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4008713 No.4008713 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4005050

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 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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.4008714
File: 323 KB, 400x520, SHOCK AND AWE.png [View same] [iqdb] [saucenao] [google]


-Mapping deadline reached; awaiting release?

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

=== NEWS ===

[5-21] Quickstart archived updated

[5-21] Intermission E2M4

[5-21] BloodGDX beta released

[5-20] D4T 2.0 released

[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; a fixed version of the original mod compatible with the latest GZDoom

=== 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.4008717
File: 12 KB, 655x515, baron.png [View same] [iqdb] [saucenao] [google]

Posting with Baron

>> No.4008718

How would you guys feel if a Quake map contained no marked secrets? I'm working on something that causes the locations of the pickups of secrets to move around or change based on semi-random events (For example, early on three knights attack the player, they aggro from a distance and mingle together, whichever one you kill determines where a particular secret spawns.) such that a player can't quite play the map in the same way each time.

>> No.4008721
File: 650 KB, 1920x1080, gzdoom 2017-05-21 17-02-22-81.png [View same] [iqdb] [saucenao] [google]

Bravo Jimbo

>> No.4008724

reroutan post.

other tabs:
squid issues (likely will just use it in a different map in another project)
secret map exit (have to tell the player to warp to it manually)
lift complexity (linked sector plus static init issues, can't make multisector lift.

>> No.4008726


>> No.4008727

what IS this, JPEG Doom?

>> No.4008732

Yep, it's in the news post.

>> No.4008734

It is unlikely that I will play a single map multiple times in a close enough succession that I'd notice something like that. It sounds like one of those features that's cool when you hear about it, but ends up being largely meaningless in the moment of actual play.

>> No.4008742
File: 302 KB, 1366x768, Screenshot_Doom_20170520_222120.png [View same] [iqdb] [saucenao] [google]

Man behind Hdoom presents .jpg doom

>> No.4008743

Doom 64 EX or Retribution?

>> No.4008752
File: 31 KB, 320x200, exploitable.png [View same] [iqdb] [saucenao] [google]

What is he looking at /vr/?

>> No.4008754

For real?

>> No.4008757

EX is an incredibly accurate source port of Doom 64, Retribution is a GZDoom recreation. A modified version of the latter exists if you want to use gameplay mods with it.

>> No.4008761

Doom 64 EX is the most faithful to the N64, even replicating the menus right down to the password entry and save management, but Retribution is a little more flexible since it runs on GZDoom (I.E. no ROM needed, and you can run mods if you want)

That said, I rather like Brutal Doom 64.
I'm not really a fan of Brutal Doom, but BD64 adds dynamic lights and brightmaps that really complement Doom 64's atmosphere.

>> No.4008774
File: 168 KB, 1152x720, exploited.png [View same] [iqdb] [saucenao] [google]


>> No.4008775
File: 97 KB, 640x400, it was time for a purge, he thought.png [View same] [iqdb] [saucenao] [google]


>> No.4008778
File: 28 KB, 320x200, WE DIIIIDD ITT.png [View same] [iqdb] [saucenao] [google]


>> No.4008781

What's the difference between D4D and D4T?

>> No.4008785

one is made by a vore fetishist and one is good

>> No.4008786

Which is which?

>> No.4008786,1 [INTERNAL] 

>screenching ape noises

>> No.4008787
File: 22 KB, 320x200, exploited.png [View same] [iqdb] [saucenao] [google]


>> No.4008789

It's a trick question. They're both vore fetishists, just one keeps it to himself.

>> No.4008793
File: 266 KB, 1200x782, shikitron.jpg [View same] [iqdb] [saucenao] [google]

babby steps https://my.mixtape.moe/fkczky.webm

>> No.4008798

So is one inherently superior to the other?

>> No.4008802 [SPOILER] 
File: 171 KB, 640x400, 1495345694477.png [View same] [iqdb] [saucenao] [google]

The current posterchild of GZDoom modding.

Diet version compatible with Zandronum and D-Touch.

>> No.4008817

how do they run on QZDoom, im testing QZ out with BD Sperglord Edition on TNT Evilution, had to turn particles and decales way down to make it work well and still get problems, but its better then GZdoom just not working because lack of Open GL

>> No.4008823
File: 70 KB, 320x200, The Void Stares Back.png [View same] [iqdb] [saucenao] [google]


>> No.4008829

To add to what others have said;
D4D is more accurate, includes an upgrade store for weapons, armors, and other stuff.
D4T is made to be more fast paced. The upgrade menu is replaced with enemies dropping weapon mods, and weapons have been changed to better fit Doom's gameplay, and to invoke a better variety in your entire arsenal.
Give both a run, see how you feel about it.
I wish BD:SE got updated so that it didn't hit performance so hard. Especially when you use the chainsaw.
Or Johnny Doom at least.

>> No.4008837

dumb question but how do I put Duke3D's music in Doom? I just want to use E2L11's music.

>> No.4008847
File: 114 KB, 288x270, Quake enemies.png [View same] [iqdb] [saucenao] [google]

I like it.

>> No.4008852

ahh so its the mod, not QZ, good to know, I just wish more mods used that sound effect for the chaingun

>> No.4008874
File: 43 KB, 320x200, Well, someone's gotta do it.png [View same] [iqdb] [saucenao] [google]


>> No.4008881

Didn't like either, too slow for me. I'll stick with smoothdoom.

>> No.4008885
File: 133 KB, 1366x768, 2017-05-21_02-43-33.png [View same] [iqdb] [saucenao] [google]

>it's a meta wad episode
On another note this wad really, REALLY likes revenants, and i hate it for it.

>> No.4008886

and the map is in the shape of a cacodemon, cool.

>> No.4008890

Could be interesting but the level needs to have a solid non-linear or semi-non-linear layout that makes multiple playthroughs worthwhile (e.g. E2M2, fallen1c). I think varying/semi-randomized pickups is an interesting idea that could further enhance maps with already a lot of replayability but it alone might not be enough to make me want to play a map again and again.

>> No.4008891
File: 1.07 MB, 1280x1024, Screenshot_Doom_20170521_024448.png [View same] [iqdb] [saucenao] [google]


There was an EXCELLENT base sprite to use on the now-defunct nightmade beastiary. It would of fit perfectly considering you're using the unused "casting" animations for spoder.


>> No.4008894
File: 1.45 MB, 1366x1456, Untitled.png [View same] [iqdb] [saucenao] [google]

Why did no one tell me that texture filtering looked so fucking horrid

>> No.4008895

so bad it drops one frame.

>> No.4008898

Oh, nevermind. Wayback can let you view the pages; keep it saved


>> No.4008901
File: 7 KB, 201x101, Cyber, Spider Mage.gif [View same] [iqdb] [saucenao] [google]

And just incase

>> No.4008902
File: 70 KB, 320x200, hallofmirrors.png [View same] [iqdb] [saucenao] [google]


>> No.4008903
File: 7 KB, 144x125, Cyber Caco.gif [View same] [iqdb] [saucenao] [google]

Better to use as an inspiration base, considering your spoder still uses the gattling on the front.

Another favorite of mine

>> No.4008904


>> No.4008907
File: 84 KB, 900x750, GL_TEXTUREMODE_NEAREST.gif [View same] [iqdb] [saucenao] [google]

>implying I don't tell anyone who listens
On that note, why the FUCK does Quakespasm have horrible garbage-ass texture filtering enabled by default?

>> No.4008932
File: 263 KB, 1366x768, 2017-05-21_03-23-26.png [View same] [iqdb] [saucenao] [google]

So I'm making my first ever Doom map and since I'm an uncreative fuck I'm basing it off of the place I work at.
What are some noob tips for mapping, and some common mistakes new mappers make that I can try to avoid?

>> No.4008934

>I'm basing it off of the place I work at.
dog that's how you get put on a list

>> No.4008937

I should mention this is defiantly more of a learning experience map than an actual attempt at making something other people would enjoy playing.

>> No.4008938

That's a super common thing. Mappers have done that since the 90's. My dad did it...

Wonder if that map is still around on a floppy somewhere...

>> No.4008939

>posts on 4chan
>not already on a list

>> No.4008941
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google]


>> No.4008943

I'm really looking in to a "shifting" map design that has a lot of variation in play. For instance, doors that close and open based on the time the player takes to arrive at them, previous paths taken, and that sort of thing. I liked One Thousand Cuts multiple Silver Key doors and took that as inspiration, but I need to add some more.

Originally, I was going to use multiple maps with the player revisiting them, and on some maps, the difficulty would change, causing a slew of entities to load/not load after the level changed, but I realized I could simply make multiple maps at that point.

>> No.4008945

One of the biggest mistakes is to believe that there IS mistakes...

...That can't be looked at once you get more skill and decide "Wait, I can use this that would otherwise be GARBAGE and do it in this way, and it will be pretty damn cool"

Also, realize what you're working with and work from the inside out or outside in, depending. Sometimes it is better to do the heavy detail and then build around it, other times it is best to do heavy detail after.

Don't fuck up and tell the floor to be a door. You want platforms for floor-doors.

Always look for new things to do in your maps, be it new details, new features, or something. Always go in with a clear plan in mind; but plan to expand what you know with EVERY doom map you make.

Incase you can't think of good transitions, go with a VOID between the two.

Observe and open maps you like, Something catch your eye? Break it open in a map editor and analyze it.

Is there something you REALLY like in one of your maps, a detail? A trap? An encounter? Copy-paste it into another map and recycle it in new ways. I did this with the Floor Rug demon in my Anomalyous Properties map, and turned it into the Teeth-Growths in Infestebase (1 of 3 planned)

>> No.4008951

I too am a relatively new mapper, but I'm pressuring the shit out of myself to make the best damned map I can.

That should be priority, mind you. Make maps you want to play; but make sure to always pressure yourself in such a situation. Try to make every single map or thing you do a possible cacoward contender.

I want to play my maps, sure. but they REALLY start grating on me after a while.

Speaking of, with the lift and secret exit fixed, the only (optional) thing left is to fix the Squid so it doesn't freeze and crash the map.

>> No.4008965

Any specific ideas? Whatever you're planning I'd highly recommend reading the Tome of Preach blog/website and the various entries and tutorials on logic gates using existing entities, things like timers you can turn on/off or entities that open and close based on when the player gets there aren't things the devs really intended to happen or just didn't think to add the functionality by default.

>> No.4008968
File: 1.95 MB, 480x480, SQUID_III.gif [View same] [iqdb] [saucenao] [google]

The offsets didn't fix anything (And even if that was the problem; I could just 0-grav it and toss it a couple of units in the air).

Trying to optimize the PNG seems to have helped it's loadtimes, but I'm not sure how much I can optimize-compress it without it looking like dogshit.

>> No.4008972
File: 1.87 MB, 755x648, Goodnight Doom.png [View same] [iqdb] [saucenao] [google]

>My edit became the OP image

Here, have another.

>> No.4008975
File: 8 KB, 251x221, 1365285240455.jpg [View same] [iqdb] [saucenao] [google]

>D4T 2.0 is released
>"neat, let's try it out"
>imps kill you in five hits
>projectiles are fast as hell and varies in speed
>everything in general is fast as fuck and kills you in a few hits

I don't know how I feel about this. I just want to shoot some demons and shit.

>> No.4008976

I love it.

>> No.4008985

I'm glad you like it!

>> No.4008986

Aren't vanilla Imp fireballs capable of killing you in 5 shots or so?

>> No.4008990


Maybe it's a placebo effect then because it feels like enemies do more damage in D4T than vanilla. Their projectiles are also much faster so it's more difficult to dodge.

I guess you're also supposed to jump a lot to dodge projectiles. I rarely press the spacebar out of habit since jumping almost always breaks the map flow somehow.

>> No.4008994
File: 1.12 MB, 1280x1024, Screenshot_Doom_20170521_035359.png [View same] [iqdb] [saucenao] [google]

I like the idea of such a thing and want to emulate it later too.

Here's that boss room

>> No.4008998

In D4D and D4T, the regular fireballs imps do deal the regular 3-24 damage, but the one they do at long range / occasionally at close range where they have a sort of charge delay deals 5-40 damage. Both balls are faster than vanilla, but the charged ball is even faster.

>> No.4009000

Looks promising, too much empty space and red though.

>> No.4009002

I know. I just don't know what to fill it with. Something to give the player a breath from the diarrhea rockets of course, but what...?

Guess it'll come to me through rigorous playtests.

>> No.4009007
File: 144 KB, 1164x686, chaingunner_commish__by_arborix-d9vtgdr.png.jpg [View same] [iqdb] [saucenao] [google]

The six cages at the back contain enemies; two of each:
stealth arachno - large cells
chaingunner - large blood
shredder pinky (technically chaingun demon but hey) - large rocket
you can get the ammo, but the chaingun ammo is mostly pointless against the boss due to hitscan blockers, might be able to fix, but hitscans from mastermind plus it's mapspot rockets would fucking mutilate'n'liquidate

>> No.4009008

Is this the FreeDoom Chainguy?

>> No.4009015

Was going to be one, I think. Was never used. Would be a great 'promoted chaingunner'.

enters a rage state rarely on pain chance in which it will fire in double-speed spurts of three ontop of his full-auto
can move and shoot at the same time, but attack varies depending.
standing still is full auto, movement is a cyberdemon burst.
sits between chaingunner and cyberdemon, but it's projectiles don't have huge damage and splash, just a lot of knockback.

>> No.4009016

ae; he's a support demon which fucks with the player's positioning more than their actual health.

usually right into a shitstorm of projectiles and hitscans.

>> No.4009024

Ultimately, I know most players won't give a fuck about lore, but I could always fill players in a little bit somehow. Likely to keep it limited to the text logs for now, as I'm not knowledgeable to make it into a reasonably well done thing (ae, doom3 pda? something of some degree like collectibles or something. Basically meaningless replay value/fluff.

part of the shitey lore also involves them dragon types (but they're all extinct as shit save the traitor.)

>> No.4009052

Are they Shadowrun type dragons?

>> No.4009059

jimmy and mike12 are the same person!?

>> No.4009072

>So I'm making my first ever Doom map and since I'm an uncreative fuck I'm basing it off of the place I work at.
a slight variation of My House In Doom, a continuation of a proud tradition

>> No.4009076

>What are some noob tips for mapping, and some common mistakes new mappers make that I can try to avoid?
read what sarais wrote and do the exact opposite

>> No.4009097

For starters, this is a sprite now. Not an actual 3D model. As a sprite it will always be flat. It doesn't need twenty billion frames.

>> No.4009130

Looks bretty good tb.h

>> No.4009139

Is anyone able to compile Slade 3 on Linux? I get errors

>> No.4009143

i've never tried, it's got too many dependencies, and half of them aren't in debian, so you end up having to build those yourself too, and you can end up fighting with shit you don't care about for hours only to find the thing crashes on startup anyway and fuck that i've got better things to do.

>> No.4009157

So, will the Spiderdemon keep its design?

>> No.4009162

>want to make a set of doors lower via a switch that requires a blue skull key
>set up switch
>use it
>you need blue blah blah to use this
>all good
>get key
>press use
>nothing happens
I set the switch linedef and the door linedefs to sector tag 1 right? What am i fucking up?

>> No.4009164

And is there any alternative? I don't want to use windows solely for doom modding.
This is very frustrating.

>> No.4009169

A picture might help
Switch is the left window, doors are the right window

>> No.4009171

For now, yeah. Trying to figure out how to redo the sprites in a non-shit way was paralysing development, and a quick check of other major mods told me that nobody else was really bothering with new sprites, so I figured I'd prioritise the code and sound for now.

>> No.4009172
File: 177 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google]

god dammit

>> No.4009179

So, you're thinking of doing something similar to the Summoner and Cyber Mancubus?

>> No.4009181

no but don't give up just because of what i wrote. various other people have i believe managed to get it to work. i've never used slade so i don't know what i'm missing, therefore for me the effort does not seem worth it.

>> No.4009184

also i apologise as i realise i'm not being very helpful

>> No.4009185
File: 22 KB, 418x216, spider-mockup3.png [View same] [iqdb] [saucenao] [google]

I did a test, and found the results wanting.

>> No.4009187

You tried to merge them?

>> No.4009191

Is this UDMF? If so, you're absolutely not doing this right.

>> No.4009195

Linedefs look fine (although the one on the right is tagged "repeatable action" only)
Possibly you used the floor for you door instead of the ceiling i.e. raised it up instead of lowering it from the ceiling which is a common rookie mistake

>> No.4009203

UDMF is fine, it has a lot more flexibility with linedefs that makes it much more welcoming for new mappers.
Now when new mappers start substituting decent map design for shitty zdoomisms then yes it is a terrible format

>> No.4009207

What do those entail?

>> No.4009208

Double checked and I used the ceiling.

>> No.4009209

/me bangs head on desk
it's impossible to have a zdoomism in a udmf map, by definition

>> No.4009214

UDMF is comfy, did not say anything bad about it. I like it a lot. But he's trying to set shit up as if it was Doom format. That's not gonna work.

>sector tags on linedefs

What you need to do is tag the door sectors with say, X. The sectors not the linedefs. Then take the linedef which you want to be the activator, ideally these are the linedefs on the door. Give it the desired action special with a parameter of X, as in, pointing it to the sector tagged X. You don't have to give the activator linedef any tag. UDMF does not require that.

Fuck, I'm terrible at explaining this.

>> No.4009215

that's not how map formats work

>> No.4009218

wait wait fuck if you mean the zdoom testing zdoomism shit then yeah

though there are still other source ports that can open udmf

>> No.4009223

I think I know what's wrong, I used the devbuild. The stable version had no problem installing.
Now I need to get the acs compiler workign and everything will be alright.

>> No.4009234

All the flashy additions such as 3D Floors, Stealth monsters and transparent textures. Thats not to say they are inherently bad but - like barons - often misused

Depends on what you assume zdoomism means I suppose, I picked it up as the use of the features listed above

>> No.4009236

well it works, but the doors only go down like a foot before stopping. I'm using a switch to try and make them go down when i use it with a blue skull key

>> No.4009237

>wait wait fuck if you mean the zdoom testing zdoomism shit then yeah

yes. the whole point is that the map was supposedly designed for a wide range of ports, and restricted its use of advanced features accordingly, but on release it is discovered it only works in the one it was tested in.

an example would be PNG format graphics in a wall texture patch. if i put a PNG in a lump named SKY1 zdoom will handle this transparently but vanilla and many other ports will crash when they try to draw the sky.

>though there are still other source ports that can open udmf

this is true, you could make a udmf map, test it in zdoom, and have it fail to work in eternity, as a hypothetical example.

>> No.4009240


I made a quick demonstration, compare the linedef and sectors to yours, see if anythings missing

>> No.4009259

>Depends on what you assume zdoomism means
no, there is one definition, and a bunch of people who keep getting it wrong and make discussion harder than it should be :)

>> No.4009260

Honestly I can't find out why the fucking doors won't go down all the way. Here's a copy of my map, go out the door to the left, grab the key, then go on the other side of the counter

>> No.4009267

For my Blood brothers
Anyone know if BloodGDX currently supports the ogg ost,?
The site seems to hint that it does/will eventually but it's a bit sketchy on if the early version released does.

>> No.4009271

>Raises the ceiling of all affected sectors to four units below the lowest surrounding ceiling

That's what it is doing anon. You have sectors near the doors with their ceiling pulled down into the ground. Delete those sectors and it should work.

>> No.4009272

well i make each door its own sector, and now ONE of them goes up all the way, but the rest still only go part way.

>> No.4009274


>> No.4009278
File: 288 KB, 1366x604, sol.png [View same] [iqdb] [saucenao] [google]

It appears to be a problem with the sectors next to the doors (circled red), I deleted each one and the doors work as intended

>> No.4009283

Only good thing about BloodGDX being written on Java is that Java decompiler works great, so if russkie won't post source code, it will be available anyway.

>> No.4009285

Now the only door problem left is the fact that the textures still follow the doors up even though i have their linedefs set to unpegged lower

>> No.4009287 [DELETED] 

lol java. i'm sneering, visibly

>> No.4009295

nvm fixed it

>> No.4009308

He's lucky he's Russian, if not Atari would've made his hard drive mysteriously fail

>> No.4009309

Yeah, I saw on his guestbook that he did not inted to release the source code, I really hope someone will use his code to do something less clunky.

>> No.4009316

I am trying the trial version of Sound Canvas VA, I configured it correctly, and my music still don't sound like this :


Is it a modified version ? Or can this sound only be attained by a real Dos computer connected to a real SC-55 ?

>> No.4009320

No he's just pulling your leg.
D4D is the full maximum edition.
D4T is a simplified performance friendly edition that can be played on phones and has some design decisions that make the mod more streamlined.

Both are good.

>> No.4009325

VirtualMIDISynth with this soundfont https://a.pomf.cat/sqhqzz.sf2 can produce a pretty faithful emulation of real SC-55.
Here's sample https://a.pomf.cat/jwkuyb.mp3

>> No.4009326
File: 4 KB, 107x85, wear.gif [View same] [iqdb] [saucenao] [google]

is this true nightmare?

>> No.4009327
File: 657 KB, 1000x600, vLnkFAz.jpg.png [View same] [iqdb] [saucenao] [google]

>first time seeing GZDoom builder
>considered to switch to it from Doom builder 2 a while ago
>jesus christ I am not ready for that yet

>> No.4009343

How do you feel about this Kinsie?

>> No.4009358

How to make yamagi quake 2 look exactly as vanilla quake 2? I mean software rendering, crispy particles and nonfiltered textures
Also uninterpolated animations if that is possible

>> No.4009369

Thanks, you helped me identify the problem. I am using the official SC-55 emulation VST by Roland, but for some reason, it works perfectly well on BloodGDX and terribly in Dosbox.

Your soundfont works great in DosBox so I think I will simply use that and not bother with the VST.

>> No.4009372 [DELETED] 

Strafe came out on Steam.

>> No.4009374

If I remember right Duke3D's music is right there in the files as MIDIs. But if not all you need to do is find a simple DL for it. Here's the first Google:

Now just take the E2L11 music (intents.mid) and rename is to the appropriate track you want it to be. If it's a Doom 1 level it's just D_E1M1 or whatever. All the Doom 2 songs are named after the name of the song like D_RUNNIN so you'll need this to know what to name it:

Lastly to get the MIDI to play in your desired port there are a few ways you can do it. If you're a lazy asshole using Q/G/ZDoom you can just chuck the correctly named MIDI in a zip file and drag and drop it. Otherwise use SLADE and put it in a simple WAD file.

>> No.4009376

>exactly as vanilla quake 2

I'm pretty sure Quake 2 came with OpenGL rendering out of the box.

>> No.4009379
File: 137 KB, 1024x768, pc-54134-21388673633.jpg [View same] [iqdb] [saucenao] [google]

Hmmm, I saw this screen and I thought its possible to make it look so
Thanks anyways

>> No.4009380

How do I use it with BloodGDX and DosBOX? ?

>> No.4009384

It should be possible, but I don't have the game installed now so I can't fiddle around. Try "gl_texturemode GL_NEAREST" in the console, if it's not in the options menu.

>> No.4009394

lol this is worth clicking on. the thumbnail does not reveal the best part.

>> No.4009396

I finished the first part of my first map, next up is doing the basement.

>> No.4009401

The first thing you need is a program called "Coolsoft VirtualMidiSynth". It will create one ore more midi devices that will use the soundfont you want

The second thing you need is another program called "Coolsoft Midimapper". It will help you choose the "Default" midi device, because the retards at Microsoft removed the midimapper after...windows 7, I think ?

So basically, you set up a soundfont in Virtualmidisynth, and then you use Midimapper to tell windows that it should use the VirtualMidiSynth device instead of the default shitty one. With that, you should be able to use soundfonts in both bloodGDX (Or GzDoom, or ScummVM maybe) and DosBox.

If it doesn't work in DosBox, type /mixer Listmidi in the DosBox command prompt to get the number of the VirtualMidiSynth Device, open dosbox.conf, search for midiconfig = X, and replace the X by the number of the Virtualmidisynth. Restart DosBox and it should work.

>> No.4009403
File: 1.06 MB, 1600x600, image.png [View same] [iqdb] [saucenao] [google]

is there a way to play Polymer with doom?

>> No.4009405

It's not the same engine, but I would love to see a similar renderer for GzDoom, just for fun.

>> No.4009407

Polymer is super inefficient and slow though. Why would you ever want it aside from bumpmaps?

>> No.4009412

Not a fan of putting secrets behind the entry door but that's just a personal gripe

>> No.4009414

I put it there because I know nobody ever looks there

>> No.4009421

doesn't make much sense
> i'll leave this mega armor here, go through this door, immediately turn around to get the armor

>> No.4009424

why are the pinkie monster sprites so ugly in d4d in comparison to d4t

>> No.4009426

They're the ones from Doom 64

>> No.4009428
File: 224 KB, 1000x912, 1480787366749.png [View same] [iqdb] [saucenao] [google]

Thanks, it does help, I'll try the rest of commands from quake 1 like r_particles and such, maybe it will help too

>> No.4009431

Is there a Terminator : Future Shock/Skynet source port ?

>> No.4009432

aaah i knew i saw them somewhere before, maybe thats why they felt out of place to me
hope they get replaced

>> No.4009441

I don't think so. Daggerfall is based on the same engine (XnGine) so maybe once DaggerfallUnity gets as close to finished as these sort of projects get...

>> No.4009452


is not a real port

>> No.4009456

Its quite common so I've learned to instinctively check every map for it. Alike secrets hidden behind distinct textures, they don't feel rewarding to find

>> No.4009464

DaggerXL is a port, but holy shit, he might never finish it.
Source code is available, though.

>> No.4009485

wich one of the alien mods is actually the good one?

>> No.4009489
File: 83 KB, 960x540, duke0002.jpg [View same] [iqdb] [saucenao] [google]

It's been a year and a half since the last commit, the author deliberately didn't upload all of the source code for bizarre reasons, and he also vanishes for years on end at a time for unexplained reasons.

It ain't happening. Let it go.

>> No.4009504

Whatever happened to the chick from Unreal being in Samsara?

>> No.4009512

Term stopped working on Samsara, and he can't find any of the work he did on that character.

>> No.4009535

Why are you stealing a Devil Daggers enemy design?

>> No.4009537
File: 283 KB, 1920x1080, 1461558528519.png [View same] [iqdb] [saucenao] [google]

So, what happened to spritenoob and his Lydia?

>> No.4009542

Are there any good apartment-ey mapsets I could play with Hideous Destructor?

I've heard Going Down is based inside an apartment block but I've also heard it becomes quite the slaughter so I guess it wont work to well with HD.

>> No.4009547
File: 2.70 MB, 1280x720, rocetlights.webm [View same] [iqdb] [saucenao] [google]

Really enjoy the new dynamic light culling effect.

>> No.4009549


>> No.4009564

Not yet.

>> No.4009565

Neat... until you notice the clipping of the light on the left

>> No.4009572

Doesn't second window lead into the same room?

>> No.4009575

That ain't clipping, kid.

>> No.4009578

I've fapped to HDoom.

>> No.4009583

Wasn't that boi working on this like...three years ago or something?

>> No.4009598

Because that was one of the original features of glquake.

>> No.4009602
File: 203 KB, 600x400, 1477274727731.jpg [View same] [iqdb] [saucenao] [google]

Vanilla monsters are too easy for me now. Any good mod to spice things up a bit?

>> No.4009606


>> No.4009610

It really feels like it was a year tops

>> No.4009630

One of the original features of glquake was also displaying textures straight as they are without using the Quake palette for lighting and fullbright colors, but QS rolls that back to software-style palette-ed textures.

>> No.4009647

Are there any wads with a gameplay style similar to smash TV?

>> No.4009671

REELISM somewhat.

>> No.4009710

How the fuck do you customize controls in NAM? Not under options.

Alternatively, any good Vietnam wads for GZ?

>> No.4009729

We heard you the first time. No one cares

>> No.4009731

What does /doom/ think of Freedoom Phase 1 &2?

What mods do you recomend playing with it? (preferrably ones that do not depend too much on default Doom 2 sprites so I can enjoy Freedoom's sprites)

>> No.4009757


>> No.4009760

decent for what it is. some entertaining maps. won't replace doom/doom2 as default iwads any time soon though.

>> No.4009768

Despite all the ads it's literally a Unity3D rogue-not-like. And not vr.

>> No.4009778


Friend of mine did some edits of Aubrey Hodges' Archvile sounds. Enjoy.

>> No.4009792

How do I do this?

>> No.4009794


>> No.4009808

How can I include cc4-tex.wad inside my map, short of just unpacking the whole thing inside the map wad?

>> No.4009809

New GZDoom version. Dynamic light options. Weapons that has fuckhuge dynamic light radius for explosions.

>> No.4009825

Cool cool...

>> No.4009832

You could always just not include it. Otherwise, unpack.

Check these out:

>> No.4009850

Are there any good techbase/hell hybrid maps out there? Not E2 style, but a techbase perfectly integrated into hell.

>> No.4009862
File: 197 KB, 448x473, 1378972872059.jpg [View same] [iqdb] [saucenao] [google]

>Build school as a to scale Half-Life map.
>A week before I bring it as show and tell, a kid in Houston gets arrested for building his school as a Counterstrike map.

Dodged a bullet there.

>> No.4009869

Probably literally!

>> No.4009874

For timers, I would create a distant room to itself with a single enemy in them and a func_door moving at a specific speed. The door would trigger when the player arrived at a specific point, and take 3-7 minutes to fall and kill the enemy within, which would function as a killtarget for various objects, thus creating a sort-of timer.

There was also a room with rising lava planned, if you got to it quick enough (You would get a message from a ledge overlooking the room that lava started to pour in), you could hop across various objects to pass through one of several doors. By the time you fully explore one of the areas beyond the doors though, the room would've been filled, effectively blocking access for the remainder of the run. And if you waited to long, you got stuck on the default path, which was somewhat easier but contained less stuff for the player.

>> No.4009879

Someone please redraw that as a fat shambler shoveling nails from a NIN ammo box into his mouth

>> No.4009882

I'm not a mapper, but I definitely can see why this is common.
When I was in high school, I felt like my school had a great layout for something like counter-strike or a ctf game-type

>> No.4009887

I live in a small village and sometimes i autisticly think of recreating it as a game map like a open world GTA style of map or a HUB style world for something like Banjo

>> No.4009897
File: 207 KB, 777x675, 1383029917276.png [View same] [iqdb] [saucenao] [google]

>mfw I do the exact same thing

>> No.4009910

>our faces when
Ditto. Always wanted to make an Unreal map in the layout of my home town. Maybe cut off some alleys to control map flow.

>> No.4009915
File: 243 KB, 527x257, dragon.png [View same] [iqdb] [saucenao] [google]

No specific dragon type; just a core species genus. The only real "dragon" you run into is G'jodde-shoth, but at this point he(?) is not really a dragon anymore.

Also he's sort of the illegitimate spawn of a demon (something VERY akin to the D3 guardian- they're directly related in demon-genetic terms, whatever the fuck that may be) and dragon; and as soon as he found out about it's demonic heritage, well, it very quickly switched sides.

Now he rules as the given manifestation of gluttony in my wads; ruling over the mancubi and other demonic creatures.

He uses the same seekers as the d3 guardian- but he's cybernetic, head entirely replaced with something that's basically the Planetside 1 Flamethrower; seen here.

>> No.4009917
File: 210 KB, 1021x544, vss.png [View same] [iqdb] [saucenao] [google]

Trying to get back in to the sprite editing by making one of my favorite weapons thats not in doom yet, VSS Vintorez using https://www.youtube.com/watch?v=DyTUNn3u1E8

I use to edit sprites using MSpaint in 2008 back in the skulltag days. When scaling it down its too fuzzy. Any pointers getting back into the game? I'm using Paint SAI.

XWE isnt a thing anymore, slade is the way to go right?

I just want Vintorez in doom.

>> No.4009918

It's kind of fun to take real world locations and port them to games. IIRC /hou/ on /o/ was going to buy a roadway scanner and recreate Beltway 8 as an Asseto Corsa map. And I know the most recent version of Hammer supports importing geographical data and converting it to terrain in game.

>> No.4009921
File: 43 KB, 136x139, vanurexo.png [View same] [iqdb] [saucenao] [google]

Because I thought it would make a nice hell decoration.
ain't mine; just trying to plonk it into the map. Maybe somebody else in the future will sprite over it and make it more in-tune with the rest of the doom sprites.

>> No.4009924

>WoC monster replacer for Doom
>whats that, you like enemies with fast projectile attacks with no windup, too big hitboxes, homing and splash damage that blow a hole through your asshole in one shot?
>well you've come to the right place

>> No.4009929

not /vr/

>> No.4009930
File: 217 KB, 1024x768, 1362766298476.jpg [View same] [iqdb] [saucenao] [google]

I want to play some hefty slaughter maps.

What can I do to max out my performance on GZDoom?

>> No.4009931
File: 5 KB, 236x199, 1477540276590.jpg [View same] [iqdb] [saucenao] [google]

That would work pretty well, probably. Another method could be starting a very long trigger_relay (or trigger_once) instead of a wall and a monster when the player arrives at a specific point, and when they reach another, kill the relay or what it would activate.

The rising lava one would take work, though, I've thought about making a map in a similar style myself (except with draining slime instead of rising lava)- stock Quake doesn't support changing water levels. You might be able to fudge it with trigger_hurts, but there would be no swimming effects or screen overlay like with actual lava.

In my case it was always imagining the various backroads and bridges of my area in a racing game, preferably an old, arcadey one like NFS3 (probably due to playing that so much in my youth and specifically the Hometown course reminding me so much of my own town).

>a fellow /o/tist in /doom/

>> No.4009932

Does anyone have skin sites for Quake 1 that aren't dead? I've been trying to re-collect all the skins I've lost over the years, like DBF, PartyCrasher, and all the big ones from back in the day. Every site so far has been for Quakes 2-3 and the ones that aren't lead to places that haven't been touched in 10+ years.

>> No.4009935

hell knight is the best girl, though she's also the only girl that wasn't designed for the mod

>> No.4009936


Fantastic for using as placeholder assets.
Kind of arse for anything else.

>> No.4009937 [DELETED] 

Its minecraft mod pretending to be quake. Its mediocre face cam streamer the game.

Im sure had some neat ideas but kinda falls flat with the pacing and shitty AI.

>> No.4009939

Question. Which goes better with extermination day? D4D OR D4T?

>> No.4009941 [DELETED] 
File: 70 KB, 456x386, 1491353255199.jpg [View same] [iqdb] [saucenao] [google]

I will slap you.

>> No.4009943 [DELETED] 

So far all I've search for with it was the soundtrack, I'm a sicker for dark synth

>> No.4009946

just play in prboom+
most slaugterwads are compatible with that and it runs far better than gzdoom

>> No.4009949 [DELETED] 

The trailer for it is way better than the game itself. : (

>> No.4009950

it's true, though

also, not /vr/

>> No.4009952 [DELETED] 

i like dark synth but idk doesnt seem that fitting with the art, i dont know how to describe it but feels off..

>> No.4009957 [DELETED] 

I rather have a sprite based shooter, instead of minecraft rendered shit.

>> No.4009959

I would if it weren't for gameplay mods. I found this silly Brother In Arms mod that allows me to summon a massive army, so I want to try throw that against a slaughter map and see what happens.

>> No.4009964


Processing power, first and foremost.
Graphics card doesn't really do a whole lot, surprisingly.

>> No.4009971

>No rising water in quake
Perhaps make the entire arena lower?

>> No.4009972
File: 50 KB, 1680x1050, 1488123906328.jpg [View same] [iqdb] [saucenao] [google]


Hello, I Would like to share this historically important piece of shit for the Doom Archive, its the old SLIGE level generator (Which I kinda prefer over OBLIGE, don't judge me.)

Link to download Slige (huge tanks for the Wayback Machine)


Link for Doom Control, an old frontend for SIGE and Doom.

And this web page that generates a different SLIGE Megawad with 32 random levels every day:


Also heres a Doom wallpaper cuz I didn't have a proper pic for this

>> No.4009974

Forgot the doom control link:


>> No.4009976


Good shit.
Thanks, mate.

>> No.4009978
File: 45 KB, 1120x609, Capture.png [View same] [iqdb] [saucenao] [google]

So BloodGDX keeps freezing up, i think its Java SE itself but im not sure what to do

>> No.4009979

That would require making the entire area a func_door, which is obviously a pretty bad idea.

>> No.4009983

Do you run it from .bat file?

>> No.4009985

What was designed for?

>> No.4009986

I was thinking maybe just the objects the player would hop on, sort of like they're melting away. But then that leaves some issues attempting to jump from an already sinking object to a higher ledge.

>> No.4009990

thats what ive been doing, yes, i found an article somewhere that told me to make a "Perfs" folder with regedit, but now ths BloodGDX still just hangs at startup

>> No.4009992

Bump. I just want to shoot Charlie with WASD.

>> No.4010002

And I also just archived the Doom Control page on archive.is . Don't want to lose that page to the sands of time.

>> No.4010005

Looks like disabling music fixed it, must be virtualsynth causing issue

>> No.4010010

Use eduke32.

>> No.4010016


Do yourself a favor and play in easy difficulty.

Also check out WWII:GI

>> No.4010028
File: 665 KB, 806x1137, 1391145749419-edited.png [View same] [iqdb] [saucenao] [google]

the same purpose, but was designed by an actual doujin artist before hdoom was even a blip

>> No.4010030

I think he's aware of the issue. Try installing the lastest java runtime.

>> No.4010032

What are the difference between Slige and Oblige ? Why do you prefer it ?

>> No.4010040
File: 61 KB, 642x644, knight.png [View same] [iqdb] [saucenao] [google]

as a quakefag it's always hard to read about hell knights without thinking of these guys instead of the doom oens

>> No.4010048

I thought they were called death knights

>> No.4010049

Yeah, that looks leagues better.

>> No.4010050

i have actually, i recently uninstalled and reinstalled Java

>> No.4010051

they are, but some people call 'em hell knights and it's ingrained in my head anyway

>> No.4010054

worst enemy
they're just a bulletsponge cause they're not enough of a threat to be worth using any good ammo on, so you just end up kiting them with the ssg

>> No.4010095

Oh my. More.

>> No.4010106

Deus Vult?

>> No.4010107

I have it on Steam.
Alright, thanks.

>> No.4010119

Use the textures you want, add CC4.wad to the wad in SLADE, then click "delete unused textures"

>> No.4010125

SLIGE, unlike OBLIGE, generates levels that don't try to mimic Doom's level design and instead goes for a more claustrophobic maze-like setting. It has a crap ton of corridors and a lot of narrow spaces. Imagine Wolfenstein levels that are huge and actually a lot of elevators. Heres a video demo of it:


And heres a vidoe on oblige for comparison


TL;DR: OBLIGE: >muh big fucking rooms with fancy diagonals and modern level design

SLIGE: >muh long-ass corridors with zero diagonals or fancy shit becuz its 2001. Hope you
don't have claustrophobia

>> No.4010130

Shitty idea for MetaDoom: if the Bruiser gets added somehow, he could be a mix of the Hellknight and Mancubus from D4 in way where he gets the Hellknight's jumping ability and Behemoth's fire attack.

Also, Maggot from D3 had two heads, so he could be a melee enemy with an attack like the D64 caco's attack but with two tongues.

>> No.4010149
File: 1.98 MB, 1280x1024, Screenshot_Doom_20170521_153148.png [View same] [iqdb] [saucenao] [google]


Tweaked a bit; There shouldn't be much detail in this area; just bits of cover; after all, this is a mastermind with bullets AND rockets.

Oh, and it tries to lead with the rockets. There might be TOO Many pillars.

>> No.4010152

>TNT is just more Doom 2 with boring maps instead of shit ones
>Plutonia is bullshit hard for the average Doom player
Final Doom isn't really doing much for me.

>> No.4010167

Theres tons of map packs to use on the archive.

>> No.4010173

Forget about it and play No Rest for the Living instead

>> No.4010176

they're garbage because of their spongey health but they're my favorite designed enemy in quake IMO

>> No.4010185

>a kid in Houston gets arrested for building his school as a Counterstrike map
How exactly this is a criminal offense?

>> No.4010189

He wasn't arrested, just expelled.
And it's probably an overreaction because of Columbine

>> No.4010194

They're the equivalent of a pack of pinkies that push the player towards a direction but they're slightly faster, can't be reliably baited, and do an occasional ranged attack. Jumping over their horizantal spread pattern fireballs is fun when the level design permits it.

>> No.4010195

Until it accounts for closed doors and ledges (as seen in your image) it's just not right.

>> No.4010198

That actually looks fun, thanks.

>> No.4010202

Yeah, it was just a year or so after Columbine. So naturally running around with assault rifles in a virtual schoolyard set off some alarms.

>> No.4010206

Oh, this thread, Doomworld and the ZDoom forums are full of great suggestions and content, but I was just disappointed by the official "add on" content of Final Doom. I was hoping for something better being an official release and all.

>> No.4010224
File: 176 KB, 923x720, 1495209990351.jpg [View same] [iqdb] [saucenao] [google]

what the fuck? what's the fucking point of doing that port then?

it's like nothing will change. instead of dealing with blood in dosbox we'll have to deal with inaccurate java port with no direct way to improve the engine

>> No.4010231

That daily wad generator thing is pretty cool, it's amazing it's been running for 15 years.

SLIGE levels look hideous though.

>> No.4010240
File: 379 KB, 707x707, 1472391288886.jpg [View same] [iqdb] [saucenao] [google]

>this web sight
I want to go back.

>> No.4010245

> SLIGE levels look hideous though.

Yeah, I kinda agree. I wish there was a SLIGE-like setting on oblige that makes prettier levels similar to its father.

>> No.4010247
File: 25 KB, 321x200, Untitled.png [View same] [iqdb] [saucenao] [google]


>> No.4010251

Its a blast from the past, isn't it?

>> No.4010258

I wish there was a Super OBLIGE with all level generating shenanigans from every different version merged into one, or at least generate different levels with different versions.

>> No.4010263

You can always spam Oblige's creator :b

>> No.4010270

oblige supports command line options

I guess you could make a GUI program where you can select Oblige version you want

>> No.4010274

How long until .hpg doom?

>> No.4010285

So is Hdoom dead? The last update for it was well over six months ago.
I want to hatefuck an Archvile girl already!

>> No.4010294

last update for it on his blog is may 9th, so

>> No.4010295

How do I update openGL on my graphics card? Where are all the drivers? I can't even play GZdoom at high resolutions anymore, since I cannot afford a better computer

>> No.4010305

I don't think you can. Buy a better GPU, use an older version of GZDoom , or use Zdoom.

>> No.4010327

>a mapset where the BFG isn't in a secret area

>> No.4010330

thought it would be more notable; there's older resources and concepts here.


>> No.4010341

What about .tiff

>> No.4010347

>map requires a secret bfg to complete

>> No.4010349

What are some maps with some good or clever secrets? I've just finished Waterlab GZD and really enjoyed the maps take on secret areas.

>> No.4010351

It's not that it requires one, it's more that traditionally they're always in hidden rooms or switches. Getting them is normally meant to be a reward for exploring or solving a puzzle.

>> No.4010354


>> No.4010358

>bfg is in plain view but completely unobtainable

>> No.4010369

>the bfg is actually a keycard

>> No.4010370

Fucking UAC Ultra
Although on further reading it is possible to get, it's just the switches to unlock it are hidden in stupid places all over the map. And you lose it at the end of the map anyway.

>> No.4010372

>armor bonuses are reskinned to look like bfgs

>> No.4010378

>bfgs sprout legs and run away from you

>> No.4010379

Get a cheapo video card which at least support OpenGL 4.x.

>> No.4010380

can we all agree that doom maps are pretty much universally shit, even among the fanmade stuff, and that quake is the first id game to do secrets well?

>> No.4010383

>shoot the wall instead of humping it
Wow, what a massive change.

>> No.4010384

>former humans that moonwalk and turn into shotgun guys when you kill them

>> No.4010385
File: 2.13 MB, 480x360, 58828baddc790_thatsbait.gif.0b5817d3915d41f1f81aa3cfa9c0da6e.gif [View same] [iqdb] [saucenao] [google]


>> No.4010387

>can't brute force the secrets by unfing every wall because of the available z-axis, which the designers had to take in mind and make actually good secrets
i really like quake ok

>> No.4010390

>it's that guy who loves quake and hates on everything doom again

>> No.4010392

Quake's a good game, dude, nobody's denying that, but let's not start shitting on cool stuff just 'cause you like bananas more than apples.

>> No.4010395
File: 17 KB, 353x388, 1488849296160.png [View same] [iqdb] [saucenao] [google]


>> No.4010396

So you axe the walls instead. I stand by my original unimpressed post.
Honestly, though. The rocket jumping secrets were okay, but hardly count as amazing.

>> No.4010398

fuck you an apple killed my daddy

>> No.4010401
File: 40 KB, 591x716, 6204986+_cbd906cd93f6b5b71776566c203205c4.jpg [View same] [iqdb] [saucenao] [google]

i just accidentally typed maps instead of secrets and now everyone hates me

>> No.4010404


>> No.4010406

It's all right, anon. I still like you. I think you're a good person just the way you are. You just like Quake more, and that's fine, because Quake's a good game.

>> No.4010407

i don't hate you, anon

i just want to bully you

>> No.4010408

I forgive you. Be more careful next time.

>> No.4010412
File: 125 KB, 480x720, hell awaits.jpg [View same] [iqdb] [saucenao] [google]


>> No.4010416

But fanmade Doom secrets can be pretty good. I've seen some interesting and creative ones in a few community made maps. Just because you can't rocket jump doesn't mean you can't have some good secret rooms.

>> No.4010421

Question: When doing sprites, do I have to stay in the boundaries of the like 30x60 px or can I make them bigger? Will they be cut off or scaled to size?

>> No.4010423

You can make them bigger, and they won't be cut off or scaled to size.
You can, however, manually scale them with Decorate, as Decorate has a scale property which resizes sprites.

>> No.4010426

I see. So when I make big sprites, they will be big in the game, right?

And for resizing the sprites, what is better, the decorate property or some image program? Right now I am working on something where my graphics-fu is not enough to make a recognizable face of 13px size.

>> No.4010427

thanks anon
truthfully i'm kinda dense and quake had secrets where i actually managed to find some of them and i enjoyed that, i feel like unfing walls and crossing liedefs just leads to really obtuse or multi-layered secrets desu

>> No.4010429

dumb animeposter

>> No.4010432

>not just using a dummy actor and placing it where you need to and/or using a height checker

I mean, I use keens for ceiling/floor switches, so there's that.

>> No.4010435

I just hate unmarked Wolfenstein secrets. I spent so much time looking for specific parts of walls with no markings that would open up.

Secrets are best done when there's a tiny hint to point them out. Someone remarked things like a symetrical room with a door on one end but not on the other, or a pair of suits of armor standing between a empty block of wall, things like that. Players are trained to tokenize gameplay, and unmarked things like that really require them to think.

>> No.4010446

Decorate property is smoother, since a lot of images look really ugly when scaled down manually.
However, really high-resolution sprites scaled down via decorate can stick out like a sore thumb.

There isn't really a "better" option, but rather ultimately which looks better.

>> No.4010449
File: 2.81 MB, 858x480, Replay 2017-05-22 01-36-36.webm [View same] [iqdb] [saucenao] [google]

almost ready

now some little fix to make dodging work and then ill start working on sprites

>> No.4010452
File: 1.21 MB, 1280x1024, Screenshot_Doom_20170521_174516.png [View same] [iqdb] [saucenao] [google]

Well, how do you think about this, can you find out how to get into the secrets?

>> No.4010457

hard to tell becasue texture misalignment is everywhere

>> No.4010459

Thanks, I see. Alas, off to work, then!

>> No.4010463

That is good enough for me. Either it'll open when I shoot it, or I'll realize it needs a switch somewhere else before it opens. At any rate, it's nice because if you put it in an area with horde combat, some players won't really notice it unless they look around after the fight.

I remember there was a guy who said he absolutely lothed placing Quad Damages anywhere in maps, except in a few specific instances where he was attempting to obscure secrets. That's because when players pick up Quad Damage, a switch flips in their brain that forces them to run as fast as they can and seek out enemies, so oftentimes players will fail to notice detail in that state. Picking up Quad Damage causes them to miss a lot of stuff, so if you actually WANT the player to not see something, it's a good way to do it.

>> No.4010472
File: 1.21 MB, 1280x1024, Screenshot_Doom_20170521_175746.png [View same] [iqdb] [saucenao] [google]

It is in a combat situation, and you DO need to shoot something. There's a tentacle that lowers from the ceiling here, keep your distance or you'll be ambushed by hungry.
Funny. The only texture malignment i see is delibrate; the playing with peices of the icon's face and the skin door.

There is TWO in these screenshots.

>> No.4010479

What's this? Third person DemonSteele or making sprites for MP?

>> No.4010480

And mayhaps the misalignment in textures intended to cover up... other maligned textures that couldn't be covered better, but that's a technical thing.

>> No.4010487

looks like third-person, which would be really interesting to see for a variety of reasons

>> No.4010504
File: 1.34 MB, 1280x1024, Screenshot_Doom_20170521_180640.png [View same] [iqdb] [saucenao] [google]

speaking of icon faces

>> No.4010506

Would make evasion a shit load easier

>> No.4010510
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170521_180643.png [View same] [iqdb] [saucenao] [google]


>> No.4010512

Then take another look at that wall in your previous screenshot. The one that opens to the secret. If that's deliberate, you really need to rethink your design principles.

>> No.4010515
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170521_180650.png [View same] [iqdb] [saucenao] [google]


>> No.4010516

It's a SKINMET1. I'll see if the GOBS can't remedy it a bit, but unlikely.

>> No.4010521

You got 400 brouzoufs.

>> No.4010523
File: 481 KB, 1280x1024, gobs.png [View same] [iqdb] [saucenao] [google]


>> No.4010524
File: 965 KB, 1920x1056, Screenshot 2017-05-21 17.13.36.png [View same] [iqdb] [saucenao] [google]

For the guy I had a discussion with a previous day, I found the source map to AD_Crucial, and this was what was done to spawn a custom model. It's kind of neat.

>> No.4010542

Your legs are gone

>> No.4010546 [DELETED] 


>> No.4010550

Did you forget your post?

>> No.4010665

thanks anon, this helped. I want to hear it by itself i can just a midi player right

>> No.4010685

Thanks, I'll add that to v3.

It'll be a little while before I release v3 though.
I'm gonna integrate all the cacowards and overhaul the organization.

>> No.4010693

I love the Run For It mod.

Nothing like chasing after the keycard while sprite's fireballs are chasing you.

>> No.4010724

the guy who drew this actually does HDoom CG art now. i think he reprised his Hell Knightess for it a while back.

>> No.4010732

Here's a .bat I'm working on:

@echo off
set /a ver=%random% %% 4 + 1

IF %ver%==1 (
START .\Files\Oblige\Oblige-3.57\Oblige.exe --batch ROUGE.wad
Echo Generating levels...
timeout /t 5 /nobreak >nul
START .\Files\GZDoom\gzdoom.exe -iwad DOOM2.wad -file .\Files\Oblige\Oblige-3.57\ROUGE.wad
echo done
IF %ver%==2 (
START .\Files\Oblige\Oblige-5.10\Oblige.exe --batch ROUGE.wad
Echo Generating levels...
timeout /t 5 /nobreak >nul
START .\Files\GZDoom\gzdoom.exe -iwad DOOM2.wad -file .\Files\Oblige\Oblige-5.10\ROUGE.wad
echo done
IF %ver%==3 (
START .\Files\Oblige\Oblige-6.20\Oblige.exe --batch ROUGE.wad
Echo Generating levels...
timeout /t 5 /nobreak >nul
START .\Files\GZDoom\gzdoom.exe -iwad DOOM2.wad -file .\Files\Oblige\Oblige-6.20\ROUGE.wad
echo done
IF %ver%==4 (
START .\Files\Oblige\Oblige-7.50\Oblige.exe --batch ROUGE.wad
Echo Generating levels...
timeout /t 5 /nobreak >nul
START .\Files\GZDoom\gzdoom.exe -iwad DOOM2.wad -file .\Files\Oblige\Oblige-7.50\ROUGE.wad
echo done

Notes: it expects the following file tree:
/root folder

Place the batch file in the root folder

I'm planning on adding settings randomization too, but I'm still playing around with setting trying to find what works best

>> No.4010753
File: 1.39 MB, 1280x1024, Screenshot_Doom_20170521_194522.png [View same] [iqdb] [saucenao] [google]

Map 02 work begins.

>> No.4010764

Will you use that compilation I've posted or you'll compile it yourself? If former - I'm gonna update it with all maps by "Mappers of the Year" next week. Will you add them too?

>> No.4010771


>> No.4010779 [DELETED] 

Oh look an anime poster is touchy feely :(
Make a gun and shoot yourself

>> No.4010780

Can anyone explain to me why do they use their fork of 1.9.1 GZDoom? Is there anything special about 1.9.1? Why not add features to GZDoom 2 or 3 git, so it would work on official builds?
I'm a little bit butthurt they waste time on stuff that was done already instead of DoomRPG port

>> No.4010791

Sure, thanks for compiling all of that!
Downloading all those wads and then sorting them back out take a surprising amount of work.

No rush though. I'm taking a break from archiving to actually play some Doom.

>> No.4010820

With map01 technically done; just needing to polish it, and map02 starting, I'm gonna call this a "pre-release candidate 01"; Couldn't get the squid to be in this map, so I'll put a note in about it and see if anybody is willing to fix it before i wrap things up. If not, it will be saved for Eschebone II- and used in that map regardless as part of the entryway.


As you may guess, I'm doing it off of memory of the Jet Force Gemini level of the same name as well as memory of e1m1 of Blood. After I do the 'from memory' i'll compare and add in the stuff I missed after.


>> No.4010821

oh, by the by, gzdoom.

>> No.4010826
File: 168 KB, 727x682, 827.png [View same] [iqdb] [saucenao] [google]

>just learned you can turn the RC cars in the first level of shadow warrior with the arrow keys
holy shit before i used to just hump it across the walls into the spot

>> No.4010828

Balancing issues and bugs are probably still there despite my playtests, still, did what I could so far. Save often, report everything.

>> No.4010830

And for the umpteenth time of being a faggot; sehkmet, not ichor, was the original music for the map.

>> No.4010836

DoomRPG isn't that great to be fair.

>> No.4010876

Doom 2 RPG was really fun, honestly. And they are porting all of those games, Doom 1 RPG, Doom 2 RPG and Wolf RPG.

>> No.4010889

Probably for compatibility reasons? Though yes, I'm kind of confused on why there's yet another GZDoom port of Doom 64.

>> No.4010895

There are literally no secrets in Quake 1 that require wall humping, unlike Doom where any random unmarked wall can contain a secret. There are also no rocket jumping secrets because rocket jumping wasn't a thing yet.

>> No.4010897

I wish rocket jumping were a thing in D44M

>> No.4010898

As I understood he was making it for 7 years already and it's a very faithful port of both console versions. This is why he uses now outdated version of GZDoom.

>> No.4010905

That's an entity specifically added in with Quoth and/or AD, isn't it? Made so mapmakers don't have to futch with info_notnull shenanigans to load custom models as detail props.

>> No.4010921

>Half-life on quake engine
How is this even possible?

>> No.4010929

GoldSrc is directly based off the Quake 1 engine.

>> No.4010946

Where can I download Moon Man Doom?

>> No.4010949

Looking through Quoth's QuakeC, it looks to be the case. That makes it a hell of a lot easier than going in with a hex editor to change the model after map compile.

>> No.4010952

Quick question that I can't be arsed to search for and my memory is shit: did GoldSrc also use QuakeC or a similar language or did it adopt a system like in Q2 where it was just plain C++ libraries?

>> No.4010957

There's a link in the news archive.

>> No.4010961

Not him, but is the archived link the most recent version of the mod?

>> No.4010979

Probably. You're not missing much, but there it is.

>> No.4010980

I seem to be using the trite's web state wrong.

>> No.4010993
File: 56 KB, 1280x854, 1336885936112.jpg [View same] [iqdb] [saucenao] [google]

okay I think that's the screw attack done and probably the biggest ass pull I've done. All that's left is the berserk spazer and a few other odds and ends.


>> No.4011004

The WebM is missing something

>> No.4011007
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]

Half the fun is posting webms without the revenant, because then it confuses people and I can catch them off guard when I do spawn him again.

>> No.4011015

>hex editor
For what, changing modelindex? If you type edits (or edictlist? one of the two) in the console it'll give you a big list of all the entities currently loaded.

>> No.4011038
File: 315 KB, 655x515, DOOM the early years wad.png [View same] [iqdb] [saucenao] [google]

>> No.4011053


You're gonna love this...

I might try to complete Doom2 with this or something someday...

>> No.4011065

I forgot to mention the necessity of Community chest 4 textures.

>> No.4011071
File: 3 KB, 102x102, 1993625.jpg [View same] [iqdb] [saucenao] [google]

>super shot gun gunner

>> No.4011123

QuakeC is unique to Quake, Q2 and GoldSrc all used .dll files.

>> No.4011169

I'm on the D4D forum page.... which one of these links is the version I want to download?

>> No.4011171

waterlab is out-spooking me
i have all these guns yet i don't feel all too complacent or safe

>> No.4011174
File: 2.81 MB, 720x360, why the fuck does a crab represent triple fire anyway.webm [View same] [iqdb] [saucenao] [google]

This was a good idea

>> No.4011178

you need Resources, and you can either grab the stable Alpha download or go for the latest version with the bleeding edge option, think of it like the GZDoom SVN vs. stable build option.

>> No.4011197

ahh I see

>> No.4011219


>> No.4011223

someone killed kegan and took his project over

>> No.4011229

I should spawn an archvile instead just to confuse you.

>> No.4011246


>> No.4011259

This for Dreadnaught?

>> No.4011269

Nah, this is another Metroid-y mod. More NES based with a lot of bullshit arcade mechanics pulled out of my ass, like being able to throw bombs and turning the screw attack into both a flying jump of death along with an extremely powerful spread gun.

>> No.4011278

this one always gets me

>> No.4011337
File: 270 KB, 1616x938, ss+(2017-05-21+at+07.57.21).png [View same] [iqdb] [saucenao] [google]

Finished Go 2 It with saves. I'm a scrublord.

Honestly Go 2 It gives you just about everything you need to beat it, so while I don't think it's super hard, I'm bad at Cyberdemons.

>> No.4011338

...Why is there a sex ad in there?
...Or a gay/lesbian network ad?

>> No.4011341

is there? i guess with adblock off i only see the fake ads like the gateway pc one

>> No.4011350

Guys what are good maps based on real architecture, like cities (urban or suburban) or "myhouse.wad" or a combination of both.
Someone put a list not long ago, but I can't find the thread again.

>> No.4011356

That sounds awesome.

>> No.4011361

Bloody Steel

>> No.4011371

Russians seem to have a bit of a boner for real-looking architecture.
That's cool, but why Russians of all people?

>> No.4011372

Are you being racist?

>> No.4011375

no silly, russians are white too!

>> No.4011383 [DELETED] 
File: 94 KB, 422x408, 2b4.jpg [View same] [iqdb] [saucenao] [google]

Is it true the BloodGDX port runs at shit framerate at high res, just like Blood does on DOSBox? I won't be able to play it for some time so somebody pls tell me what the deal is.

if it's true though what's the point of the port?

>> No.4011384

No? I said it was cool. I am just wondering why they seem to do the most realistic-styled mapping out of all Doom communities. Any comrade can clarify?

>> No.4011386

>runs right by the security guard talking to you

>> No.4011395

>just like Blood does on DOSBox
Is Blood running badly in Dosbox a common thing? I hear it all the time but it runs great for me, even at higher resolutions, so I'm wondering what's defined as a shit framerate.

>> No.4011401

Played a bit of BloodGDX with Death Wish at 1600x900, and it seemed fine to me.

>> No.4011408 [DELETED] 

It runs at 1000+ fps if you don't use frame limiter.

>> No.4011410
File: 628 KB, 320x240, big boner.gif [View same] [iqdb] [saucenao] [google]

when can this be an animation for revenants when they kill you?

>> No.4011412

yeah I'm looking at some vids of it on youtube, it looks like he's done a really great job for the most part. it's too bad there's no voxels and there are some other small inaccuracies but whatever, looks like a very nice port. hats off to the guy.

wish I could play it right now, I envy you. wont be able to play it for a good while.

>> No.4011414

> when is X going to be in doom?
when someone makes the sprites

>> No.4011416
File: 257 KB, 640x360, GarciaHotspur5.jpg [View same] [iqdb] [saucenao] [google]

enlarge your johnson

>> No.4011417

how do I hack into the GZDoom devs' computers and erase all code relating to filtering?

>> No.4011419

Why haven't Nesfag showed up yet to shit on Bloodgdx? I'm actually really interested in his critic. He does seem to know a lot about Blood so it could help fixing some problems with the "port".

>> No.4011420
File: 504 KB, 1904x1004, q2doom.png [View same] [iqdb] [saucenao] [google]

>> No.4011427

quit crossposting

>> No.4011445
File: 1.01 MB, 1920x1080, quake012.jpg [View same] [iqdb] [saucenao] [google]

i will crosspost whatever i want and there's nothing you can do to stop me

>> No.4011449

"watcha thinkin about?"

>> No.4011450
File: 82 KB, 1229x768, 1279563835186.jpg [View same] [iqdb] [saucenao] [google]

I can't belive ranger is drop HUUH sexy

>> No.4011451

I'm a major Blood autist (I hate BloodCM and I wasn't looking forward to Kaiser's imitation). I can tell you just from youtube inspection that it looks really great. Like I said, it does suck that it doesn't have voxels and there are undoubtedly small inaccuracies here and there but for the most they're probably trivial. From what I've seen this can be construed as a legit source port. According to the creator it's mostly based off of Blood 1.0, but he changed the differences he found between versions 1.0 and 1.21. I can immediately see that he definitely has changed some for sure. For example, ones of the tests for me was to see if the flare gun would cause cultists to flinch upon contact like they did in Blood 1.0, but didn't for the later Plasma Pak version. Thankfully they indeed don't flinch in BloodGDX, so he definitely took some time to update the differences.

Here are some other nitpicks I found from somebody else's youtube, but he also said he was overall happy with the port: https://www.youtube.com/watch?v=qwlK4Y7nbMU

I don't know what NESfag will say, but I'd assume he'd also be happy with it for the most part. I know he'll dislike the 'pop-out' effect of the sprites due to view warping. He bitched about that stuff in the eduke and shadow warrior ports so that will probably piss him off here too. I'm not too fussed about that personally.

Of course I still have to play it, but as of now it looks like a real gift to Blood fans to me. Best thing we could have gotten apart from a full blown real source code release.

>> No.4011454

probably the only other decent person in that thread since you're here

>> No.4011457

Btw you don't have to be an autist to hate BloodCM, you just have to be someone that can easily tell a cheap knock-off when he sees one.

>> No.4011463

Or at least have it off by default.

Seriously, why is it on by default?
It looks like shit.

>> No.4011468

>filtering will always be on by default
>movement will always be set to arrow keys by default
>forward movement with mouse will always be set to on by default

why live

>> No.4011485

>it's mostly based off of Blood 1.0
That's what's bothering me. While some differences are obvious and have been fixed already, who knows what small and subtle changes were done between 1.0 and 1.21. Chagelog doesn't show all the fixes.
Also, do you know what was chaged between 1.11 and 1.21? Can't find any info on that.

>> No.4011493

i know for one the innocents say their "PLEASE DON'T HURT ME" line that ive never ever heard in 1.21 aside from maps reusing the sound asset, and i wanna say more enemies have pitch variations than i remember, that and possibly some cultist lines are different?

>> No.4011496

What are some good Megawads without Death Exits?

>> No.4011506

Filtering's on by default in any other 3d application (both back then and now) plus it lets you know on first glance that it's in opengl mode aside from lighting and sprite clipping which are harder to notice.

>> No.4011508

>on by default in other 3d apps
even worse
>lets you know first glance its in opengl mode
not good enough

>> No.4011514

why couldn't i just neck myself. i bet the ravagers had something to do with this.

>> No.4011521

i hope is not another monkey's paw curse

>> No.4011525
File: 150 KB, 1600x1200, westwood_logo_remake.png [View same] [iqdb] [saucenao] [google]

Is always monkey paw.

>> No.4011551

I think 1.11 coincided near Blood Plasma Pak's release and 1.21 was near One Unit Whole Blood's to include Cryptic Passage. Couldn't tell you what differences they had though.

I can see from just visual inspection that GDXBlood no longer has flare gun that makes cultist flinch. Also things like Caleb's hand sprite doesn't sway from side to side as fast as it did in 1.0 (in 1.0 it was more exaggerated, more like it is Doom). Caleb's movement speed was also faster in 1.0 and again it seems to be correct to 1.21 in GDX. Obviously shit like new tesla cultists and those plants, beast bosses etc were added for Plasma Pak. I think the Life Leach and Voodoo Doll also had different gameplay behaviour in 1.0 vs 1.10. Voodoo Doll's secondary fire did not completely exhaust the ammo and Life Leach used to increase your health while hurting enemies. I'd bet he's gotten these down if he's gotten stuff like the flare gun and hand sway speed correct.

I wouldn't really worry too much about gameplay differences between these versions. At most they'd be very minor. The real differences between them would be bug fixes and shit like that. I do hope however that Caleb's movement is correct to 1.21 as it's what I'm used to. It's difficult to tell just from the youtube videos but it does look like his velocity is the same to latest version and not how it was in 1.0.

Other minor differences his version might have may be in relation to lighting/shading and shit like that. Hope he gets it down, as obviously Blood is a very atmospheric game. I also hope he'll be able to put voxels in some day.

>> No.4011558 [DELETED] 

*Huh, Caleb's movement in gdx does actually look to be a little faster like it was in 1.0. Idk it's difficult to tell, will have to wait until I play it.

>> No.4011565

Thanks, I'll let him know.

The problems with the lighting are mostly related to the opengl renderer. He used eduke32's polymost which also looks like washed out shit in Duke. It should be fixed later by using either eduke's polymer or gzdoom's renderer.

>> No.4011575

Isn't eDuke's Polymost is the same as software down to the same perspective warp?

>> No.4011583

It's not. It's an opengl rendered so it doesn't fuck up perspective like software renderer does, but the lighting and the colors are completely off.

>> No.4011603
File: 70 KB, 1001x548, drpyspy_is_awesome.jpg [View same] [iqdb] [saucenao] [google]


>> No.4011604
File: 15 KB, 640x400, Yp3h6Ie.png [View same] [iqdb] [saucenao] [google]

Shadow Warrior Classic has been updated with even MORE prototypes, dating back to 1994.

>> No.4011607


But what about the prototype on the Wolf 3D engine? :^)

>> No.4011610
File: 2.98 MB, 640x480, 1467891756767.webm [View same] [iqdb] [saucenao] [google]

I really hope he gets Caleb's movement down. Since it's based on actual code (right?) he probably will. Caleb is agile af, light on his feet and jumps high and far, can go from prone to full speed jump in any direction. It has a very smooth and easily nimble/effortless feel to it, yet still has a nice sense of momentum, no matter what position you're transitioning from and going to (standing, running, prone, moving while prone, jumping, etc). It's kind of hard to explain but I love the feel of the elastic movement in Blood.

>> No.4011615

*and it's all very precise at the same time.

>> No.4011618

He said, that Caleb's speed is the same in both 1.0 and 1.21. It just feels faster in gdx because of the higher frame rates.
Are you sure there were any differences?

>> No.4011625

I don't know man, like I said I can only watch youtube vids and it's hard to tell, can't play it for myself (that's why I deleted the post where I thought GDX might be faster because watching it again in another vid it looked fine).

I remember a few years back I downloaded Blood from Abandonia and it was v1.00. To me the movement felt faster in that, but maybe I was just imagining, I could well be incorrect. If it's the same then that's great and there's nothing to fret at all about Caleb's movement.

>> No.4011626

Christ, I hate Interceptor so fucking much for not releasing old Duke's betas when they had a chance. Now they are gone forever. Greedy bastards.

>> No.4011630

Btw tell him thanks for his hard work because the port is looking good and I'm grateful for it :)

>> No.4011634

Who are you quoting?

>> No.4011636

>Now they are gone forever.
Well, maybe there'll be a chance when pitchfork will die and somebody else will get the rights. Like Devolver.

>> No.4011639

I haven't played original much, but in BloodGDX movement is very fast, smooth, and precise for my tastes.

>> No.4011641

>mouse look isn't default
cut my life into pieces

>> No.4011646

The files may not be released publicly any time soon, but they are preserved and safe and not trapped on rotting hard disks and CD-Rs with no clear organisational system anymore. The wound may not have been fully treated, but the bloodflow has been stemmed.

Permissions are currently being sought for some other, non-Duke stuff. Hopefully nice things happen.

>> No.4011654


It's crazy how much shit got thrown out of the window. There were a lot of neat sprites in these betas, and some of those levels look alright.

I noticed one of them begins with a plane crash like that unreleased sunstorm expansion.

>> No.4011656

>I noticed one of them begins with a plane crash
Isn't that one of the release levels?

>> No.4011658


Maybe you're right, I thought it was one of the sunstorm levels but I havent played SW in a long time.

>> No.4011664

Just FYI it's Level 13, "Unfriendly Skies"

>> No.4011674

Can you ask him why he can't put voxels in? What's the deal?

>> No.4011676

Kinsie, stop, i can't handle my boner

>> No.4011682

Anyone? I don't mind it in Vanilla Doom, but it's a pain if I'm playing something like D4T, and I lose all my progression.
I'd even be fine with it if I only kept my weapon upgrades and completion bonuses, but sadly they get wiped.

>> No.4011695

yeah, he should definitely release the code. open source on these kind of projects is always better as obviously you get virtually unlimited manpower. loads of nerds could then be working on it at the same time, improving it and having it as bug-free as possible. I really hope he decides to release it.

>> No.4011702

changemap lets you move to another map without losing progression

because death exits aren't the only way to create episodes

>> No.4011717

Universal patch that would change death exits to map changers would be nice.

>> No.4011718

Can i run BloodGDX on Ubuntu? It is a Java application, so i probably can?

>> No.4011720

Just be sure to use launch command from .bat file

>> No.4011724

Reminder: You can't be racist against Russians.
Racism does not exist in russia.

>> No.4011725

Thanks, will try that at home.
I sure expect MIDI problems though.

>> No.4011728

>Racism does not exist in russia
It does.
t. member of the Russian marches for several years.

>> No.4011729

How would that work? You'd have to go in and change it for every mapset individually, wouldn't you?
Would be easier just to modify the mod to keep stuff on death exit.

>> No.4011734

They want to kill each other, but have no guns, so they make their cities in games instead. That's why they love gta and postal too.

>> No.4011738

Which actually, I might just do. Is there a simple way to make it so an Inventory item is kept on a death exit? Undroppable is already on some of the upgrades, so I doubt that's it.

>> No.4011743

How can you even separate death exit from usual exit? It's not like player enters 'fakedeath' state

>> No.4011746

I just want the early versions of Prey to get released but Bethesda put the brakes on that ages back. Maybe they'll get leaked one day, assuming they haven't been destroyed already.

>> No.4011747

Hey Kinsie, where does the second attack of the Spiderdemon come from?

>> No.4011748
File: 476 KB, 800x800, 1424921630222.jpg [View same] [iqdb] [saucenao] [google]

>gunslinger will never be finished

>> No.4011752

How can I get good at killing Shamblers? Their lightning charge fucks me up every time.

>> No.4011756

Try to take cover if you can

>> No.4011778

nailguns i think

>> No.4011781

Don't use explosives, they take half the normal amount of damage from them. Use the Thunderbolt if you have it, and the Super Nailgun if you don't.

>> No.4011786

Yeah slade is the way to go now, no idea about sprite editing though never done any.

>> No.4011796

Super Nailgun/Thunderbolt
Dash in to melee range to bait swipes instead of dealing with lightning

>> No.4011809


>> No.4011810

Recently got into Blood again and tried out bmouse. It worked pretty well but thought the vertical aim was a bit stiff so I had a go at the same source and made something that feels quite nice actually. If anyone wants I could post a patch or something.

>> No.4011817


>> No.4011821

Shamblers are the archviles of quake.

>> No.4011826

Man, Blood is getting a ton of attention lately. I like that

You should post it just in case, for people who don't feel like using BloodGDX

>> No.4011842

you can fix vert. aim by simply editing the axis sensitivity like the readme tells you to.

>> No.4011854
File: 78 KB, 640x628, 1493856808098.jpg [View same] [iqdb] [saucenao] [google]

>Gameplay modifications that only work with some super extraordinaire beta-alpha build of a sourceport

>> No.4011862

It's funny and gritty without becoming edgy.

>> No.4011910

Kinsie, where do the Spiderdemon's attacks come from?
One seemed to be based on NuDoom, but that second one seems rather original.

>> No.4011915

Should I got with ZDoom or GZDoom for my first playthrough of the game?

>> No.4011926

ZDoom is dead
GZDoom can run in software renderer

>> No.4011931

Either way you go, just keep in mind that free look and jumping weren't a thing for the original games. The former won't break maps so much, but the latter can.

>> No.4011940
File: 1.90 MB, 320x320, kermit suicide.gif [View same] [iqdb] [saucenao] [google]

>last one alive in a survival server
>20 people spectating your every move
>fuck up and die embarassingly

>> No.4011952

They're nowhere near as annoying as Archviles, but I agree.

>> No.4011957

>feel bad about using free look in Doom
>use it anyway
Every time. About the only time I won't use it is in the original two IWADs

>> No.4011970

I actually hate vores worse, but...

Spawn are truly the horrors of Quake. Even map makers use them only sparingly due to how horrible they are.

>> No.4011971

>version of the port not included

>> No.4011997

Literally entirely wrong, Doom has numerous secrets which are more than just a camouflaged door, and the third secret map in the first game is designed to only be accessible by using the explosion of a rocket to propel yourself into the secret exit.

>> No.4012014

>version of the port included but it's a windows binary

>> No.4012019

although, good thing you don't actually have to do that to get into it. they didn't know about straferunning when they released the game.

oh and the iwad maps with the best secrets are e1m7 and map15

>> No.4012024


>> No.4012080

>Can you ask him why he can't put voxels in? What's the deal?
It's not the highest priority right now. To support voxels, he'll need to add support for md2/md3 models, and there are more important things right now.

>> No.4012090
File: 8 KB, 158x180, thepostingistoomuch.gif [View same] [iqdb] [saucenao] [google]


>> No.4012093

Has he fixed the bug where easy makes you take more damage and hard makes you take less damage?

>> No.4012097

Should have been more specific, rocketjumping in Quake wasn't a thing yet. Explosive force was known- one of the secret exits requires the player to lodge a grenade into a hole in the floor, then jump over it to reach a teleporter- but rocketjumping wasn't recognized until after the game's release when someone did it in deathmatch and everyone shat bricks. Q2 added secrets for it- "You crazy rocket-jumpers!," etc- but in Q1 you can skip truly massive parts of levels with a single rocket jump or two because they didn't expect the player to be able to move like that.

>> No.4012101

Can you explain?

>> No.4012108

There's a bug in the original game, what's supposed to be the case is that the higher the difficulty setting, the more damage you take, however it's the opposite, so the lower the difficulty setting, the more damage you take, which is probably one of the things which has contributed to the notion that Blood is a harder game than others (not that it ever played softball with players, mind you).

It's something they never fixed.

>> No.4012110

can anybody recommend me a good HD sprites pack?

>> No.4012113

There isn't one.

>> No.4012115

because HD sprites suck

>> No.4012119

>a good HD sprites pack


>> No.4012123

How does one play vanilla Doom under Win98 with a CD playing in the background? Either Doom mutes CD playback somehow, or shows an error message "the Windows Sound System is in use by another application".

>> No.4012145
File: 377 KB, 774x716, 1493554138358.gif [View same] [iqdb] [saucenao] [google]

>BFG is actually a shotgun

>> No.4012158

It's been fixed. There is still a bug with enemies' HP resetting after loading. Should be fixed later.
We are also not sure if we should fix gargoyles not attacking you while you're crouching and a burning guy. The first one become an integral part of the strategy (even though it's just a plain cheating) and I can see why some people wouldn't want it to be fixed (leave an option to re-enable it in the settings perhaps?) and the second one is just funny.

>> No.4012164

Nobody knows how to have Doom sound effects with another audio source playing in the background simultaneously?

>> No.4012167

it is
in a way

>> No.4012182

I'd fix the gargoyle crouch exploit for sure, and just to appease people have the option to disable it if they don't want it.

Personally I'd leave burning man glitch in just because it's funny. You can dynamite the poor bastard anyway and put him out of his misery that way.

>> No.4012194
File: 482 KB, 806x625, Screenshot 2017-05-22 11.47.47.png [View same] [iqdb] [saucenao] [google]

Oh god, I am not good with computers

>> No.4012198

not sure if doughnut or hemorrhoid cushion

>> No.4012209

M210 just dropped a new version of BloodGDX

More .ini files are now detectable as a user episodes (SOMEWHERE UNDER THE SEA for example)
SSR2.MAP (Rapture) isn't crashing on start
Game doesn't crash in 4K resolution
You don't need bin folder and .bat anymore. Just run .jar file.

Mouse look is still shit, widescreen is still stretched and sound is still bugged.

>> No.4012213
File: 184 KB, 1910x614, Screen Shot 2017-05-22 at 17.51.57.png [View same] [iqdb] [saucenao] [google]

This happens when you reload an area but when you go to the next level it resets and the damage values correct again. However whenever you reload it gets fucked up.

The easiest setting damage values switch to the hardest setting damage values and vice versa when you reload an area. However cultist accuracy and all the rest of the difficulty aspects remain constant, so on very easy cultists will remain just as inaccurate as they ever were on that setting (their accuracy is far, far greater on EC). Personally I think Still Kicking will still be an easier playthrough than Extra Crispy because there will be far less enemies to deal with and they're not as accurate. They'll also die much faster as they have less HP and they won't chuck dynamite. Chances are you'll still die and reload a lot less than on EC.

Skills 3&4 are apparently unaffected by this glitch, though I think I remember an anon saying skill 3 was also affected after he did some testing of his own. Idk, my standard difficulty is skill 4 anyway, I have the most fun on that.

>> No.4012215

Does anyone know what maps/mods are shown at 0:02, 0:14, and 1:03?

>> No.4012225

why does it occur?

>> No.4012246


>> No.4012259


Here we go - here's all the art stuff.


>> No.4012270

This what I got so far https://pastebin.com/S3ajZd7r
My theory is that somewhere a division is done on the mouse values with the vertical value divided by a much larger value resulting in a severe loss of precision. There's two values I use to compensate for this that I'm trying to find by manual testing.

Did that, had it on -0.4. If you had also read it you'd find that it describes this very problem in the Issues section. Excellent readme by the way, I wish developers wrote stuff like this more often. All that background and stuff for future work got me motivated to do this actually.

>> No.4012281

this reminds me of an old 16v16 cs1.6 match, where i was left alone against 10 dudes and won.
the tension rising up with every kill i got, the pumping of my heart when i was spraying down the last guy with a third weapon i picked up from someone else, and the cheering of my team by the start of the next round... priceless

>> No.4012291

>leave an option to re-enable it in the settings perhaps?
That's a good idea, having a menu for Compatibility Options like in (G)ZDoom would let you please everyone.

Would also be nice for things like sprites/voxels, and even the health/difficulty bug, since some like it.

>> No.4012297

That pastebin had bad default values which I forgot to update. In case anyone actually tries it use https://pastebin.com/9sPVpsLS

>> No.4012308


>> No.4012346

Nice small fix I guess
I still probably won't play more then a level or two until it gets a bit more polished
Cool to live at a time where I can play the game at a high resolution with a good fps

>> No.4012371


i wonder why he's ignoring these

>> No.4012372


Sort of applicable.

>> No.4012379

did he ban you from his ask box or something

>> No.4012380

shilling my shit again, gzdoom, cchest4 textures required

>> No.4012386

And another small fix. Mouse should be much better now. Diagonals still suck but at least it's not swaying up and down when moved horizontaly anymore.

>> No.4012389


>> No.4012391
File: 74 KB, 1163x627, 1423315830784.jpg [View same] [iqdb] [saucenao] [google]

>Plasmabeam is basically supermissiles
>Beam itself is not used

but why?

If its too powerful, maybe just add a heat meter or a limited capacitor that recharges every 2 minutes?

>> No.4012393

Did that bombshell buildengine prequel thingie majiggie ever come out?

>> No.4012401

If someone ever has the same problem as me with Blood + Dosbox + Sound Canvas VA, I found the solution :


There is a file called blood-genmidi.7z.

It needs to be decompressed in the game folder, then you launch apogee.exe to apply a small patch, and then you apply the midi_fix.ips to SOUNDS.RFF

(If you never applied an IPS fix before, find a program called lunarIPS, it is mostly used for rom hacks)

And now you can enjoy having the correct instruments instead of 10 shades of piano.

>> No.4012408

Still in WIP. Was going to be a one-off thing but they decided to make it more than just a silly preorder bonus of a single episode and a couple of maps, and make it a full game.

>> No.4012409

There's some interesting shit in there.

I like how in some of the unfinished grenade throwing frames you can see the side of a dude's face.

>> No.4012410

Oh that explains why it's still not out

Similar question: How was the new episode in DN3D World Tour, and can I play it in Megaton or eDuke?

>> No.4012412
File: 290 KB, 854x1280, quake-hunter-cosplay-quakecon-2013-dallas-130805-p.jpg [View same] [iqdb] [saucenao] [google]

We should have a demo this year, but besides some screenshots Voidpoint didn't tell a shit

>> No.4012418
File: 62 KB, 536x681, Crowdan Barman.jpg [View same] [iqdb] [saucenao] [google]

Unknown. I didn't play it because Gearbox2k are faggots, and I'm not giving them my money until they suffer for Aliens: Colonial Marines, Bordermemes, Call of Dukey, and Evolve (which was an inside job).


Because it's the work of greedy corporate fucknuggets who only care about money, and not delivering a top-tier game, I'll say No.

>> No.4012427

(wait until he finds out that everyone cares more about getting paid than quality)

(wait until we tell him about team arena)

>> No.4012430

just put on a trip already

>> No.4012432

not like i wanna give them money, that's why im wondering if it can be played on eDuke or megaton instead

>> No.4012435

Which modded or fan made monsters did you have the most fun fighting and what mod did thru feature in?

>> No.4012441

There is a "stopgap" mod, but it doesn't implement the new weapon or enemies. https://forums.duke4.net/topic/8966-wip-world-tour-eduke32-compatibility-stopgap/

>> No.4012453

>"DOOM thread"
>literally no-one has a clue how to run Doom and play and mp3 at the same time without Doom muting the mp3 or not playing its SFX

>> No.4012465

have you tried using a computer, os and source port from this century?

>> No.4012476

I can't stop thinking about that stupid "Caco went to /aco/" pun three threads back.

>> No.4012487

what, was he looking for amputee porn

>> No.4012493

It's a retro PC. Its point is to run DOS or Win9x and vanilla Doom.

>> No.4012497

Maybe, JUST maybe, he's working on something really, really special.
I swear, he's not mad at me or anything right?

>> No.4012505

>no one knows what sort of retarded bullshit you are on, why you are using win98 in the first place, and why you seem unable to perform basic tasks like checking your sound card inputs

>> No.4012509
File: 36 KB, 479x492, 1494385147027.jpg [View same] [iqdb] [saucenao] [google]

I just can't wait till they decide to sell the Duke IP.
in other words i cant wait till pigcops fly

>> No.4012510 [DELETED] 

Suck my dick.

Good. Fucking don't. Because it's sjwbox, they probably have some worthless DRM on it anyway.

Anything that was compatible with megaton is incompatible with world tour. They did the world tour to shit on the community.

>> No.4012515
File: 5 KB, 260x104, Recon_Patrol_Vehicle.png [View same] [iqdb] [saucenao] [google]

You were saying?

>> No.4012523
File: 3 KB, 100x100, photo.jpg [View same] [iqdb] [saucenao] [google]

I don't see no wings on that sum' bitch

>> No.4012524

>why you are using win98 in the first place
What is so hard to understand about "retro PC meant to run retro OSes and vanilla retro software"?

>basic tasks like checking your sound card inputs
What inputs? It's just two programs (Doom.exe and winamp.exe) which somehow have a hard time outputting sound at the same time. There isn't any "soundcard inputs" in the Win98 "multimedia properties", and obviously you can't do anything in the mixer either.

>> No.4012528

>"retro vidya"
>dude is getting mocked for using retro stuff

If you don't have anything useful to say, just fuck off. Retards.

>> No.4012532


>> No.4012536
File: 30 KB, 256x264, cacodemon meme.png [View same] [iqdb] [saucenao] [google]

>Kinsie has an autistic stalker

>> No.4012541
File: 13 KB, 225x360, 1437450582485.jpg [View same] [iqdb] [saucenao] [google]


>> No.4012546

Point is, fuck Gearbox for having the Duke IP.

>> No.4012551

>Import some Q1 models.
>Notice their geometry makes no sense.
>Re-import my old finished model.
>All quads are subdivided into triangles.

At least I figured out why the geometry became so convoluted, but damn, what's otherwise a simple model in now a headache.

>> No.4012556

It's not having the IP that's the problem. It's what they've done with it.
You cannot buy a single thing Duke Nukem anymore besides Forever, their anniversary world tour shit, and the DLC for the Bulletstorm re-release (yes, it isn't inherent to the game, it was pre-order DLC that's $5 now). Manhattan Project? Gone. Duke Nukem 1 and 2? Nowhere to be sold anymore. 3D Realms can't even sell Duke Nukem 3D in its original form on GOG anymore.

Gearbox didn't just jack the franchise, they stabbed everyone else and especially 3D Realms in the kneecaps and ran off with it.

>> No.4012558

I-I just wanted to learn more about his mod and give him some ideas.. that was all i wanted, i'm sorry.

>> No.4012559

been playing quake 1, love it. are quake TF, quake 2, or quake 3 online still active at all?

>> No.4012564

Good point. I feel like Gearbox did that so they could have Duke's legacy and claim that they're the "epic company with the epic duke nukem bubl gum ass chew," which is ironic seeing how they were the ones who basically run ol' duke into the ground.

>> No.4012565

Q3 can be, QuakeTF I hear is active on Sundays in North America. I have no clue about Q2, but my gut says no.

It'd be kind of nice to play Quake TF (Or even TFC) on occasion with doomthread.

>> No.4012582
File: 6 KB, 56x50, right there.png [View same] [iqdb] [saucenao] [google]


>> No.4012590
File: 1.04 MB, 1280x1024, Screenshot_Doom_20170522_140801.png [View same] [iqdb] [saucenao] [google]

I like the little 'hop' that the trites do, and so stuffed them inside of the mouths on the right here, and ontop of the boxes.

They have a webbed state too which drops them down from the ceiling in a cool way, but I don't think I'm using it properly.

Honestly, most of the enemys I put into my most recent map are because I had fun playing against them.

Hungries and the chaingun demon are a call to Doom RLA.

>> No.4012591

oh yeah TFC, is that active as well?

>> No.4012593

What's with the mouths in the walls?

>> No.4012598

I can usually find one or two servers with players on them if I look long enough.

>> No.4012608

i'm kinda like that with term, except i don't really make myself known, so i guess i'm just a regular stalker

>> No.4012626

It's hillarious, please don't stop.

>> No.4012630

No, i've done enough.

>> No.4012636

I don't recall super missiles having a pierce effect in any Metroid game I ever played, and what do you mean "beam itself is not used"

>> No.4012639

i'm just bantsing you m8, don't worry

>> No.4012642

But i done have ONE thing to say about whether or not Kinise is still interesting on adding the fucking magic heart: Considering the Soul-Cube worked very differently from its original form, while certain items/weapons can stun enemies, Kinsie could make that piece of shit a literal stun bomb that could stun certain foes, because it might as well be better than adding something that could break the sound, just saying.

>> No.4012646

I mean it doesn't upgrade the regular beam. From that webm it seems the upgrade tree goes up to full auto wavebeam and stops there, with plasma reserved only for missile being piercing.

I guess I'm just used to most metroid games having plasma always as an upgrade to the main beam weapon.

>> No.4012649

Actually the wave beam is the altfire for the beam mode, long and ice stack to primary fire. Ice, wave, and plasma have their own ammo supplies too.

>> No.4012663

i'm not kinsie, but honestly, don't stop

feedback is pretty fucking vital for creators, even if it seems bordering on autistic or persistent, because we can't develop in a vacuum
if nobody got weird about my maps, then i wouldn't be able to improve as a mapper

and in regards to autism, if you have a name in the community, you've got someone picking on your ass about stuff
kegan has the "combined_arms sucks" guy, terminus has the "metroid dreadnought is unfinished" guy, and weasel has an innumerable amount of "every ban from zdf is his fault because there are no other admins/mods" guys

>> No.4012676
File: 831 KB, 225x144, 1353772789335.gif [View same] [iqdb] [saucenao] [google]

Ohhh.. no wait hold on... actually now I'm even more confused lol.

>wave beam is altfire for beam mode
>wave has its own ammo supply
>ice stacks with primary fire, but ice also has ammo supply
Assuming wave goes through walls, but does not pierce enemies, does that mean its like a limited extra autofire ability? Like a beam power booster for tense situations?

Also are all beams beside the basic one not infinite ammo by default?

>> No.4012678
File: 11 KB, 640x521, hats.png [View same] [iqdb] [saucenao] [google]

as assmad as that guy is about Combined_Arms, I really hope that when I get around to updating it that there's a weaponset there that makes him happy. Seriously. I plan on revisiting this mod after I finish up Space Hunter and get that big ass GMOTA update out, and I kinda want to add some monsters to Combined_Arms too.
have some doodles that an 8 year old could probably do better for weaponset ideas and cosmetic changes that'll go with them

>> No.4012681

I think my obsession with MetaDoom had to do with the idea of it, because the mod just has an interesting idea, that i don't think was seen being executed anywhere else, at least that i know of.
Even with some flaws and questionable choices, it's interesting to think it exists and i feel bad for its lack of popularity, because it felt like something a lot of Doom fans could go hyped about it.

And yeah, Kinsie, did mentioned the importance of feedback, so i guess, in some way i matter, even if it's just for laughs.

>> No.4012691

Man I always wind up confusing the hell out of people with the weird shit I do. Wave doesn't go through walls, sadly. I wasn't about to try to figure out how to make a projectile clip through walls and hit monsters and make sure it doesn't completely break maps, and yes, wave beam has an autofire that's really fast, everything else has autofire but it's slower.

and yeah, if you manage to run out of ice ammo you'll switch back to the default long beam/short beam.

>> No.4012693

is it time for bomberguy

>> No.4012695

yeah. the starting weapon for that class is gonna be a pink bomb glove, and you'll be able to hold the fire button to wind up a big throw and lob like 5 bombs at a time, just like in Bomberman hero.

>> No.4012709

Quake 2 probably has the most tight knit and active community out of the three games and QuakeWorld is a ghost town compared to Q2 thanks to Tastyspleen.

>> No.4012715

Good .wads for MoonMan mod?

>> No.4012717

So I downloaded Arcane Dimensions for Quake, and there were some pretty great maps in it, but when I came across Horde of Zendar, I was truly impressed. Are there any other maps that show off such detail in architecture?

>> No.4012718

>wave would break map if it could go through walls
oh fuck I didn't think of that, good point.

The further explanation clarified everything, I now get it. I think its actually smart, since this is doom after all, so it makes sense to take into account the quirks and rules of doom when trying to adopt another game on to it.

>> No.4012720

Also Quake 3 is decently active if you play defrag or CPMA but bots inflate the player count wildly from what it actually is.

>> No.4012726

That was the worst thing about TFC, it's about 95% bots. You really have to look through servers to find actual players, but they do exist.

>> No.4012730

They've got imp heads and trites in them, and the trites tend to actually launch themselves out of the holes because they can't step down off them. Thought it would be an amusing way to catch the player off-guard.

>> No.4012731

>and i feel bad for its lack of popularity

I never understood this complaint/pseudo-joke.
MetaDoom has about 80 pages of comments on ZDF. It got covered by Doom Mod Madness. A quick glance at YouTube reveals a bunch of videos of people playing the game.
I think Kinsie has been slightly spoiled by the explosive reception Reelism got. A lot of gameplay mods would kill for the amount of playtime MetaDoom's gotten.

>> No.4012734

im sick of having to look for shitty workarounds because zscript doesn't allow to do anything that is remotely outside of the box

>> No.4012742

It's time then. Learn to program.

>> No.4012759


Although it replaces all the Nazis with Shreks, making it incredibly hard.

>> No.4012762

Is Blade of Agony any good? I never got to check it out

>> No.4012763

thanks guys. ive been on the retro fps binge since i fixed my PC. lastly, does anyone know if tribes 2 is still active? not sure if this is the right thread for this.

>> No.4012770


It's a typical Tormentor production, with all of the good and bad that entails.

>> No.4012771

it's a tormentor thing
expect really high production quality and really questionable gameplay

>> No.4012772

well thanks for the vote of confidence, because yeah that was priority one when I started this: Make it work around Doom's one quirks and features, the last time I tried to go against Doom's rules was with early versions of GMOTA and I was never happy with it

>> No.4012778

Tribes 2 is unfortunately pretty dead. Last time I played there were only 2 or 3 guys on a server. Some of us at /arena/ are planning on doing retro arena FPS nights with QuakeWorld possibly being next sunday so keep an eye out for that and I'll try to remember to post about it here.

>> No.4012781

fuck. thats unfortunate. im assuming tribes 1 suffered the same fate? is arena on /vg? i hope you guys post i'd love to join

>> No.4012837

Quake 3 is still somewhat active. Quake Live is more active and is essentially Quake 3 with better graphics and netcoding, but no blood and gore.

>> No.4012840

You can get a mod for QL that brings back blood and gore.

>> No.4012850
File: 945 KB, 1920x1080, Screenshot_Doom_20170522_170631.png [View same] [iqdb] [saucenao] [google]

>> No.4012863

Oh my. Is that a remake of the Gantlet?

>> No.4012870


Everyone who wants to play QL should get this mod.

>> No.4012871
File: 1.06 MB, 1920x1080, Screenshot_Doom_20170519_084721.png [View same] [iqdb] [saucenao] [google]

Yep, from Hell on the Earth Remastered. It's a fancification of all 32 D2 maps. It's not perfect, some tweaks and added secrets are a bit weird, but it's pretty nice and uses dynamic lights a lot.

>> No.4012913
File: 156 KB, 1440x900, Screenshot_Chex_20170522_152712.png [View same] [iqdb] [saucenao] [google]

>> No.4012926

>Chex goes postal

>> No.4012928

It's retro videogames but most of us use modern computers to run it.

>> No.4012929

hey wait a sec, that looks like the Retro Shader
though to be honest I wouldn't mind a way to simulate old pixelated goodness for some messing around that works

>> No.4012930

I kinda liked Hell on Earth Starter's Belphagor fights

>> No.4012935

yeah ive been dorking around with it a bit lately

>> No.4012939

>instead of just running at a low resolution, let's run at a higher resolution and then use a shader to lower the resolution

>outputting at lower res makes the monitor upscale and filter it

>> No.4012957
File: 952 KB, 907x830, confused pinapple.png [View same] [iqdb] [saucenao] [google]

>Get SWP for Shadow Warrior
>Sound is choppy as fuck, can't find an obvious fix

Fucking what do

>> No.4012958

Why did people hate tribes vengeance so much? Last I hear it was the grappling hook and the speed; but from what I played, it's actually EASIER to go faster in vengeance (hard pressed to find a moment you're not going 200 sanics easy) and the grappling hook was hated for adding too much mobility; which in a tribes game is OBSCENE considering it is ABOUT mobility.

>> No.4012959

that's true of every non-cutting-edge game engine. You gotta triangulate yourself or just deal with it.

>> No.4012978

Yeah, I can't use Retroshader without noticing all the awkward averaging between pixels creating colours that aren't there.

That and Retroshader doesn't work anymore with latest GZDoom.

>> No.4012985

no clue dude i just heard tribes 1 & 2 were good options after tribes ascend died, but apparently not anymore

>> No.4012986

What am I looking at here?

>> No.4012990

Because if you use opengl shading it doesn't look like software anymore. Retro shader gets closer to that. Let's you look up and down with crunchy pixels and rendering.

It's not perfect, but I think it's fun.

>> No.4012996

Pretty neat, I'll check this out later.

>> No.4012997

strict no fun policy in this general

>> No.4013002

>looking through the SW alpha rips
>complete sprite sets of enemies never even seen before
>viewmodels that haven't been edited yet, literally just some guy in a ninja suit complete with his face in a few frames
>someone casually sneaked in some JAV pictures
This is cool shit, a shame I can't appreciate it more since I was never too big on shadow warrior, but this is probably a godsend to the true fans. Companies should do this more.

>> No.4013006

They neutered the rest of the games mechanics lile all the checks and balances with bases and base defense and only kept skiing. Kind of like with Tribes Ascend all they took from T1 and T2 was skiing, spin fusors, and jetpacks.

>> No.4013014
File: 151 KB, 1440x900, rsaveraging.png [View same] [iqdb] [saucenao] [google]

>crunchy pixels
It fucks things up with averaging out pixels and muddying textures.

>> No.4013017


Okay, what about Renegade? Last I heard that was a pretty okay FPS translation of C&C

>> No.4013020
File: 941 KB, 1280x720, Screenshot_Strife_20170521_024810.png [View same] [iqdb] [saucenao] [google]

/msfixdguy/ here. Still playtesting and adding stuff. One of the things I've given some thought to is fixing the defense powerup. It's time limited, and in Strife, it often shows up in places where it's not useful, thus often wears out before you go back to a combat area. So what I've been thinking is the following: When you first pick it up; it has an infinite duration... until you first get hit. Then it's reset to the standard duration. That way, you can get the most out of it, no matter where you find it, without making it more powerful than it already is.

Also working on the Acolytes in Strife. Unlike Doom monsters, Acolytes don't attack you unless the alarms have already been set off, or you fired a weapon. A lot of times they're far too easy to kill... but then at other times, they can turn a map into an absolute dick-first meat grinder, like pic related..

>> No.4013069

Gee, you don't say? And they NEVER stop spawning in some areas, if the alarm goes off.

>> No.4013071

Did you try regular windows CD player?
I recall Winamp having this weird thing when playing CD, I don't know how it was called or what it involved exactly, but basically you could play CDs even if you didn't connect the CD drive to the soundcard with that cable, whereas the regular way involved whatever player sending instructions and whatnot to the CD drive to "play" through the soundcard.
I also recall some mixer conflict when playing audio from DOS based stuff and windows stuff at the same time, but CD playing should be okay.

Sorry, it's been a while since I used 98.
Why not boot to "real" DOS and use a DOS-based CD player anyways, that would be more "authentic" if that's what you're after.

>> No.4013085
File: 1.87 MB, 755x648, Goodnight Doom 3.png [View same] [iqdb] [saucenao] [google]

Not sure if anyone cares, but I updated my edit to have more Doom in it.

>> No.4013092

Actually they're finite in all places, there's just about a hundred or so of them gating in at some levels.

>> No.4013094


...Are you using Paint to edit PNGs?

>> No.4013104

The only time you have to shoot a gun in a town is to fry the forcefield in MAP23 that blocks access to the Factory.

>> No.4013107

I've been editing sprite sheets so I had compression turned off.

>> No.4013127

Strange Aeons is really nice. The maps are creepy and creative, the soundtrack is wonderful and atmospheric, and the basic skeleton hand/staff is a cool weapon.
Shame the combat is standard Doom stuff though. It's a Lovecraftian setting and your blowing away star vampires and dimensional shamblers like they're nothing.

>> No.4013197

Look up other maps by the same author (Simon O Callahanghan, or sock) or just go to Quaddicted and search by highest rating.

>> No.4013216
File: 2 KB, 146x156, huuh .png [View same] [iqdb] [saucenao] [google]

>have a neat idea for a map before going to bed
>too tired to write it down (idea probably came from exhaustion-induced haze)
>wake up
>have absolutely no idea what it was but only remember i had one

mistakes have been made

>> No.4013217
File: 708 KB, 1920x1080, Screenshot_Doom_20170522_200936.png [View same] [iqdb] [saucenao] [google]

Tackling shit like this is one way to shoot your damn nerves. Minutes of empty corridors followed by either stragglers or an entire horde of aliens that mob your ass in seconds. Doesn't help that the dev removed all proper allies as far as i've seen so far, so anyone with a gun now shoots you down.

>> No.4013221
File: 916 KB, 1280x1024, Screenshot_Doom_20170522_141600.png [View same] [iqdb] [saucenao] [google]


im kidding i know what that's like
no rest for the living.

>> No.4013224

I wanna know some good urban maps too, any pointers?

>> No.4013269

Which version of Doom 64 is that and how well does mods run with it?

>> No.4013271

Gearbox makes lots of terrible decisions, they won't be around forever.

Plus Duke would probably be the first to get sold since it's been thoroughly dragged through shit and glass.

>> No.4013273

Doom 64 Retribution technically, but look up Kinsie's Consolation Prize conversions of it and the PSX Doom sets. They're what's mod compatible.

>> No.4013289

Good stuff, anon.

>> No.4013291

Beyond Reality scares me.

>> No.4013293
File: 747 KB, 1364x768, qzdoom 2017-05-23 03-58-51-77.png [View same] [iqdb] [saucenao] [google]

>archvile and revenant hit me at the same time
>fly directly into a megasphere
First time I got that secret legit.

>> No.4013305

Ignoring the e-celeb posters I really liked Beyond Reality. Is the author still working on the sequel?

>> No.4013310

>google it
>PSX Doom without all the other stuff in it
I've actually always wanted to play the PSX levels of Doom with Immoral Conduct, the flares should help a lot with the darkness.

Does it have the PSX version of the Final Doom levelset in it?

>> No.4013318

what are some essential wads about the Waco siege /vr/?


>> No.4013320

How do you make a .wad about what was basically a warcrime taken straight out of the Balkans?

>> No.4013329

New thread.


>> No.4013335

Yes, the only things it lacks are the Lost Levels content.

>> No.4013338


>there are people who genuinely think that the introduction of Decorate worsened the modding scene

>> No.4013369

I thought people hated it because the maps were tiny.

>> No.4013552

Interpolated animations are in vanilla too. It's original engine feature.

>> No.4013607

Play vanilla for software mode

>> No.4014002

When using the standard Windows 98 CD player, Doom will just "wrestle control over the soundcard" away from the player and the CD playback is muted (though still running). In Winamp it depends on how the CD input plugin is configured, and can result either in the same as above, or in Doom displaying the "Windows Sound System is in use by other application" message and CD music still playing, but Doom not playing any sound effects. This affects not only CD playback, but mp3 or any other audio source as well. Btw, I think that Win98 didn't even support digital CD playback (where the audio data is going through the IDE cable in digital form) but only analog playback through the 4 wire cable going from the optical drive to the soundcard.

>> No.4014003

Uh yea? Then put "DOSbox/sourceport on Vista+ OS only, retro PC/vanilla Doom users need not apply" into the OP pasta.

>> No.4014246

99% of any media player can play MIDIs natively, including Windows Media Player, VLC and winamp

>> No.4014315

You tried Chocolate?

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