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

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 814 KB, 2638x3916, what lies beneath.jpg [View same] [iqdb] [saucenao] [google] [report]
4071080 No.4071080 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4065615

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.4071081


-Mapping deadline reached; supposedly one map left

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

=== NEWS ===

[6-20] Anon shares some stuff about ZScript HUDs

[6-19] New Intermission and Evolution of the WAD podcasts

[6-19] Top HP Bars; a small plugin that displays monster health bars

[6-17] Build DOSBox launchers added to the OP

[6-17] BloodGDX 0.768 released; now supports vanilla voxels and cutscenes, other bugfixes

[6-14] Project MSfiX'd v1.0b released

[6-14] Anon updates his Port of Adia recreation, wants feedback

[6-14] Doom: The Golden Souls 1.4 released

[6-14] Doom Hand released; a God Hand-inspired mod

[6-12] Nuclear Barrels released

[6-10] 'All Clear Message' addon now provides link to an Anon edit

[6-9] Rise of the Wool Ball released

=== 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.4071112
File: 206 KB, 800x600, Screenshot_Doom_20170621_014642.png [View same] [iqdb] [saucenao] [google] [report]

It ain't easy being green.

>> No.4071123

What map is this?

>> No.4071229

So I'm brainstorming a mod with a friend to play as a stylized version of Ghost Rider, the idea being that it mixes with elements of the revenant play styles we've seen lately. One angle I'm playing with is being able to shift between revenant based superpowers and human arsenal stuff. One Idea I had though is that its not specifically Doomguy but a named character made for this with their own training and specialties. So I'm trying to see into ideas for name, personality, and looks

Just as an example the human arsinel in terms of D4 style weapons might be
Assault Rifle
Lightning gun
Grenade launcher
Vortex Rifle

Revenant arsinel [most of which are shoulder mounted]
Agitated Fists/Chains/Scythe? [Chains can grapple walls and enemies as alt fire]
Fireball launchers
Launching skull like lost soul [respawns at body after exploding]
Gatling Guns
Hellrazor Parasite gun
Guided Rockets
Mancubus flamers
Cybermancubus Bioplasm cannons
Penance stare

>> No.4071237

Instead of the penance stare, maybe it should be a soul shattering scream.

Also holy fuck this sounds dope

>> No.4071253

glad you like the ideas, open to suggestions on the character name, wanting to treat them as a legit new carrier of the ghost rider mantle.

was also considering a hover bike with hell missiles and spinning saw blades, or a miniature cyber version of the guardian of hell to be more distinguished, or just forgo mounting altogether for the jet back

>> No.4071273
File: 508 KB, 1920x1080, spasm0005.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone else played the Sepulcher map? I'd like to see what other people think of it. I'd also like to know what is the deal with the lich fiend mentioned in the room with the orrery. Is there actually a lich fiend in the map that you can fight?

>> No.4071280

Haven't had a chance to play it just yet but imo Sock is a fucking Quake mapping god. I'm sure it'll be great.

>> No.4071285

D4T makes ancient aliens almost unbearably difficult... Also why can't I use the jukebox from the last thread with aa? It always falls back to the default music which is good but I want the synth.

>> No.4071289



>> No.4071292

>Play Ancient Aliens with D4T
>Since every encounter is pretty much an ambush or monster closet you always lose half of your health in a nanosecond
Also, get Synthdoom and press 'Next Song' button when soundtrack changes.

>> No.4071295

This is the reason I use AA and Valiant as part of my testing whenever I make stuff. They're so just barely balanced in vanilla that any minor changes will make them super easy or more likely so hard they're unplayable.

>> No.4071302

Are you using the jukebox map first?
Try the auto-randomizer plugin: http://jimmy.the-powerhouse.net/WAD/juke_randomizer.pk3

>> No.4071305

I like only about half of sock's work (E2M2 remake, Horde of Zendar, Fallen from Grace, Metal Monstrosity) and I think Sepulcher is his best work yet. As skilled as he already is, I think he is still managing to continue outdoing himself.

>> No.4071373

I'm on >>4070742 E3M24 so far and it hasn't been too difficult, though in some maps it does slow down a lot when you got Imps and Arachnos sniping across the map.

Its possible that you aren't getting lucky with upgrades and items? Its been somewhat consistent pattern for me between episodes (and in Valiant too, though funnily enough I never saw triple rocket upgrade during it) The shield wall has been my favorite item so far, especially for ambushes in tight spaces. Abusing the fuck out of the execution pick ups is pretty important too.

>> No.4071390
File: 480 KB, 1920x1080, spasm0008.png [View same] [iqdb] [saucenao] [google] [report]

These fucking secrets, man.

>> No.4071414
File: 1011 KB, 500x394, 1498014855248.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4071457

I feel like I'm doing something wrong. I hardly ever get upgrades and mods. I went 3 maps in and only got the pistol charge upgrade.

>> No.4071461

Man, Tim Willits maps are quite honestly bleh. E4M5's progression doesnt seem well thought out, and E4M9 literally feels like he made a deathmatch map and then optimised it for single player afterwards. His contributions to the Master Levels are very typical 94/95 era stuff, aswell. Only worse Master levels mapper was Chris Klie.

>> No.4071484

His maps in Quake are much better. Each one typically involves one or two branching routes that loop into the other. If you think of how Doom's E1M1 has the same characteristic, it can be said that his maps in Quake are heavily influenced or dictated by Romero's style.

>> No.4071539


>> No.4071569
File: 2.14 MB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

Had a blast playing it. It's the biggest map for AD so far yet I felt it is the less tedious to play. You can run through the level without getting lost or spend some more time exploring and looking for side-quest and bonus. And you still don't get lost somehow, which is great. As another anon said in the previous thread, each part of the map is distinguishable from one another and it's interestingly layered, making the main course the ground-floor.

Visually stunning.

>> No.4071641

>MetaDoom about to have codex entries
Kinsie, you absolute mad man.

>> No.4071674

One guy still finishing his map.

>> No.4071675

>They're so just barely balanced in vanilla

What makes them only "barely" balanced in vanilla?

>> No.4071676


>> No.4071732

Isn't qump supposed to be relatively new mappers? (Hence the word upstart)

Cut them some slack.

>> No.4071743

Map Jam 9 has been live for a few days, by the way. Contract Revoked/Knave themed. Uses Quoth.


>> No.4071753

Some slack is a thing, but keeping everyone waiting is another. Also deadlines are supposed to be respected.
Imagine how the world would be if everyone was "cut some slack" and delivered goods and services at their own pace.

>> No.4071756

how many people are into the project anyway.

>> No.4071790

The fact that if the monsters get just a little stronger or more aggressive the encounters become excessively hard. In vanilla, much of the gameplay revolves around manipulating monsters' movement with your own and attempting to dodge projectiles you can't yet see since attacks come from all sides.

>> No.4071794

QUMP was never about meeting a deadline, it was about encouraging people to map for quake. Sorry if we're keeping you waiting! Unfortunately quake takes longer to get stuff done for - especially for noobs. And you can't really leave things undone - if it doesn't compile, yer fucked.

I think we have 7 maps done, so should be about 8 in the end.

>> No.4071795
File: 106 KB, 800x946, boxshot[1].jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best platform to play this game on?

>> No.4071825

I don't even play Quake but it feels so lazy to keep a community project waiting for who knows.
And giving mappers time ends up in overdone stuff like kdizd, so it'd be better if they imposed some form of deadline.

>> No.4071827 [DELETED] 
File: 35 KB, 453x500, Did+you+watch+a+bit+before+that+_7ebaf9bd94a0f88aeb4007b694a2d089.jpg [View same] [iqdb] [saucenao] [google] [report]

>dewm babbies

>> No.4071830

Go fucking kill yourself you pathetic waste of life :DD :DDD :DDD :DDD

>> No.4071831 [DELETED] 
File: 127 KB, 1230x283, 1497186710500.png [View same] [iqdb] [saucenao] [google] [report]

Tbh this general is really AIDS and you are all fucking faggots.

>> No.4071834

You have no worth in life :DDDDD :DDDD :DDDDDD

>> No.4071838
File: 303 KB, 1920x1080, 1491977489994.png [View same] [iqdb] [saucenao] [google] [report]

We did have multiple deadlines and targets, but we decided it was more important to help people learn how to map for quake and support them along the way rather than try to release at a set date. Its not a speed mapping contest and we never specified a release date.
It will be ready when it's ready, so either be patient or just forget that QUMP exists and it will be a pleasant surprise when it does come out.

>> No.4071839

I almost forgot to filter "Tbh" and all its mutations today. thanks for reminding me.

>> No.4071841

Sure, but then again, constraints are proven to stimulate creativity and prevent stagnation. I haven't been following the thing closely, but hasn't it been weeks already?

>> No.4071845

>hasn't it been weeks already?
The project started December last year :^)

>> No.4071851

I think it would have been better if it was released when the 5 or 6 maps were done then you just have the remaining mappers release their work as "DLC" like in previous Map Jams. Think about those 5 or 6 guys who have finished their maps, they could have been getting feedback and getting started to work on new maps weeks or months ago. Too late now, I guess.

>> No.4071854

The DLC thing was just a joke because one mapper couldn't make it for retrojam3, then two other mappers made maps for it. It was never intended to be an example to follow.

>> No.4071858

no john, you are the doom babby

>> No.4071865

>they could have been getting feedback and getting started to work on new maps weeks or months ago
A few guy are adding more things and refining their maps, while they are "finished" they're polishing them to higher standards, which is pretty cool. We give everyone feedback through the discord and help them playtest etc. I've also offered to help the last guy finish by doing some of the less-important lighting work so hopefully we can get his map done shortly.

>> No.4071887

Is there any page for Quake with the best / most famous maps HISTORICALLY much like the cacowards thing for Doom?

Is there any page for Quake where everyone shares the ongoing/finished CURRENT projects much like the Doomworld/ZDoom forums for Doom?

>> No.4071898

Quaddicted and func_msgboard?

>> No.4071917


I wish there was something that went year by year showing the most remarkable maps though

>> No.4071918

There's no equivalent to the Cacowards for Quake, because the community is too small for that. The idea has been thrown around a bit but we just don't see enough releases compared to Doom.
func_msgboard is a good place to stop to see ongoing projects.

>> No.4071934

>go on a random doom thread somewhere
>there are shitters who call plutonia a slaugherwad
>go on a random doom thread somewhere else
>there are hipster elitists who say that there's actually no such thing as slaughterwads despite the all the wads whose doomworld topic ops describe themselves as exactly that

>> No.4071941

Plutonia isn't a slaughterwad, it's just a trial-and-error-wad

>> No.4071951

>No quakeowards
soon... ?

>> No.4071956

There's really not enough maps being mad to justify it. Like that anon said the community is really pretty much just what you see on func_msgboard. Lurk there for a bit and you'll see how small it is. There's damn quality stuff being made, but of fairly small quantity.

>> No.4071957


>> No.4071961

Can someone explain to me how to properly implement brightmaps into sprites?
I have made a brightmap for my frame, gave it a name, put it outside SS_START.
My brightmaps definition looks like this

brightmap sprite DIALA0
map DBRIA0

According to the internet, this will be called for the frame in question, overriding any "bright" keyword for that frame.
But I can not see any difference between no brightmap and brightmap. I have hardware rendering turned on.

>> No.4071964
File: 239 KB, 1366x768, Screenshot_Doom_20170621_145902.png [View same] [iqdb] [saucenao] [google] [report]

Hey anons I've got a strange problem. I'm trying to play co-op on Zandronum with D4T and Doom II Reloaded. The problem is that when I die and respawn the HUD disappears. Any idea what could be causing this? It doesn't happen if I play offline with the same co-op game settings.

>> No.4071975

Nah, it's perfectly manageable.

>> No.4071976

Okay, I'm a retard, problem solved.
The sprite the brightmap was applied to was already so bright it couldn't get much brighter

>> No.4071979

>it's just a trial-and-error-wad

Its not even that. Its just a wad that has high demands for skill and experience.

>> No.4071990
File: 200 KB, 368x540, raincoat.png [View same] [iqdb] [saucenao] [google] [report]

>ackshually, Sunder isn't REALLY slaughter

>> No.4071991
File: 291 KB, 1280x1600, gitgudscrub.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4071992

Try to contact DBThanos on his D4T thread on ZDoom forums.

>> No.4072001

I would've thought being "barely" balanced around vanilla would mean that even in vanilla rules, you have to play in a very specific unconventional way thats independent from basic skill for it to even work. Something like Doom 2 Reloaded map18.

>> No.4072002

Greetings, citizens!

I present you the lawgiver I made. It has five different fire modes with four different kinds of ammo.
The code is absolute shite and the sprites also don't look that great, but I am a noob modder, so please bear with me.
I have posted a first proof of concept in another thread and now it has SOUNDS! Self-recorded with my laptop.
Judge shout is the alt-fire function. It has a chance of freezing weak enemies for a short amount of time and subsequently reduce their speed and accuracy as well as frightening them.


Known issues right now are:
- Each mode has its own weapon icon in alternate HUD
- When one ammo type is depleted, it automatically switches to rapid fire
- It doesn't remember modes when switching weapons


>> No.4072021

Is there some kind of getting started guide for ZScript?

>> No.4072031 [DELETED] 

to solve the remembering firemodes issue make a dummy inventory item like:

actor lawgiver_firemode : inventory {
inventory.amount 0
inventory.maxamount <one less that # of desired modes>

then in the beginning of the fire (and hold if applicable) states do a 0 tic a_jumpifinventory check and send it to a the approrpiate section of the fire state.

>> No.4072116

>>4072002 here. I toyed around a bit and with the hint by that anon who apparently has deleted his post solved the issue of not remembering firemodes. I also fixed an issue that I only noticed when I switched of alt hud - scaling of the ammo icons. That is also solved.
I also made the thing into a .pk3; it's just not as cluttered as a wad.
However, now I found out that I can't switch from the lawgiver with the mouse wheel (I mean, a judge doesn't need anything else, right?), probably because I have each mode as its own weapon (a mistake people gave me flak for already, but right now I don't feel like completely rewriting that whole thing, but I want to in the future). As I said, I'm a noob.
Maybe until then I can even try to get into ZScript.


>> No.4072135 [DELETED] 
File: 127 KB, 1230x283, 1497186710500.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4072147
File: 228 KB, 931x931, Confused Asuka.jpg [View same] [iqdb] [saucenao] [google] [report]

>no anime doom mod

>> No.4072160
File: 200 KB, 800x600, Screenshot_Doom_20170621_191501.png [View same] [iqdb] [saucenao] [google] [report]

>red key needed to beat map
>it's hidden in a chamber behind a fake wall which you'd never know is there without a computer map pickup
Baron's Den is actually a really shitty map, it feels very much below the par for TNT.

Like I'm not complaining about dark, dank and filthy mud tunnels with low ceilings, that's alright, it builds atmosphere, you can imagine the smell of dirt and how the tunnels feel unsafe, as if they could come down on you, and with the tight claustrophobic combat feeling intense, but the map design in general is just rough and unfun.

There's Demonsteele

>> No.4072162
File: 199 KB, 468x542, 1483979661224.jpg [View same] [iqdb] [saucenao] [google] [report]

>that one japanese classes mod
>that really old Bubblegum Crisis
>Call of Doom and it's anime waifu helpers
>that old Gunsmith cats mod

>> No.4072165

There's a GSC mod?

>> No.4072167

>gunsmith cats mod
>bubblegum crisis mod
That's new to me, when are those from and where can I fin them?

>> No.4072179

>Doom Radys
>Call of Doom
>Sailor Doom
>The Stranger

Anime Doom has been around for a long, long, long time.

>> No.4072181

Well, Doom 2 didn't usually throw several dozen enemies at you from all sides and heights while also having a roaming cyberdemon who wants to rape your face patrolling the level. It's fun but the balance is quite delicate.

>> No.4072184

D4D or D4T?

>> No.4072197


>> No.4072206

No need to choose, they're both good.

>> No.4072208

So Kins, what's with the codex?

>> No.4072209

>Bubblegum Crisis

>Gunsmith cats
I can't find a link to it anymore, but it should be inside this package

>> No.4072230

D4D has more complexity, more stopping to pick upgrades, while D4T just has them as random drops, making it simpler

>> No.4072235

>but the balance is quite delicate.

In what way?

>> No.4072249

So, is there a reason why TNTGuy gets all the best toys in Final Doomer?

>> No.4072252

I like D4D more myself. D4T is vastly different from the original D4 experience which I don't really care for.

>> No.4072258
File: 552 KB, 1280x720, Screenshot_Hexen_20170531_033417.png [View same] [iqdb] [saucenao] [google] [report]

/msfixdguy/ here. Is anyone playing the new version? Nobody replied when I released it a couple days ago, and it'd help if I got some feedback.

>> No.4072260

See i see D4T as a marrage between the strengths of D4 and classic

>> No.4072270

i'm playing it. i'll admit i don't have much to say, as i'm not terribly familiar with gameplay mods, but i do rather like it.

>> No.4072271

Is there a way of replenishing ammo between maps IN DECORATE?
Or at least in some other lump I can put into my wad? Basically I want to begin each level with a full gun of that type.

>> No.4072276


script "refill ammo" enter
giveinventory("ammo_type_here", 69);

>> No.4072279

That's simple enough in ACS.

script "GimmeAmmo" ENTER

>> No.4072283

Any good maps for the Trailblazer?

>> No.4072287

Okay, thanks. I am using acs already anyways, so I might aswell have another script.

>> No.4072293

Play through JPCP with it

>> No.4072297


Oh, I should probably mention in case you didn't already know; ENTER-type scripts only run the first time you enter a map, so if you're playing a hub, you won't refill ammo again when coming back to a map.

>> No.4072303


I've been playing Ancient Aliens and BTSX Ep 1 & 2 with it. Fun stuff.

I also played DRLA with the monster pack on Ancient Aliens. Holy shit, did that go bad quick. Was constantly finding boots instead of armor. Then I run into multiple Nightmare Archviles and Nightmare Masterminds.

>> No.4072312

Yeah, I know that, but it's ok. Right now I am just testing stuff. For regular play through the regular levels it's enough.

>> No.4072513

How do you manage this level of crisp and crusty low res in quakespasm? I tried all the console commands and it doesnt look this good

>> No.4072541

I wonder, can I just use...


...as a line in an ACS script?

>> No.4072546

Use either the Quakespasm build linked in this post ("new build to try")

Or the special Quakespasm build required to run Sepulcher linked in this post

Then use the r_scale cvar. The cvar accepts integers. The higher the number, the more pixelated the picture gets.

>> No.4072549

mdk is not an ACS command.

>> No.4072562

How do you people like Insanity's Requiem, aka Edgelord's Adventure?

>> No.4072565


Ah, bummer. I was thinking about making the infrared goggles into a Cyclops style instakill eye laser powerup.

Guess I'll need to do it the hard way.

>> No.4072571

>Insanity's Requiem
I can't ignore the typhoon weapon being a sprite ripoff from Guncaster's plasmagun.

>> No.4072572

So, uh. How do I save in Powerslave EX?

>> No.4072579

>Insanity's Requiem
Aesthetically scattershot mod that is ~99% slapped together from stuff others have made, often with very little edits by TiberiumSoul.

In other words, just like most everything he makes. I could say more, but it's more about the modder than the mod.

Anyways, I wasn't terribly enthused by IR. After seeing the giant orange laser shotgun cannon thing that was a blatant code & sprite rip from Russian Overkill, I pretty much dropped it.

>> No.4072586

>I can't ignore the typhoon weapon being a sprite ripoff from Guncaster's plasmagun.

To be fair, that weapon's been in a TON of things prior to Guncaster. I can't remember the name of the mod it was in first, but it's quite old at this point.

>> No.4072595

It was a pretty good game tho, so was the second one.

>> No.4072598


Pretty meh gameplay mod.
Reminds me of Tortured Transmission.

>> No.4072602

marty kirra's doing i believe

>> No.4072608

>the thread for it is full of people pissed that the entire mod is just stolen assets

>> No.4072609
File: 113 KB, 720x723, 1.png [View same] [iqdb] [saucenao] [google] [report]

some genius design choices in there

>> No.4072612

>10000 armor points
What the hell?

>> No.4072613

Well I downloaded it, and it's bad. It's like one of those mods 13 year olds make that just slaps some really OP shit together and calls it a day.

>> No.4072614

Technically competent but still a pretty dumb mod. No real design direction or main goal, it just seems to be another gameplay mod to be generically "cooler" or "hardcore".
Very little stands out, aside from 99% of the assets being lifted from other places.

A million other mods like this, Hard Doom, Complex Doom, Tortured Transmission, the Trooper, etc.
All attempts to be the next Immoral Conduct and coming both too late and too weak.

>> No.4072615
File: 153 KB, 627x1027, tumblr_oqkdfkHJYy1vv1g70o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Tell me that's at least timed, like an invulnerability pickup.

>> No.4072623

Yeah, and? TiberiumSoul has quite a history with this. A lot of his SFX code, across multiple mods he's 'made', is marginally repurposed MSX, which is why the sniper rifle in Insanity's Requiem acts a hell of a lot like the Orion from MSX.

>> No.4072630

>Tortured Transmission

This is the first time I've heard of this one. Nothing for it on ZDoom forums or Youtube. What is it?

>> No.4072637
File: 4 KB, 183x275, 1492435177720.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4072638


Enjoy, friend.

>> No.4072665
File: 476 KB, 800x800, 1434073933565.jpg [View same] [iqdb] [saucenao] [google] [report]

This is untested, try at your own risk.


Bind a key in the options menu, then use it to toggle (hopefully) the slomo on and off. Might do nothing, might make things janky, I don't know.

I'm currently testing other stuff and will eventually try it myself when I get the time, but wanted to post this here in case my mad experiment did actually work.

>> No.4072668

this is legit the first time I've ever found a cat cute.

>> No.4072673

Cats can't be vegans.

>> No.4072678


Can't see anything in the options menu.
Opened up the mod, and puking 902 doesn't do anything.

>> No.4072686

Any way to play 1+2 on Linux that isn't too complicated?

>> No.4072696

has lots of style but lacks substance
fancy effects and pretty cool sounds, but ultimately has very little going for it gameplay wise

>> No.4072697

Sigh. Nothing ever works right away on the first try huh.

Thanks for trying it, I'll try to continue the experiment. This should totally work in theory. I hope.

>> No.4072702
File: 851 B, 69x69, quartz bomb attempt.png [View same] [iqdb] [saucenao] [google] [report]

You know, it sucks when you can't find a specific sprite so you have to attempt to make it yourself, and you realize you can't art worth a damn

>> No.4072705

that's probably because he literally worked the hp and armor system off of russian overkill and didn't even bother changing anything.

>> No.4072708

it looks like it shatters when i click it

>> No.4072712

I run linux only and setting up doom is kinda trivial. Just get the deb packages from gzdoom's main site or build your own following the (trivial) instructions in the wiki ("compiling gzdoom in linux"). You can also compile RocketLauncher2 if you want a launcher.

You can also use the included python scripts in wadsmoosh to build doom_complete.pk3, and tools like slade, oblige and even slige build and work without issues on linux. It's actually pretty linux friendly.
Except gzdoom builder. Fuck gzdoom builder and .NET. only way to run that is through virtualbox.

>> No.4072714
File: 249 KB, 500x394, ragingrevenant.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4072779
File: 156 KB, 800x600, Screenshot_Doom_20170622_012100.png [View same] [iqdb] [saucenao] [google] [report]

Time to go into the spooky Egyptian tunnels of poo!

>> No.4072787

spoopy, if you will

>> No.4072791
File: 147 KB, 800x600, Screenshot_Doom_20170622_012556.png [View same] [iqdb] [saucenao] [google] [report]

Indeed. Hope you don't have any open wounds, sepsis is very not-fun.

>> No.4072817
File: 162 KB, 800x600, Screenshot_Doom_20170622_012757.png [View same] [iqdb] [saucenao] [google] [report]

I'll say.

>> No.4072828

If you're completely redoing the entirety of ICD, are you gonna swap out the sound effects for higher quality ones?

>> No.4072842

There's also a PPA for "stable" versions, provided you're on Ubuntu (or probably Debian/Devuan), but they're updated pretty infrequently. Definitely not hard to get the source compiled.

>> No.4072848

Why does Unloved Suck so much?

>> No.4072849

Yeah I prefer to build my own. Now that fmod is gone, it's a 2-minute process.
And you can use -march to optimize to your specific CPU, so it helps speed, given that gzdoom is so cpu-bound.

>> No.4072881

Mostly. I'm thinking it'll be more like a 90% overhaul because a lot of small things are actually already good as they are. I was initially thinking that I would have it set up so you wouldn't even need to load ICD-SE.wad to play it but I'm actually not entirely sure on that, I guess we'll see how I go.

I've swapped some sounds already, but I like a lot of the ambient ones, flies buzzing over zombie corpses, the humming of fluorescent lights, crackling torches, impaled corpses desperately begging for death under their breath, something I actually didn't notice that they did until playing Map 28 of Bloodstain, an incredibly atmospheric hell map (and which scared the shit out of me at first), and I don't think I can find any reasonably good substitutes for some of them.

I find that I really like the sound of the twin Uzis when shooting at a rate of 1 round every other tic, so I wonder if anyone's ever found the source audio of that (it's from Shadow Warrior, like the graphic).

>> No.4072886

Does anybody know how to get bmouse working on Route 66 through the Redneck Launcher? Works fine on Rampage and Rides Again with the tick of the box, can't get it working with Route 66 though.

>> No.4072929

why do YOU suck so much?

>> No.4072970

I'm loving it so far (thanks for adding the toaster mode I asked for!), but is it just me or is the power from the charge punches reduced?

>> No.4073007

>is it just me or is the power from the charge punches reduced?

That shouldn't be the case. The charge punch casts out a lot of actors which are culled when you have the VFX throttle on; some of them might be calling A_Explode or something. I'll give it a look. Thanks for letting me know.

>> No.4073020


>> No.4073059

there are literally two jojo doom mods, look harder

>> No.4073084

and neither of them let you play as jotaro and no i will never shut up about it

>> No.4073091

They're also both not very good. Really feels like they were kinda slapped together to capitalize on a fad because they were.

>> No.4073094


>> No.4073098

The jojo anime's recent popularity explosion.

>> No.4073117

what are minor details that bug you inordinately in various mods? for me its when the cacodemons bleed the wrong color

>> No.4073124

There's a weapon thats been completely lifted from another mod and is usually worse off. Bonus points if lazy frankenspriting or palette swap. I played PB and about a fourth of AtM's weaponry was in there.

>> No.4073130

It shouldn't be a "minor" thing, but crappy inconsistent volume between sounds.

>> No.4073137

When a weapon's alt fire is a similar function as another weapon's primary fire

>> No.4073140

When the SSG loading hand is used for awkward punch animations.

>> No.4073141

ayy space hunter got on doom mod madness

congrats on that

>> No.4073142

weapon lifting is excusable to me if they are running a theme, like using the same D4 Sprites

>> No.4073145

What bugs me in Doom in general is how all SFX effectively falls off after a certain distance, even if it doesn't sound like a Chaingunner is firing their gun they can still hit you. The first level of Plutonia is a good example. Is there anything that actually does something about this?

>> No.4073146


>> No.4073148

Kegan pls

>> No.4073149

Accessories to Murder

>> No.4073150

When a vanilla+ type mod fucks the roles of enemies up, so you have things like melee imps or ranged demons. Worse if you've got stuff like barons that resurrect enemies.

>> No.4073152

Not yet at least. I guess I could add a CVAR to stop them from spawning, but then the only way you'd be able to get a magic rod would be if the level itself has nazis.

>> No.4073153

When a weapon feels extremely weak for no good reason.

>> No.4073163

Good lord some of Wolfenstein 3D's level design is horrific.
Is E2 the worst off with mutants and the like, or can I expect the same from E3-6 and SoD?

>> No.4073167

Mutants only appear in E2 and the third quarter of SoD, IIRC. Officers more or less take their place but aren't nearly as terrible.

>> No.4073175

I think E3 is the best episode, and 4 and 5 are okay too and are better than 1 and 2. 6's intro level was tedious bullshit and I never bothered to get past it.

I remember mutants being sprinkled throughout SoD but they're rare and their usage is more careful and fair rather than E2's "lol every enemy is a mutant"

>> No.4073181

I guess I just don't want Mario/Zelda/Nazis/RandomSpawners in the Metroid mod. I can edit them from spawning in my owned version at least.

>> No.4073186

What about SoD2 and 3?
And that's a relief, I was hoping I wouldn't have to trudge all the way through hundreds of levels of mutants. I'm on E2M5 at the moment, have I gotten past the most egregious Mutant bullshit yet, or are the later levels even worse? M4 had me tearing out my fucking hair so I'd love to be over the hump

>> No.4073204

I don't know about SoD's addons, I haven't played them. And I don't remember much of E2 to differentiate between its levels.

>> No.4073205
File: 2.56 MB, 274x199, 1491552402911.gif [View same] [iqdb] [saucenao] [google] [report]

>just finished Ancient Aliens
Jesus, what a ride.

>> No.4073207

Honestly I think the FormGen sequels to Spear Of Destiny are actually kind of shit.

>> No.4073208

What are your top five levels?

>> No.4073213
File: 113 KB, 800x600, Screenshot_Doom_20170622_044419.png [View same] [iqdb] [saucenao] [google] [report]

>grab blue skull in tight labyrinth
>something opens not too far away
>head back
>fucking arch-vile pops out
>have to fight that fucker in a 64 unit wide corridor that's a dead end
>while he raises shotgunners I previously killed

I made it without a scratch (fucking miraculously), but I can't help but think "Fuck you, that's foul!"

>> No.4073216

Honestly I think what I've seen of Wolfenstein is kinda shit. Unless E3 gets radically better, is it even worth my time continuing past Hitler?

>> No.4073223

E3 is good

SoD is great

>> No.4073225
File: 336 KB, 375x555, 1469371792343.png [View same] [iqdb] [saucenao] [google] [report]

I don't know if I can name up to 5 levels, but the 5 moments I remember the most:
>cleanerdemon in the first level
>those timed contracting stairs with hellknights spawning on each step, with an archvile on the final step
>this catchy motherfucker https://stuartrynn.bandcamp.com/track/gold-rush
>protect the arch-barrels
>whole sky level
I can't say I enjoyed the last two gameplay levels though, the ending of the last with that "twist", to give it a name, was amusing and funny ending was 10/10.
Definitively will play again in the future.

>> No.4073227

Eh, it's alright, but as far as the original game goes, there really isn't much else it offers. I hated Episode 6 a lot.

If you want to see some really cool shit done in the style of Wolf 3D, check out Totenkopf SDL Edition.

>> No.4073229

Hated it worse than Episode 2, or?

>> No.4073236

I thought Ep2 was alright, nothing special, the mutants didn't bother me much more than other enemies really.

Ep6 is just fucking tedious.

>> No.4073252

It's not that bad, but different scaling between actors in the same mod, or textures in the same map.

>> No.4073270

>those timed contracting stairs with hellknights spawning on each step, with an archvile on the final step
Fuck that level.

>> No.4073292

What do you guys think of Dusk? I got to play it a bit, it's fun.

>> No.4073308

Based on what I've seen, the level design looks Redneck Rampage tier, the enemy design (gamelay-wise) looks slow and boring as Doom 1's yet used in low numbers, and I think ripping off the Ethereal Crossbow wholesale is just bad.

>> No.4073314

Looks pretty good. Miles ahead of Strafe just for the fact that it's not a rougelike and the levels are made from scratch.

>> No.4073323

I'm currently playing Speed of Doom.

Its shit.

>> No.4073330


>> No.4073331

no anon
you are shit
at the game

protip: not all megawads default to UV as 'normal'

>> No.4073339
File: 52 KB, 399x464, 1451748886662.jpg [View same] [iqdb] [saucenao] [google] [report]

Earlier levels are basically:
>Walk down a corridor
>Enemies pop out of nowhere both infront and behind you
>No warning
>No sound
>No logical source
>Also archviles. Lots of archviles everywhere.
Latter levels are basically:
>You are surrounded by trillion barillion monsters at start of most levels
>Absolutely impossible to survive without knowing the map layout before hand
>Literally artificial difficulty out the ass
>Oh, and enjoy all those liquids that hurt you too.

Seriously, fuck Speed of Doom, absolute garbage tier edgelord dog shit.

>> No.4073343

I like it, I'm looking forward to it. It actually gets what retro FPSes are, instead of rooms full of enemies and arena fights like Painkiller.

>> No.4073351

Better than Strafe.
That is not a hard achievment.
Tried to do retro, but does not get what made old shooters tick.

>> No.4073353

>Wolf3D E2M8
>179 secrets
What the fuck

>> No.4073354

Update, working Protagonist is an Elite Guard from D4, roped into the Revenant Experiments, only to have an unexpected affinity for the Hell Energies involved, Working name is "Izzy Templar" subject to change and open to suggestions

>> No.4073358

>Its a "secrets are part of the main path" level :^)

>> No.4073363
File: 202 KB, 267x200, 1362548065630.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4073369

Is that the level with the Aardwolf maze? You're going to have fun with that one.

>> No.4073370

Git gud

>> No.4073375

Yeah you're not gonna get all of them without some kind of cheat.

>> No.4073378

Isn't it also possible to get yourself trapped in that maze if you use a few too many wrong pushwalls?

>> No.4073380

>That one map in Epic2 where you need to trigger a secret to teleport Cyberdemon in last area of the map

>> No.4073386

>Reverie map31
>Its so cryptic and obtuse, that the author made the normal exit freely available near the start for people who don't have the patience for it.

>> No.4073387
File: 71 KB, 1366x768, WHAT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4073393
File: 79 KB, 1339x753, DCuDa0oXUAIP7P1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Looks pretty good

>> No.4073394


>> No.4073401

Didn't mean graphically. It just looks like a fun time.

>> No.4073404

While I don't like its purposefully bad graphics style, it does look like the developers actually play classsic FPSs, which is such a rarity with these "old school tribute" FPSs

>> No.4073408

>its shit.

Yeah, nah. Speed of Doom is great fun. Resurgence is even better.

>> No.4073420

>the madmen went and made an entire game out of crappy Darkplaces HD texture packs

>> No.4073431

>Crappy dark places HD texture packs, that were downscaled somewhat ridiculosuly for "muh retro pixesls"
>And then used this shit on Unity instead of actual Darkplaces because coding is hard

>> No.4073434

why are there Nazis in episode 2 of AA?

>> No.4073471

They're ayylmaos in disguise.
Mod conflict, probably D4T if you're using it.

>> No.4073481

ahhh shit, I should have just tried it with Smooth doom, I just wanted to run D4T in some cool synthy looking backdrops...

>> No.4073482

It's really quite insane what the mapping community is capable of doing with Doom and Quake. With Quake specifically I'm really impressed. I hadn't played arcane dimensions until now and it looks fucking amazing. Sadly it runs like absolute shit on my computer. I can run vanilla Quake at 170fps if I uncap it (I know it fucks with the physics it was just a test) but on that new sepulcher map I get like 20fps if I'm lucky... I never thought I'd want to buy a new PC just for a 20 year old game.

>> No.4073483

Ancient Aliens by default replaces the nazis with a new enemy. You probably have a mod conflicting with it.

Would be cool if Ancient Aliens had a vaccinated edition some day. Probably wouldn't even be as hard compared to valiant, since there are only like two new monsters.

>> No.4073484

yes, it looks like release-era quake

>> No.4073490

Also are the demons ever explained or are they just stand ins for more aliens?

>> No.4073494

Are you using the Spike version of
Quakespasm? The particle effects that it uses are pretty taxing.

>> No.4073509

They both run pretty badly, but the non-spike QS version runs slightly better. Still not what I personally consider a playable framerate sadly. If I run AD in the linux version of Quakespasm (older build, no sepulcher) then the framerate is much, much better; around 100fps with some drops. I'm not sure where the difference in performance between windows and linux is coming from honestly. I would like to try sepulcher, but I can't be bothered to try and compile the new QS build from source just for one map. Maybe I will... I don't know.

>> No.4073526

check your drivers
make sure you're using the 64bit version of QS on windows and not 32

>> No.4073536

I'm not saying they're aliens, but they're aliens

>> No.4073586

QC has a weapon that is a double barreled shotty with a skull in it.
Do you think they took inspiration from that shotty with 4 barrels?

>> No.4073634


I know that Russian Overkill with Complex baddons monsters absolutely choked my laptop until I installed linux mint on it, after which it ran perfectly fine.

>> No.4073646

I just realized Ranger never had his name until Q3

>> No.4073654

Func_Msgboard has a really specific blend of distilled autism doesn't it? I mean they release AD, and in almost every sense it's a masterpiece of user mapping, but then you have several users bitching that it isn't "quake enough." Do these people just want simplistic vanilla Quake maps over and over again? This isn't really a problem on the Doom mapping community is it? People make crazy ass shit all the time and no one bats an eye. So why is it such a big deal with Quake?

>> No.4073661

Nazi replacements that you missed were actual alien troops, the alien version of demons are cloned troops (you can see the cloning facility in one of the last levels)

>> No.4073662
File: 19 KB, 213x208, 1465616468679.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, he was always just Quakeguy before that.

It's a good name, though.

>> No.4073667

>People make crazy ass shit all the time and no one bats an eye.
On the contrary, two incredibly high-profile recent releases, Ancient Aliens and Blade of Agony, are home to a lot of debates, discussion, and whining about whether they're "Doom".

>> No.4073669
File: 11 KB, 261x195, 1437832320407.jpg [View same] [iqdb] [saucenao] [google] [report]

>"release-era quake"

>> No.4073676

Don't bother arguing with him anon, he thinks everything with pixels looks like Quake (while disregarding Dusk's complete lack of any solid art style or graphical direction, not to mention BITMIXING OUT THE ASS).

>> No.4073682

damn, that really stung, huh

>> No.4073684

>implying samefag
not even gonna give you a screencap or a (you)

>> No.4073685

damn, that really stung, huh

>> No.4073685,1 [INTERNAL] 


>> No.4073686


Stop being a faggot.
Either say why you disagree or get the fuck over it.

>> No.4073693
File: 492 KB, 1600x900, 1-nIfXnxD.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, doc.

>> No.4073694

Wow, you're really mischaracterizing the discussion. The posters, of which there only a handful involved, were only arguing about the advanced particle effects looking out of place.

>> No.4073697
File: 10 KB, 300x310, 1496508160569.png [View same] [iqdb] [saucenao] [google] [report]

The last non-Doom game you played now has a Doom mod trying to emulate its mechanics.

How does it work?

>> No.4073701


>> No.4073702

>ancient aliens
why wouldn't it be doom? because it changed the color palette? what's wrong with people?

>> No.4073703

>Metroid Fusion
Well, Dreadnought already exists, I guess it's just that combined with that silly mod that makes items run away from you.

>> No.4073704

I'll admit I was possibly blowing it out of proportion, but the debate was around still there before the recent sepulcher release.

Also If I'm to be completely honest I prefer sepulcher without the advanced particles personally. Mainly because it chugs resources.

>> No.4073706

Not really sure how that would translate.

>> No.4073712
File: 116 KB, 478x658, GRUDGE.png [View same] [iqdb] [saucenao] [google] [report]

>Total War: Warhammer

Don't get me started.

>> No.4073714

even shit like chasm the rift looked miles better than this garbage is what I'm getting at.

I thought it would be obvious from my reply that I'm not condoning it.

you people can be so fucking stupid sometimes.

>> No.4073715

get started, nigga

>> No.4073716

I think you need to take a seat and drink something nice, anon, you appear to be getting angry at nothing.

>> No.4073718

Instead of a Doom mod trying to emulate Total War, it would probably be a better bet to emulate Warhammer

It would be like GMOTA but way more realistic and less arcadey, not to mention like 3x harder

>> No.4073720

the fuck is that supposed to mean?

>> No.4073724

are you sure that's me? you can never be too sure

>> No.4073734

Like this https://www.youtube.com/watch?v=1OV3SQ_6DhE

I think Fusion is different enough from other Metroids that the current mods don't fit it very well. (Also I just don't like Dreadnought's weapon design outside the spazer beam uncharged shot)

>> No.4073736

What the fuck to even agree/disagree with?

>> No.4073747
File: 111 KB, 640x800, kirbydoom.jpg [View same] [iqdb] [saucenao] [google] [report]

>First person Kirby
>Can fly by repeated jumping, gaining a short range breath attack that ends flight if used
>6 point health system
>Suck cannonfodder enemies (100 hp or lower) and projectiles into mouth to use as a weapon or avoid damage
>Can't avoid damage or fly if mouth is full
>Crouch swallows, some enemies grant a bonus copy ability attack that's lost after 3 hits
>Weapon pickups are reusable copy ability stations
>Crouch+jump does a slide kick attack, useful against pinkies
>Falling from a great height damages enemies you land on
>Everything is cute

>> No.4073750

>Magic Duels
>online trading card Doom game


>> No.4073758
File: 4 KB, 300x310, There was an attempt.png [View same] [iqdb] [saucenao] [google] [report]

Oh hey I did one of those too

>> No.4073769

playing MTG...IN DOOM.

>> No.4073778

Granblue Fantasy

>> No.4073783

At least the monsters will be cute.

>> No.4073793
File: 2.93 MB, 427x240, first gen monster hunter did not fuck around.webm [View same] [iqdb] [saucenao] [google] [report]

>Monster Hunter

Considering this would mean adapting 3D boss fights into sprites, trying to get close to 1:1 would probably not be worth the effort, WebM kind of related. I mean, I'd totally dig that or even a Dragon's Dogma-like mod for GZDoom, but I don't think the style of boss fights could be emulated well without it looking weird as hell. The lazy route could involve just using Gunner weapons, but they only account for 3 of the series' 14 available so that would be pretty gay.

Instead, one might just be better off making something original, contorting to the Doom style while maybe having MH-like elements. Have some weapons with fun movesets that are optimized for first-person view and a slew of bosses that drop parts on death, so you can create or upgrade new gear and do that repeatedly. Also, program in the desire sensor as well.

>> No.4073810
File: 73 KB, 640x480, Screenshot_Hexen_20160524_235606.png [View same] [iqdb] [saucenao] [google] [report]

I'm also:

I guess there would be lots of radiation, NPCs, gunfights and generally weird / creepy shit going on. A Morte actually did this in the last 4 or 5 maps.

>> No.4073815

>Snake eater

>> No.4073818

i remember alot of switchunting in resurgance tho

>> No.4073819
File: 73 KB, 286x465, dankestdoom.png [View same] [iqdb] [saucenao] [google] [report]

>Darkest Dungeon
>narration based on kills and health
Would be kinda cute.

>> No.4073824

so what's up with that doomtale mod? any progress? last I saw the alphts lab portion look really cool

>> No.4073832

Why sprites? gzdoom can move models pretty well. I use them extensively in my mod and other than no dynamic shading they are pretty gud.

>> No.4073836

Is that supposed to be a "k"?

>> No.4073837
File: 129 KB, 900x692, 1496003803507.gif [View same] [iqdb] [saucenao] [google] [report]

Apparently so

>> No.4073841

The game itself looks alright, but the devs are raging cockfags. I'd advise you stay away from their social media if you don't want to sour yourselves on it.

However this being said, I'm betting that the default levels will kinda suck, though it's getting mod tools so that might be alright. It's just that from what I've seen it looks like the developers don't really know how to do proper enemy placement.

>> No.4073872

Saves per level unlock iirc

>> No.4073912
File: 277 KB, 416x629, Comic - Annual potluck by fwosh [ Doom Lina Crystal Maiden Windrunner ].png [View same] [iqdb] [saucenao] [google] [report]


It's already like Doom except you are the demons

>> No.4073913
File: 43 KB, 643x223, Screenshot_20.png [View same] [iqdb] [saucenao] [google] [report]

holy shit
happy birthday quake

>> No.4073917


>> No.4073920

I never got over how much he resembled a cyberdemon. I always kept in mind the possibility that it might be intentional

>> No.4073927
File: 23 KB, 220x436, Judge_dredd.jpg [View same] [iqdb] [saucenao] [google] [report]

Another update for the Lawgiver.
I made the grenade less hollywood-y and more grenade-y. The incendiary, though, is now dank as fuck michael-bay-y pyrotechnics. Inspired by the 2012 Dredd. Check out the webm, also showcasing the judge shout again. Enemies may freeze and become weakened.


However, for getting that light smoke, I replaced the RocketSmokeTrail class (because I didn't want to spawn the new smoke with A_SpawnItemEx or something), so the rocket launcher will now also get the light smoke. I personally don't mind, but be warned.

Also, is there a way to NOT autoswitch weapons on empty ammo? I thought about adding a "klicklicklick" state, but I have no idea where to put it (jump on fire state if ammo empty?).


P.S.: Does a Judge Dredd player skin exist?

>> No.4073937



It would be DoomRL arsenal but instead of guns you forge enchated blades based on Tolkien lore

>> No.4073943

>it's like DoomRL Arsenal except everything is boring as fuck and you have to run away from most of the enemies

>> No.4073961

>papers please

>> No.4073974
File: 314 KB, 337x389, happydredd.png [View same] [iqdb] [saucenao] [google] [report]

>Judge Dredd Doom Mod
Holy shit, I want this more than I want umpty candy

You could use Dredd vs Death voice clips if you need more Dredd quotes

>> No.4073983


>> No.4073986

Yeah, that would be cool. It could be just some small areas where you can arrest or shoot perps.

And those kind of clips were actually what I had been looking for earlier, but only found lets plays and other bullshit.
However, is it just me or does this guy sound like the Postal Dude? And I just can't imagine Dredd quipping. He has cheesy oneliners, but the delivery is dead serious in my headcanon.

>> No.4073991
File: 628 KB, 1920x1080, Fantasy_Submarine_from_hell_098526_.jpg [View same] [iqdb] [saucenao] [google] [report]

>Cold Waters

You captain a nuclear submarine - THROUGH HELL

>> No.4073993
File: 207 KB, 610x650, garugathingken.png [View same] [iqdb] [saucenao] [google] [report]

Considering player positioning is an important aspect of the game, I think mixing 2D & 3D would probably just be more difficult, especially in regards to hitboxes. If you go full 3D then you might as well not use Doom and get something modern for the job.

Sprites + models I'd think would 'work' if you're making something that's more heavily inspired than some kind of recreation.

>> No.4073995

does anyone have an updated tiles.cfg for duke nukem 3d/mapster32 ??

i want the tiles with more group sorting , did anyone do that?

>> No.4074006

I know what you mean, I really like the voice of Dredd in that game, but I feel like the guy who wrote the dialogue didn't really "get" Dredd. He sounds less like a perfect judge that dispenses justice vigorously but always respects the law, and more like Duke Nukem: cop version.
Still, there's a couple of really great lines in there I'm sure you could use for your mod.

>You're busted!
>You just earned yourself a month in the cubes
>Eat hot lead, creep!
>LIFE! We're gonna throw away the key!
>I'm taking you down!
>Stop in the name of the Law!

>> No.4074012
File: 66 KB, 640x400, image.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of Hacx?

>> No.4074017

HACX is cool in concept, but its very inconsistent. The cyberspace levels are awful

>> No.4074023

You sure you're not thinking of something else? Resurgence maps are very straight to the point action.

>> No.4074027

I think that screenshot is at wrong aspect ratio

>> No.4074028

i dunno at several points i was just wondering where the hell to go, maybe i'm just retarded but SoD was nothing like that

>> No.4074036

>Persona 3

First person crawl through Tartarus with various shadows coming at you. Can either melee them or use evoker to summon a persona which you can "equip" as a weapon and attack the shadows with. Might actually be cool.

>> No.4074040

I mean, some maps can be sorta sandbox-like, but I never had troubles figuring out where to go. Which is why I reckon you're thinking of something else.

>> No.4074049
File: 338 KB, 1024x768, KS23_1.jpg [View same] [iqdb] [saucenao] [google] [report]

what aspect ratio is doom meant to be played at?

>> No.4074050
File: 277 KB, 1398x700, 1357847455185.jpg [View same] [iqdb] [saucenao] [google] [report]

I have thought about your suggestion and I have come to the conclusion that the voice is usable - you just must not think of it as Dredd.
Other judges might sound like that, though.
And since this is a regular Lawgiver without any mandatory affiliation to Dredd, I think it's ok.
I got several voice clips and put them in.
But of course that much stuff comes at a price. The file is now at a whopping 346 kB!


Also, pic related. It's one of those classic Dredd strips. I just can not imagine Dredd delivering the line with any hint of irony whatsoever.

>> No.4074051

21:9 obv

>> No.4074059

I'm having fun at 800x600. I think that was 4:3.

>> No.4074080


now we learned that ranger is voiced by War and Illidan Stormrage

and hes pissed

>> No.4074085


Dreadnought needs a Prime update atleast someone doing a full D4T of it with upgrades and shit

>> No.4074094

>Manny, telefrag this cockroach

>> No.4074109

Is it just me or is the lighting is GZDoom off in recent versions? It seems a little washed out no matter what settings I mess with.

>> No.4074168


>> No.4074192
File: 56 KB, 703x572, tumblr_o979mmsJMi1rgmbyoo1_1280 .png [View same] [iqdb] [saucenao] [google] [report]


>> No.4074201


>> No.4074205

but why

>> No.4074215

>No more room in hell
I mean it should be possible to make it into a multiplayer mod.

>> No.4074216

what would this imply? something along the lines of quake? other FPSs? fallout 3?

>> No.4074223

Presumably, any game that isn't Doom. Not sure what's so confusing about that.

>> No.4074227

then freedoom... ?

>> No.4074251

> has doom in the name

>> No.4074257

bu it's not doom

>> No.4074261

dont be a smartass

>> No.4074265

yeah I totally agree

you must follow the joke by the strict ruleset or leave the thread asap

>> No.4074273

are you actually miffed?

if so that's fucking amazing.

>> No.4074283
File: 145 KB, 369x582, TvZ.png [View same] [iqdb] [saucenao] [google] [report]


But will I be able to reach my usual _47 APM?

Anyway, it would be interesing.

>> No.4074284
File: 817 KB, 200x233, hmm.gif [View same] [iqdb] [saucenao] [google] [report]

uh... what?

>> No.4074353

the only thing im not liking about AA ep 2 is the glitch of the aliens looking like Nazis, vaccinated version when?

>> No.4074372

If you're getting the nazis, swap the load order.

>> No.4074391

what's a load order? I just shift-select mod zips and throw them at gzdoom.exe

>> No.4074407


That's on you, mate.

>> No.4074415

A load order is the order in which files get loaded. This lets you tell the engine to use content from one mod over another. Normally you'd specify this with a launch param but if you're dragging multiple files then the file you drag onto the exe affects the order.

Assuming you've got both AA and D4T selected. If you click and drag AA to the exe, you'll get the nazi bug. If you drag D4T, you won't.

>> No.4074419

ah that's useful to know

>> No.4074423

Or just use ZDL.

>> No.4074453

Just make a batch file my dudes.

>> No.4074458
File: 2.48 MB, 642x482, skeletons.webm [View same] [iqdb] [saucenao] [google] [report]

I have a strange issue.

I have made a bowl that releases piranhas (a year or so ago) and now I wanted to try to add skeletons for dying/dead enemies.

I have the skeleton and sprite and all that fuzz, but right now I fail to implement it properly.

Currently it goes like this:

Piranha (ripper projectile) A_RadiusGives the item "skelspawn" to corpses in a certain radius.
skelspawn is a dummy that only calls a script.

script "spooky" (void)

This script should check whether the actor is actually dead and if it already has another dummy inventory called skeltest.
If that applies, it spawns the actual skeleton and gives one skeltest inventory in order to prevent another skeleton spawning on that corpse again.
However, that last part is just theory and as you can see in the webm, the skeletons are spawned until the piranha is dead.
Since they are rippers, I can not give the item on death. I think it has something to do with who gets the dummy items, but reading about pointers and targets made my brain hurt (And A_GiveToTarget doesn't work at all).

>> No.4074459

Some days you just feel like dragon dropping some demons. It's also something that affects other programs, so it's good to know.

>> No.4074462
File: 157 KB, 640x480, pc-47687-11347720696.jpg [View same] [iqdb] [saucenao] [google] [report]

>Star Wars Galactic Battlegrounds
So like ZDoom Wars, except you command Star Wars-themed forces? Wow, that sounds way too cool.

But instead we don't even have a proper Dark Forces sourceport. Fuck.

>> No.4074481

I am using ZDL

>> No.4074497

KS-23 in Doom when?

>> No.4074501
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

Happy birthday, Quake!

One day I'll make that cuhrazy mod for you, I swear.

>> No.4074504
File: 113 KB, 640x323, dominion arms outlaw.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom made me realize how aesthetically pleasing short barreled shotguns with full stocks are.

>> No.4074540
File: 135 KB, 662x1024, 4126145d4750c69ae1453cf0bb9eafc9.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, my gameplay mod's at about 95% complete, give or take a few graphics and touch-ups, so I figure now's about the time to post it and get some feedback from the public.


This is my foray into ZScript to try and figure out how it works and how to make stuff in it. So it requires GZDoom 3.0 or more.
Gameplay-wise, it's a straightforward weapon replacement--you play as a gunslinger that's stuck around for a little longer than the west into the Doom-era, fighting demons all along the way.
The feel is very low-tech, some ordinary scrounged-up weapons anybody could get and a little bit of magic stuff. Works great on natural/ruins/castle mapsets like Epic/Epic 2, Plutonia/Plut2/PRCP, Brotherhoood of Ruin, Eternal Doom IV, Hell Ground, Dissolution, Mayan Mishap, Newgothic, Rylayeh, and even Ancient Aliens to a point.
It only replaces weapons, too, so it's compatible with other monster replacers. If you want to run with Ketchup, Legendoom Lite, Bratwurst, DRLA Monsters, or even BD Monsters, you can.

Like I said, it's about 95% finished, so there's some things not done yet.
- BFG doesn't have proper graphics yet, or a reload.
- No fullscreen HUD.
- No proper titlescreen.

Aside from that, let me know if you have any criticisms, input, suggestions, stuff you like/don't like, or whatever.
Please enjoy.

>> No.4074547

Yeah, I've got the mask already, backed out to the main menu, and there's still no saves. Do I have to press something?

>> No.4074548

>No proper titlescreen
on the contrary, this titlescreen is amazing

>> No.4074549

First thing I notice is the option to disable the pitch recoil.
That's a really nice feature, usually recoil turns me off gameplay mods.

>> No.4074553

Isn't there an option to save on the map screen?

>> No.4074560

noting for

>> No.4074562
File: 10 KB, 503x462, 1469945219022.png [View same] [iqdb] [saucenao] [google] [report]

>The great thing about the Ancient Alien theory is the fact that we can compare modern achievements with stories from our ancient past, and so, if today we're able to create a two-headed dog with six legs, is it possible that a similar creature existed thousands of years ago? and I say: yes.

>> No.4074564

No, unless I'm clinically blind.

>> No.4074570
File: 1.06 MB, 287x206, 1485726650808.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks mate!

>> No.4074576

Blew the dust off the version I had (1.01) and it saves automatically after each level. Your folder isn't write protected or anything?

>> No.4074598
File: 2.72 MB, 280x226, 1332631006169.gif [View same] [iqdb] [saucenao] [google] [report]

>Party Hard

I play as a tired doomguy trying to get some sleep, but hell is throwing a party so loud at 06:66 am that he can't sleep.

Doomguy infiltrates the party with an imp mask pasted to his helmet and proceeds to try kill every partygoer without getting caught or killed in the process.

Levels include traps and contraptions that the doomguy can activate or push monsters into. Doomguy can also dance.

>> No.4074612

>Nier Automata
Like Demonsteele but with more sadness and customization with chips

>> No.4074616

I'm already working on that mod and the only difference between it and the actual game is that the mod version has multiplayer.

>> No.4074618


Apparently he discussed it in that Intermission podcast, but I'm too lazy to listen to it.

>> No.4074625

also a hotter protagonist

>> No.4074639

Conceptually it's cool as shit, but execution is genuinely terrible.

>> No.4074650
File: 192 KB, 1280x720, ACKER.png [View same] [iqdb] [saucenao] [google] [report]

This difficulty selection screen/text kinda assaults the eyes.

>> No.4074652

i was just about ask when the hell were you going to release this

>> No.4074656

The words need some seperation, they look weird for being too close.

>> No.4074657
File: 252 KB, 1280x720, Screenshot_Doom_20170623_082146.png [View same] [iqdb] [saucenao] [google] [report]

>He shits out all the spent bullets when he reloads

>> No.4074661
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google] [report]

When I first started a new game in High Noon Drifter I thought the game was calling me rude names

>> No.4074667
File: 69 KB, 800x388, Grizzly Pump Action (Utilitarian).jpg [View same] [iqdb] [saucenao] [google] [report]

Well a shotgun with a short barrel is actually quite handy and practical, like I think a 15" or 16" long barrel on a 12 Gauge or smaller 20 Gauge shotgun is just the right length for a general purpose scattergat (handle one of them some time if you can, feels VERY handy).
Even if you have like a 12" long barrel, you can actually have pretty respectable range and a tight pattern if you use a fitting choke and suitable shot (00 an 000 buck)

Then you have the fact that a stock is just good to have with a shotgun, helps aiming and pointing, helps recoil control, and can be used to club a dude with if you have to.

>> No.4074674

>Decide to try the 'Egyptian' mod for Epic2
>Requires EDGE2
>Random-ass screen tearing
What the hell? Why?

>> No.4074675


>> No.4074676

The revolver and double barreled shotty shake your camera a ton, but the normal shotgun doesn't, seems strange and inconsistent.
Is the camera recoil on the slot 0 weapon intentional, as well as the velocity recoil? If anything the camera recoil would be downwards when firing a bow, too.
This guy has really slippery shoes.

>> No.4074681
File: 1 KB, 250x130, Bombs.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think?

>> No.4074683
File: 117 KB, 1280x720, Screenshot_Doom_20170623_084357.png [View same] [iqdb] [saucenao] [google] [report]

Dropping an smg gives it a chaingun sprite.
Also you can drop the revolver infinitely.

>> No.4074684


>> No.4074687

Just make different folders for all your gameplay mods

>> No.4074690

A, looks like it's glowing.

>> No.4074692
File: 193 KB, 1000x1500, hSfNsd54mCgc9vNjEcjqSDxDQne.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow, thanks for playing, guys.

I'll be keeping the graphic for the credits screen, no doubt. It's a nice little thing.

Yeah, there's a lot of folks who play without freelook, and I've got a couple friends who play keyboard.
I thought it'd be nice if they had the option to keep that. It's surprisingly easy to implement with ZScript, too, though I learned how to make it easier after the fact.

Is it the colors, or the font? Or is it because of the background?

Technically, it's still not released!
This is a test build, and all. But still, it's a huge leap forward in before. Learning ZScript has been fun!

Oops. I'll give the shotgun some shake, thank you.
And yes, it's intentional. It's not realistic at all but it felt better.

Will fix, thank you.

>> No.4074701

What's your go to way to play Doom without a mouse?

I started playing with normal WASD movement but I use the right and left arrow keys to look around and use space to fire. It seems to be working really well so far.

I'm curious what others do.

>> No.4074702

> disable reloading from the revolver
> put the following in the console
> alias rapid "+attack; wait; -attack; wait; rapid"
> rapid
infinite high speed shoot bangs

i was trying to cheat the system, but calling commands from the console also counts in input_buttons

>> No.4074703

WASD to move. Left and right arrows to look, up arrow to shoot, space to use. Numbers for weapons.

>> No.4074706

If I'm not using a mouse to turn or freelook, I'd probably be playing with a gamepad.

>> No.4074708

i imagine this exact reason is why infinite revolver is separate from other options

>> No.4074717

make it bob up and down and alternate between both

>> No.4074724
File: 680 KB, 720x360, very WIP Shatterbomb.webm [View same] [iqdb] [saucenao] [google] [report]


I went with A

>> No.4074725

>Is it the colors, or the font? Or is it because of the background?
For me mixture of the font (hard to read), and the spacing like >>4074656 said.

>> No.4074731

>compatible with BD monsters
Hmmm, I wonder.
>load with normal BD
>seems fine so far...


>> No.4074743

Is there an ACS function to call for screen overlays of some sort?

I'm want to create some visual screenfilter effect when I turn on slomo via ACS. Anything will go, screen filters, color changers. I just need anything that can visually alter the screen somehow.

>> No.4074746


>> No.4074754
File: 789 KB, 1920x1080, Screenshot_Doom_20170622_192313.png [View same] [iqdb] [saucenao] [google] [report]

I made a vanilla map for Doom 2, tested in GZ/ZDoom and PrBoom. Doesn't have any difficulty implemented, so UV is preferable.


>> No.4074763

Hmm, you mean displaying an image with hudmessage as an overlay?

Are there any mods that have done this before?

>> No.4074765

Just got it and tried it out
>Pulls the hammer back on the revolver when firing slowly
>Actually fans it when rapid firing
>Lever action shotgun
It's already doing all my favorite things

Has this been in the works for long? It's the first time I've heard of this

>> No.4074769

Many years ago, I used to play with RTYG(S)+space+control+arrow keys because the pirated copy I had came initially with that weird ass setup.
It was pretty good even with the mouse, the only reason I changed to the WASD standard was because I got super lazy and grew tired of customizing keybings on every new FPS game, in every computer I played, pretty annoying back when lan-places were all the rage.
I might try that setup again sometime now that I only play at home.

>> No.4074785

You might want to test the map in vanilla/chocolate doom if its intended to be vanilla. Crashes as soon as I begin the level on chocolate doom with the message "R_ProjectSprite: invalid sprite frame 72 : 32768".

>> No.4074793

It also appears the map doesnt even work properly in complevel 2. Had to play in -complevel 9.

Pro tip: Don't advertise a map as vanilla, if you used the boom mapping format.

>> No.4074796 [DELETED] 

Boohoo the purist is sad

>> No.4074797

Shit, should have specified its a Boom map, not vanilla.

>> No.4074816


I'll see what I can do about that, then.
Nothing comes to mind right away, but I'll experiment with a couple different things.


Thanks, I'm glad you enjoy it.
It hasn't been in the works too long, just a little under two months. I've just been kind of quiet about it until recently since the majority of it has been learning about ZScript.

>> No.4074819

>holding zoom lets you twirl the revolver

>> No.4074824

Just finished it. Pretty cool map. I like the detailing. I'm not sure theres enough incentive behind the optional yellow key, though.

>> No.4074841

Are there any mods out there that add back the Alpha weapons from Doom or at least partially reconstruct them?

>> No.4074845

Doom Delta does a fantastic job with it.

>> No.4074851

Thinking about it, I'd suggest just removing the yellow key. Its only purpose is opening a door to a room that has a red key switch. And considering the method for obtaining it, I feel that should instead be a place for a cool item reward for exploring.

>> No.4074856

smooth doom is getting alpha skins soon or so I've heard

>> No.4074865

Thanks for playing it. I once again ended up building a big outdoor area without really thinking of how it would play out, so the yellow key was just an excuse for the player to look around more. Having an item there would have been better in hindsight, like you said.

>> No.4074881

so Im using ZDL and wanna fix the nazi bug, can I do that within a save or would I have to do it over, also I am using a couple other mods, was testing a skin pack that was mostly good with 2 bad elements, and two others juts just dont seem to work at all but I don't want to risk contaminating the file

>> No.4074891

You would need to do it over.

>> No.4074897

then I'll save it for after this episode, because I just telefragged 4 cyberdemons as a hellknight, combining the power of demon runes and spirit animals, not giving up that progress, also how do I fix the ZDL order to stop the bug, just load AA last on the list?

>> No.4074921



>> No.4074949
File: 507 KB, 721x700, lewd, is what they'd say.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4074971

I don't know how that would work, to be honest.

>> No.4074974

I liked the architecture, also liked that whole items near storage boxes in the outside area.
Computer room could use a bit more variety, there's also a few misaligned computer textures.
Those stairs to get back into the building aren't clear enough from most angles: they're the same color as the bottom part of the building, and everything is too bright so easy to not spot them.
Too many health packs, but I guess it's okay as a base starting from easier/mid difficulties.

I agree with the other anon, I got back to the final red door without even using the yellow key, all yellow key did was open some sort of "shortcut" back to the inside and near the exit, but kinda invalidated because more enemies spawn.

>> No.4074979

Hey, I'm testing LAN with z& by hosting on my main computer and having my laptop join, but when it does, it just says "connecting to [insert IP address]" and constantly repeats it. What do?

>> No.4074980

>they're the same color as the bottom part of the building, and everything is too bright so easy to not spot them.
Nevermind I'm an idiot, and apparently color blind, too.
For some reason I had an issue spotting them at first, I don't know why.

>> No.4074985
File: 416 KB, 800x600, Screenshot_Doom_20170623_032753.png [View same] [iqdb] [saucenao] [google] [report]

Hahaha it works! Slomo is real!
With a few tweaks and some cvars, I'll be able to share it soon. Took me an entire day to throw crappy cowboy code at my screen to get it to work, but it works!

>> No.4074992

is that RGH/A?

>> No.4074994

Call of Doom

>> No.4074996

I need some help:

ACTOR SlomoBulletTick : PowerupGiver
//Inventory.MaxAmount 1
Powerup.Type "TimeFreezer"
Powerup.Duration 4
Powerup.Color White 0.05
Renderstyle Add

Is there a way to hook up "Powerup.Duration 4" to get its value through a CVAR?

>> No.4075021

I just realized, I never blocked the way back through the building to get back down to the red door, which completely makes the yellow key pointless, oops.

>> No.4075039

Nevermind, turns out I can control the duration via acs by using TakeInventory("PowerTimeFreezer", 1);

>> No.4075050

Has anyone play Ancient Aliens with Complex Doom?
I'm loving the gunfeel of this wad, but does it have the same Nazi problem caused by D4T?

>> No.4075060

Nope, but I suspect it might get way too bullshity really soon, at least in UV.
Not really a purist-fag, but I'm of the opinion some maps/map sets should only be played as vanilla as you can, this might be one of them.

>> No.4075069

complex doom replaces nazis with a variety of other things, including hitler, so i would assume yes

>> No.4075074
File: 293 KB, 1920x1080, Screenshot_Doom_20170622_140718.png [View same] [iqdb] [saucenao] [google] [report]

Is such a thing even possible /vr/?

>> No.4075081
File: 13 KB, 220x269, 1469063997778.jpg [View same] [iqdb] [saucenao] [google] [report]

God damn.
Never noticed that.

>> No.4075085

What if John Carmack is just an alien in disguise?
What if Doom was Roswell?

>> No.4075094

those having trouble with D4T + AA, tryt his http://www.moddb.com/mods/death-foretold/addons/d4t-drop-plus as the episodes are too short to get everything you might need

>> No.4075096

>Dusk's complete lack of any solid art style or graphical direction, not to mention BITMIXING OUT THE ASS
reading isn't that hard

>> No.4075102
File: 402 KB, 1920x1080, spasm0010.png [View same] [iqdb] [saucenao] [google] [report]

>you get a bonus message when you grenade jump into the plasma gun secret instead of going through the secret breakable wall

Nice. Pretty sure this wasn't in the original release.

>> No.4075104

So the idea is to make the load order like this:
>Colorful Hell/Smooth Doom Monsters/etc
>D4T Drop Plus

>> No.4075106

I guess

>> No.4075123

/r/ing claustrophobic, linear wads that insersect and loop back on themselves? Stuff like Crusades or the CHORD series.

>> No.4075124
File: 85 KB, 800x660, fuck-go-back_o_6839797.jpg [View same] [iqdb] [saucenao] [google] [report]

A universal addon that allows the player to Freeze Time at the press of a button!


(Bind a key in the options menu first!)

Now okay, its supposed to be the slomo mod, but while I refactored some code, I broke the part that gave actual bullettime and now it just freezes time. Still its pretty nifty even like that and worth having fun with.

I'm currently tired as fuck and gotta go to bed, so I'll try to proper fix the slomo to be actual slomo tomorrow, but for now enjoy this little fun addon.

>> No.4075136

claustrophobia: the walls close in is a good one

>> No.4075141

MAP23 of Going Down is pretty good at that

>> No.4075172
File: 2.63 MB, 1920x1080, 2017-06-23 07-14-01_2.webm [View same] [iqdb] [saucenao] [google] [report]

Its cute anon-san.

>> No.4075179

*teleports behind u*

>> No.4075197
File: 43 KB, 500x747, Revenant-Doom-video-game-a.jpg [View same] [iqdb] [saucenao] [google] [report]

*skeleports in front of you*

>> No.4075208
File: 30 KB, 500x622, Arch-Vile-Doom-video-game-c.jpg [View same] [iqdb] [saucenao] [google] [report]

*blocks ur path*

>> No.4075213

Well goddamn, Wolf3D E3 was a load of fun.
Any real reason to play the Nocturnal Missions, or should I just go straight to SoD and call Wolfenstein done?

>> No.4075216
File: 22 KB, 206x133, 4zjPp8Y.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4075231

For the whip is it meant to stay purple charged when the timer hits zero? Or is it doing another unknown effect during that 30 second timer?

Also if you continue doing modding I can't wait to see what you come up with next, this entire weaponset is just UNF

>> No.4075242
File: 169 KB, 1360x768, Screenshot_Doom_20170623_081243.png [View same] [iqdb] [saucenao] [google] [report]

>spend extra time for 100% bonus
>turns out some monsters stuck outside the map anyway

>> No.4075245
File: 332 KB, 600x565, 1493334876415.png [View same] [iqdb] [saucenao] [google] [report]

>that 'give all' message

>> No.4075267
File: 1.26 MB, 600x338, 2017-06-23 08-19-07.webm [View same] [iqdb] [saucenao] [google] [report]

*spins at you*

>> No.4075279
File: 78 KB, 640x360, 1490149144351.jpg [View same] [iqdb] [saucenao] [google] [report]

Man that sounds really lewd.

>> No.4075330

Newbie here, I want the coolest WAD of doom or doom II that will give me sense of what these are really capable of. Much thanks. Preferably with all those cool modern weapons I'm seeing webms of here

>> No.4075331

pirate doom

>> No.4075335

Knee Deep in the ZDoom

>> No.4075346

hello no. most tedious maps ever, 90% is busywork.

>> No.4075363

Doom Tribute
Hell on Earth Starter Pack

Take you pick.

>> No.4075370

Thanks I'll try these out

>> No.4075375

Fair enough but when you reach map03 of knee deep in zdoom you'll want to rip and tear your own hair. They look pretty, sure, but they are the embodiment of "change for the sake of change".
Also it's largely incompatible with weapon/monster mods out of the box, just saiyan.

>> No.4075384

If he's a newbie, KDIZD might actually be pretty cool. I felt frustration mostly due to the conventions I had gotten comfortable with in regular doom.

>> No.4075402

Is there a way to mute and unmute all sounds with ACS?

>> No.4075417

If I want to play Marathon and its sequels, I just need to run their respective .exes, right? What's the purpose of the AlephOne.exe?

>> No.4075419

D-does this m-mean K-Kinsie gets to finally implement... th-the Artifact?

>> No.4075428
File: 3 KB, 167x144, mp-alreadydead.gif [View same] [iqdb] [saucenao] [google] [report]

sorry i can't, i'm dead

https://my.mixtape.moe/ullqtf.webm (loud noises)

>> No.4075439
File: 641 KB, 1600x900, Screenshot_Doom_20170623_043300.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, spinning is fun. I'm not 100% on the sounds for it, though.
I wanted to use the revolver spinning from MGS3 but the damn thing's impossible to find a soundrip of.

Hee hee.

Yeah, the berserk lasts the whole level. The 30-second timer is for healing.

Also, have a fullscreen HUD.

>> No.4075458
File: 531 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4075459

I'm surprised there isn't a dual revolver mode but I prefer fanning the hammer personally

Also I'm not quite sure how the BFG replacement works exactly, if it's meant to be like vanilla BFG or not, and setting enemies on fire doesn't seem to do a whole lot other than make them run away

But regardless this is a fantastic mod you've made and it filled that western themed weapons niche very cleanly. Thank you for making it

>> No.4075463

>oh okay, you not dead, then.

must be my insomnia, but I'm laughing hysterically at this.

>> No.4075472
File: 425 KB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google] [report]

This isn't even skill 2

Fuck you skacky

>> No.4075494

Oh looks pretty sweet, I guess I'll just...
Oh, not like I actually wanted to play it with more than 10 fps.
Seriously though, SMGs cause colossal lag because of all the smoke particles they make, and plasma gun replacement seems to rape my junkbox pc by just firing it, same goes for invisibility.

>> No.4075496

Nice little map you have there. FDA: http://puu dot sh/ws4dA/e6788cfff9.lmp It should play back in prboom+.
Some areas visually reminded me of Vanguard, though, computer room's texturing is far from good. Gameplay-wise it's pretty easy even though monsters are appearing quite frequently and they tend to do so from various sides, which is a plus. Overall it's not bad and there's a room for improvement.

>> No.4075521
File: 396 KB, 800x600, Screenshot_Doom_20170623_115949.png [View same] [iqdb] [saucenao] [google] [report]

Haha yes! Thank you, this pleases me!
The mod has now been completed and released:


Universal Slomo/Bullettime Mod
pinging >>4071081

>> No.4075523

quite a few, actually
this new drifter mod seems to do that, too, if you want an immediate reference

>> No.4075528
File: 82 KB, 1280x720, spoonbender.jpg [View same] [iqdb] [saucenao] [google] [report]

Also a Neo picture, because why not

>> No.4075534
File: 2.06 MB, 720x360, ShitterShattered.webm [View same] [iqdb] [saucenao] [google] [report]

These things are fun. Gonna add a little a_radiusthrust on impact for a little more push

>> No.4075535

[Glass Him]

>> No.4075537
File: 40 KB, 512x699, 1494755536827.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4075541
File: 455 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

Clever gag

>> No.4075559

I bought Unreal Gold in the steam sale because I want to play the singleplayer.
this is the correct version, right?
Which rendered is preffered?

>> No.4075565

Hit us up with a map name beyond Red Hatred, fella.

>> No.4075581



>> No.4075589
File: 111 KB, 640x360, gunc aster.png [View same] [iqdb] [saucenao] [google] [report]

Best wads to play with Guncaster?
Just finished Ancient Aliens.
Going to do some Sunlust.

>> No.4075595
File: 525 KB, 286x286, 1427586631619.gif [View same] [iqdb] [saucenao] [google] [report]

mancubi have cute feet

>> No.4075615

Any slaughter size mapset is good for Guncaster because that power scaling is just insane.

>> No.4075650

What is hae lin eating in this gif? Is it a burger?

>> No.4075656
File: 63 KB, 488x700, 1f5d0a4eceb813bc3005a92b23d13dd7a86a138b.jpg [View same] [iqdb] [saucenao] [google] [report]

>hae lin

>> No.4075660

Same for trail blazer

>> No.4075668
File: 18 KB, 480x480, 1491101113816.jpg [View same] [iqdb] [saucenao] [google] [report]

Noob question: how does one play Doom64? Is there a sourceport for it? Or should I use a Nintendo64 emulator?

>> No.4075670

Doom64 EX

>> No.4075672
File: 816 KB, 1024x768, d64ex_04.png [View same] [iqdb] [saucenao] [google] [report]


You'll need a ROM file to generate an IWAD for it, but I doubt you'll have much trouble finding one.

>> No.4075673

Cool, nice anon!

>> No.4075680
File: 335 KB, 720x1038, 1391301065573.jpg [View same] [iqdb] [saucenao] [google] [report]


Excellent, thank you!

>> No.4075685

You could've just read the OP.

>> No.4075706


Not a fan of the zoom on the bow, doesn't feel authentic if that makes sense, maybe you could fire two arrows at once, or flaming arrows or a rapid fire triple shot instead? Speaking of the bow zoom, if you activate the zoom and change weapons at the same time the reticule remains on screen for each weapon until you switch back to the bow. Also the max ammo on the bow seems absurd, 500 shots for something around the power of a shotgun is A LOT

I really like the names you've given the weapons, they're very unique and I like how you've represented arms using initials but the grenades not being 'T' bug me (nitpicking I know, sorry) I understand you probably didn't want duplicate letters so you could either delete the T45 bit or use another unused letter. Also with the grenades I was a bit surprised that they didn't explode when you hold fire since you can hear the pins drop but maybe that requires reworking the grenades code?

I've got a pretty decent PC (for Doom anyway) but something is causing heavy framedrops on the staff altfire. I get a drop from about 200fps to 10fps if I use about 30 cell ammo, maybe put in a overheating system with it?

Lastly, could you make the currently selected ammo type more clear? I can see that the chosen type is brighter but this can blend in a bit when you're in a chaotic situation, just a distinct colour would work

You've got something great here, keep up the work!

>> No.4075709


Liam o brien voices Ranger in QC

he also voices illidan stormrage and War

>> No.4075712
File: 14 KB, 400x262, RetardedWhatever.jpg [View same] [iqdb] [saucenao] [google] [report]

>See that Graf really protected the options menu
>Redirects the button of the Main Menu to a cloned menu of the mod
>Works exactly as before

>> No.4075737

is there a command to hide/show the weapon sprite? to take screenshots without the weapon

I'm using gzdoom

>> No.4075761

In Display Options, set Draw Player Sprites to False.

>> No.4075768


>> No.4075774

It's funny because it's actually not very well done outside of visual design.

Might as well just promenade through Crucified Dreams if you want to look at pretty environments.

>> No.4075806
File: 378 KB, 1920x1080, Screenshot_Doom_20170623_155232.png [View same] [iqdb] [saucenao] [google] [report]

The map looks great but it plays awfully easily, you use pinkies a lot which aren't challenging or intimidating on their own, especially when you've given a berserk pack at the start.

Your weakest section is monster placement, take the area pictured for example: the revenants are easily dispatched because you've supplied the barrels which aren't that difficult or risky to hit, however if you've left the monsters in the carpark alive then the player is a bit more restricted because of the 'windows', suppressing the player to that pillar between the revenants and putting them under more pressure. To expand on this you should have a pair of chaingunners spawn on the pillars near the armor or the ledge with the medikits, this way getting the right angle on the barrels puts you in plain danger.
When you've hit the switch nothing really happens, the chaingunners aren't alerted immediately, the revenant takes too long to get into the action and the pinkies spawn too far away. Try a mancubus or a couple revenants instead of the pinkies, maybe a archvile instead of the lowering revenant and maybe more a cacodemon in the carpark for more directional danger?

Don't be afraid to create difficult scenarios, although frustrating at first they can be very rewarding by the end.

>> No.4075818

Nothing quite like realizing you have a split second to nail the archi with barrels or telefag those cyberdemons

>> No.4075830

Just got STRIFE vet edition off Steam for really cheap, does it work properly with GZDoom or should I stick with the "original" port?

>> No.4075838

why wouldn't it work properly?

>> No.4075852

The source port that comes with the game should work fine. Think GZDoom recently added support for the extras though, so I guess use what you're comfortable with.

>> No.4075865

>>4074458 here. I still haven't found a solution. I tried shuffling pointers around, but I can't get it to work.
The piranhas are regular seekermissiles, so whatever they are giving the skelspawn item to is the tracer, right?

>> No.4075930

I recall this reading about this >>4075852
How GZDoom only added support for it the last version, so I was just curious if that support was decent or I was better off with the port them game actually came in.
I just tried it, the menus are a fucking pain if you're used to Z-ports, and also every time you die you restart from last autosave and not quicksave, which can be annoying too.

>> No.4075932

Maybe make Pirhanas do special damage type, and a skeleton XDeath for that specific damage type?

>> No.4075937

Ranger's face says everything.

What's happening there anyway? What's behind you?

>> No.4075965

How do you get that pixelated look? it seems that you are playing at 1920x1080 but with a low resolution setting

>> No.4076016

> is the power from the charge punches reduced?

/msfixdguy/ again, it doesn't seem to be the case. To test it, I spawned a Zombieman w 50000 health and tried full overcharged punches against him, with and without the 'VFX Throttle' option on. In both cases, the fully overcharged punch reliably did anywhere from ~8300 to ~8500 damage, and I'm sure that variance is attributable to Doom's damage randomization formula.

I *have* increased enemy resistances to the charged punch, particularly in Hexen & Strife, because the former especially is reliant on melee, and I didn't want the charge melee punches to be too OP. Is that what you meant when you said the charge punch is weaker? I took it that you meant activating the 'VFX Throttle' option was reducing the damage of charge punches.

>> No.4076021

is it possible to make projectiles account for player's positive forward momentume?

>> No.4076023

That worked! Thank you. I took some sprites from some skeleton someone made and worked them into the zombieman's death sprites, so right now only the possessed are gnawed down (but I would need a special skeleton for each enemy anyways).


Also, what are you people using for spriting?
I tried touching up old sprites, but everything just looks ugly. I have used Photofiltre 7, GIMP and paint.net and all kinda suck.

>> No.4076027


>> No.4076029

ive been curious about inertia inheritance as well

>> No.4076031

Seconding this. Trying to make a flamethrower act like Heretic's is impossible without it.

>> No.4076035

Does someone know what these men in black type guys are from? Some scrapped demonsteele stuff? Is it an enemies mod or something? I'd love to see these in some mods like Lithium, Psychic, or Trailblazer to give a real cyberpunk/matrixy feel since I've never tried any of them before.


>> No.4076038

I dont generally do spriting, but I think Photoshop allows you to limit yourself to a predefined palette via indexed color tables.

You can also overlay sprites on top of each other via layers, and then use "export layers" feature to save them all into separate files.

I prefer Photoshop CS3 as the most lightweight one.

>> No.4076039

they're the nazi replacement

>> No.4076042

>What does /vr/ think of Hacx?

I think xaser should finish hacx 2.0
hopefully in time for my grandkids to play it

>> No.4076047

How do we fix Eternal Doom?

>> No.4076048

// PROC A_FirePhoenixPL2
// Flame thrower effect.

action void A_FirePhoenixPL2()
if (player == null)

PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);

if (flamethrower == null || --flamethrower.FlameCount == 0)
{ // Out of flame
player.SetPsprite(PSP_WEAPON, flamethrower.FindState("Powerdown"));
player.refire = 0;
A_StopSound (CHAN_WEAPON);

double slope = -clamp(tan(pitch), -5, 5);
double xo = Random2[FirePhoenixPL2]() / 128.;
double yo = Random2[FirePhoenixPL2]() / 128.;
Vector3 spawnpos = Vec3Offset(xo, yo, 26 + slope - Floorclip);

slope += 0.1;
Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
if (mo != null)
mo.target = self;
mo.Angle = Angle;
mo.Vel.XY += Vel.XY;
mo.Vel.Z = mo.Speed * slope;
mo.CheckMissileSpawn (radius);
if (!player.refire)
A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);

heres the flamethrower effect suacy, it looks like its in the math in the last section under spawnpos. this is zscript so you should be able to make something universally applicable...

>> No.4076051

>How do we fix Eternal Doom?

just replace all the maps

>> No.4076056

Oh fuck really? I'm retarded then, I've never played demonsteele with any nazi levels. I didn't think about that since I didn't see any nazis when I looked at some runs in Going Down.

>> No.4076062

I made a Judge sprite. Just one. This was an awful lot of work. I really suck at spriting.

>> No.4076064
File: 1 KB, 41x56, DREDA1.png [View same] [iqdb] [saucenao] [google] [report]

I also suck at posting, apparently.

>> No.4076072

How do I make a weapon that can activate buttons and doors remotely? Not the shootable buttons/doors but the ones you normally have to walk to and use.

>> No.4076076

Have you considered using Strife's rebel or player sprites as a base? Might give better results.

>> No.4076080
File: 31 KB, 500x711, Doom-Marine-Doomguy-a.jpg [View same] [iqdb] [saucenao] [google] [report]

I always wondered

what the fuck even is doomguys sprite pose?

why is his right leg placed that far behind his left?

>> No.4076081

are there any mods that do this?

>> No.4076082

He's making big strides. Why do you think he's so fast?

>> No.4076083

he's walking

>> No.4076085

Maybe some kind of projectile that is a player adn executes some "use" special on death?

>> No.4076092

he's running, and that frame is part of his animation sequence. you're never supposed to actually see him so they just made that random frame the default one. nobody stands like that.

>> No.4076096

sure, if you want to have a weapon that only works on, like, MAP07

personally I would shoot a little higher than that

>> No.4076102
File: 192 KB, 1166x1716, clay doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

The original model used to make Doomguy and the zombiemen was actually a wooden art pose doll covered in clay, which was then sculpted.

The idea was to have a precise and detailed model that was easily reposable, and this sort of worked, but it was kind of difficult to get a pose which wasn't stiff (because as you can see, he literally has a stick up his ass), and often the clay would break (this was all also the case for the baron and cyberdemon).

>> No.4076114

I always thought he looked cute with those cat ears on his helmet that he had

>> No.4076129


Pretty fun, though the constant in and out of sound is kind of bothersome.

>> No.4076132
File: 595 KB, 1920x1080, Screenshot_Doom_20170623_131937.png [View same] [iqdb] [saucenao] [google] [report]

Glory be to ye

>> No.4076168


Oops, I'll see if I can fix that bow-switch thing. I'll also reduce the ammo, maybe to about 400 or 300 or so. I'm rather attached to the zoom since I want it to be the long-range weapon (and it involved more scripting practice), but I'll see if I can change the graphic to a magic vision or something instead of a modern scope.
You're correct, I didn't want duplicate letters. If you want the type to be the initial, I could change the grenades to V45 and use the V. And making them explode in the hand wouldn't require reworking, but with those types of grenades there's two actions to activating the grenade--pull the pin and release the lever. Releasing the lever is only done when the grenade is thrown. So, they don't explode in the hand.
I'll investigate the FPS drop, I'm not sure what'd cause that. A little while back there was a similar issue but it was because each individual flame spewed out embers and particles, and removing that fixed it. Maybe there's still a couple spewing out particles.
And sure, I'll make the ammo types more clear. I just boosted up the saturation a bit, about 25%, so it should appear a touch more red.

Thanks for playing.

>> No.4076190

I think that's how Hideous Destructor handles it's "press Use to pick up guns" mechanic.

>> No.4076191
File: 883 KB, 1920x1080, Screenshot_Doom_20170623_144256.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4076197

The thing I hate the most about modding Doom is that even with all the sound muted I can still hear d_runnin playing.

>> No.4076201

sounds like it's time to slip a midi pack into your skins folder

>> No.4076203


Is that even possible to do?

>> No.4076207

only one solution: replace it with dethtoll.mid

>> No.4076208

i'm counting 4 different mods here

>> No.4076210
File: 78 KB, 1024x768, artifact.jpg [View same] [iqdb] [saucenao] [google] [report]

So Kinsie, do you think you could add it in the way you always wanted it to be added?

>> No.4076214
File: 423 KB, 400x300, 091823190.gif [View same] [iqdb] [saucenao] [google] [report]

>boomerang on You Absolute Madman setting

>> No.4076215

Epic2, the High Noon Drifter pre-release in this thread, DamNum, DoomRL Monsters, SloMo. Also technically DukeShadows and CustomDoom, but you wouldn't be able to notice that.

>> No.4076220
File: 5 KB, 72x88, motiv5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4076223

a-at least, t-this was planned.... i think..

>> No.4076238

ive never played it but hideous destructor sounds like it has fuicking everything...

>> No.4076242

what you need is jimmy's jukebox, my man

>> No.4076250
File: 217 KB, 800x600, Screenshot_Doom_20170623_221620.png [View same] [iqdb] [saucenao] [google] [report]

Icon Of Sin is actually kind of intense with such tight quarters.

I'm glad there was no arch-viles, bless my luck.

>> No.4076265

Update for the Lawgiver. I added a "dial back" function for the zoom, so now it is possible to go back and forth between states.
I also tweaked animations a bit.
As the gun is right now, this is probably the best I can do at my current skill level, so I declare it as finished. Maybe if I manage to get into ZScript one day I will improve it.


>> No.4076274

Good work, friend.

>> No.4076278

> with those types of grenades there's two actions to activating the grenade--pull the pin and release the lever.
Of course it does! Can't believe I forgot about this misconception oops

Where can you find arrows for the bow? Backpacks and auto maps I imagine, anywhere else? If that's it then I doubt you'd reach max capacity anyway so I suppose it's fine regardless

Also forgot to mention the first time but I'm so glad the bfg replacement works identical to the original, makes the mod so much more compatible with megawads

Glad you're very receptive to criticism, brilliant stuff

>> No.4076336
File: 122 KB, 690x1085, evil eye chan.jpg [View same] [iqdb] [saucenao] [google] [report]

Evil Eye Chan for H-Doom, when?

>> No.4076337

is that half doom or something

>> No.4076341


>> No.4076346


Yup, backpacks and other automaps, not really anywhere else. Both give 25 ammo per pickup, so at 300 ammo (the new max) you'd need 12 pickups to max it out. Doubtful you'd find that many in a row.
And I'm glad to hear. The reload function, once I put it in, will probably veer away quite a bit, but the primary fire will always have that BFGspray-esque function. I've gotten a new appreciation for it over the years--it's strange, but it works and it's useful in a wide variety of situations.
Thank you, I'll keep working hard on this. I'm very close to a release, I'm eager to see what other people think of it.


Looks like Immoral Conduct. Gud mod.

>> No.4076360

It's the little things.

>> No.4076362

No, it has the gun pickups as activateable objects, which is a different thing.

>> No.4076375

hey guys
mix something like projectmsx with slomo

>> No.4076376

>Also forgot to mention the first time but I'm so glad the bfg replacement works identical to the original
i'm not much of a gameplay mod person, since a lot of them tend to be really outlandish, but one thing i noticed about this is how i can play it like pretty standard doom. turn off reloading and recoil, enable autofire, the shotgun is accurate, the chainguns are accurate if you tap them, even the arc of the grenade is very flat and almost straight ahead.
the bfg acting like an actual bfg is just icing on the cake.

i'm surprised, a gameplay mod that i actually like.

>> No.4076378


Oh, I'm sorry, I missed this.
I'll see if I can work on a "less effects" setting to make things easier to render.
I'm not sure if I'll be able to get it in before release, but if not then it'll definitely be in v1.1.

>> No.4076389

Is there a command in D4T that gives you all the weapon mods?

>> No.4076390

This needs to be a wad.

>> No.4076393

It does overwrite a hell of a lot of normal engine behavior, yes.

>> No.4076396

Oh, is that how it works? I assumed that becuase once, I was hitting Use near a teleporter and got a load of teleporter sparkles. Now that I think of it, those may have been projectiles for the kick attack. Wouldn't surprise me if that was how the game handled them.

>> No.4076398
File: 341 KB, 719x818, Bubsy Reference.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4076417

I'd say Guncaster is hardest of PillowBlaster's mods, because if you for some reason get the power armor fast enough or get some good RNG with spell drops you'll die pretty quickly. Meanwhile Trailblazer, even on hardest difficulty, can be cheesed with peeking around corners and using the upgraded infinite ammo revolvers.

>> No.4076429

Came here cause I wanted to play some FUCKING DOOM. I had a lot of fun. Thanks to whomever made the content in the OP

>> No.4076438


Doom is fun. Welcome and enjoy your stay, mate.

>> No.4076449

Hey Term why do you dislike the automap pickup so much?

>> No.4076453

I put custom textures into a wad using slade but gzdoombuilder doesnt load them. wtf i did wrong?

>> No.4076468

Have you reloaded the resources? Have you put them between the appropriate markers? Have you made the patches?

>> No.4076475


Just a personal and persistent brand of autism.
When I'm roaming around the map and not sure where to go next, I look at the automap and check out the areas that aren't filled in. The automap gets in the way of that by filling things in. Filling them in with a different color, mind, but it still really grills my sandwich.

Alternatively, an automap once called me a nerd.

>> No.4076478

I reloaded the resourses, I didn't have any markers in and I didn't set them as anything, i literally just stuck them in as if I were making a zip file. Is there a guide anywhere for doing this?

>> No.4076490

With Slade, if you create a .wad, it will know that you create a wad and do everything automatically if you use the tools. Where you can import stuff etc. there is a blue T. Click on it. It imports textures and makes patches automatically.

Also, ZDoom wiki has information on wad/pk3 differences.

>> No.4076506

"No player classes defined". Can't play it on either GZDoom or Zandronum

>> No.4076519

Since BJ's model is on SFM, does this mean he could appear in Hunter's Moon?

>> No.4076540

Is there any way to have texture names longer than 8 chars?

>> No.4076542

your gzdoom is out of date, upgrade

>> No.4076550

the automap, infrared and radsuit are the worst powerups anyway
that's why i give the automap at spawn, have permanent, togglable nightvision, and radsuits replaced by medium armor pickups + having any armor at all protecting from the stuff radsuit normally would
that last idea is totally nicked from kegan

>> No.4076553

> Q3 sorta lowpoly models
> TNO Blazko
doubt it


>> No.4076557

Ah, okay.

>> No.4076562

I think GZDoom would just about shit itself trying to handle a model with that many faces.

>> No.4076564

Could someone try to make a low poly version of it?

>> No.4076565

Doesn't the new version have the Doomslayer though?

>> No.4076582

>OBS fucks the FPS when using GZDoom with either GL mode or software mode using OpenGL canvas
Man, this sucks.
Guess I'll stick with D3D software mode.

>> No.4076592

I don't rip already ripped models, i go in the same source they comes from, SFM just says they are vulnerable to i also go where they came from to rip them myself into the mod.

Hellknight, Baron of Hell and now >>4076565 are into the mod, i don't have plans to add BJ atm because i need finish Doomslayer first and add abilities to the other characters as well, then i'll think in add more.

>> No.4076602

> abilities
sign me up

>> No.4076614

This place never ceases to amaze me.

>> No.4076616
File: 202 KB, 1600x900, Screenshot_Doom_20170623_202117.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4076619

this is the least happiest ammo i've ever seen
shame on you term, you made the ammo unhappy

>> No.4076635
File: 372 KB, 1600x900, Screenshot_Doom_20170623_193143.png [View same] [iqdb] [saucenao] [google] [report]

please help, my sides have detached

>> No.4076638
File: 388 KB, 500x382, lo5wzy0g4G1qkasico1_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4076639
File: 21 KB, 447x335, 1377705440.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4076642
File: 17 KB, 353x388, 1494100800413.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4076650

Why is GZDoom so awful for alt-tabbing?

Is noborder fullscreen windowed going to get implemented?

>> No.4076671
File: 1.13 MB, 499x300, 1387213938195.gif [View same] [iqdb] [saucenao] [google] [report]

>GZDoom froze on me yesterday
>Had to ctrl+alt+del to close it
>The gamma settings stayed on until I would restart the computer

>> No.4076686

that's why I leave the gamma settings untouched and play with the other display options to have the same effect

>> No.4076694
File: 585 KB, 1920x1080, Screenshot_Doom_20170623_185956.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4076695 [SPOILER] 
File: 265 KB, 1200x1020, 1498262813484.png [View same] [iqdb] [saucenao] [google] [report]

Loli is nice sometimes.

>> No.4076702

This idea of abilities i had alot before Quake Champions were even announced trough that CGI trailer last year, Tyzen was the first character which had an ability in the mod, now Doomslayer is going to be the second, anyway don't think this will be like QC, the characters will have only one ability varying between passive and active, like Sorlag instead of spit acid as an active ability, in my mod she will have a passive regeneration, TankJr as well will not be like Clutch with a Reinhardt Shield, instead, a passive armor regeneration, well the list goes on, i have ideas for some of them but not for all of them, i'm opened to suggestions about this subject.

>> No.4076767

i was planning on a Q3 weapon set
i was also planning a seperate class based mod
then QC was announced and after playing it, i thinkg those two can indeed be combined
plan is now to have a fairly mild but still useful passive + a recharge based item like in D44M singleplayer serving as the active ability, being a throwable/deployable/usable
keeps things consistent and outside the realms of spacemagic superpowers
and it justifies them doing only one thing at once
instead of bullshit like invisibility also making you invulnerable

>> No.4076798

Any weapon sets for Doom reminiscent of Max Payne or FEAR?

>> No.4076807

Well, the recharges will vary as well, it will depend of the execution, active aggressive ones probably i will keep the method of Tyzen's one, which recharges based in kills pretty much like the weapon ultimates, now active support ones probably is fine to recharge over time.

>> No.4076839
File: 297 KB, 800x600, Screenshot_Doom_20170623_120210.png [View same] [iqdb] [saucenao] [google] [report]

Basically modern weapons?

I guess Call of Doom and Trailblaizer

>> No.4076850

Or no wait, you probably want non-hitscan bullets.

For that, only Johnny Doom comes to mind, but I think there should totally be more mods that have non-hitscan bullet weapons. My knowledge is limited though.

>> No.4076868

Koume is god tier. More of a Kirari fan tho.

>> No.4076883

Thanks for the feedback.

>> No.4076886
File: 465 KB, 1920x1080, Screenshot_Doom_20170623_205026.png [View same] [iqdb] [saucenao] [google] [report]

Well, revisiting Trailblazer at you mentioning it had me discover the machete can go through walls.

>> No.4076990

New thread.


/v/'s drawthread booru is pretty good for finding something to start the OP with.

>> No.4077005
File: 401 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to open Sunlust with GZDoombuilder 2 (latest version) and get weird errors and a freeze/crash.

I open it up as Boom format, with sunlust.wad as additional esource. Meanwhile all other wads like Ancient Aliens, Temple of the Lizard Men etc. open completely fine and quick.

I tried opening it up as different formats, but every time get the same - a message box that freezes up, and eventually crashes.

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