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4313304 No.4313304 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4306550

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.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
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
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/









>> No.4313305


-Deadline: October 15th
-Rules can be found here
-Gothic textures and orange edits
-http://s000.tinyupload.com/?file_id=87989432287548895519 (updated 10-07)

-Start map is being worked on

-Looking to update the OP, suggestions are welcome
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-7] 300 minutes of /vr/ updated

[10-6] Hunter's Moon v2.9.2 released

[10-6] Fox Sports Chile features Doom WADs

[10-6] HUMP finished; version 1.3 available

[10-6] GZDoom 3.2.0 released; MENUDEF replacements merged, custom IWAD support, and more

[10-2] id's FTP server has been decommissioned

[9-29] thevidya.site, an anon's WAD upload site, is put on hiatus

[9-29] High-res official art

[9-25] DemonSphere, a longtime deathmatch player, has committed suicide
-Correction: Turned out to be an accident, not intentional suicide

[9-24] Newstuff 538: featuring Fanta Base by /vr/'s own Hebridean Isle

[9-22] An E2 replacement

=== PREVIOUS ===


=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link, so the next OP can easily find it.

>> No.4313321
File: 738 KB, 700x855, 1504728747154.png [View same] [iqdb] [saucenao] [google] [report]

>lost soul that fires a BFG peeking off a corner
>immediately charges to close in on you and royally destroy you

>> No.4313329

that's legitimately fucking evil.

>> No.4313331

>does it still make a sound? do you have switch textures on any other upper/lower/mid textures on the same line?
No, and no. It's on a lower section of a line, there are no other textures at all on that line. It opens a door that starts a voodoo conveyor belt, that part works fine. It also animates and makes noise fine in zdoom.

>but do they have the same name as one of the iwad switches? if not you have to specify them via a SWITCHES lump
Yes; they are available in the doom2 iwad..

>> No.4313332

Any zscripters here? I need a function that traces a hitscan ray and returns a vector3 position.

>> No.4313339

Nevermind I solved it. LineAttack() does what I need.

>> No.4313343

>Yes; they are available in the doom2 iwad
what's the actual texture name? e.g. SW1xxxx

>It also animates and makes noise fine in zdoom.
i can't think of any other reasons a switch texture wouldn't change in prboom. it might still be something obvious though. would you be willing to share the map so i could take a look at it?

>> No.4313353
File: 20 KB, 455x171, teef too.png [View same] [iqdb] [saucenao] [google] [report]

I downloaded (something that was labeled) the GOG version of Thief II, installed it, and then ran the program from the installer. It started up just fine, BUT when I exited and then tried to start it again I got this message (pic related).

What the fuck am I doing wrong?

And how EXACTLY do I get this running consistently every time I try to start it?

>> No.4313395

aaaand apparently when I run the map without
they both animate fine.
so it's something in that texture set that's fucking it up, presumably. Was it not tested with PrBoom?

>> No.4313406

I did, but changes should not apply to that. Lemme look.

>> No.4313410
File: 890 KB, 800x600, 2017-10-08 11-20-45.webm [View same] [iqdb] [saucenao] [google] [report]

Woo linear interpolation

next step is trying to tackle beziers yet again. All feels easier with zscript functions and data types.

>> No.4313428

>clip whip

>> No.4313437

>clip whip
That's Zharkov but I believe it.

>> No.4313442

Okay, seems that the marker lump SWITCHES is causing the hiccup. It makes no switch texture work. If you delete it with Slade, they oughta be working.

I wanted to use that one simply to indicate that the next few textures are switches, but guess BOOM format is having none of that.

>> No.4313446

oh for fuck's sake. you never said you were running with a texture pack. yeah i see there is a 0 byte SWITCHES lump in there which will undefine all the switches.

>> No.4313450

And here's the hopefully final final version without any nonsense.


>> No.4313453

Does anyone else dislike Doom 2 monsters? The balance in the original game was perfect and in 2 it's ruined by cheap shit. It's a fun game, but it's not a game whose levels I meticulously pistolstart and continue to appreciate.

>> No.4313475

No I'd consider the doom 2 bestiary essential to the point where I'm unlikely to play any non-cacoward ultimate doom wads

With doom 1 you're limited to mostly single-fire projectile monsters and with the shotgun usually being your main weapon you're left with a slower paced game I'd say; not that there's anything wrong with that, its all down to how you like to play but I think the doom 2 monsters add too much to neglect.

>> No.4313476

After my E2 replacement I can say how much I disagree for variance sake.

>> No.4313480

The Doom 2 monsters are wonderful.

>> No.4313486
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

you could achieve essentially the exact same effect by making a railattack that spawns clips every tic

>> No.4313489
File: 1.34 MB, 800x600, 2017-10-08 12-30-49.webm [View same] [iqdb] [saucenao] [google] [report]

Not quite.

Got the 3d models to spawn, angle and stretch properly. No actual beziers yet. Also, does anyone have a nice horizontally or vertically tiling "lightning" texture?

>> No.4313492
File: 1.40 MB, 1720x1700, 7913579135.png [View same] [iqdb] [saucenao] [google] [report]

>he doesn't like arachnotrons, mancubi or arch-viles

i mean i can understand not being a pain elemental fan but what the fuck, guy

>> No.4313493

>Okay, so upon further inspection, the midi in the first map works fine in prboom+ and zdoom, but doesn't work in gzdoom. Very strange.
so it's a port bug. and the maps remain playable. thus in my opinion, not really worth another trip through the /idgames hoop-jumping course by itself.
nevertheless i'd like to verify this for myself before making any knee-jerk reactions. but that means getting music to work again, and figuring out why chocolate-doom instantly segfaults when it tries to make any sound (occurs deep inside libsdl2, introduced when debian upgraded it from 2.0.5 to 2.0.6)
>When in doubt, blame Graf.
i'm inclined to agree, especially if it works in his port's ancestor, but not his own.

>> No.4313495

not him but, well, i hate mancubi. i can dodge revenant missiles all day long but i cannot fight mancubi without taking silly damages from messing up the dodging even after 20+ years playing the game.

>> No.4313496

wow that looks great - how did you do it.... is it a railgun attack of some sort? is it spawning a sprite or a bunch of particles or something?

>> No.4313497

Wouldn't work. I need to store every spawned actor in an array. I've made lightning effects previously with A_SpawnParticle, but using stretched 3d models (used old lazer beam trick where height scaling +90 pitch = beam length) I can get away with way, way fewer actual points.

>> No.4313503
File: 8 KB, 835x447, 1mubeam.png [View same] [iqdb] [saucenao] [google] [report]

Custom action function. It fires a hitscan, measure the distance to the puff, then spawns sparsity/distance lightning bolt actors in a line between the caller and the puff while applying a random offset. The lightning bolt actors are 1x1x1 3d models that look like this. Each is angled to face the next one in the line with a pitch offset of 90, then scaled in "height" to the distance between that bolt and the next so they form an unbroken line.

>> No.4313504

I mean distance/sparsity.

>> No.4313505

I quite like the more simplistic encounters of Doom, but the Doom 2 expanded bestiary is so versatile and lets you do so many things, so many new roles.

So many wads would be less good if they didn't have the Doom 2 monsters.

>> No.4313507

it looks amazing, do you mind if I use it for the lightning attack of >>4312665 ?
Currently I'm using a bunch of railgun attacls with the particles they spawn, but it looks pretty mediocre.
Is the color for the lightning set on the 3D model, or with DECORATE / zscript? Need me some red lightning....

>> No.4313510

oh, i was specifically talking about the clip-spawning shot

definitely wouldn't work for what you're attempting

>> No.4313514
File: 60 KB, 480x480, lightning1.png [View same] [iqdb] [saucenao] [google] [report]

Sure, anyone can use my code. I'd like to finish it first though.

The color is "set" in this texture (with additive blending on the 3d actor). It was the best I could find. You can set the color through zscript, but then you don't get the white core. So use some image editing software to change the hue of whatever lightning texture you end up using.

>> No.4313515
File: 27 KB, 132x98, skeletal_katyusha_song_intensifies.gif [View same] [iqdb] [saucenao] [google] [report]

amazing, cheers. Look forward to it

>> No.4313528

if the wad has extra switches (i see it has SW1GOTH etc) you'll need to provide an appropriate SWITCHES lump if people want them to work as switches (i.e. change when pressed).

i guess i'll do this for you if you can't be bothered.

>> No.4313531

No no, not necessary. SW1GOTH and the others work because in TEXTURE1 they were added as a patch to SW1EXIT. Apart from adding the orange edits and adding an ANIMATED lump for the orange water and waterfall, I did not mess intentionally with any of the previous things in GOTHTX.

>> No.4313532
File: 988 KB, 660x484, 2hudoom proper.webm [View same] [iqdb] [saucenao] [google] [report]

>tfw valiant ep4

>> No.4313534

oh, okay, fair enough
sorry for jumping to conclusions

>> No.4313538

It's okay. I though that I could add a simple marker called SWITCHES because it would not be the SWITCHES lump that actually contains switch definitions. But BOOM operates on a name basis here.

On an unrelated note: I noticed how SLADE sometimes converts PNGs not to flats as intended, but returns UNKNOWNs instead. There seems to be no rhyme or reason to it.

>> No.4313539

>>4313493 (me)
okay i've verified the map01 music plays in chocolate doom via OPL emulation, so the midi isn't broken at least.

>> No.4313542

no idea mate, i don't use slade

>> No.4313557

okay, what the heck. gzdoom 3.2.0 with opl emulation also plays the map01 music and it sounds just like chocolate doom.
so what exactly is the problem here? how are you people getting it to not play music?

>> No.4313584

Mancubi are fucking great.

I dislike them blocking cramped hallways, but I consider that bad map design for the most part.

>> No.4313604

Did you try TafferPatcher?

>> No.4313620

Looks great and is cool, but doesnt spawning all t hose actors take a big toll on performance? I know doom isnt exactly crysis when it comes spec requirements, but imagine if you had 100 monsters on screen and they all shot that out. Pretty sure the game would just halt and catch fire on anything not running top-level modern GPUs.
Looks great though

>> No.4313623
File: 12 KB, 1450x92, doom stroke.png [View same] [iqdb] [saucenao] [google] [report]

I think the Doom 2 bestiary being more threatening than the original's own is reasonable, their implementation I think what makes or breaks them. We got the SSG to deal with the bulkier ones better at close ranges, and more reason for mappers to add other weapons to deal with them at longer distances.

>> No.4313636

I like what they add to the game for variance, I find Arachnotrons and Mancubi to be a lot of fun to fight. What I dislike is how reliant the new enemies are on the Super Shotgun and vice versa.

>> No.4313648

Yeah it probably hits performance a lot. Only a single boss monster will use such an attack. Its also easy to tweak the number of segments.

By the way i found out its possible to overbright the bolts (affects bloom postprocessing) by setting alpha to 4.0. That could be a useful trick for any glowing effect sprite.

>> No.4313662

Maybe you could improve performance by making the actors fewer and further in-between and using some sort of pathfinding to make it appear like lightning. Like, the beam is a maze and the graphics drawn is just filler. I dunno, havent really worked much with Doom modding. Just an idea from a programming perspective.

>> No.4313671

I'm not even 100% certain how that works.

And why does it work the first time I start the game immediately after installing it, but doesn't work after that? Is that a known issue with the game?

>> No.4313684

That's essentially what im doing using models instead of sprites(actually plane models in gzdoom or particles(ditto) since one actor can cover an arbitrary straight distance. If there'd been skeletal model support and bone control, each bolt could have been bent to shape and thus even fewer would be needed. Can't think of any other more efficient rendering methods currently available.

>> No.4313690

Oh ok. Nevermind then. Good work though, it looks legit fantastic. I assume the bolt is different each time then?

>> No.4313729

Thanks mate. The segments are the same but the pattern is random. By the way, it'd be easy but performance intensive to have the bolt split and branch out since each or a random number of segments could call the same function with other arguments. And the same code can randomly generate realistic trees as well, if used with one or several branch models.

>> No.4313748

>By the way, it'd be easy but performance intensive to have the bolt split and branch out.
That'd be radical, but yeah, muh performance.
What are you planning to use this lightning for anyway? A gun or monster or something?

>> No.4313760

Boss monster attack. Maybe it drops the cannon as a limited use player super weapon? The monster will also fire sweeping laser beams and spiraling missile clusters. The lightning attack will be audible telegraphed with a whining charge sound and have a bit of delay between aiming and firing to allow dodging.

>> No.4313767

Can you have one model per branch that stretches out the required distance and have a tiling texture to save on performance?

>> No.4313785

Interesting idea. It would require a custom shader that tiles depending on scale, if that is even a retrievable number.

>> No.4313792

You have 5 seconds to come up with a unique/original idea for a map/mod.

>> No.4313798

>You have 5 seconds
you have 5 seconds to kill another monster. if you don't kill something or pick up a health bonus within 5 seconds you start losing heath at a rate of 2% / 4% / 8% per tic (depending on skill level).

>> No.4313801

Timesplitters 2 Vampire mode

>> No.4313816

Wow, that is an interesting idea.
Well done.

>> No.4314056 [DELETED] 

Requesting Bayonetta with Marge Simpson's hair
Or if you want, make it her pubic hair

>> No.4314102

>http://s000.tinyupload.com/?file_id=87989432287548895519 (updated 10-07)
File deleted. Can someone upload a working link with the latest resource?

>> No.4314105
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any wads that try to recreate Doom 1's levels to look more believable? Like KDiZD but without being hot garbage?

>> No.4314108

it was updated

>> No.4314110

When the maps are finished.

>> No.4314115

No. Right click your install folder and hit properties, change it from read only to writeable.

I can't image in why you're having a hard time with this.

>> No.4314124



>> No.4314128
File: 594 KB, 1920x1200, Screenshot_Doom_20171008_130507.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4314140

now that's horrifying.

>> No.4314169

Why did it work the first time when I launched the game from the installer?

>> No.4314175
File: 194 KB, 640x456, I'm on the street now.png [View same] [iqdb] [saucenao] [google] [report]

>quake 2's soundtrack
holy fuck

>> No.4314185
File: 515 KB, 1280x720, Screenshot_Doom_20171008_202217.png [View same] [iqdb] [saucenao] [google] [report]

Does this looks striploader with bullets?

>> No.4314204

that's great, now to dig through the archives for that yaranaika status bar face

>> No.4314209

[10-8] the /newstuff chronicles 539

>> No.4314215

Yeah it looks nice. Maybe shade a little darker between the cartridges though.

>> No.4314225

...I don't get it
There is nothing that looks like yaranaika

>> No.4314227

time for you to re-read Kuso Miso Technique.

>> No.4314242

No, I know what yaranaika is.
That suit doesn't look like yaranaika

>> No.4314246
File: 353 KB, 1920x1200, Screenshot_Doom_20171008_140827.png [View same] [iqdb] [saucenao] [google] [report]

Ladies and gentlemen, I give you the Keeñata. It clips through the floor a bit, but that's probably due to my hastily assembled test map. The offsets are identical to the original frames, so it should look fine in a proper setup.

>> No.4314248

Chaingunners and Pain Elementals are complete fucking bullshit, but otherwise I like the Doom 2 additions. Yes, even Arch-viles - they're bigger "oh shit" moments than the bosses, the mapper just needs to use them well and not be a dick about them.

>> No.4314254

nice, what's it do?

love it

>> No.4314259

oh heck i'm going to have my work cut out making a decent map to do justice to your graphics
this will be more of a challenge than i expected

>> No.4314260

Should 'ARMS' stay the same?

>> No.4314261

Equinox' space station level

>> No.4314270


The arm is reaching for the lowered zipper.


It bursts into a pile of candy when you kill it (it's a stationary monster with no attacks), instead of bursting into gore like in Doom 2.

>> No.4314281

right, is this in dehacked? i assume this is for the halloween project? if just something you're doing on your own ignore me

>> No.4314291


Yes, its for the Halloween mod, no, there's no DeHacked involved (at least, on my part). I'm extremely new to Doom modding, so I haven't even touched DeHacked.

>> No.4314306

change it to "LEGS"

>> No.4314319

i think it should stay. The others work because there's a gameplay-relevant pun or reference involved. "PROPS" would be the only fitting replacement for "arms" I could think of.

>> No.4314337

"HAUL" ?

>> No.4314359

when you do them remember to rotate for axis to have it normalized along the xy axis instead of a bit wonky; I didn't do that for tsp and you get some wider angles than you really want. Easy fix though.

>> No.4314364

Thanks for looking into that. Sorry I didn't mention I was using a texture pack.

>> No.4314373


>> No.4314467

You mean distribute the points inside an imaginary cylinder around the aim vector? I want to do that for all the gun functions too. using angle or pitch + frandom(-val,val) results in a square pattern, and aiming straight up makes you spread less with normal functions. Can't have that.

I got the find-point-on-curve down I think, but I'm not quite sure how to offset all the control points in a quadratic curve and have it look realistic.

>> No.4314554


>> No.4314556

doom 1's monsters were very basic and most were derivitive of each other
doom 2's new monsters are all good jet get good

>> No.4314571
File: 81 KB, 790x686, UNF.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy, I want you...

inside me.

>> No.4314586


>> No.4314587

Does anyone have any suggestions for Halloween power up graphics? Still need to do the berserk pack and assorted spheres.

Also, if anyone out there is considering making a replacement monster but can't decide on one, may I suggest the pain elemental? We need one with green insides to match the green flaming lost souls, and palette swapping the existing sprites has not produced very appealing results.

>> No.4314590

Post results.

>> No.4314596

there's a green-edged pain elemental sprite in mordeth iirc

>> No.4314603

>using angle or pitch + frandom(-val,val) results in a square pattern, and aiming straight up makes you spread less with normal functions. Can't have that.

that first problem is solved by using a gaussian distribution of random values. I ended up using a 513-entry lookup table for this (256 for each direction, +1 for dead center), took a random value from it, then multiplied it by whatever scaling factor I was using. it's the fastest way I can think of to do it. here's the table, by the way: https://www.hastebin.com/everiyeraf

the second one's just 3D vector rotation, which zdoom does in a lazy fashion (just add the angles and pitches together, it's fine). shouldn't be hard.

>> No.4314610

>Pain elemental
Try this translation string i just made
"176:191=112:127", "160:167=112:127", "208:223=112:127", "232:235=119:122", "45:47=124:126", "36:39=156:159", "42:42=126:127", "32:34=119:121"

>> No.4314612
File: 57 KB, 640x480, 1507495628.png [View same] [iqdb] [saucenao] [google] [report]

and scythe X. you can probably just pull it out of there. it doesn't say exactly who made what but who cares, just put "pain elemental sprite from scythe x" in the text file, hopefully nobody has a rod that far up their ass to go all copyright police on you/us

>> No.4314616

it just says

The Ultimate Doomer

>> No.4314624

Just use a different shade of green. :^)

>> No.4314640

>hopefully nobody has a rod that far up their ass to go all copyright police on you/us
Never heard of PillowBlaster I take it

>> No.4314641

>You mean distribute the points inside an imaginary cylinder around the aim vector?
Also I shoulda said "xy plane" instead of "xy axis."
What I mean is when you construct the bezier curve, instead of getting your start (x0, y0) and end (x1, y1) and then picking control points from there, that's bad and looks wonky at certain angles if you do it simply like that, and to do it correctly from there you're making the math much harder on yourself.
Instead, you get your start and end (x0, y0), (x1, y1) and from there set your start to the origin and rotate the line from start to end to be inline with the x-axis; so you end up with your start (0,0) and your end (sqrt( (x0 - x1)^2 + (y0 - y1)^2) ), 0). Now you construct your bezier, and the only curving will be in the y axis. Once you've constructed your bezier with these endpoints, you rotate the curve back to your original line, plus add the offsets (x0 and y0) that are the distance from the origin to your start point.

>> No.4314658


Pretty much the same as what I did. It leaves a lot of holes that would need to be fixed manually, and then a bunch of clean up to make it look natural. At a certain point, it just makes more sense to make a new one from scratch. I'd do it myself, but I don't have any experience with 3D modeling.

>> No.4314660

That table will really come in handy. Thanks man.
>the second one's just 3D vector rotation, which zdoom does in a lazy fashion (just add the angles and pitches together, it's fine). shouldn't be hard.
There's some kind of built-in function for this?

>> No.4314661

>MetaDoom's revenant has the death sound from the PS1 port
Never noticed it, neat

>> No.4314665

i have but he's not in this list >>4314616 and he didn't make scythe_x

>> No.4314669

Wait, you want a completely new monster? That I can do. Big flying pumpkin with green flames inside perhaps?

>> No.4314686

i agree, crediting people is really haaaard :(

>> No.4314696

I'm autistic about giving credits to anyone even tangentially responsible for something I put in my mods. And I don't really give a shit of people take anything I've made unless it's bad and I feel embarrassed.

But PB takes things way too seriously.

>> No.4314698

i can't believe you people are seriously considering not reusing a perfectly good pain elemental recolour

>> No.4314702

It is when people use a pile of assets and then throw out a few names with no indication of who did what, and then you try to credit them and people get butthurt that you didn't credit them exactly correctly because you don't have information you couldn't possibly have.

There's also some of the ""coding"" folks that code really simple shit and then get mad when they see other people do anything even remotely similar because they have no concept or scope of coding and don't understand that no,
SetActorProperty(0, APROP_SPEED, FixedMul(GetActorProperty (0, APROP_HEALTH), 0.5));
is not (c) xXxSephinRRRothxXx[clan2014]

>> No.4314706


Sounds good to me. I imagine the cacodemon will get a similar overhaul (apparently there already exists a "cacolantern"?), but the green flames should be sufficient to distinguish the two.

>> No.4314708

>There's also some of the ""coding"" folks that code really simple shit and then get mad when they see other people do anything even remotely similar
Wait, there are? Haven't heard about anyone ever doing this.

>> No.4314712

I ended up just renaming SWITCHES to SWITCHEZ so that it now both functions as a marker but not a switches lump and is also 200% more dope
I dunno if you want to update the texture pack the same way.

>> No.4314714

Dig around on the zandronum forums and you will see some shit
>But PB takes things way too seriously.
its probably because he's a codelet

>> No.4314750

>Dig around on the zandronum forums[...]
id rather not

>> No.4314773

>all good
>Chaingunners and Pain Elementals exist
Chingunners are just cheap, especially after Plutonia now everyone feels the need to have armies of them, and Pain Elementals may have the hugging trick to beat them, but if you can't do that you're going to have a flood of Lost Souls filling the air and drowning out any and all other sounds and music with their screaming. Effectively it's the Doom version of micspamming.

>> No.4314810

um git gud they're fine

>> No.4314828

I'm not saying they're too hard, mr "git gud", I'm saying they aren't fun to fight. I think most of us here have been killing these things for the good part of two decades, it doesn't make them good to fight.

>> No.4314834
File: 148 KB, 960x540, bumpkin pumpkin.png [View same] [iqdb] [saucenao] [google] [report]

Here's a crude draft (will absolutely need to be completely redone because those are some dirty vertices). Something akin to this?

>> No.4314838
File: 156 KB, 960x540, bumpkin pumpkin2.png [View same] [iqdb] [saucenao] [google] [report]

Oh right, green flames.

>> No.4314842

Where are the arms?

>> No.4314870
File: 167 KB, 960x540, durr.png [View same] [iqdb] [saucenao] [google] [report]


its a sketch

>> No.4314876


It looks great. Maybe the arms could be gnarled stems?

>> No.4314915

nope, you gotta do the 3D rotation yourself. luckily the wikipedia article isn't very hard to figure out - it gives you the 3D rotation matrix, all you gotta do is convert it to code.

>> No.4314924

Hey guys I wonder if this is possible:

Monster has a projectile that causes explosive damage. The monster can hurt itself and other members of its species.

But they still do not infight even though they can damage each other.

How Do?

>> No.4314934


>> No.4314936


>> No.4314950


There's actually a tag for No Infighting now?groovy (says it like ash)
> now wait a minute, does this mean infighting whatsoever, or just infighting within the same species?

Dont hurt species makes sure they wont hurt each other, but the point is I want to make it so that they will.

Fatsos, Revenants, Bruisers, and Cacos would have explosive projectiles (amount varies, usually quite low) which they could in fact hurt each other with. Though they'd take half damage or less from their own damage type.

The point of this besides increasing infighting between other species (since fatsos would catch others in blast radii easily) is so that you can also make those monsters that constantly dumbfire against the wall in front of them, or in a crowd of like kind, will eventually start killing themselves off too.

This is similar to the Shalraths from quake 1 which could be hurt by each other's firepod explosions and even their own and would eventually die from it. However they didnt fight each other.

>> No.4314954

>Dont hurt species makes sure they wont hurt each other, but the point is I want to make it so that they will.
That's why you put a minus sign there, silly.

>> No.4314975

Where is this song from? It feels familiar.

>> No.4314990

...It's from Doom, anon.

>> No.4314997
File: 13 KB, 642x427, portadoom_cacowards2015_index.png [View same] [iqdb] [saucenao] [google] [report]

Minor updates to PortaDOOM: (not news-worthy)
Link is in the OP.
> Different sections now have differently coloured pages
> Cacowards now have index pages so you can easily find every WAD included
> Upgraded GZDoom to 3.2
> Added a Glossary page (Home #03)
> Numerous fixes and page improvements

>> No.4315008

actually I found it, somehow I overlooked this flag...

"Actor does not infight with others belonging to the same species as it."

>> No.4315016


>> No.4315025


Hmm actually this does not work, and my Slade code editor doesnt recognize the flag either even though its part of the zdoom wiki.

>> No.4315034

does it work in the latest gzdoom, at least? it doesn't have a git revision next to it, so you'd hope it's in a stable release.

>> No.4315064

Also it doesnt have a "new from version X.Y" next to it either, suggesting its an old flag. Maybe its something that has been missed in implementation all along and nobody noticed?

>> No.4315072


>> No.4315074

Where do people congregate outside /vr/ now? The IRC isn't quite dead, but it's not exactly lively either.

>> No.4315082

Zdoom forums? Thats the only other place I know of for communication about doom stuff.

I havent used IRC since 2005.

>> No.4315096
File: 86 KB, 900x517, 1506999013414.jpg [View same] [iqdb] [saucenao] [google] [report]

I meant for /vr/ doom in particular. Not that /vr/ isn't great.

>> No.4315101

I love Mancubi as artillery turrets.

>> No.4315103

fucking gzdoom
I want to play high noon drifter but it lags to shit with smoke particle effects and other things, and gzdoom also lags when looking at large levels.
Also the mouse from the menus just up and dissapeared. From all GZDoom versions. Dunno whats up with that

>> No.4315116

Use QZdoom with software renderer.

>> No.4315120
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

>dial the brightness of my Halloween map into a pleasant but spoopy level of darkness
>looks good in PrBoom+
>decide to test it on GZDoom
>can't see shit

>> No.4315123 [DELETED] 


in other words

> GZdoom is an absolutely fucked tranny trainwreck and cant be saved at this point

>> No.4315127

>tranny trainwreck
Legit? Or just pissed and spewing words?

>> No.4315129

why would you do this
why would you tell someone to do this
gzdoom has the fucking software renderer in it
qzdoom and zdoom are both dead
stop being a dumbass and look at the option menu sometime

>> No.4315132


>> No.4315134

GZDoom's soft renderer can't do true 3D afaik tho. It's just ZDoom's gay soft renderer.

>> No.4315135

>absolutely fucked tranny
Oh my.

>> No.4315138

Weren't GZDoom and QZDoom merged?

>> No.4315140

No idea to be honest.

>> No.4315142

no you fuck
qzdoom was merged with gzdoom once it was deemed complete
it can't do "true 3D" either, the major addition it brought was truecolor

>> No.4315146

I actually went into GZDoom and switched back to OpenGL and it works just fine now, lol. Guess those fancy effects just dont play well with software.
Also the mouse thing was caused by me having mouse trails turned on, bit dumb of me lol
its been a while since i payed attention, any status on going down 2?

>> No.4315147

All the /vr/ wads take place in the same universe. The /vr/ Doom Mapping Universe ™.

This is now canon.

>> No.4315150


no gzdoom's soft renderer was supposedly upgraded but all he really did was break it so that it has some kind of code leak and crashes (after about 15 sec the gameplay grinds to a halt and the program freezes)

im still using v2.4 until they fix it

>> No.4315162

argh i can hear that wrinkly face guy say it

>> No.4315165

i'm using 3.2 with software renderer but 32bpp renderer turned off, it's basically like old zdoom. it doesn't seem to leak memory although i have so much maybe i'm just not noticing.

>> No.4315171

thinking more in terms of cpu cycles leakage, some kinda loop, zdoom never uses much memory in my experience

>> No.4315178

How many maps is the Halloween wad expected to have?

>> No.4315230

In reality, I'd expect maybe ~10-15 unless people start working overtime to get a full 32 maps. When's the submission deadline anyway?
>Inb4 someone makes a map with 666 enemies

>> No.4315235

On the 15th.

>> No.4315238

i have no idea, there was one posted that was a tuneup of a map posted a few months ago (castle nofun) and i think the guy has another one he wants to submit, i guess there are a couple of other people working on maps who posted screenshots yesterday.

i'm trying to do one but i'm having trouble living up to the standard set by the graphics the guys are making. my usual method is either to make some tiny challenge map that annoys anyone who plays it, or some gimmick with an open layout and spam monster teleporters into it, in fact i've got a layout i made by taking a random image and turning it into a wad but it's not very well done. it's just a huge grid of squares of different heights and light levels currently. i don't think i can use it.

>> No.4315241

>/vr/verse consists of a version of UAC who only hire apprentice architects

>> No.4315248


>> No.4315254
File: 372 KB, 1366x768, Screenshot_Doom_THEATRE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4315261
File: 171 KB, 1366x768, Screenshot_Doom_20171008_214640.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4315272

why is it so easy to identify 1994-1996 maps

>> No.4315274


>> No.4315278
File: 116 KB, 179x275, 1459378257586.png [View same] [iqdb] [saucenao] [google] [report]

>Your mom - XXX

sick fires bro

>> No.4315279


>> No.4315280
File: 256 KB, 1366x768, Screenshot_Doom_20171008_221318.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4315283
File: 253 KB, 1366x768, Screenshot_Doom_20171008_221606.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4315286

Fuckin nice.
what map?

>> No.4315290
File: 2.32 MB, 512x384, 1504549086283.gif [View same] [iqdb] [saucenao] [google] [report]

>the chaingunner

>> No.4315292


>> No.4315309

the IRC really only exists for balrog and bloax to whine about things now. there hasn't really been a second congregation place since.
a couple attempts were made (see: the /vr/ discord), but none are really active or interesting enough to capture what made #vr great years ago.

>> No.4315312

>I want to play high noon drifter but it lags to shit with smoke particle effects and other things

You can turn them off.
Please head to Mod Options and the Optimization category, turn the smoke/particles/etc off.
Does that help any?

>> No.4315323
File: 491 KB, 1366x768, Screenshot_Doom_20160109_231742.png [View same] [iqdb] [saucenao] [google] [report]

they're all so primitive it isn't funny

>> No.4315329
File: 417 KB, 1366x768, Screenshot_Doom_20160109_231729.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4315335

Aight. Just curious.

>> No.4315338

Why is it that in GZDoom and other source ports text can sometimes be very blurry? I tried disabling texture filtering, that didn't change a thing.

>> No.4315340

Are you the guy who made map 20 of 300 minutes?

>> No.4315362


>> No.4315370

Alright, I tried it in an older 1.9 version of GZDoom and it ran much better.

>> No.4315401
File: 150 KB, 1024x468, Garand Bayonet.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, I got a generated list from the hard drive people, and so far Doom related stuff that's damaged/corrupted include
>GoldenSouls 1.0
>only a few images
All things that are replaceable. Well, I can go without replacing Hexen
Very little else was broken, mostly stuff I already had backed up.

I'm thinking I'll get to finishing up the Garand rifle (there will be much pinging and stabbing).
Photoshop's shrinkage issue kind of drives me insane, but if I'm really careful and squint (and employ judicious use of Undo), I think I can finish the last of it.
Say, can Gimp do that thing Photoshop does where you can use rectangular markers to cumulatively (de)select fields with? That shit is good as fuck for spriting.

>> No.4315404

Someone in the last thread said in Doom that E2 and E3 were switched at some point during dev. is there a source for this? its pretty interesting and i'd like to read more about it

>> No.4315407
File: 698 KB, 1920x1200, Screenshot_Doom_20171008_220935.png [View same] [iqdb] [saucenao] [google] [report]

What do you all think of zombified soldiers having a deathly pallor and deep red blood stains? I know it's kind of basic, but it's quick, easy, and it works.

Apologies for the crappy screenshot. I couldn't iddqd and printscreen fast enough to get them all standing before the chaingunner slaughtered the others. You get the idea, though.

>> No.4315410
File: 7 KB, 287x116, file.png [View same] [iqdb] [saucenao] [google] [report]

>Say, can Gimp do that thing Photoshop does where you can use rectangular markers to cumulatively (de)select fields with? That shit is good as fuck for spriting.
Yeah, pick rectangle select tool and hold shift, ctrl, or both- you can add to, subtract from, or invert a selection.

>> No.4315419

Fucking golden.

And it doesn't have that problem Photoshop does with high resolution screens where the interface and software fonts shrink down to the size of microns?

>> No.4315421

I'm for it, it's easy but it's a little thing that changes things up a bit visually, kind of like how changing the skybox of a level can radically alter the mood and atmosphere of it.

>> No.4315424

Also give them Playstation zombie sounds.

>> No.4315427

Are we going to replace the Wolfenstein SS with anything?

>> No.4315435

Unfortunately no idea there, my largest monitor is just 1080p, but some quick Googling says no, like most programs its interface still ends up tiny when you're using an xbox hueg resolution. However more Googling shows people have made custom themes for bigger icons, and image preview sizes can be adjusted by default.

if you're using hotkeys you shouldn't even be looking at the toolbars

>> No.4315438

Is there any worthwhile DeHacked monster that's simple that could fit?

Like turning them into some generic zombie or spook or something.

>> No.4315441

I was never good with hotkeys, but if the interface is adjustable that sounds nice.

My screen isn't huge (it's actually smaller than my old one), it's just high res, 1920x1080
Apparently Adobe never thought of future proofing.

>> No.4315451

people used to have a sense of humor back then

>> No.4315453
File: 1 KB, 250x140, ChainsawZombie.png [View same] [iqdb] [saucenao] [google] [report]

My personal recommendation would be the 667 chainsaw zombie. It's just fitting for a Halloween wad to have some chainsaw maniacs around.

>> No.4315457

Sure. I'd suggest giving him a different colored armor though, and maybe hair.

>> No.4315458

And a mask, of course.

>> No.4315463

you can rip jason voorhees from GvH multiverse

>> No.4315471

Are there any doom mods that are a top down shooter?

>> No.4315537

I've seen WIPs, but I don't think anything got released.

>> No.4315546
File: 62 KB, 584x472, 2017-10-08 20_15_32-ZDOOM 2.8.1 (2016-02-16 15_46_35 +0300).png [View same] [iqdb] [saucenao] [google] [report]

Newfag to mapping here. Can someone help me understand what's causing this graphical glitch? Both blue skull sectors are set to the same floor level as the surrounding area (0), and the same height as the door's overhang, although lower height than the surrounding area.

>> No.4315554
File: 2.61 MB, 500x228, Doom's IT.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4315579

mm yes i too hate difficulty

>> No.4315595

w-what happens if you do more googling?

>> No.4315596

I take joy in disliking mancubi myself

>> No.4315598

difficulty hates you too.

>> No.4315629
File: 771 KB, 1280x696, doom one.png [View same] [iqdb] [saucenao] [google] [report]

Wow. Just tried out Doom:One and it's absolutely horrible. There's ramps all over the place that make no sense, pointless empty new rooms, and the pistol sound has been changed.

>> No.4315635

All this talk of difficulty, what are the difficulty levels for the vr halloween thing?

Right now it's basically at
ITYTD&HNTR -- UV Doom II difficulty
HMP - UV Plutonia Difficulty
UV - Hell Revealed Difficulty
for mine

but I figure we should probably coordinate to make playthroughs more fun for players with somewhat consistent difficulty throughout for whatever skill they pick

>> No.4315636


>> No.4315649

>the pistol sound has been changed
And the sprite flipped

>> No.4315652

>Both blue skull sectors are set to the same floor level as the surrounding area (0), and the same height as the door's overhang
You mean those skulls and door track are mid textures, not walls?

>> No.4315662

looks like yhe type of CLASSIC BUT MODERNIZED lmL garbage people do let's plays of alongside brutal doom

>> No.4315680

the font is a dead giveaway.
why these people try to make doom look like a military shooter, I'll never know.

>> No.4315682

Nah. Doom 1's monsters were very basic and samey, that there were hardly any opportunities for interesting encounters. Doom 2 mixed things up a bit by adding in tougher and unique monsters that add variety and challenge in interesting ways. Its why Doom 2 is the usual go to for mapmaking, and why doom 1's occasional maps tend to just be tributes to the iwad itself.

>> No.4315684

What do you mean? I was under the impression that to make a line a wall you just use the impassable tag, and add a texture to make it visible. They're just regular lines with textures and the impassable tag.
This is what it looks like in Doom Builder visual mode btw.

>> No.4315685

...What graphical glitch?

>> No.4315693

The skull pillars are doing some Escher style shit.

>> No.4315712
File: 382 KB, 1920x1200, Screenshot_Doom_20171009_010825.png [View same] [iqdb] [saucenao] [google] [report]

Berserk pack, based on the Helix Stone. Not entirely sure about this one. Seemed like a good idea at high resolution, but the reference is almost totally lost at Doom resolution.

>> No.4315735

How many Doom mods have actual HUBs and NPC interaction with them?
I've through a lot of WADs and got a fair share of action but I'm just curious if there is "calmer" Doom Mods.
Dunno if you guys know any?

>> No.4315749


>> No.4315750
File: 104 KB, 252x306, Thief_II_-_The_Metal_Age.png [View same] [iqdb] [saucenao] [google] [report]

I got Thief II working, but why does it run in 16:9 dimensions? Shouldn't it be 4:3?

>> No.4315752
File: 663 KB, 1800x1776, 1464306333611.jpg [View same] [iqdb] [saucenao] [google] [report]

So there's
and was supposed to be Hecatomb.

What are some other H names that would be good for a mapset in a similar vein?

>> No.4315753

Strife is basically exactly that. It's not a mod obviously, but it's essentially someone taking the Doom Engine and giving it all the "deeper" gameplay elements like NPCs and voice acting and shops and all that crazy shit.

>> No.4315761

Oh now I get what you mean, I made their floor height equal to their ceiling height and set doorblu2 to the lower texture and now they look fine.

>> No.4315762


>> No.4315763

Hex Quest

>> No.4315769

>and was supposed to be Hecatomb.
also Hemolyte?

>> No.4315773

Fortunately there's much easier ways to make walls than that, just bring the ceiling or floor all the way down/up and you have an untextured wall but if you delete the sector all together you get the same effect but a cleaner automap

Also for future reference, in software renderers mid textures will always be fully visible through the floor but you can prevent this visual glitch by changing the adjacent a sector brightness (even by 1 unit is enough) and it should look fine

>> No.4315776

Hetmaz: the heroic help for the hectic hexagon

>> No.4315780

who's the semen demon

>> No.4315791

Hexadecimal, the cyberpunk spin off.

>> No.4315819

Interesting, thanks.

>> No.4315824


>> No.4315846
File: 633 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google] [report]

What the heck is causing this?

>> No.4315848
File: 327 KB, 1151x666, correct.png [View same] [iqdb] [saucenao] [google] [report]

How it is supposed to look.

>> No.4315861

God damn MAP30 of Scythe is absolutely brutal. Enemies everywhere and the map isn't as generous with ammo as most slaughtermaps are. Feels amazing that I was able to actually exit that map.

>> No.4315865

Wait, is this the Tutti Fruity effect?

>If a wall is taller than its texture, then the texture is tiled vertically. But the Doom rendering engine starts new tiles only at heights of 128, 256, 384, etc. If the texture is less than 128 units tall, horizontal bands will be left undefined.

I thought BOOM format got rid of that. Huh, an inconvenience to map around I suppose.

>> No.4315878

You have broken sectors/lindefs. those thing aren't single sided right? try "make sectors mode" and click around a bit on them.

>> No.4315894

>But the Doom rendering engine starts new tiles only at heights of 128, 256, 384, etc. If the texture is less than 128 units tall, horizontal bands will be left undefined.
y'all motherfuckers need id tech 2

>> No.4315904

>You have broken sectors/lindefs.

No, I don't. This only occurs with textures which don't have a 64, 128 etc. height. The Gothic Texture pack has some with a height of 96 in it.

>> No.4315923

Maybe I should add that this occurs only in Prboom. Gzdoom shows it fine.

>> No.4315948

i am. gg.
the halloween 1993 press release beta has them the other way round (unholy cathedral as E2M5 with E3 sky, containment area as E3M2)


i'm pretty sure the actual confirmation of swappage came out in some recent interview with Sandy Petersen, but annoyingly i can't find it. maybe it was in Masters of Doom.

>> No.4315961

it's just annoying. why can i still not dodge mancubus fire? why do i still run into their missiles especially when two or more are attacking me at once? it's infuriating, how have i not perfected dodging mancubus fire years ago? i don't hate mancubi, i shouldn't have said that, i just hate myself and my lack of skill that has not improved over 20 years argh.

>> No.4315971

why is my mouse controlling so poorly in quakespasm?

>> No.4315973
File: 64 KB, 960x540, pumpkin3.png [View same] [iqdb] [saucenao] [google] [report]

Working on the arms now (going for green pumpkin vines). Had an idea to put the shadow of a skull inside the head. will need extensive editing to show up in the sprite however.

>> No.4316015

Looks like a burnt turd.

>> No.4316028

literally Strife
And some Hexen mods

>> No.4316041
File: 163 KB, 640x480, gzdoom 2016-03-23 18-21-11-71.png [View same] [iqdb] [saucenao] [google] [report]

Last hub of a Morte has NPCs and interaction / quests.

>> No.4316046

Stronghold, a multiplayer survival wad, has NPC interaction for the main hub.

>> No.4316051

>I'm saying they aren't fun to fight
Why arent they fun to fight? if they're not hard for you, then what difference does it make to any other enemy?

>> No.4316085

They look normal to me.

>> No.4316093

What do you mean by poorly?

>> No.4316095
File: 67 KB, 400x204, PUMPA1.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4316096


>> No.4316098

they're sunk halfway into the floor, like the floor is the surface of a liquid that doesn't refract

>> No.4316103

To be fair, from the screenshot, they look like pillars standing a few feet in front of the door, instead of a frame around it.

>> No.4316104

I still don't see it. The only thing I think can be applicable is if...

You're doing the mid-texture thing with the gates, aren't you?

change light level by 1 so it treats it as a separate sector

>> No.4316110 [DELETED] 

>I still don't see it
Not him but is anyone else remotely surprised that this clown is blind to the most glaringly obvious of texture clipping issues?

>> No.4316119

WHY you would do this with midtextures instead of the standard map geometry is beyond me, though.

>> No.4316126

because the author is a neophyte. see >>4315546
>Newfag to mapping here.

>> No.4316128

So am I still, but even then that seems like some kind of estranged bewilderment.

>> No.4316146

Where's the butthole?

>> No.4316149

really jerky movement. I fixed it by lowering the polling rate of my mouse from 1000 to 125. I don't know how that can be an issue though, as ezquake works perfectly fine.

>> No.4316153

Use the quakespasm-sdl2 exe instead of the normal one, and make sure in the options menu lookspring and lookstrafe are both off.

>> No.4316156

Get the chainsaw and carve it one

>> No.4316161
File: 14 KB, 300x269, 1500684523979.png [View same] [iqdb] [saucenao] [google] [report]

>QUMP is complete

holy shit I never though I would see the day.

I still want to go through and make sure all the map exits etc work, and there are some random brushes not rendering on the start map, but we will probably release an alpha here tomorrow.

Thanks for bearing with us all this time...

>> No.4316162

sidestep, nigga, use their volley fire to start infighting

>> No.4316163

This, nothing gets your ass hauling like big volleys of hellfire raining down on you.

>> No.4316165
File: 66 KB, 462x459, Rangeur.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4316178
File: 94 KB, 480x480, 1507539246403.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4316193


>> No.4316240

yes, i know the theory and the movement pattern. but, especially when there's more than one of them, the random element and my bad reaction times combine and i strafe into missiles i should have easily avoided. this still happens after 20+ years of playing doom2 and pwads, and it's really frustrating. sorry for having a moan.

>> No.4316243

nice one geezer

qump hump and 300minvr all finish more or less simultaneously. the best end to such a sumptuous mapping orgy.

>> No.4316304

hell grounds is pretty damn good so far, why did i not hear about this wad before?

>> No.4316320

The trick is that their volleys are aimed at you, but very slightly offset, left, center, and right.

Boot up GZDoom, go out into the courtyard in Doom 2 Map 01 (kill all the monsters first), turn on IDDQD, then type SUMMON FATSO in console.
Then, just let him shoot at you for a while, from various distances and angles, try moving about when he's shooting at you to get a real feel for how they move, then start trying to dodge the fireballs, keep trying to dodge and strafe and sidestep until you get good at it.

>> No.4316328

About god damn time.

>> No.4316351
File: 42 KB, 400x204, PUMPA0003.gif [View same] [iqdb] [saucenao] [google] [report]

Pain elemental attack animation. It'll have a glow on the last frame, but I'm pretty happy with this.

>> No.4316358

Woah. That's excellent.
What do you have planned for revenants?

>> No.4316359

Looks like the skull is peeling away its pumpkin skin. I like it.

>> No.4316364

Thanks. I've never done anything like this before.

Almost think revenants should stay as they are. Kinda want to try making a levitating vampire lord dude for the revenant, with a swarm of conjured bats replacing the fire effect. Depends on if I can work out some kind of particle effect for it in blender. And a model to stea- I mean reference.

>> No.4316382

Damn dude this is wonderful. And here I was content with only using the cacolantern at the start of this whole thing.

>> No.4316390


MY DUDE. This looks fucking fantastic.

>> No.4316391

>yes, i know the theory and the movement pattern.

>> No.4316479 [SPOILER] 
File: 25 KB, 450x253, 1507562283340.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4316493
File: 2 KB, 154x84, YOU MOM - RATED XXX.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4316494
File: 1.90 MB, 400x226, impressive.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4316527
File: 6 KB, 400x204, jack-o'-lich pain0.png [View same] [iqdb] [saucenao] [google] [report]

Glad you guys like it. Only explosion frames left, but they'll be the hardest. Might do those mostly through image editing since they don't have rotations anyways

>> No.4316557

Different guy, sorry to take up an old discussion but im also curious.
I already played Strife and Stronghold, are there mods that have similar take on the doom engine (wads or mods)?
I really liked Strife and the devs developped a pretty good story on the engine, maybe excluding the NPCs are there any mods with that kind of storytelling?
Or am I just looking for something outside of doom mods?

>> No.4316617

is that ars doom? you played fucking ars doom with a weapon mod?

>> No.4316669

god damn hell grounds was amazing. The levels, the music, the atmosphere. Why did i not hear of it before and where can i find more like it?

>> No.4316679
File: 139 KB, 1023x682, kot khleb.jpg [View same] [iqdb] [saucenao] [google] [report]


tonight on unsolved mysteries...

>> No.4316692 [DELETED] 

>Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png

Why isn't Brutal Doom in this image? It's painful how conspicuous it is that it's missing and how clear it is that some people in this thread have a chip on their shoulder.

MSX, Accessories, D4T and Russian Overkill are all "normie" mods that make the bill and yet they don't even have COMMUNITY ENDORSEMENT (cacowards) or even GENERAL RECOGNITION (moddb MOTY).

>> No.4316698

It might be assumed that most people that see these already played brutal doom, due to its immense popularity
project brutality, however...

>> No.4316707

Don't, not even ironically.

>> No.4316708 [DELETED] 

The image is explicitly directed at people who have never played Doom. You don't think it's a little suspicious that there isn't even ONE. SINGLE. MENTION. in the image of what is probably the most popular Doom mod in history?

>> No.4316709

I don't really think BD needs to be on that image, almost everyone that gets into Doom these days started by watching some BD video that sparked some curiosity.

>> No.4316721 [DELETED] 

In that case then there should be a BD entry which tells people which is the best BD variant to play, like Project Brutality.

>> No.4316726

How in the fuck are you people still falling for this bait? Just stop replying.

>> No.4316729


You dont want to be using the rectangle tool anyway. For maximum effectiveness you should be using:

* Wand tool with contiguous selection off (this selects ALL pixels of the same or within tolerance value).

* Polygonal Lasso tool with Antialiasing on. For all the pixels inside the meat of your sprite that the wand tool selects, you can deselect those with the lasso.

You should also make judicious use of Unsharp Mask (under Filters/Sharpen) with the threshold values set real low like 30% or something.

When resizing or transforming the sprite down to a smaller size you probably want to get it down to 2x the size you actually want it - then hit it with the Unsharp Mask a couple times to bring out its details. Then resize down to the intended size.

Might want to do pixel art on what remains to make sure any details you wanted are still represented there. Remember when it comes to low res you are producing a Representation of the thing not a replication of it. Anything below ~120ish pixels and you're getting into mud unless its special effects like plasma shots.

After all that, then convert down to 8bit. And id suggest making a duplicate image first and converting it to 8bit using some combination of dithering/noise resampling so that way you can copypasta any parts between them that look more favorable.

Another useful tip - you can copypasta selections from 24 bit images into the 8bit image and it will automatically resample them instantly. The quality might not be the best but when you want to make some modification that will require antialiasing you can make a 24bit duplicate (after converting to 8bit first) then make your changes... line tool or whatever... then copypasta only those parts back into it.

> t. makes sprites for openxcom which have to be 32x48 or smaller

>> No.4316735 [DELETED] 

>talking about the most popular Doom mod in history in a thread about Doom is bait.

Pretentious much?

>> No.4316749


well things that would go in

>Metroid: Dreadnought(its old but maybe prime 4 may wake up the vein to update that shit)

>> No.4316764

It's a meme that Doom is this EDGY and VIOLENT HARDCORE shooter which attracts tweens. And honestly, that's all you need to know. They play the game and get mad it doesn't look like CoD, so mods are there to make it look like it.
Brutal/Brutality adds aiming down the sights, regenerating health and tons of interchangable assault rifles, and mods like this add 'realistic environments' that don't build atmosphere, tell a story or improve gameplay.

>> No.4316771


>> No.4316773

I agree, even though I don't like Brutal Doom, new players will probably be interested in it. You can't deny its popularity either.

>> No.4316778

The thing is that D2 adds new monsters, but you hate dealing with all of them.
Archviles are annoying to deal with because they hit fucking hard, and resurrect others.
Pain eles are annoying to deal with because they flood level with lost souls (which are already annoying to deal with).
Revenants are annoying to deal with because you have to guess if a missile is homing or not.
Mancubuses are annoying because angled twin shot is hard to dodge and will trip you up constantly.
And chaingunners are annoying because asshole mappers always put them in far away spots or right behind the door for cheap forced damage.

Like, Doom 2's monster have more potential for interesting encounters, but also they have potential to be much more annoying. I'd say the only really annoying monster in D1 was Lost Soul, and it was used sparingly.

So I get where the anon was coming from.

>> No.4316781

>because you have to guess if a missile is homing or not.
Homing missiles have puff trails.
Pretty easy to tell.

>> No.4316790

This is a newb level question, but how did you achieve the retro effect? Did you just apply a filter to each render?

>> No.4316791

revenants are still pretty bullshit
they are the only ones with more frames in their melee attack than their ranged attack
and even though they have a minimum range of 192 map units for their ranged attack, they still do it at point blank if they flinch
if they'd follow the damn rules

>> No.4316795


I dunno, I still think they're cool.

>> No.4316817

just need a little tweaking

like making their sprite match their hitbox so their center of mass isn't on their groin

>> No.4316856

original mancubus
he will be missed

also rip original spidermastermind too

>> No.4316874

this is the same autistic retard who went apeshit because of QC's Doomguy model

>> No.4316878
File: 2 KB, 188x166, Clipboard04.png [View same] [iqdb] [saucenao] [google] [report]

Have you considered doing full-on pixel art rather than this photomanip thing? I think pixart would look cleaner. I mean, items in Doom are pixart.

Pic related, feel free to use it or improve on it (32x32 is okay with Doom, right? I don't know much about modding)

>> No.4316883

>he will be missed
but my aim is getting better

>> No.4316887

This could be neat for D4 inspired wads or maps

>> No.4316889
File: 384 KB, 1680x1050, Halloween WIP #1.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea where I'm going with this, but I'm interested in seeing the end result. One thing's for sure; this is going to end up being the most nonlinear map I've made in quite a while, which suits me fine.

>> No.4316890

>autism is bad
fuck off mate.

>> No.4316893

>Brutal/Brutality adds aiming down the sights, regenerating health and tons of interchangable assault rifles to be more like CoD
it also adds about 30 weapons you can carry at once, each with their own secondary and special fire modes as well as a shit ton of different enemy variants and items to boot. but 3 of those weapons have ADS so hurr call of duty right?
the fact that you're saying this while there's literally a mode called "call of doom" out there is astounding

>> No.4316894
File: 76 KB, 640x640, 1462309798486.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4316906

Dime is streaming 300minvr right now. currently on map12.


>> No.4316910

fuck sake he's playing the old version.

>> No.4316913


all the ammo on map12 is "just for decoration, unless like 10 archviles come out at once" that's a generous interpretation of a sarais map

>> No.4316917

round those corners you fuck!

>> No.4316928

Most of these weapons are some variety of assault rifle.
We have:
- Shotgun with ADS
- Assault Rifle
- Carbine
- Marksman Rifle (which is auto with a scope)
- three different machine guns, including two chainguns
- two different noob tubes
- railgun that ALSO has a scope
And, as a cherry on top, grenades and useless silenced pistol, just like CoD.

Honestly, I don't care THAT much about weapons to be fair - they fit the gameplay, and gameplay is the problem.
Brutal Doom is optimally played like a modern military shooter, staying behind cover and peeking out around enemies, pure fast-paced action being rare. Aiming down the sight is not the problem, slower rhytm of the gameplay that gives you TIME to aim down sights is the problem.

Agressive and dangerous enemies put player on the defense - that's why in original Doom, enemies are so stupid and predictable - so player can be on the offense.
That's impossible in Brutal/Brutality.

I'm not saying it's EXACTLY like CoD, - it's more like CoD meets Duke3D, but still, the same idea, make the game more appealing to kids raised on military shooters.

Because kids prefer what they already know over a steep learning curve of discovering completely new, seemingly slower but more rewarding type of gameplay. And Brutal enables this behaviour.

>> No.4316930
File: 337 KB, 1920x1200, Screenshot_Doom_20171009_145512.png [View same] [iqdb] [saucenao] [google] [report]


Neat. I went in a different direction for berserk, but I just might use that for the spheres.

And now, your new berserk pack. Like the original, a variant of the big health pack. But now filled with huge guts.

>> No.4316932

>turn on stream
>ads playing through ublock

>> No.4316959

In uBlock's settings, click on the "3rd-party filters" tab, then click on "Purge all caches" and then "Update now", did this yesterday and I haven't seen any ads on Twitch since.

>> No.4316982

repugnus tell him he's playing the old version goddamnit

>> No.4316993

Pretty sure it's reimagining Maps of Chaos. MoC E1M1 also has the side room in the first room, and it also has that monster closet before acid walkway.
Since I think most people play MoC with Brutal Doom, we can safely assume this is another attempt to make Doom more like a modern shooter.

>> No.4316997

thanks (and scroton)

>> No.4317020

Is this one of the signs of the Apocalypse?

>> No.4317028

cheers repugnus

now someone tell this clown he's going backwards, he's missed the crusher switch

>> No.4317030

And I looked, and behold a pale zip: and his name that sat on him was QUMP, and Shub followed with him. And power was given unto them over the fourth part of the earth, to kill with axe, and with nail, and with thunder, and with WAITING AND WAITING AND WAITING.

>> No.4317031

>If you manage to gib a Sawcubus, he may drop a chainsaw
Maybe getting the axe instead of the chainsaw ain't that bad

>> No.4317032

Okay, so I kept playing it and it actually gets good around Phobos Lab (now Hydroponics Lab). It adds a supershotty to Doom 1, and seems almost completely original. So perhaps it's not ALL bad.

>> No.4317045

So Doomguy finds a black pumpkin with guts
And eats those guts

>> No.4317047

-The carbine pretty much replaces the assault rilfe, and the marksman rifle is an upgrade TO the carbine
-whats a noob tube
-The hell's wrong with having a scope anyhow?

The only enemies which fit the bill of what you're describing are the buffed hitscanner guys, i don't see how the other stuff makes the game slower.
You can duck behind cover all you want whenever you play doom but the levels aren't designed around it so it's not gonna work just because you have a mod installed. Besides, even in vanilla doom you have to take cover when there's a barrage of hitscanners or an arch-vile.
even the creator of brutal doom decries call of duty, man. if having modern elements in a game makes a call of duty wannabe, Is doom 2016 also makes it want to appeal to call of duty audience?

>> No.4317052

If Complex Doom is a randomizer, then are some weapons like the railgun and grenade launcher able to replace rl/pg spawns or do you have to kill some rare enemy, to get them?

>> No.4317054


>> No.4317067

Idea for Halloween /vr/ wad
How about Candy-based weapons?
So bullets and shells and other are replaced various candies
And obviously the weapons themselves are candified
So you basically force-feeding monsters to make them satisfied and leave
Or you just filling them with so much candy they die.

>> No.4317068

That sounds bothersome, I think I'll just stick to the method I'm with now, it works.

>> No.4317069

We need a TRICK AND TREAT! comic edit with doomguy in a Keen costume and hands full of candy

>> No.4317071

Speaking as an autist, yes it is.

>> No.4317072

Nah, guns are tricks. Not treats.

>> No.4317075
File: 523 KB, 1920x1200, Screenshot_Doom_20171009_154237.png [View same] [iqdb] [saucenao] [google] [report]

Tried to watch the Twitch stream and it crashed my fucking video card, of all things. Oh well, I don't remember my account credentials anyway.

New spheres, based on >>4316878's contribution. I made them hover up and down, and animated all the smaller pieces separately. They look pretty good in motion, thanks for the assist anon!

>> No.4317076

They are tricks that shoot treat
And the trick is that those treats kill

>> No.4317078

Noobtube is a CoD slang for grenade launcher.

There's still a ton of weapons. And a lot of maps aimed for Brutal (like Maps of Chaos or the Hell on Earth Starter Pack) like using a ton of hitscanners.
And enemies ARE more aggressive. I mean, in Brutality imps walk on the ceiling and go into melee, most projectile enemies throw more and faster projectiles.
If you play a vanilla level in Brutality, you will see as a horde of carefully placed monsters instantly makes a beeline for you instead of staying in place.
That's why also maps designed for Brutal also use a ton of monster closets - because otherwise supply of monsters would dry out fast.
By necessity player is put on the defense - otherwise why would there be regenerating health and aiming down the sights? These things are put there for a reason.
Executions (taken from Gears of War) also slow down gameplay even more as you watch a super-drawn out cutscene.

And Doom 2016 mostly eschews modern game design. It has very little and super short cutscenes, it has very little story, it has basically none 'cinematic' moments, and it's an arcade shooter where you circlestrafe at enemies while pelting them with a shotgun, and watch health upgrades pop out of them as if you were playing Metroid or something. Executions are really the only 'modern shooter' element in Doom 2016, it's pretty thoroughly retro-inspired.

>> No.4317080

not that guy, but fyi you can set the resampling mode of a document to Nearest Neighbor if you want to avoid fuzz

>> No.4317081

tell him to kill Keen to get the yellow key please fker

>> No.4317083

not that he's paying any attention to the chat stream when it's actually about the maps, instead of his hand or football or some shit

>> No.4317086

> maps aimed for Brutal (like Maps of Chaos
I thought MoC was just intended for gameplay mods in general, not specifically Brutal.

>> No.4317090

please also remind him there is a map33

>> No.4317092

While I'm doing something else, here's a map idea: a tradidional suburbs neighborhood, terrorized by a bunch of trick 'n' treating demons. Then you kill them.

>> No.4317093

Loving it!

>> No.4317101

OKAY, why were the sperging anon's posts deleted this time?

>> No.4317106

Should tell you everything.

>> No.4317134

> doomguy gibbed my neighbours

>> No.4317140

Damn, you made my 5-minute sprite look really great!

>> No.4317181

hot damn this will be good for the /vr/ map compilation.

>> No.4317182 [DELETED] 

Brutal doom. Surprising nobody; everybody proceeded to get violently ill and began vomiting at the mere mention.

>> No.4317185

>why were the sperging anon's posts deleted
You answered your own question.

>> No.4317192



>> No.4317202

I feel BD back when it was version 17/18 was fine, with sperglord edition
There weren't too many extra weapons beyond the Revenant/Mancubus weapons and the SMG
At this point I feel like there's too much unneeded bloat. Especially the "map enhancer" or whatever it is.

>> No.4317215

>FKERGuy: Just when he gets to my map
yeah mate that sucks :(

>> No.4317218

I'm used to having shit luck. Oh well, back to modding.

>> No.4317307
File: 8 KB, 400x204, jack-o'-lich death0.png [View same] [iqdb] [saucenao] [google] [report]

Does this work? It's hard to work with low res fire effects.

Next frame the pumpkin would burn away leaving a screaming and spinning skull that dissolves over few frames after that

>> No.4317308

Is it possible for Pain Elementals to leave a corpse? Would be cool to just have a pile of pumpkin mush left behind as the skull vanishes.

>> No.4317318
File: 76 KB, 1043x476, nodes.png [View same] [iqdb] [saucenao] [google] [report]

Unfortunately no. Unless you count the bug where they leave a pool of blood when killed by a crusher, allowing archviles to resurrect them as unkillable "ghost" monsters.

I render in the resolution it's going to be in, with anti aliasing turned ON, a transparent background and a short chain of Render Nodes that fix edge transparency by setting alpha to either 1.0 or 0.0 depending on the initial alpha of that pixel. The weighting value can be adjusted.

>> No.4317320

yes, you'd change the duration of S_PAIN_DIE6 state to -1 with dehacked/bex. whatever number that is, i forget. pain elementals even have resurrection states that never get used under normal circumstances (unless you crush the dying monster to leave a pool of blood before it evaporates completely, then an archvile can resurrect the dreaded ghost pain elemental)

>> No.4317321

So all the music's being redone, right? Changing the instruments to organs (spooky!), harpsichords (spooky!), and xylophones (Skellyspooky!), right?

>> No.4317325

I remember Doom RPG having dead corpses for both PE and lost souls

>> No.4317329
File: 770 KB, 1920x1200, Screenshot_Doom_20171009_174449.png [View same] [iqdb] [saucenao] [google] [report]

My brain is on fire from looking at the screen for so long. Not unlike our new friend here.


Looks good to me.

>> No.4317338

yep it works

Frame 719
Duration = -1

>> No.4317342

What's the latest version of the Gothic Orange texture set?

>> No.4317352
File: 59 KB, 800x514, 1507321635247.jpg [View same] [iqdb] [saucenao] [google] [report]

Just wondering, will any of the monsters in the halloween themed wad resembled typicla halloween cliches, like vampires and werewolfs?

>> No.4317354

this i think >>4313450

>> No.4317365

I kinda want to do a vampire archvile as previously stated. Frankensteins monster barons/hell knights would be neat, but someone else would have to do that.

It would also be funny if imps wore little red devil horn tiaras

>> No.4317382

If you dehack it they can.

>> No.4317416
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

That's some beautiful work, anon. Well done!

>> No.4317420

i think that looks a bit wrong honestly, like it's had luminous paint sprayed all over it. or been attacked by inklings.

>> No.4317432 [DELETED] 

Since it's October aka spooky season recommend me some spooky wads please. I still want them to have Doom gameplay though, I don't like wads like Ghosted.

>> No.4317446 [DELETED] 

Good wads or bad wads?
Because there's dozens of spoopy wads, but only a miniscule fraction of them are good, or even playable.

>> No.4317451 [DELETED] 

If I wanted a bad wad I would play Doom 2 vanilla maps. I want a good spooky wad.

>> No.4317457 [DELETED] 

>If I wanted a bad wad I would play Doom 2 vanilla maps
Nice shit taste you have there. You must enjoy licking your own ass.

>> No.4317459 [DELETED] 

People always shit on Doom 2 for bad level design, but it's really more of a mixed bag than all bad. There's some classics in there along with the gimmicky levels.

>> No.4317465 [DELETED] 


all this fucking thing did was add one weapon and few enemies if anyone pulled that shit today in a sequel people would rip the company to shreds but since it was in the 90s then suddenly
>it's not a cash grab bro, it's a classic!

every map in D2 sucks shit and fan made megawads stomped it even final boss was a disaster
>a fucking wall
might as well give 2 spider masterminds like the PSX version did

>> No.4317472
File: 71 KB, 1102x631, DLuuG0EV4AEa7Gj.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

this is beautiful

>> No.4317473 [DELETED] 

i lived to see the ancap leftist autism trying to contaminate Doom

janitors please

>> No.4317476 [DELETED] 

I don't understand what the fuck ancap is but if you defend cash grabs then kill yourself you fucking kike puppet I bet you're an american don't you have some random middle eastern country to attack to further your israeli overlords agenda?

Americans are so retarded they even mutilate their cocks to be more like their jewish masters. Fuck america. 9/11 was awesome.

>> No.4317479 [DELETED] 

i didn't pay for it, so calling it a cashgrab isn't an argument that persuades me

>> No.4317485

>ammo cumshot

>> No.4317486 [DELETED] 

settle down pablo

>> No.4317493 [DELETED] 


>rule 3 keep /pol/ in /pol/


>> No.4317494 [DELETED] 

>doom ''fans'' didn't even buy the fucking game

>> No.4317496 [DELETED] 

are we being raided?

>> No.4317501 [DELETED] 

Americans let niggers fuck their wives what the fuck.

>> No.4317514 [DELETED] 

I have an idea for a spooky wad for german, french and british players.

It's a wad that takes place in a christian country with no terrorist attacks. I've heard that idea terrifies them.

>> No.4317517 [DELETED] 
File: 16 KB, 235x260, 1497649316267.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4317521 [DELETED] 

I wish Doom had more blacks, faggots and muslims.

>> No.4317525

doom2.wad is an acquired taste. you need to play it a lot to appreciate it. i didn't truly appreciate it until i'd had it for a year or two and was trying to pistol start everything. map13 for example, i did not truly appreciate until i had taken it apart and learned how to fully exploit it for the most efficient pistol start.

>> No.4317526 [DELETED] 

Doomguy isn't black, but he could be gay or muslim

>> No.4317527 [DELETED] 

I'm from Western Europe and I would love a cuckold mod for Doom, bonus points if it had a muslim protagonist because I really love their Religion of Peace.

>> No.4317529 [DELETED] 

He's a gay transgender muslim who Michael Jackson'd himself because Doom is a shit SJW game unlike hetero Nukem 3D

>> No.4317531

so uh
doom's pretty fun guys

>> No.4317542

i agree! i love doom! i hope people never stop making stuff for it

>> No.4317543

So why is /pol/ raiding us? This is a weird place for them to be angry at.

>> No.4317546
File: 156 KB, 800x600, take it spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

maybe they found Romero's tweets saying he doesn't like trump very much
they should just take it easy though

>> No.4317547

They probably want Trump Doom 2: Revenge of the Norks, and the other chan isn't providing.

>> No.4317548

some faggot created a thread on /v/ and they are bitching on every bethesda and id related general

i HOPE moot shows up soon to update the rules

>> No.4317549


not him but thanks!

>> No.4317551

i doubt it's really pol but merely the spaz from the build engine games thread. he revealed his allegiance in a now-deleted post.

>> No.4317552

How does pain chance work in Quake? It seems different from Doom.

>> No.4317554


>> No.4317558


its circlejerking at its finest

>> No.4317567
File: 126 KB, 1175x1034, QUMP.png [View same] [iqdb] [saucenao] [google] [report]




Still a few minor issues - one map has an intermission screen exiting the start map that it shouldn't, another map entrance has a hole in the ground, but its playable and you can play it.

>> No.4317572
File: 76 KB, 400x204, pump20009.gif [View same] [iqdb] [saucenao] [google] [report]

this "quick explode" particle effect is pretty metal. This is about done. Upload comes tomorrow.

>> No.4317575

i'm spooked

>> No.4317587

I love that I can play playable things

>> No.4317598

look aight. his jaw opening, then closing then opening again looks jarring. same with his skull dropping a few inches in the 4th or 5th frame

>> No.4317601


>> No.4317602

oh that's the usual guy all right

>> No.4317607
File: 35 KB, 268x265, .jpg [View same] [iqdb] [saucenao] [google] [report]

Do I play Doom with freelook enabled or disabled?
What's the most common opinion on that?

>> No.4317610

I like freelook!

>> No.4317620
File: 63 KB, 412x328, edited.gif [View same] [iqdb] [saucenao] [google] [report]

changed it to show what I mean.

>> No.4317623

I much prefer freelook. Authenticity and balance be damned, it feels better and is more fun.

>> No.4317625


Doom doesn't have nearly as much orange in it's palette as red, so converting anything from red is going to look a little flat. Been thinking about adding custom sounds to it for flair.


I can't believe how good you made this look in the span of 24 hours. Consider my mind thoroughly blown.

>> No.4317634

Yeah that looks better. I was overly concerned about it clipping into ceilings perhaps. I'll tweak it tomorrow. Thanks anon.

>> No.4317641

no worries

>> No.4317649

The regenerating health is only up to 20 health, and even then it's really slow. You make it seem like the only way to play brutal doom is a strict cover based shooter.
I dont know about other people but i hardly use ADS at all when playing, and the regen is hardly reliable.
Brutal doom is weirdly balanced for sure, but to say its specifically crafted in order to appease to a modern-shooter playstyle, i think you're really seeing something that isn't there.
What you're describing sounds closer to project msx in a lot of ways, to be honest.

>> No.4317665
File: 17 KB, 247x179, 1494756179764.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4317667

Depends on the map imo.

>> No.4317682

enabled for comfort but consciously aware of when to not break maps with it

>> No.4317761

on with gameplay mods
off with vanilla gameplay

>> No.4317790

>Dont hurt species makes sure they wont hurt each other, but the point is I want to make it so that they will.
>That's why you put a minus sign there, silly.
It doesn't work like that, none of those flags with a "-" will do anything, because the monster by default doesn't have those flags, so you're taking away a flag it already doesn't have. The flags work as intended when used normally though.

What anon wants to add to the monsters is

>> No.4317805

spud you son of a bitch
the best joke map

>> No.4317819

Don't forget about the Theremin.

>> No.4317828

I made a spooky title track, not sure if anyone picked up on the post:

Theremin, Clavinet and harpsichord with jazz bass and drums. Kind of a "scooby-doo" style of spooky...

>> No.4317829
File: 13 KB, 470x369, quakeg.png [View same] [iqdb] [saucenao] [google] [report]

thank you

>> No.4317938
File: 205 KB, 300x311, tumblr_inline_ocrx3nv8a61r8or2v_540.png [View same] [iqdb] [saucenao] [google] [report]

>inspiration comes by at such a slow rate while mapping I'm capable of listening through three different albums in one sitting

>> No.4317951

if nothing comes up, take break
you've burned out

>> No.4317964

not quite at the same extreme but I'm nearing it.
I like the money store and yoshimi but not THAT much.

>> No.4317969

Recommendation I've seen from successful creatives is to have multiple projects at once. Try working on one, and if you don't have anything in a bit, call it done or move on to another project and come back to it in a few hours.

>> No.4317985
File: 407 KB, 674x428, baron.png [View same] [iqdb] [saucenao] [google] [report]

How is that Halloween mapping project coming along?

>> No.4318046
File: 488 KB, 1366x728, map.jpg [View same] [iqdb] [saucenao] [google] [report]

working on last sectionish now

>> No.4318059
File: 129 KB, 639x478, gbaotmscreenshot.png [View same] [iqdb] [saucenao] [google] [report]

This is a retro FPS.

>> No.4318138

[NE] :: Push v0.7

people actually playing push
let's go

>> No.4318159

Haven't even begun yet.

>> No.4318162

>doom 1 monsters
stand around, throw shit at you or shoot something at you

>doom 2 monsters
monsters with actual abilities like homing missiles, spawning lost souls, ressurection, tracking fire, summoning lost souls, etc.

>> No.4318169

> spawning lost souls
> summoning lost souls

> hitscan, projectile, melee only, flying, flying+charging

>> No.4318187

whats this

>> No.4318204
File: 12 KB, 617x130, mr saw.png [View same] [iqdb] [saucenao] [google] [report]

Hey, do you guys still need a graphic for the suggested chainsaw zombie? I could provide one as a basis, he's not palletted for shit so someone who understands that would have to do it, and his skin wouldn't match the other zombies but that shouldn't be too hard to change.

>> No.4318354

what is that other map that has a similiar aesthetic to monster hunter ltd

>> No.4318364
File: 328 KB, 1920x1080, axiom2.jpg [View same] [iqdb] [saucenao] [google] [report]

Axiom. By the same guy!

>> No.4318368

How to play Heretic 1 with best possible graphics, sound and control? What wads, engines and modifications is needed for best gayming experience?

>> No.4318374

get zdoom 2.8.1:

get the heretic wad (heretic registered)

Thats all you need. place the heretic.wad in your zdoom folder and open zdoom.

>> No.4318394

>zdoom 2.8.1
i like you

>> No.4318402
File: 95 KB, 700x659, uniquegamingexperience.jpg [View same] [iqdb] [saucenao] [google] [report]

>see that QUMP got released
>it's still a fucking beta

>> No.4318407

how about hi res textures?

>> No.4318410
File: 283 KB, 640x480, Screenshot_Heretic_20171008_194825.png [View same] [iqdb] [saucenao] [google] [report]

Find a hi res texture pack? google for heretic high res textures or something.

If you want fancy looks, get GZDoom instead and turn on the dynamic lights. Then you will have pretty lights n shit like pic related (which is from the Heretic Treasure Chest wad)

>> No.4318446
File: 80 KB, 1280x720, Screenshot_20171010-052936.png [View same] [iqdb] [saucenao] [google] [report]

Did i do good, /vr/?

>> No.4318456

forgot to pause and left the computer on overnight?

>> No.4318494

Why does this feel vaguely familiar...

>> No.4318524

I fought long and hard against the demons

>> No.4318526
File: 654 KB, 800x600, 2017-10-10 14-11-04.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4318528

Fellas, is it gay to like cyberdemon's ass

>> No.4318529
File: 1.29 MB, 557x605, When You Bruise The Marine Just Right.png [View same] [iqdb] [saucenao] [google] [report]

Very nice. You did an excellent job.

>> No.4318537

Better question would be:
Is it gay to fist cyberdemons ass

>> No.4318539 [SPOILER] 
File: 325 KB, 526x488, 1507638167013.png [View same] [iqdb] [saucenao] [google] [report]

It's not gay if it's a cute cyberdemon girl...

>> No.4318551
File: 43 KB, 379x411, 1497848269548.png [View same] [iqdb] [saucenao] [google] [report]

>not being too behind on other projects to make one
get on my level

>> No.4318552

If you're ripping and tearing, no.

>> No.4318553

Yes. Wanna cuddle and make some maps?

>> No.4318561

Speaking of fisting

>> No.4318562


>> No.4318572
File: 25 KB, 105x124, Imp-tan.gif [View same] [iqdb] [saucenao] [google] [report]

That thread has a severe lack of imp-tans.

>> No.4318589

Why the hell can't you gib anything with the shotgun/super shotgun in Quake 2 64? Even if the enemy is on its last legs and you shoot it at point blank range with the super shotty, even while quad damage is active, it just refuses to bust.

>> No.4318593 [DELETED] 

You don't have to be a "kid" to prefer BD gameplay over classical.

There's a reason no-one makes fps gameplay like Doom anymore.

>> No.4318594
File: 21 KB, 182x348, orlokvile_wip.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. I uploaded the truecolor version but it's tweaked to palettize reasonably well.

Trying my hand at a vampire now. Gotta learn how to do cloth simulation in blender for that, and I'll probably need to actually make textures unlike with the pumpkin.

>> No.4318598

How do I know if WAD is meant to be played without freelook?
They must be created before GZDoom/Boom?
When did freelook appear?

>> No.4318601

GZDoom software rendering got fucked.
Now it clips sprites just as hardware rendering does (QZDoom does not)

>> No.4318606

if it's that old yes, don't use freelook. if it's newer, the text file in the zip will likely tell you what source port it was made for. unless it says its made for a source port with freelook, then you're probably not meant to use it.
what's the wad in question?

>> No.4318609

Better make the skull evaporate as it goes

>> No.4318624
File: 17 KB, 640x480, 1507643723.jpg [View same] [iqdb] [saucenao] [google] [report]

when? 3.2 appears as expected in software mode.

>> No.4318626
File: 9 KB, 640x480, 1507643840.jpg [View same] [iqdb] [saucenao] [google] [report]

(briefly switched to GL for comparison)

>> No.4318646

That's because it's 8bit renderer, which is from ZDoom

GZDoom's true-color renderer is supposed to be a copy of QZD ones, but it got "improved" and now it clips sprites, while original QZD does not.

>> No.4318678
File: 156 KB, 1145x852, maybenot.jpg [View same] [iqdb] [saucenao] [google] [report]

Things are not...going according to plan.

>> No.4318814
File: 23 KB, 171x70, quake_champions___classic_doom_guy__for_hud__by_kamijou420-dblrrso.png [View same] [iqdb] [saucenao] [google] [report]

Quake champions models can be ripped and used already on SFM or other programs


is anyone up and read y for a HD sprite pack using QC models?

>> No.4318839


>> No.4318843


at this point HD sprite packs are like communism

it's just not going to work

>> No.4318850

I'd be interested just to see how the HD sprite face would translate into the game. I don't expect the best but it'd still be neat.

>> No.4318889

Hey guys I was just wondering if there is a place I can download Unreal Gold for free. I know one of you must have it somewhere.
please don't hurt me nii chan

>> No.4318909
File: 15 KB, 640x480, 1507656644.jpg [View same] [iqdb] [saucenao] [google] [report]

32bpp renderer as expected
i think i've worked out what you've done though

>> No.4318915
File: 16 KB, 640x480, 1507656682.jpg [View same] [iqdb] [saucenao] [google] [report]

what you've done is turned on "poly renderer (experimental)" which does make the sprites clip. turn it off.

>> No.4318938

System Shock portable: The SS equivalent of GZDoom?

I wonder what they would call the Quake Equivalent....

>> No.4318940
File: 69 KB, 200x200, BalgarCybie.gif [View same] [iqdb] [saucenao] [google] [report]


theres no need to make them HD, its olny make them like doom4cybie guy was doing it

>> No.4318945

GoG is your friend and its almost free at this rate

>> No.4318946

Spoopy swamp is coming along nicely. Two questions though:

1. How do I align flats so that they're properly centered for, say, a teleporter?
2. I set a linedef with the "blocks sound" property, yet the monsters are still hearing my gunshots from afar and coming to fight me. What could I be doing wrong?

>> No.4318949

>this cyberdemon replacement will never be released
Why even live :(

>> No.4318950

Sure, go ahead.

>> No.4318956

I want to see the replies to that post

>> No.4318990

>1. How do I align flats so that they're properly centered for, say, a teleporter?

You can't offset the textures in BOOM and vanilla formats like you can in UDMF. Their tiling pattern is fixed, you need to adjust the sector itself accordingly.

>2. I set a linedef with the "blocks sound" property, yet the monsters are still hearing my gunshots from afar and coming to fight me. What could I be doing wrong?

See https://www.doomworld.com/forum/topic/54364-the-truth-about-sound-blocking-linedefs/

>So in short, the sound-blocking flags must be used on linedefs where each sidedef references a different sector. Otherwise they serve no purpose.

>> No.4318994

>you need to adjust the sector itself accordingly.

By which I mean, you need to move it around until it fits.

>> No.4318998

you can do it in boom but it's fiddly (you use floor scrollers)

>> No.4319001


>> No.4319009

Smooth Doom updated

>> No.4319010

Excellent, thanks a lot.

>> No.4319015

One thing I use as a marker is jumping. If it's disabled in the wad, I don't use freelook as well.

>> No.4319018

there better be a scary house level in that halloween wad
just saying

>> No.4319023

Well done, anon.

>> No.4319029

Yes, there will be.

So go ahead and make it.

>> No.4319031

i'm not a mapper, oops

>> No.4319034

It can work, its not impossible just unlikely. Where everyone goes wrong is making hand drawn art for it which is way too much work to do right. If someone could make a good amount of stop motion animation for a pack like that, it could go right. There is also 3D models turned into sprites like this flikr https://www.flickr.com/photos/doomhd/

>> No.4319050

>Have a good Halloween map name idea and a concept to go with it
>Been too busy to start it and have another project with a closer deadline I should be working on
>Want to make the map but also know I'll probably struggle with it over the course of a few days before the deadline
And the map name/concept isn't that creative since it's based off of an official map, but it'd have a new twist to it. I'm sure someone probably thought of the possible name I'm thinking of as well.

>> No.4319052

>Blaz Is done.
>Kegan working on kobold OC shitposting on /agdg/

Kegan please I need the 90s Snes Mod Fix.
I can't play Bullet-Eye Forever.

>> No.4319054

Even without the flags they are damaging each other, and these flags arent working.

My solution to this is going to have to be giving each monster's projectile its own damage type, then upon death making the projectile switch its damage type back to it just before calling A_Explode (this forces the explosion to do that damage type, for some lame reason even though you give a projectile a specific damage type it loses that when it goes to its death state)

And they take 0.0 damage factor from their own damage type. That should make sure they dont hurt each other. And (drumroll) the reason for this is:

Revenant Missile:
Damage 4;
A_Explode(9*random(2,4), 72, 0, 0, 24)
//22-68 points
//or 18-36 points if you narrowly dodged it and are clinging on to dear life

Caco Fireball
Damage 4;
A_Explode(5, 40, 0, 0, 24)
//9-39 points
//or 5 points if you narrowly dodged it and are clinging on to dear life

Fatso Fireball:
damage 3;
A_Explode(22, 64, 0, 0, 32)
//25-46 points
//or 22 or 44 points if you narrowly dodged it and are clinging on to dear life

>> No.4319069

We all start like that.

>> No.4319074

Maybe make a short one suitable for MAP01?

>> No.4319083

thank you anon

>> No.4319105

It could be made into a smaller map, though it'd likely end up being medium sized, who knows.
The idea is based off of Tricks and Traps.

>> No.4319107

>try Smooth Doom
>looks amazing
>reach that level on Doom 2 with the Spider Mastermind being slowly crushed to death
>the game gets laggy as fuck for the whole level


>> No.4319150

I had the same problem but I did not attribute it to smooth doom, perhaps you are right though. I fixed it by turning down the number of "decals" that you have at a given time.

>> No.4319153

Excessive amounts of (poorly coded?) blood actors.

>> No.4319165
File: 87 KB, 1010x1010, vr plays tf2 edit.png [View same] [iqdb] [saucenao] [google] [report]

I wish I still had the Romerog post

>> No.4319171


>> No.4319301

isn't this a Goosebumps game? I remember seeing the box at a CompUSA once.

>> No.4319350
File: 761 KB, 427x240, raining.gif [View same] [iqdb] [saucenao] [google] [report]

Here he is:
Feel free to use him as you please.

There's a couple of extra frames for detail on his death sprites, those could be cut to make him fit the SS sprites.

>> No.4319370
File: 156 KB, 680x678, 1462357177010.png [View same] [iqdb] [saucenao] [google] [report]

anyone got invisible ranger version?

>> No.4319372

>inb4 sfm porn of the doomguy

>> No.4319382
File: 137 KB, 680x678, ring of shadows.png [View same] [iqdb] [saucenao] [google] [report]

Technically all but the eyes should be visible, but it's still funny

>> No.4319387
File: 11 KB, 680x678, 1507676254966.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4319389

>there will be SFM porn of Doomguy before there is of Nyx or Slash

>> No.4319395

eyeballs are not shaped like that anon

>> No.4319396

That's what happens when Hunter and Crash are not in the game

>> No.4319401

Nu-Slash is cute, though.

>> No.4319402

you're an eyeball

>> No.4319405
File: 296 KB, 427x704, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4319424

Wow, Orbb was pretty radical in his days before the arena.

>> No.4319426

He was briefly a member of The Residents as well.

>> No.4319427
File: 720 KB, 2000x2208, anarchy in the UK.jpg [View same] [iqdb] [saucenao] [google] [report]

>no Orbb
>Anarki changed from a leet-speaking skater/gamer br0 to a murderous retard
fuckin' why, id

>> No.4319438

anarki 2.0

>> No.4319442

no that's orbb 2.0
can't you read

>> No.4319443

on the other hand Nu-Ranger

>> No.4319448
File: 114 KB, 288x270, ranger filyaw.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4319450
File: 198 KB, 1920x1080, Screenshot_Doom_20171009_192720.png [View same] [iqdb] [saucenao] [google] [report]

Another screenshot of Sonic/Doom wad.

I'm going to make Springyard Zone the first map to be played in my 22 map wad. I just finished making a Ring TV item, and I'm going to try and get a map and gameplay playable before the end of the year.

>> No.4319456

There are plenty of SFM Doomguy porn already.

>> No.4319463
File: 23 KB, 259x320, sadarki.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks for reminding me

>> No.4319472

>Even without the flags they are damaging each other, and these flags arent working.
>And they take 0.0 damage factor from their own damage type. That should make sure they dont hurt each other.
I thought you wanted them to harm each other per
>The monster can hurt itself and other members of its species.
>But they still do not infight even though they can damage each other.
which is why I gave you the flags to what was described in that post

>> No.4319485


>> No.4319493

thank you bby

>> No.4319506
File: 7 KB, 680x678, is this really what you want.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4319508

Make the cloth visible

>> No.4319517

it just dawned on me that both doomguy and ranger have stripes across their armor vests

>> No.4319521

>A single map taking 7 hours
>An Alien Vendetta map at that

>> No.4319527

Ranger's isn't stripes, it's clasps. They don't connect to anything, but w/e, they're there on both the Q1 and Q3A models as well as Q:C's Gladiator skin.

>> No.4319530

Tim has said he wants Orbb, so maybe eventually. I kinda like nu Anarki, mostly because I find it funny how much of a loud obnoxious douche he is. EAT MY BALLS BRO.

>> No.4319532

Why is there nothing better than ACS for map scripting? ACS is so god damn limited.

>> No.4319542

Tim also said he wants Hunter, which is fantastic, and fucking Dragonborn, which is no no no no no.

> I kinda like nu Anarki, mostly because I find it funny how much of a loud obnoxious douche he is. EAT MY BALLS BRO.
I liked how he fucked everything over for himself in his comic.

>> No.4319546


>> No.4319547

>what's the wad in question?
Now none, I am just playing through original Doom now.
Never knew Ultraviolence can be so fun.

>> No.4319551

Unf, indeed. That's a sexy looking WAD.
Do you plan rings to be just health bonuses, or do you want actually having a ring-health system? (I've definitely seen wads with a one-hit kill style gameplay like Contra Doom, so it could be doable)

>> No.4319554


health bonuses. I'm not going full makeover, but there be enough changes to make different.

>> No.4319557

This is sick!

>> No.4319559

Yeah, don't use mouselook, it's not designed for it. X-axis mouse rotation is fine, Y axis is not because levels weren't really designed for it.
You will be able to cheese a ton of stuff by e.g. shooting up at enemies you're not supposed to, or sniping enemies below you, and that's not the intended experience.

>> No.4319565

I see. I guess it makes sense, if someone wants to go whole hog (pun intended) and play Sonic in Doom they'd just play Robo Blast 2, and this fills a Sonic-inspired-mappack shaped niche.
And also it will work with gameplay modifiers like Russian Overkill and stuff. Nice.

>> No.4319584
File: 39 KB, 680x678, invisible sweat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4319597

What do you want to do? ACS can do most things.

>> No.4319604


How about pass strings as arguments?

How about write scripts that can take more than 4 arguments?

Have proper floats?

There's other things but those annoy me the most. I thought ZScript was going to fix these deficiencies but then it looks like ZScript is just a beefed up DECORATE.

>> No.4319610
File: 1.37 MB, 1557x1905, goosebumps_attack_v_restored2.jpg [View same] [iqdb] [saucenao] [google] [report]

Bingo. It's very loosely Based on the novel "Attack of the Mutant". It's one of the most bizzare games i've ever played, it's like a fever dream. The guy in the pink suit dies after getting shot with a fire hose and exploding.

>> No.4319616

best doom song ever.

>> No.4319618
File: 35 KB, 516x454, Untitled-4 copy.png [View same] [iqdb] [saucenao] [google] [report]

got this problem with coding and I dont know what to make of it because its never behaved this way before.

This hell knight is supposed to throw a pattern of (modded to be weaker) baron balls. However it just jumps to him throwing only one, either ignoring all of the states that have 0 tics or its just jumping to the normal buiser attack state.

Catch is, he will do this at any range not just up close as indicated. He also wont throw 3 of them at once either.

>> No.4319626
File: 95 KB, 800x555, rp3bl1hedfkbmzrfpd41.jpg [View same] [iqdb] [saucenao] [google] [report]

When you get hit by the damn Hitscan.

>> No.4319628

>How about pass strings as arguments?
int bleb = strparam("mystring");

>How about write scripts that can take more than 4 arguments?

>> No.4319629

or, acs_namedexecute (x,y,z strparam("mystring"));

>> No.4319653
File: 161 KB, 500x361, thatsapaddlin.png [View same] [iqdb] [saucenao] [google] [report]

>firing from the center of the minigun

>> No.4319658

no thats the perfect place to put the automatic grenade launcher, which the minigun barrels rotate around

>> No.4319661
File: 8 KB, 197x255, 1470999950376.jpg [View same] [iqdb] [saucenao] [google] [report]

>wanting to make chaingunners even more dangerous

>> No.4319662

slap jetpacks on them too

>> No.4319691

Nice, looking forward to this.

>> No.4319695
File: 106 KB, 1024x732, chainsaw_maniac_by_andrewbent-d7cw4ci.jpg [View same] [iqdb] [saucenao] [google] [report]

So are we officially replacing the Wolfenstein SS with a chainsaw zombie for the Halloween project? Because in that case I'll be adding a bunch of those guys to my map.

>> No.4319705

>Turning the chaingun into the Marathon assault rifle by slapping a grenade launcher on it
Fund it.

>> No.4319715


Someone will have to make a DeHacked or BEX patch adding extra animation frames and melee attack behaviour to the SS troops. I don't know how to do that, so anyone who does, feel free to step up.

As for the sprites themselves, I did a quick palette test earlier today, and they convert quite nicely.

>> No.4319956
File: 73 KB, 1080x1349, 1503247399589.jpg [View same] [iqdb] [saucenao] [google] [report]

>new smooth doom update gets rid of gun skins
I mean i get the spaghetti decorate needed some fixing upping
but I need my 64 plasma gun, gifty

>> No.4319962

>>4319629can you actually pass strings as arcs from decorate that way? I don't think you can, but would be pleasantly surprised.

>> No.4320023

You wouldn't even have to remove the SS troop. You could steal the "dead lost soul" thing type (because it's useless anyway) and steal redundant chase states to fill out the rest of the enemy. Easy peasy.

>> No.4320150

yo why the fuck isn't /idgames loading

>> No.4320174

Dragonborn with guns? Oh please no

>> No.4320212

this >>4319626 is the sort of thing you should be seeking out and using as thread images, not just random garbage from your reaction images folder.

>> No.4320214

which one? be more specific. there are half a dozen mirrors.

>> No.4320220

i'm gonna shove you in a locker, nerd

>> No.4320239



>> No.4320328

From decorate? Nah. But an acs script that executes another acs script can use that method.

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