdb] [saucenao] [google] [report]

>tfw almost all the megawads/maps from the doom quickstart are too hard for me
How do i git gud

>> No.4008694

Pay attention to this, you'll learn a thing or two.

>> No.4008698

Started playing No Rest for the Living for the first time and man whoever was in charge of that must really love secrets cause I swear every other wall leads to a secret room.

>> No.4008715

New thread.


>> No.4008723
File: 1.31 MB, 1280x1024, Screenshot_Doom_20170521_010224.png [View same] [iqdb] [saucenao] [google] [report]

Not sure what to put in here to give player cover/protection against the literal shitstorm of rockets flying infront of them.

>> No.4008723,1 [INTERNAL] 


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